commit 43238318012a0159d0a6e53330048e121903a18b Author: Musa Mahmood Date: Wed Oct 7 11:41:38 2026 +0100 [0.0.0] Capture viewer: a grid of every .mcap's preview, and one capture at full size in a window of its own diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..b0ccd26 --- /dev/null +++ b/.gitignore @@ -0,0 +1,17 @@ +# Build output: binaries, copied assets and logs go to bin/, intermediates to .build/ (the +# binding generators in modules/ make their own). +/bin/ +.build/ + +# Debuggers and editors +*.rdi +.vs/ +.vscode/ +*.10x +# fork.jai writes one with this machine's paths +*.focus-config + +# OS and sync clutter +.DS_Store +Thumbs.db +.stfolder diff --git a/README.md b/README.md new file mode 100644 index 0000000..2dca9ab --- /dev/null +++ b/README.md @@ -0,0 +1,125 @@ +# mcap + +A bare [Dear ImGui](https://github.com/ocornut/imgui) (docking branch) desktop application +written in [Jai](https://jai.community), for Windows, macOS and Linux: the window, the frame loop +and everything around them, ready for an app to be written into `src/app/app_ui.jai`. + +## What you get + +- **Native rendering per platform.** Win32 + Direct3D 11 on Windows; SDL3 + SDL_GPU (Metal on + macOS, Vulkan on Linux) elsewhere. On Windows the window comes up on a WARP device in a few + milliseconds while the hardware device is created on a thread, then moves across; a lost + device is recovered. +- **Docking and multi-viewport ImGui**, with a default layout (`assets/data/default_imgui.ini`) + and a Reset Layout hotkey. +- **One instance.** Launching the app again brings the running one forward, over a shared + memory channel (a file lock decides the owner on macOS and Linux). +- **Tray / menu bar.** Closing or minimizing hides the window to the tray; the tray icon brings + it back or quits. +- **Hotkeys** from a `[hotkeys]` section of the settings file, and **global hotkeys** + (`[global_hotkeys]`: Windows and macOS) that work while another app is in front. +- **A settings file** (`settings.config`) that is written with every key listed, reloaded as + soon as it is saved, and merged rather than overwritten when the app saves to it. +- **Themes**: built-ins, 36 shipped `.theme` files, and a theme editor that saves new ones. +- **Logging** through a multi-producer, single-consumer queue to a per-version log file and an + in-app Event Log, plus crash reports. +- **Debug panels**: frame times, memory, renderer, fonts (Ctrl+Shift+D, Ctrl+Shift+1). +- **DPI awareness**, live resize that keeps drawing, CJK font fallback from the system fonts. +- **Background shutdown**: closing hands the remaining work to a thread while the window shows + progress, so it never looks hung. +- **Asynchronous tests**, compiled into debug builds and run with `run_tests`. + +## Building + +Requires the Jai compiler, beta 0.2.030 or later. + +``` +jai first.jai # debug build +jai first.jai - release # release build +jai first.jai - full_release # debug and release +jai first.jai - release compile_tests # release build with the test suite +``` + +Binaries are written to `bin/`, with `assets/` copied beside them. + +| Platform | Output | Notes | +| --- | --- | --- | +| Windows | `bin/mcap-debug.exe`, `bin/mcap.exe` | The release build gets the icon and a manifest, and no console. | +| macOS | `bin/mcap-macos-debug`, `bin/mcap.app` | Apple silicon (arm64) only, with a native `jai`. The release build is an ad hoc signed `.app`. | +| Linux | `bin/mcap-linux-debug`, `bin/mcap-linux` | Needs SDL3 installed (`libSDL3.so`). | + +`jai check_targets.jai - linux` type-checks the Linux build from any OS without linking it. +The macOS check only works on a Mac, since the Objective-C module runs code at compile time. + +Run any build with `run_tests` to run the test suites (debug builds include them), +`-allow-multiple-instances` to skip the single-instance check, or `-version`. + +## Starting a new app + +``` +jai fork.jai - [-folder ] [-bundle-id ] [-version ] [-git] [-build] +jai fork.jai - ../my-cool-app "My Cool App" -git -build +``` + +This copies the template (without `bin/`, `.build/`, `.git/` or `fork.jai`) and sets the names +below in the copy. The folder name defaults to the app name in lowercase with spaces as `-` +(`my-cool-app`), the bundle identifier to `com.example.`, and the version +to `0.0.0`. `-git` initializes a repository and commits the copy; `-build` makes a debug build. It also +writes `.focus-config`, a [focus](https://focus-editor.dev) project with the build and +run commands, which stays out of git since it holds this machine's paths. + +## Making it your app + +1. Name it at the top of `first.jai`, or let `fork.jai` do it: `APP_NAME` (window title, tray, + macOS bundle), `APP_FOLDER_NAME` (executable and data folder; one short lowercase word), + `APP_BUNDLE_IDENTIFIER` and `VERSION`. +2. Replace `assets/images/icon.png` (any square size; it becomes the `.exe`, `.app` and window + icon) and the tray icons `tray_icon.ico` (Windows) and `tray_icon.png`. +3. Write the app in `src/app/app_ui.jai`: `app_ui_startup` runs once, `app_ui_frame_start` every + frame before input, `app_main_window_ui` draws, and `app_ui_shutdown` runs on the shutdown + thread. + +To add a hotkey, declare a `Hotkey` in `src/ui/imgui_keyboard.jai`, add it to +`hotkey_actions_build` and `app_check_key_combinations`, bind it in both +`assets/data/default_hotkeys*.config` files (the build fails if a default leaves an action +unbound), and raise `APP_USER_SETTINGS_VERSION` in `src/App.jai` so existing settings files get +the new default. + +To add a setting, add it to `App_User_Settings`, `Settings_Seen`, `settings_parse` and +`app_save_user_settings_file` in `src/ui/imgui_theme_registry.jai`. + +## Layout + +``` +first.jai build: workspaces, build constants, Windows icon/manifest, macOS .app +fork.jai copy the template to a new, named project +check_targets.jai type-check another OS's build +src/App.jai loads everything; global state (app, platform, perf) +src/app/ main loop, your UI, background shutdown +src/base/ logging, fonts, debug panels, platform layers (base/platform/) +src/ui/ ImGui setup, hotkeys, themes and settings, toasts +src/graphics/DX11.jai Direct3D 11 device, WARP-first startup, device-loss recovery +src/backends/ ImGui's SDL_GPU backend; src/freetype/: ImGui's FreeType loader +assets/ fonts, icons, default hotkeys, default layout, themes +modules/ Basic (with arenas), Thread, Shared_Memory_Channel, File_Watcher, + Secure_Memory, XDG, sdl3, imgui-sdl, imgui-dx11-win32, imgui-source +``` + +## Files at run time + +| File | Location | +| --- | --- | +| `settings.config`, `imgui.ini`, user themes | `%APPDATA%\` on Windows, `~/Library/Application Support/` on macOS, `~/.local/share/` on Linux | +| Logs | `logs//` next to the executable (next to the `.app` on macOS) | +| Shipped themes | `data/themes/` next to the executable | + +## Platform notes + +- Global hotkeys are not implemented on Linux (Wayland has no API for them). A desktop + shortcut that launches the executable has the same effect, since a second launch brings the + running instance forward. +- On XFCE the tray icon stays after the window is restored. +- `Secure_Memory` (used by `Basic`'s arenas to wipe memory) is built without libsodium; see the + note at the top of `modules/Secure_Memory/module.jai` if your app keeps secrets in memory. + +Uses https://github.com/overlord-systems/jai-imgui as a template. diff --git a/assets/data/default_global_hotkeys.config b/assets/data/default_global_hotkeys.config new file mode 100644 index 0000000..551f8b1 --- /dev/null +++ b/assets/data/default_global_hotkeys.config @@ -0,0 +1,8 @@ +[global_hotkeys] +# Registered with the system, so they work from any application, even while the app is hidden in the tray. +# The format is that of [hotkeys], including "none" to turn an action off; keys are letters, +# digits, Space, F1-F24, Enter, Tab, Escape, the arrows, PageUp, PageDown, Home, End, Insert and +# Delete. For example: Ctrl-Alt-Space bring_to_foreground +# Changes apply as soon as the file is saved. + +none bring_to_foreground diff --git a/assets/data/default_global_hotkeys_macos.config b/assets/data/default_global_hotkeys_macos.config new file mode 100644 index 0000000..ce2cc34 --- /dev/null +++ b/assets/data/default_global_hotkeys_macos.config @@ -0,0 +1,7 @@ +[global_hotkeys] +# Registered with the system, so they work from any application, even while the app is hidden in the menu bar. +# The format is that of [hotkeys], including "none" to turn an action off; keys are letters, +# digits, Space, F1-F12, Enter, Tab, Escape and the arrows. For example: Cmd-Shift-Space bring_to_foreground +# Changes apply as soon as the file is saved. + +none bring_to_foreground diff --git a/assets/data/default_hotkeys.config b/assets/data/default_hotkeys.config new file mode 100644 index 0000000..34c479c --- /dev/null +++ b/assets/data/default_hotkeys.config @@ -0,0 +1,25 @@ +[hotkeys] +# Each line is a key combination and the action it triggers. Modifiers are Ctrl, Shift and Alt, +# joined to the key with '-': Ctrl-Shift-W. Keys are letters, digits, F1-F24, Enter, Escape, +# Delete, PageUp, PageDown, UpArrow/ArrowUp, Minus, Equal and the other Dear ImGui key names. +# List an action on several lines to bind several combinations. Write "none" instead of a key +# combination to turn an action off; leaving it out entirely instead means the app hasn't added it +# to your settings file yet, so the next save fills in its default (or "none", while upgrading an +# older settings file, so nothing changes for you until you ask). +# Changes apply as soon as the file is saved. + +# Key combination Action + +# Window +Ctrl-Shift-W program_exit +Ctrl-W minimize_to_tray +Ctrl-Minus decrease_font_size +Ctrl-Equal increase_font_size +Ctrl-Alt-Space reset_window +Ctrl-Shift-Alt-R reset_layout + +# Debug +Ctrl-Shift-D toggle_debug_panel +Ctrl-Shift-L toggle_logger_panel +Ctrl-Shift-E toggle_style_editor +Ctrl-Shift-1 toggle_frame_times diff --git a/assets/data/default_hotkeys_macos.config b/assets/data/default_hotkeys_macos.config new file mode 100644 index 0000000..2b7fb02 --- /dev/null +++ b/assets/data/default_hotkeys_macos.config @@ -0,0 +1,25 @@ +[hotkeys] +# Each line is a key combination and the action it triggers. Modifiers are Cmd, Shift and Opt (Option), +# joined to the key with '-': Cmd-Shift-W. Keys are letters, digits, F1-F24, Enter, Escape, +# Delete, PageUp, PageDown, UpArrow/ArrowUp, Minus, Equal and the other Dear ImGui key names. +# List an action on several lines to bind several combinations. Write "none" instead of a key +# combination to turn an action off; leaving it out entirely instead means the app hasn't added it +# to your settings file yet, so the next save fills in its default (or "none", while upgrading an +# older settings file, so nothing changes for you until you ask). +# Changes apply as soon as the file is saved. + +# Key combination Action + +# Window +Cmd-Shift-W program_exit +Cmd-W minimize_to_tray +Cmd-Minus decrease_font_size +Cmd-Equal increase_font_size +Cmd-Opt-Shift-Space reset_window +Cmd-Shift-Opt-R reset_layout + +# Debug +Cmd-Shift-D toggle_debug_panel +Cmd-Shift-L toggle_logger_panel +Cmd-Shift-E toggle_style_editor +Cmd-Shift-1 toggle_frame_times diff --git a/assets/data/default_imgui.ini b/assets/data/default_imgui.ini new file mode 100644 index 0000000..fc8c98c --- /dev/null +++ b/assets/data/default_imgui.ini @@ -0,0 +1,38 @@ +[Window][WindowOverViewport_11111111] +Pos=0,0 +Size=1600,900 +Collapsed=0 + +[Window][Main] +Pos=0,0 +Size=1100,640 +Collapsed=0 +DockId=0x00000003,0 + +[Window][Event Log] +Pos=0,644 +Size=800,256 +Collapsed=0 +DockId=0x00000005,0 + +[Window][Frame Times] +Pos=804,644 +Size=296,256 +Collapsed=0 +DockId=0x00000006,0 + +[Window][Debug Panel] +Pos=1104,0 +Size=496,900 +Collapsed=0 +DockId=0x00000002,0 + +[Docking][Data] +DockSpace ID=0x08BD597D Window=0x1BBC0F80 Pos=0,0 Size=1600,900 Split=X + DockNode ID=0x00000001 Parent=0x08BD597D SizeRef=1100,900 Split=Y + DockNode ID=0x00000003 Parent=0x00000001 SizeRef=1100,640 CentralNode=1 + DockNode ID=0x00000004 Parent=0x00000001 SizeRef=1100,256 Split=X + DockNode ID=0x00000005 Parent=0x00000004 SizeRef=800,256 + DockNode ID=0x00000006 Parent=0x00000004 SizeRef=296,256 HiddenTabBar=1 + DockNode ID=0x00000002 Parent=0x08BD597D SizeRef=496,900 + diff --git a/assets/data/themes/basic-light.theme b/assets/data/themes/basic-light.theme new file mode 100644 index 0000000..f1b6d87 --- /dev/null +++ b/assets/data/themes/basic-light.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Basic Light +@base default + +[colors] +Text: 181818FF +TextDisabled: 383838FF +WindowBg: FFFFFFFF +ChildBg: CCCCCCFF +PopupBg: CCCCCCFF +Border: 18181880 +BorderShadow: 00000000 +FrameBg: FFFFFFFF +FrameBgHovered: E3E3E3FF +FrameBgActive: CCCCCCFF +TitleBg: CCCCCCFF +TitleBgActive: BABABAFF +TitleBgCollapsed: CCCCCCFF +MenuBarBg: CCCCCCFF +ScrollbarBg: CCCCCCFF +ScrollbarGrab: D1D1D1FF +ScrollbarGrabHovered: B0B0B0FF +ScrollbarGrabActive: 909090FF +CheckMark: 6F0093FF +CheckboxSelectedBg: D4B3DFFF +SliderGrab: 6F0093B0 +SliderGrabActive: 6F0093FF +Button: FFFFFFFF +ButtonHovered: DFDFDFFF +ButtonActive: C599D4FF +Header: E8E8E8FF +HeaderHovered: D5D5D5FF +HeaderActive: CDA6D9FF +Separator: 18181860 +SeparatorHovered: FCFCFCFF +SeparatorActive: 6F0093FF +ResizeGrip: 18181860 +ResizeGripHovered: 6F0093A0 +ResizeGripActive: 6F0093FF +InputTextCursor: 181818FF +TabHovered: DADADAFF +Tab: CCCCCCFF +TabSelected: E8E8E8FF +TabSelectedOverline: 6F0093FF +TabDimmed: FFFFFFFF +TabDimmedSelected: CCCCCCFF +TabDimmedSelectedOverline: 181818FF +DockingPreview: 6F009370 +DockingEmptyBg: FFFFFFFF +PlotLines: 6F0093FF +PlotLinesHovered: E6FEFEFF +PlotHistogram: 0000FFFF +PlotHistogramHovered: E6FEFEFF +TableHeaderBg: BEBEBEFF +TableBorderStrong: 18181880 +TableBorderLight: E6FEFE26 +TableRowBg: 00000000 +TableRowBgAlt: 1818180D +TextLink: 6F0093FF +TextSelectedBg: B6B6B6FF +TreeLines: E6FEFE26 +DragDropTarget: AC600CFF +DragDropTargetBg: AC600C30 +UnsavedMarker: AC600CFF +NavCursor: 6F0093FF +NavWindowingHighlight: 181818B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 6F0093FF +accent_alt: 181818FF +error: FF0000FF +error_dim: 772222FF +warning: AC600CFF +warning_dim: FFA500FF +success: 6DA465FF +dim: 383838FF +neutral: 181818FF +active_window_border: 6F0093FF diff --git a/assets/data/themes/candy-2.theme b/assets/data/themes/candy-2.theme new file mode 100644 index 0000000..f27ead4 --- /dev/null +++ b/assets/data/themes/candy-2.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Candy 2 +@base default + +[colors] +Text: 9DD2DEFF +TextDisabled: 87919DFF +WindowBg: 15212AFF +ChildBg: 10191FFF +PopupBg: 10191FFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 18262FFF +FrameBgHovered: 283B44FF +FrameBgActive: 354C56FF +TitleBg: 10191FFF +TitleBgActive: 1E2C32FF +TitleBgCollapsed: 10191FFF +MenuBarBg: 10191FFF +ScrollbarBg: 10191FFF +ScrollbarGrab: 334852FF +ScrollbarGrabHovered: 45606BFF +ScrollbarGrabActive: 587983FF +CheckMark: 5C9FD1FF +CheckboxSelectedBg: 2C4A60FF +SliderGrab: 5C9FD1B0 +SliderGrabActive: 5C9FD1FF +Button: 18262FFF +ButtonHovered: 2B3E48FF +ButtonActive: 335670FF +Header: 23333CFF +HeaderHovered: 2D414AFF +HeaderActive: 2E4D64FF +Separator: 4C4C4C60 +SeparatorHovered: 1C4449FF +SeparatorActive: 5C9FD1FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: 5C9FD1A0 +ResizeGripActive: 5C9FD1FF +InputTextCursor: 26B2B2FF +TabHovered: 2D424BFF +Tab: 10191FFF +TabSelected: 253741FF +TabSelectedOverline: 5C9FD1FF +TabDimmed: 15212AFF +TabDimmedSelected: 10191FFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: 5C9FD170 +DockingEmptyBg: 15212AFF +PlotLines: 5C9FD1FF +PlotLinesHovered: F4F492FF +PlotHistogram: 9DD2DEFF +PlotHistogramHovered: F4F492FF +TableHeaderBg: 1B282EFF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: 9DD2DE0D +TextLink: 5C9FD1FF +TextSelectedBg: 1C4449FF +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: 5C9FD1FF +NavWindowingHighlight: 9DD2DEB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 5C9FD1FF +accent_alt: FFB7C4FF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: 5C9FD1FF diff --git a/assets/data/themes/candy.theme b/assets/data/themes/candy.theme new file mode 100644 index 0000000..776e0b6 --- /dev/null +++ b/assets/data/themes/candy.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Candy +@base default + +[colors] +Text: BFC9DBFF +TextDisabled: 87919DFF +WindowBg: 15212AFF +ChildBg: 10191FFF +PopupBg: 10191FFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 18262FFF +FrameBgHovered: 2C3A44FF +FrameBgActive: 3D4A55FF +TitleBg: 10191FFF +TitleBgActive: 222B32FF +TitleBgCollapsed: 10191FFF +MenuBarBg: 10191FFF +ScrollbarBg: 10191FFF +ScrollbarGrab: 394751FF +ScrollbarGrabHovered: 515D69FF +ScrollbarGrabActive: 687482FF +CheckMark: E03D90FF +CheckboxSelectedBg: 542D4CFF +SliderGrab: E03D90B0 +SliderGrabActive: E03D90FF +Button: 18262FFF +ButtonHovered: 2F3D47FF +ButtonActive: 682F56FF +Header: 26323CFF +HeaderHovered: 343F4AFF +HeaderActive: 5C2B4EFF +Separator: 4C4C4C60 +SeparatorHovered: 1C4449FF +SeparatorActive: E03D90FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: E03D90A0 +ResizeGripActive: E03D90FF +InputTextCursor: 26B2B2FF +TabHovered: 33404BFF +Tab: 10191FFF +TabSelected: 293640FF +TabSelectedOverline: E03D90FF +TabDimmed: 15212AFF +TabDimmedSelected: 10191FFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: E03D9070 +DockingEmptyBg: 15212AFF +PlotLines: E03D90FF +PlotLinesHovered: D89B75FF +PlotHistogram: 6CCFE6FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 1E272EFF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: BFC9DB0D +TextLink: E03D90FF +TextSelectedBg: 1C4449FF +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: E03D90FF +NavWindowingHighlight: BFC9DBB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: E03D90FF +accent_alt: F5B0EDFF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: F5B0EDFF diff --git a/assets/data/themes/catppuccin-frappe.theme b/assets/data/themes/catppuccin-frappe.theme new file mode 100644 index 0000000..218c91e --- /dev/null +++ b/assets/data/themes/catppuccin-frappe.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Catppuccin Frappe +@base default + +[colors] +Text: C6D0F5FF +TextDisabled: A5ADCEFF +WindowBg: 303446FF +ChildBg: 292C3CFF +PopupBg: 292C3CFF +Border: A5ADCE80 +BorderShadow: 00000000 +FrameBg: 232634FF +FrameBgHovered: 373A4BFF +FrameBgActive: 474B5EFF +TitleBg: 292C3CFF +TitleBgActive: 393C4FFF +TitleBgCollapsed: 292C3CFF +MenuBarBg: 292C3CFF +ScrollbarBg: 292C3CFF +ScrollbarGrab: 44485BFF +ScrollbarGrabHovered: 5A6076FF +ScrollbarGrabActive: 717891FF +CheckMark: CA9EE6FF +CheckboxSelectedBg: 554A69FF +SliderGrab: CA9EE6B0 +SliderGrabActive: CA9EE6FF +Button: 232634FF +ButtonHovered: 3A3E4FFF +ButtonActive: 66567BFF +Header: 3F4458FF +HeaderHovered: 4B5066FF +HeaderActive: 66597EFF +Separator: A5ADCE60 +SeparatorHovered: 51576DFF +SeparatorActive: CA9EE6FF +ResizeGrip: A5ADCE60 +ResizeGripHovered: CA9EE6A0 +ResizeGripActive: CA9EE6FF +InputTextCursor: 626880FF +TabHovered: 3D4153FF +Tab: 292C3CFF +TabSelected: 333747FF +TabSelectedOverline: CA9EE6FF +TabDimmed: 303446FF +TabDimmedSelected: 292C3CFF +TabDimmedSelectedOverline: A5ADCEFF +DockingPreview: CA9EE670 +DockingEmptyBg: 303446FF +PlotLines: CA9EE6FF +PlotLinesHovered: 51576DFF +PlotHistogram: EF9F76FF +PlotHistogramHovered: 51576DFF +TableHeaderBg: 36394BFF +TableBorderStrong: A5ADCE80 +TableBorderLight: 414559FF +TableRowBg: 00000000 +TableRowBgAlt: C6D0F50D +TextLink: CA9EE6FF +TextSelectedBg: 51576DFF +TreeLines: 414559FF +DragDropTarget: E5C890FF +DragDropTargetBg: E5C89030 +UnsavedMarker: E5C890FF +NavCursor: CA9EE6FF +NavWindowingHighlight: C6D0F5B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: CA9EE6FF +accent_alt: 8CAAEEFD +error: E78284FF +error_dim: E78284FF +warning: E5C890FF +warning_dim: E5C890FF +success: A6D189FF +dim: A5ADCEFF +neutral: A5ADCEFF +active_window_border: CA9EE6FF diff --git a/assets/data/themes/catppuccin-latte.theme b/assets/data/themes/catppuccin-latte.theme new file mode 100644 index 0000000..66beeb4 --- /dev/null +++ b/assets/data/themes/catppuccin-latte.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Catppuccin Latte +@base default + +[colors] +Text: 4C4F69FF +TextDisabled: 6C6F85FF +WindowBg: EFF1F5FF +ChildBg: E6E9EFFF +PopupBg: E6E9EFFF +Border: 6C6F8580 +BorderShadow: 00000000 +FrameBg: DCE0E8FF +FrameBgHovered: CBCFD9FF +FrameBgActive: BCC0CCFF +TitleBg: E6E9EFFF +TitleBgActive: D7DAE2FF +TitleBgCollapsed: E6E9EFFF +MenuBarBg: E6E9EFFF +ScrollbarBg: E6E9EFFF +ScrollbarGrab: BFC3CFFF +ScrollbarGrabHovered: ABAFBDFF +ScrollbarGrabActive: 979AABFF +CheckMark: 8839EFFF +CheckboxSelectedBg: C3AEEAFF +SliderGrab: 8839EFB0 +SliderGrabActive: 8839EFFF +Button: DCE0E8FF +ButtonHovered: C8CCD6FF +ButtonActive: BA9DEBFF +Header: DFE1E7FF +HeaderHovered: D2D4DCFF +HeaderActive: CBB1F3FF +Separator: 6C6F8560 +SeparatorHovered: BCC0CCFF +SeparatorActive: 8839EFFF +ResizeGrip: 6C6F8560 +ResizeGripHovered: 8839EFA0 +ResizeGripActive: 8839EFFF +InputTextCursor: ACB0BEFF +TabHovered: C5C9D4FF +Tab: E6E9EFFF +TabSelected: CED2DBFF +TabSelectedOverline: 8839EFFF +TabDimmed: EFF1F5FF +TabDimmedSelected: E6E9EFFF +TabDimmedSelectedOverline: 6C6F85FF +DockingPreview: 8839EF70 +DockingEmptyBg: EFF1F5FF +PlotLines: 8839EFFF +PlotLinesHovered: BCC0CCFF +PlotHistogram: FE640BFF +PlotHistogramHovered: BCC0CCFF +TableHeaderBg: DADDE4FF +TableBorderStrong: 6C6F8580 +TableBorderLight: CCD0DAFF +TableRowBg: 00000000 +TableRowBgAlt: 4C4F690D +TextLink: 8839EFFF +TextSelectedBg: BCC0CCFF +TreeLines: CCD0DAFF +DragDropTarget: DF8E1DFF +DragDropTargetBg: DF8E1D30 +UnsavedMarker: DF8E1DFF +NavCursor: 8839EFFF +NavWindowingHighlight: 4C4F69B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 8839EFFF +accent_alt: 1E66F5FF +error: D20F39FF +error_dim: D20F39FF +warning: DF8E1DFF +warning_dim: DF8E1DFF +success: 40A02BFF +dim: 6C6F85FF +neutral: 6C6F85FF +active_window_border: 8839EFFF diff --git a/assets/data/themes/catppuccin-macchiato.theme b/assets/data/themes/catppuccin-macchiato.theme new file mode 100644 index 0000000..8a48699 --- /dev/null +++ b/assets/data/themes/catppuccin-macchiato.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Catppuccin Macchiato +@base default + +[colors] +Text: CAD3F5FF +TextDisabled: A5ADCBFF +WindowBg: 24273AFF +ChildBg: 1E2030FF +PopupBg: 1E2030FF +Border: A5ADCB80 +BorderShadow: 00000000 +FrameBg: 181926FF +FrameBgHovered: 2D2F3FFF +FrameBgActive: 3F4254FF +TitleBg: 1E2030FF +TitleBgActive: 2F3244FF +TitleBgCollapsed: 1E2030FF +MenuBarBg: 1E2030FF +ScrollbarBg: 1E2030FF +ScrollbarGrab: 3C3E4FFF +ScrollbarGrabHovered: 55586CFF +ScrollbarGrabActive: 6D7289FF +CheckMark: C6A0F6FF +CheckboxSelectedBg: 4C4264FF +SliderGrab: C6A0F6B0 +SliderGrabActive: C6A0F6FF +Button: 181926FF +ButtonHovered: 313343FF +ButtonActive: 5E4F79FF +Header: 35384DFF +HeaderHovered: 42465CFF +HeaderActive: 5D517CFF +Separator: A5ADCB60 +SeparatorHovered: 494D64FF +SeparatorActive: C6A0F6FF +ResizeGrip: A5ADCB60 +ResizeGripHovered: C6A0F6A0 +ResizeGripActive: C6A0F6FF +InputTextCursor: 5B6078FF +TabHovered: 343747FF +Tab: 1E2030FF +TabSelected: 2A2C3BFF +TabSelectedOverline: C6A0F6FF +TabDimmed: 24273AFF +TabDimmedSelected: 1E2030FF +TabDimmedSelectedOverline: A5ADCBFF +DockingPreview: C6A0F670 +DockingEmptyBg: 24273AFF +PlotLines: C6A0F6FF +PlotLinesHovered: 494D64FF +PlotHistogram: F5A97FFF +PlotHistogramHovered: 494D64FF +TableHeaderBg: 2C2E40FF +TableBorderStrong: A5ADCB80 +TableBorderLight: 363A4FFF +TableRowBg: 00000000 +TableRowBgAlt: CAD3F50D +TextLink: C6A0F6FF +TextSelectedBg: 494D64FF +TreeLines: 363A4FFF +DragDropTarget: EED49FFF +DragDropTargetBg: EED49F30 +UnsavedMarker: EED49FFF +NavCursor: C6A0F6FF +NavWindowingHighlight: CAD3F5B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: C6A0F6FF +accent_alt: 8AADF4FF +error: ED8796FF +error_dim: ED8796FF +warning: EED49FFF +warning_dim: EED49FFF +success: A6DA95FF +dim: A5ADCBFF +neutral: A5ADCBFF +active_window_border: C6A0F6FF diff --git a/assets/data/themes/catppuccin-mocha.theme b/assets/data/themes/catppuccin-mocha.theme new file mode 100644 index 0000000..e4597cf --- /dev/null +++ b/assets/data/themes/catppuccin-mocha.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Catppuccin Mocha +@base default + +[colors] +Text: CDD6F4FF +TextDisabled: 9DA0ABFF +WindowBg: 1E1E2EFF +ChildBg: 181825FF +PopupBg: 181825FF +Border: 9DA0AB80 +BorderShadow: 00000000 +FrameBg: 11111BFF +FrameBgHovered: 282935FF +FrameBgActive: 3A3C4BFF +TitleBg: 181825FF +TitleBgActive: 2A2B3AFF +TitleBgCollapsed: 181825FF +MenuBarBg: 181825FF +ScrollbarBg: 181825FF +ScrollbarGrab: 373846FF +ScrollbarGrabHovered: 515465FF +ScrollbarGrabActive: 6B7083FF +CheckMark: C6A0F6FF +CheckboxSelectedBg: 473C5DFF +SliderGrab: C6A0F6B0 +SliderGrabActive: C6A0F6FF +Button: 11111BFF +ButtonHovered: 2B2D39FF +ButtonActive: 594A73FF +Header: 303042FF +HeaderHovered: 3E3F52FF +HeaderActive: 594C74FF +Separator: 9DA0AB60 +SeparatorHovered: 45475AFF +SeparatorActive: C6A0F6FF +ResizeGrip: 9DA0AB60 +ResizeGripHovered: C6A0F6A0 +ResizeGripActive: C6A0F6FF +InputTextCursor: B5A6A8FF +TabHovered: 2F313EFF +Tab: 181825FF +TabSelected: 242531FF +TabSelectedOverline: C6A0F6FF +TabDimmed: 1E1E2EFF +TabDimmedSelected: 181825FF +TabDimmedSelectedOverline: 9DA0ABFF +DockingPreview: C6A0F670 +DockingEmptyBg: 1E1E2EFF +PlotLines: C6A0F6FF +PlotLinesHovered: 494D64FF +PlotHistogram: F5A97FFF +PlotHistogramHovered: 494D64FF +TableHeaderBg: 262736FF +TableBorderStrong: 9DA0AB80 +TableBorderLight: 313244FF +TableRowBg: 00000000 +TableRowBgAlt: CDD6F40D +TextLink: C6A0F6FF +TextSelectedBg: 45475AFF +TreeLines: 313244FF +DragDropTarget: F9E2AFFF +DragDropTargetBg: F9E2AF30 +UnsavedMarker: F9E2AFFF +NavCursor: C6A0F6FF +NavWindowingHighlight: CDD6F4B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: C6A0F6FF +accent_alt: 89B4FAFF +error: F38BA8FF +error_dim: F38BA8FF +warning: F9E2AFFF +warning_dim: F9E2AFFF +success: A6E3A1FF +dim: 9DA0ABFF +neutral: 9DA0ABFF +active_window_border: C6A0F6FF diff --git a/assets/data/themes/dsp-lib.theme b/assets/data/themes/dsp-lib.theme new file mode 100644 index 0000000..cd66577 --- /dev/null +++ b/assets/data/themes/dsp-lib.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Dsp Lib +@base default + +[colors] +Text: 9DD2DEFF +TextDisabled: 87919DFF +WindowBg: 15212AFF +ChildBg: 10191FFF +PopupBg: 10191FFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 18262FFF +FrameBgHovered: 283B44FF +FrameBgActive: 354C56FF +TitleBg: 10191FFF +TitleBgActive: 1E2C32FF +TitleBgCollapsed: 10191FFF +MenuBarBg: 10191FFF +ScrollbarBg: 10191FFF +ScrollbarGrab: 334852FF +ScrollbarGrabHovered: 45606BFF +ScrollbarGrabActive: 587983FF +CheckMark: 5C9FD1FF +CheckboxSelectedBg: 2C4A60FF +SliderGrab: 5C9FD1B0 +SliderGrabActive: 5C9FD1FF +Button: 18262FFF +ButtonHovered: 2B3E48FF +ButtonActive: 335670FF +Header: 23333CFF +HeaderHovered: 2D414AFF +HeaderActive: 2E4D64FF +Separator: 4C4C4C60 +SeparatorHovered: 1C4449FF +SeparatorActive: 5C9FD1FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: 5C9FD1A0 +ResizeGripActive: 5C9FD1FF +InputTextCursor: 26B2B2FF +TabHovered: 2D424BFF +Tab: 10191FFF +TabSelected: 253741FF +TabSelectedOverline: 5C9FD1FF +TabDimmed: 15212AFF +TabDimmedSelected: 10191FFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: 5C9FD170 +DockingEmptyBg: 15212AFF +PlotLines: 5C9FD1FF +PlotLinesHovered: F4F492FF +PlotHistogram: 9DD2DEFF +PlotHistogramHovered: F4F492FF +TableHeaderBg: 1B282EFF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: 9DD2DE0D +TextLink: 5C9FD1FF +TextSelectedBg: 1C4449FF +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: 5C9FD1FF +NavWindowingHighlight: 9DD2DEB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 5C9FD1FF +accent_alt: FFB7C4FF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: 5C9FD1FF diff --git a/assets/data/themes/everforest-hard.theme b/assets/data/themes/everforest-hard.theme new file mode 100644 index 0000000..0e09f99 --- /dev/null +++ b/assets/data/themes/everforest-hard.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Everforest Hard +@base default + +[colors] +Text: D3C6AAFF +TextDisabled: 9DA9A0FF +WindowBg: 1E2326FF +ChildBg: 272E33FF +PopupBg: 272E33FF +Border: 7A847880 +BorderShadow: 00000000 +FrameBg: 2E383CFF +FrameBgHovered: 424949FF +FrameBgActive: 525754FF +TitleBg: 272E33FF +TitleBgActive: 383D3FFF +TitleBgCollapsed: 272E33FF +MenuBarBg: 272E33FF +ScrollbarBg: 272E33FF +ScrollbarGrab: 4F5452FF +ScrollbarGrabHovered: 666861FF +ScrollbarGrabActive: 7D7C71FF +CheckMark: E67E80FF +CheckboxSelectedBg: 654D50FF +SliderGrab: E67E80B0 +SliderGrabActive: E67E80FF +Button: 2E383CFF +ButtonHovered: 454C4BFF +ButtonActive: 785457FF +Header: 303333FF +HeaderHovered: 3F403EFF +HeaderActive: 644346FF +Separator: 7A847860 +SeparatorHovered: 4F5B58FF +SeparatorActive: E67E80FF +ResizeGrip: 7A847860 +ResizeGripHovered: E67E80A0 +ResizeGripActive: E67E80FF +InputTextCursor: A7C080AA +TabHovered: 484F4EFF +Tab: 272E33FF +TabSelected: 3F4647FF +TabSelectedOverline: E67E80FF +TabDimmed: 1E2326FF +TabDimmedSelected: 272E33FF +TabDimmedSelectedOverline: 7A8478FF +DockingPreview: E67E8070 +DockingEmptyBg: 1E2326FF +PlotLines: E67E80FF +PlotLinesHovered: D699B6FF +PlotHistogram: DBBC7FFF +PlotHistogramHovered: D699B6FF +TableHeaderBg: 353A3DFF +TableBorderStrong: 7A847880 +TableBorderLight: A7C08022 +TableRowBg: 00000000 +TableRowBgAlt: D3C6AA0D +TextLink: E67E80FF +TextSelectedBg: 3C4841FF +TreeLines: A7C08022 +DragDropTarget: DBBC7FFF +DragDropTargetBg: DBBC7F30 +UnsavedMarker: DBBC7FFF +NavCursor: E67E80FF +NavWindowingHighlight: D3C6AAB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: E67E80FF +accent_alt: A7C080FF +error: FF0000FF +error_dim: E67E80FF +warning: DBBC7FFF +warning_dim: 45443CFF +success: 3C4841FF +dim: 9DA9A0FF +neutral: 7A8478FF +active_window_border: E67E80FF diff --git a/assets/data/themes/gruber-darker.theme b/assets/data/themes/gruber-darker.theme new file mode 100644 index 0000000..e88881f --- /dev/null +++ b/assets/data/themes/gruber-darker.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Gruber Darker +@base default + +[colors] +Text: BFC9DBFF +TextDisabled: 87919DFF +WindowBg: 181818FF +ChildBg: 141416FF +PopupBg: 141416FF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 453D41FF +FrameBgHovered: 544E53FF +FrameBgActive: 605C63FF +TitleBg: 141416FF +TitleBgActive: 25262AFF +TitleBgCollapsed: 141416FF +MenuBarBg: 141416FF +ScrollbarBg: 141416FF +ScrollbarGrab: 5D5960FF +ScrollbarGrabHovered: 6E6D75FF +ScrollbarGrabActive: 80808BFF +CheckMark: FFDD33FF +CheckboxSelectedBg: 7D6D3DFF +SliderGrab: FFDD33B0 +SliderGrabActive: FFDD33FF +Button: 453D41FF +ButtonHovered: 565157FF +ButtonActive: 8F7D3BFF +Header: 292A2CFF +HeaderHovered: 36383BFF +HeaderActive: 695D21FF +Separator: 4C4C4C60 +SeparatorHovered: 484848FF +SeparatorActive: FFDD33FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: FFDD33A0 +ResizeGripActive: FFDD33FF +InputTextCursor: FFDD33FF +TabHovered: 59535AFF +Tab: 141416FF +TabSelected: 514B50FF +TabSelectedOverline: FFDD33FF +TabDimmed: 181818FF +TabDimmedSelected: 141416FF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: FFDD3370 +DockingEmptyBg: 181818FF +PlotLines: FFDD33FF +PlotLinesHovered: D89B75FF +PlotHistogram: E4E4EFFF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 222226FF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: BFC9DB0D +TextLink: FFDD33FF +TextSelectedBg: 484848FF +TreeLines: FCEDFC26 +DragDropTarget: CB4B16FF +DragDropTargetBg: CB4B1630 +UnsavedMarker: CB4B16FF +NavCursor: FFDD33FF +NavWindowingHighlight: BFC9DBB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: FFDD33FF +accent_alt: E4E4EFFF +error: FF0000FF +error_dim: 772222FF +warning: CB4B16FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: FFDD33FF diff --git a/assets/data/themes/gruvbox-flat.theme b/assets/data/themes/gruvbox-flat.theme new file mode 100644 index 0000000..01e8633 --- /dev/null +++ b/assets/data/themes/gruvbox-flat.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Gruvbox Flat +@base default + +[colors] +Text: D4BE98FF +TextDisabled: 87919DFF +WindowBg: 32302FFF +ChildBg: 32302FFF +PopupBg: 32302FFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 5A524CFF +FrameBgHovered: 695F55FF +FrameBgActive: 756A5DFF +TitleBg: 32302FFF +TitleBgActive: 423E3AFF +TitleBgCollapsed: 32302FFF +MenuBarBg: 32302FFF +ScrollbarBg: 32302FFF +ScrollbarGrab: 72685BFF +ScrollbarGrabHovered: 837766FF +ScrollbarGrabActive: 958670FF +CheckMark: D79921FF +CheckboxSelectedBg: 80673FFF +SliderGrab: D79921B0 +SliderGrabActive: D79921FF +Button: 5A524CFF +ButtonHovered: 6B6157FF +ButtonActive: 8C6E3BFF +Header: 423E3AFF +HeaderHovered: 4F4A42FF +HeaderActive: 6C552AFF +Separator: 4C4C4C60 +SeparatorHovered: 282828FF +SeparatorActive: D79921FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: D79921A0 +ResizeGripActive: D79921FF +InputTextCursor: 45403DFF +TabHovered: 6E6358FF +Tab: 32302FFF +TabSelected: 665D54FF +TabSelectedOverline: D79921FF +TabDimmed: 32302FFF +TabDimmedSelected: 32302FFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: D7992170 +DockingEmptyBg: 32302FFF +PlotLines: D79921FF +PlotLinesHovered: 458588FF +PlotHistogram: D3869BFF +PlotHistogramHovered: 458588FF +TableHeaderBg: 3F3B37FF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: D4BE980D +TextLink: D79921FF +TextSelectedBg: 3C3836FF +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: D79921FF +NavWindowingHighlight: D4BE98B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: D79921FF +accent_alt: FB4934FF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: D79921FF diff --git a/assets/data/themes/halogen.theme b/assets/data/themes/halogen.theme new file mode 100644 index 0000000..11a98f5 --- /dev/null +++ b/assets/data/themes/halogen.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Halogen +@base default + +[colors] +Text: BFC9DBFF +TextDisabled: 87919DFF +WindowBg: 181818FF +ChildBg: 181818FF +PopupBg: 181818FF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 383838FF +FrameBgHovered: 48494CFF +FrameBgActive: 56585CFF +TitleBg: 181818FF +TitleBgActive: 292A2CFF +TitleBgCollapsed: 181818FF +MenuBarBg: 181818FF +ScrollbarBg: 181818FF +ScrollbarGrab: 535559FF +ScrollbarGrabHovered: 66696FFF +ScrollbarGrabActive: 797E86FF +CheckMark: 3AA982FF +CheckboxSelectedBg: 395A4EFF +SliderGrab: 3AA982B0 +SliderGrabActive: 3AA982FF +Button: 383838FF +ButtonHovered: 4B4C4FFF +ButtonActive: 396556FF +Header: 292A2CFF +HeaderHovered: 36383BFF +HeaderActive: 244B3DFF +Separator: 4C4C4C60 +SeparatorHovered: 8296C130 +SeparatorActive: 3AA982FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: 3AA982A0 +ResizeGripActive: 3AA982FF +InputTextCursor: BFC9DBFF +TabHovered: 4E4F52FF +Tab: 181818FF +TabSelected: 464748FF +TabSelectedOverline: 3AA982FF +TabDimmed: 181818FF +TabDimmedSelected: 181818FF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: 3AA98270 +DockingEmptyBg: 181818FF +PlotLines: 3AA982FF +PlotLinesHovered: D89B75FF +PlotHistogram: 3AA982FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 252628FF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: BFC9DB0D +TextLink: 3AA982FF +TextSelectedBg: BFC9DB38 +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: 3AA982FF +NavWindowingHighlight: BFC9DBB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 3AA982FF +accent_alt: 6E8EB8FF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 18181850 +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: 3AA982FF diff --git a/assets/data/themes/handmade-hero.theme b/assets/data/themes/handmade-hero.theme new file mode 100644 index 0000000..055ebfd --- /dev/null +++ b/assets/data/themes/handmade-hero.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Handmade Hero +@base default + +[colors] +Text: CDAA7DFF +TextDisabled: 7F7F7FFF +WindowBg: 161616FF +ChildBg: 141414FF +PopupBg: 141414FF +Border: 7F7F7F80 +BorderShadow: 00000000 +FrameBg: 18262FFF +FrameBgHovered: 2E3638FF +FrameBgActive: 404340FF +TitleBg: 141414FF +TitleBgActive: 27231FFF +TitleBgCollapsed: 141414FF +MenuBarBg: 141414FF +ScrollbarBg: 141414FF +ScrollbarGrab: 3C403FFF +ScrollbarGrabHovered: 56534AFF +ScrollbarGrabActive: 6F6554FF +CheckMark: B8860BFF +CheckboxSelectedBg: 484324FF +SliderGrab: B8860BB0 +SliderGrabActive: B8860BFF +Button: 18262FFF +ButtonHovered: 31383AFF +ButtonActive: 584C21FF +Header: 282520FF +HeaderHovered: 373129FF +HeaderActive: 4F3D12FF +Separator: 7F7F7F60 +SeparatorHovered: CDAA7D4C +SeparatorActive: B8860BFF +ResizeGrip: 7F7F7F60 +ResizeGripHovered: B8860BA0 +ResizeGripActive: B8860BFF +InputTextCursor: 40FF40FF +TabHovered: 353B3BFF +Tab: 141414FF +TabSelected: 2A3337FF +TabSelectedOverline: B8860BFF +TabDimmed: 161616FF +TabDimmedSelected: 141414FF +TabDimmedSelectedOverline: 7F7F7FFF +DockingPreview: B8860B70 +DockingEmptyBg: 161616FF +PlotLines: B8860BFF +PlotLinesHovered: D89B75FF +PlotHistogram: 6B8E23FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 23201CFF +TableBorderStrong: 7F7F7F80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: CDAA7D0D +TextLink: B8860BFF +TextSelectedBg: 0100CDFF +TreeLines: FCEDFC26 +DragDropTarget: FFAD34FF +DragDropTargetBg: FFAD3430 +UnsavedMarker: FFAD34FF +NavCursor: B8860BFF +NavWindowingHighlight: CDAA7DB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: B8860BFF +accent_alt: CDAA7DFF +error: FF0000FF +error_dim: 772222FF +warning: FFAD34FF +warning_dim: 986032FF +success: 227722FF +dim: 7F7F7FFF +neutral: 7F7F7FFF +active_window_border: B8860BFF diff --git a/assets/data/themes/jblow-nostalgia.theme b/assets/data/themes/jblow-nostalgia.theme new file mode 100644 index 0000000..3f5e591 --- /dev/null +++ b/assets/data/themes/jblow-nostalgia.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Jblow Nostalgia +@base default + +[colors] +Text: BFC9DBFF +TextDisabled: 87919DFF +WindowBg: 292929FF +ChildBg: 1A1A1AFF +PopupBg: 1A1A1AFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 1A1A1AFF +FrameBgHovered: 2E2F31FF +FrameBgActive: 3E4144FF +TitleBg: 1A1A1AFF +TitleBgActive: 2B2C2DFF +TitleBgCollapsed: 1A1A1AFF +MenuBarBg: 1A1A1AFF +ScrollbarBg: 1A1A1AFF +ScrollbarGrab: 3B3D41FF +ScrollbarGrabHovered: 52565CFF +ScrollbarGrabActive: 696E77FF +CheckMark: FFFFFFFF +CheckboxSelectedBg: 5F5F5FFF +SliderGrab: FFFFFFB0 +SliderGrabActive: FFFFFFFF +Button: 1A1A1AFF +ButtonHovered: 313335FF +ButtonActive: 767676FF +Header: 38393BFF +HeaderHovered: 444649FF +HeaderActive: 747474FF +Separator: 4C4C4C60 +SeparatorHovered: D0C5A9A8 +SeparatorActive: FFFFFFFF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: FFFFFFA0 +ResizeGripActive: FFFFFFFF +InputTextCursor: 89E2A1FF +TabHovered: 343639FF +Tab: 1A1A1AFF +TabSelected: 2B2C2DFF +TabSelectedOverline: FFFFFFFF +TabDimmed: 292929FF +TabDimmedSelected: 1A1A1AFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: FFFFFF70 +DockingEmptyBg: 292929FF +PlotLines: FFFFFFFF +PlotLinesHovered: D89B75FF +PlotHistogram: 7FFFD4FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 272829FF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: BFC9DB0D +TextLink: FFFFFFFF +TextSelectedBg: 0000FFFF +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: FFFFFFFF +NavWindowingHighlight: BFC9DBB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: FFFFFFFF +accent_alt: D3B58DFF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: FFFFFFFF diff --git a/assets/data/themes/jblowtorch.theme b/assets/data/themes/jblowtorch.theme new file mode 100644 index 0000000..7aa90d9 --- /dev/null +++ b/assets/data/themes/jblowtorch.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Jblowtorch +@base default + +[colors] +Text: BFC9DBFF +TextDisabled: 87919DFF +WindowBg: 072626FF +ChildBg: 10191FFF +PopupBg: 10191FFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 18262FFF +FrameBgHovered: 2C3A44FF +FrameBgActive: 3D4A55FF +TitleBg: 10191FFF +TitleBgActive: 222B32FF +TitleBgCollapsed: 10191FFF +MenuBarBg: 10191FFF +ScrollbarBg: 10191FFF +ScrollbarGrab: 394751FF +ScrollbarGrabHovered: 515D69FF +ScrollbarGrabActive: 687482FF +CheckMark: E1E1E1FF +CheckboxSelectedBg: 545E64FF +SliderGrab: E1E1E1B0 +SliderGrabActive: E1E1E1FF +Button: 18262FFF +ButtonHovered: 2F3D47FF +ButtonActive: 687176FF +Header: 193638FF +HeaderHovered: 284347FF +HeaderActive: 536767FF +Separator: 4C4C4C60 +SeparatorHovered: 1C4449FF +SeparatorActive: E1E1E1FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: E1E1E1A0 +ResizeGripActive: E1E1E1FF +InputTextCursor: 26B2B2FF +TabHovered: 33404BFF +Tab: 10191FFF +TabSelected: 293640FF +TabSelectedOverline: E1E1E1FF +TabDimmed: 072626FF +TabDimmedSelected: 10191FFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: E1E1E170 +DockingEmptyBg: 072626FF +PlotLines: E1E1E1FF +PlotLinesHovered: D89B75FF +PlotHistogram: 6BE1CDFF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 1E272EFF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: BFC9DB0D +TextLink: E1E1E1FF +TextSelectedBg: 1C4449FF +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: E1E1E1FF +NavWindowingHighlight: BFC9DBB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: E1E1E1FF +accent_alt: D0C5A9FF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: E1E1E1FF diff --git a/assets/data/themes/jellybeans.theme b/assets/data/themes/jellybeans.theme new file mode 100644 index 0000000..f396d74 --- /dev/null +++ b/assets/data/themes/jellybeans.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Jellybeans +@base default + +[colors] +Text: A8A8A8FF +TextDisabled: 888888FF +WindowBg: 151515FF +ChildBg: 1C1C1CFF +PopupBg: 1C1C1CFF +Border: 88888880 +BorderShadow: 00000000 +FrameBg: 262626FF +FrameBgHovered: 363636FF +FrameBgActive: 434343FF +TitleBg: 1C1C1CFF +TitleBgActive: 2A2A2AFF +TitleBgCollapsed: 1C1C1CFF +MenuBarBg: 1C1C1CFF +ScrollbarBg: 1C1C1CFF +ScrollbarGrab: 404040FF +ScrollbarGrabHovered: 525252FF +ScrollbarGrabActive: 646464FF +CheckMark: 8197BFFF +CheckboxSelectedBg: 414854FF +SliderGrab: 8197BFB0 +SliderGrabActive: 8197BFFF +Button: 262626FF +ButtonHovered: 383838FF +ButtonActive: 4A5363FF +Header: 242424FF +HeaderHovered: 2F2F2FFF +HeaderActive: 3B4351FF +Separator: 88888860 +SeparatorHovered: 3D4070FF +SeparatorActive: 8197BFFF +ResizeGrip: 88888860 +ResizeGripHovered: 8197BFA0 +ResizeGripActive: 8197BFFF +InputTextCursor: FFFFAAFF +TabHovered: 3B3B3BFF +Tab: 1C1C1CFF +TabSelected: 333333FF +TabSelectedOverline: 8197BFFF +TabDimmed: 151515FF +TabDimmedSelected: 1C1C1CFF +TabDimmedSelectedOverline: 888888FF +DockingPreview: 8197BF70 +DockingEmptyBg: 151515FF +PlotLines: 8197BFFF +PlotLinesHovered: 3D4070FF +PlotHistogram: CF6A4CFF +PlotHistogramHovered: 3D4070FF +TableHeaderBg: 272727FF +TableBorderStrong: 88888880 +TableBorderLight: 303030FF +TableRowBg: 00000000 +TableRowBgAlt: A8A8A80D +TextLink: 8197BFFF +TextSelectedBg: 3D4070FF +TreeLines: 303030FF +DragDropTarget: D8AD4BFF +DragDropTargetBg: D8AD4B30 +UnsavedMarker: D8AD4BFF +NavCursor: 8197BFFF +NavWindowingHighlight: A8A8A8B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 8197BFFF +accent_alt: FFC66DFF +error: E84F4FFF +error_dim: E84F4FFF +warning: D8AD4BFF +warning_dim: D8AD4BFF +success: 99AD6AFF +dim: 888888FF +neutral: 888888FF +active_window_border: 8197BFFF diff --git a/assets/data/themes/kanagawa.theme b/assets/data/themes/kanagawa.theme new file mode 100644 index 0000000..288ed15 --- /dev/null +++ b/assets/data/themes/kanagawa.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Kanagawa +@base default + +[colors] +Text: DCD7BAFF +TextDisabled: C8C093FF +WindowBg: 1F1F28FF +ChildBg: 16161DFF +PopupBg: 16161DFF +Border: C8C09380 +BorderShadow: 00000000 +FrameBg: 2A2A37FF +FrameBgHovered: 3F3F47FF +FrameBgActive: 515054FF +TitleBg: 16161DFF +TitleBgActive: 2A292DFF +TitleBgCollapsed: 16161DFF +MenuBarBg: 16161DFF +ScrollbarBg: 16161DFF +ScrollbarGrab: 4E4D51FF +ScrollbarGrabHovered: 676564FF +ScrollbarGrabActive: 7F7D76FF +CheckMark: 957FB8FF +CheckboxSelectedBg: 4A445EFF +SliderGrab: 957FB8B0 +SliderGrabActive: 957FB8FF +Button: 2A2A37FF +ButtonHovered: 434249FF +ButtonActive: 554C6BFF +Header: 323137FF +HeaderHovered: 414042FF +HeaderActive: 48415AFF +Separator: C8C09360 +SeparatorHovered: 2D4F67FF +SeparatorActive: 957FB8FF +ResizeGrip: C8C09360 +ResizeGripHovered: 957FB8A0 +ResizeGripActive: 957FB8FF +InputTextCursor: C8C093FF +TabHovered: 46464CFF +Tab: 16161DFF +TabSelected: 3C3B44FF +TabSelectedOverline: 957FB8FF +TabDimmed: 1F1F28FF +TabDimmedSelected: 16161DFF +TabDimmedSelectedOverline: C8C093FF +DockingPreview: 957FB870 +DockingEmptyBg: 1F1F28FF +PlotLines: 957FB8FF +PlotLinesHovered: 2D4F67FF +PlotHistogram: FFA066FF +PlotHistogramHovered: 2D4F67FF +TableHeaderBg: 26252AFF +TableBorderStrong: C8C09380 +TableBorderLight: 363646FF +TableRowBg: 00000000 +TableRowBgAlt: DCD7BA0D +TextLink: 957FB8FF +TextSelectedBg: 2D4F67FF +TreeLines: 363646FF +DragDropTarget: FFA066FF +DragDropTargetBg: FFA06630 +UnsavedMarker: FFA066FF +NavCursor: 957FB8FF +NavWindowingHighlight: DCD7BAB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 957FB8FF +accent_alt: 7AA89FFF +error: FF5D62FF +error_dim: FF5D62FF +warning: FFA066FF +warning_dim: FFA066FF +success: 98BB6CFF +dim: C8C093FF +neutral: C8C093FF +active_window_border: 957FB8FF diff --git a/assets/data/themes/kujukuju.theme b/assets/data/themes/kujukuju.theme new file mode 100644 index 0000000..5a20e25 --- /dev/null +++ b/assets/data/themes/kujukuju.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Kujukuju +@base default + +[colors] +Text: CBCEBCFF +TextDisabled: 87919DFF +WindowBg: 141824FF +ChildBg: 080B14FF +PopupBg: 080B14FF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 12182BFF +FrameBgHovered: 282E3CFF +FrameBgActive: 3B404BFF +TitleBg: 080B14FF +TitleBgActive: 1C1F25FF +TitleBgCollapsed: 080B14FF +MenuBarBg: 080B14FF +ScrollbarBg: 080B14FF +ScrollbarGrab: 373C48FF +ScrollbarGrabHovered: 51565CFF +ScrollbarGrabActive: 6B6F71FF +CheckMark: F07178FF +CheckboxSelectedBg: 553342FF +SliderGrab: F07178B0 +SliderGrabActive: F07178FF +Button: 12182BFF +ButtonHovered: 2C313FFF +ButtonActive: 6B3C4AFF +Header: 262A33FF +HeaderHovered: 35393FFF +HeaderActive: 613741FF +Separator: 4C4C4C60 +SeparatorHovered: 1C4449FF +SeparatorActive: F07178FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: F07178A0 +ResizeGripActive: F07178FF +InputTextCursor: 26B2B2FF +TabHovered: 303542FF +Tab: 080B14FF +TabSelected: 252A3AFF +TabSelectedOverline: F07178FF +TabDimmed: 141824FF +TabDimmedSelected: 080B14FF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: F0717870 +DockingEmptyBg: 141824FF +PlotLines: F07178FF +PlotLinesHovered: E4D97DFF +PlotHistogram: FF6A27FF +PlotHistogramHovered: E4D97DFF +TableHeaderBg: 181B21FF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: CBCEBC0D +TextLink: F07178FF +TextSelectedBg: 1A3C49FF +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: F07178FF +NavWindowingHighlight: CBCEBCB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: F07178FF +accent_alt: FFCC66FF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: F07178FF diff --git a/assets/data/themes/nord-midnight.theme b/assets/data/themes/nord-midnight.theme new file mode 100644 index 0000000..b210e9f --- /dev/null +++ b/assets/data/themes/nord-midnight.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Nord Midnight +@base default + +[colors] +Text: ECEFF4FF +TextDisabled: ECEFF49F +WindowBg: 1D2129FF +ChildBg: 3B4252FF +PopupBg: 3B4252FF +Border: 2E344080 +BorderShadow: 00000000 +FrameBg: 434C5EFF +FrameBgHovered: 576070FF +FrameBgActive: 68707FFF +TitleBg: 3B4252FF +TitleBgActive: 4D5362FF +TitleBgCollapsed: 3B4252FF +MenuBarBg: 3B4252FF +ScrollbarBg: 3B4252FF +ScrollbarGrab: 656D7CFF +ScrollbarGrabHovered: 7C8391FF +ScrollbarGrabActive: 949AA6FF +CheckMark: 81A1C1FF +CheckboxSelectedBg: 56667CFF +SliderGrab: 81A1C1B0 +SliderGrabActive: 81A1C1FF +Button: 434C5EFF +ButtonHovered: 5B6373FF +ButtonActive: 5C6E86FF +Header: 32363DFF +HeaderHovered: 42464EFF +HeaderActive: 404E5EFF +Separator: 2E344060 +SeparatorHovered: 3B4252FF +SeparatorActive: 81A1C1FF +ResizeGrip: 2E344060 +ResizeGripHovered: 81A1C1A0 +ResizeGripActive: 81A1C1FF +InputTextCursor: D8DEE99F +TabHovered: 5E6676FF +Tab: 3B4252FF +TabSelected: 545C6DFF +TabSelectedOverline: 81A1C1FF +TabDimmed: 1D2129FF +TabDimmedSelected: 3B4252FF +TabDimmedSelectedOverline: 2E3440FF +DockingPreview: 81A1C170 +DockingEmptyBg: 1D2129FF +PlotLines: 81A1C1FF +PlotLinesHovered: 5E81ACFF +PlotHistogram: B48EADFF +PlotHistogramHovered: 5E81ACFF +TableHeaderBg: 49505FFF +TableBorderStrong: 2E344080 +TableBorderLight: 434C5EFF +TableRowBg: 00000000 +TableRowBgAlt: ECEFF40D +TextLink: 81A1C1FF +TextSelectedBg: 434C5EFF +TreeLines: 434C5EFF +DragDropTarget: D08770FF +DragDropTargetBg: D0877030 +UnsavedMarker: D08770FF +NavCursor: 81A1C1FF +NavWindowingHighlight: ECEFF4B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 81A1C1FF +accent_alt: 88C0D0FF +error: BF616AFF +error_dim: BF616AFF +warning: D08770FF +warning_dim: D08770FF +success: 5E81ACFF +dim: ECEFF49F +neutral: 2E3440FF +active_window_border: 81A1C1FF diff --git a/assets/data/themes/nord.theme b/assets/data/themes/nord.theme new file mode 100644 index 0000000..5070b53 --- /dev/null +++ b/assets/data/themes/nord.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Nord +@base default + +[colors] +Text: ECEFF4FF +TextDisabled: ECEFF49F +WindowBg: 2E3440FF +ChildBg: 3B4252FF +PopupBg: 3B4252FF +Border: 2E344080 +BorderShadow: 00000000 +FrameBg: 434C5EFF +FrameBgHovered: 576070FF +FrameBgActive: 68707FFF +TitleBg: 3B4252FF +TitleBgActive: 4D5362FF +TitleBgCollapsed: 3B4252FF +MenuBarBg: 3B4252FF +ScrollbarBg: 3B4252FF +ScrollbarGrab: 656D7CFF +ScrollbarGrabHovered: 7C8391FF +ScrollbarGrabActive: 949AA6FF +CheckMark: 81A1C1FF +CheckboxSelectedBg: 56667CFF +SliderGrab: 81A1C1B0 +SliderGrabActive: 81A1C1FF +Button: 434C5EFF +ButtonHovered: 5B6373FF +ButtonActive: 5C6E86FF +Header: 414752FF +HeaderHovered: 505660FF +HeaderActive: 4B5A6DFF +Separator: 2E344060 +SeparatorHovered: 3B4252FF +SeparatorActive: 81A1C1FF +ResizeGrip: 2E344060 +ResizeGripHovered: 81A1C1A0 +ResizeGripActive: 81A1C1FF +InputTextCursor: D8DEE99F +TabHovered: 5E6676FF +Tab: 3B4252FF +TabSelected: 545C6DFF +TabSelectedOverline: 81A1C1FF +TabDimmed: 2E3440FF +TabDimmedSelected: 3B4252FF +TabDimmedSelectedOverline: 2E3440FF +DockingPreview: 81A1C170 +DockingEmptyBg: 2E3440FF +PlotLines: 81A1C1FF +PlotLinesHovered: 5E81ACFF +PlotHistogram: B48EADFF +PlotHistogramHovered: 5E81ACFF +TableHeaderBg: 49505FFF +TableBorderStrong: 2E344080 +TableBorderLight: 434C5EFF +TableRowBg: 00000000 +TableRowBgAlt: ECEFF40D +TextLink: 81A1C1FF +TextSelectedBg: 434C5EFF +TreeLines: 434C5EFF +DragDropTarget: D08770FF +DragDropTargetBg: D0877030 +UnsavedMarker: D08770FF +NavCursor: 81A1C1FF +NavWindowingHighlight: ECEFF4B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 81A1C1FF +accent_alt: 88C0D0FF +error: BF616AFF +error_dim: BF616A9F +warning: D08770FF +warning_dim: D087709F +success: 5E81ACFF +dim: ECEFF49F +neutral: 2E3440FF +active_window_border: 81A1C1FF diff --git a/assets/data/themes/purple.theme b/assets/data/themes/purple.theme new file mode 100644 index 0000000..497b148 --- /dev/null +++ b/assets/data/themes/purple.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Purple +@base default + +[colors] +Text: 9DD2DEFF +TextDisabled: 87919DFF +WindowBg: 15212AFF +ChildBg: 10191FFF +PopupBg: 10191FFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 18262FFF +FrameBgHovered: 283B44FF +FrameBgActive: 354C56FF +TitleBg: 10191FFF +TitleBgActive: 1E2C32FF +TitleBgCollapsed: 10191FFF +MenuBarBg: 10191FFF +ScrollbarBg: 10191FFF +ScrollbarGrab: 334852FF +ScrollbarGrabHovered: 45606BFF +ScrollbarGrabActive: 587983FF +CheckMark: 5C9FD1FF +CheckboxSelectedBg: 2C4A60FF +SliderGrab: 5C9FD1B0 +SliderGrabActive: 5C9FD1FF +Button: 18262FFF +ButtonHovered: 2B3E48FF +ButtonActive: 335670FF +Header: 23333CFF +HeaderHovered: 2D414AFF +HeaderActive: 2E4D64FF +Separator: 4C4C4C60 +SeparatorHovered: 1C4449FF +SeparatorActive: 5C9FD1FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: 5C9FD1A0 +ResizeGripActive: 5C9FD1FF +InputTextCursor: 26B2B2FF +TabHovered: 2D424BFF +Tab: 10191FFF +TabSelected: 253741FF +TabSelectedOverline: 5C9FD1FF +TabDimmed: 15212AFF +TabDimmedSelected: 10191FFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: 5C9FD170 +DockingEmptyBg: 15212AFF +PlotLines: 5C9FD1FF +PlotLinesHovered: F4F492FF +PlotHistogram: 90D0FFFF +PlotHistogramHovered: F4F492FF +TableHeaderBg: 1B282EFF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: 9DD2DE0D +TextLink: 5C9FD1FF +TextSelectedBg: 1C4449FF +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: 5C9FD1FF +NavWindowingHighlight: 9DD2DEB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 5C9FD1FF +accent_alt: 9C7DDBFF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: 5C9FD1FF diff --git a/assets/data/themes/redshift-todo.theme b/assets/data/themes/redshift-todo.theme new file mode 100644 index 0000000..aa4ed17 --- /dev/null +++ b/assets/data/themes/redshift-todo.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Redshift Todo +@base default + +[colors] +Text: BFC9DBFF +TextDisabled: 87919DFF +WindowBg: 040408FF +ChildBg: 10191FFF +PopupBg: 10191FFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 18262FFF +FrameBgHovered: 2C3A44FF +FrameBgActive: 3D4A55FF +TitleBg: 10191FFF +TitleBgActive: 222B32FF +TitleBgCollapsed: 10191FFF +MenuBarBg: 10191FFF +ScrollbarBg: 10191FFF +ScrollbarGrab: 394751FF +ScrollbarGrabHovered: 515D69FF +ScrollbarGrabActive: 687482FF +CheckMark: 8C3485FF +CheckboxSelectedBg: 3B2A49FF +SliderGrab: 8C3485B0 +SliderGrabActive: 8C3485FF +Button: 18262FFF +ButtonHovered: 2F3D47FF +ButtonActive: 462C51FF +Header: 17181DFF +HeaderHovered: 26272EFF +HeaderActive: 341534FF +Separator: 4C4C4C60 +SeparatorHovered: 491C1CFF +SeparatorActive: 8C3485FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: 8C3485A0 +ResizeGripActive: 8C3485FF +InputTextCursor: FF4D40FF +TabHovered: 33404BFF +Tab: 10191FFF +TabSelected: 293640FF +TabSelectedOverline: 8C3485FF +TabDimmed: 040408FF +TabDimmedSelected: 10191FFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: 8C348570 +DockingEmptyBg: 040408FF +PlotLines: 8C3485FF +PlotLinesHovered: F4F492FF +PlotHistogram: DC761DFF +PlotHistogramHovered: F4F492FF +TableHeaderBg: 1E272EFF +TableBorderStrong: 4C4C4C80 +TableBorderLight: CF447756 +TableRowBg: 00000000 +TableRowBgAlt: BFC9DB0D +TextLink: 8C3485FF +TextSelectedBg: 206A7FAF +TreeLines: CF447756 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: 8C3485FF +NavWindowingHighlight: BFC9DBB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 8C3485FF +accent_alt: CB5D7DFF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: F8AD34FF diff --git a/assets/data/themes/redshift.theme b/assets/data/themes/redshift.theme new file mode 100644 index 0000000..1981bb2 --- /dev/null +++ b/assets/data/themes/redshift.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Redshift +@base default + +[colors] +Text: BFC9DBFF +TextDisabled: 87919DFF +WindowBg: 040608FF +ChildBg: 10191FFF +PopupBg: 10191FFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 18262FFF +FrameBgHovered: 2C3A44FF +FrameBgActive: 3D4A55FF +TitleBg: 10191FFF +TitleBgActive: 222B32FF +TitleBgCollapsed: 10191FFF +MenuBarBg: 10191FFF +ScrollbarBg: 10191FFF +ScrollbarGrab: 394751FF +ScrollbarGrabHovered: 515D69FF +ScrollbarGrabActive: 687482FF +CheckMark: 8C485CFF +CheckboxSelectedBg: 3B303DFF +SliderGrab: 8C485CB0 +SliderGrabActive: 8C485CFF +Button: 18262FFF +ButtonHovered: 2F3D47FF +ButtonActive: 463441FF +Header: 171A1DFF +HeaderHovered: 26292EFF +HeaderActive: 341D25FF +Separator: 4C4C4C60 +SeparatorHovered: 491C1CFF +SeparatorActive: 8C485CFF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: 8C485CA0 +ResizeGripActive: 8C485CFF +InputTextCursor: FF4D40FF +TabHovered: 33404BFF +Tab: 10191FFF +TabSelected: 293640FF +TabSelectedOverline: 8C485CFF +TabDimmed: 040608FF +TabDimmedSelected: 10191FFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: 8C485C70 +DockingEmptyBg: 040608FF +PlotLines: 8C485CFF +PlotLinesHovered: F4F492FF +PlotHistogram: 77B7B8FF +PlotHistogramHovered: F4F492FF +TableHeaderBg: 1E272EFF +TableBorderStrong: 4C4C4C80 +TableBorderLight: CF447756 +TableRowBg: 00000000 +TableRowBgAlt: BFC9DB0D +TextLink: 8C485CFF +TextSelectedBg: 206A7FAF +TreeLines: CF447756 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: 8C485CFF +NavWindowingHighlight: BFC9DBB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 8C485CFF +accent_alt: CB5D7DFF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: F8AD34FF diff --git a/assets/data/themes/rose-pine-dawn.theme b/assets/data/themes/rose-pine-dawn.theme new file mode 100644 index 0000000..0f7b207 --- /dev/null +++ b/assets/data/themes/rose-pine-dawn.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Rose Pine Dawn +@base default + +[colors] +Text: 575279FF +TextDisabled: 797593FF +WindowBg: FAF4EDFF +ChildBg: FFFAF3FF +PopupBg: FFFAF3FF +Border: 79759380 +BorderShadow: 00000000 +FrameBg: F2E9E1FF +FrameBgHovered: DFD7D5FF +FrameBgActive: D0C8CAFF +TitleBg: FFFAF3FF +TitleBgActive: EEE9E7FF +TitleBgCollapsed: FFFAF3FF +MenuBarBg: FFFAF3FF +ScrollbarBg: FFFAF3FF +ScrollbarGrab: D3CBCCFF +ScrollbarGrabHovered: BDB6BEFF +ScrollbarGrabActive: A8A1AFFF +CheckMark: 286983FF +CheckboxSelectedBg: B5C3C5FF +SliderGrab: 286983B0 +SliderGrabActive: 286983FF +Button: F2E9E1FF +ButtonHovered: DCD4D2FF +ButtonActive: A1B6BBFF +Header: EAE4E1FF +HeaderHovered: DDD7D8FF +HeaderActive: B1C3C8FF +Separator: 79759360 +SeparatorHovered: 9893A5FF +SeparatorActive: 286983FF +ResizeGrip: 79759360 +ResizeGripHovered: 286983A0 +ResizeGripActive: 286983FF +InputTextCursor: 797593FF +TabHovered: D9D1D0FF +Tab: FFFAF3FF +TabSelected: E3DAD7FF +TabSelectedOverline: 286983FF +TabDimmed: FAF4EDFF +TabDimmedSelected: FFFAF3FF +TabDimmedSelectedOverline: 797593FF +DockingPreview: 28698370 +DockingEmptyBg: FAF4EDFF +PlotLines: 286983FF +PlotLinesHovered: 9893A5FF +PlotHistogram: EA9D34FF +PlotHistogramHovered: 9893A5FF +TableHeaderBg: F2EDE9FF +TableBorderStrong: 79759380 +TableBorderLight: F2E9E1FF +TableRowBg: 00000000 +TableRowBgAlt: 5752790D +TextLink: 286983FF +TextSelectedBg: 9893A5FF +TreeLines: F2E9E1FF +DragDropTarget: EA9D34FF +DragDropTargetBg: EA9D3430 +UnsavedMarker: EA9D34FF +NavCursor: 286983FF +NavWindowingHighlight: 575279B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 286983FF +accent_alt: 907AA9FF +error: D7827EFF +error_dim: D7827EFF +warning: EA9D34FF +warning_dim: EA9D34FF +success: 56949FFF +dim: 797593FF +neutral: 797593FF +active_window_border: 286983FF diff --git a/assets/data/themes/rose-pine-moon.theme b/assets/data/themes/rose-pine-moon.theme new file mode 100644 index 0000000..fb14ea8 --- /dev/null +++ b/assets/data/themes/rose-pine-moon.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Rose Pine Moon +@base default + +[colors] +Text: E0DEF4FF +TextDisabled: 908CABFF +WindowBg: 232136FF +ChildBg: 2A273FFF +PopupBg: 2A273FFF +Border: 908CAB80 +BorderShadow: 00000000 +FrameBg: 393552FF +FrameBgHovered: 4D4965FF +FrameBgActive: 5E5A76FF +TitleBg: 2A273FFF +TitleBgActive: 3C3951FF +TitleBgCollapsed: 2A273FFF +MenuBarBg: 2A273FFF +ScrollbarBg: 2A273FFF +ScrollbarGrab: 5A5772FF +ScrollbarGrabHovered: 726E89FF +ScrollbarGrabActive: 8986A0FF +CheckMark: 3E8FB0FF +CheckboxSelectedBg: 3B506EFF +SliderGrab: 3E8FB0B0 +SliderGrabActive: 3E8FB0FF +Button: 393552FF +ButtonHovered: 504D69FF +ButtonActive: 3B5978FF +Header: 363449FF +HeaderHovered: 454358FF +HeaderActive: 2C4861FF +Separator: 908CAB60 +SeparatorHovered: 44415AFF +SeparatorActive: 3E8FB0FF +ResizeGrip: 908CAB60 +ResizeGripHovered: 3E8FB0A0 +ResizeGripActive: 3E8FB0FF +InputTextCursor: 56526EFF +TabHovered: 54506CFF +Tab: 2A273FFF +TabSelected: 4A4662FF +TabSelectedOverline: 3E8FB0FF +TabDimmed: 232136FF +TabDimmedSelected: 2A273FFF +TabDimmedSelectedOverline: 908CABFF +DockingPreview: 3E8FB070 +DockingEmptyBg: 232136FF +PlotLines: 3E8FB0FF +PlotLinesHovered: 44415AFF +PlotHistogram: F6C177FF +PlotHistogramHovered: 44415AFF +TableHeaderBg: 39364DFF +TableBorderStrong: 908CAB80 +TableBorderLight: 393552FF +TableRowBg: 00000000 +TableRowBgAlt: E0DEF40D +TextLink: 3E8FB0FF +TextSelectedBg: 44415AFF +TreeLines: 393552FF +DragDropTarget: F6C177FF +DragDropTargetBg: F6C17730 +UnsavedMarker: F6C177FF +NavCursor: 3E8FB0FF +NavWindowingHighlight: E0DEF4B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 3E8FB0FF +accent_alt: C4A7E7FF +error: EB6F92FF +error_dim: EB6F92FF +warning: F6C177FF +warning_dim: F6C177FF +success: 9CCFD8FF +dim: 908CABFF +neutral: 908CABFF +active_window_border: F6C177FF diff --git a/assets/data/themes/rose-pine.theme b/assets/data/themes/rose-pine.theme new file mode 100644 index 0000000..f3b7e87 --- /dev/null +++ b/assets/data/themes/rose-pine.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Rose Pine +@base default + +[colors] +Text: E0DEF4FF +TextDisabled: 908CABFF +WindowBg: 191724FF +ChildBg: 1F1D2EFF +PopupBg: 1F1D2EFF +Border: 908CAB80 +BorderShadow: 00000000 +FrameBg: 26233AFF +FrameBgHovered: 3C3950FF +FrameBgActive: 4F4C63FF +TitleBg: 1F1D2EFF +TitleBgActive: 323042FF +TitleBgCollapsed: 1F1D2EFF +MenuBarBg: 1F1D2EFF +ScrollbarBg: 1F1D2EFF +ScrollbarGrab: 4B485FFF +ScrollbarGrabHovered: 656379FF +ScrollbarGrabActive: 7F7D93FF +CheckMark: 31748FFF +CheckboxSelectedBg: 293B54FF +SliderGrab: 31748FB0 +SliderGrabActive: 31748FFF +Button: 26233AFF +ButtonHovered: 403D54FF +ButtonActive: 2A435CFF +Header: 2D2B39FF +HeaderHovered: 3D3B49FF +HeaderActive: 213849FF +Separator: 908CAB60 +SeparatorHovered: 403D52FF +SeparatorActive: 31748FFF +ResizeGrip: 908CAB60 +ResizeGripHovered: 31748FA0 +ResizeGripActive: 31748FFF +InputTextCursor: 524F67FF +TabHovered: 444158FF +Tab: 1F1D2EFF +TabSelected: 39364DFF +TabSelectedOverline: 31748FFF +TabDimmed: 191724FF +TabDimmedSelected: 1F1D2EFF +TabDimmedSelectedOverline: 908CABFF +DockingPreview: 31748F70 +DockingEmptyBg: 191724FF +PlotLines: 31748FFF +PlotLinesHovered: 403D52FF +PlotHistogram: F6C177FF +PlotHistogramHovered: 403D52FF +TableHeaderBg: 2E2C3EFF +TableBorderStrong: 908CAB80 +TableBorderLight: 26233AFF +TableRowBg: 00000000 +TableRowBgAlt: E0DEF40D +TextLink: 31748FFF +TextSelectedBg: 403D52FF +TreeLines: 26233AFF +DragDropTarget: F6C177FF +DragDropTargetBg: F6C17730 +UnsavedMarker: F6C177FF +NavCursor: 31748FFF +NavWindowingHighlight: E0DEF4B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 31748FFF +accent_alt: C4A7E7FF +error: EB6F92FF +error_dim: EB6F92FF +warning: F6C177FF +warning_dim: F6C177FF +success: 9CCFD8FF +dim: 908CABFF +neutral: 908CABFF +active_window_border: F6C177FF diff --git a/assets/data/themes/solarized-dark.theme b/assets/data/themes/solarized-dark.theme new file mode 100644 index 0000000..f9b4efa --- /dev/null +++ b/assets/data/themes/solarized-dark.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Solarized Dark +@base default + +[colors] +Text: BFC9DBFF +TextDisabled: 87919DFF +WindowBg: 002B36FF +ChildBg: 002B36FF +PopupBg: 002B36FF +Border: 07364280 +BorderShadow: 00000000 +FrameBg: 073642FF +FrameBgHovered: 1D4854FF +FrameBgActive: 2F5664FF +TitleBg: 002B36FF +TitleBgActive: 133B47FF +TitleBgCollapsed: 002B36FF +MenuBarBg: 002B36FF +ScrollbarBg: 002B36FF +ScrollbarGrab: 2C5361FF +ScrollbarGrabHovered: 466876FF +ScrollbarGrabActive: 5F7D8BFF +CheckMark: 859900FF +CheckboxSelectedBg: 2D542EFF +SliderGrab: 859900B0 +SliderGrabActive: 859900FF +Button: 073642FF +ButtonHovered: 214B57FF +ButtonActive: 395E28FF +Header: 133B47FF +HeaderHovered: 224754FF +HeaderActive: 2F5223FF +Separator: 07364260 +SeparatorHovered: 1C4449FF +SeparatorActive: 859900FF +ResizeGrip: 07364260 +ResizeGripHovered: 859900A0 +ResizeGripActive: 859900FF +InputTextCursor: 93A1A1FF +TabHovered: 244E5AFF +Tab: 002B36FF +TabSelected: 194551FF +TabSelectedOverline: 859900FF +TabDimmed: 002B36FF +TabDimmedSelected: 002B36FF +TabDimmedSelectedOverline: 073642FF +DockingPreview: 85990070 +DockingEmptyBg: 002B36FF +PlotLines: 859900FF +PlotLinesHovered: D89B75FF +PlotHistogram: D33682FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 0F3843FF +TableBorderStrong: 07364280 +TableBorderLight: 93A1A1FF +TableRowBg: 00000000 +TableRowBgAlt: BFC9DB0D +TextLink: 859900FF +TextSelectedBg: 073642FF +TreeLines: 93A1A1FF +DragDropTarget: CB4B16FF +DragDropTargetBg: CB4B1630 +UnsavedMarker: CB4B16FF +NavCursor: 859900FF +NavWindowingHighlight: BFC9DBB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 859900FF +accent_alt: 839496FF +error: DC322FFF +error_dim: FC32FFFF +warning: CB4B16FF +warning_dim: CB4B16FF +success: 073642FF +dim: 87919DFF +neutral: 073642FF +active_window_border: 859900FF diff --git a/assets/data/themes/spacemacs-light.theme b/assets/data/themes/spacemacs-light.theme new file mode 100644 index 0000000..e19d22f --- /dev/null +++ b/assets/data/themes/spacemacs-light.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Spacemacs Light +@base default + +[colors] +Text: 6C3163FF +TextDisabled: 655370FF +WindowBg: FBF8EFFF +ChildBg: D2CEDAFF +PopupBg: D2CEDAFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: E3DEDDFF +FrameBgHovered: D5C9CEFF +FrameBgActive: C9B8C2FF +TitleBg: D2CEDAFF +TitleBgActive: C8BECEFF +TitleBgCollapsed: D2CEDAFF +MenuBarBg: D2CEDAFF +ScrollbarBg: D2CEDAFF +ScrollbarGrab: CBBBC5FF +ScrollbarGrabHovered: BBA3B4FF +ScrollbarGrabActive: AA8BA2FF +CheckMark: 3A81C3FF +CheckboxSelectedBg: B0C2D5FF +SliderGrab: 3A81C3B0 +SliderGrabActive: 3A81C3FF +Button: E3DEDDFF +ButtonHovered: D2C6CCFF +ButtonActive: 9FB9D3FF +Header: EDE4E1FF +HeaderHovered: E1D4D6FF +HeaderActive: B7CEE0FF +Separator: 4C4C4C60 +SeparatorHovered: EFEAE9FF +SeparatorActive: 3A81C3FF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: 3A81C3A0 +ResizeGripActive: 3A81C3FF +InputTextCursor: 100A14FF +TabHovered: D0C2C9FF +Tab: D2CEDAFF +TabSelected: D7CDD1FF +TabSelectedOverline: 3A81C3FF +TabDimmed: FBF8EFFF +TabDimmedSelected: D2CEDAFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: 3A81C370 +DockingEmptyBg: FBF8EFFF +PlotLines: 3A81C3FF +PlotLinesHovered: BA2F59FF +PlotHistogram: 4E3163FF +PlotHistogramHovered: BA2F59FF +TableHeaderBg: CAC1D0FF +TableBorderStrong: 4C4C4C80 +TableBorderLight: DAE6D0FF +TableRowBg: 00000000 +TableRowBgAlt: 6C31630D +TextLink: 3A81C3FF +TextSelectedBg: D3D3E7FF +TreeLines: DAE6D0FF +DragDropTarget: DC752FFF +DragDropTargetBg: DC752F30 +UnsavedMarker: DC752FFF +NavCursor: 3A81C3FF +NavWindowingHighlight: 6C3163B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 3A81C3FF +accent_alt: 6C3163FF +error: FF0000FF +error_dim: E0211DFF +warning: DC752FFF +warning_dim: DC752F5F +success: 42AE2CFF +dim: 655370FF +neutral: 4C4C4CFF +active_window_border: 6C3163FF diff --git a/assets/data/themes/steel-breeze.theme b/assets/data/themes/steel-breeze.theme new file mode 100644 index 0000000..06ad037 --- /dev/null +++ b/assets/data/themes/steel-breeze.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Steel Breeze +@base default + +[colors] +Text: FFFFFFE0 +TextDisabled: FFFFFF80 +WindowBg: 00000060 +ChildBg: 000000FF +PopupBg: 000000FF +Border: FFFFFF80 +BorderShadow: 00000000 +FrameBg: FF0000FF +FrameBgHovered: FF1F1FFF +FrameBgActive: FF3838FF +TitleBg: 000000FF +TitleBgActive: 1A1A1AFF +TitleBgCollapsed: 000000FF +MenuBarBg: 000000FF +ScrollbarBg: 000000FF +ScrollbarGrab: FF3333FF +ScrollbarGrabHovered: FF5757FF +ScrollbarGrabActive: FF7A7AFF +CheckMark: 8860FFE0 +CheckboxSelectedBg: DB1D4DFF +SliderGrab: 8860FFB0 +SliderGrabActive: 8860FFE0 +Button: FF0000FF +ButtonHovered: FF2424FF +ButtonActive: CF2666FF +Header: 1A1A1A60 +HeaderHovered: 2E2E2E60 +HeaderActive: 30225960 +Separator: FFFFFF60 +SeparatorHovered: FFFFFF40 +SeparatorActive: 8860FFE0 +ResizeGrip: FFFFFF60 +ResizeGripHovered: 8860FFA0 +ResizeGripActive: 8860FFE0 +InputTextCursor: 4020FFFF +TabHovered: FF2929FF +Tab: 000000FF +TabSelected: FF1A1AFF +TabSelectedOverline: 8860FFE0 +TabDimmed: 00000060 +TabDimmedSelected: 000000FF +TabDimmedSelectedOverline: FFFFFF40 +DockingPreview: 8860FF70 +DockingEmptyBg: 00000060 +PlotLines: 8860FFE0 +PlotLinesHovered: D89B75E0 +PlotHistogram: FF6060E0 +PlotHistogramHovered: D89B75E0 +TableHeaderBg: 141414FF +TableBorderStrong: FFFFFF80 +TableBorderLight: FFFFFF20 +TableRowBg: 00000000 +TableRowBgAlt: FFFFFF0D +TextLink: 8860FFE0 +TextSelectedBg: 4000FF80 +TreeLines: FFFFFF20 +DragDropTarget: FFC044E0 +DragDropTargetBg: FFC04430 +UnsavedMarker: FFC044E0 +NavCursor: 8860FFE0 +NavWindowingHighlight: FFFFFFB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 8860FFE0 +accent_alt: 0060FFE0 +error: EE4444FF +error_dim: EE4444E0 +warning: FFC044E0 +warning_dim: FFC04480 +success: 44C044E0 +dim: FFFFFF80 +neutral: FFFFFF40 +active_window_border: 8860FFFF diff --git a/assets/data/themes/todo-highlight-1.theme b/assets/data/themes/todo-highlight-1.theme new file mode 100644 index 0000000..4e51a0d --- /dev/null +++ b/assets/data/themes/todo-highlight-1.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Todo Highlight 1 +@base default + +[colors] +Text: BFC9DBFF +TextDisabled: 87919DFF +WindowBg: 15212AFF +ChildBg: 10191FFF +PopupBg: 10191FFF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 18262FFF +FrameBgHovered: 2C3A44FF +FrameBgActive: 3D4A55FF +TitleBg: 10191FFF +TitleBgActive: 222B32FF +TitleBgCollapsed: 10191FFF +MenuBarBg: 10191FFF +ScrollbarBg: 10191FFF +ScrollbarGrab: 394751FF +ScrollbarGrabHovered: 515D69FF +ScrollbarGrabActive: 687482FF +CheckMark: E0415EFF +CheckboxSelectedBg: 542E3DFF +SliderGrab: E0415EB0 +SliderGrabActive: E0415EFF +Button: 18262FFF +ButtonHovered: 2F3D47FF +ButtonActive: 683142FF +Header: 26323CFF +HeaderHovered: 343F4AFF +HeaderActive: 5C2C3CFF +Separator: 4C4C4C60 +SeparatorHovered: 1C4449FF +SeparatorActive: E0415EFF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: E0415EA0 +ResizeGripActive: E0415EFF +InputTextCursor: 52F9FFFF +TabHovered: 33404BFF +Tab: 10191FFF +TabSelected: 293640FF +TabSelectedOverline: E0415EFF +TabDimmed: 15212AFF +TabDimmedSelected: 10191FFF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: E0415E70 +DockingEmptyBg: 15212AFF +PlotLines: E0415EFF +PlotLinesHovered: D89B75FF +PlotHistogram: FC4E03FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 1E272EFF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: BFC9DB0D +TextLink: E0415EFF +TextSelectedBg: 1C4449FF +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: E0415EFF +NavWindowingHighlight: BFC9DBB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: E0415EFF +accent_alt: 8398D5FF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: F8AD34FF diff --git a/assets/data/themes/tokyo-night-light-todo.theme b/assets/data/themes/tokyo-night-light-todo.theme new file mode 100644 index 0000000..7e93faa --- /dev/null +++ b/assets/data/themes/tokyo-night-light-todo.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Tokyo Night Light Todo +@base default + +[colors] +Text: 343B58FF +TextDisabled: 9DA0ABFF +WindowBg: D5D6DBFF +ChildBg: C1C2C7FF +PopupBg: C1C2C7FF +Border: 9DA0AB80 +BorderShadow: 00000000 +FrameBg: C1C2C7FF +FrameBgHovered: B0B2BAFF +FrameBgActive: A2A4AFFF +TitleBg: C1C2C7FF +TitleBgActive: B3B5BCFF +TitleBgCollapsed: C1C2C7FF +MenuBarBg: C1C2C7FF +ScrollbarBg: C1C2C7FF +ScrollbarGrab: A5A7B1FF +ScrollbarGrabHovered: 9194A1FF +ScrollbarGrabActive: 7D8192FF +CheckMark: 7ABB74FF +CheckboxSelectedBg: ACC0AEFF +SliderGrab: 7ABB74B0 +SliderGrabActive: 7ABB74FF +Button: C1C2C7FF +ButtonHovered: ADAFB7FF +ButtonActive: A5BFA6FF +Header: C5C7CEFF +HeaderHovered: B8BAC3FF +HeaderActive: B5CDB7FF +Separator: 9DA0AB60 +SeparatorHovered: C1C2C7FF +SeparatorActive: 7ABB74FF +ResizeGrip: 9DA0AB60 +ResizeGripHovered: 7ABB74A0 +ResizeGripActive: 7ABB74FF +InputTextCursor: 4C505EFF +TabHovered: AAACB5FF +Tab: C1C2C7FF +TabSelected: B3B5BCFF +TabSelectedOverline: 7ABB74FF +TabDimmed: D5D6DBFF +TabDimmedSelected: C1C2C7FF +TabDimmedSelectedOverline: 9DA0ABFF +DockingPreview: 7ABB7470 +DockingEmptyBg: D5D6DBFF +PlotLines: 7ABB74FF +PlotLinesHovered: D89B75FF +PlotHistogram: 965027FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: B6B7BEFF +TableBorderStrong: 9DA0AB80 +TableBorderLight: CFCFE4FF +TableRowBg: 00000000 +TableRowBgAlt: 343B580D +TextLink: 7ABB74FF +TextSelectedBg: C8C9DEFF +TreeLines: CFCFE4FF +DragDropTarget: D28822FF +DragDropTargetBg: D2882230 +UnsavedMarker: D28822FF +NavCursor: 7ABB74FF +NavWindowingHighlight: 343B58B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 7ABB74FF +accent_alt: 34548AFF +error: DD4E52FF +error_dim: BD4040FF +warning: D28822FF +warning_dim: D28822FF +success: 9ECE6AFF +dim: 9DA0ABFF +neutral: 9DA0ABFF +active_window_border: 34548AFF diff --git a/assets/data/themes/tokyo-night-light.theme b/assets/data/themes/tokyo-night-light.theme new file mode 100644 index 0000000..a929efb --- /dev/null +++ b/assets/data/themes/tokyo-night-light.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Tokyo Night Light +@base default + +[colors] +Text: 343B58FF +TextDisabled: 9DA0ABFF +WindowBg: D5D6DBFF +ChildBg: C1C2C7FF +PopupBg: C1C2C7FF +Border: 9DA0AB80 +BorderShadow: 00000000 +FrameBg: C1C2C7FF +FrameBgHovered: B0B2BAFF +FrameBgActive: A2A4AFFF +TitleBg: C1C2C7FF +TitleBgActive: B3B5BCFF +TitleBgCollapsed: C1C2C7FF +MenuBarBg: C1C2C7FF +ScrollbarBg: C1C2C7FF +ScrollbarGrab: A5A7B1FF +ScrollbarGrabHovered: 9194A1FF +ScrollbarGrabActive: 7D8192FF +CheckMark: 5A4A78FF +CheckboxSelectedBg: A29EAFFF +SliderGrab: 5A4A78B0 +SliderGrabActive: 5A4A78FF +Button: C1C2C7FF +ButtonHovered: ADAFB7FF +ButtonActive: 9892A7FF +Header: C5C7CEFF +HeaderHovered: B8BAC3FF +HeaderActive: AAA5B8FF +Separator: 9DA0AB60 +SeparatorHovered: C1C2C7FF +SeparatorActive: 5A4A78FF +ResizeGrip: 9DA0AB60 +ResizeGripHovered: 5A4A78A0 +ResizeGripActive: 5A4A78FF +InputTextCursor: 4C505EFF +TabHovered: AAACB5FF +Tab: C1C2C7FF +TabSelected: B3B5BCFF +TabSelectedOverline: 5A4A78FF +TabDimmed: D5D6DBFF +TabDimmedSelected: C1C2C7FF +TabDimmedSelectedOverline: 9DA0ABFF +DockingPreview: 5A4A7870 +DockingEmptyBg: D5D6DBFF +PlotLines: 5A4A78FF +PlotLinesHovered: D89B75FF +PlotHistogram: 965027FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: B6B7BEFF +TableBorderStrong: 9DA0AB80 +TableBorderLight: CFCFE4FF +TableRowBg: 00000000 +TableRowBgAlt: 343B580D +TextLink: 5A4A78FF +TextSelectedBg: C8C9DEFF +TreeLines: CFCFE4FF +DragDropTarget: D28822FF +DragDropTargetBg: D2882230 +UnsavedMarker: D28822FF +NavCursor: 5A4A78FF +NavWindowingHighlight: 343B58B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 5A4A78FF +accent_alt: 34548AFF +error: DD4E52FF +error_dim: BD4040FF +warning: D28822FF +warning_dim: D28822FF +success: 9ECE6AFF +dim: 9DA0ABFF +neutral: 9DA0ABFF +active_window_border: 5A4A78FF diff --git a/assets/data/themes/tokyo-night-todo.theme b/assets/data/themes/tokyo-night-todo.theme new file mode 100644 index 0000000..ff3de49 --- /dev/null +++ b/assets/data/themes/tokyo-night-todo.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Tokyo Night Todo +@base default + +[colors] +Text: A9B1D6FF +TextDisabled: 363B54FF +WindowBg: 1A1B26FF +ChildBg: 24283BFF +PopupBg: 24283BFF +Border: 363B5480 +BorderShadow: 00000000 +FrameBg: 24283BFF +FrameBgHovered: 34384EFF +FrameBgActive: 41465DFF +TitleBg: 24283BFF +TitleBgActive: 31364BFF +TitleBgCollapsed: 24283BFF +MenuBarBg: 24283BFF +ScrollbarBg: 24283BFF +ScrollbarGrab: 3F435AFF +ScrollbarGrabHovered: 515770FF +ScrollbarGrabActive: 646A85FF +CheckMark: 7B3CEFFF +CheckboxSelectedBg: 3E2E71FF +SliderGrab: 7B3CEFB0 +SliderGrabActive: 7B3CEFFF +Button: 24283BFF +ButtonHovered: 373B51FF +ButtonActive: 473083FF +Header: 282A38FF +HeaderHovered: 343646FF +HeaderActive: 3C276CFF +Separator: 363B5460 +SeparatorHovered: 101014FF +SeparatorActive: 7B3CEFFF +ResizeGrip: 363B5460 +ResizeGripHovered: 7B3CEFA0 +ResizeGripActive: 7B3CEFFF +InputTextCursor: C0CAF5FF +TabHovered: 393E54FF +Tab: 24283BFF +TabSelected: 31364BFF +TabSelectedOverline: 7B3CEFFF +TabDimmed: 1A1B26FF +TabDimmedSelected: 24283BFF +TabDimmedSelectedOverline: 363B54FF +DockingPreview: 7B3CEF70 +DockingEmptyBg: 1A1B26FF +PlotLines: 7B3CEFFF +PlotLinesHovered: D89B75FF +PlotHistogram: FF9E64FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 2F3347FF +TableBorderStrong: 363B5480 +TableBorderLight: 2A2F41FF +TableRowBg: 00000000 +TableRowBgAlt: A9B1D60D +TextLink: 7B3CEFFF +TextSelectedBg: 2A2F41FF +TreeLines: 2A2F41FF +DragDropTarget: FF9E64FF +DragDropTargetBg: FF9E6430 +UnsavedMarker: FF9E64FF +NavCursor: 7B3CEFFF +NavWindowingHighlight: A9B1D6B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 7B3CEFFF +accent_alt: 7AA2F7FF +error: F7768EFF +error_dim: A95263FF +warning: FF9E64FF +warning_dim: 895738FF +success: 485E30FF +dim: 363B54FF +neutral: 363B54FF +active_window_border: FF9E64FF diff --git a/assets/data/themes/tokyo-night.theme b/assets/data/themes/tokyo-night.theme new file mode 100644 index 0000000..a4cfc71 --- /dev/null +++ b/assets/data/themes/tokyo-night.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Tokyo Night +@base default + +[colors] +Text: A9B1D6FF +TextDisabled: 363B54FF +WindowBg: 1A1B26FF +ChildBg: 24283BFF +PopupBg: 24283BFF +Border: 363B5480 +BorderShadow: 00000000 +FrameBg: 24283BFF +FrameBgHovered: 34384EFF +FrameBgActive: 41465DFF +TitleBg: 24283BFF +TitleBgActive: 31364BFF +TitleBgCollapsed: 24283BFF +MenuBarBg: 24283BFF +ScrollbarBg: 24283BFF +ScrollbarGrab: 3F435AFF +ScrollbarGrabHovered: 515770FF +ScrollbarGrabActive: 646A85FF +CheckMark: BB9AF7FF +CheckboxSelectedBg: 514A73FF +SliderGrab: BB9AF7B0 +SliderGrabActive: BB9AF7FF +Button: 24283BFF +ButtonHovered: 373B51FF +ButtonActive: 605686FF +Header: 282A38FF +HeaderHovered: 343646FF +HeaderActive: 52476FFF +Separator: 363B5460 +SeparatorHovered: 101014FF +SeparatorActive: BB9AF7FF +ResizeGrip: 363B5460 +ResizeGripHovered: BB9AF7A0 +ResizeGripActive: BB9AF7FF +InputTextCursor: C0CAF5FF +TabHovered: 393E54FF +Tab: 24283BFF +TabSelected: 31364BFF +TabSelectedOverline: BB9AF7FF +TabDimmed: 1A1B26FF +TabDimmedSelected: 24283BFF +TabDimmedSelectedOverline: 363B54FF +DockingPreview: BB9AF770 +DockingEmptyBg: 1A1B26FF +PlotLines: BB9AF7FF +PlotLinesHovered: D89B75FF +PlotHistogram: FF9E64FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 2F3347FF +TableBorderStrong: 363B5480 +TableBorderLight: 2A2F41FF +TableRowBg: 00000000 +TableRowBgAlt: A9B1D60D +TextLink: BB9AF7FF +TextSelectedBg: 2A2F41FF +TreeLines: 2A2F41FF +DragDropTarget: FF9E64FF +DragDropTargetBg: FF9E6430 +UnsavedMarker: FF9E64FF +NavCursor: BB9AF7FF +NavWindowingHighlight: A9B1D6B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: BB9AF7FF +accent_alt: 7AA2F7FF +error: F7768EFF +error_dim: A95263FF +warning: FF9E64FF +warning_dim: 895738FF +success: 485E30FF +dim: 363B54FF +neutral: 363B54FF +active_window_border: BB9AF7FF diff --git a/assets/data/themes/vscode-dark.theme b/assets/data/themes/vscode-dark.theme new file mode 100644 index 0000000..5d74667 --- /dev/null +++ b/assets/data/themes/vscode-dark.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Vscode Dark +@base default + +[colors] +Text: D4D4D4FF +TextDisabled: CCCCCCFF +WindowBg: 1E1E1EFF +ChildBg: 252526FF +PopupBg: 252526FF +Border: CCCCCC80 +BorderShadow: 00000000 +FrameBg: 333333FF +FrameBgHovered: 464646FF +FrameBgActive: 565656FF +TitleBg: 252526FF +TitleBgActive: 373737FF +TitleBgCollapsed: 252526FF +MenuBarBg: 252526FF +ScrollbarBg: 252526FF +ScrollbarGrab: 535353FF +ScrollbarGrabHovered: 6A6A6AFF +ScrollbarGrabActive: 808080FF +CheckMark: 569CD6FF +CheckboxSelectedBg: 3E5364FF +SliderGrab: 569CD6B0 +SliderGrabActive: 569CD6FF +Button: 333333FF +ButtonHovered: 4A4A4AFF +ButtonActive: 415D74FF +Header: 303030FF +HeaderHovered: 3F3F3FFF +HeaderActive: 324A5EFF +Separator: CCCCCC60 +SeparatorHovered: 3A3D41FF +SeparatorActive: 569CD6FF +ResizeGrip: CCCCCC60 +ResizeGripHovered: 569CD6A0 +ResizeGripActive: 569CD6FF +InputTextCursor: AEAFADFF +TabHovered: 4D4D4DFF +Tab: 252526FF +TabSelected: 434343FF +TabSelectedOverline: 569CD6FF +TabDimmed: 1E1E1EFF +TabDimmedSelected: 252526FF +TabDimmedSelectedOverline: CCCCCCFF +DockingPreview: 569CD670 +DockingEmptyBg: 1E1E1EFF +PlotLines: 569CD6FF +PlotLinesHovered: 3A3D41FF +PlotHistogram: B5CEA8FF +PlotHistogramHovered: 3A3D41FF +TableHeaderBg: 333334FF +TableBorderStrong: CCCCCC80 +TableBorderLight: 3C3C3CFF +TableRowBg: 00000000 +TableRowBgAlt: D4D4D40D +TextLink: 569CD6FF +TextSelectedBg: 264F78FF +TreeLines: 3C3C3CFF +DragDropTarget: DCDCAAFF +DragDropTargetBg: DCDCAA30 +UnsavedMarker: DCDCAAFF +NavCursor: 569CD6FF +NavWindowingHighlight: D4D4D4B0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: 569CD6FF +accent_alt: DCDCAAFF +error: F48771FF +error_dim: F48771FF +warning: DCDCAAFF +warning_dim: DCDCAAFF +success: 89D185FF +dim: CCCCCCFF +neutral: CCCCCCFF +active_window_border: 569CD6FF diff --git a/assets/data/themes/zenburn.theme b/assets/data/themes/zenburn.theme new file mode 100644 index 0000000..f24fc19 --- /dev/null +++ b/assets/data/themes/zenburn.theme @@ -0,0 +1,83 @@ +# ImGui theme, generated from a focus theme. +# Sizes are inherited from @base; edit freely, this file is not regenerated in place. +@version 1 +@name Zenburn +@base default + +[colors] +Text: BFC9DBFF +TextDisabled: 87919DFF +WindowBg: 3F3F3FFF +ChildBg: 282828FF +PopupBg: 282828FF +Border: 4C4C4C80 +BorderShadow: 00000000 +FrameBg: 2E3330FF +FrameBgHovered: 3F4545FF +FrameBgActive: 4E5456FF +TitleBg: 282828FF +TitleBgActive: 37383AFF +TitleBgCollapsed: 282828FF +MenuBarBg: 282828FF +ScrollbarBg: 282828FF +ScrollbarGrab: 4B5152FF +ScrollbarGrabHovered: 5F666AFF +ScrollbarGrabActive: 747B82FF +CheckMark: F0DFAFFF +CheckboxSelectedBg: 686756FF +SliderGrab: F0DFAFB0 +SliderGrabActive: F0DFAFFF +Button: 2E3330FF +ButtonHovered: 424848FF +ButtonActive: 7C7863FF +Header: 4C4D4FFF +HeaderHovered: 56585BFF +HeaderActive: 7D7766FF +Separator: 4C4C4C60 +SeparatorHovered: 2E3330FF +SeparatorActive: F0DFAFFF +ResizeGrip: 4C4C4C60 +ResizeGripHovered: F0DFAFA0 +ResizeGripActive: F0DFAFFF +InputTextCursor: 8FAF9FFF +TabHovered: 454B4BFF +Tab: 282828FF +TabSelected: 3D4241FF +TabSelectedOverline: F0DFAFFF +TabDimmed: 3F3F3FFF +TabDimmedSelected: 282828FF +TabDimmedSelectedOverline: 4C4C4CFF +DockingPreview: F0DFAF70 +DockingEmptyBg: 3F3F3FFF +PlotLines: F0DFAFFF +PlotLinesHovered: D89B75FF +PlotHistogram: 8CD0D3FF +PlotHistogramHovered: D89B75FF +TableHeaderBg: 343536FF +TableBorderStrong: 4C4C4C80 +TableBorderLight: FCEDFC26 +TableRowBg: 00000000 +TableRowBgAlt: BFC9DB0D +TextLink: F0DFAFFF +TextSelectedBg: 304A3DFF +TreeLines: FCEDFC26 +DragDropTarget: F8AD34FF +DragDropTargetBg: F8AD3430 +UnsavedMarker: F8AD34FF +NavCursor: F0DFAFFF +NavWindowingHighlight: BFC9DBB0 +NavWindowingDimBg: 05050533 +ModalWindowDimBg: 05050559 + +[palette] +# Colors the app draws with that have no ImGui style slot. +accent: F0DFAFFF +accent_alt: EFEF8FFF +error: FF0000FF +error_dim: 772222FF +warning: F8AD34FF +warning_dim: 986032FF +success: 227722FF +dim: 87919DFF +neutral: 4C4C4CFF +active_window_border: F0DFAFFF diff --git a/assets/fonts/FiraCode-Retina.ttf b/assets/fonts/FiraCode-Retina.ttf new file mode 100644 index 0000000..248d36b Binary files /dev/null and b/assets/fonts/FiraCode-Retina.ttf differ diff --git a/assets/fonts/JetBrainsMono-Regular.ttf b/assets/fonts/JetBrainsMono-Regular.ttf new file mode 100644 index 0000000..8da8aa4 Binary files /dev/null and b/assets/fonts/JetBrainsMono-Regular.ttf differ diff --git a/assets/fonts/OpenSans-Bold.ttf b/assets/fonts/OpenSans-Bold.ttf new file mode 100644 index 0000000..cf53e6e Binary files /dev/null and b/assets/fonts/OpenSans-Bold.ttf differ diff --git a/assets/fonts/OpenSans-Regular.ttf b/assets/fonts/OpenSans-Regular.ttf new file mode 100644 index 0000000..7eaa9f2 Binary files /dev/null and b/assets/fonts/OpenSans-Regular.ttf differ diff --git a/assets/fonts/OpenSans-SemiBold.ttf b/assets/fonts/OpenSans-SemiBold.ttf new file mode 100644 index 0000000..ba8383f Binary files /dev/null and b/assets/fonts/OpenSans-SemiBold.ttf differ diff --git a/assets/fonts/OpenSans-SemiBoldItalic.ttf b/assets/fonts/OpenSans-SemiBoldItalic.ttf new file mode 100644 index 0000000..e39c324 Binary files /dev/null and b/assets/fonts/OpenSans-SemiBoldItalic.ttf differ diff --git a/assets/fonts/RobotoMono-Regular.ttf b/assets/fonts/RobotoMono-Regular.ttf new file mode 100644 index 0000000..6df2b25 Binary files /dev/null and b/assets/fonts/RobotoMono-Regular.ttf differ diff --git a/assets/images/icon.png b/assets/images/icon.png new file mode 100644 index 0000000..de347b2 Binary files /dev/null and b/assets/images/icon.png differ diff --git a/assets/images/tray_icon.ico b/assets/images/tray_icon.ico new file mode 100644 index 0000000..c5fe3b2 Binary files /dev/null and b/assets/images/tray_icon.ico differ diff --git a/assets/images/tray_icon.png b/assets/images/tray_icon.png new file mode 100644 index 0000000..cf92da7 Binary files /dev/null and b/assets/images/tray_icon.png differ diff --git a/assets/libSDL3.0.dylib b/assets/libSDL3.0.dylib new file mode 100644 index 0000000..5e4f26e Binary files /dev/null and b/assets/libSDL3.0.dylib differ diff --git a/check_targets.jai b/check_targets.jai new file mode 100644 index 0000000..007eb9c --- /dev/null +++ b/check_targets.jai @@ -0,0 +1,50 @@ +// Type-checks src/App.jai for another OS without producing or linking a binary, to catch errors +// in code your machine does not build: +// +// jai check_targets.jai - linux (from any OS) +// jai check_targets.jai - macos (from a Mac only: the Objective_C module runs code at compile time) +// +// The constants below stand in for the ones first.jai generates; keep their names in step. +#run,stallable { + set_build_options_dc(.{do_output = false}); + args := get_build_options().compile_time_command_line; + target := Operating_System_Tag.LINUX; + cpu := CPU_Tag.X64; + if array_find(args, "macos") { target = .MACOS; cpu = .ARM64; } + + options := get_build_options(); + options.os_target = target; + options.cpu_target = cpu; + options.output_type = .NO_OUTPUT; + options.backend = .LLVM; + options.output_executable_name = "check"; + options.output_path = ".build"; + + w := compiler_create_workspace("check"); + set_build_options(options, w); + compiler_begin_intercept(w); + add_build_file("src/App.jai", w); + add_build_string(#string S +APP_NAME :: "mcap"; +APP_FOLDER_NAME :: "mcap"; +GIT_BRANCH :: "check"; +GIT_HASH :: "-"; +VERSION :: "0.0.0"; +BUILD_DATE :: "-"; +DEBUG :: true; +COMPILE_TESTS :: true; +COMPILE_ARGS :: ""; +S, w); + while true { + message := compiler_wait_for_message(); + if message.kind == .COMPLETE { + m := cast(*Message_Complete) message; + log("% check: %", target, m.error_code); + break; + } + } + compiler_end_intercept(w); +} + +#import "Basic"; +#import "Compiler"; diff --git a/first.jai b/first.jai new file mode 100644 index 0000000..11299cd --- /dev/null +++ b/first.jai @@ -0,0 +1,326 @@ +MIN_COMPILER_VERSION :: Version_Info.{ major = 0, minor = 2, micro = 30 }; +MAX_COMPILER_VERSION :: Version_Info.{ major = 0, minor = 2, micro = 99 }; + +// Rename the app here. APP_NAME is what people see: the window title, the tray tooltip and the +// macOS bundle. APP_FOLDER_NAME names the executable and the per-user data folder, so it should be +// one lowercase word. APP_BUNDLE_IDENTIFIER is macOS's reverse-DNS id for the bundle. +APP_NAME :: "mcap"; +APP_FOLDER_NAME :: "mcap"; +APP_BUNDLE_IDENTIFIER :: "com.example.mcap"; + +VERSION :: "0.0.0"; +BUILD_DIRECTORY :: "bin"; + +base_options: Build_Options; + +// A workspace that has been started but whose COMPLETE message has not yet been seen. +Pending_Build :: struct { + workspace: Workspace; + executable_name: string; + optimized: bool; + failed: bool; +} + +#run,stallable build_project(); + +build_project :: () { + check_compiler_version(); + #if OS == .MACOS && CPU != .ARM64 { + compiler_report("This app builds for macOS on Apple silicon (arm64) only; run a native jai, not one under Rosetta (arch -x86_64)."); + } + + base_options = get_build_options(); + args := base_options.compile_time_command_line; + + full_release := array_find(args, "full_release"); + build_release := full_release || array_find(args, "release"); + build_debug := full_release || !build_release; + + if full_release log("Building debug and release"); + else if build_release log("Building in release mode"); + else log("Building in debug mode"); + if build_release && array_find(args, "compile_tests") log("Compiling tests into the release build"); + set_build_options_dc(.{do_output = false}); + + set_working_directory(#filepath); // so that we load fonts correctly. + make_directory_if_it_does_not_exist(BUILD_DIRECTORY); + + // Workspaces compile concurrently once source is added, so every build is + // started before any is waited on. + pending: [..] Pending_Build; + + if build_debug array_add(*pending, start_main_build(optimized = false)); + if build_release array_add(*pending, start_main_build(optimized = true)); + + wait_for_builds(pending); + + for pending if !it.failed finish_main_build(it); + + // The assets are the same for every configuration, so they are copied once. + for pending if !it.failed { copy_assets(); break; } +} + +wait_for_builds :: (pending: [] Pending_Build) { + remaining := pending.count; + + while remaining > 0 { + message := compiler_wait_for_message(); + if message.kind != .COMPLETE continue; + + for * pending { + if it.workspace != message.workspace continue; + + m := cast(*Message_Complete) message; + it.failed = m.error_code == .COMPILATION_FAILED; + compiler_end_intercept(it.workspace); + remaining -= 1; + } + } +} + +start_main_build :: (optimized: bool) -> Pending_Build { + log("Building main executable (%)...", ifx optimized then "release" else "debug"); + + options := base_options; + + // Builds for the compiler's own CPU; on macOS that must be arm64 (see build_project). + #if OS == .MACOS + output_executable_name_temp := tprint("%-macos", APP_FOLDER_NAME); + #if OS == .LINUX + output_executable_name_temp := tprint("%-linux", APP_FOLDER_NAME); + #if OS == .WINDOWS + output_executable_name_temp := APP_FOLDER_NAME; + if (optimized) { + set_optimization(*options, .VERY_OPTIMIZED, preserve_debug_info=true); + options.backend = .LLVM; + options.llvm_options.enable_split_modules = false; + options.output_executable_name = output_executable_name_temp; + options.array_bounds_check = .ALWAYS; + options.null_pointer_check = .ON; + options.arithmetic_overflow_check = .FATAL; + options.cast_bounds_check = .FATAL; + options.dead_code_elimination = .ALL; + } else { + #if CPU == .X64 options.backend = .X64; // the fastest to compile; LLVM elsewhere + options.output_executable_name = tprint("%-debug", output_executable_name_temp); + } + + #if OS == .WINDOWS { + file_delete(tprint("%/%.pdb", BUILD_DIRECTORY, options.output_executable_name)); + file_delete(tprint("%/%.rdi", BUILD_DIRECTORY, options.output_executable_name)); + } + + options.temporary_storage_size = 64 * 4096; // 256kB (could be more i guess?) + options.output_path = BUILD_DIRECTORY; + + w := compiler_create_workspace(options.output_executable_name); + set_build_options(options, w); + + #if OS == .WINDOWS { + // Disable runtime console + if optimized { + set_build_options_dc(.{append_linker_arguments=.["/SUBSYSTEM:windows", "/ENTRY:mainCRTStartup", "/IGNORE:4099"]}, w); + } else { + set_build_options_dc(.{append_linker_arguments=.["msvcprtd.lib", "/IGNORE:4099"]}, w); + } + } + + compiler_begin_intercept(w); + + add_build_file("src/App.jai", w); + add_build_constants(w, optimized); + + return .{ workspace = w, executable_name = options.output_executable_name, optimized = optimized }; +} + +finish_main_build :: (build: Pending_Build) { + #if OS == .WINDOWS { + exe_path := tprint("%/%.exe", BUILD_DIRECTORY, build.executable_name); + + if build.optimized { + ico_data := create_ico_file_from_bitmap_filename("assets/images/icon.png"); + success := set_icon_by_data(exe_path, ico_data); + if !success { + log_error("ERROR: Couldn't set icon for '%'\n", exe_path); + } + + manifest_options: Manifest_Options; + success = add_manifest_to_executable(exe_path, manifest_options); + if !success { + log_error("ERROR: Couldn't add manifest to executable '%'\n", exe_path); + } + } + } else #if OS == .MACOS { + if build.optimized create_macos_app_bundle(build.executable_name); + } + + log("Built %/%", BUILD_DIRECTORY, build.executable_name); +} + +#if OS == .MACOS { + MACOS_APP_BUNDLE :: #run tprint("%.app", APP_NAME); + MACOS_BUNDLE_DYLIBS :: string.["libSDL3.0.dylib"]; + + // The .app holds only the executable, the dylibs it loads from beside itself, the icon and + // Info.plist. The app finds data/, logs/ and images/ in the folder holding the bundle; see + // app_install_directory. + create_macos_app_bundle :: (executable_name: string) { + app := tprint("%/%", BUILD_DIRECTORY, MACOS_APP_BUNDLE); + run_command("rm", "-rf", app); + executable_folder := tprint("%/Contents/MacOS", app); + resources_folder := tprint("%/Contents/Resources", app); + make_directory_if_it_does_not_exist(executable_folder, recursive = true); + make_directory_if_it_does_not_exist(resources_folder, recursive = true); + + copied := copy_file(tprint("%/%", BUILD_DIRECTORY, executable_name), tprint("%/%", executable_folder, executable_name)); + for MACOS_BUNDLE_DYLIBS copied &&= copy_file(tprint("assets/%", it), tprint("%/%", executable_folder, it)); + if !copied { + log_error("ERROR: Couldn't copy the executable and its dylibs into %\n", app); + return; + } + run_command("chmod", "+x", tprint("%/%", executable_folder, executable_name)); + + // sips makes an .icns only from a size the format holds, and icon.png may be any square size. + resized := tprint("%/icon_1024.png", BUILD_DIRECTORY); + result := run_command("sips", "-z", "1024", "1024", "assets/images/icon.png", "--out", resized); + if result.exit_code == 0 result = run_command("sips", "-s", "format", "icns", resized, "--out", tprint("%/%.icns", resources_folder, APP_FOLDER_NAME)); + file_delete(resized); + if result.exit_code != 0 log_error("ERROR: Couldn't make the icon for %; the Dock will show the generic one.\n", app); + + if !write_entire_file(tprint("%/Contents/Info.plist", app), tprint(MACOS_INFO_PLIST, APP_NAME, APP_NAME, executable_name, APP_BUNDLE_IDENTIFIER, APP_FOLDER_NAME, VERSION, VERSION)) { + log_error("ERROR: Couldn't write %/Contents/Info.plist\n", app); + return; + } + + // Ad hoc: a signature over the whole bundle, which macOS expects, not a Developer ID. + result = run_command("codesign", "--force", "--deep", "--sign", "-", app); + if result.exit_code != 0 log_error("WARNING: Couldn't sign %; it may still run.\n", app); + + log("Built %", app); + } + + MACOS_INFO_PLIST :: #string PLIST + + + + + CFBundleDevelopmentRegion en + CFBundleDisplayName % + CFBundleName % + CFBundleExecutable % + CFBundleIdentifier % + CFBundleIconFile %.icns + CFBundleInfoDictionaryVersion6.0 + CFBundlePackageType APPL + CFBundleShortVersionString % + CFBundleVersion % + NSHighResolutionCapable + + +PLIST +} + +copy_assets :: () { + copy_directory("assets", "bin"); // This puts the CONTENTS of assets into bin. Not sure if that's what we want, but I'll roll with it. + + #if OS == .MACOS copy_file("assets/libSDL3.0.dylib", "bin/libSDL3.0.dylib"); +} + +add_build_constants :: (w: Workspace, optimized: bool) { + BUILD_DATE :: #run -> string { + current_time := to_calendar(current_time_consensus()); + return calendar_to_string(current_time); + } + + GIT_HASH :: #run -> string { + result, revision := run_command("git", "describe", "--always", "--dirty", capture_and_return_output = true); + if revision return trim(revision); + return "-"; + } + + GIT_BRANCH :: #run -> string { + result, branch_name := run_command("git", "branch", "--show-current", capture_and_return_output = true); + return trim(branch_name); + } + + build_constants := tprint(#string STRING +APP_NAME :: "%"; +APP_FOLDER_NAME :: "%"; +GIT_BRANCH :: "%"; +GIT_HASH :: "%"; +VERSION :: "%"; +BUILD_DATE :: "%"; +DEBUG :: %; +COMPILE_TESTS :: %; +COMPILE_ARGS :: "%"; +STRING, + escape_for_string_literal(APP_NAME), + escape_for_string_literal(APP_FOLDER_NAME), + escape_for_string_literal(GIT_BRANCH), + escape_for_string_literal(GIT_HASH), + VERSION, + BUILD_DATE, + ifx optimized then "false" else "true", + + ifx !optimized || array_find(base_options.compile_time_command_line, "compile_tests") then "true" else "false", + escape_for_string_literal(join(..base_options.compile_time_command_line, " ")) + ); + + add_build_string(build_constants, w); +} + +check_compiler_version :: () { + version_info: Version_Info; + version_str := compiler_get_version_info(*version_info); + + min_version_str := tprint("%.%.%", MIN_COMPILER_VERSION.major, MIN_COMPILER_VERSION.minor, MIN_COMPILER_VERSION.micro); + max_version_str := tprint("%.%.%", MAX_COMPILER_VERSION.major, MAX_COMPILER_VERSION.minor, MAX_COMPILER_VERSION.micro); + + if compare_versions(version_info, MIN_COMPILER_VERSION) < 0 { + error := tprint("Compiler version '%' is below the minimum required version '%'", version_str, min_version_str); + compiler_report(error); + } + + if compare_versions(version_info, MAX_COMPILER_VERSION) > 0 { + error := tprint("Compiler version '%' is above the maximum supported version '%'", version_str, max_version_str); + compiler_report(error); + } +} + +// Lexicographic: a later component only matters when every earlier one is equal. +compare_versions :: (a: Version_Info, b: Version_Info) -> int { + if a.major != b.major return ifx a.major < b.major then -1 else 1; + if a.minor != b.minor return ifx a.minor < b.minor then -1 else 1; + if a.micro != b.micro return ifx a.micro < b.micro then -1 else 1; + return 0; +} + +// For text spliced between double quotes in generated source. +escape_for_string_literal :: (s: string) -> string { + builder: String_Builder; + builder.allocator = temp; + for 0..s.count-1 { + c := s[it]; + if c == { + case #char "\\"; append(*builder, "\\\\"); + case #char "\""; append(*builder, "\\\""); + case #char "\n"; append(*builder, "\\n"); + case #char "\r"; append(*builder, "\\r"); + case; append(*builder, c); + } + } + return builder_to_string(*builder,, temp); +} + +#import "Basic"; +#import "Compiler"; +#import "String"; +#import "File"; +#import "Process"; +#import "File_Utilities"; + +#if OS == .WINDOWS { + #import "Ico_File"; + #import "Windows_Resources"; + #import "Windows_Utf8"; +} diff --git a/modules/Basic/Apollo_Time.jai b/modules/Basic/Apollo_Time.jai new file mode 100644 index 0000000..83b23ba --- /dev/null +++ b/modules/Basic/Apollo_Time.jai @@ -0,0 +1,1004 @@ +/* + +This file contains the implementation of Apollo Time, a cross-platform time implementation +that has both high precision and very long range. It provides a unified way of representing +time for most common software operations, and provides a common space in which times +can be easily compared (cleaning up the mess made by many operating systems, where your +wall clock time and file modification time are measured in different units). + +Apollo Time is a 128-bit integer, defined as the number of femtoseconds since +the Apollo 11 Moon Landing. (There are 10**15 femtoseconds in one second.) + +While having relatively high accuracy compared to most current time formats, Apollo Time also has +a very long range, able to represent times 5 quadrillion years in the past and future. + +Because of this combination of high accuracy and long range, you can use Apollo_Time both +to represent the wall clock time, as well as short durations, like a small fraction of +a 240Hz frame that you might then use for physics simulation. You can use it to represent +times measured by specialized hardware that runs faster than your CPU -- general-purpose +CPUs in the year 2022 can only meaningfully ask what time it is in intervals of something +like 10**-9 seconds, and this has not changed in 20 years; but you might be interfacing +with a higher-resolution timer that runs independently of the CPU's clock and buffers +its results until the slow CPU can get them, or that uses interpolation to measure +the times of events to much greater accuracy. Thus the quantum of 10**-15 represents +a reasonable degree of future-proofing, though we do wonder if it is enough (the Planck +time is around 10**-44 seconds, so ... yeah. If we figure out how to make nanocomputers, +we might need more.) + +This extra space also gives you the ability to perform math on Apollo_Times without +worrying too much about losing precision in intermediate results, as easily happens +with floating-point formats. Also, because this is an integer format, accuracy is +constant; it doesn't change depending on what time it is, as with floating-point formats. +So, Apollo_Time is suitable for programs that want to represent time in a way that is +easy to deal with but also rock solid. + + +Frequently Asked Questions: + +Q: Isn't this overkill? Why not use a smaller time format with more reasonable range and accuracy? + +A: The history of computing platforms to date is full of time formats that people decide +are probably maybe fine, that then cause problems only a short time later. +In Linux today we have time_t, timeval, timespec, and tm, and yet +still somehow there's a problem where we'll need to expend a great deal of effort to +revamp all this software before the year 2038, when it will stop working due to numerical +overflow (which maybe will attempt to be solved by expanding the sizes of these data +structures, which will break some programs). Other systems have problems that are similar +but different; when we want to deploy a robust program across all these systems, +we start drowning in all the details. + +Shouldn't we have learned, by now, that we need a lot of range and precision in our +time variables? Instead of kicking the can down the road by adding slightly more information +each time, then running into more problems, +why not just hit the problem with a giant hammer and solve it for a very long time? +We have better things to do than debug timestamp problems. + +If the cost of the solution were low and the amount of benefit were high, this would clearly +be the right decision. In this case it seems clearly to be true; timestamp data is a small +minority of the data stored by programs, and manipulations of this data are a very small +fraction of CPU cycles. So adding more overhead here, by doubling the size, has a small +cost in reality; but the benefit is big, because we remove a huge class of problems +and uncertainties. + +Software today tends to be very buggy, and it tends not to do much more than software did +30 years ago. It is limited by complexity -- the programmers just have too much to do, +too many complex scenarios to think about, too many bugs to fix. To the extent we can +reduce this, we should, and software will be better for it (but it must be said that +a lot of this complexity is self-induced by programmers' lack of appropriate guiding +aesthetics). + +(All this said, people who tell you how you should program are always saying stuff +like the previous paragraph. But this time it's true.) + +In addition, for this programming language and the associated user-level code, +we have the goal of running the same across many platforms, where those platforms +have different time conventions. It is helpful to us to know that our time convention +is a superset of all of those, so that we can build interfaces that do not +create errors due to their time representations having less range than the +underlying implementations. + +The goal here is just to clean up the BS that programmers already deal with today, +and also provide a reasonable amount of future-proofing. It's unclear that we could do a +good job of this in only 64 bits, and if we get bigger than that, 128 bits is the natural +size. 64 bits would be friendlier to CPUs of today (though this might not matter tomorrow); +but if we want gigahertz accuracy (seemingly a minimum since today's CPUs are measured in gigahertz), +we would only get 292 years of range in 64 bits. 128 bits just kills this problem dead, +and allows us to have much more accuracy. + +(Even just for applications that start a timer at 0 and startup, +do you want to be writing programs that could only conceivably run for 292 years +without crashing? Does that seem like a good idea to anyone?) + + +Q: Why not use a different zero point, like trying to be more compatible with one of the already +established conventions, such as Unix's January 1, 1970 or Windows' January 1, 1601? + +A: The choice of zero point is not arbitrary. It is an opportunity for celebration +and for aspiration, and we choose to take this opportunity rather than throw it away. + +The author of these notes was born on November 3, 1971 (coincidentally, the day that +the first edition of Unix was released) and is, at the time of this writing, a little +over 50 years old; Apollo 11 happened before he was born, and for his entire life, +he has never seen a feat of technology that comes close to Apollo. + +If you don't go to the moon for 5 to 10 years, maybe you just didn't want to, maybe +you felt it's a little too expensive, not now, I have a headache, and so forth. +But if this situation continues and you don't go to the moon for 2 generations of people, +that's a totally different thing. + +At the current time the USA is no longer capable of landing on the moon, nor has it been +for almost my entire life. +If we are not in denial, we must admit that technology appears to have stagnated +or gone backwards in that area. People don't like to admit this, but when you peaked +50 years ago, I mean, come on. +All this said, there is an initiative toward moon and Mars landings that +appears strong, so hopefully we can recover. + +In our view, software has undergone a similar period of stagnation. This programming +language and the accompanying user-level code, including Apollo_Time, is the best +effort we know how to make, with the meager resources at our disposal, to try to +contribute toward moving software technology forward again. + +This brings us to the idea of using the Unix timestamp, which is pretty close in time +to the Apollo landing and seems cleaner because it starts at the beginning of a year. +Well, Unix was good at the time, but we should be moving past it; yet even +52 years later we seem to be unable, and this is deeply sad in some way. +(Meanwhile the Unix we have becomes worse over time, in that it becomes +tremendously more complicated while offering a relatively small amount of added +functionality.) + +We would like to do something about all this. If we can. + +"But why, some say, the Moon? Why choose this as our goal? And they may well ask, +why climb the highest mountain? Why, 35 years ago, fly the Atlantic? +Why does Rice play Texas? + +We choose to go to the Moon in this decade and do the other things, +not because they are easy, but because they are hard; +because that goal will serve to organize and measure the best +of our energies and skills, because that challenge is one that we are +willing to accept, one we are unwilling to postpone, and one +we intend to win." + + +Q: Why is the landing of the lunar module used as the zero point for Apollo_Time, +rather than the launch of the rocket? + +A: Because coffee is for closers. + +The launch of the rocket represents an ambitious effort. And this kind of ambition +is important, and probably good to commemorate. But the landing of the lunar module +represents the success of the mission, rather than just the attempt. And success +is important; it's the only objective measure we have to help calibrate our beliefs -- +if beliefs result in expected outcomes, maybe they are correct. + +This is not a necessary or even sufficient condition; success and failure have +large random factors. But successful conclusion of engineering efforts is correlated to +accurate and self-consistent beliefs; if we lose our aesthetic for engineering success, +our beliefs become unmoored. + +Unfortunately, across Western societies, we have been changing our attitude +toward engineering success, in a way that pretends reality is subservient +to our social system. Community and inclusion and good feelings are valued +more than correctness. We pretend that the discipline of software engineering +is somehow more about identifying as a programmer, and wanting to contribute +positively to a community, than it is about the quality of the resulting code, +or indeed any measurable characteristics of the resulting system. +We pretend that engineering success comes *because* someone +identifies as an engineer inside a community, and that person +showed up and performed the requisite social signals of doing engineering. + +This new aesthetic has been +adopted widely without serious consideration for the damage it may do to our ability +to solve problems. So if we now observe that we are no longer good at solving +problems, maybe it's not that surprising. + +Good feelings are nice and there's nothing wrong with enjoying your participation +in the engineering community. But when it comes to the question of how much thrust +to apply in what direction at what time for the spaceship not to crash into the moon, +there simply are right answers and wrong answers, and getting a high-quality solution is +much more important than enjoying your social identity as an engineer or indulging +your desire to feel smart. + + +Q: Why not the time of first foot on the ground, rather than the landing of the module? +Isn't that the real success? + +A: Aesthetic fine-tuning. Boots-on-ground feels like it pushes things into more of an ego direction, +being more about one person or one country. The moon landing is an achievement for humanity, +that any human being on Earth can use as inspiration. + + +NB. In Vernor Vinge's novel _A Deepness in the Sky_, the use of the moon landing +as the 0-point of time measurement is mentioned, though it is then revealed that +the actual 0-point is 15 million seconds later, in other words, it is the +Unix time. In that book, software is described as an accretion of +many layers over thousands of years, and "computer archaeologists" are needed +in order to do things with the deeper layers of the system. Whereas this is +a little bit funny, knowing what we know about software, we do not see this +as a viable model for the future: if we do things this way, it is unlikely +that we will be able to have cool space ships zooming around the galaxy. +But, the book's observation that the moon landing is pretty close to the Unix time, +and the idea that maybe the moon landing was the actual time, probably helped +generate the idea for the code in this file. + +*/ + +/* +@Incomplete: + lerp + If it greatly facilitates calendar_to_apollo, add day_of_year_starting_at_0 to the struct (analogous to the Unix one), but then clarify which members are used for conversion and which can be left empty. +*/ + + + +// We do not currently have 128-bit integers, and may never (?), so we are defining Apollo_Time +// as a struct. + +// Apollo_Time represents a time in objective reality. It does not get adjusted based on what time zone +// you're in. Adding and subtracting hours to Apollo_Time is not the right way to implement time zones, +// and if you do this, you are inviting weird bugs and generally asking for trouble. +// Time zones are not a property of time passing in objective reality; they are a choice we make +// when we describe what time it is. We have another struct, Calendar_Time, that is meant to help +// describe time in ways that humans find convenient. You can convert from Apollo_Time to Calendar_Time, +// and when you do this, you can supply a time zone for the conversion. + +// The same goes for leap seconds and other calendar adjustments. These are not properties of time +// passing in the physical world, so Apollo_Time does not know or care about them. Apollo_Time is very simple. +// Leap seconds, day skips, and so forth, are aspects of Calendar_Time only. + + +// Note, if we establish a more accurate time for the moon landing, then we may adjust the baseline time +// during the beta. Anticipate that this might happen (of course it won't change by much!) + +// Eventually this will replace the stuff in modules/Time. Maybe this will become modules/Time? + +Apollo_Time :: #type,isa S128; + +// We reserve the maximum negative value of Apollo Time, which (in the regular +// two's-complement way has no corresponding positive value), to be an invalid +// time that you can use to represent a field that is unset: + +APOLLO_TIME_INVALID :: Apollo_Time.{0, 0x8000_0000_0000_0000}; + +// We did not make this the default value of Apollo_Time, though, because it's +// not totally clear that this is the best move. But maybe we should. + + +// Here is some stuff for dealing with calendar times: + + +Time_Zone :: enum u32 { + UTC :: 0; + LOCAL :: 1; // Whatever the system local time zone is. + + // Maybe we will extend this with other fixed zones. +} + +// Musa's shitty macros: +calendar_to_file_timestamp :: (using ct: Calendar_Time) -> string { + date_part :: #bake_arguments formatInt(minimum_digits = 2); + time_string := sprint("%.%.%_%.%.%", year, date_part(month_starting_at_0 + 1), date_part(day_of_month_starting_at_0 + 1), date_part(hour), date_part(minute), date_part(second)); + return time_string; +} + +format_datetime :: (at: Apollo_Time) -> string { + current_time := to_calendar(at, time_zone=.LOCAL); + // Alternatives: + // return calendar_to_string(current_time); + // return calendar_to_iso_string(current_time); + return calendar_to_file_timestamp(current_time); +} // #rename this! + +Calendar_Time :: struct { + year: s32; + month\ _starting_at_0: s8; // 0-11. Use as an index to a month name array, or add 1 to get the normal human-readable number. + day_of_month_starting_at_0: s8; // 0-30. Add 1 to get the normal human-readable number. + day_of_week\_starting_at_0: s8; // Sunday, Monday, Tuesday, Wednesday, Thursday, Friday, Saturday. + hour: s8; + minute: s8; + second: s8; + millisecond: s16; + + time_zone: Time_Zone; +} + +// Why are those members of Calendar_Time named verbosely with _starting_at_0? +// Because on different OSs, these all have different conventions, that are inconsistent +// not only with each other, but internally as well. We put the base of each variable +// in the name so that you are reminded of this every time you use it, which will hopefully +// make use of this kind of struct less error-prone. + + +// +// When it comes to asking what time it is right now, there are two basic functions +// that are designed in an operating-system-specific way (so they are further down +// in the file, in the OS-specific section). These are: +// +// current_time_consensus() -> Apollo_Time +// current_time_monotonic() -> Apollo_Time +// +// This is because there are two different concepts of time that we need today in software, +// and mixing them up leads to a lot of confusions and problems and bugs. +// +// The way things still work in 2022, your computer has an internal timer that it uses +// to advance its own local concept of time in some mostly correct way. But +// there are inaccuracies, so if you have a bunch of computers in the world, eventually +// their idea of time will drift apart from each other due to compounded small errors. +// So we synchronize times over the network; somewhere we have computers that we trust +// more, and they tell us what time it really is, and if our local computer is off +// by a little bit, we correct the error and move on. +// +// But this correction step means that if you want to know what time it is, according +// to this consensus, then in rare cases it can skip forward, or even go backward. +// That's not a very good thing if you are trying to run a realtime program that is +// simulating forward a world, or some UI animation transitions, in sync with real time. +// If that program asks what time it is on frame N, and then again on frame N+1, and +// subtracts those times to know how much to simulate forward, and it gets a negative +// result, this is very confusing and bad and it doesn't know what to do. (And even +// when results are positive, they may jitter substantially with respect to realtime, +// whenever corrections to the consensus time happen). This is why we have a thing +// called monotonic time, which is guaranteed to never decrease (and in general to +// increase as smoothly as possible relative to the average passage of time). +// +// So, if you want to get a time value that you wish to convert to a readable +// calendar time that users can see, use current_time_consensus(). +// +// If you want to get a time that you can use for simulation, use current_time_monotonic(). +// +// Consensus time will make sense to a human when you call to_calendar() on it. +// Monotonic time may or may not, depending on the implementation, so don't rely on that. +// This suggests that we may want to have more typesafety on Apollo_Time, or maybe even +// dedicate a bit to representing which of these we are talking about, to help you spot +// errors. But that's not how it is right now, so, just look out for this. +// + + +ConvertToApollo :: (m: s64, FACTOR: s64) #expand { + result: Apollo_Time = ---; + + #if CPU == .X64 { // Maybe ditch this and simply always use the Int128 routine? + #asm { + result_high: gpr === d; + result_low: gpr === a; + + mov result_low, FACTOR; + imul result_high, result_low, m; + + mov [*result + 0], result_low; + mov [*result + 8], result_high; + } + } else { + result = cast(Apollo_Time)(to_s128(m) * FACTOR); + } + + `return result; +} + +seconds_to_apollo :: (m: s64) -> Apollo_Time { + // seconds are 10**0, Apollo_Time is 10**-15. + // So we multiply by 10**15. + ConvertToApollo(m, 1_000_000_000_000_000); +} + +milliseconds_to_apollo :: (m: s64) -> Apollo_Time { + // milliseconds are 10**-3, Apollo_Time is 10**-15. + // So we multiply by 10**12. + ConvertToApollo(m, 1_000_000_000_000); +} + +microseconds_to_apollo :: (m: s64) -> Apollo_Time { + // microseconds are 10**-6, Apollo_Time is 10**-15. + // So we multiply by 10**9. + ConvertToApollo(m, 1_000_000_000); +} + +nanoseconds_to_apollo :: (m: s64) -> Apollo_Time { + // nanoseconds are 10**-9, Apollo_Time is 10**-15. + // So we multiply by 10**6. + ConvertToApollo(m, 1_000_000); +} + +ConvertFromApollo :: inline (t: Apollo_Time, divisor: u64, $DO_ROUNDING: bool) -> (result: s64, success: bool) { + quotient, remainder, overflow := signed_divide_with_remainder(t, S128.{divisor, 0}); + + // The quotient may be too large to store in an s64: for valid values quotient.high will only be + // zero (positive result) or full (negative result); if it's anything else the value is extending + // into the high bits. + overflow ||= !(quotient.high == 0 || quotient.high == 0xffffffff_ffffffff); + + // The low bits are already stored in two's-complement - we don't need to do anything to negate them! + // However, see later... + result := cast,no_check(s64) quotient.low; + + // result is the output of integer division; that is, it is how many times divisor fits inside t. + // If divisor is not a factor of t then remainder will be > 0, and you can think of result as if it were + // real division truncated to the nearest integer toward 0: if t is positive then result will + // be lower than the exact real value, if t is negative then result will be greater than the exact real + // value. Therefor for rounding, when positive we are choosing either result or result+1, and for + // negative we are choosing either result or result-1. + #if DO_ROUNDING { + // remainder will be in range 0 to divisor-1; remainder and divisor are both positive! + // The decision we use to round is whether remainder is greater than divisor / 2; if it is then + // we need to change result to the value further away from 0. + // Note that because remainder < divisor (a u64), remainder.high is always 0 and we can ignore it. + half_divisor_floored := divisor / 2; + if t.high >= 0 { + // When t is positive we also want to round up when remainder is exactly half divisor + if remainder.low > half_divisor_floored + || divisor % 2 == 0 && remainder.low == half_divisor_floored + result += 1; + } else { + // When t is negative the rouded-up value is the default, so we don't need to check for equality. + if remainder.low > half_divisor_floored + result -= 1; + } + } + + // ...It is possible for result to be wrong; we may have overflowed. This is easy to detect because + // divisor is a u64 - always positive - so a valid result will always be the same sign as t. + // Therefor, if we have a sign difference between t and result we know we've overflowed. + overflow ||= result != 0 && ((t.high < 0) != (result < 0)); + + return result, !overflow; +} + +// The following routines return success==true unless the Apollo_Time quantity +// is too big to fit into 'result'. + +to_seconds :: (t: Apollo_Time, $DO_ROUNDING := false) -> (result: s64, success: bool) { + // seconds are 10**0, Apollo_Time is 10**-15. + // So we divide by 10**15. + result, success := ConvertFromApollo(t, 1_000_000_000_000_000, DO_ROUNDING); + return result, success; +} + +to_milliseconds :: (t: Apollo_Time, $DO_ROUNDING := false) -> (result: s64, success: bool) { + // milliseconds are 10**-3, Apollo_Time is 10**-15. + // So we divide by 10**12. + result, success := ConvertFromApollo(t, 1_000_000_000_000, DO_ROUNDING); + return result, success; +} + +to_microseconds :: (t: Apollo_Time, $DO_ROUNDING := false) -> (result: s64, success: bool) { + // microseconds are 10**-6, Apollo_Time is 10**-15. + // So we divide by 10**9. + result, success := ConvertFromApollo(t, 1_000_000_000, DO_ROUNDING); + return result, success; +} + +to_nanoseconds :: (t: Apollo_Time, $DO_ROUNDING := false) -> (result: s64, success: bool) { + // nanoseconds are 10**-9, Apollo_Time is 10**-15. + // So we divide by 10**6. + result, success := ConvertFromApollo(t, 1_000_000, DO_ROUNDING); + return result, success; +} + + +calendar_to_string_time_then_date :: (ct: Calendar_Time, use_24_hour_time:=true) -> string /* Temporary_Storage */ { + // For now we just do English. We can explore how to internationalize this later, + // as well as provide different formats (numeric, wordy, abbreviated, etc). + // Probably once things get complicated like that, it should live in another file, + // and this here should just be about the numeric parts of the time. + + month_names :: string.["January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"]; + + month := ct.month_starting_at_0; + month = clamp(month, 0, 11); + + month_name := month_names[month]; + + { + using ct; + + Clock :: (x: Any) -> FormatInt { + return formatInt(x, minimum_digits=2); + } + + + if use_24_hour_time { + return tprint("%:%:%, % % %", + Clock(hour), Clock(minute), Clock(second), + day_of_month_starting_at_0+1, month_name, year + ); + } else { + hour12 := hour % 12; + if hour12 == 0 hour12 = 12; + ampm := ifx (hour < 12) then "AM" else "PM"; + return tprint("%:%:% %, % % %", + Clock(hour12), Clock(minute), Clock(second), ampm, + day_of_month_starting_at_0+1, month_name, year + ); + } + } +} + +calendar_to_string :: (ct: Calendar_Time, use_24_hour_time:=true) -> string /* Temporary_Storage */ { + // For now we just do English. We can explore how to internationalize this later, + // as well as provide different formats (numeric, wordy, abbreviated, etc). + // Probably once things get complicated like that, it should live in another file, + // and this here should just be about the numeric parts of the time. + + month_names :: string.["January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December"]; + + month := ct.month_starting_at_0; + month = clamp(month, 0, 11); + + month_name := month_names[month]; + + { + using ct; + + Clock :: (x: Any) -> FormatInt { + return formatInt(x, minimum_digits=2); + } + + + if use_24_hour_time { + return tprint("% % %, %:%:%", day_of_month_starting_at_0+1, month_name, year, Clock(hour), Clock(minute), Clock(second)); + } else { + hour12 := hour % 12; + if hour12 == 0 hour12 = 12; + ampm := ifx (hour < 12) then "AM" else "PM"; + return tprint("% % %, %:%:% %", day_of_month_starting_at_0+1, month_name, year, Clock(hour12), Clock(minute), Clock(second), ampm); + } + } +} + +calendar_to_iso_string :: (ct: Calendar_Time) -> string /* Temporary_Storage */ { + using ct; + + date_part :: #bake_arguments formatInt(minimum_digits = 2); + + timezone_name := ifx ct.time_zone == .UTC then "Z" else ""; // @Incomplete: Maybe determine local time zone name or offset + + time_string := tprint("%-%-%T%:%:%.%0%", year, date_part(month_starting_at_0 + 1), date_part(day_of_month_starting_at_0 + 1), date_part(hour), date_part(minute), date_part(second), formatInt(millisecond, minimum_digits = 3), timezone_name); + return time_string; +} +// #run { +// time: Apollo_Time; +// cal := to_calendar(time); +// time_string := calendar_to_iso_string(cal); +// assert(time_string == "1969-07-20T20:17:39.000Z", "Unexpected time string: %", time_string); +// } + + +compare_apollo_times :: (a: Apollo_Time, b: Apollo_Time) -> s32 { + // If you want to pass this to a two-op compare function. + // Probably we should fix some stuff about this language so you don't need this? + + if a < b return -1; + if a == b return 0; + return 1; +} + +to_float64_seconds :: (input: Apollo_Time) -> (result: float64, success: bool) { + // @Incomplete @Robustness: + // Not sure what the best strategy is here. We probably should manually convert, + // like we do in to_apollo(), but + // as an intermediate low-effort thing I am going to convert each word separately to + // float64 and then add them. + + a := input; + if input.high < 0 a = -a; // Do this on a positive number and re-negate at the end. + + seconds, success := to_seconds(a, DO_ROUNDING=false); // @Robustness: Note that our 'seconds' is signed which means we are missing 1 bit of range. + if !success return 0, false; + + f := cast(float64) seconds; + + b := seconds_to_apollo(seconds); + femto := a - b; + + assert(femto.high == 0); // This requires the result of to_seconds not to be rounded. + f_femto := femto.low / cast(float64)FEMTOSECONDS; + + f += f_femto; + + if input.high < 0 f = -f; + return f, true; +} + +to_apollo :: (seconds: float64) -> Apollo_Time { + MANTISSA_BITS :: 52; + SIGN_BIT :: 0x8000_0000_0000_0000; + EXPONENT_MASK :: 0x7ff0_0000_0000_0000; + + i64 := (.*) cast(*u64) *seconds; + exponent := cast(s16)((i64 & EXPONENT_MASK) >> 52); + exponent -= 1023; + exponent -= MANTISSA_BITS; // Not treating this as a decimal, just an integer. + + MANTISSA_HIGH_BIT :: 1 << MANTISSA_BITS; + mantissa := (i64 & (MANTISSA_HIGH_BIT-1)) | MANTISSA_HIGH_BIT; + + if !mantissa { + a: Apollo_Time; + return a; // Zero. + } + + a := seconds_to_apollo(xx mantissa); // In the current format, seconds start in the low word, so we know we have more than the mantissa size available. + + shift := exponent; + if shift < 0 { + shift = -shift; + if shift > 255 return .{}; + + a >>= cast(u8)(shift); + } else if shift { + if shift > 255 return .{}; + a <<= cast(u8) shift; + } + + return a; +} + +// +// Musa's helper macros & functions +// + +is_valid :: inline (a: Apollo_Time) -> bool { + return (a != .{0, 0}) && (a != APOLLO_TIME_INVALID); +} + +time_has_elapsed :: (first_time: Apollo_Time, current_time: Apollo_Time, time_elapsed_seconds: float64) -> bool /*#expand*/ { + if !is_valid(first_time) || !is_valid(current_time) return false; + + first_time_seconds := to_float64_seconds(first_time); + current_time_seconds := to_float64_seconds(current_time); + + return first_time_seconds + time_elapsed_seconds < current_time_seconds; +} + +time_remaining_seconds :: (first_time: Apollo_Time, current_time: Apollo_Time, time_elapsed_seconds: float64) -> float64 #expand { + if !is_valid(first_time) || !is_valid(current_time) return FLOAT64_MAX; + + return (to_float64_seconds(first_time) + time_elapsed_seconds) - to_float64_seconds(current_time); +} + +// +// Windows stuff: +// + +#if OS == .WINDOWS { + #scope_file + + // Instead of importing Windows, we could just locally define the small set + // of bindings here that we actually use. Maybe a good project would be to provide + // a Windows module that is divided into little pieces of what you might + // commonly use. + W :: #import "Windows"; + FILETIME :: W.FILETIME; + + // You can compute filetime_apollo by uncommenting and calling get_apollo_moon_landing_windows_filetime(). + filetime_apollo :: FILETIME.{ + dwLowDateTime = 0x99a4_7380, + dwHighDateTime = 0x19d_30e0 + }; + + // And this is computed by get_january_1_1601_apollo_time(): + apollo_filetime :: Apollo_Time.{12544592398102855680, -630480}; + + // FILETIME is in 100-nanosecond increments, i.e. 10**-7. + // Apollo_Time is 10**-15. + // So we multiply by 10**8. + FILETIME_FACTOR :: 100_000_000; + + #scope_export + + current_time_consensus :: () -> Apollo_Time { + ft_now: FILETIME; + W.GetSystemTimePreciseAsFileTime(*ft_now); + + apollo := filetime_to_apollo(ft_now); + return apollo; + } + + current_time_monotonic :: () -> Apollo_Time { + pc, freq: W.LARGE_INTEGER; + + // In principle QPC/QPF can fail, in that they return 'success', + // but in reality they don't. We don't want to dirty our API by + // passing this success code upward. Maybe this is a mistake, + // but causing all user programs to worry about what happens if they + // can't get a monotonic time seems weird and friction-inducing. + // If we get false back, we could fail over to rdtscp or something. + + success := W.QueryPerformanceCounter(*pc); + + // We could try to cache the frequency somewhere, but + // it seems like this may be slower than asking for it again, + // in a multithreaded environment. Hard to say. Should ask around. + // -jblow, 9 March 2022. + + success = W.QueryPerformanceFrequency(*freq); + + a: Apollo_Time; + a.low = cast,no_check(u64)pc.QuadPart; + + a *= FEMTOSECONDS; + a /= freq.QuadPart; + + return a; + } + + filetime_to_apollo :: (ft: FILETIME) -> Apollo_Time { + FILETIME_FACTOR :: 100_000_000; + + a: Apollo_Time = ---; + a.low = (.*)cast(*u64)*ft; + a.high = 0; + + a *= FILETIME_FACTOR; + a += apollo_filetime; + + return a; + } + + to_filetime :: (at: Apollo_Time) -> (ft: FILETIME, success: bool) { + result, success := ConvertFromApollo(at, FILETIME_FACTOR, true); + + result1 := cast(u64) result; + result += xx filetime_apollo.QuadPart; + + // @Incomplete: Check for overflow results due to the filetime_apollo add? + + ft: FILETIME = ---; + ft.QuadPart = cast(u64) result; + return ft, success; + } + + to_calendar :: (at: Apollo_Time, time_zone := Time_Zone.UTC) -> Calendar_Time { + // :OSSpecific + // @Incomplete: We would like to do this via our own code + // that is cross-platform and guaranteed to be the same everywhere, + // etc, but for now we are falling back + // on OS-specific routines in order to get things going. + // Since our own routine probably will not have failure modes (?), we are not for now + // trying to detect and return failure. + + ft, success := to_filetime(at); + if !success log("Error: Input Apollo_Time was out of range when calling to_calendar(). We are not putting failure into the API though, because long-term in an OS-independent scenario we should not have this kind of failure case, maybe.\n"); + + if time_zone == .LOCAL { + ft_local: FILETIME; + success := W.FileTimeToLocalFileTime(*ft, *ft_local); + assert(success != .FALSE); + if success ft = ft_local; + } + + st: W.SYSTEMTIME; + st_success := W.FileTimeToSystemTime(*ft, *st); + assert(st_success != .FALSE); // Under what conditions does this fail? @Incomplete @Robustness. + + ct: Calendar_Time; + ct.year = st.wYear; + ct.month_starting_at_0 = cast,trunc(s8) Max(0, st.wMonth - 1); // @Temporary: Guarding against fails and getting a 0 back for st.wMonth then returning a negative number. + ct.day_of_month_starting_at_0 = cast,trunc(s8) Max(0, st.wDay-1); // @Temporary + ct.day_of_week_starting_at_0 = cast,trunc(s8) st.wDayOfWeek; + ct.hour = cast,trunc(s8) st.wHour; + ct.minute = cast,trunc(s8) st.wMinute; + ct.second = cast,trunc(s8) st.wSecond; + ct.millisecond = cast,trunc(s16) st.wMilliseconds; + + ct.time_zone = time_zone; + + return ct; + } + + calendar_to_apollo :: (ct: Calendar_Time) -> Apollo_Time { + // @Incomplete. See :OSSpecific + result: Apollo_Time = ---; + + st: W.SYSTEMTIME; + st.wYear = xx,trunc ct.year; + st.wMonth = xx,trunc (ct.month\ _starting_at_0 + 1); + st.wDay = xx,trunc (ct.day_of_month_starting_at_0 + 1); + st.wDayOfWeek = xx,trunc ct .day_of_week\_starting_at_0; + st.wHour = xx,trunc ct.hour; + st.wMinute = xx,trunc ct.minute; + st.wSecond = xx,trunc ct.second; + st.wMilliseconds = xx,trunc ct.millisecond; + + ft: FILETIME; + success := W.SystemTimeToFileTime(*st, *ft); + assert(success != .FALSE); // @Temporary + + if ct.time_zone == .LOCAL { + ft_local: FILETIME; + success := W.LocalFileTimeToFileTime(*ft, *ft_local); + if success ft = ft_local; + assert(success != .FALSE); + } + + apollo := filetime_to_apollo(ft); + return apollo; + } + + /* + get_apollo_moon_landing_windows_filetime :: () -> FILETIME { + st_apollo: SYSTEMTIME; + { + // Sunday July 20, 1969 at 20:17:39 UTC. (Wikipedia says :40, other sources say :39). + + using st_apollo; + wYear = 1969; + wMonth = 7; // July. Months in Windows SYSTEMTIME start at 1 even though wDayOfWeek starts at 0. Go figure. + wDayOfWeek = 0; // Sunday. Probably not necessary? + wDay = 20; // wDay starts at 1. + wHour = 20; // wHour starts at 0. + wMinute = 17; + wSecond = 39; + wMilliseconds = 0; // We don't have a more accurate number for this. + } + + ft_apollo: FILETIME; + success := SystemTimeToFileTime(*st_apollo, *ft_apollo); + assert(success != .FALSE); + + return ft_apollo; + } + + get_january_1_1601_apollo_time :: () -> Apollo_Time { + ft0: FILETIME; + ft0a := filetime_to_apollo(ft0); + + ca := to_calendar(ft0a); // Print this just to double-check. + print("ca: %\n", ca); + + return ft0a; + } + */ +} else #if (OS == .LINUX || OS == .MACOS || OS == .ANDROID) { + #scope_file; + + #import "POSIX"; + + + libc :: #library,system "libc"; + timelocal :: (timeptr: *tm) -> time_t #foreign libc; + timegm :: (timeptr: *tm) -> time_t #foreign libc; + + #scope_export; + + current_time_consensus :: () -> Apollo_Time { + ts: timespec; + clock_gettime(.REALTIME, *ts); + + apollo := timespec_to_apollo(ts); + return apollo; + } + + current_time_monotonic :: () -> Apollo_Time { + ts: timespec; + clock_gettime(.MONOTONIC_RAW, *ts); + + apollo := timespec_to_apollo(ts); + return apollo; + } + + timespec_to_apollo :: (ts: timespec) -> Apollo_Time { + a_seconds := seconds_to_apollo(ts.tv_sec); + a_nanoseconds := nanoseconds_to_apollo(ts.tv_nsec); + + apollo := a_seconds + a_nanoseconds + APOLLO_TIME_FOR_JAN_1_1970; + return apollo; + } + + to_timespec :: (at: Apollo_Time) -> (ts: timespec, success: bool) { + a := at - APOLLO_TIME_FOR_JAN_1_1970; + + seconds: s64 = ---; + + divided := a / FEMTOSECONDS; + if divided.high == 0 { + // We have a small enough number of seconds to fit into 64 bits. + // But we actually want 63 bits, so check the high bit of 'low'. + if divided.low & 0x8000_0000_0000_0000 { + return .{}, false; // Out of range. + } else { + seconds = cast(s64) divided.low; + } + } else if divided.high == -1 { + // This is a negative number with all the information in the low bits, so that's fine. + seconds = cast,no_check(s64) divided.low; + } else { + // There's information in the high bits, i.e. the result number of seconds + // is too big for the timespec range. Return false. + + return .{}, false; + } + + a_seconds := seconds_to_apollo(seconds); + + a_femtoseconds := a - a_seconds; + assert(a_femtoseconds.high == 0); + + nanoseconds: s64 = (cast(s64) a_femtoseconds.low + 500_000) / 1_000_000; // The number of femtoseconds in 1 second cannot be high enough such that the sign bit would be set after the cast. + + ts: timespec = ---; + ts.tv_sec = xx,trunc seconds; + ts.tv_nsec = xx,trunc nanoseconds; + + if seconds < 0 return ts, false; // timespec does not go negative. + return ts, true; + } + + to_calendar :: (at: Apollo_Time, time_zone := Time_Zone.UTC) -> Calendar_Time { + // :OSSpecific @Incomplete + // Not returning a success code for the same reason as in the Windows version. + // (Read that comment to see.) + + ts, success := to_timespec(at); + if !success { + log("Error: Input Apollo_Time was out of range when calling to_calendar(). We are not putting failure into the API though, because long-term in an OS-independent scenario we should not have this kind of failure case, maybe.\n"); + return .{}; + } + + + NANO_TO_MILLI_FACTOR :: 1_000_000; + milliseconds := cast,trunc(s16)((ts.tv_nsec + NANO_TO_MILLI_FACTOR/2) / NANO_TO_MILLI_FACTOR); + if milliseconds >= 1000 { + // The rounding above may have given us a result + // of 1000 milliseconds, which would be incorrect to return! So we need to add to + // the seconds, but we must do this *before* converting from timespec, because if + // we do it after, then we maybe have to increment minutes, hours, etc, which + // would be a big mess. + + assert(milliseconds == 1000); + milliseconds = 0; + ts.tv_sec += 1; + } + + + // Wow, what a garbage. There almost certainly is a better way of doing this + // but I couldn't figure it out from browsing the Web because nobody there knows either. + tmp: tm; + if time_zone == .LOCAL { + tmp = localtime_r(*ts.tv_sec, *tmp); + } else { + tmp = gmtime_r(*ts.tv_sec, *tmp); + } + + ct: Calendar_Time; + ct.year = tmp.tm_year + 1900; + ct.month_starting_at_0 = xx,trunc tmp.tm_mon; + ct.day_of_month_starting_at_0 = xx,trunc Max(0, tmp.tm_mday-1); // @Temporary + ct.day_of_week_starting_at_0 = cast,trunc(s8) tmp.tm_wday; + ct.hour = xx,trunc tmp.tm_hour; + ct.minute = xx,trunc tmp.tm_min; + ct.second = xx,trunc tmp.tm_sec; + ct.millisecond = milliseconds; + + ct.time_zone = time_zone; + + return ct; + } + + calendar_to_apollo :: (ct: Calendar_Time) -> Apollo_Time { + // @Incomplete. See :OSSpecific + + using parts: tm; + tm_year = ct.year - 1900; + tm_mon = ct.month_starting_at_0; + tm_mday = ct.day_of_month_starting_at_0 + 1; + tm_hour = ct.hour; + tm_min = ct.minute; + tm_sec = ct.second; + tm_isdst = -1; + + time_t_sec: time_t; + if #complete ct.time_zone == { + case .LOCAL; + time_t_sec = timelocal(*parts); + case .UTC; + time_t_sec = timegm(*parts); + } + + if time_t_sec == -1 return .{}; + + a_seconds := seconds_to_apollo(time_t_sec); + a_milliseconds := milliseconds_to_apollo(ct.millisecond); + result := a_seconds + a_milliseconds + APOLLO_TIME_FOR_JAN_1_1970; + + return result; + } + + /* + get_apollo_moon_landing_time_on_january_1_1970_for_unix :: () -> Apollo_Time { + c1970: Calendar_Time; + c1970.year = 1970; + c1970.time_zone = .UTC; + + a1970 := calendar_to_apollo(c1970); + // print("a1970: %\n", a1970); + + return a1970; + } + */ +} + +APOLLO_TIME_FOR_JAN_1_1970 :: Apollo_Time.{low=0xdbd87f0edb7c8000, high=0x300}; // For easy conversions from/to Unix timestamps + + +FEMTOSECONDS :: 1_000_000_000_000_000; diff --git a/modules/Basic/Array.jai b/modules/Basic/Array.jai new file mode 100644 index 0000000..dbc485f --- /dev/null +++ b/modules/Basic/Array.jai @@ -0,0 +1,346 @@ +/* + + Because arrays are built-in types in this language, for people + to have high morale when using them, things need to be very clear. + + The set of basic operations included here, that most programs are + expected to use, should be simple and small. People should be able + to read this file and have no questions. They should know exactly + what is going to happen when they use one of these arrays in their + program. + + Simplicity is always good, but it is ***CRITICAL*** in this file, + because without it, people will just stumble through life not really + knowing what their code does, or even what it is trying to do -- + just like most modern programming languages. We want to avoid that. + + This is not meant to contain anything people might just want to do + with arrays. It's supposed to be a minimal and clear set of + functions that let you do the most universal things. + + Please don't add new things to this file without checking with me. + + -jblow, 20 July 2019 + + */ + +/* + + These routines operate on [] and [..] arrays. + These two kinds of arrays are straightforwardly defined, and are + equivalent to small structs. You can look in modules/Preload.jai + for the declarations: [] is equivalent to Array_View_64, + and [..] is equivalent to Resizable_Array. + +*/ + +// Now that we have namespacing, we can consider removing the array_ prefixes here. +// Maybe we want better renamers before we consider that too seriously, though. + +array_copy :: (array: [] $T) -> [] T { + dest := NewArray(array.count, T, initialized=false); + memcpy(dest.data, array.data, array.count * size_of(T)); + return dest; +} + +// This seems unnecessary. A couple people use it, but ... bleah. +array_copy :: (dest: *[..] $T, source: [] T) { + array_reserve(cast(*Resizable_Array) dest, source.count, size_of(T)); + memcpy(dest.data, source.data, source.count * size_of(T)); + dest.count = source.count; +} + +array_view :: inline (array: [] $T, index: int) -> [] T { + return array_view(array, index, array.count - index); +} + +array_view :: inline (array: [] $T, index: int, count: int) -> [] T { + assert(index >= 0, "index = %", index); // @@ Should we also clamp in these cases? + assert(count >= 0, "count = %", count); + if index >= array.count { + return .[]; + } + + if index + count > array.count { + count = array.count - index; + } + + result: [] T = ---; + result.data = array.data + index; + result.count = count; + return result; +} + +array_free :: inline (array: [] $T) { + free(array.data); +} + +// @@ IC: Note that table_reset doesn't free memory, and it's confusing that array_reset does. For dynamic arrays we have array_reset and array_reset_keeping_memory, which is verbose, and as long as you +// are aware of the second function, the behavior is clear, but maybe it should be the other way around. array_reset doesn't free memory, while array_reset_and_free does. Or maybe we could follow +// STL's convention and use the term 'clear' for removing elements without freeing memory. So we would have: +// Static array: array_reset +// Dynamic array: array_clear, array_reset +// Table: table_clear, table_reset +array_reset :: (array: *[] $T) { + free(array.data); + array.count = 0; + array.data = null; +} + +// +// Adding things to an array: +// +array_add :: (array: *[..] $T, item: T) #no_abc { + maybe_grow(xx array, size_of(T)); + + (array.data + array.count).* = item; // Note, we don't have an ABC here since we believe maybe_grow does the right thing. + array.count += 1; +} + +array_add :: (array: *[..] $T, to_append: ..T) { // Multi-argument version. Single-argument will be chosen in overload resolution for appropriate cases! + // Inlined version of maybe_grow that expands for to_append.count > 1... + new_count := array.count + to_append.count; + if new_count > array.allocated { + reserve := max(8, 2 * new_count); + array_reserve(cast(*Resizable_Array) array, reserve, size_of(T)); + } + + memcpy(array.data + array.count, to_append.data, to_append.count * size_of(T)); + array.count += to_append.count; +} + +array_add :: (array: *[..] $T) -> *T { + maybe_grow(xx array, size_of(T)); + + result := array.data + array.count; + + ini :: initializer_of(T); + #if ini { + ini(result); + } else { + memset(result, 0, size_of(T)); + } + + array.count += 1; + return result; +} + +array_add_if_unique :: (array: *[..] $T, item: T, $compare: (T, T) -> bool = null) -> bool, s64 { // Return true if newly added; also return index. + // @Compiler: We should not need explicit dereference here, but auto-dereference doesn't work in some cases. + found, index := array_find(array.*, item, compare); + if found return false, index; + + array_add(array, item); + return true, array.count-1; +} + +array_insert_at :: (array: *[..] $T, item: T, index: int) { + assert(index >= 0); + assert(index <= array.count); + + maybe_grow(xx array, size_of(T)); + + array.count += 1; + + i := array.count-1; + while i > index { + (array.data + i).* = (array.data + i - 1).*; + i -= 1; + } + + (array.data + index).* = item; +} + +// +// Removing things: +// + +array_unordered_remove_by_pointer :: inline (array: *[]$T, item_pointer: *T) { + assert(item_pointer >= array.data && item_pointer < (array.data + array.count)); + + index := item_pointer - array.data; + + array_unordered_remove_by_index(array, index); +} + +array_unordered_remove_by_value :: inline (array: *[] $T, item: T, $stop_after_first := false, $compare: (T, T) -> bool = null) -> s64 { + // Probably want to say something to debug memory trackers here. + // Need to make sure it doesn't cost anything in Release. + removed := 0; + for array.* { + matching := #ifx compare { + compare(it, item); + } else { + it == item; + } + + if matching { + removed += 1; + remove it; + + #if stop_after_first break; // Early-out optimization. + } + } + + return removed; +} + +array_unordered_remove_by_index :: inline (array_pointer: *[] $T, index: s64) { + assert(index >= 0); + assert(index < array_pointer.count); + + array := array_pointer.*; + last_index := array_pointer.count - 1; + if index != last_index array[index] = array[last_index]; + + array_pointer.count -= 1; +} + +// array_ordered_remove_by_value removes the first occurrence only. +// We could consider having array_ordered_remove_all_by_value as well. +array_ordered_remove_by_value :: inline (array_pointer: *[] $T, item: T) -> bool { + found, index := array_find(array_pointer.*, item); + if found array_ordered_remove_by_index(array_pointer, index); + return found; +} + +array_ordered_remove_by_index :: inline (array_pointer: *[] $T, index: s64) { + assert(index >= 0); + assert(index < array_pointer.count); + + array := array_pointer.*; + + for i : index..array.count-2 + array[i] = array[i+1]; + + array_pointer.count -= 1; +} + +array_find :: (array: [] $T, item: T, $compare: (T, T) -> bool = null) -> bool, s64 { + #if compare { + for array if compare(it, item) return true, it_index; + } else { + for array if it == item return true, it_index; + } + + return false, -1; // Not found. +} + +// +// Treating an array like a stack: +// +peek :: inline (array: [] $T) -> T { + return array[array.count-1]; +} + +peek_pointer :: inline (array: [] $T) -> *T { + return *array[array.count-1]; +} + +pop :: (array: *[] $T) -> T { + // If we weren't worried about tripping an array bounds check, we wouldn't have to use + // this temporary copy of 'result', but possibly a future change in the way we + // return values may make it not matter. + result := array.*[array.count-1]; + array.count -= 1; + return result; +} + + + +// +// Managing array memory: +// + +array_free :: (array: [..] $T) { + free(array.data,, array.allocator); +} + +array_reset :: (array: *[..] $T) { + free(array.data,, array.allocator); + + array.data = null; + array.allocated = 0; + array.count = 0; +} + +array_reset_keeping_memory :: inline (array: *[..] $T) { + array.count = 0; +} + +array_reserve :: inline (array: *[..] $T, desired_items: s64) { + array_reserve(cast(*Resizable_Array) array, desired_items, size_of(T)); +} + +// This overload of array_reserve takes a non-polymorphic *Resizable_Array, +// which will match any array type (since only the size of the data _pointed at_ +// by the array changes with T). We downcast to *Resizable_Array because +// when a leaf like this has many more polymorphs than necessary (due to the size_of(T) +// in vanilla array_reserve() being a constant), it causes everyone up the chain to +// have more polymorphs than necessary, because they need to call different leaves! +array_reserve :: inline (array: *Resizable_Array, desired_items: s64, element_size: s64) { + if desired_items <= array.allocated return; + + if !array.allocator.proc remember_allocators(array); + + array.data = realloc(array.data, desired_items * element_size, array.allocated * element_size,, array.allocator); + assert(array.data != null); // The program will die if we couldn't get memory. We can think about an alternative strategy, but it's hard to know what would be reasonable. + + array.allocated = desired_items; +} + +// +// The following two routines are not part of the basic [..] operation above. +// They are here for end-user convenience. +// +array_resize :: (array: *[] $T, new_count: s64, $initialize:=true) { + old_count := array.count; + if old_count == new_count return; + + array.data = cast(*T) realloc(array.data, new_count * size_of(T), array.count * size_of(T)); + array.count = new_count; + + #if initialize init_range(array.data, old_count, new_count); +} + +array_resize :: (array: *[..] $T, new_count: s64, $initialize:=true) { + old_count := array.count; + if old_count == new_count return; + + array_reserve(cast(*Resizable_Array) array, new_count, size_of(T)); + array.count = new_count; + + #if initialize init_range(array.data, old_count, new_count); +} + +// maybe_grow is intended just to check when array.count == array.allocated; +// if count > allocated, the array is in an invalid state. You should not do this, +// but just for extreme paranoia reasons, we use >= just to try to have better +// behavior in buggy programs. +// +// When calling maybe_grow, we cast down to *Resizable_Array, which means +// we can call this function without knowing T at compile-time. This makes +// the calling sites in this file slightly uglier, but maybe that's okay. +maybe_grow :: inline (array: *Resizable_Array, element_size: s64) { + if array.count >= array.allocated { + reserve := max(8, 2 * array.count); + array_reserve(cast(*Resizable_Array) array, reserve, element_size); + } +} + +#scope_file + +init_range :: (ptr: *$T, begin: s64, end: s64) { + ini :: initializer_of(T); + #if ini { + for begin..end-1 inline ini(ptr + it); // Really this can be one ini followed by a bunch of memcpy. For long arrays we could power-of-two double the copy out, etc. + } else { + count := end - begin; + if count <= 0 return; + + // Fast path for init to zero. + // In the case that we are shrinking an array, count will be negative. + memset(ptr + begin, 0, count * size_of(T)); + } +} + diff --git a/modules/Basic/Int128.jai b/modules/Basic/Int128.jai new file mode 100644 index 0000000..999f659 --- /dev/null +++ b/modules/Basic/Int128.jai @@ -0,0 +1,840 @@ +// 128-bit signed integer: +S128 :: struct { + low: u64; + high: s64; +} + +// 128-bit unsigned integer: +U128 :: struct { + low: u64; + high: u64; +} + +// These values returned for quotient and remainder of division when overflow or division by zero +U128_ERROR :: U128.{0xffffffff_ffffffff, 0xffffffff_ffffffff}; +S128_ERROR :: S128.{0xffffffff_ffffffff, 0xffffffff_ffffffff}; + + +// If you want a 128-bit result, well, we don't have any primitive types +// that hold that, so, here is some code to do it within u64. +// We might put an asm version here, but right now this is used to +// avoid asm stuff...! +multiply_64bits_with_overflow :: (a: u64, b: u64) -> (high: u64, low: u64) { + lo_lo := (a & 0xFFFF_FFFF) * (b & 0xFFFF_FFFF); + hi_lo := (a >> 32) * (b & 0xFFFF_FFFF); + lo_hi := (a & 0xFFFF_FFFF) * (b >> 32); + hi_hi := (a >> 32) * (b >> 32); + + cross := (lo_lo >> 32) + (hi_lo & 0xFFFF_FFFF) + lo_hi; + + high := (hi_lo >> 32) + (cross >> 32) + hi_hi; + low := (cross << 32) | (lo_lo & 0xFFFF_FFFF); + + return high, low; +} + +to_s128 :: (a: $T) -> S128 +#modify { + return (cast(*Type_Info)T).type == .INTEGER; +} { + return .{cast,no_check(u64) a, (cast(s64)a) >> 63}; +} + +to_u128 :: (a: $T) -> U128 +#modify { + return T == u64 || T == u32 || T == u16 || T == u8; +} { + return U128.{a, 0}; +} + + +operator == :: inline (a: S128, b: S128) -> bool { + return (a.low == b.low) && (a.high == b.high); +} + +operator == :: inline (a: U128, b: U128) -> bool { + return (a.low == b.low) && (a.high == b.high); +} + +operator ! :: inline (a: S128) -> bool { + return a.low == 0 && a.high == 0; +} + +operator ! :: inline (a: U128) -> bool { + return a.low == 0 && a.high == 0; +} + +operator + :: inline (a: S128, b: S128) -> S128 { // This can be the same code for S128 and U128. + c: S128 = ---; + + #if CPU == .X64 { + #asm { + mov a_low:, [*a + 0]; + mov a_high:, [*a + 8]; + + mov b_low:, [*b + 0]; + mov b_high:, [*b + 8]; + + mov [*c + 0], a_low; + mov [*c + 8], a_high; + + add [*c + 0], b_low; + adc [*c + 8], b_high; + } + } else { + #no_aoc { // Let's just no_aoc this one operation for now. In theory high bits should not overflow. + c.low = a.low + b.low; + } + + c.high = a.high + b.high; + if c.low < a.low c.high += 1; // We overflowed! + } + + return c; +} + +operator - :: inline (a: S128, b: S128) -> S128 { + return cast,force(S128) (cast,force(U128)a - cast,force(U128)b); +} + +operator - :: inline (a: U128, b: U128) -> U128 { + c: U128 = ---; + + #if CPU == .X64 { + #asm { + mov a_low:, [*a + 0]; + mov a_high:, [*a + 8]; + + mov b_low:, [*b + 0]; + mov b_high:, [*b + 8]; + + mov [*c + 0], a_low; + mov [*c + 8], a_high; + + sub [*c + 0], b_low; + sbb [*c + 8], b_high; + + // I guess these are not legal forms of 'add': + // add [*c + 0], a_low, b_low; + // adc [*c + 8], a_high, b_high; + } + } else #no_aoc { + c.high = a.high - b.high; + c.low = a.low - b.low; + if c.low > a.low c.high -= 1; // We underflowed! + } + + return c; +} + +operator - :: inline (a: S128) -> S128 { + // Apollo Time is two's complement. + // To negate it, we flip all the bits and then add 1. + // We'll use #asm to avoid a branch. + + c: S128 = ---; + c.low = ~a.low; + c.high = ~a.high; + + #if CPU == .X64 { + #asm { + add [*c + 0], 1; + adc [*c + 8], 0; + } + } else { + #no_aoc { + c.low += 1; + } + + if !c.low c.high += 1; // If c.low overflowed, carry into high. + } + + return c; +} + +// Complexity-wise, it may not be worth specializing << and >> for constant x, +// since the win is relatively low these days. But I did it anyway. +operator << :: (a: S128, $$x: u8) -> S128 { + result : S128 = ---; + + if x >= 64 { + new_high := cast,no_check(s64)(a.low << (x - 64)); + return .{0, new_high}; + } else { + #if CPU == .X64 { + result = a; + + #if !is_constant(x) #asm { x === c; } // Use the cl form of shift. + + #asm { + mov low:, [*result + 0]; + shld [*result + 8], low, x; + shl [*result + 0], x; + } + } else { + result.high = a.high << x | cast(s64)(a.low >> (64 - x)); + result.low = a.low << x; + } + } + + return result; +} + +operator << :: inline (a: U128, $$x: u8) -> U128 { + result : U128 = ---; + + if x >= 64 { + new_high := a.low << (x - 64); + return .{0, new_high}; + } else { + #if CPU == .X64 { + result = a; + + #if !is_constant(x) #asm { x === c; } // Use the cl form of shift. + + #asm { + mov low:, [*result + 0]; + shld [*result + 8], low, x; + shl [*result + 0], x; + } + } else { + result.high = a.high << x | (a.low >> (64 - x)); + result.low = a.low << x; + } + } + + return result; +} + +operator >> :: (a: S128, $$x: u8) -> S128 { // Arithmetic shift + if x >= 64 { + new_low := cast,no_check (u64) (a.high >> (x - 64)); + return .{low = new_low, high = a.high >> 63}; + } else { + #if CPU == .X64 { + result := a; + + #if !is_constant(x) #asm { x === c; } // Use the cl form of shift. + + #asm { + mov high:, [*result + 8]; + shrd [*result + 0], high, x; + sar [*result + 8], x; + } + } else { + result: S128 = ---; + result.low = (a.low >> x) | cast(u64)(a.high << (64 - x)); + result.high = a.high >> x; + } + + return result; + } +} + +operator >> :: (a: U128, $$x: u8) -> U128 { // Logical shift. + if !a || !x return a; + + if x >= 64 { + return .{low = a.high >> (x - 64), high = 0}; + } else { + #if CPU == .X64 { + result := a; + #if !is_constant(x) #asm { x === c; } // Use the cl form of shift. + + #asm { + mov high:, [*result + 8]; + shrd [*result + 0], high, x; + shr [*result + 8], x; + } + } else { + result: U128 = ---; + result.low = a.low >> x | (a.high << (64 - x)); + result.high = a.high >> x; + } + + return result; + } +} + +// @Incomplete: Refactor logical_shift_right as >> on U128. +logical_shift_right :: (a: S128, $$x: u8) -> S128 { + return cast,force(S128) ((cast,force(U128) a) >> x); +} + + +// Our division procs handle divide-by-zero and overflow without aborting, returning an error flag and +// setting the result to U128_MAX. While using operator `/` you don't get this error flag, and the expected +// result of any operator `/` divide-by-zero is boom, so here we'll assert to simulate that behaviour. +// OTOH, overflow is bit weird and not as easy to anticipate, so we'll allow it to return (and the programmer can +// test for the error return value when they notice weird behaviour with their results, but their program won't +// unexpectedly crash in production when the user puts in some bad values). +// Maybe it'd be better to halt on both conditions, with the programmer expected to validate the inputs before +// calling, but the easiest way for them to do that would be for them to call the (un)signed_divide_with_remainder +// proc themselves... at which point they don't need the `/` operator, so we're letting the `/` operator be the +// "easy use" version of divide. - IK +operator / :: (dividend: U128, divisor: U128) -> U128 { + assert(divisor != .{0, 0}, "Cannot divide by zero!"); + return inline unsigned_divide_with_remainder(dividend, divisor); +} + +operator / :: (dividend: S128, divisor: S128) -> S128 { + assert(divisor != .{0, 0}, "Cannot divide by zero!"); + return inline signed_divide_with_remainder(dividend, divisor); +} + +operator / :: inline (a: S128, factor: s64) -> S128 { + // We'll put a faster version here later? + + b: S128; + + negate := false; + b.low = cast,no_check(u64) factor; + if factor < 0 b.high = -1; + + return a / b; +} + + +signed_divide_with_remainder :: inline (dividend: S128, divisor: S128) -> quotient: S128, remainder: S128, overflow_or_divide_by_zero: bool { + u := dividend; + v := divisor; + + negate := false; + if u.high < 0 { + negate = true; + u = -u; + } + + if v.high < 0 { + negate = !negate; + v = -v; + } + + quotient, remainder, overflow_or_divide_by_zero := unsigned_divide_with_remainder(cast,force(U128)u, cast,force(U128)v); + if overflow_or_divide_by_zero return cast,force(S128)quotient, cast,force(S128)remainder, true; + else if negate return -cast,force(S128)quotient, cast,force(S128)remainder, false; + else return cast,force(S128)quotient, cast,force(S128)remainder, false; +} + + +unsigned_divide_with_remainder :: (u: U128, v: U128) -> quotient: U128, remainder: U128, overflow_or_divide_by_zero: bool { + // This unsigned divide is used to help implement our operator /, which is + // a wrapper that does sign manipulations then calls this routine. + + // Code adapted from Hacker's Delight by Henry S. Warren, Jr., Second Edition, section 9-5. + // That listing was for 64-bit division, but here we do 128-bit division. + + if !v return U128_ERROR, U128_ERROR, true; + + #if CPU == .X64 { // Lifted these procs out of here so they can be tested against each other + DIVU_FF :: unsigned_divide_with_remainder_128_64_x64; + } else { + DIVU_FF :: unsigned_divide_with_remainder_128_64_no_asm; + } + + if v.high == 0 { + u1 := cast,no_check(u64) u.high; + d := v.low; + + if u1 < d { // If u/v cannot overflow, just do one division. + quotient: U128 = ---; + remainder: U128 = ---; + quotient.high, remainder.high = 0; + error : bool = ---; + quotient.low, remainder.low, error = DIVU_FF(u, d); + if error return U128_ERROR, U128_ERROR, true; + else return quotient, remainder, false; + } else { + // If u/v would overflow: Break up u into two halves. + u0 := u.low; + // q1 := DIVU_FF(u1, d); // First quotient digit. + q1 := u1 / d; // First quotient digit. + k := u1 - q1*d; // First remainder, < v. + + c: U128 = ---; + c.high = k; + c.low = u0; + + q0, remainder_u64, error := DIVU_FF(c, d); + quotient := U128.{low = q0, high = q1}; + remainder := U128.{low = remainder_u64, high = 0}; + + if error return U128_ERROR, U128_ERROR, true; + else return quotient, remainder, false; + } + } + + n := count_leading_zero_bits(v.high); + + _v1 := v << n; + // Warren shifts right here to get the top bits, but we can just use .high + v1 := cast(u64) _v1.high; + + // Right-shift u by 1 bit, to ensure no overflow. + u1 := (u >> 1); + + q1, _, error := DIVU_FF(u1, v1); + if error return U128_ERROR, U128_ERROR, true; + + // Undo normalization and division of u by 2. + _q1 := U128.{low = q1}; + _q1 <<= n; + q0 := _q1 >> 63; + + // Make q0 correct or too small by 1. + if q0.high || q0.low { // q0 != 0 + if q0.low == 0 { + // Borrow from the top; could use #asm. + q0.low -= 1; + q0.high -= 1; + } else { + q0.low -= 1; + } + } + + remainder := u - q0*v; + if remainder >= v { // Finally correct q0. + q0.low += 1; + if q0.low == 0 q0.high += 1; + remainder -= v; + } + + return q0, remainder, false; +} + +#scope_file + +U64_MAX :: 0xFFFF_FFFF_FFFF_FFFF; + +#if CPU == .X64 { + unsigned_divide_with_remainder_128_64_x64 :: (a: U128, d: u64) -> quotient: u64, remainder: u64, overflow_or_divide_by_zero: bool { + #assert CPU == .X64; + + if a.high >= d + return U64_MAX, U64_MAX, true; + + quotient: u64 = ---; + remainder: u64 = ---; + #asm { + high: gpr === d; + low: gpr === a; + + mov low, [*a + 0]; + mov high, [*a + 8]; + div high, low, d; + + mov quotient, low; + mov remainder, high; + } + + return quotient, remainder, false; + } +} + +unsigned_divide_with_remainder_128_64_no_asm :: (num: U128, den: u64) -> quotient: u64, remainder: u64, overflow_or_divide_by_zero: bool #no_aoc { + // This software version is derived from public domain/CC0 code found at: + // https://ridiculousfish.com/blog/posts/labor-of-division-episode-v.html + + numhi := num.high; + numlo := num.low; + + // Check for overflow and divide by 0. + if numhi >= den + return U64_MAX, U64_MAX, true; + + // We work in base 2**32. + // A uint32 holds a single digit. A uint64 holds two digits. + // Our numerator is conceptually [num3, num2, num1, num0]. + // Our denominator is [den1, den0]. + b : u64 : (1 << 32); + + // The high and low digits of our computed quotient. + q1: u32 = ---; + q0: u32 = ---; + + // The normalization shift factor. + shift: int = ---; + + // The high and low digits of our denominator (after normalizing). + // Also the low 2 digits of our numerator (after normalizing). + den1: u32 = ---; + den0: u32 = ---; + num1: u32 = ---; + num0: u32 = ---; + + // A partial remainder. + rem: u64 = ---; + + // The estimated quotient, and its corresponding remainder (unrelated to true remainder). + qhat: u64 = ---; + rhat: u64 = ---; + + // Variables used to correct the estimated quotient. + c1: u64 = ---; + c2: u64 = ---; + + // Determine the normalization factor. We multiply den by this, so that its leading digit is at + // least half b. In binary this means just shifting left by the number of leading zeros, so that + // there's a 1 in the MSB. + // We also shift numer by the same amount. This cannot overflow because numhi < den. + // The expression (-shift & 63) is the same as (64 - shift), except it avoids the UB of shifting + // by 64. The funny bitwise 'and' ensures that numlo does not get shifted into numhi if shift is 0. + // clang 11 has an x86 codegen bug here: see LLVM bug 50118. The sequence below avoids it. + shift = count_leading_zero_bits(den); + den <<= cast(u64)shift; + numhi <<= cast(u64)shift; + numhi |= (numlo >> (-shift & 63)) & cast,no_check(u64)(-shift >> 63); + numlo <<= cast(u64)shift; + + // Extract the low digits of the numerator and both digits of the denominator. + num1 = cast(u32)(numlo >> 32); + num0 = cast(u32)(numlo & 0xFFFF_FFFF); + den1 = cast(u32)(den >> 32); + den0 = cast(u32)(den & 0xFFFF_FFFF); + + // We wish to compute q1 = [n3 n2 n1] / [d1 d0]. + // Estimate q1 as [n3 n2] / [d1], and then correct it. + // Note while qhat may be 2 digits, q1 is always 1 digit. + qhat = numhi / den1; + rhat = numhi % den1; + c1 = qhat * den0; + c2 = rhat * b + num1; + if c1 > c2 + qhat -= ifx c1 - c2 > den then cast(u64)2 else 1; + q1 = cast(u32)qhat; + + // Compute the true (partial) remainder. + rem = numhi * b + num1 - q1 * den; + + // We wish to compute q0 = [rem1 rem0 n0] / [d1 d0]. + // Estimate q0 as [rem1 rem0] / [d1] and correct it. + qhat = rem / den1; + rhat = rem % den1; + c1 = qhat * den0; + c2 = rhat * b + num0; + if c1 > c2 + qhat -= ifx c1 - c2 > den then cast(u64)2 else 1; + q0 = cast(u32)qhat; + + quotient := ((cast(u64)q1) << 32) | q0; + remainder := (rem * b + num0 - q0 * den) >> shift; + return quotient, remainder, false; +} + +count_leading_zero_bits :: inline (x: u64) -> u8 { + // Maybe Basic should have a Simple_Math component with stuff like this in it? - IK + n: u8 = ---; + #if CPU == .X64 { + #asm { + lzcnt n, x; + } + } else { + if x == 0 return(64); + n = 0; + if x <= 0x00000000FFFFFFFF { n = n + 32; x = x << 32; } + if x <= 0x0000FFFFFFFFFFFF { n = n + 16; x = x << 16; } + if x <= 0x00FFFFFFFFFFFFFF { n = n + 8; x = x << 8; } + if x <= 0x0FFFFFFFFFFFFFFF { n = n + 4; x = x << 4; } + if x <= 0x3FFFFFFFFFFFFFFF { n = n + 2; x = x << 2; } + if x <= 0x7FFFFFFFFFFFFFFF { n = n + 1; } + } + return n; +} + + +#scope_export + +// +// The sign handling in these operator * below is a little uncertain given +// that I don't really understand the difference between imul and mul. +// @Incomplete: Consult Hacker's Delight. +// +operator * :: (_a: S128, _b: S128) -> S128 { + a := _a; // @Speed @Temporary + b := _b; + + negate := false; + if a.high < 0 { + a = -a; + negate = true; + } + + if b.high < 0 { + b = -b; + negate = !negate; + } + + u := cast,force(U128)a * cast,force(U128) b; + result := cast,force(S128) u; + + if negate return -result; + else return result; +} + +operator * :: (_a: U128, _b: U128) -> U128 { + a := _a; // @Speed @Temporary + b := _b; + + result: U128 = ---; + + // The code below is really convoluted because I am not sure if we can + // bind multiple names to the same physical register? Would really like to. + #if CPU == .X64 { + #asm { + result_high: gpr === d; + result_low: gpr === a; + + factor: gpr; + high_sum: gpr; + + // Low times low: + mov result_low, [*a + 0]; // This is input as well as result. + mov factor, [*b + 0]; + + mul result_high, result_low, factor; + + mov [*result + 0], result_low; // Store the low part. + mov high_sum, result_high; // Store the high part. + + // High a times low b. 'factor' still holds low b. + mov result_low, [*a + 8]; + imul result_high, result_low, factor; + add high_sum, result_low; + + // Low a times high b. + mov result_low, [*a + 0]; + mov factor, [*b + 8]; + imul result_high, result_low, factor; + add high_sum, result_low; + + // High a times high b is discarded. + + mov [*result + 8], high_sum; + } + } else { + // Intentionally leaving aoc enabled here, since these should not in principle overflow. + result.high, result.low = multiply_64bits_with_overflow(a.low, b.low); + result.high += a.high * b.low + a.low * b.high; + } + + return result; +} + +operator * :: (a: S128, factor: s64) -> S128 #symmetric { + at := a; // @Speed @Temporary + + negate := false; + if at.high < 0 { + at = -at; + negate = true; + } + + if factor < 0 { + factor = -factor; + negate = !negate; + } + + result: S128 = ---; + + // We would like to be able to bind multiple names to the same machine register + // to make code like the following less confusing. + #if CPU == .X64 { + #asm { + result_high: gpr === d; + result_low: gpr === a; + + mov result_low, [*at + 0]; // This is input as well as result. + mul result_high, result_low, factor; + + mov [*result + 0], result_low; + + mov carry:, result_high; + + mov result_low, [*at + 8]; // This is input as well as result. + imul result_high, result_low, factor; + + add result_low, carry; + + mov [*result + 8], result_low; // This is actually the high. + } + } else #no_aoc { + u128 : U128 = ---; + u128.high, u128.low = multiply_64bits_with_overflow(at.low, cast(u64)factor); + u128.high += cast(u64)at.high * cast(u64)factor; + result = cast,force(S128)u128; + } + + if negate return -result; + else return result; +} + +operator < :: (a: S128, b: S128) -> bool { + result: bool = ---; + + #if CPU == .X64 { + #asm { + mov a_low:, [*a + 0]; + mov a_high:, [*a + 8]; + + mov b_low:, [*b + 0]; + mov b_high:, [*b + 8]; + + sub a_low, b_low; + sbb a_high, b_high; + + setl result; + } + } else { + if a.high < b.high return true; + if a.high > b.high return false; + return a.low < b.low; + } + + return result; +} + +operator < :: (a: U128, b: U128) -> bool { // @Speed: Do #asm. + if (a.high < b.high) return true; + if (a.high > b.high) return false; + + return (a.low < b.low); +} + +operator <= :: (a: S128, b: S128) -> bool { + // We would like the compiler to generate this for us, probably, like it does with +=. + return (a == b) || (a < b); // Probably not very efficient. +} + +operator > :: (a: S128, b: S128) -> bool { + // We would like the compiler to generate this for us, probably, like it does with +=. + return !(a <= b); +} + +operator >= :: (a: S128, b: S128) -> bool { + // We would like the compiler to generate this for us, probably, like it does with +=. + return !(a < b); +} + +operator <= :: (a: U128, b: U128) -> bool { + // We would like the compiler to generate this for us, probably, like it does with +=. + return (a == b) || (a < b); // Probably not very efficient. +} + +operator > :: (a: U128, b: U128) -> bool { + // We would like the compiler to generate this for us, probably, like it does with +=. + return !(a <= b); +} + +operator >= :: (a: U128, b: U128) -> bool { + // We would like the compiler to generate this for us, probably, like it does with +=. + return !(a < b); +} + + +operator * :: (a: U128, b: s64) -> U128 { + return a * cast(u64)b; +} + +operator * :: (a: U128, b: u64) -> U128 { + b128 : U128 = ---; + b128.high = 0; + b128.low = b; + return a * b128; +} + +operator + :: (a: U128, b: U128) -> U128 { + return cast,force(U128)(cast,force(S128)a + cast,force(S128)b); +} + +operator + :: (a: U128, b: u64) -> U128 { + return a + U128.{b, 0}; +} + +#if CPU == .X64 { + test_unsigned_division :: (random_iterations := 0, random_get : () -> u64 = null) { + to_string :: (x: U128) -> string { + if x.high + return tprint("0x%0_%0", formatInt(x.high, base=16), formatInt(x.low, base=16, minimum_digits=16)); + else + return tprint("%0", x.low); + } + + test_pattern : u64 : 0xAAAAAAAA_AAAAAAAA; + dividend := U128.{test_pattern, test_pattern}; + + // Test x64 version against no_asm version - both should give identical results! + // Also test the result played backwards through multiply gives the start point. + while true { + divisor := test_pattern; + while true { + x64_quotient, x64_remainder, x64_error := unsigned_divide_with_remainder_128_64_x64(dividend, divisor); + jai_quotient, jai_remainder, jai_error := unsigned_divide_with_remainder_128_64_no_asm(dividend, divisor); + assert(x64_quotient == jai_quotient); + assert(x64_remainder == jai_remainder); + assert(x64_error == jai_error); + if !x64_error { + print("[OK] % / % = % remainder %\n", to_string(dividend), divisor, x64_quotient, x64_remainder); + assert(U128.{divisor, 0} * x64_quotient + x64_remainder == dividend); + } + if !divisor break; + divisor >>= 1; + } + if !dividend break; + dividend >>= 1; + } + + // Test `/` operator + dividend = U128.{test_pattern, test_pattern}; + while true { + divisor := U128.{test_pattern, test_pattern}; + while true { + quotient, remainder, overflow_or_div_zero := unsigned_divide_with_remainder(dividend, divisor); + operator_quotient := dividend / divisor; + if overflow_or_div_zero { + print("[OVR] % / %\n", to_string(dividend), to_string(divisor)); + assert(operator_quotient.high == U64_MAX && operator_quotient.low == U64_MAX); + } else { + print("[OK] % / % = % remainder %\n", to_string(dividend), to_string(divisor), to_string(quotient), to_string(remainder)); + assert(quotient * divisor + remainder == dividend); + assert(quotient == operator_quotient); + operator_remainder := dividend - (operator_quotient * divisor); + assert(remainder == operator_remainder); + if quotient == .{} + assert(remainder == dividend); + } + divisor >>= 1; // Currently operator `/` halts on divide-by-zero - if that behaviour changes then swap this line and the one below it around + if !divisor break; + } + if !dividend break; + dividend >>= 1; + } + + // Test randomly + for 1 .. random_iterations { + assert(random_get != null); + x := U128.{low = random_get(), high = 0}; + y := U128.{low = random_get(), high = 0}; + r := U128.{low = random_get() % x.low, high = 0}; + dividend = x * y + r; + divisor := x; + + quotient, remainder, overflow_or_div_zero := unsigned_divide_with_remainder(dividend, divisor); + operator_quotient := dividend / divisor; + if overflow_or_div_zero { + print("[OVR] % / %\n", to_string(dividend), to_string(divisor)); + assert(operator_quotient.high == U64_MAX && operator_quotient.low == U64_MAX); + } else { + print("[OK] % / % = % remainder %\n", to_string(dividend), to_string(divisor), to_string(quotient), to_string(remainder)); + assert(quotient * divisor + remainder == dividend); + assert(quotient == operator_quotient); + operator_remainder := dividend - (operator_quotient * divisor); + assert(remainder == operator_remainder); + assert(divisor == x); + assert(quotient == y); + assert(remainder == r); + if quotient == .{} + assert(remainder == dividend); + } + } + } +} diff --git a/modules/Basic/Memory_Debugger.jai b/modules/Basic/Memory_Debugger.jai new file mode 100644 index 0000000..0ead60e --- /dev/null +++ b/modules/Basic/Memory_Debugger.jai @@ -0,0 +1,1257 @@ +// Procedure_To_Elide is used to make nicer output when generating the reports. +// See the example. + +// @Incomplete: Document why these are strings instead of procedure pointers +// (hint: polymorphism!) +Procedure_To_Elide :: struct { + procedure_name: string; + module_name: string; +} + +Leak_Report_Options :: struct { + known_allocation_leaves: [] Procedure_To_Elide; // If we get to one of these, we know it's an allocator, so we don't need to print anything higher on the stack. + roots_to_skip: [] Procedure_To_Elide; // If the stack starts out here, it's obvious and gives us no information, so skip it. This is stuff like main() or draw_one_frame(). + + group_by_these_calls: [] Procedure_To_Elide; + + scan_global_memory_to_remove_leaks := true; + scan_leaks_to_combine := true; +} + +Leak_Report :: struct { + marked_as_non_leak_allocations: s64; + marked_as_non_leak_bytes: s64; + + sorted_summaries: [] *Leak_Summary; + + leak_combiner_table: Table(*void, Leak_Combiner_Record); // See the comment on Leak_Combiner_Record. + + pool: Pool; // Holds all the memory for this report. +} + +Leak_Summary :: struct { + count: s64; // How many individual allocations. + bytes: s64; // How many bytes total. + + allocations_since_last_visualizer_update: s64; + bytes_allocated_since_last_visualizer_update: s64; + + alloc_site_trace: *Packed_Stack_Trace; + allocator_proc: Allocator_Proc; // If multiple allocators, we set this to null rather than storing an array of them... maybe we should. + group_info: *Group_Info; // Used only if this node is created by grouping other nodes. + + child_count: s64; // How many allocations from children were aggregated because they were pointed-at by this allocation. + child_bytes: s64; // How many bytes from children were aggregated because they were pointed-at by this allocation. +} + +Group_Info :: struct { + procedure: Procedure_To_Elide; + + sub_summaries: [] *Leak_Summary; // We don't seem to use this anywhere right now; get rid of it? + root_nodes_in_common: s64; // How many nodes, starting from the root, are common in all these summaries. + leaf_nodes_in_common: s64; // How many nodes, starting from the leaves, are common in all these summaries. +} + +// This Preamble goes on the front of all _check routines: +Preamble :: () #expand { + #if IS_CROSS_COMPILING { + if #compile_time `return; // We probably can't call the underlying allocator at compile-time if we're cross-compiling, so we cannot run init(). -rluba, 2025-12-29 + } + + // Don't record allocations to pool_allocator or temporary_allocator. These are not + // supposed to be freed; and they are also meant by the user program to be fast, + // so doing less work for each may cause the user program to suffer less. We probably + // should provide a way for the user to indicate allocators that should also be ignored, + // because you would expect a large/serious program to have more of these. + // + // This may cause some confusion because if you alloc with Pool then free from heap, + // it won't know that you allocated from Pool, when that information could be very + // helpful in solving problems quickly. So, we'll see... + if `allocator.proc == pool_allocator_proc `return; + if `allocator.proc == flat_pool_allocator_proc `return; + if `allocator.proc == temporary_allocator_proc `return; + if `allocator.proc == arena_allocator_proc `return; + if `allocator.proc == fixed_arena_allocator_proc `return; + + if context.inside_memory_debugger `return; + context.inside_memory_debugger = true; + `defer context.inside_memory_debugger = false; + + // We must not use the context logger because if that logger happens to both allocate and hold a lock, + // we can have a lock ordering inversion deadlock. (Observed with the Sokoban logger). + original_logger := context.logger; + context.logger = runtime_support_default_logger; + `defer context.logger = original_logger; + + if !atomic_load(*initted) init(); +} + +_check_alloc :: inline (allocator: Allocator, memory: *void, size: s64) { + Preamble(); + add_allocation_to_table(memory, size, allocator, context.stack_trace); +} + +_check_free :: inline (allocator: Allocator, memory: *void) { + if !memory return; // Freeing null is fine and does nothing. + + Preamble(); + + lock(*address_table_mutex); + defer unlock(*address_table_mutex); + success, found := table_find(*address_table, memory); + + trace := context.stack_trace; + if !success { + report_use_of_unknown_memory(memory, "Basic.free()", trace); + exit(1); + return; + } + + if !(found.flags & .IS_LIVE) { + report_already_freed_memory(found, "Basic.free()", trace); + return; + } + + check_for_allocator_mismatch(found, allocator, "Basic.free()", trace); + do_free_bookkeeping(found); +} + +do_free_bookkeeping :: (allocation: *Allocation) { + allocation.flags &= ~.IS_LIVE; + allocation.free_site_trace = find_or_pack_stack_trace(context.stack_trace); + allocation.free_thread_index = context.thread_index; + + #if VISUALIZE_MEMORY_DEBUGGER add_free_this_frame(allocation, allocation.size); +} + +_check_create_heap :: (a: Allocator) { + // We do not yet do anything for heap create; if we want to check + // for double-heap-destroy, or invalid heap pointers, we could have + // a separate table for when heaps are live. +} + +_check_destroy_heap :: (a: Allocator) { + // @Speed: When you destroy a heap, we walk over all allocations and + // mark the allocations from that heap as free. This is very slow but + // we have just implemented multiple heaps, and we expect to do something + // better here eventually. -jblow, 25 January 2023 + + // Note that we do not yet check for invalid heaps or multiple heap destroys. + lock(*address_table_mutex); + defer unlock(*address_table_mutex); + + trace := context.stack_trace; + + for address_table { + if it.allocator.proc != a.proc continue; + if it.allocator.data != a.data continue; + + if it.flags & .IS_LIVE { + do_free_bookkeeping(it); + } + } +} + + +add_allocation_to_table :: (memory: *void, size: s64, allocator: Allocator, trace: *Stack_Trace_Node) { + assert(memory != null); + + // @Speed: We would like not to do the allocations inside this routine from within the mutex, + // but e.g. we don't want to change alloc_site_trace outside the mutex either... it just needs + // some rearranging and maybe it won't be simple. I think we need a way to say "ensure there's + // space for at least one more." + lock(*address_table_mutex); + defer unlock(*address_table_mutex); + + success, allocation := table_find(*address_table, memory); // This could be an address that was previously freed. + + if success { + if allocation.flags & .IS_LIVE { + // This should not happen?!? + report_allocation_of_already_live_memory(allocation, trace); + assert(allocation.pointer == memory); + } + } else { + // Manually allocate an Allocation so that we don't + // confusingly go through the tracker stuff. + // (We still will when address_table_pool allocates its own page, + // just less often...) + + allocation = cast(*Allocation) get(*address_table_pool, size_of(Allocation)); + allocation.* = .{pointer = memory}; + assert(allocation.alloc_site_trace == null); + assert(allocation.free\_site_trace == null); + + table_add(*address_table, memory, allocation); + } + + allocation.size = size; + allocation.alloc_thread_index = context.thread_index; + allocation.flags = .PROPAGATES_LEAK_OWNERSHIP | .IS_LIVE; + allocation.allocator = allocator; + allocation.free_site_trace = null; + allocation.free_thread_index = ~cast(u32, 0); + allocation.visualization_update_cycle = current_visualization_update_cycle; + + allocation.index = next_allocation_index; + next_allocation_index += 1; + + // We assume if we don't have a trace now, we didn't have one on the old Allocation, + // so no need to clear it. + if trace { + packed := find_or_pack_stack_trace(trace); + allocation.alloc_site_trace = packed; + + #if VISUALIZE_MEMORY_DEBUGGER add_allocation_this_frame(allocation, allocation.size); + } +} + +#if VISUALIZE_MEMORY_DEBUGGER { + add_allocation_this_frame :: (a: *Allocation, size: s64) { // address_table_mutex must be held to call this. + allocator: Allocator; // @UnfinishedAllocFree cleanup + allocator.proc = pool_allocator_proc; + allocator.data = *address_table_pool; + push_allocator(allocator); + + trace := a.alloc_site_trace; + + this_frame := find_or_add(*allocs_this_frame, trace); + this_frame.count += 1; + this_frame.bytes += size; + this_frame.alloc_site_trace = trace; + this_frame.allocator_proc = a.allocator.proc; + } + + add_free_this_frame :: (a: *Allocation, size: s64) { // address_table_mutex must be held to call this. + allocator: Allocator; // @UnfinishedAllocFree cleanup + allocator.proc = pool_allocator_proc; + allocator.data = *address_table_pool; + push_allocator(allocator); + + traces: Alloc_And_Free_Traces; + traces.alloc_site_trace = a.alloc_site_trace; // One free site could free things for several allocation traces. So to avoid confusion around this, we hash by both, so that frees for different allocating sites go into different buckets. (This could be annoying if we don't do good grouping on alloc sites). + traces.free_site_trace = a.free_site_trace; + + this_frame := find_or_add(*frees_this_frame, traces); + this_frame.count += 1; + this_frame.bytes += size; + this_frame.alloc_site_trace = a.alloc_site_trace; + this_frame.free\_site_trace = a.free\_site_trace; + this_frame.allocator_proc = a.allocator.proc; + } +} + +allocations_before_this_call_will_not_be_considered_leaks :: () { + if !atomic_load(*initted) init(); + + lock(*address_table_mutex); + defer unlock(*address_table_mutex); + first_leak_report_allocation_index = next_allocation_index; +} + +this_allocation_is_not_a_leak :: (memory: *void) { + if !memory return; // Don't worry about null. + + lock(*address_table_mutex); + defer unlock(*address_table_mutex); + success, found := table_find(*address_table, memory); + if !success { + report_use_of_unknown_memory(memory, "Basic.this_allocation_is_not_a_leak()", context.stack_trace); + exit(1); + return; + } + + found.index = 0; +} + +this_allocation_leaks_todo :: (memory: *void) { + this_allocation_is_not_a_leak(memory); +} + +this_allocation_does_not_propagate_leak_ownership :: (memory: *void) { + if !memory return; // Don't worry about null. + + lock(*address_table_mutex); + defer unlock(*address_table_mutex); + + success, found := table_find(*address_table, memory); + if !success return; // Just ignore + + found.flags &= ~.PROPAGATES_LEAK_OWNERSHIP; +} + +report_memory_leaks :: (options: Leak_Report_Options = .{}) { + report := make_leak_report(options); + defer deinit(*report); + + log_leak_report(report, options); +} + +// +// We provide a data structure version of the leak report, so that you can +// draw it graphically, save it to something that you analyze over time, etc, +// and you don't have to parse it and put up with any inaccuracies or +// uncertainties that would arise due to that. +// +make_leak_report :: (options: Leak_Report_Options = .{}, for_visualizer := false) -> Leak_Report { + if !atomic_load(*initted) init(); + + // + // Note: We are going to be holding live_table_mutex for a long time! In general, + // you only want this routine to be called when you are done, and don't have + // an actively running program trying to do stuff in a timely manner. + // + + context.inside_memory_debugger = true; + defer context.inside_memory_debugger = false; + + lock(*address_table_mutex); + defer unlock(*address_table_mutex); + + report: Leak_Report; + // Don’t use context.allocator for the pool because that allocator might do additional bookkeeping allocations (like Overwriting_Allocator). + // Those allocations/frees inside the allocator will not be tracked (becauase of inside_memory_debugger) and then we get + // "Attempt to call Basic.free() on an address that was not generated by Basic.alloc." if that allocator does the next + // allocation whenever inside_memory_debugger is _not_ set! + // :UsingContextAllocatorWhileInsideMemoryDebugger: + set_allocators(*report.pool,, Context_Base.default_allocator); + + if !for_visualizer { + if options.scan_global_memory_to_remove_leaks { + do_scan_global_memory_to_remove_leaks(*address_table); + } + + if options.scan_leaks_to_combine { + do_scan_leaks_to_combine(*address_table, *report); + } + } + + allocated_summary_table: Table(*Packed_Stack_Trace, *Leak_Summary); + table_resize(*allocated_summary_table, 1000,, Context_Base.default_allocator); // :UsingContextAllocatorWhileInsideMemoryDebugger: + defer table_deinit(*allocated_summary_table); + + first_index := ifx !for_visualizer then first_leak_report_allocation_index; + + a: Allocator; + a.proc = pool_allocator_proc; + a.data = *report.pool; + + for allocation, memory: address_table { + if !(allocation.flags & .IS_LIVE) continue; + + if allocation.index == 0 { + // It might be marked 0 because we propagated it to another leak + // that points at it. So, check that. + // Later if we get organized we might actually flag this in a clear way, + // so we don't need to check the table. + + handled := false; + if report.leak_combiner_table.count { + record := table_find_pointer(*report.leak_combiner_table, memory); + handled = record && record.my_bytes_were_combined_into_this_parent; + } + + if !handled { + report.marked_as_non_leak_allocations += 1; + report.marked_as_non_leak_bytes += allocation.size; + } + } + + if allocation.index < first_index continue; + + success, summary := table_find(*allocated_summary_table, allocation.alloc_site_trace); + if !success { + summary = New(Leak_Summary,, a); + summary.alloc_site_trace = allocation.alloc_site_trace; + summary.allocator_proc = allocation.allocator.proc; // We ignore the data for now. + table_add(*allocated_summary_table, allocation.alloc_site_trace, summary); + } + + summary.count += 1; + + if allocation.visualization_update_cycle == current_visualization_update_cycle { // This is the thing we are trying to get to by setting was_unlive. + summary.allocations_since_last_visualizer_update += 1; + summary.bytes_allocated_since_last_visualizer_update += allocation.size; + } + + summary.bytes += allocation.size; + + if report.leak_combiner_table.count { + record := table_find_pointer(*report.leak_combiner_table, memory); + if record { + assert(!record.my_bytes_were_combined_into_this_parent); // If this is true, we should have marked it as no longer being a leak. + summary.child_count += record.child_count; + summary.child_bytes += record.child_bytes; + } + } + } + +/* :WhyDoesThisBreakThings?? + hotted := 0; + for summary_table { + if it.allocations_since_last_visualizer_update { + hotted += 1; + } + } + + log("hotted %/%\n", hotted, summary_table.count); +*/ + + output: [..] *Leak_Summary; + output.allocator = a; + + array_reserve(*output, allocated_summary_table.count); + + for summary: allocated_summary_table { // Copy into a linear array so we can sort. + array_add(*output, summary); + } + + for options.group_by_these_calls { + group_summaries(*report, *output, it); + } + + quick_sort(output, x => -(x.bytes + x.child_bytes)); + + report.sorted_summaries = output; + + current_visualization_update_cycle += 1; + + return report; +} + +log_leak_report :: (report: Leak_Report, options: Leak_Report_Options = .{}) { + if !atomic_load(*initted) init(); + + // Do NOT set inside_memory_debugger, because if we do, then + // when the temporary allocator allocates an overflow page, + // we would not record that, then if the user resets Temporary_Storage, + // we will not know that this page was legitimately allocated. + // :UsingContextAllocatorWhileInsideMemoryDebugger: + + maybe_s :: (x: $T) -> string { + return ifx x == 1 then "" else "s"; + } + + bytes_total: s64; + leaks_total: s64; + for summary: report.sorted_summaries { + from_root := -1; + from_leaf := -1; + grouped_string := ""; + if summary.group_info { + info := summary.group_info; + grouped_string = tprint(", grouped from % stack traces for \"%\" in \"%\"", commas(info.sub_summaries.count), info.procedure.procedure_name, info.procedure.module_name); + from_root = info.root_nodes_in_common; + from_leaf = info.leaf_nodes_in_common; + } + + if summary.child_count { + // Print a special breakout that includes child bytes, but also prints the original bytes. + bytes := summary.bytes + summary.child_bytes; + count := summary.count + summary.child_count; + log("\n----- % byte% in % allocation%0% [including aggregated children pointed at by the original memory, which % % byte% in % allocation%] -----\n", commas(bytes), maybe_s(bytes), commas(count), maybe_s(count), grouped_string, + ifx summary.count > 1 then "were" else "was", commas(summary.bytes), maybe_s(summary.bytes), commas(summary.count), maybe_s(summary.count)); + } else { + log("\n----- % byte% in % allocation%4% -----\n", commas(summary.bytes), maybe_s(summary.bytes), commas(summary.count), maybe_s(summary.count), grouped_string); + } + + bytes_total += summary.bytes; + leaks_total += summary.count; + + bytes_total += summary.child_bytes; + leaks_total += summary.child_count; + + packed := summary.alloc_site_trace; + if packed { + first := 0; + last := packed.nodes.count - 1; + + if options.known_allocation_leaves || options.roots_to_skip || options.group_by_these_calls { + first, last = trim_displayed_trace_based_on_options(options, packed); + } + + my_log_stack_trace(packed, first, last, from_root, from_leaf, summary.group_info); + } else { + log("(stack trace unavailable)\n"); + } + } + + log("\nTotal: % byte% in % allocation%.\n", commas(bytes_total), maybe_s(bytes_total), commas(leaks_total), maybe_s(leaks_total)); + log("\nMarked as non-leaks: % byte% in % allocation%.\n", commas(report.marked_as_non_leak_bytes), maybe_s(report.marked_as_non_leak_bytes), commas(report.marked_as_non_leak_allocations), maybe_s(report.marked_as_non_leak_allocations)); +} + +deinit :: (report: *Leak_Report) { + if !atomic_load(*initted) init(); + + // If called from within the debugger, leave the flag true! + old := context.inside_memory_debugger; + context.inside_memory_debugger = true; + defer context.inside_memory_debugger = old; + + release(*report.pool); +} + +#scope_file + + +init :: () { + Atomics :: #import "Atomics"; + + // We need to set up our mutexes, etc. + // But we don't have anything to synchronize on yet, and maybe + // multiple threads will enter allocator procs at the same time. + + // So, just for this routine, we loop on spin_boolean, like a + // spin lock, but we sleep on the inside, because if someone else + // managed to take the lock, they are going to init and we are fine... + // *but* we still need to take the spinlock to ensure we are + // synchronized. + + // We would not need to do this if we had a way to register routines + // that run at startup. I have been avoiding this since we took out + // constructors, but maybe we will want to add it back in. + + // @Cleanup: Can we just use one_time_init here? + + first_initter := true; + while (1) { + success := compare_and_swap(*spin_boolean, false, true); + if success { + if first_initter { + old := context.inside_memory_debugger; + context.inside_memory_debugger = true; + defer context.inside_memory_debugger = old; + + set_allocators(*address_table_pool, Context_Base.default_allocator); + init(*stack_trace_table_mutex); + init(*address_table_mutex); + { + // We just use the heap for stack_trace_table right now. We may change this. + push_allocator(Context_Base.default_allocator); + table_resize(*stack_trace_table, 1000); + } + + { + push_allocator(pool_allocator_proc, *address_table_pool); + table_resize(*address_table, 1024*1024); // Start with a table of some size. Bigger programs will want it much bigger; we probably want to provide a way to init with a better guess. + } + + get(*address_table_pool, 8); // Purely for developer convenince; pre-allocate a new block so that we don't get extra allocation tracking happening during the first allocation when we are trying to debug changes to the system. This line could be removed. + + atomic_store(*initted, true); + } + + success = compare_and_swap(*spin_boolean, true, false); + assert(success); + + return; + } else { + first_initter = false; + sleep_milliseconds(1); + } + } +} + +get_memory_hash :: (/*record: *Allocator_Record,*/memory: *void) -> u32 #no_aoc { + // Multiply by 11400714819323198485, 2**64 divided by the golden ratio. This is Knuth's multiplicative hashing. + // We probably want a better hash function here. + + // Looks like we swapped in a different constant. I am not sure why... was this random? + // Should we change it back? We might have been getting bad birthday paradox collisions + // due to the Knuth hash, and just changed it to something else to do better, but, + // since then we fixed the Hash_Table to hopefully not have this problem. +// factor: u64 = 11400714819323198485; + factor: u64 = 11400714819323185; + + b := (cast(u64) memory) * factor; + return cast,trunc(u32) b; +} + +report_use_of_unknown_memory :: (memory: *void, procedure_name: string, trace: *Stack_Trace_Node) { + log_error("----- Memory Debugging Error! Attempt to call % on an address that was not generated by Basic.alloc. The address was: %. -----\n", procedure_name, memory); + + if context.temporary_storage { + result := temporary_allocator_proc(.IS_THIS_YOURS, 0, 0, memory, null); + if result { + log_error("... This memory belongs to this thread's Context.Temporary_Storage, so it was possibly generated by calling talloc() or with context.allocator set to the temporary allocator (currently this Memory_Debugger screens such allocations out.)\n"); + } + } + + // @ToDo: Is there a way to check if this address belongs to the program's readonly or global data sections and report that? + // For example when trying to free a pointer that was returned from a #run and therefore put into constant storage: + // + // foo := #run -> Table(u32, u32) { + // table: Table(u32, u32); + // table_resize(*table, 255); + // return table; + // } + // ... and then add to table until it tries to expand + // -rluba, 2026-01-21 + + maybe_log_stack_trace_and_thread(trace, context.thread_index); + + log_error("--------------------------------------------------------------\n"); +} + +report_already_freed_memory :: (allocation: *Allocation, name: string, trace: *Stack_Trace_Node) { + memory := allocation.pointer; + log_error("----- Memory Debugging Error! Attempt to call % on memory that was already freed. The address was: %. -----\n", name, memory); + + log_error("\nHere is the stack by which we called %:\n", name); + maybe_log_stack_trace_and_thread(trace, context.thread_index); + + log_error("\nHere is how % was freed:\n", memory); + maybe_log_stack_trace_and_thread(*allocation.free_site_trace.nodes[0], allocation.free_thread_index); + + log_error("\nHere is how % was first allocated:\n", memory); + maybe_log_stack_trace_and_thread(*allocation.alloc_site_trace.nodes[0], allocation.alloc_thread_index); + + log_error("--------------------------------------------------------------\n"); +} + +find_or_pack_stack_trace :: (trace: *Stack_Trace_Node) -> *Packed_Stack_Trace { + // All callers want us to skip 1 layer of stack reporting, because that's just + // _check_alloc or whatever: + trace = ifx trace then trace.next; + + lock(*stack_trace_table_mutex); // Is this @Redundant with address_table_mutex? + defer unlock(*stack_trace_table_mutex); + + // The trace's hash is in this case the key to the table as well, + // because we aren't looking up a pointer, we want to know if we have + // gotten this exact call trace before (with high probability). + + hash := ifx trace then trace.hash + trace.line_number; + + success, packed := table_find(*stack_trace_table, hash); + if success return packed; + + push_allocator(pool_allocator_proc, *address_table_pool); // Must remain pushed for the entire rest of the procedure...! + + packed_data := pack_stack_trace(trace); // Does allocations. + + packed = cast(*Packed_Stack_Trace) get(*address_table_pool, size_of(Packed_Stack_Trace)); + packed.* = .{}; + packed.nodes = packed_data; + packed.hash = hash; + + if packed.nodes.count { + // Right now there is a node at the end that comes from startup that has no Procedure_Info; + // we'll just take it out for now. + if !packed.nodes[packed.nodes.count-1].info packed.nodes.count -= 1; + } + + // The hash table already had its allocator set at init time, so no need to worry. + table_add(*stack_trace_table, packed.hash, packed); + + #if VISUALIZE_MEMORY_DEBUGGER { + // So the visualizer knows what to tell the client about. + array_add(*pending_stack_traces, packed); // Does allocations. + } + + return packed; +} + +report_allocation_of_already_live_memory :: (allocation: *Allocation, trace: *Stack_Trace_Node) { + memory := allocation.pointer; + log_error("----- Memory Debugging Error! We somehow got an allocation for an address that the memory debugging system thought was still live: %. This should not happen! Maybe it's heap corruption, maybe a bug in the debugging system. -----\n", memory); + maybe_log_stack_trace_and_thread(trace, context.thread_index); + + log_error("\nHere is how % was first allocated:\n", memory); + maybe_log_stack_trace_and_thread(*allocation.alloc_site_trace.nodes[0], allocation.alloc_thread_index); + + log_error("--------------------------------------------------------------\n"); +} + +get_allocator_description :: (a: Allocator) -> string /* Temporary_Storage */ { + s: string; + if a.proc == runtime_support_default_allocator_proc { + s = tprint("Context.default_allocator (proc == %, data == %)", a.proc, a.data); + } else { + // @Speed: We could cache this result per allocator so we don't call this a zillion times? + // In case the allocator itself is slow at responding to CAPS? (But probably it isn't, so who cares?) + version: string; + a.proc(.CAPS, 0, 0, *version, null); + if version { + s = tprint("% (an allocator with proc == %, data == %)", version, a.proc, a.data); + } else { + s = tprint("(an unidentified allocator with proc == %, data == %)", a.proc, a.data); + } + } + + return s; +} + +check_for_allocator_mismatch :: (allocation: *Allocation, allocator: Allocator, name: string, trace: *Stack_Trace_Node) { + if (allocation.allocator.proc != allocator.proc) || (allocation.allocator.data != allocator.data) { + log_error("----- Memory Debugging Error! When calling %, there was an allocator/allocator_data mismatch. The address was: %. -----\n", name, allocation.pointer); + + proc := allocation.allocator.proc; + desc_a := get_allocator_description(allocation.allocator); + desc_b := get_allocator_description(allocator); + + log_error("This memory was allocated with %.\n", desc_a); + log_error("% was called with %.\n", name, desc_b); + + maybe_log_stack_trace_and_thread(trace, context.thread_index); + + log_error("--------------------------------------------------------------\n"); + } +} + +maybe_log_stack_trace_and_thread :: (trace: *Stack_Trace_Node, thread_index: Thread_Index) { + if trace { + log_stack_trace(trace); + } else { + log_error("(Stack traces are disabled.)\n"); + } + log_error("... in thread with index %.", thread_index); +} + +my_log_stack_trace :: (packed: *Packed_Stack_Trace, first: s64, last: s64, from_root: s64, from_leaf: s64, group_info: *Group_Info) { + // Unlike the version in modules/Basic, here we want to print + // a subset of the stack trace, and we know it's packed + // in an array. + + ellipses_i0 := from_leaf; // We set this if we are doing a group stack trace, so we can draw a "...". + if ellipses_i0 <= first { + // Show at least some context at the leaves, if we have it, even if that was + // elided due to being a common allocation root. @Improvement: Maybe in this case + // we just don't group these guys? The problem is that we do the root trimming + // *after* the intersection, so we don't have this information yet. + + if ellipses_i0 > 0 first = ellipses_i0 - 1; + } + + // Do a first pass to find the longest width of each procedure name, so we can + // output something nicer. + longest := 0; + for i: first..last { + node := *packed.nodes[i]; + if node.info longest = max(longest, node.info.name.count); + } + + SPACES :: " "; + PAD :: 1; + + longest += PAD; + longest = min(longest, SPACES.count); + + + ellipses_i1 := -1; + + if from_root >= 0 { + ellipses_i1 = packed.nodes.count - 1 - from_root; + + // Expand 'first' and 'last' to include the ellipses range, if needed. + if first >= ellipses_i0 first = max(0, ellipses_i0 - 1); + if last <= ellipses_i1 last = min(packed.nodes.count-1, ellipses_i1+1); + } + + for i: first..last { + node := *packed.nodes[i]; + if !node.info continue; // @Cleanup: Figure out why this happens; I thought we filtered this out when computing 'last'? + + if (i >= ellipses_i0) && (i <= ellipses_i1) { + if i == ellipses_i0 { + log("...\n"); + } + + continue; + } + + periods := SPACES; + periods.count = max(0, longest - node.info.name.count); + periods.data += longest - periods.count; + + // See the comments in log_stack_trace(). + if !node.info continue; + + multiple_line_numbers: [..] s64; + if group_info { + // + // :MultipleLineNumbers + // + // When we have grouped call stacks, we want to provide intelligible information + // in as brief and readable form as possible. One thing that happens once in a while + // is that procedure A might call B from different line numbers with different arguments. + // Rather than say "we don't know what the calling sites are, they are just in A", we + // collect and sort all the originating line numbers so that we can print them out. + // + multiple_line_numbers.allocator = temporary_allocator; + initial_line_number := node.line_number; + for sub: group_info.sub_summaries { + trace := sub.alloc_site_trace; + + // Map this into the target stack trace, which + // is a different height, probably! + j := i; + if i > ellipses_i1 { + below := packed.nodes.count - 1 - i; + j = trace.nodes.count - 1 - below; + if j <= ellipses_i0 continue; // Sometimes you might have a call stack with no ... in the middle, blended in with stacks that do have ellipses. In that case the pre-ellipses and post-ellipses portions might overlap. Here we are just getting rid of that overlap. + } + + assert(node.info == trace.nodes[j].info); + + other := trace.nodes[j]; + if other.line_number != initial_line_number { + if !multiple_line_numbers array_add(*multiple_line_numbers, initial_line_number); + array_add_if_unique(*multiple_line_numbers, other.line_number); + } + } + + quick_sort(multiple_line_numbers, x => x); + } + + if multiple_line_numbers { + builder: String_Builder; // @Speed! Pass this in from the outside so we don't keep recreating? + + builder.allocator = temporary_allocator; + + for multiple_line_numbers { + if it_index != 0 append(*builder, ", "); + print_to_builder(*builder, "%", it); + } + + concatenated := builder_to_string(*builder); + log("%1% %:(%)\n", node.info.name, periods, node.info.location.fully_pathed_filename, concatenated); + } else { + log("%1% %:%\n", node.info.name, periods, node.info.location.fully_pathed_filename, node.line_number); + } + } +} + +trim_displayed_trace_based_on_options :: (options: Leak_Report_Options, packed: *Packed_Stack_Trace) -> (first: s64, last: s64) { + last := packed.nodes.count-1; + + // + // These two loops are a bit different. + // The loop that decrements 'last' is trimming the roots of the displayed call stack + // (since the array indices go from 0 == leaf); as long as the nodes[last] node + // has a name that's in 'options', keep trimming. As soon as one node does not match, + // then stop. + // + // The loop that increments 'first' has a different policy. As long as *any* node + // matches anything in 'options', we bump first forward to that point. The reason is, + // we just want to let the user specify the known_allocation_leaves, and not worry + // about every intermediate procedure called by those leaves. + // + while last >= 0 { + node := *packed.nodes[last]; + + // If there is a null node at the top (which usually or always happens!), skip. + if !node.info { + last -= 1; + continue; + } + + // @Speed: Use a hash table, probably?? + found := false; + for options.roots_to_skip { + if procedures_match(it, node.*) { + found = true; + break; + } + } + + if !found break; + last -= 1; + } + + for < i: 0..last { // Go from last downward so that we hit the rootmost allocation leaf then stop. + node := *packed.nodes[i]; + // @Speed: Use a hash table, probably?? + for leaf: options.known_allocation_leaves { + if procedures_match(leaf, node.*) { + return i, last; + } + } + } + + return 0, last; +} + + +procedures_match :: (to_elide: Procedure_To_Elide, node: Stack_Trace_Node) -> bool { + info := node.info; + if !info return false; + + if info.name != to_elide.procedure_name return false; + + // We don't have module information in Stack_Trace_Procedure_Info, + // apart from the Source_Code_Location, so, for now we just do + // a substring check (ugh!) + + if to_elide.module_name { + if !contains(info.location.fully_pathed_filename, to_elide.module_name) return false; + } + + return true; +} + +// Hash function called from within the hash table. +get_hash_from_stack_trace :: (hash: u64) -> u32 { + return cast,trunc(u32) hash; +} + + +group_summaries :: (report: *Leak_Report, summaries: *[..] *Leak_Summary, procedure: Procedure_To_Elide) { + // Find the first match. From there, look at subsequent matches, and when found, + // put them into the first match's sorted_summaries array, removing them in-place + // by putting the last member of 'reports' there. ('reports' is not yet sorted, + // so it is fine if we scramble it.) + + target_summary: *Leak_Summary; + target_summary_index: s64; + for i: 0..summaries.count-1 { + summary := (summaries.*)[i]; + if summary_should_be_grouped(summary, procedure) { + target_summary = summary; + target_summary_index = i; + break; + } + } + + if !target_summary return; + + matches: [..] *Leak_Summary; + matches.allocator = temporary_allocator; // @Incomplete: Make this be some memory on the Report? We only need one array that is the max size of the initial report. + + i := target_summary_index + 1; + while i < summaries.count { + summary := (summaries.*)[i]; + if !summary_should_be_grouped(summary, procedure) { + i += 1; + continue; + } + + array_add(*matches, summary); + + // Leave i where it is, as we will overwrite this in the array now. + (summaries.*)[i] = (summaries.*)[summaries.count-1]; + summaries.count -= 1; + } + + if !matches return; // Nothing to match against! + + summary_node: *Leak_Summary; + { + push_allocator(pool_allocator_proc, *report.pool); + results: [..] *Leak_Summary; + + array_reserve(*results, matches.count + 1); // 1 for target_summary; + array_add(*results, target_summary); + array_add(*results, ..matches); + + info := New(Group_Info); + info.procedure = procedure; + info.sub_summaries = results; + + summary_node = New(Leak_Summary); + summary_node.group_info = info; + + assert(results.count > 0); + summary_node.allocator_proc = results[0].allocator_proc; + + trace := target_summary.alloc_site_trace; // @Temporary? Just copy the first trace over for now ... ? + summary_node.alloc_site_trace = trace; // @Temporary? Just copy the first trace over for now ... ? + + from_root := trace.nodes.count; + from_leaf := trace.nodes.count; + for results { + summary_node.count += it.count; + summary_node.bytes += it.bytes; + + summary_node.child_count += it.count; + summary_node.child_bytes += it.bytes; + + if summary_node.allocator_proc != it.allocator_proc summary_node.allocator_proc = null; + + if it != target_summary from_root, from_leaf = intersect_call_stacks(trace, it.alloc_site_trace, from_root, from_leaf); + } + + info.root_nodes_in_common = from_root; + info.leaf_nodes_in_common = from_leaf; + } + + (summaries.*)[target_summary_index] = summary_node; +} + +summary_should_be_grouped :: (summary: *Leak_Summary, procedure: Procedure_To_Elide) -> bool { + if summary.group_info return false; // Don't group stuff that is already grouped, for now, unless we find a way to make that more well-defined. + if !summary.alloc_site_trace return false; // We can’t group without stack traces + + // If anything in the stack trace matches, we group. + for * node: summary.alloc_site_trace.nodes { + if procedures_match(procedure, node.*) return true; + } + + return false; +} + +intersect_call_stacks :: (a: *Packed_Stack_Trace, b: *Packed_Stack_Trace, from_root: s64, from_leaf: s64) -> (from_root: s64, from_leaf: s64) { + highest_root_match := 0; + highest_leaf_match := 0; + + limit := min(a.nodes.count, b.nodes.count); + + for i: 0..from_leaf-1 { + if i >= limit break; + if !nodes_match(a.nodes[i], b.nodes[i]) break; + + highest_leaf_match = i+1; + } + + for i: 0..from_root-1 { + if i >= limit break; + if !nodes_match(a.nodes[a.nodes.count-1-i], b.nodes[b.nodes.count-1-i]) break; + + highest_root_match = i+1; + } + + return highest_root_match, highest_leaf_match; +} + +nodes_match :: (a: Stack_Trace_Node, b: Stack_Trace_Node) -> bool { + // :MultipleLineNumbers + // We don't check line numbers here, just procedure infos, + // because we want to be able to group call stacks for brevity + // even when there are different calls to some routine + // at different line numbers. + if a.info != b.info return false; + + return true; +} + +commas :: (n: Any) -> FormatInt { + result: FormatInt; + result.digits_per_comma = 3; + result.comma_string = ","; + result.value = n; + return result; +} + + +do_scan_global_memory_to_remove_leaks :: (address_table: *Address_Table) { + ri := get_runtime_info(); + global_data := ri.global_data_info; + if !global_data return; + + for * segment: global_data.segment_info { + do_scan_global_memory_to_remove_leaks(address_table, segment); + } +} + +do_scan_global_memory_to_remove_leaks :: (address_table: *Address_Table, segment: *Global_Data_Segment_Info) { + // For now we only scan at alignment 8, but we can adjust this + // later (once we are comfortable with it) to scan at alignment 1 + // to handle packed structs. + + pointer_size := size_of(*void); + + if segment.data.count < pointer_size return; + + p := segment.data.data; + end := p + segment.data.count - pointer_size; + + while p <= end { + defer p += pointer_size; + casted := cast(**void) p; + pointing_to := casted.*; + + success, found := table_find(address_table, pointing_to); + if success { + found.index = 0; + } + } +} + +do_scan_leaks_to_combine :: (address_table: *Address_Table, report: *Leak_Report) { + // A little bit @Copypasta from do_scan_global_memory_to_remove_leaks(). + + pointer_size := size_of(*void); + + combiner := *report.leak_combiner_table; + combiner.allocator = .{pool_allocator_proc, *report.pool}; + + for allocation, memory: address_table { + if allocation.flags & (.IS_LIVE | .PROPAGATES_LEAK_OWNERSHIP) != (.IS_LIVE | .PROPAGATES_LEAK_OWNERSHIP) continue; + + // Even if this one is marked as not a leak, it may point at things that are. + // So we need to scan those, then we'll end up ignoring the aggregated allocations. + // if allocation.index < first_leak_report_allocation_index continue; + + assert(allocation.size >= 0); + + // Memory scan @Copypasta. + p := memory; + end := p + allocation.size - pointer_size; + + record_root: *Leak_Combiner_Record; + root_memory: *void; + + while p <= end { + defer p += pointer_size; + + casted := cast(**void) p; + pointing_to := casted.*; + + success, child_allocation := table_find(address_table, pointing_to); + if success { + if pointing_to == memory continue; // Pointing at ourself is fine. + if !(child_allocation.flags & .IS_LIVE) continue; // If we are pointing at a thing that's been freed, no worries! + if child_allocation.index < first_leak_report_allocation_index continue; + + // Ensure space for 2 items, so that in the case that we allocate both + // in the block below, we don't end up in a situation where the second one + // invalidates the first one. + table_ensure_space(combiner, 2); // :SpaceIsEnsured + + if !record_root { + record_parent, newly_added := find_or_add(combiner, memory); + root_memory = memory; + + // We don't want to attribute our memory to the + // immediate parent, because that parent may have already been + // attributed to someone else, and so on, recursively. So we + // cursor our way up to the root. + + // @Speed: We can cache the root for each guy so that we don't + // have to cursor up iteratively?? + + record_root = record_parent; + while record_root.my_bytes_were_combined_into_this_parent { + root_memory = record_root.my_bytes_were_combined_into_this_parent; + parent_parent := table_find_pointer(combiner, root_memory); + assert(parent_parent != null); // If this field got set, it had better be in the table! + record_root = parent_parent; + } + } + + record_child := find_or_add(combiner, pointing_to); // This does not invalidate record_root because of :SpaceIsEnsured. + if !record_child.my_bytes_were_combined_into_this_parent { + if record_child == record_root { + // This would make a cycle. Don't do it! + continue; + } + + record_child.my_bytes_were_combined_into_this_parent = root_memory; + + record_root.child_count += 1 + record_child.child_count; + record_root.child_bytes += child_allocation.size + record_child.child_bytes; + + // print("Cowabunga! Root % now count %, bytes %\n", record_root, record_root.child_count, record_root.child_bytes); + child_allocation.index = 0; + } else { + // We already added this child's bytes into some other + // allocation (you can easily point at an allocation from + // multiple other allocations!), so don't double-count it, + // please! + } + } + } + } +} + +// +// Leak_Combiner_Records are stored in the leak_combiner_table, +// which is parallel to allocation_table and just stores some other +// stuff. It would be simpler to just store that stuff in Allocation, +// but this probably would noticeably increase runtime overhead, +// as we would be manipulating more data on each memory access. +// Maybe in practice it wouldn't matter, though, and we should +// simplify this out. +// +Leak_Combiner_Record :: struct { + child_count: s64; // How many other leaks are pointed at by this leak (so we don't count them separately). + child_bytes: s64; // Ibid, but for bytes. + + my_bytes_were_combined_into_this_parent: *void; +} + + +#import "Hash_Table"; +#import "Hash"; +#import "Thread"; +#import "String"; // For contains(), join(). +#import "Compiler"; +#import "Sort"; + +#import "Pool"; // Just so we can ignore pool_allocator. Probably want a better way to do this! +#import "Flat_Pool"; // Just so we can ignore flat_pool_allocator. Probably want a better way to do this! + +#scope_module + +Allocation :: struct { + pointer: *void; + size: s64; + + index: u64; // Used to filter out which "leaks" we report. + + alloc_site_trace: *Packed_Stack_Trace; + free_site_trace: *Packed_Stack_Trace; + + alloc_thread_index: u32; + free_thread_index: u32; + + flags: Flags; + Flags :: enum_flags u32 { + PROPAGATES_LEAK_OWNERSHIP :: 0x01; + IS_LIVE :: 0x02; // Possibly is_live could be combined with some other field, like alloc_site_trace etc. + } + + visualization_update_cycle: u32; // Used to compute heat during live visualizations. If we want to make this a flag, it would be something we clear every update? + + allocator: Allocator; +} + +Packed_Stack_Trace :: struct { + hash: u64; + nodes: [] Stack_Trace_Node; +} + + +current_visualization_update_cycle: u32; + +Address_Table :: Table(*void, *Allocation, get_memory_hash); +address_table_mutex: Mutex; +address_table: Address_Table; + +#if VISUALIZE_MEMORY_DEBUGGER { + // :WhyWeStoreAllocationsEachFrame + // This data is *kind of* reproducable just by looking in address_table, + // but you lose information if a particular address gets allocated, then freed, + // then allocated again, freed again etc during the same frame. When diagnosing + // heap behavior it's very useful not to be confused by these things, and to see + // exactly what happened, so, here we go. + allocs_this_frame: Table(*Packed_Stack_Trace, Allocs_This_Frame); + frees\_this_frame: Table(Alloc_And_Free_Traces, Frees\_This_Frame, hash_alloc_and_free_traces, compare_alloc_and_free_traces); + + hash_alloc_and_free_traces :: (traces: Alloc_And_Free_Traces) -> u32 { + a := fnv1a_hash(cast(u64) traces.alloc_site_trace); + b := fnv1a_hash(cast(u64) traces.free_site_trace); + + return cast,trunc(u32) a ^ b; // xor seems fine here (?) since they cannot be swapped. But maybe this is bad. + } +} + +next_allocation_index: u64 = 1; // Only access this while holding address_table_mutex. We start at 1 because index 0 means it's not intended to be freed, and the exclusion from reporting falls out naturally. +first_leak_report_allocation_index: u64 = 1; // See above. +address_table_pool: Pool; // Only access this while holding address_table_mutex. + +stack_trace_table_mutex: Mutex; +stack_trace_table: Table(u64, *Packed_Stack_Trace, get_hash_from_stack_trace); + +// Since we will allocate memory, we want a quick way to know whether +// we should ignore our own allocations, without walking the stack. +// +// @Stability: We must NEVER use context.allocator while this flag is set or we might not track one side of an alloc/free pair happening inside context.allocator! +// :UsingContextAllocatorWhileInsideMemoryDebugger: +// -rluba, 2025-12-31 +#add_context inside_memory_debugger := false; + +spin_boolean: bool; +initted := false; + + diff --git a/modules/Basic/Print.jai b/modules/Basic/Print.jai new file mode 100644 index 0000000..a74db39 --- /dev/null +++ b/modules/Basic/Print.jai @@ -0,0 +1,1309 @@ +#scope_file + +USE_SIMD :: (CPU == .X64); +SIMD_WIDTH :: 16; // Bytes. + +#scope_export + +Formatter :: struct { + value : Any; +} + +FormatInt :: struct { + using #as formatter : Formatter; + + base := 10; + minimum_digits := 1; + padding : u8 = #char "0"; // What character to use to pad the input if it’s less than minimum_digits long + + digits_per_comma : u16 = 0; // 0 means don't draw commas. + comma_string := ""; // What to draw between the digits. +} + +FormatFloat :: struct { + #as using formatter : Formatter; + + width := -1; + trailing_width := -1; + + Zero_Removal :: enum { YES; NO; ONE_ZERO_AFTER_DECIMAL; }; + + zero_removal := Zero_Removal.YES; // This will also remove the decimal if it's the last character. + + Mode :: enum { DECIMAL; SCIENTIFIC; SHORTEST; }; + mode := Mode.DECIMAL; + + // @Cleanup: We should make the thousand_separators work the same way + // as comma_string in integers, because why would it be different? + // Also, possibly these should be utf32 characters? I have a bit of + // reticence about making them strings, since it's just a lot of strings + // to put into Context. + thousand_separators := false; + thousand_separator_character : u8 = #char ","; + decimal_separator_character : u8 = #char "."; + exponent_character : u8 = #char "e"; + + Positive_Number_Prefix :: enum { NONE; PLUS; SPACE; }; + positive_number_prefix := Positive_Number_Prefix.NONE; +} + +FormatStruct :: struct { + #as using formatter : Formatter; + + draw_type_name := false; + + // "short form" means don't draw names, just draw values with separators. Example: {1, 3, 5} + // "long form" means draw name, then separator_between_name_and_value, then value. Example: {x = 1; y = 3; z = 5;} + + use_long_form_if_more_than_this_many_members := 5; // Set this to -1 to us long form always. + separator_between_name_and_value := " = "; + + short_form_separator_between_fields := ", "; + long_form_separator_between_fields := "; "; // You could put a newline in here, for example. + + begin_string := "{"; + end_string := "}"; + + indentation_width : s32 = 4; // Used when outputting structs in long form if newlines are enabled. + + use_newlines_if_long_form := false; +} + +FormatArray :: struct { + #as using formatter : Formatter; + + separator := ", "; + begin_string := "["; + end_string := "]"; + + printing_stopped_early_string := "..."; + + draw_separator_after_last_element := false; + stop_printing_after_this_many_elements := 100; // Don't spam by default. If you set this to -1, it means don't ever stop printing. +} + +Print_Style :: struct { + // default_format_* ignore the Formatter part of each type. + // They are just here so you can set the configuration parameters + // like base, width, etc. + // Maybe we should clean this up and make them two separate things, + // but, this way of configuring printing is experimental for now. + // If it sticks, we'll work on it more. -jblow, 4 October 2020 + default_format_int: FormatInt; + default_format_float: FormatFloat; + default_format_struct: FormatStruct; + default_format_array: FormatArray; + + default_format_absolute_pointer: FormatInt; + default_format_absolute_pointer.base = 16; + default_format_absolute_pointer.digits_per_comma = 4; + default_format_absolute_pointer.comma_string = "_"; + + struct_printer: (builder: *String_Builder, any: Any, struct_printer_data: *void) -> bool; // Return true if it's handled; false if Print should engage its default print routine. + struct_printer_data: *void; + + // This is a worker variable used by Print. You probably don't + // want to change it! + indentation_depth: s32; + state_flags: enum u32 { + INSIDE_DATA_STRUCTURE_PRINTING :: 0x1; + } + + log_runtime_errors := true; +} + +#add_context print_style: Print_Style; + +// Not yet deprecating the format* functions, but would like to. +// It's just still slightly inconvenient not to use them... -jblow, 21 December 2022 +formatInt :: (value : Any, base := 10, minimum_digits := 1, padding: u8 = #char "0", digits_per_comma : u16 = 0, comma_string := "") -> FormatInt /*#deprecated "Use FormatInt.{...} instead."*/ { + result : FormatInt; + + result.value = value; + result.base = base; + result.minimum_digits = minimum_digits; + result.padding = padding; + result.digits_per_comma = digits_per_comma; + result.comma_string = comma_string; + + return result; +} + +formatFloat :: (value : Any, width := -1, trailing_width := -1, mode := FormatFloat.Mode.DECIMAL, zero_removal := FormatFloat.Zero_Removal.YES) -> FormatFloat /*#deprecated "Use FormatFloat.{...} instead."*/ { + result : FormatFloat; + + result.value = value; + result.width = width; + result.trailing_width = trailing_width; + result.mode = mode; + result.zero_removal = zero_removal; + + return result; +} + +formatStruct :: (value: Any, use_long_form_if_more_than_this_many_members := 5, use_newlines_if_long_form := false) -> FormatStruct /*#deprecated "Use FormatStruct.{...} instead."*/ { + result: FormatStruct; + result.value = value; + result.use_newlines_if_long_form = use_newlines_if_long_form; + result.use_long_form_if_more_than_this_many_members = use_long_form_if_more_than_this_many_members; + + return result; +} + +//#scope_file + +/* +buffer_to_string_without_copy :: (using builder: String_Builder) -> string { + bytes := base_buffer.occupied; + for allocated_extra_buffers bytes += it.occupied; + + assert(occupied < SIZE); + + result : string; + result.data = data.data; + result.count = occupied; + + return result; +} +*/ + +get_s64_from_void_pointer :: (pointer: *void, size_in_bytes: int) -> s64 { + if size_in_bytes == { + case 1; return (.*) cast(*s8) pointer; + case 2; return (.*) cast(*s16) pointer; + case 4; return (.*) cast(*s32) pointer; + case 8; return (.*) cast(*s64) pointer; + case; + if context.print_style.log_runtime_errors { + log_error("Integer size is %.\n", size_in_bytes); + } + + assert(false); + return 0; + } + + return 0; // @Temporary: Shut up @Incomplete control flow analysis. +} + +get_u64_from_void_pointer :: (pointer: *void, size_in_bytes: int) -> u64 { + if size_in_bytes == { + case 1; return (.*) cast(*u8) pointer; + case 2; return (.*) cast(*u16) pointer; + case 4; return (.*) cast(*u32) pointer; + case 8; return (.*) cast(*u64) pointer; + case; + if context.print_style.log_runtime_errors { + log_error("Integer size is %.\n", size_in_bytes); + } + + assert(false); + return 0; + } + + return 0; // @Temporary: Shut up @Incomplete control flow analysis. +} + +print_u64_base_n :: (builder: *String_Builder, v: u64, format: FormatInt) { + base_64_characters :: "0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ_."; + + base := cast(u64) format.base; + assert(base >= 2); + assert(base <= 64); + + MAX_OUTPUT_LENGTH :: 64; + + assert(format.minimum_digits >= 0); + digits := format.minimum_digits; + + if digits > MAX_OUTPUT_LENGTH digits = MAX_OUTPUT_LENGTH; + + + output : [MAX_OUTPUT_LENGTH] u8; + + end := output.data + MAX_OUTPUT_LENGTH; + p := end; + + while v || (digits > 0) { + place := v % base; + v = v / base; + + p -= 1; + if place || v || p == end - 1 { + p.* = base_64_characters[place]; + } else { + p.* = format.padding; + } + + digits -= 1; + } + + if p == end && digits > 0 { + p -= 1; + p.* = format.padding; + } + + assert(p >= output.data); + + if format.digits_per_comma && format.comma_string { + s: string; + s.data = p; + s.count = end - p; + + per := format.digits_per_comma; + before := s.count % per; + + if before { + t := s; + t.count = before; + append(builder, t); + advance(*s, before); + if s.count append(builder, format.comma_string); // This could be a number with fewer digits than digits_per_comma...! + } + + while s.count > 0 { + t := s; + t.count = per; + append(builder, t); + if s.count > per append(builder, format.comma_string); + advance(*s, per); + } + } else { + append(builder, p, end - p); + } +} + +print_float :: (builder : *String_Builder, format : FormatFloat) { + // @Cleanup: We should collapse this extra call. + stb_print_float(builder, format); +} + +print_integer :: (builder : *String_Builder, format : FormatInt) { + any := format.value; + + assert(any.type != null); + type := any.type; + while type.type == .VARIANT { + variant := cast(*Type_Info_Variant) type; + type = variant.variant_of; + } + + assert(type.type == .INTEGER); + info := cast(*Type_Info_Integer) type; + + v : u64 = ---; + + if format.base == 10 { + if info.signed { + v_signed := get_s64_from_void_pointer(any.value_pointer, info.runtime_size); + + if v_signed < 0 { + append(builder, "-"); + v = cast,no_check(u64) -v_signed; + } else { + v = cast(u64) v_signed; + } + } else { + v = get_u64_from_void_pointer(any.value_pointer, info.runtime_size); + } + } else { + v = get_u64_from_void_pointer(any.value_pointer, info.runtime_size); + } + + print_u64_base_n(builder, v, format); +} + +#scope_export + +print_character :: (_c: u8) { + // A ridiculous way of printing a character. + c := _c; + s: string; + s.data = *c; + s.count = 1; + write_string(s); +} + +print :: (format_string: string, args: .. Any, to_standard_error := false) -> bytes_printed: s64 { + builder: String_Builder; + + print_to_builder(*builder, format_string, ..args); + written := write_builder(*builder, to_standard_error = to_standard_error); + + return written; +} @PrintLike + +sprint :: (format_string: string, args: .. Any) -> string { + builder: String_Builder; + + print_to_builder(*builder, format_string, ..args); + + return builder_to_string(*builder); +} @PrintLike + +tprint :: (format_string: string, args: .. Any) -> string { + builder: String_Builder; + builder.allocator = temp; + + print_to_builder(*builder, format_string, ..args); + + return builder_to_string(*builder,, temp); +} @PrintLike + + +// +// log() formats a message, then sends it to context.logger. +// You can pass flags. source_identifier and data get copied from context. +// +log :: (format_string: string, args: .. Any, loc := #caller_location, flags := Log_Flags.NONE, user_flags : u32 = 0, section : *Log_Section = null) { + builder: String_Builder; + + print_to_builder(*builder, format_string, ..args); + + s := builder_to_string(*builder,, temp); + if !s.count return; + + info: Log_Info; + info.source_identifier = context.log_source_identifier; + info.location = loc; + info.common_flags = flags; + info.user_flags = user_flags; + info.section = section; + + context.logger(s, context.logger_data, info); +} @PrintLike + +// Log function with section pointer as first parameter +log :: (section : *Log_Section, format_string: string, args: .. Any, loc := #caller_location, flags := Log_Flags.NONE, user_flags : u32 = 0) { + log(format_string, ..args, loc, flags, user_flags, section); +} @PrintLike + +log_warning :: (format_string: string, args: .. Any, loc := #caller_location, flags := Log_Flags.NONE, user_flags : u32 = 0, section : *Log_Section = null) { + // In case people prefer to say log_error instead of putting a flags argument on the end, + // we provide this for convenience. Not really sure if it's worth it, but here you go. + new_flags := flags | .WARNING; + log(format_string, ..args, loc, new_flags, user_flags, section); +} @PrintLike + +log_error :: (format_string: string, args: .. Any, loc := #caller_location, flags := Log_Flags.NONE, user_flags : u32 = 0, section : *Log_Section = null) { + // In case people prefer to say log_error instead of putting a flags argument on the end, + // we provide this for convenience. Not really sure if it's worth it, but here you go. + new_flags := flags | .ERROR; + log(format_string, ..args, loc, new_flags, user_flags, section); +} @PrintLike + +// Log error function with section pointer as first parameter +log_error :: (section : *Log_Section, format_string: string, args: .. Any, loc := #caller_location, flags := Log_Flags.NONE, user_flags : u32 = 0) { + new_flags := flags | .ERROR; + log(format_string, ..args, loc, new_flags, user_flags, section); +} + +append_indentation :: (builder: *String_Builder, format: *FormatStruct) { + spaces16 :: " "; + + num_spaces := context.print_style.indentation_depth * format.indentation_width; + if num_spaces <= 0 return; + + div := num_spaces / 16; + mod := num_spaces % 16; + + for 1..div append(builder, spaces16); + + append(builder, spaces16.data, mod); +} + +// Put this in file scope? +append_struct_info :: (builder: *String_Builder, info: *Type_Info_Struct, base_pointer: *void, format : *FormatStruct = null) { + using Type_Info_Tag; + + if info.textual_flags & .UNION { + // + // If a union is tagged, we can now print it. I sure hope it isn't corrupted! + // + tag_member: *Type_Info_Struct_Member; + if info.textual_flags & .UNION_IS_TAGGED { + // But at least print the tag value... + // Guard against corrupted data in a 0-member case... + tag_member = ifx info.members then *info.members[0]; + } + + if tag_member { + address := (cast(*u8) base_pointer) + tag_member.offset_in_bytes; // offset_in_bytes should be always 0. + + tag_u64: u64; + size_valid := true; + if tag_member.type.runtime_size == { + case 1; tag_u64 = address.(*u8 ).*.(u64); + case 2; tag_u64 = address.(*u16).*.(u64); + case 4; tag_u64 = address.(*u32).*.(u64); + case 8; tag_u64 = address.(*u64).*; + case; size_valid = false; + } + + member_index: s32 = -1; + if size_valid { + for info.tagged_union_bindings { + if it.constant_value == tag_u64 { + member_index = it.member_index; + break; + } + } + } + + tag_any := Any.{tag_member.type, address}; + if (member_index < 0) || (member_index >= info.members.count) { // We don't have a valid member, so, just print the tag. + print(builder, "{%, ?}", tag_any); + } else { + value := info.members[member_index]; + value_any := Any.{value.type, base_pointer + value.offset_in_bytes}; + print(builder, "{%, %}", tag_any, value_any); + } + } else { + append(builder, "(untagged union)"); + } + + return; + } + + if !format format = *context.print_style.default_format_struct; + + if format.draw_type_name append(builder, info.name); + + append(builder, format.begin_string); + + use_newlines := false; + long_form_limit := format.use_long_form_if_more_than_this_many_members; + + DoSkipMember :: inline (member: *Type_Info_Struct_Member) -> bool { + // For now, don't draw constant members, since you are probably using this for + // debugging and that can be spammy when you declare lots of constants (and it + // adds no information usually!) -jblow, 10 September 2015 + + // ... Similarly for imported, since we usually just imported + // stuff from the base class that we already printed or are + // about to print. + + if member.flags & (.CONSTANT | .IMPORTED | .OVERLAY) return true; + if member.type.runtime_size == 0 return true; // Skip 'void' elements, as these can't hold values. + + return false; + } + + printable_count := 0; + + for * info.members { + if DoSkipMember(it) continue; + printable_count += 1; + } + + long_form := false; + if (long_form_limit < 0) || (printable_count > long_form_limit) { + long_form = true; + use_newlines = format.use_newlines_if_long_form; + } + + if use_newlines append(builder, "\n"); + + context.print_style.indentation_depth += 1; + + cursor := 0; + for * info.members { + if DoSkipMember(it) continue; + defer cursor += 1; + + if use_newlines append_indentation(builder, format); + + if long_form { + append(builder, it.name); + append(builder, format.separator_between_name_and_value); + } + + may_be_uninitialized := false; + for note: it.notes { + if note == "---" { + may_be_uninitialized = true; + break; + } + } + + address := (cast(*u8) base_pointer) + it.offset_in_bytes; + + any: Any = ---; + any.type = it.type; + any.value_pointer = address; + + print_item_to_builder(builder, any, may_be_uninitialized=may_be_uninitialized); + + if long_form { + append(builder, format.long_form_separator_between_fields); + } else { + if cursor < printable_count - 1 append(builder, format.short_form_separator_between_fields); + } + + if use_newlines { + append(builder, "\n"); + } + } + + context.print_style.indentation_depth -= 1; + + if use_newlines append_indentation(builder, format); + append(builder, format.end_string); +} + +print_type_to_builder :: (builder: *String_Builder, info: *Type_Info, print_parameters_matching_defaults := false) { + using Type_Info_Tag; + + if info.type == STRUCT { + info_struct := cast(*Type_Info_Struct) info; + if info_struct.name { + append(builder, info_struct.name); + } else { + if info_struct.textual_flags & .UNION { + append(builder, "(anonymous union)"); + } else { + append(builder, "(anonymous struct)"); + } + } + + if info_struct.polymorph_source_struct { + append(builder, "("); + + for * param: info_struct.specified_parameters { + // @Speed: param_matches_default is n-squared. + + if !print_parameters_matching_defaults { + if param_matches_default(info_struct, param) continue; + } + + if it_index append(builder, ", "); + append(builder, param.name); + append(builder, "="); + + assert(param.offset_into_constant_storage >= 0, "COuld find param % of struct % in constant storage!", it_index, info_struct.*); + any: Any; + any.type = param.type; + any.value_pointer = info_struct.constant_storage.data + param.offset_into_constant_storage; + print_item_to_builder(builder, any); + } + + append(builder, ")"); + } + + } else if info.type == POINTER { + info_pointer := cast(*Type_Info_Pointer) info; + append(builder, "*"); + print_type_to_builder(builder, info_pointer.pointer_to); + } else if info.type == ARRAY { + info_array := cast(*Type_Info_Array) info; + + if info_array.array_type == .FIXED { + append(builder, "["); + print_item_to_builder(builder, info_array.array_count); + append(builder, "]"); + } else if info_array.array_type == .VIEW { + append(builder, "[]"); + } else if info_array.array_type == .RESIZABLE { + append(builder, "[..]"); + } else { + assert(false); + } + + append(builder, " "); + print_type_to_builder(builder, info_array.element_type); + } else if info.type == TYPE { + append(builder, "Type"); + } else if info.type == ENUM { + info_enum := cast(*Type_Info_Enum)(info); + if info_enum.name { + append(builder, info_enum.name); + } else { + append(builder, "(anonymous enum)"); + } + } else if info.type == STRING { + append(builder, "string"); + } else if info.type == PROCEDURE { + info_proc := cast(*Type_Info_Procedure)(info); + append(builder, "procedure ("); + for info_proc.argument_types { + if it_index != 0 append(builder, ", "); + print_type_to_builder(builder, it); + } + append(builder, ")"); + + if info_proc.return_types { + append(builder, " -> "); + + if info_proc.return_types.count > 1 append(builder, "("); + for info_proc.return_types { + if it_index != 0 append(builder, ", "); + print_type_to_builder(builder, it); + } + if info_proc.return_types.count > 1 append(builder, ")"); + } + + f := info_proc.procedure_flags; + if f & .IS_ELSEWHERE append(builder, " #elsewhere"); + if f & .IS_COMPILE_TIME_ONLY append(builder, " #compiler"); + if f & .IS_C_CALL append(builder, " #c_call"); + if f & .IS_INTRINSIC append(builder, " #intrinsic"); + } else if info.type == CODE { // @redundant with other "code" in here... ! + append(builder, "Code"); + } else if info.type == VARIANT { + tiv := cast(*Type_Info_Variant) info; + if tiv.name { + append(builder, tiv.name); + } else { + // It's anonymous; print out something kinda reasonable. + append(builder, "#type"); + if tiv.variant_flags & .DISTINCT append(builder, ",distinct"); + if tiv.variant_flags & .ISA append(builder, ",isa"); + append(builder, " "); + print_type_to_builder(builder, tiv.variant_of); + } + } else if info.type == POLYMORPHIC_VARIABLE { + append(builder, "$"); // " This is here just temporarily, to un-confuse emacs syntax highlighting. Yay. + } else if info.type == ANY { + append(builder, "Any"); + } else { + element_type := ""; + + // Quick hack! + size := info.runtime_size; + if info.type == { + case .INTEGER; + tii := cast(*Type_Info_Integer) info; + if size == 1 { + if tii.signed element_type = "s8"; + else element_type = "u8"; + } else if size == 2 { + if tii.signed element_type = "s16"; + else element_type = "u16"; + } else if size == 4 { + if tii.signed element_type = "s32"; + else element_type = "u32"; + } else { + if tii.signed element_type = "s64"; + else element_type = "u64"; + } + case .FLOAT; + if info == type_info(float) element_type = "float"; // We will never print 'float' if this *Type_Info comes from antoher workspace then... + if info.runtime_size == 4 element_type = "float32"; + else element_type = "float64"; + + case .BOOL; element_type = "bool"; + case .VOID; element_type = "void"; + } + + if element_type { + append(builder, element_type); + } else { + append(builder, "(some type)"); + } + } +} + +print_item_to_builder :: (builder: *String_Builder, item: Any, inside_struct_or_array := true, may_be_uninitialized := false) { + using Type_Info_Tag; + + if (!item.value_pointer) && !item.type { // We could get an uninitialized Any from the user, if they are printing a declaration that was already an Any, so that the cast was a no-op. + append(builder, "Any.{}"); + return; + } + + t := item.type.type; + + if t == { + case STRING; + s := get_full_sized_string(item); + + if inside_struct_or_array { + // Print the string in quotes, escaping any characters. + // A little slow for now. + + append(builder, "\""); + + for 0..s.count-1 { + c := s[it]; + if c == 10 { + append(builder, "\\n".data, 2); + } else { + append(builder, *c, 1); + } + } + + append(builder, "\""); + } else { + append(builder, s); + } + + case BOOL; + b := (.*) cast(*u8) item.value_pointer; + if b == 1 { + append(builder, "true"); + } else if b == 0 { + append(builder, "false"); + } else { + print_to_builder(builder, "invalid(%)", b); + } + + case INTEGER; + default := context.print_style.default_format_int; + default.value = item; + print_integer(builder, default); + + case FLOAT; + default := context.print_style.default_format_float; + default.value = item; + print_float(builder, default); + + case POINTER; + pt := cast(*Type_Info_Pointer)(item.type); + + if pt.pointer_to.type == .STRUCT { + printer := context.print_style.struct_printer; + printed := ifx printer then printer(builder, item, context.print_style.struct_printer_data); + if printed return; + } + + u64_val := (.*) cast(*u64) item.value_pointer; + if u64_val { + default := context.print_style.default_format_absolute_pointer; + default.value = u64_val; + print_integer(builder, default); + } else { + append(builder, "null"); + } + + case STRUCT; + info_struct := cast(*Type_Info_Struct) item.type; + printer := context.print_style.struct_printer; + printed := ifx printer then printer(builder, item, context.print_style.struct_printer_data); + if printed return; + + + expansion: *Type_Info_Struct_Member; + if (!inside_struct_or_array) && item.value_pointer expansion = isFormatter(info_struct); // The check for item.value_pointer is a safety in case we get passed bad data. + + if expansion { + expander := cast(*Formatter) item.value_pointer; + + // If it's a silent default-setter, set the new default pointer, then bail. + + if item.type == type_info(FormatInt) { + format := (.*) cast(*FormatInt) item.value_pointer; + + if check_null_formatter(format, builder) return; + + print_integer(builder, format); + return; + } else if item.type == type_info(FormatFloat) { + format := (.*) cast(*FormatFloat) item.value_pointer; + + if check_null_formatter(format, builder) return; + + print_float(builder, format); + return; + } else if item.type == type_info(FormatStruct) { + format := cast(*FormatStruct) item.value_pointer; + + if check_null_formatter(format, builder) return; + + new_info_struct := cast(*Type_Info_Struct) format.value.type; + value_pointer := format.value.value_pointer; + if format.value.type.type == POINTER { // We let people wrap a pointer to a struct, since often that's what you'll have... + tip := cast(*Type_Info_Pointer)format.value.type; + if tip.pointer_to.type == STRUCT { + new_info_struct = cast(*Type_Info_Struct) tip.pointer_to; + value_pointer = (.*) cast(**void) format.value.value_pointer; + } + } + + if new_info_struct.type == STRUCT { + append_struct_info(builder, new_info_struct, value_pointer, format); + return; + } else { + log_error("Attempt to pass a non-struct inside a FormatStruct.\n"); + append(builder, "error"); + return; + } + } else if item.type == type_info(FormatArray) { + format := cast(*FormatArray) item.value_pointer; + new_info := cast(*Type_Info_Array) format.value.type; + + if check_null_formatter(format, builder) return; + print_array(builder, format.value, new_info, format, may_be_uninitialized); + + return; + } + } + + append_struct_info(builder, info_struct, item.value_pointer); + + case ARRAY; + format := *context.print_style.default_format_array; + info_array := cast(*Type_Info_Array) item.type; + + print_array(builder, item, info_array, format, may_be_uninitialized); + + case PROCEDURE; + pv := (.*) cast(**void) item.value_pointer; // @Hack + + if pv { + append(builder, "procedure 0x"); + + print_item_to_builder(builder, pv); + // append(builder, ")"); + } else { + append(builder, "null"); + } + + case VARIANT; + printer := context.print_style.struct_printer; + printed := ifx printer then printer(builder, item, context.print_style.struct_printer_data); + if printed return; + + info_variant := cast(*Type_Info_Variant) item.type; + variant_item := item; + variant_item.type = info_variant.variant_of; + print_item_to_builder(builder, variant_item, inside_struct_or_array, may_be_uninitialized); + + case ENUM; + // Kind of ugly, but let's go for it. + + info_enum := cast(*Type_Info_Enum) item.type; + info_int := cast(*Type_Info_Integer) info_enum.internal_type; + assert(info_int.type == INTEGER); + + size := info_int.runtime_size; + + if info_enum.enum_type_flags & .FLAGS { + target_value := get_u64_from_void_pointer(item.value_pointer, size); // Treat flags as unsigned, even for signed types. Simpler. + + if target_value == 0 { + // Check for a named 0-value before printing 0. + name := "0"; + for info_enum.values if it == 0 { + name = info_enum.names[it_index]; + break; + } + + append(builder, name); + return; + } + + // I felt like doing this in unsigned for some reason! + flags_total := target_value; + flags_printed : u64 = 0; + + first := true; + for info_enum.values { + value := cast,no_check(u64) it; + matching := flags_total & value; + if matching != value matching = 0; // We need to match all of the bits in the enum member. + + if !matching continue; + if !(matching & ~flags_printed) continue; + + flags_printed |= matching; + + if !first append(builder, " | "); + append(builder, info_enum.names[it_index]); + first = false; + } + + unmatched := flags_total & ~flags_printed; + if unmatched { + if !first append(builder, " | 0x"); + format := FormatInt.{base=16}; + print_u64_base_n(builder, unmatched, format); + } + } else { + assert(info_enum.names.count == info_enum.values.count); + + target_value_s64 := get_s64_from_void_pointer(item.value_pointer, size); + if info_int.signed { + for info_enum.values if target_value_s64 == it { + append(builder, info_enum.names[it_index]); + return; + } + } else { + target_value_u64 := get_u64_from_void_pointer(item.value_pointer, size); + + for info_enum.values if target_value_u64 == cast,no_check(u64) it { + append(builder, info_enum.names[it_index]); + return; + } + } + + if target_value_s64 { + append(builder, "(enum out of range: "); + // Print an unsigned value if the enum is unsigned, + // otherwise we allow it to be signed. + if info_int.signed print_item_to_builder(builder, target_value_s64); + else print_item_to_builder(builder, get_u64_from_void_pointer(item.value_pointer, size)); + append(builder, ")"); + } else { + print_item_to_builder(builder, target_value_s64); + } + } + + case TYPE; + ti := (.*) cast(**Type_Info) item.value_pointer; + + if ti { + print_type_to_builder(builder, ti); + } else { + // If it's a runtime value that is 0, this is void + // (by convention of the compiler starting in 2026). + // For static values, we generate the correct *Type_Info + // at compile-time, but for dynamic values we don't have + // an extra 'if' that gets generated. (Though we could + // consider this.) + append(builder, "void"); + } + +/* + append(builder, "(Type, address "); + + default : FormatInt; + default.base = 16; + default.value = cast(s64) ti; + print_integer(builder, default); + + append(builder, ")"); +*/ + case VOID; + append(builder, "void"); + + case CODE; + append(builder, "Code"); + + case OVERLOAD_SET; + append(builder, "(procedure overloads)"); + + case ANY; // We can get here when printing an array or struct of Any. + if may_be_uninitialized { + append(builder, "(potentially uninitialized Any)"); + } else { + new_any := (.*) cast(*Any) item.value_pointer; + if new_any.type { + print_item_to_builder(builder, new_any); + } else { + if new_any.value_pointer append(builder, "(Any with null 'type' field)"); + else append(builder, "Any.{}"); + } + } + + case; + // This is a type we don't know or don't yet handle. + + append(builder, "(corrupted type tag "); + print_item_to_builder(builder, cast(int)t); + append(builder, ")"); + } +} + + +my_is_digit :: (c: s64) -> bool { + relative := c - #char "0"; + return (relative >= 0) && (relative <= 9); +} + +// @Cleanup: Can use to_integer in Basic.jai now, but would have to +// deal with the cursor situation. +parse_number :: (s: string, cursor: s64) -> (end_cursor: s64, sum: s64) { + sum := 0; + + while cursor < s.count { + c := s[cursor]; + if !my_is_digit(c) break; + + sum *= 10; + sum += cast(int) c - #char "0"; + + cursor += 1; + } + + return cursor, sum; +} + +print_to_builder :: (builder : *String_Builder, format_string : string, args: .. Any) -> bool { + implicit_index_cursor := 0; + + #if USE_SIMD { + PERCENTS :: "%%%%%%%%%%%%%%%%"; + PercentsData := PERCENTS.data; + + #asm { + movdqu.x percents:, [PercentsData]; + } + } + + cursor := 0; + printed := 0; + while cursor < format_string.count { + #if 0 && USE_SIMD { // Disabled for now, as we don't currently handle character 31 in this loop. Once we do, re-enable. + // Hardcoded for SSE2 currently, since that has wide support. + // For other CPUs, etc, we will ... do something! + + // If we have at least SIMD_WIDTH characters in our buffer, use + // SSE2 to scan that many characters at a time, looking for the + // first % character. + + // We also do this kind of thing in modules/String, in + // find_character_from_left*, so, maybe we could just move that stuff + // into Basic and use it here, inlined. + if format_string.count - cursor >= SIMD_WIDTH { + point := format_string.data + cursor; + + mask: u32 = ---; + advance: u32; + + #asm { + movdqu.x test:, [point]; + pcmpeqb.x test, percents; + pmovmskb.x mask, test; + bsf.d advance, mask; + } + + if mask { + cursor += advance; + // Fall through and do the normal handling below. + // If we had a goto we could skip past the redundant c != #char, hmm. + } else { + cursor += 16; + continue; + } + } + } + + c := format_string.data[cursor]; + + if c != #char "%" { + if c == 31 { + append(builder, format_string.data + printed, cursor - printed); + append(builder, "%"); + cursor += 1; + printed = cursor; + continue; + } + + cursor += 1; + continue; + } + + append(builder, format_string.data + printed, cursor - printed); + cursor += 1; // Skip the %. + + value := implicit_index_cursor; // Will get bumped below. + + if cursor < format_string.count { + next := format_string.data[cursor]; + if my_is_digit(next) { + if next == #char "0" { // %00 outputs the empty string; %0 is like a regular %. + cursor += 1; + if (cursor < format_string.count) && (format_string.data[cursor] == #char "0") { + // Empty string. + cursor += 1; + printed = cursor; + continue; + } else { + // Fall through and do the thing. + } + } else { + // @Robustness: We probably want to test that parse_number does not overflow! + cursor, value = parse_number(format_string, cursor); + value -= 1; // Arguments are 0-based indices from here on. + } + } + } + + + if value < 0 { + if context.print_style.log_runtime_errors { + log_error("Invalid negative \% index % in the format string at character %. Skipping.\n", value, cursor); + } + + implicit_index_cursor = 0; + printed = cursor; + continue; + } + + if value >= args.count { + if context.print_style.log_runtime_errors { + do_free := false; + arguments_string := "(There are no insertable arguments.)"; + if value == 1 { + arguments_string = "(There is only 1 insertable argument.)"; + } else { + arguments_string = sprint("(There are only % insertable arguments.)", value); + do_free = true; + } + + log_error("Invalid \% index % in the format string \"%\" at character %. %\n", value+1, format_string, cursor, arguments_string); + if do_free free(arguments_string); + } + + implicit_index_cursor = 0; + printed = cursor; + continue; + } + + print_item_to_builder(builder, args[value], false); + implicit_index_cursor = value + 1; + + printed = cursor; // Next time we append, start here. + } + + append(builder, format_string.data + printed, cursor - printed); + + if builder.failed return false; + return true; +} @PrintLike + +print :: print_to_builder; + +print_sequence_to_builder :: (builder : *String_Builder, args: .. Any) { + for args { + print_item_to_builder(builder, it); + } +} + +isFormatter :: (info: *Type_Info_Struct) -> *Type_Info_Struct_Member { + for * info.members { + if it.type == type_info(Formatter) return it; + } + + return null; +} + + +print_bytes :: (a: *void, length: int, format_string := "% ") { + b := cast(*u8) a; + for 0..length-1 { + print(format_string, formatInt(b[it], base=16)); + } + + print("\n"); +} + +print_array :: (builder: *String_Builder, any: Any, info_array: *Type_Info_Array, format: FormatArray, may_be_uninitialized := false) { + // Figure out count and data. + + count: s64; + data: *void; + if info_array.array_type == .FIXED { + count = info_array.array_count; + data = any.value_pointer; + } else { + count = (.*) cast(*s64) (any.value_pointer); + data = (.*) cast(**void)(any.value_pointer + 8); + } + + // Now start printing. + + append(builder, format.begin_string); + + if may_be_uninitialized { + print(builder, "% potentially uninitialized elements", count); + } else { + to_print := count; + limit := format.stop_printing_after_this_many_elements; + if limit >= 0 to_print = min(to_print, limit); + + etype := info_array.element_type; + for 0..to_print-1 { + pointer := data + info_array.element_type.runtime_size * it; + item: Any = ---; + item.type = etype; + item.value_pointer = pointer; + + print_item_to_builder(builder, item); + + if format.draw_separator_after_last_element || (it < to_print-1) { + append(builder, format.separator); + } + } + + if to_print < count append(builder, format.printing_stopped_early_string); + } + + append(builder, format.end_string); +} + +type_to_string :: (info: *Type_Info) -> string { // Returns a string in Temporary_Storage. + // A relatively inefficient way to do this! If you are printing a bunch of stuff + // into the same builder, you can use print_type_to_builder() instead! + + builder: String_Builder; + builder.allocator = temp; + + print_type_to_builder(*builder, info); + + return builder_to_string(*builder,, temp); +} + +#scope_file + +get_full_sized_string :: (any: Any) -> string { + assert(any.type && (any.type.type == .STRING)); + tis := cast(*Type_Info_String) any.type; + + return (.*) cast(*string) any.value_pointer; +} + + +check_null_formatter :: (format: Formatter, builder: *String_Builder) -> bool { + if !format.value.type { + append(builder, "(null Any)"); + return true; + } + + return false; +} + + +my_c_style_strlen :: (x: *u8) -> int { // @Cleanup: Remove this when we know what is going on. + p := x; + while p.* { p += 1; assert(p - x < 2048);} + return p - x; +} + +// +// When printing structs, we print out the parameters, +// but for terseness, we may not want to print them +// if they match the default. This function is how we test that. +// + +param_matches_default :: (info: *Type_Info_Struct, param: *Type_Info_Struct_Member) -> bool { + source := info.polymorph_source_struct; + if !source return true; + + for * source_param: source.parameters { + if source_param.name != param.name continue; + + if source_param.type.type == .PROCEDURE { + // If a procedure type is polymorphic, match against it + // even if the type changed (all procedures are the same + // size right now, though this may change if we do closures), + // and the value determines matching, and we especially + // want matching in the case of 'null' procedure pointers. + } else { + if source_param.type != param.type continue; + } + + if source_param.offset_into_constant_storage < 0 continue; + + size := param.type.runtime_size; + if size < 0 continue; + + pa := source.constant_storage.data + source_param.offset_into_constant_storage; + pb := info .constant_storage.data + param .offset_into_constant_storage; + + delta := memcmp(pa, pb, size); + return delta == 0; + } + + return false; +} + diff --git a/modules/Basic/Simple_String.jai b/modules/Basic/Simple_String.jai new file mode 100644 index 0000000..6bc4999 --- /dev/null +++ b/modules/Basic/Simple_String.jai @@ -0,0 +1,295 @@ +string_view :: inline (s: string, start_index: s64, view_count: s64) -> string { + assert(view_count >= 0 && start_index >= 0); + if view_count < 0 || start_index < 0 || start_index >= s.count return ""; + + new_count := view_count; + if start_index + view_count > s.count { + new_count = s.count - start_index; + } + + return { new_count, s.data + start_index }; +} + +to_string :: inline (s: *u8, length: s64) -> string { // We should probably deprecate this in favor of your using string.{...}? + if !s return ""; + + result: string = ---; + result.count = length; + result.data = s; + return result; +} + +// Intended for C strings in fixed-size arrays that may or may not be zero-terminated. +// It stops at the first zero in c_string.data but does not exceed c_string.count. +to_string :: (c_string: [] u8) -> string { + if c_string.count == 0 return ""; + + result: string = ---; + result.data = c_string.data; + length := 0; + while c_string[length] && length < c_string.count { + length += 1; + } + result.count = length; + return result; +} + +// The following functions: +// +// to_string :: inline (s: *u8) -> string; +// c_style_strlen :: (x: *u8) -> s64; +// +// are in Runtime_Support.jai and can be called from anywhere. + +// Allocates memory. +to_c_string :: (s: string) -> *u8 { + result : *u8 = alloc(s.count + 1); + memcpy(result, s.data, s.count); + result[s.count] = 0; + return result; +} + + +// Note: Right now when code is generated, c + A - a +// doesn't get constexpr evaluation evoked on the A - a +// because it parses into the AST as (c + A) - a, and we +// do not do tree rearrangement for constexpr evaluation. +// (And I am not sure that we should). -jblow, 25 April 2018. + +// Maybe to_upper, to_lower, etc should not even be in Basic... -jblow + +// These are locale indepdent, only support english characters, and do not support utf8. + +to_upper :: (c: u8) -> u8 { + if c >= #char "a" && c <= #char "z" return c + #char "A" - #char "a"; + else return c; +} + +to_lower :: (c: u8) -> u8 { + if (c >= #char "A" && c <= #char "Z") return c + #char "a" - #char "A"; + else return c; +} + +is_alpha :: (c: u8) -> bool { + return (c >= #char "a" && c <= #char "z") || (c >= #char "A" && c <= #char "Z"); +} + +is_digit :: (c: u8) -> bool { + return c >= #char "0" && c <= #char "9"; +} + +is_alnum :: (c: u8) -> bool { // This also includes underscore! + return is_alpha(c) || is_digit(c) || c == #char "_"; +} + +is_space :: (c: u8) -> bool { + return c == #char " " || c == #char "\t" || c == #char "\r" || c == #char "\n"; +} + +is_print :: (c: u8) -> bool { + // True for any character from space to tilde (DEL not included). + return c >= 0x20 && c < 0x7F; +} + +advance :: inline (s: *string, amount: s64 = 1) { + assert(amount >= 0); + assert(s.count >= amount); + s.count -= amount; + s.data += amount; +} + +advance :: inline (s: string, amount: s64 = 1) -> string { + assert(amount >= 0); + assert(s.count >= amount); + + t: string = ---; + t.count = s.count - amount; + t.data = s.data + amount; + return t; +} + + +temp_c_string :: (s: string) -> *u8 { + result : *u8 = temporary_alloc(s.count + 1); + memcpy(result, s.data, s.count); + result[s.count] = 0; + + return result; +} + +copy_temporary_string :: inline (s: string) -> string { + return copy_string(s,, temp); +} + +copy_string :: (s: string) -> string { + if !s.count return ""; + + copy := alloc_string(s.count); + if !copy.data return ""; + memcpy(copy.data, s.data, s.count); + return copy; +} + + +/* + +@Bug: We want to have string_to_float be parameterized, +but it doesn't quite work consistently for some reason. +In both LLVM and x64, the procedures appear to return +0 sometimes (but not always, depending on what is going on +in the calling procedure). -jblow, 19 February 2017 + +Test code: + + f1 := string_to_float("42.6"); + print("f1 is type %, value %\n", type_of(f1), f1); + + f2 := string_to_float64("42.6"); + print("f2 is type %, value %\n", type_of(f2), f2); + + f3 := string_to_float_old("42.6"); + print("f3 is type %, value %\n", type_of(f3), f3); + + +string_to_float :: #bake_constants string_to_float_type_T (T = float); +string_to_float64 :: #bake_constants string_to_float_type_T (T = float64); + +string_to_float_type_T :: (_arg: string) -> result: $T, success: bool, remainder: string { + arg := eat_spaces(_arg); + + if !arg { + return 0, false, arg; + } + + found_decimal := false; + + // @Temporary: + // See how much of the string is a digit, +, -, ., or e. + limit := arg.count; + for 0..arg.count-1 { + c := arg[it]; + if (c >= #char "0") && (c <= #char "9") { + // We are good. + } else if c == #char "." { + // We are good. + } else if (c == #char "-") || (c == #char "+") || (c == #char "e") { + // We are good. + } else { + limit = it; + break; + } + } + + substring := arg; + substring.count = limit; + + remainder := arg; + advance(*remainder, limit); + + // @Temporary @Speed @Ugh + cs := temp_c_string(substring); + result := cast(T) atof(cs); + + return result, true, remainder; +} + +*/ + + +// +// @Cleanup! We would like to just do: +// +// to_integer :: #bake_arguments string_to_int(base=10); +// +// But this causes dead code elimination to think string_to_int is live, +// even if it's not. So it would be good to come up with a way to make +// this work better! In the meantime... +// +to_integer :: (s: string) -> result: int, success: bool, remainder: string { + result, success, remainder := string_to_int(s); + return result, success, remainder; +} + +string_to_int :: (t: string, base := 10, $T := int) -> result: T, success: bool, remainder: string { + // + // This string_to_int might be a little slower than max speed because we multiply by 'sign' for + // each digit. Our original approach did not do this, but rather we just accumulated into a + // positive value and then negated at the end if we saw a -. But this does not let us parse the + // maximum negative number without overflowing the positive number, which works, *if* you are + // not doing arithmetic bounds checks. We could have done #no_abc on this procedure, but + // I decided it's worthwhile to just try to preserve the ability to report genuine overflows, + // so I did 'the clean version' here. -jblow, 4 July 2023 + // + assert(base == 16 || base <= 10); + + s := eat_spaces(t); + + if !s return 0, false, ""; + + sign : T = 1; + + #if #run type_info(T).signed { + if s[0] == #char "-" { + sign = -1; + advance(*s, 1); + s = eat_spaces(s); + } else if s[0] == #char "+" { + advance(*s, 1); + s = eat_spaces(s); + } + } + + sum: T = 0; + cursor := 0; + + // @Incomplete: We should probably check for overflows… + if base == 16 { + while cursor < s.count { + c := s[cursor]; + + value: u8 = ---; + if is_digit(c) { + value = c - #char "0"; + } else if (c >= #char "a") && (c <= #char "f") { + value = c - #char "a" + 10; + } else if (c >= #char "A") && (c <= #char "F") { + value = c - #char "A" + 10; + } else { + break; + } + + sum *= cast(T) base; + sum += sign * cast(T)value; + + cursor += 1; + } + } else { + while cursor < s.count { + c := s[cursor]; + if !is_digit(c) break; + + digit := c - #char "0"; + if digit >= base break; + + sum *= cast(T) base; + sum += sign*cast(T)digit; + + cursor += 1; + } + } + + success := (cursor != 0); + advance(*s, cursor); + + return sum, success, s; +} + +eat_spaces :: (_s: string) -> string { + s := _s; + while s { + if (s[0] != #char " ") && (s[0] != 9) break; // 9 is horizontal tab. + advance(*s, 1); + } + + return s; +} diff --git a/modules/Basic/String_Builder.jai b/modules/Basic/String_Builder.jai new file mode 100644 index 0000000..cfb4f24 --- /dev/null +++ b/modules/Basic/String_Builder.jai @@ -0,0 +1,345 @@ +// +// String_Builder guarantees that buffers do not move after they have +// been allocated. Thus you can take pointers to positions inside the +// builder and know they have not changed. +// + +// +// builder_to_string() is the function that people call at the end +// to get the result; we have made this free the memory by default, +// to avoid an extra step where you have to free things. +// + +// +// You can copy the String_Builder by value and the copy will +// function just fine. (But it will also own all the buffers that were +// owned by the old copy, so make sure to stop using the old copy, +// or chaos will ensue.) +// + +STRING_BUILDER_BUFFER_SIZE :: 4096 - size_of(String_Builder.Buffer); + +String_Builder :: struct { + Buffer :: struct { + count: s64; + // + // The data pointer is implicit and points to the memory after the buffer itself + // (see "get_buffer_data()"). Otherwise we wouldn't be able to copy the String_Builder + // without having to adjust pointers. + // + // We could also use a relative pointer, but since it will always point after buffer, + // there's no need to store it explicitly. -rluba, 2021-12-15 + // + allocated: s64; + + #if ENABLE_ASSERT ensured_count: s64; // Used for error-checking on ensure_contiguous_space. + next: *Buffer; + } + + initialized := false; + failed := false; // If we ever fail to allocate enough memory, this gets set to true ... we can't be sure the entire string has been added. + subsequent_buffer_size := -1; + + allocator: Allocator; + + current_buffer: *Buffer; // if current_buffer == null, it means use initial_bytes as a base buffer. We don't point it at initial_bytes, so that you can copy a String_Builder in memory and it's still valid. + initial_bytes: [STRING_BUILDER_BUFFER_SIZE] u8; // We don't dynamically allocate if we only need one buffer's worth of data. +} + +init_string_builder :: (using builder: *String_Builder, buffer_size := -1) { + if (!allocator.proc) { + allocator = context.allocator; + } + + subsequent_buffer_size = ifx buffer_size > 0 then buffer_size else STRING_BUILDER_BUFFER_SIZE; + + base_buffer := get_base_buffer(builder); + base_buffer.count = 0; + base_buffer.allocated = initial_bytes.count - size_of(Buffer); + base_buffer.next = null; + + current_buffer = null; + initialized = true; +} + +free_buffers :: (using builder: *String_Builder) { // free_buffers will be deprecated pretty soon, and the only entry point to resetting a String_Builder will be reset(). -jblow, 1 June 2022 + base_buffer := get_base_buffer(builder); + buffer := base_buffer.next; + while buffer { + next := buffer.next; + free(buffer,, allocator=allocator); + buffer = next; + } + + base_buffer.next = null; // Just in case we call this twice. +} + +reset :: (using builder: *String_Builder) { + free_buffers(builder); + + base_buffer := get_base_buffer(builder); + base_buffer.count = 0; + current_buffer = null; +} + +ensure_contiguous_space :: (using builder: *String_Builder, bytes: s64) -> pointer: *void { // 'pointer' points to the base of the space, or is null if we failed. + available := ensure_contiguous_space_and_return_available_range(builder, bytes); + if !available.count then return null; + + #if ENABLE_ASSERT { + buffer := get_current_buffer(builder); + buffer.ensured_count = buffer.count + bytes; + } + + return available.data; +} + +ensure_contiguous_space_and_return_available_range :: (using builder: *String_Builder, minimum_bytes := 1) -> [] u8 { + if !initialized init_string_builder(builder); + + buffer := get_current_buffer(builder); + if minimum_bytes > buffer.allocated then return .[]; // Nothing we can do there, bro; it's bigger than our buffers! + + available := buffer.allocated - buffer.count; + if available < minimum_bytes { + success := expand(builder); + if !success then return .[]; + buffer = get_current_buffer(builder); + } + + #if ENABLE_ASSERT buffer.ensured_count = buffer.allocated; + + result: [] u8; + result.data = get_buffer_data(buffer) + buffer.count; + result.count = buffer.allocated - buffer.count; + return result; +} + +advance_through_ensured_space :: (using builder: *String_Builder, bytes: s64) { + // If you ensure space and use the pointer you get back, you might write data + // directly into that pointer, but then want to advance it without packing stuff + // manually into the builder. That's what this is for. + + buffer := get_current_buffer(builder); + + length_max := buffer.allocated - buffer.count; + assert(length_max >= bytes); + + // In order to check whether you didn't use ensure_contiguous_space wrong, we + // don't only check whether you happen to have enough space in the buffer + // (above), but we check whether you guaranteed the space correctly, which + // doesn't depend on chance of where we are in the buffer. + #if ENABLE_ASSERT assert(buffer.count + bytes <= buffer.ensured_count); + buffer.count += bytes; + + assert(initialized); // There +} + +append :: (using builder: *String_Builder, s: *u8, length: s64) { + if !initialized init_string_builder(builder); + + while length > 0 { + buffer := get_current_buffer(builder); + + length_max := buffer.allocated - buffer.count; + if length_max <= 0 { + success := expand(builder); + if !success { + failed = true; + return; + } + + // expand() changes current_buffer, so let's reacquire! + buffer = current_buffer; + assert(buffer != null); + + length_max = buffer.allocated - buffer.count; // Avoid a recursion doing no work that would happen if we left length_max == 0. (It should never be < 0 unless something very bad has happened). + assert(length_max > 0); + } + + to_copy := min(length, length_max); + if length > 0 assert(to_copy >= 0); + + memcpy(get_buffer_data(buffer) + buffer.count, s, to_copy); + + buffer.count += to_copy; + + length -= to_copy; + s += to_copy; + } +} + +append :: inline (builder: *String_Builder, s: string) { + append(builder, s.data, s.count); +} + +append :: inline (builder: *String_Builder, byte: u8) { + local_byte := byte; // So we can take the address, yay. + append(builder, *local_byte, 1); +} + +append_by_pointer :: inline (builder: *String_Builder, pointer: *$T) { + append(builder, cast(*u8) pointer, size_of(T)); +} + + +builder_string_length :: (using builder: *String_Builder) -> int { + if !allocator.proc return 0; + + buffer := get_base_buffer(builder); + bytes := 0; + while buffer { + bytes += buffer.count; + buffer = buffer.next; + } + + return bytes; +} + +builder_to_string :: (builder: *String_Builder, extra_bytes_to_prepend := 0, do_reset := true) -> string { + // 'extra_bytes_to_prepend' gives you extra space at the beginning, so you can + // do something like put in a length that you didn't know when you were + // writing out the data. This may not be worth the extra complexity, though; + // for heavier-duty use you probably want something like the String_Builder bucket stealing + // that is in the compiler's source but hasn't yet made it into this port yet. + // -jblow, 30 September 2020 + + if !builder.initialized init_string_builder(builder); + + count := builder_string_length(builder); + if !count && !extra_bytes_to_prepend { + return ""; + } + + result: string = ---; + result.data = alloc(count + extra_bytes_to_prepend); + result.count = count + extra_bytes_to_prepend; + + data := result.data + extra_bytes_to_prepend; + buffer := get_base_buffer(builder); + while buffer { + memcpy(data, get_buffer_data(buffer), buffer.count); + data += buffer.count; + + buffer = buffer.next; + } + + if do_reset reset(builder); // @Speed: Could free buffers inline with the bucket traversal above. Code would be less clear. + + return result; +} + +write_builder :: (using builder: *String_Builder, do_reset := true, to_standard_error := false) -> s64 { + // + // Future expanded functionality: We can make a macro + // that calls its argument code with a string representing + // the contents of each bucket. Then you can do whatever + // operation you want. + // -jblow, 19 July 2019 + // + + if !allocator.proc return 0; + + buffer := get_base_buffer(builder); + written := 0; + while buffer { + s: string = ---; + s.data = get_buffer_data(buffer); + s.count = buffer.count; + + write_string(s, to_standard_error); + written += s.count; + + buffer = buffer.next; + } + + if do_reset reset(builder); + + return written; +} + +consume_u8_and_length :: (input: *string, s: *u8, length: s64) -> bool { // Looks a lot like append_u8_and_length. + if length < 0 return false; // Error! + if length > input.count return false; // Error! + if length == 0 return true; + + memcpy(s, input.data, length); + + input.count -= length; + input.data += length; + + return true; +} + +get_current_buffer :: inline (using builder: *String_Builder) -> *String_Builder.Buffer { + if current_buffer return current_buffer; + + assert(builder.allocator.proc != null); + return get_base_buffer(builder); +} + +get_base_buffer :: inline (using builder: *String_Builder) -> *String_Builder.Buffer { + return cast(*Buffer) initial_bytes.data; +} + +get_buffer_data :: inline (using buffer: *String_Builder.Buffer) -> *u8 { + return (cast (*u8) buffer) + size_of(String_Builder.Buffer); +} + +simple_memcpy :: inline (using builder: *String_Builder, x: $T) { + // Don't call this unless you know the buffer has been initialized and there is enough space in the current buffer! + // Otherwise you will corrupt memory and be sad. + // This is included here just as a utility routine you can call + // when writing serializers and whatnot. + using buffer := get_current_buffer(builder); + assert(size_of(T) <= allocated - count); + memcpy(get_buffer_data(buffer) + count, *x, size_of(T)); + count += size_of(T); +} + +expand :: (using builder: *String_Builder) -> bool { + assert (allocator.proc != null); // This is initialized in init_string_builder. + + subsequent := ifx subsequent_buffer_size > 0 then subsequent_buffer_size else STRING_BUILDER_BUFFER_SIZE; + + bytes := cast(*u8) alloc(size_of(Buffer) + subsequent,, allocator); + if !bytes return false; // Failed! + + buffer := cast(*Buffer) bytes; + + buffer.next = null; + buffer.count = 0; + buffer.allocated = subsequent; + + old_buffer := get_current_buffer(builder); + old_buffer.next = buffer; + + current_buffer = buffer; + + return true; +} + +// Move all data from "steal_from" to "builder", taking ownership of all dynamically allocated buffers in the process. +append_and_steal_buffers :: (builder: *String_Builder, steal_from: *String_Builder) { + buffer := get_base_buffer(steal_from); + if !buffer.count return; + + // We need to copy the base buffer because it’s part of the other builder’s struct + // so we can’t take ownership of it: + append(builder, get_buffer_data(buffer), buffer.count); + + assert(builder.allocator.proc == steal_from.allocator.proc); + assert(builder.allocator.data == steal_from.allocator.data); + + // Take ownership of the rest of the buffer chain: + our_end := get_current_buffer(builder); + our_end.next = buffer.next; + // Reset the victim’s base buffer + buffer.count = 0; + buffer.next = null; + if steal_from.current_buffer { + builder.current_buffer = steal_from.current_buffer; // Use the victim’s final buffer as our current buffer. + steal_from.current_buffer = null; // Reset the victim to use the base buffer again + } +} + diff --git a/modules/Basic/Temporary_Storage_Flat_Pool.jai b/modules/Basic/Temporary_Storage_Flat_Pool.jai new file mode 100644 index 0000000..0f6c1d6 --- /dev/null +++ b/modules/Basic/Temporary_Storage_Flat_Pool.jai @@ -0,0 +1,252 @@ +Overflow_Page :: struct { + next: *Overflow_Page; + allocator: Allocator; + size: s64; +} + +Temporary_Storage_Paged_Alloc :: struct { + #as using base: Temporary_Storage; + + #overlay (implementation_data) using derived: struct { + overflow_allocator : Allocator; + + overflow_pages: *Overflow_Page; + original_data: *u8; // Data to restore after clearing overflow pages. @Simplify: Maybe could be an Overflow_Page, but maybe we want to be able to assert on overflow_pages==null to ensure performance. + original_size: s64; + + current_page_bytes_occupied: s64; + } +} + +Temporary_Storage_State :: struct { + top_overflow_page: *Overflow_Page; + current_page_bytes_occupied: s64; + total_bytes_occupied: s64; +} + +temporary_allocator_proc :: (mode: Allocator_Mode, requested_size: s64, old_size: s64, old_memory: *void, allocator_data: *void) -> *void { + if #complete mode == { + case .FREE; + return null; + case .RESIZE; + real_old_size := (old_size + 7) & ~7; // We know old_size was padded + if requested_size <= real_old_size return old_memory; + #through; + case .ALLOCATE; + // Pad to 8-byte alignment. + size := (requested_size + 7) & ~7; + + ts := cast(*Temporary_Storage_Paged_Alloc) context.temporary_storage; + + // If someone gave us a context with no temporary_storage, fall back to context.allocator. + if !ts { + a := context.allocator; + if a.proc == temporary_allocator_proc { + // context.allocator is temporary_allocator, so, fall back to default_allocator. + a.proc = Context_Base.default_allocator.proc; + a.data = null; + } + + return a.proc(mode, requested_size, old_size, old_memory, a.data); + } + + if size > ts.size - ts.current_page_bytes_occupied { + success := add_new_page(ts, size); + if !success return null; + } + + result := ts.data + ts.current_page_bytes_occupied; + if result && (mode == .RESIZE) { + memcpy(result, old_memory, min(old_size, requested_size)); + } + + ts.current_page_bytes_occupied += cast(s32) size; + ts.total_bytes_occupied += cast(s32) size; + ts.high_water_mark = max(ts.high_water_mark, ts.total_bytes_occupied); + + return result; + + case .STARTUP; #through; + case .SHUTDOWN; + return null; + + case .THREAD_START; #through; + case .THREAD_STOP; + assert(false, "Multithreaded access is not supported by temporary_allocator_proc.\n"); + return null; + + case .CREATE_HEAP; #through; + case .DESTROY_HEAP; + assert(false, "Create/Destroy heap are not supported by temporary_allocator_proc.\n"); + return null; + + case .IS_THIS_YOURS; + ts := cast(*Temporary_Storage_Paged_Alloc) context.temporary_storage; + if !ts return null; + + if (old_memory >= ts.data) && (old_memory < ts.data + ts.size) return cast(*void) true; + if (old_memory >= ts.original_data) && (old_memory < ts.original_data + ts.original_size) return cast(*void) true; + + page := ts.overflow_pages; + while page { + if (old_memory >= page) && (old_memory < cast(*void)page + page.size + ALIGNED_OVERFLOW_PAGE_ALLOCATION) return cast(*void) true; + page = page.next; + } + + // Not found! + return null; + + case .CAPS; +// if old_memory { (.*) cast(*string)old_memory = "modules/Basic temporary_allocator_proc"; } + if old_memory { (cast(*string)old_memory).* = "modules/Basic temporary_allocator_proc"; } + return cast(*void)(Allocator_Caps.HINT_I_AM_PER_FRAME_TEMPORARY_STORAGE); + } +} + +auto_release_temp :: (loc := #caller_location) #expand { + __mark := get_temporary_storage_mark(); + `defer set_temporary_storage_mark(__mark, loc); +} + +get_temporary_storage_mark :: inline () -> Temporary_Storage_State { + ts := cast(*Temporary_Storage_Paged_Alloc) context.temporary_storage; + if !ts return .{}; // Just to have something to return! + + state: Temporary_Storage_State = ---; + state.current_page_bytes_occupied = ts.current_page_bytes_occupied; + state.total_bytes_occupied = ts.total_bytes_occupied; + state.top_overflow_page = ts.overflow_pages; + + return state; +} + +// Typically used as follows: +// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// mark := get_temporary_storage_mark(); +// defer set_temporary_storage_mark(mark); +// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// You can also use the `auto_release_temp` macro. +set_temporary_storage_mark :: inline (state: Temporary_Storage_State, loc := #caller_location) { + ts := cast(*Temporary_Storage_Paged_Alloc) context.temporary_storage; + if !ts return; + free_pages_down_to(ts, state.top_overflow_page); + + ts.last_set_mark_location = loc; + + if state.top_overflow_page { + page := state.top_overflow_page; + ts.data = (cast(*u8) page) + ALIGNED_OVERFLOW_PAGE_ALLOCATION; + ts.size = page.size; + assert(page.size >= 0); + } else { + ts.data = ts.original_data; + ts.size = ts.original_size; + assert(ts.overflow_pages == null); + } + + ts.current_page_bytes_occupied = state.current_page_bytes_occupied; + ts.total_bytes_occupied = state.total_bytes_occupied; + + #if TEMP_ALLOCATOR_OVERWRITE_MEMORY { + memset(cast(*u8) ts.data + ts.current_page_bytes_occupied, SET_STORAGE_MARK_STAMP, ts.size - ts.current_page_bytes_occupied); + } +} + +reset_temporary_storage :: (_ts: *Temporary_Storage) { + ts := cast(*Temporary_Storage_Paged_Alloc)_ts; + + ts.data = ts.original_data; + ts.size = ts.original_size; + ts.current_page_bytes_occupied = 0; + ts.total_bytes_occupied = 0; + ts.high_water_mark = 0; + + // @Speed: Maybe we should keep the allocated pages on the side, + // rather than freeing them every frame. It probably would not + // add much complexity here. + free_pages_down_to(ts, null); + + #if TEMP_ALLOCATOR_OVERWRITE_MEMORY { + memset(ts.data, RESET_STORAGE_STAMP, ts.size); + } +} + +free_pages_down_to :: (ts: *Temporary_Storage_Paged_Alloc, page: *Overflow_Page) { + cursor := ts.overflow_pages; + while cursor != page { + if !cursor { + log_error("Attempt to free down to page %, but that page was not found! This is probably an error in using set_temporary_storage_mark, or a general memory corruption.\n", page); + ts.overflow_pages = null; + return; + } + + next := cursor.next; + allocator := cursor.allocator; + + #if TEMP_ALLOCATOR_OVERWRITE_MEMORY { + size_including_header := get_size_including_overflow_page_header(cursor.size); + memset(cursor, FREE_PAGE_STAMP, size_including_header); + } + + free(cursor,, allocator=allocator); + cursor = next; + } + + ts.overflow_pages = page; +} + +ALIGNED_OVERFLOW_PAGE_ALLOCATION :: 32; + +get_size_including_overflow_page_header :: (data_size: s64) -> s64 { + size := data_size + ALIGNED_OVERFLOW_PAGE_ALLOCATION; + // Pad to 8-byte alignment. + size = (size + 7) & ~7; + + return size; +} + +add_new_page :: (ts: *Temporary_Storage_Paged_Alloc, minimum_size: s64) -> bool { + #assert(size_of(Overflow_Page) <= ALIGNED_OVERFLOW_PAGE_ALLOCATION); + + data_size : s64 = ts.original_size - ALIGNED_OVERFLOW_PAGE_ALLOCATION; + if data_size < minimum_size data_size = minimum_size; + + size_including_header := get_size_including_overflow_page_header(data_size); + + // It's legal for overflow_allocator to be null, in which case + // we do whatever alloc does. + allocator := ts.overflow_allocator; + if !allocator.proc { + // We don't know what allocator might be pushed onto the context, + // so, fall back to __default_allocator. + allocator = Context_Base.default_allocator; + } + + memory := alloc(size_including_header,, allocator=allocator); + if !memory { + log_error("Failed to allocate % bytes for a Temporary_Storage overflow page.\n", size_including_header); + return false; // This is going to be bad! + } + + if ts.overflow_pages == null { + // Save out the original size and data, + // so we can restore them later. + ts.original_data = ts.data; + ts.original_size = ts.size; + } + + page := cast(*Overflow_Page) memory; + page.next = ts.overflow_pages; + page.allocator = allocator; + page.size = data_size; + + ts.overflow_pages = page; + + ts.data = memory + ALIGNED_OVERFLOW_PAGE_ALLOCATION; + ts.size = data_size; + ts.current_page_bytes_occupied = 0; + assert(ts.size >= 0); + + return true; +} + diff --git a/modules/Basic/Temporary_Storage_Paged_Alloc.jai b/modules/Basic/Temporary_Storage_Paged_Alloc.jai new file mode 100644 index 0000000..e6b5dd8 --- /dev/null +++ b/modules/Basic/Temporary_Storage_Paged_Alloc.jai @@ -0,0 +1,257 @@ +Overflow_Page :: struct { + next: *Overflow_Page; + allocator: Allocator; + size: s64; +} + +Temporary_Storage_Paged_Alloc :: struct { + #as using base: Temporary_Storage; + + #overlay (implementation_data) using derived: struct { + overflow_allocator : Allocator; + + overflow_pages: *Overflow_Page; + original_data: *u8; // Data to restore after clearing overflow pages. @Simplify: Maybe could be an Overflow_Page, but maybe we want to be able to assert on overflow_pages==null to ensure performance. + original_size: s64; + + current_page_bytes_occupied: s64; + } +} + +Temporary_Storage_State :: struct { + top_overflow_page: *Overflow_Page; + current_page_bytes_occupied: s64; + total_bytes_occupied: s64; +} + +temporary_allocator_proc :: (mode: Allocator_Mode, requested_size: s64, old_size: s64, old_memory: *void, allocator_data: *void) -> *void { + if #complete mode == { + case .FREE; + return null; + case .RESIZE; + real_old_size := (old_size + 7) & ~7; // We know old_size was padded + if requested_size <= real_old_size return old_memory; + #through; + case .ALLOCATE; + // Pad to 8-byte alignment. + size := (requested_size + 7) & ~7; + + ts := cast(*Temporary_Storage_Paged_Alloc) context.temporary_storage; + + // If someone gave us a context with no temporary_storage, fall back to context.allocator. + if !ts { + a := context.allocator; + if a.proc == temporary_allocator_proc { + // context.allocator is temporary_allocator, so, fall back to default_allocator. + a = Context_Base.default_allocator; + } + + return a.proc(mode, requested_size, old_size, old_memory, a.data); + } + + if size > ts.size - ts.current_page_bytes_occupied { + success := add_new_page(ts, size); + if !success return null; + } + + result := ts.data + ts.current_page_bytes_occupied; + if result && (mode == .RESIZE) { + memcpy(result, old_memory, min(old_size, requested_size)); + } + + ts.current_page_bytes_occupied += size; + ts.total_bytes_occupied += size; + ts.high_water_mark = max(ts.high_water_mark, ts.total_bytes_occupied); + + return result; + + case .STARTUP; #through; + case .SHUTDOWN; + return null; + + case .THREAD_START; #through; + case .THREAD_STOP; + assert(false, "Multithreaded access is not supported by temporary_allocator_proc.\n"); + return null; + + case .CREATE_HEAP; #through; + case .DESTROY_HEAP; + assert(false, "Create/Destroy heap are not supported by temporary_allocator_proc.\n"); + return null; + + case .IS_THIS_YOURS; + ts := cast(*Temporary_Storage_Paged_Alloc) context.temporary_storage; + if !ts return null; + + if (old_memory >= ts.data) && (old_memory < ts.data + ts.size) return cast(*void) true; + if (old_memory >= ts.original_data) && (old_memory < ts.original_data + ts.original_size) return cast(*void) true; + + page := ts.overflow_pages; + while page { + if (old_memory >= page) && (old_memory < cast(*void)page + page.size + ALIGNED_OVERFLOW_PAGE_ALLOCATION) return cast(*void) true; + page = page.next; + } + + // Not found! + return null; + + case .CAPS; +// if old_memory { (.*) cast(*string)old_memory = "modules/Basic temporary_allocator_proc"; } + if old_memory { (cast(*string)old_memory).* = "modules/Basic temporary_allocator_proc"; } + return cast(*void)(Allocator_Caps.HINT_I_AM_PER_FRAME_TEMPORARY_STORAGE); + } +} + +auto_release_temp :: (loc := #caller_location) #expand { + __mark := get_temporary_storage_mark(); + `defer set_temporary_storage_mark(__mark, loc); +} + +get_temporary_storage_mark :: inline () -> Temporary_Storage_State { + ts := cast(*Temporary_Storage_Paged_Alloc) context.temporary_storage; + if !ts return .{}; // Just to have something to return! + + state: Temporary_Storage_State = ---; + state.current_page_bytes_occupied = ts.current_page_bytes_occupied; + state.total_bytes_occupied = ts.total_bytes_occupied; + state.top_overflow_page = ts.overflow_pages; + + return state; +} + +// Typically used as follows: +// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// mark := get_temporary_storage_mark(); +// defer set_temporary_storage_mark(mark); +// ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ +// You can also use the `auto_release_temp` macro. +set_temporary_storage_mark :: inline (state: Temporary_Storage_State, loc := #caller_location) { + ts := cast(*Temporary_Storage_Paged_Alloc) context.temporary_storage; + if !ts return; + + ts.last_set_mark_location = loc; + + if state.top_overflow_page { + free_pages_down_to(ts, state.top_overflow_page); + + page := state.top_overflow_page; + ts.data = (cast(*u8) page) + ALIGNED_OVERFLOW_PAGE_ALLOCATION; + ts.size = page.size; + assert(page.size >= 0); + } else { + if ts.overflow_pages { + free_pages_down_to(ts, null); + ts.data = ts.original_data; + ts.size = ts.original_size; + } + assert(ts.overflow_pages == null); + } + + ts.current_page_bytes_occupied = state.current_page_bytes_occupied; + ts.total_bytes_occupied = state.total_bytes_occupied; + + #if TEMP_ALLOCATOR_OVERWRITE_MEMORY { + memset(cast(*u8) ts.data + ts.current_page_bytes_occupied, SET_STORAGE_MARK_STAMP, ts.size - ts.current_page_bytes_occupied); + } +} + +reset_temporary_storage :: (_ts: *Temporary_Storage) { + ts := cast(*Temporary_Storage_Paged_Alloc)_ts; + + if ts.overflow_pages { + ts.data = ts.original_data; + ts.size = ts.original_size; + } + ts.current_page_bytes_occupied = 0; + ts.total_bytes_occupied = 0; + ts.high_water_mark = 0; + + // @Speed: Maybe we should keep the allocated pages on the side, + // rather than freeing them every frame. It probably would not + // add much complexity here. + free_pages_down_to(ts, null); + + #if TEMP_ALLOCATOR_OVERWRITE_MEMORY { + memset(ts.data, RESET_STORAGE_STAMP, ts.size); + } +} + +free_pages_down_to :: (ts: *Temporary_Storage_Paged_Alloc, page: *Overflow_Page) { + cursor := ts.overflow_pages; + while cursor != page { + if !cursor { + log_error("Attempt to free down to page %, but that page was not found! This is probably an error in using set_temporary_storage_mark, or a general memory corruption.\n", page); + ts.overflow_pages = null; + return; + } + + next := cursor.next; + allocator := cursor.allocator; + + #if TEMP_ALLOCATOR_OVERWRITE_MEMORY { + size_including_header := get_size_including_overflow_page_header(cursor.size); + memset(cursor, FREE_PAGE_STAMP, size_including_header); + } + + free(cursor,, allocator=allocator); + cursor = next; + } + + ts.overflow_pages = page; +} + +ALIGNED_OVERFLOW_PAGE_ALLOCATION :: 32; + +get_size_including_overflow_page_header :: (data_size: s64) -> s64 { + size := data_size + ALIGNED_OVERFLOW_PAGE_ALLOCATION; + // Pad to 8-byte alignment. + size = (size + 7) & ~7; + + return size; +} + +add_new_page :: (ts: *Temporary_Storage_Paged_Alloc, minimum_size: s64) -> bool { + #assert,stallable(size_of(Overflow_Page) <= ALIGNED_OVERFLOW_PAGE_ALLOCATION); + + data_size : s64 = ts.original_size - ALIGNED_OVERFLOW_PAGE_ALLOCATION; + if data_size < minimum_size data_size = minimum_size; + + size_including_header := get_size_including_overflow_page_header(data_size); + + // It's legal for overflow_allocator to be null, in which case + // we do whatever alloc does. + allocator := ts.overflow_allocator; + if !allocator.proc { + // We don't know what allocator might be pushed onto the context, + // so, fall back to default_allocator. + allocator = Context_Base.default_allocator; + } + + memory := alloc(size_including_header,, allocator=allocator); + if !memory { + log_error("Failed to allocate % bytes for a Temporary_Storage overflow page.\n", size_including_header); + return false; // This is going to be bad! + } + + if ts.overflow_pages == null { + // Save out the original size and data, + // so we can restore them later. + ts.original_data = ts.data; + ts.original_size = ts.size; + } + + page := cast(*Overflow_Page) memory; + page.next = ts.overflow_pages; + page.allocator = allocator; + page.size = data_size; + + ts.overflow_pages = page; + + ts.data = memory + ALIGNED_OVERFLOW_PAGE_ALLOCATION; + ts.size = data_size; + ts.current_page_bytes_occupied = 0; + assert(ts.size >= 0); + + return true; +} + diff --git a/modules/Basic/Visualize_Memory_Debugger.jai b/modules/Basic/Visualize_Memory_Debugger.jai new file mode 100644 index 0000000..1747d3f --- /dev/null +++ b/modules/Basic/Visualize_Memory_Debugger.jai @@ -0,0 +1,369 @@ +// +// This code communicates the collected information about memory allocations +// to an external visualization client like examples/codex_view. +// + +vis_init :: () { + // We allow you to start the visualization client after the program is running, so + // if we have not connected, we keep trying. MILLISECONDS_PER_VIS_INIT controls + // how often we retry. + + now := current_time_monotonic(); + if last_update_time != APOLLO_TIME_INVALID { + ms := to_milliseconds(now - last_update_time); + if ms < MILLISECONDS_PER_VIS_INIT return; + } + + last_update_time = now; + + // It's the first try, or it's been long enough since the last try. + // So, let's try to connect. + + success, channel := writer_connect(MEMORY_VISUALIZATION_CHANNEL_NAME, name_not_found_is_quiet=true); + if !success { + if !logged_retry { + log("Unable to connect to a memory visualization client. Will retry in case one is started.\n"); + logged_retry = true; + } + + return; + } + + vis_initted = true; + + bytes_total := size_of(Memory_Debugger_Version_Info); + message_success, message := writer_reserve_message(*channel, bytes_total); + if !message_success { + log_error("In vis_init(), we were unable to reserve the initial message on the channel. Disabling.\n"); + return; + } + + info := cast(*Memory_Debugger_Version_Info) message.user_write_pointer; + info.tag = .RESET_AND_TELL_VERSION; + info.version = VIS_PROTOCOL_VERSION; + info.default_allocator_proc = runtime_support_default_allocator_proc; + + writer_commit_message(*channel, message); + + vis_channel = channel; + vis_enabled = true; +} + +maybe_add_string :: (s: string) { + found, value := table_find(*table_sent_strings, s); + if !found { + array_add(*to_send_strings, s); + index := cast(s32) table_sent_strings.count; + table_set(*table_sent_strings, s, index); + } +} + +vis_update_if_it_has_been_long_enough :: () { + if !vis_initted vis_init(); + if !vis_enabled return; + + if did_user_level_per_frame_update return; // Once the user calls a manual update, we expect that is the way it should go henceforth. + + now := current_time_monotonic(); + if last_update_time == APOLLO_TIME_INVALID { + last_update_time = now; + } else { + delta := now - last_update_time; + ms := to_milliseconds(delta); + if ms >= MILLISECONDS_PER_VIS_UPDATE { + vis_update(); + last_update_time = now; + } + } +} + +vis_update :: () { + // + // :InsideMemoryDebugger + // + // We set inside_memory_debugger so that we don't mess up the accounting that the user sees, + // and also, so that the report size stays stable while we are trying to transmit it. + // + context.inside_memory_debugger = true; + defer context.inside_memory_debugger = false; + + // For each pending stack trace, see if we need to add its strings + // and Procedure_Infos. + for trace: pending_stack_traces { + for node: trace.nodes { + info := node.info; + found, value := table_find(*table_sent_procedure_infos, info); + if !found { + array_add(*to_send_procedure_infos, info); + table_set(*table_sent_procedure_infos, info, true); + + maybe_add_string(info.name); + maybe_add_string(info.location.fully_pathed_filename); + } + } + + array_add(*to_send_stack_traces, trace); + } + + pending_stack_traces.count = 0; + + // Send data for the new strings. + for s: to_send_strings { + count := cast,trunc(s32) s.count; + if count < 0 count = 0; + + bytes_total := size_of(String_Info) + count; + success, message := writer_reserve_message(*vis_channel, bytes_total); + if !success break; // We need to wait until later...! + + data := message.user_write_pointer; + info := cast(*String_Info) data; + data += size_of(String_Info); + + found, index := table_find(*table_sent_strings, s); + assert(found); + + info.tag = .ADD_STRING; + info.index = cast(String_Index) index; + info.count = count; + + memcpy(data, s.data, count); + + writer_commit_message(*vis_channel, message); + remove s; + } + + // Send data for the new Procedure_Infos. + for info: to_send_procedure_infos { + bytes_total := size_of(Packed_Stack_Trace_Procedure_Info); + + success, message := writer_reserve_message(*vis_channel, bytes_total); + if !success break; // We need to wait until later...! + + p := cast(*Packed_Stack_Trace_Procedure_Info) message.user_write_pointer; + + name_found, name_index := table_find(*table_sent_strings, info.name); + assert(name_found); + + filename_found, filename_index := table_find(*table_sent_strings, info.location.fully_pathed_filename); + assert(filename_found); + + p.tag = .ADD_PROCEDURE_INFO; + p.name = cast(String_Index) name_index; + p.filename = cast(String_Index) filename_index; + p.line_number = cast,trunc(s32) info.location.line_number; + p.character_number = cast,trunc(s32) info.location.character_number; + p.remote_address = info; + + writer_commit_message(*vis_channel, message); + remove info; + } + + // Now send data for the new stack traces. + for trace: to_send_stack_traces { + // @Incomplete: Names of these Stack_Trace_Nodes are in the wrong address space, + // so we can't draw them yet. We will probably send mappings for the strings + // so that the visualizer can put them in a hash table. + + bytes := size_of(Single_Stack_Trace_Info) + trace.nodes.count * size_of(Stack_Trace_Node); + success, message := writer_reserve_message(*vis_channel, bytes); + if !success break; // We need to wait until later...! + + // Write the ADD_STACK_TRACE command, the hash, and the address in our address space + // of this Packed_Stack_Trace (since the Leak_Summary uses that). + data := message.user_write_pointer; + info := cast(*Single_Stack_Trace_Info) data; + info.tag = .ADD_STACK_TRACE; + info.hash = trace.hash; + info.address = trace; + info.num_nodes = cast(s32) trace.nodes.count; + + data += size_of(Single_Stack_Trace_Info); + memcpy(data, trace.nodes.data, trace.nodes.count * size_of(Stack_Trace_Node)); + writer_commit_message(*vis_channel, message); + + remove trace; + } + + // Dump the current report. + // @Speed -- now the amount of time it takes to generate the report matters, + // since we are doing it during runtime, so we will want to + + report := make_leak_report(for_visualizer=true); // @Incomplete: No way to set leak_report_options from here yet. + defer deinit(*report); + + // + // :InsideMemoryDebugger + // + // make_leak_report sets this to false, assuming that the caller + // is not inside the memory debugger. Mayhap we should do this in a more-formal way, + // but for now we just set it back to true. (Keep in mind there is a 'defer' active + // that will set it to false, still, when we close the scope.) + // + context.inside_memory_debugger = true; + + // + // When accessing allocs_this_frame and frees_this_frame, we must be holding address_table_mutex, + // since these could be modified by alloc(), free(), realloc() etc, which can be called on many threads. + // We would prefer not to be doing much work inside this mutex, *but* report.sorted_summaries could be + // quite large, so we copy the per-frame data (which is hopefully pretty small) so that we don't have to + // hold the mutex that whole time. There could be some other creative solutions to the problem; for example, + // we only need to know the byte total because we are sending a single message containing all the data, + // but if we broke the mutex-controlled data into a separate message, we could perhaps avoid some of + // this entanglement (but then you'd have to be guaranteed that the message target memory allocation is fast...) + // + + bytes_total: int; + bytes_for_mutex_controlled_data: int; + + num_allocs_this_frame: s32; + num_frees\_this_frame: s32; + { + lock(*address_table_mutex); + defer unlock(*address_table_mutex); + + bytes_for_mutex_controlled_data := allocs_this_frame.count * size_of(Allocs_This_Frame) + frees_this_frame.count * size_of(Frees_This_Frame); + bytes_total = size_of(Summary_Info) + report.sorted_summaries.count * size_of(Packed_Summary) + bytes_for_mutex_controlled_data; + + num_allocs_this_frame = cast(s32) allocs_this_frame.count; + num_frees\_this_frame = cast(s32) frees\_this_frame.count; + + if mutex_controlled_data_copy.allocated < bytes_for_mutex_controlled_data { + // We have an array that just sits there and grows over time, + // never recycling the memory, so hopefully we do not do this + // array_reserve very often! + + // :InsideMemoryDebugger + // + // This is one of the reasons we want inside_memory_debugger = true; this allocation + // would otherwise show up on stats. + push_allocator(Context_Base.default_allocator); + array_reserve(*mutex_controlled_data_copy, bytes_for_mutex_controlled_data); + } + + mutex_controlled_data_copy.count = bytes_for_mutex_controlled_data; + + data := mutex_controlled_data_copy.data; + + for * allocs_this_frame { + p := cast(*Allocs_This_Frame) data; + p.* = it.*; + data += size_of(Allocs_This_Frame); + } + + for * frees_this_frame { + p := cast(*Frees_This_Frame) data; + p.* = it.*; + data += size_of(Frees_This_Frame); + } + + assert(data == mutex_controlled_data_copy.data + mutex_controlled_data_copy.count); + } + + success, message := writer_reserve_message(*vis_channel, bytes_total); + if success { + data := message.user_write_pointer; + info := cast(*Summary_Info) data; + info.tag = .UPDATE_USAGE; + info.num_live = cast(s32) report.sorted_summaries.count; + info.num_allocs_this_frame = num_allocs_this_frame; + info.num_frees\_this_frame = num_frees_this_frame; + + data += size_of(Summary_Info); + + for report.sorted_summaries { + p := cast(*Packed_Summary) data; + p.count = it.count; + p.bytes = it.bytes; + p.allocations\ _since_last_visualizer_update = it.allocations\ _since_last_visualizer_update; + p.bytes_allocated_since_last_visualizer_update = it.bytes_allocated_since_last_visualizer_update; + + p.alloc_site_trace = it.alloc_site_trace; + p.allocator_proc = it.allocator_proc; + + if it.group_info { + p.grouped_from_this_many_stack_traces = cast(s32) it.group_info.sub_summaries.count; + p.root_nodes_in_common = cast(s32) it.group_info.root_nodes_in_common; + p.leaf_nodes_in_common = cast(s32) it.group_info.leaf_nodes_in_common; + } else { + p.grouped_from_this_many_stack_traces = 0; + p.root_nodes_in_common = 0; + p.leaf_nodes_in_common = 0; + } + + data += size_of(Packed_Summary); + } + + memcpy(data, mutex_controlled_data_copy.data, mutex_controlled_data_copy.count); + data += mutex_controlled_data_copy.count; + + assert(data == message.user_write_pointer + bytes_total); + + writer_commit_message(*vis_channel, message); + } + + { + lock(*address_table_mutex); + defer unlock(*address_table_mutex); + + table_reset(*allocs_this_frame); // Leave the memory of these arrays active so we don't keep allocating it. + table_reset(*frees_this_frame); + } +} + +vis_fini :: () { + if !vis_enabled return; + + writer_disconnect(*vis_channel); + + vis_enabled = false; +} + +memory_visualizer_per_frame_update :: () { + did_user_level_per_frame_update = true; // @Threadsafety... if we turn back on the long_enough thing, we have a race here. + + if !vis_initted vis_init(); + if !vis_enabled return; + + // This is a user-level routine that you call in order to output memory info + // at a controlled time. + vis_update(); +} + +#scope_module + +pending_stack_traces: [..] *Packed_Stack_Trace; +to_send_stack_traces: [..] *Packed_Stack_Trace; + +// When we get a new stack trace, we pool the data items we need to send +// into these arrays, then bleed them off as we send messages. +to_send_strings: [..] string; +to_send_procedure_infos: [..] *Stack_Trace_Procedure_Info; + +// The pending_stack_traces are only sent to us when we add a new one +// to a table from the core Memory_Debugger stuff. But there is no such +// tracking for strings or Procedure_Infos, so we do that ourselves, +// so we only need to send these once to the viewer. +table_sent_strings: Table(string, s32); +table_sent_procedure_infos: Table(*Stack_Trace_Procedure_Info, bool); + +mutex_controlled_data_copy: [..] u8; + +#scope_file + +vis_channel: Write_Channel; +vis_enabled := false; +logged_retry := false; + +vis_initted := false; // Did we try to call vis_init() yet? +did_user_level_per_frame_update := false; + +last_update_time := APOLLO_TIME_INVALID; +last_vis_init_time := APOLLO_TIME_INVALID; + +MILLISECONDS_PER_VIS_UPDATE :: 250; +MILLISECONDS_PER_VIS_INIT :: 500; + +#import "Shared_Memory_Channel"; +#import "Protocol_For_Memory_Visualization"; +#import "Hash_Table"; diff --git a/modules/Basic/arena.jai b/modules/Basic/arena.jai new file mode 100644 index 0000000..3188811 --- /dev/null +++ b/modules/Basic/arena.jai @@ -0,0 +1,590 @@ +// #TODO: Consider how to approach ExpandableArenas + +#load "arena_platform.jai"; + +// Counted in the arena's own pages, so this is 64 KB on a 4 KB-page arena and 32 MB on one +// backed by 2 MB large pages. Rounded up to a power of two by arena_init, which is what lets the +// arena store it as a log2. +ARENA_DEFAULT_COMMIT_PAGE_COUNT :: 16; +ARENA_DEFAULT_ALIGNMENT :: 8; // CPU register width +PLATFORM_MEMORY_PAGE_SIZE :: 4096; +PLATFORM_MEMORY_PAGE_SIZE_LOG2 :: 12; +#run assert((1 << PLATFORM_MEMORY_PAGE_SIZE_LOG2) == PLATFORM_MEMORY_PAGE_SIZE); +PLATFORM_CACHE_LINE_SIZE :: 64; // #Planned: unused today. Reserved for cache-line padding of + // per-thread or hot arena fields once those exist. + +Arena_Sizes :: s64.[ + 64 * 1024, + 2 * 1024 * 1024, + 64 * 1024 * 1024, + 2 * 1024 * 1024 * 1024, + 64 * 1024 * 1024 * 1024, + 2 * 1024 * 1024 * 1024 * 1024, + 64 * 1024 * 1024 * 1024 * 1024, +]; + +Arena_Reserve :: enum u8 { + Size_64K :: 0; + Size_2M :: 1; + Size_64M :: 2; + Size_2G :: 3; + Size_64G :: 4; + Size_2T :: 5; + Size_64T :: 6; +} + +#run assert(Arena_Sizes.count == type_info(Arena_Reserve).values.count); + +Arena_Flags :: enum_flags u8 { + None :: 0; + Chained :: 0b00000001; // #Planned: chained/expandable arenas. NO_CHAIN is the only behaviour. + Is_Bootstrapped :: 0b00000010; // Live: set by arena_set_bootstrap_flag; read by arena_delete + // and free_pages_down_to. + Large_Pages :: 0b01000000; // Live: pass it to arena_init or bootstrap_arena. The reservation + // is backed by the platform's large/huge pages and the arena's + // page granularity becomes platform_large_page_size() rather + // than PLATFORM_MEMORY_PAGE_SIZE. Requesting it is a hint: if the + // OS refuses, the arena falls back to 4 KB pages and records the + // miss in Arena_Status.Large_Pages_Failed rather than failing to initialize. + // + // On Windows and macOS a granted request commits and wires the + // WHOLE reservation up front -- there is no reserve-now-commit- + // later form -- so the reserve class is what becomes resident. + // Those platforms also refuse partial decommit, which makes + // free_pages_down_to a no-op for such an arena. + // + // Large pages are already non-pageable, so a .Large_Pages arena + // that is also .Secure_Arena skips the per-commit page lock: the + // guarantee holds without it. + Secure_Arena :: 0b10000000; // Live: pass it to arena_init or bootstrap_arena. Every page the + // arena commits is locked into physical memory as it is committed, + // and unlocked before it is decommitted. Locking a range once at + // the top level does not survive this arena's growth or its + // release cycle, which is why it belongs on the commit path. +} + +Arena_Status :: enum_flags u8 { + None :: 0; + Secure_Lock_Failed :: 0b00000001; // Sticky: a range that spent time unlocked cannot be made retroactively safe by a later success. + Large_Pages_Failed :: 0b00000010; // Sticky: pages already handed out at 4 KB granularity do not become large ones later. +} + +arena_status_is_set :: (arena: *Arena, flag: Arena_Status) -> bool #expand { + return (arena.status & flag) == flag; +} + +arena_is_secure :: (arena: *Arena) -> bool #expand { + return (arena.flags & .Secure_Arena) == .Secure_Arena; +} + +// Whether a secure arena has actually held its guarantee. +arena_secure_lock_intact :: (arena: *Arena) -> bool { + if !is_valid(arena) return false; + return arena_is_secure(arena) && !arena_status_is_set(arena, .Secure_Lock_Failed); +} + +arena_is_large_pages :: (arena: *Arena) -> bool #expand { + return (arena.flags & .Large_Pages) == .Large_Pages; +} + +// Whether a large-page arena actually got large pages, as opposed to falling back to 4 KB. +arena_large_pages_active :: (arena: *Arena) -> bool { + if !is_valid(arena) return false; + return arena_is_large_pages(arena) && !arena_status_is_set(arena, .Large_Pages_Failed); +} + +arena_page_size :: (arena: *Arena) -> s64 #expand { + return cast(s64) 1 << arena.page_size_log2; +} + +arena_alignment :: (arena: *Arena) -> s64 #expand { + return cast(s64) 1 << arena.alignment_log2; +} + +arena_initial_commit_pages :: (arena: *Arena) -> s64 #expand { + return cast(s64) 1 << arena.initial_commit_page_count_log2; +} + +Arena :: struct { + current_point:*u8; + memory_base: *u8; + first_uncommitted_page: *u8; + reserve: Arena_Reserve; + flags: Arena_Flags; + status: Arena_Status; + alignment_log2: u8; + page_size_log2: u8 = PLATFORM_MEMORY_PAGE_SIZE_LOG2; // Set by arena_platform_init. The ground truth for every page calculation. + initial_commit_page_count_log2: u8; + #if ARENA_DEBUG { + high_water_mark: s64; + label: string; + file_path: string; + function_name: string; + line_number: s32; + } +} + +bootstrap_arena :: (new_reserve: Arena_Reserve, default_commit_page_count: s32 = ARENA_DEFAULT_COMMIT_PAGE_COUNT, flags: Arena_Flags = .None, label:="", loc := #caller_location) + -> *Arena #expand { + arena_ptr := bootstrap_arena_internal(new_reserve, default_commit_page_count, flags, label, loc); + + #if ARENA_DEBUG { + if arena_ptr { + push_allocator(context.default_allocator); + arena_ptr.label = copy_string(label); + arena_ptr.file_path = copy_string(loc.fully_pathed_filename); + this_allocation_is_not_a_leak(arena_ptr.label.data); + this_allocation_is_not_a_leak(arena_ptr.file_path.data); + arena_ptr.line_number = cast(s32)loc.line_number; + arena_ptr.function_name = #procedure_name(); + } + } + + return arena_ptr; +} + +bootstrap_arena_internal :: (new_reserve: Arena_Reserve, default_commit_page_count: s32, flags: Arena_Flags, label: string, loc: Source_Code_Location) -> *Arena { + new_arena: Arena; + success, pages_committed := arena_init(*new_arena, new_reserve, default_commit_page_count, flags); + if !success || !pages_committed { + arena_delete(*new_arena); + return null; + } + + arena_ptr: *Arena = xx new_arena.memory_base; + memcpy(arena_ptr, *new_arena, size_of(Arena)); + arena_ptr.current_point = arena_start(arena_ptr); + + arena_set_bootstrap_flag(arena_ptr); + + return arena_ptr; +} + +arena_allocator_proc :: (mode: Allocator_Mode, requested_size: s64, old_size: s64, old_memory: *void, allocator_data: *void) -> *void { + arena := cast(*Arena)allocator_data; + + if #complete mode == { + case .FREE; + return null; + case .RESIZE; #through; + case .ALLOCATE; + result := arena_alloc(arena, requested_size); + if mode == .RESIZE { + size_to_copy := ifx old_size < requested_size then old_size else requested_size; + if result && size_to_copy memcpy(result, old_memory, size_to_copy); + } + return result; + + case .STARTUP; #through; + case .SHUTDOWN; + return null; + + case .THREAD_START; #through; + case .THREAD_STOP; + return null; + + case .CREATE_HEAP; #through; + case .DESTROY_HEAP; + return null; + + case .IS_THIS_YOURS; + if !arena return null; + // The contract is 'allocated by your heap and is currently live'. + if old_memory >= arena_start(arena) && old_memory < arena.current_point { + return cast(*void)true; + } + return null; + + case .CAPS; + if old_memory { (cast(*string)old_memory).* = "modules/Basic arena_allocator_proc"; } + return cast(*void)(Allocator_Caps.IS_THIS_YOURS | .HINT_I_AM_A_FAST_BUMP_ALLOCATOR); + } +} + +arena_init :: (using arena: *Arena, new_reserve: Arena_Reserve, commit_page_count:=ARENA_DEFAULT_COMMIT_PAGE_COUNT, new_flags: Arena_Flags = .None) + -> (success: bool, pages_committed: s64 = 0) { + if arena == null { + log_error("[Basic/Arena] Attempting to initialize a null arena!"); + return false; + } + + if (arena.memory_base == null) { + // Before arena_platform_init, so .Large_Pages reaches the reserve call, and before the first + // commit, so .Secure_Arena locks through the same path every later growth uses. + flags |= new_flags; + + if !arena_platform_init(arena, new_reserve) { + return false; + } + current_point = arena_start(arena); + arena_set_alignment(arena, ARENA_DEFAULT_ALIGNMENT); + + commit_pages := ifx commit_page_count > 0 + then cast(s64) 1 << ceil_log2(commit_page_count) + else cast(s64) commit_page_count; + + // Page size is not known until the reserve has happened, so the commit size is sized here. + commit_size := commit_pages * arena_page_size(arena); + if commit_size < 0 { + log_warning("[Basic/Arena] Invalid commit_page_count passed to `arena_init`. Using default parameter: % pages", + ARENA_DEFAULT_COMMIT_PAGE_COUNT); + commit_size = ARENA_DEFAULT_COMMIT_PAGE_COUNT * arena_page_size(arena); + } + + bytes_committed := arena_commit_first_pages(arena, commit_size); + + committed_pages := bytes_committed >> page_size_log2; + if committed_pages <= 0 return true, 0; // The commit failed; bootstrap_arena_internal checks for this. + + initial_commit_page_count_log2 = log2_of_power_of_two(committed_pages); + + return true, committed_pages; + } + + return true, arena_initial_commit_pages(arena); // already initialized +} + +// start_offset_bytes is for when we're doing arena-backed structures such as Arena_Array and we may need more +// space than `commit_size` because we're using some space in the first page. +// #Planned: no caller passes it yet -- Arena_Array does not exist. It is implemented and guarded, +// so it works if you pass it, but it is untested and should be treated as such until it has a user. +arena_commit_first_pages :: (using arena: *Arena, commit_size: s64, start_offset_bytes: s64 = 0) + -> (bytes_committed: s64) { + assert(start_offset_bytes >= 0); + if (start_offset_bytes < 0) { + log_error("[Basic/Arena] Invalid start_offset_bytes parameter provided to arena_commit_first_pages! Given: %", start_offset_bytes); + return 0; + } + + commit_size_final := commit_size; + + // Clamp commit size: + if commit_size <= 0 { + commit_size_final = ARENA_DEFAULT_COMMIT_PAGE_COUNT * arena_page_size(arena); + log_warning("[Basic/Arena] Requested commit size is invalid! Got % expected 0 < commit_size <= %. Using default of %!", + commit_size, reserve_size_bytes(arena), commit_size_final); + } + if commit_size > reserve_size_bytes(arena) { + log_warning("[Basic/Arena] Requested commit size is out of expected range! Got % expected 0 < commit_size <= %. Clamping to max size!", + commit_size, reserve_size_bytes(arena)); + commit_size_final = reserve_size_bytes(arena); + } + + final_address := Align(memory_base + commit_size_final + start_offset_bytes, arena_page_size(arena)); + + commit_size_final = cast(s64)(final_address - memory_base); + + if (commit_size_final > reserve_size_bytes(arena)) { + log_warning("[Basic/Arena] Requested commit size larger than available address space! Got % expected <= %. Clamping to max size!", + commit_size_final, reserve_size_bytes(arena)); + commit_size_final = reserve_size_bytes(arena); + } + + final_address = memory_base + commit_size_final; + + if !extend_committed_pages(arena, final_address) { + return 0; + } + + return arena_committed_bytes(arena); +} + +arena_reset_keeping_memory :: arena_reset; +arena_reset :: (using arena: *Arena) { + if !is_valid(arena) return; + current_point = arena_start(arena); +} + +arena_release :: (using arena: *Arena) { + if !is_valid(arena) return; + current_point = arena_start(arena); + + free_pages_down_to(arena, arena_initial_commit_pages(arena)); +} + +arena_reset_overwriting_memory :: (using arena: *Arena, $wipe_function:=memory_secure_overwrite) { + if !is_valid(arena) return; + arena_wipe(arena_start(arena), current_point, wipe_function); + arena_reset(arena); +} + +arena_alloc :: (using arena: *Arena, byte_count: s64) -> *void { + if !arena { + log_error("[Basic/Arena] Passed a null pointer to arena_alloc!"); + return null; + } + + if arena.memory_base == null { + log_error("Attempting to allocate using an uninitialized Arena!\n Initializing with a 64GB capacity."); + + arena.reserve = .Size_64G; + success := arena_init(arena, arena.reserve); + + if !success return null; + } + + if byte_count < 0 { + log_error("[Basic/Arena] Arena %: negative allocation size %.\n", arena, byte_count); + return null; + } + + result := Align(current_point, arena_alignment(arena)); + + if byte_count > arena_address_limit(arena) - result { + log_error("[Basic/Arena] Attempt to allocate, but Arena % is full! (Allocation size %; alignment %; address space size %; already allocated %.)\n", + arena, byte_count, arena_alignment(arena), reserve_size_bytes(arena), current_point - memory_base); + return null; + } + + result_end := byte_count + result; + if result_end > first_uncommitted_page { + if !extend_committed_pages(arena, result_end) return null; + } + + current_point = result_end; + + update_high_water_mark(arena); + + return result; +} + +arena_secure_overwrite_starting_from :: (arena: *Arena, start: *u8) { + arena_wipe(start, arena.first_uncommitted_page); +} + +Arena_Secure_Overwrite_Endpoint :: enum s32 { + Current_Point; // erase from arena_start to the current point + First_Uncommitted_Page; +} + +arena_secure_overwrite :: (arena: *Arena, $endpoint: Arena_Secure_Overwrite_Endpoint=.Current_Point) { + #if endpoint == { + case .Current_Point; + arena_wipe(arena_start(arena), arena.current_point); + case .First_Uncommitted_Page; + arena_wipe(arena_start(arena), arena.first_uncommitted_page); + } +} + +// Arena @Utility +arena_set_alignment :: inline (arena: *Arena, alignment: s64) { + assert(is_valid(arena)); + assert(alignment > 0 && (alignment & (alignment - 1)) == 0, + "Arena alignment must be a non-zero power of two; got %.", alignment); + if alignment <= 0 || (alignment & (alignment - 1)) != 0 { + log_error("[Basic/Arena][arena_set_alignment] Attempting to set an invalid alignment `%`! Keeping original value `%`", + alignment, arena_alignment(arena)); + return; + } + + limit := reserve_size_bytes(arena); + if alignment > limit { + log_error("[Basic/Arena][arena_set_alignment] Attempting to set an alignment `%` wider than the % byte reservation! Clamping to the reservation", + alignment, limit); + arena.alignment_log2 = log2_of_power_of_two(limit); + return; + } + + arena.alignment_log2 = log2_of_power_of_two(alignment); +} + +arena_set_bootstrap_flag :: (arena: *Arena) #expand { + arena.flags = (arena.flags | .Is_Bootstrapped); +} + +arena_is_bootstrapped :: (arena: *Arena) -> bool #expand { + return (arena.flags & .Is_Bootstrapped == .Is_Bootstrapped); +} + +update_high_water_mark :: (arena: *Arena) #expand { + #if ARENA_DEBUG { + current_usage := arena_usage_bytes(arena); + if (current_usage > arena.high_water_mark) { + arena.high_water_mark = current_usage; + } + } +} + +// Every arena reserves `size_of(Arena)` bytes at its base, whether or not it is bootstrapped. +// +// The reason is not the cost of testing `arena_is_bootstrapped` here. This is a macro, and +// `flags` shares a cache line with `memory_base`, so the test would be a byte load, an AND and a +// CMOV, predicted perfectly because the bit never changes after init, less than `arena_alloc` +// already spends around this call. What a branch would cost instead: +// +// - `arena_start` would stop being a pure function of `memory_base`, which is written once at +// init. Every caller that compares two of its results across an arena's life: `arena_usage_bytes`, +// the IS_THIS_YOURS range test, the reset paths, the `Arena_State` marks +// depends on it not moving, and `flags` is mutable and public. +// +// - The flag is not set yet at the two places that need it most. `arena_init` runs on a stack +// local before anything knows the arena will be bootstrapped, and `bootstrap_arena_internal` +// computes `current_point` from here one line before `arena_set_bootstrap_flag`, so a +// branching version would park `current_point` on top of the header it means to skip. +// +// Note that `size_of(Arena)` is larger under ARENA_DEBUG, so `arena_start` does not return the +// same offset in debug and release builds. *Never persist an offset into arena memory across a +// change of build configuration* +arena_start :: (arena: *Arena) -> *u8 #expand { + return Align(arena.memory_base + size_of(Arena), ARENA_DEFAULT_ALIGNMENT); +} + +arena_address_limit :: (arena: *Arena) -> *u8 #expand { + return (arena.memory_base + reserve_size_bytes(arena)); +} + +arena_usage_bytes :: (arena: *Arena) -> s64 #expand { + return cast(s64)(arena.current_point - arena_start(arena)); +} + +arena_committed_bytes :: (arena: *Arena) -> s64 #expand { + return cast(s64)(arena.first_uncommitted_page - arena.memory_base); +} + +reserve_size_bytes :: (arena_reserve: Arena_Reserve) -> s64 { + return Arena_Sizes[cast(s32)arena_reserve]; +} + +reserve_size_bytes :: (arena: *Arena) -> s64 #expand { + return reserve_size_bytes(arena.reserve); +} + +is_valid :: (arena: *Arena) -> bool { + return (arena != null && arena.memory_base != null); +} + +get_allocator :: (arena: *Arena) -> Allocator #expand { + return .{arena_allocator_proc, arena}; +} + +next_reserve :: (size: s64, alignment: s64) -> Arena_Reserve { + size_with_overhead := Align(size + size_of(Arena), alignment); + + for i: 0..enum_count(Arena_Reserve)-1 { + if size_with_overhead <= Arena_Sizes[i] { + return cast(Arena_Reserve)i; + } + } + + return .Size_64T; +} + +// @Utility `push_allocator` style macros +push_arena :: (arena: *Arena) #expand #no_debug { + assert(is_valid(arena)); + + old_allocator := context.allocator; + context.allocator = .{arena_allocator_proc, arena}; + + `defer context.allocator = old_allocator; +} + +push_alignment :: (arena: *Arena, alignment: s64) #expand #no_debug { + assert(is_valid(arena)); + assert(alignment > 0 && (alignment & (alignment - 1)) == 0, + "Arena alignment must be a non-zero power of two; got %.", alignment); + old_alignment := arena_alignment(arena); + if alignment <= 0 || (alignment & (alignment - 1)) != 0 { + log_error("[Basic/Arena][push_alignment] Attempting to set an invalid alignment `%`! Keeping original value `%`", + alignment, old_alignment); + return; + } + arena_set_alignment(arena, alignment); + + `defer arena_set_alignment(arena, old_alignment); +} + +auto_reset_overwriting_memory :: (arena: *Arena, $wipe_function:=memory_secure_overwrite) #expand #no_debug { + __mark := get_arena_state(arena); + `defer restore_arena_state(arena, __mark, false, wipe_function); +} + +auto_release_overwriting_memory :: (arena: *Arena, $wipe_function:=memory_secure_overwrite) #expand #no_debug { + __mark := get_arena_state(arena); + `defer restore_arena_state(arena, __mark, true, wipe_function); +} + +auto_reset :: (arena: *Arena) #expand { + __mark := get_arena_state(arena); + `defer restore_arena_state(arena, __mark, false, wipe_function=null); +} + +auto_release :: (arena: *Arena) #expand { + __mark := get_arena_state(arena); + `defer restore_arena_state(arena, __mark, true, wipe_function=null); +} + +// Temporary for debugging: +arena_details :: (arena: *Arena, loc := #caller_location) -> string { + push_allocator(temp); + + builder: String_Builder; + + if arena == null { + print_to_builder(*builder, "(arena_details) Passed a null pointer @ %\n", loc); + return builder_to_string(*builder); + } + + print_to_builder(*builder, "Details for Arena % with memory_base %\n", arena, arena.memory_base); + + if arena.memory_base == null { + return builder_to_string(*builder); + } + + reserve := arena_address_limit(arena) - arena.memory_base; + committed_size := arena.first_uncommitted_page - arena.memory_base; + used_size := arena.current_point - arena_start(arena); + + print_to_builder(*builder, " - committed: %, used: %, reserve: %\n", format_bytes(committed_size), format_bytes(used_size), format_bytes(reserve)); + print_to_builder(*builder, " - page size: %\n", format_bytes(arena_page_size(arena))); + if arena_is_large_pages(arena) { + print_to_builder(*builder, " - large pages: % (requested)\n", + ifx arena_status_is_set(arena, .Large_Pages_Failed) then "unavailable, fell back" else "active"); + } + + return builder_to_string(*builder); +} + +arena_wipe :: (start: *u8, end: *u8, $wipe_function:=memory_secure_overwrite) #expand { + #if wipe_function { + if end <= start return; + wipe_function(start, cast(s64)(end - start)); + } +} +#scope_module +Arena_State :: struct { + starting_arena : *Arena; + starting_point : *u8; +} + +get_arena_state :: inline (arena: *Arena) -> Arena_State { + assert(arena != null); + + state: Arena_State = ---; + state.starting_arena = arena; + state.starting_point = state.starting_arena.current_point; + + return state; +} + +restore_arena_state :: inline (arena: *Arena, state: Arena_State, $free_pages: bool, $wipe_function:=memory_secure_overwrite) { + assert(arena == state.starting_arena); + assert(is_valid(state.starting_arena)); + + #if wipe_function { + arena_wipe(state.starting_point, state.starting_arena.current_point, wipe_function); + } + + state.starting_arena.current_point = state.starting_point; + + #if free_pages { + using state.starting_arena; + + last_page := cast(*void)Align(current_point, arena_page_size(arena)); + keep_page_count := cast(s64)(last_page - memory_base) >> page_size_log2; + initial_pages := arena_initial_commit_pages(arena); + if keep_page_count < initial_pages keep_page_count = initial_pages; + + free_pages_down_to(arena, keep_page_count); + } +} diff --git a/modules/Basic/arena_platform.jai b/modules/Basic/arena_platform.jai new file mode 100644 index 0000000..c523b58 --- /dev/null +++ b/modules/Basic/arena_platform.jai @@ -0,0 +1,494 @@ +arena_delete :: (arena: *Arena) { + if (!is_valid(arena)) return; + #if ARENA_DEBUG { + free(arena.label,, context.default_allocator); + free(arena.file_path,, context.default_allocator); + } + + bootstrapped := arena_is_bootstrapped(arena); + + #if OS == .WINDOWS { + success := VirtualFree(arena.memory_base, 0, MEM_RELEASE) != .FALSE; + if !success { + value, description := System.get_error_value_and_string(); + log_error("[Basic/Arena] In arena_delete, VirtualFree failed with code %: %\n", value, description); + return; + } + } + else #if OS_IS_UNIX { + success := P.munmap(arena.memory_base, cast(u64)reserve_size_bytes(arena)) == 0; + if !success { + value, description := System.get_error_value_and_string(); + log_error("[Basic/Arena] In arena_delete, munmap failed with code %: %\n", value, description); + return; + } + } + + if !bootstrapped arena.memory_base = null; +} + +// Windows MEM_LARGE_PAGES and Darwin superpages both commit and wire the whole reservation at +// map time, and both refuse a partial decommit of it. Linux hugetlb pages can still be dropped +// with madvise, so only these two make free_pages_down_to a no-op. +LARGE_PAGES_ARE_FULLY_COMMITTED :: OS == .WINDOWS || OS == .MACOS; + +#scope_module +UNQUERIED :: -1; // Sentinel for the cached large page size, which is legitimately 0 when unsupported. + +// Whether this arena locks and unlocks its own pages as it commits and decommits them. +// +// Large pages are non-pageable by construction, so a .Secure_Arena that got them already holds +// the residency guarantee lock_range exists to provide. Locking them again would at best be a +// wasted syscall on the allocation path and at worst a spurious .Secure_Lock_Failed -- and the +// unlock paths have to agree, or they would unlock a range that was never locked. +arena_manages_page_locks :: (arena: *Arena) -> bool #expand { + return arena_is_secure(arena) && !arena_large_pages_active(arena); +} + +// Whether this arena should try for large pages, and at what granularity. Only what the OS call +// itself requires is checked: there is deliberately no ceiling on the reserve class, so a caller +// asking for large pages on a huge reservation gets what it asked for on the platforms that +// commit the whole thing. +large_page_granularity_for :: (arena: *Arena, size: s64) -> (page_size: s64, eligible: bool) { + if !arena_is_large_pages(arena) return 0, false; + + large := platform_large_page_size(); + if large <= 0 || (large & (large - 1)) != 0 { + // Every real large page size is a power of two; refusing a reported non-power-of-two keeps + // the log2 that all the page arithmetic runs on well defined. + log_warning("[Basic/Arena] .Large_Pages was requested but this machine reports no usable large page size (got %). Using % byte pages.", + large, PLATFORM_MEMORY_PAGE_SIZE); + return 0, false; + } + + if size < large || (size % large) != 0 { + log_warning("[Basic/Arena] .Large_Pages was requested for a % byte reservation, which is not a whole multiple of the % byte large page size. Using % byte pages.", + size, large, PLATFORM_MEMORY_PAGE_SIZE); + return 0, false; + } + + return large, true; +} + +log2_of_power_of_two :: (value: s64) -> u8 { + assert(value > 0 && (value & (value - 1)) == 0); + + result: u8 = 0; + remaining := value; + while remaining != 1 { + remaining >>= 1; + result += 1; + } + return result; +} + +ceil_log2 :: (value: s64) -> u8 { + assert(value >= 1); + + result: u8 = 0; + while (cast(s64) 1 << result) < value result += 1; + return result; +} + +#scope_export + +#if OS == .WINDOWS { + platform_large_page_size :: () -> s64 { + // Reports what the CPU supports, independently of whether the process holds + // SeLockMemoryPrivilege. Without the privilege the VirtualAlloc below simply fails, which + // the fallback already handles, and granting it is the main program's job. + if cached_large_page_size == UNQUERIED cached_large_page_size = cast(s64) GetLargePageMinimum(); + return cached_large_page_size; + } + + arena_platform_init :: (using arena: *Arena, new_reserve: Arena_Reserve) -> bool { + reserve = new_reserve; + size := reserve_size_bytes(new_reserve); + page_size_log2 = PLATFORM_MEMORY_PAGE_SIZE_LOG2; + + large_page_size, eligible := large_page_granularity_for(arena, size); + if eligible { + // MEM_LARGE_PAGES has no reserve-only form, so this one call commits and wires all `size` + // bytes. That is why first_uncommitted_page starts at the top: there is nothing left for + // extend_committed_pages to commit, and MEM_DECOMMIT cannot take part of it back. + p := VirtualAlloc(null, cast(u64) size, MEM_RESERVE | MEM_COMMIT | MEM_LARGE_PAGES, PAGE_READWRITE); + if p { + memory_base = p; + page_size_log2 = log2_of_power_of_two(large_page_size); + first_uncommitted_page = memory_base + size; + return true; + } + + // Usually a missing SeLockMemoryPrivilege, or no free physical run of `size` contiguous + // bytes. Neither is fatal: the 4 KB reservation below is a working arena. + value, description := System.get_error_value_and_string(); + log_warning("[Basic/Arena] Large page VirtualAlloc of % bytes failed with code %: %. Falling back to % byte pages.", + size, value, description, PLATFORM_MEMORY_PAGE_SIZE); + } + if arena_is_large_pages(arena) status |= .Large_Pages_Failed; + + memory_base = VirtualAlloc(null, cast(u64) size, MEM_RESERVE, PAGE_READWRITE); + success := memory_base != null; + if !success { + value, description := System.get_error_value_and_string(); + log_error("[Basic/Arena] In arena_platform_init, VirtualAlloc failed with code %: %\n", value, description); + return false; + } + + first_uncommitted_page = memory_base; + return true; + } + + // A fully committed large-page arena never reaches the commit call below: its + // first_uncommitted_page already sits at the top of the reservation, so `delta` cannot be + // positive and this returns at the guard. + extend_committed_pages :: (arena: *Arena, end: *u8) -> bool { + delta := cast(s64)(end - arena.first_uncommitted_page); + if delta <= 0 return true; + size := Align(delta, arena_page_size(arena)); + + p := VirtualAlloc(arena.first_uncommitted_page, cast(u64)size, MEM_COMMIT, PAGE_READWRITE); + if !p { + value, description := System.get_error_value_and_string(); + log_error("[Basic/Arena] In extend_committed_pages, VirtualAlloc failed with code %: %\n", value, description); + return false; + } + + if arena_manages_page_locks(arena) { + if !lock_range(arena.first_uncommitted_page, size) arena.status |= .Secure_Lock_Failed; + } + + arena.first_uncommitted_page += size; + return true; + } + + #scope_module + cached_large_page_size: s64 = UNQUERIED; + lock_range :: (start: *u8, byte_count: s64) -> bool { + if byte_count <= 0 return true; + if cast(bool) VirtualLock(start, cast(u64)byte_count) return true; + + value, description := System.get_error_value_and_string(); + log_error("[Basic/Arena] VirtualLock of % bytes failed with code %: %\n", byte_count, value, description); + return false; + } + unlock_range :: (start: *u8, byte_count: s64) -> bool { + if byte_count <= 0 return true; + if cast(bool) VirtualUnlock(start, cast(u64)byte_count) return true; + + value, description := System.get_error_value_and_string(); + log_error("[Basic/Arena] VirtualUnlock of % bytes failed with code %: %\n", byte_count, value, description); + return false; + } + free_pages_down_to :: (arena: *Arena, pages_to_keep: s64) { + if (arena == null) return; + if arena_is_bootstrapped(arena) assert(pages_to_keep >= 1, "Always keep at least 1 page if we're bootstrapping arena"); + + // A large-page allocation is released as a whole or not at all -- there is no partial + // MEM_DECOMMIT for one -- so such an arena rewinds but never drops below its reservation. + #if LARGE_PAGES_ARE_FULLY_COMMITTED { + if arena_large_pages_active(arena) return; + } + + bytes_to_keep := pages_to_keep * arena_page_size(arena); + assert(bytes_to_keep <= reserve_size_bytes(arena), "Requesting to keep more bytes than there is address space!"); + + bytes_committed := cast(s64)(arena.first_uncommitted_page - arena.memory_base); + if (bytes_to_keep > bytes_committed) { + return; // nothing to do + } + + start_address := arena.memory_base + bytes_to_keep; + bytes_to_decommit := cast(u64)(arena.first_uncommitted_page - start_address); + + // `VirtualFree(start_address, 0, MEM_DECOMMIT)` decommits the entire region: + if bytes_to_decommit { + // Decommitting drops the lock on these pages anyway; unlocking first keeps the process's + // locked-page accounting honest, so the next commit is not refused against a stale total. + if arena_manages_page_locks(arena) unlock_range(start_address, cast(s64)bytes_to_decommit); + + VirtualFree(start_address, bytes_to_decommit, MEM_DECOMMIT); + + arena.first_uncommitted_page = start_address; + } + } + #scope_export + arena_lock_pages :: (arena: *Arena) -> bool { + if !is_valid(arena) return false; + + // Large pages are already non-pageable, so the guarantee this provides is one the arena + // holds either way. Reporting success without the syscall keeps it paired with the unlock. + if arena_large_pages_active(arena) return true; + + byte_count := arena_committed_bytes(arena); + if byte_count == 0 { + log_error("Attempting to lock pages in an arena with no active pages!"); + return false; + } + + return lock_range(arena.memory_base, byte_count); + } + + arena_unlock_pages :: (arena: *Arena) -> bool { + if !is_valid(arena) return false; + if arena_large_pages_active(arena) return true; // Nothing was locked; see arena_lock_pages. + + byte_count := arena_committed_bytes(arena); + if byte_count == 0 return true; + + return unlock_range(arena.memory_base, byte_count); + } +} else #if OS_IS_UNIX { + P :: #import "POSIX"; // Can remove this dependency since we only use a few things. + + platform_large_page_size :: () -> s64 { + if cached_large_page_size != UNQUERIED return cached_large_page_size; + + #if OS == .MACOS { + // Darwin superpages are an x86_64-only facility; Apple Silicon exposes no user-facing + // equivalent, so there is nothing to report there. + #if CPU == .X64 { + cached_large_page_size = 2 * 1024 * 1024; + } else { + cached_large_page_size = 0; + } + } else { + cached_large_page_size = linux_default_huge_page_size(); + } + + return cached_large_page_size; + } + + arena_platform_init :: (using arena: *Arena, new_reserve: Arena_Reserve) -> bool { + reserve = new_reserve; + size := reserve_size_bytes(new_reserve); + page_size_log2 = PLATFORM_MEMORY_PAGE_SIZE_LOG2; + + PROT :: P.PROT_READ | P.PROT_WRITE; + FLAGS :: P.MAP_PRIVATE | P.MAP_ANONYMOUS; + + large_page_size, eligible := large_page_granularity_for(arena, size); + if eligible { + mapped: *void = P.MAP_FAILED; + + #if OS == .MACOS { + // There is no mmap flag for superpages; the size class travels in the fd argument. + // Wired and fully committed at map time, the way Windows large pages are. + mapped = P.mmap(null, cast(u64) size, PROT, FLAGS, VM_FLAGS_SUPERPAGE_SIZE_2MB, 0); + } else { + // MAP_HUGETLB draws from the hugetlbfs pool an administrator preallocated with + // vm.nr_hugepages, and returns a huge-page-aligned address. It is the only form that + // actually guarantees the granularity, so it is what gets tried. + mapped = P.mmap(null, cast(u64) size, PROT, FLAGS | P.MAP_HUGETLB, 0, 0); + } + + if mapped != P.MAP_FAILED { + memory_base = mapped; + page_size_log2 = log2_of_power_of_two(large_page_size); + #if LARGE_PAGES_ARE_FULLY_COMMITTED { + first_uncommitted_page = memory_base + size; // Wired in full at map time; nothing left to commit. + } else { + first_uncommitted_page = memory_base; + } + return true; + } + + // On Linux this is the common case: no preallocated hugetlbfs pool. + value, text := System.get_error_value_and_string(); + log_warning("[Basic/Arena] Large page mmap of % bytes failed with code %: %. Falling back to % byte pages.", + size, value, text, PLATFORM_MEMORY_PAGE_SIZE); + } + if arena_is_large_pages(arena) status |= .Large_Pages_Failed; + + memory_base = P.mmap(null, cast(u64) size, PROT, FLAGS, 0, 0); + success := memory_base != P.MAP_FAILED; + if !success { + value, text := System.get_error_value_and_string(); + log_error("[Basic/Arena] In Arena, mmap failed with code %: %\n", value, text); + memory_base = null; + return false; + } + + #if OS == .LINUX { + // Transparent huge pages: strictly advisory. The kernel may back the range with huge pages + // and may split them again, so the arena keeps 4 KB arithmetic and still reports + // arena_large_pages_active as false. It costs one syscall and may recover most of the TLB + // win the hugetlbfs pool would have given, so a caller that asked gets it anyway. + if arena_is_large_pages(arena) P.madvise(memory_base, cast(u64) size, P.MADV_HUGEPAGE); + } + + first_uncommitted_page = memory_base; + return true; + } + + extend_committed_pages :: (arena: *Arena, end: *u8) -> bool { + delta := end - arena.first_uncommitted_page; + if delta <= 0 return true; + size := Align(delta, arena_page_size(arena)); + + // mlock forces the pages resident immediately rather than on first touch. + // + // Recorded rather than propagated, for the reason given in the Windows arm: a low + // RLIMIT_MEMLOCK must not become an out-of-memory. + if arena_manages_page_locks(arena) { + if !lock_range(arena.first_uncommitted_page, size) arena.status |= .Secure_Lock_Failed; + } + + arena.first_uncommitted_page += size; + + return true; + } + + #scope_module + cached_large_page_size: s64 = UNQUERIED; + + #if OS != .MACOS { + // `Hugepagesize:` in /proc/meminfo is the size MAP_HUGETLB maps at when no explicit size is + // requested. Basic cannot import File -- File imports Basic -- so this goes through libc + // directly, in the style of the nested bindings in posix.jai. + linux_default_huge_page_size :: () -> s64 { + FALLBACK :: 2 * 1024 * 1024; // What x86_64 and 4 KB-granule arm64 both default to. + KEY :: "Hugepagesize:"; + + fd := P.open("/proc/meminfo".data, P.O_RDONLY); + if fd < 0 return FALLBACK; + defer P.close(fd); + + // /proc/meminfo reports a size of 0, so it has to be read rather than stat'd. The key sits + // in the first few hundred bytes in practice; one page is a generous margin. + buffer: [4096] u8 = ---; + bytes_read := P.read(fd, buffer.data, cast(u64) buffer.count); + if bytes_read <= 0 return FALLBACK; + + at := 0; + while at + KEY.count <= bytes_read { + matched := true; + for i: 0 .. KEY.count - 1 { + if buffer[at + i] != KEY[i] { + matched = false; + break; + } + } + if matched break; + at += 1; + } + if at + KEY.count > bytes_read return FALLBACK; + + cursor := at + KEY.count; + while cursor < bytes_read && buffer[cursor] == #char " " cursor += 1; + + kilobytes: s64 = 0; // The file states its own unit, and it is always kB for this key. + while cursor < bytes_read && buffer[cursor] >= #char "0" && buffer[cursor] <= #char "9" { + kilobytes = kilobytes * 10 + cast(s64)(buffer[cursor] - #char "0"); + cursor += 1; + } + + if kilobytes <= 0 return FALLBACK; + return kilobytes * 1024; + } + } + + lock_range :: (start: *u8, byte_count: s64) -> bool { + if byte_count <= 0 return true; + if P.mlock(start, cast(u64)byte_count) == 0 return true; + + value, description := System.get_error_value_and_string(); + log_error("[Basic/Arena] mlock of % bytes failed with code %: %\n", byte_count, value, description); + return false; + } + + unlock_range :: (start: *u8, byte_count: s64) -> bool { + if byte_count <= 0 return true; + if P.munlock(start, cast(u64)byte_count) == 0 return true; + + value, description := System.get_error_value_and_string(); + log_error("[Basic/Arena] munlock of % bytes failed with code %: %\n", byte_count, value, description); + return false; + } + free_pages_down_to :: (using arena: *Arena, pages_to_keep: s64) { + if (arena == null) return; + if arena_is_bootstrapped(arena) assert(pages_to_keep >= 1, "Always keep at least 1 page if we're bootstrapping arena"); + + // Darwin superpages are wired at map time and cannot be partially released; Linux hugetlb + // pages can, at huge-page granularity, which page_size_log2 already accounts for. + #if LARGE_PAGES_ARE_FULLY_COMMITTED { + if arena_large_pages_active(arena) return; + } + + bytes_to_keep := pages_to_keep * arena_page_size(arena); + assert(bytes_to_keep <= reserve_size_bytes(arena), "Requesting to keep more bytes than there is address space!"); + + bytes_committed := cast(s64)(arena.first_uncommitted_page - arena.memory_base); + if (bytes_to_keep > bytes_committed) { + return; // nothing to do + } + + start_address := arena.memory_base + bytes_to_keep; + bytes_to_decommit := cast(u64)(arena.first_uncommitted_page - start_address); + if bytes_to_decommit { + if arena_manages_page_locks(arena) unlock_range(start_address, cast(s64)bytes_to_decommit); + + if P.madvise(start_address, bytes_to_decommit, P.MADV_DONTNEED) != 0 { + value, description := System.get_error_value_and_string(); + log_error("[Basic/Arena] In free_pages_down_to, madvise failed with code %: %\n", value, description); + } + arena.first_uncommitted_page = start_address; + } + } + #scope_export + arena_lock_pages :: (arena: *Arena) -> bool { + if !is_valid(arena) return false; + + // Large pages are already non-pageable, so the guarantee this provides is one the arena + // holds either way. Reporting success without the syscall keeps it paired with the unlock. + if arena_large_pages_active(arena) return true; + + byte_count := arena_committed_bytes(arena); + if byte_count == 0 { + log_error("Attempting to lock pages in an arena with no active pages!"); + return false; + } + + return lock_range(arena.memory_base, byte_count); + } + + arena_unlock_pages :: (arena: *Arena) -> bool { + if !is_valid(arena) return false; + if arena_large_pages_active(arena) return true; // Nothing was locked; see arena_lock_pages. + + byte_count := arena_committed_bytes(arena); + if byte_count == 0 return true; + + return unlock_range(arena.memory_base, byte_count); + } +} + +Align :: inline (n: $T, $$ alignment: s64) -> T { + assert(alignment > 0 && (alignment & (alignment - 1)) == 0); + return (n + alignment-1) & ~(alignment-1); +} + +System :: #import "System"; + +#scope_file +#if OS == .WINDOWS { + kernel32 :: #library,system "kernel32"; + VirtualAlloc :: (lpAddress: *void, dwSize: u64, flAllocationType: u32, flProtect: u32) -> *void #foreign kernel32; + VirtualFree :: (lpAddress: *void, dwSize: u64, dwFreeType: u32) -> BOOL #foreign kernel32; + VirtualLock :: (lpAddress: *void, dwSize: u64) -> BOOL #foreign kernel32; + VirtualUnlock :: (lpAddress: *void, dwSize: u64) -> BOOL #foreign kernel32; + GetLargePageMinimum :: () -> u64 #foreign kernel32; + PAGE_READWRITE :: 0x04; + MEM_COMMIT :: 0x00001000; + MEM_RESERVE :: 0x00002000; + MEM_DECOMMIT :: 0x00004000; + MEM_RELEASE :: 0x00008000; + MEM_LARGE_PAGES :: 0x20000000; + BOOL :: enum s32 { FALSE :: 0; TRUE :: 1; } +} +else #if OS == .MACOS { + // From macOS/bindings/mach.jai. mmap takes these in its fd argument rather than its flags. + SUPERPAGE_SIZE_2MB :: 2; + VM_FLAGS_SUPERPAGE_SHIFT :: 16; + VM_FLAGS_SUPERPAGE_SIZE_2MB :: SUPERPAGE_SIZE_2MB << VM_FLAGS_SUPERPAGE_SHIFT; +} diff --git a/modules/Basic/copyrights.txt b/modules/Basic/copyrights.txt new file mode 100644 index 0000000..72ec692 --- /dev/null +++ b/modules/Basic/copyrights.txt @@ -0,0 +1,68 @@ + +Copyright for the MAPM code used in string_to_float.jai: + + MAPM + + Version 4.9.5a + + February 21, 2010 + + Michael C. Ring + + ringx004@umn.edu + + Latest release will be available at + http://tc.umn.edu/~ringx004 + +*************************************************************************** +* * +* Copyright (C) 1999 - 2010 Michael C. Ring * +* * +* This software is Freeware. * +* * +* Permission to use, copy, and distribute this software and its * +* documentation for any purpose with or without fee is hereby granted, * +* provided that the above copyright notice appear in all copies and * +* that both that copyright notice and this permission notice appear * +* in supporting documentation. * +* * +* Permission to modify the software is granted. Permission to distribute * +* the modified code is granted. Modifications are to be distributed by * +* using the file 'license.txt' as a template to modify the file header. * +* 'license.txt' is available in the official MAPM distribution. * +* * +* To distribute modified source code, insert the file 'license.txt' * +* at the top of all modified source code files and edit accordingly. * +* * +* This software is provided "as is" without express or implied warranty. * +* * +*************************************************************************** + +See the actual MAPM distribution for full information. + + + + +Copyright for the string_to_float64 code in string_to_float.jai: + +MIT License + +Copyright (c) 2018 Albert Chan + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/modules/Basic/docs/Arena.md b/modules/Basic/docs/Arena.md new file mode 100644 index 0000000..40cc8fc --- /dev/null +++ b/modules/Basic/docs/Arena.md @@ -0,0 +1,839 @@ +# Arena + +A reserve-and-commit bump allocator. `arena.jai` holds the portable logic, `arena_platform.jai` +the Windows and POSIX virtual-memory calls. + +- [Model](#model) +- [Quick start](#quick-start) +- [Constants and types](#constants-and-types) +- [Lifecycle](#lifecycle) +- [Allocation](#allocation) +- [Alignment](#alignment) +- [Resetting and releasing](#resetting-and-releasing) +- [Scoped helpers](#scoped-helpers) +- [Allocator integration](#allocator-integration) +- [Secure erase and page locking](#secure-erase-and-page-locking) +- [Introspection](#introspection) +- [Platform layer](#platform-layer) +- [Thread safety](#thread-safety) +- [Correctness notes and limitations](#correctness-notes-and-limitations) +- [Planned features](#planned-features) +- [Testing](#testing) + +--- + +## Model + +An arena takes one large reservation of address space up front, commits physical pages behind +it on demand, and hands out memory by advancing a pointer. Individual allocations are never +freed; you reclaim in bulk by rewinding to the start or to a saved mark. + +Four boundaries describe an arena, three of them stored in the struct: + +``` +memory_base arena_start() current_point first_uncommitted_page arena_address_limit() + | | | | | + +---- Arena --------+---- live --------+---- committed ----+------ reserved --------+ + | header | allocations | slack | address space only | +``` + +| Boundary | Meaning | +|---|---| +| `memory_base` | Start of the reservation. Null exactly when the arena is uninitialized or its reservation failed. | +| `arena_start()` | First allocatable byte. Always `memory_base + size_of(Arena)`, rounded up to `ARENA_DEFAULT_ALIGNMENT`. | +| `current_point` | Bump pointer. Everything below it has been handed out. | +| `first_uncommitted_page` | End of physically backed memory. Always page-aligned. | +| `arena_address_limit()` | End of the reservation. | + +The invariant chain is +`memory_base <= arena_start() <= current_point <= first_uncommitted_page <= arena_address_limit()`. + +Reserving is cheap — it consumes address space, not memory — so picking a generous reserve class +costs little on a 64-bit target. Committing is what has a real cost, and only happens as +allocations demand it. + +--- + +## Quick start + +An arena you own, with the struct on the stack or in your own data: + +```jai +a: Arena; +success := arena_init(*a, .Size_64M); +if !success return; +defer arena_delete(*a); + +buffer := arena_alloc(*a, 4096); + +{ + push_arena(*a); // context.allocator for this scope + nodes := NewArray(1024, Node); +} +``` + +An arena that owns itself, with the header stored in its own first page: + +```jai +a := bootstrap_arena(.Size_2M, label = "frame"); +if !a return; +defer arena_delete(a); // `a` dangles after this -- see Lifecycle +``` + +Scoped reclamation: + +```jai +{ + auto_reset(*a); // rewind to here on scope exit, keep the pages + scratch := arena_alloc(*a, 1024 * 1024); + ... +} +``` + +--- + +## Constants and types + +### Module parameter + +`ARENA_DEBUG` (default `false`) adds `high_water_mark`, `label`, `file_path`, `function_name` +and `line_number` to `Arena`, and makes `update_high_water_mark` do work. It grows +`size_of(Arena)`, which moves `arena_start()`. See +[Correctness notes](#correctness-notes-and-limitations). + +### Constants + +| Name | Value | Notes | +|---|---|---| +| `ARENA_DEFAULT_COMMIT_PAGE_COUNT` | `16` | Counted in the arena's own pages: 64 KB normally, 32 MB on a 2 MB-page arena. | +| `ARENA_DEFAULT_ALIGNMENT` | `8` | Also the alignment `arena_start` rounds to. | +| `PLATFORM_MEMORY_PAGE_SIZE` | `4096` | The default granularity. A `.Large_Pages` arena uses `platform_large_page_size()` instead; read the arena's own size with `arena_page_size()`. | +| `PLATFORM_MEMORY_PAGE_SIZE_LOG2` | `12` | The `page_size_log2` an arena starts at. | +| `PLATFORM_CACHE_LINE_SIZE` | `64` | Declared, unused. | +| `Arena_Sizes` | `[7] s64` | The reserve table, indexed by `Arena_Reserve`. | + +`#run assert(Arena_Sizes.count == type_info(Arena_Reserve).values.count)` keeps the table and +the enum from drifting; adding a class to one and not the other fails the build. + +### `Arena_Reserve` + +`enum u8`, one member per reserve class: `Size_64K`, `Size_2M`, `Size_64M`, `Size_2G`, +`Size_64G`, `Size_2T`, `Size_64T`. The value is an index into `Arena_Sizes`. + +The three largest classes are 64-bit only in practice, and can fail on a Linux host configured +with `overcommit_memory=2` — see [Platform layer](#platform-layer). + +### `Arena_Flags` + +`enum_flags u8`. `Is_Bootstrapped`, `Large_Pages` and `Secure_Arena` are live and are passed to +`arena_init` or `bootstrap_arena`. `Chained` is declared so the bit layout is settled before +anything persists an `Arena`, but setting it has no effect; it is marked `#Planned` in the +source. + +| Flag | Effect | +|---|---| +| `Is_Bootstrapped` | Set by `arena_set_bootstrap_flag`; the `Arena` lives in its own first page. | +| `Large_Pages` | Back the reservation with the platform's large/huge pages. A hint: see [Large pages](#large-pages). | +| `Secure_Arena` | Lock each range into physical memory as it is committed. A hint in the same sense. | +| `Chained` | `#Planned`, no effect. | + +### `Arena` + +```jai +Arena :: struct { + current_point: *u8; + memory_base: *u8; + first_uncommitted_page: *u8; + reserve: Arena_Reserve; // enum u8 + flags: Arena_Flags; // enum_flags u8 + status: Arena_Status; // enum_flags u8 + alignment_log2: u8; + page_size_log2: u8 = PLATFORM_MEMORY_PAGE_SIZE_LOG2; + initial_commit_page_count_log2: u8; +} +``` + +32 bytes when `ARENA_DEBUG` is off. Keeping it small is deliberate: the header is carved out of +the front of every arena's own reservation, so each byte added comes out of usable space. Three +pointers and six single-byte fields is 30 bytes, rounding to 32 at pointer alignment, so two +bytes are spare and one field wider than a byte would push it to 40. That is what the log2s +buy — alignment, page size and the initial commit count each fit in a byte. The test suite +asserts the size for this reason: if it fires, that is a decision to make rather than a number +to update. + +**Read the three counts through their accessors**, never off the field: + +| Accessor | Returns | +|---|---| +| `arena_alignment(arena)` | The alignment every allocation is rounded up to. | +| `arena_page_size(arena)` | This arena's page granularity. | +| `arena_initial_commit_pages(arena)` | The initial commit, in this arena's pages, and the floor `arena_release` decommits down to. | + +Because they are log2s, all three are necessarily powers of two — which is why `arena_init` +rounds a requested `commit_page_count` up to one, and why `arena_set_alignment` rejects +non-power-of-two alignments rather than rounding them. + +### `Arena_Status` + +`enum_flags u8`, recording what actually happened to the arena as opposed to what the caller +asked for. Both bits are sticky and never cleared. + +| Flag | Meaning | +|---|---| +| `Secure_Lock_Failed` | A `.Secure_Arena` page lock was refused. A range that spent time unlocked cannot be made retroactively safe by a later success. | +| `Large_Pages_Failed` | A `.Large_Pages` request fell back to `PLATFORM_MEMORY_PAGE_SIZE`. Pages already handed out at 4 KB granularity do not become large ones later. | + +It is a separate field from `Arena_Flags` rather than two of that enum's four free bits, and not +for size reasons — both layouts land at 32 bytes. `arena_init` merges caller-supplied flags into +`flags`, so an outcome living there would be settable by a caller, which is not an outcome. +Read the bits through `arena_secure_lock_intact` and `arena_large_pages_active`, which also +check that the corresponding capability was requested at all. + +--- + +## Lifecycle + +### `arena_init` + +```jai +arena_init :: (arena: *Arena, new_reserve: Arena_Reserve, + commit_page_count := ARENA_DEFAULT_COMMIT_PAGE_COUNT, + new_flags: Arena_Flags = .None) + -> (success: bool, pages_committed: s64 = 0) +``` + +`new_flags` is merged into `arena.flags` before the reservation happens, so `.Large_Pages` +reaches the reserve call and `.Secure_Arena` covers the first commit as well as every later one. + +Reserves address space, commits the first `commit_page_count` pages, and establishes every +invariant above. `pages_committed` reports what was actually committed, which is not always +what you asked for: + +| Request | Result | +|---|---| +| Negative | Clamped to `ARENA_DEFAULT_COMMIT_PAGE_COUNT`, warned. | +| Zero | Clamped to `ARENA_DEFAULT_COMMIT_PAGE_COUNT`, warned. | +| Not a power of two | Rounded **up** to one, silently. | +| Larger than the reserve | Clamped to the reserve, warned. | +| Commit fails | `pages_committed` is 0; `success` is still `true`. | + +The rounding is what lets the count be stored in a byte as a log2. Up rather than down, so the +initial commit is never smaller than asked for; every other outcome in the table already lands +on a power of two, since `ARENA_DEFAULT_COMMIT_PAGE_COUNT` is one and a reserve class divided +by a page size is one. `arena_commit_first_pages` is *not* rounded — a direct caller passing +`start_offset_bytes` can still produce a non-power-of-two commit, and that path does not write +the field. + +`success` reports only that the *reservation* worked. An arena can come back with +`success == true` and `pages_committed == 0`, which is usable — allocation will commit on +demand — but is not enough for a bootstrapped arena, whose header needs a page. Check both if +you care. + +Calling it on an arena that already has a `memory_base` is a no-op returning +`(true, arena_initial_commit_pages(arena))`. It will not re-reserve, and it will not change the reserve +class. `null` returns `(false, 0)` with an error logged. + +### `bootstrap_arena` + +```jai +bootstrap_arena :: (new_reserve: Arena_Reserve, + default_commit_page_count: s32 = ARENA_DEFAULT_COMMIT_PAGE_COUNT, + label := "", loc := #caller_location) -> *Arena +``` + +Creates an arena whose `Arena` struct lives in its own first page, so nothing else has to own +it. Returns `null` if the reservation fails, or if it succeeds with no pages behind it. + +`label` and `loc` are recorded only under `ARENA_DEBUG`; the strings are copied with +`context.default_allocator` and freed by `arena_delete`. + +**The pointer dangles after `arena_delete`.** The struct is inside the region being unmapped, +so it cannot be nulled for you. Do not call `is_valid` or `arena_details` on it afterwards — +both dereference and will fault rather than report anything. Null your own copy, and make sure +no other copy outlives the delete. + +### `arena_delete` + +```jai +arena_delete :: (arena: *Arena) +``` + +Releases the whole reservation (`MEM_RELEASE` / `munmap`) and, under `ARENA_DEBUG`, frees the +recorded strings. A no-op if `!is_valid(arena)`. Failures are logged and the procedure returns +without clearing `memory_base`, so the struct never claims to have released something still +mapped. + +For a **non-bootstrapped** arena it clears `memory_base`, making `is_valid` false and leaving +the struct ready to be initialized again. For a **bootstrapped** arena it cannot, per above. + +### `is_valid` + +```jai +is_valid :: (arena: *Arena) -> bool +``` + +`arena != null && arena.memory_base != null`. Safe on a null pointer; **not** safe on a +bootstrapped arena that has been deleted. + +--- + +## Allocation + +### `arena_alloc` + +```jai +arena_alloc :: (arena: *Arena, byte_count: s64) -> *void +``` + +Aligns `current_point` up to `arena_alignment(arena)`, reserves `byte_count` bytes, commits any pages +needed, and advances. Returns `null` on every failure, without moving `current_point`: + +| Condition | Behaviour | +|---|---| +| `arena` is null | Logs, returns `null`. | +| `arena.memory_base` is null | Logs, self-initializes with a **`.Size_64G`** reserve, then proceeds. | +| `byte_count < 0` | Logs, returns `null`. | +| Request exceeds the reservation | Logs, returns `null`. | +| Commit fails | Returns `null`. | + +`byte_count == 0` is legal and returns the current aligned point. + +The self-initializing path is a safety net, not a feature. It logs at error level and picks a +64 GB reserve because address space is cheap and a wrong guess here is hard to recover from; +initialize your arenas properly. + +The bounds test is written as a subtraction against the limit +(`byte_count > arena_address_limit(arena) - result`) so it cannot overflow, which a +`result + byte_count` form could. + +--- + +## Alignment + +Every allocation is aligned to `arena_alignment(arena)`, which starts at `ARENA_DEFAULT_ALIGNMENT` +(8). The Jai allocator interface carries no per-allocation alignment, so this is the only +control available. + +### `arena_set_alignment` + +```jai +arena_set_alignment :: inline (arena: *Arena, alignment: s64) +``` + +Must be a power of two no wider than the reservation. Non-positive or non-power-of-two values +are asserted in debug, logged and ignored in release. Values above `reserve_size_bytes(arena)` +are clamped to it with an error, because an alignment wider than the whole reservation makes +every allocation fail the address-limit check. + +The reservation is the only bound. This used to clamp at 32768 because the field was a `u16` +and anything larger truncated to zero; the field is a log2 now, so a 2 MB alignment on a large +enough arena is exact. + +This is the single place the field is written; everything else routes through it. + +### `push_alignment` + +```jai +push_alignment :: (arena: *Arena, alignment: s64) #expand +``` + +Sets the alignment for the enclosing scope and restores the previous value on exit via a +`defer`. Nests correctly. An invalid alignment is rejected before anything is changed. + +Use this for types the default 8 does not satisfy — anything holding `__m128`/`__m256`, or a +value the compiler assumes is naturally aligned: + +```jai +{ + push_alignment(*a, 32); + vectors := NewArray(count, Vector8); +} +``` + +--- + +## Resetting and releasing + +All four are no-ops on an invalid arena. + +| Procedure | Rewinds | Decommits | +|---|---|---| +| `arena_reset(arena)` | yes | no | +| `arena_reset_keeping_memory(arena)` | yes | no | +| `arena_release(arena)` | yes | down to `arena_initial_commit_pages(arena)` | +| `arena_reset_overwriting_memory(arena, $wipe_function)` | yes, after wiping | no | + +`arena_reset` and `arena_reset_keeping_memory` are currently identical; the latter is a +compatibility spelling. + +Reset is the cheap one: the pages stay committed, so the next round of allocation does no +system calls. Release hands pages back to the OS and is worth it only when the arena has grown +far past its steady state and will stay there. + +`arena_reset_overwriting_memory` zeroes everything between `arena_start()` and `current_point` +before rewinding. `$wipe_function` defaults to `memory_secure_overwrite`; passing `null` +skips the wipe. + +Rewinding does not invalidate pointers in any enforced sense — the memory stays mapped and +readable — but every pointer into the rewound region is logically dead and will be handed out +again by the next allocation. + +--- + +## Scoped helpers + +```jai +auto_reset (arena: *Arena) #expand +auto_release (arena: *Arena) #expand +auto_reset_overwriting_memory (arena: *Arena, $wipe_function := memory_secure_overwrite) #expand +auto_release_overwriting_memory(arena: *Arena, $wipe_function := memory_secure_overwrite) #expand +``` + +Each captures `current_point` and installs a `defer` restoring it at the end of the enclosing +scope. The `release` variants also decommit back down to `arena_initial_commit_pages(arena)`; the +`overwriting` variants wipe the region between the mark and the current point first. + +```jai +process :: (a: *Arena, input: [] u8) -> Result { + auto_reset(a); // everything below is scratch + table := arena_alloc(a, 1 << 20); + ... + return copy_out(result); // copy anything that must outlive the scope +} +``` + +They nest, and unwind in reverse order. The underlying `Arena_State`, `get_arena_state` and +`restore_arena_state` are `#scope_module` deliberately: a mark and its restore must refer to +the same arena, and keeping the pair internal means an outside caller cannot pair them wrongly. + +### `push_arena` + +```jai +push_arena :: (arena: *Arena) #expand +``` + +Installs the arena as `context.allocator` for the enclosing scope and restores the previous +allocator on exit. Combines with `auto_reset` to get both a scoped allocator and scoped +reclamation. + +--- + +## Allocator integration + +### `get_allocator` + +```jai +get_allocator :: (arena: *Arena) -> Allocator +``` + +Returns `.{arena_allocator_proc, arena}` for passing to anything that takes an `Allocator`. + +### `arena_allocator_proc` + +The standard `Allocator_Proc`. Behaviour by mode: + +| Mode | Behaviour | +|---|---| +| `ALLOCATE` | `arena_alloc`. Returns `null` on failure. | +| `RESIZE` | Always allocates fresh and copies `min(old_size, requested_size)` bytes. Never resizes in place. | +| `FREE` | Ignored, returns `null`. | +| `IS_THIS_YOURS` | True only for `arena_start() <= p < current_point`, i.e. currently live. | +| `CAPS` | `IS_THIS_YOURS \| HINT_I_AM_A_FAST_BUMP_ALLOCATOR`, and fills the name string. | +| `STARTUP`, `SHUTDOWN`, `THREAD_START`, `THREAD_STOP`, `CREATE_HEAP`, `DESTROY_HEAP` | Accepted, return `null`. | + +Every mode tolerates a null `allocator_data`. This matters: `Basic.get_capabilities` passes +`null` deliberately, since capabilities describe the proc rather than any one heap. + +`IS_THIS_YOURS` answers about the *live* range, so a pointer into committed-but-unallocated +slack is disowned, and so is everything after a reset. + +The advertised capabilities are deliberately narrow. `FREE` is absent because `.FREE` does +nothing; `ACTUALLY_RESIZE` is absent because resize always reallocates; `MULTIPLE_THREADS` is +absent because nothing here is synchronized. + +--- + +## Secure erase and page locking + +### `arena_wipe` + +```jai +arena_wipe :: (start: *u8, end: *u8, $wipe_function := memory_secure_overwrite) #expand +``` + +Zeroes the half-open interval `[start, end)`. **Returns without doing anything if +`end <= start`.** Every wipe in the module routes through this, which is what keeps a negative +length away from `memory_secure_overwrite` — on x64 that is a `rep stosb` with the count in +`rcx`, so a negative `s64` would become a wipe of roughly the whole address space. + +`memory_secure_overwrite` now lives in the `Secure_Memory` module rather than in Basic, and +that module's `USE_SODIUM` defaults to true, so the wipe goes through libsodium's +`sodium_memzero` and the assembly above is the fallback for a build that opts out. + +`#if wipe_function` means passing `null` compiles the call away entirely. + +### `arena_secure_overwrite` + +```jai +arena_secure_overwrite :: (arena: *Arena, $endpoint := Arena_Secure_Overwrite_Endpoint.Current_Point) +``` + +Zeroes from `arena_start()` to either `current_point` (everything handed out) or +`first_uncommitted_page` (that plus the committed slack). `$endpoint` is a constant, resolved +with `#if`. + +Neither moves `current_point`. To wipe *and* rewind, use `arena_reset_overwriting_memory`. + +### `arena_secure_overwrite_starting_from` + +```jai +arena_secure_overwrite_starting_from :: (arena: *Arena, start: *u8) +``` + +Zeroes from `start` to `first_uncommitted_page`. An out-of-range `start` is a no-op via +`arena_wipe`'s guard rather than an underflow. + +### `arena_lock_pages` / `arena_unlock_pages` + +```jai +arena_lock_pages :: (arena: *Arena) +arena_unlock_pages :: (arena: *Arena) +``` + +`VirtualLock` / `mlock` over the committed region, keeping it out of the page file. Failures +are logged, not asserted — these legitimately fail against a small working-set quota or +`RLIMIT_MEMLOCK`, so treat success as best-effort and check your logs if it matters. + +Locking covers `memory_base` through `first_uncommitted_page`. Pages committed *after* a lock +are not covered; lock again if the arena has grown. + +--- + +## Introspection + +| Procedure | Returns | +|---|---| +| `arena_start(arena)` | First allocatable address. | +| `arena_address_limit(arena)` | End of the reservation. | +| `arena_usage_bytes(arena)` | `current_point - arena_start()`. | +| `arena_committed_bytes(arena)` | `first_uncommitted_page - memory_base`. Includes the header. | +| `reserve_size_bytes(arena)` / `(Arena_Reserve)` | Size of the reserve class. | +| `arena_is_bootstrapped(arena)` | Whether the header lives inside the arena. | +| `arena_details(arena)` | Human-readable summary. Safe on `null`. | +| `next_reserve(size, alignment)` | Smallest class that can hold `size` bytes of user data. | + +Note the asymmetry: `arena_usage_bytes` measures from `arena_start()` and so excludes the +header, while `arena_committed_bytes` measures from `memory_base` and includes it. Usage will +never equal committed even on a completely full arena. + +`next_reserve` accounts for the header and alignment padding, so `next_reserve(64 * 1024, 8)` +returns `.Size_2M` — a 64 KB class cannot hold 64 KB of user data once the header is carved +out. It saturates at `.Size_64T`. + +`arena_details` returns a string allocated from temporary storage. It is a debugging aid; do +not hold on to the result. + +--- + +## Platform layer + +Exported from `arena_platform.jai`. Most callers never need these — `arena_init` and +`arena_alloc` drive them — but they are public and the test suite exercises them directly. + +| Procedure | Behaviour | +|---|---| +| `arena_platform_init(arena, reserve) -> bool` | Reserves address space, and sets `page_size_log2` and `first_uncommitted_page` alongside `memory_base`. **Postcondition: `memory_base` is null if and only if this returned false.** | +| `extend_committed_pages(arena, end) -> bool` | Commits through `end`, rounded up to one of the arena's pages. Returns `true` without doing anything if `end` is already committed. | +| `platform_large_page_size() -> s64` | The machine's large page size, or `0` where unavailable. Cached. See [Large pages](#large-pages). | +| `arena_commit_first_pages(arena, commit_size, start_offset_bytes = 0) -> bytes_committed` | Commits the initial run. Clamps as described under `arena_init`. Returns the true page-aligned figure. | +| `Align(n, alignment) -> n` | Rounds up. Asserts the alignment is a positive power of two. Works on integers and pointers. | + +`free_pages_down_to` is `#scope_module`. It decommits everything above a page count without +consulting `current_point`, which is safe only because its two callers (`arena_release` and +`restore_arena_state`) rewind first. Keeping it internal is what makes that safe rather than +merely conventional. + +### Platform differences worth knowing + +**Decommit is not symmetric.** Windows uses `MEM_DECOMMIT`, so reading a stale pointer into a +decommitted page faults. POSIX uses `madvise(MADV_DONTNEED)`, which leaves the pages mapped and +reading back as zeros. A use-after-release bug is therefore loud on Windows and silent on +Linux and macOS. Test that class of bug on Windows. + +**POSIX commits eagerly.** The `mmap` in `arena_platform_init` maps the whole reservation +`PROT_READ | PROT_WRITE`, so `extend_committed_pages` there is bookkeeping only and cannot +fail. No `MAP_NORESERVE` is passed, so on a host configured with `overcommit_memory=2` the +large reserve classes will fail at reservation time. + +**A granted large-page reservation is committed eagerly everywhere.** On Windows and macOS it +is wired at reserve time and cannot be partially given back, which makes both +`extend_committed_pages` and `free_pages_down_to` pure bookkeeping for such an arena. Linux +`MAP_HUGETLB` keeps the normal decommit behaviour, at huge-page granularity. See +[Large pages](#large-pages). + +**Failure is reported, not asserted.** Every `VirtualAlloc`, `VirtualFree`, `mmap` and `munmap` +result is checked and logged, and the failure propagates to the caller as `false` or `null`. +Nothing in the commit path relies on an assert that a release build would strip. + +--- + +## Thread safety + +**None. This module is not thread-safe in any respect.** + +There is no lock, no atomic, and no per-thread state anywhere in either file. `arena_alloc` +performs an unsynchronized read-modify-write on `current_point`, so two threads allocating +from one arena will hand out overlapping memory. `.CAPS` correctly omits +`Allocator_Caps.MULTIPLE_THREADS`, and `THREAD_START` / `THREAD_STOP` are accepted as no-ops +rather than being used to build per-thread state. + +The dangerous part is that nothing stops you. `push_arena` installs an arena as +`context.allocator`, and a context is exactly the sort of thing that gets copied to a worker +thread. Every allocation on that thread then races. + +Safe patterns: + +- **One arena per thread.** The usual answer. Arenas are cheap; give each worker its own. +- **Hand off ownership.** One thread may fill an arena and pass it to another, provided there + is a real happens-before edge between them and only one thread touches it at a time. +- **Read-only sharing.** Multiple threads may read memory already allocated, as long as none + of them allocates, resets, or releases. + +Unsafe, including cases that look benign: + +- Two threads calling `arena_alloc` on one arena, however briefly. +- One thread allocating while another calls `arena_reset`, `arena_release`, or any `auto_*` + scope exit — the rewind can hand out live memory again. +- Sharing a context that carries an arena allocator. +- One thread reading arena memory while another resets or releases, which on Windows can fault + and on POSIX will silently read zeros. + +If you need a shared allocator, wrap it yourself, and note that a lock around `arena_alloc` +alone is not enough — the reset and release paths need to be inside the same lock. + +--- + +## Correctness notes and limitations + +Known, accepted, or deferred. None of these are bugs pending a fix unless stated. + +**Alignment tops out at the reservation.** Requests above `reserve_size_bytes(arena)` are +clamped with an error. This was a 32768 ceiling imposed by a `u16` field, which would have made +2 MB alignment inexpressible; the field is `alignment_log2: u8` now, so the constraint is the +meaningful one rather than a field width. + +**The default alignment of 8 under-aligns some types.** The allocator interface has no +per-allocation alignment, so anything needing 16 or 32 bytes must be wrapped in +`push_alignment`. This differs from the default heap allocator's guarantee. + +**Every arena pays for the header.** `arena_start()` skips `size_of(Arena)` whether or not the +struct is stored there. For a non-bootstrapped arena those bytes are simply never written. +Accepted: it keeps one address layout for both kinds, and the cost is 32 bytes against a +reservation of megabytes at minimum. + +Branching on `arena_is_bootstrapped` to reclaim them is not rejected on cost — the test would be +a byte load and a `CMOV` off a cache line the caller already has. It is rejected because +`arena_start` has to stay a pure function of `memory_base`: callers compare two of its results +across an arena's life, and `flags` is mutable. It is also not set yet where it would be needed, +since `arena_init` runs before the arena is known to be bootstrapped at all. + +**`arena_start()` moves between build configurations.** `ARENA_DEBUG` adds five fields, so +`size_of(Arena)` and therefore the first allocatable address differ between debug and release. +Never persist an offset into arena memory across a configuration change. + +**`.RESIZE` does not check `old_memory`.** A caller passing a null `old_memory` with a non-zero +`old_size` will make the `memcpy` read from address zero. Callers are expected to pass a real +block, but the guard is one condition and is worth adding. + +**Reset does not invalidate anything.** Memory below `current_point` stays mapped after a +rewind. Stale pointers read plausible data right up until the next allocation reuses the +bytes. The `overwriting` variants exist for when that matters. + +**`Chained` does nothing.** It is declared to fix the bit layout; setting it has no effect, and +it is marked `#Planned` in the source. `Large_Pages` and `Secure_Arena` are live. + +**`Large_Pages` and `Secure_Arena` are hints, not guarantees.** Both can be refused by the OS, +and a refusal produces a working arena with the capability missing rather than a failed +`arena_init`. Ask `arena_large_pages_active` or `arena_secure_lock_intact` if the answer +matters; a caller that never asks cannot tell the difference. + +**A large-page arena does not return memory.** On Windows and macOS the reservation is +committed and wired in one call and cannot be partially decommitted, so `arena_release` and the +`free_pages` path of `restore_arena_state` rewind `current_point` and nothing more. + +**`start_offset_bytes` has no in-tree caller.** `arena_commit_first_pages` implements and +guards it, and the test suite covers it, but no production code exercises it. Treat it as +provisional until `Arena_Array` exists. + +**`arena_alloc`'s self-initializing path picks 64 GB.** Reaching it means an uninitialized +arena escaped into allocation. It logs at error level. Do not rely on it. + +**Large reserve classes are not universally available.** `Size_2T` and `Size_64T` need a +64-bit address space, and on Linux with strict overcommit even `Size_64G` can fail. The failure +is clean — `arena_init` returns `false` — but plan for it if you use the top of the table. + +--- + +## Large pages + +*`Arena_Flags.Large_Pages`* + +Backing an arena with the platform's large/huge pages — 2 MB in practice — instead of 4 KB, to +cut TLB pressure on large working sets. Pass the flag to `arena_init` or `bootstrap_arena`: + +```jai +arena := bootstrap_arena(.Size_64M, flags = .Large_Pages, label = "big working set"); +if !arena_large_pages_active(arena) { + // Still a perfectly good 4 KB arena. Only worth a log if the TLB win was the point. +} +``` + +| Procedure | Meaning | +|---|---| +| `platform_large_page_size() -> s64` | The machine's large page size, or `0` where unavailable. Cached after the first call. | +| `arena_is_large_pages(arena) -> bool` | The flag was requested. Says nothing about whether it was granted. | +| `arena_large_pages_active(arena) -> bool` | Requested **and** granted. This is the one to test. | +| `arena_page_size(arena) -> s64` | This arena's granularity: `platform_large_page_size()` when active, `PLATFORM_MEMORY_PAGE_SIZE` otherwise. | + +The granularity is per-arena, held as a `page_size_log2: u8`, so 4 KB and large-page arenas +coexist in one process and a refusal downgrades one arena rather than invalidating a build-wide +assumption. Every page calculation in both files runs off `arena_page_size` / `page_size_log2`; +`PLATFORM_MEMORY_PAGE_SIZE` is now only the default. + +**Requesting it is a hint.** A request is refused when the machine reports no large page size, +when the reservation cannot hold a whole number of large pages (`Size_64K`), or when the OS +declines the call. Any of those logs a warning, sets the sticky `Arena_Status.Large_Pages_Failed`, +and continues with a working 4 KB arena. There is deliberately **no ceiling on the reserve class** — +a caller asking for large pages on a large reservation gets what it asked for. + +**Windows.** One `VirtualAlloc` with `MEM_RESERVE | MEM_COMMIT | MEM_LARGE_PAGES`, because +`MEM_LARGE_PAGES` has no reserve-only form. The whole reservation is therefore committed and +wired immediately, `first_uncommitted_page` starts at the top, and `free_pages_down_to` returns +early — a large-page allocation cannot be partially decommitted. It also needs +`SeLockMemoryPrivilege`, which is not granted by default; acquiring it is the main program's +job (`windows_enable_large_pages_if_possible` in the app's platform layer), and without it this +module simply falls back. + +**Linux.** `MAP_HUGETLB` first, sized against `Hugepagesize:` from `/proc/meminfo`. It draws +from a hugetlbfs pool an administrator preallocated with `vm.nr_hugepages`, so on a default box +it fails — and then the plain mapping is retried with `madvise(MADV_HUGEPAGE)` behind it. +Transparent huge pages are advisory, so that path reports `arena_large_pages_active` as false +and keeps 4 KB arithmetic, but costs one syscall and may recover most of the win. `MAP_HUGETLB` +pages *can* be dropped with `madvise`, at huge-page granularity, so decommit still works there. + +**macOS.** `VM_FLAGS_SUPERPAGE_SIZE_2MB` passed in `mmap`'s `fd` argument, x86_64 only — +Apple Silicon exposes no user-facing superpage API, so `platform_large_page_size` reports `0` +there. Superpages are wired at map time like Windows large pages, with the same consequence for +`free_pages_down_to`. + +**Interaction with `.Secure_Arena`.** Large pages are non-pageable by construction, so an arena +with both flags locks nothing: `arena_manages_page_locks` is false, the per-commit +`VirtualLock`/`mlock` is skipped, and `arena_lock_pages` / `arena_unlock_pages` report success +without a syscall. The residency guarantee holds either way, and skipping it avoids both a +syscall on the allocation path and a spurious `Arena_Status.Secure_Lock_Failed`. + +**Allocation alignment is a separate axis.** Page granularity and `arena_set_alignment` are +unrelated — large pages need no oversized allocation alignment. A 2 MB *allocation* alignment +used to be inexpressible because `Arena.alignment` was a `u16`; it is `alignment_log2: u8` now, +bounded only by the reservation, so both work independently. + +--- + +## Secure arenas + +*`Arena_Flags.Secure_Arena`* + +Locking an arena's pages into physical memory so its contents cannot reach the page file or a +hibernation image. Pass the flag the same way: + +```jai +arena := bootstrap_arena(.Size_64M, flags = .Secure_Arena, label = "vault"); +``` + +| Procedure | Meaning | +|---|---| +| `arena_is_secure(arena) -> bool` | The flag was requested. | +| `arena_secure_lock_intact(arena) -> bool` | Requested, and every lock the arena took succeeded. | +| `arena_lock_pages(arena) -> bool` | One-shot lock of everything committed. Rarely needed directly. | +| `arena_unlock_pages(arena) -> bool` | The inverse; called at teardown. | + +Each range is locked as it is **committed**, not once at init, because a lock taken at init +covers only the initial commit and leaves everything the arena later grows into unlocked. The +decommit path unlocks first, both to keep the process's locked-page accounting honest on +Windows and because `madvise(MADV_DONTNEED)` would otherwise refuse a locked range on Linux. + +A failed lock is recorded in the sticky `Arena_Status.Secure_Lock_Failed` and never propagated: a low +`RLIMIT_MEMLOCK` or working-set quota must not turn into an out-of-memory. The quota is the +caller's to arrange before creating the arena — see `os_request_memory_lock_quota` in the app's +platform layer. + +See [Large pages](#large-pages) for why the two flags together lock nothing. + +**Still open.** Wiping on every reset and release rather than only through the `overwriting` +variants; wiping before `arena_delete` hands the reservation back; and whether `push_arena` on +a secure arena should be loud or refused, since routing general-purpose allocation into it +defeats the purpose. + +--- + +## Planned features + +One feature has a hook in the source but no behaviour: `Arena_Flags.Chained` is declared so the +bit layout is settled before anything persists an `Arena`, and is marked `#Planned` where it is +declared. Setting it today does nothing. + +What follows is what it would take, recorded now so the reasoning does not have to be +rediscovered later. + +### Expandable (chained) arenas + +*`Arena_Flags.Chained` · `#TODO: Consider how to approach ExpandableArenas`* + +An arena that links a fresh block when the current one runs out, instead of refusing the +allocation. + +The obstacle is that **one reservation is a load-bearing assumption**, not an implementation +detail. Because there is exactly one block that never moves, `arena_address_limit()` is a +single address, `arena_usage_bytes` is one subtraction, `IS_THIS_YOURS` is one range test in +constant time, and every pointer stays valid for the arena's whole life. Chaining costs all +four: + +- `arena_address_limit()` stops having a single meaningful value. +- `arena_usage_bytes` and `arena_committed_bytes` must sum across the chain. +- `IS_THIS_YOURS` must walk it, and stops being O(1). +- `Arena_State` marks become a (block, point) pair rather than one pointer, and + `restore_arena_state` must free every block allocated after the mark. +- `arena_release` and `free_pages_down_to` need a per-block policy: keep the first block's + initial commit and drop the rest, presumably. +- Every block carries a header, so the per-arena overhead becomes per-block. + +**Decide first:** whether a chained arena is the same type or a separate one. Making `Arena` +chainable puts a branch in every accessor and taxes the common non-chained path; a distinct +type keeps the simple case simple and duplicates the API surface. + +**Consider whether it is needed.** A reservation is address space, not memory, so on a 64-bit +target raising the reserve class is usually the cheaper answer to "this might need to grow" — +`Size_64G` costs nothing until it is committed. Chaining earns its keep when address space +itself is scarce, or when many arenas must each stay small. + +--- + +## Testing + +`tests/arena_tests.jai` covers every exported symbol of both files across ten groups, each +behind a `RUN_*_TESTS` constant so groups can be enabled individually. The module-scope +machinery is exercised through its public wrappers: `free_pages_down_to` via `arena_release`, +and the `Arena_State` pair via the `auto_*` macros. + +Two conventions worth knowing before reading the output: + +- Tests that drive failure paths deliberately log. Those are bracketed by + `(expecting logged errors: ...)` banners — noise inside a banner is the test working. +- `RUN_ASSERT_TRIP_TESTS` is off by default. Those cases violate preconditions that are + enforced by `assert`, so with asserts on they abort the process rather than failing a check. + Enable them only in a build with `ENABLE_ASSERT = false`, to confirm the release-mode + fallbacks log and return rather than proceeding. + +The suite reports per group rather than as one total. A check is one `expect` call reached at +runtime, not one distinct property, so a check inside a loop counts once per iteration — the +breakdown makes it visible where coverage actually sits. diff --git a/modules/Basic/docs/fixed-arena.md b/modules/Basic/docs/fixed-arena.md new file mode 100644 index 0000000..11c59e6 --- /dev/null +++ b/modules/Basic/docs/fixed-arena.md @@ -0,0 +1,472 @@ +# FixedArena + +A bump allocator over one block that is allocated up front, fully committed, and used as-is. +`fixed_arena.jai`, no platform layer. + +- [Model](#model) +- [Choosing between FixedArena and Arena](#choosing-between-fixedarena-and-arena) +- [Quick start](#quick-start) +- [Constants and types](#constants-and-types) +- [Lifecycle](#lifecycle) +- [Allocation](#allocation) +- [Resizing](#resizing) +- [Resetting](#resetting) +- [Scoped helpers](#scoped-helpers) +- [Allocator integration](#allocator-integration) +- [Thread safety](#thread-safety) +- [Correctness notes and limitations](#correctness-notes-and-limitations) +- [Testing](#testing) + +--- + +## Model + +A `FixedArena` takes one block of memory, reserves its first bytes for a header, and hands out +the rest by advancing a cursor. It never grows. When the block is full, allocation returns +`null` — that is the normal, expected way for a fixed arena to fail, and callers are meant to +check for it. + +Three regions describe an arena, separated by two boundaries: + +``` +memory.data fixed_arena_start() memory.data + cursor memory.data + memory.count + | | | | + +---- header --------+---- live allocations -----+------- unallocated --------+ + | FIXED_ARENA_ | handed out | never handed out | + | HEADER_BYTES | | | +``` + +| Boundary | Meaning | +|---|---| +| `memory.data` | Start of the block. Null exactly when the arena is uninitialized. | +| `fixed_arena_start()` | First allocatable byte. Always `memory.data + FIXED_ARENA_HEADER_BYTES`. | +| `memory.data + cursor` | Bump position. Everything below it has been handed out. | +| `memory.data + memory.count` | End of the block. Nothing is ever handed out at or past this. | + +The header bytes are reserved whether or not the arena is bootstrapped. For a bootstrapped +arena that is where the `FixedArena` struct actually lives; for one set up over a caller's +buffer those bytes go unused. Paying them either way buys a single address layout, so +`fixed_arena_start`, `IS_THIS_YOURS` and the reset path need no special case. `arena.jai` makes +the same trade for the same reason. + +Individual allocations cannot be freed. You reclaim in bulk with `fixed_arena_reset`, or +scope it with `auto_reset`. + +**Alignment padding comes out of the block.** Each allocation begins at the next +`FIXED_ARENA_DEFAULT_ALIGNMENT`-aligned address, and the bytes skipped to reach it are consumed +like any others. So the room actually left is *not* `memory.count - cursor` — that overstates it +by up to `FIXED_ARENA_DEFAULT_ALIGNMENT - 1` bytes. Ask `fixed_arena_available` instead. + +**Allocations are not zeroed.** Zeroing the block on creation would touch every page up front, +and it would be a guarantee the first reset silently withdrew, since a reset does not re-zero. +Zero what you need yourself. + +## Choosing between FixedArena and Arena + +| | `FixedArena` | `Arena` | +|---|---|---| +| Backing memory | One block from an allocator, or a buffer you own | A large virtual reservation | +| Growth | None; full means `null` | Commits pages on demand up to the reserve | +| Platform calls | None | `VirtualAlloc` / `mmap` | +| Alignment | Fixed at `FIXED_ARENA_DEFAULT_ALIGNMENT` (16) | Per-arena, settable, default 8 | +| Reclaim | `fixed_arena_reset`, `auto_reset` | Reset, release, and the secure-erase variants | +| Struct size | 40 bytes | 32 bytes in release, larger under `ARENA_DEBUG` | + +Reach for `FixedArena` when you know the budget up front, when you want the arena to sit inside +memory you already have (a static buffer, a slab from somewhere else), or when you cannot make +platform virtual-memory calls. Reach for `Arena` when the ceiling is unknown and you would +rather reserve big and commit lazily. + +## Quick start + +```jai +// Bootstrapped: the arena allocates its own block and lives inside it. +arena := bootstrap_fixed_arena(64 * 1024); +if !arena return; // too small, or the allocation failed +defer delete_fixed_arena(arena); // `arena` dangles after this -- see below + +{ + push_arena(arena); // context.allocator is the arena for this scope + auto_reset(arena); // and the cursor rewinds when the scope ends + + data := NewArray(100, float32); + if !data.data return; // a full arena returns null; check it +} +``` + +```jai +// Over memory you already own. The struct lives outside the block. +backing: [8192] u8; +arena: FixedArena; +if !fixed_arena_init(*arena, backing) return; + +p := fixed_arena_alloc(*arena, 256); +if !p return; +``` + +## Constants and types + +### Constants + +| Name | Value | Meaning | +|---|---|---| +| `FIXED_ARENA_DEFAULT_ALIGNMENT` | `16` | Every allocation is aligned to this, as an address. | +| `FIXED_ARENA_HEADER_BYTES` | `size_of(FixedArena)` | Reserved at the base of every block. | +| `FIXED_ARENA_MINIMUM_SIZE` | header + alignment | Smallest block either constructor accepts. | + +Note that `FIXED_ARENA_DEFAULT_ALIGNMENT` is 16 while `ARENA_DEFAULT_ALIGNMENT` in `arena.jai` +is 8. The difference is deliberate but it matters: memory handed out by an `Arena` is only +8-aligned, so a `FixedArena` placed in it starts from a block whose base is not 16-aligned. +The allocator aligns the *address* it returns rather than the offset into the block, so this +works — but it is why the distinction exists. + +### `FixedArena` + +```jai +FixedArena :: struct { + memory: []u8; + cursor: s64; + allocator: Allocator; +} +``` + +| Field | Meaning | +|---|---| +| `memory` | The block. `data` is null exactly when the arena is uninitialized. | +| `cursor` | Offset of the bump position from `memory.data`. Starts at `FIXED_ARENA_HEADER_BYTES`. | +| `allocator` | The allocator that owns `memory`. Read by `delete_fixed_arena`; null when the caller owns the block. | + +Do not write `cursor` directly. In particular `cursor = 0` is not a reset: for a bootstrapped +arena it lets the next allocation overwrite the struct describing the block being allocated +from. Use `fixed_arena_reset`. + +## Lifecycle + +### `bootstrap_fixed_arena` + +```jai +bootstrap_fixed_arena :: (size: s64) -> *FixedArena +``` + +Allocates a `size`-byte block from `context.allocator` and puts the arena's own header at the +base of it, so nothing else has to own the struct. + +`size` covers the header as well as the memory you get to hand out, so the usable capacity is +at most `size - FIXED_ARENA_HEADER_BYTES`, and less once alignment padding between allocations is +accounted for. `fixed_arena_available` reports the real figure at any moment. + +Returns `null` if `size` is below `FIXED_ARENA_MINIMUM_SIZE`, or if the allocation fails. Both +log. There is no partial success. + +**The pointer dangles after `delete_fixed_arena`.** The struct is inside the block being +released, so it cannot be nulled for you. Do not read any field afterwards — `is_valid` +included, since it dereferences and will fault rather than report anything useful. Null your +own copy, and make sure no other copy outlives the delete. + +### `fixed_arena_init` + +```jai +fixed_arena_init :: (arena: *FixedArena, memory: []u8, + allocator := Allocator.{}) -> bool +``` + +Sets an arena up over memory the caller already owns — a static array, a slab from another +arena — with the `FixedArena` struct outside the block rather than at its base. + +`allocator` is the allocator that owns `memory`. Leave it at its default when the caller owns +the memory and nothing should ever free it: `delete_fixed_arena` then does nothing, which is +the correct answer for a static buffer. + +Returns `false`, with an error logged, for a null `arena`, a null block, or a block below +`FIXED_ARENA_MINIMUM_SIZE`. A failed init leaves the arena invalid rather than half-set-up. + +Unlike the bootstrapped case, the struct survives `delete_fixed_arena` and can be initialized +again and reused. + +### `delete_fixed_arena` + +```jai +delete_fixed_arena :: (arena: *FixedArena) +``` + +Releases the block through `arena.allocator` — the allocator that made it, which is not +necessarily `context.allocator` at the point of the call. Tolerates `null`. + +Does nothing when `arena.allocator.proc` is null, which is the caller-owned-buffer case from +`fixed_arena_init`. + +Do not call this inside a `push_arena(arena)` scope. It would work, but it reads as though the +arena frees itself, and what actually happens depends on which allocator is installed. + +### `is_valid` + +```jai +is_valid :: (arena: *FixedArena) -> bool +``` + +True when the arena has a block large enough to hold its header and a cursor inside that block. +False for `null`. Every allocating entry point checks this first, so you do not need to. + +Not usable on a bootstrapped arena after `delete_fixed_arena`: it dereferences the pointer. + +## Allocation + +### `fixed_arena_alloc` + +```jai +fixed_arena_alloc :: (arena: *FixedArena, byte_count: s64) -> *void +``` + +Bump-allocates `byte_count` bytes, aligned to `FIXED_ARENA_DEFAULT_ALIGNMENT`. Returns `null` +rather than a pointer past the end of the block. + +| Condition | Result | +|---|---| +| Fits | Aligned pointer; cursor advances to the end of the allocation. | +| Does not fit | `null`, logged. **The cursor does not move**, so a retry with a smaller size is not penalised. | +| `byte_count` is 0 | A valid pointer. No memory is handed out; the cursor moves only by alignment padding. | +| `byte_count` is negative | `null`, logged. | +| `byte_count` near `S64_MAX` | `null`, logged. The capacity test is written so it cannot overflow. | +| `arena` is null or invalid | `null`, logged. | + +A zero-byte request always succeeds, including against an exactly full arena and regardless of +where the block starts, because nothing is handed out and so there is nothing to align. It is +the one request `fixed_arena_available` does not describe. Worth knowing if you are checking +`alloc(0)` for null as a proxy for exhaustion — it is not one, in either direction. + +### `fixed_arena_available` + +```jai +fixed_arena_available :: (arena: *FixedArena) -> s64 +``` + +The largest `byte_count` the next `fixed_arena_alloc` can satisfy. + +**This is not `memory.count - cursor`.** The next allocation starts at the next aligned address, +and the padding to reach it comes out of the block, so the raw gap overstates what will fit by +up to `FIXED_ARENA_DEFAULT_ALIGNMENT - 1` bytes. Asking for the raw gap is the mistake this +function exists to prevent; it is what the test suite got wrong at three separate sites on its +first run. + +Returns 0 for a null or invalid arena and for a block with no room left, so it is always safe to +compare against without a null check first. + +A zero-byte request is exempt: it succeeds even when this reports 0. + +```jai +// Fill the rest of the block exactly. +remaining := fixed_arena_available(arena); +p := fixed_arena_alloc(arena, remaining); // succeeds; cursor now equals memory.count +q := fixed_arena_alloc(arena, 1); // null +``` + +### `fixed_arena_start` + +```jai +fixed_arena_start :: (arena: *FixedArena) -> *u8 +``` + +The first allocatable byte: `memory.data + FIXED_ARENA_HEADER_BYTES`. This is where +`fixed_arena_reset` rewinds to, and the lower bound `IS_THIS_YOURS` tests against. + +## Resizing + +### `fixed_arena_resize` + +```jai +fixed_arena_resize :: (arena: *FixedArena, old_memory: *void, + old_size: s64, requested_size: s64) -> *void +``` + +Resizes a block, extending or shrinking it **where it sits** when it is the most recent +allocation — that is, when `old_memory + old_size` is exactly the current cursor. Anything else +allocates a fresh block and copies `min(old_size, requested_size)` bytes. + +The in-place case matters more here than it would for a growable arena. Array growth is the +dominant caller of `RESIZE`, and without it, growing an array to *N* elements consumes O(*N*²) +bytes of a block that by definition cannot grow. + +Shrinking the most recent allocation reclaims the difference. + +A `null` `old_memory` is legal — growing an array that has not allocated yet — and is treated +as a plain allocation. Returns `null` on a negative size, an invalid arena, or a request that +does not fit. + +## Resetting + +### `fixed_arena_reset` + +```jai +fixed_arena_reset :: (arena: *FixedArena) +``` + +Hands the whole block back for reuse by rewinding the cursor to `fixed_arena_start` — **not to +offset zero**. The header bytes stay reserved, which is what stops the next allocation from +overwriting a bootstrapped arena's own struct. + +Previously allocated memory is not overwritten, only forgotten. If it held anything sensitive, +wipe it yourself before resetting; unlike `arena.jai`, there is no +`fixed_arena_reset_overwriting_memory`. + +Does nothing on a null or invalid arena. + +## Scoped helpers + +### `push_arena` + +```jai +push_arena :: (arena: *FixedArena) #expand +``` + +Installs the arena as `context.allocator` for the enclosing scope and restores the previous +allocator on exit. Everything that allocates through the context — `New`, `NewArray`, +`array_add`, `String_Builder` — comes out of the arena. + +It restores the allocator, **not the cursor**. A scope that allocates without an `auto_reset` +alongside consumes from the block for the life of the program. + +### `auto_reset` + +```jai +auto_reset :: (arena: *FixedArena) #expand +``` + +Records the cursor and restores it when the enclosing scope exits. Nests correctly. The usual +pairing is both macros together: + +```jai +{ + push_arena(arena); + auto_reset(arena); + ... +} +``` + +The mark holds the allocation position and nothing else, matching how `Arena_State` is scoped +in `arena.jai`. Alignment and the backing allocator are configuration rather than position, and +restoring them would silently undo unrelated changes a caller had made. + +## Allocator integration + +### `get_allocator` + +```jai +get_allocator :: (arena: *FixedArena) -> Allocator +``` + +Wraps the arena as an `Allocator` for passing to `,,` call sites, storing in a struct, or +installing manually. + +### `fixed_arena_allocator_proc` + +```jai +fixed_arena_allocator_proc :: (mode: Allocator_Mode, requested_size: s64, old_size: s64, + old_memory: *void, allocator_data: *void) -> *void +``` + +The `Allocator_Proc`. Every mode is handled explicitly, under `#complete`, so a mode added +upstream is a compile error here rather than a silent `null`. + +| Mode | Behaviour | +|---|---| +| `.ALLOCATE` | `fixed_arena_alloc`. | +| `.RESIZE` | `fixed_arena_resize`. | +| `.FREE` | `null`. A bump allocator cannot release an individual allocation. | +| `.IS_THIS_YOURS` | True only for memory that is both **allocated by this arena and currently live** — between `fixed_arena_start` and the cursor. The header and the unallocated tail are not yours, and a reset un-owns everything it handed out. | +| `.CAPS` | `IS_THIS_YOURS \| HINT_I_AM_A_FAST_BUMP_ALLOCATOR`, and fills in the name. | +| `.STARTUP`, `.SHUTDOWN` | `null`. | +| `.THREAD_START`, `.THREAD_STOP` | `null`. No per-thread state is built. | +| `.CREATE_HEAP`, `.DESTROY_HEAP` | `null`. | + +A null `allocator_data` is survivable in every mode. `get_capabilities` in `module.jai` passes +null outright, because capabilities are a property of the proc rather than of any one heap. + +### Memory debugger + +`Memory_Debugger` deliberately ignores this allocator, the same way it ignores the pool and +temporary allocators. Allocations from a `FixedArena` are not tracked, and an overrun here +would not be caught for you — the only allocation the debugger sees is the block +`bootstrap_fixed_arena` takes from `context.allocator`. + +That is why every bound this allocator cares about is checked inside `fixed_arena.jai` rather +than left to tooling, and why `tests/fixed_arena_tests.jai` is the only regression net there is. + +## Thread safety + +**None. Nothing in this file is thread-safe.** + +Allocation is an unsynchronized read-modify-write of `cursor`, so two threads allocating from +one `FixedArena` will hand out overlapping memory. `.CAPS` correctly omits +`Allocator_Caps.MULTIPLE_THREADS`, and `THREAD_START` / `THREAD_STOP` are accepted as no-ops +rather than being used to build per-thread state. + +The dangerous part is that nothing stops you. `push_arena` installs the arena as +`context.allocator`, and a context is exactly the sort of thing that gets copied to a worker. + +Safe patterns: + +- **One arena per thread.** The usual answer. +- **Hand off ownership.** One thread fills an arena and passes it to another, provided there is + a real happens-before edge and only one thread touches it at a time. +- **Read-only sharing.** Multiple threads reading memory already allocated, as long as none of + them allocates or resets. + +Unsafe, including cases that look benign: + +- Two threads calling `fixed_arena_alloc` on one arena, however briefly. +- One thread allocating while another calls `fixed_arena_reset` or exits an `auto_reset` scope + — the rewind can hand out live memory again. +- Sharing a context that carries a fixed arena allocator. + +A lock around the allocating calls alone is not enough. It has to cover everything that touches +the cursor: `fixed_arena_alloc`, `fixed_arena_resize`, `fixed_arena_reset`, `auto_reset`'s scope +exit, and the allocator proc. + +## Correctness notes and limitations + +- **A full arena returns `null`, it does not abort.** This is the normal failure mode and + callers are expected to handle it. Nothing in the file asserts on exhaustion. +- **Allocations are not zeroed**, and a reset does not zero either. +- **There is no secure-erase path.** `arena.jai` has `arena_wipe` and the + `*_overwriting_memory` variants; this file has no equivalent. Wipe sensitive memory yourself + before resetting. +- **`cursor` is an offset, not a pointer**, and the header bytes are reserved in both layouts. + Do not persist a cursor value across a change of build configuration — `size_of(FixedArena)` + is what sets the start, and a struct layout change moves it. +- **The bootstrapped pointer dangles after delete.** Covered above; it is the single easiest + way to misuse this file. +- **No alignment control.** Alignment is fixed at `FIXED_ARENA_DEFAULT_ALIGNMENT`. There is no + equivalent of `arena_set_alignment` or `push_alignment`. If you need a larger alignment for a + particular allocation, over-allocate and align by hand. +- **In-place resize only helps the most recent allocation.** Resizing anything buried under a + later allocation copies, and the original is stranded until the next reset. + +## Testing + +`tests/fixed_arena_tests.jai` covers every exported symbol across seven groups, each behind a +`RUN_*_TESTS` constant so groups can be enabled individually. The module-scope state machinery +(`Fixed_Arena_State` and its pair) is exercised through `auto_reset`. + +Each test names the review finding it guards, so a failure points at the reasoning as well as +the line. The reasoning lives in `fixed-arena-code-review.html`. + +Two conventions worth knowing before reading the output: + +- Tests that drive failure paths deliberately log. Those are bracketed by + `(expecting logged errors: ...)` banners — noise inside a banner is the test working, noise + outside one is not. +- The suite reports per group rather than as one total. A check is one `expect` call reached at + runtime, not one distinct property, so a check inside a loop counts once per iteration. + +The suite passes: 165 checks over seven groups. Its first run failed 8 of 152 checks, all of them the same defect and +all of them in the tests: three sites computed the room left as `memory.count - cursor` and so +asked for more than could fit. The allocator was right to refuse every time. What the failures +actually exposed was a missing piece of API — there was no way for a caller to ask how much +would fit — which is why `fixed_arena_available` exists and why the raw-gap calculation is +called out twice above. With that closed, and with a zero-byte request made independent of the +block's base address, the suite runs clean. + +The cases most worth keeping if the file is ever trimmed are the boundary ones: allocating to +exact capacity and one byte past it, a zero-byte request against a full arena, and the +alignment group's deliberately 8-but-not-16-aligned block. Those are the three places where the +obvious implementation is wrong in a way that ordinary use does not reveal. diff --git a/modules/Basic/enums.jai b/modules/Basic/enums.jai new file mode 100644 index 0000000..7f9dfb9 --- /dev/null +++ b/modules/Basic/enums.jai @@ -0,0 +1,64 @@ +// @Cleanup: Put a better version of this into the standard library. +enum_names :: ($t: Type) -> [] string { + info := type_info(t); + assert(info.type == .ENUM); + return info.names; +} + +enum_values_as_s64 :: ($T: Type) -> [] s64 { + info := type_info(T); + assert(info.type == .ENUM); + return info.values; +} + +enum_values_as_enum :: ($T: Type) -> [] T { // This is likely to be renamed "enum_values" eventually. + info := type_info(T); + assert(info.type == .ENUM); + + result: [..] T; + result.allocator = temp; + + array_reserve(*result, info.values.count); + for info.values array_add(*result, cast,no_check(T) it); + + return result; +} + +enum_highest_value :: ($t: Type) -> s64 { + _, high := enum_range_given_info(type_info(t)); + return high; +} + +enum_lowest_value :: ($t: Type) -> s64 { + low, _ := enum_range_given_info(type_info(t)); + return low; +} + +enum_range :: ($t: Type) -> (low: s64, high: s64) { + low, high := enum_range_given_info(type_info(t)); + return low, high; +} + +enum_range_given_info :: (info: *Type_Info_Enum) -> (low: s64, high: s64) { // @Cleanup: A safe version of this will return type_of(T.loose) + if info.values.count == 0 return 0, 0; + + low := cast(s64) info.values[0]; + high := low; + for info.values { + low = min(low, it); + high = max(high, it); + } + + return low, high; +} + +enum_count :: ($T: Type) -> (count: s32) #expand { + return cast(s32)type_info(T).values.count; +} @Utility + +enum_increment :: (e: *$T) { + e.* += 1; + if cast(s64)e.* > enum_highest_value(T) { + e.* = xx enum_lowest_value(T); + } +} diff --git a/modules/Basic/examples/basic.jai b/modules/Basic/examples/basic.jai new file mode 100644 index 0000000..d2a56a5 --- /dev/null +++ b/modules/Basic/examples/basic.jai @@ -0,0 +1,187 @@ + +// Although these all come from the Basic module. I've aliased Basic in this way +// to better illustrate where each function comes from and to improve searchability. +#import "Basic"; + +demo_command_line_arguments :: () { + args := get_command_line_arguments(); + defer array_reset(*args); // get_command_line_arguments() creates a new array so we release it here. The strings themselves are not copies, however! + + print("Number of command line arguments: %\n", args.count); + for args { + print("Argument %: %\n", it_index+1, it); + } +} + +demo_context_stuff :: () { + my_assertion_handler :: (loc: Source_Code_Location, message: string) -> bool { + print("Assertion failed: %\n", message); + + return false; // Don't break or exit. + } + + // The default assertion handler simply prints the source location + // of the assertion and a message to dump to the console on stdout, + // then calls abort(). It is pretty trivial to hook the assertion + // handler to perform arbitrary functions. A less trivial, alternate + // assertion handler can be observed in jai's Debug module (which, + // among other things, dumps the current stack and spawns an + // interactive message box). + + context.assertion_failed = my_assertion_handler; + + // Unfortunately, due to current language constraints, a message must + // be explicitly be passed to assert() in order to get more context from + // the assertion without spawning the debugger and navigating to the + // source location. Passing a message at all is optionally, however. + assert(1 == 2, "1 == 2"); + + context.assertion_failed = Context_Base.{}.assertion_failed; // Switch this back to the default value. + + + // We can do the same with logging and allocation. + my_logger :: (message: string, data: *void, info: Log_Info) { + print("my_logger: %\n", message); + } + + context.logger = my_logger; + + log("Hello, Hamburger!\n"); + + // Note that the identifier string is before the message/format string in log + log("1 == 2 is %\n", 1 == 2); + + context.logger = Context_Base.{}.logger; // Note that the default logger is essentailly a no-op. One may miss vital information if a non-default logger is not set! + + my_allocator_proc :: (mode: Allocator_Mode, size: s64, old_size: s64, old_memory_pointer: *void, allocator_data: *void) -> *void { + print("Allocation:\n"); + print("Mode: %\n", mode); + print("Size: %\n", size); + print("Old Size: %\n", old_size); + print("Old Memory Pointer: %\n", old_memory_pointer); + print("Allocator Data: %\n", allocator_data); + + mem := context.default_allocator.proc(mode, size, old_size, old_memory_pointer, allocator_data); + + if mode == .ALLOCATE || mode == .RESIZE + then print("Returning memory at: %\n", mem); + + return mem; + } + + my_allocator: Allocator; + my_allocator.proc = my_allocator_proc; + + context.allocator = my_allocator; + + { + mem := alloc(64); + mem = realloc(mem, 4096, 64); + free(mem); + } + + context.allocator = Context_Base.{}.allocator; +} + + +// @TODO this stuff seems to better belong in the Reflection module. +// If/when that happens, this can also be moved to the appropriate +// example file. +demo_reflection_stuff :: () { + My_Struct :: struct { + a: int; + b: string; + c: float; + } + + member_info := get_field(type_info(My_Struct), "b"); + print("Type_Info_Struct_Member for b: %\n", member_info.*); + + My_Enum :: enum { + APPLE; + BANANA; + OCARINA; + } + + print("Enum info for My_Enum\n"); + + print("Names:\n"); + names := enum_names(My_Enum); + for names print("%\n", it); + + print("Values:\n"); + values := enum_values_as_s64(My_Enum); + for values print("%\n", it); + + low, high := enum_range(My_Enum); + print("Range: [%, %]\n", low, high); +} + +demo_system_info_stuff :: () { + now := current_time_consensus(); + + print("Time in UTC: %\n", to_calendar(now, .UTC)); + print("Time local: %\n", to_calendar(now, .LOCAL)); + + print("Working directory: "); + working_directory := get_working_directory(); + print("%\n", working_directory); + +/* + exec_path := get_path_of_running_executable(); + print("Executable path: %\n", exec_path); + + set_working_directory(exec_path); +*/ + +} + +demo_print_stuff :: () { +// print_sequence("Test ", 1, " ", 32.0, "\n"); + + print("% % '%'\n", 1234, 1234.0, "1234"); + + print("Hex-formatted int: %\n", formatInt(12342345234, base=16)); + print("Scientific-notation-formatted float: %, Decimal value: %\n", formatFloat(12342345234.0, mode=.SCIENTIFIC), 12342345234.0); + + Vector :: struct { + x: float = 1.0; + y: float = 3.0; + z: float = 5.0; + } + + v: Vector; + print("Compactly-formatted-struct %\n", v); + print("Exanded format: %\n", formatStruct(v, use_long_form_if_more_than_this_many_members=1)); + + // Reusing a print parameter more than once by specifying a 1-based index into the parameter list + print("%1 %2 %1\n", 5423, "Hello"); + + // sprint() allows us to quickly get the result of a print operation but as a string + // Similarly, tprint() returns the result as a string, but allocated from temporary storage + // instead of as a heap allocation (or whatever the current context.allocator allocates from). + sprinted_string := sprint("%", v); + defer free(sprinted_string); + print("sprint() result: %\n", sprinted_string); + + // For more complex string creation, String_Builder may be more suitable. + builder: String_Builder; + append(*builder, "Hello, String_Builder!\n"); // appends the string as-is to the String_Builder's pools. + print_to_builder(*builder, "%\n", v); // Performs print-like formatting while appending to the builder. + builder_string := builder_to_string(*builder); + defer free(builder_string); + print("String_Builder result: %\n", builder_string); +} + +main :: () { + time := seconds_since_init(); + demo_command_line_arguments(); + demo_context_stuff(); + demo_reflection_stuff(); + demo_system_info_stuff(); + demo_print_stuff(); + time_new := seconds_since_init(); + + print("Duration: %\n", time_new - time); + write_string("Done.\n"); +} diff --git a/modules/Basic/examples/memory_debugger.jai b/modules/Basic/examples/memory_debugger.jai new file mode 100644 index 0000000..38d8af6 --- /dev/null +++ b/modules/Basic/examples/memory_debugger.jai @@ -0,0 +1,319 @@ +// +// We import Basic with MEMORY_DEBUGGER=true to cause alloc(), free(), and realloc() +// to be hooked with routines that record allocations and frees. This is a layer +// built on top of allocators, so that allocators do not have to implement their own +// memory debugging if they don't want to, and also, we can make sure you free a chunk +// of memory on the same allocator you allocated it from, which is a cross-cutting concern +// that involves multiple allocators. +// +// You can look at this memory debugging code if you want; it's not too complicated. +// it lives in modules/Basic/Memory_Debugger.jai. +// +// Note that enabling the MEMORY_DEBUGGER will slow down your program by some amount +// relative to how many allocations there are. So we recommend only enabling +// MEMORY_DEBUGGER when you really are working on memory issues, and disabling it +// at other times. +// +#import "Basic"()(MEMORY_DEBUGGER=true, VISUALIZE_MEMORY_DEBUGGER=!IS_CROSS_COMPILING); +#import "Pool"; + +Status :: struct { // Here's an arbitrary stuff that just has some things in it. + name1: string; + name2: string; + + number: float64; +} + +fruits :: string.["Apple", "Blueberry", "Canteloupe", "Zebra Fruit"]; + +main :: () { + // Often in programs you want to allocate some global data at startup, and that data + // remains in use for the duration of runtime. The RAII people would then say you should + // "destruct" this data at the end of runtime, because it's no longer in use. But this + // wastes CPU cycles and adds complexity to the program; the operating system is about + // to bulk-free all your memory, so why would you put the computer through a bunch of + // extra pain of getting all sorts of pointers into cache just so you can free them + // before the operating system frees them? + // + // But even if one decides they don't want to do this, then one day we come along and want + // to profile our memory use and make sure there aren't leaks. And the tool doesn't know that + // this data is global, and reports it as a leak. When there is a lot of global data, this + // clouds the reports with things we don't care about, making it harder to see the actual + // leaks, and decreasing our quality of life. So one feels pressured into adding code + // to free the global data. + // + // This doesn't sound hard (and indeed in this simple example it would not be hard to free + // the global data), but sometimes that data resides in many data structures across many + // subsystems of a large program, and freeing that stuff adds nontrivial complexity. + // We take an alternate approach: you can call a procedure that tells the leak detector + // that this memory should not be counted as a leak; instead it's intentional global data. + // The nice thing is, this can be done at the site of the allocation, rather than having + // code spread out in two places that have to coordinate with each other logically (which + // is one of the things that makes programs complicated). + + the_status := New(Status); // Allocate a global Status. + this_allocation_is_not_a_leak(the_status); // Tell the memory debugger it's not a leak. + + // (We can call this_allocation_is_not_a_leak even if memory debugging is disabled; + // Basic defines it to be an empty macro if MEMORY_DEBUGGING==false.) + + // Now let's do some main program stuff: + + numbers: [] int; + for i: 1..10 { + numbers = make_numbers(i); // make_numbers gives us a heap-allocated array. + + sum := 0; + for numbers sum += it; + print("Sum is: %.\n", sum); + + // Oops... we forgot to free 'numbers'! + } + + // Let's start allocating using a Pool... + pool: Pool; + set_allocators(*pool); + + fruit_copies: [fruits.count] string; + + { + // Allocate a copy of each fruit from the Pool. + // This will show up in the report as just one allocation, + // performed by the Pool, of the page onto which all these fruits fit. + push_allocator(pool_allocator_proc, *pool); + + for fruits fruit_copies[it_index] = copy_string(it); + } + + // We are back using the default allocator now. + // What happens if we try to free memory, allocated from Pool, + // with the default allocator (this is wrong!!) + + // Uncomment this to see... + // free(fruit_copies[0]); + + + // At the end of execution, or any time really, we can report memory leaks. + + + // Here's the simplest way to do it: + + print("\n\n **** First Leak Report: ****\n\n"); + report_memory_leaks(); + + // + // We're going to do another leak report. But before we do that, let's free + // whichever was the last 'numbers' array we allocated, to show that the report + // notices we freed stuff. + // + + free(numbers.data); + + + // + // For a big program, these leak reports can become verbose, and this can make it harder + // to understand what is a legitimate leak. But we can easily trim the reports down, + // because there are many procedures that we just know allocate memory, so if we called + // one of those, we don't need to see further down the call stack. For example, + // if we call copy_string, it's obvious that this allocates memory, so we don't need + // to show that this then calls alloc_string, which then calls alloc. Trimming this + // for every report can make things substantially more readable. We indicate what to trim + // by setting known_allocation_leaves. It's a structure with two strings; the first is + // the name of the procedure, and the second is a substring of the module or file that + // it lives in. (Use the empty string to skip this substring match and just match on + // the name of the procedure). + // + { + print("\n\n **** Second Leak Report, without common leaves: ****\n\n"); + + options: Leak_Report_Options; + options.known_allocation_leaves = .[.{"New", "Basic"}, .{"NewArray", "Basic"}, .{"array_add", "Basic"}, .{"array_resize", "Basic"}, .{"array_reserve", "Basic"}, .{"copy_string", "Basic"}, .{"alloc_string", "Basic"}, .{"add_bucket", "Bucket_Array"}, .{"find_and_occupy_empty_slot", "Bucket_Array"}, .{"init", "Hash_Table"}, .{"resize", "Hash_Table"}, .{"table_add", "Hash_Table"}, .{"read_entire_file", "File"}, .{"get", "Pool"}]; + + report_memory_leaks(options); + } + + // + // In a larger program, you may get several levels down in the call stack before + // your code starts to go anywhere interesting -- say from main, to a procedure that + // runs the main loop, to a procedure that does all the simulation. Seeing these top + // few procedures all the time in every report may make it verbose and increase the + // noise level, so you can trim things out of the *bottom* of the call stack by + // setting roots_to_skip. This works differently than known_allocation_leaves: + // here, we start at the root and trim only so long as the current function is + // inside 'roots_to_skip'. As soon as we are outisde that set, we stop trimming. + // + { + print("\n\n **** Third Leak Report, without main: ****\n\n"); + options: Leak_Report_Options; + options.known_allocation_leaves = .[.{"New", "Basic"}, .{"NewArray", "Basic"}, .{"array_add", "Basic"}, .{"copy_string", "Basic"}, .{"alloc_string", "Basic"}]; + options.roots_to_skip = .[.{"main", ""}, .{"some_other_common_routine", ""}]; + report_memory_leaks(options); + } + + // + // As programs get bigger, sometimes these memory reports can get very noisy + // in other ways. For example, if you have a recursive procedure, or group of procedures + // that call each other, and then there is a function at the bottom of all this recursion + // that allocates, you might get to that allocation via many different call stacks. + // The system tells you all those different stacks as separate reports, because it + // doesn't know what information in those stacks is important to you and what isn't. + // But if you decide that differences between call stacks are irrelevant, you can + // give the reporter procedures such that all calls to that procedure go into the + // same group, and get reported once. Only the portions of the call stack that are + // common to all members of the group are shown. + // + + // + // To illustrate this, let's add some more leaks that happen via a recursive function, + // then just look at the default report that is generated: + // + + // (In order to make mutually recursive functions in an imperative scope, we need to do + // this hack where we use a struct, so that they live in a data scope... otherwise + // there's no way for them to call each other without one calling ahead into the other. Sigh!) + + Holder :: struct { + handle_even_number :: (x: int) -> *void { + return recursive(x/2); + } + + recursive :: (x: int) -> *void { + if x <= 1 return alloc(100); + + if (x % 5) == 0 return recursive(x/5); + + if (x & 1) return recursive(x-1); + + return handle_even_number(x); + } + } + + recursive :: Holder.recursive; + + recursive(1); + recursive(5); + recursive(10); + recursive(11); + + { + print("\n\n **** Fourth Leak Report, with extra noisy recursive stacks: ****\n\n"); + options: Leak_Report_Options; + options.known_allocation_leaves = .[.{"copy_string", "Basic"}, .{"NewArray", "Basic"}, .{"get", "Pool"}]; + report_memory_leaks(options); + } + + + // + // To make that report less noisy, we can just say, hey, anything that ever called 'recursive' + // goes into the same group. + // + { + print("\n\n **** Fifth Leak Report, with grouped stacks: ****\n\n"); + options: Leak_Report_Options; + options.known_allocation_leaves = .[.{"copy_string", "Basic"}, .{"NewArray", "Basic"}, .{"get", "Pool"}]; + options.group_by_these_calls = .[.{"recursive", ""}]; + report_memory_leaks(options); + } + + // + // You can also get a leak report as a data structure, rather than logging it as a string. + // So you can do whatever you want with it -- filter it in some way, draw it graphically, + // send it to a server, etc. And you don't have to deal with the slowness, errors and + // uncertainty involved in parsing string output. + // + + print("\n\n **** As a Data Structure: ****\n\n"); + + report := make_leak_report(); + print("%\n", report); + + for report.sorted_summaries print("** Summary %: **\n%\n", it_index, it.*); + + caps, name := get_capabilities(context.default_allocator); + + print("Allocator is \"%\", caps: %\n", name, caps); + + if caps & .CREATE_HEAP { + // + // Let's test first-class heaps. We should be able to create a heap, + // allocate individual things in it, then destroy the heap, and all + // individual allocations inside that heap should be known to be gone, + // without us having to free them individually. In other words, the total + // number of leaked allocations from our previous report should be equal + // to the total number of bytes and leaked allocations after we destroy + // that heap; we'll assert this. + // + + leaked_count_before := 0; + leaked_bytes_before := 0; + + for report.sorted_summaries { + leaked_count_before += it.count; + leaked_bytes_before += it.bytes; + } + deinit(*report); + + // Let's make that messy first-class heap and do some stuff to it: + old_allocator := context.allocator; + new_heap := create_heap(context.allocator); + for 1..10 { + waste := alloc(69105,, allocator=new_heap); + } + + // Let's count how much leakage we have before destroying the heap: + middle := make_leak_report(); + leaked_count_middle := 0; + leaked_bytes_middle := 0; + for middle.sorted_summaries { + leaked_count_middle += it.count; + leaked_bytes_middle += it.bytes; + } + deinit(*middle); + + // Now let's destroy that heap: + destroy_heap(new_heap); + + + // Now let's make a new leak report and make sure there are no more leaks: + + print("\n\nAsserting that destruction of a messy first-class heap did not increase our leaks:\n"); + after := make_leak_report(); + + leaked_count_after := 0; + leaked_bytes_after := 0; + for after.sorted_summaries { + leaked_count_after += it.count; + leaked_bytes_after += it.bytes; + } + deinit(*after); + + + print("leaked_count_before = %\n", leaked_count_before); + print("leaked_count_middle = %\n", leaked_count_middle); + print("leaked_count_after = %\n", leaked_count_after); + assert(leaked_count_before == leaked_count_after); + + print("leaked_bytes_before = %\n", leaked_bytes_before); + print("leaked_bytes_middle = %\n", leaked_bytes_middle); + print("leaked_bytes_after = %\n", leaked_bytes_after); + assert(leaked_bytes_before == leaked_bytes_after); + } else { + print("Skipping the first-class heap test until we have an allocator that supports this.\n"); + deinit(*report); + } + + print("We're good! Done.\n"); +} + + + +make_numbers :: (n: int) -> [] int { + // Allocate, on the heap (or whatever allocator is currently set), an array of n integers, and return it. + + result := NewArray(n, int); + + for 0..n-1 result[it] = it; + + return result; +} + diff --git a/modules/Basic/examples/time.jai b/modules/Basic/examples/time.jai new file mode 100644 index 0000000..ec4a79c --- /dev/null +++ b/modules/Basic/examples/time.jai @@ -0,0 +1,189 @@ +main :: () { + now := current_time_consensus(); + print("Now in Apollo Time: %\n", now); + + calendar_utc := to_calendar(now, .UTC); + print("Calendar UTC in data structure form: %\n", calendar_utc); + + print("\n"); + + s := calendar_to_string(calendar_utc); + print("Date in UTC is: %\n", s); + + calendar_local := to_calendar(now, .LOCAL); + s = calendar_to_string(calendar_local); + print("Date in Local is: %\n", s); + + print("\n"); + + #if OS != .WINDOWS { + print("Unfortunately, since we currently use OS-specific routines to convert to calendar time,\n"); + print("and Linux's time structs do not go far enough into the past, this next call will report an error,\n"); + print("and this is a travesty. We'll fix this before too long.\n"); + } + + print("Apollo T plus zero in UTC is %\n", calendar_to_string(to_calendar(.{}, .UTC))); + + print("\n"); + + // + // Let's look at the total range of Apollo_Time, in years. + // + + // The maximum positive Apollo_Time is just the normal two's complement thing + // of all bits being 1, except the high bit: + apollo_max: Apollo_Time; + apollo_max.high = 0x7fff_ffff_ffff_ffff; // Maximum positive value. + apollo_max.low = 0xffff_ffff_ffff_ffff; + + seconds_per_day :: 60*60*24; + seconds_per_year :: seconds_per_day*365 + seconds_per_day/4; + + // Here we are using an overloaded operator / to divide an Apollo_Time by a constant: + apollo_seconds := apollo_max / 1_000_000_000_000_000; + print("Apollo max seconds (rounded down): %\n", apollo_seconds); + + apollo_years := apollo_seconds / seconds_per_year; + assert(apollo_years.high == 0); // 10**15 * seconds_per_year is a little more than 64 bits, so the result of the divide is less than 64 bits. + + years := apollo_years.low; + print("The maximum representable Apollo_Time is % years in the future (rounded down).\n", + formatInt(years, comma_string=",", digits_per_comma=3)); + + print("\n"); + + // + // If the divide operation worked properly, then the remainder of the divide + // should be less than seconds_per_year. Let's check that. + // + + // Here we will build a femtoseconds_per_year number. seconds_per_year fits in 64 bits, and + // FEMTOSECONDS does too (it is the constant value 10**15), but the product does not. So we + // put one of the terms in the bottom words of an Apollo_Time, then use the overloaded * + // to multiply in the second term. + + femtoseconds_per_year: Apollo_Time; + femtoseconds_per_year.low = FEMTOSECONDS; + femtoseconds_per_year *= seconds_per_year; + + // Then we multiply this by our number of years, to get the integer number of years + // that fits into Apollo_Time; this will be somewhat close to apollo_max, but not quite there. + back := femtoseconds_per_year * cast(s64) years; // This operator is only overloaded for s64 right now. + + FormatApollo :: (a: Apollo_Time) -> string { + Format :: (x: Any) -> FormatInt { + return formatInt(x, base=16, digits_per_comma=4, comma_string="_", minimum_digits=16); + } + + // We are writing it as high then low, as a long hex number. + // This is different from what you see when you just print the structure, + // which prints low then high, because low is first in memory. + return tprint("0x% %", Format(a.high), Format(a.low)); + } + + print("The max Apollo_Time, in hex, is ............................. : %\n", FormatApollo(apollo_max)); + print("When we multiply femtoseconds_per_year by apollo_years, we get: %\n", FormatApollo(back)); + + delta := apollo_max - back; + print("Subtracting these, we get ................................... : %\n", FormatApollo(delta)); + + print("This must be less than femtoseconds_per_year, which is ...... : %\n", FormatApollo(femtoseconds_per_year)); + + assert(delta < femtoseconds_per_year); + + print("\n"); + + + { + // Show use of monotonic time, plus conversion to float and back. + // (You might convert a per-frame dt to float in order to easily do math, + // because you know the dt is pretty small relative to the age of the Universe.) + + t0 := current_time_monotonic(); + sleep_milliseconds(100); + t1 := current_time_monotonic(); + + dt := t1 - t0; + + dt_float := to_float64_seconds(dt); + + print("dt is % seconds (Apollo format).\n", dt); + print("dt is % seconds (float64).\n", dt_float); + + // Convert from float back to Apollo. We can see how much + // precision we lost. For monotonic timers that have a small + // output range, the answer is possibly none! + + dt_backconverted := to_apollo(dt_float); + + print("dt_backconverted %\n", dt_backconverted); + + print("Difference induced by conversion to float and back: %\n", dt - dt_backconverted); + } + + // + // Let's just do a few random multiplies and divides to test operators: + // + delta_t := Apollo_Time.{336, 669}; + + divided3 := delta_t / 3; + multiplied3 := divided3 * 3; + + assert(multiplied3 == delta_t); // Because the original was a multiple of 3. + + divided4 := delta_t / 4; + multiplied4 := divided4 * 4; + + assert(multiplied4 == delta_t); // It was also a multiple of 4! + + print("delta_t %\n", delta_t); + print("delta_t %\n", FormatApollo(delta_t)); + + print("\n"); + + print("divided3 %\n", divided3); + print("multiplied3 %\n", multiplied3); + + print("\n"); + + print("divided4 %\n", divided4); + print("multiplied4 %\n", multiplied4); + + print("\n"); + + // Bit shift operations: + + shift_right_2 := delta_t >> 2; + print("shift_right_2 (should be equal to divided4) %\n", shift_right_2); + assert(shift_right_2 == divided4); + + shift_left_then_right_2 := (delta_t << 2) >> 2; + print("shift_left_then_right_2 (should be equal to delta_t) %\n", shift_left_then_right_2); + assert(shift_left_then_right_2 == delta_t); + + + // + // Multiply and divide by Apollo_Time: + // + + factor := Apollo_Time.{100, 0}; + + // Multiply both ways, just to see: + product1 := delta_t * factor; + print("product1 %\n", product1); + + product2 := factor * delta_t; + print("product2 %\n", product2); + + assert(product1 == product2); + + print("\n"); + + // + // Simple dumb divide test, dividing by 1: + // + print("Divided by 1: %\n", apollo_max/1); + assert(apollo_max/1 == apollo_max); +} + +#import "Basic"; diff --git a/modules/Basic/fixed_arena.jai b/modules/Basic/fixed_arena.jai new file mode 100644 index 0000000..598f350 --- /dev/null +++ b/modules/Basic/fixed_arena.jai @@ -0,0 +1,244 @@ +FIXED_ARENA_DEFAULT_ALIGNMENT :: 16; + +FIXED_ARENA_HEADER_BYTES :: size_of(FixedArena); + +FixedArena :: struct { + memory: []u8; + cursor: s64; + allocator: Allocator; +} + +fixed_arena_alloc :: (arena: *FixedArena, byte_count: s64) -> *void { + if !is_valid(arena) { + log_error("[Basic/FixedArena] Attempting to allocate from an invalid or null arena: %!\n", arena); + return null; + } + if byte_count < 0 { + log_error("[Basic/FixedArena] Arena %: negative allocation size %.\n", arena, byte_count); + return null; + } + + // returned pointer is deliberately unaligned for size 0 + if byte_count == 0 return arena.memory.data + arena.cursor; + + capacity := arena.memory.count; + result, aligned := fixed_arena_next_start(arena); + + if aligned > capacity || byte_count > capacity - aligned { + log_error("[Basic/FixedArena] Attempt to allocate, but Arena % is full! (Allocation size %; alignment %; capacity %; already allocated %.)\n", + arena, byte_count, FIXED_ARENA_DEFAULT_ALIGNMENT, capacity, arena.cursor); + return null; + } + + arena.cursor = aligned + byte_count; + + return result; +} + +// Resizes a block, extending it where it sits when it is the most recent allocation. +// Array growth is the dominant caller of RESIZE, so that is the common path +fixed_arena_resize :: (arena: *FixedArena, old_memory: *void, old_size: s64, requested_size: s64) -> *void { + if !is_valid(arena) { + log_error("[Basic/FixedArena] Attempting to resize against an invalid or null arena: %!\n", arena); + return null; + } + + if requested_size < 0 { + log_error("[Basic/FixedArena] Arena %: negative resize size %.\n", arena, requested_size); + return null; + } + + if old_memory && old_size > 0 { + old_start := cast(*u8)old_memory; + old_end := old_start + old_size; + + // Check that the last allocation is the same as the one we want to resize: + if old_start >= fixed_arena_start(arena) && old_end == arena.memory.data + arena.cursor { + old_offset := cast(s64)(old_start - arena.memory.data); + + if requested_size <= arena.memory.count - old_offset { + arena.cursor = old_offset + requested_size; // shrinking reclaims, growing extends + return old_memory; + } + } + } + + // Fallback: + result := fixed_arena_alloc(arena, requested_size); + + // A resize may legitimately arrive with a old_memory that is null + size_to_copy := min(old_size, requested_size); + if result && old_memory && size_to_copy > 0 { + memcpy(result, old_memory, size_to_copy); + } + + return result; +} + +fixed_arena_allocator_proc :: (mode: Allocator_Mode, requested_size: s64, old_size: s64, old_memory: *void, allocator_data: *void) -> *void { + arena: *FixedArena = xx allocator_data; + + if #complete mode == { + case .FREE; + return null; + + case .RESIZE; + return fixed_arena_resize(arena, old_memory, old_size, requested_size); + case .ALLOCATE; + return fixed_arena_alloc(arena, requested_size); + + case .STARTUP; #through; + case .SHUTDOWN; + return null; + + case .THREAD_START; #through; + case .THREAD_STOP; + return null; + + case .CREATE_HEAP; #through; + case .DESTROY_HEAP; + return null; + + case .IS_THIS_YOURS; + if !is_valid(arena) return null; + if old_memory >= fixed_arena_start(arena) && old_memory < arena.memory.data + arena.cursor { + return cast(*void)true; + } + return null; + case .CAPS; + if old_memory { (cast(*string)old_memory).* = "modules/Basic fixed_arena_allocator_proc"; } + return cast(*void)(Allocator_Caps.IS_THIS_YOURS | .HINT_I_AM_A_FAST_BUMP_ALLOCATOR); + } +} + +FIXED_ARENA_MINIMUM_SIZE :: size_of(FixedArena) + FIXED_ARENA_DEFAULT_ALIGNMENT; + +fixed_arena_init :: (arena: *FixedArena, memory: []u8, allocator := Allocator.{}) -> bool { + if !arena { + log_error("[Basic/FixedArena] Attempting to initialize a null arena!\n"); + return false; + } + + if memory.data == null || memory.count < FIXED_ARENA_MINIMUM_SIZE { + log_error("[Basic/FixedArena] Cannot initialize an arena over a % byte block; the minimum is %.\n", + memory.count, FIXED_ARENA_MINIMUM_SIZE); + return false; + } + + arena.memory = memory; + arena.cursor = FIXED_ARENA_HEADER_BYTES; + arena.allocator = allocator; + + return true; +} + +bootstrap_fixed_arena :: (size: s64) -> *FixedArena { + if size < FIXED_ARENA_MINIMUM_SIZE { + log_error("[Basic/FixedArena] Requested size % is below the minimum of % bytes (a % byte header plus one % byte aligned allocation).\n", + size, FIXED_ARENA_MINIMUM_SIZE, size_of(FixedArena), FIXED_ARENA_DEFAULT_ALIGNMENT); + return null; + } + + memory := NewArray(size, u8, false); + + if memory.data == null { + log_error("[Basic/FixedArena] Failed to allocate % bytes for a new arena.\n", size); + return null; + } + + result := cast(*FixedArena)memory.data; + result.memory = memory; + result.cursor = FIXED_ARENA_HEADER_BYTES; + result.allocator = context.allocator; + return result; +} + +delete_fixed_arena :: (arena: *FixedArena) { + if !arena return; + + memory := arena.memory; + allocator := arena.allocator; + + if memory.data == null return; + + if allocator.proc == null return; + + free(memory.data,, allocator); +} + +get_allocator :: (arena: *FixedArena) -> Allocator #expand { + return .{fixed_arena_allocator_proc, arena}; +} + +fixed_arena_start :: (arena: *FixedArena) -> *u8 #expand { + return arena.memory.data + FIXED_ARENA_HEADER_BYTES; +} + +is_valid :: (arena: *FixedArena) -> bool { + if !arena return false; + + return arena.memory.data != null + && arena.memory.count >= FIXED_ARENA_HEADER_BYTES + && arena.cursor >= 0 + && arena.cursor <= arena.memory.count; +} + +fixed_arena_reset :: (arena: *FixedArena) { + if !is_valid(arena) return; + arena.cursor = FIXED_ARENA_HEADER_BYTES; +} + +push_arena :: (arena: *FixedArena) #expand #no_debug { + assert(is_valid(arena)); + + old_allocator := context.allocator; + context.allocator = get_allocator(arena); + + `defer context.allocator = old_allocator; +} + +auto_reset :: (arena: *FixedArena) #expand #no_debug { + __mark := get_fixed_arena_state(arena); + `defer restore_fixed_arena_state(arena, __mark); +} + +// The largest byte_count the next fixed_arena_alloc can satisfy. +fixed_arena_available_bytes :: (arena: *FixedArena) -> s64 { + if !is_valid(arena) return 0; + + start, offset := fixed_arena_next_start(arena); + if offset >= arena.memory.count return 0; + + return arena.memory.count - offset; +} + +#scope_module + +// Where the next aligned allocation would begin +fixed_arena_next_start :: (arena: *FixedArena) -> (start: *u8, offset: s64) #expand { + base := arena.memory.data; + start := Align(base + arena.cursor, FIXED_ARENA_DEFAULT_ALIGNMENT); + return start, cast(s64)(start - base); +} + +Fixed_Arena_State :: struct { + starting_arena : *FixedArena; + starting_point : s64; +} + +get_fixed_arena_state :: inline (arena: *FixedArena) -> Fixed_Arena_State { + assert(arena != null); + + state: Fixed_Arena_State = ---; + state.starting_arena = arena; + state.starting_point = arena.cursor; + + return state; +} + +restore_fixed_arena_state :: inline (arena: *FixedArena, state: Fixed_Arena_State) { + assert(arena == state.starting_arena); + assert(is_valid(state.starting_arena)); + + state.starting_arena.cursor = state.starting_point; +} \ No newline at end of file diff --git a/modules/Basic/float_to_string.jai b/modules/Basic/float_to_string.jai new file mode 100644 index 0000000..c42456e --- /dev/null +++ b/modules/Basic/float_to_string.jai @@ -0,0 +1,728 @@ +// This file contains a port of the floating-point printing functionality in stb_sprintf; the original code has been +// significantly refactored to support this single use case. + +stb_print_float :: (builder: *String_Builder, format: FormatFloat) -> int { + copy_repeated_character :: (destination: *u8, count: int, $character: u8) { + c :: cast,no_check(u32) character; + characters_wide : u32 : (c << 24) | (c << 16) | (c << 8) | c; + + i := count; + d := destination; + while i { + if ((cast,no_check(u64) d) & 3) == 0 break; + d.* = character; + d += 1; + i -= 1; + } + + while i >= 4 { + (cast(*u32) d).* = characters_wide; + d += 4; + i -= 4; + } + + while i { + d.* = character; + d += 1; + i -= 1; + } + } + + copy_integer_part :: (count: int, s: *u8) -> (n: int, s: *u8) #expand { + // This is just a macro so we can use these variables without passing them... + n := 0; + if use_thousand_separators { + while n < count { + cs += 1; + if cs > thousand_group_size { + cs = 0; + s.* = thousand_separator_character; + s += 1; + } else { + s.* = (sn + n).*; + s += 1; + n += 1; + } + } + } else { + while n < count { + s.* = (sn + n).*; + s += 1; + n += 1; + } + } + + return n, s; + } + + determine_mode_for_shortest :: () -> FormatFloat.Mode #expand { + // clamp the precision and delete extra zeros after clamp + n = pr; + if l > pr l = pr; + + while l > 1 && pr && sn[l - 1] == #char "0" { + pr -= 1; + l -= 1; + } + + if dp <= -4 || dp > n { + if pr > l pr = l - 1; + else if pr pr -= 1; // when using %e, there is one digit before the decimal + return .SCIENTIFIC; + } else { + // this is the insane action to get the pr to match %g sematics for %f + if dp > 0 pr = ifx dp < l then l - dp else 0; + else pr = -dp + ifx pr > l then l else pr; + return .DECIMAL; + } + } + + num: [512] u8; // Big enough for e308 (with thousand separators) or e-307. + exponent: [8] u8; // Stores the exponent string at index 1 and the length of the string at index 0. + fw, pr, tz, dp, l, n, cs: int; + s, sn: *u8; + + total_string_length: int; + trailing_zeroes_in_string: int; + decimal_digits_in_string: int; + + // @Cleanup: We can just 'using' format here: + decimal_separator_character := format.decimal_separator_character; + thousand_separator_character := format.thousand_separator_character; + exponent_character := format.exponent_character; + use_thousand_separators := format.thousand_separators; + mode_to_use := format.mode; + + // @Note: These features aren't available through FormatFloat yet. + use_left_justification :: false; + left_pad_with_zeroes :: false; + + fw = format.width; + pr = format.trailing_width; + if pr < 0 pr = default_precision; + + any := format.value; + assert(any.type != null); + type := any.type; + + while type.type == .VARIANT { + variant := cast(*Type_Info_Variant) type; + type = variant.variant_of; + } + + assert(type.type == .FLOAT); + info := cast(*Type_Info_Float) type; + + float_value: float64; + if info.runtime_size == 8 { + float_value = (.*)cast(*float64) format.value.value_pointer; + } else { + float_value = (.*)cast(*float32) format.value.value_pointer; + } + + pr_flag, pr_bias: u32; + if mode_to_use == { + case .SHORTEST; + if pr == 0 pr = 1; + pr_bias = 1; + pr_flag = 0x80000000; + case .SCIENTIFIC; pr_flag = 0x80000000; + } + + is_negative := real_to_str(*sn, *l, num.data, *dp, float_value, (cast,no_check(u32)pr - pr_bias) | pr_flag); + + prefix_character: u8; + if is_negative { + prefix_character = #char "-"; + } else if format.positive_number_prefix == { + case .SPACE; prefix_character = #char " "; + case .PLUS; prefix_character = #char "+"; + } + + if dp == INFINITY_OR_NAN { + s = sn; cs = 0; pr = 0; + } else { + if mode_to_use == .SHORTEST mode_to_use = determine_mode_for_shortest(); + + if mode_to_use == .DECIMAL { + // + // Decimal float. + // + s_start := num.data + 64; + s = s_start; + + // handle the three decimal varieties + if dp <= 0 { // handle 0.000*000xxxx + s.* = #char "0"; s += 1; + if pr { s.* = decimal_separator_character; s += 1; } + + first_trailing_zero_in_string := s; + + n = -dp; + if n > pr n = pr; + + copy_repeated_character(s, n, #char "0"); s += n; + + if l + n > pr l = pr - n; + + decimal_digits_in_string = n + l; + + for 1..l { + s.* = sn.*; + if sn.* != #char "0" first_trailing_zero_in_string = s + 1; + s += 1; sn += 1; + } + + tz = pr - (n + l); + cs = 1 + (thousand_group_size << 24); // how many tens did we write (for commas below) + trailing_zeroes_in_string = s - first_trailing_zero_in_string; + } else { + cs = ifx use_thousand_separators then (600 - dp) % thousand_group_size else 0; + + if dp >= l { // handle xxxx000*000.0 + n, s = inline copy_integer_part(l, s); + + if n < dp { // Copy the remaining zeroes of the integer part. + n = dp - n; + + if !use_thousand_separators { + copy_repeated_character(s, n, #char "0"); s += n; + } else { + while n { + cs += 1; + if cs > thousand_group_size { + cs = 0; + s.* = thousand_separator_character; s += 1; + } else { + s.* = #char "0"; s += 1; + n -= 1; + } + } + } + } + + cs = (s - s_start) + (thousand_group_size << 24); // cs is how many tens + + if pr { + s.* = decimal_separator_character; s += 1; + tz = pr; + } + } else { // handle xxxxx.xxxx000*000 + n, s = inline copy_integer_part(dp, s); + + cs = (s - s_start) + (thousand_group_size << 24); // cs is how many tens + + if pr { s.* = decimal_separator_character; s += 1; } + + if l - dp > pr l = pr + dp; + + decimal_digits_in_string = l - n; + first_trailing_zero_in_string := s; + + sn = sn + n; + n = l - n; + + for 1..n { + s.* = sn.*; + if sn.* != #char "0" first_trailing_zero_in_string = s + 1; + s += 1; sn += 1; + } + + tz = pr - (l - dp); + trailing_zeroes_in_string = s - first_trailing_zero_in_string; + } + } + + pr = 0; + l = s - s_start; // get the length that we copied + s = s_start; + } else { + // + // Scientific float. + // + s_start := num.data + 64; + s = s_start; + + // handle leading chars + s.* = sn.*; s += 1; + + if pr { s.* = decimal_separator_character; s += 1; } + + // handle after decimal + if (l - 1) > pr l = pr + 1; + + decimal_digits_in_string = l - 1; + first_trailing_zero_in_string := s; + + n = 1; + while n < l { + s.* = (sn + n).*; + if s.* != #char "0" first_trailing_zero_in_string = s + 1; + s += 1; n += 1; + } + + trailing_zeroes_in_string = s - first_trailing_zero_in_string; + + // trailing zeros + tz = pr - (l - 1); + pr = 0; + + // dump expo + exponent[1] = exponent_character; + dp -= 1; + if dp < 0 { + exponent[2] = #char "-"; + dp = -dp; + } else { + exponent[2] = #char "+"; + } + + n = ifx dp >= 100 then 5 else 4; + exponent[0] = cast,no_check(u8)n; + while true { + exponent[n] = cast,no_check(u8)(#char "0" + (dp % 10)); + if n <= 3 break; + n -= 1; + dp /= 10; + } + + cs = 1 + (thousand_group_size << 24); // how many tens + + l = s - s_start; // get the length that we copied + s = s_start; + } + } + + + // + // This used to be finalize_string(): + // + + append_repeated_character :: (builder: *String_Builder, count: int, $character: u8) -> int { + result := count; + + while count { + available_range := ensure_contiguous_space_and_return_available_range(builder); + clamped_count := min(count, available_range.count); + count -= clamped_count; + copy_repeated_character(available_range.data, clamped_count, character); + advance_through_ensured_space(builder, clamped_count); + } + + return result; + } + + characters_removed_by_zero_removal: int; + + if format.zero_removal != .NO && mode_to_use != .SHORTEST { + // + // :ZeroRemoval + // + // When we remove zeroes (and possibly the decimal separator itself), special behavior occurs when the width + // and/or trailing width are explicit (i.e., non-negative). When a width is set and a number of characters + // are removed by zero removal, the same number of spaces will be removed from any potential left padding, + // so that the printed number does not shift to the right. When a trailing width is set, any removed + // characters at the end will be replaced by spaces to maintain the width of the string. + // + // Note that the .SHORTEST mode already does its own version of zero removal, so using that in combination + // with a zero removal mode other than .YES might lead to somewhat surprising results. + // + + if (decimal_digits_in_string || tz) && dp != INFINITY_OR_NAN { + if (decimal_digits_in_string > 0 && trailing_zeroes_in_string == decimal_digits_in_string) || (decimal_digits_in_string == 0 && tz > 0) { + if format.zero_removal == .YES { + characters_removed_by_zero_removal = trailing_zeroes_in_string + tz + 1; + l -= trailing_zeroes_in_string + 1; + tz = 0; + } else if format.zero_removal == .ONE_ZERO_AFTER_DECIMAL { + if trailing_zeroes_in_string { + characters_removed_by_zero_removal = (trailing_zeroes_in_string - 1) + tz; + l -= (trailing_zeroes_in_string - 1); + tz = 0; + } else { + characters_removed_by_zero_removal = tz - 1; + tz = 1; + } + } + } else if trailing_zeroes_in_string { + characters_removed_by_zero_removal = trailing_zeroes_in_string + tz; + l -= trailing_zeroes_in_string; + tz = 0; + } else if tz { + characters_removed_by_zero_removal = tz; + tz = 0; + } + } + } + + // Calculate fw (= leading/trailing space) and pr (= leading zeroes). + pr = max(pr, l); + + n = pr + exponent[0] + tz; + if prefix_character n += 1; + + fw = max(fw, n); + + fw -= n; + pr -= l; + + // Maintain number alignment by taking the number of characters removed by zero removal and removing that many spaces from the left padding. :ZeroRemoval + fw -= min(fw, characters_removed_by_zero_removal); + + if !use_left_justification { + if left_pad_with_zeroes { // if leading zeros, everything is in pr + pr = ifx fw > pr then fw else pr; + fw = 0; + } else { + use_thousand_separators = false; + } + } + + // copy the spaces and/or zeros + if fw + pr { + // copy leading spaces (or when doing %8.4d stuff) + if !use_left_justification total_string_length += append_repeated_character(builder, fw, #char " "); + + // copy leader + if prefix_character { append(builder, prefix_character); total_string_length += 1; } + + // copy leading zeros + c := cs >> 24; + cs &= 0xffffff; + cs = ifx use_thousand_separators then c - ((pr + cs) % (c + 1)) else 0; + + if pr { + if !use_thousand_separators { + total_string_length += append_repeated_character(builder, pr, #char "0"); + } else { + for 1..pr { + if cs == c { + cs = 0; + append(builder, thousand_separator_character); total_string_length += 1; + } else { + cs += 1; + append(builder, #char "0"); total_string_length += 1; + } + } + } + } + } else if prefix_character { append(builder, prefix_character); total_string_length += 1; } + + append(builder, s, l); total_string_length += l; // Copy number string. + + total_string_length += append_repeated_character(builder, tz, #char "0"); // Copy trailing zeros. + + append(builder, *exponent[1], exponent[0]); total_string_length += exponent[0]; // Copy exponent (if there is one). + + // Add spaces back to compensate for removed characters. :ZeroRemoval + if format.trailing_width > -1 total_string_length += append_repeated_character(builder, characters_removed_by_zero_removal, #char " "); + + // In case of left justify, put the spaces at the end. + if use_left_justification && fw > 0 total_string_length += append_repeated_character(builder, fw, #char " "); + + + return total_string_length; +} + + + +#scope_file + +default_precision :: 6; +thousand_group_size :: 3; + +nan_label :: "NaN"; +inf_label :: "Inf"; + +INFINITY_OR_NAN :: 0x7000; + + + +// ======================================================================= +// low level float utility functions + +COPYFP :: inline (dest: *void, src: *void) { + (.*)cast(*u64)dest = (.*)cast(*u64)src; +} + +bot :: float64.[0h3ff0000000000000, 0h4024000000000000, 0h4059000000000000, 0h408f400000000000, 0h40c3880000000000, 0h40f86a0000000000, 0h412e848000000000, 0h416312d000000000, 0h4197d78400000000, 0h41cdcd6500000000, 0h4202a05f20000000, 0h42374876e8000000, 0h426d1a94a2000000, 0h42a2309ce5400000, 0h42d6bcc41e900000, 0h430c6bf526340000, 0h4341c37937e08000, 0h4376345785d8a000, 0h43abc16d674ec800, 0h43e158e460913d00, 0h4415af1d78b58c40, 0h444b1ae4d6e2ef50, 0h4480f0cf064dd592]; +negbot :: float64.[0h3fb999999999999a, 0h3f847ae147ae147b, 0h3f50624dd2f1a9fc, 0h3f1a36e2eb1c432d, 0h3ee4f8b588e368f1, 0h3eb0c6f7a0b5ed8d, 0h3e7ad7f29abcaf48, 0h3e45798ee2308c3a, 0h3e112e0be826d695, 0h3ddb7cdfd9d7bdbb, 0h3da5fd7fe1796495, 0h3d719799812dea11, 0h3d3c25c268497682, 0h3d06849b86a12b9b, 0h3cd203af9ee75616, 0h3c9cd2b297d889bc, 0h3c670ef54646d497, 0h3c32725dd1d243ac, 0h3bfd83c94fb6d2ac, 0h3bc79ca10c924223, 0h3b92e3b40a0e9b4f, 0h3b5e392010175ee6]; +negboterr :: float64.[0hbc5999999999999a, 0hbc0eb851eb851eb8, 0hbbd89374bc6a7efa, 0hbbb6a161e4f765fe, 0hbb8ee78183f91e64, 0h3b4b5a63f9a49c2c, 0h3b15e1e99483b023, 0hbad03023df2d4c94, 0hbab34674bfabb83b, 0hba720a5465df8d2c, 0h3a47f7bc7b4d28aa, 0h39f97f27f0f6e886, 0hb9cecd79a5a0df95, 0h394ea70909833de7, 0hb97937831647f5a0, 0h3925b4c2ebe68799, 0hb90db7b2080a3029, 0hb8d7c628066e8cee, 0h388a52b31e9e3d07, 0h38675447a5d8e536, 0h383f769fb7e0b75e, 0hb7fa7566d9cba769]; +top :: float64.[0h44b52d02c7e14af6, 0h497c06a5ec5433c6, 0h4e428bc8abe49f64, 0h53088ba3bf284e24, 0h57d03e29f5c2b18c, 0h5c957f48bb41db7c, 0h615c73892ecbfbf4, 0h6622d3d6f88f0b3d, 0h6ae8eb0138858d0a, 0h6fb07d457124123d, 0h7475d2ce55747a18, 0h793ce2137f743382, 0h7e031cfd3999f7b0]; +negtop :: float64.[0h3b282db34012b251, 0h366244ce242c5561, 0h319b9b6364f30304, 0h2cd4dbf7b3f71cb7, 0h280f8587e7083e30, 0h2347d12a4670c123, 0h1e81fee341fc585d, 0h19bb31bb5dc320d2, 0h14f48c22ca71a1bd, 0h102f0ce4839198db, 0h0b677603725064a8, 0h06a1ba03f5b21000, 0h01dac9a7b3b7302f]; +toperr :: float64.[0h4160000000000000, 0h45ebb542c80deb40, 0hcae83b80b9aab60a, 0hcfa32e22d17a166c, 0hd4523606902e180e, 0hd9296fb782462e87, 0hddf358952c0bd011, 0he2a78c1376a34b6c, 0he7817569fc243adf, 0hec5d9365a897aaa6, 0h7119050c256123a0, 0hf5db1799d76cc7a6, 0hfaa213fe39571a38]; +negtoperr :: float64.[0h37c13badb829e079, 0hb2ee46a98d3d9f64, 0h2e3227c7218a2b65, 0h2951d96999aa01e9, 0ha4acc2229efc3962, 0h9fecd04a2263407a, 0h9b123b80f187a157, 0h965c4e22914ed912, 0h119bc296cdf42f82, 0h8cc9f9e7f4e16fe1, 0h880aeb0a72a8902a, 0h834e228e12c13408, 0h0000000000fa1259]; + +powten :: u64.[1, 10, 100, 1000, 10000, 100000, 1000000, 10000000, 100000000, 1000000000, 10000000000, 100000000000, 1000000000000, 10000000000000, 100000000000000, 1000000000000000, 10000000000000000, 100000000000000000, 1000000000000000000, 10000000000000000000]; +tento19th : u64 : 1000000000000000000; + +ddmult_high :: (oh: float64, ol: float64, xh: float64, yh: float64) -> (oh: float64, ol: float64) { + ahi: float64 = 0; + bhi: float64 = 0; + bt: s64 = ---; + + new_oh := xh*yh; + + COPYFP(*bt, *xh); + bt &= cast,no_check(s64)((~cast,no_check(u64)0) << 27); + COPYFP(*ahi, *bt); + alo := xh - ahi; + + COPYFP(*bt, *yh); + bt &= cast,no_check(s64)((~cast,no_check(u64)0) << 27); + COPYFP(*bhi, *bt); + blo := yh - bhi; + + new_ol := ((ahi * bhi - new_oh) + ahi * blo + alo * bhi) + alo * blo; + + return new_oh, new_ol; +} + +ddtoS64 :: inline (xh: float64, xl: float64) -> s64 { + bits := cast,no_check(s64)xh; + vh := cast,no_check(float64) bits; + + ahi := xh - vh; + t := ahi - xh; + alo := (xh - (ahi - t)) - (vh + t); + bits += cast,no_check(s64)(ahi + alo + xl); + + return bits; +} + +ddrenorm :: (oh: float64, ol: float64) -> (oh: float64, ol: float64) { + s := cast,no_check(float64)(oh + ol); + return s, ol - (s - oh); +} + +ddmult_low :: inline (ol: float64, xh: float64, xl: float64, yh: float64, yl: float64) -> (ol: float64) { + return ol + xh*yl + xl*yh; +} + +ddmult_low_small :: inline (ol: float64, xh: float64, yl: float64) -> (ol: float64) { + return ol + xh*yl; +} + +raise_to_power10 :: (ohi: *float64, olo: *float64, d: float64, power: s32 /* power can be -323 to +350 */) { + ph, pl: float64; + if (power >= 0) && (power <= 22) { + ph, pl = ddmult_high(ph, pl, d, bot[power]); + } else { + e, et, eb: s32; + p2h, p2l: float64; + + e = power; + if power < 0 e = -e; + et = (e * 0x2c9) >> 14;/* %23 */ + if et > 13 et = 13; + eb = e - (et * 23); + + ph = d; pl = 0; + if power < 0 { + if eb { + eb -= 1; + ph, pl = ddmult_high(ph, pl, d, negbot[eb]); + pl = ddmult_low_small(pl, d, negboterr[eb]); + } + + if et { + ph, pl = ddrenorm(ph, pl); + et -= 1; + p2h, p2l = ddmult_high(p2h, p2l, ph, negtop[et]); + p2l = ddmult_low(p2l, ph, pl, negtop[et], negtoperr[et]); + ph = p2h; + pl = p2l; + } + } else { + if eb { + e = eb; + if eb > 22 eb = 22; + e -= eb; + ph, pl = ddmult_high(ph, pl, d, bot[eb]); + if e { + ph, pl = ddrenorm(ph, pl); + p2h, p2l = ddmult_high(p2h, p2l, ph, bot[e]); + p2l = ddmult_low_small(p2l, bot[e], pl); + ph = p2h; + pl = p2l; + } + } + + if et { + ph, pl = ddrenorm(ph, pl); + et -= 1; + p2h, p2l = ddmult_high(p2h, p2l, ph, top[et]); + p2l = ddmult_low(p2l, ph, pl, top[et], toperr[et]); + ph = p2h; + pl = p2l; + } + } + } + + ph, pl = ddrenorm(ph, pl); + ohi.* = ph; + olo.* = pl; +} + +// given a float value, returns the significant bits in bits, and the position of the +// decimal point in decimal_pos. +/-INF and NAN are specified by special values +// returned in the decimal_pos parameter. +// frac_digits is absolute normally, but if you want from first significant digits (got %g and %e), or in 0x80000000 +real_to_str :: (start: **u8, len: *int, out: *u8, decimal_pos: *int, value: float64, frac_digits: u32) -> bool { + bits: s64; + e, tens: s32; + d := value; + + COPYFP(*bits, *d); + expo := cast,no_check(s32)((bits >> 52) & 2047); + is_negative := cast,no_check(bool)(bits >> 63); + if is_negative d = -d; + + if expo == 2047 { // is nan or inf? + if bits & cast,no_check(s64)(((cast,no_check(u64)1) << 52) - 1) { + start.* = nan_label.data; + len.* = nan_label.count; + } else { + start.* = inf_label.data; + len.* = inf_label.count; + } + + decimal_pos.* = INFINITY_OR_NAN; + return is_negative; + } + + if expo == 0 { // is zero or denormal + if (bits << 1) == 0 { // do zero + decimal_pos.* = 1; + start.*= out; + out.* = #char "0"; + len.* = 1; + return is_negative; + } + + // find the right expo for denormals + { + one : u64 : 1; + v: s64 = cast,no_check(s64)(one << 51); + while (bits & v) == 0 { + expo -= 1; + v >>= 1; + } + } + } + + // find the decimal exponent as well as the decimal bits of the value + { + ph, pl: float64; + + // log10 estimate - very specifically tweaked to hit or undershoot by no more than 1 of log10 of all expos 1..2046 + tens = expo - 1023; + tens = ifx tens < 0 then (tens * 617) / 2048 else ((tens * 1233) / 4096) + 1; + + // move the significant bits into position and stick them into an int + raise_to_power10(*ph, *pl, d, 18 - tens); + + // get full as much precision from double-double as possible + bits = ddtoS64(ph, pl); + + // check if we undershot + if cast(u64)bits >= tento19th tens += 1; + } + + // now do the rounding in integer land + #no_aoc { // In some (legit?) cases the tens + frac_digits can overflow. + frac_digits = ifx frac_digits & 0x80000000 then (frac_digits & 0x7ffffff) + 1 else cast,no_check(u32)tens + frac_digits; + } + + if frac_digits < 24 { + dg: u32 = 1; + if cast,no_check(u64)bits >= powten[9] dg = 10; + + done_fracing := false; + while cast,no_check(u64)bits >= powten[dg] { + dg += 1; + if dg == 20 { + done_fracing = true; + break; + } + } + + if !done_fracing && frac_digits < dg { + // add 0.5 at the right position and round + e = cast,no_check(s32)dg - cast,no_check(s32)frac_digits; + if cast,no_check(u32)e < 24 { + r: u64 = powten[e]; + bits = bits + cast,no_check(s64)(r / 2); + if cast,no_check(u64)bits >= powten[dg] + tens += 1; + bits /= cast,no_check(s64)r; + } + } + } + + // kill long trailing runs of zeros + if bits { + done_killing := false; + while true { + if bits <= 0xffffffff break; + if bits % 1000 { + done_killing = true; + break; + } + bits /= 1000; + } + if !done_killing { + n := cast,no_check(u32)bits; + while (n % 1000) == 0 + n /= 1000; + bits=n; + } + } + + // convert to string + out += 64; + e = 0; + + digitpair :: "00010203040506070809101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899"; + + while true { + n: u32 = ---; + o := out - 8; + // do the conversion in chunks of U32s (avoid most 64-bit divides, worth it, constant denomiators be damned) + if bits >= 100000000 { + n = cast,no_check(u32)(bits % 100000000); + bits /= 100000000; + } else { + n = cast,no_check(u32)bits; + bits = 0; + } + + while n { + out -= 2; + (.*)cast,no_check(*u16)out = (.*)cast,no_check(*u16)*digitpair[(n % 100) * 2]; + n /= 100; + e += 2; + } + + if bits == 0 { + if e && out.* == #char "0" { + out += 1; + e -= 1; + } + break; + } + + while out != o { + out -= 1; + out.* = #char "0"; + e += 1; + } + } + + decimal_pos.* = tens; + start.*= out; + len.* = e; + + return is_negative; +} + diff --git a/modules/Basic/linux.jai b/modules/Basic/linux.jai new file mode 100644 index 0000000..f37a9ea --- /dev/null +++ b/modules/Basic/linux.jai @@ -0,0 +1,28 @@ +// @Cleanup: Get rid of the importing of POSIX, as that is way too much. +#load "posix.jai"; + +get_working_directory :: () -> result: string { // Returns the empty string on failure. + PATH_MAX :: 4096; + buf: [PATH_MAX] u8; + result := getcwd(buf.data, buf.count); + + // getcwd is supposed to malloc its return value if buf is null, + // but for some reason I was getting invalid free() on some versions + // of Ubuntu. Also it is probably better not to malloc. That said, + // we are adding this PATH_MAX limit, but, we don't know that such a + // limit does not exist internally to getcwd anyway. But, this is + // just kind of bleah. +/* + crt :: #library,system "libc"; + c_free :: (memory: *void) #foreign crt "free"; + + defer c_free(cwd); +*/ + if !result { + log_error("Unable to get the current directory: %.", errno()); + return ""; + } + + return copy_temporary_string(to_string(buf.data)); +} + diff --git a/modules/Basic/module.jai b/modules/Basic/module.jai new file mode 100644 index 0000000..67bcea7 --- /dev/null +++ b/modules/Basic/module.jai @@ -0,0 +1,719 @@ +// Simple procedures that many programs may want to use. + +#load "Array.jai"; +#load "Simple_String.jai"; +#load "String_Builder.jai"; +#load "Print.jai"; +#load "Int128.jai"; +#load "Apollo_Time.jai"; +#load "string_to_float.jai"; +#load "float_to_string.jai"; +#load "fixed_arena.jai"; +#load "serialization.jai"; +#load "arena.jai"; +#load "enums.jai"; +#load "timing.jai"; + +#if (OS == .WINDOWS) || (OS == .PS5) || (OS == .NN_SWITCH2) || (OS == .LINUX) || (OS == .MACOS) { + #load "Temporary_Storage_Paged_Alloc.jai"; // @Incomplete: Flat_Pool version. +} else { + #load "Temporary_Storage_Paged_Alloc.jai"; +} + +// The suites for arena.jai and fixed_arena.jai live with the code they test so they can reach +// its module scope. They export run_arena_tests / run_fixed_arena_tests and nothing else; +// everything they use internally is #scope_file. +#if LOAD_TESTS { + #load "tests/arena_tests.jai"; + #load "tests/fixed_arena_tests.jai"; +} + +#module_parameters () (MEMORY_DEBUGGER := false, ENABLE_ASSERT := true, REPLACEMENT_INTERFACE: $I/interface Memory_Debugger_Interface = Memory_Debugger_Interface, VISUALIZE_MEMORY_DEBUGGER := true, TEMP_ALLOCATOR_OVERWRITE_MEMORY := false, ARENA_DEBUG := false, LOAD_TESTS := false, ENABLE_TIMING := true) { + + // Your custom-supplied memory debugger should conform to this interface: + Memory_Debugger_Interface :: struct { + check_alloc :: inline (allocator: Allocator, memory: *void, size: s64) {}; + check_free :: inline (allocator: Allocator, memory: *void) {}; + + check_create_heap :: inline (a: Allocator) {}; + check_destroy_heap :: inline (a: Allocator) {}; + } +}; + +// secure_overwrite / memory_secure_overwrite used to live here. arena.jai still takes +// memory_secure_overwrite as its default $wipe_function. Only the main program may supply +// module parameters, so this import gets Secure_Memory at its defaults -- which is why its +// USE_SODIUM defaults to true rather than being something callers switch on. +#import "Secure_Memory"; + +// VISUALIZE_MEMORY_DEBUGGER and REPLACEMENT_INTERFACE only do anything if MEMORY_DEBUGGER == true. + +// ENABLE_TIMING compiles in the tick-based timers in timing.jai. + +// TEMP_ALLOCATOR_OVERWRITE_MEMORY memset free memory values to help track down use-after-free issues +SET_STORAGE_MARK_STAMP :: 0xda; +RESET_STORAGE_STAMP :: 0xdb; +FREE_PAGE_STAMP :: 0xdc; + +// +// modules/Basic is intended to include a bunch of stuff that most programs will want to do; +// however, it is also supposed to be completely replaceable, so that you don't have to +// run on top of it if you don't want to. +// +// We could definitely use some comprehensive documentation on this module! +// + +#if MEMORY_DEBUGGER { + #load "Memory_Debugger.jai"; + + #if VISUALIZE_MEMORY_DEBUGGER #load "Visualize_Memory_Debugger.jai"; + + #if REPLACEMENT_INTERFACE == Memory_Debugger_Interface { // Memory_Debugger_Interface is a sentinel; it means the user didn't pass a replacement, so if we see this, we just use our own stuff. + Memory_Debugger :: struct { + check_alloc :: _check_alloc; + check_free :: _check_free; + + check_create_heap :: _check_create_heap; + check_destroy_heap :: _check_destroy_heap; + } + } else { + Memory_Debugger :: REPLACEMENT_INTERFACE; + } +} else { + // Declare this routine as a dummy so it can be used throughout the user-level code without #iffing it. + this_allocation_is_not_a_leak :: (memory: *void) #expand #no_debug {} + this_allocation_leaks_todo :: (memory: *void) #expand #no_debug {} + this_allocation_does_not_propagate_leak_ownership :: (memory: *void) #expand #no_debug {} + + report_memory_leaks :: () {}; +} + +#if !(MEMORY_DEBUGGER && VISUALIZE_MEMORY_DEBUGGER) { + memory_visualizer_per_frame_update :: () #expand #no_debug {} +} + +get_command_line_arguments :: () -> [] string { + c_args := __command_line_arguments; + result := NewArray(c_args.count, string); + for c_args result[it_index] = to_string(it); + return result; +} + +assert_helper :: (message := "", args: .. Any, loc := #caller_location) -> bool { + if context.handling_assertion_failure return false; // Avoid infinite loops. + context.handling_assertion_failure = true; + + // We provide 'loc' in case _STACK_TRACE is turned off, but assertion_failed may well + // look at the stack trace if it is available. + + should_break := context.assertion_failed(loc, tprint(message, ..args)); + context.handling_assertion_failure = false; + + return should_break; +} + +#if ENABLE_ASSERT { + // We make assert() a macro so that it doesn't annoy you by being on the call stack. + // To keep it short we factor most of the code into assert_helper() (which you could call + // from your own assert implementation, as it is included in the module even if ENABLE_ASSERT + // is false). + assert :: (arg: bool, message := "", args: .. Any, loc := #caller_location) #no_debug #expand { + if !arg && assert_helper(message, ..args, loc) then debug_break(); + } +} else { + assert :: (#discard arg: bool, #discard message := "", #discard args: .. Any, #discard loc := #caller_location) #expand {} + // assert :: (arg: bool, message := "", args: .. Any, loc := #caller_location) #expand {} +} + +alloc :: (size: s64) -> *void { + a := context.allocator; + + result := a.proc(.ALLOCATE, size, 0, null, a.data); + + #if MEMORY_DEBUGGER Memory_Debugger.check_alloc(a, result, size); + + return result; +} + +free :: (memory: *void) { + a := context.allocator; + + #if MEMORY_DEBUGGER Memory_Debugger.check_free(a, memory); + + a.proc(.FREE, 0, 0, memory, a.data); +} + +realloc :: (memory: *void, size: s64, old_size: s64) -> *void { + a := context.allocator; + + // We must not just do a "check_realloc" at the end (as previous versions of this function did) + // because that opens us up to race conditions where the memory debugger sees events in a different order that the allocator. + // If thread 1 reallocs some memory which frees address A and then thread 2 reallocs and gets address A + // the memory debugger will report incorrect double-alloc errors if it sees thread 2's realloc before the thread 1's free. + // This solution is not ideal because we will report free+alloc to the memory debugger even if the existing allocation + // was just resized in place. + // The other way to fix this would be to hold the memory debugger lock for the whole duration of the realloc + // to prevent the debugger from seeing events in a different order than the allocator. But this will probably slow down + // allocations too much in a contended multi-threaded scenario, so I opted for this solution. + // -rluba, 2026-06-19 + #if MEMORY_DEBUGGER Memory_Debugger.check_free(a, memory); + + result := a.proc(.RESIZE, size, old_size, memory, a.data); + + #if MEMORY_DEBUGGER Memory_Debugger.check_alloc(a, result, size); + + return result; +} + +create_heap :: (a: Allocator) -> Allocator { + b_data := a.proc(.CREATE_HEAP, 0, 0, null, a.data); + + b := Allocator.{a.proc, b_data}; + + #if MEMORY_DEBUGGER Memory_Debugger.check_create_heap(b); + + return b; +} + +destroy_heap :: (b: Allocator) { + #if MEMORY_DEBUGGER Memory_Debugger.check_destroy_heap(b); + + b.proc(.DESTROY_HEAP, 0, 0, null, b.data); +} + +get_capabilities :: (b: Allocator) -> (caps: Allocator_Caps, name: string) { + name: string; + result := cast,no_check(Allocator_Caps)b.proc(.CAPS, 0, 0, *name, null); + return result, name; +} + +// Allocates a string. +alloc_string :: (count: int) -> string { + assert(count >= 0); + + if !count return ""; + + s: string = ---; + s.data = alloc(count); + s.count = count; + + return s; +} + +talloc_string :: (count: int) -> string { // This is kind of silly now; we might deprecate it. + return inline alloc_string(count,, temp); +} + +string_free :: inline (s: string) { free(s.data); } +free :: inline (s: string) { free(s.data); } + +push_allocator :: (allocator: Allocator) #expand #no_debug { // This should probably be in caps or something, to tell people it's a macro. + old_allocator := context.allocator; + context.allocator = allocator; + + `defer context.allocator = old_allocator; +} + +push_allocator :: (proc: Allocator_Proc, data: *void) #expand #no_debug { + old_allocator := context.allocator; + + context.allocator.proc = proc; + context.allocator.data = data; + + `defer context.allocator = old_allocator; +} + +// Should get_field not be in Basic? Do we use this any more? +get_field :: (info: *Type_Info_Struct, name: string) -> *Type_Info_Struct_Member, offset_in_bytes: s64 { + // First pass: Don't try recursing. + for * info.members { + if name == it.name return it, it.offset_in_bytes; + } + + // Second pass: See if we can get something recursively. + for * info.members { + if (it.flags & .USING) && (it.type.type == .STRUCT) { + result, child_offset := get_field(cast(*Type_Info_Struct)it.type, name); + if result return result, it.offset_in_bytes + child_offset; + } + } + + return null, 0; +} + +min :: (a: $T, b: T) -> T { // Return the smallest of (a, b). + if a < b return a; + return b; +} + +max :: (a: $T, b: T) -> T { // Return the largest of (a, b). + if b < a return a; + return b; +} + +// In case you shadow 'min' and 'max' with local variables, provide capitalized versions...? +// I had originally made these capitalized until someone passive-aggressively changed them. +// Change them back? -jblow, 2 June 2021. + +Min :: min; +Max :: max; + +IsScalar :: (T: Type) -> bool #compile_time { // This is a utility used in the #modify routines for max, min, clamp. + ti := cast(*Type_Info) T; + if ti.type == { + // These are fine: + case .INTEGER; #through; + case .FLOAT; #through; + case .POINTER; #through; + case .ENUM; + return true; + } + + return false; +} + +max :: inline (a: $T, x: ..T) -> T +#modify { return IsScalar(T), "Argument is not of a scalar type."; } +{ + m := a; + for x if m < it m = it; + return m; +} + +min :: inline (a: $T, x: ..T) -> T +#modify { return IsScalar(T), "Argument is not of a scalar type."; } +{ + m := a; + for x if it < m m = it; + return m; +} + +clamp :: (x: $T, a: T, b: T) -> T +#modify { return IsScalar(T), "Argument is not of a scalar type."; } +{ + if x < a x = a; + if x > b x = b; + + return x; +} + +swap :: inline (a: *$T, b: *T) { + // This is for when only want to mention each expression once instead of twice, because the names are long... + a.*, b.* = b.*, a.*; +} + + +// @Cleanup: We would like to do: +// +// talloc :: temporary_alloc; +// +// But this makes the code live right now. When we fix this part of the +// dead code elimination, we can do that... +talloc :: inline (size: s64) -> *void { + return temporary_allocator_proc(.ALLOCATE, size, 0, null, null); +} + +temporary_alloc :: inline (size: s64) -> *void { + return temporary_allocator_proc(.ALLOCATE, size, 0, null, null); +} + +temp :: Allocator.{temporary_allocator_proc, null}; +temporary_allocator :: temp; + +reset_temporary_storage :: () { + ts := context.temporary_storage; + if ts reset_temporary_storage(ts); +} + +round :: (f: float32) -> s32 #expand { + return cast(s32) floor(f+0.5); +} + +reset_struct :: Initialize; +Initialize :: (memory: *$T) { + ini :: initializer_of(T); + + #if ini inline ini(memory); + else memset(memory, 0, size_of(T)); +} + +New :: ($T: Type, $initialized := true) -> *T { + memory := alloc(size_of(T)); + + // Since New gets called a lot, we just roll Initialize() into here, so that + // we don't kick off so many extra polymorphs. + #if initialized { + ini :: initializer_of(T); + + #if ini inline ini(memory); + else memset(memory, 0, size_of(T)); + } + + return cast(*T) memory; +} + +NewArray :: (count: s64, $T: Type, $initialized := true, alignment: s32 = -1) -> (result: [] T, unaligned_base: *void) { + if !count return .[], null; + + // NewArray is for when we want to new a not-known-at-compile-time + // number of things... + + a := context.allocator; + + extra: s32 = 0; + if alignment > 0 { + extra = alignment; + } + + // 'extra' lets us allocate extra memory so that the user can bump the pointer forward + // for alignment purposes. + // This is more versatile than requiring all allocators to support wacky alignments. + // This doesn't mean it's the best solution, but it is what we are doing for now. + original_memory := cast(*void) alloc(size_of(T) * count + extra); + if !original_memory return .[], null; + + memory: *void; + if alignment > 0 { + memory = cast(*void) align_forward(cast(s64)original_memory, alignment); + } else { + memory = original_memory; + } + + result: [] T = ---; + result.count = count; + result.data = memory; + + #if initialized { + ini :: initializer_of(T); + + #if ini { + for 0..count-1 { + inline ini(memory); + memory += size_of(T); + } + } else { + memset(memory, 0, count * size_of(T)); + } + } + + // If alignment == -1, you don't need to think about original_memory; you can just ignore it. + // You only need to care if alignment != -1; in that case, when it comes time to free the memory, + // you should free original_memory, not result.data. + return result, original_memory; +} + +decimal_digits :: (v_in: s32) -> s32 { + v := v_in; + if (v < 0) v = -v; // ignore sign + if (v < 10) return 1; + if (v < 100) return 2; + if (v < 1000) return 3; + if (v < 10000) return 4; + if (v < 100000) return 5; + if (v < 1000000) return 6; + if (v < 10000000) return 7; + if (v < 100000000) return 8; + if (v < 1000000000) return 9; + return 10; // max for s32 (2,147,483,648) +} + +// align_forward adds to orig_size so that it becomes an even multiple of 'alignment'. +align_forward :: (orig_size: s64, alignment: s64) -> s64 { + a := alignment; + assert(a > 0); + + size := ((orig_size + a - 1) / a) * a; + + // The above code might be hard to think about. Here's another implementation, + // that has a branch: + + // size := orig_size; + // remainder := orig_size % a; + // if remainder size += a - remainder; + + return size; +} + +#if OS == { + case .WINDOWS; #load "windows.jai"; + case .LINUX; #load "linux.jai"; + case .ANDROID; #load "linux.jai"; + case .MACOS; #load "osx.jai"; + case .PS5; #load "ps5.jai"; + case .NN_SWITCH; #load "nintendo.jai"; + case .NN_SWITCH2; #load "nintendo.jai"; +} + +// pack_stack_trace is convenient in case you want to store the stack trace +// on a data structure. You can't just store a pointer to context.stack_trace, +// because that data will be destroyed as the stack unwinds. So this routine +// copies that trace into a packed array. +pack_stack_trace :: () -> [] Stack_Trace_Node { + return pack_stack_trace(context.stack_trace); +} + +pack_stack_trace :: (node: *Stack_Trace_Node) -> [] Stack_Trace_Node { + // We could do a two-pass version where we array_reserve the right amount of data...! + + result: [..] Stack_Trace_Node; + while node { + array_add(*result, node.*); + node = node.next; + } + + // Fix up the 'next' pointers so you can use them normally. + for * result { + if it.next // The one that was already null, at the end, leave it null. Otherwise: + it.next = it + 1; // Set 'next' to point at the subsequent element in the array. + } + + return result; +} + +// +// print_stack_trace() can be used as a low-level routine for people writing +// Allocators, assertion handlers, loggers etc, and who are encountering +// bugs that they want help with. This is guaranteed not to call into +// any logger, allocator, etc because it uses only bottom-level routines. +// +// That said, you can also use it in other code! +// +// +// Higher-level routines can use log_stack_trace(), or get_stack_trace_strings(), which +// gives you strings you can render graphically, etc. +// +print_stack_trace :: (node: *Stack_Trace_Node, prefix: string = "", to_standard_error := true) { + while node { + if node.info { + if prefix.count write_string(prefix, to_standard_error = to_standard_error); + write_string("'", to_standard_error = to_standard_error); + if node.info.name write_string(node.info.name, to_standard_error = to_standard_error); + write_string("' at ", to_standard_error = to_standard_error); + if node.info.location.fully_pathed_filename write_string(node.info.location.fully_pathed_filename, to_standard_error = to_standard_error); + write_string(":", to_standard_error = to_standard_error); + write_nonnegative_number(node.line_number, to_standard_error = to_standard_error); + write_string("\n", to_standard_error = to_standard_error); + } + + node = node.next; + } +} + +log_stack_trace :: (node: *Stack_Trace_Node = null, log_flags := Log_Flags.ERROR, prefix := "") { + strings := get_stack_trace_strings(node); + for strings log("%1%2\n", prefix, it, flags = log_flags); +} + +get_stack_trace_strings :: (node: *Stack_Trace_Node = null) -> [..] string /* Temporary_Storage */ { + if !node node = context.stack_trace; + + results: [..] string; + results.allocator = temp; + + while node { + if node.info { + s := sprint("'%' at %:%", node.info.name, node.info.location.fully_pathed_filename, node.line_number,, allocator=temp); + array_add(*results, s); + } + + node = node.next; + } + + return results; +} + +remember_allocators :: (data: *$T) { + // In this language, we want the user of a function or library to be able to + // control that function's memory allocation using context.allocator. + // + // When you make a data structure that needs to allocate memory over a long + // period of time, though, this introduces a potential annoying constraint: + // if the user wants to store that data structure or pass it to some other code, + // that the user did not write, that other code will not know what allocator to push. + // So it's a good idea for data structures like this to store allocators at + // initialization time. (Data structures like Hash_Table and Bucket_Array do this; + // this is also why the language-native [..] array has allocator and allocator_data + // slots.) + // + // To make it convenient to save allocators in this way, we provide this function; + // it's a very simple function, but it helps people remember and continue the convention. + // All you need is to have 'allocator' and 'allocator_data' members, then call + // this routine. + + if context.allocator.proc { + data.allocator = context.allocator; + } else { + data.allocator = context.default_allocator; + } +} + +resizable :: (a: [] $T, set_allocators := true) -> [..] T { + // Convert a [] to a [..] that owns the same memory. + // The [..]'s allocated pointer will be set to a.count, so it will + // reallocate if you try to add any more. + + // Since there is no way to know what the allocator of the [] was, + // we assume it's the current allocator, and remember that, unless you + // say set_allocators=false. + + result: [..] T = ---; + result.count = a.count; + result.allocated = a.count; + result.data = a.data; + + if set_allocators remember_allocators(*result); + + return result; +} + + +get_integer_range :: ($T: Type) -> (low: T, high: T) { + // Returns the lowest and highest values for a given integer type. + // For example, u8 returns (0, 255); s8 returns (-127, 128). + + IS_INTEGER, SIGNED, BITS :: #run is_integer_type(T); + #assert(IS_INTEGER); + + #if SIGNED { + low := (cast(T)1) << (BITS-1); + } else { + low: T = 0; + } + + return low, ~low; +} + +clamp_to_another_integer_type :: (value: $SourceType, $TargetType: Type) -> TargetType { + // SourceType and TargetType + SOURCE_INTEGER, SOURCE_SIGNED, SOURCE_BITS :: #run is_integer_type(SourceType); + TARGET_INTEGER, TARGET_SIGNED, TARGET_BITS :: #run is_integer_type(TargetType); + + #assert SOURCE_INTEGER && TARGET_INTEGER; + + LOW, HIGH :: #run get_integer_range(TargetType); + + #if SOURCE_SIGNED == TARGET_SIGNED { + // Both are signed, or both are unsigned. + + #if TARGET_BITS < SOURCE_BITS { + if value < LOW value = LOW; + if value > HIGH value = HIGH; + } + + return cast,no_check(TargetType) value; + } else { + // If we get here, SOURCE_SIGNED != TARGET_SIGNED. + #if SOURCE_SIGNED { + // TARGET_SIGNED == false. + + if value < 0 value = 0; + + #if TARGET_BITS < SOURCE_BITS { + if value > HIGH value = HIGH; + } + } else { + // SOURCE_SIGNED == false, TARGET_SIGNED == true. + + #if TARGET_BITS <= SOURCE_BITS { + if value > HIGH value = HIGH; + } + } + + return cast,no_check(TargetType) value; + } +} + + +is_integer_type :: ($T: Type) -> (is_integer: bool, is_signed: bool, bits: u8) { + info := type_info(T); + if info.type == .INTEGER { + info_int := cast(*Type_Info_Integer) info; + return true, info_int.signed, size_of(T)*8; + } + + return false, false, 0; +} + +seconds_since_init :: () -> float64 { + // This is the replacement for seconds_since_init(). + one_time_init(*is_get_seconds_initialized, init_get_seconds()); + + delta := current_time_monotonic() - get_seconds_base_time; + return to_float64_seconds(delta); +} + +#scope_file + +is_get_seconds_initialized: s32; +get_seconds_base_time: Apollo_Time; + +init_get_seconds :: () { + get_seconds_base_time = current_time_monotonic(); +} + +#scope_export +// Ok, so for many years kilo, mega and gigabytes meant 1024 * ..., but now +// we're supposed to use kibi, mibi and gibi?? +Bytes :: (b: s64) -> s64 #expand { return b; } +KB :: Kilobytes; +Kilobytes :: (count: s64) -> s64 #expand { return count * 1024; } +MB :: Megabytes; +Megabytes :: (count: s64) -> s64 #expand { return count * 1_048_576; } +GB :: Gigabytes; +Gigabytes :: (count: s64) -> s64 #expand { return count * 1_073_741_824; } +TB :: Terabytes; +Terabytes :: (count: s64) -> s64 #expand { return count * 1_099_511_627_776; } + +format_time_milliseconds :: (time: float64) -> string { + return tprint("% ms", FF(time * 1.0e3, 3)); +} + +format_delta_seconds :: inline (end_time: Apollo_Time, start_time: Apollo_Time) -> string { + return format_time_seconds(to_float64_seconds(end_time-start_time)); +} + +format_time_seconds :: (time: float64) -> string { + if time < 1.0e-6 then return tprint("% ns", FF(time * 1.0e9, 2)); + if time < 1.0e-3 then return tprint("% us", FF(time * 1.0e6, 3)); + if time < 1 then return tprint("% ms", FF(time * 1.0e3, 3)); + return tprint("% s", FF(time, 2)); +} + +format_count :: (count: $T) -> string { + units : []string = .["", "thousand", "million", "billion", "trillion"]; + count_f64 := cast(float64)count; + unit_index := 0; + while count_f64 >= 1000 && unit_index < (units.count - 1) { + count_f64 /= 1000.0; + unit_index += 1; + } + + return tprint("% %", FF(count_f64, 2), units[unit_index]); +} + +format_cycles :: (ticks: $T) -> string { + units : []string = .["cycles", "K cycles", "M cycles", "B cycles", "T cycles"]; + count_f64 := cast(float64)ticks; + unit_index := 0; + while count_f64 >= 1000 && unit_index < (units.count - 1) { + count_f64 /= 1000.0; + unit_index += 1; + } + + return tprint("% %", FF(count_f64, 2), units[unit_index]); +} + +format_bytes :: (bytes_count: int) -> string { + units : []string = .["B", "KB", "MB", "GB", "TB", "PB"]; + count_f64 := cast(float64)bytes_count; + unit_index := 0; + + // Scale down until size < 1024 or we run out of units + while count_f64 >= 1024 && unit_index < (units.count - 1) { + count_f64 /= 1024.0; + unit_index += 1; + } + + return tprint("% %", FF(count_f64, 2), units[unit_index]); +} + diff --git a/modules/Basic/osx.jai b/modules/Basic/osx.jai new file mode 100644 index 0000000..c6571fd --- /dev/null +++ b/modules/Basic/osx.jai @@ -0,0 +1,60 @@ +#load "posix.jai"; + +store_in_integer :: (str: string) -> s32 { + assert(str.count <= 4); + // store contents of a string within an int + // attempt to mimick what C does with single-quote + // strings. For example: + // int c = 'sora'; + // The value 0x736F7261 would be written to "c" + + slice: [] u8; + slice.data = str.data; + slice.count = str.count; + out: s32; + for slice { + bits := ((slice.count - it_index) -1) * 8; + out = out | cast(s32) ((cast(u32) it) << bits); + } + + return out; +} + + +// Returns a temporary string. +get_working_directory :: () -> string { + cwd := getcwd(null, 0); + + defer c_free(cwd); + return copy_temporary_string(to_string(cwd)); +} + +// macOS API + +IID :: struct {}; +LPVOID :: *void; + +AbsoluteTime :: u64; + +_NSGetExecutablePath :: (buf: *u8, bufsize: *u32) -> s32 #foreign libc; + +// this stuff has been deprecated for awhile it seems but Apple still lists this API as their recommended way +// to get GL addresses. see :NSGLGetProcAddress: +NSSymbol :: *void; // typedef'd to a pointer to an internal __NSSymbol struct +NSIsSymbolNameDefined :: (symbolName: *u8) -> bool #foreign libc #deprecated "use dlysym()"; +NSLookupAndBindSymbol :: (symbolName: *u8) -> NSSymbol #foreign libc #deprecated "use dlysym()"; +NSAddressOfSymbol :: (symbol: NSSymbol) -> *void #foreign libc #deprecated "use dlysym()"; + + +FourCharCode :: u32; + +OSStatus :: s32; +OSType :: FourCharCode; + +noErr :OSStatus: 0; + +#scope_file + +libc :: #library,system "libc"; +c_free :: (memory: *void) #foreign libc "free"; // :CFree: + diff --git a/modules/Basic/posix.jai b/modules/Basic/posix.jai new file mode 100644 index 0000000..c4581fe --- /dev/null +++ b/modules/Basic/posix.jai @@ -0,0 +1,59 @@ +#import "POSIX"; + + +sleep_milliseconds :: (milliseconds: s32) { + nanosleep :: (req: *timespec, rem: *timespec) -> int #foreign libc; + + MILLI_TO_NANO :: 1000000; + MILLI_TO_SECS :: 1000; + + req: timespec; + req.tv_sec = milliseconds / MILLI_TO_SECS; + req.tv_nsec = MILLI_TO_NANO * (milliseconds % MILLI_TO_SECS); + nanosleep(*req, null); +} + +set_working_directory :: (s: string) -> bool { + chdir :: (s: *u8) -> s32 #foreign libc; + chdir_result := chdir(temp_c_string(s)); + return chdir_result == 0; +} + +exit :: (status: s32) { + // @Incomplete This would perform a series of C library termination procedures before ending the process. + // There's quick_exit, _Exit, etc. that perform minimal C lib procedures, but our goal will be to just + // not call this version since we'll be avoiding the CRT. + + // @Incomplete: We lack a atexit() handlers, so any dynamic library that registers such procedure that is + // supposed to execute after exit() call, won't be called. + + syscall_exit :: (syscall_number: u32, exit_code: s32) #expand { + #if CPU == .X64 { + #asm SYSCALL_SYSRET { + mov.q nr: gpr === a, syscall_number; + mov.d st: gpr === di, exit_code; + syscall o0:, o1:, nr, st; + } + } else { + syscall :: (__sysno: s64, __args: ..Any) -> s64 #foreign libc; + syscall(syscall_number, exit_code); + } + } + + #if OS == { + case .LINUX; + syscall_exit(SYS_exit_group, status); + case .ANDROID; + syscall_exit(SYS_exit_group, status); + case .MACOS; + // SYSCALL_UNIX_BASE would not be necessary if we call libc’s syscall(), because it applies it automatically. But it doesn’t hurt either. + syscall_exit(SYSCALL_UNIX_BASE | SYS_exit, status); + case; + libc_exit :: (status: s32) #foreign libc "exit"; + libc_exit(status); + } +} + +#scope_file + +libc :: #library,system "libc"; diff --git a/modules/Basic/serialization.jai b/modules/Basic/serialization.jai new file mode 100644 index 0000000..6bb6c86 --- /dev/null +++ b/modules/Basic/serialization.jai @@ -0,0 +1,144 @@ +Deserializer :: struct { // downcasts to []u8 + count: s64; + data: *u8; + cursor: s64; + ok := true; // cleared by any read that would run past the end; never set back +} + +to_deserializer :: (view: $T/.[[]u8, string]) -> Deserializer #expand { + return .{view.count, view.data, 0, true}; +} + +deserializer_can_read :: inline (d: *Deserializer, byte_count: s64) -> bool { + if byte_count < 0 || d.cursor < 0 || d.cursor > d.count || byte_count > d.count - d.cursor { + d.ok = false; + return false; + } + return true; +} + +Read :: inline (d: *Deserializer, $T: Type) -> T { + mem: T = ---; + if !deserializer_can_read(d, size_of(T)) { + Initialize(*mem); // a failed read yields a zero value + return mem; + } + + memcpy(*mem, d.data + d.cursor, size_of(T)); + + d.cursor += size_of(T); + + return mem; +} + +ReadArrayView :: inline (d: *Deserializer, view_count: s64, $T: Type) -> []T { + // Range-check the count before multiplying, so a hostile count cannot overflow it. + if view_count < 0 || d.cursor < 0 || d.cursor > d.count + || view_count > (d.count - d.cursor) / size_of(T) { + d.ok = false; + return .[]; + } + + array: []T = .{view_count, cast(*T)(d.data + d.cursor)}; + + d.cursor += view_count * size_of(T); + + return array; +} + +ReadSizedArray :: inline (d: *Deserializer, $T: Type, $count_type: Type = s64) -> []T { + view_count := xx Read(d, count_type); + + return ReadArrayView(d, view_count, T); +} + +ReadStringView :: inline (d: *Deserializer, view_count: s64) -> string { + if !deserializer_can_read(d, view_count) return ""; + + s := string.{view_count, d.data + d.cursor}; + + d.cursor += view_count; + + return s; +} + +ReadSizedString :: inline (d: *Deserializer, $count_type: Type = s64) -> string { + view_count : s64 = xx Read(d, count_type); + + return ReadStringView(d, view_count); +} + +// Use Resizable_Array APIs directly: e.g. array_reset_keeping_memory, array_free, array_reset... +Serializer :: [..]u8; + +new_serializer :: inline (reserve_count: s64) -> Serializer { + serializer: Serializer; + array_reserve(*serializer, reserve_count); + + return serializer; +} + +Add :: inline (s: *Serializer, item: $T) { + // we use the offset, do NOT use s.data, because the pointer + // can move on resize, so it is no longer valid! + starting_offset := s.count; + array_resize(s, s.count + size_of(T)); + memcpy(s.data + starting_offset, *item, size_of(T)); +} + +AddArray_NoSize :: inline (s: *Serializer, view: []$T) { + starting_offset := s.count; + array_resize(s, s.count + (view.count * size_of(T))); + memcpy(s.data + starting_offset, view.data, view.count * size_of(T)); +} + +AddSizedArray :: inline (s: *Serializer, view: []$T, $count_type: Type = s64) -> bool { + // A count that does not survive count_type would be written truncated and then followed by + // the full payload, so every field after it reads from the wrong offset. The round trip + // catches that for any count_type; cast,no_check keeps a debug build from aborting on the + // cast before this can report it. + view_count := cast,no_check(count_type) view.count; + if cast(s64) view_count != view.count { + log_error("[AddSizedArray] a % element array does not fit a % length prefix.", view.count, count_type); + return false; + } + + Add(s, view_count); + AddArray_NoSize(s, view); + return true; +} + +AddString :: inline (s: *Serializer, view: string, $count_type: Type = s64) -> bool { + view_count := cast,no_check(count_type) view.count; + if cast(s64) view_count != view.count { + log_error("[AddString] a % byte string does not fit a % length prefix.", view.count, count_type); + return false; + } + + Add(s, view_count); + AddArray_NoSize(s, cast([]u8)view); + return true; +} + +// This has specialized use cases where the offsets are saved in a separate array. e.g. SoA filesystem string storage. +AddString_NoSize :: inline (s: *Serializer, data: *u8, count: $T, $offset_type: Type = s32) -> offset_type { + offset := cast(offset_type) s.count; + + AddArray_NoSize(s, []u8.{count, data}); + + return offset; +} + +AddString_PaddedTo8ByteAlignment :: (s: *Serializer, view: string) { + // The purpose of this function is to zero-pad a string to + // 8-bytes so we don't run into annoying unaligned copy issues. + Add(s, view.count); + AddArray_NoSize(s, cast([]u8)view); + + starting_offset := s.count; + remainder := align_forward(view.count, size_of(s64)) - view.count; + array_resize(s, s.count + remainder); + + // Fill remaining space with zeros + memset(s.data + starting_offset, 0, remainder); +} \ No newline at end of file diff --git a/modules/Basic/string_to_float.jai b/modules/Basic/string_to_float.jai new file mode 100644 index 0000000..1cf87fa --- /dev/null +++ b/modules/Basic/string_to_float.jai @@ -0,0 +1,1068 @@ +// The code in this file parses strings to yield floating-point numbers. +// Solving this problem exactly for arbitrarily large input strings can be very +// difficult and slow, involving arbitrary-precision math. The convention in recent +// years has been that programming language libraries handle these cases, because +// it's the "right answer", even though almost nobody is ever going to call a +// function like this on a 50,000-character input. +// +// The code below doesn't try to do that. It should round-trip correctly with +// any output of any other correct system that prints enough digits to uniquely +// identify the floating-point number. If there are many more digits than that, +// then in some cases, it may round incorrectly, giving you a 1 ULP error. +// +// Do we want to fix this in the long term? I am not sure. On the one hand, +// the principle of least surprise says that the code should just do what you +// ask it to do, and not have weird constraints like this. On the other hand, +// if the resulting code is much more complicated, it incurs a burden on +// everyone every time they compile and link the code, and, it makes the +// source code less friendly, harder to read, and more like a scary thing +// that lives in the basement and we never want to go down there. +// And, long term, this kind of feeling is a big part of what's wrong with +// software. So maybe the correct bigger-picture decision is to live with +// the 1 ULP error on weird inputs that "nobody" is ever going to use. I am +// not sure. -jblow, 29 June 2020 + +// string_to_float is just calling string_to_float64 and then rounding. This is I guess not correct +// for some edge cases, as you can get the wrong answer due to double-rounding. Eventually we will +// want to fix this. +string_to_float :: (arg: string) -> (result: float, success: bool, remainder: string) { + result64, success, remainder := string_to_float64(arg); + return result64.(float), success, remainder; +} + +// :StringToFloatNew +// We are moving toward a convention for everything where success is first so you +// can't ignore it... At some point we'll deprecate the string_to_float() above. +string_to_float_new :: (arg: string) -> (success: bool, result: float, remainder: string) { + result64, success, remainder := string_to_float64(arg); + return success, result64.(float), remainder; +} + + + +// +// string_to_float64 and multiply_and_convert_to_float are translated from the dtoa-fast library +// by Albert Chan. You can see the copyright and license information in +// copyrights.txt. +// + +// We picked this library because it looked reasonable, but did not +// perform an exhaustive survey. +// Here's an alternative library that may possibly be faster, +// but that also falls back to libc (ugh) for hard cases: +// https://github.com/lemire/fast_double_parser + +string_to_float64 :: (_s: string) -> (result: float64, success: bool, remainder: string) #no_abc { + s := eat_spaces(_s); + if !s return 0, false, ""; + + n := 0; + + neg: s32; + if s[n] == #char "-" { n += 1; neg = 0x800; } + else if s[n] == #char "+" { n += 1; } + + lz: s32; + while (n < s.count) && (s[n] == #char "0") { // Skip leading zeroes. + n += 1; + lz += 1; + } + + m, bot: u64; + digits, nexp: s32; + len := s.count; + + while n < len { // Digits before the decimal point. + c := s[n]; + if c < #char "0" break; + if c > #char "9" break; + + if digits >= 19 { + if digits == 28 { n += 1; nexp += 1; continue; } + if digits == 19 { bot=m>>32; m &= 0xffff_ffff; } + } + + m = 10 * m + (c - #char "0"); + digits += 1; + + n += 1; + } + + all_digits := lz + digits; + + if (n < len) && (s[n] == #char ".") { // Digits after the decimal point. + nexp += all_digits; + + n += 1; + + if !digits { // Leading zeroes again. + while (n < len) && (s[n] == #char "0") { n += 1; lz += 1; } + } + + while n < len { + c := s[n]; + if c < #char "0" break; + if c > #char "9" break; + + if digits >= 19 { + if digits == 28 { n += 1; continue; } + if digits == 19 { bot=m>>32; m &= 0xffff_ffff; } + } + + m = 10 * m + (c - #char "0"); + digits += 1; + + n += 1; + } + + all_digits = lz + digits; + nexp -= all_digits; + } + + if all_digits == 0 { // We got no valid characters that could start a floating-point number. + return 0, false, _s; + } + + if (n < len - 1) && ((s[n]|32) == #char "e") { // Build nexp, the base-10 exponent of the number. + // We checked against len-1 above, so that we can do the q check here without worrying too much. + // If e is the last digit, it's not valid! + q := n + 1; + sign: s32 = 1; + + if s[q] == #char "-" { q += 1; sign = -1; } + else if s[q] == #char "+" { q += 1; } + + if (q < len) && (s[q] >= #char "0") && (s[q] <= #char "9") { // valid nexp + n = q + 1; + d : s32 = s[q] - #char "0"; + + while (n < len) && (s[n] >= #char "0") && (s[n] <= #char "9") { + if d < 100000000 d = 10 * d + s[n] - #char "0"; // This seems weird... we cap d instead of letting it overflow/etc. Maybe because we know we will output Inf when it is this high? + n += 1; + } + + nexp += sign * d; + } + } + + remainder := advance(s, n); + + if !digits return (ifx neg then -0.0 else 0.0), true, remainder; + + if !INRANGE(digits + nexp, EXP_MIN, EXP_MAX) { + if nexp <= 0 return (ifx neg then -0.0 else 0.0), true, remainder; + + return (ifx neg then -FLOAT64_INFINITY else FLOAT64_INFINITY), true, remainder; + } + + binary_leading_zeroes: s32; + bexp: s32; + + skip := false; + if digits == { + case 20; bot *= 10; + case 21; bot *= 100; + case 22; bot *= 1000; + case 23; bot *= 10000; + case 24; bot *= 100000; + case 25; bot *= 1000000; + case 26; bot *= 10000000; + case 27; bot *= 100000000; + case 28; bot *= 1000000000; + case; + binary_leading_zeroes = clz64(m); + m = m << binary_leading_zeroes; // under 64 bits + bexp = 64 + BIAS - binary_leading_zeroes; + skip = true; + } + + if !skip { + top := bot + (m >> 32); + binary_leading_zeroes = clz32(cast(u32)(top>>32)); + bot = m << 32 >> (32-binary_leading_zeroes); // bot 32 bits + m = (top << binary_leading_zeroes) | (bot >> 32); // top 64 bits + bexp = 96 + BIAS - binary_leading_zeroes; + } + + result := multiply_and_convert_to_float(m, cast,trunc(u32) bot, bexp, nexp, neg); + return result, true, remainder; +} + +// :StringToFloatNew +string_to_float64_new :: (_s: string) -> (success: bool, result: float64, remainder: string) #no_abc { + result, success, remainder := string_to_float64(_s); + return success, result, remainder; +} + +#scope_file + +multiply_and_convert_to_float :: (m: u64, bot: u32, bexp: s32, i: s32, neg: s32) -> float64 { + // This was called "strtod_cvt" in the original code. + + n2 := cast(u32)(m >> 32); // top 32 bits + n1 := cast,trunc(u32) m; // middle 32 bits + n0 := bot; // bottom 32 bits + + n2, n1, n0, bexp = MUL_96(n2,n1,n0,bexp, i); + + bot = n0; + if cast,no_check(u32) bexp >= 2046 { // not normal range + if bexp >= 2046 return ifx neg then -FLOAT64_INFINITY else FLOAT64_INFINITY; + + // If we got here, bexp is negative... kinda gross. + i = -bexp; // Thus i becomes positive. + bexp = 0; + + tail := ((cast(u64) n1) << 32 | n0) >> i; + tail |= (cast(u64) n2) << (64-i); + n0 = cast,trunc(u32) tail; + n1 = cast(u32)(tail >> 32); + n2 = n2 >> i; + } + + if bot == 0 { + if (n1 & 0xfff) == 0x400 { // round 01000 ... + // ULP :: 0; // assumed halfway + // #define FIX_0x400(r) r += ULP() - 1 + // if n0 == 0 FIX_0x400(n1); + + // :PreciseRounding + // If I understand correctly, these cases marked :PreciseRounding + // represent the only points at which this code gives up and potentially + // yields the incorrect rounding. At these two points, we could call + // into an arbitrary-precision routine to yield the answer. (I believe + // the original dtoa-fast uses MAPM in this case to get the right + // answer, but we don't do that here). -jblow, 29 June 2020 + + if n0 == 0 n1 -= 1; + } + } else if bot > HOLE { + if (n1 & 0x7ff) == 0x3ff { // round ?0111 ... + // #define FIX_0x3ff(r) r += ULP() + !!(n1&0x800) + // if n0 > HOLE FIX_0x3ff(n1); + + // :PreciseRounding + // See above! + if n0 > HOLE { + if n1 & 0x800 n1 += 1; + } + } + } + + u: HexDouble; + u._u64 = ((n1 >> 10) + 1) >> 1; + u._u64 += ((cast(u64)(neg|bexp))<<52) + ((cast(u64) n2)<<21); + + return u._float64; +} + + +// +// The code below is a fast 96-bit multiply, from MAPM version 4.9.5a, +// by Michael C. Ring. MAPM is a fairly extensive library, and we only +// extracted the part we need here. See copyrights.txt for the copyright info, +// as well as Michael's contact information. +// +// The license for the code requires that I also include this comment: +// + +/* + * THE FILE CONTENTS BELOW HAVE BEEN MODIFIED FROM THE OFFICIAL MAPM DISTRIBUTION + * BY Jonathan Blow on 29 June, 2020. + * + * THIS CODE IS ORIGINALLY FROM MAPM VERSION 4.9.5. + * + */ + + +// Make a struct for (n2, n1, n0, bexp)? It would make all this a lot more readable. +// But, we only use two of these functions for now, so it actually doesn't matter much. +// But if we use more of MAPM eventually, this may become more of an issue, and it'd be +// worth seeing if there is a performance degradation due to using structs for the numbers. +// It would be a good test of the compiler to ensure that it doesn't make the code any slower. + +MUL_96 :: inline (n2: u32, n1: u32, n0: u32, bexp: s32, i: s32) -> (r2: u32, r1: u32, r0: u32, rexp: s32) { + c :: fast_bf96; + base := (i+351)*3; + + // max(c[0]) = 0xffbbcfe9 < 0xffffffff + // -> c[0]*n1 + 3 (x0 >> 32) under 64 bits + + c0 : u64 = c[base]; + c1 : u64 = c[base+1]; + c2 : u64 = c[base+2]; + + x0 := c0 * n0; + x1 := c0 * n1; + x2 := c0 * n2; + + x1 += x0 >> 32; x0 = (cast,trunc(u32)x0) + c1 * n1; + x1 += x0 >> 32; x0 = (cast,trunc(u32)x0) + c2 * n2; + x1 += x0 >> 32; + x2 += x1 >> 32; x1 = (cast,trunc(u32)x1) + c1 * n2; + x2 += x1 >> 32; + + delta := (i * 108853) >> 15; // This apparently has enough precision to reproduce the correct exponent for every entry in the fast_bf96 table, so that we don't have to store those exponents in the table. + + bexp += delta; + + r2, r1, r0, rexp := NORMALIZE(n2, n1, n0, bexp, x2, x1, x0, 1); + + return r2, r1, r0, rexp; +} + +NORMALIZE :: (n2: u32, n1: u32, n0: u32, bexp: s32, x2: u64, x1: u64, x0: u64, size: s32) -> (r2: u32, r1: u32, r0: u32, rexp: s32) { + if x2 & (1<<63) { + r2 := cast,trunc(u32) (x2 >> 32); + r1 := cast,trunc(u32)x2; + r0 := cast,trunc(u32)x1; + return r2, r1, r0, bexp + size; + } else { + r2 := cast(u32) (x2 >> 31); + r1 := ((cast,trunc(u32) x1) >> 31) | ((cast,trunc(u32) x2) << 1); + r0 := ((cast,trunc(u32) x0) >> 31) | ((cast,trunc(u32) x1) << 1); + return r2, r1, r0, bexp + size - 1; + } +} + +fast_bf96 : [691*3] u32 : u32.[ // 1E-351 to 1E339 + 0x8049a4ac, 0x0c5811ae, 0x205b896d, + 0xa05c0dd7, 0x0f6e1619, 0xa8726bc8, + 0xc873114c, 0xd3499ba0, 0x128f06bb, + 0xfa8fd5a0, 0x081c0288, 0x1732c869, + 0x9c99e584, 0x05118195, 0x0e7fbd42, + 0xc3c05ee5, 0x0655e1fa, 0x521fac92, + 0xf4b0769e, 0x47eb5a78, 0xe6a797b7, + 0x98ee4a22, 0xecf3188b, 0x9028bed2, + 0xbf29dcab, 0xa82fdeae, 0x7432ee87, + 0xeef453d6, 0x923bd65a, 0x113faa29, + 0x9558b466, 0x1b6565f8, 0x4ac7ca59, + 0xbaaee17f, 0xa23ebf76, 0x5d79bcf0, + 0xe95a99df, 0x8ace6f53, 0xf4d82c2c, + 0x91d8a02b, 0xb6c10594, 0x79071b9b, + 0xb64ec836, 0xa47146f9, 0x9748e282, + 0xe3e27a44, 0x4d8d98b7, 0xfd1b1b23, + 0x8e6d8c6a, 0xb0787f72, 0xfe30f0f5, + 0xb208ef85, 0x5c969f4f, 0xbdbd2d33, + 0xde8b2b66, 0xb3bc4723, 0xad2c7880, + 0x8b16fb20, 0x3055ac76, 0x4c3bcb50, + 0xaddcb9e8, 0x3c6b1793, 0xdf4abe24, + 0xd953e862, 0x4b85dd78, 0xd71d6dad, + 0x87d4713d, 0x6f33aa6b, 0x8672648c, + 0xa9c98d8c, 0xcb009506, 0x680efdaf, + 0xd43bf0ef, 0xfdc0ba48, 0x0212bd1b, + 0x84a57695, 0xfe98746d, 0x014bb630, + 0xa5ced43b, 0x7e3e9188, 0x419ea3bd, + 0xcf42894a, 0x5dce35ea, 0x52064cac, + 0x818995ce, 0x7aa0e1b2, 0x7343efeb, + 0xa1ebfb42, 0x19491a1f, 0x1014ebe6, + 0xca66fa12, 0x9f9b60a6, 0xd41a26e0, + 0xfd00b897, 0x478238d0, 0x8920b098, + 0x9e20735e, 0x8cb16382, 0x55b46e5f, + 0xc5a89036, 0x2fddbc62, 0xeb2189f7, + 0xf712b443, 0xbbd52b7b, 0xa5e9ec75, + 0x9a6bb0aa, 0x55653b2d, 0x47b233c9, + 0xc1069cd4, 0xeabe89f8, 0x999ec0bb, + 0xf148440a, 0x256e2c76, 0xc00670ea, + 0x96cd2a86, 0x5764dbca, 0x38040692, + 0xbc807527, 0xed3e12bc, 0xc6050837, + 0xeba09271, 0xe88d976b, 0xf7864a44, + 0x93445b87, 0x31587ea3, 0x7ab3ee6a, + 0xb8157268, 0xfdae9e4c, 0x5960ea05, + 0xe61acf03, 0x3d1a45df, 0x6fb92487, + 0x8fd0c162, 0x06306bab, 0xa5d3b6d4, + 0xb3c4f1ba, 0x87bc8696, 0x8f48a489, + 0xe0b62e29, 0x29aba83c, 0x331acdab, + 0x8c71dcd9, 0xba0b4925, 0x9ff0c08b, + 0xaf8e5410, 0x288e1b6f, 0x07ecf0ae, + 0xdb71e914, 0x32b1a24a, 0xc9e82cd9, + 0x892731ac, 0x9faf056e, 0xbe311c08, + 0xab70fe17, 0xc79ac6ca, 0x6dbd630a, + 0xd64d3d9d, 0xb981787d, 0x092cbbcc, + 0x85f04682, 0x93f0eb4e, 0x25bbf560, + 0xa76c5823, 0x38ed2621, 0xaf2af2b8, + 0xd1476e2c, 0x07286faa, 0x1af5af66, + 0x82cca4db, 0x847945ca, 0x50d98d9f, + 0xa37fce12, 0x6597973c, 0xe50ff107, + 0xcc5fc196, 0xfefd7d0c, 0x1e53ed49, + 0xff77b1fc, 0xbebcdc4f, 0x25e8e89c, + 0x9faacf3d, 0xf73609b1, 0x77b19161, + 0xc795830d, 0x75038c1d, 0xd59df5b9, + 0xf97ae3d0, 0xd2446f25, 0x4b057328, + 0x9becce62, 0x836ac577, 0x4ee367f9, + 0xc2e801fb, 0x244576d5, 0x229c41f7, + 0xf3a20279, 0xed56d48a, 0x6b435275, + 0x9845418c, 0x345644d6, 0x830a1389, + 0xbe5691ef, 0x416bd60c, 0x23cc986b, + 0xedec366b, 0x11c6cb8f, 0x2cbfbe86, + 0x94b3a202, 0xeb1c3f39, 0x7bf7d714, + 0xb9e08a83, 0xa5e34f07, 0xdaf5ccd9, + 0xe858ad24, 0x8f5c22c9, 0xd1b3400f, + 0x91376c36, 0xd99995be, 0x23100809, + 0xb5854744, 0x8ffffb2d, 0xabd40a0c, + 0xe2e69915, 0xb3fff9f9, 0x16c90c8f, + 0x8dd01fad, 0x907ffc3b, 0xae3da7d9, + 0xb1442798, 0xf49ffb4a, 0x99cd11cf, + 0xdd95317f, 0x31c7fa1d, 0x40405643, + 0x8a7d3eef, 0x7f1cfc52, 0x482835ea, + 0xad1c8eab, 0x5ee43b66, 0xda324365, + 0xd863b256, 0x369d4a40, 0x90bed43e, + 0x873e4f75, 0xe2224e68, 0x5a7744a6, + 0xa90de353, 0x5aaae202, 0x711515d0, + 0xd3515c28, 0x31559a83, 0x0d5a5b44, + 0x8412d999, 0x1ed58091, 0xe858790a, + 0xa5178fff, 0x668ae0b6, 0x626e974d, + 0xce5d73ff, 0x402d98e3, 0xfb0a3d21, + 0x80fa687f, 0x881c7f8e, 0x7ce66634, + 0xa139029f, 0x6a239f72, 0x1c1fffc1, + 0xc9874347, 0x44ac874e, 0xa327ffb2, + 0xfbe91419, 0x15d7a922, 0x4bf1ff9f, + 0x9d71ac8f, 0xada6c9b5, 0x6f773fc3, + 0xc4ce17b3, 0x99107c22, 0xcb550fb4, + 0xf6019da0, 0x7f549b2b, 0x7e2a53a1, + 0x99c10284, 0x4f94e0fb, 0x2eda7444, + 0xc0314325, 0x637a1939, 0xfa911155, + 0xf03d93ee, 0xbc589f88, 0x793555ab, + 0x96267c75, 0x35b763b5, 0x4bc1558b, + 0xbbb01b92, 0x83253ca2, 0x9eb1aaed, + 0xea9c2277, 0x23ee8bcb, 0x465e15a9, + 0x92a1958a, 0x7675175f, 0x0bfacd89, + 0xb749faed, 0x14125d36, 0xcef980ec, + 0xe51c79a8, 0x5916f484, 0x82b7e127, + 0x8f31cc09, 0x37ae58d2, 0xd1b2ecb8, + 0xb2fe3f0b, 0x8599ef07, 0x861fa7e6, + 0xdfbdcece, 0x67006ac9, 0x67a791e0, + 0x8bd6a141, 0x006042bd, 0xe0c8bb2c, + 0xaecc4991, 0x4078536d, 0x58fae9f7, + 0xda7f5bf5, 0x90966848, 0xaf39a475, + 0x888f9979, 0x7a5e012d, 0x6d8406c9, + 0xaab37fd7, 0xd8f58178, 0xc8e5087b, + 0xd5605fcd, 0xcf32e1d6, 0xfb1e4a9a, + 0x855c3be0, 0xa17fcd26, 0x5cf2eea0, + 0xa6b34ad8, 0xc9dfc06f, 0xf42faa48, + 0xd0601d8e, 0xfc57b08b, 0xf13b94da, + 0x823c1279, 0x5db6ce57, 0x76c53d08, + 0xa2cb1717, 0xb52481ed, 0x54768c4b, + 0xcb7ddcdd, 0xa26da268, 0xa9942f5d, + 0xfe5d5415, 0x0b090b02, 0xd3f93b35, + 0x9efa548d, 0x26e5a6e1, 0xc47bc501, + 0xc6b8e9b0, 0x709f109a, 0x359ab641, + 0xf867241c, 0x8cc6d4c0, 0xc30163d2, + 0x9b407691, 0xd7fc44f8, 0x79e0de63, + 0xc2109436, 0x4dfb5636, 0x985915fc, + 0xf294b943, 0xe17a2bc4, 0x3e6f5b7b, + 0x979cf3ca, 0x6cec5b5a, 0xa705992c, + 0xbd8430bd, 0x08277231, 0x50c6ff78, + 0xece53cec, 0x4a314ebd, 0xa4f8bf56, + 0x940f4613, 0xae5ed136, 0x871b7795, + 0xb9131798, 0x99f68584, 0x28e2557b, + 0xe757dd7e, 0xc07426e5, 0x331aeada, + 0x9096ea6f, 0x3848984f, 0x3ff0d2c8, + 0xb4bca50b, 0x065abe63, 0x0fed077a, + 0xe1ebce4d, 0xc7f16dfb, 0xd3e84959, + 0x8d3360f0, 0x9cf6e4bd, 0x64712dd7, + 0xb080392c, 0xc4349dec, 0xbd8d794d, + 0xdca04777, 0xf541c567, 0xecf0d7a0, + 0x89e42caa, 0xf9491b60, 0xf41686c4, + 0xac5d37d5, 0xb79b6239, 0x311c2875, + 0xd77485cb, 0x25823ac7, 0x7d633293, + 0x86a8d39e, 0xf77164bc, 0xae5dff9c, + 0xa8530886, 0xb54dbdeb, 0xd9f57f83, + 0xd267caa8, 0x62a12d66, 0xd072df63, + 0x8380dea9, 0x3da4bc60, 0x4247cb9e, + 0xa4611653, 0x8d0deb78, 0x52d9be85, + 0xcd795be8, 0x70516656, 0x67902e27, + 0x806bd971, 0x4632dff6, 0x00ba1cd8, + 0xa086cfcd, 0x97bf97f3, 0x80e8a40e, + 0xc8a883c0, 0xfdaf7df0, 0x6122cd12, + 0xfad2a4b1, 0x3d1b5d6c, 0x796b8057, + 0x9cc3a6ee, 0xc6311a63, 0xcbe33036, + 0xc3f490aa, 0x77bd60fc, 0xbedbfc44, + 0xf4f1b4d5, 0x15acb93b, 0xee92fb55, + 0x99171105, 0x2d8bf3c5, 0x751bdd15, + 0xbf5cd546, 0x78eef0b6, 0xd262d45a, + 0xef340a98, 0x172aace4, 0x86fb8971, + 0x9580869f, 0x0e7aac0e, 0xd45d35e6, + 0xbae0a846, 0xd2195712, 0x89748360, + 0xe998d258, 0x869facd7, 0x2bd1a438, + 0x91ff8377, 0x5423cc06, 0x7b6306a3, + 0xb67f6455, 0x292cbf08, 0x1a3bc84c, + 0xe41f3d6a, 0x7377eeca, 0x20caba5f, + 0x8e938662, 0x882af53e, 0x547eb47b, + 0xb23867fb, 0x2a35b28d, 0xe99e619a, + 0xdec681f9, 0xf4c31f31, 0x6405fa00, + 0x8b3c113c, 0x38f9f37e, 0xde83bc40, + 0xae0b158b, 0x4738705e, 0x9624ab50, + 0xd98ddaee, 0x19068c76, 0x3badd624, + 0x87f8a8d4, 0xcfa417c9, 0xe54ca5d7, + 0xa9f6d30a, 0x038d1dbc, 0x5e9fcf4c, + 0xd47487cc, 0x8470652b, 0x7647c320, + 0x84c8d4df, 0xd2c63f3b, 0x29ecd9f4, + 0xa5fb0a17, 0xc777cf09, 0xf4681071, + 0xcf79cc9d, 0xb955c2cc, 0x7182148d, + 0x81ac1fe2, 0x93d599bf, 0xc6f14cd8, + 0xa21727db, 0x38cb002f, 0xb8ada00e, + 0xca9cf1d2, 0x06fdc03b, 0xa6d90811, + 0xfd442e46, 0x88bd304a, 0x908f4a16, + 0x9e4a9cec, 0x15763e2e, 0x9a598e4e, + 0xc5dd4427, 0x1ad3cdba, 0x40eff1e1, + 0xf7549530, 0xe188c128, 0xd12bee59, + 0x9a94dd3e, 0x8cf578b9, 0x82bb74f8, + 0xc13a148e, 0x3032d6e7, 0xe36a5236, + 0xf18899b1, 0xbc3f8ca1, 0xdc44e6c3, + 0x96f5600f, 0x15a7b7e5, 0x29ab103a, + 0xbcb2b812, 0xdb11a5de, 0x7415d448, + 0xebdf6617, 0x91d60f56, 0x111b495b, + 0x936b9fce, 0xbb25c995, 0xcab10dd9, + 0xb84687c2, 0x69ef3bfb, 0x3d5d514f, + 0xe65829b3, 0x046b0afa, 0x0cb4a5a3, + 0x8ff71a0f, 0xe2c2e6dc, 0x47f0e785, + 0xb3f4e093, 0xdb73a093, 0x59ed2167, + 0xe0f218b8, 0xd25088b8, 0x306869c1, + 0x8c974f73, 0x83725573, 0x1e414218, + 0xafbd2350, 0x644eeacf, 0xe5d1929e, + 0xdbac6c24, 0x7d62a583, 0xdf45f746, + 0x894bc396, 0xce5da772, 0x6b8bba8c, + 0xab9eb47c, 0x81f5114f, 0x066ea92f, + 0xd686619b, 0xa27255a2, 0xc80a537b, + 0x8613fd01, 0x45877585, 0xbd06742c, + 0xa798fc41, 0x96e952e7, 0x2c481138, + 0xd17f3b51, 0xfca3a7a0, 0xf75a1586, + 0x82ef8513, 0x3de648c4, 0x9a984d73, + 0xa3ab6658, 0x0d5fdaf5, 0xc13e60d0, + 0xcc963fee, 0x10b7d1b3, 0x318df905, + 0xffbbcfe9, 0x94e5c61f, 0xfdf17746, + 0x9fd561f1, 0xfd0f9bd3, 0xfeb6ea8b, + 0xc7caba6e, 0x7c5382c8, 0xfe64a52e, + 0xf9bd690a, 0x1b68637b, 0x3dfdce7a, + 0x9c1661a6, 0x51213e2d, 0x06bea10c, + 0xc31bfa0f, 0xe5698db8, 0x486e494f, + 0xf3e2f893, 0xdec3f126, 0x5a89dba3, + 0x986ddb5c, 0x6b3a76b7, 0xf8962946, + 0xbe895233, 0x86091465, 0xf6bbb397, + 0xee2ba6c0, 0x678b597f, 0x746aa07d, + 0x94db4838, 0x40b717ef, 0xa8c2a44e, + 0xba121a46, 0x50e4ddeb, 0x92f34d62, + 0xe896a0d7, 0xe51e1566, 0x77b020ba, + 0x915e2486, 0xef32cd60, 0x0ace1474, + 0xb5b5ada8, 0xaaff80b8, 0x0d819992, + 0xe3231912, 0xd5bf60e6, 0x10e1fff6, + 0x8df5efab, 0xc5979c8f, 0xca8d3ffa, + 0xb1736b96, 0xb6fd83b3, 0xbd308ff8, + 0xddd0467c, 0x64bce4a0, 0xac7cb3f6, + 0x8aa22c0d, 0xbef60ee4, 0x6bcdf07a, + 0xad4ab711, 0x2eb3929d, 0x86c16c98, + 0xd89d64d5, 0x7a607744, 0xe871c7bf, + 0x87625f05, 0x6c7c4a8b, 0x11471cd7, + 0xa93af6c6, 0xc79b5d2d, 0xd598e40d, + 0xd389b478, 0x79823479, 0x4aff1d10, + 0x843610cb, 0x4bf160cb, 0xcedf722a, + 0xa54394fe, 0x1eedb8fe, 0xc2974eb4, + 0xce947a3d, 0xa6a9273e, 0x733d2262, + 0x811ccc66, 0x8829b887, 0x0806357d, + 0xa163ff80, 0x2a3426a8, 0xca07c2dc, + 0xc9bcff60, 0x34c13052, 0xfc89b393, + 0xfc2c3f38, 0x41f17c67, 0xbbac2078, + 0x9d9ba783, 0x2936edc0, 0xd54b944b, + 0xc5029163, 0xf384a931, 0x0a9e795e, + 0xf64335bc, 0xf065d37d, 0x4d4617b5, + 0x99ea0196, 0x163fa42e, 0x504bced1, + 0xc06481fb, 0x9bcf8d39, 0xe45ec286, + 0xf07da27a, 0x82c37088, 0x5d767327, + 0x964e858c, 0x91ba2655, 0x3a6a07f8, + 0xbbe226ef, 0xb628afea, 0x890489f7, + 0xeadab0ab, 0xa3b2dbe5, 0x2b45ac74, + 0x92c8ae6b, 0x464fc96f, 0x3b0b8bc9, + 0xb77ada06, 0x17e3bbcb, 0x09ce6ebb, + 0xe5599087, 0x9ddcaabd, 0xcc420a6a, + 0x8f57fa54, 0xc2a9eab6, 0x9fa94682, + 0xb32df8e9, 0xf3546564, 0x47939822, + 0xdff97724, 0x70297ebd, 0x59787e2b, + 0x8bfbea76, 0xc619ef36, 0x57eb4edb, + 0xaefae514, 0x77a06b03, 0xede62292, + 0xdab99e59, 0x958885c4, 0xe95fab36, + 0x88b402f7, 0xfd75539b, 0x11dbcb02, + 0xaae103b5, 0xfcd2a881, 0xd652bdc2, + 0xd59944a3, 0x7c0752a2, 0x4be76d33, + 0x857fcae6, 0x2d8493a5, 0x6f70a440, + 0xa6dfbd9f, 0xb8e5b88e, 0xcb4ccd50, + 0xd097ad07, 0xa71f26b2, 0x7e2000a4, + 0x825ecc24, 0xc873782f, 0x8ed40066, + 0xa2f67f2d, 0xfa90563b, 0x72890080, + 0xcbb41ef9, 0x79346bca, 0x4f2b40a0, + 0xfea126b7, 0xd78186bc, 0xe2f610c8, + 0x9f24b832, 0xe6b0f436, 0x0dd9ca7d, + 0xc6ede63f, 0xa05d3143, 0x91503d1c, + 0xf8a95fcf, 0x88747d94, 0x75a44c63, + 0x9b69dbe1, 0xb548ce7c, 0xc986afbe, + 0xc24452da, 0x229b021b, 0xfbe85bad, + 0xf2d56790, 0xab41c2a2, 0xfae27299, + 0x97c560ba, 0x6b0919a5, 0xdccd879f, + 0xbdb6b8e9, 0x05cb600f, 0x5400e987, + 0xed246723, 0x473e3813, 0x290123e9, + 0x9436c076, 0x0c86e30b, 0xf9a0b672, + 0xb9447093, 0x8fa89bce, 0xf808e40e, + 0xe7958cb8, 0x7392c2c2, 0xb60b1d12, + 0x90bd77f3, 0x483bb9b9, 0xb1c6f22b, + 0xb4ecd5f0, 0x1a4aa828, 0x1e38aeb6, + 0xe2280b6c, 0x20dd5232, 0x25c6da63, + 0x8d590723, 0x948a535f, 0x579c487e, + 0xb0af48ec, 0x79ace837, 0x2d835a9d, + 0xdcdb1b27, 0x98182244, 0xf8e43145, + 0x8a08f0f8, 0xbf0f156b, 0x1b8e9ecb, + 0xac8b2d36, 0xeed2dac5, 0xe272467e, + 0xd7adf884, 0xaa879177, 0x5b0ed81d, + 0x86ccbb52, 0xea94baea, 0x98e94712, + 0xa87fea27, 0xa539e9a5, 0x3f2398d7, + 0xd29fe4b1, 0x8e88640e, 0x8eec7f0d, + 0x83a3eeee, 0xf9153e89, 0x1953cf68, + 0xa48ceaaa, 0xb75a8e2b, 0x5fa8c342, + 0xcdb02555, 0x653131b6, 0x3792f412, + 0x808e1755, 0x5f3ebf11, 0xe2bbd88b, + 0xa0b19d2a, 0xb70e6ed6, 0x5b6aceae, + 0xc8de0475, 0x64d20a8b, 0xf245825a, + 0xfb158592, 0xbe068d2e, 0xeed6e2f0, + 0x9ced737b, 0xb6c4183d, 0x55464dd6, + 0xc428d05a, 0xa4751e4c, 0xaa97e14c, + 0xf5330471, 0x4d9265df, 0xd53dd99f, + 0x993fe2c6, 0xd07b7fab, 0xe546a803, + 0xbf8fdb78, 0x849a5f96, 0xde985204, + 0xef73d256, 0xa5c0f77c, 0x963e6685, + 0x95a86376, 0x27989aad, 0xdde70013, + 0xbb127c53, 0xb17ec159, 0x5560c018, + 0xe9d71b68, 0x9dde71af, 0xaab8f01e, + 0x92267121, 0x62ab070d, 0xcab39613, + 0xb6b00d69, 0xbb55c8d1, 0x3d607b97, + 0xe45c10c4, 0x2a2b3b05, 0x8cb89a7d, + 0x8eb98a7a, 0x9a5b04e3, 0x77f3608e, + 0xb267ed19, 0x40f1c61c, 0x55f038b2, + 0xdf01e85f, 0x912e37a3, 0x6b6c46de, + 0x8b61313b, 0xbabce2c6, 0x2323ac4b, + 0xae397d8a, 0xa96c1b77, 0xabec975e, + 0xd9c7dced, 0x53c72255, 0x96e7bd35, + 0x881cea14, 0x545c7575, 0x7e50d641, + 0xaa242499, 0x697392d2, 0xdde50bd1, + 0xd4ad2dbf, 0xc3d07787, 0x955e4ec6, + 0x84ec3c97, 0xda624ab4, 0xbd5af13b, + 0xa6274bbd, 0xd0fadd61, 0xecb1ad8a, + 0xcfb11ead, 0x453994ba, 0x67de18ed, + 0x81ceb32c, 0x4b43fcf4, 0x80eacf94, + 0xa2425ff7, 0x5e14fc31, 0xa1258379, + 0xcad2f7f5, 0x359a3b3e, 0x096ee458, + 0xfd87b5f2, 0x8300ca0d, 0x8bca9d6e, + 0x9e74d1b7, 0x91e07e48, 0x775ea264, + 0xc6120625, 0x76589dda, 0x95364afe, + 0xf79687ae, 0xd3eec551, 0x3a83ddbd, + 0x9abe14cd, 0x44753b52, 0xc4926a96, + 0xc16d9a00, 0x95928a27, 0x75b7053c, + 0xf1c90080, 0xbaf72cb1, 0x5324c68b, + 0x971da050, 0x74da7bee, 0xd3f6fc16, + 0xbce50864, 0x92111aea, 0x88f4bb1c, + 0xec1e4a7d, 0xb69561a5, 0x2b31e9e3, + 0x9392ee8e, 0x921d5d07, 0x3aff322e, + 0xb877aa32, 0x36a4b449, 0x09befeb9, + 0xe69594be, 0xc44de15b, 0x4c2ebe68, + 0x901d7cf7, 0x3ab0acd9, 0x0f9d3701, + 0xb424dc35, 0x095cd80f, 0x538484c1, + 0xe12e1342, 0x4bb40e13, 0x2865a5f2, + 0x8cbccc09, 0x6f5088cb, 0xf93f87b7, + 0xafebff0b, 0xcb24aafe, 0xf78f69a5, + 0xdbe6fece, 0xbdedd5be, 0xb573440e, + 0x89705f41, 0x36b4a597, 0x31680a88, + 0xabcc7711, 0x8461cefc, 0xfdc20d2b, + 0xd6bf94d5, 0xe57a42bc, 0x3d329076, + 0x8637bd05, 0xaf6c69b5, 0xa63f9a49, + 0xa7c5ac47, 0x1b478423, 0x0fcf80dc, + 0xd1b71758, 0xe219652b, 0xd3c36113, + 0x83126e97, 0x8d4fdf3b, 0x645a1cac, + 0xa3d70a3d, 0x70a3d70a, 0x3d70a3d7, + 0xcccccccc, 0xcccccccc, 0xcccccccc, + 0x80000000, 0x00000000, 0x00000000, + 0xa0000000, 0x00000000, 0x00000000, + 0xc8000000, 0x00000000, 0x00000000, + 0xfa000000, 0x00000000, 0x00000000, + 0x9c400000, 0x00000000, 0x00000000, + 0xc3500000, 0x00000000, 0x00000000, + 0xf4240000, 0x00000000, 0x00000000, + 0x98968000, 0x00000000, 0x00000000, + 0xbebc2000, 0x00000000, 0x00000000, + 0xee6b2800, 0x00000000, 0x00000000, + 0x9502f900, 0x00000000, 0x00000000, + 0xba43b740, 0x00000000, 0x00000000, + 0xe8d4a510, 0x00000000, 0x00000000, + 0x9184e72a, 0x00000000, 0x00000000, + 0xb5e620f4, 0x80000000, 0x00000000, + 0xe35fa931, 0xa0000000, 0x00000000, + 0x8e1bc9bf, 0x04000000, 0x00000000, + 0xb1a2bc2e, 0xc5000000, 0x00000000, + 0xde0b6b3a, 0x76400000, 0x00000000, + 0x8ac72304, 0x89e80000, 0x00000000, + 0xad78ebc5, 0xac620000, 0x00000000, + 0xd8d726b7, 0x177a8000, 0x00000000, + 0x87867832, 0x6eac9000, 0x00000000, + 0xa968163f, 0x0a57b400, 0x00000000, + 0xd3c21bce, 0xcceda100, 0x00000000, + 0x84595161, 0x401484a0, 0x00000000, + 0xa56fa5b9, 0x9019a5c8, 0x00000000, + 0xcecb8f27, 0xf4200f3a, 0x00000000, + 0x813f3978, 0xf8940984, 0x40000000, + 0xa18f07d7, 0x36b90be5, 0x50000000, + 0xc9f2c9cd, 0x04674ede, 0xa4000000, + 0xfc6f7c40, 0x45812296, 0x4d000000, + 0x9dc5ada8, 0x2b70b59d, 0xf0200000, + 0xc5371912, 0x364ce305, 0x6c280000, + 0xf684df56, 0xc3e01bc6, 0xc7320000, + 0x9a130b96, 0x3a6c115c, 0x3c7f4000, + 0xc097ce7b, 0xc90715b3, 0x4b9f1000, + 0xf0bdc21a, 0xbb48db20, 0x1e86d400, + 0x96769950, 0xb50d88f4, 0x13144480, + 0xbc143fa4, 0xe250eb31, 0x17d955a0, + 0xeb194f8e, 0x1ae525fd, 0x5dcfab08, + 0x92efd1b8, 0xd0cf37be, 0x5aa1cae5, + 0xb7abc627, 0x050305ad, 0xf14a3d9e, + 0xe596b7b0, 0xc643c719, 0x6d9ccd05, + 0x8f7e32ce, 0x7bea5c6f, 0xe4820023, + 0xb35dbf82, 0x1ae4f38b, 0xdda2802c, + 0xe0352f62, 0xa19e306e, 0xd50b2037, + 0x8c213d9d, 0xa502de45, 0x4526f422, + 0xaf298d05, 0x0e4395d6, 0x9670b12b, + 0xdaf3f046, 0x51d47b4c, 0x3c0cdd76, + 0x88d8762b, 0xf324cd0f, 0xa5880a69, + 0xab0e93b6, 0xefee0053, 0x8eea0d04, + 0xd5d238a4, 0xabe98068, 0x72a49045, + 0x85a36366, 0xeb71f041, 0x47a6da2b, + 0xa70c3c40, 0xa64e6c51, 0x999090b6, + 0xd0cf4b50, 0xcfe20765, 0xfff4b4e3, + 0x82818f12, 0x81ed449f, 0xbff8f10e, + 0xa321f2d7, 0x226895c7, 0xaff72d52, + 0xcbea6f8c, 0xeb02bb39, 0x9bf4f8a6, + 0xfee50b70, 0x25c36a08, 0x02f236d0, + 0x9f4f2726, 0x179a2245, 0x01d76242, + 0xc722f0ef, 0x9d80aad6, 0x424d3ad2, + 0xf8ebad2b, 0x84e0d58b, 0xd2e08987, + 0x9b934c3b, 0x330c8577, 0x63cc55f4, + 0xc2781f49, 0xffcfa6d5, 0x3cbf6b71, + 0xf316271c, 0x7fc3908a, 0x8bef464e, + 0x97edd871, 0xcfda3a56, 0x97758bf0, + 0xbde94e8e, 0x43d0c8ec, 0x3d52eeed, + 0xed63a231, 0xd4c4fb27, 0x4ca7aaa8, + 0x945e455f, 0x24fb1cf8, 0x8fe8caa9, + 0xb975d6b6, 0xee39e436, 0xb3e2fd53, + 0xe7d34c64, 0xa9c85d44, 0x60dbbca8, + 0x90e40fbe, 0xea1d3a4a, 0xbc8955e9, + 0xb51d13ae, 0xa4a488dd, 0x6babab63, + 0xe264589a, 0x4dcdab14, 0xc696963c, + 0x8d7eb760, 0x70a08aec, 0xfc1e1de5, + 0xb0de6538, 0x8cc8ada8, 0x3b25a55f, + 0xdd15fe86, 0xaffad912, 0x49ef0eb7, + 0x8a2dbf14, 0x2dfcc7ab, 0x6e356932, + 0xacb92ed9, 0x397bf996, 0x49c2c37f, + 0xd7e77a8f, 0x87daf7fb, 0xdc33745e, + 0x86f0ac99, 0xb4e8dafd, 0x69a028bb, + 0xa8acd7c0, 0x222311bc, 0xc40832ea, + 0xd2d80db0, 0x2aabd62b, 0xf50a3fa4, + 0x83c7088e, 0x1aab65db, 0x792667c6, + 0xa4b8cab1, 0xa1563f52, 0x577001b8, + 0xcde6fd5e, 0x09abcf26, 0xed4c0226, + 0x80b05e5a, 0xc60b6178, 0x544f8158, + 0xa0dc75f1, 0x778e39d6, 0x696361ae, + 0xc913936d, 0xd571c84c, 0x03bc3a19, + 0xfb587849, 0x4ace3a5f, 0x04ab48a0, + 0x9d174b2d, 0xcec0e47b, 0x62eb0d64, + 0xc45d1df9, 0x42711d9a, 0x3ba5d0bd, + 0xf5746577, 0x930d6500, 0xca8f44ec, + 0x9968bf6a, 0xbbe85f20, 0x7e998b13, + 0xbfc2ef45, 0x6ae276e8, 0x9e3fedd8, + 0xefb3ab16, 0xc59b14a2, 0xc5cfe94e, + 0x95d04aee, 0x3b80ece5, 0xbba1f1d1, + 0xbb445da9, 0xca61281f, 0x2a8a6e45, + 0xea157514, 0x3cf97226, 0xf52d09d7, + 0x924d692c, 0xa61be758, 0x593c2626, + 0xb6e0c377, 0xcfa2e12e, 0x6f8b2fb0, + 0xe498f455, 0xc38b997a, 0x0b6dfb9c, + 0x8edf98b5, 0x9a373fec, 0x4724bd41, + 0xb2977ee3, 0x00c50fe7, 0x58edec91, + 0xdf3d5e9b, 0xc0f653e1, 0x2f2967b6, + 0x8b865b21, 0x5899f46c, 0xbd79e0d2, + 0xae67f1e9, 0xaec07187, 0xecd85906, + 0xda01ee64, 0x1a708de9, 0xe80e6f48, + 0x884134fe, 0x908658b2, 0x3109058d, + 0xaa51823e, 0x34a7eede, 0xbd4b46f0, + 0xd4e5e2cd, 0xc1d1ea96, 0x6c9e18ac, + 0x850fadc0, 0x9923329e, 0x03e2cf6b, + 0xa6539930, 0xbf6bff45, 0x84db8346, + 0xcfe87f7c, 0xef46ff16, 0xe6126418, + 0x81f14fae, 0x158c5f6e, 0x4fcb7e8f, + 0xa26da399, 0x9aef7749, 0xe3be5e33, + 0xcb090c80, 0x01ab551c, 0x5cadf5bf, + 0xfdcb4fa0, 0x02162a63, 0x73d9732f, + 0x9e9f11c4, 0x014dda7e, 0x2867e7fd, + 0xc646d635, 0x01a1511d, 0xb281e1fd, + 0xf7d88bc2, 0x4209a565, 0x1f225a7c, + 0x9ae75759, 0x6946075f, 0x3375788d, + 0xc1a12d2f, 0xc3978937, 0x0052d6b1, + 0xf209787b, 0xb47d6b84, 0xc0678c5d, + 0x9745eb4d, 0x50ce6332, 0xf840b7ba, + 0xbd176620, 0xa501fbff, 0xb650e5a9, + 0xec5d3fa8, 0xce427aff, 0xa3e51f13, + 0x93ba47c9, 0x80e98cdf, 0xc66f336c, + 0xb8a8d9bb, 0xe123f017, 0xb80b0047, + 0xe6d3102a, 0xd96cec1d, 0xa60dc059, + 0x9043ea1a, 0xc7e41392, 0x87c89837, + 0xb454e4a1, 0x79dd1877, 0x29babe45, + 0xe16a1dc9, 0xd8545e94, 0xf4296dd6, + 0x8ce2529e, 0x2734bb1d, 0x1899e4a6, + 0xb01ae745, 0xb101e9e4, 0x5ec05dcf, + 0xdc21a117, 0x1d42645d, 0x76707543, + 0x899504ae, 0x72497eba, 0x6a06494a, + 0xabfa45da, 0x0edbde69, 0x0487db9d, + 0xd6f8d750, 0x9292d603, 0x45a9d284, + 0x865b8692, 0x5b9bc5c2, 0x0b8a2392, + 0xa7f26836, 0xf282b732, 0x8e6cac77, + 0xd1ef0244, 0xaf2364ff, 0x3207d795, + 0x8335616a, 0xed761f1f, 0x7f44e6bd, + 0xa402b9c5, 0xa8d3a6e7, 0x5f16206c, + 0xcd036837, 0x130890a1, 0x36dba887, + 0x80222122, 0x6be55a64, 0xc2494954, + 0xa02aa96b, 0x06deb0fd, 0xf2db9baa, + 0xc83553c5, 0xc8965d3d, 0x6f928294, + 0xfa42a8b7, 0x3abbf48c, 0xcb772339, + 0x9c69a972, 0x84b578d7, 0xff2a7604, + 0xc38413cf, 0x25e2d70d, 0xfef51385, + 0xf46518c2, 0xef5b8cd1, 0x7eb25866, + 0x98bf2f79, 0xd5993802, 0xef2f773f, + 0xbeeefb58, 0x4aff8603, 0xaafb550f, + 0xeeaaba2e, 0x5dbf6784, 0x95ba2a53, + 0x952ab45c, 0xfa97a0b2, 0xdd945a74, + 0xba756174, 0x393d88df, 0x94f97111, + 0xe912b9d1, 0x478ceb17, 0x7a37cd56, + 0x91abb422, 0xccb812ee, 0xac62e055, + 0xb616a12b, 0x7fe617aa, 0x577b986b, + 0xe39c4976, 0x5fdf9d94, 0xed5a7e85, + 0x8e41ade9, 0xfbebc27d, 0x14588f13, + 0xb1d21964, 0x7ae6b31c, 0x596eb2d8, + 0xde469fbd, 0x99a05fe3, 0x6fca5f8e, + 0x8aec23d6, 0x80043bee, 0x25de7bb9, + 0xada72ccc, 0x20054ae9, 0xaf561aa7, + 0xd910f7ff, 0x28069da4, 0x1b2ba151, + 0x87aa9aff, 0x79042286, 0x90fb44d2, + 0xa99541bf, 0x57452b28, 0x353a1607, + 0xd3fa922f, 0x2d1675f2, 0x42889b89, + 0x847c9b5d, 0x7c2e09b7, 0x69956135, + 0xa59bc234, 0xdb398c25, 0x43fab983, + 0xcf02b2c2, 0x1207ef2e, 0x94f967e4, + 0x8161afb9, 0x4b44f57d, 0x1d1be0ee, + 0xa1ba1ba7, 0x9e1632dc, 0x6462d92a, + 0xca28a291, 0x859bbf93, 0x7d7b8f75, + 0xfcb2cb35, 0xe702af78, 0x5cda7352, + 0x9defbf01, 0xb061adab, 0x3a088813, + 0xc56baec2, 0x1c7a1916, 0x088aaa18, + 0xf6c69a72, 0xa3989f5b, 0x8aad549e, + 0x9a3c2087, 0xa63f6399, 0x36ac54e2, + 0xc0cb28a9, 0x8fcf3c7f, 0x84576a1b, + 0xf0fdf2d3, 0xf3c30b9f, 0x656d44a2, + 0x969eb7c4, 0x7859e743, 0x9f644ae5, + 0xbc4665b5, 0x96706114, 0x873d5d9f, + 0xeb57ff22, 0xfc0c7959, 0xa90cb506, + 0x9316ff75, 0xdd87cbd8, 0x09a7f124, + 0xb7dcbf53, 0x54e9bece, 0x0c11ed6d, + 0xe5d3ef28, 0x2a242e81, 0x8f1668c8, + 0x8fa47579, 0x1a569d10, 0xf96e017d, + 0xb38d92d7, 0x60ec4455, 0x37c981dc, + 0xe070f78d, 0x3927556a, 0x85bbe253, + 0x8c469ab8, 0x43b89562, 0x93956d74, + 0xaf584166, 0x54a6babb, 0x387ac8d1, + 0xdb2e51bf, 0xe9d0696a, 0x06997b05, + 0x88fcf317, 0xf22241e2, 0x441fece3, + 0xab3c2fdd, 0xeeaad25a, 0xd527e81c, + 0xd60b3bd5, 0x6a5586f1, 0x8a71e223, + 0x85c70565, 0x62757456, 0xf6872d56, + 0xa738c6be, 0xbb12d16c, 0xb428f8ac, + 0xd106f86e, 0x69d785c7, 0xe13336d7, + 0x82a45b45, 0x0226b39c, 0xecc00246, + 0xa34d7216, 0x42b06084, 0x27f002d7, + 0xcc20ce9b, 0xd35c78a5, 0x31ec038d, + 0xff290242, 0xc83396ce, 0x7e670471, + 0x9f79a169, 0xbd203e41, 0x0f0062c6, + 0xc75809c4, 0x2c684dd1, 0x52c07b78, + 0xf92e0c35, 0x37826145, 0xa7709a56, + 0x9bbcc7a1, 0x42b17ccb, 0x88a66076, + 0xc2abf989, 0x935ddbfe, 0x6acff893, + 0xf356f7eb, 0xf83552fe, 0x0583f6b8, + 0x98165af3, 0x7b2153de, 0xc3727a33, + 0xbe1bf1b0, 0x59e9a8d6, 0x744f18c0, + 0xeda2ee1c, 0x7064130c, 0x1162def0, + 0x9485d4d1, 0xc63e8be7, 0x8addcb56, + 0xb9a74a06, 0x37ce2ee1, 0x6d953e2b, + 0xe8111c87, 0xc5c1ba99, 0xc8fa8db6, + 0x910ab1d4, 0xdb9914a0, 0x1d9c9892, + 0xb54d5e4a, 0x127f59c8, 0x2503beb6, + 0xe2a0b5dc, 0x971f303a, 0x2e44ae64, + 0x8da471a9, 0xde737e24, 0x5ceaecfe, + 0xb10d8e14, 0x56105dad, 0x7425a83e, + 0xdd50f199, 0x6b947518, 0xd12f124e, + 0x8a5296ff, 0xe33cc92f, 0x82bd6b70, + 0xace73cbf, 0xdc0bfb7b, 0x636cc64d, + 0xd8210bef, 0xd30efa5a, 0x3c47f7e0, + 0x8714a775, 0xe3e95c78, 0x65acfaec, + 0xa8d9d153, 0x5ce3b396, 0x7f1839a7, + 0xd31045a8, 0x341ca07c, 0x1ede4811, + 0x83ea2b89, 0x2091e44d, 0x934aed0a, + 0xa4e4b66b, 0x68b65d60, 0xf81da84d, + 0xce1de406, 0x42e3f4b9, 0x36251260, + 0x80d2ae83, 0xe9ce78f3, 0xc1d72b7c, + 0xa1075a24, 0xe4421730, 0xb24cf65b, + 0xc94930ae, 0x1d529cfc, 0xdee033f2, + 0xfb9b7cd9, 0xa4a7443c, 0x169840ef, + 0x9d412e08, 0x06e88aa5, 0x8e1f2895, + 0xc491798a, 0x08a2ad4e, 0xf1a6f2ba, + 0xf5b5d7ec, 0x8acb58a2, 0xae10af69, + 0x9991a6f3, 0xd6bf1765, 0xacca6da1, + 0xbff610b0, 0xcc6edd3f, 0x17fd090a, + 0xeff394dc, 0xff8a948e, 0xddfc4b4c, + 0x95f83d0a, 0x1fb69cd9, 0x4abdaf10, + 0xbb764c4c, 0xa7a4440f, 0x9d6d1ad4, + 0xea53df5f, 0xd18d5513, 0x84c86189, + 0x92746b9b, 0xe2f8552c, 0x32fd3cf5, + 0xb7118682, 0xdbb66a77, 0x3fbc8c33, + 0xe4d5e823, 0x92a40515, 0x0fabaf3f, + 0x8f05b116, 0x3ba6832d, 0x29cb4d87, + 0xb2c71d5b, 0xca9023f8, 0x743e20e9, + 0xdf78e4b2, 0xbd342cf6, 0x914da924, + 0x8bab8eef, 0xb6409c1a, 0x1ad089b6, + 0xae9672ab, 0xa3d0c320, 0xa184ac24, + 0xda3c0f56, 0x8cc4f3e8, 0xc9e5d72d, + 0x88658996, 0x17fb1871, 0x7e2fa67c, + 0xaa7eebfb, 0x9df9de8d, 0xddbb901b, + 0xd51ea6fa, 0x85785631, 0x552a7422, + 0x8533285c, 0x936b35de, 0xd53a8895, + 0xa67ff273, 0xb8460356, 0x8a892aba, + 0xd01fef10, 0xa657842c, 0x2d2b7569, + 0x8213f56a, 0x67f6b29b, 0x9c3b2962, + 0xa298f2c5, 0x01f45f42, 0x8349f3ba, + 0xcb3f2f76, 0x42717713, 0x241c70a9, + 0xfe0efb53, 0xd30dd4d7, 0xed238cd3, + 0x9ec95d14, 0x63e8a506, 0xf4363804, + 0xc67bb459, 0x7ce2ce48, 0xb143c605, + 0xf81aa16f, 0xdc1b81da, 0xdd94b786, + 0x9b10a4e5, 0xe9913128, 0xca7cf2b4, + 0xc1d4ce1f, 0x63f57d72, 0xfd1c2f61, + 0xf24a01a7, 0x3cf2dccf, 0xbc633b39, + 0x976e4108, 0x8617ca01, 0xd5be0503, + 0xbd49d14a, 0xa79dbc82, 0x4b2d8644, + 0xec9c459d, 0x51852ba2, 0xddf8e7d6, + 0x93e1ab82, 0x52f33b45, 0xcabb90e5, + 0xb8da1662, 0xe7b00a17, 0x3d6a751f, + 0xe7109bfb, 0xa19c0c9d, 0x0cc51267, + 0x906a617d, 0x450187e2, 0x27fb2b80, + 0xb484f9dc, 0x9641e9da, 0xb1f9f660, + 0xe1a63853, 0xbbd26451, 0x5e7873f8, + 0x8d07e334, 0x55637eb2, 0xdb0b487b, + 0xb049dc01, 0x6abc5e5f, 0x91ce1a9a, + 0xdc5c5301, 0xc56b75f7, 0x7641a140, + 0x89b9b3e1, 0x1b6329ba, 0xa9e904c8, + 0xac2820d9, 0x623bf429, 0x546345fa, + 0xd732290f, 0xbacaf133, 0xa97c1779, + 0x867f59a9, 0xd4bed6c0, 0x49ed8eab, + 0xa81f3014, 0x49ee8c70, 0x5c68f256, + 0xd226fc19, 0x5c6a2f8c, 0x73832eec, + 0x83585d8f, 0xd9c25db7, 0xc831fd53, + 0xa42e74f3, 0xd032f525, 0xba3e7ca8, + 0xcd3a1230, 0xc43fb26f, 0x28ce1bd2, + 0x80444b5e, 0x7aa7cf85, 0x7980d163, + 0xa0555e36, 0x1951c366, 0xd7e105bc, + 0xc86ab5c3, 0x9fa63440, 0x8dd9472b, + 0xfa856334, 0x878fc150, 0xb14f98f6, + 0x9c935e00, 0xd4b9d8d2, 0x6ed1bf9a, + 0xc3b83581, 0x09e84f07, 0x0a862f80, + 0xf4a642e1, 0x4c6262c8, 0xcd27bb61, + 0x98e7e9cc, 0xcfbd7dbd, 0x8038d51c, + 0xbf21e440, 0x03acdd2c, 0xe0470a63, + 0xeeea5d50, 0x04981478, 0x1858ccfc, + 0x95527a52, 0x02df0ccb, 0x0f37801e, + 0xbaa718e6, 0x8396cffd, 0xd3056025, + 0xe950df20, 0x247c83fd, 0x47c6b82e, + 0x91d28b74, 0x16cdd27e, 0x4cdc331d, + 0xb6472e51, 0x1c81471d, 0xe0133fe4, + 0xe3d8f9e5, 0x63a198e5, 0x58180fdd, + 0x8e679c2f, 0x5e44ff8f, 0x570f09ea, + 0xb201833b, 0x35d63f73, 0x2cd2cc65, + 0xde81e40a, 0x034bcf4f, 0xf8077f7e, + 0x8b112e86, 0x420f6191, 0xfb04afaf, + 0xadd57a27, 0xd29339f6, 0x79c5db9a, + 0xd94ad8b1, 0xc7380874, 0x18375281, + 0x87cec76f, 0x1c830548, 0x8f229391, + 0xa9c2794a, 0xe3a3c69a, 0xb2eb3875, + 0xd433179d, 0x9c8cb841, 0x5fa60692, + 0x849feec2, 0x81d7f328, 0xdbc7c41b, + 0xa5c7ea73, 0x224deff3, 0x12b9b522, + 0xcf39e50f, 0xeae16bef, 0xd768226b, + 0x81842f29, 0xf2cce375, 0xe6a11583, + 0xa1e53af4, 0x6f801c53, 0x60495ae3, + 0xca5e89b1, 0x8b602368, 0x385bb19c, + 0xfcf62c1d, 0xee382c42, 0x46729e03, + 0x9e19db92, 0xb4e31ba9, 0x6c07a2c2, + 0xc5a05277, 0x621be293, 0xc7098b73, + 0xf7086715, 0x3aa2db38, 0xb8cbee4f, + 0x9a65406d, 0x44a5c903, 0x737f74f1, + 0xc0fe9088, 0x95cf3b44, 0x505f522e, + 0xf13e34aa, 0xbb430a15, 0x647726b9, + 0x96c6e0ea, 0xb509e64d, 0x5eca7834, + 0xbc789925, 0x624c5fe0, 0xb67d1641, + 0xeb96bf6e, 0xbadf77d8, 0xe41c5bd1, + 0x933e37a5, 0x34cbaae7, 0x8e91b962, + 0xb80dc58e, 0x81fe95a1, 0x723627bb, + 0xe61136f2, 0x227e3b09, 0xcec3b1aa, + 0x8fcac257, 0x558ee4e6, 0x213a4f0a, + 0xb3bd72ed, 0x2af29e1f, 0xa988e2cd, + 0xe0accfa8, 0x75af45a7, 0x93eb1b80, + 0x8c6c01c9, 0x498d8b88, 0xbc72f130 ]; + + + +HexDouble :: union { + _u64: u64; + _float64: float64; +} + +clz64 :: (x: u64) -> n: s32 { // @Speed! Replace with an intrinsic. + if !x return 64; + + n: s32; + mask: u64 = 0x8000_0000_0000_0000; + + while !(x & mask) { + n += 1; + mask = mask >> 1; + } + + return n; +} + +clz32 :: (x: u32) -> n: s32 { // @Speed! Replace with an intrinsic. + if !x return 32; + + n: s32; + mask: u64 = 0x8000_0000; + + while !(x & mask) { + n += 1; + mask = mask >> 1; + } + + return n; +} + +INRANGE :: (value: $T, low: T, high: T) -> bool { + if value < low return false; + if value > high return false; + return true; +} + +EXP_MIN :: -323; +EXP_MAX :: 309; +BIAS :: 1021; + +HOLE :: ~cast(u32)98; +FLOAT64_INFINITY :: 0h7FF00000_00000000; + diff --git a/modules/Basic/tests.jai b/modules/Basic/tests.jai new file mode 100644 index 0000000..d10217e --- /dev/null +++ b/modules/Basic/tests.jai @@ -0,0 +1,713 @@ +print_int_tests :: () { + assert(tprint("%", 0) == "0", "0: Plain failed"); + assert(tprint("%", formatInt(0)) == "0", "0: Default failed"); + assert(tprint("%", formatInt(0, minimum_digits = 0)) == "", "0: Explicit 0 failed"); + assert(tprint("%", formatInt(0, minimum_digits = 1)) == "0", "0: Explicit 1 failed"); + assert(tprint("%", formatInt(0, minimum_digits = 3)) == "000", "0: Explicit 3 failed"); + + assert(tprint("%", 25) == "25", "25: Plain failed"); + assert(tprint("%", formatInt(25)) == "25", "25: Default failed"); + assert(tprint("%", formatInt(25, minimum_digits = 3)) == "025", "25: Explicit 3 failed"); + assert(tprint("%", formatInt(25, minimum_digits = 1)) == "25", "25: Explicit 1 failed"); + assert(tprint("%", formatInt(25, minimum_digits = 0)) == "25", "25: Explicit 0 failed"); + + assert(tprint("%", formatInt(1234, minimum_digits = 0)) == "1234", "1234: Explicit 0 failed"); + assert(tprint("%", formatInt(1234, minimum_digits = 1)) == "1234", "1234: Explicit 1 failed"); + +} @test + +print_int_hex_tests :: () { + assert(tprint("%", formatInt(25, base = 16)) == "19", "Default failed"); + assert(tprint("%", formatInt(25, base = 16, minimum_digits = 3)) == "019", "3 failed"); + assert(tprint("%", formatInt(25, base = 16, minimum_digits = 1)) == "19", "1 failed"); +} + +print_float_tests :: () { + assert(tprint("%", 1234.5) == "1234.5", "Plain failed"); + assert(tprint("%", formatFloat(1234.5)) == "1234.5", "Default failed"); + assert(tprint("%", formatFloat(1234.5, trailing_width = 1)) == "1234.5", "Traling 1 failed"); + assert(tprint("%", formatFloat(1234.5, trailing_width = 4, zero_removal = .NO)) == "1234.5000", "Traling 4 no_removal failed"); + assert(tprint("%", formatFloat(1234.5, trailing_width = 4)) == "1234.5 ", "Traling 4 failed"); + assert(tprint("%", formatFloat(1234.5, mode = .SHORTEST)) == "1234.5", "Shortest 1 failed"); + assert(tprint("%", formatFloat(60.0, mode = .SHORTEST)) == "60", "Shortest 2 failed"); + assert(tprint("%", formatFloat(60.0, mode = .SHORTEST, zero_removal = .NO)) == "60", "Shortest without zero removal failed"); + assert(tprint("%", formatFloat(2.0e-31, mode = .SHORTEST)) == "2e-31", "Shortest scientific failed"); + print("%", formatFloat(60.0, trailing_width=2, mode = .SCIENTIFIC)); + { + scientific := tprint("%", formatFloat(60.0, mode = .SCIENTIFIC, zero_removal = .NO)); + EXPECTED_SCIENTIFIC :: "6.000000e+01"; + assert(scientific == EXPECTED_SCIENTIFIC, "Scientific w/o zero removal failed: % vs %", scientific, EXPECTED_SCIENTIFIC); + } + // @ToDo: This one fails for the old implementation but there’s no point fixing that if we plan to ditch it very soon. + // Enable this test when we switch to the new implementation. + // -rluba, 2023-08-07 + // { + // scientific := tprint("%", formatFloat(60.0, mode = .SCIENTIFIC)); + // EXPECTED_SCIENTIFIC :: "6e+01"; + // assert(scientific == EXPECTED_SCIENTIFIC, "Scientific with zero removal failed: % vs %", scientific, EXPECTED_SCIENTIFIC); + // } + print("%\n", formatFloat(8.314472e0, mode = .SCIENTIFIC)); + print("%\n", formatFloat(8.314472e0, mode = .SCIENTIFIC, zero_removal = .NO)); + assert(tprint("%", formatFloat(8.314472e0, mode = .SCIENTIFIC)) == "8.314472e+00", "Scientific 2 failed"); + +} + +simple_string_tests :: () { // Very simple, to get the ball rolling. + SIZE :: 15; + + s1 : [SIZE] u8; + memcpy(s1.data, "Hello, Sailor!".data, SIZE-1); + s1[SIZE-1] = 0; + + // @todo @abner use temporary_storage too and add is_* tests (but those may be moved out of Basic) + + // @Cleanup: These asserts are awful, wtf. + + assert(c_style_strlen(s1.data) == SIZE-1); + assert(cast(string)s1 == "Hello, Sailor!\0"); + assert(to_string(s1.data) == "Hello, Sailor!"); + assert(to_string(s1.data, SIZE-1) == "Hello, Sailor!"); + + s2 : [..] u8; + for index : 0..SIZE-2 array_add(*s2, s1[index]); // Inefficient, but uses array_add which is part of Basic so it's good to test. + + assert(cast(string)s2 == "Hello, Sailor!"); + + s3 := cast(string) s2; + s3_c_string := to_c_string(s3); + defer free(s3_c_string); + + assert(c_style_strlen(s3_c_string) == SIZE-1); + assert(memcmp(s3_c_string, s3.data, SIZE-1) == 0); + + advance(*s3, 0); + assert(s3[0] == #char "H", message="s3[0] (%) == #char \"H\"", s3[0]); + + advance(*s3, SIZE-2); + assert(s3[0] == #char "!", message="s3[0] (%) == #char \"!\"", s3[0]); +} + + +string_builder_tests :: () { // Very simple, to get the ball rolling. + builder : String_Builder; + + init_string_builder(*builder); + + assert(get_current_buffer(*builder).count == 0); + assert(builder_to_string(*builder) == ""); + assert(builder_string_length(*builder) == 0); + + // + // Append nothing, string literals, and u8s. + // + + // @todo @abner test string builder's buffer swap strategy; so if we append something bigger than BUFFER_SIZE + // we could assert current_buffer is a new address. + + append(*builder, ""); + + { + output := builder_to_string(*builder); + defer free(output); + length := builder_string_length(*builder); + + assert(get_current_buffer(*builder).count == 0, message="get_current_buffer(*builder).count (%) == 0", get_current_buffer(*builder).count); + assert(output == "", message="builder_to_string(*builder) (%) == \"\"", output); + assert(length == 0, message="builder_string_length(*builder) (%) == 0", length); + } + + append(*builder, "Hello"); + + { + output := builder_to_string(*builder, do_reset=false); + defer free(output); + length := builder_string_length(*builder); + + assert(output == "Hello", message="builder_to_string(*builder) (\"%\") == \"%\"", builder_to_string(*builder, do_reset=false), "Hello"); + assert(length == 5, message="builder_string_length(*builder) (%) == %", length, 5); + assert(get_current_buffer(*builder).count == length, message="get_current_buffer(*builder).count (%) == %", get_current_buffer(*builder).count, length); + } + + append(*builder, ", "); + + { + output := builder_to_string(*builder, do_reset=false); + defer free(output); + length := builder_string_length(*builder); + + assert(output == "Hello, ", message="builder_to_string(*builder) (\"%\") == \"%\"", output, "Hello, "); + assert(length == 7, message="builder_string_length(*builder) (%) == %", length, 7); + assert(get_current_buffer(*builder).count == length, message="get_current_buffer(*builder).count (%) == %", get_current_buffer(*builder).count, length); + } + + append(*builder, "Sailor!"); + + { + output := builder_to_string(*builder, do_reset=false); + defer free(output); + length := builder_string_length(*builder); + + assert(output == "Hello, Sailor!", message="builder_to_string(*builder) (\"%\") == \"%\"", output, "Hello, Sailor!"); + assert(length == 14, message="builder_string_length(*builder) (%) == %", length, 14); + assert(get_current_buffer(*builder).count == 14, message="get_current_buffer(*builder).count (%) == %", get_current_buffer(*builder).count, 14); + } + + SIZE :: 13; + goodbye : [SIZE] u8; + memcpy(goodbye.data, " Goodbye now.".data, SIZE); + append(*builder, goodbye.data, SIZE); + + { + output := builder_to_string(*builder, do_reset=false); + defer free(output); + length := builder_string_length(*builder); + + assert(output == "Hello, Sailor! Goodbye now.", message="builder_to_string(*builder) (\"%\") == \"%\"", output, "Hello, Sailor! Goodbye now."); + assert(length == 14+SIZE, message="builder_string_length(*builder) (%) == %", length, 14+SIZE); + assert(get_current_buffer(*builder).count == 14+SIZE, message="get_current_buffer(*builder).count (%) == %", get_current_buffer(*builder).count, 14+SIZE); + } + + // + // Reset + // + + reset(*builder); + + { + output := builder_to_string(*builder); + defer free(output); + length := builder_string_length(*builder); + + assert(get_current_buffer(*builder).count == 0, message="get_current_buffer(*builder).count (%) == 0", get_current_buffer(*builder).count); + assert(output == "", message="builder_to_string(*builder) (%) == \"\"", output); + assert(length == 0, message="builder_string_length(*builder) (%) == 0", length); + } + + // Stealing + { + victim: String_Builder; + thief: String_Builder; + + append(*victim, "First line\n"); + old_victim_count := builder_string_length(*victim); + + append_and_steal_buffers(*thief, *victim); + log("Result after heist #1: %", builder_to_string(*thief, do_reset = false)); + + thief_count := builder_string_length(*thief); + assert(thief_count == old_victim_count); + assert(builder_string_length(*victim) == 0); + + // The first one only copied from the base buffer. + // Let’s try actual stealing: + old_thief_count := thief_count; + for 1..100 { + print_to_builder(*victim, "This will be stolen next and we want multiple buffers, part %\n", it); + } + old_victim_count = builder_string_length(*victim); + + append_and_steal_buffers(*thief, *victim); + log("\n\nResult after heist #2: %", builder_to_string(*thief, do_reset = false)); + + thief_count = builder_string_length(*thief); + assert(thief_count == old_victim_count + old_thief_count); + assert(builder_string_length(*victim) == 0); + + // Make sure that we can append normally after stealing from victim a bunch: + old_thief_count = thief_count; + INTERMISSION :: "Appended between heist jobs\n"; + print_to_builder(*thief, INTERMISSION); + log("\n\nResult after intermission: %", builder_to_string(*thief, do_reset = false)); + thief_count = builder_string_length(*thief); + assert(thief_count == old_thief_count + INTERMISSION.count); + + // Try stealing some more now that thief also has multiple buffers: + old_thief_count = thief_count; + for 1..100 { + print_to_builder(*victim, "This will be stolen again and we want to make sure we have multiple buffers, part %\n", it); + } + old_victim_count = builder_string_length(*victim); + + append_and_steal_buffers(*thief, *victim); + log("\n\nResult after heist #3: %", builder_to_string(*thief, do_reset = false)); + + thief_count = builder_string_length(*thief); + assert(thief_count == old_victim_count + old_thief_count); + assert(builder_string_length(*victim) == 0); + } +} @test + +copy_string_builder_tests :: () { + { + builder := create_builder("What", "we", "expected", init = false); + print("Builder %, outer current buffer: %\n", *builder, builder.current_buffer); + + stuff := do_other_stack_stuff(); + assert(stuff[0] == 0); // Just so the optimizer doesn't get rid of it + assert(stuff[1023] == 255); // Just so the optimizer doesn't get rid of it + + output := builder_to_string(*builder); + print("Outer output: %\n", output); + assert(output == "What we expected"); + } + { + builder := create_builder("What", "we", "expected", init = true); + print("Builder %, outer current buffer: %\n", *builder, builder.current_buffer); + + stuff := do_other_stack_stuff(); + assert(stuff[0] == 0); // Just so the optimizer doesn't get rid of it + assert(stuff[1023] == 255); // Just so the optimizer doesn't get rid of it + + output := builder_to_string(*builder); + print("Outer output: %\n", output); + assert(output == "What we expected"); + } + print("OK\n"); +} + + +apollo_time_tests :: () { + #if OS != .WINDOWS { + unix_epoch_start := timespec_to_apollo(.{0, 0}); + ct := to_calendar(unix_epoch_start, .UTC); + log("Unix epoch start: %", ct); + + assert(ct.year == 1970); + assert(ct.month_starting_at_0 == 0); + assert(ct.day_of_month_starting_at_0 == 0); + assert(ct.day_of_week_starting_at_0 == 4); + assert(ct.hour == 0); + assert(ct.minute == 0); + assert(ct.second == 0); + assert(ct.millisecond == 0); + assert(ct.time_zone == .UTC); + } + + { + ct: Calendar_Time; + ct.year = 2022; + ct.month_starting_at_0 = 3; + ct.day_of_month_starting_at_0 = 5; + ct.hour = 16; + ct.minute = 26; + ct.second = 30; + ct.millisecond = 500; + ct.time_zone = .LOCAL; + + apollo_time := calendar_to_apollo(ct); + ct_roundtrip := to_calendar(apollo_time, ct.time_zone); + log("Calendar to Apollo to Calendar roundtrip for %: %", ct, ct_roundtrip); + + assert(ct_roundtrip.year == 2022); + assert(ct_roundtrip.month_starting_at_0 == 3); + assert(ct_roundtrip.day_of_month_starting_at_0 == 5); + assert(ct_roundtrip.hour == 16); + assert(ct_roundtrip.minute == 26); + assert(ct_roundtrip.second == 30); + assert(ct_roundtrip.millisecond == 500); + assert(ct_roundtrip.time_zone == .LOCAL); + } + { + ct: Calendar_Time; + ct.year = 2022; + ct.month_starting_at_0 = 3; + ct.day_of_month_starting_at_0 = 5; + ct.hour = 16; + ct.minute = 26; + ct.second = 30; + ct.millisecond = 500; + ct.time_zone = .UTC; + + apollo_time := calendar_to_apollo(ct); + ct_roundtrip := to_calendar(apollo_time, ct.time_zone); + log("Calendar to Apollo to Calendar roundtrip for %: %", ct, ct_roundtrip); + + assert(ct_roundtrip.year == 2022); + assert(ct_roundtrip.month_starting_at_0 == 3); + assert(ct_roundtrip.day_of_month_starting_at_0 == 5); + assert(ct_roundtrip.hour == 16); + assert(ct_roundtrip.minute == 26); + assert(ct_roundtrip.second == 30); + assert(ct_roundtrip.millisecond == 500); + assert(ct_roundtrip.time_zone == .UTC); + } +} @test + +create_builder :: (strings: .. string, init: bool) -> String_Builder { + builder: String_Builder; + if init init_string_builder(*builder); + + for strings { + if it_index { + append(*builder, " "); + } + append(*builder, it); + } + + print("Current buffer: %\n", builder.current_buffer); + output := builder_to_string(*builder, do_reset=false); + print("Inner output: %\n", output); + return builder; +} + +do_other_stack_stuff :: () -> [1024] u8 { + my_array: [1024] u8; + for 0..my_array.count - 1 { + my_array[it] = xx (it % 256); + } + + return my_array; +} + +parse_int_tests :: () { + result_10 := string_to_int("105", 10, u8); + assert(result_10 == 105); + result_16 := string_to_int("105", 16, u16); + assert(result_16 == 0x105); + result_8 := string_to_int("105", 8, u8); + assert(result_8 == 69); + result_2 := string_to_int("101", 2, u8); + assert(result_2 == 0b101); +} + +parse_float_tests :: () { + // Check that parsing denormalized float values is fine. This is the minimum positive subnormal value: + parsed_value, success, remainder := string_to_float64("4.9406564584124654e-324"); + print("Result: % % %", parsed_value, success, remainder); + assert(success == true); + assert(parsed_value == 0h0000_0000_0000_0001, "Unexpected parsed value: 0h%", formatInt((.*)(cast(*u64) *parsed_value), base=16, minimum_digits = 16, digits_per_comma = 4, comma_string = "_")); +} + + +test_single_apollo_time_conversion :: (time: Apollo_Time, factor: u64, $round: bool, expected_result: s64, expected_success: bool) -> fail: int { + to_string :: (x: S128) -> string { + chars: [39] u8; + count := 0; + + n := x; + + while n != .{} { + n=, digit := signed_divide_with_remainder(n, .{10, 0}); + if digit == S128_ERROR return ""; + chars[count] = cast,trunc(u8)(digit.low) + #char "0"; + count += 1; + } + + builder: String_Builder; + if x < .{} append(*builder, "-"); + for < 0..count - 1 append(*builder, chars[it]); + return builder_to_string(*builder); + } + + result, success := ConvertFromApollo(time, factor, round); + error := false; + if success { + print("% % / % = % ", ifx round then "^" else " ", to_string(time), factor, result); + if expected_success error = expected_result != result; + else error = true; + } else { + print("% % / % = % ", ifx round then "^" else " ", to_string(time), factor, ""); + error = expected_success; + } + if error print_color("FAIL\n", color = .RED); + else print_color("OK\n", color = .GREEN); + + return ifx error then 1 else 0; +} + +test_apollo_time_conversion :: () { + test :: (time: Apollo_Time, factor: u64, expected_result: s64) -> fail: int { + return test_single_apollo_time_conversion(time, factor, false, expected_result, true); + } + + test_round :: (time: Apollo_Time, factor: u64, expected_result: s64) -> fail: int { + return test_single_apollo_time_conversion(time, factor, true, expected_result, true); + } + + test :: (time: Apollo_Time, factor: u64, expected_success: bool) -> fail: int { + return test_single_apollo_time_conversion(time, factor, false, 0, expected_success); + } + + test_round :: (time: Apollo_Time, factor: u64, expected_success: bool) -> fail: int { + return test_single_apollo_time_conversion(time, factor, true, 0, expected_success); + } + + fails := 0; + print("\nApollo Time Conversion:\n\n"); + + // expected values ascertained from wolfram alpha + + plus_one := Apollo_Time.{low = 1, high = 0}; + fails += test(plus_one, 1, 1); + fails += test(plus_one, 2, 0); + fails += test(plus_one, 3, 0); + fails += test(plus_one, 4, 0); + fails += test(plus_one, 5, 0); + fails += test(plus_one, xx S64_MAX, 0); + fails += test(plus_one, 0x80000000_00000000, 0); + fails += test(plus_one, U64_MAX, 0); + print("\n"); + fails += test_round(plus_one, 1, 1); + fails += test_round(plus_one, 2, 1); + fails += test_round(plus_one, 3, 0); + fails += test_round(plus_one, 4, 0); + fails += test_round(plus_one, 5, 0); + fails += test_round(plus_one, xx S64_MAX, 0); + fails += test_round(plus_one, 0x80000000_00000000, 0); + fails += test_round(plus_one, U64_MAX, 0); + print("\n"); + + fails += test(-plus_one, 1, -1); + fails += test(-plus_one, 2, 0); + fails += test(-plus_one, 3, 0); + fails += test(-plus_one, 4, 0); + fails += test(-plus_one, 5, 0); + fails += test(-plus_one, xx S64_MAX, 0); + fails += test(-plus_one, 0x80000000_00000000, 0); + fails += test(-plus_one, U64_MAX, 0); + print("\n"); + fails += test_round(-plus_one, 1, -1); + fails += test_round(-plus_one, 2, 0); + fails += test_round(-plus_one, 3, 0); + fails += test_round(-plus_one, 4, 0); + fails += test_round(-plus_one, 5, 0); + fails += test_round(-plus_one, xx S64_MAX, 0); + fails += test_round(-plus_one, 0x80000000_00000000, 0); + fails += test_round(-plus_one, U64_MAX, 0); + print("\n"); + + plus_two := Apollo_Time.{low = 2, high = 0}; + fails += test(plus_two, 1, 2); + fails += test(plus_two, 2, 1); + fails += test(plus_two, 3, 0); + fails += test(plus_two, 4, 0); + fails += test(plus_two, 5, 0); + fails += test(plus_two, xx S64_MAX, 0); + fails += test(plus_two, 0x80000000_00000000, 0); + fails += test(plus_two, U64_MAX, 0); + print("\n"); + fails += test_round(plus_two, 1, 2); + fails += test_round(plus_two, 2, 1); + fails += test_round(plus_two, 3, 1); + fails += test_round(plus_two, 4, 1); + fails += test_round(plus_two, 5, 0); + fails += test_round(plus_two, xx S64_MAX, 0); + fails += test_round(plus_two, 0x80000000_00000000, 0); + fails += test_round(plus_two, U64_MAX, 0); + print("\n"); + + fails += test(-plus_two, 1, -2); + fails += test(-plus_two, 2, -1); + fails += test(-plus_two, 3, 0); + fails += test(-plus_two, 4, 0); + fails += test(-plus_two, 5, 0); + fails += test(-plus_two, xx S64_MAX, 0); + fails += test(-plus_two, 0x80000000_00000000, 0); + fails += test(-plus_two, U64_MAX, 0); + print("\n"); + fails += test_round(-plus_two, 1, -2); + fails += test_round(-plus_two, 2, -1); + fails += test_round(-plus_two, 3, -1); + fails += test_round(-plus_two, 4, 0); + fails += test_round(-plus_two, 5, 0); + fails += test_round(-plus_two, xx S64_MAX, 0); + fails += test_round(-plus_two, 0x80000000_00000000, 0); + fails += test_round(-plus_two, U64_MAX, 0); + print("\n"); + + + // 9223372036854775807 + s64_max := Apollo_Time.{low = xx S64_MAX, high = 0}; + fails += test(s64_max, 1, 9223372036854775807); + fails += test(s64_max, 2, 4611686018427387903); + fails += test(s64_max, 3, 3074457345618258602); + fails += test(s64_max, 4, 2305843009213693951); + fails += test(s64_max, 5, 1844674407370955161); + fails += test(s64_max, xx S64_MAX, 1); + fails += test(s64_max, 0x80000000_00000000, 0); + fails += test(s64_max, U64_MAX, 0); + print("\n"); + fails += test_round(s64_max, 1, 9223372036854775807); + fails += test_round(s64_max, 2, 4611686018427387904); + fails += test_round(s64_max, 3, 3074457345618258602); + fails += test_round(s64_max, 4, 2305843009213693952); + fails += test_round(s64_max, 5, 1844674407370955161); + fails += test_round(s64_max, xx S64_MAX, 1); + fails += test_round(s64_max, 0x80000000_00000000, 1); + fails += test_round(s64_max, U64_MAX, 0); + print("\n"); + + // -9223372036854775807 + fails += test(-s64_max, 1, -9223372036854775807); + fails += test(-s64_max, 2, -4611686018427387903); + fails += test(-s64_max, 3, -3074457345618258602); + fails += test(-s64_max, 4, -2305843009213693951); + fails += test(-s64_max, 5, -1844674407370955161); + fails += test(-s64_max, xx S64_MAX, -1); + fails += test(-s64_max, 0x80000000_00000000, 0); + fails += test(-s64_max, U64_MAX, 0); + print("\n"); + fails += test_round(-s64_max, 1, -9223372036854775807); + fails += test_round(-s64_max, 2, -4611686018427387903); + fails += test_round(-s64_max, 3, -3074457345618258602); + fails += test_round(-s64_max, 4, -2305843009213693952); + fails += test_round(-s64_max, 5, -1844674407370955161); + fails += test_round(-s64_max, xx S64_MAX, -1); + fails += test_round(-s64_max, 0x80000000_00000000, -1); + fails += test_round(-s64_max, U64_MAX, 0); + print("\n"); + + // 9223372036854775808 + s64_max_plus_one := s64_max + .{1, 0}; + fails += test(s64_max_plus_one, 1, false); + fails += test(s64_max_plus_one, 2, 4611686018427387904); + fails += test(s64_max_plus_one, 3, 3074457345618258602); + fails += test(s64_max_plus_one, 4, 2305843009213693952); + fails += test(s64_max_plus_one, 5, 1844674407370955161); + fails += test(s64_max_plus_one, xx S64_MAX, 1); + fails += test(s64_max_plus_one, 0x80000000_00000000, 1); + fails += test(s64_max_plus_one, U64_MAX, 0); + print("\n"); + fails += test_round(s64_max_plus_one, 1, false); + fails += test_round(s64_max_plus_one, 2, 4611686018427387904); + fails += test_round(s64_max_plus_one, 3, 3074457345618258603); + fails += test_round(s64_max_plus_one, 4, 2305843009213693952); + fails += test_round(s64_max_plus_one, 5, 1844674407370955162); + fails += test_round(s64_max_plus_one, xx S64_MAX, 1); + fails += test_round(s64_max_plus_one, 0x80000000_00000000, 1); + fails += test_round(s64_max_plus_one, U64_MAX, 1); + print("\n"); + + // -9223372036854775808 + fails += test(-s64_max_plus_one, 1, -9223372036854775808); + fails += test(-s64_max_plus_one, 2, -4611686018427387904); + fails += test(-s64_max_plus_one, 3, -3074457345618258602); + fails += test(-s64_max_plus_one, 4, -2305843009213693952); + fails += test(-s64_max_plus_one, 5, -1844674407370955161); + fails += test(-s64_max_plus_one, xx S64_MAX, -1); + fails += test(-s64_max_plus_one, 0x80000000_00000000, -1); + fails += test(-s64_max_plus_one, U64_MAX, 0); + print("\n"); + fails += test_round(-s64_max_plus_one, 1, -9223372036854775808); + fails += test_round(-s64_max_plus_one, 2, -4611686018427387904); + fails += test_round(-s64_max_plus_one, 3, -3074457345618258603); + fails += test_round(-s64_max_plus_one, 4, -2305843009213693952); + fails += test_round(-s64_max_plus_one, 5, -1844674407370955162); + fails += test_round(-s64_max_plus_one, xx S64_MAX, -1); + fails += test_round(-s64_max_plus_one, 0x80000000_00000000, -1); + fails += test_round(-s64_max_plus_one, U64_MAX, -1); + print("\n"); + + + // 18446744073709551615 + u64_max := Apollo_Time.{low = U64_MAX, high = 0}; + fails += test(u64_max, 1, false); + fails += test(u64_max, 2, 9223372036854775807); + fails += test(u64_max, 3, 6148914691236517205); + fails += test(u64_max, 4, 4611686018427387903); + fails += test(u64_max, 5, 3689348814741910323); + fails += test(u64_max, xx S64_MAX, 2); + fails += test(u64_max, 0x80000000_00000000, 1); + fails += test(u64_max, U64_MAX, 1); + print("\n"); + fails += test_round(u64_max, 1, false); + fails += test_round(u64_max, 2, false); + fails += test_round(u64_max, 3, 6148914691236517205); + fails += test_round(u64_max, 4, 4611686018427387904); + fails += test_round(u64_max, 5, 3689348814741910323); + fails += test_round(u64_max, xx S64_MAX, 2); + fails += test_round(u64_max, 0x80000000_00000000, 2); + fails += test_round(u64_max, U64_MAX, 1); + print("\n"); + + // -18446744073709551615 + fails += test(-u64_max, 1, false); + fails += test(-u64_max, 2, -9223372036854775807); + fails += test(-u64_max, 3, -6148914691236517205); + fails += test(-u64_max, 4, -4611686018427387903); + fails += test(-u64_max, 5, -3689348814741910323); + fails += test(-u64_max, xx S64_MAX, -2); + fails += test(-u64_max, 0x80000000_00000000, -1); + fails += test(-u64_max, U64_MAX, -1); + print("\n"); + fails += test_round(-u64_max, 1, false); + fails += test_round(-u64_max, 2, -9223372036854775807); + fails += test_round(-u64_max, 3, -6148914691236517205); + fails += test_round(-u64_max, 4, -4611686018427387904); + fails += test_round(-u64_max, 5, -3689348814741910323); + fails += test_round(-u64_max, xx S64_MAX, -2); + fails += test_round(-u64_max, 0x80000000_00000000, -2); + fails += test_round(-u64_max, U64_MAX, -1); + print("\n"); + + // 36893488147419103230 + double_u64_max := u64_max * .{2, 0}; + fails += test(double_u64_max, 1, false); + fails += test(double_u64_max, 2, false); + fails += test(double_u64_max, 3, false); + fails += test(double_u64_max, 4, 9223372036854775807); + fails += test(double_u64_max, 5, 7378697629483820646); + fails += test(double_u64_max, xx S64_MAX, 4); + fails += test(double_u64_max, 0x80000000_00000000, 3); + fails += test(double_u64_max, U64_MAX, 2); + print("\n"); + fails += test_round(double_u64_max, 1, false); + fails += test_round(double_u64_max, 2, false); + fails += test_round(double_u64_max, 3, false); + fails += test_round(double_u64_max, 4, false); + fails += test_round(double_u64_max, 5, 7378697629483820646); + fails += test_round(double_u64_max, xx S64_MAX, 4); + fails += test_round(double_u64_max, 0x80000000_00000000, 4); + fails += test_round(double_u64_max, U64_MAX, 2); + print("\n"); + + // -36893488147419103230 + fails += test(-double_u64_max, 1, false); + fails += test(-double_u64_max, 2, false); + fails += test(-double_u64_max, 3, false); + fails += test(-double_u64_max, 4, -9223372036854775807); + fails += test(-double_u64_max, 5, -7378697629483820646); + fails += test(-double_u64_max, xx S64_MAX, -4); + fails += test(-double_u64_max, 0x80000000_00000000, -3); + fails += test(-double_u64_max, U64_MAX, -2); + print("\n"); + fails += test_round(-double_u64_max, 1, false); + fails += test_round(-double_u64_max, 2, false); + fails += test_round(-double_u64_max, 3, false); + fails += test_round(-double_u64_max, 4, -9223372036854775807); + fails += test_round(-double_u64_max, 5, -7378697629483820646); + fails += test_round(-double_u64_max, xx S64_MAX, -4); + fails += test_round(-double_u64_max, 0x80000000_00000000, -4); + fails += test_round(-double_u64_max, U64_MAX, -2); + print("\n"); + + if fails print("% FAILED TESTS!\n", fails); + else print("ALL TESTS PASSED\n"); +} + +#import "Basic"; +#import "Math"; +#import "Print_Color"; +#import "Random"; + +main :: () { + print_int_tests(); + print_float_tests(); + simple_string_tests(); + string_builder_tests(); + apollo_time_tests(); + + parse_int_tests(); + parse_float_tests(); + + seed := random_get(); + print("\n\nRandom seed: %\n", seed); + random_seed(seed); + #if CPU == .X64 { + test_unsigned_division(10000, random_get); + } + test_apollo_time_conversion(); +} + +// @ToDo @Fixme: parse_float_tests() fails when running at compile time, so there is something very sus going on… +// #run main(); diff --git a/modules/Basic/tests/arena_tests.jai b/modules/Basic/tests/arena_tests.jai new file mode 100644 index 0000000..899f99e --- /dev/null +++ b/modules/Basic/tests/arena_tests.jai @@ -0,0 +1,1725 @@ +// Test suite for arena.jai and arena_platform.jai. +// +// module.jai #loads this file when Basic is imported with LOAD_TESTS = true, so it and the +// module are one compilation unit and the #scope_module machinery (Arena_State, +// get_arena_state, restore_arena_state) is in reach. It is still exercised through the +// public wrappers on purpose -- arena_release and the auto_* macros -- because the public +// contract is what callers depend on. +// +// Covers every exported symbol of both files. ARENA_DEBUG is Basic's own module parameter +// here, so the suite tests the module as it was actually built. +// +// Groups are toggled with the RUN_* constants below. Each group is #if'd at its call site +// in run_arena_tests(), so a disabled group is not invoked at all. +// +// Several groups deliberately drive failure paths that log. Expected log_error and +// log_warning output is bracketed by "expecting errors" banners -- noise inside a +// banner is the test working, noise outside one is not. + +// --------------------------------------------------------------------------- +// Group switches +// --------------------------------------------------------------------------- + +RUN_LIFECYCLE_TESTS :: true; // arena_init, bootstrap_arena, arena_delete, is_valid +RUN_INTROSPECTION_TESTS :: true; // arena_start/limit/usage/committed, reserve_size_bytes, next_reserve +RUN_ALLOCATION_TESTS :: true; // arena_alloc happy paths, commit growth +RUN_BOUNDS_TESTS :: true; // negative sizes, exhaustion, address-limit refusal +RUN_ALIGNMENT_TESTS :: true; // arena_set_alignment, push_alignment, Align +RUN_RESET_TESTS :: true; // arena_reset, arena_reset_keeping_memory, arena_release +RUN_SCOPED_TESTS :: true; // auto_reset, auto_release, push_arena, the overwriting variants +RUN_ALLOCATOR_TESTS :: true; // arena_allocator_proc modes, get_allocator, get_capabilities +RUN_SECURE_TESTS :: true; // arena_wipe, arena_secure_overwrite[_starting_from] +RUN_PLATFORM_TESTS :: true; // arena_platform_init, extend_committed_pages, commit/lock/unlock + +// Paths whose preconditions are enforced by assert() rather than by a runtime check. +// Running these with ENABLE_ASSERT on will abort the process, which is the assert doing +// its job -- so they are off by default. Turn on only in a build with ENABLE_ASSERT=false, +// to confirm the release-mode fallbacks (log and return) behave. +RUN_ASSERT_TRIP_TESTS :: false; + +VERBOSE :: false; // print each arena's details as groups run + + +// --------------------------------------------------------------------------- +// Harness +// --------------------------------------------------------------------------- + +#scope_file + +// Per-group tallies. Fixed size and allocation-free on purpose: expect() is called +// from inside push_arena scopes, so anything it allocated would come out of the arena +// under test and be freed the moment that arena is reset or deleted. +MAX_GROUPS :: 16; + +group_names : [MAX_GROUPS] string; +group_checks : [MAX_GROUPS] int; +group_fails : [MAX_GROUPS] int; +group_count := 0; + +checks_run := 0; +checks_failed := 0; + +// Set by run_arena_tests. One suite is one work item, so a file-scope pointer is enough; +// null means write straight to stdout, as a synchronous or standalone run does. +output_builder: *String_Builder; + +emit :: (format_string: string, args: ..Any) { + if output_builder print_to_builder(output_builder, format_string, ..args); + else print(format_string, ..args); +} @PrintLike + +group :: (name: string) { + assert(group_count < MAX_GROUPS, "raise MAX_GROUPS"); + group_names[group_count] = name; + group_count += 1; + emit("\n-- % --\n", name); +} + +expect :: (condition: bool, format: string, args: ..Any, loc := #caller_location) { + checks_run += 1; + if group_count group_checks[group_count-1] += 1; + if condition return; + + checks_failed += 1; + if group_count group_fails[group_count-1] += 1; + + name := ifx group_count then group_names[group_count-1] else "?"; + emit(" FAIL [%:%] %\n", name, loc.line_number, tprint(format, ..args)); +} + +expecting_errors :: (what: string) { + emit(" (expecting logged errors: %)\n", what); +} + +// A fresh, non-bootstrapped arena backed by its own reservation. +// The Arena struct is POD and, for a non-bootstrapped arena, holds no pointers into +// itself, so returning it by value is safe. +make_arena :: (reserve := Arena_Reserve.Size_2M, pages := ARENA_DEFAULT_COMMIT_PAGE_COUNT) -> Arena { + a: Arena; + success, committed := arena_init(*a, reserve, pages); + expect(success, "arena_init(%, % pages) reported failure", reserve, pages); + expect(committed > 0, "arena_init(%, % pages) committed nothing", reserve, pages); + return a; +} + +fill :: (memory: *void, count: s64, value: u8) { + bytes := cast(*u8) memory; + for 0..count-1 bytes[it] = value; +} + +all_bytes_are :: (memory: *void, count: s64, value: u8) -> bool { + bytes := cast(*u8) memory; + for 0..count-1 if bytes[it] != value return false; + return true; +} + +is_aligned :: (pointer: *void, alignment: s64) -> bool { + return (cast(s64) pointer) % alignment == 0; +} + +DEFAULT_COMMIT_BYTES :: ARENA_DEFAULT_COMMIT_PAGE_COUNT * PLATFORM_MEMORY_PAGE_SIZE; + + +// --------------------------------------------------------------------------- +// Lifecycle: arena_init, bootstrap_arena, arena_delete, is_valid +// --------------------------------------------------------------------------- + +lifecycle_tests :: () { + group("lifecycle"); + + // A zeroed Arena is not valid until it is initialized. + { + a: Arena; + expect(!is_valid(*a), "a zeroed Arena reported valid"); + expect(a.memory_base == null, "a zeroed Arena has a non-null memory_base"); + } + + // Initialization establishes every invariant the rest of the module depends on. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + expect(is_valid(*a), "arena is not valid after arena_init"); + expect(a.memory_base != null, "memory_base is null after a successful arena_init"); + expect(a.reserve == .Size_2M, "reserve was not recorded; got %", a.reserve); + expect(arena_alignment(*a) == ARENA_DEFAULT_ALIGNMENT, "alignment is % not the default %", arena_alignment(*a), ARENA_DEFAULT_ALIGNMENT); + expect(a.current_point == arena_start(*a), "current_point does not start at arena_start"); + expect(arena_usage_bytes(*a) == 0, "a fresh arena reports % bytes used", arena_usage_bytes(*a)); + expect(arena_committed_bytes(*a) == DEFAULT_COMMIT_BYTES, + "default commit is % bytes, expected %", arena_committed_bytes(*a), DEFAULT_COMMIT_BYTES); + expect(arena_initial_commit_pages(*a) == ARENA_DEFAULT_COMMIT_PAGE_COUNT, + "the initial commit is % pages not %", arena_initial_commit_pages(*a), ARENA_DEFAULT_COMMIT_PAGE_COUNT); + expect(!arena_is_bootstrapped(*a), "a stack-held arena claims to be bootstrapped"); + } + + // Re-initializing an already-live arena is a no-op that still reports success, + // and must not replace the existing reservation. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + base_before := a.memory_base; + arena_alloc(*a, 128); + used_before := arena_usage_bytes(*a); + + success, pages := arena_init(*a, .Size_64M); + expect(success, "re-initializing a live arena reported failure"); + expect(a.memory_base == base_before, "re-initializing replaced memory_base"); + expect(a.reserve == .Size_2M, "re-initializing changed the reserve class to %", a.reserve); + expect(pages == arena_initial_commit_pages(*a), "re-init reported % pages, field holds %", pages, arena_initial_commit_pages(*a)); + expect(arena_usage_bytes(*a) == used_before, "re-initializing discarded % bytes of live allocation", used_before); + } + + // A commit request of zero is promoted to the default rather than producing an + // arena with no backing pages. Regression guard for C4. + { + a := make_arena(.Size_2M, 0); + defer arena_delete(*a); + + expect(arena_initial_commit_pages(*a) >= 1, + "commit_page_count = 0 recorded % pages; a bootstrapped arena needs at least 1 for its header", + arena_initial_commit_pages(*a)); + expect(arena_committed_bytes(*a) >= PLATFORM_MEMORY_PAGE_SIZE, + "commit_page_count = 0 left % bytes committed", arena_committed_bytes(*a)); + expect(arena_committed_bytes(*a) == arena_initial_commit_pages(*a) * PLATFORM_MEMORY_PAGE_SIZE, + "recorded page count % disagrees with % bytes actually committed", + arena_initial_commit_pages(*a), arena_committed_bytes(*a)); + } + + // A negative commit request is clamped to the default. The stored count is a log2, so an + // unclamped negative would reach log2_of_power_of_two rather than becoming a huge page count. + { + expecting_errors("negative commit_page_count"); + a := make_arena(.Size_2M, -4); + defer arena_delete(*a); + + expect(arena_initial_commit_pages(*a) == ARENA_DEFAULT_COMMIT_PAGE_COUNT, + "negative commit_page_count recorded % pages, expected the default %", + arena_initial_commit_pages(*a), ARENA_DEFAULT_COMMIT_PAGE_COUNT); + expect(arena_committed_bytes(*a) == arena_initial_commit_pages(*a) * PLATFORM_MEMORY_PAGE_SIZE, + "recorded page count disagrees with bytes committed after a negative request"); + } + + // A count that is not a power of two but does fit its reserve is rounded up, because the + // arena stores the count as a log2. Rounding up rather than down keeps the initial commit at + // least what was asked for, and keeps the stored value exact rather than approximate. + // The .Size_64K case below does not exercise this: 20 pages already exceeds a 64K reserve, so + // it takes the clamp instead and lands on 16 either way. + { + ROUNDED :: 32; // 20 rounded up + a := make_arena(.Size_64M, 20); + defer arena_delete(*a); + + expect(arena_initial_commit_pages(*a) == ROUNDED, + "a 20 page request recorded % pages, expected % after rounding up to a power of two", + arena_initial_commit_pages(*a), ROUNDED); + expect(arena_committed_bytes(*a) == ROUNDED * PLATFORM_MEMORY_PAGE_SIZE, + "a 20 page request committed % bytes, expected %", + arena_committed_bytes(*a), ROUNDED * PLATFORM_MEMORY_PAGE_SIZE); + } + + // Asking for more initial commit than the reserve class holds clamps to the reserve. + { + expecting_errors("commit larger than the 64K reserve"); + a := make_arena(.Size_64K, 20); + defer arena_delete(*a); + + expect(is_valid(*a), "an over-committed 64K arena did not initialize"); + expect(arena_committed_bytes(*a) <= reserve_size_bytes(*a), + "committed % exceeds the % byte reserve", arena_committed_bytes(*a), reserve_size_bytes(*a)); + expect(arena_committed_bytes(*a) == reserve_size_bytes(*a), + "expected the clamp to commit the whole 64K reserve, got %", arena_committed_bytes(*a)); + } + + // arena_delete releases a non-bootstrapped arena and leaves the struct reusable. + { + a := make_arena(.Size_2M); + arena_delete(*a); + expect(!is_valid(*a), "arena is still valid after arena_delete"); + expect(a.memory_base == null, "arena_delete left a non-null memory_base"); + + // The struct can be initialized again afterwards. + success, _ := arena_init(*a, .Size_2M); + expect(success, "could not re-initialize an arena after deleting it"); + expect(is_valid(*a), "re-initialized arena is not valid"); + arena_delete(*a); + } + + // arena_delete tolerates an arena that was never initialized. + { + a: Arena; + arena_delete(*a); + expect(!is_valid(*a), "deleting an uninitialized arena made it valid"); + } + + // Bootstrapping puts the header inside the arena's own first page. + { + a := bootstrap_arena(.Size_2M, label = "bootstrap-lifecycle"); + expect(a != null, "bootstrap_arena returned null"); + + if a { + expect(is_valid(a), "bootstrapped arena is not valid"); + expect(arena_is_bootstrapped(a), "bootstrapped arena does not carry Is_Bootstrapped"); + expect(cast(*void) a == cast(*void) a.memory_base, "the header does not sit at memory_base"); + expect(a.current_point == arena_start(a), "a fresh bootstrapped arena is not empty"); + expect(arena_usage_bytes(a) == 0, "a fresh bootstrapped arena reports % bytes used", arena_usage_bytes(a)); + + // Allocating from it must not tread on the header. + p := arena_alloc(a, 64); + expect(p != null, "allocation from a bootstrapped arena returned null"); + expect(cast(*u8) p >= arena_start(a), "allocation overlaps the bootstrapped header"); + expect(a.memory_base != null, "the header was corrupted by an allocation"); + + // Nothing may touch `a` after this: the struct lives in the memory being released. + arena_delete(a); + } + } + + // Bootstrapping with a zero commit request still yields a usable arena. Regression guard for C4. + { + a := bootstrap_arena(.Size_2M, 0, label = "bootstrap-zero-commit"); + expect(a != null, "bootstrap_arena(.Size_2M, 0) returned null"); + if a { + expect(arena_initial_commit_pages(a) >= 1, "bootstrapped arena recorded % initial pages", arena_initial_commit_pages(a)); + p := arena_alloc(a, 32); + expect(p != null, "could not allocate from a zero-commit bootstrapped arena"); + arena_delete(a); + } + } + + // The clamp path must produce a working bootstrapped arena, not a failure. Regression guard for H1. + { + expecting_errors("bootstrap commit larger than the 64K reserve"); + a := bootstrap_arena(.Size_64K, 20, label = "bootstrap-clamped"); + expect(a != null, "bootstrap_arena(.Size_64K, 20) returned null; the clamp should have made this work"); + if a { + expect(arena_committed_bytes(a) == reserve_size_bytes(a), "clamped bootstrap committed % of %", + arena_committed_bytes(a), reserve_size_bytes(a)); + arena_delete(a); + } + } +} + + +// --------------------------------------------------------------------------- +// Introspection: layout accessors, reserve table, next_reserve +// --------------------------------------------------------------------------- + +introspection_tests :: () { + group("introspection"); + + // The reserve table and the enum must stay in step. #run asserts this at compile + // time; this checks the values themselves. + { + expect(reserve_size_bytes(Arena_Reserve.Size_64K) == 64 * 1024, "Size_64K is %", reserve_size_bytes(Arena_Reserve.Size_64K)); + expect(reserve_size_bytes(Arena_Reserve.Size_2M) == 2 * 1024 * 1024, "Size_2M is %", reserve_size_bytes(Arena_Reserve.Size_2M)); + expect(reserve_size_bytes(Arena_Reserve.Size_64M) == 64 * 1024 * 1024, "Size_64M is %", reserve_size_bytes(Arena_Reserve.Size_64M)); + expect(reserve_size_bytes(Arena_Reserve.Size_2G) == 2 * 1024 * 1024 * 1024, "Size_2G is %", reserve_size_bytes(Arena_Reserve.Size_2G)); + + // Monotonically increasing, so next_reserve's linear scan is meaningful. + for i: 1..Arena_Sizes.count-1 { + expect(Arena_Sizes[i] > Arena_Sizes[i-1], "Arena_Sizes is not increasing at index %", i); + } + } + + // next_reserve must account for the header, or it names a class that cannot hold + // the request. Regression guard for L2. + { + expect(next_reserve(1024, 8) == .Size_64K, "next_reserve(1024) is %", next_reserve(1024, 8)); + + // Exactly the size of the smallest class does not fit in it, because the header + // is carved out of the front. + expect(next_reserve(64 * 1024, 8) == .Size_2M, + "next_reserve(64K) is % -- a 64K class cannot hold 64K once the header is taken out", + next_reserve(64 * 1024, 8)); + + // Comfortably under the limit still fits. + expect(next_reserve(64 * 1024 - size_of(Arena) - 64, 8) == .Size_64K, + "next_reserve(just under 64K) is %", next_reserve(64 * 1024 - size_of(Arena) - 64, 8)); + + // Beyond the largest class, saturate rather than run off the table. + expect(next_reserve(Arena_Sizes[Arena_Sizes.count-1], 8) == .Size_64T, + "next_reserve(over the largest class) is %", next_reserve(Arena_Sizes[Arena_Sizes.count-1], 8)); + } + + // Layout accessors agree with each other and with the reserve class. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + expect(arena_start(*a) == Align(a.memory_base + size_of(Arena), ARENA_DEFAULT_ALIGNMENT), + "arena_start does not skip the header"); + expect(arena_start(*a) > a.memory_base, "arena_start is not past memory_base"); + expect(is_aligned(arena_start(*a), ARENA_DEFAULT_ALIGNMENT), "arena_start is not aligned"); + + expect(arena_address_limit(*a) == a.memory_base + reserve_size_bytes(*a), "arena_address_limit is wrong"); + expect(reserve_size_bytes(*a) == reserve_size_bytes(Arena_Reserve.Size_2M), "the two reserve_size_bytes overloads disagree"); + + expect(arena_usage_bytes(*a) == 0, "fresh usage is %", arena_usage_bytes(*a)); + expect(arena_committed_bytes(*a) == cast(s64)(a.first_uncommitted_page - a.memory_base), "arena_committed_bytes is wrong"); + + arena_alloc(*a, 1000); + expect(arena_usage_bytes(*a) == cast(s64)(a.current_point - arena_start(*a)), "arena_usage_bytes is wrong after allocating"); + expect(arena_usage_bytes(*a) >= 1000, "usage % is under the 1000 bytes allocated", arena_usage_bytes(*a)); + + expect(arena_committed_bytes(*a) <= reserve_size_bytes(*a), "committed exceeds the reserve"); + expect(a.current_point <= a.first_uncommitted_page, "current_point is past the committed region"); + expect(a.first_uncommitted_page <= arena_address_limit(*a), "first_uncommitted_page is past the address limit"); + } + + // The bootstrap flag helpers. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + expect(!arena_is_bootstrapped(*a), "a fresh arena claims to be bootstrapped"); + arena_set_bootstrap_flag(*a); + expect(arena_is_bootstrapped(*a), "arena_set_bootstrap_flag did not take"); + expect(a.flags & .Is_Bootstrapped == .Is_Bootstrapped, "the flag bit is not set"); + + // Clear it again so the deferred arena_delete frees the reservation and nulls the + // base, rather than taking the bootstrapped path. + a.flags = .None; + } + + // arena_details is a debugging aid; it must survive a null and an uninitialized arena. + { + null_text := arena_details(null); + expect(null_text.count > 0, "arena_details(null) returned an empty string"); + + blank: Arena; + blank_text := arena_details(*blank); + expect(blank_text.count > 0, "arena_details on an uninitialized arena returned an empty string"); + + a := make_arena(.Size_2M); + defer arena_delete(*a); + arena_alloc(*a, 4096); + live_text := arena_details(*a); + expect(live_text.count > 0, "arena_details on a live arena returned an empty string"); + + #if VERBOSE { + emit(" %", null_text); + emit(" %", live_text); + } + } + + // The struct footprint is a deliberate design constraint: the header is carved out + // of every arena's first page, so growing it costs usable space in every arena. + // If this fires, it is a decision to make, not a number to update blindly. + // + // Three pointers and six single-byte fields is 30 bytes, rounding to 32 at pointer alignment, + // so two bytes are spare. That is what the log2 fields buy: alignment, page size and the + // initial commit count each fit in a byte. One field wider than a byte would push this to 40. + #if !ARENA_DEBUG { + expect(size_of(Arena) == 32, + "size_of(Arena) is % not 32 -- a field changed width; confirm the footprint cost is intended", + size_of(Arena)); + } +} + + +// --------------------------------------------------------------------------- +// Allocation: arena_alloc happy paths and on-demand commit +// --------------------------------------------------------------------------- + +allocation_tests :: () { + group("allocation"); + + // Basic allocation lands inside the arena and is writable. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + p := arena_alloc(*a, 256); + expect(p != null, "arena_alloc returned null for a 256 byte request"); + expect(cast(*u8) p >= arena_start(*a), "allocation is below arena_start"); + expect(cast(*u8) p + 256 <= a.first_uncommitted_page, "allocation extends past the committed region"); + + fill(p, 256, 0xAB); + expect(all_bytes_are(p, 256, 0xAB), "could not read back what was written to the allocation"); + } + + // Successive allocations do not overlap and advance monotonically. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + SIZES :: s64.[1, 7, 8, 9, 64, 100, 4096, 3]; + previous_end: *u8 = arena_start(*a); + + for size: SIZES { + p := cast(*u8) arena_alloc(*a, size); + expect(p != null, "arena_alloc(%) returned null", size); + expect(p >= previous_end, "allocation of % overlaps the previous one", size); + expect(is_aligned(p, arena_alignment(*a)), "allocation of % is not aligned to %", size, arena_alignment(*a)); + + fill(p, size, 0x5A); + previous_end = p + size; + } + + // Every region still holds its own pattern, i.e. nothing was handed out twice. + expect(a.current_point >= previous_end, "current_point is behind the last allocation"); + } + + // A zero-byte request is legal and does not advance the arena. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_alloc(*a, 24); // get off the aligned base + before := a.current_point; + p := arena_alloc(*a, 0); + expect(p != null, "a zero-byte allocation returned null"); + expect(a.current_point == before || arena_usage_bytes(*a) >= 0, "a zero-byte allocation moved current_point backwards"); + expect(a.current_point >= before, "a zero-byte allocation moved current_point backwards"); + } + + // Crossing the committed boundary commits more pages rather than failing. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + committed_before := arena_committed_bytes(*a); + expect(committed_before == DEFAULT_COMMIT_BYTES, "unexpected starting commit of %", committed_before); + + // Ask for more than is currently committed. + size := committed_before + 4096; + p := arena_alloc(*a, size); + expect(p != null, "allocation across the commit boundary returned null"); + expect(arena_committed_bytes(*a) > committed_before, "the committed region did not grow"); + expect(arena_committed_bytes(*a) % PLATFORM_MEMORY_PAGE_SIZE == 0, "committed size % is not page aligned", arena_committed_bytes(*a)); + expect(cast(*u8) p + size <= a.first_uncommitted_page, "the allocation is not fully committed"); + + // The whole span must be writable, which is the real test of the commit. + fill(p, size, 0xC3); + expect(all_bytes_are(p, size, 0xC3), "the freshly committed span is not readable/writable"); + } + + // Many small allocations in sequence, spanning several page commits. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + // A stress run is one assertion, not COUNT of them. Checking inside the loop would + // report two thousand passing checks for a single property and drown out the rest of + // the suite in the totals, so failures are counted and reported once. + COUNT :: 2000; + CHUNK :: 64; // a multiple of the default alignment, so the blocks come out contiguous + + first: *u8; + null_returns := 0; + + for 0..COUNT-1 { + p := cast(*u8) arena_alloc(*a, CHUNK); + if !p { null_returns += 1; continue; } + if it == 0 first = p; + fill(p, CHUNK, cast(u8)(it % 256)); + } + + expect(null_returns == 0, "% of % stress allocations returned null", null_returns, COUNT); + expect(first != null, "the stress loop never recorded its first allocation"); + expect(arena_usage_bytes(*a) >= COUNT * CHUNK, "usage % is under the % bytes handed out", arena_usage_bytes(*a), COUNT * CHUNK); + expect(a.current_point <= a.first_uncommitted_page, "current_point ran past the committed region"); + + // Every block still holds its own pattern, which is the real property under test: + // a bump allocator must never hand the same bytes out twice, across page commits + // included. CHUNK is a multiple of the alignment, so block N sits at first + N*CHUNK. + if first { + clobbered := 0; + for 0..COUNT-1 { + if !all_bytes_are(first + it * CHUNK, CHUNK, cast(u8)(it % 256)) clobbered += 1; + } + expect(clobbered == 0, "% of % stress blocks were overwritten; allocations overlapped", clobbered, COUNT); + } + } + + // The high-water mark tracks allocations made through arena_alloc directly, not + // only those made through the allocator proc. Regression guard for L4. + #if ARENA_DEBUG { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_alloc(*a, 5000); + peak := a.high_water_mark; + expect(peak >= 5000, "high_water_mark is % after allocating 5000 bytes directly", peak); + + arena_reset(*a); + arena_alloc(*a, 100); + expect(a.high_water_mark == peak, "high_water_mark fell to % after a reset; it should hold the peak", a.high_water_mark); + } +} + + +// --------------------------------------------------------------------------- +// Bounds: refusals that must return null without corrupting the arena +// --------------------------------------------------------------------------- + +bounds_tests :: () { + group("bounds"); + + // A negative size is refused and leaves the arena untouched. Regression guard for M8. + { + expecting_errors("negative allocation size"); + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_alloc(*a, 128); + point_before := a.current_point; + usage_before := arena_usage_bytes(*a); + + p := arena_alloc(*a, -1); + expect(p == null, "a negative allocation returned a pointer"); + expect(a.current_point == point_before, "a negative allocation moved current_point"); + expect(arena_usage_bytes(*a) == usage_before, "a negative allocation changed usage"); + + p2 := arena_alloc(*a, -1024 * 1024); + expect(p2 == null, "a large negative allocation returned a pointer"); + expect(a.current_point == point_before, "a large negative allocation moved current_point"); + + // The arena still works afterwards. + p3 := arena_alloc(*a, 64); + expect(p3 != null, "the arena stopped working after refusing a negative size"); + } + + // A request larger than the whole reserve is refused. Regression guard for C3. + { + expecting_errors("allocation larger than the reserve"); + a := make_arena(.Size_64K); + defer arena_delete(*a); + + point_before := a.current_point; + p := arena_alloc(*a, reserve_size_bytes(*a) + 1); + expect(p == null, "an over-reserve allocation returned a pointer"); + expect(a.current_point == point_before, "an over-reserve allocation moved current_point"); + expect(a.current_point <= arena_address_limit(*a), "current_point escaped the reservation"); + } + + // A size near S64_MAX must not wrap the pointer arithmetic into something that + // looks in range. Regression guard for M8. + { + expecting_errors("absurd allocation size"); + a := make_arena(.Size_2M); + defer arena_delete(*a); + + point_before := a.current_point; + p := arena_alloc(*a, 0x7FFF_FFFF_FFFF_FFFF); + expect(p == null, "an S64_MAX allocation returned a pointer"); + expect(a.current_point == point_before, "an S64_MAX allocation moved current_point"); + + p2 := arena_alloc(*a, 0x4000_0000_0000_0000); + expect(p2 == null, "a 2^62 allocation returned a pointer"); + expect(a.current_point == point_before, "a 2^62 allocation moved current_point"); + } + + // Filling the arena exactly, then failing to exceed it. + { + expecting_errors("exhausting a 64K arena"); + a := make_arena(.Size_64K); + defer arena_delete(*a); + + remaining := cast(s64)(arena_address_limit(*a) - a.current_point); + expect(remaining > 0, "no space available in a fresh 64K arena"); + + p := arena_alloc(*a, remaining); + expect(p != null, "could not allocate the exact remaining % bytes", remaining); + expect(a.current_point == arena_address_limit(*a), "current_point is not at the limit after filling the arena"); + + q := arena_alloc(*a, 1); + expect(q == null, "allocated one byte past a full arena"); + expect(a.current_point == arena_address_limit(*a), "current_point moved past the limit"); + } + + // A refusal must not leave the arena in a state where later allocations misbehave. + { + expecting_errors("refusal followed by recovery"); + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_alloc(*a, -5); + arena_alloc(*a, reserve_size_bytes(*a) * 2); + + p := cast(*u8) arena_alloc(*a, 4096); + expect(p != null, "the arena is unusable after two refusals"); + expect(p >= arena_start(*a) && p + 4096 <= a.first_uncommitted_page, "post-refusal allocation is out of bounds"); + fill(p, 4096, 0x11); + expect(all_bytes_are(p, 4096, 0x11), "post-refusal allocation is not writable"); + } +} + + +// --------------------------------------------------------------------------- +// Alignment: arena_set_alignment, push_alignment, Align +// --------------------------------------------------------------------------- + +alignment_tests :: () { + group("alignment"); + + // Align itself, on integers and pointers. + { + expect(Align(0, 8) == 0, "Align(0, 8) is %", Align(0, 8)); + expect(Align(1, 8) == 8, "Align(1, 8) is %", Align(1, 8)); + expect(Align(8, 8) == 8, "Align(8, 8) is %", Align(8, 8)); + expect(Align(9, 8) == 16, "Align(9, 8) is %", Align(9, 8)); + expect(Align(4095, PLATFORM_MEMORY_PAGE_SIZE) == 4096, "Align(4095, page) is %", Align(4095, PLATFORM_MEMORY_PAGE_SIZE)); + expect(Align(4096, PLATFORM_MEMORY_PAGE_SIZE) == 4096, "Align(4096, page) is %", Align(4096, PLATFORM_MEMORY_PAGE_SIZE)); + expect(Align(4097, PLATFORM_MEMORY_PAGE_SIZE) == 8192, "Align(4097, page) is %", Align(4097, PLATFORM_MEMORY_PAGE_SIZE)); + } + + // Setting a valid alignment changes what subsequent allocations return. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + ALIGNMENTS :: s64.[8, 16, 32, 64, 256, 4096]; + for wanted: ALIGNMENTS { + arena_set_alignment(*a, wanted); + expect(arena_alignment(*a) == wanted, "alignment is % after asking for %", arena_alignment(*a), wanted); + + // Push the cursor to an awkward offset first, so the aligner has work to do. + arena_alloc(*a, 1); + p := arena_alloc(*a, 16); + expect(p != null, "allocation returned null at alignment %", wanted); + expect(is_aligned(p, wanted), "allocation % is not aligned to %", p, wanted); + } + } + + // Invalid alignments are refused and leave the existing value alone. + // These are runtime-checked, but the procedure also asserts first, so they only + // run in a build with asserts off. + #if RUN_ASSERT_TRIP_TESTS { + expecting_errors("invalid alignments"); + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_set_alignment(*a, 16); + expect(arena_alignment(*a) == 16, "setup failed; alignment is %", arena_alignment(*a)); + + arena_set_alignment(*a, 0); + expect(arena_alignment(*a) == 16, "an alignment of 0 was accepted; alignment is now %", arena_alignment(*a)); + + arena_set_alignment(*a, -8); + expect(arena_alignment(*a) == 16, "a negative alignment was accepted; alignment is now %", arena_alignment(*a)); + + arena_set_alignment(*a, 24); + expect(arena_alignment(*a) == 16, "a non-power-of-two alignment was accepted; alignment is now %", arena_alignment(*a)); + + // The bound is the reservation, not a field width: an alignment wider than the whole + // reservation would make every allocation fail the address-limit check, and anything at or + // below it is representable now that the field holds a log2. + arena_set_alignment(*a, 4 * 1024 * 1024); + expect(arena_alignment(*a) == reserve_size_bytes(*a), + "an alignment wider than the reservation gave %, expected the % byte reservation", + arena_alignment(*a), reserve_size_bytes(*a)); + } + + // What the old u16 field could not express. 65536 used to be clamped to 32768, and a 2 MB + // alignment was not representable at all; both are exact now. + { + a := make_arena(.Size_64M); + defer arena_delete(*a); + + for wanted: s64.[65536, 2 * 1024 * 1024] { + arena_set_alignment(*a, wanted); + expect(arena_alignment(*a) == wanted, "alignment is % after asking for %", arena_alignment(*a), wanted); + + arena_alloc(*a, 1); + p := arena_alloc(*a, 16); + expect(p != null, "allocation returned null at alignment %", wanted); + expect(is_aligned(p, wanted), "allocation % is not aligned to %", p, wanted); + } + } + + // push_alignment applies for the enclosing scope and restores afterwards. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_set_alignment(*a, 8); + before := arena_alignment(*a); + + { + push_alignment(*a, 64); + expect(arena_alignment(*a) == 64, "push_alignment did not apply; alignment is %", arena_alignment(*a)); + + arena_alloc(*a, 1); + p := arena_alloc(*a, 8); + expect(is_aligned(p, 64), "allocation inside push_alignment is not 64 aligned"); + } + + expect(arena_alignment(*a) == before, "push_alignment did not restore; alignment is % not %", arena_alignment(*a), before); + + arena_alloc(*a, 1); + q := arena_alloc(*a, 8); + expect(is_aligned(q, before), "allocation after push_alignment is not aligned to the restored %", before); + } + + // Nested pushes unwind in order. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_set_alignment(*a, 8); + { + push_alignment(*a, 32); + { + push_alignment(*a, 256); + expect(arena_alignment(*a) == 256, "inner push_alignment gave %", arena_alignment(*a)); + } + expect(arena_alignment(*a) == 32, "after the inner scope alignment is % not 32", arena_alignment(*a)); + } + expect(arena_alignment(*a) == 8, "after both scopes alignment is % not 8", arena_alignment(*a)); + } +} + + +// --------------------------------------------------------------------------- +// Reset family: arena_reset, arena_reset_keeping_memory, arena_release +// --------------------------------------------------------------------------- + +reset_tests :: () { + group("reset"); + + // arena_reset rewinds the cursor and keeps the pages committed. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_alloc(*a, 200 * 1024); // force the committed region to grow + grown := arena_committed_bytes(*a); + expect(grown > DEFAULT_COMMIT_BYTES, "the committed region did not grow; it is %", grown); + + arena_reset(*a); + expect(arena_usage_bytes(*a) == 0, "usage is % after arena_reset", arena_usage_bytes(*a)); + expect(a.current_point == arena_start(*a), "current_point is not at arena_start after arena_reset"); + expect(arena_committed_bytes(*a) == grown, "arena_reset decommitted pages; committed went from % to %", grown, arena_committed_bytes(*a)); + + // Reusing the arena after a reset hands back the same base address. + p := arena_alloc(*a, 64); + expect(cast(*u8) p == arena_start(*a), "the first allocation after a reset is not at arena_start"); + } + + // arena_reset_keeping_memory behaves the same way. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_alloc(*a, 200 * 1024); + grown := arena_committed_bytes(*a); + + arena_reset_keeping_memory(*a); + expect(arena_usage_bytes(*a) == 0, "usage is % after arena_reset_keeping_memory", arena_usage_bytes(*a)); + expect(arena_committed_bytes(*a) == grown, "arena_reset_keeping_memory decommitted pages"); + } + + // arena_release rewinds and gives the pages back, down to the initial commit. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_alloc(*a, 400 * 1024); + expect(arena_committed_bytes(*a) > DEFAULT_COMMIT_BYTES, "the committed region did not grow before release"); + + arena_release(*a); + expect(arena_usage_bytes(*a) == 0, "usage is % after arena_release", arena_usage_bytes(*a)); + expect(arena_committed_bytes(*a) == DEFAULT_COMMIT_BYTES, + "arena_release left % bytes committed, expected the initial %", arena_committed_bytes(*a), DEFAULT_COMMIT_BYTES); + expect(a.current_point <= a.first_uncommitted_page, "current_point is past the committed region after release"); + + // The arena must still work, re-committing on demand. + p := arena_alloc(*a, 300 * 1024); + expect(p != null, "could not allocate after arena_release"); + fill(p, 300 * 1024, 0x77); + expect(all_bytes_are(p, 300 * 1024, 0x77), "memory re-committed after release is not writable"); + } + + // Releasing a bootstrapped arena must never decommit the page holding its header. + // Regression guard for C4. + { + a := bootstrap_arena(.Size_2M, label = "release-keeps-header"); + expect(a != null, "bootstrap_arena returned null"); + if a { + arena_alloc(a, 400 * 1024); + arena_release(a); + + // Reading these fields at all is the test: the header page must still be mapped. + expect(is_valid(a), "the header did not survive arena_release"); + expect(arena_committed_bytes(a) >= PLATFORM_MEMORY_PAGE_SIZE, "release left % bytes committed", arena_committed_bytes(a)); + expect(arena_usage_bytes(a) == 0, "usage is % after release", arena_usage_bytes(a)); + + p := arena_alloc(a, 64); + expect(p != null, "a bootstrapped arena is unusable after arena_release"); + arena_delete(a); + } + } + + // arena_reset_overwriting_memory zeroes what it rewinds past. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + SIZE :: 8192; + p := arena_alloc(*a, SIZE); + fill(p, SIZE, 0xDD); + expect(all_bytes_are(p, SIZE, 0xDD), "setup failed; the pattern did not stick"); + + arena_reset_overwriting_memory(*a); + expect(arena_usage_bytes(*a) == 0, "usage is % after the overwriting reset", arena_usage_bytes(*a)); + expect(all_bytes_are(p, SIZE, 0), "the overwriting reset left % bytes unwiped -- it did nothing", SIZE); + } + + // The reset family is a no-op on an uninitialized arena rather than a crash. + { + blank: Arena; + arena_reset(*blank); + arena_reset_keeping_memory(*blank); + arena_release(*blank); + arena_reset_overwriting_memory(*blank); + expect(!is_valid(*blank), "resetting an uninitialized arena made it valid"); + } +} + + +// --------------------------------------------------------------------------- +// Scoped helpers: auto_reset, auto_release, push_arena, overwriting variants +// --------------------------------------------------------------------------- + +scoped_tests :: () { + group("scoped"); + + // auto_reset restores the cursor at scope exit and keeps the pages. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_alloc(*a, 1024); + usage_before := arena_usage_bytes(*a); + point_before := a.current_point; + + { + auto_reset(*a); + arena_alloc(*a, 200 * 1024); + expect(arena_usage_bytes(*a) > usage_before, "the inner allocation did not happen"); + } + + expect(a.current_point == point_before, "auto_reset did not restore current_point"); + expect(arena_usage_bytes(*a) == usage_before, "usage is % after auto_reset, expected %", arena_usage_bytes(*a), usage_before); + expect(arena_committed_bytes(*a) > DEFAULT_COMMIT_BYTES, "auto_reset gave pages back; it should keep them"); + } + + // auto_release restores the cursor and gives the pages back. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + arena_alloc(*a, 512); + point_before := a.current_point; + + { + auto_release(*a); + arena_alloc(*a, 400 * 1024); + expect(arena_committed_bytes(*a) > DEFAULT_COMMIT_BYTES, "the inner allocation did not grow the commit"); + } + + expect(a.current_point == point_before, "auto_release did not restore current_point"); + expect(arena_committed_bytes(*a) <= DEFAULT_COMMIT_BYTES + PLATFORM_MEMORY_PAGE_SIZE, + "auto_release left % bytes committed", arena_committed_bytes(*a)); + expect(a.current_point <= a.first_uncommitted_page, "current_point is past the committed region after auto_release"); + + p := arena_alloc(*a, 64); + expect(p != null, "the arena is unusable after auto_release"); + } + + // The overwriting variants must actually overwrite. Regression guard for H4: + // a length/end-pointer mix-up made these silently do nothing. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + SIZE :: 4096; + inner: *void; + { + auto_reset_overwriting_memory(*a); + inner = arena_alloc(*a, SIZE); + fill(inner, SIZE, 0xEE); + expect(all_bytes_are(inner, SIZE, 0xEE), "setup failed inside the scope"); + } + expect(all_bytes_are(inner, SIZE, 0), + "auto_reset_overwriting_memory left the region unwiped -- the wipe was skipped entirely"); + expect(arena_usage_bytes(*a) == 0, "usage is % after the scope", arena_usage_bytes(*a)); + } + + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + SIZE :: 4096; + inner: *void; + { + auto_release_overwriting_memory(*a); + inner = arena_alloc(*a, SIZE); + fill(inner, SIZE, 0xEE); + } + // The pages stay mapped down to the initial commit, and 4096 bytes sit well inside + // that, so the wiped region is still readable. + expect(all_bytes_are(inner, SIZE, 0), "auto_release_overwriting_memory left the region unwiped"); + expect(arena_committed_bytes(*a) == DEFAULT_COMMIT_BYTES, "committed is % after the scope", arena_committed_bytes(*a)); + } + + // push_arena swaps context.allocator for the scope and restores it afterwards. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + outer := context.allocator; + { + push_arena(*a); + expect(context.allocator.proc == arena_allocator_proc, "push_arena did not install the arena allocator"); + expect(context.allocator.data == cast(*void) *a, "push_arena installed the wrong allocator_data"); + + p := New(u64); + expect(p != null, "New through a pushed arena returned null"); + expect(cast(*u8) p >= arena_start(*a) && cast(*u8) p < a.current_point, + "New through a pushed arena did not allocate from the arena"); + + numbers := NewArray(64, s32); + expect(numbers.count == 64, "NewArray gave % elements", numbers.count); + expect(cast(*u8) numbers.data >= arena_start(*a), "NewArray did not allocate from the arena"); + numbers[0] = 11; + numbers[63] = 22; + expect(numbers[0] == 11 && numbers[63] == 22, "arena-backed array memory is not writable"); + } + expect(context.allocator.proc == outer.proc, "push_arena did not restore context.allocator.proc"); + expect(context.allocator.data == outer.data, "push_arena did not restore context.allocator.data"); + } + + // A scoped mark taken inside a pushed allocator still unwinds correctly. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + point_before := a.current_point; + { + push_arena(*a); + auto_reset(*a); + s := NewArray(1024, u8); + expect(s.count == 1024, "allocation inside the combined scope failed"); + } + expect(a.current_point == point_before, "the combined push_arena + auto_reset scope did not unwind"); + } +} + + +// --------------------------------------------------------------------------- +// Allocator interface: arena_allocator_proc, get_allocator, capabilities +// --------------------------------------------------------------------------- + +allocator_tests :: () { + group("allocator"); + + // get_allocator wires the proc to the arena. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + allocator := get_allocator(*a); + expect(allocator.proc == arena_allocator_proc, "get_allocator returned the wrong proc"); + expect(allocator.data == cast(*void) *a, "get_allocator returned the wrong data pointer"); + } + + // ALLOCATE goes through arena_alloc. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + p := arena_allocator_proc(.ALLOCATE, 512, 0, null, *a); + expect(p != null, "ALLOCATE returned null"); + expect(cast(*u8) p >= arena_start(*a) && cast(*u8) p < a.current_point, "ALLOCATE returned a pointer outside the arena"); + fill(p, 512, 0x42); + expect(all_bytes_are(p, 512, 0x42), "memory from ALLOCATE is not writable"); + } + + // RESIZE allocates fresh memory and copies the old contents across. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + OLD :: 128; + NEW :: 512; + old_memory := arena_allocator_proc(.ALLOCATE, OLD, 0, null, *a); + fill(old_memory, OLD, 0x9C); + + new_memory := arena_allocator_proc(.RESIZE, NEW, OLD, old_memory, *a); + expect(new_memory != null, "RESIZE returned null"); + expect(new_memory != old_memory, "RESIZE returned the same block; this allocator never resizes in place"); + expect(all_bytes_are(new_memory, OLD, 0x9C), "RESIZE did not copy the old contents"); + + // Shrinking copies only the new size, and must not read past the old block. + smaller := arena_allocator_proc(.RESIZE, 64, NEW, new_memory, *a); + expect(smaller != null, "a shrinking RESIZE returned null"); + expect(all_bytes_are(smaller, 64, 0x9C), "a shrinking RESIZE did not copy the leading bytes"); + } + + // FREE is accepted and does nothing. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + p := arena_allocator_proc(.ALLOCATE, 256, 0, null, *a); + point_before := a.current_point; + result := arena_allocator_proc(.FREE, 0, 256, p, *a); + expect(result == null, "FREE returned something other than null"); + expect(a.current_point == point_before, "FREE moved current_point"); + } + + // The lifecycle and heap modes are accepted and return null. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + expect(arena_allocator_proc(.STARTUP, 0, 0, null, *a) == null, "STARTUP returned non-null"); + expect(arena_allocator_proc(.SHUTDOWN, 0, 0, null, *a) == null, "SHUTDOWN returned non-null"); + expect(arena_allocator_proc(.THREAD_START, 0, 0, null, *a) == null, "THREAD_START returned non-null"); + expect(arena_allocator_proc(.THREAD_STOP, 0, 0, null, *a) == null, "THREAD_STOP returned non-null"); + expect(arena_allocator_proc(.CREATE_HEAP, 0, 0, null, *a) == null, "CREATE_HEAP returned non-null"); + expect(arena_allocator_proc(.DESTROY_HEAP, 0, 0, null, *a) == null, "DESTROY_HEAP returned non-null"); + expect(is_valid(*a), "a lifecycle mode disturbed the arena"); + } + + // IS_THIS_YOURS answers for live memory only. Regression guard for M2. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + live := arena_alloc(*a, 256); + expect(arena_allocator_proc(.IS_THIS_YOURS, 0, 0, live, *a) != null, "IS_THIS_YOURS disowned a live allocation"); + + last_byte := cast(*u8) live + 255; + expect(arena_allocator_proc(.IS_THIS_YOURS, 0, 0, last_byte, *a) != null, "IS_THIS_YOURS disowned the last live byte"); + + // Committed but not handed out: inside the pages, past current_point. + slack := cast(*void) a.current_point; + expect(arena_allocator_proc(.IS_THIS_YOURS, 0, 0, slack, *a) == null, + "IS_THIS_YOURS claimed committed-but-unallocated slack"); + + // The header is not an allocation. + expect(arena_allocator_proc(.IS_THIS_YOURS, 0, 0, cast(*void) a.memory_base, *a) == null, + "IS_THIS_YOURS claimed the header region"); + + // Memory belonging to somebody else. + stack_value := 0; + expect(arena_allocator_proc(.IS_THIS_YOURS, 0, 0, *stack_value, *a) == null, "IS_THIS_YOURS claimed a stack address"); + + // After a reset the memory is no longer live. + arena_reset(*a); + expect(arena_allocator_proc(.IS_THIS_YOURS, 0, 0, live, *a) == null, "IS_THIS_YOURS still claims memory released by a reset"); + } + + // CAPS advertises what the proc actually implements. Regression guard for M1. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + caps, name := get_capabilities(get_allocator(*a)); + + expect(caps & .IS_THIS_YOURS == .IS_THIS_YOURS, "CAPS does not advertise IS_THIS_YOURS, but the mode is implemented"); + expect(caps & .HINT_I_AM_A_FAST_BUMP_ALLOCATOR == .HINT_I_AM_A_FAST_BUMP_ALLOCATOR, "CAPS does not advertise the bump-allocator hint"); + expect(caps & .HINT_I_AM_PER_FRAME_TEMPORARY_STORAGE == 0, + "CAPS claims to be per-frame temporary storage; this arena is not reset every frame"); + expect(caps & .FREE == 0, "CAPS advertises FREE, but .FREE is ignored"); + expect(caps & .ACTUALLY_RESIZE == 0, "CAPS advertises ACTUALLY_RESIZE, but RESIZE always reallocates"); + expect(caps & .MULTIPLE_THREADS == 0, "CAPS advertises MULTIPLE_THREADS; nothing here is synchronized"); + expect(caps & .CREATE_HEAP == 0, "CAPS advertises CREATE_HEAP, but the mode returns null"); + + expect(name.count > 0, "CAPS did not fill in the allocator name, which callers may treat as a hard error"); + } + + // A null allocator_data must be survivable in every mode. The allocator documentation + // asks for this so the proc can be pushed into a context with nothing else available, + // and get_capabilities relies on it outright: it passes null for a CAPS query, because + // capabilities are a property of the proc rather than of any one heap. Regression + // guard for L8, which was an assert ahead of the mode switch that aborted on all of it. + { + expecting_errors("allocator calls with a null arena"); + + // CAPS is answerable with no heap at all, and must still fill in the name. + name: string; + caps := cast,no_check(Allocator_Caps) arena_allocator_proc(.CAPS, 0, 0, *name, null); + expect(caps & .IS_THIS_YOURS == .IS_THIS_YOURS, "CAPS with a null arena lost the IS_THIS_YOURS bit"); + expect(name.count > 0, "CAPS with a null arena did not fill in the allocator name"); + + // Nothing belongs to a heap that is not there. + stack_value := 0; + expect(arena_allocator_proc(.IS_THIS_YOURS, 0, 0, *stack_value, null) == null, + "IS_THIS_YOURS claimed memory while holding a null arena"); + + // The allocating modes must decline rather than dereference. + expect(arena_allocator_proc(.ALLOCATE, 64, 0, null, null) == null, "ALLOCATE with a null arena returned a pointer"); + expect(arena_allocator_proc(.RESIZE, 128, 64, null, null) == null, "RESIZE with a null arena returned a pointer"); + + // And the modes that do nothing anyway keep doing nothing. + expect(arena_allocator_proc(.FREE, 0, 0, null, null) == null, "FREE with a null arena returned non-null"); + expect(arena_allocator_proc(.STARTUP, 0, 0, null, null) == null, "STARTUP with a null arena returned non-null"); + expect(arena_allocator_proc(.SHUTDOWN, 0, 0, null, null) == null, "SHUTDOWN with a null arena returned non-null"); + expect(arena_allocator_proc(.THREAD_START, 0, 0, null, null) == null, "THREAD_START with a null arena returned non-null"); + expect(arena_allocator_proc(.THREAD_STOP, 0, 0, null, null) == null, "THREAD_STOP with a null arena returned non-null"); + expect(arena_allocator_proc(.CREATE_HEAP, 0, 0, null, null) == null, "CREATE_HEAP with a null arena returned non-null"); + expect(arena_allocator_proc(.DESTROY_HEAP, 0, 0, null, null) == null, "DESTROY_HEAP with a null arena returned non-null"); + } + + // arena_alloc itself declines a null arena, which is where the guard actually lives. + { + expecting_errors("arena_alloc with a null arena"); + expect(arena_alloc(null, 64) == null, "arena_alloc(null) returned a pointer"); + expect(arena_alloc(null, 0) == null, "arena_alloc(null, 0) returned a pointer"); + } + + // Allocation failure must surface as null through the allocator interface too, + // not as a pointer into unmapped space. Regression guard for C3. + { + expecting_errors("allocator-interface refusal"); + a := make_arena(.Size_64K); + defer arena_delete(*a); + + p := arena_allocator_proc(.ALLOCATE, reserve_size_bytes(*a) * 4, 0, null, *a); + expect(p == null, "the allocator proc returned a pointer for a request larger than the reserve"); + } +} + + +// --------------------------------------------------------------------------- +// Secure overwrite: arena_wipe and the arena_secure_overwrite family +// --------------------------------------------------------------------------- + +secure_tests :: () { + group("secure"); + + // arena_wipe clears the half-open interval it is given. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + SIZE :: 1024; + p := cast(*u8) arena_alloc(*a, SIZE); + fill(p, SIZE, 0xF0); + + arena_wipe(p, p + 256); + expect(all_bytes_are(p, 256, 0), "arena_wipe did not clear the requested range"); + expect(all_bytes_are(p + 256, SIZE - 256, 0xF0), "arena_wipe cleared past the end pointer"); + } + + // An inverted or empty interval is a no-op, not a wipe of the whole address space. + // This is the guard that keeps a negative count away from the rep stosb. H4. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + SIZE :: 512; + p := cast(*u8) arena_alloc(*a, SIZE); + fill(p, SIZE, 0x3C); + + arena_wipe(p + 128, p); // end < start + expect(all_bytes_are(p, SIZE, 0x3C), "an inverted arena_wipe interval modified memory"); + + arena_wipe(p, p); // empty + expect(all_bytes_are(p, SIZE, 0x3C), "an empty arena_wipe interval modified memory"); + } + + // arena_secure_overwrite(.Current_Point) clears everything handed out so far. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + SIZE :: 2048; + p := cast(*u8) arena_alloc(*a, SIZE); + fill(p, SIZE, 0xA5); + + tail := a.current_point; // first untouched byte + fill(tail, 64, 0x5A); // committed slack, must survive + + arena_secure_overwrite(*a, .Current_Point); + expect(all_bytes_are(p, SIZE, 0), "arena_secure_overwrite(.Current_Point) left live memory unwiped"); + expect(all_bytes_are(tail, 64, 0x5A), "arena_secure_overwrite(.Current_Point) wiped past current_point"); + + // The cursor is not moved by a wipe; only the bytes change. + expect(a.current_point == tail, "arena_secure_overwrite moved current_point"); + } + + // arena_secure_overwrite(.First_Uncommitted_Page) clears the committed slack too. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + p := cast(*u8) arena_alloc(*a, 1024); + fill(p, 1024, 0xA5); + + slack := a.current_point; + slack_count := cast(s64)(a.first_uncommitted_page - slack); + expect(slack_count > 0, "no committed slack available for this test"); + fill(slack, slack_count, 0x5A); + + arena_secure_overwrite(*a, .First_Uncommitted_Page); + expect(all_bytes_are(p, 1024, 0), "the live region was not wiped"); + expect(all_bytes_are(slack, slack_count, 0), "the committed slack was not wiped"); + } + + // arena_secure_overwrite_starting_from clears from an interior point onwards. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + SIZE :: 4096; + p := cast(*u8) arena_alloc(*a, SIZE); + fill(p, SIZE, 0xC7); + + arena_secure_overwrite_starting_from(*a, p + 1024); + expect(all_bytes_are(p, 1024, 0xC7), "wiping from an interior point cleared memory before it"); + expect(all_bytes_are(p + 1024, SIZE - 1024, 0), "wiping from an interior point did not clear to the end"); + } + + // A start pointer past the committed region is refused, rather than producing a + // negative count. Regression guard for H4. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + p := cast(*u8) arena_alloc(*a, 256); + fill(p, 256, 0x6B); + + arena_secure_overwrite_starting_from(*a, a.first_uncommitted_page + PLATFORM_MEMORY_PAGE_SIZE); + expect(all_bytes_are(p, 256, 0x6B), "an out-of-range start pointer still wiped memory"); + + arena_secure_overwrite_starting_from(*a, a.first_uncommitted_page); + expect(all_bytes_are(p, 256, 0x6B), "a start pointer at the committed end still wiped memory"); + } + + // Wiping an arena with less committed than the header occupies must not underflow. + // Reachable via .First_Uncommitted_Page when almost nothing is committed. H4. + { + a := make_arena(.Size_2M, 0); + defer arena_delete(*a); + + // Whatever the commit works out to, this must return without wiping wildly. + arena_secure_overwrite(*a, .First_Uncommitted_Page); + expect(is_valid(*a), "the arena did not survive a wipe to the committed end"); + p := arena_alloc(*a, 64); + expect(p != null, "the arena is unusable after the wipe"); + } +} + + +// --------------------------------------------------------------------------- +// Platform layer: reserve, commit, decommit, lock +// --------------------------------------------------------------------------- + +platform_tests :: () { + group("platform"); + + // arena_platform_init reserves address space and records the class. + { + a: Arena; + ok := arena_platform_init(*a, .Size_2M); + expect(ok, "arena_platform_init reported failure for a 2M reservation"); + expect(a.memory_base != null, "arena_platform_init succeeded but memory_base is null"); + expect(a.reserve == .Size_2M, "arena_platform_init recorded reserve %", a.reserve); + + // The postcondition the rest of the module relies on: memory_base is null if and + // only if the reservation failed. Regression guard for C2. + expect(ok == (a.memory_base != null), "the memory_base postcondition does not hold"); + + // Reserved space is not yet committed; the caller drives that separately. Checked as + // committed bytes rather than a null pointer because arena_platform_init now establishes + // the commit pointer: memory_base for a normal reservation, and the top of the reservation + // for a fully committed large-page one. + expect(arena_committed_bytes(*a) == 0, "arena_platform_init committed pages on its own"); + + arena_delete(*a); + } + + // Reservations at several classes, including the very large ones. + { + CLASSES :: Arena_Reserve.[.Size_64K, .Size_2M, .Size_64M, .Size_2G]; + for class: CLASSES { + a: Arena; + ok := arena_platform_init(*a, class); + expect(ok, "could not reserve %", class); + if ok { + expect(reserve_size_bytes(*a) == reserve_size_bytes(class), "reserve size mismatch for %", class); + arena_delete(*a); + } + } + } + + // extend_committed_pages grows the committed region by whole pages. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + before := a.first_uncommitted_page; + ok := extend_committed_pages(*a, before + 1); + expect(ok, "extend_committed_pages reported failure"); + expect(a.first_uncommitted_page == before + PLATFORM_MEMORY_PAGE_SIZE, + "a one byte extension committed % bytes", cast(s64)(a.first_uncommitted_page - before)); + + // The newly committed page is writable. + fill(before, PLATFORM_MEMORY_PAGE_SIZE, 0x2D); + expect(all_bytes_are(before, PLATFORM_MEMORY_PAGE_SIZE, 0x2D), "the newly committed page is not writable"); + } + + // An extension to a point already committed is a no-op that reports success. + // Regression guard for the delta <= 0 case. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + before := a.first_uncommitted_page; + + expect(extend_committed_pages(*a, before), "extending to the current boundary reported failure"); + expect(a.first_uncommitted_page == before, "extending to the current boundary moved the boundary"); + + expect(extend_committed_pages(*a, a.memory_base), "extending backwards reported failure"); + expect(a.first_uncommitted_page == before, "extending backwards moved the boundary"); + + expect(extend_committed_pages(*a, before - PLATFORM_MEMORY_PAGE_SIZE), "extending below the boundary reported failure"); + expect(a.first_uncommitted_page == before, "extending below the boundary moved the boundary"); + } + + // arena_commit_first_pages reports the bytes actually committed, page aligned. + { + a: Arena; + ok := arena_platform_init(*a, .Size_2M); + expect(ok, "setup reservation failed"); + if ok { + a.first_uncommitted_page = a.memory_base; + arena_set_alignment(*a, ARENA_DEFAULT_ALIGNMENT); + + committed := arena_commit_first_pages(*a, 3 * PLATFORM_MEMORY_PAGE_SIZE); + expect(committed == 3 * PLATFORM_MEMORY_PAGE_SIZE, "committing 3 pages reported % bytes", committed); + expect(committed % PLATFORM_MEMORY_PAGE_SIZE == 0, "the reported commit % is not page aligned", committed); + expect(committed == arena_committed_bytes(*a), "the report disagrees with first_uncommitted_page"); + + arena_delete(*a); + } + } + + // A sub-page request rounds up to a whole page. + { + a: Arena; + if arena_platform_init(*a, .Size_2M) { + a.first_uncommitted_page = a.memory_base; + arena_set_alignment(*a, ARENA_DEFAULT_ALIGNMENT); + + committed := arena_commit_first_pages(*a, 100); + expect(committed == PLATFORM_MEMORY_PAGE_SIZE, "a 100 byte commit request reported % bytes", committed); + arena_delete(*a); + } + } + + // Zero and oversized requests are clamped rather than refused or overshot. + { + expecting_errors("zero and oversized commit requests"); + + a: Arena; + if arena_platform_init(*a, .Size_2M) { + a.first_uncommitted_page = a.memory_base; + arena_set_alignment(*a, ARENA_DEFAULT_ALIGNMENT); + + committed := arena_commit_first_pages(*a, 0); + expect(committed >= PLATFORM_MEMORY_PAGE_SIZE, "a zero commit request reported % bytes", committed); + arena_delete(*a); + } + + b: Arena; + if arena_platform_init(*b, .Size_64K) { + b.first_uncommitted_page = b.memory_base; + arena_set_alignment(*b, ARENA_DEFAULT_ALIGNMENT); + + committed := arena_commit_first_pages(*b, reserve_size_bytes(*b) * 8); + expect(committed <= reserve_size_bytes(*b), "an oversized commit reported % against a % reserve", + committed, reserve_size_bytes(*b)); + expect(committed == reserve_size_bytes(*b), "an oversized commit did not clamp to the full reserve; got %", committed); + arena_delete(*b); + } + } + + // start_offset_bytes reserves extra room at the front. Currently unexercised by the + // module itself, so this is the only coverage it has. + { + a: Arena; + if arena_platform_init(*a, .Size_2M) { + a.first_uncommitted_page = a.memory_base; + arena_set_alignment(*a, ARENA_DEFAULT_ALIGNMENT); + + committed := arena_commit_first_pages(*a, PLATFORM_MEMORY_PAGE_SIZE, PLATFORM_MEMORY_PAGE_SIZE); + expect(committed >= 2 * PLATFORM_MEMORY_PAGE_SIZE, + "one page plus a one page offset committed only % bytes", committed); + arena_delete(*a); + } + } + + // Locking and unlocking pages. These can legitimately fail on a machine with a small + // working-set or RLIMIT_MEMLOCK, and the procedures log rather than assert, so the + // test checks that they leave the arena intact rather than that they succeed. + { + a := make_arena(.Size_2M); + defer arena_delete(*a); + + p := arena_alloc(*a, 4096); + fill(p, 4096, 0x8E); + + arena_lock_pages(*a); + expect(is_valid(*a), "the arena did not survive arena_lock_pages"); + expect(all_bytes_are(p, 4096, 0x8E), "arena_lock_pages disturbed arena contents"); + + arena_unlock_pages(*a); + expect(is_valid(*a), "the arena did not survive arena_unlock_pages"); + expect(all_bytes_are(p, 4096, 0x8E), "arena_unlock_pages disturbed arena contents"); + + q := arena_alloc(*a, 64); + expect(q != null, "the arena is unusable after a lock/unlock cycle"); + } + + // Locking an arena with nothing committed logs rather than misbehaving. + { + expecting_errors("locking an arena with no active pages"); + a: Arena; + if arena_platform_init(*a, .Size_2M) { + a.first_uncommitted_page = a.memory_base; + arena_lock_pages(*a); + expect(is_valid(*a), "the arena did not survive locking with no pages"); + arena_delete(*a); + } + } + + // .Secure_Arena locks each range as it is committed, which is the property a one-shot lock + // does not have: a lock taken at init covers only the initial commit, and everything the + // arena grows into afterwards would be unlocked. Growing well past the initial commit here + // is what would catch a regression back to locking once. + // + // Whether the locks actually succeed depends on the machine's working-set quota or + // RLIMIT_MEMLOCK, so that half is reported rather than asserted -- same reasoning as the + // group above. What is asserted is that the arena stays usable and its contents survive, + // which is what would break if the lock/unlock bracketing around commit and decommit were + // wrong. + { + INITIAL_PAGES :: 2; + a := bootstrap_arena(.Size_2M, INITIAL_PAGES, flags = .Secure_Arena, label = "secure-growth"); + expect(a != null, "bootstrap_arena with .Secure_Arena returned null"); + + if a { + defer arena_delete(a); + + expect(arena_is_secure(a), "the .Secure_Arena flag did not survive bootstrap"); + + initial_committed := arena_committed_bytes(a); + + // Well past the initial commit, so the growth path runs several times. + GROW_BYTES :: 32 * PLATFORM_MEMORY_PAGE_SIZE; + p := arena_alloc(a, GROW_BYTES); + expect(p != null, "a secure arena refused an allocation it had room for; a failed lock must not fail the commit"); + + if p { + fill(p, GROW_BYTES, 0x5C); + expect(arena_committed_bytes(a) > initial_committed, + "the arena did not grow past its initial commit, so this test proves nothing"); + expect(all_bytes_are(p, GROW_BYTES, 0x5C), "growing a secure arena disturbed its contents"); + } + + // Release back down: the decommit path has to unlock first, and on Linux madvise would + // otherwise refuse the locked range and leave the pages committed. + arena_reset(a); + free_pages_down_to(a, INITIAL_PAGES); + expect(arena_committed_bytes(a) <= initial_committed, + "free_pages_down_to left % bytes committed on a secure arena, expected at most %", + arena_committed_bytes(a), initial_committed); + + q := arena_alloc(a, 64); + expect(q != null, "a secure arena is unusable after a grow/release cycle"); + + emit(" secure arena lock intact after growth: % (quota permitting)\n", + arena_secure_lock_intact(a)); + } + } + + // Large pages. Whether the OS grants them depends on privilege (SeLockMemoryPrivilege on + // Windows) and, on Linux, on a hugetlbfs pool an administrator preallocated, so the grant + // itself is reported rather than asserted. What is asserted holds either way: the arena + // works, its page arithmetic agrees with whatever granularity it ended up with, and it + // survives a grow/release cycle on both the fully-committed and the decommittable path. + { + emit(" platform large page size: %\n", platform_large_page_size()); + + INITIAL_PAGES :: 2; + a := bootstrap_arena(.Size_64M, INITIAL_PAGES, flags = .Large_Pages, label = "large-pages"); + expect(a != null, "bootstrap_arena with .Large_Pages returned null"); + + if a { + defer arena_delete(a); + + expect(arena_is_large_pages(a), "the .Large_Pages flag did not survive bootstrap"); + + active := arena_large_pages_active(a); + emit(" large pages active: % (page size %)\n", active, arena_page_size(a)); + + if active { + expect(arena_page_size(a) == platform_large_page_size(), + "an active large-page arena reports a % byte page size, expected %", + arena_page_size(a), platform_large_page_size()); + expect(arena_committed_bytes(a) % arena_page_size(a) == 0, + "committed bytes % is not a whole number of % byte pages", + arena_committed_bytes(a), arena_page_size(a)); + } else { + expect(arena_page_size(a) == PLATFORM_MEMORY_PAGE_SIZE, + "an arena that fell back reports a % byte page size, expected %", + arena_page_size(a), PLATFORM_MEMORY_PAGE_SIZE); + } + + initial_committed := arena_committed_bytes(a); + expect(initial_committed >= INITIAL_PAGES * arena_page_size(a), + "only % bytes committed, expected at least % pages of % bytes", + initial_committed, INITIAL_PAGES, arena_page_size(a)); + + // Sized off the arena's own page size, so this passes the initial commit whether the + // pages are 4 KB or 2 MB. A fixed byte count would not grow a large-page arena at all. + grow_bytes := 3 * arena_page_size(a) + 1234; + p := arena_alloc(a, grow_bytes); + expect(p != null, "a large-page arena refused an allocation it had room for"); + + if p { + fill(p, grow_bytes, 0xA7); + expect(all_bytes_are(p, grow_bytes, 0xA7), "growing a large-page arena disturbed its contents"); + } + + arena_reset(a); + free_pages_down_to(a, INITIAL_PAGES); + + fully_committed := active && LARGE_PAGES_ARE_FULLY_COMMITTED; + if fully_committed { + // There is no partial decommit of a large-page allocation, so this arena rewinds but + // keeps its whole reservation. Asserting that pins the no-op down as deliberate. + expect(arena_committed_bytes(a) == reserve_size_bytes(a), + "a fully committed large-page arena reports % committed, expected the whole % byte reservation", + arena_committed_bytes(a), reserve_size_bytes(a)); + } else { + expect(arena_committed_bytes(a) <= initial_committed, + "free_pages_down_to left % bytes committed, expected at most %", + arena_committed_bytes(a), initial_committed); + } + + q := arena_alloc(a, 64); + expect(q != null, "a large-page arena is unusable after a grow/release cycle"); + } + } + + // .Large_Pages together with .Secure_Arena. Large pages are non-pageable already, so the + // arena locks nothing, and the pair of guarantees still has to come out intact -- including + // arena_unlock_pages, which must not fail against a range that was never locked. + { + // One initial page, because a 2 MB reserve holds exactly one 2 MB page: asking for two + // would trip the commit-size clamp and log about it. + a := bootstrap_arena(.Size_2M, 1, flags = .Large_Pages | .Secure_Arena, label = "large-secure"); + expect(a != null, "bootstrap_arena with .Large_Pages | .Secure_Arena returned null"); + + if a { + defer arena_delete(a); + + expect(arena_is_large_pages(a) && arena_is_secure(a), "both flags did not survive bootstrap"); + + p := arena_alloc(a, 4096); + expect(p != null, "a large-page secure arena refused an allocation it had room for"); + if p { + fill(p, 4096, 0x3B); + expect(all_bytes_are(p, 4096, 0x3B), "a large-page secure arena disturbed its contents"); + } + + unlock_ok := arena_unlock_pages(a); + + // Asserted only where it must hold: with large pages the arena locked nothing, so the + // unlock has nothing to fail at. On the 4 KB fallback path a machine whose quota refused + // the lock will refuse the unlock as well, which is the quota's answer, not a defect. + if arena_large_pages_active(a) { + expect(unlock_ok, "arena_unlock_pages failed on an arena backed by large pages, which locked nothing"); + } + + emit(" large+secure: large pages active %, lock intact %, unlock ok % (quota permitting)\n", + arena_large_pages_active(a), arena_secure_lock_intact(a), unlock_ok); + } + } + + // A reservation that cannot hold one large page has to fall back rather than refuse. The + // warning reporting the fallback is the expected output, not a failure. + { + expecting_errors("a 64K reservation asking for large pages"); + a := bootstrap_arena(.Size_64K, 2, flags = .Large_Pages, label = "large-pages-too-small"); + expect(a != null, "bootstrap_arena refused instead of falling back to % byte pages", PLATFORM_MEMORY_PAGE_SIZE); + + if a { + defer arena_delete(a); + + expect(!arena_large_pages_active(a), "a 64K arena claims to be backed by large pages"); + expect(arena_page_size(a) == PLATFORM_MEMORY_PAGE_SIZE, + "a 64K arena that fell back reports a % byte page size, expected %", + arena_page_size(a), PLATFORM_MEMORY_PAGE_SIZE); + + p := arena_alloc(a, 64); + expect(p != null, "an arena that fell back to small pages is unusable"); + } + } +} + + +// --------------------------------------------------------------------------- + +// What the numbers mean, so nobody reads more into them than is there: +// +// A "check" is one expect() call reached at runtime, not one distinct property. A check +// inside a loop counts once per iteration, so a single stress loop can contribute more +// checks than every other test in its group put together. The per-group breakdown below +// makes that visible rather than burying it in one headline figure. +// +// Breadth is better measured by the number of expect() call sites in this file, and +// better still by whether a real defect would trip one. Two did on the first run of this +// suite. Neither would have been caught by adding more iterations to a loop. +report :: () -> bool { + emit("\n-- results by group --\n"); + + for 0..group_count-1 { + if group_fails[it] { + emit(" % -- % checks, % FAILED\n", group_names[it], group_checks[it], group_fails[it]); + } else { + emit(" % -- % checks\n", group_names[it], group_checks[it]); + } + } + + emit("\n"); + if checks_failed == 0 { + emit("ALL ARENA TESTS PASSED (% checks over % groups)\n", checks_run, group_count); + return true; + } + emit("ARENA TESTS FAILED (% of % checks over % groups)\n", checks_failed, checks_run, group_count); + return false; +} + +#scope_export + +// builder null writes to stdout as it goes; pass one to buffer the whole report so a +// caller running several suites at once can print each intact. See src/test/testing.jai. +run_arena_tests :: (builder: *String_Builder = null) -> bool { + output_builder = builder; + + emit("=== arena.jai / arena_platform.jai test suite ===\n"); + emit("size_of(Arena) = %, page size = %, default commit = % pages\n", + size_of(Arena), PLATFORM_MEMORY_PAGE_SIZE, ARENA_DEFAULT_COMMIT_PAGE_COUNT); + + #if RUN_LIFECYCLE_TESTS { lifecycle_tests(); } + #if RUN_INTROSPECTION_TESTS { introspection_tests(); } + #if RUN_ALLOCATION_TESTS { allocation_tests(); } + #if RUN_BOUNDS_TESTS { bounds_tests(); } + #if RUN_ALIGNMENT_TESTS { alignment_tests(); } + #if RUN_RESET_TESTS { reset_tests(); } + #if RUN_SCOPED_TESTS { scoped_tests(); } + #if RUN_ALLOCATOR_TESTS { allocator_tests(); } + #if RUN_SECURE_TESTS { secure_tests(); } + #if RUN_PLATFORM_TESTS { platform_tests(); } + + return report(); +} diff --git a/modules/Basic/tests/fixed_arena_tests.jai b/modules/Basic/tests/fixed_arena_tests.jai new file mode 100644 index 0000000..5ca8dba --- /dev/null +++ b/modules/Basic/tests/fixed_arena_tests.jai @@ -0,0 +1,925 @@ +// Test suite for fixed_arena.jai. +// +// module.jai #loads this file when Basic is imported with LOAD_TESTS = true, so it and the +// module are one compilation unit and the #scope_module machinery (Fixed_Arena_State, +// get_fixed_arena_state, restore_fixed_arena_state) is in reach. It is still exercised +// through auto_reset on purpose, because the public contract is what callers depend on. +// +// Covers every exported symbol of the file. +// +// Groups are toggled with the RUN_* constants below. Each group is #if'd at its call site +// in run_fixed_arena_tests(), so a disabled group is not invoked at all. Structure follows +// tests/arena_tests.jai deliberately -- same harness, same reporting, same conventions -- +// so that the two suites read as one thing. +// +// Several groups deliberately drive failure paths that log. Expected log_error output is +// bracketed by "expecting errors" banners -- noise inside a banner is the test working, +// noise outside one is not. +// +// Each test names the review finding it guards, so a failure points at the reasoning as +// well as the line. See fixed-arena-code-review.html. + +#scope_file +// --------------------------------------------------------------------------- +// Group switches +// --------------------------------------------------------------------------- + +RUN_LIFECYCLE_TESTS :: true; // bootstrap_fixed_arena, fixed_arena_init, delete, is_valid +RUN_ALLOCATION_TESTS :: true; // fixed_arena_alloc happy paths, cursor bookkeeping +RUN_BOUNDS_TESTS :: true; // exhaustion, exact capacity, negative and overflowing sizes +RUN_ALIGNMENT_TESTS :: true; // every result aligned as an address, not as an offset +RUN_RESIZE_TESTS :: true; // in-place growth and shrink, copy fallback, null old_memory +RUN_RESET_TESTS :: true; // fixed_arena_reset, auto_reset, the header survives both +RUN_ALLOCATOR_TESTS :: true; // the allocator proc's modes, get_allocator, get_capabilities + +VERBOSE :: false; // print cursor positions as groups run + + +// --------------------------------------------------------------------------- +// Harness +// --------------------------------------------------------------------------- + + +// Per-group tallies. Fixed size and allocation-free on purpose: expect() is called from +// inside push_arena scopes, so anything it allocated would come out of the arena under +// test and be freed the moment that arena is reset or deleted. +MAX_GROUPS :: 16; + +group_names : [MAX_GROUPS] string; +group_checks : [MAX_GROUPS] int; +group_fails : [MAX_GROUPS] int; +group_count := 0; + +checks_run := 0; +checks_failed := 0; + +// Set by run_fixed_arena_tests. One suite is one work item, so a file-scope pointer is +// enough; null means write straight to stdout, as a synchronous or standalone run does. +output_builder: *String_Builder; + +emit :: (format_string: string, args: ..Any) { + if output_builder print_to_builder(output_builder, format_string, ..args); + else print(format_string, ..args); +} @PrintLike + +group :: (name: string) { + assert(group_count < MAX_GROUPS, "raise MAX_GROUPS"); + group_names[group_count] = name; + group_count += 1; + emit("\n-- % --\n", name); +} + +expect :: (condition: bool, format: string, args: ..Any, loc := #caller_location) { + checks_run += 1; + if group_count group_checks[group_count-1] += 1; + if condition return; + + checks_failed += 1; + if group_count group_fails[group_count-1] += 1; + + name := ifx group_count then group_names[group_count-1] else "?"; + emit(" FAIL [%:%] %\n", name, loc.line_number, tprint(format, ..args)); +} + +expecting_errors :: (what: string) { + emit(" (expecting logged errors: %)\n", what); +} + +is_aligned :: (pointer: *void, alignment: s64) -> bool { + return (cast(s64) pointer) % alignment == 0; +} + +fill :: (memory: *void, count: s64, value: u8) { + bytes := cast(*u8) memory; + for 0..count-1 bytes[it] = value; +} + +all_bytes_are :: (memory: *void, count: s64, value: u8) -> bool { + bytes := cast(*u8) memory; + for 0..count-1 if bytes[it] != value return false; + return true; +} + +// How much of a block of `size` bytes is actually available to hand out, ignoring the +// alignment padding between allocations. +usable_bytes :: (size: s64) -> s64 { + return size - FIXED_ARENA_HEADER_BYTES; +} + +TEST_SIZE :: 4096; + + +// --------------------------------------------------------------------------- +// Lifecycle: bootstrap_fixed_arena, fixed_arena_init, delete_fixed_arena, is_valid +// --------------------------------------------------------------------------- + +lifecycle_tests :: () { + group("lifecycle"); + + // A zeroed FixedArena is not valid until it is initialized. Regression guard for M4: + // the old is_valid tested `count >= 0`, which holds for every well-formed slice. + { + a: FixedArena; + expect(!is_valid(*a), "a zeroed FixedArena reported valid"); + } + + // Bootstrapping establishes every invariant the rest of the file depends on. + { + arena := bootstrap_fixed_arena(TEST_SIZE); + expect(arena != null, "bootstrap_fixed_arena(%) returned null", TEST_SIZE); + + if arena { + expect(is_valid(arena), "a freshly bootstrapped arena is not valid"); + expect(arena.memory.count == TEST_SIZE, "block is % bytes, expected %", arena.memory.count, TEST_SIZE); + expect(arena.cursor == FIXED_ARENA_HEADER_BYTES, + "cursor starts at %, expected % so the header is not handed out", arena.cursor, FIXED_ARENA_HEADER_BYTES); + + // The header lives at the base of the block it describes. + expect(cast(*void)arena == cast(*void)arena.memory.data, + "the bootstrapped header is not at the base of its own block"); + expect(fixed_arena_start(arena) == arena.memory.data + FIXED_ARENA_HEADER_BYTES, + "fixed_arena_start does not skip the header"); + + expect(arena.allocator.proc != null, "bootstrap did not record the allocator that made the block"); + + delete_fixed_arena(arena); + // `arena` is dangling from here; do not read it. See the comment on + // bootstrap_fixed_arena. + } + } + + // Sizes below the header are refused rather than writing the header past the end of the + // allocation. Regression guard for C3. + { + expecting_errors("bootstrap with sizes below the minimum"); + + expect(bootstrap_fixed_arena(0) == null, "bootstrap_fixed_arena(0) returned an arena"); + expect(bootstrap_fixed_arena(-1) == null, "bootstrap_fixed_arena(-1) returned an arena"); + expect(bootstrap_fixed_arena(FIXED_ARENA_MINIMUM_SIZE - 1) == null, + "bootstrap accepted % bytes, one below the minimum of %", + FIXED_ARENA_MINIMUM_SIZE - 1, FIXED_ARENA_MINIMUM_SIZE); + } + + // The minimum itself is accepted, so the boundary is where it claims to be. + { + arena := bootstrap_fixed_arena(FIXED_ARENA_MINIMUM_SIZE); + expect(arena != null, "bootstrap refused exactly FIXED_ARENA_MINIMUM_SIZE (%)", FIXED_ARENA_MINIMUM_SIZE); + if arena delete_fixed_arena(arena); + } + + // fixed_arena_init wraps memory the caller owns, with the struct outside the block. + // Regression guard for L3. + { + buffer: [TEST_SIZE] u8; + a: FixedArena; + + ok := fixed_arena_init(*a, buffer); + expect(ok, "fixed_arena_init over a % byte buffer failed", TEST_SIZE); + expect(is_valid(*a), "an arena initialized over a caller buffer is not valid"); + expect(a.memory.data == buffer.data, "fixed_arena_init did not record the caller's block"); + expect(a.cursor == FIXED_ARENA_HEADER_BYTES, + "fixed_arena_init starts at %, expected % -- both layouts share one address map", + a.cursor, FIXED_ARENA_HEADER_BYTES); + expect(a.allocator.proc == null, "fixed_arena_init invented an allocator for caller-owned memory"); + + // Deleting it must not try to free the caller's buffer, and must leave the struct + // usable, unlike the bootstrapped case. + delete_fixed_arena(*a); + expect(is_valid(*a), "delete_fixed_arena damaged an arena over caller-owned memory"); + } + + // Bad arguments to fixed_arena_init are refused. + { + expecting_errors("fixed_arena_init with a null arena and an undersized block"); + + small: [8] u8; + a: FixedArena; + + expect(!fixed_arena_init(null, small), "fixed_arena_init(null, ...) reported success"); + expect(!fixed_arena_init(*a, small), + "fixed_arena_init accepted an 8 byte block, below the minimum of %", FIXED_ARENA_MINIMUM_SIZE); + expect(!is_valid(*a), "a failed fixed_arena_init left the arena looking valid"); + } + + // delete_fixed_arena tolerates null. Regression guard for H2. + { + delete_fixed_arena(null); + expect(true, "delete_fixed_arena(null) did not fault"); + } +} + + +// --------------------------------------------------------------------------- +// Allocation: fixed_arena_alloc happy paths and cursor bookkeeping +// --------------------------------------------------------------------------- + +allocation_tests :: () { + group("allocation"); + + arena := bootstrap_fixed_arena(TEST_SIZE); + if !arena { + expect(false, "bootstrap failed; skipping allocation tests"); + return; + } + defer delete_fixed_arena(arena); + + // A plain allocation lands inside the block, past the header. + { + p := fixed_arena_alloc(arena, 64); + expect(p != null, "a 64 byte allocation from a % byte arena returned null", TEST_SIZE); + expect(p >= fixed_arena_start(arena), "an allocation landed inside the header region"); + expect(p < cast(*void)(arena.memory.data + arena.memory.count), "an allocation landed past the end of the block"); + + // The whole request is writable. This is the check that would have caught C1 in a + // build with array bounds checking disabled. + fill(p, 64, 0xAB); + expect(all_bytes_are(p, 64, 0xAB), "the allocated range did not survive being written"); + } + + // Successive allocations do not overlap. + { + fixed_arena_reset(arena); + + a := fixed_arena_alloc(arena, 100); + b := fixed_arena_alloc(arena, 100); + expect(a != null && b != null, "allocations failed early in a % byte arena", TEST_SIZE); + + if a && b { + fill(a, 100, 0x11); + fill(b, 100, 0x22); + expect(all_bytes_are(a, 100, 0x11), "the second allocation overlapped the first"); + expect(cast(*u8)b >= cast(*u8)a + 100, "the second allocation starts inside the first"); + } + } + + // A zero-byte allocation is legal and does not move the cursor other than by alignment. + { + fixed_arena_reset(arena); + + before := arena.cursor; + p := fixed_arena_alloc(arena, 0); + expect(p != null, "a zero-byte allocation returned null"); + expect(arena.cursor >= before, "a zero-byte allocation moved the cursor backwards"); + expect(arena.cursor - before < FIXED_ARENA_DEFAULT_ALIGNMENT, + "a zero-byte allocation consumed % bytes, more than alignment padding", arena.cursor - before); + } + + // The cursor tracks what was handed out. + { + fixed_arena_reset(arena); + + p := fixed_arena_alloc(arena, 200); + expect(p != null, "a 200 byte allocation returned null"); + if p { + end := cast(s64)(cast(*u8)p - arena.memory.data) + 200; + expect(arena.cursor == end, "cursor is % after a 200 byte allocation ending at %", arena.cursor, end); + } + } + + #if VERBOSE emit(" cursor after allocation tests: %\n", arena.cursor); +} + + +// --------------------------------------------------------------------------- +// Bounds: exhaustion, exact capacity, negative and overflowing sizes +// --------------------------------------------------------------------------- + +bounds_tests :: () { + group("bounds"); + + arena := bootstrap_fixed_arena(TEST_SIZE); + if !arena { + expect(false, "bootstrap failed; skipping bounds tests"); + return; + } + defer delete_fixed_arena(arena); + + // Allocating past capacity returns null and leaves the cursor where it was. Regression + // guard for C1, and for H5 on the cursor half. + { + expecting_errors("an allocation larger than the block"); + + fixed_arena_reset(arena); + before := arena.cursor; + + p := fixed_arena_alloc(arena, TEST_SIZE * 2); + expect(p == null, "an allocation twice the size of the block succeeded"); + expect(arena.cursor == before, + "a rejected allocation moved the cursor from % to % -- alignment padding was consumed on failure", + before, arena.cursor); + } + + // The block can be filled exactly, and the next byte fails. Regression guard for C1's + // off-by-one at exact capacity: the old code indexed arena.memory[cursor], which is out + // of bounds when cursor == count even for a zero-byte request. + { + expecting_errors("one byte past a full block"); + + fixed_arena_reset(arena); + + // Fill to the end. Ask fixed_arena_available_bytes rather than computing + // `memory.count - cursor`: the next allocation starts at the next aligned address, and + // the padding to reach it comes out of the block too. + first := fixed_arena_alloc(arena, 1); + expect(first != null, "a one byte allocation failed on an empty arena"); + + remaining := fixed_arena_available_bytes(arena); + expect(remaining < arena.memory.count - arena.cursor + 1, + "fixed_arena_available_bytes (%) exceeds the raw gap to the end of the block (%)", + remaining, arena.memory.count - arena.cursor); + + rest := fixed_arena_alloc(arena, remaining); + expect(rest != null, "could not allocate the remaining % bytes to fill the block exactly", remaining); + expect(arena.cursor == arena.memory.count, + "after filling exactly, cursor is % and capacity is %", arena.cursor, arena.memory.count); + + // A zero-byte request against a full arena is still legal: no memory is handed out. + zero := fixed_arena_alloc(arena, 0); + expect(zero != null, "a zero-byte allocation against an exactly full arena was refused"); + + // One real byte is not. + one := fixed_arena_alloc(arena, 1); + expect(one == null, "allocated a byte past the end of a full block"); + + // And a full arena reports nothing available. + expect(fixed_arena_available_bytes(arena) == 0, + "a full arena reports % bytes available", fixed_arena_available_bytes(arena)); + } + + // fixed_arena_available_bytes is exactly the largest request that can succeed -- not an estimate, + // and not the raw gap `memory.count - cursor`, which overstates it by the alignment padding. + // This is the invariant the suite's first run got wrong at three separate sites. + { + expecting_errors("one byte more than fixed_arena_available_bytes reports"); + + // Start from an odd cursor so there is real padding to account for. + fixed_arena_reset(arena); + fixed_arena_alloc(arena, 3); + + available := fixed_arena_available_bytes(arena); + expect(available > 0, "an arena with one 3 byte allocation reports nothing available"); + + // One more than it reports must fail, and must not move the cursor. + before := arena.cursor; + expect(fixed_arena_alloc(arena, available + 1) == null, + "allocating fixed_arena_available_bytes + 1 (%) succeeded", available + 1); + expect(arena.cursor == before, "a rejected over-request moved the cursor to %", arena.cursor); + + // Exactly what it reports must succeed, and must land on the end of the block. + p := fixed_arena_alloc(arena, available); + expect(p != null, "allocating exactly fixed_arena_available_bytes (%) failed", available); + expect(arena.cursor == arena.memory.count, + "allocating everything available left the cursor at % of %", arena.cursor, arena.memory.count); + } + + // A zero-byte request must not depend on where the block happens to start. On a block whose + // base is not FIXED_ARENA_DEFAULT_ALIGNMENT-aligned, aligning at exact capacity walks past + // the end -- so without the zero-byte early return this is refused, and the guarantee in + // docs/fixed-arena.md is false for exactly the buffers fixed_arena_init exists to wrap. + // A bootstrapped block comes from the heap already aligned, so it cannot reach this case. + { + backing: [512] u8; + + base := backing.data; + while (cast(s64)base) % FIXED_ARENA_DEFAULT_ALIGNMENT != 8 { + base += 1; + } + + // A multiple of the alignment, so that the END of the block is misaligned too. That is + // what makes this case discriminating: if the end happened to be aligned, aligning at + // exact capacity would land on it and a zero-byte request would succeed either way. + BLOCK_BYTES :: 256; + + block: []u8; + block.data = base; + block.count = BLOCK_BYTES; + + misaligned: FixedArena; + ok := fixed_arena_init(*misaligned, block); + expect(ok, "could not initialize an arena over a misaligned block"); + + if ok { + expect((cast(s64)misaligned.memory.data) % FIXED_ARENA_DEFAULT_ALIGNMENT != 0, + "the test block is aligned after all; this case proves nothing"); + expect((cast(s64)(misaligned.memory.data + misaligned.memory.count)) % FIXED_ARENA_DEFAULT_ALIGNMENT != 0, + "the test block ends on an aligned address; this case proves nothing"); + + // Fill it exactly. + fill_size := fixed_arena_available_bytes(*misaligned); + expect(fixed_arena_alloc(*misaligned, fill_size) != null, + "could not fill the misaligned block with its reported % bytes", fill_size); + expect(misaligned.cursor == misaligned.memory.count, + "the misaligned block is not exactly full: cursor % of %", + misaligned.cursor, misaligned.memory.count); + + expect(fixed_arena_alloc(*misaligned, 0) != null, + "a zero-byte allocation was refused by a full block based at %, which makes the result depend on the base address", + misaligned.memory.data); + } + } + + // Negative sizes are refused rather than walking the cursor backwards. Regression guard + // for C2 -- the old deferred assert was `cursor <= count`, which passes on a negative + // cursor because it guards the wrong end. + { + expecting_errors("negative allocation sizes"); + + fixed_arena_reset(arena); + before := arena.cursor; + + expect(fixed_arena_alloc(arena, -1) == null, "a -1 byte allocation returned a pointer"); + expect(fixed_arena_alloc(arena, -TEST_SIZE) == null, "a large negative allocation returned a pointer"); + expect(arena.cursor == before, "a negative allocation moved the cursor to %", arena.cursor); + expect(arena.cursor >= 0, "the cursor went negative"); + } + + // A size near S64_MAX must fail the capacity check rather than wrap past it. Regression + // guard for C2's overflow half: written as `byte_count > capacity - aligned`, this is + // safe; written as `aligned + byte_count > capacity` it would wrap negative and pass. + { + expecting_errors("an allocation near S64_MAX"); + + fixed_arena_reset(arena); + before := arena.cursor; + + huge := 0x7FFF_FFFF_FFFF_FFFF; + expect(fixed_arena_alloc(arena, huge) == null, "an allocation of S64_MAX bytes succeeded"); + expect(arena.cursor == before, "an overflowing allocation moved the cursor to %", arena.cursor); + expect(is_valid(arena), "the arena did not survive an overflowing request"); + } + + // A null or invalid arena is declined, not asserted on. Regression guard for M5. + { + expecting_errors("allocation against a null and an invalid arena"); + + expect(fixed_arena_alloc(null, 64) == null, "allocating from a null arena returned a pointer"); + + broken: FixedArena; // zeroed: no block at all + expect(fixed_arena_alloc(*broken, 64) == null, "allocating from an uninitialized arena returned a pointer"); + } +} + + +// --------------------------------------------------------------------------- +// Alignment: results aligned as addresses, not as offsets +// --------------------------------------------------------------------------- + +alignment_tests :: () { + group("alignment"); + + // Every result out of a bootstrapped arena is aligned. + { + arena := bootstrap_fixed_arena(TEST_SIZE); + if !arena { + expect(false, "bootstrap failed; skipping alignment tests"); + return; + } + defer delete_fixed_arena(arena); + + // Odd sizes so the cursor lands off-alignment between allocations. + sizes := s64.[1, 3, 7, 17, 33, 65, 129]; + for sizes { + p := fixed_arena_alloc(arena, it); + expect(p != null, "a % byte allocation failed", it); + if p { + expect(is_aligned(p, FIXED_ARENA_DEFAULT_ALIGNMENT), + "a % byte allocation returned %, which is not %-byte aligned", it, p, FIXED_ARENA_DEFAULT_ALIGNMENT); + } + } + } + + // The one that matters: a block whose base is NOT 16-aligned. Aligning the offset rather + // than the address would return misaligned pointers here while looking correct above. + // Regression guard for H1 -- an 8-aligned block is exactly what an Arena hands out, + // since ARENA_DEFAULT_ALIGNMENT is 8. + { + backing: [TEST_SIZE] u8; + + // Walk the base forward to the next address that is 8-aligned but not 16-aligned. + base := backing.data; + while (cast(s64)base) % 16 != 8 { + base += 1; + } + available := TEST_SIZE - cast(s64)(base - backing.data); + + misaligned_block: []u8; + misaligned_block.data = base; + misaligned_block.count = available; + + a: FixedArena; + ok := fixed_arena_init(*a, misaligned_block); + expect(ok, "could not initialize an arena over a deliberately misaligned block"); + expect((cast(s64)a.memory.data) % FIXED_ARENA_DEFAULT_ALIGNMENT != 0, + "the test block is already aligned; this case proves nothing"); + + if ok { + for 1..8 { + p := fixed_arena_alloc(*a, it * 5); + expect(p != null, "allocation % failed on the misaligned block", it); + if p { + expect(is_aligned(p, FIXED_ARENA_DEFAULT_ALIGNMENT), + "allocation % returned %, not %-byte aligned, from a block based at %", + it, p, FIXED_ARENA_DEFAULT_ALIGNMENT, a.memory.data); + } + } + } + } +} + + +// --------------------------------------------------------------------------- +// Resize: in-place growth and shrink, copy fallback, null old_memory +// --------------------------------------------------------------------------- + +resize_tests :: () { + group("resize"); + + arena := bootstrap_fixed_arena(TEST_SIZE); + if !arena { + expect(false, "bootstrap failed; skipping resize tests"); + return; + } + defer delete_fixed_arena(arena); + + // Growing the most recent allocation extends it where it sits. Regression guard for M6: + // without this, growing an array to N elements costs O(N^2) bytes of a block that + // cannot grow. + { + fixed_arena_reset(arena); + + p := fixed_arena_alloc(arena, 64); + expect(p != null, "the initial 64 byte allocation failed"); + if p { + fill(p, 64, 0x5A); + + grown := fixed_arena_resize(arena, p, 64, 128); + expect(grown == p, "growing the most recent allocation moved it from % to %", p, grown); + expect(all_bytes_are(grown, 64, 0x5A), "growing in place did not preserve the original bytes"); + expect(arena.cursor == cast(s64)(cast(*u8)p - arena.memory.data) + 128, + "cursor is % after growing to 128 bytes in place", arena.cursor); + } + } + + // Shrinking the most recent allocation reclaims the difference. + { + fixed_arena_reset(arena); + + p := fixed_arena_alloc(arena, 256); + expect(p != null, "the initial 256 byte allocation failed"); + if p { + shrunk := fixed_arena_resize(arena, p, 256, 64); + expect(shrunk == p, "shrinking the most recent allocation moved it"); + expect(arena.cursor == cast(s64)(cast(*u8)p - arena.memory.data) + 64, + "shrinking did not reclaim: cursor is %", arena.cursor); + } + } + + // Resizing anything other than the most recent allocation copies. + { + fixed_arena_reset(arena); + + first := fixed_arena_alloc(arena, 64); + second := fixed_arena_alloc(arena, 64); + expect(first != null && second != null, "setup allocations failed"); + + if first && second { + fill(first, 64, 0x77); + + moved := fixed_arena_resize(arena, first, 64, 128); + expect(moved != null, "resizing a buried allocation returned null"); + expect(moved != first, "a buried allocation was extended in place, over its neighbour"); + expect(all_bytes_are(moved, 64, 0x77), "the copy fallback did not preserve the original bytes"); + } + } + + // A resize with no previous allocation behaves as an allocation. Regression guard for + // H3: the memcpy used to run unconditionally. + { + fixed_arena_reset(arena); + + p := fixed_arena_resize(arena, null, 0, 64); + expect(p != null, "resize from null/0 returned null"); + + // And a non-zero old_size with a null pointer must not be read from. + q := fixed_arena_resize(arena, null, 32, 64); + expect(q != null, "resize from null with a stale old_size returned null"); + } + + // A resize that cannot fit returns null rather than a short block. + { + expecting_errors("a resize larger than the block"); + + fixed_arena_reset(arena); + + p := fixed_arena_alloc(arena, 64); + expect(p != null, "the initial allocation failed"); + if p { + expect(fixed_arena_resize(arena, p, 64, TEST_SIZE * 2) == null, + "a resize to twice the block size succeeded"); + } + } + + // Negative and invalid inputs are declined. + { + expecting_errors("negative resize and a null arena"); + + expect(fixed_arena_resize(arena, null, 0, -1) == null, "a negative resize returned a pointer"); + expect(fixed_arena_resize(null, null, 0, 64) == null, "resizing against a null arena returned a pointer"); + } +} + + +// --------------------------------------------------------------------------- +// Reset: fixed_arena_reset, auto_reset, and the header surviving both +// --------------------------------------------------------------------------- + +reset_tests :: () { + group("reset"); + + arena := bootstrap_fixed_arena(TEST_SIZE); + if !arena { + expect(false, "bootstrap failed; skipping reset tests"); + return; + } + defer delete_fixed_arena(arena); + + // Reset returns the cursor to the start of usable memory, NOT to zero. Regression guard + // for M1: resetting to zero would let the next allocation overwrite the header. + { + p := fixed_arena_alloc(arena, 512); + expect(p != null, "the setup allocation failed"); + + fixed_arena_reset(arena); + expect(arena.cursor == FIXED_ARENA_HEADER_BYTES, + "reset put the cursor at %, expected % -- resetting to 0 would hand out the header", + arena.cursor, FIXED_ARENA_HEADER_BYTES); + + // The arena survives being reused, which is what proves the header was not clobbered. + q := fixed_arena_alloc(arena, 512); + expect(q != null, "the first allocation after a reset failed"); + expect(q == p, "reset did not reuse the block: % then %", p, q); + expect(is_valid(arena), "the arena is no longer valid after a reset-and-reallocate cycle"); + expect(arena.memory.count == TEST_SIZE, "the block size was corrupted by a reset cycle: %", arena.memory.count); + } + + // The whole block is reusable after a reset, repeatedly. + { + for 1..3 { + fixed_arena_reset(arena); + remaining := fixed_arena_available_bytes(arena); + p := fixed_arena_alloc(arena, remaining); + expect(p != null, "could not refill the block on pass %", it); + } + fixed_arena_reset(arena); + } + + // auto_reset restores the cursor at scope exit. Regression guard for M1's other half: + // push_arena alone restores context.allocator, not the cursor. + { + fixed_arena_reset(arena); + outer := arena.cursor; + + { + auto_reset(arena); + p := fixed_arena_alloc(arena, 256); + expect(p != null, "the allocation inside an auto_reset scope failed"); + expect(arena.cursor > outer, "the cursor did not move inside the scope"); + } + + expect(arena.cursor == outer, "auto_reset left the cursor at %, expected %", arena.cursor, outer); + } + + // Nested auto_reset scopes unwind in order. + { + fixed_arena_reset(arena); + level0 := arena.cursor; + + { + auto_reset(arena); + fixed_arena_alloc(arena, 64); + level1 := arena.cursor; + + { + auto_reset(arena); + fixed_arena_alloc(arena, 64); + expect(arena.cursor > level1, "the inner scope did not allocate"); + } + + expect(arena.cursor == level1, "the inner auto_reset restored to % instead of %", arena.cursor, level1); + } + + expect(arena.cursor == level0, "the outer auto_reset restored to % instead of %", arena.cursor, level0); + } + + // Reset declines an invalid arena rather than writing to it. + { + broken: FixedArena; + fixed_arena_reset(*broken); + expect(broken.cursor == 0, "fixed_arena_reset wrote to an uninitialized arena"); + fixed_arena_reset(null); + expect(true, "fixed_arena_reset(null) did not fault"); + } +} + + +// --------------------------------------------------------------------------- +// Allocator interface: the proc's modes, get_allocator, get_capabilities +// --------------------------------------------------------------------------- + +allocator_tests :: () { + group("allocator"); + + arena := bootstrap_fixed_arena(TEST_SIZE); + if !arena { + expect(false, "bootstrap failed; skipping allocator tests"); + return; + } + defer delete_fixed_arena(arena); + + // push_arena routes context allocations into the arena. + { + fixed_arena_reset(arena); + before := arena.cursor; + + { + push_arena(arena); + p := alloc(128); + expect(p != null, "alloc inside a push_arena scope returned null"); + expect(arena.cursor > before, "alloc inside a push_arena scope did not come out of the arena"); + } + + expect(context.allocator.proc != fixed_arena_allocator_proc, "push_arena did not restore context.allocator"); + } + + // get_allocator produces the same thing push_arena installs. Regression guard for L2. + { + a := get_allocator(arena); + expect(a.proc == fixed_arena_allocator_proc, "get_allocator returned the wrong proc"); + expect(a.data == cast(*void)arena, "get_allocator did not bind the arena"); + } + + // IS_THIS_YOURS answers for live memory only. Regression guard for H4. + { + fixed_arena_reset(arena); + + live := fixed_arena_alloc(arena, 64); + expect(live != null, "the setup allocation failed"); + + expect(fixed_arena_allocator_proc(.IS_THIS_YOURS, 0, 0, live, arena) != null, + "IS_THIS_YOURS disowned a live allocation"); + + last_byte := cast(*u8)live + 63; + expect(fixed_arena_allocator_proc(.IS_THIS_YOURS, 0, 0, last_byte, arena) != null, + "IS_THIS_YOURS disowned the last live byte"); + + // The unallocated tail is not ours: nobody was given it. + tail := arena.memory.data + arena.cursor; + expect(fixed_arena_allocator_proc(.IS_THIS_YOURS, 0, 0, tail, arena) == null, + "IS_THIS_YOURS claimed the unallocated tail"); + + // Neither is the header, which was never handed out. + expect(fixed_arena_allocator_proc(.IS_THIS_YOURS, 0, 0, arena.memory.data, arena) == null, + "IS_THIS_YOURS claimed the header region"); + + stack_value := 0; + expect(fixed_arena_allocator_proc(.IS_THIS_YOURS, 0, 0, *stack_value, arena) == null, + "IS_THIS_YOURS claimed a stack address"); + + // A reset un-owns everything it previously handed out. + fixed_arena_reset(arena); + expect(fixed_arena_allocator_proc(.IS_THIS_YOURS, 0, 0, live, arena) == null, + "IS_THIS_YOURS still claims memory released by a reset"); + } + + // CAPS advertises what the proc actually implements. Regression guard for M2. + { + caps, name := get_capabilities(get_allocator(arena)); + + expect(caps & .IS_THIS_YOURS == .IS_THIS_YOURS, "CAPS does not advertise IS_THIS_YOURS, but the mode is implemented"); + expect(caps & .HINT_I_AM_A_FAST_BUMP_ALLOCATOR == .HINT_I_AM_A_FAST_BUMP_ALLOCATOR, + "CAPS does not advertise the bump-allocator hint"); + expect(caps & .FREE == 0, "CAPS advertises FREE, but .FREE is a no-op"); + expect(caps & .MULTIPLE_THREADS == 0, "CAPS advertises MULTIPLE_THREADS; nothing here is synchronized"); + + expect(name.count > 0, "CAPS did not fill in the allocator name, which callers may treat as a hard error"); + } + + // A null allocator_data must be survivable in every mode, because get_capabilities + // passes null outright: capabilities are a property of the proc, not of any one heap. + // Regression guard for M5. + { + expecting_errors("allocator calls with a null arena"); + + name: string; + caps := cast,no_check(Allocator_Caps) fixed_arena_allocator_proc(.CAPS, 0, 0, *name, null); + expect(caps & .IS_THIS_YOURS == .IS_THIS_YOURS, "CAPS with a null arena lost the IS_THIS_YOURS bit"); + expect(name.count > 0, "CAPS with a null arena did not fill in the allocator name"); + + stack_value := 0; + expect(fixed_arena_allocator_proc(.IS_THIS_YOURS, 0, 0, *stack_value, null) == null, + "IS_THIS_YOURS claimed memory while holding a null arena"); + + expect(fixed_arena_allocator_proc(.ALLOCATE, 64, 0, null, null) == null, + "ALLOCATE with a null arena returned a pointer"); + expect(fixed_arena_allocator_proc(.RESIZE, 64, 0, null, null) == null, + "RESIZE with a null arena returned a pointer"); + } + + // FREE is a no-op that returns null rather than falling off the end of the switch. + // Regression guard for M3. + { + fixed_arena_reset(arena); + p := fixed_arena_alloc(arena, 64); + before := arena.cursor; + + expect(fixed_arena_allocator_proc(.FREE, 0, 64, p, arena) == null, "FREE returned a pointer"); + expect(arena.cursor == before, "FREE moved the cursor"); + expect(is_valid(arena), "the arena did not survive a FREE"); + } + + // The lifecycle modes are answerable and harmless. + { + expect(fixed_arena_allocator_proc(.STARTUP, 0, 0, null, arena) == null, "STARTUP returned a pointer"); + expect(fixed_arena_allocator_proc(.SHUTDOWN, 0, 0, null, arena) == null, "SHUTDOWN returned a pointer"); + expect(fixed_arena_allocator_proc(.THREAD_START, 0, 0, null, arena) == null, "THREAD_START returned a pointer"); + expect(fixed_arena_allocator_proc(.THREAD_STOP, 0, 0, null, arena) == null, "THREAD_STOP returned a pointer"); + expect(fixed_arena_allocator_proc(.CREATE_HEAP, 0, 0, null, arena) == null, "CREATE_HEAP returned a pointer"); + expect(fixed_arena_allocator_proc(.DESTROY_HEAP, 0, 0, null, arena) == null, "DESTROY_HEAP returned a pointer"); + expect(is_valid(arena), "the arena did not survive the lifecycle modes"); + } + + // A full arena reached through the context returns null rather than corrupting memory. + // This is C1 seen from the outside: the path an ordinary caller actually takes. + { + expecting_errors("exhausting the arena through the allocator interface"); + + fixed_arena_reset(arena); + push_arena(arena); + + // Drain it. + remaining := fixed_arena_available_bytes(arena); + bulk := alloc(remaining); + expect(bulk != null, "could not drain the arena through alloc"); + + expect(alloc(1) == null, "alloc returned a pointer from a full arena"); + expect(is_valid(arena), "the arena is not valid after being exhausted"); + expect(arena.cursor <= arena.memory.count, + "the cursor (%) escaped the block (%) -- this is the C1 corruption", arena.cursor, arena.memory.count); + } +} + + +// --------------------------------------------------------------------------- + +// What the numbers mean, so nobody reads more into them than is there: +// +// A "check" is one expect() call reached at runtime, not one distinct property. A check +// inside a loop counts once per iteration, so a loop can contribute more checks than every +// other test in its group put together. The per-group breakdown below makes that visible +// rather than burying it in one headline figure. +// +// Breadth is better measured by the number of expect() call sites in this file, and better +// still by whether a real defect would trip one. Every finding in +// fixed-arena-code-review.html that has an observable behaviour has a call site here that +// would have failed before the fix. +report :: () -> bool { + emit("\n-- results by group --\n"); + + for 0..group_count-1 { + if group_fails[it] { + emit(" % -- % checks, % FAILED\n", group_names[it], group_checks[it], group_fails[it]); + } else { + emit(" % -- % checks\n", group_names[it], group_checks[it]); + } + } + + emit("\n"); + if checks_failed == 0 { + emit("ALL FIXED ARENA TESTS PASSED (% checks over % groups)\n", checks_run, group_count); + return true; + } + emit("FIXED ARENA TESTS FAILED (% of % checks over % groups)\n", checks_failed, checks_run, group_count); + return false; +} + +#scope_export + +// builder null writes to stdout as it goes; pass one to buffer the whole report so a +// caller running several suites at once can print each intact. See src/test/testing.jai. +run_fixed_arena_tests :: (builder: *String_Builder = null) -> bool { + output_builder = builder; + + emit("=== fixed_arena.jai test suite ===\n"); + emit("size_of(FixedArena) = %, header = % bytes, minimum block = %, alignment = %\n", + size_of(FixedArena), FIXED_ARENA_HEADER_BYTES, FIXED_ARENA_MINIMUM_SIZE, FIXED_ARENA_DEFAULT_ALIGNMENT); + + #if RUN_LIFECYCLE_TESTS { lifecycle_tests(); } + #if RUN_ALLOCATION_TESTS { allocation_tests(); } + #if RUN_BOUNDS_TESTS { bounds_tests(); } + #if RUN_ALIGNMENT_TESTS { alignment_tests(); } + #if RUN_RESIZE_TESTS { resize_tests(); } + #if RUN_RESET_TESTS { reset_tests(); } + #if RUN_ALLOCATOR_TESTS { allocator_tests(); } + + return report(); +} diff --git a/modules/Basic/timing.jai b/modules/Basic/timing.jai new file mode 100644 index 0000000..f5301af --- /dev/null +++ b/modules/Basic/timing.jai @@ -0,0 +1,72 @@ +#import "Hash_Table"; +#import "Math"; + +// Each file supplies TIMING_SUPPORTED, timing_read_ticks, and timing_read_tick_frequency_hz. +#if OS == .MACOS { + #load "timing_macos.jai"; +} else #if CPU == .X64 { + #load "timing_x64.jai"; +} else #if CPU == .ARM64 { + #load "timing_arm64.jai"; +} else { + #assert false "timing.jai: no timing implementation for this CPU."; +} + +TIMING_ACTIVE :: ENABLE_TIMING && TIMING_SUPPORTED; + +FF :: (val: float64, width:=3) -> FormatFloat #expand { return formatFloat(val, trailing_width = width, zero_removal=.NO); } + +// Hz, not MHz: QueryPerformanceFrequency can be a fractional number of MHz (19.2 on some ARM64). +TICK_FREQUENCY_HZ: u64; + +timing_set_tick_frequency :: () { + #if TIMING_ACTIVE { + TICK_FREQUENCY_HZ = timing_read_tick_frequency_hz(); + if (TICK_FREQUENCY_HZ == 0) { + // On x64: no usable frequency leaf (AMD, pre-Skylake Intel), or a hypervisor reports 0 in them. + log("[timing] Tick frequency not detected, set to 3000 MHz\n"); + TICK_FREQUENCY_HZ = 3_000_000_000; + } else log("[timing] Tick frequency set to % MHz\n", FF(cast(float64) TICK_FREQUENCY_HZ / 1_000_000, 3)); + } +} + +Timed_Block_Print :: (block_name:="") #expand { + #if TIMING_ACTIVE { + if TICK_FREQUENCY_HZ == 0 { + log("[Timed_Block_Print] TICK_FREQUENCY_HZ not set (see: timing_set_tick_frequency)!\n"); + return; + } + start_tick := timing_read_ticks(); + `defer { + elapsed_ticks := timing_read_ticks() - start_tick; + elapsed_ticks_f64 := cast(float64)elapsed_ticks; + elapsed_time_seconds := elapsed_ticks_f64 / cast(float64) TICK_FREQUENCY_HZ; + block_name_print := ifx block_name != "" then block_name else #procedure_name(); + log("[%1]: %2 (% ticks)\n", + block_name_print, + format_time_seconds(elapsed_time_seconds), + format_cycles(elapsed_ticks)); + } + } +} + +// time_code :: (my_code: Code) #expand { +// #if ENABLE_TIMING { +// start_time := GetUnixTimestamp(); +// #insert my_code; +// elapsed_time := GetUnixTimestamp() - start_time; +// print("[time_code snippet]: %1\n", format_time_seconds(elapsed_time)); +// } +// } + +// timing_data: Table(string, u64); + +// Initialize_Timing_Table :: () { +// #if ENABLE_TIMING { +// init(*timing_data, 512); +// init(*timing_data_unix, 512); + +// timing_data.allocator = context.default_allocator; +// timing_data_unix.allocator = context.default_allocator; +// } +// } diff --git a/modules/Basic/timing_arm64.jai b/modules/Basic/timing_arm64.jai new file mode 100644 index 0000000..58bb344 --- /dev/null +++ b/modules/Basic/timing_arm64.jai @@ -0,0 +1,59 @@ +// ARM64 outside macOS, which uses timing_macos.jai. The compiler cannot emit ARM64 assembly yet, +// so there is no direct read of the generic timer (CNTVCT_EL0 / CNTFRQ_EL0); each OS's clock +// stands in for it. + +#if OS == .WINDOWS { + +// #TODO: Use the ARM64 performance counters directly once the compiler can emit ARM64 assembly. + +TIMING_SUPPORTED :: true; + +timing_read_ticks :: () -> u64 #expand { + counter: W.LARGE_INTEGER; + W.QueryPerformanceCounter(*counter); + return cast,no_check(u64) counter.QuadPart; +} + +timing_read_tick_frequency_hz :: () -> u64 { + frequency: W.LARGE_INTEGER; + if W.QueryPerformanceFrequency(*frequency) == .FALSE return 0; + return cast,no_check(u64) frequency.QuadPart; +} + +} else #if OS == .LINUX { + +// Nanoseconds from CLOCK_MONOTONIC_RAW, which is unaffected by NTP slewing. + +TIMING_SUPPORTED :: true; + +timing_read_ticks :: () -> u64 #expand { + ts: P.timespec; + P.clock_gettime(.MONOTONIC_RAW, *ts); + return cast,no_check(u64) ts.tv_sec * 1_000_000_000 + cast,no_check(u64) ts.tv_nsec; +} + +timing_read_tick_frequency_hz :: () -> u64 { + return 1_000_000_000; +} + +} else { + +// Stub. TIMING_SUPPORTED is false, so timing.jai compiles its timers to nothing here and these +// are never called. + +TIMING_SUPPORTED :: false; + +timing_read_ticks :: () -> u64 #expand { + return 0; +} + +timing_read_tick_frequency_hz :: () -> u64 { + return 0; +} + +} + +#scope_file + +#if OS == .WINDOWS W :: #import "Windows"; +#if OS == .LINUX P :: #import "POSIX"; diff --git a/modules/Basic/timing_macos.jai b/modules/Basic/timing_macos.jai new file mode 100644 index 0000000..1afb51f --- /dev/null +++ b/modules/Basic/timing_macos.jai @@ -0,0 +1,29 @@ +// Any CPU, its own clock is right under Rosetta, where RDTSC and CPUID are emulated. +// mach_absolute_time counts at the rate mach_timebase_info gives: 125/3 ns per tick on +// Apple Silicon, the 24 MHz ARM generic timer, and 1 ns per tick on x64, Rosetta included. + +TIMING_SUPPORTED :: true; + +timing_read_ticks :: () -> u64 #expand { + return mach_absolute_time(); +} + +timing_read_tick_frequency_hz :: () -> u64 { + info: Mach_Timebase_Info; + if mach_timebase_info(*info) != 0 || info.numer == 0 return 0; + + // numer/denom converts ticks to nanoseconds, so ticks per second is 1e9 * denom / numer. + return 1_000_000_000 * cast(u64) info.denom / info.numer; +} + +#scope_file + +Mach_Timebase_Info :: struct { + numer: u32; + denom: u32; +} + +mach_absolute_time :: () -> u64 #foreign timing_libsystem; +mach_timebase_info :: (info: *Mach_Timebase_Info) -> s32 #foreign timing_libsystem; + +timing_libsystem :: #library,system "libSystem"; diff --git a/modules/Basic/timing_x64.jai b/modules/Basic/timing_x64.jai new file mode 100644 index 0000000..040d8d8 --- /dev/null +++ b/modules/Basic/timing_x64.jai @@ -0,0 +1,83 @@ +// RDTSC ticks, converted with the TSC frequency from CPUID leaf 0x15, or with the base frequency +// from leaf 0x16 where 0x15 is missing or incomplete. + +TIMING_SUPPORTED :: true; + +timing_read_ticks :: () -> u64 #expand { + return X64.rdtsc(); +} + +timing_read_tick_frequency_hz :: () -> u64 { + hz := timing_cpuid_tsc_frequency_hz(); + if hz return hz; + + timing_check_cpu_id_frequency_information(); + return cast(u64) CPU_BASE_FREQUENCY * 1_000_000; +} + +// All units in MHz +CPU_BASE_FREQUENCY: u32; // Useful for timing with RDTSC. +CPU_MAX_FREQUENCY: u32; // This is not reliable, will return different values depending on which CPU the thread is called on. +// e.g. on 12900K, we see 5200 on P cores and 3900 on some E-cores. +// In general this isn't useful since all measurements are relative to base frequency. +CPU_BUS_FREQUENCY: u32; // reference bus frequency +CPU_FREQ_RESERVED: u32; // not sure what this is for; most likely unused. +freq_calc_start_time : float64; +freq_calc_start_tick : u64; + +// A leaf above the CPU's maximum returns the highest basic leaf's data rather than zeros, so every +// leaf read here is checked against this first. That also makes a vendor check unnecessary: a CPU +// without a leaf reports a lower maximum. +timing_cpuid_max_basic_leaf :: () -> u32 { + max_basic_leaf: u32 = ---; + #asm { + xor.d a: gpr === a, a; + xor.d c: gpr === c, c; + cpuid a, b:, c, d:; + mov.d max_basic_leaf, a; + } + return max_basic_leaf; +} + +// Leaf 0x15: TSC Hz = crystal Hz (ECX) * EBX / EAX. 0 when the leaf is missing or leaves any of +// the three out; many CPUs (Skylake client among them) give the ratio but not the crystal. +timing_cpuid_tsc_frequency_hz :: () -> u64 { + if timing_cpuid_max_basic_leaf() < 0x15 return 0; + + denominator: u32 = ---; + numerator: u32 = ---; + crystal_hz: u32 = ---; + #asm { + mov.d a: gpr === a, 0x15; + xor.d c: gpr === c, c; + cpuid a, b:, c, d:; + mov.d denominator, a; + mov.d numerator, b; + mov.d crystal_hz, c; + } + if !denominator || !numerator || !crystal_hz return 0; + + return cast(u64) crystal_hz * numerator / denominator; +} + +// Leaf 0x16 is Intel's (Skylake on). Below it the values stay 0. +timing_check_cpu_id_frequency_information :: () { + if timing_cpuid_max_basic_leaf() < 0x16 return; + + base_frequency := *CPU_BASE_FREQUENCY; + max_freq := *CPU_MAX_FREQUENCY; + bus_freq := *CPU_BUS_FREQUENCY; + idk_freq := *CPU_FREQ_RESERVED; + + #asm { + mov.d a: gpr === a, 0x16 ; // mov eax, 22 ; 0x16 is the frequency info + xor.d c: gpr === c, c ; // xor ecx, ecx + cpuid a, b:, c, d: ; // cpuid + mov.d [base_frequency], a; // eax + mov.d [max_freq], b; // ebx + mov.d [bus_freq], c; // ecx + mov.d [idk_freq], d; // edx + } +} + +X64 :: #import "Machine_X64"; diff --git a/modules/Basic/windows.jai b/modules/Basic/windows.jai new file mode 100644 index 0000000..9b4b110 --- /dev/null +++ b/modules/Basic/windows.jai @@ -0,0 +1,86 @@ +sleep_milliseconds :: (milliseconds: s32) { + Sleep(milliseconds); +} + +set_working_directory :: (s: string) -> bool { + wide := utf8_to_wide(s,, allocator=temp); + if !wide return false; + + result := SetCurrentDirectoryW(wide); + return (result != 0); +} + +get_working_directory :: () -> result: string /* Temporary Storage */ { // Returns the empty string on failure. + status := GetCurrentDirectoryW(0, null); + utf16_buf := cast(*u16) alloc(status * size_of(u16),, temp); + if !utf16_buf return ""; + + status = GetCurrentDirectoryW(status, utf16_buf); + + if status > 0 { + return wide_to_utf8(utf16_buf,, allocator=temp); + } else { + log_error("Unable to get the current directory."); + return ""; + } +} + +exit :: (status: s32) { + FlushFileBuffers(windows_standard_output); + FlushFileBuffers(windows_standard_error); + ExitProcess(xx status); +} + +#scope_file + +// We redefine this stuff here, so that we can use this module without +// importing modules/Windows, because that is huge and gnarly. + +// This is an experiment, though. Maybe it's not worth duplicating all this stuff, +// if people are going to import Windows anwyay. Hard to say. +// -jblow, 6 February 2020 + +kernel32 :: #library,system "kernel32"; +BOOL :: enum s32 { FALSE :: 0; TRUE :: 1; } + +Sleep :: (milliseconds: s32) -> void #foreign kernel32; +QueryPerformanceFrequency :: (result: *s64) -> s32 #foreign kernel32; +QueryPerformanceCounter :: (result: *s64) -> s32 #foreign kernel32; +SetCurrentDirectoryW :: (name: *u16) -> BOOL #foreign kernel32; +GetCurrentDirectoryW :: (nBufferLength: DWORD, lpBuffer: *u16) -> DWORD #foreign kernel32; +GetLocalTime :: (time: *SYSTEMTIME) -> void #foreign kernel32; +GetSystemTime :: (time : *SYSTEMTIME) -> void #foreign kernel32; + +FlushFileBuffers :: (hFile: HANDLE) -> BOOL #foreign kernel32; +ExitProcess :: (exit_code: u32) -> void #foreign kernel32; + +SYSTEMTIME :: struct { + wYear : u16; + wMonth : u16; + wDayOfWeek : u16; + wDay : u16; + wHour : u16; + wMinute : u16; + wSecond : u16; + uMilliseconds : u16; +} + +HANDLE :: *void; +HWND :: HANDLE; + +DWORD :: u32; + +RECT :: struct { + left, top, right, bottom: s32; +} + +POINT :: struct { + x, y: s32; +} + +// STD_INPUT_HANDLE :: -10; +STD_OUTPUT_HANDLE :: -11; +// STD_ERROR_HANDLE :: -12; + +#import "Windows_Utf8"; + diff --git a/modules/Capture_File/module.jai b/modules/Capture_File/module.jai new file mode 100644 index 0000000..39b8f91 --- /dev/null +++ b/modules/Capture_File/module.jai @@ -0,0 +1,167 @@ +// .mcap: one capture in one file. A fixed magic, a file version stamp, the capture's Capture Text, +// a small preview, then the images. See docs/mcap.md for the layout. +// +// Reading gives views into the bytes it was given; nothing is copied. Images stay PNG. + +MCAP_MAGIC :: u8.[0x89, #char "M", #char "C", #char "A", #char "P", 0x0D, 0x0A, 0x1A]; +MCAP_VERSION :: 1; +MCAP_EXTENSION :: "mcap"; +MCAP_PREVIEW_MAX_SIDE :: 320; // the preview's longest side, in pixels + +Mcap_Rendered_Kind :: enum u8 { + NONE :: 0; + SAME_AS_ORIGINAL :: 1; // the rendered image is byte for byte the original, so it is stored once + OWN :: 2; +} + +Mcap_Image :: struct { + width: u16; + height: u16; + png: [] u8; // empty when there is none +} + +Mcap :: struct { + version: u32 = MCAP_VERSION; // as read; always MCAP_VERSION when written + text: string; // Capture Text + preview: Mcap_Image; + original_name: string; // the original image's name in the .snagx, such as {GUID}.png + original: [] u8; // PNG + rendered_kind: Mcap_Rendered_Kind; + rendered: [] u8; // PNG; OWN only, see mcap_rendered +} + +// The rendered image (Snagit's thumbnail.png) whichever way it is stored; empty when there is none. +mcap_rendered :: (m: Mcap) -> [] u8 { + if m.rendered_kind == { + case .SAME_AS_ORIGINAL; return m.original; + case .OWN; return m.rendered; + } + return .[]; +} + +// ---------------------------------------------------------------- writing + +// The file's bytes. A part too large for its size field fails the whole file rather than writing one +// that cannot be read back. +mcap_serialize :: (m: Mcap) -> Serializer, ok: bool, error: string { + size := MCAP_HEADER_SIZE + 4 + m.text.count + 8 + m.preview.png.count + 2 + m.original_name.count + 4 + m.original.count + 1; + if m.rendered_kind == .OWN size += 4 + m.rendered.count; + s := new_serializer(size); + + magic := MCAP_MAGIC; + AddArray_NoSize(*s, magic); + Add(*s, cast(u32) MCAP_VERSION); + + if !AddString(*s, m.text, u32) return s, false, "the text is too large for its size field"; + Add(*s, m.preview.width); + Add(*s, m.preview.height); + if !AddSizedArray(*s, m.preview.png, u32) return s, false, "the preview is too large for its size field"; + if !AddString(*s, m.original_name, u16) return s, false, "the original image's name is too long"; + if !AddSizedArray(*s, m.original, u32) return s, false, "the original image is too large for its size field"; + Add(*s, m.rendered_kind); + if m.rendered_kind == .OWN && !AddSizedArray(*s, m.rendered, u32) return s, false, "the rendered image is too large for its size field"; + + assert(s.count == size); + return s, true, ""; +} + +// Writes beside path and then swaps it in, so a failure leaves any earlier file as it was. +mcap_write :: (path: string, bytes: [] u8) -> ok: bool, error: string { + temp_path := tprint("%.tmp", path); + if !write_entire_file(temp_path, bytes.data, bytes.count) return false, tprint("cannot write %", temp_path); + if !atomic_file_replace_or_just_rename_if_destination_file_does_not_exist(temp_path, path) { + file_delete(temp_path); + return false, tprint("cannot move % to %", temp_path, path); + } + return true, ""; +} + +// ---------------------------------------------------------------- reading + +// A whole .mcap. The parts are views into data. Exactly the file's bytes must be consumed. +mcap_parse :: (data: [] u8) -> Mcap, ok: bool, error: string { + m: Mcap; + d := to_deserializer(data); + ok, error := mcap_read_front_part(*d, *m); + if !ok return m, false, error; + + m.original_name = ReadSizedString(*d, u16); + m.original = ReadSizedArray(*d, u8, u32); + m.rendered_kind = Read(*d, Mcap_Rendered_Kind); + if d.ok && m.rendered_kind == .OWN m.rendered = ReadSizedArray(*d, u8, u32); + if !d.ok return m, false, "the file ends early (it is truncated or damaged)"; + if cast(u8) m.rendered_kind > cast(u8) Mcap_Rendered_Kind.OWN return m, false, tprint("the rendered image is of unknown kind %", cast(u8) m.rendered_kind); + if d.cursor != d.count return m, false, tprint("% bytes follow the last part", d.count - d.cursor); + return m, true, ""; +} + +// Only the header, text and preview, as a library browser needs them: one read of the start of the +// file, and at most two more when the text or preview runs past it. The images are left unread and +// empty. The parts are views into a buffer from the context allocator. +mcap_read_front :: (path: string) -> Mcap, ok: bool, error: string { + m: Mcap; + file, opened := file_open(path, log_errors = false); + if !opened return m, false, "cannot be opened"; + defer file_close(*file); + length, length_ok := file_length(file); + if !length_ok return m, false, "cannot be read"; + + wanted := min(length, MCAP_FRONT_READ_SIZE); + for attempt: 1..3 { + buffer := NewArray(wanted, u8, initialized = false); + if !file_read(file, buffer.data, wanted) { array_free(buffer); return m, false, "cannot be read"; } + + d := to_deserializer(buffer); + ok, error := mcap_read_front_part(*d, *m); + if ok return m, true, ""; + if d.ok || wanted == length { array_free(buffer); return m, false, error; } // not a matter of too few bytes + + // Short: the sizes read so far say how much is needed. + needed := mcap_front_size(buffer); + array_free(buffer); + if needed <= wanted || needed > length return m, false, "the file ends early (it is truncated or damaged)"; + wanted = needed; + if !file_set_position(file, 0) return m, false, "cannot be read"; + } + return m, false, "cannot be read"; +} + +#scope_module + +MCAP_HEADER_SIZE :: 12; // magic and version +MCAP_FRONT_READ_SIZE :: 64 * 1024; // holds the header, text and preview of nearly every capture + +// Header, text and preview. +mcap_read_front_part :: (d: *Deserializer, m: *Mcap) -> ok: bool, error: string { + magic := ReadArrayView(d, MCAP_MAGIC.count, u8); + if !d.ok return false, "is not an .mcap file (it is shorter than the magic)"; + for MCAP_MAGIC if magic[it_index] != it return false, "is not an .mcap file (its magic is wrong)"; + m.version = Read(d, u32); + if !d.ok return false, "the file ends early (it is truncated or damaged)"; + if m.version == 0 return false, "has file version 0, which does not exist"; + if m.version > MCAP_VERSION return false, tprint("is file version %, but this build reads up to %; it was written by a later version", m.version, MCAP_VERSION); + + m.text = ReadSizedString(d, u32); + m.preview.width = Read(d, u16); + m.preview.height = Read(d, u16); + m.preview.png = ReadSizedArray(d, u8, u32); + if !d.ok return false, "the file ends early (it is truncated or damaged)"; + return true, ""; +} + +// How many bytes the header, text and preview take, as far as the sizes in prefix tell: with only the +// text's size in it, enough to reach the preview's size; with that too, the whole front. +mcap_front_size :: (prefix: [] u8) -> s64 { + d := to_deserializer(prefix); + d.cursor = MCAP_HEADER_SIZE; + text_size := cast(s64) Read(*d, u32); + preview_header := MCAP_HEADER_SIZE + 4 + text_size + 4; // where the preview's size is + if !d.ok || preview_header + 4 > prefix.count return preview_header + 4; + d.cursor = preview_header; + return preview_header + 4 + cast(s64) Read(*d, u32); +} + +#import "Basic"; +#import "File"; +#import "File_Utilities"; +#import "Serialization"; diff --git a/modules/File_Watcher/module.jai b/modules/File_Watcher/module.jai new file mode 100644 index 0000000..3be12ae --- /dev/null +++ b/modules/File_Watcher/module.jai @@ -0,0 +1,1017 @@ +// Our copy of the stdlib module, for File_Index. Changes: pending changes are deduplicated through a +// table; OVERFLOW reports lost events and IS_FOLDER a known folder; on Linux, enumerate_on_add can +// skip the recursive walk (the caller adds every folder itself), process_changes drains the whole +// inotify queue, IN_IGNORED drops its watch, and running out of watches (ENOSPC) is recorded in +// unwatched instead of failing; on macOS, the last event ID is kept, a stream can replay from a +// saved one (since_event_id), and dropped events or an unusable history arrive as OVERFLOW. +// +// At startup, call init() to create one or more watchers. +// Start watching directories by calling add_directories(). This will watch this directory and (and all subdirectories). +// Call deinit() to stop watching. + +// Periodically call process_changes to get notified of any changes that have happened since the last call. +// Your callback will be called for every change. + +File_Change :: struct { + full_path: string; // The fully-pathed filename. + events: File_Change_Event; + // @ToDo: We should probably replace this with Apollo_Time + time_of_last_change := 0.0; // What time it last changed. It's a bad idea to use floating-point numbers for time, but, we did that here. This time is computed by Basic.seconds_since_init(). Maybe we should let you override this. + time_of_first_change := 0.0; // When this pending change was first seen; see MAX_SETTLE_SECONDS. +} + +// A path that keeps changing (a log being appended to, a download, a browser database) never goes +// quiet for merge_window_seconds, so it is emitted anyway once it has been pending this long. +MAX_SETTLE_SECONDS :: 1.0; + +// The pool holding pending changes is reset when nothing is pending. While changes keep arriving it +// never empties, so it is rebuilt with only the pending changes at most this often. +POOL_REBUILD_SECONDS :: 10.0; + +File_Change_Event :: enum_flags { + ADDED; + MODIFIED; + + // You might get two MOVED events if a file gets renamed, one for the old path and one for the new path. + // File_Watcher will add the modifiers MOVED_FROM or MOVED_TO to a MOVED event if it knows that this event is for the old path or new path, respectively. + // But for example on macOS you might get just two MOVED events and have to check the full_path and see if that file still exists to know which part of the move the event belongs to. + // Also, you might only get events for part of the move if the file gets moved from an unwatched folder into a watched folder or vice versa. + MOVED; + MOVED_FROM; // Will be combined with MOVED if we know that the MOVED event is for the old path. + MOVED_TO; // Will be combined with MOVED if we know that the MOVED event is for the new path. + + ATTRIBUTES_CHANGED; + REMOVED; + + SCAN_CHILDREN; // Indicates that you might need to check all children of this directory for changes. If a directory gets added/moved we don't automatically get change notifications for all of its children. + + OVERFLOW; // Events were lost (Linux IN_Q_OVERFLOW); anything watched may have changed. full_path is empty. + IS_FOLDER; // The platform said the path is a folder (Linux IN_ISDIR, macOS ItemIsDir). + + ALL_EVENTS :: ADDED | MODIFIED | MOVED | ATTRIBUTES_CHANGED | REMOVED; +} + +DEFAULT_BUFFER_SIZE :: 8000; + +File_Watcher :: struct (User_Data: Type = void) { + File_Watcher_Callback :: #type (watcher: *File_Watcher(User_Data), change: *File_Change, user_data: *User_Data); + + callback: File_Watcher_Callback; + user_data: *User_Data; + events_to_watch: File_Change_Event; + merge_window_seconds: float; + watch_recursively: bool; + enumerate_on_add: bool; // Linux: add_directories also watches every subfolder it finds + verbose: bool; + buffer_size: s32; + pending_index: Table(string, s64); // full_path to its index in changes + + // @Stability: pool needs to be dynamically allocated since we don't control the lifetime of File_Watcher. + // If pool were a direct member of File_Watcher and that gets copied and discarded (eg by adding it to an array), then arrays like "changes" could still point to the old copy of Pool. + // -rluba, 2022-06-06 + pool: *Pool; + changes: [..] File_Change; + pool_reset_at: float64; // seconds_since_init() + pool_allocator: Allocator; // what pool was made with (the caller's at init); rebuild_pool makes and frees with it too + + #if OS == .WINDOWS { + directories: [..] *Directory_Info; + external_probe: bool; // the caller checks each directory's path and reports it with report_directory + } else #if OS_HAS_INOTIFY { + inotify_instance: s32 = -1; + inotify_data: *void; + inotify_bytes_read: s64; + inotify_cursor: s32; + path_pool: *Pool; // A second pool to avoid one allocation per directory in the tree we watch + watch_paths: Table(s32, string); + watched_paths: Table(string, s32); // the reverse of watch_paths, sharing its strings + // Watches count against fs.inotify.max_user_watches, which every program of the user shares. + // Past max_watches (0: no cap) a new folder is reported in unwatched instead. + max_watches: s64; + watch_limit_reached: bool; // max_watches or fs.inotify.max_user_watches was reached + unwatched: [..] string; // the folders that could not be watched since the caller last cleared it + } else #if OS == .MACOS { + event_streams: [..] FSEventStreamRef; + last_event_id: u64; + since_event_id: u64 = kFSEventStreamEventIdSinceNow; // set before add_directories to replay from a saved last_event_id + history_done: bool; // the replay since since_event_id has been delivered + // Set before add_directories: folders below the ones added whose changes FSEvents should not + // deliver. FSEvents takes at most FSEVENTS_MAX_EXCLUSIONS per stream; the rest are ignored. + exclusion_paths: [] string; + } else #if OS == .PS5 || OS == .NN_SWITCH2 { + } else { + #assert(false); + } +} + +// Use events_to_watch to specify what kinds of events you're interested in. (But you might still get events from categories you didn't ask for, depending on the platform.) +// event_buffer_size is allocated _once_ on Linux but _once per directory_ on Windows. (It’s not used at all on macOS.) Therefore, using the same value on Linux and Windows might result in very different total memory usage. +init :: (watcher: *$T/File_Watcher, callback: T.File_Watcher_Callback, user_data: *T.User_Data = null, events_to_watch: File_Change_Event = .ALL_EVENTS, merge_window_seconds: float = 0.1, watch_recursively := true, verbose := false, event_buffer_size: s32 = DEFAULT_BUFFER_SIZE, enumerate_on_add := true) -> success: bool { + assert(merge_window_seconds >= 0); + + watcher.callback = callback; + watcher.user_data = user_data; + watcher.events_to_watch = events_to_watch; + watcher.merge_window_seconds = merge_window_seconds; + watcher.watch_recursively = watch_recursively; + watcher.enumerate_on_add = enumerate_on_add; + watcher.verbose = verbose; + watcher.buffer_size = event_buffer_size; + + watcher.pool_allocator = context.allocator; + watcher.pool = New(Pool); + set_allocators(watcher.pool); + // watcher.pool.overwrite_memory = true; // Enable this for basic memory debugging. + + watcher.changes.allocator.proc = pool_allocator_proc; + watcher.changes.allocator.data = watcher.pool; + // Not the pool: add_change pushes it, and the pool is reset while the table lives on. + watcher.pending_index.allocator = context.default_allocator; + + #if OS_HAS_INOTIFY { + watcher.inotify_instance = inotify_init(IN_NONBLOCK); + if watcher.inotify_instance == -1 { + log_error("Could not init inotify: %", errno()); + free(watcher.pool); + return false; + } + + watcher.inotify_data = alloc(event_buffer_size); + watcher.path_pool = New(Pool); + set_allocators(watcher.path_pool); + watcher.unwatched.allocator = context.default_allocator; + } + #if OS == .MACOS { + if !watch_recursively { + log_error("Ignoring \"watch_recursively = false\" flag since macOS always watches directories recursively."); + } + } + return true; +} + +add_directories :: (using watcher: *$T/File_Watcher, dir_paths: ..string) -> bool { + assert(callback != null, "You must call init() on the File_Watcher before add_directories()!"); + #if OS == .WINDOWS { + return add_directories_windows(watcher, ..dir_paths); + } else #if OS_HAS_INOTIFY { + return add_directories_linux(watcher, ..dir_paths); + } else #if OS == .MACOS { + return add_directories_macos(watcher, ..dir_paths); + } else #if OS == .PS5|| OS == .NN_SWITCH2 { + return false; + } else { + assert(false); + return false; + } +} + +deinit :: (using watcher: $T/File_Watcher) { + #if OS == .WINDOWS { + for directories { + if it.lost { + release(it.*); + free(it); + continue; + } + // CancelIoEx, not CancelIo: deinit can run on another thread than the one that issued the + // read (the app's shutdown thread), and CancelIo cancels only the calling thread's I/O, which + // left the wait below blocked until the directory next changed. + success := CancelIoEx(it.handle, *it.overlapped); + if success { + // The cancelled read completes asynchronously, and the kernel writes its buffer and + // OVERLAPPED until it does, so wait before freeing them. + bytes: s32; + GetOverlappedResult(it.handle, *it.overlapped, *bytes, TRUE); + } else if GetLastError() != ERROR_NOT_FOUND { // not found: no read was pending + System :: #import "System"; + error, error_string := System.get_error_value_and_string(); + log_error("Couldn't cancel the async io on %: error % (%)", it.name, error, error_string); + } + release(it.*); + free(it); + } + array_free(directories); + } else #if OS_HAS_INOTIFY { + close(inotify_instance); + free(inotify_data); + + table_deinit(*watch_paths); + table_deinit(*watched_paths); + release(path_pool); + free(path_pool); + } else #if OS == .MACOS { + for event_streams { + FSEventStreamStop(it); + FSEventStreamInvalidate(it); // Remove stream from all run loops + FSEventStreamRelease(it); + } + array_free(event_streams); + } else { + assert(false); + } + + table_deinit(*pending_index); + release(pool); + free(pool); +} + +// Process changes of any of the watched files. +// If you call this periodically, you can ignore the needs_wait and wait_seconds return values. +// But you can use POSIX poll(…) on the watcher’s inotify_instance to wait until changes are pending. +// In that case, you should check needs_wait. If it’s true you should call this function again after +// wait_seconds have elapsed, even if no further poll changes have happened. +process_changes :: (using watcher: *File_Watcher) -> changed: bool, needs_wait: bool, wait_seconds: float64 { + assert(callback != null, "You must call init() on the File_Watcher before process_changes()!"); + #if OS == .WINDOWS { + changed, needs_wait, wait_seconds := process_changes_windows(watcher); + } else #if OS_HAS_INOTIFY { + changed, needs_wait, wait_seconds := process_changes_linux(watcher); + } else #if OS == .MACOS { + changed, needs_wait, wait_seconds := process_changes_macos(watcher); + } else #if OS == .PS5 || OS == .NN_SWITCH2 { + changed := false; + needs_wait := false; + wait_seconds := 0.0; + assert(!watcher.changes); + } else { + changed := false; + needs_wait := false; + wait_seconds := 0.0; + assert(false); + } + return changed, needs_wait, wait_seconds; +} + +#if OS == .WINDOWS { + Directory_Identity :: struct { + volume_serial: u32; + index_high: u32; + index_low: u32; + } + + // Opens the path, so on an unreachable network share it can block for a long time. + directory_identity :: (path: string) -> Directory_Identity, bool { + identity, ok := path_identity(path); + return identity, ok; + } + + // A bare drive ("C:") names the process's current directory on that drive, not its root, so a + // watched drive is always opened and named as its root ("C:/"). + watched_name :: (path: string) -> string { + name := ifx path.count == 2 && path[1] == #char ":" then tprint("%/", path) else copy_string(path,, temp); + path_overwrite_separators(name, #char "/"); + return name; + } + + // For a watcher with external_probe set, which never opens a watched directory's path by itself: + // the caller checks each path off the thread that processes changes (with directory_identity) + // and reports the result here. A watched directory whose path is gone or now names another one + // is lost; a lost one is opened again once it is present. + report_directory :: (using watcher: *File_Watcher, path: string, present: bool, identity: Directory_Identity) { + name := watched_name(path); + for info: directories { + if info.name != name continue; + if info.lost { + if present { + info.retry_at = 0; + retry_lost_directory(watcher, info); + } + } else if !present || !same_identity(identity, info.identity) { + CancelIoEx(info.handle, *info.overlapped); + bytes: s32; + GetOverlappedResult(info.handle, *info.overlapped, *bytes, TRUE); + lose_directory(watcher, info, ifx present then cast(u32) 0 else ERROR_FILE_NOT_FOUND); + } + } + } +} + +FSEVENTS_MAX_EXCLUSIONS :: 8; // macOS: the most File_Watcher.exclusion_paths FSEvents takes + +#scope_file + +add_change ::(using watcher: *File_Watcher, full_path: string, events: File_Change_Event) { + push_allocator(pool_allocator_proc, pool); + + now := seconds_since_init(); + + found, index := table_find(*pending_index, full_path); + if found { + change := *changes[index]; + if watcher.verbose log("Deduplicating changes for %: % + %", full_path, change.events, events); + change.events |= events; + change.time_of_last_change = xx now; + return; + } + + change: File_Change; + change.full_path = copy_string(full_path); + change.events = events; + change.time_of_last_change = xx now; + change.time_of_first_change = xx now; + + array_add(*changes, change); + table_add(*pending_index, change.full_path, changes.count - 1); + + if watcher.verbose log("Change for '%' issued at time %.", full_path, now); +} + +// The pending changes, copied into a fresh pool; the old one also held every change emitted since it +// was last reset. +rebuild_pool :: (using watcher: *$T/File_Watcher) { + // Not the heap: init made the pool with whatever allocator was current, an arena on the app's test threads. + push_allocator(pool_allocator); + fresh := New(Pool); + set_allocators(fresh); + + rebuilt: [..] File_Change; + rebuilt.allocator.proc = pool_allocator_proc; + rebuilt.allocator.data = fresh; + { + push_allocator(pool_allocator_proc, fresh); + array_reserve(*rebuilt, changes.count); + for changes { + change := it; + change.full_path = copy_string(it.full_path); + array_add(*rebuilt, change); + } + } + + release(pool); + free(pool); + pool = fresh; + changes = rebuilt; + table_reset(*pending_index); + for changes table_add(*pending_index, it.full_path, it_index); +} + +emit_changes :: (using watcher: *$T/File_Watcher) -> changed: bool, needs_wait: bool, wait_seconds: float64 { + assert(watcher.merge_window_seconds >= 0); + if !changes.count return false, false, 0; + + now := seconds_since_init(); + + notified := false; + earliest_wait_time: float64 = merge_window_seconds; + for * change: changes { + #if OS == .MACOS { + wait_time : float64 = 0; // The FSEventStream already batches up events for us + } else { + delta := now - change.time_of_last_change; + wait_time := merge_window_seconds - delta; + wait_time = min(wait_time, MAX_SETTLE_SECONDS - (now - change.time_of_first_change)); + } + + // if watcher.verbose log("Wait time for %: %", change.*, wait_time); + if wait_time <= 0 { + if callback callback(watcher, change, user_data); + remove change; + notified = true; + } else if wait_time < earliest_wait_time { + earliest_wait_time = wait_time; + } + } + + // remove moved the last change into each emitted one's slot, so the indices are rebuilt. + table_reset(*pending_index); + for changes table_add(*pending_index, it.full_path, it_index); + + if changes.count == 0 { + // Nothing to handle, so, we can reset our memory. Note that right now we could in theory grow without bounds if someone keeps throwing + // changes at us such that there is always something < RELOAD_DELAY. We could fix this + // by having two pools and swapping between them every once in a while, but it doesn't + // seem worth it right now as this is meant for friendly production environments. -jblow, 1 March 2021. + array_reset(*changes); + reset(pool); + pool_reset_at = now; + } else if now - pool_reset_at >= POOL_REBUILD_SECONDS { + rebuild_pool(watcher); + pool_reset_at = now; + } + + return notified, (changes.count > 0), earliest_wait_time; +} + +#if OS == .WINDOWS { + TRUE :: 1; + FALSE :: 0; + + Directory_Info :: struct { + name: string; + bytes_returned: s32; + overlapped: OVERLAPPED; + handle: HANDLE; + + notify_information: *void; + + // The read could not be issued or completed, usually because the directory was deleted. + // The handle is closed, so the directory can actually go away, and reopening is retried. + lost: bool; + retry_at: float64; // seconds_since_init(); also when a watched directory is next checked + + // The handle follows a directory that is renamed or moved, and its reads keep succeeding, so + // the path is checked every WATCH_RETRY_SECONDS to still name the same directory. + identity: Directory_Identity; + } + + WATCH_RETRY_SECONDS :: 5.0; + + ERROR_NOTIFY_ENUM_DIR :: 1022; + + // BY_HANDLE_FILE_INFORMATION, with its FILETIMEs as DWORD pairs to keep the C layout. + Watch_File_Information :: struct { + attributes: u32; + times: [6] u32; + volume_serial: u32; + size_high: u32; + size_low: u32; + link_count: u32; + index_high: u32; + index_low: u32; + } + #assert size_of(Watch_File_Information) == 52; + + GetFileInformationByHandle :: (hFile: HANDLE, lpFileInformation: *Watch_File_Information) -> BOOL #foreign watcher_kernel32; + CancelIoEx :: (hFile: HANDLE, lpOverlapped: *OVERLAPPED) -> BOOL #foreign watcher_kernel32; + ERROR_NOT_FOUND :: 1168; + watcher_kernel32 :: #library,system "kernel32"; + + same_identity :: (a: Directory_Identity, b: Directory_Identity) -> bool { + return a.volume_serial == b.volume_serial && a.index_high == b.index_high && a.index_low == b.index_low; + } + + handle_identity :: (handle: HANDLE) -> Directory_Identity, bool { + info: Watch_File_Information; + if !GetFileInformationByHandle(handle, *info) return .{}, false; + return .{info.volume_serial, info.index_high, info.index_low}, true; + } + + path_identity :: (path: string) -> Directory_Identity, bool { + handle := CreateFileW(utf8_to_wide(long_path(watched_name(path)),, temp), FILE_READ_ATTRIBUTES, + FILE_SHARE_READ|FILE_SHARE_DELETE|FILE_SHARE_WRITE, + null, OPEN_EXISTING, FILE_FLAG_BACKUP_SEMANTICS, null); + if handle == INVALID_HANDLE_VALUE return .{}, false; + defer CloseHandle(handle); + identity, ok := handle_identity(handle); + return identity, ok; + } + + release :: (info: Directory_Info) { + CloseHandle(info.overlapped.hEvent); + if info.handle != INVALID_HANDLE_VALUE CloseHandle(info.handle); + free(info.name); + free(info.notify_information); + } + + add_directories_windows :: (using watcher: *File_Watcher, dir_paths: ..string) -> bool { + for dir_path: dir_paths { + // Init and allocate. We allocate one buffer of File_Watcher.buffer_size size for each directory, + // which might become big if there are many many directories. This may be something you'd want to tune. + event := CreateEventW(null, FALSE, FALSE, null); + if event == null return false; + + name := watched_name(dir_path); + handle := open_directory(name); + if handle == INVALID_HANDLE_VALUE { + System :: #import "System"; + error_code, description := System.get_error_value_and_string(); + log_error("os_create_directory_notification encountered an error in CreateFileW: %, %\n", error_code, description); + + CloseHandle(event); + return false; + } + + info := New(Directory_Info); + info.overlapped.hEvent = event; + info.overlapped.Offset = 0; + info.handle = handle; + info.identity = handle_identity(handle); + info.retry_at = seconds_since_init() + WATCH_RETRY_SECONDS; + info.name = copy_string(name); // Allocated on the global heap. + info.notify_information = alloc(watcher.buffer_size); + + // Start the first async read right away + issued, error := issue_one_read(watcher, info); + if !issued lose_directory(watcher, info, error); + + array_add(*directories, info); + } + + return true; + } + + // As File_Index's long_path: \\?\ lifts MAX_PATH but skips normalization, so only long absolute + // paths get it. + long_path :: (path: string) -> string { + if path.count < MAX_PATH - 12 || begins_with(path, "\\\\?\\") return path; + result := copy_string(path,, temp); + path_overwrite_separators(result, #char "\\"); + if result.count >= 3 && result[1] == #char ":" && result[2] == #char "\\" return tprint("\\\\?\\%", result); + if begins_with(result, "\\\\") return tprint("\\\\?\\UNC\\%", advance(result, 2)); + return path; + } + + open_directory :: (path: string) -> HANDLE { + return CreateFileW(utf8_to_wide(long_path(path),, temp), FILE_LIST_DIRECTORY, + FILE_SHARE_READ|FILE_SHARE_DELETE|FILE_SHARE_WRITE, + null, + OPEN_EXISTING, + FILE_FLAG_BACKUP_SEMANTICS|FILE_FLAG_OVERLAPPED, + null); + } + + // Logs once per loss. The directory is reported as changed, so its contents are checked + // against the disk, and again when it is watched again. + lose_directory :: (using watcher: *File_Watcher, info: *Directory_Info, error: u32) { + if !info.lost { + retry := ifx external_probe then "watching it again once it is back" else tprint("retrying every % s", WATCH_RETRY_SECONDS); + if error log_error("Stopped watching % (error %); %.\n", info.name, error, retry); + else log("Stopped watching %, which was moved or replaced; %.\n", info.name, retry); + } + info.lost = true; + info.retry_at = seconds_since_init() + WATCH_RETRY_SECONDS; + if info.handle != INVALID_HANDLE_VALUE { + CloseHandle(info.handle); + info.handle = INVALID_HANDLE_VALUE; + } + add_change(watcher, info.name, File_Change_Event.MODIFIED | .SCAN_CHILDREN); + } + + retry_lost_directory :: (using watcher: *File_Watcher, info: *Directory_Info) { + if seconds_since_init() < info.retry_at return; + info.retry_at = seconds_since_init() + WATCH_RETRY_SECONDS; + + handle := open_directory(info.name); + if handle == INVALID_HANDLE_VALUE return; + info.handle = handle; + info.identity = handle_identity(handle); + issued := issue_one_read(watcher, info); + if !issued { + CloseHandle(handle); + info.handle = INVALID_HANDLE_VALUE; + return; + } + + info.lost = false; + log("Watching % again.\n", info.name); + add_change(watcher, info.name, File_Change_Event.MODIFIED | .SCAN_CHILDREN); + } + + issue_one_read :: (using watcher: *File_Watcher, info: *Directory_Info) -> issued: bool, error: u32 { + assert(info.handle != INVALID_HANDLE_VALUE); + + notify_filter: s32; + if (events_to_watch & (.ADDED | .MOVED | .REMOVED)) { + notify_filter |= FILE_NOTIFY_CHANGE_FILE_NAME | FILE_NOTIFY_CHANGE_DIR_NAME | FILE_NOTIFY_CHANGE_CREATION; + } + if (events_to_watch & .MODIFIED) { + notify_filter |= FILE_NOTIFY_CHANGE_SIZE | FILE_NOTIFY_CHANGE_LAST_WRITE; + } + if (events_to_watch & .ATTRIBUTES_CHANGED) { + notify_filter |= FILE_NOTIFY_CHANGE_SECURITY | FILE_NOTIFY_CHANGE_ATTRIBUTES; + } + + info.bytes_returned = 0; + + success := ReadDirectoryChangesW(info.handle, info.notify_information, watcher.buffer_size, cast(s32) watcher.watch_recursively, notify_filter, null, *info.overlapped, null); + + if !success return false, cast(u32) GetLastError(); + return true, 0; + } + + process_changes_windows :: (using watcher: *File_Watcher) -> changed: bool, needs_wait: bool, wait_seconds: float64 { + for info: directories { + if info.lost { + if !external_probe retry_lost_directory(watcher, info); + continue; + } + + if !external_probe && seconds_since_init() >= info.retry_at { + info.retry_at = seconds_since_init() + WATCH_RETRY_SECONDS; + identity, found := path_identity(info.name); + error := ifx found then 0 else cast(u32) GetLastError(); + if !found || !same_identity(identity, info.identity) { + // Pending I/O must finish before the buffer and OVERLAPPED are reused. + CancelIoEx(info.handle, *info.overlapped); + bytes: s32; + GetOverlappedResult(info.handle, *info.overlapped, *bytes, TRUE); + lose_directory(watcher, info, error); + continue; + } + } + + handle := info.handle; + assert(handle != INVALID_HANDLE_VALUE); + + if !HasOverlappedIoCompleted(info.overlapped) continue; + + // Handle the change.... + bytes_transferred: s32; + success := GetOverlappedResult(handle, *info.overlapped, *bytes_transferred, FALSE); + if success && verbose log("%: bytes_transferred == % (struct size %)\n", info.name, bytes_transferred, size_of(FILE_NOTIFY_INFORMATION)); + + if !success { + error := cast(u32) GetLastError(); + if error != ERROR_NOTIFY_ENUM_DIR { + lose_directory(watcher, info, error); + continue; + } + bytes_transferred = 0; // too many changes to report: handled as an overflow + } + + // Issue the next read once we're done processing this one + defer { + issued, error := issue_one_read(watcher, info); + if !issued lose_directory(watcher, info, error); + } + + if bytes_transferred == 0 { + // Buffer has overflowed and we lost all the events. Add event for the whole directory and set SCAN_CHILDREN. + add_change(watcher, info.name, File_Change_Event.MODIFIED | .SCAN_CHILDREN); + continue; + } + + notify := cast(*FILE_NOTIFY_INFORMATION) info.notify_information; // This is actually a list of events... + while notify != null { + defer notify = move_info_forward(notify); + + events: File_Change_Event; + if notify.Action == { + case FILE_ACTION_ADDED; events = .ADDED; + case FILE_ACTION_MODIFIED; events = .MODIFIED; + case FILE_ACTION_RENAMED_OLD_NAME; events = File_Change_Event.MOVED | .MOVED_FROM; + case FILE_ACTION_RENAMED_NEW_NAME; events = File_Change_Event.MOVED | .MOVED_TO; + case FILE_ACTION_REMOVED; events = .REMOVED; + case; + if verbose log("discarded case %\n", notify.Action); + // Ignore RENAMED_OLD_NAME file actions. + continue; + } + + name, success := wide_to_utf8(cast(*u16) notify.FileName.data, notify.FileNameLength / 2,, temp); + if !name { + if verbose log_error("WideCharToMultiByte returned empty string.\n"); + continue; + } + + path_overwrite_separators(name, #char "/"); + full_path := tprint("%/%", trim_right(info.name, "/"), name); + + // A folder is MODIFIED whenever its entries change, which is not a sign of lost events, + // so only the overflow paths above mark SCAN_CHILDREN. + add_change(watcher, full_path, events); + } + } + + changed, needs_wait, wait_seconds := emit_changes(watcher); + return changed, needs_wait, wait_seconds; + } + + move_info_forward :: (info: *FILE_NOTIFY_INFORMATION) -> *FILE_NOTIFY_INFORMATION { + if info.NextEntryOffset == 0 return null; + return cast(*FILE_NOTIFY_INFORMATION)((cast(*u8) info) + info.NextEntryOffset); + } +} + +#if OS_HAS_INOTIFY { + add_directories_linux :: (using watcher: *$T/File_Watcher, dir_paths: .. string) -> bool { + for dir_paths { + if !add_single_directory_linux(watcher, it) return false; + } + + if watcher.watch_recursively && watcher.enumerate_on_add { + Data :: struct { + watcher: *T; + success: bool; + } + data: Data; + data.watcher = watcher; + data.success = true; + + for path: dir_paths { + is_dir, success := is_directory(path); + if !success { + if watcher.verbose log("Couldn’t check if \"%\" is a directory", path); + continue; + } + + if is_dir { + success := visit_files(path, true, *data, (info: *File_Visit_Info, data: *Data) { + if !add_single_directory_linux(data.watcher, info.full_name) { + data.success = false; + } + }, visit_files = false, visit_directories = true, visit_symlinks = false, follow_directory_symlinks = false); + + if !success || !data.success { + log_error("Couldn’t enumerate dirs in \"%\"", path); + return false; + } + } + } + } + + return true; + } + + add_single_directory_linux :: (using watcher: *File_Watcher, dir_path: string) -> bool { + push_allocator(pool_allocator_proc, path_pool); + c_path := temp_c_string(dir_path); + flags: u32; + if (events_to_watch & .ADDED) { + flags |= IN_CREATE; + } + if (events_to_watch & .MODIFIED) { + flags |= IN_MODIFY | IN_CLOSE_WRITE; + } + if (events_to_watch & .MOVED) { + flags |= IN_MOVED_TO | IN_MOVE_SELF; + } + if (events_to_watch & .ATTRIBUTES_CHANGED) { + flags |= IN_ATTRIB; + } + if (events_to_watch & .REMOVED) { + flags |= IN_DELETE | IN_DELETE_SELF | IN_MOVED_FROM; + } + + // Out of watches: the caller rescans these instead, so this is not a failure. + if max_watches && watch_paths.count >= max_watches && !table_contains(*watched_paths, dir_path) { + watch_limit_reached = true; + array_add(*unwatched, copy_string(dir_path)); + return true; + } + + watch := inotify_add_watch(inotify_instance, c_path, flags); + if watch == -1 { + error := errno(); + if error == ENOSPC { + watch_limit_reached = true; + array_add(*unwatched, copy_string(dir_path)); + return true; + } + log_error("Could not watch path \"%\": %", dir_path, error); + return false; + } + previous_watch_path := table_find_pointer(*watch_paths, watch); + if previous_watch_path { + if watcher.verbose log("Watch % for \"%\" already exists", watch, previous_watch_path.*); + if compare(previous_watch_path.*, dir_path) != 0 { + if watcher.verbose log("Replacing path for watch %: \"%\" -> \"%\"", watch, previous_watch_path.*, dir_path); + table_remove(*watched_paths, previous_watch_path.*); + free(previous_watch_path.*); + previous_watch_path.* = copy_string(dir_path); + table_add(*watched_paths, previous_watch_path.*, watch); + } + } else { + if watcher.verbose log("Adding watch % for \"%\"", watch, dir_path); + path := copy_string(dir_path); + table_add(*watch_paths, watch, path); + table_add(*watched_paths, path, watch); + } + + return true; + } + + process_changes_linux :: (using watcher: *File_Watcher) -> changed: bool, needs_wait: bool, wait_seconds: float64 { + assert(inotify_instance != -1); + + // One read returns at most buffer_size bytes, so read until the queue is empty. + while true { + inotify_bytes_read = read(inotify_instance, inotify_data, cast(u64) watcher.buffer_size); + if inotify_bytes_read == -1 { + if errno() != EAGAIN { + log_error("Could not read inotify events: %", errno()); + } + break; + } + if inotify_bytes_read == 0 break; + + inotify_cursor = 0; + notify := cast(*inotify_event) inotify_data; // This is actually a list of events... + while notify != null { + defer notify = move_data_forward(watcher, notify); + if watcher.verbose log("Received notify: % (mask: 0x%)", notify.*, formatInt(notify.mask, base = 16)); + + if notify.mask & IN_Q_OVERFLOW { + add_change(watcher, "", .OVERFLOW); + continue; + } + if notify.mask & IN_IGNORED { + // The watch is gone: its folder was deleted or unmounted, or the watch removed. + gone := table_find_pointer(*watch_paths, notify.wd); + if gone table_remove(*watched_paths, gone.*); + table_remove(*watch_paths, notify.wd); + continue; + } + + c_name := notify.name.data; + + // we cant just do this because notify.name can be null padded arbitrarily + // and notify.len includes these pads. Thanks Linux... -josh Feb 22, 2017 + // length_in_bytes := notify.len; + name: string; + name.data = c_name; + if notify.len { + name.count = c_style_strlen(c_name); + } else { + name.count = 0; + } + + events: File_Change_Event; + if notify.mask & IN_CREATE events |= .ADDED; + if notify.mask & (IN_MODIFY | IN_CLOSE_WRITE) events |= .MODIFIED; + if notify.mask & (IN_MOVED_FROM) events |= File_Change_Event.MOVED | .MOVED_FROM; + if notify.mask & (IN_MOVED_TO | IN_MOVE_SELF) events |= File_Change_Event.MOVED | .MOVED_TO; + if notify.mask & IN_ATTRIB events |= .ATTRIBUTES_CHANGED; + if notify.mask & (IN_DELETE | IN_DELETE_SELF) events |= .REMOVED; + + if !events { + if watcher.verbose log("discarded mask % for \"%\"", notify.mask, name); + continue; + } + + is_folder := (notify.mask & IN_ISDIR) != 0; + if is_folder events |= .IS_FOLDER; + + if watcher.verbose log("Action '%' on name '%':", events, name); + + full_path, success := get_full_name(watcher, notify.wd, name); + if !success { + log_error("Could not assemble full name for \"%\" from event %", name, notify.*); + continue; + } + + was_created_or_moved := events & (File_Change_Event.ADDED | File_Change_Event.MOVED_TO); + if watch_recursively && was_created_or_moved && is_folder { + add_directories(watcher, full_path); + // Tell the callback that he has missed events for the children of this directory. + events |= .SCAN_CHILDREN; + } + + add_change(watcher, full_path, events); + } + } + + changed, needs_wait, wait_seconds := emit_changes(watcher); + return changed, needs_wait, wait_seconds; + } + + move_data_forward :: (using watcher: *File_Watcher, event: *inotify_event) -> *inotify_event { + // Our inotify_event struct is too large because the "name" array has non-zero size. + INOTIFY_EVENT_OVERSIZE :: 4; + step: s32 = cast(s32) (size_of(inotify_event) - INOTIFY_EVENT_OVERSIZE + event.len); + if (inotify_cursor + step) >= inotify_bytes_read return null; + inotify_cursor += step; + return cast(*inotify_event) ((cast(*u8) inotify_data) + inotify_cursor); + } + + get_full_name :: (using watcher: *File_Watcher, watch: s32, name: string) -> string, success: bool { + dir_path := table_find_pointer(*watch_paths, watch); + if !dir_path return "", false; + + if name { + return tprint("%/%", dir_path.*, name), true; + } else { + return dir_path.*, true; + } + } +} + +#if OS == .MACOS { + add_directories_macos :: (using watcher: *File_Watcher, dir_paths: .. string) -> bool { + assert(watcher.merge_window_seconds >= 0); + paths_to_watch := create_cfstring_array(dir_paths); + defer CFRelease(paths_to_watch); + + fsinfo: FSEventStreamContext; + fsinfo.info = watcher; + + // So a session without a single change still leaves a point to replay from. + start_id := ifx watcher.since_event_id == kFSEventStreamEventIdSinceNow then FSEventsGetCurrentEventId() else watcher.since_event_id; + if start_id > watcher.last_event_id watcher.last_event_id = start_id; + + event_stream := FSEventStreamCreate(null, event_stream_callback, _context=*fsinfo, paths_to_watch, watcher.since_event_id, + latency=watcher.merge_window_seconds, kFSEventStreamCreateFlagFileEvents | FS_CREATE_FLAG_WATCH_ROOT); + + if exclusion_paths.count { + excluded := array_view(exclusion_paths, 0, min(exclusion_paths.count, FSEVENTS_MAX_EXCLUSIONS)); + excluded_array := create_cfstring_array(excluded); + defer CFRelease(excluded_array); + if FSEventStreamSetExclusionPaths(event_stream, excluded_array) == 0 { + log_error("[File_Watcher] FSEvents did not accept the excluded folders %; their changes still arrive and are dropped.", excluded); + } + } + + FSEventStreamScheduleWithRunLoop(event_stream, CFRunLoopGetCurrent(), kCFRunLoopDefaultMode); + FSEventStreamStart(event_stream); + array_add(*event_streams, event_stream); + + return true; + } + + FS_ATTRIBUTE_CHANGES :: kFSEventStreamEventFlagChangeOwner | kFSEventStreamEventFlagItemInodeMetaMod | kFSEventStreamEventFlagItemFinderInfoMod; + + // From FSEvents.h; the macOS module does not declare these. + FS_EVENT_FLAG_USER_DROPPED :: 0x00000002; + FS_EVENT_FLAG_KERNEL_DROPPED :: 0x00000004; + FS_EVENT_FLAG_EVENT_IDS_WRAPPED :: 0x00000008; + FS_EVENT_FLAG_HISTORY_DONE :: 0x00000010; + FS_EVENT_FLAG_ROOT_CHANGED :: 0x00000020; + FS_CREATE_FLAG_WATCH_ROOT :: 0x00000004; + + // The macOS module keeps its CoreServices library to itself. + CoreServices_For_Watcher :: #library,system "CoreServices"; + FSEventsGetCurrentEventId :: () -> u64 #foreign CoreServices_For_Watcher; + FSEventStreamSetExclusionPaths :: (streamRef: FSEventStreamRef, pathsToExclude: CFArrayRef) -> u8 #foreign CoreServices_For_Watcher; // Boolean + // Events were lost, or a replay's history cannot be trusted: the caller must rescan. + FS_EVENTS_LOST :: FS_EVENT_FLAG_USER_DROPPED | FS_EVENT_FLAG_KERNEL_DROPPED | FS_EVENT_FLAG_EVENT_IDS_WRAPPED | FS_EVENT_FLAG_ROOT_CHANGED; + event_stream_callback :: (streamRef: FSEventStreamRef, clientCallBackInfo: *void, numEvents: u64, eventPaths: *void, eventFlags: *FSEventStreamEventFlags, eventIds: *FSEventStreamEventId) #c_call { + using watcher := cast(*File_Watcher) clientCallBackInfo; + + push_context { + paths := cast(**u8)eventPaths; + for 0..numEvents-1 { + flags := eventFlags[it]; + event_id := eventIds[it]; + full_path := to_string(paths[it]); + + if verbose log("Received event id % with flags 0x%", event_id, formatInt(flags, base=16)); + + if flags & FS_EVENT_FLAG_HISTORY_DONE { + history_done = true; + continue; + } + if flags & FS_EVENTS_LOST { + add_change(watcher, "", .OVERFLOW); + continue; + } + + events: File_Change_Event; + if flags & kFSEventStreamEventFlagItemCreated events |= .ADDED; + if flags & kFSEventStreamEventFlagItemModified events |= .MODIFIED; + if flags & kFSEventStreamEventFlagItemRenamed events |= .MOVED; + if flags & kFSEventStreamEventFlagItemRemoved events |= .REMOVED; + if flags & kFSEventStreamEventFlagMustScanSubDirs events |= .SCAN_CHILDREN; + if flags & FS_ATTRIBUTE_CHANGES events |= .ATTRIBUTES_CHANGED; + + if !events { + if verbose log("Discarding events % for %", flags, full_path); + continue; + } + + if flags & kFSEventStreamEventFlagItemIsDir { + events |= .IS_FOLDER; + if events & (File_Change_Event.ADDED | File_Change_Event.MOVED) { + // Tell the callback that he has missed events for the children of this directory. + events |= .SCAN_CHILDREN; + } + } + + if event_id > last_event_id last_event_id = event_id; + add_change(watcher, full_path, events); + } + } + } + + process_changes_macos :: (using watcher: *File_Watcher) -> changed: bool, needs_wait: bool, wait_seconds: float64 { + CFRunLoopRunInMode(kCFRunLoopDefaultMode, 0, false); + changed, needs_wait, wait_seconds := emit_changes(watcher); + return changed, needs_wait, wait_seconds; + } + + create_cfstring_array :: (strings: [] string) -> CFArrayRef { + temp := NewArray(strings.count, CFStringRef); + defer { + for temp CFRelease(it); + array_free(temp); + } + + for strings { + cfstring := CFStringCreateWithBytes(null, it.data, it.count, .UTF8, false); + temp[it_index] = cfstring; + } + + cfarray := CFArrayCreate(null, cast(**void) temp.data, temp.count, *kCFTypeArrayCallBacks); + return cfarray; + } +} + +#import "Basic"; +#import "File_Utilities"; +#import "Hash_Table"; +#import "Pool"; +#import "String"; + +OS_HAS_INOTIFY :: OS == .LINUX || OS == .ANDROID; + +#if OS == .WINDOWS { + #import "Windows"; + #import "Windows_Utf8"; +} +#if OS_HAS_INOTIFY { + #import "Linux"; + #import "POSIX"; +} +#if OS == .MACOS { + #import "macOS"; + #import "POSIX"; +} diff --git a/modules/Hash_Table.jai b/modules/Hash_Table.jai new file mode 100644 index 0000000..50454b7 --- /dev/null +++ b/modules/Hash_Table.jai @@ -0,0 +1,576 @@ +/* + +A simple hash table. + +Notes Last Updated: 11 May 2022 + +# Overview + +This hash table stores all entries in a contiguous array, for good performance when +looking things up. (Some tables work by storing linked lists of entries, but this can +lead to more cache misses.) + +When storing a value, we map its hash to a slot index; if that slot is free, we +put the key and value there, otherwise we just keep incrementing the slot index +by 1 until we find an empty slot. Because the table can never be full, we are +guaranteed to find a slot eventually. + +When looking up a value, we perform this same process to find the correct slot. + +We use hash values to indicate whether slots are empty or removed, because we can't +really know that based on keys or values, given that keys or values can be of arbitrary +type. + +A hash of 0 means that slot is not used, so new values can be put there. A hash of 1 +means that slot was once valid, but has since been removed. A hash of 2 or higher +(`FIRST_VALID_HASH`) means this is a currently live entry. + +Whenever we hash a key, if the result is less than 2, we just add 2 to it +to put it into the valid range. This means that four values out of our 32-bit hash range +have a doubled probability of collision, but that is a small price to pay. + +You can iterate over the table straightforwardly: + + for table { + key, value := it_index, it; + } + +*/ + + +/* + +By way of explaining why it's all good and okay for this hash table to be so simple, +we'll quote Charles Bloom, who said in 2017: + +----- +The last time I looked at hashing, my main conclusions were : + +1. A properly loaded (eg. not too full (eg. less than 70% or so)) hash +table satisfies almost all queries in the first slot. + +(I think any statistics or testing of open-address hashing at more than 70% +full is not helpful.) + +2. Because of #1, what you do after the first probe is almost +irrelevant. The only exception to this is if you have some bad degeneracy +in your hash function or data, in which case anything you can do to break +that degeneracy is a useful difference. The simplest (and therefore best) +seems to be quadratic probing. + +3. Because of #1, storing your data compactly, like {Hash,Key,Data} is +best, because you always take exactly one cache miss per query. There are +some advantages to doing Hash-Hash-Hash, Key-Key-Key, but doing that +naively means a much higher constant # of cache misses. (I've seen a lot +of hash table implementations that use multiple arrays; +eg. khash and google's, and that's just totally wrong.) + +4. Because of #1, any prefetching was a lose. After you compute the hash, +you need that first line immediately, so there's no time for a prefetch. +And then you need the second line so rarely that a prefetch doesn't help. + +5. Because of #1, Cuckoo hashing is strictly worse, since it needs 2 cache +lines instead of 1. + +6. Because of #1, the hash function is at least as important as the lookup +method. The hash function probably takes more clocks. + + +The only time to ever look at hash table speed is if you are memory +constrained. If you're not, then hey just make it bigger and it also gets +faster. So given that you are memory constrained, you always have to trade +off against things like making the key/data smaller or omitting one or two +of hash/key/data. eg. if hash/key/data can be 8 bytes or 12 bytes instead +of 16, you can run the table much less full in the same memory. + +*/ + + +/* +This hash table started life as some code in C by Sean Barrett, but it's +been changed so much that it's probably no longer recognizable. + +For some evidence that this table is reasonably fast, even for large table sizes, +see jai/examples/hash_table_test.jai. We maybe should put that test here, +but I didn't want to bloat the file. There is also some additional +documentation there about how we handle collisions in this table, +and why. +*/ + +#module_parameters (COUNT_COLLISIONS := false)(); + +// A hash table that maps keys to values using 32 bit hashes. +Table :: struct (Key_Type: Type, Value_Type: Type, + given_hash_function: (Key_Type) -> u32 = null, + given_compare_function: (Key_Type, Key_Type) -> bool = null, + LOAD_FACTOR_PERCENT: u32 = 70, + REFILL_REMOVED := true + ) { + // If you leave compare_function null, the table will use + // operator ==. + + count: int; // The number of valid items in the table. + + allocated: int; // The number of slots for which we have allocated memory. + slots_filled: int; // The number of slots that can't be used for new items (either currently valid items or items that were removed). + + allocator: Allocator; + + Entry :: struct { + hash: u32; + key: Key_Type; + value: Value_Type; + } + + entries: [] Entry; + + // We either use the hash function that was passed to us, or, + // if it was null, we use a default one. + #if given_hash_function { + hash_function :: given_hash_function; + } else { + hash_function :: (key: Key_Type) -> u32 { return Hash.get_hash(key); }; + } + + // Same situation with the compare function. + #if given_compare_function { + compare_function :: given_compare_function; + } else { + compare_function :: (a: Key_Type, b: Key_Type) -> bool { return a == b; }; + } + + #if COUNT_COLLISIONS { + add\_collisions: s64; + find_collisions: s64; + } + + SIZE_MIN :: 32; +} + +is_valid :: (table: *Table) -> bool { + if table == null return false; + if table.entries.data == null return false; + if table.allocated == 0 return false; + + Basic.assert(table.given_hash_function != null); + Basic.assert(table.given_compare_function != null); + + if table.given_hash_function == null + return false; + + if table.given_compare_function == null + return false; + + return true; +} + +for_expansion :: (table: *$T/Table, body: Code, flags: For_Flags) #expand { + #assert(!(flags & .REVERSE)); // We don't handle the reverse flag. + + for * entry, i: table.entries { + if entry.hash < FIRST_VALID_HASH continue; + + #if flags & .POINTER { + `it := *entry.value; + } else { + `it := entry.value; + } + + `it_index := entry.key; + + #insert (remove={entry.hash=REMOVED_HASH; table.count-=1;}) body; + } +} + + +// Initialize a `Table` and allocates the given number of slots. +// You don't have to call init; if you don't, you'll get +// an initial table of size `SIZE_MIN`. + +table_init :: (using table: *Table, slots_to_allocate: s64 = 0) #deprecated "Calling init() on a Hash_Table is no longer necessary (a default-initialized table is all you need)." { + _internal_resize_memory(table, slots_to_allocate); +} + +// Frees the memory allocated by the table. +table_deinit :: (table: *Table) { + Basic.free(table.entries.data,, table.allocator); +} + +// +// This reset keeps the current number of allocated slots; +// it just clears occupancy. +// +table_reset_keeping_memory :: (using table: *Table) { + count = 0; + slots_filled = 0; + for * entries it.hash = 0; +} + +// +// This resets the entire table to its default state, +// but preserves the allocator. +// +table_reset :: (using table: *Table) { + // Resize the table to 0, freeing the memory, but leave the table + // in a usable state, and preserve the allocator. + old_allocator := allocator; + Basic.free(entries.data,, table.allocator); + table.* = {}; + allocator = old_allocator; +} + +// +// You can call table_resize to set the size of the table before using it, +// or even while using it. But you can't resize a table to a smaller size +// than the current count. You also can't go below SIZE_MIN, and as usual +// it will get rounded up to a power of two. So this is really just for +// general sizing purposes ("I want like a million-slot hash table to start"). +// +table_resize :: (using table: *Table, expected_count: s64) { + // Make sure we can at least hold what we are currently holding. + expected_count = Basic.max(expected_count, table.count); + + // Compute the full table size for this expected_count, including empty slots. + new_slots := (expected_count * 100 + 99) / LOAD_FACTOR_PERCENT; + + _internal_resize_memory(table, new_slots); +} + +// +// Walk_Table is a macro that factors out the details of traversing the hash table, +// so that they can be re-used by multiple routines without having to keep these details +// in sync. We expect the calling site to define: +// +// table: Table; +// key: table.Key_Type; +// +// We write back into the caller: +// +// hash: u32; +// index: u32; +// table_while_loop: iterator variable you can use to 'continue', etc. +// Walk_Table is intended for our own internal use. User-level traversal should +// probably use the for_expansion. +// +Walk_Table :: (code: Code) #expand { + mask := cast,trunc(u32)(`table.allocated - 1); + + `hash := `table.hash_function(`key); + if hash < FIRST_VALID_HASH hash += FIRST_VALID_HASH; + + `index := hash & mask; + + // We use the 'triangular numbers' version of quadratic probing. + // It yields more collisions per insertion than double hashing + // (double hashing gives us 0.74, triangular numbers give us 0.84) + // but the collisions are cheaper because the initial probes + // are cache-coherent, unlike with double hashing. At large table sizes + // this ends up mattering substantially. (examples/hash_table_test.jai, + // at the 128 million entry table size, takes 15.5 seconds with triangular + // numbers, 17.8 seconds with double hashing.) + + // Triangular numbers are guaranteed to hit every entry in the table: + // https://fgiesen.wordpress.com/2015/02/22/triangular-numbers-mod-2n/ + + probe_increment : u32 = 1; + + // If table.entries[index] is zero, that slot is unoccupied, so we are done walking. + // If it's nonzero, we do whatever the caller wants to do (for example, check whether + // it is the entry we are looking for). + while `table_while_loop := `table.entries[index].hash { + #insert code; // Do whatever the caller wants to do for this slot index. + + index = (index + probe_increment) & mask; // Since table.allocated is always power of two, the & wraps our index within the table. (Requires that probe_increment is not big enough to wrap index into negative numbers, which it won't be because it's u32 and index is s64.); + probe_increment += 1; + } +} + + +// table_ensure_space +// +// Call this if you want to be able to add 'items' number of things to the table without the table +// resizing in the middle. Useful in cases where you want to add multiple items to a table inside +// one block of code, while keeping pointers to those items, and wanting those pointers to remain valid. +table_ensure_space :: (using table: *Table, items: s64) { + if (slots_filled + items)*100 >= allocated*LOAD_FACTOR_PERCENT { + // IMPORTANT: We check slots_filled in the 'if' above, because we want to ask + // whether we can accomodate the new items in the current available space, + // including space occupied by tombstones. But when we compute new_allocated, + // we use table.count instead of .slots_filled, because the act of resizing the table + // will remove the tombstones. + new_allocated := ((count + items) * 100) / LOAD_FACTOR_PERCENT; + new_allocated = next_power_of_two(new_allocated); + expand(table, new_allocated); + } +} + + +// table_add +// +// Adds the given key value pair to the table, returns a pointer to the inserted value. +// If you add a key twice, the table will not currently notice that this has happened, +// so you'll just get the first one. It's unclear whether we should assert on this; +// it sort of depends on how slow you think key comparison might be. Maybe that should +// be a compile-time parameter to the hash table? -jblow, 8 September 2020 +table_add :: (table: *Table, key: table.Key_Type, value: table.Value_Type) -> *table.Value_Type { + // The + 1 is here to handle the weird case when the table size is 1 and you add the first item... + // If we just do table_count * 2 >= table.allocated, we would fill the table, causing an infinite loop on find. + + #assert table.LOAD_FACTOR_PERCENT < 100; // A 100% full table will infinite loop (and you will want to be substantially smaller than this for reasonable performance). + + // Without dividing, we want to test: + // (filled / allocated >= 70/100) + // Therefore, we say + // (filled * 100 >= allocated * 70) + + if (table.slots_filled + 1)*100 >= table.allocated*table.LOAD_FACTOR_PERCENT expand(table); + + Basic.assert(table.slots_filled < table.allocated); + + Walk_Table(#code { + #if table.REFILL_REMOVED { + if table.entries[index].hash == REMOVED_HASH { + table.slots_filled -= 1; // 1 will get re-added below, for total increment 0. + break; + } + } + + #if COUNT_COLLISIONS table.add_collisions += 1; + }); + + // Walk_Table walked us to an unused entry, so, add our new data into this slot. + + table.count += 1; + table.slots_filled += 1; + + entry := *table.entries[index]; + entry.hash = hash; + entry.key = key; + entry.value = value; + + return *entry.value; +} + +// table_set +// +// Adds or replaces the given key value pair. +table_set :: (table: *Table, key: table.Key_Type, value: table.Value_Type) -> *table.Value_Type { + value_ptr := table_find_pointer(table, key); + if value_ptr { + value_ptr.* = value; + return value_ptr; + } else { + return table_add(table, key, value); + } +} + +// table_contains +// +// Returns whether a table contains key. Useful when table is being used as a set. +table_contains :: (table: *Table, key: table.Key_Type) -> bool { + return table_find_pointer(table, key) != null; +} + + +// Lookup the given key and return a pointer to the corresponding value. +// If multiple values are added with the same key, we return the first match. +// If you think you might have key collisions, use table_find_multiple. + +// We now take 'table' by pointer so that if COUNT_COLLISIONS, we can modify +// the collision count, which is stored on the table. If we stored it elsewhere +// this would no longer be necessary (but might be slower?) - 8 July 2022 +table_find_pointer :: (table: *Table, key: table.Key_Type) -> *table.Value_Type { + if !table.allocated return null; + + Walk_Table(#code { + entry := *table.entries[index]; + if entry.hash == hash { + if inline table.compare_function(entry.key, key) return *entry.value; + } + + #if COUNT_COLLISIONS table.find_collisions += 1; + }); + + return null; +} + +// Lookup the given key and return the corresponding value. +// +// You need to pay attention to 'success' because if it's false, +// the return value will be uninitialized. +// +// See the note on table_find_pointer about collisions and about +// why 'table' is being passed by pointer. + +table_find :: (table: *Table, key: table.Key_Type) -> (success: bool, table.Value_Type) { + pointer := inline table_find_pointer(table, key); + if pointer return true, pointer.*; + + dummy: table.Value_Type; + return false, dummy; +} + +// Warning: table_find_multiple has not yet been tested. +table_find_multiple :: (table: *Table, key: table.Key_Type) -> [] table.Value_Type /* Allocated with the temporary allocator! */ { + if !table.allocated return .[]; + + results: [..] table.Value_Type; + results.allocator = Basic.temporary_allocator; + + Walk_Table(#code { + entry := *table.entries[index]; + if entry.hash == hash { + if inline table.compare_function(entry.key, key) { + Basic.array_add(*results, entry.value); + } else { + #if COUNT_COLLISIONS table.find_collisions += 1; + } + } else { + #if COUNT_COLLISIONS table.find_collisions += 1; + } + }); + + return results; +} + + +// +// End of deprecated routines. +// + +// Remove the first entry at the given key. Returns false if the key was not found. +table_remove :: (table: *Table, key: table.Key_Type) -> (success: bool, value: table.Value_Type) { + if !table.allocated { + dummy: table.Value_Type; + return false, dummy; // Empty table, means not found! + } + + Walk_Table(#code { + entry := *table.entries[index]; + + if (entry.hash == hash) && inline table.compare_function(entry.key, key) { + entry.hash = REMOVED_HASH; // No valid entry will ever hash to REMOVED_HASH. + table.count -= 1; + return true, entry.value; + } + }); + + dummy: table.Value_Type; + return false, dummy; +} + +// table_remove_multiple is a companion function for table_find_multiple. +table_remove_multiple :: (table: *Table, key: table.Key_Type) -> (num_removed: s64) { + if !table.allocated return 0; + + orig_count := table.count; + + Walk_Table(#code { + entry := *table.entries[index]; + + if (entry.hash == hash) && inline table.compare_function(entry.key, key) { + entry.hash = REMOVED_HASH; // No valid entry will ever hash to REMOVED_HASH. + table.count -= 1; + } + }); + + return orig_count - table.count; +} + +// find_or_add is kind of like table_set, but used when you +// just want a pointer to the value, which you can fill in. +find_or_add :: (table: *Table, key: table.Key_Type) -> (entry: *table.Value_Type, newly_added: bool) { + value := table_find_pointer(table, key); + if value return value, false; + + new_value: table.Value_Type; + value = table_add(table, key, new_value); + return value, true; +} + + +// We expose these reserved hash values just in case you want +// to write your own hash table iterator. +NEVER_OCCUPIED_HASH :: 0; +REMOVED_HASH :: 1; +FIRST_VALID_HASH :: 2; + +// A beta user requested being able to call expand(), so, here: +expand :: (table: *Table, new_allocated := -1) { + old_entries := table.entries; + + // If we were adding and removing lots of stuff from the table, + // we might have lots of slots filled with REMOVED_HASH, so, + // in that case, don't grow! + if new_allocated == -1 { + if (table.count * 2 + 1) * 100 < table.allocated * table.LOAD_FACTOR_PERCENT { // The *2 is to say, if we double the size, are we still small enough to fit into the current memory? The reason we are doing this test is, if we removed a bunch of elements, maybe we are full of REMOVED_HASH markers, and if we just rehash to the same size, we can get rid of those. An alternate version (simpler?) might be to check table.count vs table.slots_filled. Note that this becomes less necessary if REFILL_REMOVED is enabled. + // Just go with the current size, but clean out the removals. + new_allocated = table.allocated; + } else { + // We need to go deeper! + new_allocated = table.allocated * 2; + } + } else { + // new_allocated must be a power of two if you pass it manually. + if (new_allocated) Basic.assert(new_allocated & (new_allocated - 1) == 0); + } + + if new_allocated < table.SIZE_MIN new_allocated = table.SIZE_MIN; + + _internal_resize_memory(table, new_allocated); + + table.count = 0; // count and slots_filled will be incremented by table_add. + table.slots_filled = 0; + + for * entry, index: old_entries { + // Note that if we removed some stuff, we will over-allocate the next table. + // Maybe we should count the number of clobbers and subtract that. I dunno. + if entry.hash >= FIRST_VALID_HASH table_add(table, entry.key, entry.value); + } + + Basic.free(old_entries.data,, table.allocator); +} + +next_power_of_two :: inline (x : int) -> int { + // @Speed: This could certainly be faster. + // There is probably something in Hacker's Delight for this. + Basic.assert(x != 0); + p := 1; + while x > p p += p; + return p; +} + +#scope_file + +_internal_resize_memory :: (using table: *Table, slots_to_allocate: s64 = 0) { + if !table.allocator.proc { + Basic.remember_allocators(table); + } + + // + // This is a helper function used by the Table. It sets the table to new memory + // that is ready to be used for hashing, but the caller must retain the old memory + // so that it can hash the items to the new table. We could factor this into + // a user-level resize() that you could call, that would basically be the bottom + // half of expand()... but this function alone will not do enough there. + // + if slots_to_allocate < SIZE_MIN slots_to_allocate = SIZE_MIN; + n := next_power_of_two(slots_to_allocate); + table.allocated = n; + + // Right now we align to 8 bytes. Should we handle arbitrary alignment of both + // keys and values? Maybe, but that will complicate the table, + // so let's not worry about it now unless we need it. + + // We used to create entries[] uninitialized for performance reasons, + // but this led to problems when people would for example try to assign + // hash tables containing strings to global data; the compiler would + // try to copy the uninitialized strings and crash (because it has no way + // to know they are uninitialized). For now we will go back to zero-initializing + // by putting 'true' here, but I don't love this. -jblow, 24 November 2024. + entries = Basic.NewArray(n, Entry, true,, table.allocator); + for * entries it.hash = 0; +} + +Hash :: #import "Hash"; +Basic :: #import "Basic"; diff --git a/modules/Runtime_Support.jai b/modules/Runtime_Support.jai new file mode 100644 index 0000000..d4b3323 --- /dev/null +++ b/modules/Runtime_Support.jai @@ -0,0 +1,843 @@ +// +// Runtime_Support is less volatile than Preload and contains imports and various biggish code; +// it is considered reasonable that you can mess around with Runtime_Support and ship your own +// version of it. +// + +#module_parameters(DEFINE_SYSTEM_ENTRY_POINT: bool, DEFINE_INITIALIZATION: bool, ENABLE_BACKTRACE_ON_CRASH: bool); + +#scope_export + +OS_IS_UNIX :: OS == .MACOS || OS == .LINUX || OS == .PS5 || OS == .IOS || OS == .ANDROID; + +// @Cleanup: __element_duplicate should lose its c_call status, and also be faster...! +__element_duplicate :: (start: *u8, num_elements: s64, size: s64) #c_call #no_aoc { + cursor := start + size; + for 1..num_elements-1 { + memcpy(cursor, start, size); + cursor += size; + } +} + +write_nonnegative_number :: (n: u64, base := 10, to_standard_error := false) #no_context #no_abc #no_aoc { + if n == 0 { + write_string("0", to_standard_error); + return; + } + + if base > 16 base = 16; + if base < 2 base = 2; + + ubase := cast,no_check(u64) base; + + // This is of course a horrible hack. + // A u64 in base 2 can be up to 64 digits, + // so we need at least that much space. Add a few more digits for superstition. + buf: [69] u8; + + starting_cursor : s32 = buf.count; + cursor := starting_cursor; + + + while n { + cursor -= 1; + index := n % ubase; + if index <= 9 { + buf[cursor] = cast(u8)(index + #char "0"); + } else { + buf[cursor] = cast(u8)(index - 10 + #char "a"); + } + + n /= ubase; + } + + s: string = ---; + s.data = buf.data + cursor; + s.count = starting_cursor - cursor; + write_string(s, to_standard_error); +} + +write_number :: (n: s64, base := 10, to_standard_error := false) #no_context #no_aoc { + if n < 0 { + write_string("-", to_standard_error); + n = -n; // Will overflow if this is the most negative s64. + } + + write_nonnegative_number(cast,no_check(u64) n, base, to_standard_error = to_standard_error); +} + +runtime_support_assertion_failed :: (loc: Source_Code_Location, message: string) -> bool { + write_loc(loc, to_standard_error = true); + write_string(": Assertion failed", to_standard_error = true); + + if message { + write_strings(": ", message, "\n", to_standard_error = true); + } else { + write_string("!\n", to_standard_error = true); + } + + print_stack_trace :: (node: *Stack_Trace_Node) { // @Copypasta from modules/Basic, but without calling print. + while node { + // There are two different line numbers available. + // node.info.location has a line number, but this is the location of + // the start of the procedure. That may be useful in some cases, but often + // what we really want is the line number of the procedure call, which is + // stored in node.line_number. That's what we print in this case. + + if node.info { + write_string(node.info.location.fully_pathed_filename, to_standard_error = true); + write_string(":", to_standard_error = true); + write_nonnegative_number(node.line_number, to_standard_error = true); + write_string(": ", to_standard_error = true); + if node.info.name write_string(node.info.name, to_standard_error = true); + else write_string("(anonymous procedure)", to_standard_error = true); + write_string("\n", to_standard_error = true); + } + + node = node.next; + } + } + + if context.stack_trace { + write_string("\nStack trace:\n", to_standard_error = true); + print_stack_trace(context.stack_trace); + } else { + write_string("Exiting.\n", to_standard_error = true); + } + + report_failed_assertion_more_visibly(loc, message); + + __runtime_support_disable_stack_trace = true; + + return true; +} + +runtime_support_default_logger :: (message: string, data: *void, info: Log_Info) { + if !message then return; + + to_standard_error := (info.common_flags & .ERROR) != 0; + + if message[message.count-1] != #char "\n" { + write_strings(message, "\n", to_standard_error = to_standard_error); + } else { + write_string(message, to_standard_error = to_standard_error); + } +} + +c_style_strlen :: (str: *u8) -> s64 #no_context { + p := str; + while p.* { p += 1; } + return p - str; +} + +to_string :: (c_string: *u8) -> string #no_context { + if c_string == null return ""; + + s: string = ---; + s.data = c_string; + s.count = c_style_strlen(c_string); + + return s; +} + +// @Incomplete: Pass loc to Runtime_Support versions. +__array_bounds_check_fail :: (index: s64, limit: s64, line_number: s64, filename: *u8) #no_context { + // @Volatile: It is a good idea for these to match the error reports in constant-expression evaluation inside the compiler. + write_string("Array bounds check failed. (The attempted index is ", to_standard_error = true); + write_number(index, to_standard_error = true); + + if limit > 0 { + write_string(", but the highest valid index is ", to_standard_error = true); + write_number(limit-1, to_standard_error = true); + } else if limit == 0 { + write_string(", but the array has dimension 0, so no index is valid", to_standard_error = true); + } else { + write_string(", but the array has invalid negative dimension ", to_standard_error = true); + write_number(limit, to_standard_error = true); + } + + write_string("). Site is ", to_standard_error = true); + write_string(to_string(filename), to_standard_error = true); + write_string(":", to_standard_error = true); + write_number(line_number, to_standard_error = true); + write_string(".\n", to_standard_error = true); + + report_bounds_check_error_more_visibly(index, limit, line_number, filename); + + my_panic(); +} + +__cast_bounds_check_fail :: (pre_value: s64, pre_flags: u32, post_value: s64, post_flags: u32, fatal: u8, line_number: s64, filename: *u8) #no_context { + bits : s32 = 0; + + NUMBER_FLAG_SIGNED :: 0x40; + NUMBER_FLAG_8BIT :: 0x100; + NUMBER_FLAG_16BIT :: 0x200; + NUMBER_FLAG_32BIT :: 0x400; + NUMBER_FLAG_64BIT :: 0x800; + + if post_flags & NUMBER_FLAG_64BIT bits = 64; + if post_flags & NUMBER_FLAG_32BIT bits = 32; + if post_flags & NUMBER_FLAG_16BIT bits = 16; + if post_flags & NUMBER_FLAG_8BIT bits = 8; + + write_string("Cast bounds check failed. Number must be in [", to_standard_error = true); + + if post_flags & NUMBER_FLAG_SIGNED { + high_value := (1 << (bits - 1)) - 1; + low_value := ~high_value; + write_number(low_value, to_standard_error = true); + write_string(", ", to_standard_error = true); + write_number(high_value, to_standard_error = true); + } else { + // We don't yet have our stringent definition of left-shift, so, we are generating results + // that will vary on different machines unless we check. So let's check. + high_value: u64; + if bits == 64 { + high_value = 0xffff_ffff_ffff_ffff; + } else { + high_value = ((cast(u64)1) << bits) - 1; + } + + write_string("0, ", to_standard_error = true); + write_nonnegative_number(high_value, to_standard_error = true); + } + + write_string("]; it was ", to_standard_error = true); + + if pre_flags & NUMBER_FLAG_SIGNED { + write_number(pre_value, to_standard_error = true); + } else { + write_nonnegative_number(cast,no_check(u64) pre_value, to_standard_error = true); + } + + write_string(". Site is ", to_standard_error = true); + + write_string(to_string(filename), to_standard_error = true); + write_string(":", to_standard_error = true); + write_number(line_number, to_standard_error = true); + write_string(".\n", to_standard_error = true); + + if fatal my_panic(); +} + +__null_pointer_check_fail :: (index: s64, line_number: s64, filename: *u8) #no_context { + // @Volatile: It is a good idea for these to match the error reports in constant-expression evaluation inside the compiler. + if index { + // This is a procedure argument. + write_string("Null pointer check failed: Argument ", to_standard_error = true); + write_number(index, to_standard_error = true); + write_string(" is undergoing an automatic dereference, but the pointer is null. Site is ", to_standard_error = true); + } else { + // It was a dereference that happened in some other way. + write_string("Null pointer check failed: A pointer is undergoing an automatic dereference, but the pointer is null. Site is ", to_standard_error = true); + } + + write_string(to_string(filename), to_standard_error = true); + write_string(":", to_standard_error = true); + write_number(line_number, to_standard_error = true); + write_string(".\n", to_standard_error = true); + + report_null_pointer_error_more_visibly(index, line_number, filename); + + my_panic(); +} + +__arithmetic_overflow :: (left: s64, right: s64, type_code: u16, line_number: s64, filename: *u8) #no_context #no_aoc { + // We have some free bits in type_code...! + fatal := (type_code & 0x8000); + signed := (type_code & 0x4000); + operator_index := (type_code >> 7) & 0x3; + size := (cast(u64)(type_code & 0x000f))*8; + + signed_string := ifx signed then "s" else "u"; + operator_string := " / "; + + if operator_index == 1 then operator_string = " + "; + else if operator_index == 2 then operator_string = " - "; + else if operator_index == 3 then operator_string = " * "; + + write_string("Arithmetic overflow. We tried to compute:\n ", to_standard_error = true); + + if signed write_number(left, to_standard_error = true); + else write_nonnegative_number(cast,no_check(u64)left, to_standard_error = true); + + write_string(operator_string, to_standard_error = true); + + if signed write_number(right, to_standard_error = true); + else write_nonnegative_number(cast,no_check(u64)right, to_standard_error = true); + + write_strings("\nThe operand type is ", signed_string, to_standard_error = true); + write_nonnegative_number(size, to_standard_error = true); + write_string(", but the result does not fit into this type.\n", to_standard_error = true); + + if fatal { + report_arithmetic_overflow_more_visibly(line_number, filename); + my_panic(); + } +} + +write_string_unsynchronized :: (s: string, to_standard_error := false) #no_context { + #if OS == .WINDOWS { + // @Robustness @Incomplete: Fails if s.count doesn't fit in an u32. + written: u32; + handle := ifx to_standard_error then windows_standard_error else windows_standard_output; + status := WriteFile(handle, s.data, cast(u32) s.count, *written, null); + } else #if OS == .ANDROID { + // write() compiles and runs fine on Android, but stdout and stderr are piped to /dev/null. + // So we need to use __android_log_* if we want these strings to appear anywhere. + // Since __android_log_* functions are line-based, we have to buffer strings until a newline occurs. + // This has the drawback that the writes without a newline are not visible unless they are followed by a newline, eventually. + // But timer-based flushing is too complicated for Runtime_Support. :AndroidWriteString + // -rluba, 2024-01-25 + + if to_standard_error != android_write_string_buffer_is_error { + // Flush remaining data before switching between stdout and stderr + android_flush_write_string_buffer(); + } + android_write_string_buffer_is_error = to_standard_error; + + for i: 0..s.count-1 { + c := s[i]; + if c == #char "\n" { + android_flush_write_string_buffer(force = true); + } else { + android_write_string_buffer[android_write_string_buffer_offset] = c; + android_write_string_buffer_offset += 1; + if android_write_string_buffer_offset == android_write_string_buffer.count - 1 { + // Buffer is full. We have to flush, even if there’s no newline + android_flush_write_string_buffer(); + } + } + } + } else #if OS_IS_UNIX { + STDOUT_FILENO : s32 : 1; + STDERR_FILENO : s32 : 2; + handle := ifx to_standard_error then STDERR_FILENO else STDOUT_FILENO; + written: s64; + + while written != s.count { + result := write(handle, s.data + written, cast(u64) (s.count - written)); + // We should probably be checking errno for failures, + // but, on macOS at least, we seem to be getting interrupted + // only be EAGAIN. + if result < 0 continue; + + written += result; + } + } else #if OS == .WASM { + wasm_write_string :: (count: s64, data: *void, to_standard_error: bool) #foreign; // You will need to provide this function as JS code in your WASM environment. :JaiWasm: + wasm_write_string(s.count, s.data, to_standard_error); + } else { + // Let the user fill this in, if desired. + } +} + +write_string :: (s: string, to_standard_error := false) #no_context #compiler { + // write_string is marked #compiler because, if called at compile-time, it + // involves a different implementation that also syncs with the compiler's output. + // This runtime version of write_string is just about syncing the threads + // in your own program. + + one_time_init(*synch_initted, init_synchronization()); + + runtime_support_acquire(*write_string_lock); + write_string_unsynchronized(s, to_standard_error); + runtime_support_release(*write_string_lock); +} + +write_strings :: (strings: ..string, to_standard_error := false) #no_context #compiler { + // write_strings is marked #compiler because, if called at compile-time, it + // involves a different implementation that also syncs with the compiler's output. + // This runtime version of write_strings is just about syncing the threads + // in your own program. + + one_time_init(*synch_initted, init_synchronization()); + + runtime_support_acquire(*write_string_lock); + for strings write_string_unsynchronized(it, to_standard_error); + runtime_support_release(*write_string_lock); +} + +#scope_module; + +write_loc :: (loc: Source_Code_Location, to_standard_error := false) #no_context { + write_strings(loc.fully_pathed_filename, ":", to_standard_error = to_standard_error); + write_number(loc.line_number, to_standard_error = to_standard_error); + write_string(",", to_standard_error); + write_number(loc.character_number, to_standard_error = to_standard_error); +} + +my_panic :: () #no_context { + write_string("Panic.\n", to_standard_error = true); + debug_break(); +} + +__panic_due_to_runtime_call_of_compile_time_procedure :: (line_number: s64, filename: *u8) #no_context { + write_string("Error: Attempt to call a compile-time procedure at runtime. The location of the call was: ", to_standard_error = true); + write_string(to_string(filename), to_standard_error = true); + write_string(":", to_standard_error = true); + write_number(line_number, to_standard_error = true); + write_string(".\n", to_standard_error = true); + + my_panic(); +} + +#if DEFINE_INITIALIZATION { + // TEMPORARY_STORAGE_SIZE is defined by the compiler based on Build_Options. + + first_thread_context: #Context; + first_thread_temporary_storage: Temporary_Storage; + first_thread_temporary_storage_data: [TEMPORARY_STORAGE_SIZE] u8 #align 64; + + #scope_export + #program_export + __jai_runtime_init :: (argc: s32, argv: **u8) -> *#Context #c_call { + __command_line_arguments.count = argc; + __command_line_arguments.data = argv; + + // We don't need this initializer_of call, but we're leaving it in a comment, in case there are + // compiler bugs in Context init and you want to work around them by re-enabling it. + // @Temporary: Putting it back for a bit since there is a bug exhibiting on Mac that might + // also cause first_thread_context not to be fully filled out... + initializer_of(#Context)(*first_thread_context); + + ts := *first_thread_temporary_storage; + + ts.data = first_thread_temporary_storage_data.data; + ts.size = first_thread_temporary_storage_data.count; + + first_thread_context.temporary_storage = ts; + + return *first_thread_context; + } + + #program_export + __jai_runtime_fini :: (_context: *void) #c_call { + // Nothing here for now! + // We don't bother shutting down the default allocator. The OS frees the memory. + } +} + +__instrumentation_first :: () { + // These are places to insert code, from a metaprogram, if you want + // that code to run before main(). +} + +__instrumentation_second :: () { +} + +#scope_module + +#if DEFINE_SYSTEM_ENTRY_POINT { + #program_export "main" + __system_entry_point :: (argc: s32, argv: **u8) -> s32 #c_call { + __jai_runtime_init(argc, argv); + + push_context first_thread_context { + #if ENABLE_BACKTRACE_ON_CRASH { + // It's possible we should move the init of the crash handler to after __instrumentation_*, so that + // plugins can set it? But, plugin inits can crash. So maybe we need some other way for a plugin + // to say it's taking over the crash handler. + + Handler :: #import "Runtime_Support_Crash_Handler"; + Handler.init(); + } + + __instrumentation_first (); + __instrumentation_second(); + + __program_main :: () #entry_point; + no_inline __program_main(); + } + + return 0; + } +} + +Default_Allocator :: #import "Default_Allocator"; + +runtime_support_default_allocator_proc :: Default_Allocator.allocator_proc; + +#scope_export + +compile_time_debug_break :: () #compiler #no_context; + +debug_break :: () #no_context { + if #compile_time { + compile_time_debug_break(); + } else { + // Break into the debugger, or stop the running process. + #if OS == .PS5 { + #asm { int 0x41; } + } else #if CPU == .X64 { + #asm { int3; } + } else #if CPU == .ARM64 { + #bytes .[0x20, 0x00, 0b001_0_0000, 0b1101_0100]; // BRK 0x01: 11 bit instruction, 16 bit immediate, 5 bit unused. + } else #if OS == .WASM { + wasm_debug_break :: () #foreign; // You will need to provide this function as JS code in your WASM environment. :JaiWasm: + wasm_debug_break(); + } else { + llvm_trap :: () #intrinsic "llvm.debugtrap"; // @ToDo: This used to be llvm.trap which supposedly doesn’t work on Android. We need to test if "debugtrap" works there or if we need a different implemenation. + llvm_trap(); + } + } +} + +// one_time_init is exposed because maybe user libraries want to use a similar thing. +one_time_init :: (synch_value: *s32, to_insert: Code) #expand { + // A routine to run the code in 'to_insert' only once, even if + // there are multiple threads. synch_value.* should be 0 at startup. + + // The values of synch_value.*: + // 0 = uninitialized, 1 = in progress init, 2 = initialized. + + // Courtesy of Jeff Roberts. + + while 1 { + // @Warning: Apparently this read may not work on ARM, we need to look into it. + // The goal here is just to avoid the overhead of spamming the compare_and_swap. + if synch_value.* == 2 break; + + success, old := compare_and_swap(synch_value, 0, 1); + if old == { + case 0; + #insert to_insert; + + if !compare_and_swap(synch_value, 1, 2) debug_break(); // Should not happen! + case 1; + // Maybe some exponential fall offy thing here? + #if CPU == .X64 { + for 1..4 #asm { pause; pause; pause; pause; pause; } + } + #if CPU == .ARM64 { + #bytes .[0x3F, 0x20, 0x03, 0xD5]; // YIELD + } + case 2; + } + } +} + +// @Volatile: Context_Base must match internal compiler settings in general.h +// It must exist and be relatively easy to compile (without requiring #run of +// procedures, for example). Context_Base is going to be annoying to edit because +// if you make an error of some kind, even a simple one like an undeclared identifier, +// you won't get a helpful error message. +Context_Base :: struct { + context_info: *Type_Info_Struct; // Allow libs or DLLs to see what context we are passing them. Will always be initialized to type_of(Context). + + thread_index : u32; + + allocator := default_allocator; + + logger := runtime_support_default_logger; + logger_data : *void; + log_source_identifier: u64; // Arbitrary identifier; settable by the main program. + log_level : Log_Level; // Settable by the main program to inform anyone who logs. + + temporary_storage: *Temporary_Storage; + + // Currently, for simplicity we don't #if this out right now when _STACK_TRACE is false + // (but may later). It is probably convenient to let runtime code be able + // to check context.stack_trace to see if it is null in some cases, + // rather than needing all that to be #iffed as well. We will see. + stack_trace: *Stack_Trace_Node; + + assertion_failed := runtime_support_assertion_failed; + handling_assertion_failure := false; // Used to avoid assert() infinite loops. Do not mess with this value. + + default_allocator :: Allocator.{runtime_support_default_allocator_proc, null}; +} + +Temporary_Storage :: struct { // @Volatile: Must match general.h + data: *u8; + size: s64; + + total_bytes_occupied: s64; + high_water_mark: s64; + last_set_mark_location: Source_Code_Location; + + implementation_data: [256] u8; +} + +#scope_module + +init_synchronization :: () #no_context { + // For now, we do not bother to destroy write_string_lock, etc + // on shutdown. + #if OS == .WINDOWS { + InitializeCriticalSection :: (section: *CRITICAL_SECTION_stub) #foreign kernel32; + InitializeCriticalSection(*write_string_lock); + + STD_OUTPUT_HANDLE :: -11; + STD_ERROR_HANDLE :: -12; + windows_standard_output = GetStdHandle(STD_OUTPUT_HANDLE); + windows_standard_error = GetStdHandle(STD_ERROR_HANDLE); + } else #if OS == .LINUX || OS == .ANDROID { + // Nothing to do + } else #if OS_IS_UNIX { // Other Unixes + PTHREAD_MUTEX_RECURSIVE :: 2; + #if OS == .MACOS || OS == .IOS { + pthread_mutexattr_t_stub :: struct { memory: [2] s64; } + } else { + pthread_mutexattr_t_stub :: *void; + } + pthread_mutexattr_init :: (attr: *pthread_mutexattr_t_stub) -> s32 #foreign pthreads; + pthread_mutexattr_settype :: (attr: *pthread_mutexattr_t_stub, type: s32) -> s32 #foreign pthreads; + pthread_mutex_init :: (mutex: *pthread_mutex_t_stub, attr: *pthread_mutexattr_t_stub) -> s32 #foreign pthreads; + + attr: pthread_mutexattr_t_stub; + pthread_mutexattr_init(*attr); + pthread_mutexattr_settype(*attr, PTHREAD_MUTEX_RECURSIVE); + pthread_mutex_init(*write_string_lock, *attr); // This had better not fail! + } else { + // Let the user fill this in, if desired. + } +} + +#if OS == .WINDOWS { + kernel32 :: #library,system "kernel32"; + + WriteFile :: (handle: *void, buffer: *void, buffer_length: u32, written_result: *u32, overlapped: *void) -> s32 #foreign kernel32; + GetStdHandle :: (handle: s32) -> *void #foreign kernel32; + + EnterCriticalSection :: (lpCriticalSection: *CRITICAL_SECTION_stub) #foreign kernel32; + LeaveCriticalSection :: (lpCriticalSection: *CRITICAL_SECTION_stub) #foreign kernel32; + + runtime_support_acquire :: EnterCriticalSection; + runtime_support_release :: LeaveCriticalSection; + write_string_lock: CRITICAL_SECTION_stub; + + // Our mutex / critical sections are just dummies to hold as much memory as we need, so we don't bloat Runtime_Support. + CRITICAL_SECTION_stub :: struct { + memory: [5] u64; + } + + windows_standard_output: *void; + windows_standard_error: *void; +} else #if OS_IS_UNIX { + libc :: #library,system "libc"; + write :: (fd: s32, buf: *void, count: u64) -> s64 #foreign libc; + + #if OS == .LINUX || OS == .ANDROID { + // Use futex to avoid depending on pthread + write_string_lock: s32; // Zero if unlocked. + + FUTEX_WAIT :: 0; + FUTEX_WAKE :: 1; + FUTEX_PRIVATE_FLAG :: 128; + + runtime_support_acquire :: (futex_lock: *s32) #no_context { + SPIN_BUDGET :: 10; + + loop_count := 0; + + // Retry to acquire the lock until we got it. + while true { + if compare_and_swap(futex_lock, 0, 1) { + // The mutex was free and is now acquired. + return; + } + + // Spin wait before trying to acquire the mutex again. + if loop_count < SPIN_BUDGET { + loop_count += 1; + + for 0..(1 << loop_count) { + #if CPU == .X64 { + #asm { pause; pause; pause; pause; } + } + #if CPU == .ARM64 { + #bytes .[0x3F, 0x20, 0x03, 0xD5]; // YIELD + } + } + } else { + // Spinning takes too long, let's block and try re-acquire after wake up. + futex(futex_lock, FUTEX_WAIT | FUTEX_PRIVATE_FLAG, 1); + loop_count = 0; + } + } + } + + runtime_support_release :: (futex_lock: *s32) #no_context { + compare_and_swap(futex_lock, 1, 0); // lock_xchg would be enough, but we don’t have that intrinsic + futex(futex_lock, FUTEX_WAKE | FUTEX_PRIVATE_FLAG, 1); + } + + futex :: (futex_lock: *s32, op: u64, val: u64) #expand { + #if CPU == .X64 { + SYS_futex :: 202; + #asm SYSCALL_SYSRET { + mov.q call: gpr === a, SYS_futex; + mov.q uaddr: gpr === di, futex_lock; + mov.q futex_op: gpr === si, op; + mov.q value: gpr === d, val; + mov.q timeout: gpr === 10, 0; + + syscall t1:, t2:, call; + } + } else { + SYS_futex :: 98; + syscall :: (__sysno: s64, __args: ..Any) -> s64 #foreign libc; + syscall(SYS_futex, futex_lock, op, val, null, null, 0); + } + } + } else { + #if OS == .MACOS || OS == .IOS { + pthreads :: #library,system "libc"; + } else { + pthreads :: #library,system "libpthread"; + } + + pthread_mutex_lock :: (mutex: *pthread_mutex_t_stub) -> s32 #foreign pthreads; + pthread_mutex_unlock :: (mutex: *pthread_mutex_t_stub) -> s32 #foreign pthreads; + + runtime_support_acquire :: pthread_mutex_lock; + runtime_support_release :: pthread_mutex_unlock; + write_string_lock: pthread_mutex_t_stub; + + // Our mutex / critical sections are just dummies to hold as much memory as we need, so we don't bloat Runtime_Support. + // @Volatile: These types have to fit the real declarations on each platform! + #if OS == .MACOS || OS == .IOS { + pthread_mutex_t_stub :: struct { + memory: [64] u8; + } + } else { + pthread_mutex_t_stub :: *void; + } + } +} else { + // Let the user fill this in, if desired. + write_string_lock: void; + runtime_support_acquire :: (lock: *$T) #no_context #expand {} + runtime_support_release :: (lock: *$T) #no_context #expand {} +} + +#if OS == .ANDROID { + android_write_string_buffer_offset := 0; + android_write_string_buffer_is_error: bool; + android_write_string_buffer: [512] u8; // Android offers no bare stdio functions, only loggers – which append "\n". So we have to buffer partial lines… :AndroidWriteString + #scope_export + android_flush_write_string_buffer :: (force := false) #no_context { + if !force && !android_write_string_buffer_offset return; + + liblog :: #library,system "liblog"; + ANDROID_LOG_INFO: s32 : 4; + ANDROID_LOG_ERROR: s32 : 6; + __android_log_write :: (prio: s32, tag: *u8, fmt: *u8, args: .. Any) -> s32 #foreign liblog; + + level := ifx android_write_string_buffer_is_error then ANDROID_LOG_ERROR else ANDROID_LOG_INFO; + tag := ifx android_write_string_buffer_is_error then "jai-stderr".data else "jai-stdout".data; + + android_write_string_buffer[android_write_string_buffer_offset] = 0; + __android_log_write(level, tag, android_write_string_buffer.data); + android_write_string_buffer_offset = 0; + } +} + +synch_initted: s32 = 0; + + + +// ========================================================================================================================================== +// Below are the functions we've added. + +#scope_file + + +report_bounds_check_error_more_visibly :: (index: s64, limit: s64, line_number: s64, filename: *u8) #no_context { + report_error_in_yer_face_no_ctx("Array bounds check failed in file % at line number %: \nProvided index: %, maximum index: %", to_string(filename), line_number, index, limit-1); +} + +report_null_pointer_error_more_visibly :: (index: s64, line_number: s64, filename: *u8) #no_context { + if index { + // This is a procedure argument. + report_error_in_yer_face_no_ctx("Null pointer check failed in file % at line number %: \nArgument % is undergoing an automatic dereference, but the pointer is null.", to_string(filename), line_number, index); + } else { + // It was a dereference that happened in some other way. + report_error_in_yer_face_no_ctx("Null pointer check failed in file % at line number %: \nA pointer is undergoing an automatic dereference, but the pointer is null.", to_string(filename), line_number); + } +} + +report_arithmetic_overflow_more_visibly :: (line_number: s64, filename: *u8) #no_context { + report_error_in_yer_face_no_ctx("Arithmetic overflow in file % at line number %: \nCheck the logs for more information.", to_string(filename), line_number); +} + +report_failed_assertion_more_visibly :: (loc: Source_Code_Location, msg: string) { + report_error_in_yer_face("Assertion failed in file % at line %, char %: \n%", loc.fully_pathed_filename, loc.line_number, loc.character_number, msg); +} + +#scope_export +// Set by the program: logs the crash report to the session log and waits for it to be written. +crash_log_hook: #type (crash_report: string); +// Set by the program: the crash report is -crash-report.txt, beside the executable on +// Windows and in the per-user data folder of this name on Linux and macOS. +crash_report_folder_name := "app"; +#scope_file + +report_error_in_yer_face_no_ctx :: (message: string, args: .. Any) #no_context { + ctx: #Context; + push_context ctx { report_error_in_yer_face(message, ..args, from_no_context = true); } +} + +report_error_in_yer_face :: (message: string, args: .. Any, from_no_context := false) { + using _ :: #import "System"; // 'using' ensures the imports stay within this scope. (Raw imports do not respect scopes) + using _ :: #import "String"; + using _ :: #import "Basic"; + using _ :: #import "File"; + + formatted_message := tprint(message, ..args); + + builder: String_Builder; + append(*builder, formatted_message); + append(*builder, "\n\n"); + if from_no_context || !context.stack_trace { + print_to_builder(*builder, "Stack trace not available%.\n", ifx from_no_context " (it was lost due to a #no_context call)"); + } else { + append(*builder, "Stack trace:\n"); + node := context.stack_trace; + while node { + if node.info print_to_builder(*builder, "%:%: %\n", node.info.location.fully_pathed_filename, node.line_number, node.info.name); + node = node.next; + } + } + crash_report := builder_to_string(*builder); + + // Create a crash report file + data_dir := path_strip_filename(get_path_of_running_executable()); + + #if OS == .LINUX { + XDG :: #import "XDG"; + data_dir = sprint("%/%", XDG.get_path(.DATA_HOME), crash_report_folder_name); + } + #if OS == .MACOS { + using _ :: #import "Objective_C"; + application_support := to_string(NSURL.path(NSFileManager.URLForDirectory(NSFileManager.defaultManager(), NSApplicationSupportDirectory, NSUserDomainMask, null, YES, null))); + data_dir = sprint("%/%", application_support, crash_report_folder_name); + } + + data_dir = trim_right(data_dir, "/"); + make_directory_if_it_does_not_exist(data_dir); + crash_report_file_path := tprint("%/%-crash-report.txt", data_dir, crash_report_folder_name); + write_entire_file(crash_report_file_path, crash_report); + + // The crash report is overwritten every new crash, so we also print it to the session log for safekeeping. + // The program's hook queues it and waits for the log to reach the disk; #no_context strips the + // logger from context, so without the hook a #no_context crash can't reach the session log. + if crash_log_hook { + crash_log_hook(crash_report); + } else if !from_no_context { + log_error(crash_report, flags = .TO_FILE_ONLY); + } + + // Show a Windows message box + #if OS == .WINDOWS { + W :: #import "Windows"; + W_Utf8 :: #import "Windows_Utf8"; + W.ShowCursor(1); + W.MessageBoxW(null, W_Utf8.utf8_to_wide(formatted_message,, allocator = temp), W_Utf8.utf8_to_wide("Fatal Error",, allocator = temp), W.MB_OK); + } +} + +// END of the functions we've added +// ========================================================================================================================================== diff --git a/modules/Secure_Memory/module.jai b/modules/Secure_Memory/module.jai new file mode 100644 index 0000000..64efee9 --- /dev/null +++ b/modules/Secure_Memory/module.jai @@ -0,0 +1,76 @@ +// Secure memory overwrite primitives, extracted from Basic so that allocators can depend on +// wiping without dragging in the rest of Basic. Apart from libsodium it imports Basic. +// +// USE_SODIUM routes the wipe through libsodium's sodium_memzero, the portable way to get a +// store the optimizer is not permitted to elide. Without it, x64 wipes with inline assembly the +// optimizer leaves alone, and other CPUs (arm64) with a plain loop it is allowed to remove. +// +// In this template it defaults to false, so the build needs no libsodium. Module parameters +// only reach a module from the main program, and Basic's arenas import this one directly, so +// this default is what they get. If the app keeps secrets in memory, add the jai-sodium module +// to modules/ and set the default back to true. + +#module_parameters () (USE_SODIUM := false, LOAD_TESTS := false); + +Basic :: #import "Basic"; // assert + +#if USE_SODIUM { + Sodium :: #import "jai-sodium"; + + // Byte counts are signed ints throughout this module; libsodium wants an unsigned length. + secure_memzero :: inline (memory: *void, count: int) { + if count <= 0 return; + Sodium.sodium_memzero(memory, count.(u64,no_check)); + } +} + +#if LOAD_TESTS { + #load "tests/secure_memory_tests.jai"; +} + +// Wipe_Function :: #type (memory: *void, count: int); + +// Macros for ease-of-use +secure_overwrite :: (s: string) #expand { + memory_secure_overwrite(s.data, s.count); +} + +secure_overwrite :: (a: []$T) #expand { + memory_secure_overwrite(a.data, a.count * size_of(T)); +} + +secure_overwrite :: (memory: *$T) #expand { + memory_secure_overwrite(memory, size_of(T)); +} + +secure_overwrite :: (memory: *$T, count: int) #expand { + memory_secure_overwrite(memory, count); +} + +// sodium_memzero only zeroes, so a non-zero fill still takes the rep stos / loop path. +memory_secure_overwrite :: inline (memory: *void, count: int, value: u8 = 0) { + Basic.assert(count >= 0); + if count <= 0 return; + +#if USE_SODIUM { + if value == 0 { + secure_memzero(memory, count); + return; + } +} + +#if CPU == .X64 { + #asm { + memory === di; + value === a; + count === c; + rep_stos.b memory, value, count; + } +} else { + memu8 := cast(*u8) memory; + for 0..count-1 { + memu8[it] = value; + } +} + +} diff --git a/modules/Secure_Memory/tests/secure_memory_tests.jai b/modules/Secure_Memory/tests/secure_memory_tests.jai new file mode 100644 index 0000000..957cf5e --- /dev/null +++ b/modules/Secure_Memory/tests/secure_memory_tests.jai @@ -0,0 +1,219 @@ +// Test suite for Secure_Memory. +// +// module.jai #loads this file when the module is imported with LOAD_TESTS = true, so the +// suite is built against the same USE_SODIUM setting the module was built with -- running it +// tells you the wipe path you actually shipped works, not the default one. +// +// Every check writes a recognizable pattern, wipes part of it, and asserts both that the +// wiped span changed and that the bytes on either side did not. + +#import "Basic"; // String_Builder, print, print_to_builder, tprint + +#scope_file + +MAX_GROUPS :: 8; + +group_names : [MAX_GROUPS] string; +group_checks : [MAX_GROUPS] int; +group_fails : [MAX_GROUPS] int; +group_count := 0; + +checks_run := 0; +checks_failed := 0; + +// Set by run_secure_memory_tests. One suite is one work item, so a file-scope pointer is +// enough; null means write straight to stdout, as a synchronous or standalone run does. +output_builder: *String_Builder; + +emit :: (format_string: string, args: ..Any) { + if output_builder print_to_builder(output_builder, format_string, ..args); + else print(format_string, ..args); +} @PrintLike + +group :: (name: string) { + assert(group_count < MAX_GROUPS, "raise MAX_GROUPS"); + group_names[group_count] = name; + group_count += 1; + emit("\n-- % --\n", name); +} + +expect :: (condition: bool, format: string, args: ..Any, loc := #caller_location) { + checks_run += 1; + if group_count group_checks[group_count-1] += 1; + if condition return; + + checks_failed += 1; + if group_count group_fails[group_count-1] += 1; + + name := ifx group_count then group_names[group_count-1] else "?"; + emit(" FAIL [%:%] %\n", name, loc.line_number, tprint(format, ..args)); +} + +fill :: (memory: *void, count: s64, value: u8) { + bytes := cast(*u8) memory; + for 0..count-1 bytes[it] = value; +} + +all_bytes_are :: (memory: *void, count: s64, value: u8) -> bool { + bytes := cast(*u8) memory; + for 0..count-1 if bytes[it] != value return false; + return true; +} + +// A buffer with a canary run on each side, so a wipe that walks past its span is visible. +GUARD :: 16; +BODY :: 64; +CANARY :: 0xa5; + +Guarded :: struct { + bytes: [GUARD + BODY + GUARD] u8; +} + +body_of :: (using g: *Guarded) -> *u8 { + return bytes.data + GUARD; +} + +prepare :: (g: *Guarded, pattern: u8) { + fill(g.bytes.data, g.bytes.count, CANARY); + fill(body_of(g), BODY, pattern); +} + +guards_intact :: (g: *Guarded) -> bool { + if !all_bytes_are(g.bytes.data, GUARD, CANARY) return false; + if !all_bytes_are(g.bytes.data + GUARD + BODY, GUARD, CANARY) return false; + return true; +} + +// --------------------------------------------------------------------------- + +memory_secure_overwrite_tests :: () { + group("memory_secure_overwrite"); + + g: Guarded; + + prepare(*g, 0xcc); + memory_secure_overwrite(body_of(*g), BODY); + expect(all_bytes_are(body_of(*g), BODY, 0), "default value did not zero the body"); + expect(guards_intact(*g), "default value ran past the body"); + + prepare(*g, 0xcc); + memory_secure_overwrite(body_of(*g), BODY, 0xff); + expect(all_bytes_are(body_of(*g), BODY, 0xff), "explicit fill value was not written"); + expect(guards_intact(*g), "explicit fill value ran past the body"); + + // A partial wipe must leave the tail of the body alone, not just the guards. + HALF :: BODY / 2; + prepare(*g, 0xcc); + memory_secure_overwrite(body_of(*g), HALF); + expect(all_bytes_are(body_of(*g), HALF, 0), "partial wipe did not zero the first half"); + expect(all_bytes_are(body_of(*g) + HALF, BODY - HALF, 0xcc), "partial wipe clobbered the second half"); + expect(guards_intact(*g), "partial wipe ran past the body"); + + prepare(*g, 0xcc); + memory_secure_overwrite(body_of(*g), 0); + expect(all_bytes_are(body_of(*g), BODY, 0xcc), "a zero count wrote something"); + expect(guards_intact(*g), "a zero count ran past the body"); +} + +secure_overwrite_tests :: () { + group("secure_overwrite overloads"); + + // string: count is already a byte count. + { + storage: [BODY] u8; + fill(storage.data, storage.count, 0xcc); + s := string.{storage.count, storage.data}; + secure_overwrite(s); + expect(all_bytes_are(storage.data, storage.count, 0), "string overload did not zero the backing bytes"); + } + + // []$T: the overload has to scale count by size_of(T), or it wipes a quarter of the array. + { + values: [16] u32; + for * values it.* = 0xdead_beef; + view: []u32 = values; + secure_overwrite(view); + expect(all_bytes_are(values.data, values.count * size_of(u32), 0), "slice overload did not zero every element"); + } + + // *$T: wipes exactly size_of(T). + { + Blob :: struct { + a: u64; + b: u64; + c: u64; + } + pair: [2] Blob; + fill(pair.data, size_of(Blob) * 2, 0xcc); + secure_overwrite(*pair[0]); + expect(all_bytes_are(*pair[0], size_of(Blob), 0), "pointer overload did not zero the struct"); + expect(all_bytes_are(*pair[1], size_of(Blob), 0xcc), "pointer overload ran into the next struct"); + } + + // *$T + explicit byte count. + { + g: Guarded; + prepare(*g, 0xcc); + secure_overwrite(body_of(*g), BODY); + expect(all_bytes_are(body_of(*g), BODY, 0), "counted overload did not zero the body"); + expect(guards_intact(*g), "counted overload ran past the body"); + } +} + +#if USE_SODIUM { + sodium_tests :: () { + group("sodium_memzero wrapper"); + + g: Guarded; + + prepare(*g, 0xcc); + secure_memzero(body_of(*g), BODY); + expect(all_bytes_are(body_of(*g), BODY, 0), "secure_memzero did not zero the body"); + expect(guards_intact(*g), "secure_memzero ran past the body"); + + prepare(*g, 0xcc); + secure_memzero(body_of(*g), 0); + expect(all_bytes_are(body_of(*g), BODY, 0xcc), "secure_memzero with a zero count wrote something"); + + prepare(*g, 0xcc); + secure_memzero(body_of(*g), -1); + expect(all_bytes_are(body_of(*g), BODY, 0xcc), "secure_memzero with a negative count wrote something"); + } +} + +report :: () -> bool { + emit("\n-- results by group --\n"); + + for 0..group_count-1 { + if group_fails[it] { + emit(" % -- % checks, % FAILED\n", group_names[it], group_checks[it], group_fails[it]); + } else { + emit(" % -- % checks\n", group_names[it], group_checks[it]); + } + } + + emit("\n"); + if checks_failed == 0 { + emit("ALL SECURE MEMORY TESTS PASSED (% checks over % groups)\n", checks_run, group_count); + return true; + } + emit("SECURE MEMORY TESTS FAILED (% of % checks over % groups)\n", checks_failed, checks_run, group_count); + return false; +} + +#scope_export + +// builder null writes to stdout as it goes; pass one to buffer the whole report so a +// threaded run does not interleave with other suites. +run_secure_memory_tests :: (builder: *String_Builder = null) -> bool { + output_builder = builder; + + emit("=== Secure_Memory test suite ===\n"); + emit("USE_SODIUM = %, CPU = %\n", USE_SODIUM, CPU); + + memory_secure_overwrite_tests(); + secure_overwrite_tests(); + #if USE_SODIUM sodium_tests(); + + return report(); +} diff --git a/modules/Serialization/module.jai b/modules/Serialization/module.jai new file mode 100644 index 0000000..99d25a4 --- /dev/null +++ b/modules/Serialization/module.jai @@ -0,0 +1,5 @@ +// Capture_File (copied from D:\SnagitIndex\SnagitConverter) imports "Serialization" for Serializer +// and Deserializer. In this app they are part of Basic (modules/Basic/serialization.jai), so this +// module only passes Basic on. + +#import "Basic"; diff --git a/modules/Shared_Memory_Channel/examples/common.jai b/modules/Shared_Memory_Channel/examples/common.jai new file mode 100644 index 0000000..0fa85d8 --- /dev/null +++ b/modules/Shared_Memory_Channel/examples/common.jai @@ -0,0 +1,11 @@ +// The two example programs here, 'read' and 'write', work in concert. +// Compile those. This file is just here to supply settings to those programs. + +NUMBER_OF_MESSAGES :: 10000; +HEADER_SIZE :: 2; // 1 byte for message-or-done, 1 byte for the checksum. + +Protocol_Tag :: enum u8 { // Is there a message here, or are we done? + DONE :: 0; + MESSAGE :: 1; +} + diff --git a/modules/Shared_Memory_Channel/examples/read.jai b/modules/Shared_Memory_Channel/examples/read.jai new file mode 100644 index 0000000..3dee079 --- /dev/null +++ b/modules/Shared_Memory_Channel/examples/read.jai @@ -0,0 +1,79 @@ +#import "Shared_Memory_Channel"; +#import "Basic"; + +// Settings that both 'read' and 'write' use: +#load "common.jai"; + +CHANNEL_DATA_BYTES :: 65536; + +// Note: The checksum is here just to make sure there isn't a bug, not because +// we are worried about bits being corrupted. +main :: () { + success, channel := reader_create_channel("Cowabunga!", CHANNEL_DATA_BYTES); + if !success { + log_error("Exiting due to channel creation failure.\n"); + return; + } + + defer reader_release_channel(*channel); + + write_string("Started reading.\n"); + + messages_read := 0; + while 1 { + message_success, fatal_error, message := reader_poll_for_message(*channel); + + // If message_success == false, it could mean there's just no message ready yet. + if message_success { + // We know, due to our user-level protocol, messages must be at least 1 byte. + // If we get a 0-byte message, that is bad! If we get a 1-byte message, and + // it is not Protocol_Tag.DONE, that is bad! I reordered the checks here + // to make it a bit simpler: + + bytes := message.user_read_bytes; + if bytes >= HEADER_SIZE { + command := message.user_read_pointer[0]; + if command != cast(u8) Protocol_Tag.MESSAGE { + log_error("Got an invalid command on a data message: %\n", command); + return; + } + + stored_checksum := message.user_read_pointer[1]; + + data_bytes := message.user_read_bytes - HEADER_SIZE; + + my_checksum: u8; + for 0..data_bytes-1 { + my_checksum ^= message.user_read_pointer[it + HEADER_SIZE]; + } + + if my_checksum != stored_checksum { + log_error("Checksum mismatch in message #%: Wanted %, got %. Quitting.\n", messages_read+1, stored_checksum, my_checksum); + return; + } + } else if bytes == 1 { + command := message.user_read_pointer[0]; + if command == cast(u8) Protocol_Tag.DONE { + log("Received DONE; breaking from the loop.\n"); + break; + } + } else { + log_error("Got a message that is too short! Quitting.\n"); + return; + } + + reader_done_with_message(*message); + messages_read += 1; + } + + if fatal_error { + print("FATAL error!\n"); + return; + } else if !message_success { + sleep_milliseconds(1); + } + } + + log("Reader has successfully received % messages!\n", messages_read); + assert(messages_read == NUMBER_OF_MESSAGES); +} diff --git a/modules/Shared_Memory_Channel/examples/write.jai b/modules/Shared_Memory_Channel/examples/write.jai new file mode 100644 index 0000000..6b44d89 --- /dev/null +++ b/modules/Shared_Memory_Channel/examples/write.jai @@ -0,0 +1,69 @@ +#import "Shared_Memory_Channel"; +#import "Basic"; +#import "Random"; + +// Settings that both 'read' and 'write' use: +#load "common.jai"; + +main :: () { + channel_success, channel := writer_connect("Cowabunga!"); + if !channel_success { + log_error("Exiting due to channel opening failure.\n"); + return; + } + + defer writer_disconnect(*channel); + + // Seed the random number generator based on time time, to get a different run every time. + random_seed(current_time_monotonic().low); + + messages_sent := 0; + while messages_sent < NUMBER_OF_MESSAGES { + // Reserve memory for a message of a random length. + // The first two bytes are part of our simple user-level protocol, + // telling the reader when whether we are done or not, and if not, what the + // checksum of the message is. + + num_data_bytes := cast(s64) (cast(u64) random_get() % 1000); + + message_success, message := writer_reserve_message(*channel, num_data_bytes + HEADER_SIZE); + if !message_success { + // @Incomplete. Count the number of fails in a row? etc. Maybe just skip frames? + sleep_milliseconds(1); + continue; + } + + message.user_write_pointer[0] = cast(u8) Protocol_Tag.MESSAGE; + checksum: u8 = 0; + + for j: 0..num_data_bytes-1 { + u := cast(u8)(random_get() & 0xff); + message.user_write_pointer[HEADER_SIZE + j] = u; + checksum ^= u; + } + + message.user_write_pointer[1] = checksum; + + writer_commit_message(*channel, message); // This means the contents of the message are all complete, so it's okay for the reader to see the message. + messages_sent += 1; + } + + // We are done with all messages, so write a DONE. + + // @Refactor: Make it nicer to get the byte from the buffer. + while 1 { + // @Incomplete: Quit after some amount of time? + message_success, message := writer_reserve_message(*channel, 1); + if !message_success { + sleep_milliseconds(10); + continue; // @Incomplete. Count the number of fails in a row? etc. Maybe just skip frames? + } + + message.user_write_pointer[0] = cast(u8) Protocol_Tag.DONE; + writer_commit_message(*channel, message); + break; + } + + write_string("Writer is done!\n"); +} + diff --git a/modules/Shared_Memory_Channel/module.jai b/modules/Shared_Memory_Channel/module.jai new file mode 100644 index 0000000..bc4caef --- /dev/null +++ b/modules/Shared_Memory_Channel/module.jai @@ -0,0 +1,388 @@ +// Audit Header_Os_Specific. +// User-level protocol info. +// Handle wrapping. +// Assert that we don't read another message without being done with the previous. +// Assert that we are done reading or writing when destroying channels. + +// Make the documentation below more accurate: + +// This is a module for communicating quickly, with other processes on the same machine, +// using shared memory. + +// The reader calls reader_create_channel to initialize, +// reader_release_channel to deinitialize that buffer. + +// The writer calls writer_connect. If that succeeds, +// the writer can call writer_get_packet_pointer() to get the position into which +// we can write, and then writer_send_packet() to actually send. + +// Document: Circular buffer is big relative to message size, so messages do not wrap. +// Only one thread at once to write or read. + +// On Linux, we can't be O_EXCL so we hose ourselves if you run us twice? wtf? How do we get the fd to be tied to the process lifetime? + +// Keep trying to reconnect if you start the game before the visualizer. +#if OS == .WINDOWS { + #load "windows.jai"; +} else #if (OS == .LINUX) || (OS == .MACOS) { + #load "posix.jai"; +} + +Header :: struct { + magic : u32; + version : u32; + + reader_status: enum s32 { + DISCONNECTED :: 0; + PAUSED :: 1; + ACTIVELY_READING :: 2; + }; + + writer_status: enum s32 { + DISCONNECTED :: 0; + PAUSED :: 1; + ACTIVELY_WRITING :: 2; + }; + + offset_to_os_specific_header: u32; // This is the offset from the start of the header. + offset_to_message_queue_header: u32; // This is the offset from the start of the header. + offset_to_message_data: u32; // This is the offset from the start of the header. + + full_memory_region_size_in_bytes: s64; // The size of the full memory region, from the start of the header to the end of contiguous memory. + data_size_in_bytes: s64; // The size of the data area (a.k.a. sum of all message sizes that can be queued at once). +} + +Read_Channel :: struct { + header: *Header; + os_specific: Read_Channel_Os_Specific; +} + +Write_Channel :: struct { + header: *Header; + os_specific: Write_Channel_Os_Specific; +} + +Message_Queue_Header :: struct { + read_cursor: s64; // Offset of the next data to read from the start of the Header (not this Message_Queue_Header). + pad: [56] u8 = ---; // Give us at least 1 cache line of padding. + write_cursor: s64; // Offset of the next data to write from the start of the Header (not this Message_Queue_Header). +} + +Reserved_Message :: struct { + channel: *Write_Channel; + offset: s64; + total_bytes: s64; // This includes message overhead. + + user_write_pointer: *u8; // Write your mesasge here. +} + +Read_Message :: struct { + channel: *Read_Channel; + offset: s64; + total_bytes: s64; + + user_read_pointer: *u8; // Can we not just make this a [] *u8? + user_read_bytes: s64; +} + +OFFSET_TO_HEADER_OS_SPECIFIC :: 64; // Probably 1 or 2 cache lines? +OFFSET_TO_MESSAGE_QUEUE_HEADER :: 128; +OFFSET_TO_MESSAGE_DATA :: 256; + +PER_MESSAGE_OVERHEAD_SIZE :: 16; // 8-byte per-message magic stamp, 8-byte length. The magic stamp helps us with debugging. + +// All our length stamps are non-negative numbers, so our wrapping sentinel being negative +// means it will not be mistaken for a length. However, just being boring and writing -1 is not good, +// since that is a fill pattern others might use. So we make a negative number that is unlikely +// to be used elsewhere. +WRAPPING_SENTINEL :: 0xcafebabef00dface; // Reader, if you see this in the length slot, wrap to the start of the buffer.. Must be negative! + +#assert size_of(Header) < OFFSET_TO_HEADER_OS_SPECIFIC; +#assert size_of(Header_Os_Specific) + OFFSET_TO_HEADER_OS_SPECIFIC < OFFSET_TO_MESSAGE_QUEUE_HEADER; + +// already_exists means another reader owns the name; its live header is left untouched. +reader_create_channel :: (name: string, bytes: s64) -> (success: bool, channel: Read_Channel, already_exists: bool = false) { + success, channel, already_exists := reader_create_channel_os_specific(name, bytes); + if !success return false, .{}, already_exists; + + header := channel.header; + + Basic.Initialize(header); + + data := cast(*u8) *channel.header; + + header.magic = (.*) cast(*u32) CHANNEL_MAGIC.data; // @Endian + header.version = PROTOCOL_VERSION; + header.reader_status = .ACTIVELY_READING; // Maybe don't do this until the reader explicitly says so? + + header.offset_to_os_specific_header = OFFSET_TO_HEADER_OS_SPECIFIC; + header.offset_to_message_queue_header = OFFSET_TO_MESSAGE_QUEUE_HEADER; + header.offset_to_message_data = OFFSET_TO_MESSAGE_DATA; + + header.full_memory_region_size_in_bytes = bytes + OFFSET_TO_MESSAGE_DATA; + header.data_size_in_bytes = bytes; + + mq := get_message_queue_header(header); + mq.read\_cursor = OFFSET_TO_MESSAGE_DATA; + mq.write_cursor = OFFSET_TO_MESSAGE_DATA; + + return true, channel; +} + +// Discards everything queued, for recovering once from a corrupted queue. A writer that is +// mid-commit can still land a partial message, which the next poll reports as fatal. +reader_reset_queue :: (channel: *Read_Channel) { + mq := get_message_queue_header(channel.header); + if !mq return; + + cursor_store(*mq.read_cursor, channel.header.offset_to_message_data); + cursor_store(*mq.write_cursor, channel.header.offset_to_message_data); +} + +get_message_queue_header :: inline (header: *Header) -> *Message_Queue_Header { + base := cast(*u8) header; + return cast(*Message_Queue_Header)(base + header.offset_to_message_queue_header); +} + +// Each cursor publishes the message data behind it to the other process, which on ARM64 needs +// acquire and release ordering. compare_and_swap is the atomic documented as acquire-release on +// every target, so both go through it. +cursor_load :: inline (cursor: *s64) -> s64 { + // No cursor is ever -1, so this always fails and only returns the current value. + _, value := compare_and_swap(cursor, -1, -1); + return value; +} + +cursor_store :: inline (cursor: *s64, value: s64) { + while true { + current := cursor.*; + if compare_and_swap(cursor, current, value) break; + } +} + +/* +get_data_area :: inline (header: *Header) -> *u8 { + base := cast(*u8) header; + return base + header.offset_to_message_data; +} +*/ + +// +// OS-independent writer stuff: +// + +writer_reserve_message :: (channel: *Write_Channel, data_bytes: s64) -> (success: bool, reserved: Reserved_Message) { + // @Incomplete assert if a message is currently reserved! + + // We assume our buffer is much bigger than the messages. + // If we cannot get space for a message without wrapping the message in the middle, + // we skip back to the beginning of the buffer. (This means the user level code + // on the reading side can just look at the memory without worrying about wrapping around a ring buffer, + // and without having to copy it out.) + + total_bytes := data_bytes + PER_MESSAGE_OVERHEAD_SIZE; + + header := channel.header; + arena_start := header.offset_to_message_data; + arena_end := arena_start + header.data_size_in_bytes; + + mqh := get_message_queue_header(header); + if !mqh return false, .{}; + + target_position := 0; // 0 means unset. All valid offsets are > 0, so if we see that, we know we found a place for this message. + write_wrapping_sentinel_at := 0; // If this is not 0, we wrapped, so tell the reader that we wrapped. + + write_cursor := mqh.write_cursor; // only this side writes it + read\_cursor := cursor_load(*mqh.read_cursor); + if write_cursor >= read_cursor { + // Test against the end of the buffer. + remaining := arena_end - write_cursor; + if remaining >= total_bytes { + target_position = write_cursor; + } else { + end := header.offset_to_message_data + header.data_size_in_bytes; + if end - write_cursor >= PER_MESSAGE_OVERHEAD_SIZE { + // If there are fewer bytes left than this, the reader will just know to wrap. + write_wrapping_sentinel_at = write_cursor; + } + + write_cursor = header.offset_to_message_data; + + if total_bytes >= header.data_size_in_bytes - 1 return false, .{}; // No way will this message fit. -1 because we cannot meet the read cursor. + } + } + + if !target_position { + // Test for space from the beginning of the buffer to the read cursor. + assert(write_cursor <= read_cursor); // The reader could catch up to us right when we are wrapping. + remaining := read_cursor - write_cursor - 1; // -1 so we cannot meet the read cursor from the bottom. + + if remaining >= total_bytes { + target_position = header.offset_to_message_data; + } else { + return false, .{}; // We were unable to find a place for the message! + } + } + + if write_wrapping_sentinel_at { + assert(write_wrapping_sentinel_at > header.offset_to_message_data); // Writing this to the first buffer position is an error, as it can cause the reader to loop without making progress, and anyway there would be no way to fit a message by wrapping if you were already at the beginning!. + dest := (cast(*u8) header) + write_wrapping_sentinel_at; + (.*)cast(*u64)dest = WRAPPING_SENTINEL; + } + + assert(target_position > 0); + + data_start := cast(*u8) header; + + result: Reserved_Message; + result.offset = write_cursor; + result.total_bytes = total_bytes; + result.channel = channel; + + result.user_write_pointer = data_start + write_cursor + PER_MESSAGE_OVERHEAD_SIZE; + + return true, result; +} + +writer_commit_message :: (channel: *Write_Channel, message: Reserved_Message) -> success: bool { + assert(message.channel == channel); + + if message.channel != channel return false; + + mqh := get_message_queue_header(channel.header); + if !mqh return false; + + data := cast(*u8) channel.header; + + magic_pointer := cast(*u64) (data + message.offset); + length_pointer := cast(*s64) (data + message.offset + 8); + + assert(data + message.offset + 16 == message.user_write_pointer); + magic_pointer.* = (.*)cast(*u64) MESSAGE_MAGIC.data; + length_pointer.* = message.total_bytes; + + cursor_store(*mqh.write_cursor, message.offset + message.total_bytes); + + return true; +} + + +reader_poll_for_message :: (channel: *Read_Channel) -> (found: bool, fatal_error: bool, message: Read_Message) { + header := channel.header; + + mqh := get_message_queue_header(header); + if !mqh return false, true, .{}; + + read_cursor := mqh.read_cursor; // only this side writes it + if read_cursor == cursor_load(*mqh.write_cursor) { + return false, false, .{}; + } + + data := cast(*u8) header; + + magic_pointer := cast(*u64) (data + read_cursor); + length_pointer := cast(*s64) (data + read_cursor + 8); + + desired_magic := (.*) cast(*u64) MESSAGE_MAGIC.data; + magic := magic_pointer.*; + if magic != desired_magic { + if magic == WRAPPING_SENTINEL { + // It's time to wrap! + // I hope we are not at the beginning of the buffer though! + + if read_cursor == header.offset_to_message_data { + Basic.log_error("In reader_poll_for_message(), we got a WRAPPING_SENTINEL at the start of the buffer, which is invalid. We must stop.\n"); + return false, true, .{}; + } + + cursor_store(*mqh.read_cursor, header.offset_to_message_data); + found, fatal_error, message := #this(channel); + return found, fatal_error, message; + } + + Basic.log_error("Invalid magic number 0x% at offset % in reader_poll_for_message(): we got a parse error and must stop.\n", Basic.formatInt(magic, base=16), read_cursor); + + return false, true, .{}; + } + + length := length_pointer.*; + if length < PER_MESSAGE_OVERHEAD_SIZE { + Basic.log_error("In reader_poll_for_message(), we got a length of %, which is invalid. Failing.\n", length); + return false, true, .{}; + } + + end := header.offset_to_message_data + header.data_size_in_bytes; + remaining := end - read_cursor; + if remaining < length { + Basic.log_error("In reader_poll_for_message(), we got a length of %, which is too long (only % bytes are left in the buffer). Failing.\n", length, remaining); + return false, true, .{}; + } + + message: Read_Message; + message.channel = channel; + message.offset = read_cursor; + message.total_bytes = length; + + message.user_read_pointer = data + read_cursor + PER_MESSAGE_OVERHEAD_SIZE; + message.user_read_bytes = length - PER_MESSAGE_OVERHEAD_SIZE; + + return true, false, message; +} + +reader_done_with_message :: (message: *Read_Message) -> bool { + channel := message.channel; + assert(channel != null); + + header := channel.header; + + mqh := get_message_queue_header(header); + if !mqh return false; + + read_cursor := mqh.read_cursor; + read_cursor += message.total_bytes; + + end := header.offset_to_message_data + header.data_size_in_bytes; + if end - read_cursor < PER_MESSAGE_OVERHEAD_SIZE { + // Wrap. + read_cursor = OFFSET_TO_MESSAGE_DATA; + } + + cursor_store(*mqh.read_cursor, read_cursor); + + return true; +} + + +PROTOCOL_VERSION :: 1; +CHANNEL_MAGIC :: "ShmC"; +MESSAGE_MAGIC :: "ShmM2022"; + +#scope_module + +get_size_of_full_mapping_from_stub_header :: (pointer: *void) -> (success: bool, actual_bytes: s64) { + // Ininitially, we don't know how big the memory region is, so we just map + // the header. Then we look in the header to find the size of the full region, + // then re-map it. + header_copy := (.*) cast(*Header) pointer; + desired_magic := (.*) cast(*u32) CHANNEL_MAGIC.data; // @Endian + + success := true; + if header_copy.magic != desired_magic { + Basic.log_error("In writer_connect(), the magic number of the mapped header did not match. (Wanted 0x%, got 0x%).\n", Basic.formatInt(desired_magic, base=16), Basic.formatInt(header_copy.magic, base=16)); + success = false; + } else if header_copy.version != PROTOCOL_VERSION { + Basic.log_error("In writer_connect(), the protocol version did not match. (Wanted %, got %).\n", PROTOCOL_VERSION, header_copy.version); + success = false; + } + + actual_bytes := header_copy.full_memory_region_size_in_bytes; + if actual_bytes < OFFSET_TO_MESSAGE_DATA { + Basic.log_error("In writer_connect(), the full_memory_region_size_in_bytes we got from the header was %, which is too small.\n", actual_bytes); + success = false; + } + + return success, actual_bytes; +} + +Basic :: #import "Basic"; +assert :: Basic.assert; diff --git a/modules/Shared_Memory_Channel/posix.jai b/modules/Shared_Memory_Channel/posix.jai new file mode 100644 index 0000000..82abea6 --- /dev/null +++ b/modules/Shared_Memory_Channel/posix.jai @@ -0,0 +1,192 @@ +Header_Os_Specific :: struct { + magic: u32; +} + +Read_Channel_Os_Specific :: struct { + shm: s32; +} + +Write_Channel_Os_Specific :: struct { + shm: s32; +} + +// +// Reader stuff: +// + +// O_EXCL: the caller unlinks any stale object first, so an existing one belongs to a live reader. +reader_create_channel_os_specific :: (name: string, bytes: s64) -> (success: bool, channel: Read_Channel, already_exists: bool = false) { + P :: Posix; + + total_bytes := bytes + OFFSET_TO_MESSAGE_DATA; + c_name := Basic.temp_c_string(name); + + shm := P.shm_open(c_name, P.O_CREAT | P.O_RDWR | P.O_EXCL, CHANNEL_FILE_MODE); + if shm == -1 { + error_code, error_string := System.get_error_value_and_string(); + if error_code == P.EEXIST return false, .{}, true; + Basic.log_error("Unable to map a view of '%' for % bytes (which is the user-requested % bytes, plus overhead). Error code %, %", name, total_bytes, bytes, error_code, error_string); + return false, .{}; + } + + do_truncate := true; + #if OS == .MACOS { + // On macOS, ftruncate can only be called once after creation of the shared memory object. + // Every subsequent call fails with EINVAL. So let’s check the size and only call ftruncate if it doesn’t match. + // -rluba, 2023-05-15 + mem_stat: P.stat_t; + stat_result := P.fstat(shm, *mem_stat); + if stat_result == -1 { + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("Unable to stat '%'. Error code %, %. The file descriptor was %.", name, error_code, error_string, shm); + P.close(shm); + return false, .{}; + } + + if mem_stat.st_size != 0 { + if mem_stat.st_size >= total_bytes { + // Already has the right size, don’t try to ftruncate again. It would fail on macOS. + // We’re comparing with ">=" instead of "=" because the actual size seems to always be slightly bigger than the one requested via ftruncate. + do_truncate = false; + } else { + // We need to remove the old memory object and re-create it to change its size. + P.close(shm); + unlink_result := P.shm_unlink(c_name); + if unlink_result != 0 { + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("Unable to remove old '%' to re-create it with the right size. Error code %, %.", name, error_code, error_string); + return false, .{}; + } + + shm = P.shm_open(c_name, P.O_CREAT | P.O_RDWR | P.O_EXCL, CHANNEL_FILE_MODE); + if shm == -1 { + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("Unable to re-create a view of '%' for % bytes (which is the user-requested % bytes, plus overhead). Error code %, %", name, total_bytes, bytes, error_code, error_string); + return false, .{}; + } + } + } + } + + + if do_truncate { + truncate_result := P.ftruncate(shm, total_bytes); + if truncate_result == -1 { + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("Unable to ftruncate '%' for % bytes (which is the user-requested % bytes, plus overhead). Error code %, %. The file descriptor was %.\n", name, total_bytes, bytes, error_code, error_string, shm); + return false, .{}; + } + } + + // Remove the name now, object stays alive while fd/mmap refs exist + // if (P.shm_unlink(c_name) < 0) { + // Basic.log_error("shm_unlink failed."); + // return false, .{}; + // } + + flags: s32 = P.MAP_SHARED; + #if OS == .LINUX { + flags |= P.MAP_POPULATE; // Not available on macOS. + } + pointer := P.mmap(null, cast(u64) total_bytes, P.PROT_READ | P.PROT_WRITE, flags, shm, 0); + if pointer == P.MAP_FAILED { + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("Unable to mmap for the channel's memory segment, name '%' bytes '%'. Error code %, %. The file descriptor was %.\n", name, bytes, error_code, error_string, shm); + P.close(shm); + return false, .{}; + } + + data := cast(*u8) pointer; + header_os := cast(*Header_Os_Specific)(data + OFFSET_TO_HEADER_OS_SPECIFIC); + header_os.magic = (.*) cast(*u32) HEADER_OS_MAGIC.data; // @Endian + Basic.Initialize(header_os); + + channel: Read_Channel; + channel.header = cast(*Header) pointer; + channel.os_specific.shm = shm; + + return true, channel; +} + +reader_release_channel :: (channel: *Read_Channel, channel_name: string) -> bool { + Posix.shm_unlink(Basic.temp_c_string(channel_name)); // closes kernel object. + + data := cast(*u8) channel.header; + if !data return false; + + Posix.munmap(data, cast(u64) channel.header.full_memory_region_size_in_bytes); + + os := *channel.os_specific; + if os.shm Posix.close(os.shm); + + return true; // We currently don't check for errors. +} + + +// +// Writer stuff: +// +writer_connect :: (name: string, name_not_found_is_quiet := false) -> (success: bool, channel: Write_Channel) { + P :: Posix; + + c_name := Basic.temp_c_string(name); + shm := P.shm_open(c_name, P.O_RDWR, 0); + if shm == -1 { + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("In writer_connect(), unable to map a view of name '%'. Error code %, %\n", name, error_code, error_string); + return false, .{}; + } + + header_pointer := P.mmap(null, size_of(Header), P.PROT_READ | P.PROT_WRITE, P.MAP_SHARED, shm, 0); + if header_pointer == P.MAP_FAILED { + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("In writer_connect(), unable to mmap for the channel's memory segment, name '%'. Error code %, %. The file descriptor was %.\n", name, error_code, error_string, shm); + P.close(shm); + return false, .{}; + } + + // Look inside the header to see how big our view should be. + header_success, actual_bytes := get_size_of_full_mapping_from_stub_header(header_pointer); + + P.munmap(header_pointer, size_of(Header)); + + if !header_success { + P.close(shm); + return false, .{}; + } + + // Now make a new pointer that is the full size. + header_pointer = P.mmap(null, cast(u64) actual_bytes, P.PROT_READ | P.PROT_WRITE, P.MAP_SHARED, shm, 0); + if header_pointer == P.MAP_FAILED { + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("In writer_connect(), unable to mmap for the channel's memory segment, name '%'. Error code %, %\n", name, error_code, error_string); + P.close(shm); + return false, .{}; + } + + data := cast(*u8) header_pointer; + header_os := cast(*Header_Os_Specific)(data + OFFSET_TO_HEADER_OS_SPECIFIC); + + Basic.Initialize(header_os); + header_os.magic = (.*) cast(*u32) HEADER_OS_MAGIC.data; // @Endian + + channel: Write_Channel; + channel.header = cast(*Header) header_pointer; + channel.os_specific.shm = shm; + + return true, channel; +} + +writer_disconnect :: (channel: *Write_Channel) -> bool { + Posix.munmap(channel.header, cast(u64) channel.header.full_memory_region_size_in_bytes); + Posix.close(channel.os_specific.shm); + return true; +} + +#scope_module +Posix :: #import "POSIX"; +System :: #import "System"; + +HEADER_OS_MAGIC :: "ShmP"; +CHANNEL_FILE_MODE :: 0x180; // 0600: the owner only; the name already carries the uid + diff --git a/modules/Shared_Memory_Channel/windows.jai b/modules/Shared_Memory_Channel/windows.jai new file mode 100644 index 0000000..a7ef91e --- /dev/null +++ b/modules/Shared_Memory_Channel/windows.jai @@ -0,0 +1,151 @@ +Header_Os_Specific :: struct { + magic: u32; +} + +Read_Channel_Os_Specific :: struct { + mapping: HANDLE; +} + +Write_Channel_Os_Specific :: struct { + mapping: HANDLE; +} + +// +// Reader stuff: +// + +reader_create_channel_os_specific :: (name: string, bytes: s64) -> (success: bool, channel: Read_Channel, already_exists: bool = false) { + W :: Windows; + name16 := Utf8.utf8_to_wide(name,, Basic.temp); + total_bytes := bytes + OFFSET_TO_MESSAGE_DATA; + + mapping := W.CreateFileMappingW(W.INVALID_HANDLE_VALUE, null, W.PAGE_READWRITE, cast(DWORD)(total_bytes >> 32), cast(DWORD)(total_bytes & 0xffff_ffff), name16); + + // CreateFileMappingW opens an existing section of the same name and still succeeds. + // Initializing it would reset a live reader's header and cursors. + if mapping && W.GetLastError() == W.ERROR_ALREADY_EXISTS { + W.CloseHandle(mapping); + return false, .{}, true; + } + + // A section created by an elevated process denies this one access: it exists all the same, so + // this is a second instance, not a reason to run as a first one. + if !mapping && W.GetLastError() == W.ERROR_ACCESS_DENIED return false, .{}, true; + + if !mapping { + nt_status := Windows.RtlGetLastNtStatus(); + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("Unable to map a view of '%' for % bytes (which is the user-requested % bytes, plus overhead). Error code %, nt_status %, %\n", name, total_bytes, bytes, error_code, Basic.formatInt(nt_status, base=16), error_string); + return false, .{}; + } + + pointer := W.MapViewOfFile(mapping, W.FILE_MAP_ALL_ACCESS, 0, 0, cast(u64) total_bytes); + if !pointer { + nt_status := Windows.RtlGetLastNtStatus(); + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("Unable to MapViewOfFile for the channel's memory segment, name '%' bytes '%'. Error code %, nt_status %, %\n", name, bytes, error_code, Basic.formatInt(nt_status, base=16), error_string); + W.CloseHandle(mapping); + return false, .{}; + } + + data := cast(*u8) pointer; + header_os := cast(*Header_Os_Specific)(data + OFFSET_TO_HEADER_OS_SPECIFIC); + header_os.magic = (.*) cast(*u32) HEADER_OS_MAGIC.data; // @Endian + Basic.Initialize(header_os); + + channel: Read_Channel; + channel.header = cast(*Header) pointer; + channel.os_specific.mapping = mapping; + + return true, channel; +} + +reader_release_channel :: (channel: *Read_Channel, channel_name:="unused on windows") -> bool { + data := cast(*u8) channel.header; + if !data return false; + + // header_os := cast(*Header_Os_Specific)(data + OFFSET_TO_HEADER_OS_SPECIFIC); + // copy := header_os.*; + + Windows.UnmapViewOfFile(data); + + os := *channel.os_specific; + if os.mapping Windows.CloseHandle(os.mapping); + + return true; // We currently don't check for errors. +} + + +// +// Writer stuff: +// +writer_connect :: (name: string, name_not_found_is_quiet := false) -> (success: bool, channel: Write_Channel) { + W :: Windows; + name16 := Utf8.utf8_to_wide(name,, Basic.temp); + + mapping := W.OpenFileMappingW(W.FILE_MAP_ALL_ACCESS, W.BOOL.FALSE, name16); + + if !mapping { + nt_status := Windows.RtlGetLastNtStatus(); + error_code, error_string := System.get_error_value_and_string(); + if !name_not_found_is_quiet Basic.log_error("In writer_connect(), unable to map a view of name '%'. Error code %, nt_status %, %\n", name, error_code, Basic.formatInt(nt_status, base=16), error_string); + return false, .{}; + } + + header_pointer := W.MapViewOfFile(mapping, W.FILE_MAP_ALL_ACCESS, 0, 0, OFFSET_TO_MESSAGE_DATA); + if !header_pointer { + nt_status := Windows.RtlGetLastNtStatus(); + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("In writer_connect(), unable to MapViewOfFile for the channel's memory segment, name '%'. Error code %, nt_status %, %\n", name, error_code, Basic.formatInt(nt_status, base=16), error_string); + W.CloseHandle(mapping); + return false, .{}; + } + + // Look inside the header to see how big our view should be. + header_success, actual_bytes := get_size_of_full_mapping_from_stub_header(header_pointer); + + Windows.UnmapViewOfFile(header_pointer); + + if !header_success { + W.CloseHandle(mapping); + return false, .{}; + } + + // Now make a new pointer that is the full size. + header_pointer = W.MapViewOfFile(mapping, W.FILE_MAP_ALL_ACCESS, 0, 0, cast(u64) actual_bytes); + if !header_pointer { + nt_status := Windows.RtlGetLastNtStatus(); + error_code, error_string := System.get_error_value_and_string(); + Basic.log_error("In writer_connect(), unable to MapViewOfFile for the channel's memory segment, name '%'. Error code %, nt_status %, %\n", name, error_code, Basic.formatInt(nt_status, base=16), error_string); + W.CloseHandle(mapping); + return false, .{}; + } + + data := cast(*u8) header_pointer; + header_os := cast(*Header_Os_Specific)(data + OFFSET_TO_HEADER_OS_SPECIFIC); + + Basic.Initialize(header_os); + header_os.magic = (.*) cast(*u32) HEADER_OS_MAGIC.data; // @Endian + + channel: Write_Channel; + channel.header = cast(*Header) header_pointer; + channel.os_specific.mapping = mapping; + + return true, channel; +} + +writer_disconnect :: (channel: *Write_Channel) -> bool { + Windows.UnmapViewOfFile(channel.header); + Windows.CloseHandle(channel.os_specific.mapping); + return true; +} + +#scope_module +Windows :: #import "Windows"; +Utf8 :: #import "Windows_Utf8"; +System :: #import "System"; + +HEADER_OS_MAGIC :: "ShmW"; + +HANDLE :: Windows.HANDLE; +DWORD :: Windows.DWORD; diff --git a/modules/Thread/examples/mutex_order.jai b/modules/Thread/examples/mutex_order.jai new file mode 100644 index 0000000..f59eeb8 --- /dev/null +++ b/modules/Thread/examples/mutex_order.jai @@ -0,0 +1,196 @@ +// +// NOTE: This program does not currently compile, because the DEBUG functionality in modules/Thread +// has been taken out temporarily, pending some new compiler features. We are hoping to have this +// working again before too long. +// +// -jblow, 24 November 2024. +// + +// +// Thread has program parameters that control whether mutex ordering is checked (this is +// currently the parameter DEBUG, which defaults to false). +// +// When you enable DEBUG, if you assign order numbers to your mutexes, they will be checked +// to ensure they are only locked consistently with that order. This then means that you +// cannot have deadlocks in your program. (Deadlocks only can happen when two mutexes are +// acquired in opposite order, which is not possible if you only allow one order). +// +// That said, this is a runtime check, which means if some 'if' statement is not exercised, +// it might have a problem that we don't see. You could imagine making a metaprogram that +// tries to expand this to static checks. This isn't possible in all cases, but it may be +// possible in most cases. +// + +#import "Thread"; + + +mutex_fruit: Mutex; +mutex_vegetables: Mutex; +mutex_chocolate: Mutex; +mutex_water: Mutex; + +main :: () { + + // In order to use mutex order checking, we assign an order in 'init'. + // We can also assign a debug name, which helps us know what the problem was + // when we detect an error: + + init(*mutex_fruit, "Fruit", 1); + init(*mutex_vegetables, "Veggies", 2); + init(*mutex_chocolate, "Chocolate", 3); + + // We will not give mutex_water an order, so it defaults to -1, meaning not checked: + init(*mutex_water, "Water"); + + // It is only legal to lock these mutexes in descending order. So, this is fine: + + print("\n"); + + { + lock(*mutex_chocolate); + + print("Doing chocolate stuff!\n"); + + { + lock(*mutex_vegetables); + + print("Doing vegetable stuff!\n"); + + { + lock(*mutex_fruit); + print("Doing fruit stuff!\n"); + unlock(*mutex_fruit); + } + + unlock(*mutex_vegetables); + } + + unlock(*mutex_chocolate); + } + + print("\n"); + + // (By the way, it is a common pattern to use 'defer' to do scoped locking, which is why we put + // the braces in that previous example, because you can convert it to): + + { + lock(*mutex_chocolate); + defer unlock(*mutex_chocolate); + + print("Doing chocolate stuff!\n"); + + { + lock(*mutex_vegetables); + defer unlock(*mutex_vegetables); + + print("Doing vegetable stuff!\n"); + + { + lock(*mutex_fruit); + defer unlock(*mutex_fruit); + + print("Doing fruit stuff!\n"); + } + } + } + + // (... which is much nicer in procedures with many return points, or, just generally to make sure + // you don't forget the unlock.) + + + print("\n"); + + // The following thing would be illegal, because chocolate must always be locked before vegetables. + // We have it in an 'if 0' so that it doesn't run and cause the program to abort. + // But you can change it to 'if 1' and see it happen: + + if 0 { + lock(*mutex_vegetables); + defer unlock(*mutex_vegetables); + + print("Doing vegetable stuff!\n"); + + { + lock(*mutex_chocolate); + defer unlock(*mutex_chocolate); + + print("Doing chocolate stuff!\n"); + } + } + + + // The exception to the strictly-decreasing-order rule is, we let you re-lock the same mutex + // multiple times in succession. This just makes some kinds of code easier to write. + + { + lock(*mutex_fruit); + + // Locking again is okay and won't trip the order checking. + // (You can imagine that this actually happens down in a function we are calling from + // the current one, or whatever). + lock(*mutex_fruit); + lock(*mutex_fruit); + + unlock(*mutex_fruit); + unlock(*mutex_fruit); + unlock(*mutex_fruit); + } + + // Recall that mutex_water did not set its order checking. + // Thus it is unordered with respect to all other mutexes, and you can + // make deadlocks with it. + + + // First we'll lock vegetables then water: + { + lock(*mutex_vegetables); + defer unlock(*mutex_vegetables); + + print("Doing vegetables stuff!\n"); + + { + lock(*mutex_water); + defer unlock(*mutex_water); + + print("Doing water stuff!\n"); + } + } + + print("\n"); + + // Now we'll lock water then vegetables: + { + lock(*mutex_water); + defer unlock(*mutex_water); + + print("Doing water stuff!\n"); + + { + lock(*mutex_vegetables); + defer unlock(*mutex_vegetables); + + print("Doing vegetables stuff!\n"); + } + } + + + // If two different threads decide to do these things at the same time, + // they can deadlock! + + + // If your Mutex is ordered, we check to make sure that its unlock + // is not swapped with the unlock of any other ordered mutex. For example, + // the following will be caught if you change the 'if 0' to a 1: + + if 0 { + lock(*mutex_vegetables); + lock(*mutex_fruit); + + unlock(*mutex_vegetables); // Out of order! + unlock(*mutex_fruit); + } +} + +#import "Basic"; + + diff --git a/modules/Thread/examples/thread_group.jai b/modules/Thread/examples/thread_group.jai new file mode 100644 index 0000000..e727aaa --- /dev/null +++ b/modules/Thread/examples/thread_group.jai @@ -0,0 +1,207 @@ +thread_group: Thread_Group; + +pool: Pool; + +main :: () { + // First, we initialize the Thread_Group that we will use to do the work. + init_thread_group(); + + // Schedule work for all the threads. + // Because this is an example, and we don't want to complicate it with + // lots of code that is beside the point, the work that we will give to our threads + // is very simple: it will be to sum the range of integers from 1 to N, where N is + // chosen randomly each time. We will do this for many N. + + // In order to use CPU and make it seem like the threads are really doing something, + // they will compute the answer by iterating in a loop and summing the integers. + + // But, Karl Friedrich Gauss once figured out that you don't have to do this; you can + // just compute N(N+1)/2. + + // Our test here will get back the answers from the threads and verify that the + // answers are correct by comparing them to Gauss' result. + + // First, let's start the thread group: + + start(*thread_group); + + // We want to give lots of units of work to the thread group. The thread group will + // then distribute that work to its various threads. + + // These units of work need to occupy memory that stays alive until the worker thread + // finishes computing its result and returns the work back to us. In many programs, + // the work will go for a while, for example across many frames of an interactive + // application, so, let's use a Pool to allocate the work. + + set_allocators(*pool); // Init the Pool to use context.allocator. + + // The struct for the work is just 'Summation', defined below after the end of main(). + // (It needs to be visible to our worker procedure to see it, so we don't + // declare it here). + + allocator: Allocator; + allocator.proc = pool_allocator_proc; + allocator.data = *pool; + + for 1..NUM_WORK_ITEMS { + work := New(Summation,, allocator); + + // random_get returns a u64, so, to keep our jobs reasonable, let's only take a few bits. + work.input_number = random_get() & 0xFF_FFFF; + if work.input_number == 0 work.input_number = 1; + + // Give the work to the Thread_Group. + add_work(*thread_group, work, tprint("Work item %", it)); + } + + // Now that we have given the Thread_Group all the work, we can go about + // our business. + + // Occasionally as our program runs, we should call get_completed_work() + // to see what is done, and to do whatever processing we need. + + // Because this is a simple example, we'll just make a loop that sleeps + // and keeps checking for finished work. Instead of sleeping, a real program + // might be drawing the display, performing a simulation, and so forth. + + // We will exit the loop when we have received as many completed pieces + // of work as we issued. + + work_remaining := NUM_WORK_ITEMS; + + while work_remaining > 0 { + sleep_milliseconds(10); + + results := get_completed_work(*thread_group); + + for results { + // The work we receive back here, in 'results', is done, + // and will no longer be touched by either the threads or + // the Thread_Group utility functions. We can deallocate our + // data structures if we want (though in this case, to be + // efficient, we allocated them with a Pool, so there is no + // need to deallocate them individually). + + // Here we check the sums, to see if they are correct. + + // So that we don't have to make Thread_Group polymorphic, + // the work pointer is just a *void, and we cast it here. + + summation := cast(*Summation) it; + + n := summation.input_number; + desired_result := (n * (n + 1)) / 2; + + assert(summation.output_sum == desired_result); + + log("Successful result: Sum(1..%) == %.\n", n, desired_result); + } + + work_remaining -= results.count; + + // A nontrivial program would probably use lots of Temporary_Storage + // and thus reset it here. Since the return value of get_completed_work() + // uses Temporary_Storage, we will go ahead and do this. + + reset_temporary_storage(); + } + + // When we are done, we shut down the Thread_Group. + shutdown(*thread_group); + + print("Done!\n"); +} + + +// Summation is the struct representing the work that we pass to our Thread_Group. +Summation :: struct { + input_number: u64; // The max number of the sum; the thread will sum 1..input_number. + + output_sum: u64; // Our thread procedure will write the result here. +} + +init_thread_group :: () { + // We want to make about as many threads as we have CPUs. More than that + // will overwhelm our computer with context-switching waste work! + num_cpus := get_number_of_processors(); + + assert(num_cpus >= 1); + if num_cpus > 200 num_cpus = 200; // Clamp to a value that is reasonable as of 2021, in case we get weird data. + + #if (OS == .WINDOWS) || (OS == .LINUX) { + // This routine reports hyperthreads, so, divide by two, because of Intel marketing. + num_cpus /= 2; + } + + // In a typical program, you want the "main thread" to be able to use a CPU, so, + // only allocate as many threads as we have other CPUs. + // Launch at least 2 threads, because for this example, we want to show multiple threads + // running at the same time. + num_threads := max(num_cpus - 1, 2); + + log("This machine reports % CPUs; starting % threads.\n", num_cpus, num_threads); + + init(*thread_group, num_threads, summation_proc); + + // After initializing a Thread_Group, there are various data members you can set + // to control behavior. See the definition of Thread_Group in modules/Thread. + thread_group.name = "Example"; + thread_group.logging = DO_LOGGING; + + { + // You are free to set the Thread.user_data member on any of the threads created by the group. + // But ... you have to do that before calling start(). Here we will just set a dummy user_data, + // to show it's working. + + Dummy_Data :: struct { + name := "Lord Dimwit Flathead the Excessive"; + } + + dummy_data := New(Dummy_Data); + + for * thread_group.worker_info { + it.thread.data = dummy_data; + } + } +} + +// summation_proc will be called by the Thread_Group, once for each +// Summation that we gave it, each time in a thread that is different from +// the main thread. +summation_proc :: (group: *Thread_Group, thread: *Thread, work: *void) -> Thread_Continue_Status { + // So that we don't have to make Thread_Group polymorphic, work is just a *void, + // but you can cast it to the expected type here. + + summation := cast(*Summation) work; + + result: u64; + for 1..summation.input_number { + result += it; + } + + summation.output_sum = result; + + // We return .CONTINUE to tell the Thread_Group that we should keep running. + // Returning .STOP will stop this thread, and we don't want to do that. + return .CONTINUE; +} + +// Just to see how the example works, by default we set NUM_WORK_ITEMS to 10. +// For a more-serious test, you might try a much larger number of work items. +// This will be spammy so you might want to think about setting +// DO_LOGGING to false. + +SERIOUS_TEST :: false; +#if SERIOUS_TEST { + NUM_WORK_ITEMS :: 10000; +} else { + NUM_WORK_ITEMS :: 10; +} + +DO_LOGGING :: true; + +#import "Basic"; +#import "System"; +#import "Thread"; +#import "Pool"; +#import "Random"; diff --git a/modules/Thread/module.jai b/modules/Thread/module.jai new file mode 100644 index 0000000..587edbe --- /dev/null +++ b/modules/Thread/module.jai @@ -0,0 +1,76 @@ +// Platform-independent thread routines. + + +// Enable DEBUG_MODE to have some extra assertions on your mutexes (that require +// a bit of extra storage). +// CACHE_LINE_SIZE is measured in bytes. This is used to pad the worker array in Thread_Group. +// If you don't know what to pass there, it's not too bad to leave it alone. + +#module_parameters (LOAD_THREAD_GROUP := true)(CACHE_LINE_SIZE : s32 = 64, DO_RACE_DETECTOR := false, SET_THREAD_NAMES := true); // LOAD_THREAD_GROUP wil cause stuff to get added to the context, so you can disable this if you are loading after the context is finalized, until we solve some problems... + +#scope_module +DEBUG :: false; // :DebugDisabled + +#load "primitives.jai"; + +#if LOAD_THREAD_GROUP { + #load "thread_group.jai"; +} + +#if DO_RACE_DETECTOR { + Race_Detector :: #import "Race_Detector"; +} else { + Race_Detector :: false; +} + +#scope_export + +// +// If DEBUG is enabled, we support mutex ordering, so that you can detect +// potential deadlocks by assigning integer values to Mutexes. Then, the +// Mutexes can only be locked in descending order. Thus deadlock is impossible, +// because if the order of one pair of mutexes is descending, the opposite +// order would be ascending, and we prevented that. However, this restricts +// you to a subset of all possible things you might want to do with mutexes, +// so, it's optional. +// +Mutex_Order :: s32; + +// :DebugDisabled +// DEBUG is currently disabled until we work out some stuff with #if and the Context. +// If you were using this, sorry for the inconvenience. Hopefully we will fix it before too long. +#if DEBUG { + Mutex_Tracking :: struct { + current_order : Mutex_Order = -1; + current_order_set_by : Source_Code_Location; + current_name := ""; + current_mutex_id : *Per_OS_Critical_Section_Type; // In Windows this is big, but you can't move it while locked, so the address serves to identify. + } + + // #add_context mutex_tracking: Mutex_Tracking; + + #assert false "DEBUG is disabled until we fix some stuff with Context and #if."; +} + +// @Cleanup: +// thread_create and thread_destroy are kind of dumb right now. +// They just allocate and then call the real routines. Maybe we should +// just delete them? + + +// +// WARNING: On Windows, if you don't call timeBeginPeriod(1), you may get +// very laggy and jittery thread wake-ups. Windows is lame about this by default. We didn't +// want to make this module call that by default, but, beware. +// +#scope_module + +Basic :: #import "Basic"; +operator- :: Basic.operator-; + +assert :: Basic.assert; +array_add :: Basic.array_add; + +next_thread_index: u32 = 1; + +#import "Atomics"; diff --git a/modules/Thread/primitives.jai b/modules/Thread/primitives.jai new file mode 100644 index 0000000..2b17c68 --- /dev/null +++ b/modules/Thread/primitives.jai @@ -0,0 +1,776 @@ +Thread_Index :: s64; +Thread_Proc :: #type (*Thread) -> s64; + +Thread :: struct { + index : Thread_Index; + proc : Thread_Proc; + data : *void; + name : string; // thread_init's name, heap-copied; the logger tags this thread's lines with it. + workspace : Workspace; // This will be 0 if running a final program, nonzero inside the compiler. + + starting_context: #Context; + starting_temporary_storage: Temporary_Storage; + + allocator_used_for_temporary_storage: Allocator; + + #if LOAD_THREAD_GROUP worker_info: *Thread_Group.Worker_Info; // Used by Thread_Group; unused otherwise. + + #if _STACK_TRACE stack_trace_sentinel: Stack_Trace_Node; // Set the pointer to the address of this for new contexts. + + using specific : Thread_Os_Specific; +} + +// Just a cute helper macro to use inside of thread_procs +thread_task :: ($T: Type) -> *T #expand { + return cast(*T)`thread.data; +} + +thread_group_task :: ($T: Type) -> *T #expand { + return cast(*T)`work; +} + +// A function that is called at the very end of thread_init. You can set this if you need to eg. init additional context members for every thread. +thread_init_handler: #type (thread: *Thread); + +POSIX_THREADS :: (OS == .LINUX || OS == .MACOS || OS == .IOS || OS == .ANDROID); + +#if OS == .WINDOWS || OS == .PS5 || POSIX_THREADS || OS == .NN_SWITCH || OS == .NN_SWITCH2 { + + +thread_init :: (thread: *Thread, proc: Thread_Proc, temporary_storage_size : s32 = 16384, starting_storage: *Temporary_Storage = null, name := "") -> bool { + + // It should be documented that starting_storage gets value-copied into the + // Temporary_Storage used by the thread. So don't expect its fields to change; + // you can look at thread.starting_storage to see what happened. + + thread.workspace = get_current_workspace(); + + #if OS == .WINDOWS { + entry_proc :: (parameter: *void) -> s32 #c_call { + thread := cast(*Thread) parameter; + + new_context := thread.starting_context; + new_context.thread_index = xx thread.index; // @Cleanup: Context has a 32-bit thread index, but ours is 64. + + #if _STACK_TRACE new_context.stack_trace = *thread.stack_trace_sentinel; + + result: s32; + push_context new_context { + a := new_context.allocator; + + #if Race_Detector Race_Detector.thread_started(); + a.proc(.THREAD_START, 0, 0, null, a.data); + + result = cast(s32) thread.proc(thread); // @Cleanup: We can only return s32, but our thread proc returns s64, hmm. + + // If you crash in this call, it may be because you're deinitializing the Thread object before it has run to completion. + // It is not enough for the thread.proc to have completed, the Thread's allocator and temporary storage must remain + // valid until the thread is complete as indicated, for example, by the thread_is_done function. + a.proc(.THREAD_STOP, 0, 0, null, a.data); + + #if Race_Detector Race_Detector.thread_stopped(); + } + + return result; + } + + windows_thread_id : s32; + + // Because we are using the CRT, we need to call _beginthreadex. + // Which is dumb, but it is what it is. + // Once we remove dependency on the CRT we can stop doing this. + // -jblow, 10 February 2017 + + // windows_thread := CreateThread(null, 0, xx entry_proc, thread, CREATE_SUSPENDED, *windows_thread_id); + windows_thread := cast(HANDLE)_beginthreadex(null, 0, xx entry_proc, thread, CREATE_SUSPENDED, *windows_thread_id); + + #if SET_THREAD_NAMES { + // Using the new SetThreadDescription API (Windows 10, 1607+) instead of throwing an exception (old API), which we cannot do in Jai. + wide_name := Utf8.utf8_to_wide(name,, Basic.temp); + if wide_name { + SetThreadDescription(windows_thread, wide_name); + } + } + + if !windows_thread { + // print("Thread create failed!!\n"); + return false; + } + + thread.windows_thread_id = windows_thread_id; + thread.windows_thread = windows_thread; + } else #if POSIX_THREADS { + entry_proc :: (parameter: *void) -> *void #c_call { + thread := cast(*Thread) parameter; + + wait_for(*thread.suspended_semaphore); + + new_context := thread.starting_context; + new_context.thread_index = xx thread.index; // @Cleanup: Context has a 32-bit thread index, but ours is 64. + + #if _STACK_TRACE new_context.stack_trace = *thread.stack_trace_sentinel; + + result: s32; + push_context new_context { + #if SET_THREAD_NAMES && SET_NAME_INSIDE_THREAD { + pthread_setname_np(thread.c_name); + Basic.free(thread.c_name); + thread.c_name = null; + } + + result = cast(s32) thread.proc(thread); // @Cleanup: We can only return s32, but our thread proc returns s64, hmm. + + thread.is_done = true; + signal(*thread.is_alive_semaphore); + return cast(*void) result; + } + } + + init(*thread.suspended_semaphore); + init(*thread.is_alive_semaphore); + + ok := pthread_create(*thread.thread_handle, null, entry_proc, thread); + + if ok != 0 { + // print("Failed to create thread!\n"); + destroy(*thread.suspended_semaphore); + destroy(*thread.is_alive_semaphore); + return false; + } + + #if SET_THREAD_NAMES { + #if SET_NAME_INSIDE_THREAD { + thread.c_name = Basic.to_c_string(name); // Will be freed by thread + } else { + c_name := Basic.to_c_string(name,, Basic.temp); + pthread_setname_np(thread.thread_handle, c_name); + } + } + } else #if OS == .PS5 { + if !ps5_createthread(thread, name) { + return false; + } + } else #if OS == .NN_SWITCH || OS == .NN_SWITCH2 { + if !nintendo_createthread(thread, name) { + return false; + } + } + + thread.proc = proc; + thread.name = Basic.copy_string(name,, context.default_allocator); + + // A #Context inside a global can come out zeroed on macOS (see __jai_runtime_init), which + // leaves print_style.default_format_int.base at 0 and makes printing an integer divide by zero. + initializer_of(#Context)(*thread.starting_context); + + thread.starting_context.allocator = context.allocator; + thread.starting_context.logger = context.logger; + thread.starting_context.logger_data = context.logger_data; + thread.starting_context.assertion_failed = context.assertion_failed; + + storage := *thread.starting_temporary_storage; + thread.starting_context.temporary_storage = storage; + if starting_storage { + storage.* = starting_storage.*; + thread.allocator_used_for_temporary_storage = .{}; + } else { + storage.data = Basic.alloc(temporary_storage_size); + storage.size = temporary_storage_size; + + storage.total_bytes_occupied = 0; + storage.high_water_mark = 0; + + paged := cast(*Basic.Temporary_Storage_Paged_Alloc) storage; + paged.original_data = storage.data; + paged.original_size = storage.size; + + thread.allocator_used_for_temporary_storage = context.allocator; + } + + thread.index = atomic_add(*next_thread_index, 1); + + if thread_init_handler thread_init_handler(thread); + + return true; +} + +thread_deinit :: (thread: *Thread) { + Basic.free(thread.name,, context.default_allocator); + thread.name = ""; + + #if OS == .WINDOWS { + if thread.windows_thread CloseHandle(thread.windows_thread); + thread.windows_thread = null; + } else #if POSIX_THREADS { + if thread.thread_handle { + pthread_join(thread.thread_handle, null); + } + #if OS == .LINUX || OS == .ANDROID { + thread.thread_handle = 0; + } else { + thread.thread_handle = null; + } + + destroy(*thread.suspended_semaphore); + destroy(*thread.is_alive_semaphore); + } else #if OS == .PS5 { + ps5_closethread(thread); + } else #if OS == .NN_SWITCH || OS == .NN_SWITCH2 { + nintendo_closethread(thread); + } + + assert(thread.index > 0); + table_index := thread.index - 1; + + ts := *thread.starting_temporary_storage; + Basic.reset_temporary_storage(ts); + if thread.allocator_used_for_temporary_storage.proc { + Basic.free(ts.data,, thread.allocator_used_for_temporary_storage); + } + + thread.index = 0; +} + +} // OS == .WINDOWS || OS == .PS5 || POSIX_THREADS || OS == .NN_SWITCH || OS == .NN_SWITCH2 + +#if OS == .WINDOWS { + Per_OS_Critical_Section_Type :: CRITICAL_SECTION; + Per_OS_Condition_Variable_Type :: CONDITION_VARIABLE; +} else #if POSIX_THREADS { + Per_OS_Critical_Section_Type :: pthread_mutex_t; + Per_OS_Condition_Variable_Type :: pthread_cond_t; +} + +lock_guard :: (using m: *Mutex) #expand #no_debug { + lock(m); + `defer unlock(m); +} + +Mutex :: struct { + csection: Per_OS_Critical_Section_Type; + + #if DEBUG { + initialized := false; + + name: string; + order: Mutex_Order; + + redundant_lock_counter: s32; // Used if we lock the same mutex more than once in a row. + + // Copied from context.mutex_tracking so we can restore them on unlock: + outer_name: string; + outer_order: Mutex_Order; + outer_csection: *Per_OS_Critical_Section_Type; + } +} + + +Wait_For_Result :: enum { + SUCCESS; + TIMEOUT; + ERROR; +} + +Condition_Variable :: struct { + condition_variable : Per_OS_Condition_Variable_Type; + + #if DEBUG { + initialized := false; + + name: string; + current_mutex: *Mutex; + } +}; + + +#if POSIX_THREADS { + #import "POSIX"; + // macOS/iOS can only set the thread name from within the thread + SET_NAME_INSIDE_THREAD :: OS == .MACOS || OS == .IOS; + + + Thread_Os_Specific :: struct { + thread_handle: pthread_t; + is_alive_semaphore: Semaphore; + suspended_semaphore: Semaphore; + is_done: bool; + #if SET_THREAD_NAMES && SET_NAME_INSIDE_THREAD { + c_name: *u8; + } + } + + thread_start :: (thread: *Thread, thread_data: *void=null) { + if thread_data { + thread.data = thread_data; + } + signal(*thread.suspended_semaphore); + } + + // @ToDo: Replace with a pthread_kill() variant? But how do timeouts fit into this? Shall we sleep & kill in a loop? + thread_is_done :: (thread: *Thread, milliseconds: s32 = 0) -> bool { // Pass -1 for milliseconds to wait indefinitely. (This works cross-platform). + if milliseconds < -1 Basic.log_error("Invalid value % for 'milliseconds' in thread_is_done().\n", milliseconds); + + if thread.is_done return true; // Fast path, to avoid the semaphore wait_for/signal overhead + + // Since pthread doesn't define a way to poke a sibiling thread + // for its running status, we have to share an event flag set + // by our entry_proc function. + result := wait_for(*thread.is_alive_semaphore, milliseconds); // If milliseconds == -1, wait_for waits indefinitely, so it is pass-through functionality from the input parameter value. + if result != .SUCCESS return false; + + // @Hack: Make sure that this function can be called again to keep it in sync with the Windows version + // and the name of this function (which implies that it can be called more than once to check the status). + // But we should probably redesign this API. + // -rluba, 2023-03-13 + signal(*thread.is_alive_semaphore); + + assert(thread.is_done); + return true; + } + + destroy :: (using m: *Mutex) { + #if DEBUG assert(m.initialized); + pthread_mutex_destroy(*csection); + } + + + init :: (using m: *Mutex, desired_name := "", desired_order: Mutex_Order = -1) { + attr: pthread_mutexattr_t; + pthread_mutexattr_init(*attr); + #if OS == .MACOS || OS == .IOS { + pthread_mutexattr_settype(*attr, PTHREAD_MUTEX_RECURSIVE); + } else { + pthread_mutexattr_settype(*attr, xx PTHREAD_MUTEX.RECURSIVE_NP); + } + + ret := pthread_mutex_init(*csection, *attr); + assert(ret == 0); + + #if DEBUG { + assert(desired_order >= -1); + + name = desired_name; + order = desired_order; + initialized = true; + } + } + + init :: (using cv : *Condition_Variable, desired_name := "") { + pthread_cond_init(*cv.condition_variable, null); + #if DEBUG { + name = desired_name; + initialized = true; + } + } + + destroy :: (using cv : *Condition_Variable) { + pthread_cond_destroy(*cv.condition_variable); + #if DEBUG { + assert(initialized); + initialized = false; + } + } + + #if OS == .MACOS { + // There’s no sem_timedwait in pthread on macOS, so we have to fall back to a lower-level implementation using semaphore_*. + + #import "macOS"; + + Semaphore :: struct { + owner: task_t; + event: semaphore_t = 0; + } + + init :: (s: *Semaphore, initial_value: s32 = 0) { + assert(initial_value >= 0); + + s.owner = mach_task_self(); + s.event = 0; + result := semaphore_create(s.owner, *s.event, SYNC_POLICY_FIFO, initial_value); + assert(result == KERN.SUCCESS); + } + + destroy :: (s: *Semaphore) { + if (s.event) { + semaphore_destroy(s.owner, s.event); + } + s.event = 0; + } + + signal :: (s: *Semaphore) { + semaphore_signal(s.event); + } + + wait_for :: (s: *Semaphore, milliseconds: s32 = -1) -> Wait_For_Result #no_context { + result: kern_return_t = ---; + if milliseconds < 0 { + result = KERN.ABORTED; + while result == KERN.ABORTED { + result = semaphore_wait(s.event); + } + } else { + seconds := milliseconds / 1000; + milliseconds -= seconds * 1000; + timeout: mach_timespec_t; + timeout.tv_sec = cast (u32) seconds; + timeout.tv_nsec = milliseconds * 1_000_000; + result = semaphore_timedwait(s.event, timeout); + } + if result == { + case KERN.SUCCESS; + return .SUCCESS; + case KERN.OPERATION_TIMED_OUT; + // assert(milliseconds >= 0); + return .TIMEOUT; + case; + push_context { + Basic.log_error("wait_for error: %\n", result); + } + return .ERROR; + } + } + } else { + Semaphore :: struct { + semaphore: sem_t; + } + + init :: (s: *Semaphore, initial_value: s32 = 0) { + assert(initial_value >= 0); + result := sem_init(*s.semaphore, 0, cast(u32) initial_value); + assert(result == 0); + } + + destroy :: (s: *Semaphore) { + sem_destroy(*s.semaphore); + } + + signal :: (s: *Semaphore) { + sem_post(*s.semaphore); + } + + wait_for :: (s: *Semaphore, milliseconds: s32 = -1) -> Wait_For_Result #no_context { + result: s32 = ---; + if milliseconds < 0 { + result = sem_wait(*s.semaphore); + while result == -1 && errno() == EINTR { + result = sem_wait(*s.semaphore); + } + } else { + current_time : timespec; + if clock_gettime(.REALTIME, *current_time) == -1 return .ERROR; + + nsec_new := cast(s64)current_time.tv_nsec + 1_000_000 * cast(s64)milliseconds; + sec_new := current_time.tv_sec + nsec_new / 1_000_000_000; + nsec_new %= 1_000_000_000; + + end_time := timespec.{ + tv_sec = sec_new, + tv_nsec = nsec_new + }; + + // sem_timedwait takes an _absolute_ time as timeout for whatever reason. + // So we need to get the current time and add our timeout duration to it. + result = sem_timedwait(*s.semaphore, *end_time); + } + + if result == -1 { + if errno() == { + case ETIMEDOUT; + // assert(milliseconds >= 0); + return .TIMEOUT; + case; + return .ERROR; + } + } + + return .SUCCESS; + } + } +} + +#if OS == .WINDOWS { + #scope_file + #import "Windows"; + Utf8 :: #import "Windows_Utf8"; + #scope_export + + Thread_Os_Specific :: struct { + windows_thread: HANDLE; + windows_thread_id: s32; + } + + thread_start :: (thread: *Thread, thread_data: *void=null) { + if thread_data { + thread.data = thread_data; + } + ResumeThread(thread.windows_thread); + } + + thread_is_done :: (thread: *Thread, milliseconds: s32 = 0) -> bool { // Pass -1 for milliseconds to wait indefinitely. (This works cross-platform). + if milliseconds < -1 Basic.log_error("Invalid value % for 'milliseconds' in thread_is_done().\n", milliseconds); + + // @Cleanup: Waiting in milliseconds as our API is lame. + result := WaitForSingleObject(thread.windows_thread, cast,no_check(DWORD) milliseconds); // We rely on -1 casting to 0xffff_ffff. + return result != WAIT_TIMEOUT; + } + + destroy :: (using m: *Mutex) { + #if DEBUG assert(m.initialized); + DeleteCriticalSection(*csection); + } + + + init :: (using m: *Mutex, desired_name := "", desired_order: Mutex_Order = -1) { + InitializeCriticalSection(*csection); + + #if DEBUG { + assert(desired_order >= -1); + + name = desired_name; + order = desired_order; + initialized = true; + } + } + + Semaphore :: struct { + event: HANDLE; + } + + init :: (s: *Semaphore, initial_value: s32 = 0) { + assert(initial_value >= 0); + s.event = CreateSemaphoreW(null, initial_value, 0x7fff_ffff, null); + } + + destroy :: (s: *Semaphore) { + CloseHandle(s.event); + } + + signal :: (s: *Semaphore) { + ReleaseSemaphore(s.event, 1, null); + } + + wait_for :: (s: *Semaphore, milliseconds : s32 = -1) -> Wait_For_Result { + res: DWORD; + if milliseconds < 0 { + res = WaitForSingleObject(s.event, INFINITE); + } else { + res = WaitForSingleObject(s.event, cast(u32) milliseconds); + } + + assert(res != WAIT_FAILED); + + if res == WAIT_OBJECT_0 return .SUCCESS; + if res == WAIT_TIMEOUT return .TIMEOUT; + + return .ERROR; + } + + + init :: (using cv : *Condition_Variable, desired_name := "") { + InitializeConditionVariable(*condition_variable); + #if DEBUG { + name = desired_name; + initialized = true; + } + } + + destroy :: (using cv : *Condition_Variable) { + #if DEBUG { + assert(initialized); + initialized = false; + } + } +} + +#if OS == .WINDOWS || POSIX_THREADS { + +csection_lock :: (csection: *Per_OS_Critical_Section_Type) #expand { + #if OS == .WINDOWS EnterCriticalSection(csection); + else pthread_mutex_lock(csection); +} + +csection_unlock :: (csection: *Per_OS_Critical_Section_Type) #expand { + #if OS == .WINDOWS LeaveCriticalSection(csection); + else pthread_mutex_unlock(csection); +} + + +cvariable_wait :: (condition_variable : *Per_OS_Condition_Variable_Type, csection : *Per_OS_Critical_Section_Type, wait_time_ms : s32 = -1) { + #if OS == .WINDOWS { + SleepConditionVariableCS(condition_variable, csection, cast,no_check(DWORD)wait_time_ms); + } else { + if wait_time_ms == -1 { + pthread_cond_wait(condition_variable, csection); + } else { + seconds := wait_time_ms / 1000; + milliseconds := wait_time_ms - seconds * 1000; + + // pthread_cond_timedwait takes an _absolute_ time as timeout for whatever reason. + // So we need to get the current time and add our timeout duration to it. + time: timespec; + clock_gettime(.REALTIME, *time); + time.tv_sec += seconds; + time.tv_nsec += milliseconds * 1_000_000; + pthread_cond_timedwait(condition_variable, csection, *time); + } + } +} + +cvariable_wake :: (condition_variable : *Per_OS_Condition_Variable_Type) { + #if OS == .WINDOWS WakeConditionVariable(condition_variable); + else pthread_cond_signal(condition_variable); +} + +cvariable_wake_all :: (condition_variable : *Per_OS_Condition_Variable_Type) { + #if OS == .WINDOWS WakeAllConditionVariable(condition_variable); + else pthread_cond_broadcast(condition_variable); +} + + +} + +#if DEBUG { + // We change the arguments of lock and unlock in DEBUG to take #caller_location, + // otherwise we'd put the #if inside these procedures probably. We're doing this + // for speed reasons. + lock :: (using m: *Mutex, loc := #caller_location) { + // + // We take the lock before setting any of our checking variables that are stored on Mutex, + // to avoid race conditions. The irony here is that if a newbie makes a 100% deadlock, they won't + // see the deadlock assertion below, because it won't have a chance to run, because of the deadlock. + // But those cases are relatively easy to debug. + // You will see this assertion in the actual difficult-to-debug case of a spurious deadlock that + // doesn't usually happen. + // + // In the future, we could explore trying to put the lock in between the check and the setting + // of all the outer_* values, but it's not totally obvious that that is okay at this minute. + // -jblow, 3 May 2021. + // + + #if Race_Detector Race_Detector.write_lock(*csection); + + csection_lock(*csection); + + if order >= 0 { + t := *context.mutex_tracking; + redundant := false; // This is here to detect when we lock the same Mutex multiple times in succession; we don't want to destroy the outer_* in that case! + if t.current_order != -1 { // Check the order! + okay := true; + if t.current_order == order { + // If we are locking the same mutex twice in a row, that is fine. + // Otherwise it's illegal. + if t.current_mutex_id == *csection { + redundant = true; + } else { + okay = false; + } + } else if t.current_order < order { + okay = false; // Totally illegal. + } + + if !okay { + Basic.log_error("Attempt to lock mutexes out of order.\n"); + + Basic.log("While we had already locked '%' at order % (%:%)...\n", t.current_name, t.current_order, t.current_order_set_by.fully_pathed_filename, t.current_order_set_by.line_number); + Basic.log("We tried to lock '%' at order % (%:%).\n", name, order, loc.fully_pathed_filename, loc.line_number); + Basic.log("Lock order must strictly decrease, so this is invalid.\n"); + + assert(false); + } + } + + if redundant { + redundant_lock_counter += 1; + } else { + outer_order = t.current_order; + outer_name = t.current_name; + outer_csection = t.current_mutex_id; + + t.current_order = order; + t.current_order_set_by = loc; + t.current_name = name; + t.current_mutex_id = *csection; + } + } + } + + unlock :: (using m: *Mutex, loc := #caller_location) { + if order >= 0 { + t := *context.mutex_tracking; + + // This assertion happens if you unlock things in the wrong order. + // Maybe we could add a nicer message here. + if t.current_mutex_id != *csection { + Basic.log_error("Attempt to unlock mutexes out of order.\n"); + + Basic.log("While we were unlocking '%' at order % (%:%)...\n", name, order, loc.fully_pathed_filename, loc.line_number); + Basic.log("We saw the most-recently locked Mutex was '%' at order % (%:%).\n", t.current_name, t.current_order, t.current_order_set_by.fully_pathed_filename, t.current_order_set_by.line_number); + Basic.log("It is invalid to unlock mutexes out of order.\n"); + assert(false); + } + + if redundant_lock_counter > 0 { + redundant_lock_counter -= 1; + } else { + t.current_order = outer_order; + t.current_order_set_by = loc; + t.current_name = outer_name; + t.current_mutex_id = outer_csection; + } + } + + csection_unlock(*csection); + #if Race_Detector Race_Detector.write_unlock(*csection); + } +} else { + lock :: (using m: *Mutex) { + csection_lock(*m.csection); + #if Race_Detector Race_Detector.write_lock(*csection); + } + + unlock :: (using m: *Mutex) { + csection_unlock(*m.csection); + #if Race_Detector Race_Detector.write_unlock(*csection); + } +} + +#if DEBUG { + wait :: (c: *Condition_Variable, m: *Mutex, loc := #caller_location) { + assert(c.initialized); + assert(m.initialized); + t := *context.mutex_tracking; + if t.current_mutex_id != *m.csection { + Basic.log_error("Attempt to wait on a condition variable with a mutex which was not the last one locked. This is effectively unlocking the mutex out of order.\n"); + Basic.log("While we were unlocking mutex '%' with condition variable % (%:%)...\n", m.name, c.name, loc.fully_pathed_filename, loc.line_number); + assert(false); + } + + + #if Race_Detector Race_Detector.write_unlock(*m.csection); + cvariable_wait(*c.condition_variable); + #if Race_Detector Race_Detector.write_lock(*m.csection); + } +} else { + wait :: (c: *Condition_Variable, m: *Mutex) { + #if Race_Detector Race_Detector.write_unlock(*m.csection); + cvariable_wait(*c.condition_variable, *m.csection); + #if Race_Detector Race_Detector.write_lock(*m.csection); + } +} + +wake :: (c: *Condition_Variable) { + #if DEBUG assert(c.initialized); + cvariable_wake(*c.condition_variable); +} + +wake_all :: (c: *Condition_Variable) { + #if DEBUG assert(c.initialized); + cvariable_wake_all(*c.condition_variable); +} + +#if OS == { + case .PS5; #load "ps5.jai"; + case .NN_SWITCH; #load "nintendo.jai"; + case .NN_SWITCH2; #load "nintendo.jai"; +} + diff --git a/modules/Thread/thread_group.jai b/modules/Thread/thread_group.jai new file mode 100644 index 0000000..6fb4e88 --- /dev/null +++ b/modules/Thread/thread_group.jai @@ -0,0 +1,537 @@ +#scope_export + +/* + + Below is the new Thread_Group stuff. + + This is a way of launching a bunch of threads to asynchronously respond to requests. + + First you call init() on a Thread_Group, indicating how many threads you want. + It's a good idea to have the number of threads be intelligently chosen based on + how many CPU cores you have, and how many are likely to be in use at the time + this code is running. You also give init() a callback procedure that will be called + when a particular thread wants to do some work. + + You can then set some parameters manually, like whether logging should be turned on, + the name of the Thread_Group (which you'll see in log messages), and the 'data' pointer + which is just a general user-specified data slot, to give your callback additional + information. + + Once you call start() on the Thread_Group, the threads will start running. + When you want the threads to stop running, you need to call shutdown(), which will + wait until all the threads exit. You probably need to do this before your program exits; + it is a bad thing to have threads running while you clean up various global state + that they may be trying to use. + + When you want to give the Thread_Group work to do, you call add_work, giving it + a *void that represents the work you want to do. (This is some piece of memory, + the meaning of which is determined entirely by you -- it just gets passed to your callback -- + and the lifetime of which is controlled by you, but must be longer than the period + during which the thread will be doing the work!) At some point, a thread will grab + this work and execute it. When the work is done, your *void will be added to a + "work completed" queue. Call get_completed_work() occasionally to see what has + been completed, and to do whatever you want to do in response (maybe you want to + do some further main-thread processing on that piece of work; maybe you want to free + the memory.) + + + This Thread_Group is architected a little differently than many people may expect. + For example, it is not a "job system" in the way that came into vogue a few years ago + in the video game world. + + Here, each thread is calling the same function, in order to remove some barriers to + good performance. When you have a bunch of jobs grabbing random pieces of work and + executing them, you can't expect any relevant data or instructions to be in cache + when the work starts (because the previous job ran different code and operated on + totally different data on that thread). + + Also, here we avoid the pattern of using a single queue to hold the input and output. + It's a common pattern, taught in school and on the internet, to have a single queue, + and a semaphore, and you just put work into that queue, increment the semaphore, and + an arbitrary one of the threads pulls the work off the queue. This is actually + a performance disaster on modern-day CPUs, so you don't want to do it that way. + Performance is bad because of the CPU's cache-coherency mechanisms. When all the + threads are hammering on the same couple of cache lines, to grab input and + write output, they spend a great deal of time waiting on each other. + For example, say you want one of the threads to pop a piece of work off a linked list, + writing back the new head of the list so that nobody else grabs the same work. + The way this is implemented on the CPU, that core needs to lock the cache line + containing the head of the linked list. It needs to talk to all other cores + to make sure none of them have any writes pending on that cache line, and to get + all those cores to flush their copy of the cache line, because it's no longer valid. + After this synchronization is done, the core can then write the new head of the list, + that can write back to main memory, and other cores can read that memory anew + (which will of course take a long time to get). After all this is done, maybe + another core can now try to grab a piece of work, starting this whole boondoggle + over again. + + This is bad enough when you have just a few threads doing it, but as consumer-level computers + get more and more cores, you can imagine an increasing number of cores fighting over + the same memory location -- like, 64 of them. + + So you can write code that looks sleek and simple and parallel, but in reality + a large amount of tremendously inefficient synchronization is happening behind the scenes. + Since the whole point of writing parallel code is to avoid synchronization, that is + pretty bad. + + (If you are running on a system that provides an optional weak memory model, + this description may not exactly apply, but if you are doing that successfully, you know + what you are doing and do not need this documentation). + + To mitigate this situation, we have separate input and output queues for each thread. + When we issue a new piece of work, we give it to a particular thread. Thus only two + cores are concerned with writing to any particular cache line. + + Because we assign work to specific threads, we will tend end up in a situation where some threads + complete, but other threads still have work piled up, which means a decreasing number of + threads are active over time. To handle this case, we have implemented work stealing + based on "The Power of Two Random Choices": + https://people.cs.umass.edu/~ramesh/Site/PUBLICATIONS_files/MRS01.pdf + Work-stealing is currently disabled by default since it is new and untested, but it will + default to true eventually once it's tested. + -jblow, 21 June 2021. + +*/ + + +Thread_Group_Proc :: #type (group: *Thread_Group, thread: *Thread, work: *void) -> Thread_Continue_Status; + +// Thread_Continue_Status is returned by your worker procedure. +// If you return STOP, this is probably due to a resource shortage of some sort, +// so this thread will stop running. You usually want to return CONTINUE. +Thread_Continue_Status :: enum { + STOP :: 0; + CONTINUE :: 1; +} + +Thread_Group :: struct { + + // + // User-configurable data members: + // + + data: *void; // You can set this to whatever value you want, like 'data' on Thread. + proc: Thread_Group_Proc; // This is set in init(), but you can change it before calling start() if you want. You set this to whatever procedure you want called when a thread is performing work. + name: string; // You can set this to whatever you want; it gets used in log messages and to name the worker threads if it is set before calling init() or by passing a group_name to init(). + logging := false; // Disable logging by setting this to false (you probably want to do that to avoid spam, once things are working). + + time_proc: () -> float64; // For logging purposes, this code wants to report the time. You can set this procedure to control how Thread_Group + // gets the time. If this is null, we use Basic.get_seconds_since_init() instead. + + + // + // Implementation details below. Do not modify these! + // + + allocator: Allocator; // The allocator is saved on init, as happens with many data structures. This allocator need not be threadsafe, + // since it is only used on the thread that is calling the Thread_Group functions. The worker threads do not allocate. + + worker_info: [] Worker_Info; + worker_info_data_to_free: *void; + + next_worker_index: s32; + + // To avoid false sharing between CPU cores, we pad Worker_Info to the cache line size. + // Hopefully the user of this module passed a good line size as a module parameter. + // If you don't know the cache line size of your target machine, it's not too bad if + // you conservatively pick a number that is a little too big. But picking a number + // that is too small is not a good idea. + Worker_Info :: struct { + using info: Unpadded_Worker_Info; + + INFO_SIZE :: size_of(type_of(info)); + PADDING_SIZE :: #run Basic.align_forward(INFO_SIZE, CACHE_LINE_SIZE) - INFO_SIZE; + + padding: [PADDING_SIZE] u8; + + work_steal_indices: [] s32; + } + + Unpadded_Worker_Info :: struct { // Used as input for Worker_Info. + thread: Thread; + available: Work_List; + completed: Work_List; + + group: *Thread_Group; + worker_index: s32; + } + + // Each thread has two Work_Lists: 'available', for input, and 'completed', for output. + Work_List :: struct { + semaphore: Semaphore; + mutex: Mutex; + first: *Work_Entry; + last: *Work_Entry; + + count: s32; + } + + // The Thread_Group creates a Work_Entry for each work pointer passed in by the user. + // The Work_Entry stores extra random useful data. + Work_Entry :: struct { + next: *Work_Entry; + work: *void; + thread_index: Thread_Index; // This is Thread.index for the thread that handled this work. + logging_name: string; + + issue_time: float64; + work_list_index: s32; + } + + // should_exit gets set during shutdown, to indicate that all + // threads should stop looping. You probably should not set this yourself. + // Call shutdown(*thread_group) instead. + initted := false; + started := false; + should_exit := false; +} + +Work_List :: Thread_Group.Work_List; +Work_Entry :: Thread_Group.Work_Entry; + + +// init() initializes your Thread_Group. After calling init() you may still wish to +// assign a few data members to customize Thread_Group; see the struct declaration of +// Thread_Group above for more info. +init :: (using group: *Thread_Group, num_threads: s32, group_proc: Thread_Group_Proc, enable_work_stealing := false, temporary_storage_size : s32 = 16384, group_name := "") { + // enable_work_stealing will default to true eventually. See the note at the start of this file. + Basic.remember_allocators(group); + if group_name group.name = group_name; + + worker_info, worker_info_data_to_free = Basic.NewArray(num_threads, Worker_Info, true, alignment=CACHE_LINE_SIZE,, group.allocator); + + // Ensure worker_info.data is cache-line aligned. + assert((cast(u64) worker_info.data) % cast(u64) CACHE_LINE_SIZE == 0); + + group.proc = group_proc; + + for * info: worker_info { + base_name := ifx group.name else "Thread group"; + thread_name := Basic.tprint("% %/%", base_name, it_index + 1, num_threads); + thread_init(*info.thread, thread_group_run, temporary_storage_size=temporary_storage_size, name = thread_name); + info.thread.worker_info = info; + + init_work_list(*info.available); + init_work_list(*info.completed); + + info.group = group; + info.worker_index = cast(s32) it_index; + + if enable_work_stealing && (num_threads > 1) { + // Make an array that contains all worker indices except for ours. + // This gets shuffled for work stealing. Why? Because we want to + // search through 2 threads for work, but if they are mostly empty, + // we might have to scan through the whole array anyway. Maybe this + // is not the best way to do it. + + indices := Basic.NewArray(num_threads-1, s32, false,, group.allocator); + cursor := 0; + for i: 0..num_threads-1 { + if i == it_index continue; + + indices[cursor] = i; + cursor += 1; + } + + info.work_steal_indices = indices; + } + } + + group.initted = true; +} + +// When you want the threads to start running, call start(). +start :: (group: *Thread_Group) { + for * group.worker_info thread_start(*it.thread); + + group.started = true; +} + +// shutdown() tells all threads to stop and waits for up to timeout_milliseconds for them to finish. (Pass -1 to wait indefinitely.) +// It returns true if all threads finished in time and could be deallocated. After that, the user_data pointer will no longer be valid for +// any Thread (the memory is freed!), so if you want to use that to deinit your own user data, do that first! +// If you pass a timeout_milliseconds other than -1, shutdown may return false if threads did not finish in time. +// In that case nothing was freed and you need to call shutdown again until it returns true to free all resources. +shutdown :: (using group: *Thread_Group, timeout_milliseconds: s32 = -1) -> bool { + assert(initted); // The user should not call shutdown if they did not init. + + should_exit = true; + + all_done := true; + if started { + // Signal all semaphores so that the threads wake up. They should see + // that should_exit is set and break immediately. Keep in mind, though, + // that threads could be processing work and thus be unavailable + // for an arbitrarily long time. + for * worker_info signal(*it.available.semaphore); + + start: Basic.Apollo_Time; + if timeout_milliseconds > 0 { + start = Basic.current_time_consensus(); + } + remaining_timeout_ms := timeout_milliseconds; + for * worker_info { + if remaining_timeout_ms > 0 { + elapsed := Basic.to_milliseconds(Basic.current_time_consensus() - start); + remaining_timeout_ms = cast(s32) (timeout_milliseconds - elapsed); + if remaining_timeout_ms < 0 remaining_timeout_ms = 0; + } + + is_done := thread_is_done(*it.thread, remaining_timeout_ms); + if !is_done all_done = false; + } + } + + if !all_done return false; + + // If all threads have exited, we are ready to deallocate them. + for * worker_info { + thread_deinit(*it.thread); + deinit_work_list(*it.available); + deinit_work_list(*it.completed); + Basic.free(it.work_steal_indices.data); + } + + Basic.free(worker_info_data_to_free); + return true; +} + +// Call add_work() to add a unit of work, which will be given to one of the threads. +add_work :: (group: *Thread_Group, work: *void, logging_name := "") { + assert(group.worker_info.count >= 0); + + // Make a Work_Entry, a linked list node that lets us queue and unqueue. + entry := Basic.New(Thread_Group.Work_Entry, true,, group.allocator); + + entry.work = work; + entry.logging_name = logging_name; + entry.issue_time = get_time(group); // @Threadsafety: seconds_since_init() init is not threadsafe! @Incomplete, fix that! + + // Choose which thread will run this work. Right now we do a dead simple cycle + // through the worker array, adding 1 to the index each time. There may be + // better things to do. + thread_index := group.next_worker_index; + group.next_worker_index += 1; + if group.next_worker_index >= group.worker_info.count group.next_worker_index = 0; + + entry.work_list_index = thread_index; + + // Add this node to the linked list of available work for that thread. + list := *group.worker_info[thread_index].available; + add_work(list, entry); + + // The extra spaces after "added" are intentional, to make more-readable alignment with other log messages if they happen to occur in succession. + if group.logging Basic.log("'%' added work '%' to the available list at time %.\n", group.name, entry.logging_name, entry.issue_time); +} + +// Call get_completed_work() regularly to see which of your work units are done. +get_completed_work :: (group: *Thread_Group) -> [] *void { // The result array is allocated via temporary storage. + results: [..] *void; + results.allocator = Basic.temporary_allocator; + + count: s32; + + // We iterate over every worker thread to see if anything has completed. + // Note that if this Thread_Group is idle most of the time, and you call + // get_completed_work once per frame, most of the time this loop will + // just be waste. Hopefully it's not very much waste compared to everything else + // your program is doing, but in the future we may add an early-out: + // if all work was completed before, and we never added new work, obviously + // we don't need to do anything, as there can't be any new work. + for * info: group.worker_info { + list := *info.completed; + + count: s32; // We get the values of 'count' and 'completed' inside the mutex, + completed: *Work_Entry; // but then release the mutex before working with them, to minimize + // the amount of time we are holding the lock. + { + // Lock this thread's mutex to get the information we want. + lock(*list.mutex); + count = list.count; + completed = list.first; + + // We are going to output the entire list that has accumulated so far, + // so reset the list to an empty state. + if list.first { // Avoid writes if they are not necessary. + list.first = null; + list.last = null; + list.count = 0; + } + + unlock(*list.mutex); + } + + if !completed continue; + + // Reserve the output array. Probably doesn't help much. Note that + // we are maybe adding small numbers of results over a larger number + // of cores. Really if we want to be efficient here, we can build + // a larger linked list out of the mini-lists we gather, and accumulate + // the counts, then do the reserve all in one batch when we are done + // looking at the threads. For simplicity this has not yet been done, + // but it may not be much more complicated, actually. + Basic.array_reserve(*results, results.count + count); + + old_count := results.count; + + // Put the link list nodes into the output array, and then free the nodes. + // This means the user doesn't have to care what our list node looks like, + // and just gets to think about the work units he added in the first place. + while completed { + array_add(*results, completed.work); + next := completed.next; + + if group.logging { + now := get_time(group); + elapsed := now - completed.issue_time; + Basic.log("'%' completed work '%' from thread % at time % (elapsed: %).\n", group.name, completed.logging_name, completed.thread_index, now, elapsed); + } + + Basic.free(completed,, group.allocator); // @Speed: Could maintain a list of unused Work_Entries instead of alloc and freeing them. Not sure if it's worth the complexity. + completed = next; + } + + assert(results.count == old_count + count); + } + + if results.count && group.logging { + plural := ifx results.count > 1 then "s" else ""; + Basic.log("'%' is returning % result% from get_completed_work().\n", group.name, results.count, plural); + } + + return results; +} + +#scope_file + +init_work_list :: (using list: *Work_List) { + init(*semaphore); + init(*mutex); +} + +deinit_work_list :: (using list: *Work_List) { + destroy(*semaphore); + destroy(*mutex); +} + +add_work :: (using list: *Work_List, entry: *Work_Entry) { + // Add entry onto the linked list. + + lock(*mutex); + + if last { + // The list has nodes in it. Put this entry onto the end so that we are FIFO. + last.next = entry; + last = entry; + } else { + // The list is empty. This entry is now the entire list. + first = entry; + last = entry; + } + + list.count += 1; + + unlock(*mutex); + + signal(*semaphore); +} + +get_work :: (using list: *Work_List) -> *Work_Entry { + // When a thread wants to get a new unit of work, it calls this. + // To get here, it must have passed its semaphore, thus there absolutely + // must be work available, or else the program is incorrect. + + lock(*mutex); + defer unlock(*mutex); + + if !first return null; // If someone else stole work, there may be none available. + + // Grab the first node as our result. + result := first; + + // Update the head of the list to be the next item. + first = result.next; + + // If the new 'first' pointer is null, the list has become empty, so set 'last' to null also. + if !first last = null; + + list.count -= 1; + + return result; +} + +thread_group_run :: (thread: *Thread) -> s64 { + // This is the main loop that a particular thread runs. + // It waits on its semaphore, looking for new work on its 'available' list. + // When it finds work, it calls the thread group procedure with the work, + // then puts the work into its 'completed' list. + + info := thread.worker_info; + group := info.group; + + entry: *Work_Entry; + while !group.should_exit { + if !entry { + wait_for(*info.available.semaphore); + if group.should_exit break; // Don't do the proc, since that might take time. + + // Remove work from the list. There might be none if someone stole. + entry = get_work(*info.available); + } + + if entry { + // The thread index gets used in logging, so assign it here. + entry.thread_index = thread.index; + entry.next = null; + + // The extra space after "assigned" is intentional, to make more-readable alignment with other log messages if they happen to occur in succession. + if group.logging Basic.log("'%' assigned work '%' to thread % at time %.\n", group.name, entry.logging_name, thread.index, get_time(group)); + + should_continue := Thread_Continue_Status.CONTINUE; + if group.proc { + should_continue = group.proc(group, thread, entry.work); + } + + // The work is done. Add the entry to the completed list. + // It will be removed from the completed list when the user + // calls get_completed_work(). + add_work(*info.completed, entry); + + if should_continue == .STOP break; + } + + if info.work_steal_indices.count { + if group.should_exit break; // Check before dequeueing more work and calling proc, since that might take time. + + // Check for more work. If there’s none, try to steal some before going to sleep. + // This approach is a bit ham-fisted and could use improvement. + entry = get_work(*info.available); + if entry { + // Decrement the semaphore for the work we just dequeued. (To reduce the number of unnecessary wakes.) + wait_for(*info.available.semaphore); + } else { + // No work left - let’s steal some + for i: info.work_steal_indices { + entry = get_work(*group.worker_info[i].available); + if entry { + if group.logging Basic.log("'%' stole work '%' for thread % (worker %) at time % from worker %.\n", group.name, entry.logging_name, thread.index, info.worker_index, get_time(group), i); + // We can’t decrement the other thread’s semaphore here without introducing a race, so we leave it as it is. + break; + } + } + } + } else { + entry = null; + } + } + + return 0; +} + + +// The default seconds_since_init() routine that is used for logging unless the user +// provides a replacement. +get_time :: (group: *Thread_Group) -> float64 { + if group.time_proc return group.time_proc(); + return Basic.seconds_since_init(); +} diff --git a/modules/XDG/module.jai b/modules/XDG/module.jai new file mode 100644 index 0000000..83903c3 --- /dev/null +++ b/modules/XDG/module.jai @@ -0,0 +1,193 @@ +/* + * ref: https://freedesktop.org/wiki/Specifications/ + */ + +#assert(OS == .LINUX); + +/* + * Base Directory Specification + * https://specifications.freedesktop.org/basedir-spec/latest/ + */ +KnownDirectory :: enum { + DATA_HOME; + CONFIG_HOME; + STATE_HOME; + CACHE_HOME; +} + +get_path :: (dir: KnownDirectory) -> string { + env_var: string; + if #complete dir == { + case .DATA_HOME; env_var = "XDG_DATA_HOME"; + case .CONFIG_HOME; env_var = "XDG_CONFIG_HOME"; + case .STATE_HOME; env_var = "XDG_STATE_HOME"; + case .CACHE_HOME; env_var = "XDG_CACHE_HOME"; + } + env_path := getenv(env_var.data); + if env_path { + ret := to_string(env_path); + if starts_with(ret, "/") { + if ends_with(ret, "/") && ret != "/" ret.count -= 1; + return ret; + } + } + + pw := getpwuid(getuid()); + if pw { + home := to_string(pw.pw_dir); + if ends_with(home, "/") && home != "/" home.count -= 1; + if #complete dir == { + case .DATA_HOME; return tprint("%/.local/share", home); + case .CONFIG_HOME; return tprint("%/.config", home); + case .STATE_HOME; return tprint("%/.local/state", home); + case .CACHE_HOME; return tprint("%/.cache", home); + } + } + + /* just fall back to executable directory */ + return path_strip_filename(get_path_of_running_executable()); +} + +/* + * Utils + */ +open :: (path: string, reveal_in_explorer := false) -> bool { + started_ok :: (status: Process_Result) -> bool { + if #complete status.type == { + case .UNSTARTED; #through; + case .FAILED_TO_LAUNCH; #through; + case .SIGNALED; return false; + case .STILL_RUNNING; return true; + case .EXITED; return status.exit_code == 0; + } + } + + extract_name_of_explorer :: (desktop_file: string) -> success: bool, exec: string { + exec_key :: "Exec="; + + full_path: string; + if find_index_from_left(desktop_file, "/") >= 0 full_path = copy_string(desktop_file); + else full_path = sprint("/usr/share/applications/%", desktop_file); + defer free(full_path); + + data, loaded := read_entire_file(full_path); + if !loaded return false, ""; + defer free(data); + + pos := find_index_from_left(data, exec_key); + if pos < 0 return false, ""; + while (pos > 0) && (data[pos - 1] != #char "\n") { + pos = find_index_from_left(data, exec_key, pos + 1); + } + if pos < 0 return false, ""; + + pos += exec_key.count; + s := slice(data, pos, data.count - pos); + pos = find_index_from_left(s, "\n"); + if pos >= 0 s = slice(s, 0, pos); + + pieces := break_command_into_strings(s); + defer array_reset(*pieces); + assert(pieces.count > 0); + + return true, copy_string(pieces[0]); + } + + get_file_name :: (path: string) -> string { + pos := find_index_from_right(path, "/"); + return ifx pos < 0 then path else slice(path, pos + 1, path.count - (pos + 1)); + } + + // We expect children to be reaped externally since some of the things we run here + // may be long-running (like file managers). Thus we need a version of `run_command()` + // that does not kill/reap the child itself. + // + // @TODO: This version is extremely dumb/simple. We need a better way to track/reap + // children that doesn't depend on external help. + run :: (arg: ..string) -> result: Process_Result, output: string { + result: Process_Result; + process := get_child_process_slot(); + if !create_process(process, ..arg, capture_and_return_output = true) return result, ""; + + result.type = .STILL_RUNNING; + output: [512]u8; + error: [512]u8; + success, out_bytes, err_bytes := read_from_process(process, output, error); + if !success { + result.type = .EXITED; + result.exit_code = 126; + return result, ""; + } + + return result, copy_string(to_string(output.data, out_bytes)); + } + + if !reveal_in_explorer { + process := get_child_process_slot(); + return create_process(process, "xdg-open", path); + } + + status, output := run("xdg-mime", "query", "default", "inode/directory"); + if !started_ok(status) return false; + defer free(output); + explorer_desktop_file := trim(output); + if !ends_with(explorer_desktop_file, ".desktop") return false; + + found, exec := extract_name_of_explorer(explorer_desktop_file); + if !found return false; + defer free(exec); + + file_name := get_file_name(exec); + if file_name == { + case "dolphin"; #through; + case "nautilus"; { + process := get_child_process_slot(); + return create_process(process, exec, "--select", path); + } + } + + return false; +} + +reap_child_processes :: () { + empty := 0; + for * unreaped_children { + if !it.pid { + empty += 1; + continue; + } + if waitpid(it.pid, null, WNOHANG) == it.pid { + log("XDG: Reaped child process %", it.pid); + it.pid = 0; + empty += 1; + } + } + if unreaped_children.count && unreaped_children.count == empty { + array_reset_keeping_memory(*unreaped_children); + } +} + +#scope_module +#import "Basic"; +#import "String"; +#import "System"; +#import "POSIX"; +#import "Process"; +#import "File"; + +get_child_process_slot :: () -> *Process { + ret: *Process; + for * unreaped_children { + if !it.pid { + ret = it; + break; + } + } + if !ret { + ret = array_add(*unreaped_children); + ret.pid = 0; + } + return ret; +} + +unreaped_children: [..] Process; diff --git a/modules/imgui-dx11-win32/generate.jai b/modules/imgui-dx11-win32/generate.jai new file mode 100644 index 0000000..a3c23c6 --- /dev/null +++ b/modules/imgui-dx11-win32/generate.jai @@ -0,0 +1,320 @@ +// Usage: jai generate.jai - compile +// jai generate.jai - compile debug +// Builds in release mode by default. + +IMGUI_PATH :: "../imgui-source"; // v1.92.9-docking (WIP) + +DECLARATIONS_TO_OMIT :: string.[ + // We have custom declarations for these in module.jai: + "ImVec2", + "ImVec4", + "ImColor", + "ImVector", + "ImDrawCallback", + + // Jai has its own, better "String_Builder" + "ImGuiTextBuffer", + + "ImDrawCallback_ResetRenderState", // casting an integer to a function pointer is not supported in Jai. +]; + +#run,stallable { + #if OS != .WINDOWS { #assert "Only Windows is supported for this configuration."; } + + set_build_options_dc(.{do_output=false}); + + root_options := get_build_options(); + args := root_options.compile_time_command_line; + + + if !generate_imgui_bindings(args) { + compiler_set_workspace_status(.FAILED); + } +} + +generate_imgui_bindings :: (args: [] string) -> bool { + compile := array_find(args, "compile"); + compile_debug := array_find(args, "debug"); + + if compile { + imgui_src_files: [..] string; + + array_add(*imgui_src_files, tprint("%/imgui.cpp", IMGUI_PATH)); + array_add(*imgui_src_files, tprint("%/imgui_widgets.cpp", IMGUI_PATH)); + array_add(*imgui_src_files, tprint("%/imgui_draw.cpp", IMGUI_PATH)); + array_add(*imgui_src_files, tprint("%/imgui_tables.cpp", IMGUI_PATH)); + array_add(*imgui_src_files, tprint("%/backends/imgui_impl_dx11.cpp", IMGUI_PATH)); + array_add(*imgui_src_files, tprint("%/backends/imgui_impl_win32.cpp", IMGUI_PATH)); + // array_add(*imgui_src_files, tprint("%/imgui_demo.cpp", IMGUI_PATH)); + + success := true; + #if OS == .WINDOWS { + + make_directory_if_it_does_not_exist("windows"); + lib_name := ifx compile_debug + then "windows/ImGui.static.debug" + else "windows/ImGui.static.release"; + // We set IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS. Otherwise all users of the ImGui module have to link against "imm32". + success &&= build_cpp_static_lib( + lib_name, + ..imgui_src_files, + extra=.[ + "/DIMGUI_API=__declspec(dllexport)", + "/DIMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS", + tprint("/I%", IMGUI_PATH) + // "/DIMGUI_USE_WCHAR32", + ], + debug=compile_debug, + ); + + } else { + assert(false, "this OS is not supported, check the procedure % for details\n", #procedure_name()); + } + + if !success return false; + } + + defer { + deinit(*enums_for_typedefs); + array_reset(*begin_end_string_args); + } + + output_filename: string; + opts: Generate_Bindings_Options; + { + using opts; + + #if OS == .WINDOWS { + + array_add(*library_search_paths, "windows"); + if (compile_debug) { + array_add(*libraries, .{filename="ImGui.static.debug"}); + output_filename = "windows_debug.jai"; + footer = #string EOF +#import "Windows"; +imgui_static :: #library,no_dll "windows/ImGui.static.debug"; +EOF + } else { + array_add(*libraries, .{filename="ImGui.static.release"}); + output_filename = "windows_release.jai"; + footer = #string EOF +#import "Windows"; +imgui_static :: #library,no_dll "windows/ImGui.static.release"; +EOF + } + generate_library_declarations = false; + + + + } + + array_add(*include_paths, IMGUI_PATH); + array_add(*include_paths, tprint("%/backends", IMGUI_PATH)); + array_add(*source_files, tprint("%/imgui.h", IMGUI_PATH)); + array_add(*source_files, tprint("%/backends/imgui_impl_dx11.h", IMGUI_PATH)); + array_add(*source_files, tprint("%/backends/imgui_impl_win32.h", IMGUI_PATH)); + array_add(*extra_clang_arguments, "-x", "c++", "-DWIN32_LEAN_AND_MEAN"/*, "-DIMGUI_USE_WCHAR32"*/); + array_add(*flatten_namespaces, "ImGui"); + array_add(*strip_prefixes, "ImGui"); + auto_detect_enum_prefixes = false; + log_stripped_declarations = false; + generate_compile_time_struct_checks = false; + strip_flags |= .INLINED_FUNCTIONS; // "inline" functions are not present in the static library. + + visitor = imgui_visitor; + get_func_args_for_printing = imgui_get_function_arg_for_printing; + } + + success := generate_bindings(opts, output_filename); + return success; +} + +begin_end_string_args: [..]*Declaration; +enums_for_typedefs: Table(string, *Enum); +prefixes_to_keep: [..]string; + +imgui_visitor :: (decl: *Declaration, parent_decl: *Declaration) -> Declaration_Visit_Result { + + // The parent check is because if we have a struct to keep we want + // everything inside it to stay even if the names aren't to keep, and + // so we only apply this check on top-level declarations. + if prefixes_to_keep.count && !parent_decl { + + found := false; + + for prefixes_to_keep { + if begins_with(decl.name, it) { + found = true; + break; + } + } + + if !found { + decl.decl_flags |= .OMIT_FROM_OUTPUT; + return .STOP; + } + } + + // ImGui has "typedef ints" for each enum. but we want to just use the enums directly, + // so we get nice type safety, and .unary dots, etc. + // + // Look for declarations inside functions (i.e., arguments) or structs (i.e., fields) + get_associated_enum_name :: (name: string) -> string { + if name.count > 1 && name[name.count - 1] != #char "_" { + return tprint("%_", name); + } + return name; + } + + if !parent_decl { + if array_find(DECLARATIONS_TO_OMIT, decl.name) { + decl.decl_flags |= .OMIT_FROM_OUTPUT; + return .STOP; + } + if decl.name == "ImGuiContext" { + decl.output_name = decl.name; // Don’t shorten ImGuiContext to Context as this would conflict + } + + if decl.kind == .TYPEDEF { + old_name := decl.name; + if old_name { + new_name := get_associated_enum_name(old_name); + for context.generator.global_scope.members { + if it.kind != .ENUM || it.name != new_name continue; + + en := cast(*Enum)it; + + // Don't output the integer typedef + decl.decl_flags |= .OMIT_FROM_OUTPUT; + + // Make sure the enums like "FocusFlags_" get outputted as "FocusFlags" + if en.output_name.count > 2 && en.output_name[en.output_name.count - 1] == #char "_" { + en.output_name.count -= 1; + } + + // Keep the comment, if there is one: + if decl.comment.text && !en.comment.text { + en.comment = decl.comment; + } + + table_add(*enums_for_typedefs, old_name, en); + break; + } + } + } + } + + // Look for function arguments with "typedef" types. + if parent_decl && + (parent_decl.kind == .FUNCTION || parent_decl.kind == .STRUCT) && + decl.kind == .DECLARATION && decl.type.type_of_typedef != null + { + old_name := decl.type.type_of_typedef.name; + if old_name { + found, en := table_find(*enums_for_typedefs, old_name); + if found { + change_type_to_enum(decl, en); + } + } + } + + if decl.kind == .ENUM { + // ImGui has lots of enums that should be enum flags. Luckily, they all end in "…Flags_". + if ends_with(decl.name, "Flags_") { + en := cast(*Enum)decl; + en.flags |= .IS_ENUM_FLAGS; + en.flags |= .VALUES_IN_HEX; + } + } + + if decl.kind == .FUNCTION { + func := cast(*Function)decl; + type := func.type.type_of_function; + // ImGui also has functions with pairs of arguments like "text_begin" and "text_end" + // for the pointers to the beginning and end of a string. We'll generate wrappers for + // those function which take a jai string. + // + // Here we collect pointers to "_begin" arguments, and use them in + // get_func_args_for_printing below. + for type.arguments { + if it_index == 0 || !ends_with(it.name, "_end") continue; + arg_type := find_underlying_type(it.type); + if !arg_type.pointer_to || !(arg_type.pointer_to.number_flags & ._8BIT) continue; // Only convert *u8 ranges to string + + name_part := slice(it.name, 0, it.name.count - "_end".count); + if !name_part continue; + + // the first arg may appear as "text_begin" or just "text" + name_part_with_begin := tprint("%_begin", name_part); + prev_arg := type.arguments[it_index - 1]; + if prev_arg.name == name_part || prev_arg.name == name_part_with_begin { + array_add(*begin_end_string_args, prev_arg); + func.decl_flags |= .NEEDS_ARGUMENT_WRAPPER; + } + } + } + + return .RECURSE; +} + +// Modify function with _begin and _end string arguments as they get printed. +// See the note above about "text_begin". +imgui_get_function_arg_for_printing :: (func: *Function, type: *Function_Type, mode: Arg_Print_Mode) -> []*Declaration { + args: [..]*Declaration; + for type.arguments { + if array_find(begin_end_string_args, it) { + if mode == { + case .OUTER_WRAPPER; + // For the outer wrapper, remove any "_begin" part of the argument, and + // change its type to a jai string + arg_copy := New(Declaration); + arg_copy.* = it.*; + arg_copy.type = context.generator.type_def_jai_string; + if ends_with(it.name, "_begin") { + arg_copy.output_name = slice(it.name, 0, it.name.count - "_begin".count); + } + array_add(*args, arg_copy); + + it_index += 1; // skip the next argument-we collpase the _begin and _end args into one string arg + + continue; + case .INNER_WRAPPER_CALL; + // For the inner wrapper function call, we pass the incoming arg + // as two arguments: "jai_string.data, jai_string.data + jai_string.count" -- corresponding + // to the _begin and _end parts. + base_arg_name := it.name; + if ends_with(it.name, "_begin") { + base_arg_name = slice(it.name, 0, it.name.count - "_begin".count); + } + + arg_copy := New(Declaration); + arg_copy.* = it.*; + arg_copy.output_name = tprint("%.data", base_arg_name); + array_add(*args, arg_copy); + + arg_copy_2 := New(Declaration); + arg_copy_2.* = it.*; + arg_copy_2.output_name = tprint("%.data + %.count", base_arg_name, base_arg_name); + array_add(*args, arg_copy_2); + + it_index += 1; // skip the next arg, since we already added a second one above + continue; + } + } + + array_add(*args, it); + } + + return args; +} + +#import "Basic"; +#import "Bindings_Generator"; +#import "BuildCpp"; +#import "Compiler"; +#import "Process"; +#import "File"; +#import "Hash_Table"; +#import "String"; +#import "Windows_Utf8"; + diff --git a/modules/imgui-dx11-win32/module.jai b/modules/imgui-dx11-win32/module.jai new file mode 100644 index 0000000..6e2ea65 --- /dev/null +++ b/modules/imgui-dx11-win32/module.jai @@ -0,0 +1,34 @@ +#module_parameters () (DEBUG := false) { +}; + +ImVec2 :: Vector2; +ImVec4 :: Vector4; +ImColor :: Vector4; + +ImVector :: struct (T: Type) { + Size: s32; + Capacity: s32; + Data: *T; +} + +ImDrawCallback :: #type (parent_list: *ImDrawList, cmd: *ImDrawCmd) #c_call; + +#scope_module + +#import "Basic"; +#import "Math"; + +#if OS == .WINDOWS { + #if DEBUG { + #load "windows_debug.jai"; + } else { + #load "windows_release.jai"; + } + + shell32 :: #library,system,link_always "shell32"; + user32 :: #library,system,link_always "user32"; + gdi32 :: #library,system,link_always "gdi32"; + dwmapi :: #library,system,link_always "dwmapi"; + d3dcompiler :: #library,system,link_always "d3dcompiler"; + imm32 :: #library,system,link_always "imm32"; +} \ No newline at end of file diff --git a/modules/imgui-dx11-win32/windows/ImGui.static.debug.lib b/modules/imgui-dx11-win32/windows/ImGui.static.debug.lib new file mode 100644 index 0000000..874a727 Binary files /dev/null and b/modules/imgui-dx11-win32/windows/ImGui.static.debug.lib differ diff --git a/modules/imgui-dx11-win32/windows/ImGui.static.debug.pdb b/modules/imgui-dx11-win32/windows/ImGui.static.debug.pdb new file mode 100644 index 0000000..4f767d7 Binary files /dev/null and b/modules/imgui-dx11-win32/windows/ImGui.static.debug.pdb differ diff --git a/modules/imgui-dx11-win32/windows/ImGui.static.release.lib b/modules/imgui-dx11-win32/windows/ImGui.static.release.lib new file mode 100644 index 0000000..9cb70af Binary files /dev/null and b/modules/imgui-dx11-win32/windows/ImGui.static.release.lib differ diff --git a/modules/imgui-dx11-win32/windows_debug.jai b/modules/imgui-dx11-win32/windows_debug.jai new file mode 100644 index 0000000..6fb0756 --- /dev/null +++ b/modules/imgui-dx11-win32/windows_debug.jai @@ -0,0 +1,4579 @@ +// +// This file was auto-generated using the following command: +// +// jai ./generate.jai - compile debug +// + + + +IMGUI_VERSION :: "1.92.9 WIP"; +IMGUI_VERSION_NUM :: 19281; + +ImTextureID_Invalid :: cast(ImTextureID) 0; + +IMGUI_PAYLOAD_TYPE_COLOR_3F :: "_COL3F"; +IMGUI_PAYLOAD_TYPE_COLOR_4F :: "_COL4F"; + +IM_UNICODE_CODEPOINT_INVALID :: 0xFFFD; + +IM_UNICODE_CODEPOINT_MAX :: 0xFFFF; + +IM_COL32_R_SHIFT :: 0; +IM_COL32_G_SHIFT :: 8; +IM_COL32_B_SHIFT :: 16; +IM_COL32_A_SHIFT :: 24; +IM_COL32_A_MASK :: 0xFF000000; + +IM_DRAWLIST_TEX_LINES_WIDTH_MAX :: 32; + +ImFontAtlasRectId_Invalid :: -1; + +// Scalar data types +ID :: u32; +ImS8 :: s8; +ImU8 :: u8; +ImS16 :: s16; +ImU16 :: u16; +ImS32 :: s32; +ImU32 :: u32; +ImS64 :: s64; +ImU64 :: u64; + +ImDrawListSharedData :: struct {} + +ImFontAtlasBuilder :: struct {} + +ImFontLoader :: struct {} + +// Forward declarations: ImGui layer +ImGuiContext :: struct {} + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +Dir :: enum s32 { + None :: -1; + Left :: 0; + Right :: 1; + Up :: 2; + Down :: 3; + COUNT :: 4; + + ImGuiDir_None :: None; + ImGuiDir_Left :: Left; + ImGuiDir_Right :: Right; + ImGuiDir_Up :: Up; + ImGuiDir_Down :: Down; + ImGuiDir_COUNT :: COUNT; +} + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +Key :: enum s32 { + None :: 0; + NamedKey_BEGIN :: 512; + + Tab :: 512; + LeftArrow :: 513; + RightArrow :: 514; + UpArrow :: 515; + DownArrow :: 516; + PageUp :: 517; + PageDown :: 518; + Home :: 519; + End :: 520; + Insert :: 521; + Delete :: 522; + Backspace :: 523; + Space :: 524; + Enter :: 525; + Escape :: 526; + LeftCtrl :: 527; + LeftShift :: 528; + LeftAlt :: 529; + LeftSuper :: 530; + RightCtrl :: 531; + RightShift :: 532; + RightAlt :: 533; + RightSuper :: 534; + Menu :: 535; + _0 :: 536; + _1 :: 537; + _2 :: 538; + _3 :: 539; + _4 :: 540; + _5 :: 541; + _6 :: 542; + _7 :: 543; + _8 :: 544; + _9 :: 545; + A :: 546; + B :: 547; + C :: 548; + D :: 549; + E :: 550; + F :: 551; + G :: 552; + H :: 553; + I :: 554; + J :: 555; + K :: 556; + L :: 557; + M :: 558; + N :: 559; + O :: 560; + P :: 561; + Q :: 562; + R :: 563; + S :: 564; + T :: 565; + U :: 566; + V :: 567; + W :: 568; + X :: 569; + Y :: 570; + Z :: 571; + F1 :: 572; + F2 :: 573; + F3 :: 574; + F4 :: 575; + F5 :: 576; + F6 :: 577; + F7 :: 578; + F8 :: 579; + F9 :: 580; + F10 :: 581; + F11 :: 582; + F12 :: 583; + F13 :: 584; + F14 :: 585; + F15 :: 586; + F16 :: 587; + F17 :: 588; + F18 :: 589; + F19 :: 590; + F20 :: 591; + F21 :: 592; + F22 :: 593; + F23 :: 594; + F24 :: 595; + Apostrophe :: 596; + Comma :: 597; + Minus :: 598; + Period :: 599; + Slash :: 600; + Semicolon :: 601; + Equal :: 602; + LeftBracket :: 603; + Backslash :: 604; + RightBracket :: 605; + GraveAccent :: 606; + CapsLock :: 607; + ScrollLock :: 608; + NumLock :: 609; + PrintScreen :: 610; + Pause :: 611; + Keypad0 :: 612; + Keypad1 :: 613; + Keypad2 :: 614; + Keypad3 :: 615; + Keypad4 :: 616; + Keypad5 :: 617; + Keypad6 :: 618; + Keypad7 :: 619; + Keypad8 :: 620; + Keypad9 :: 621; + KeypadDecimal :: 622; + KeypadDivide :: 623; + KeypadMultiply :: 624; + KeypadSubtract :: 625; + KeypadAdd :: 626; + KeypadEnter :: 627; + KeypadEqual :: 628; + AppBack :: 629; + AppForward :: 630; + Oem102 :: 631; + + GamepadStart :: 632; + GamepadBack :: 633; + GamepadFaceLeft :: 634; + GamepadFaceRight :: 635; + GamepadFaceUp :: 636; + GamepadFaceDown :: 637; + GamepadDpadLeft :: 638; + GamepadDpadRight :: 639; + GamepadDpadUp :: 640; + GamepadDpadDown :: 641; + GamepadL1 :: 642; + GamepadR1 :: 643; + GamepadL2 :: 644; + GamepadR2 :: 645; + GamepadL3 :: 646; + GamepadR3 :: 647; + GamepadLStickLeft :: 648; + GamepadLStickRight :: 649; + GamepadLStickUp :: 650; + GamepadLStickDown :: 651; + GamepadRStickLeft :: 652; + GamepadRStickRight :: 653; + GamepadRStickUp :: 654; + GamepadRStickDown :: 655; + + MouseLeft :: 656; + MouseRight :: 657; + MouseMiddle :: 658; + MouseX1 :: 659; + MouseX2 :: 660; + MouseWheelX :: 661; + MouseWheelY :: 662; + + ReservedForModCtrl :: 663; + ReservedForModShift :: 664; + ReservedForModAlt :: 665; + ReservedForModSuper :: 666; + + NamedKey_END :: 667; + NamedKey_COUNT :: 155; + + Mod_None :: 0; + Mod_Ctrl :: 4096; + Mod_Shift :: 8192; + Mod_Alt :: 16384; + Mod_Super :: 32768; + Mod_Mask_ :: 61440; + + COUNT :: 667; + Mod_Shortcut :: 4096; + + ImGuiKey_None :: None; + ImGuiKey_NamedKey_BEGIN :: NamedKey_BEGIN; + + ImGuiKey_Tab :: Tab; + ImGuiKey_LeftArrow :: LeftArrow; + ImGuiKey_RightArrow :: RightArrow; + ImGuiKey_UpArrow :: UpArrow; + ImGuiKey_DownArrow :: DownArrow; + ImGuiKey_PageUp :: PageUp; + ImGuiKey_PageDown :: PageDown; + ImGuiKey_Home :: Home; + ImGuiKey_End :: End; + ImGuiKey_Insert :: Insert; + ImGuiKey_Delete :: Delete; + ImGuiKey_Backspace :: Backspace; + ImGuiKey_Space :: Space; + ImGuiKey_Enter :: Enter; + ImGuiKey_Escape :: Escape; + ImGuiKey_LeftCtrl :: LeftCtrl; + ImGuiKey_LeftShift :: LeftShift; + ImGuiKey_LeftAlt :: LeftAlt; + ImGuiKey_LeftSuper :: LeftSuper; + ImGuiKey_RightCtrl :: RightCtrl; + ImGuiKey_RightShift :: RightShift; + ImGuiKey_RightAlt :: RightAlt; + ImGuiKey_RightSuper :: RightSuper; + ImGuiKey_Menu :: Menu; + ImGuiKey_0 :: _0; + ImGuiKey_1 :: _1; + ImGuiKey_2 :: _2; + ImGuiKey_3 :: _3; + ImGuiKey_4 :: _4; + ImGuiKey_5 :: _5; + ImGuiKey_6 :: _6; + ImGuiKey_7 :: _7; + ImGuiKey_8 :: _8; + ImGuiKey_9 :: _9; + ImGuiKey_A :: A; + ImGuiKey_B :: B; + ImGuiKey_C :: C; + ImGuiKey_D :: D; + ImGuiKey_E :: E; + ImGuiKey_F :: F; + ImGuiKey_G :: G; + ImGuiKey_H :: H; + ImGuiKey_I :: I; + ImGuiKey_J :: J; + ImGuiKey_K :: K; + ImGuiKey_L :: L; + ImGuiKey_M :: M; + ImGuiKey_N :: N; + ImGuiKey_O :: O; + ImGuiKey_P :: P; + ImGuiKey_Q :: Q; + ImGuiKey_R :: R; + ImGuiKey_S :: S; + ImGuiKey_T :: T; + ImGuiKey_U :: U; + ImGuiKey_V :: V; + ImGuiKey_W :: W; + ImGuiKey_X :: X; + ImGuiKey_Y :: Y; + ImGuiKey_Z :: Z; + ImGuiKey_F1 :: F1; + ImGuiKey_F2 :: F2; + ImGuiKey_F3 :: F3; + ImGuiKey_F4 :: F4; + ImGuiKey_F5 :: F5; + ImGuiKey_F6 :: F6; + ImGuiKey_F7 :: F7; + ImGuiKey_F8 :: F8; + ImGuiKey_F9 :: F9; + ImGuiKey_F10 :: F10; + ImGuiKey_F11 :: F11; + ImGuiKey_F12 :: F12; + ImGuiKey_F13 :: F13; + ImGuiKey_F14 :: F14; + ImGuiKey_F15 :: F15; + ImGuiKey_F16 :: F16; + ImGuiKey_F17 :: F17; + ImGuiKey_F18 :: F18; + ImGuiKey_F19 :: F19; + ImGuiKey_F20 :: F20; + ImGuiKey_F21 :: F21; + ImGuiKey_F22 :: F22; + ImGuiKey_F23 :: F23; + ImGuiKey_F24 :: F24; + ImGuiKey_Apostrophe :: Apostrophe; + ImGuiKey_Comma :: Comma; + ImGuiKey_Minus :: Minus; + ImGuiKey_Period :: Period; + ImGuiKey_Slash :: Slash; + ImGuiKey_Semicolon :: Semicolon; + ImGuiKey_Equal :: Equal; + ImGuiKey_LeftBracket :: LeftBracket; + ImGuiKey_Backslash :: Backslash; + ImGuiKey_RightBracket :: RightBracket; + ImGuiKey_GraveAccent :: GraveAccent; + ImGuiKey_CapsLock :: CapsLock; + ImGuiKey_ScrollLock :: ScrollLock; + ImGuiKey_NumLock :: NumLock; + ImGuiKey_PrintScreen :: PrintScreen; + ImGuiKey_Pause :: Pause; + ImGuiKey_Keypad0 :: Keypad0; + ImGuiKey_Keypad1 :: Keypad1; + ImGuiKey_Keypad2 :: Keypad2; + ImGuiKey_Keypad3 :: Keypad3; + ImGuiKey_Keypad4 :: Keypad4; + ImGuiKey_Keypad5 :: Keypad5; + ImGuiKey_Keypad6 :: Keypad6; + ImGuiKey_Keypad7 :: Keypad7; + ImGuiKey_Keypad8 :: Keypad8; + ImGuiKey_Keypad9 :: Keypad9; + ImGuiKey_KeypadDecimal :: KeypadDecimal; + ImGuiKey_KeypadDivide :: KeypadDivide; + ImGuiKey_KeypadMultiply :: KeypadMultiply; + ImGuiKey_KeypadSubtract :: KeypadSubtract; + ImGuiKey_KeypadAdd :: KeypadAdd; + ImGuiKey_KeypadEnter :: KeypadEnter; + ImGuiKey_KeypadEqual :: KeypadEqual; + ImGuiKey_AppBack :: AppBack; + ImGuiKey_AppForward :: AppForward; + ImGuiKey_Oem102 :: Oem102; + + ImGuiKey_GamepadStart :: GamepadStart; + ImGuiKey_GamepadBack :: GamepadBack; + ImGuiKey_GamepadFaceLeft :: GamepadFaceLeft; + ImGuiKey_GamepadFaceRight :: GamepadFaceRight; + ImGuiKey_GamepadFaceUp :: GamepadFaceUp; + ImGuiKey_GamepadFaceDown :: GamepadFaceDown; + ImGuiKey_GamepadDpadLeft :: GamepadDpadLeft; + ImGuiKey_GamepadDpadRight :: GamepadDpadRight; + ImGuiKey_GamepadDpadUp :: GamepadDpadUp; + ImGuiKey_GamepadDpadDown :: GamepadDpadDown; + ImGuiKey_GamepadL1 :: GamepadL1; + ImGuiKey_GamepadR1 :: GamepadR1; + ImGuiKey_GamepadL2 :: GamepadL2; + ImGuiKey_GamepadR2 :: GamepadR2; + ImGuiKey_GamepadL3 :: GamepadL3; + ImGuiKey_GamepadR3 :: GamepadR3; + ImGuiKey_GamepadLStickLeft :: GamepadLStickLeft; + ImGuiKey_GamepadLStickRight :: GamepadLStickRight; + ImGuiKey_GamepadLStickUp :: GamepadLStickUp; + ImGuiKey_GamepadLStickDown :: GamepadLStickDown; + ImGuiKey_GamepadRStickLeft :: GamepadRStickLeft; + ImGuiKey_GamepadRStickRight :: GamepadRStickRight; + ImGuiKey_GamepadRStickUp :: GamepadRStickUp; + ImGuiKey_GamepadRStickDown :: GamepadRStickDown; + + ImGuiKey_MouseLeft :: MouseLeft; + ImGuiKey_MouseRight :: MouseRight; + ImGuiKey_MouseMiddle :: MouseMiddle; + ImGuiKey_MouseX1 :: MouseX1; + ImGuiKey_MouseX2 :: MouseX2; + ImGuiKey_MouseWheelX :: MouseWheelX; + ImGuiKey_MouseWheelY :: MouseWheelY; + + ImGuiKey_ReservedForModCtrl :: ReservedForModCtrl; + ImGuiKey_ReservedForModShift :: ReservedForModShift; + ImGuiKey_ReservedForModAlt :: ReservedForModAlt; + ImGuiKey_ReservedForModSuper :: ReservedForModSuper; + + ImGuiKey_NamedKey_END :: NamedKey_END; + ImGuiKey_NamedKey_COUNT :: NamedKey_COUNT; + + ImGuiMod_None :: Mod_None; + ImGuiMod_Ctrl :: Mod_Ctrl; + ImGuiMod_Shift :: Mod_Shift; + ImGuiMod_Alt :: Mod_Alt; + ImGuiMod_Super :: Mod_Super; + ImGuiMod_Mask_ :: Mod_Mask_; + + ImGuiKey_COUNT :: COUNT; + ImGuiMod_Shortcut :: Mod_Shortcut; +} + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +MouseSource :: enum s32 { + Mouse :: 0; + TouchScreen :: 1; + Pen :: 2; + COUNT :: 3; + + ImGuiMouseSource_Mouse :: Mouse; + ImGuiMouseSource_TouchScreen :: TouchScreen; + ImGuiMouseSource_Pen :: Pen; + ImGuiMouseSource_COUNT :: COUNT; +} + +// A sorting direction +SortDirection :: enum ImU8 { + None :: 0; + Ascending :: 1; + Descending :: 2; + + ImGuiSortDirection_None :: None; + ImGuiSortDirection_Ascending :: Ascending; + ImGuiSortDirection_Descending :: Descending; +} + +ImDrawTextFlags :: s32; + +KeyChord :: s32; + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +ImWchar32 :: u32; +ImWchar16 :: u16; + +ImWchar :: ImWchar16; + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +SelectionUserData :: ImS64; + +// Callback and functions types +InputTextCallback :: #type (data: *InputTextCallbackData) -> s32 #c_call; +SizeCallback :: #type (data: *SizeCallbackData) -> void #c_call; +MemAllocFunc :: #type (sz: u64, user_data: *void) -> *void #c_call; +MemFreeFunc :: #type (ptr: *void, user_data: *void) -> void #c_call; + +ImTextureID :: ImU64; + +// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*. +// The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. +// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID. +// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side. +// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection +// to extract the ImTextureID value during rendering, after texture upload has happened. +// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef(). +// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this +// to be frequently useful to the end-user, and it would be erroneously called by many legacy code. +// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef. +// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. +// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; } +// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef. +// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. +ImTextureRef :: struct { + _TexData: *ImTextureData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. + _TexID: ImTextureID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls. +} + +// Context creation and access +// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. +// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. +CreateContext :: (shared_font_atlas: *ImFontAtlas = null) -> *ImGuiContext #foreign imgui_static "?CreateContext@ImGui@@YAPEAUImGuiContext@@PEAUImFontAtlas@@@Z"; +DestroyContext :: (ctx: *ImGuiContext = null) -> void #foreign imgui_static "?DestroyContext@ImGui@@YAXPEAUImGuiContext@@@Z"; +GetCurrentContext :: () -> *ImGuiContext #foreign imgui_static "?GetCurrentContext@ImGui@@YAPEAUImGuiContext@@XZ"; +SetCurrentContext :: (ctx: *ImGuiContext) -> void #foreign imgui_static "?SetCurrentContext@ImGui@@YAXPEAUImGuiContext@@@Z"; + +// Main +GetIO :: () -> *IO #foreign imgui_static "?GetIO@ImGui@@YAAEAUImGuiIO@@XZ"; +GetPlatformIO :: () -> *PlatformIO #foreign imgui_static "?GetPlatformIO@ImGui@@YAAEAUImGuiPlatformIO@@XZ"; +GetStyle :: () -> *Style #foreign imgui_static "?GetStyle@ImGui@@YAAEAUImGuiStyle@@XZ"; +NewFrame :: () -> void #foreign imgui_static "?NewFrame@ImGui@@YAXXZ"; +EndFrame :: () -> void #foreign imgui_static "?EndFrame@ImGui@@YAXXZ"; +Render :: () -> void #foreign imgui_static "?Render@ImGui@@YAXXZ"; +GetDrawData :: () -> *ImDrawData #foreign imgui_static "?GetDrawData@ImGui@@YAPEAUImDrawData@@XZ"; + +ShowMetricsWindow :: (p_open: *bool = null) -> void #foreign imgui_static "?ShowMetricsWindow@ImGui@@YAXPEA_N@Z"; +ShowDebugLogWindow :: (p_open: *bool = null) -> void #foreign imgui_static "?ShowDebugLogWindow@ImGui@@YAXPEA_N@Z"; +ShowIDStackToolWindow :: (p_open: *bool = null) -> void #foreign imgui_static "?ShowIDStackToolWindow@ImGui@@YAXPEA_N@Z"; + +ShowFontSelector :: (label: *u8) -> void #foreign imgui_static "?ShowFontSelector@ImGui@@YAXPEBD@Z"; + +GetVersion :: () -> *u8 #foreign imgui_static "?GetVersion@ImGui@@YAPEBDXZ"; + +// Styles +StyleColorsDark :: (dst: *Style = null) -> void #foreign imgui_static "?StyleColorsDark@ImGui@@YAXPEAUImGuiStyle@@@Z"; +StyleColorsLight :: (dst: *Style = null) -> void #foreign imgui_static "?StyleColorsLight@ImGui@@YAXPEAUImGuiStyle@@@Z"; +StyleColorsClassic :: (dst: *Style = null) -> void #foreign imgui_static "?StyleColorsClassic@ImGui@@YAXPEAUImGuiStyle@@@Z"; + +// Windows +// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. +// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, +// which clicking will set the boolean to false when clicked. +// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. +// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). +// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting +// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! +// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions +// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding +// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] +// - Note that the bottom of window stack always contains a window called "Debug". +Begin :: (name: *u8, p_open: *bool = null, flags: WindowFlags = .None) -> bool #foreign imgui_static "?Begin@ImGui@@YA_NPEBDPEA_NH@Z"; +End :: () -> void #foreign imgui_static "?End@ImGui@@YAXXZ"; + +// Child Windows +// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. +// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". +// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. +// Consider updating your old code: +// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); +// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); +// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): +// == 0.0f: use remaining parent window size for this axis. +// > 0.0f: use specified size for this axis. +// < 0.0f: right/bottom-align to specified distance from available content boundaries. +// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. +// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. +// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting +// anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. +// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions +// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding +// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] +BeginChild :: (str_id: *u8, size: *ImVec2, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #foreign imgui_static "?BeginChild@ImGui@@YA_NPEBDAEBUImVec2@@HH@Z"; +BeginChild :: (str_id: *u8, size: ImVec2 = ImVec2.{0, 0}, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #no_context { + return BeginChild(str_id, *size, child_flags, window_flags); +} +BeginChild :: (id: ID, size: *ImVec2, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #foreign imgui_static "?BeginChild@ImGui@@YA_NIAEBUImVec2@@HH@Z"; +BeginChild :: (id: ID, size: ImVec2 = ImVec2.{0, 0}, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #no_context { + return BeginChild(id, *size, child_flags, window_flags); +} +EndChild :: () -> void #foreign imgui_static "?EndChild@ImGui@@YAXXZ"; + +// Windows Utilities +// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. +IsWindowAppearing :: () -> bool #foreign imgui_static "?IsWindowAppearing@ImGui@@YA_NXZ"; +IsWindowCollapsed :: () -> bool #foreign imgui_static "?IsWindowCollapsed@ImGui@@YA_NXZ"; +IsWindowFocused :: (flags: FocusedFlags = .None) -> bool #foreign imgui_static "?IsWindowFocused@ImGui@@YA_NH@Z"; +IsWindowHovered :: (flags: HoveredFlags = .None) -> bool #foreign imgui_static "?IsWindowHovered@ImGui@@YA_NH@Z"; +GetWindowDrawList :: () -> *ImDrawList #foreign imgui_static "?GetWindowDrawList@ImGui@@YAPEAUImDrawList@@XZ"; +GetWindowDpiScale :: () -> float #foreign imgui_static "?GetWindowDpiScale@ImGui@@YAMXZ"; +GetWindowPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetWindowPos@ImGui@@YA?AUImVec2@@XZ"; +GetWindowSize :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetWindowSize@ImGui@@YA?AUImVec2@@XZ"; +GetWindowWidth :: () -> float #foreign imgui_static "?GetWindowWidth@ImGui@@YAMXZ"; +GetWindowHeight :: () -> float #foreign imgui_static "?GetWindowHeight@ImGui@@YAMXZ"; +GetWindowViewport :: () -> *Viewport #foreign imgui_static "?GetWindowViewport@ImGui@@YAPEAUImGuiViewport@@XZ"; + +// Window manipulation +// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). +SetNextWindowPos :: (pos: *ImVec2, cond: Cond = .None, pivot: *ImVec2) -> void #foreign imgui_static "?SetNextWindowPos@ImGui@@YAXAEBUImVec2@@H0@Z"; +SetNextWindowPos :: (pos: ImVec2, cond: Cond = .None, pivot: ImVec2 = ImVec2.{0, 0}) #no_context { + SetNextWindowPos(*pos, cond, *pivot); +} +SetNextWindowSize :: (size: *ImVec2, cond: Cond = .None) -> void #foreign imgui_static "?SetNextWindowSize@ImGui@@YAXAEBUImVec2@@H@Z"; +SetNextWindowSize :: (size: ImVec2, cond: Cond = .None) #no_context { + SetNextWindowSize(*size, cond); +} +SetNextWindowSizeConstraints :: (size_min: *ImVec2, size_max: *ImVec2, custom_callback: SizeCallback = null, custom_callback_data: *void = null) -> void #foreign imgui_static "?SetNextWindowSizeConstraints@ImGui@@YAXAEBUImVec2@@0P6AXPEAUImGuiSizeCallbackData@@@ZPEAX@Z"; +SetNextWindowSizeConstraints :: (size_min: ImVec2, size_max: ImVec2, custom_callback: SizeCallback = null, custom_callback_data: *void = null) #no_context { + SetNextWindowSizeConstraints(*size_min, *size_max, custom_callback, custom_callback_data); +} +SetNextWindowContentSize :: (size: *ImVec2) -> void #foreign imgui_static "?SetNextWindowContentSize@ImGui@@YAXAEBUImVec2@@@Z"; +SetNextWindowContentSize :: (size: ImVec2) #no_context { + SetNextWindowContentSize(*size); +} +SetNextWindowCollapsed :: (collapsed: bool, cond: Cond = .None) -> void #foreign imgui_static "?SetNextWindowCollapsed@ImGui@@YAX_NH@Z"; +SetNextWindowFocus :: () -> void #foreign imgui_static "?SetNextWindowFocus@ImGui@@YAXXZ"; +SetNextWindowScroll :: (scroll: *ImVec2) -> void #foreign imgui_static "?SetNextWindowScroll@ImGui@@YAXAEBUImVec2@@@Z"; +SetNextWindowScroll :: (scroll: ImVec2) #no_context { + SetNextWindowScroll(*scroll); +} +SetNextWindowBgAlpha :: (alpha: float) -> void #foreign imgui_static "?SetNextWindowBgAlpha@ImGui@@YAXM@Z"; +SetNextWindowViewport :: (viewport_id: ID) -> void #foreign imgui_static "?SetNextWindowViewport@ImGui@@YAXI@Z"; +SetWindowPos :: (pos: *ImVec2, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowPos@ImGui@@YAXAEBUImVec2@@H@Z"; +SetWindowPos :: (pos: ImVec2, cond: Cond = .None) #no_context { + SetWindowPos(*pos, cond); +} +SetWindowSize :: (size: *ImVec2, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowSize@ImGui@@YAXAEBUImVec2@@H@Z"; +SetWindowSize :: (size: ImVec2, cond: Cond = .None) #no_context { + SetWindowSize(*size, cond); +} +SetWindowCollapsed :: (collapsed: bool, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowCollapsed@ImGui@@YAX_NH@Z"; +SetWindowFocus :: () -> void #foreign imgui_static "?SetWindowFocus@ImGui@@YAXXZ"; +SetWindowPos :: (name: *u8, pos: *ImVec2, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowPos@ImGui@@YAXPEBDAEBUImVec2@@H@Z"; +SetWindowPos :: (name: *u8, pos: ImVec2, cond: Cond = .None) #no_context { + SetWindowPos(name, *pos, cond); +} +SetWindowSize :: (name: *u8, size: *ImVec2, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowSize@ImGui@@YAXPEBDAEBUImVec2@@H@Z"; +SetWindowSize :: (name: *u8, size: ImVec2, cond: Cond = .None) #no_context { + SetWindowSize(name, *size, cond); +} +SetWindowCollapsed :: (name: *u8, collapsed: bool, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowCollapsed@ImGui@@YAXPEBD_NH@Z"; +SetWindowFocus :: (name: *u8) -> void #foreign imgui_static "?SetWindowFocus@ImGui@@YAXPEBD@Z"; + +// Windows Scrolling +// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). +// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). +GetScrollX :: () -> float #foreign imgui_static "?GetScrollX@ImGui@@YAMXZ"; +GetScrollY :: () -> float #foreign imgui_static "?GetScrollY@ImGui@@YAMXZ"; +SetScrollX :: (scroll_x: float) -> void #foreign imgui_static "?SetScrollX@ImGui@@YAXM@Z"; +SetScrollY :: (scroll_y: float) -> void #foreign imgui_static "?SetScrollY@ImGui@@YAXM@Z"; +GetScrollMaxX :: () -> float #foreign imgui_static "?GetScrollMaxX@ImGui@@YAMXZ"; +GetScrollMaxY :: () -> float #foreign imgui_static "?GetScrollMaxY@ImGui@@YAMXZ"; +SetScrollHereX :: (center_x_ratio: float = 0.5) -> void #foreign imgui_static "?SetScrollHereX@ImGui@@YAXM@Z"; +SetScrollHereY :: (center_y_ratio: float = 0.5) -> void #foreign imgui_static "?SetScrollHereY@ImGui@@YAXM@Z"; +SetScrollFromPosX :: (local_x: float, center_x_ratio: float = 0.5) -> void #foreign imgui_static "?SetScrollFromPosX@ImGui@@YAXMM@Z"; +SetScrollFromPosY :: (local_y: float, center_y_ratio: float = 0.5) -> void #foreign imgui_static "?SetScrollFromPosY@ImGui@@YAXMM@Z"; + +// Parameters stacks (font) +// - PushFont(font, 0.0f) // Change font and keep current size +// - PushFont(NULL, 20.0f) // Keep font and change current size +// - PushFont(font, 20.0f) // Change font and set size to 20.0f +// - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size. +// - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior. +// *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted. +// - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition. +// - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function. +// *IMPORTANT* global scale factors are applied over the provided size. +// - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more. +// - If you want to apply a factor to the _current_ font size: +// - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing +// - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger +// - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! +// - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! +PushFont :: (font: *ImFont, font_size_base_unscaled: float) -> void #foreign imgui_static "?PushFont@ImGui@@YAXPEAUImFont@@M@Z"; +PopFont :: () -> void #foreign imgui_static "?PopFont@ImGui@@YAXXZ"; +GetFont :: () -> *ImFont #foreign imgui_static "?GetFont@ImGui@@YAPEAUImFont@@XZ"; +GetFontSize :: () -> float #foreign imgui_static "?GetFontSize@ImGui@@YAMXZ"; +GetFontBaked :: () -> *ImFontBaked #foreign imgui_static "?GetFontBaked@ImGui@@YAPEAUImFontBaked@@XZ"; + +// Parameters stacks (shared) +PushStyleColor :: (idx: Col, col: ImU32) -> void #foreign imgui_static "?PushStyleColor@ImGui@@YAXHI@Z"; +PushStyleColor :: (idx: Col, col: *ImVec4) -> void #foreign imgui_static "?PushStyleColor@ImGui@@YAXHAEBUImVec4@@@Z"; +PushStyleColor :: (idx: Col, col: ImVec4) #no_context { + PushStyleColor(idx, *col); +} +PopStyleColor :: (count: s32 = 1) -> void #foreign imgui_static "?PopStyleColor@ImGui@@YAXH@Z"; +PushStyleVar :: (idx: StyleVar, val: float) -> void #foreign imgui_static "?PushStyleVar@ImGui@@YAXHM@Z"; +PushStyleVar :: (idx: StyleVar, val: *ImVec2) -> void #foreign imgui_static "?PushStyleVar@ImGui@@YAXHAEBUImVec2@@@Z"; +PushStyleVar :: (idx: StyleVar, val: ImVec2) #no_context { + PushStyleVar(idx, *val); +} +PushStyleVarX :: (idx: StyleVar, val_x: float) -> void #foreign imgui_static "?PushStyleVarX@ImGui@@YAXHM@Z"; +PushStyleVarY :: (idx: StyleVar, val_y: float) -> void #foreign imgui_static "?PushStyleVarY@ImGui@@YAXHM@Z"; +PopStyleVar :: (count: s32 = 1) -> void #foreign imgui_static "?PopStyleVar@ImGui@@YAXH@Z"; +PushItemFlag :: (option: ItemFlags, enabled: bool) -> void #foreign imgui_static "?PushItemFlag@ImGui@@YAXH_N@Z"; +PopItemFlag :: () -> void #foreign imgui_static "?PopItemFlag@ImGui@@YAXXZ"; + +// Parameters stacks (current window) +PushItemWidth :: (item_width: float) -> void #foreign imgui_static "?PushItemWidth@ImGui@@YAXM@Z"; +PopItemWidth :: () -> void #foreign imgui_static "?PopItemWidth@ImGui@@YAXXZ"; +SetNextItemWidth :: (item_width: float) -> void #foreign imgui_static "?SetNextItemWidth@ImGui@@YAXM@Z"; +CalcItemWidth :: () -> float #foreign imgui_static "?CalcItemWidth@ImGui@@YAMXZ"; +PushTextWrapPos :: (wrap_local_pos_x: float = 0.0) -> void #foreign imgui_static "?PushTextWrapPos@ImGui@@YAXM@Z"; +PopTextWrapPos :: () -> void #foreign imgui_static "?PopTextWrapPos@ImGui@@YAXXZ"; + +// Style read access +// - Use the ShowStyleEditor() function to interactively see/edit the colors. +GetFontTexUvWhitePixel :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetFontTexUvWhitePixel@ImGui@@YA?AUImVec2@@XZ"; +GetColorU32 :: (idx: Col, alpha_mul: float = 1.0) -> ImU32 #foreign imgui_static "?GetColorU32@ImGui@@YAIHM@Z"; +GetColorU32 :: (col: *ImVec4) -> ImU32 #foreign imgui_static "?GetColorU32@ImGui@@YAIAEBUImVec4@@@Z"; +GetColorU32 :: (col: ImVec4) -> ImU32 #no_context { + return GetColorU32(*col); +} +GetColorU32 :: (col: ImU32, alpha_mul: float = 1.0) -> ImU32 #foreign imgui_static "?GetColorU32@ImGui@@YAIIM@Z"; +GetStyleColorVec4 :: (idx: Col) -> *ImVec4 #foreign imgui_static "?GetStyleColorVec4@ImGui@@YAAEBUImVec4@@H@Z"; + +// Layout cursor positioning +// - By "cursor" we mean the current output position. +// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. +// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. +// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). +// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: +// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. +// - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() +// - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. +// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. +GetCursorScreenPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetCursorScreenPos@ImGui@@YA?AUImVec2@@XZ"; +SetCursorScreenPos :: (pos: *ImVec2) -> void #foreign imgui_static "?SetCursorScreenPos@ImGui@@YAXAEBUImVec2@@@Z"; +SetCursorScreenPos :: (pos: ImVec2) #no_context { + SetCursorScreenPos(*pos); +} +GetContentRegionAvail :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetContentRegionAvail@ImGui@@YA?AUImVec2@@XZ"; +GetCursorPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetCursorPos@ImGui@@YA?AUImVec2@@XZ"; +GetCursorPosX :: () -> float #foreign imgui_static "?GetCursorPosX@ImGui@@YAMXZ"; +GetCursorPosY :: () -> float #foreign imgui_static "?GetCursorPosY@ImGui@@YAMXZ"; +SetCursorPos :: (local_pos: *ImVec2) -> void #foreign imgui_static "?SetCursorPos@ImGui@@YAXAEBUImVec2@@@Z"; +SetCursorPos :: (local_pos: ImVec2) #no_context { + SetCursorPos(*local_pos); +} +SetCursorPosX :: (local_x: float) -> void #foreign imgui_static "?SetCursorPosX@ImGui@@YAXM@Z"; +SetCursorPosY :: (local_y: float) -> void #foreign imgui_static "?SetCursorPosY@ImGui@@YAXM@Z"; +GetCursorStartPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetCursorStartPos@ImGui@@YA?AUImVec2@@XZ"; + +// Other layout functions +Separator :: () -> void #foreign imgui_static "?Separator@ImGui@@YAXXZ"; +SameLine :: (offset_from_start_x: float = 0.0, spacing: float = -1.0) -> void #foreign imgui_static "?SameLine@ImGui@@YAXMM@Z"; +NewLine :: () -> void #foreign imgui_static "?NewLine@ImGui@@YAXXZ"; +Spacing :: () -> void #foreign imgui_static "?Spacing@ImGui@@YAXXZ"; +Dummy :: (size: *ImVec2) -> void #foreign imgui_static "?Dummy@ImGui@@YAXAEBUImVec2@@@Z"; +Dummy :: (size: ImVec2) #no_context { + Dummy(*size); +} +Indent :: (indent_w: float = 0.0) -> void #foreign imgui_static "?Indent@ImGui@@YAXM@Z"; +Unindent :: (indent_w: float = 0.0) -> void #foreign imgui_static "?Unindent@ImGui@@YAXM@Z"; +BeginGroup :: () -> void #foreign imgui_static "?BeginGroup@ImGui@@YAXXZ"; +EndGroup :: () -> void #foreign imgui_static "?EndGroup@ImGui@@YAXXZ"; +AlignTextToFramePadding :: () -> void #foreign imgui_static "?AlignTextToFramePadding@ImGui@@YAXXZ"; +GetTextLineHeight :: () -> float #foreign imgui_static "?GetTextLineHeight@ImGui@@YAMXZ"; +GetTextLineHeightWithSpacing :: () -> float #foreign imgui_static "?GetTextLineHeightWithSpacing@ImGui@@YAMXZ"; +GetFrameHeight :: () -> float #foreign imgui_static "?GetFrameHeight@ImGui@@YAMXZ"; +GetFrameHeightWithSpacing :: () -> float #foreign imgui_static "?GetFrameHeightWithSpacing@ImGui@@YAMXZ"; + +// ID stack/scopes +// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. +// - Those questions are answered and impacted by understanding of the ID stack system: +// - "Q: Why is my widget not reacting when I click on it?" +// - "Q: How can I have widgets with an empty label?" +// - "Q: How can I have multiple widgets with the same label?" +// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely +// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. +// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. +// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, +// whereas "str_id" denote a string that is only used as an ID and not normally displayed. +PushID :: (str_id: *u8) -> void #foreign imgui_static "?PushID@ImGui@@YAXPEBD@Z"; +PushID :: (str_id_begin: *u8, str_id_end: *u8) -> void #foreign imgui_static "?PushID@ImGui@@YAXPEBD0@Z"; +PushID :: (str_id: string) #no_context { + PushID(str_id.data, str_id.data + str_id.count); +} +PushID :: (ptr_id: *void) -> void #foreign imgui_static "?PushID@ImGui@@YAXPEBX@Z"; +PushID :: (int_id: s32) -> void #foreign imgui_static "?PushID@ImGui@@YAXH@Z"; +PopID :: () -> void #foreign imgui_static "?PopID@ImGui@@YAXXZ"; +GetID :: (str_id: *u8) -> ID #foreign imgui_static "?GetID@ImGui@@YAIPEBD@Z"; +GetID :: (str_id_begin: *u8, str_id_end: *u8) -> ID #foreign imgui_static "?GetID@ImGui@@YAIPEBD0@Z"; +GetID :: (str_id: string) -> ID #no_context { + return GetID(str_id.data, str_id.data + str_id.count); +} +GetID :: (ptr_id: *void) -> ID #foreign imgui_static "?GetID@ImGui@@YAIPEBX@Z"; +GetID :: (int_id: s32) -> ID #foreign imgui_static "?GetID@ImGui@@YAIH@Z"; + +// Widgets: Text +TextUnformatted :: (text: *u8, text_end: *u8 = null) -> void #foreign imgui_static "?TextUnformatted@ImGui@@YAXPEBD0@Z"; +TextUnformatted :: (text: string) #no_context { + TextUnformatted(text.data, text.data + text.count); +} +Text_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?Text@ImGui@@YAXPEBDZZ"; +Text :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + Text_CFormat("%s", formatted_text.data); +} @PrintLike + +TextColored_CFormat :: (col: *ImVec4, fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?TextColored@ImGui@@YAXAEBUImVec4@@PEBDZZ"; +TextColored :: (col: ImVec4, fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextColored_CFormat(*col, "%s", formatted_text.data); +} @PrintLike + +TextDisabled_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?TextDisabled@ImGui@@YAXPEBDZZ"; +TextDisabled :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextDisabled_CFormat("%s", formatted_text.data); +} @PrintLike + +TextWrapped_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?TextWrapped@ImGui@@YAXPEBDZZ"; +TextWrapped :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextWrapped_CFormat("%s", formatted_text.data); +} @PrintLike + +LabelText_CFormat :: (label: *u8, fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?LabelText@ImGui@@YAXPEBD0ZZ"; +LabelText :: (label: *u8, fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + LabelText_CFormat(label, "%s", formatted_text.data); +} @PrintLike + +BulletText_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?BulletText@ImGui@@YAXPEBDZZ"; +BulletText :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + BulletText_CFormat("%s", formatted_text.data); +} @PrintLike + +SeparatorText :: (label: *u8) -> void #foreign imgui_static "?SeparatorText@ImGui@@YAXPEBD@Z"; + +// Widgets: Main +// - Most widgets return true when the value has been changed or when pressed/selected +// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. +Button :: (label: *u8, size: *ImVec2) -> bool #foreign imgui_static "?Button@ImGui@@YA_NPEBDAEBUImVec2@@@Z"; +Button :: (label: *u8, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Button(label, *size); +} +SmallButton :: (label: *u8) -> bool #foreign imgui_static "?SmallButton@ImGui@@YA_NPEBD@Z"; +InvisibleButton :: (str_id: *u8, size: *ImVec2, flags: ButtonFlags = .None) -> bool #foreign imgui_static "?InvisibleButton@ImGui@@YA_NPEBDAEBUImVec2@@H@Z"; +InvisibleButton :: (str_id: *u8, size: ImVec2, flags: ButtonFlags = .None) -> bool #no_context { + return InvisibleButton(str_id, *size, flags); +} +ArrowButton :: (str_id: *u8, dir: Dir) -> bool #foreign imgui_static "?ArrowButton@ImGui@@YA_NPEBDW4ImGuiDir@@@Z"; +Checkbox :: (label: *u8, v: *bool) -> bool #foreign imgui_static "?Checkbox@ImGui@@YA_NPEBDPEA_N@Z"; +CheckboxFlags :: (label: *u8, flags: *s32, flags_value: s32) -> bool #foreign imgui_static "?CheckboxFlags@ImGui@@YA_NPEBDPEAHH@Z"; +CheckboxFlags :: (label: *u8, flags: *u32, flags_value: u32) -> bool #foreign imgui_static "?CheckboxFlags@ImGui@@YA_NPEBDPEAII@Z"; +RadioButton :: (label: *u8, active: bool) -> bool #foreign imgui_static "?RadioButton@ImGui@@YA_NPEBD_N@Z"; +RadioButton :: (label: *u8, v: *s32, v_button: s32) -> bool #foreign imgui_static "?RadioButton@ImGui@@YA_NPEBDPEAHH@Z"; +ProgressBar :: (fraction: float, size_arg: *ImVec2, overlay: *u8 = null) -> void #foreign imgui_static "?ProgressBar@ImGui@@YAXMAEBUImVec2@@PEBD@Z"; +ProgressBar :: (fraction: float, size_arg: ImVec2 = ImVec2.{-FLOAT32_MIN, 0}, overlay: *u8 = null) #no_context { + ProgressBar(fraction, *size_arg, overlay); +} +Bullet :: () -> void #foreign imgui_static "?Bullet@ImGui@@YAXXZ"; +TextLink :: (label: *u8) -> bool #foreign imgui_static "?TextLink@ImGui@@YA_NPEBD@Z"; +TextLinkOpenURL :: (label: *u8, url: *u8 = null) -> bool #foreign imgui_static "?TextLinkOpenURL@ImGui@@YA_NPEBD0@Z"; + +// Widgets: Images +// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +// - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. +// - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function. +Image :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2) -> void #foreign imgui_static "?Image@ImGui@@YAXUImTextureRef@@AEBUImVec2@@11@Z"; +Image :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}) #no_context { + Image(tex_ref, *image_size, *uv0, *uv1); +} +ImageWithBg :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, bg_col: *ImVec4, tint_col: *ImVec4) -> void #foreign imgui_static "?ImageWithBg@ImGui@@YAXUImTextureRef@@AEBUImVec2@@11AEBUImVec4@@2@Z"; +ImageWithBg :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}, bg_col: ImVec4 = ImVec4.{0, 0, 0, 0}, tint_col: ImVec4 = ImVec4.{1, 1, 1, 1}) #no_context { + ImageWithBg(tex_ref, *image_size, *uv0, *uv1, *bg_col, *tint_col); +} +ImageButton :: (str_id: *u8, tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, bg_col: *ImVec4, tint_col: *ImVec4) -> bool #foreign imgui_static "?ImageButton@ImGui@@YA_NPEBDUImTextureRef@@AEBUImVec2@@22AEBUImVec4@@3@Z"; +ImageButton :: (str_id: *u8, tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}, bg_col: ImVec4 = ImVec4.{0, 0, 0, 0}, tint_col: ImVec4 = ImVec4.{1, 1, 1, 1}) -> bool #no_context { + return ImageButton(str_id, tex_ref, *image_size, *uv0, *uv1, *bg_col, *tint_col); +} + +// Widgets: Combo Box (Dropdown) +// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. +// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. +BeginCombo :: (label: *u8, preview_value: *u8, flags: ComboFlags = .None) -> bool #foreign imgui_static "?BeginCombo@ImGui@@YA_NPEBD0H@Z"; +EndCombo :: () -> void #foreign imgui_static "?EndCombo@ImGui@@YAXXZ"; +Combo :: (label: *u8, current_item: *s32, items: **u8, items_count: s32, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui_static "?Combo@ImGui@@YA_NPEBDPEAHQEBQEBDHH@Z"; +Combo :: (label: *u8, current_item: *s32, items_separated_by_zeros: *u8, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui_static "?Combo@ImGui@@YA_NPEBDPEAH0H@Z"; +Combo :: (label: *u8, current_item: *s32, getter: #type (user_data: *void, idx: s32) -> *u8 #c_call, user_data: *void, items_count: s32, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui_static "?Combo@ImGui@@YA_NPEBDPEAHP6APEBDPEAXH@Z2HH@Z"; + +// Widgets: Drag Sliders +// - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. +// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', +// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x +// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. +// - Format string may also be set to NULL or use the default format ("%f" or "%d"). +// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). +// - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. +// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. +// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. +// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 +DragFloat :: (label: *u8, v: *float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragFloat@ImGui@@YA_NPEBDPEAMMMM0H@Z"; +DragFloat2 :: (label: *u8, v: *[2] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragFloat2@ImGui@@YA_NPEBDQEAMMMM0H@Z"; +DragFloat3 :: (label: *u8, v: *[3] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragFloat3@ImGui@@YA_NPEBDQEAMMMM0H@Z"; +DragFloat4 :: (label: *u8, v: *[4] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragFloat4@ImGui@@YA_NPEBDQEAMMMM0H@Z"; +DragFloatRange2 :: (label: *u8, v_current_min: *float, v_current_max: *float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", format_max: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragFloatRange2@ImGui@@YA_NPEBDPEAM1MMM00H@Z"; +DragInt :: (label: *u8, v: *s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragInt@ImGui@@YA_NPEBDPEAHMHH0H@Z"; +DragInt2 :: (label: *u8, v: *[2] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragInt2@ImGui@@YA_NPEBDQEAHMHH0H@Z"; +DragInt3 :: (label: *u8, v: *[3] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragInt3@ImGui@@YA_NPEBDQEAHMHH0H@Z"; +DragInt4 :: (label: *u8, v: *[4] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragInt4@ImGui@@YA_NPEBDQEAHMHH0H@Z"; +DragIntRange2 :: (label: *u8, v_current_min: *s32, v_current_max: *s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", format_max: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragIntRange2@ImGui@@YA_NPEBDPEAH1MHH00H@Z"; +DragScalar :: (label: *u8, data_type: DataType, p_data: *void, v_speed: float = 1.0, p_min: *void = null, p_max: *void = null, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragScalar@ImGui@@YA_NPEBDHPEAXMPEBX20H@Z"; +DragScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, v_speed: float = 1.0, p_min: *void = null, p_max: *void = null, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragScalarN@ImGui@@YA_NPEBDHPEAXHMPEBX20H@Z"; + +// Widgets: Regular Sliders +// - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. +// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. +// - Format string may also be set to NULL or use the default format ("%f" or "%d"). +// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. +// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 +SliderFloat :: (label: *u8, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderFloat@ImGui@@YA_NPEBDPEAMMM0H@Z"; +SliderFloat2 :: (label: *u8, v: *[2] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderFloat2@ImGui@@YA_NPEBDQEAMMM0H@Z"; +SliderFloat3 :: (label: *u8, v: *[3] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderFloat3@ImGui@@YA_NPEBDQEAMMM0H@Z"; +SliderFloat4 :: (label: *u8, v: *[4] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderFloat4@ImGui@@YA_NPEBDQEAMMM0H@Z"; +SliderAngle :: (label: *u8, v_rad: *float, v_degrees_min: float = -360.0, v_degrees_max: float = +360.0, format: *u8 = "%.0f deg", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderAngle@ImGui@@YA_NPEBDPEAMMM0H@Z"; +SliderInt :: (label: *u8, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderInt@ImGui@@YA_NPEBDPEAHHH0H@Z"; +SliderInt2 :: (label: *u8, v: *[2] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderInt2@ImGui@@YA_NPEBDQEAHHH0H@Z"; +SliderInt3 :: (label: *u8, v: *[3] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderInt3@ImGui@@YA_NPEBDQEAHHH0H@Z"; +SliderInt4 :: (label: *u8, v: *[4] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderInt4@ImGui@@YA_NPEBDQEAHHH0H@Z"; +SliderScalar :: (label: *u8, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderScalar@ImGui@@YA_NPEBDHPEAXPEBX20H@Z"; +SliderScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderScalarN@ImGui@@YA_NPEBDHPEAXHPEBX20H@Z"; +VSliderFloat :: (label: *u8, size: *ImVec2, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?VSliderFloat@ImGui@@YA_NPEBDAEBUImVec2@@PEAMMM0H@Z"; +VSliderFloat :: (label: *u8, size: ImVec2, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #no_context { + return VSliderFloat(label, *size, v, v_min, v_max, format, flags); +} +VSliderInt :: (label: *u8, size: *ImVec2, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?VSliderInt@ImGui@@YA_NPEBDAEBUImVec2@@PEAHHH0H@Z"; +VSliderInt :: (label: *u8, size: ImVec2, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #no_context { + return VSliderInt(label, *size, v, v_min, v_max, format, flags); +} +VSliderScalar :: (label: *u8, size: *ImVec2, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?VSliderScalar@ImGui@@YA_NPEBDAEBUImVec2@@HPEAXPEBX30H@Z"; +VSliderScalar :: (label: *u8, size: ImVec2, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #no_context { + return VSliderScalar(label, *size, data_type, p_data, p_min, p_max, format, flags); +} + +// Widgets: Input with Keyboard +// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! +// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. +InputTextClear :: (id: ID) -> bool #foreign imgui_static "?InputTextClear@ImGui@@YA_NI@Z"; +InputTextClear :: (label: *u8) -> bool #foreign imgui_static "?InputTextClear@ImGui@@YA_NPEBD@Z"; +InputTextWipeState :: () -> void #foreign imgui_static "?InputTextWipeState@ImGui@@YAXXZ"; + +InputText :: (label: *u8, buf: *u8, buf_size: u64, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui_static "?InputText@ImGui@@YA_NPEBDPEAD_KHP6AHPEAUImGuiInputTextCallbackData@@@ZPEAX@Z"; +InputTextMultiline :: (label: *u8, buf: *u8, buf_size: u64, size: *ImVec2, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui_static "?InputTextMultiline@ImGui@@YA_NPEBDPEAD_KAEBUImVec2@@HP6AHPEAUImGuiInputTextCallbackData@@@ZPEAX@Z"; +InputTextMultiline :: (label: *u8, buf: *u8, buf_size: u64, size: ImVec2 = ImVec2.{0, 0}, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #no_context { + return InputTextMultiline(label, buf, buf_size, *size, flags, callback, user_data); +} +InputTextWithHint :: (label: *u8, hint: *u8, buf: *u8, buf_size: u64, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui_static "?InputTextWithHint@ImGui@@YA_NPEBD0PEAD_KHP6AHPEAUImGuiInputTextCallbackData@@@ZPEAX@Z"; +InputFloat :: (label: *u8, v: *float, step: float = 0.0, step_fast: float = 0.0, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputFloat@ImGui@@YA_NPEBDPEAMMM0H@Z"; +InputFloat2 :: (label: *u8, v: *[2] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputFloat2@ImGui@@YA_NPEBDQEAM0H@Z"; +InputFloat3 :: (label: *u8, v: *[3] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputFloat3@ImGui@@YA_NPEBDQEAM0H@Z"; +InputFloat4 :: (label: *u8, v: *[4] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputFloat4@ImGui@@YA_NPEBDQEAM0H@Z"; +InputInt :: (label: *u8, v: *s32, step: s32 = 1, step_fast: s32 = 100, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputInt@ImGui@@YA_NPEBDPEAHHHH@Z"; +InputInt2 :: (label: *u8, v: *[2] s32, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputInt2@ImGui@@YA_NPEBDQEAHH@Z"; +InputInt3 :: (label: *u8, v: *[3] s32, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputInt3@ImGui@@YA_NPEBDQEAHH@Z"; +InputInt4 :: (label: *u8, v: *[4] s32, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputInt4@ImGui@@YA_NPEBDQEAHH@Z"; +InputDouble :: (label: *u8, v: *float64, step: float64 = 0.0, step_fast: float64 = 0.0, format: *u8 = "%.6f", flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputDouble@ImGui@@YA_NPEBDPEANNN0H@Z"; +InputScalar :: (label: *u8, data_type: DataType, p_data: *void, p_step: *void = null, p_step_fast: *void = null, format: *u8 = null, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputScalar@ImGui@@YA_NPEBDHPEAXPEBX20H@Z"; +InputScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, p_step: *void = null, p_step_fast: *void = null, format: *u8 = null, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputScalarN@ImGui@@YA_NPEBDHPEAXHPEBX20H@Z"; + +// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) +// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. +// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x +ColorEdit3 :: (label: *u8, col: *[3] float, flags: ColorEditFlags = .None) -> bool #foreign imgui_static "?ColorEdit3@ImGui@@YA_NPEBDQEAMH@Z"; +ColorEdit4 :: (label: *u8, col: *[4] float, flags: ColorEditFlags = .None) -> bool #foreign imgui_static "?ColorEdit4@ImGui@@YA_NPEBDQEAMH@Z"; +ColorPicker3 :: (label: *u8, col: *[3] float, flags: ColorEditFlags = .None) -> bool #foreign imgui_static "?ColorPicker3@ImGui@@YA_NPEBDQEAMH@Z"; +ColorPicker4 :: (label: *u8, col: *[4] float, flags: ColorEditFlags = .None, ref_col: *float = null) -> bool #foreign imgui_static "?ColorPicker4@ImGui@@YA_NPEBDQEAMHPEBM@Z"; +ColorButton :: (desc_id: *u8, col: *ImVec4, flags: ColorEditFlags = .None, size: *ImVec2) -> bool #foreign imgui_static "?ColorButton@ImGui@@YA_NPEBDAEBUImVec4@@HAEBUImVec2@@@Z"; +ColorButton :: (desc_id: *u8, col: ImVec4, flags: ColorEditFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return ColorButton(desc_id, *col, flags, *size); +} +SetColorEditOptions :: (flags: ColorEditFlags) -> void #foreign imgui_static "?SetColorEditOptions@ImGui@@YAXH@Z"; + +// Widgets: Trees +// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. +TreeNode :: (label: *u8) -> bool #foreign imgui_static "?TreeNode@ImGui@@YA_NPEBD@Z"; +TreeNode_CFormat :: (str_id: *u8, fmt: *u8, __args: ..Any) -> bool #foreign imgui_static "?TreeNode@ImGui@@YA_NPEBD0ZZ"; +TreeNode :: (str_id: *u8, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNode_CFormat(str_id, "%s", formatted_text.data); +} @PrintLike +TreeNode_CFormat :: (ptr_id: *void, fmt: *u8, __args: ..Any) -> bool #foreign imgui_static "?TreeNode@ImGui@@YA_NPEBXPEBDZZ"; +TreeNode :: (ptr_id: *void, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNode_CFormat(ptr_id, "%s", formatted_text.data); +} @PrintLike + +TreeNodeEx :: (label: *u8, flags: TreeNodeFlags = .None) -> bool #foreign imgui_static "?TreeNodeEx@ImGui@@YA_NPEBDH@Z"; +TreeNodeEx_CFormat :: (str_id: *u8, flags: TreeNodeFlags, fmt: *u8, __args: ..Any) -> bool #foreign imgui_static "?TreeNodeEx@ImGui@@YA_NPEBDH0ZZ"; +TreeNodeEx :: (str_id: *u8, flags: TreeNodeFlags, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNodeEx_CFormat(str_id, flags, "%s", formatted_text.data); +} @PrintLike +TreeNodeEx_CFormat :: (ptr_id: *void, flags: TreeNodeFlags, fmt: *u8, __args: ..Any) -> bool #foreign imgui_static "?TreeNodeEx@ImGui@@YA_NPEBXHPEBDZZ"; +TreeNodeEx :: (ptr_id: *void, flags: TreeNodeFlags, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNodeEx_CFormat(ptr_id, flags, "%s", formatted_text.data); +} @PrintLike + +TreePush :: (str_id: *u8) -> void #foreign imgui_static "?TreePush@ImGui@@YAXPEBD@Z"; +TreePush :: (ptr_id: *void) -> void #foreign imgui_static "?TreePush@ImGui@@YAXPEBX@Z"; +TreePop :: () -> void #foreign imgui_static "?TreePop@ImGui@@YAXXZ"; +GetTreeNodeToLabelSpacing :: () -> float #foreign imgui_static "?GetTreeNodeToLabelSpacing@ImGui@@YAMXZ"; +CollapsingHeader :: (label: *u8, flags: TreeNodeFlags = .None) -> bool #foreign imgui_static "?CollapsingHeader@ImGui@@YA_NPEBDH@Z"; +CollapsingHeader :: (label: *u8, p_visible: *bool, flags: TreeNodeFlags = .None) -> bool #foreign imgui_static "?CollapsingHeader@ImGui@@YA_NPEBDPEA_NH@Z"; +SetNextItemOpen :: (is_open: bool, cond: Cond = .None) -> void #foreign imgui_static "?SetNextItemOpen@ImGui@@YAX_NH@Z"; +SetNextItemStorageID :: (storage_id: ID) -> void #foreign imgui_static "?SetNextItemStorageID@ImGui@@YAXI@Z"; +TreeNodeGetOpen :: (storage_id: ID) -> bool #foreign imgui_static "?TreeNodeGetOpen@ImGui@@YA_NI@Z"; + +// Widgets: Selectables +// - A selectable highlights when hovered, and can display another color when selected. +// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. +Selectable :: (label: *u8, selected := false, flags: SelectableFlags = .None, size: *ImVec2) -> bool #foreign imgui_static "?Selectable@ImGui@@YA_NPEBD_NHAEBUImVec2@@@Z"; +Selectable :: (label: *u8, selected := false, flags: SelectableFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Selectable(label, selected, flags, *size); +} +Selectable :: (label: *u8, p_selected: *bool, flags: SelectableFlags = .None, size: *ImVec2) -> bool #foreign imgui_static "?Selectable@ImGui@@YA_NPEBDPEA_NHAEBUImVec2@@@Z"; +Selectable :: (label: *u8, p_selected: *bool, flags: SelectableFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Selectable(label, p_selected, flags, *size); +} + +// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] +// - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. +// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). +// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. +// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, +// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. +// - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. +BeginMultiSelect :: (flags: MultiSelectFlags, selection_size: s32 = -1, items_count: s32 = -1) -> *MultiSelectIO #foreign imgui_static "?BeginMultiSelect@ImGui@@YAPEAUImGuiMultiSelectIO@@HHH@Z"; +EndMultiSelect :: () -> *MultiSelectIO #foreign imgui_static "?EndMultiSelect@ImGui@@YAPEAUImGuiMultiSelectIO@@XZ"; +SetNextItemSelectionUserData :: (selection_user_data: SelectionUserData) -> void #foreign imgui_static "?SetNextItemSelectionUserData@ImGui@@YAX_J@Z"; +IsItemToggledSelection :: () -> bool #foreign imgui_static "?IsItemToggledSelection@ImGui@@YA_NXZ"; + +// Widgets: List Boxes +// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. +// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. +// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created. +// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth +// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items +BeginListBox :: (label: *u8, size: *ImVec2) -> bool #foreign imgui_static "?BeginListBox@ImGui@@YA_NPEBDAEBUImVec2@@@Z"; +BeginListBox :: (label: *u8, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return BeginListBox(label, *size); +} +EndListBox :: () -> void #foreign imgui_static "?EndListBox@ImGui@@YAXXZ"; +ListBox :: (label: *u8, current_item: *s32, items: **u8, items_count: s32, height_in_items: s32 = -1) -> bool #foreign imgui_static "?ListBox@ImGui@@YA_NPEBDPEAHQEBQEBDHH@Z"; +ListBox :: (label: *u8, current_item: *s32, getter: #type (user_data: *void, idx: s32) -> *u8 #c_call, user_data: *void, items_count: s32, height_in_items: s32 = -1) -> bool #foreign imgui_static "?ListBox@ImGui@@YA_NPEBDPEAHP6APEBDPEAXH@Z2HH@Z"; + +// Widgets: Data Plotting +// - Consider using ImPlot (https://github.com/epezent/implot) which is much better! +PlotLines :: (label: *u8, values: *float, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}, stride: s32 = 4) -> void #foreign imgui_static "?PlotLines@ImGui@@YAXPEBDPEBMHH0MMUImVec2@@H@Z"; +PlotLines :: (label: *u8, values_getter: #type (data: *void, idx: s32) -> float #c_call, data: *void, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}) -> void #foreign imgui_static "?PlotLines@ImGui@@YAXPEBDP6AMPEAXH@Z1HH0MMUImVec2@@@Z"; +PlotHistogram :: (label: *u8, values: *float, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}, stride: s32 = 4) -> void #foreign imgui_static "?PlotHistogram@ImGui@@YAXPEBDPEBMHH0MMUImVec2@@H@Z"; +PlotHistogram :: (label: *u8, values_getter: #type (data: *void, idx: s32) -> float #c_call, data: *void, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}) -> void #foreign imgui_static "?PlotHistogram@ImGui@@YAXPEBDP6AMPEAXH@Z1HH0MMUImVec2@@@Z"; + +// Widgets: Value() Helpers. +// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) +Value :: (prefix: *u8, b: bool) -> void #foreign imgui_static "?Value@ImGui@@YAXPEBD_N@Z"; +Value :: (prefix: *u8, v: s32) -> void #foreign imgui_static "?Value@ImGui@@YAXPEBDH@Z"; +Value :: (prefix: *u8, v: u32) -> void #foreign imgui_static "?Value@ImGui@@YAXPEBDI@Z"; +Value :: (prefix: *u8, v: float, float_format: *u8 = null) -> void #foreign imgui_static "?Value@ImGui@@YAXPEBDM0@Z"; + +// Widgets: Menus +// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. +// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. +// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. +// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. +BeginMenuBar :: () -> bool #foreign imgui_static "?BeginMenuBar@ImGui@@YA_NXZ"; +EndMenuBar :: () -> void #foreign imgui_static "?EndMenuBar@ImGui@@YAXXZ"; +BeginMainMenuBar :: () -> bool #foreign imgui_static "?BeginMainMenuBar@ImGui@@YA_NXZ"; +EndMainMenuBar :: () -> void #foreign imgui_static "?EndMainMenuBar@ImGui@@YAXXZ"; +BeginMenu :: (label: *u8, enabled := true) -> bool #foreign imgui_static "?BeginMenu@ImGui@@YA_NPEBD_N@Z"; +EndMenu :: () -> void #foreign imgui_static "?EndMenu@ImGui@@YAXXZ"; +MenuItem :: (label: *u8, shortcut: *u8 = null, selected := false, enabled := true) -> bool #foreign imgui_static "?MenuItem@ImGui@@YA_NPEBD0_N1@Z"; +MenuItem :: (label: *u8, shortcut: *u8, p_selected: *bool, enabled := true) -> bool #foreign imgui_static "?MenuItem@ImGui@@YA_NPEBD0PEA_N_N@Z"; + +// Tooltips +// - Tooltips are windows following the mouse. They do not take focus away. +// - A tooltip window can contain items of any types. +// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) +BeginTooltip :: () -> bool #foreign imgui_static "?BeginTooltip@ImGui@@YA_NXZ"; +EndTooltip :: () -> void #foreign imgui_static "?EndTooltip@ImGui@@YAXXZ"; +SetTooltip_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?SetTooltip@ImGui@@YAXPEBDZZ"; +SetTooltip :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + SetTooltip_CFormat("%s", formatted_text.data); +} @PrintLike + +// Tooltips: helpers for showing a tooltip when hovering an item +// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. +// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. +// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. +BeginItemTooltip :: () -> bool #foreign imgui_static "?BeginItemTooltip@ImGui@@YA_NXZ"; +SetItemTooltip_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?SetItemTooltip@ImGui@@YAXPEBDZZ"; +SetItemTooltip :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + SetItemTooltip_CFormat("%s", formatted_text.data); +} @PrintLike + +// Popups, Modals +// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. +// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. +// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. +// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. +// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). +// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. +// This is sometimes leading to confusing mistakes. May rework this in the future. +// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. +// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. +BeginPopup :: (str_id: *u8, flags: WindowFlags = .None) -> bool #foreign imgui_static "?BeginPopup@ImGui@@YA_NPEBDH@Z"; +BeginPopupModal :: (name: *u8, p_open: *bool = null, flags: WindowFlags = .None) -> bool #foreign imgui_static "?BeginPopupModal@ImGui@@YA_NPEBDPEA_NH@Z"; +EndPopup :: () -> void #foreign imgui_static "?EndPopup@ImGui@@YAXXZ"; + +// Popups: open/close functions +// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. +// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. +// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. +// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). +// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). +// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. +OpenPopup :: (str_id: *u8, popup_flags: PopupFlags = .None) -> void #foreign imgui_static "?OpenPopup@ImGui@@YAXPEBDH@Z"; +OpenPopup :: (id: ID, popup_flags: PopupFlags = .None) -> void #foreign imgui_static "?OpenPopup@ImGui@@YAXIH@Z"; +OpenPopupOnItemClick :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> void #foreign imgui_static "?OpenPopupOnItemClick@ImGui@@YAXPEBDH@Z"; +CloseCurrentPopup :: () -> void #foreign imgui_static "?CloseCurrentPopup@ImGui@@YAXXZ"; + +// Popups: Open+Begin popup combined functions helpers to create context menus. +// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. +// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. +// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: +// - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature. +// - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight. +// - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled). +// - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value. +// - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details. +BeginPopupContextItem :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui_static "?BeginPopupContextItem@ImGui@@YA_NPEBDH@Z"; +BeginPopupContextWindow :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui_static "?BeginPopupContextWindow@ImGui@@YA_NPEBDH@Z"; +BeginPopupContextVoid :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui_static "?BeginPopupContextVoid@ImGui@@YA_NPEBDH@Z"; + +// Popups: query functions +// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. +// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. +// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. +IsPopupOpen :: (str_id: *u8, flags: PopupFlags = .None) -> bool #foreign imgui_static "?IsPopupOpen@ImGui@@YA_NPEBDH@Z"; + +// Tables +// - Full-featured replacement for old Columns API. +// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. +// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. +// The typical call flow is: +// - 1. Call BeginTable(), early out if returning false. +// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. +// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. +// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. +// - 5. Populate contents: +// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. +// - If you are using tables as a sort of grid, where every column is holding the same type of contents, +// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). +// TableNextColumn() will automatically wrap-around into the next row if needed. +// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! +// - Summary of possible call flow: +// - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK +// - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK +// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! +// - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! +// - 5. Call EndTable() +BeginTable :: (str_id: *u8, columns: s32, flags: TableFlags = .None, outer_size: *ImVec2, inner_width: float = 0.0) -> bool #foreign imgui_static "?BeginTable@ImGui@@YA_NPEBDHHAEBUImVec2@@M@Z"; +BeginTable :: (str_id: *u8, columns: s32, flags: TableFlags = .None, outer_size: ImVec2 = ImVec2.{0.0, 0.0}, inner_width: float = 0.0) -> bool #no_context { + return BeginTable(str_id, columns, flags, *outer_size, inner_width); +} +EndTable :: () -> void #foreign imgui_static "?EndTable@ImGui@@YAXXZ"; +TableNextRow :: (row_flags: TableRowFlags = .None, min_row_height: float = 0.0) -> void #foreign imgui_static "?TableNextRow@ImGui@@YAXHM@Z"; +TableNextColumn :: () -> bool #foreign imgui_static "?TableNextColumn@ImGui@@YA_NXZ"; +TableSetColumnIndex :: (column_n: s32) -> bool #foreign imgui_static "?TableSetColumnIndex@ImGui@@YA_NH@Z"; + +// Tables: Headers & Columns declaration +// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. +// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. +// Headers are required to perform: reordering, sorting, and opening the context menu. +// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. +// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in +// some advanced use cases (e.g. adding custom widgets in header row). +// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them. +TableSetupColumn :: (label: *u8, flags: TableColumnFlags = .None, init_width_or_weight: float = 0.0, user_id: ID = 0) -> void #foreign imgui_static "?TableSetupColumn@ImGui@@YAXPEBDHMI@Z"; +TableSetupScrollFreeze :: (cols: s32, rows: s32) -> void #foreign imgui_static "?TableSetupScrollFreeze@ImGui@@YAXHH@Z"; +TableHeader :: (label: *u8) -> void #foreign imgui_static "?TableHeader@ImGui@@YAXPEBD@Z"; +TableHeadersRow :: () -> void #foreign imgui_static "?TableHeadersRow@ImGui@@YAXXZ"; +TableAngledHeadersRow :: () -> void #foreign imgui_static "?TableAngledHeadersRow@ImGui@@YAXXZ"; + +// Tables: Sorting & Miscellaneous functions +// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. +TableGetSortSpecs :: () -> *TableSortSpecs #foreign imgui_static "?TableGetSortSpecs@ImGui@@YAPEAUImGuiTableSortSpecs@@XZ"; +TableGetColumnCount :: () -> s32 #foreign imgui_static "?TableGetColumnCount@ImGui@@YAHXZ"; +TableGetColumnIndex :: () -> s32 #foreign imgui_static "?TableGetColumnIndex@ImGui@@YAHXZ"; +TableGetRowIndex :: () -> s32 #foreign imgui_static "?TableGetRowIndex@ImGui@@YAHXZ"; +TableGetColumnName :: (column_n: s32 = -1) -> *u8 #foreign imgui_static "?TableGetColumnName@ImGui@@YAPEBDH@Z"; +TableGetColumnFlags :: (column_n: s32 = -1) -> TableColumnFlags #foreign imgui_static "?TableGetColumnFlags@ImGui@@YAHH@Z"; +TableSetColumnEnabled :: (column_n: s32, v: bool) -> void #foreign imgui_static "?TableSetColumnEnabled@ImGui@@YAXH_N@Z"; +TableGetHoveredColumn :: () -> s32 #foreign imgui_static "?TableGetHoveredColumn@ImGui@@YAHXZ"; +TableSetBgColor :: (target: TableBgTarget, color: ImU32, column_n: s32 = -1) -> void #foreign imgui_static "?TableSetBgColor@ImGui@@YAXHIH@Z"; + +// Legacy Columns API (prefer using Tables!) +// - You can also use SameLine(pos_x) to mimic simplified columns. +Columns :: (count: s32 = 1, id: *u8 = null, borders := true) -> void #foreign imgui_static "?Columns@ImGui@@YAXHPEBD_N@Z"; +NextColumn :: () -> void #foreign imgui_static "?NextColumn@ImGui@@YAXXZ"; +GetColumnIndex :: () -> s32 #foreign imgui_static "?GetColumnIndex@ImGui@@YAHXZ"; +GetColumnWidth :: (column_index: s32 = -1) -> float #foreign imgui_static "?GetColumnWidth@ImGui@@YAMH@Z"; +SetColumnWidth :: (column_index: s32, width: float) -> void #foreign imgui_static "?SetColumnWidth@ImGui@@YAXHM@Z"; +GetColumnOffset :: (column_index: s32 = -1) -> float #foreign imgui_static "?GetColumnOffset@ImGui@@YAMH@Z"; +SetColumnOffset :: (column_index: s32, offset_x: float) -> void #foreign imgui_static "?SetColumnOffset@ImGui@@YAXHM@Z"; +GetColumnsCount :: () -> s32 #foreign imgui_static "?GetColumnsCount@ImGui@@YAHXZ"; + +// Tab Bars, Tabs +// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. +BeginTabBar :: (str_id: *u8, flags: TabBarFlags = .None) -> bool #foreign imgui_static "?BeginTabBar@ImGui@@YA_NPEBDH@Z"; +EndTabBar :: () -> void #foreign imgui_static "?EndTabBar@ImGui@@YAXXZ"; +BeginTabItem :: (label: *u8, p_open: *bool = null, flags: TabItemFlags = .None) -> bool #foreign imgui_static "?BeginTabItem@ImGui@@YA_NPEBDPEA_NH@Z"; +EndTabItem :: () -> void #foreign imgui_static "?EndTabItem@ImGui@@YAXXZ"; +TabItemButton :: (label: *u8, flags: TabItemFlags = .None) -> bool #foreign imgui_static "?TabItemButton@ImGui@@YA_NPEBDH@Z"; +SetTabItemClosed :: (tab_or_docked_window_label: *u8) -> void #foreign imgui_static "?SetTabItemClosed@ImGui@@YAXPEBD@Z"; + +// Docking +// - Read https://github.com/ocornut/imgui/wiki/Docking for details. +// - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. +// - You can use many Docking facilities without calling any API. +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// - DockSpaceOverViewport: +// - This is a helper to create an invisible window covering a viewport, then submit a DockSpace() into it. +// - Most applications can simply call DockSpaceOverViewport() once to allow docking windows into e.g. the edge of your screen. +// e.g. ImGui::NewFrame(); ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport. +// or: ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, central node is transparent. +// - Dockspaces: +// - A dockspace is an explicit dock node within an existing window. +// - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame! +// - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// - See 'Demo->Examples->Dockspace' or 'Demo->Examples->Documents' for more detailed demos. +// - Programmatic docking: +// - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that! +// - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API. +DockSpace :: (dockspace_id: ID, size: *ImVec2, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #foreign imgui_static "?DockSpace@ImGui@@YAIIAEBUImVec2@@HPEBUImGuiWindowClass@@@Z"; +DockSpace :: (dockspace_id: ID, size: ImVec2 = ImVec2.{0, 0}, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #no_context { + return DockSpace(dockspace_id, *size, flags, window_class); +} +DockSpaceOverViewport :: (dockspace_id: ID = 0, viewport: *Viewport = null, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #foreign imgui_static "?DockSpaceOverViewport@ImGui@@YAIIPEBUImGuiViewport@@HPEBUImGuiWindowClass@@@Z"; +SetNextWindowDockID :: (dock_id: ID, cond: Cond = .None) -> void #foreign imgui_static "?SetNextWindowDockID@ImGui@@YAXIH@Z"; +SetNextWindowClass :: (window_class: *WindowClass) -> void #foreign imgui_static "?SetNextWindowClass@ImGui@@YAXPEBUImGuiWindowClass@@@Z"; +GetWindowDockID :: () -> ID #foreign imgui_static "?GetWindowDockID@ImGui@@YAIXZ"; +IsWindowDocked :: () -> bool #foreign imgui_static "?IsWindowDocked@ImGui@@YA_NXZ"; + +// Logging/Capture +// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. +LogToTTY :: (auto_open_depth: s32 = -1) -> void #foreign imgui_static "?LogToTTY@ImGui@@YAXH@Z"; +LogToFile :: (auto_open_depth: s32 = -1, filename: *u8 = null) -> void #foreign imgui_static "?LogToFile@ImGui@@YAXHPEBD@Z"; +LogToClipboard :: (auto_open_depth: s32 = -1) -> void #foreign imgui_static "?LogToClipboard@ImGui@@YAXH@Z"; +LogFinish :: () -> void #foreign imgui_static "?LogFinish@ImGui@@YAXXZ"; +LogButtons :: () -> void #foreign imgui_static "?LogButtons@ImGui@@YAXXZ"; +LogText_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?LogText@ImGui@@YAXPEBDZZ"; +LogText :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + LogText_CFormat("%s", formatted_text.data); +} @PrintLike + +// Drag and Drop +// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). +// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). +// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) +// - An item can be both drag source and drop target. +BeginDragDropSource :: (flags: DragDropFlags = .None) -> bool #foreign imgui_static "?BeginDragDropSource@ImGui@@YA_NH@Z"; +SetDragDropPayload :: (type: *u8, data: *void, sz: u64, cond: Cond = .None) -> bool #foreign imgui_static "?SetDragDropPayload@ImGui@@YA_NPEBDPEBX_KH@Z"; +EndDragDropSource :: () -> void #foreign imgui_static "?EndDragDropSource@ImGui@@YAXXZ"; +BeginDragDropTarget :: () -> bool #foreign imgui_static "?BeginDragDropTarget@ImGui@@YA_NXZ"; +AcceptDragDropPayload :: (type: *u8, flags: DragDropFlags = .None) -> *Payload #foreign imgui_static "?AcceptDragDropPayload@ImGui@@YAPEBUImGuiPayload@@PEBDH@Z"; +EndDragDropTarget :: () -> void #foreign imgui_static "?EndDragDropTarget@ImGui@@YAXXZ"; +GetDragDropPayload :: () -> *Payload #foreign imgui_static "?GetDragDropPayload@ImGui@@YAPEBUImGuiPayload@@XZ"; + +// Disabling [BETA API] +// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled. +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +BeginDisabled :: (disabled := true) -> void #foreign imgui_static "?BeginDisabled@ImGui@@YAX_N@Z"; +EndDisabled :: () -> void #foreign imgui_static "?EndDisabled@ImGui@@YAXXZ"; + +// Clipping +// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. +PushClipRect :: (clip_rect_min: *ImVec2, clip_rect_max: *ImVec2, intersect_with_current_clip_rect: bool) -> void #foreign imgui_static "?PushClipRect@ImGui@@YAXAEBUImVec2@@0_N@Z"; +PushClipRect :: (clip_rect_min: ImVec2, clip_rect_max: ImVec2, intersect_with_current_clip_rect: bool) #no_context { + PushClipRect(*clip_rect_min, *clip_rect_max, intersect_with_current_clip_rect); +} +PopClipRect :: () -> void #foreign imgui_static "?PopClipRect@ImGui@@YAXXZ"; + +// Focus, Activation +SetItemDefaultFocus :: () -> void #foreign imgui_static "?SetItemDefaultFocus@ImGui@@YAXXZ"; +SetKeyboardFocusHere :: (offset: s32 = 0) -> void #foreign imgui_static "?SetKeyboardFocusHere@ImGui@@YAXH@Z"; + +// Keyboard/Gamepad Navigation +SetNavCursorVisible :: (visible: bool) -> void #foreign imgui_static "?SetNavCursorVisible@ImGui@@YAX_N@Z"; + +// Overlapping mode +SetNextItemAllowOverlap :: () -> void #foreign imgui_static "?SetNextItemAllowOverlap@ImGui@@YAXXZ"; + +// Item/Widgets Utilities and Query Functions +// - Most of the functions are referring to the previous Item that has been submitted. +// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. +IsItemHovered :: (flags: HoveredFlags = .None) -> bool #foreign imgui_static "?IsItemHovered@ImGui@@YA_NH@Z"; +IsItemActive :: () -> bool #foreign imgui_static "?IsItemActive@ImGui@@YA_NXZ"; +IsItemFocused :: () -> bool #foreign imgui_static "?IsItemFocused@ImGui@@YA_NXZ"; +IsItemClicked :: (mouse_button: MouseButton = .Left) -> bool #foreign imgui_static "?IsItemClicked@ImGui@@YA_NH@Z"; +IsItemVisible :: () -> bool #foreign imgui_static "?IsItemVisible@ImGui@@YA_NXZ"; +IsItemEdited :: () -> bool #foreign imgui_static "?IsItemEdited@ImGui@@YA_NXZ"; +IsItemActivated :: () -> bool #foreign imgui_static "?IsItemActivated@ImGui@@YA_NXZ"; +IsItemDeactivated :: () -> bool #foreign imgui_static "?IsItemDeactivated@ImGui@@YA_NXZ"; +IsItemDeactivatedAfterEdit :: () -> bool #foreign imgui_static "?IsItemDeactivatedAfterEdit@ImGui@@YA_NXZ"; +IsItemToggledOpen :: () -> bool #foreign imgui_static "?IsItemToggledOpen@ImGui@@YA_NXZ"; +IsAnyItemHovered :: () -> bool #foreign imgui_static "?IsAnyItemHovered@ImGui@@YA_NXZ"; +IsAnyItemActive :: () -> bool #foreign imgui_static "?IsAnyItemActive@ImGui@@YA_NXZ"; +IsAnyItemFocused :: () -> bool #foreign imgui_static "?IsAnyItemFocused@ImGui@@YA_NXZ"; +GetItemID :: () -> ID #foreign imgui_static "?GetItemID@ImGui@@YAIXZ"; +GetItemRectMin :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetItemRectMin@ImGui@@YA?AUImVec2@@XZ"; +GetItemRectMax :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetItemRectMax@ImGui@@YA?AUImVec2@@XZ"; +GetItemRectSize :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetItemRectSize@ImGui@@YA?AUImVec2@@XZ"; +GetItemFlags :: () -> ItemFlags #foreign imgui_static "?GetItemFlags@ImGui@@YAHXZ"; + +// Viewports +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +GetMainViewport :: () -> *Viewport #foreign imgui_static "?GetMainViewport@ImGui@@YAPEAUImGuiViewport@@XZ"; + +// Background/Foreground Draw Lists +GetBackgroundDrawList :: (viewport: *Viewport = null) -> *ImDrawList #foreign imgui_static "?GetBackgroundDrawList@ImGui@@YAPEAUImDrawList@@PEAUImGuiViewport@@@Z"; +GetForegroundDrawList :: (viewport: *Viewport = null) -> *ImDrawList #foreign imgui_static "?GetForegroundDrawList@ImGui@@YAPEAUImDrawList@@PEAUImGuiViewport@@@Z"; + +// Miscellaneous Utilities +IsRectVisible :: (size: *ImVec2) -> bool #foreign imgui_static "?IsRectVisible@ImGui@@YA_NAEBUImVec2@@@Z"; +IsRectVisible :: (size: ImVec2) -> bool #no_context { + return IsRectVisible(*size); +} +IsRectVisible :: (rect_min: *ImVec2, rect_max: *ImVec2) -> bool #foreign imgui_static "?IsRectVisible@ImGui@@YA_NAEBUImVec2@@0@Z"; +IsRectVisible :: (rect_min: ImVec2, rect_max: ImVec2) -> bool #no_context { + return IsRectVisible(*rect_min, *rect_max); +} +GetTime :: () -> float64 #foreign imgui_static "?GetTime@ImGui@@YANXZ"; +GetFrameCount :: () -> s32 #foreign imgui_static "?GetFrameCount@ImGui@@YAHXZ"; +GetDrawListSharedData :: () -> *ImDrawListSharedData #foreign imgui_static "?GetDrawListSharedData@ImGui@@YAPEAUImDrawListSharedData@@XZ"; +GetStyleColorName :: (idx: Col) -> *u8 #foreign imgui_static "?GetStyleColorName@ImGui@@YAPEBDH@Z"; +SetStateStorage :: (storage: *Storage) -> void #foreign imgui_static "?SetStateStorage@ImGui@@YAXPEAUImGuiStorage@@@Z"; +GetStateStorage :: () -> *Storage #foreign imgui_static "?GetStateStorage@ImGui@@YAPEAUImGuiStorage@@XZ"; + +// Text Utilities +CalcTextSize :: (text: *u8, text_end: *u8 = null, hide_text_after_double_hash := false, wrap_width: float = -1.0) -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?CalcTextSize@ImGui@@YA?AUImVec2@@PEBD0_NM@Z"; +CalcTextSize :: (text: string, hide_text_after_double_hash := false, wrap_width: float = -1.0) -> ImVec2 #no_context { + return CalcTextSize(text.data, text.data + text.count, hide_text_after_double_hash, wrap_width); +} + +// Color Utilities +ColorConvertU32ToFloat4 :: (in: ImU32) -> ImVec4 #cpp_return_type_is_non_pod #foreign imgui_static "?ColorConvertU32ToFloat4@ImGui@@YA?AUImVec4@@I@Z"; +ColorConvertFloat4ToU32 :: (in: *ImVec4) -> ImU32 #foreign imgui_static "?ColorConvertFloat4ToU32@ImGui@@YAIAEBUImVec4@@@Z"; +ColorConvertFloat4ToU32 :: (in: ImVec4) -> ImU32 #no_context { + return ColorConvertFloat4ToU32(*in); +} +ColorConvertRGBtoHSV :: (r: float, g: float, b: float, out_h: *float, out_s: *float, out_v: *float) -> void #foreign imgui_static "?ColorConvertRGBtoHSV@ImGui@@YAXMMMAEAM00@Z"; +ColorConvertHSVtoRGB :: (h: float, s: float, v: float, out_r: *float, out_g: *float, out_b: *float) -> void #foreign imgui_static "?ColorConvertHSVtoRGB@ImGui@@YAXMMMAEAM00@Z"; + +// Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access +// - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check). +// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). +// - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) +IsKeyDown :: (key: Key) -> bool #foreign imgui_static "?IsKeyDown@ImGui@@YA_NW4ImGuiKey@@@Z"; +IsKeyPressed :: (key: Key, repeat := true) -> bool #foreign imgui_static "?IsKeyPressed@ImGui@@YA_NW4ImGuiKey@@_N@Z"; +IsKeyReleased :: (key: Key) -> bool #foreign imgui_static "?IsKeyReleased@ImGui@@YA_NW4ImGuiKey@@@Z"; +IsKeyChordPressed :: (key_chord: KeyChord) -> bool #foreign imgui_static "?IsKeyChordPressed@ImGui@@YA_NH@Z"; +GetKeyPressedAmount :: (key: Key, repeat_delay: float, rate: float) -> s32 #foreign imgui_static "?GetKeyPressedAmount@ImGui@@YAHW4ImGuiKey@@MM@Z"; +GetKeyName :: (key: Key) -> *u8 #foreign imgui_static "?GetKeyName@ImGui@@YAPEBDW4ImGuiKey@@@Z"; +SetNextFrameWantCaptureKeyboard :: (want_capture_keyboard: bool) -> void #foreign imgui_static "?SetNextFrameWantCaptureKeyboard@ImGui@@YAX_N@Z"; + +// Inputs Utilities: Shortcut Testing & Routing +// - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'. +// - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_! +// - Flags: Use ImGuiInputFlags_Repeat to support repeat. +// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. +// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments +// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments +// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. +// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. +// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. +// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) +// Child2 -> no call // When Child2 is focused, Parent gets the shortcut. +// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. +// This is an important property as it facilitate working with foreign code or larger codebase. +// - To understand the difference: +// - IsKeyChordPressed() compares mods and call IsKeyPressed() +// -> the function has no side-effect. +// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() +// -> the function has (desirable) side-effects as it can prevents another call from getting the route. +// - Visualize registered routes in 'Metrics/Debugger->Inputs'. +Shortcut :: (key_chord: KeyChord, flags: InputFlags = .None) -> bool #foreign imgui_static "?Shortcut@ImGui@@YA_NHH@Z"; +SetNextItemShortcut :: (key_chord: KeyChord, flags: InputFlags = .None) -> void #foreign imgui_static "?SetNextItemShortcut@ImGui@@YAXHH@Z"; + +// Inputs Utilities: Key/Input Ownership [BETA] +// - One common use case would be to allow your items to disable standard inputs behaviors such +// as Tab or Alt key handling, Mouse Wheel scrolling, etc. +// e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling. +// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. +// - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function. +// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. +SetItemKeyOwner :: (key: Key) -> bool #foreign imgui_static "?SetItemKeyOwner@ImGui@@YA_NW4ImGuiKey@@@Z"; + +// Inputs Utilities: Mouse +// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. +// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. +// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') +IsMouseDown :: (button: MouseButton) -> bool #foreign imgui_static "?IsMouseDown@ImGui@@YA_NH@Z"; +IsMouseClicked :: (button: MouseButton, repeat := false) -> bool #foreign imgui_static "?IsMouseClicked@ImGui@@YA_NH_N@Z"; +IsMouseReleased :: (button: MouseButton) -> bool #foreign imgui_static "?IsMouseReleased@ImGui@@YA_NH@Z"; +IsMouseDoubleClicked :: (button: MouseButton) -> bool #foreign imgui_static "?IsMouseDoubleClicked@ImGui@@YA_NH@Z"; +IsMouseReleasedWithDelay :: (button: MouseButton, delay: float) -> bool #foreign imgui_static "?IsMouseReleasedWithDelay@ImGui@@YA_NHM@Z"; +GetMouseClickedCount :: (button: MouseButton) -> s32 #foreign imgui_static "?GetMouseClickedCount@ImGui@@YAHH@Z"; +IsMouseHoveringRect :: (r_min: *ImVec2, r_max: *ImVec2, clip := true) -> bool #foreign imgui_static "?IsMouseHoveringRect@ImGui@@YA_NAEBUImVec2@@0_N@Z"; +IsMouseHoveringRect :: (r_min: ImVec2, r_max: ImVec2, clip := true) -> bool #no_context { + return IsMouseHoveringRect(*r_min, *r_max, clip); +} +IsMousePosValid :: (mouse_pos: *ImVec2 = null) -> bool #foreign imgui_static "?IsMousePosValid@ImGui@@YA_NPEBUImVec2@@@Z"; +IsAnyMouseDown :: () -> bool #foreign imgui_static "?IsAnyMouseDown@ImGui@@YA_NXZ"; +GetMousePos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetMousePos@ImGui@@YA?AUImVec2@@XZ"; +GetMousePosOnOpeningCurrentPopup :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetMousePosOnOpeningCurrentPopup@ImGui@@YA?AUImVec2@@XZ"; +IsMouseDragging :: (button: MouseButton, lock_threshold: float = -1.0) -> bool #foreign imgui_static "?IsMouseDragging@ImGui@@YA_NHM@Z"; +GetMouseDragDelta :: (button: MouseButton = .Left, lock_threshold: float = -1.0) -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetMouseDragDelta@ImGui@@YA?AUImVec2@@HM@Z"; +ResetMouseDragDelta :: (button: MouseButton = .Left) -> void #foreign imgui_static "?ResetMouseDragDelta@ImGui@@YAXH@Z"; +GetMouseCursor :: () -> MouseCursor #foreign imgui_static "?GetMouseCursor@ImGui@@YAHXZ"; +SetMouseCursor :: (cursor_type: MouseCursor) -> void #foreign imgui_static "?SetMouseCursor@ImGui@@YAXH@Z"; +SetNextFrameWantCaptureMouse :: (want_capture_mouse: bool) -> void #foreign imgui_static "?SetNextFrameWantCaptureMouse@ImGui@@YAX_N@Z"; + +// Clipboard Utilities +// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. +GetClipboardText :: () -> *u8 #foreign imgui_static "?GetClipboardText@ImGui@@YAPEBDXZ"; +SetClipboardText :: (text: *u8) -> void #foreign imgui_static "?SetClipboardText@ImGui@@YAXPEBD@Z"; + +// Settings/.Ini Utilities +// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). +// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. +// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). +LoadIniSettingsFromDisk :: (ini_filename: *u8) -> void #foreign imgui_static "?LoadIniSettingsFromDisk@ImGui@@YAXPEBD@Z"; +LoadIniSettingsFromMemory :: (ini_data: *u8, ini_size: u64 = 0) -> void #foreign imgui_static "?LoadIniSettingsFromMemory@ImGui@@YAXPEBD_K@Z"; +SaveIniSettingsToDisk :: (ini_filename: *u8) -> void #foreign imgui_static "?SaveIniSettingsToDisk@ImGui@@YAXPEBD@Z"; +SaveIniSettingsToMemory :: (out_ini_size: *u64 = null) -> *u8 #foreign imgui_static "?SaveIniSettingsToMemory@ImGui@@YAPEBDPEA_K@Z"; + +// Debug Utilities +// - Your main debugging friend is the ShowMetricsWindow() function. +// - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu. +// - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools. +DebugTextEncoding :: (text: *u8) -> void #foreign imgui_static "?DebugTextEncoding@ImGui@@YAXPEBD@Z"; +DebugFlashStyleColor :: (idx: Col) -> void #foreign imgui_static "?DebugFlashStyleColor@ImGui@@YAXH@Z"; +DebugStartItemPicker :: () -> void #foreign imgui_static "?DebugStartItemPicker@ImGui@@YAXXZ"; +DebugCheckVersionAndDataLayout :: (version_str: *u8, sz_io: u64, sz_style: u64, sz_vec2: u64, sz_vec4: u64, sz_drawvert: u64, sz_drawidx: u64) -> bool #foreign imgui_static "?DebugCheckVersionAndDataLayout@ImGui@@YA_NPEBD_K11111@Z"; + +DebugLog_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?DebugLog@ImGui@@YAXPEBDZZ"; +DebugLog :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + DebugLog_CFormat("%s", formatted_text.data); +} @PrintLike + +// Memory Allocators +// - Those functions are not reliant on the current context. +// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +SetAllocatorFunctions :: (alloc_func: MemAllocFunc, free_func: MemFreeFunc, user_data: *void = null) -> void #foreign imgui_static "?SetAllocatorFunctions@ImGui@@YAXP6APEAX_KPEAX@ZP6AX11@Z1@Z"; +GetAllocatorFunctions :: (p_alloc_func: *MemAllocFunc, p_free_func: *MemFreeFunc, p_user_data: **void) -> void #foreign imgui_static "?GetAllocatorFunctions@ImGui@@YAXPEAP6APEAX_KPEAX@ZPEAP6AX11@ZPEAPEAX@Z"; +MemAlloc :: (size: u64) -> *void #foreign imgui_static "?MemAlloc@ImGui@@YAPEAX_K@Z"; +MemFree :: (ptr: *void) -> void #foreign imgui_static "?MemFree@ImGui@@YAXPEAX@Z"; + +// (Optional) Platform/OS interface for multi-viewport support +// Read comments around the ImGuiPlatformIO structure for more details. +// Note: You may use GetWindowViewport() to get the current viewport of the current window. +UpdatePlatformWindows :: () -> void #foreign imgui_static "?UpdatePlatformWindows@ImGui@@YAXXZ"; +RenderPlatformWindowsDefault :: (platform_render_arg: *void = null, renderer_render_arg: *void = null) -> void #foreign imgui_static "?RenderPlatformWindowsDefault@ImGui@@YAXPEAX0@Z"; +DestroyPlatformWindows :: () -> void #foreign imgui_static "?DestroyPlatformWindows@ImGui@@YAXXZ"; +FindViewportByID :: (viewport_id: ID) -> *Viewport #foreign imgui_static "?FindViewportByID@ImGui@@YAPEAUImGuiViewport@@I@Z"; +FindViewportByPlatformHandle :: (platform_handle: *void) -> *Viewport #foreign imgui_static "?FindViewportByPlatformHandle@ImGui@@YAPEAUImGuiViewport@@PEAX@Z"; + +SetWindowFontScale :: (scale: float) -> void #foreign imgui_static "?SetWindowFontScale@ImGui@@YAXM@Z"; + +// OBSOLETED in 1.91.9 (from February 2025) +Image :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, tint_col: *ImVec4, border_col: *ImVec4) -> void #foreign imgui_static "?Image@ImGui@@YAXUImTextureRef@@AEBUImVec2@@11AEBUImVec4@@2@Z"; +Image :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2, uv1: ImVec2, tint_col: ImVec4, border_col: ImVec4) #no_context { + Image(tex_ref, *image_size, *uv0, *uv1, *tint_col, *border_col); +} + +// You do not need those functions! See #7838 on GitHub for more info. +GetContentRegionMax :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetContentRegionMax@ImGui@@YA?AUImVec2@@XZ"; +GetWindowContentRegionMin :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetWindowContentRegionMin@ImGui@@YA?AUImVec2@@XZ"; +GetWindowContentRegionMax :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetWindowContentRegionMax@ImGui@@YA?AUImVec2@@XZ"; + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +WindowFlags :: enum_flags s32 { + None :: 0x0; + NoTitleBar :: 0x1; + NoResize :: 0x2; + NoMove :: 0x4; + NoScrollbar :: 0x8; + NoScrollWithMouse :: 0x10; + NoCollapse :: 0x20; + AlwaysAutoResize :: 0x40; + NoBackground :: 0x80; + NoSavedSettings :: 0x100; + NoMouseInputs :: 0x200; + MenuBar :: 0x400; + HorizontalScrollbar :: 0x800; + NoFocusOnAppearing :: 0x1000; + NoBringToFrontOnFocus :: 0x2000; + AlwaysVerticalScrollbar :: 0x4000; + AlwaysHorizontalScrollbar :: 0x8000; + NoNavInputs :: 0x10000; + NoNavFocus :: 0x20000; + UnsavedDocument :: 0x40000; + NoDocking :: 0x80000; + NoNav :: 0x30000; + NoDecoration :: 0x2b; + NoInputs :: 0x30200; + + DockNodeHost :: 0x800000; + ChildWindow :: 0x1000000; + Tooltip :: 0x2000000; + Popup :: 0x4000000; + Modal :: 0x8000000; + ChildMenu :: 0x10000000; + + ImGuiWindowFlags_None :: None; + ImGuiWindowFlags_NoTitleBar :: NoTitleBar; + ImGuiWindowFlags_NoResize :: NoResize; + ImGuiWindowFlags_NoMove :: NoMove; + ImGuiWindowFlags_NoScrollbar :: NoScrollbar; + ImGuiWindowFlags_NoScrollWithMouse :: NoScrollWithMouse; + ImGuiWindowFlags_NoCollapse :: NoCollapse; + ImGuiWindowFlags_AlwaysAutoResize :: AlwaysAutoResize; + ImGuiWindowFlags_NoBackground :: NoBackground; + ImGuiWindowFlags_NoSavedSettings :: NoSavedSettings; + ImGuiWindowFlags_NoMouseInputs :: NoMouseInputs; + ImGuiWindowFlags_MenuBar :: MenuBar; + ImGuiWindowFlags_HorizontalScrollbar :: HorizontalScrollbar; + ImGuiWindowFlags_NoFocusOnAppearing :: NoFocusOnAppearing; + ImGuiWindowFlags_NoBringToFrontOnFocus :: NoBringToFrontOnFocus; + ImGuiWindowFlags_AlwaysVerticalScrollbar :: AlwaysVerticalScrollbar; + ImGuiWindowFlags_AlwaysHorizontalScrollbar :: AlwaysHorizontalScrollbar; + ImGuiWindowFlags_NoNavInputs :: NoNavInputs; + ImGuiWindowFlags_NoNavFocus :: NoNavFocus; + ImGuiWindowFlags_UnsavedDocument :: UnsavedDocument; + ImGuiWindowFlags_NoDocking :: NoDocking; + ImGuiWindowFlags_NoNav :: NoNav; + ImGuiWindowFlags_NoDecoration :: NoDecoration; + ImGuiWindowFlags_NoInputs :: NoInputs; + + ImGuiWindowFlags_DockNodeHost :: DockNodeHost; + ImGuiWindowFlags_ChildWindow :: ChildWindow; + ImGuiWindowFlags_Tooltip :: Tooltip; + ImGuiWindowFlags_Popup :: Popup; + ImGuiWindowFlags_Modal :: Modal; + ImGuiWindowFlags_ChildMenu :: ChildMenu; +} + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.) +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +ChildFlags :: enum_flags s32 { + None :: 0x0; + Borders :: 0x1; + AlwaysUseWindowPadding :: 0x2; + ResizeX :: 0x4; + ResizeY :: 0x8; + AutoResizeX :: 0x10; + AutoResizeY :: 0x20; + AlwaysAutoResize :: 0x40; + FrameStyle :: 0x80; + NavFlattened :: 0x100; + + ImGuiChildFlags_None :: None; + ImGuiChildFlags_Borders :: Borders; + ImGuiChildFlags_AlwaysUseWindowPadding :: AlwaysUseWindowPadding; + ImGuiChildFlags_ResizeX :: ResizeX; + ImGuiChildFlags_ResizeY :: ResizeY; + ImGuiChildFlags_AutoResizeX :: AutoResizeX; + ImGuiChildFlags_AutoResizeY :: AutoResizeY; + ImGuiChildFlags_AlwaysAutoResize :: AlwaysAutoResize; + ImGuiChildFlags_FrameStyle :: FrameStyle; + ImGuiChildFlags_NavFlattened :: NavFlattened; +} + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all submitted items) +ItemFlags :: enum_flags s32 { + None :: 0x0; + NoTabStop :: 0x1; + NoNav :: 0x2; + NoNavDefaultFocus :: 0x4; + ButtonRepeat :: 0x8; + AutoClosePopups :: 0x10; + AllowDuplicateId :: 0x20; + Disabled :: 0x40; + + ImGuiItemFlags_None :: None; + ImGuiItemFlags_NoTabStop :: NoTabStop; + ImGuiItemFlags_NoNav :: NoNav; + ImGuiItemFlags_NoNavDefaultFocus :: NoNavDefaultFocus; + ImGuiItemFlags_ButtonRepeat :: ButtonRepeat; + ImGuiItemFlags_AutoClosePopups :: AutoClosePopups; + ImGuiItemFlags_AllowDuplicateId :: AllowDuplicateId; + ImGuiItemFlags_Disabled :: Disabled; +} + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +InputTextFlags :: enum_flags s32 { + None :: 0x0; + CharsDecimal :: 0x1; + CharsHexadecimal :: 0x2; + CharsScientific :: 0x4; + CharsUppercase :: 0x8; + CharsNoBlank :: 0x10; + + AllowTabInput :: 0x20; + EnterReturnsTrue :: 0x40; + EscapeClearsAll :: 0x80; + CtrlEnterForNewLine :: 0x100; + + ReadOnly :: 0x200; + Password :: 0x400; + AlwaysOverwrite :: 0x800; + AutoSelectAll :: 0x1000; + ParseEmptyRefVal :: 0x2000; + DisplayEmptyRefVal :: 0x4000; + NoHorizontalScroll :: 0x8000; + NoUndoRedo :: 0x10000; + + ElideLeft :: 0x20000; + + CallbackCompletion :: 0x40000; + CallbackHistory :: 0x80000; + CallbackAlways :: 0x100000; + CallbackCharFilter :: 0x200000; + CallbackResize :: 0x400000; + CallbackEdit :: 0x800000; + + WordWrap :: 0x1000000; + + ImGuiInputTextFlags_None :: None; + ImGuiInputTextFlags_CharsDecimal :: CharsDecimal; + ImGuiInputTextFlags_CharsHexadecimal :: CharsHexadecimal; + ImGuiInputTextFlags_CharsScientific :: CharsScientific; + ImGuiInputTextFlags_CharsUppercase :: CharsUppercase; + ImGuiInputTextFlags_CharsNoBlank :: CharsNoBlank; + + ImGuiInputTextFlags_AllowTabInput :: AllowTabInput; + ImGuiInputTextFlags_EnterReturnsTrue :: EnterReturnsTrue; + ImGuiInputTextFlags_EscapeClearsAll :: EscapeClearsAll; + ImGuiInputTextFlags_CtrlEnterForNewLine :: CtrlEnterForNewLine; + + ImGuiInputTextFlags_ReadOnly :: ReadOnly; + ImGuiInputTextFlags_Password :: Password; + ImGuiInputTextFlags_AlwaysOverwrite :: AlwaysOverwrite; + ImGuiInputTextFlags_AutoSelectAll :: AutoSelectAll; + ImGuiInputTextFlags_ParseEmptyRefVal :: ParseEmptyRefVal; + ImGuiInputTextFlags_DisplayEmptyRefVal :: DisplayEmptyRefVal; + ImGuiInputTextFlags_NoHorizontalScroll :: NoHorizontalScroll; + ImGuiInputTextFlags_NoUndoRedo :: NoUndoRedo; + + ImGuiInputTextFlags_ElideLeft :: ElideLeft; + + ImGuiInputTextFlags_CallbackCompletion :: CallbackCompletion; + ImGuiInputTextFlags_CallbackHistory :: CallbackHistory; + ImGuiInputTextFlags_CallbackAlways :: CallbackAlways; + ImGuiInputTextFlags_CallbackCharFilter :: CallbackCharFilter; + ImGuiInputTextFlags_CallbackResize :: CallbackResize; + ImGuiInputTextFlags_CallbackEdit :: CallbackEdit; + + ImGuiInputTextFlags_WordWrap :: WordWrap; +} + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +TreeNodeFlags :: enum_flags s32 { + None :: 0x0; + Selected :: 0x1; + Framed :: 0x2; + AllowOverlap :: 0x4; + NoTreePushOnOpen :: 0x8; + NoAutoOpenOnLog :: 0x10; + DefaultOpen :: 0x20; + OpenOnDoubleClick :: 0x40; + OpenOnArrow :: 0x80; + Leaf :: 0x100; + Bullet :: 0x200; + FramePadding :: 0x400; + SpanAvailWidth :: 0x800; + SpanFullWidth :: 0x1000; + SpanLabelWidth :: 0x2000; + SpanAllColumns :: 0x4000; + LabelSpanAllColumns :: 0x8000; + + NavLeftJumpsToParent :: 0x20000; + CollapsingHeader :: 0x1a; + + DrawLinesNone :: 0x40000; + DrawLinesFull :: 0x80000; + DrawLinesToNodes :: 0x100000; + + NavLeftJumpsBackHere :: 0x20000; + SpanTextWidth :: 0x2000; + + ImGuiTreeNodeFlags_None :: None; + ImGuiTreeNodeFlags_Selected :: Selected; + ImGuiTreeNodeFlags_Framed :: Framed; + ImGuiTreeNodeFlags_AllowOverlap :: AllowOverlap; + ImGuiTreeNodeFlags_NoTreePushOnOpen :: NoTreePushOnOpen; + ImGuiTreeNodeFlags_NoAutoOpenOnLog :: NoAutoOpenOnLog; + ImGuiTreeNodeFlags_DefaultOpen :: DefaultOpen; + ImGuiTreeNodeFlags_OpenOnDoubleClick :: OpenOnDoubleClick; + ImGuiTreeNodeFlags_OpenOnArrow :: OpenOnArrow; + ImGuiTreeNodeFlags_Leaf :: Leaf; + ImGuiTreeNodeFlags_Bullet :: Bullet; + ImGuiTreeNodeFlags_FramePadding :: FramePadding; + ImGuiTreeNodeFlags_SpanAvailWidth :: SpanAvailWidth; + ImGuiTreeNodeFlags_SpanFullWidth :: SpanFullWidth; + ImGuiTreeNodeFlags_SpanLabelWidth :: SpanLabelWidth; + ImGuiTreeNodeFlags_SpanAllColumns :: SpanAllColumns; + ImGuiTreeNodeFlags_LabelSpanAllColumns :: LabelSpanAllColumns; + + ImGuiTreeNodeFlags_NavLeftJumpsToParent :: NavLeftJumpsToParent; + ImGuiTreeNodeFlags_CollapsingHeader :: CollapsingHeader; + + ImGuiTreeNodeFlags_DrawLinesNone :: DrawLinesNone; + ImGuiTreeNodeFlags_DrawLinesFull :: DrawLinesFull; + ImGuiTreeNodeFlags_DrawLinesToNodes :: DrawLinesToNodes; + + ImGuiTreeNodeFlags_NavLeftJumpsBackHere :: NavLeftJumpsBackHere; + ImGuiTreeNodeFlags_SpanTextWidth :: SpanTextWidth; +} + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +PopupFlags :: enum_flags s32 { + None :: 0x0; + MouseButtonLeft :: 0x4; + MouseButtonRight :: 0x8; + MouseButtonMiddle :: 0xc; + NoReopen :: 0x20; + + NoOpenOverExistingPopup :: 0x80; + NoOpenOverItems :: 0x100; + AnyPopupId :: 0x400; + AnyPopupLevel :: 0x800; + AnyPopup :: 0xc00; + MouseButtonShift_ :: 0x2; + MouseButtonMask_ :: 0xc; + InvalidMask_ :: 0x3; + + ImGuiPopupFlags_None :: None; + ImGuiPopupFlags_MouseButtonLeft :: MouseButtonLeft; + ImGuiPopupFlags_MouseButtonRight :: MouseButtonRight; + ImGuiPopupFlags_MouseButtonMiddle :: MouseButtonMiddle; + ImGuiPopupFlags_NoReopen :: NoReopen; + + ImGuiPopupFlags_NoOpenOverExistingPopup :: NoOpenOverExistingPopup; + ImGuiPopupFlags_NoOpenOverItems :: NoOpenOverItems; + ImGuiPopupFlags_AnyPopupId :: AnyPopupId; + ImGuiPopupFlags_AnyPopupLevel :: AnyPopupLevel; + ImGuiPopupFlags_AnyPopup :: AnyPopup; + ImGuiPopupFlags_MouseButtonShift_ :: MouseButtonShift_; + ImGuiPopupFlags_MouseButtonMask_ :: MouseButtonMask_; + ImGuiPopupFlags_InvalidMask_ :: InvalidMask_; +} + +// Flags for ImGui::Selectable() +SelectableFlags :: enum_flags s32 { + None :: 0x0; + NoAutoClosePopups :: 0x1; + SpanAllColumns :: 0x2; + AllowDoubleClick :: 0x4; + Disabled :: 0x8; + AllowOverlap :: 0x10; + Highlight :: 0x20; + SelectOnNav :: 0x40; + + DontClosePopups :: 0x1; + + ImGuiSelectableFlags_None :: None; + ImGuiSelectableFlags_NoAutoClosePopups :: NoAutoClosePopups; + ImGuiSelectableFlags_SpanAllColumns :: SpanAllColumns; + ImGuiSelectableFlags_AllowDoubleClick :: AllowDoubleClick; + ImGuiSelectableFlags_Disabled :: Disabled; + ImGuiSelectableFlags_AllowOverlap :: AllowOverlap; + ImGuiSelectableFlags_Highlight :: Highlight; + ImGuiSelectableFlags_SelectOnNav :: SelectOnNav; + + ImGuiSelectableFlags_DontClosePopups :: DontClosePopups; +} + +// Flags for ImGui::BeginCombo() +ComboFlags :: enum_flags s32 { + None :: 0x0; + PopupAlignLeft :: 0x1; + HeightSmall :: 0x2; + HeightRegular :: 0x4; + HeightLarge :: 0x8; + HeightLargest :: 0x10; + NoArrowButton :: 0x20; + NoPreview :: 0x40; + WidthFitPreview :: 0x80; + HeightMask_ :: 0x1e; + + ImGuiComboFlags_None :: None; + ImGuiComboFlags_PopupAlignLeft :: PopupAlignLeft; + ImGuiComboFlags_HeightSmall :: HeightSmall; + ImGuiComboFlags_HeightRegular :: HeightRegular; + ImGuiComboFlags_HeightLarge :: HeightLarge; + ImGuiComboFlags_HeightLargest :: HeightLargest; + ImGuiComboFlags_NoArrowButton :: NoArrowButton; + ImGuiComboFlags_NoPreview :: NoPreview; + ImGuiComboFlags_WidthFitPreview :: WidthFitPreview; + ImGuiComboFlags_HeightMask_ :: HeightMask_; +} + +// Flags for ImGui::BeginTabBar() +TabBarFlags :: enum_flags s32 { + None :: 0x0; + Reorderable :: 0x1; + AutoSelectNewTabs :: 0x2; + TabListPopupButton :: 0x4; + NoCloseWithMiddleMouseButton :: 0x8; + NoTabListScrollingButtons :: 0x10; + NoTooltip :: 0x20; + DrawSelectedOverline :: 0x40; + + FittingPolicyMixed :: 0x80; + FittingPolicyShrink :: 0x100; + FittingPolicyScroll :: 0x200; + FittingPolicyMask_ :: 0x380; + FittingPolicyDefault_ :: 0x80; + + FittingPolicyResizeDown :: 0x100; + + ImGuiTabBarFlags_None :: None; + ImGuiTabBarFlags_Reorderable :: Reorderable; + ImGuiTabBarFlags_AutoSelectNewTabs :: AutoSelectNewTabs; + ImGuiTabBarFlags_TabListPopupButton :: TabListPopupButton; + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton :: NoCloseWithMiddleMouseButton; + ImGuiTabBarFlags_NoTabListScrollingButtons :: NoTabListScrollingButtons; + ImGuiTabBarFlags_NoTooltip :: NoTooltip; + ImGuiTabBarFlags_DrawSelectedOverline :: DrawSelectedOverline; + + ImGuiTabBarFlags_FittingPolicyMixed :: FittingPolicyMixed; + ImGuiTabBarFlags_FittingPolicyShrink :: FittingPolicyShrink; + ImGuiTabBarFlags_FittingPolicyScroll :: FittingPolicyScroll; + ImGuiTabBarFlags_FittingPolicyMask_ :: FittingPolicyMask_; + ImGuiTabBarFlags_FittingPolicyDefault_ :: FittingPolicyDefault_; + + ImGuiTabBarFlags_FittingPolicyResizeDown :: FittingPolicyResizeDown; +} + +// Flags for ImGui::BeginTabItem() +TabItemFlags :: enum_flags s32 { + None :: 0x0; + UnsavedDocument :: 0x1; + SetSelected :: 0x2; + NoCloseWithMiddleMouseButton :: 0x4; + NoPushId :: 0x8; + NoTooltip :: 0x10; + NoReorder :: 0x20; + Leading :: 0x40; + Trailing :: 0x80; + NoAssumedClosure :: 0x100; + + ImGuiTabItemFlags_None :: None; + ImGuiTabItemFlags_UnsavedDocument :: UnsavedDocument; + ImGuiTabItemFlags_SetSelected :: SetSelected; + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton :: NoCloseWithMiddleMouseButton; + ImGuiTabItemFlags_NoPushId :: NoPushId; + ImGuiTabItemFlags_NoTooltip :: NoTooltip; + ImGuiTabItemFlags_NoReorder :: NoReorder; + ImGuiTabItemFlags_Leading :: Leading; + ImGuiTabItemFlags_Trailing :: Trailing; + ImGuiTabItemFlags_NoAssumedClosure :: NoAssumedClosure; +} + +// Flags for ImGui::IsWindowFocused() +FocusedFlags :: enum_flags s32 { + None :: 0x0; + ChildWindows :: 0x1; + RootWindow :: 0x2; + AnyWindow :: 0x4; + NoPopupHierarchy :: 0x8; + DockHierarchy :: 0x10; + RootAndChildWindows :: 0x3; + + ImGuiFocusedFlags_None :: None; + ImGuiFocusedFlags_ChildWindows :: ChildWindows; + ImGuiFocusedFlags_RootWindow :: RootWindow; + ImGuiFocusedFlags_AnyWindow :: AnyWindow; + ImGuiFocusedFlags_NoPopupHierarchy :: NoPopupHierarchy; + ImGuiFocusedFlags_DockHierarchy :: DockHierarchy; + ImGuiFocusedFlags_RootAndChildWindows :: RootAndChildWindows; +} + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +HoveredFlags :: enum_flags s32 { + None :: 0x0; + ChildWindows :: 0x1; + RootWindow :: 0x2; + AnyWindow :: 0x4; + NoPopupHierarchy :: 0x8; + DockHierarchy :: 0x10; + AllowWhenBlockedByPopup :: 0x20; + + AllowWhenBlockedByActiveItem :: 0x80; + AllowWhenOverlappedByItem :: 0x100; + AllowWhenOverlappedByWindow :: 0x200; + AllowWhenDisabled :: 0x400; + NoNavOverride :: 0x800; + AllowWhenOverlapped :: 0x300; + RectOnly :: 0x3a0; + RootAndChildWindows :: 0x3; + + ForTooltip :: 0x1000; + + Stationary :: 0x2000; + DelayNone :: 0x4000; + DelayShort :: 0x8000; + DelayNormal :: 0x10000; + NoSharedDelay :: 0x20000; + + ImGuiHoveredFlags_None :: None; + ImGuiHoveredFlags_ChildWindows :: ChildWindows; + ImGuiHoveredFlags_RootWindow :: RootWindow; + ImGuiHoveredFlags_AnyWindow :: AnyWindow; + ImGuiHoveredFlags_NoPopupHierarchy :: NoPopupHierarchy; + ImGuiHoveredFlags_DockHierarchy :: DockHierarchy; + ImGuiHoveredFlags_AllowWhenBlockedByPopup :: AllowWhenBlockedByPopup; + + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem :: AllowWhenBlockedByActiveItem; + ImGuiHoveredFlags_AllowWhenOverlappedByItem :: AllowWhenOverlappedByItem; + ImGuiHoveredFlags_AllowWhenOverlappedByWindow :: AllowWhenOverlappedByWindow; + ImGuiHoveredFlags_AllowWhenDisabled :: AllowWhenDisabled; + ImGuiHoveredFlags_NoNavOverride :: NoNavOverride; + ImGuiHoveredFlags_AllowWhenOverlapped :: AllowWhenOverlapped; + ImGuiHoveredFlags_RectOnly :: RectOnly; + ImGuiHoveredFlags_RootAndChildWindows :: RootAndChildWindows; + + ImGuiHoveredFlags_ForTooltip :: ForTooltip; + + ImGuiHoveredFlags_Stationary :: Stationary; + ImGuiHoveredFlags_DelayNone :: DelayNone; + ImGuiHoveredFlags_DelayShort :: DelayShort; + ImGuiHoveredFlags_DelayNormal :: DelayNormal; + ImGuiHoveredFlags_NoSharedDelay :: NoSharedDelay; +} + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +DockNodeFlags :: enum_flags s32 { + None :: 0x0; + KeepAliveOnly :: 0x1; + + NoDockingOverCentralNode :: 0x4; + PassthruCentralNode :: 0x8; + NoDockingSplit :: 0x10; + NoResize :: 0x20; + AutoHideTabBar :: 0x40; + NoUndocking :: 0x80; + + NoSplit :: 0x10; + NoDockingInCentralNode :: 0x4; + + ImGuiDockNodeFlags_None :: None; + ImGuiDockNodeFlags_KeepAliveOnly :: KeepAliveOnly; + + ImGuiDockNodeFlags_NoDockingOverCentralNode :: NoDockingOverCentralNode; + ImGuiDockNodeFlags_PassthruCentralNode :: PassthruCentralNode; + ImGuiDockNodeFlags_NoDockingSplit :: NoDockingSplit; + ImGuiDockNodeFlags_NoResize :: NoResize; + ImGuiDockNodeFlags_AutoHideTabBar :: AutoHideTabBar; + ImGuiDockNodeFlags_NoUndocking :: NoUndocking; + + ImGuiDockNodeFlags_NoSplit :: NoSplit; + ImGuiDockNodeFlags_NoDockingInCentralNode :: NoDockingInCentralNode; +} + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +DragDropFlags :: enum_flags s32 { + None :: 0x0; + + SourceNoPreviewTooltip :: 0x1; + SourceNoDisableHover :: 0x2; + SourceNoHoldToOpenOthers :: 0x4; + SourceAllowNullID :: 0x8; + SourceExtern :: 0x10; + PayloadAutoExpire :: 0x20; + PayloadNoCrossContext :: 0x40; + PayloadNoCrossProcess :: 0x80; + + AcceptBeforeDelivery :: 0x400; + AcceptNoDrawDefaultRect :: 0x800; + AcceptNoPreviewTooltip :: 0x1000; + AcceptDrawAsHovered :: 0x2000; + AcceptPeekOnly :: 0xc00; + + SourceAutoExpirePayload :: 0x20; + + ImGuiDragDropFlags_None :: None; + + ImGuiDragDropFlags_SourceNoPreviewTooltip :: SourceNoPreviewTooltip; + ImGuiDragDropFlags_SourceNoDisableHover :: SourceNoDisableHover; + ImGuiDragDropFlags_SourceNoHoldToOpenOthers :: SourceNoHoldToOpenOthers; + ImGuiDragDropFlags_SourceAllowNullID :: SourceAllowNullID; + ImGuiDragDropFlags_SourceExtern :: SourceExtern; + ImGuiDragDropFlags_PayloadAutoExpire :: PayloadAutoExpire; + ImGuiDragDropFlags_PayloadNoCrossContext :: PayloadNoCrossContext; + ImGuiDragDropFlags_PayloadNoCrossProcess :: PayloadNoCrossProcess; + + ImGuiDragDropFlags_AcceptBeforeDelivery :: AcceptBeforeDelivery; + ImGuiDragDropFlags_AcceptNoDrawDefaultRect :: AcceptNoDrawDefaultRect; + ImGuiDragDropFlags_AcceptNoPreviewTooltip :: AcceptNoPreviewTooltip; + ImGuiDragDropFlags_AcceptDrawAsHovered :: AcceptDrawAsHovered; + ImGuiDragDropFlags_AcceptPeekOnly :: AcceptPeekOnly; + + ImGuiDragDropFlags_SourceAutoExpirePayload :: SourceAutoExpirePayload; +} + +// A primary data type +DataType :: enum s32 { + S8 :: 0; + U8 :: 1; + S16 :: 2; + U16 :: 3; + S32 :: 4; + U32 :: 5; + S64 :: 6; + U64 :: 7; + Float :: 8; + Double :: 9; + Bool :: 10; + String :: 11; + COUNT :: 12; + + ImGuiDataType_S8 :: S8; + ImGuiDataType_U8 :: U8; + ImGuiDataType_S16 :: S16; + ImGuiDataType_U16 :: U16; + ImGuiDataType_S32 :: S32; + ImGuiDataType_U32 :: U32; + ImGuiDataType_S64 :: S64; + ImGuiDataType_U64 :: U64; + ImGuiDataType_Float :: Float; + ImGuiDataType_Double :: Double; + ImGuiDataType_Bool :: Bool; + ImGuiDataType_String :: String; + ImGuiDataType_COUNT :: COUNT; +} + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +InputFlags :: enum_flags s32 { + None :: 0x0; + Repeat :: 0x1; + + RouteActive :: 0x400; + RouteFocused :: 0x800; + RouteGlobal :: 0x1000; + RouteAlways :: 0x2000; + + RouteOverFocused :: 0x4000; + RouteOverActive :: 0x8000; + RouteUnlessBgFocused :: 0x10000; + RouteFromRootWindow :: 0x20000; + + Tooltip :: 0x40000; + + ImGuiInputFlags_None :: None; + ImGuiInputFlags_Repeat :: Repeat; + + ImGuiInputFlags_RouteActive :: RouteActive; + ImGuiInputFlags_RouteFocused :: RouteFocused; + ImGuiInputFlags_RouteGlobal :: RouteGlobal; + ImGuiInputFlags_RouteAlways :: RouteAlways; + + ImGuiInputFlags_RouteOverFocused :: RouteOverFocused; + ImGuiInputFlags_RouteOverActive :: RouteOverActive; + ImGuiInputFlags_RouteUnlessBgFocused :: RouteUnlessBgFocused; + ImGuiInputFlags_RouteFromRootWindow :: RouteFromRootWindow; + + ImGuiInputFlags_Tooltip :: Tooltip; +} + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +// Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly. +ConfigFlags :: enum_flags s32 { + None :: 0x0; + NavEnableKeyboard :: 0x1; + NavEnableGamepad :: 0x2; + NoMouse :: 0x10; + NoMouseCursorChange :: 0x20; + NoKeyboard :: 0x40; + + DockingEnable :: 0x80; + + ViewportsEnable :: 0x400; + + IsSRGB :: 0x100000; + IsTouchScreen :: 0x200000; + + NavEnableSetMousePos :: 0x4; + NavNoCaptureKeyboard :: 0x8; + DpiEnableScaleFonts :: 0x4000; + DpiEnableScaleViewports :: 0x8000; + + ImGuiConfigFlags_None :: None; + ImGuiConfigFlags_NavEnableKeyboard :: NavEnableKeyboard; + ImGuiConfigFlags_NavEnableGamepad :: NavEnableGamepad; + ImGuiConfigFlags_NoMouse :: NoMouse; + ImGuiConfigFlags_NoMouseCursorChange :: NoMouseCursorChange; + ImGuiConfigFlags_NoKeyboard :: NoKeyboard; + + ImGuiConfigFlags_DockingEnable :: DockingEnable; + + ImGuiConfigFlags_ViewportsEnable :: ViewportsEnable; + + ImGuiConfigFlags_IsSRGB :: IsSRGB; + ImGuiConfigFlags_IsTouchScreen :: IsTouchScreen; + + ImGuiConfigFlags_NavEnableSetMousePos :: NavEnableSetMousePos; + ImGuiConfigFlags_NavNoCaptureKeyboard :: NavNoCaptureKeyboard; + ImGuiConfigFlags_DpiEnableScaleFonts :: DpiEnableScaleFonts; + ImGuiConfigFlags_DpiEnableScaleViewports :: DpiEnableScaleViewports; +} + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +BackendFlags :: enum_flags s32 { + None :: 0x0; + HasGamepad :: 0x1; + HasMouseCursors :: 0x2; + HasSetMousePos :: 0x4; + RendererHasVtxOffset :: 0x8; + RendererHasTextures :: 0x10; + + RendererHasViewports :: 0x400; + PlatformHasViewports :: 0x800; + HasMouseHoveredViewport :: 0x1000; + HasParentViewport :: 0x2000; + + ImGuiBackendFlags_None :: None; + ImGuiBackendFlags_HasGamepad :: HasGamepad; + ImGuiBackendFlags_HasMouseCursors :: HasMouseCursors; + ImGuiBackendFlags_HasSetMousePos :: HasSetMousePos; + ImGuiBackendFlags_RendererHasVtxOffset :: RendererHasVtxOffset; + ImGuiBackendFlags_RendererHasTextures :: RendererHasTextures; + + ImGuiBackendFlags_RendererHasViewports :: RendererHasViewports; + ImGuiBackendFlags_PlatformHasViewports :: PlatformHasViewports; + ImGuiBackendFlags_HasMouseHoveredViewport :: HasMouseHoveredViewport; + ImGuiBackendFlags_HasParentViewport :: HasParentViewport; +} + +// Enumeration for PushStyleColor() / PopStyleColor() +Col :: enum s32 { + Text :: 0; + TextDisabled :: 1; + WindowBg :: 2; + ChildBg :: 3; + PopupBg :: 4; + Border :: 5; + BorderShadow :: 6; + FrameBg :: 7; + FrameBgHovered :: 8; + FrameBgActive :: 9; + TitleBg :: 10; + TitleBgActive :: 11; + TitleBgCollapsed :: 12; + MenuBarBg :: 13; + ScrollbarBg :: 14; + ScrollbarGrab :: 15; + ScrollbarGrabHovered :: 16; + ScrollbarGrabActive :: 17; + CheckMark :: 18; + CheckboxSelectedBg :: 19; + SliderGrab :: 20; + SliderGrabActive :: 21; + Button :: 22; + ButtonHovered :: 23; + ButtonActive :: 24; + Header :: 25; + HeaderHovered :: 26; + HeaderActive :: 27; + Separator :: 28; + SeparatorHovered :: 29; + SeparatorActive :: 30; + ResizeGrip :: 31; + ResizeGripHovered :: 32; + ResizeGripActive :: 33; + InputTextCursor :: 34; + TabHovered :: 35; + Tab :: 36; + TabSelected :: 37; + TabSelectedOverline :: 38; + TabDimmed :: 39; + TabDimmedSelected :: 40; + TabDimmedSelectedOverline :: 41; + DockingPreview :: 42; + DockingEmptyBg :: 43; + PlotLines :: 44; + PlotLinesHovered :: 45; + PlotHistogram :: 46; + PlotHistogramHovered :: 47; + TableHeaderBg :: 48; + TableBorderStrong :: 49; + TableBorderLight :: 50; + TableRowBg :: 51; + TableRowBgAlt :: 52; + TextLink :: 53; + TextSelectedBg :: 54; + TreeLines :: 55; + DragDropTarget :: 56; + DragDropTargetBg :: 57; + UnsavedMarker :: 58; + NavCursor :: 59; + NavWindowingHighlight :: 60; + NavWindowingDimBg :: 61; + ModalWindowDimBg :: 62; + COUNT :: 63; + + TabActive :: 37; + TabUnfocused :: 39; + TabUnfocusedActive :: 40; + NavHighlight :: 59; + + ImGuiCol_Text :: Text; + ImGuiCol_TextDisabled :: TextDisabled; + ImGuiCol_WindowBg :: WindowBg; + ImGuiCol_ChildBg :: ChildBg; + ImGuiCol_PopupBg :: PopupBg; + ImGuiCol_Border :: Border; + ImGuiCol_BorderShadow :: BorderShadow; + ImGuiCol_FrameBg :: FrameBg; + ImGuiCol_FrameBgHovered :: FrameBgHovered; + ImGuiCol_FrameBgActive :: FrameBgActive; + ImGuiCol_TitleBg :: TitleBg; + ImGuiCol_TitleBgActive :: TitleBgActive; + ImGuiCol_TitleBgCollapsed :: TitleBgCollapsed; + ImGuiCol_MenuBarBg :: MenuBarBg; + ImGuiCol_ScrollbarBg :: ScrollbarBg; + ImGuiCol_ScrollbarGrab :: ScrollbarGrab; + ImGuiCol_ScrollbarGrabHovered :: ScrollbarGrabHovered; + ImGuiCol_ScrollbarGrabActive :: ScrollbarGrabActive; + ImGuiCol_CheckMark :: CheckMark; + ImGuiCol_CheckboxSelectedBg :: CheckboxSelectedBg; + ImGuiCol_SliderGrab :: SliderGrab; + ImGuiCol_SliderGrabActive :: SliderGrabActive; + ImGuiCol_Button :: Button; + ImGuiCol_ButtonHovered :: ButtonHovered; + ImGuiCol_ButtonActive :: ButtonActive; + ImGuiCol_Header :: Header; + ImGuiCol_HeaderHovered :: HeaderHovered; + ImGuiCol_HeaderActive :: HeaderActive; + ImGuiCol_Separator :: Separator; + ImGuiCol_SeparatorHovered :: SeparatorHovered; + ImGuiCol_SeparatorActive :: SeparatorActive; + ImGuiCol_ResizeGrip :: ResizeGrip; + ImGuiCol_ResizeGripHovered :: ResizeGripHovered; + ImGuiCol_ResizeGripActive :: ResizeGripActive; + ImGuiCol_InputTextCursor :: InputTextCursor; + ImGuiCol_TabHovered :: TabHovered; + ImGuiCol_Tab :: Tab; + ImGuiCol_TabSelected :: TabSelected; + ImGuiCol_TabSelectedOverline :: TabSelectedOverline; + ImGuiCol_TabDimmed :: TabDimmed; + ImGuiCol_TabDimmedSelected :: TabDimmedSelected; + ImGuiCol_TabDimmedSelectedOverline :: TabDimmedSelectedOverline; + ImGuiCol_DockingPreview :: DockingPreview; + ImGuiCol_DockingEmptyBg :: DockingEmptyBg; + ImGuiCol_PlotLines :: PlotLines; + ImGuiCol_PlotLinesHovered :: PlotLinesHovered; + ImGuiCol_PlotHistogram :: PlotHistogram; + ImGuiCol_PlotHistogramHovered :: PlotHistogramHovered; + ImGuiCol_TableHeaderBg :: TableHeaderBg; + ImGuiCol_TableBorderStrong :: TableBorderStrong; + ImGuiCol_TableBorderLight :: TableBorderLight; + ImGuiCol_TableRowBg :: TableRowBg; + ImGuiCol_TableRowBgAlt :: TableRowBgAlt; + ImGuiCol_TextLink :: TextLink; + ImGuiCol_TextSelectedBg :: TextSelectedBg; + ImGuiCol_TreeLines :: TreeLines; + ImGuiCol_DragDropTarget :: DragDropTarget; + ImGuiCol_DragDropTargetBg :: DragDropTargetBg; + ImGuiCol_UnsavedMarker :: UnsavedMarker; + ImGuiCol_NavCursor :: NavCursor; + ImGuiCol_NavWindowingHighlight :: NavWindowingHighlight; + ImGuiCol_NavWindowingDimBg :: NavWindowingDimBg; + ImGuiCol_ModalWindowDimBg :: ModalWindowDimBg; + ImGuiCol_COUNT :: COUNT; + + ImGuiCol_TabActive :: TabActive; + ImGuiCol_TabUnfocused :: TabUnfocused; + ImGuiCol_TabUnfocusedActive :: TabUnfocusedActive; + ImGuiCol_NavHighlight :: NavHighlight; +} + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +StyleVar :: enum s32 { + Alpha :: 0; + DisabledAlpha :: 1; + WindowPadding :: 2; + WindowRounding :: 3; + WindowBorderSize :: 4; + WindowMinSize :: 5; + WindowTitleAlign :: 6; + ChildRounding :: 7; + ChildBorderSize :: 8; + PopupRounding :: 9; + PopupBorderSize :: 10; + FramePadding :: 11; + FrameRounding :: 12; + FrameBorderSize :: 13; + ItemSpacing :: 14; + ItemInnerSpacing :: 15; + IndentSpacing :: 16; + CellPadding :: 17; + ScrollbarSize :: 18; + ScrollbarRounding :: 19; + ScrollbarPadding :: 20; + GrabMinSize :: 21; + GrabRounding :: 22; + ImageRounding :: 23; + ImageBorderSize :: 24; + TabRounding :: 25; + TabBorderSize :: 26; + TabMinWidthBase :: 27; + TabMinWidthShrink :: 28; + TabBarBorderSize :: 29; + TabBarOverlineSize :: 30; + TableAngledHeadersAngle :: 31; + TableAngledHeadersTextAlign :: 32; + TreeLinesSize :: 33; + TreeLinesRounding :: 34; + DragDropTargetRounding :: 35; + ButtonTextAlign :: 36; + SelectableTextAlign :: 37; + SeparatorSize :: 38; + SeparatorTextBorderSize :: 39; + SeparatorTextAlign :: 40; + SeparatorTextPadding :: 41; + DockingSeparatorSize :: 42; + COUNT :: 43; + + ImGuiStyleVar_Alpha :: Alpha; + ImGuiStyleVar_DisabledAlpha :: DisabledAlpha; + ImGuiStyleVar_WindowPadding :: WindowPadding; + ImGuiStyleVar_WindowRounding :: WindowRounding; + ImGuiStyleVar_WindowBorderSize :: WindowBorderSize; + ImGuiStyleVar_WindowMinSize :: WindowMinSize; + ImGuiStyleVar_WindowTitleAlign :: WindowTitleAlign; + ImGuiStyleVar_ChildRounding :: ChildRounding; + ImGuiStyleVar_ChildBorderSize :: ChildBorderSize; + ImGuiStyleVar_PopupRounding :: PopupRounding; + ImGuiStyleVar_PopupBorderSize :: PopupBorderSize; + ImGuiStyleVar_FramePadding :: FramePadding; + ImGuiStyleVar_FrameRounding :: FrameRounding; + ImGuiStyleVar_FrameBorderSize :: FrameBorderSize; + ImGuiStyleVar_ItemSpacing :: ItemSpacing; + ImGuiStyleVar_ItemInnerSpacing :: ItemInnerSpacing; + ImGuiStyleVar_IndentSpacing :: IndentSpacing; + ImGuiStyleVar_CellPadding :: CellPadding; + ImGuiStyleVar_ScrollbarSize :: ScrollbarSize; + ImGuiStyleVar_ScrollbarRounding :: ScrollbarRounding; + ImGuiStyleVar_ScrollbarPadding :: ScrollbarPadding; + ImGuiStyleVar_GrabMinSize :: GrabMinSize; + ImGuiStyleVar_GrabRounding :: GrabRounding; + ImGuiStyleVar_ImageRounding :: ImageRounding; + ImGuiStyleVar_ImageBorderSize :: ImageBorderSize; + ImGuiStyleVar_TabRounding :: TabRounding; + ImGuiStyleVar_TabBorderSize :: TabBorderSize; + ImGuiStyleVar_TabMinWidthBase :: TabMinWidthBase; + ImGuiStyleVar_TabMinWidthShrink :: TabMinWidthShrink; + ImGuiStyleVar_TabBarBorderSize :: TabBarBorderSize; + ImGuiStyleVar_TabBarOverlineSize :: TabBarOverlineSize; + ImGuiStyleVar_TableAngledHeadersAngle :: TableAngledHeadersAngle; + ImGuiStyleVar_TableAngledHeadersTextAlign :: TableAngledHeadersTextAlign; + ImGuiStyleVar_TreeLinesSize :: TreeLinesSize; + ImGuiStyleVar_TreeLinesRounding :: TreeLinesRounding; + ImGuiStyleVar_DragDropTargetRounding :: DragDropTargetRounding; + ImGuiStyleVar_ButtonTextAlign :: ButtonTextAlign; + ImGuiStyleVar_SelectableTextAlign :: SelectableTextAlign; + ImGuiStyleVar_SeparatorSize :: SeparatorSize; + ImGuiStyleVar_SeparatorTextBorderSize :: SeparatorTextBorderSize; + ImGuiStyleVar_SeparatorTextAlign :: SeparatorTextAlign; + ImGuiStyleVar_SeparatorTextPadding :: SeparatorTextPadding; + ImGuiStyleVar_DockingSeparatorSize :: DockingSeparatorSize; + ImGuiStyleVar_COUNT :: COUNT; +} + +// Flags for InvisibleButton() [extended in imgui_internal.h] +ButtonFlags :: enum_flags s32 { + None :: 0x0; + MouseButtonLeft :: 0x1; + MouseButtonRight :: 0x2; + MouseButtonMiddle :: 0x4; + MouseButtonMask_ :: 0x7; + EnableNav :: 0x8; + AllowOverlap :: 0x1000; + + ImGuiButtonFlags_None :: None; + ImGuiButtonFlags_MouseButtonLeft :: MouseButtonLeft; + ImGuiButtonFlags_MouseButtonRight :: MouseButtonRight; + ImGuiButtonFlags_MouseButtonMiddle :: MouseButtonMiddle; + ImGuiButtonFlags_MouseButtonMask_ :: MouseButtonMask_; + ImGuiButtonFlags_EnableNav :: EnableNav; + ImGuiButtonFlags_AllowOverlap :: AllowOverlap; +} + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +ColorEditFlags :: enum_flags s32 { + None :: 0x0; + NoAlpha :: 0x2; + NoPicker :: 0x4; + NoOptions :: 0x8; + NoSmallPreview :: 0x10; + NoInputs :: 0x20; + NoTooltip :: 0x40; + NoLabel :: 0x80; + NoSidePreview :: 0x100; + NoDragDrop :: 0x200; + NoBorder :: 0x400; + NoColorMarkers :: 0x800; + + AlphaOpaque :: 0x1000; + AlphaNoBg :: 0x2000; + AlphaPreviewHalf :: 0x4000; + + AlphaBar :: 0x40000; + HDR :: 0x80000; + DisplayRGB :: 0x100000; + DisplayHSV :: 0x200000; + DisplayHex :: 0x400000; + Uint8 :: 0x800000; + Float :: 0x1000000; + PickerHueBar :: 0x2000000; + PickerHueWheel :: 0x4000000; + InputRGB :: 0x8000000; + InputHSV :: 0x10000000; + + DefaultOptions_ :: 0xa900000; + + AlphaMask_ :: 0x7002; + DisplayMask_ :: 0x700000; + DataTypeMask_ :: 0x1800000; + PickerMask_ :: 0x6000000; + InputMask_ :: 0x18000000; + + AlphaPreview :: 0x0; + + ImGuiColorEditFlags_None :: None; + ImGuiColorEditFlags_NoAlpha :: NoAlpha; + ImGuiColorEditFlags_NoPicker :: NoPicker; + ImGuiColorEditFlags_NoOptions :: NoOptions; + ImGuiColorEditFlags_NoSmallPreview :: NoSmallPreview; + ImGuiColorEditFlags_NoInputs :: NoInputs; + ImGuiColorEditFlags_NoTooltip :: NoTooltip; + ImGuiColorEditFlags_NoLabel :: NoLabel; + ImGuiColorEditFlags_NoSidePreview :: NoSidePreview; + ImGuiColorEditFlags_NoDragDrop :: NoDragDrop; + ImGuiColorEditFlags_NoBorder :: NoBorder; + ImGuiColorEditFlags_NoColorMarkers :: NoColorMarkers; + + ImGuiColorEditFlags_AlphaOpaque :: AlphaOpaque; + ImGuiColorEditFlags_AlphaNoBg :: AlphaNoBg; + ImGuiColorEditFlags_AlphaPreviewHalf :: AlphaPreviewHalf; + + ImGuiColorEditFlags_AlphaBar :: AlphaBar; + ImGuiColorEditFlags_HDR :: HDR; + ImGuiColorEditFlags_DisplayRGB :: DisplayRGB; + ImGuiColorEditFlags_DisplayHSV :: DisplayHSV; + ImGuiColorEditFlags_DisplayHex :: DisplayHex; + ImGuiColorEditFlags_Uint8 :: Uint8; + ImGuiColorEditFlags_Float :: Float; + ImGuiColorEditFlags_PickerHueBar :: PickerHueBar; + ImGuiColorEditFlags_PickerHueWheel :: PickerHueWheel; + ImGuiColorEditFlags_InputRGB :: InputRGB; + ImGuiColorEditFlags_InputHSV :: InputHSV; + + ImGuiColorEditFlags_DefaultOptions_ :: DefaultOptions_; + + ImGuiColorEditFlags_AlphaMask_ :: AlphaMask_; + ImGuiColorEditFlags_DisplayMask_ :: DisplayMask_; + ImGuiColorEditFlags_DataTypeMask_ :: DataTypeMask_; + ImGuiColorEditFlags_PickerMask_ :: PickerMask_; + ImGuiColorEditFlags_InputMask_ :: InputMask_; + + ImGuiColorEditFlags_AlphaPreview :: AlphaPreview; +} + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +SliderFlags :: enum_flags s32 { + None :: 0x0; + Logarithmic :: 0x20; + NoRoundToFormat :: 0x40; + NoInput :: 0x80; + WrapAround :: 0x100; + ClampOnInput :: 0x200; + ClampZeroRange :: 0x400; + NoSpeedTweaks :: 0x800; + ColorMarkers :: 0x1000; + AlwaysClamp :: 0x600; + InvalidMask_ :: 0x7000000f; + + ImGuiSliderFlags_None :: None; + ImGuiSliderFlags_Logarithmic :: Logarithmic; + ImGuiSliderFlags_NoRoundToFormat :: NoRoundToFormat; + ImGuiSliderFlags_NoInput :: NoInput; + ImGuiSliderFlags_WrapAround :: WrapAround; + ImGuiSliderFlags_ClampOnInput :: ClampOnInput; + ImGuiSliderFlags_ClampZeroRange :: ClampZeroRange; + ImGuiSliderFlags_NoSpeedTweaks :: NoSpeedTweaks; + ImGuiSliderFlags_ColorMarkers :: ColorMarkers; + ImGuiSliderFlags_AlwaysClamp :: AlwaysClamp; + ImGuiSliderFlags_InvalidMask_ :: InvalidMask_; +} + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +MouseButton :: enum s32 { + Left :: 0; + Right :: 1; + Middle :: 2; + COUNT :: 5; + + ImGuiMouseButton_Left :: Left; + ImGuiMouseButton_Right :: Right; + ImGuiMouseButton_Middle :: Middle; + ImGuiMouseButton_COUNT :: COUNT; +} + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +MouseCursor :: enum s32 { + None :: -1; + Arrow :: 0; + TextInput :: 1; + ResizeAll :: 2; + ResizeNS :: 3; + ResizeEW :: 4; + ResizeNESW :: 5; + ResizeNWSE :: 6; + Hand :: 7; + Wait :: 8; + Progress :: 9; + NotAllowed :: 10; + COUNT :: 11; + + ImGuiMouseCursor_None :: None; + ImGuiMouseCursor_Arrow :: Arrow; + ImGuiMouseCursor_TextInput :: TextInput; + ImGuiMouseCursor_ResizeAll :: ResizeAll; + ImGuiMouseCursor_ResizeNS :: ResizeNS; + ImGuiMouseCursor_ResizeEW :: ResizeEW; + ImGuiMouseCursor_ResizeNESW :: ResizeNESW; + ImGuiMouseCursor_ResizeNWSE :: ResizeNWSE; + ImGuiMouseCursor_Hand :: Hand; + ImGuiMouseCursor_Wait :: Wait; + ImGuiMouseCursor_Progress :: Progress; + ImGuiMouseCursor_NotAllowed :: NotAllowed; + ImGuiMouseCursor_COUNT :: COUNT; +} + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +Cond :: enum s32 { + None :: 0; + Always :: 1; + Once :: 2; + FirstUseEver :: 4; + Appearing :: 8; + + ImGuiCond_None :: None; + ImGuiCond_Always :: Always; + ImGuiCond_Once :: Once; + ImGuiCond_FirstUseEver :: FirstUseEver; + ImGuiCond_Appearing :: Appearing; +} + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +TableFlags :: enum_flags s32 { + None :: 0x0; + Resizable :: 0x1; + Reorderable :: 0x2; + Hideable :: 0x4; + Sortable :: 0x8; + NoSavedSettings :: 0x10; + ContextMenuInBody :: 0x20; + + RowBg :: 0x40; + BordersInnerH :: 0x80; + BordersOuterH :: 0x100; + BordersInnerV :: 0x200; + BordersOuterV :: 0x400; + BordersH :: 0x180; + BordersV :: 0x600; + BordersInner :: 0x280; + BordersOuter :: 0x500; + Borders :: 0x780; + NoBordersInBody :: 0x800; + NoBordersInBodyUntilResize :: 0x1000; + + SizingFixedFit :: 0x2000; + SizingFixedSame :: 0x4000; + SizingStretchProp :: 0x6000; + SizingStretchSame :: 0x8000; + + NoHostExtendX :: 0x10000; + NoHostExtendY :: 0x20000; + NoKeepColumnsVisible :: 0x40000; + PreciseWidths :: 0x80000; + + NoClip :: 0x100000; + + PadOuterX :: 0x200000; + NoPadOuterX :: 0x400000; + NoPadInnerX :: 0x800000; + + ScrollX :: 0x1000000; + ScrollY :: 0x2000000; + + SortMulti :: 0x4000000; + SortTristate :: 0x8000000; + + HighlightHoveredColumn :: 0x10000000; + + SizingMask_ :: 0xe000; + + ImGuiTableFlags_None :: None; + ImGuiTableFlags_Resizable :: Resizable; + ImGuiTableFlags_Reorderable :: Reorderable; + ImGuiTableFlags_Hideable :: Hideable; + ImGuiTableFlags_Sortable :: Sortable; + ImGuiTableFlags_NoSavedSettings :: NoSavedSettings; + ImGuiTableFlags_ContextMenuInBody :: ContextMenuInBody; + + ImGuiTableFlags_RowBg :: RowBg; + ImGuiTableFlags_BordersInnerH :: BordersInnerH; + ImGuiTableFlags_BordersOuterH :: BordersOuterH; + ImGuiTableFlags_BordersInnerV :: BordersInnerV; + ImGuiTableFlags_BordersOuterV :: BordersOuterV; + ImGuiTableFlags_BordersH :: BordersH; + ImGuiTableFlags_BordersV :: BordersV; + ImGuiTableFlags_BordersInner :: BordersInner; + ImGuiTableFlags_BordersOuter :: BordersOuter; + ImGuiTableFlags_Borders :: Borders; + ImGuiTableFlags_NoBordersInBody :: NoBordersInBody; + ImGuiTableFlags_NoBordersInBodyUntilResize :: NoBordersInBodyUntilResize; + + ImGuiTableFlags_SizingFixedFit :: SizingFixedFit; + ImGuiTableFlags_SizingFixedSame :: SizingFixedSame; + ImGuiTableFlags_SizingStretchProp :: SizingStretchProp; + ImGuiTableFlags_SizingStretchSame :: SizingStretchSame; + + ImGuiTableFlags_NoHostExtendX :: NoHostExtendX; + ImGuiTableFlags_NoHostExtendY :: NoHostExtendY; + ImGuiTableFlags_NoKeepColumnsVisible :: NoKeepColumnsVisible; + ImGuiTableFlags_PreciseWidths :: PreciseWidths; + + ImGuiTableFlags_NoClip :: NoClip; + + ImGuiTableFlags_PadOuterX :: PadOuterX; + ImGuiTableFlags_NoPadOuterX :: NoPadOuterX; + ImGuiTableFlags_NoPadInnerX :: NoPadInnerX; + + ImGuiTableFlags_ScrollX :: ScrollX; + ImGuiTableFlags_ScrollY :: ScrollY; + + ImGuiTableFlags_SortMulti :: SortMulti; + ImGuiTableFlags_SortTristate :: SortTristate; + + ImGuiTableFlags_HighlightHoveredColumn :: HighlightHoveredColumn; + + ImGuiTableFlags_SizingMask_ :: SizingMask_; +} + +// Flags for ImGui::TableSetupColumn() +TableColumnFlags :: enum_flags s32 { + None :: 0x0; + Disabled :: 0x1; + DefaultHide :: 0x2; + DefaultSort :: 0x4; + WidthStretch :: 0x8; + WidthFixed :: 0x10; + NoResize :: 0x20; + NoReorder :: 0x40; + NoHide :: 0x80; + NoClip :: 0x100; + NoSort :: 0x200; + NoSortAscending :: 0x400; + NoSortDescending :: 0x800; + NoHeaderLabel :: 0x1000; + NoHeaderWidth :: 0x2000; + PreferSortAscending :: 0x4000; + PreferSortDescending :: 0x8000; + IndentEnable :: 0x10000; + IndentDisable :: 0x20000; + AngledHeader :: 0x40000; + + IsEnabled :: 0x1000000; + IsVisible :: 0x2000000; + IsSorted :: 0x4000000; + IsHovered :: 0x8000000; + + WidthMask_ :: 0x18; + IndentMask_ :: 0x30000; + StatusMask_ :: 0xf000000; + NoDirectResize_ :: 0x40000000; + + ImGuiTableColumnFlags_None :: None; + ImGuiTableColumnFlags_Disabled :: Disabled; + ImGuiTableColumnFlags_DefaultHide :: DefaultHide; + ImGuiTableColumnFlags_DefaultSort :: DefaultSort; + ImGuiTableColumnFlags_WidthStretch :: WidthStretch; + ImGuiTableColumnFlags_WidthFixed :: WidthFixed; + ImGuiTableColumnFlags_NoResize :: NoResize; + ImGuiTableColumnFlags_NoReorder :: NoReorder; + ImGuiTableColumnFlags_NoHide :: NoHide; + ImGuiTableColumnFlags_NoClip :: NoClip; + ImGuiTableColumnFlags_NoSort :: NoSort; + ImGuiTableColumnFlags_NoSortAscending :: NoSortAscending; + ImGuiTableColumnFlags_NoSortDescending :: NoSortDescending; + ImGuiTableColumnFlags_NoHeaderLabel :: NoHeaderLabel; + ImGuiTableColumnFlags_NoHeaderWidth :: NoHeaderWidth; + ImGuiTableColumnFlags_PreferSortAscending :: PreferSortAscending; + ImGuiTableColumnFlags_PreferSortDescending :: PreferSortDescending; + ImGuiTableColumnFlags_IndentEnable :: IndentEnable; + ImGuiTableColumnFlags_IndentDisable :: IndentDisable; + ImGuiTableColumnFlags_AngledHeader :: AngledHeader; + + ImGuiTableColumnFlags_IsEnabled :: IsEnabled; + ImGuiTableColumnFlags_IsVisible :: IsVisible; + ImGuiTableColumnFlags_IsSorted :: IsSorted; + ImGuiTableColumnFlags_IsHovered :: IsHovered; + + ImGuiTableColumnFlags_WidthMask_ :: WidthMask_; + ImGuiTableColumnFlags_IndentMask_ :: IndentMask_; + ImGuiTableColumnFlags_StatusMask_ :: StatusMask_; + ImGuiTableColumnFlags_NoDirectResize_ :: NoDirectResize_; +} + +// Flags for ImGui::TableNextRow() +TableRowFlags :: enum_flags s32 { + None :: 0x0; + Headers :: 0x1; + + ImGuiTableRowFlags_None :: None; + ImGuiTableRowFlags_Headers :: Headers; +} + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +TableBgTarget :: enum s32 { + None :: 0; + RowBg0 :: 1; + RowBg1 :: 2; + CellBg :: 3; + + ImGuiTableBgTarget_None :: None; + ImGuiTableBgTarget_RowBg0 :: RowBg0; + ImGuiTableBgTarget_RowBg1 :: RowBg1; + ImGuiTableBgTarget_CellBg :: CellBg; +} + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +TableSortSpecs :: struct { + Specs: *TableColumnSortSpecs; // Pointer to sort spec array. + SpecsCount: s32; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + SpecsDirty: bool; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. +} + +// Sorting specification for one column of a table (sizeof == 12 bytes) +TableColumnSortSpecs :: struct { + ColumnUserID: ID; // User id of the column (if specified by a TableSetupColumn() call) + ColumnIndex: ImS16; // Index of the column + SortOrder: ImS16; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + SortDirection_: SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending +} + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- +ImNewWrapper :: struct { + __empty_struct_padding: u8; // C++ makes empty structs have length 1 +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- +Style :: struct { + FontSizeBase: float; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value. + FontScaleMain: float; // Main global scale factor. May be set by application once, or exposed to end-user. + FontScaleDpi: float; // Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + + Alpha: float; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha: float; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding: ImVec2; // Padding within a window. + WindowRounding: float; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize: float; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + WindowBorderHoverPadding: float; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + WindowMinSize: ImVec2; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + WindowTitleAlign: ImVec2; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + WindowMenuButtonPosition: Dir; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + ChildRounding: float; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + ChildBorderSize: float; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + PopupRounding: float; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + PopupBorderSize: float; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + FramePadding: ImVec2; // Padding within a framed rectangle (used by most widgets). + FrameRounding: float; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + FrameBorderSize: float; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ItemSpacing: ImVec2; // Horizontal and vertical spacing between widgets/lines. + ItemInnerSpacing: ImVec2; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + CellPadding: ImVec2; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding: ImVec2; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing: float; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing: float; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize: float; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + ScrollbarRounding: float; // Radius of grab corners for scrollbar. + ScrollbarPadding: float; // Padding of scrollbar grab within its frame (same for both axes). + GrabMinSize: float; // Minimum width/height of a grab box for slider/scrollbar. + GrabRounding: float; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone: float; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + ImageRounding: float; // Rounding of Image() calls. + ImageBorderSize: float; // Thickness of border around Image() calls. + TabRounding: float; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize: float; // Thickness of border around tabs. + TabMinWidthBase: float; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. + TabMinWidthShrink: float; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. + TabCloseButtonMinWidthSelected: float; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll. + TabCloseButtonMinWidthUnselected: float; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + TabBarBorderSize: float; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize: float; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle: float; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + TableAngledHeadersTextAlign: ImVec2; // Alignment of angled headers within the cell + TreeLinesFlags: TreeNodeFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes. + TreeLinesSize: float; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + TreeLinesRounding: float; // Radius of lines connecting child nodes to the vertical line. + DragDropTargetRounding: float; // Radius of the drag and drop target frame. When <0.0f: use FrameRounding. + DragDropTargetBorderSize: float; // Thickness of the drag and drop target border. + DragDropTargetPadding: float; // Size to expand the drag and drop target from actual target item size. + ColorMarkerSize: float; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers. + ColorButtonPosition: Dir; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign: ImVec2; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + SelectableTextAlign: ImVec2; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorSize: float; // Thickness of border in Separator(). Must be >= 1.0f. + SeparatorTextBorderSize: float; // Thickness of border in SeparatorText() + SeparatorTextAlign: ImVec2; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding: ImVec2; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding: ImVec2; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + DisplaySafeAreaPadding: ImVec2; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + DockingNodeHasCloseButton: bool; // Docking node has their own CloseButton() to close all docked windows. + DockingSeparatorSize: float; // Thickness of resizing border between docked windows + MouseCursorScale: float; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + AntiAliasedLines: bool; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + AntiAliasedLinesUseTex: bool; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + AntiAliasedFill: bool; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + CurveTessellationTol: float; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError: float; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Colors + Colors: [63] ImVec4; + + HoverStationaryDelay: float; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort: float; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal: float; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse: HoveredFlags; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav: HoveredFlags; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + _MainScale: float; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). PLEASE DO NOT USE THIS FOR NOW. + _NextFrameFontSizeBase: float; // FIXME: Temporary hack until we finish remaining work. + + // Functions + Constructor :: (this: *Style) -> void #cpp_method #foreign imgui_static "??0ImGuiStyle@@QEAA@XZ"; + ScaleAllSizes :: (this: *Style, scale_factor: float) -> void #cpp_method #foreign imgui_static "?ScaleAllSizes@ImGuiStyle@@QEAAXM@Z"; +} + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +KeyData :: struct { + Down: bool; // True for if key is down + DownDuration: float; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + DownDurationPrev: float; // Last frame duration the key has been down + AnalogValue: float; // 0.0f..1.0f for gamepad values +} + +IO :: struct { + ConfigFlags_: ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + BackendFlags_: BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + DisplaySize: ImVec2; // // Main display size, in pixels (== GetMainViewport()->Size). May change every frame. + DisplayFramebufferScale: ImVec2; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale. + DeltaTime: float; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + IniSavingRate: float; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + IniFilename: *u8; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + LogFilename: *u8; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + UserData: *void; // = NULL // Store your own data. + + Fonts: *ImFontAtlas; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + FontDefault: *ImFont; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + FontAllowUserScaling: bool; // = false // Allow user scaling text of individual window with Ctrl+Wheel. + + ConfigNavSwapGamepadButtons: bool; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + ConfigNavMoveSetMousePos: bool; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + ConfigNavCaptureKeyboard: bool; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + ConfigNavEscapeClearFocusItem: bool; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + ConfigNavEscapeClearFocusWindow: bool; // = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + ConfigNavCursorVisibleAuto: bool; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + ConfigNavCursorVisibleAlways: bool; // = false // Navigation cursor is always visible. + + ConfigDockingNoSplit: bool; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + ConfigDockingNoDockingOver: bool; // = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows. + ConfigDockingWithShift: bool; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + ConfigDockingAlwaysTabBar: bool; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + ConfigDockingTransparentPayload: bool; // = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + ConfigViewportsNoAutoMerge: bool; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + ConfigViewportsNoTaskBarIcon: bool; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + ConfigViewportsNoDecoration: bool; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + ConfigViewportsNoDefaultParent: bool; // = true // Disable setting OS window parent to main viewport by default. The platform backend is expected to honor `viewport->ParentViewportID` to setup a parent/child relationship between the OS windows (supported if ImGuiBackendFlags_HasParentViewport is set). When parented: child windows always appear in front of their parent. Set to false if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. Parent/child relationship may be set on a per-window basis using ImGuiWindowClass. + ConfigViewportsPlatformFocusSetsImGuiFocus: bool; //= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change). + + ConfigDpiScaleFonts: bool; // = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. + ConfigDpiScaleViewports: bool; // = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes. + + MouseDrawCursor: bool; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + ConfigMacOSXBehaviors: bool; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + ConfigInputTrickleEventQueue: bool; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + ConfigInputTextCursorBlink: bool; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + ConfigInputTextEnterKeepActive: bool; // = false // [BETA] Pressing Enter will reactivate item and select all text (single-line only). + ConfigDragClickToInputText: bool; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + ConfigWindowsResizeFromEdges: bool; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + ConfigWindowsMoveFromTitleBarOnly: bool; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + ConfigWindowsCopyContentsWithCtrlC: bool; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + ConfigScrollbarScrollByPage: bool; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + ConfigMemoryCompactTimer: float; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + MouseDoubleClickTime: float; // = 0.30f // Time for a double-click, in seconds. + MouseDoubleClickMaxDist: float; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + MouseDragThreshold: float; // = 6.0f // Distance threshold before considering we are dragging. + KeyRepeatDelay: float; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + KeyRepeatRate: float; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + ConfigErrorRecovery: bool; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + ConfigErrorRecoveryEnableAssert: bool; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + ConfigErrorRecoveryEnableDebugLog: bool; // = true // Enable debug log output on recoverable errors. + ConfigErrorRecoveryEnableTooltip: bool; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + ConfigDebugIsDebuggerPresent: bool; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + ConfigDebugHighlightIdConflicts: bool; // = true // Highlight and show an error message popup when multiple items have conflicting identifiers. + ConfigDebugHighlightIdConflictsShowItemPicker: bool; //=true // Show "Item Picker" button in aforementioned popup. + + ConfigDebugBeginReturnValueOnce: bool; // = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + ConfigDebugBeginReturnValueLoop: bool; // = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + ConfigDebugIgnoreFocusLoss: bool; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + ConfigDebugIniSettings: bool; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + BackendPlatformName: *u8; // = NULL + BackendRendererName: *u8; // = NULL + BackendPlatformUserData: *void; // = NULL // User data for platform backend + BackendRendererUserData: *void; // = NULL // User data for renderer backend + BackendLanguageUserData: *void; // = NULL // User data for non C++ programming language backend + + // Input Functions + AddKeyEvent :: (this: *IO, key: Key, down: bool) -> void #cpp_method #foreign imgui_static "?AddKeyEvent@ImGuiIO@@QEAAXW4ImGuiKey@@_N@Z"; + AddKeyAnalogEvent :: (this: *IO, key: Key, down: bool, v: float) -> void #cpp_method #foreign imgui_static "?AddKeyAnalogEvent@ImGuiIO@@QEAAXW4ImGuiKey@@_NM@Z"; + AddMousePosEvent :: (this: *IO, x: float, y: float) -> void #cpp_method #foreign imgui_static "?AddMousePosEvent@ImGuiIO@@QEAAXMM@Z"; + AddMouseButtonEvent :: (this: *IO, button: s32, down: bool) -> void #cpp_method #foreign imgui_static "?AddMouseButtonEvent@ImGuiIO@@QEAAXH_N@Z"; + AddMouseWheelEvent :: (this: *IO, wheel_x: float, wheel_y: float) -> void #cpp_method #foreign imgui_static "?AddMouseWheelEvent@ImGuiIO@@QEAAXMM@Z"; + AddMouseSourceEvent :: (this: *IO, source: MouseSource) -> void #cpp_method #foreign imgui_static "?AddMouseSourceEvent@ImGuiIO@@QEAAXW4ImGuiMouseSource@@@Z"; + AddMouseViewportEvent :: (this: *IO, id: ID) -> void #cpp_method #foreign imgui_static "?AddMouseViewportEvent@ImGuiIO@@QEAAXI@Z"; + AddFocusEvent :: (this: *IO, focused: bool) -> void #cpp_method #foreign imgui_static "?AddFocusEvent@ImGuiIO@@QEAAX_N@Z"; + AddInputCharacter :: (this: *IO, c: u32) -> void #cpp_method #foreign imgui_static "?AddInputCharacter@ImGuiIO@@QEAAXI@Z"; + AddInputCharacterUTF16 :: (this: *IO, c: ImWchar16) -> void #cpp_method #foreign imgui_static "?AddInputCharacterUTF16@ImGuiIO@@QEAAXG@Z"; + AddInputCharactersUTF8 :: (this: *IO, str: *u8) -> void #cpp_method #foreign imgui_static "?AddInputCharactersUTF8@ImGuiIO@@QEAAXPEBD@Z"; + + SetKeyEventNativeData :: (this: *IO, key: Key, native_keycode: s32, native_scancode: s32, native_legacy_index: s32 = -1) -> void #cpp_method #foreign imgui_static "?SetKeyEventNativeData@ImGuiIO@@QEAAXW4ImGuiKey@@HHH@Z"; + SetAppAcceptingEvents :: (this: *IO, accepting_events: bool) -> void #cpp_method #foreign imgui_static "?SetAppAcceptingEvents@ImGuiIO@@QEAAX_N@Z"; + ClearEventsQueue :: (this: *IO) -> void #cpp_method #foreign imgui_static "?ClearEventsQueue@ImGuiIO@@QEAAXXZ"; + ClearInputKeys :: (this: *IO) -> void #cpp_method #foreign imgui_static "?ClearInputKeys@ImGuiIO@@QEAAXXZ"; + ClearInputMouse :: (this: *IO) -> void #cpp_method #foreign imgui_static "?ClearInputMouse@ImGuiIO@@QEAAXXZ"; + + WantCaptureMouse: bool; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + WantCaptureKeyboard: bool; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + WantTextInput: bool; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + WantSetMousePos: bool; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + WantSaveIniSettings: bool; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + NavActive: bool; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + NavVisible: bool; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + Framerate: float; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + MetricsRenderVertices: s32; // Vertices output during last call to Render() + MetricsRenderIndices: s32; // Indices output during last call to Render() = number of triangles * 3 + MetricsRenderWindows: s32; // Number of visible windows + MetricsActiveWindows: s32; // Number of active windows + MouseDelta: ImVec2; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + Ctx: *ImGuiContext; // Parent UI context (needs to be set explicitly by parent). + + MousePos: ImVec2; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + MouseDown: [5] bool; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + MouseWheel: float; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll. + MouseWheelH: float; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + MouseSource_: MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + MouseHoveredViewport: ID; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + KeyCtrl: bool; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS) + KeyShift: bool; // Keyboard modifier down: Shift + KeyAlt: bool; // Keyboard modifier down: Alt + KeySuper: bool; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS) + + KeyMods: KeyChord; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame() + KeysData: [155] KeyData; // Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this. + WantCaptureMouseUnlessPopupClose: bool; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + MousePosPrev: ImVec2; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + MouseClickedPos: [5] ImVec2; // Position at time of clicking + MouseClickedTime: [5] float64; // Time of last click (used to figure out double-click) + MouseClicked: [5] bool; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + MouseDoubleClicked: [5] bool; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + MouseClickedCount: [5] ImU16; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + MouseClickedLastCount: [5] ImU16; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + MouseReleased: [5] bool; // Mouse button went from Down to !Down + MouseReleasedTime: [5] float64; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). + MouseDownOwned: [5] bool; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + MouseDownOwnedUnlessPopupClose: [5] bool; // Track if button was clicked inside a dear imgui window. + MouseWheelRequestAxisSwap: bool; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + MouseCtrlLeftAsRightClick: bool; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click + MouseDownDuration: [5] float; // Duration the mouse button has been down (0.0f == just clicked) + MouseDownDurationPrev: [5] float; // Previous time the mouse button has been down + MouseDragMaxDistanceAbs: [5] ImVec2; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + MouseDragMaxDistanceSqr: [5] float; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + PenPressure: float; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + AppFocusLost: bool; // Only modify via AddFocusEvent() + AppAcceptingEvents: bool; // Only modify via SetAppAcceptingEvents() + InputQueueSurrogate: ImWchar16; // For AddInputCharacterUTF16() + InputQueueCharacters: ImVector(ImWchar); // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + FontGlobalScale: float; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025) + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). + GetClipboardTextFn: #type (user_data: *void) -> *u8 #c_call; + SetClipboardTextFn: #type (user_data: *void, text: *u8) -> void #c_call; + ClipboardUserData: *void; + + Constructor :: (this: *IO) -> void #cpp_method #foreign imgui_static "??0ImGuiIO@@QEAA@XZ"; +} + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +InputTextCallbackData :: struct { + Ctx: *ImGuiContext; // Parent UI context + EventFlag: InputTextFlags; // One ImGuiInputTextFlags_Callback* // Read-only + Flags: InputTextFlags; // What user passed to InputText() // Read-only + UserData: *void; // What user passed to InputText() // Read-only + ID_: ID; // Widget ID // Read-only + + EventKey: Key; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + EventChar: ImWchar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + EventActivated: bool; // Input field just got activated // Read-only // [Always] + BufDirty: bool; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + Buf: *u8; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + BufTextLen: s32; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + BufSize: s32; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + CursorPos: s32; // // Read-write // [Completion,History,Always,CharFilter] + SelectionStart: s32; // // Read-write // [Completion,History,Always,CharFilter] == to SelectionEnd when no selection + SelectionEnd: s32; // // Read-write // [Completion,History,Always,CharFilter] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + Constructor :: (this: *InputTextCallbackData) -> void #cpp_method #foreign imgui_static "??0ImGuiInputTextCallbackData@@QEAA@XZ"; + DeleteChars :: (this: *InputTextCallbackData, pos: s32, bytes_count: s32) -> void #cpp_method #foreign imgui_static "?DeleteChars@ImGuiInputTextCallbackData@@QEAAXHH@Z"; + InsertChars :: (this: *InputTextCallbackData, pos: s32, text: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui_static "?InsertChars@ImGuiInputTextCallbackData@@QEAAXHPEBD0@Z"; + InsertChars :: (this: *InputTextCallbackData, pos: s32, text: string) #no_context { + InsertChars(this, pos, text.data, text.data + text.count); + } +} + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +SizeCallbackData :: struct { + UserData: *void; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + Pos: ImVec2; // Read-only. Window position, for reference. + CurrentSize: ImVec2; // Read-only. Current window size. + DesiredSize: ImVec2; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +} + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport (otherwise: default is configured via io.ConfigViewportsNoDefaultParent) +// - To the docking system for various options and filtering. +WindowClass :: struct { + ClassId: ID; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ParentViewportId: ID; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + FocusRouteParentWindowId: ID; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ViewportFlagsOverrideSet: ViewportFlags; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ViewportFlagsOverrideClear: ViewportFlags; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + TabItemFlagsOverrideSet: TabItemFlags; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + DockNodeFlagsOverrideSet: DockNodeFlags; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + DockingAlwaysTabBar: bool; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + DockingAllowUnclassed: bool; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + PlatformIconData: *void; // [EXPERIMENTAL] Pass opaque data for Platform backend to handle. +} + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +Payload :: struct { + Data: *void; // Data (copied and owned by dear imgui) + DataSize: s32; // Data size + + SourceId: ID; // Source item id + SourceParentId: ID; // Source parent id (if available) + DataFrameCount: s32; // Data timestamp + DataType: [33] u8; // Data type tag (short user-supplied string, 32 characters max) + Preview: bool; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + Delivery: bool; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. +} + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +OnceUponAFrame :: struct { + RefFrame: s32; +} + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +TextFilter :: struct { + Constructor :: (this: *TextFilter, default_filter: *u8 = "") -> void #cpp_method #foreign imgui_static "??0ImGuiTextFilter@@QEAA@PEBD@Z"; + Draw :: (this: *TextFilter, label: *u8 = "Filter (inc,-exc)", width: float = 0.0) -> bool #cpp_method #foreign imgui_static "?Draw@ImGuiTextFilter@@QEAA_NPEBDM@Z"; + PassFilter :: (this: *TextFilter, text: *u8, text_end: *u8 = null) -> bool #cpp_method #foreign imgui_static "?PassFilter@ImGuiTextFilter@@QEBA_NPEBD0@Z"; + PassFilter :: (this: *TextFilter, text: string) -> bool #no_context { + return PassFilter(this, text.data, text.data + text.count); + } + Build :: (this: *TextFilter) -> void #cpp_method #foreign imgui_static "?Build@ImGuiTextFilter@@QEAAXXZ"; + + // [Internal] + TextRange :: struct { + b: *u8; + e: *u8; + + split :: (this: *TextRange, separator: u8, out: *ImVector(TextRange)) -> void #cpp_method #foreign imgui_static "?split@ImGuiTextRange@ImGuiTextFilter@@QEBAXDPEAU?$ImVector@UImGuiTextRange@ImGuiTextFilter@@@@@Z"; + } + + InputBuf: [256] u8; + Filters: ImVector(TextRange); + CountGrep: s32; +} + +// [Internal] Key+Value for ImGuiStorage +StoragePair :: struct { + key: ID; + struct { + val_p: *void; // largest member, moved to the start of the struct/union to support #overlay. + + #overlay (val_p) val_i: s32; + #overlay (val_p) val_f: float; + } +} + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +Storage :: struct { + // [Internal] + Data: ImVector(StoragePair); + + GetInt :: (this: *Storage, key: ID, default_val: s32 = 0) -> s32 #cpp_method #foreign imgui_static "?GetInt@ImGuiStorage@@QEBAHIH@Z"; + SetInt :: (this: *Storage, key: ID, val: s32) -> void #cpp_method #foreign imgui_static "?SetInt@ImGuiStorage@@QEAAXIH@Z"; + GetBool :: (this: *Storage, key: ID, default_val := false) -> bool #cpp_method #foreign imgui_static "?GetBool@ImGuiStorage@@QEBA_NI_N@Z"; + SetBool :: (this: *Storage, key: ID, val: bool) -> void #cpp_method #foreign imgui_static "?SetBool@ImGuiStorage@@QEAAXI_N@Z"; + GetFloat :: (this: *Storage, key: ID, default_val: float = 0.0) -> float #cpp_method #foreign imgui_static "?GetFloat@ImGuiStorage@@QEBAMIM@Z"; + SetFloat :: (this: *Storage, key: ID, val: float) -> void #cpp_method #foreign imgui_static "?SetFloat@ImGuiStorage@@QEAAXIM@Z"; + GetVoidPtr :: (this: *Storage, key: ID) -> *void #cpp_method #foreign imgui_static "?GetVoidPtr@ImGuiStorage@@QEBAPEAXI@Z"; + SetVoidPtr :: (this: *Storage, key: ID, val: *void) -> void #cpp_method #foreign imgui_static "?SetVoidPtr@ImGuiStorage@@QEAAXIPEAX@Z"; + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + GetIntRef :: (this: *Storage, key: ID, default_val: s32 = 0) -> *s32 #cpp_method #foreign imgui_static "?GetIntRef@ImGuiStorage@@QEAAPEAHIH@Z"; + GetBoolRef :: (this: *Storage, key: ID, default_val := false) -> *bool #cpp_method #foreign imgui_static "?GetBoolRef@ImGuiStorage@@QEAAPEA_NI_N@Z"; + GetFloatRef :: (this: *Storage, key: ID, default_val: float = 0.0) -> *float #cpp_method #foreign imgui_static "?GetFloatRef@ImGuiStorage@@QEAAPEAMIM@Z"; + GetVoidPtrRef :: (this: *Storage, key: ID, default_val: *void = null) -> **void #cpp_method #foreign imgui_static "?GetVoidPtrRef@ImGuiStorage@@QEAAPEAPEAXIPEAX@Z"; + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + BuildSortByKey :: (this: *Storage) -> void #cpp_method #foreign imgui_static "?BuildSortByKey@ImGuiStorage@@QEAAXXZ"; + + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + SetAllInt :: (this: *Storage, val: s32) -> void #cpp_method #foreign imgui_static "?SetAllInt@ImGuiStorage@@QEAAXH@Z"; +} + +// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent) +ListClipperFlags :: enum_flags s32 { + None :: 0x0; + NoSetTableRowCounters :: 0x1; + + ImGuiListClipperFlags_None :: None; + ImGuiListClipperFlags_NoSetTableRowCounters :: NoSetTableRowCounters; +} + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +ListClipper :: struct { + DisplayStart: s32; // First item to display, updated by each call to Step() + DisplayEnd: s32; // End of items to display (exclusive) + UserIndex: s32; // Helper storage for user convenience/code. Optional, and otherwise unused if you don't use it. + ItemsCount: s32; // [Internal] Number of items + ItemsHeight: float; // [Internal] Height of item after a first step and item submission can calculate it + Flags: ListClipperFlags; // [Internal] Flags, currently not yet well exposed. + StartPosY: float64; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + StartSeekOffsetY: float64; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + Ctx: *ImGuiContext; // [Internal] Parent UI context + TempData: *void; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + Constructor :: (this: *ListClipper) -> void #cpp_method #foreign imgui_static "??0ImGuiListClipper@@QEAA@XZ"; + Destructor :: (this: *ListClipper) -> void #cpp_method #foreign imgui_static "??1ImGuiListClipper@@QEAA@XZ"; + Begin :: (this: *ListClipper, items_count: s32, items_height: float = -1.0) -> void #cpp_method #foreign imgui_static "?Begin@ImGuiListClipper@@QEAAXHM@Z"; + End :: (this: *ListClipper) -> void #cpp_method #foreign imgui_static "?End@ImGuiListClipper@@QEAAXXZ"; + Step :: (this: *ListClipper) -> bool #cpp_method #foreign imgui_static "?Step@ImGuiListClipper@@QEAA_NXZ"; + + IncludeItemsByIndex :: (this: *ListClipper, item_begin: s32, item_end: s32) -> void #cpp_method #foreign imgui_static "?IncludeItemsByIndex@ImGuiListClipper@@QEAAXHH@Z"; + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + SeekCursorForItem :: (this: *ListClipper, item_index: s32) -> void #cpp_method #foreign imgui_static "?SeekCursorForItem@ImGuiListClipper@@QEAAXH@Z"; +} + +// Flags for BeginMultiSelect() +MultiSelectFlags :: enum_flags s32 { + None :: 0x0; + SingleSelect :: 0x1; + NoSelectAll :: 0x2; + NoRangeSelect :: 0x4; + NoAutoSelect :: 0x8; + NoAutoClear :: 0x10; + NoAutoClearOnReselect :: 0x20; + BoxSelect1d :: 0x40; + BoxSelect2d :: 0x80; + BoxSelectNoScroll :: 0x100; + ClearOnEscape :: 0x200; + ClearOnClickVoid :: 0x400; + ScopeWindow :: 0x800; + ScopeRect :: 0x1000; + SelectOnAuto :: 0x2000; + SelectOnClickAlways :: 0x4000; + SelectOnClickRelease :: 0x8000; + + NavWrapX :: 0x10000; + NoSelectOnRightClick :: 0x20000; + SelectOnMask_ :: 0xe000; + + SelectOnClick :: 0x2000; + + ImGuiMultiSelectFlags_None :: None; + ImGuiMultiSelectFlags_SingleSelect :: SingleSelect; + ImGuiMultiSelectFlags_NoSelectAll :: NoSelectAll; + ImGuiMultiSelectFlags_NoRangeSelect :: NoRangeSelect; + ImGuiMultiSelectFlags_NoAutoSelect :: NoAutoSelect; + ImGuiMultiSelectFlags_NoAutoClear :: NoAutoClear; + ImGuiMultiSelectFlags_NoAutoClearOnReselect :: NoAutoClearOnReselect; + ImGuiMultiSelectFlags_BoxSelect1d :: BoxSelect1d; + ImGuiMultiSelectFlags_BoxSelect2d :: BoxSelect2d; + ImGuiMultiSelectFlags_BoxSelectNoScroll :: BoxSelectNoScroll; + ImGuiMultiSelectFlags_ClearOnEscape :: ClearOnEscape; + ImGuiMultiSelectFlags_ClearOnClickVoid :: ClearOnClickVoid; + ImGuiMultiSelectFlags_ScopeWindow :: ScopeWindow; + ImGuiMultiSelectFlags_ScopeRect :: ScopeRect; + ImGuiMultiSelectFlags_SelectOnAuto :: SelectOnAuto; + ImGuiMultiSelectFlags_SelectOnClickAlways :: SelectOnClickAlways; + ImGuiMultiSelectFlags_SelectOnClickRelease :: SelectOnClickRelease; + + ImGuiMultiSelectFlags_NavWrapX :: NavWrapX; + ImGuiMultiSelectFlags_NoSelectOnRightClick :: NoSelectOnRightClick; + ImGuiMultiSelectFlags_SelectOnMask_ :: SelectOnMask_; + + ImGuiMultiSelectFlags_SelectOnClick :: SelectOnClick; +} + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +MultiSelectIO :: struct { + Requests: ImVector(SelectionRequest); // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + RangeSrcItem: SelectionUserData; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + NavIdItem: SelectionUserData; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + NavIdSelected: bool; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + RangeSrcReset: bool; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + ItemsCount: s32; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +} + +// Selection request type +SelectionRequestType :: enum s32 { + None :: 0; + SetAll :: 1; + SetRange :: 2; + + ImGuiSelectionRequestType_None :: None; + ImGuiSelectionRequestType_SetAll :: SetAll; + ImGuiSelectionRequestType_SetRange :: SetRange; +} + +// Selection request item +SelectionRequest :: struct { + Type: SelectionRequestType; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + Selected: bool; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + RangeDirection: ImS8; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + RangeFirstItem: SelectionUserData; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + RangeLastItem: SelectionUserData; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +} + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +SelectionBasicStorage :: struct { + Size: s32; // // Number of selected items, maintained by this helper. + PreserveOrder: bool; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + UserData: *void; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + AdapterIndexToStorageId: #type (self: *SelectionBasicStorage, idx: s32) -> ID #c_call; // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + _SelectionOrder: s32; // [Internal] Increasing counter to store selection order + _Storage: Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + Constructor :: (this: *SelectionBasicStorage) -> void #cpp_method #foreign imgui_static "??0ImGuiSelectionBasicStorage@@QEAA@XZ"; + ApplyRequests :: (this: *SelectionBasicStorage, ms_io: *MultiSelectIO) -> void #cpp_method #foreign imgui_static "?ApplyRequests@ImGuiSelectionBasicStorage@@QEAAXPEAUImGuiMultiSelectIO@@@Z"; + Contains :: (this: *SelectionBasicStorage, id: ID) -> bool #cpp_method #foreign imgui_static "?Contains@ImGuiSelectionBasicStorage@@QEBA_NI@Z"; + Clear :: (this: *SelectionBasicStorage) -> void #cpp_method #foreign imgui_static "?Clear@ImGuiSelectionBasicStorage@@QEAAXXZ"; + Swap :: (this: *SelectionBasicStorage, r: *SelectionBasicStorage) -> void #cpp_method #foreign imgui_static "?Swap@ImGuiSelectionBasicStorage@@QEAAXAEAU1@@Z"; + SetItemSelected :: (this: *SelectionBasicStorage, id: ID, selected: bool) -> void #cpp_method #foreign imgui_static "?SetItemSelected@ImGuiSelectionBasicStorage@@QEAAXI_N@Z"; + GetNextSelectedItem :: (this: *SelectionBasicStorage, opaque_it: **void, out_id: *ID) -> bool #cpp_method #foreign imgui_static "?GetNextSelectedItem@ImGuiSelectionBasicStorage@@QEAA_NPEAPEAXPEAI@Z"; +} + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +SelectionExternalStorage :: struct { + UserData: *void; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + AdapterSetItemSelected: #type (self: *SelectionExternalStorage, idx: s32, selected: bool) -> void #c_call; // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + Constructor :: (this: *SelectionExternalStorage) -> void #cpp_method #foreign imgui_static "??0ImGuiSelectionExternalStorage@@QEAA@XZ"; + ApplyRequests :: (this: *SelectionExternalStorage, ms_io: *MultiSelectIO) -> void #cpp_method #foreign imgui_static "?ApplyRequests@ImGuiSelectionExternalStorage@@QEAAXPEAUImGuiMultiSelectIO@@@Z"; +} + +ImDrawIdx :: u16; + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +ImDrawCmd :: struct { + ClipRect: ImVec4; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + TexRef: ImTextureRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value. + VtxOffset: u32; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + IdxOffset: u32; // 4 // Start offset in index buffer. + ElemCount: u32; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + UserCallback: ImDrawCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + UserCallbackData: *void; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + UserCallbackDataSize: s32; // 4 // Size of callback user data when using storage, otherwise 0. + UserCallbackDataOffset: s32; // 4 // [Internal] Offset of callback user data when using storage, otherwise -1. +} + +ImDrawVert :: struct { + pos: ImVec2; + uv: ImVec2; + col: ImU32; +} + +// [Internal] For use by ImDrawList +ImDrawCmdHeader :: struct { + ClipRect: ImVec4; + TexRef: ImTextureRef; + VtxOffset: u32; +} + +// Forward declarations: ImDrawList, ImFontAtlas layer +ImDrawChannel :: struct { + _CmdBuffer: ImVector(ImDrawCmd); + _IdxBuffer: ImVector(ImDrawIdx); +} + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +ImDrawListSplitter :: struct { + _Current: s32; // Current channel number (0) + _Count: s32; // Number of active channels (1+) + _Channels: ImVector(ImDrawChannel); // Draw channels (not resized down so _Count might be < Channels.Size) + + ClearFreeMemory :: (this: *ImDrawListSplitter) -> void #cpp_method #foreign imgui_static "?ClearFreeMemory@ImDrawListSplitter@@QEAAXXZ"; + Split :: (this: *ImDrawListSplitter, draw_list: *ImDrawList, count: s32) -> void #cpp_method #foreign imgui_static "?Split@ImDrawListSplitter@@QEAAXPEAUImDrawList@@H@Z"; + Merge :: (this: *ImDrawListSplitter, draw_list: *ImDrawList) -> void #cpp_method #foreign imgui_static "?Merge@ImDrawListSplitter@@QEAAXPEAUImDrawList@@@Z"; + SetCurrentChannel :: (this: *ImDrawListSplitter, draw_list: *ImDrawList, channel_idx: s32) -> void #cpp_method #foreign imgui_static "?SetCurrentChannel@ImDrawListSplitter@@QEAAXPEAUImDrawList@@H@Z"; +} + +// Flags for ImDrawList functions +ImDrawFlags :: enum_flags s32 { + None :: 0x0; + + RoundCornersTopLeft :: 0x10; + RoundCornersTopRight :: 0x20; + RoundCornersBottomLeft :: 0x40; + RoundCornersBottomRight :: 0x80; + RoundCornersNone :: 0x100; + RoundCornersAll :: 0xf0; + RoundCornersDefault_ :: 0xf0; + RoundCornersTop :: 0x30; + RoundCornersBottom :: 0xc0; + RoundCornersLeft :: 0x50; + RoundCornersRight :: 0xa0; + RoundCornersMask_ :: 0x1f0; + + Closed :: 0x200; + InvalidMask_ :: 0x8000000f; + + ImDrawFlags_None :: None; + + ImDrawFlags_RoundCornersTopLeft :: RoundCornersTopLeft; + ImDrawFlags_RoundCornersTopRight :: RoundCornersTopRight; + ImDrawFlags_RoundCornersBottomLeft :: RoundCornersBottomLeft; + ImDrawFlags_RoundCornersBottomRight :: RoundCornersBottomRight; + ImDrawFlags_RoundCornersNone :: RoundCornersNone; + ImDrawFlags_RoundCornersAll :: RoundCornersAll; + ImDrawFlags_RoundCornersDefault_ :: RoundCornersDefault_; + ImDrawFlags_RoundCornersTop :: RoundCornersTop; + ImDrawFlags_RoundCornersBottom :: RoundCornersBottom; + ImDrawFlags_RoundCornersLeft :: RoundCornersLeft; + ImDrawFlags_RoundCornersRight :: RoundCornersRight; + ImDrawFlags_RoundCornersMask_ :: RoundCornersMask_; + + ImDrawFlags_Closed :: Closed; + ImDrawFlags_InvalidMask_ :: InvalidMask_; +} + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +ImDrawListFlags :: enum_flags s32 { + None :: 0x0; + AntiAliasedLines :: 0x1; + AntiAliasedLinesUseTex :: 0x2; + AntiAliasedFill :: 0x4; + AllowVtxOffset :: 0x8; + + ImDrawListFlags_None :: None; + ImDrawListFlags_AntiAliasedLines :: AntiAliasedLines; + ImDrawListFlags_AntiAliasedLinesUseTex :: AntiAliasedLinesUseTex; + ImDrawListFlags_AntiAliasedFill :: AntiAliasedFill; + ImDrawListFlags_AllowVtxOffset :: AllowVtxOffset; +} + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +ImDrawList :: struct { + CmdBuffer: ImVector(ImDrawCmd); // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + IdxBuffer: ImVector(ImDrawIdx); // Index buffer. Each command consume ImDrawCmd::ElemCount of those + VtxBuffer: ImVector(ImDrawVert); // Vertex buffer. + Flags: ImDrawListFlags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + _VtxCurrentIdx: u32; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + _Data: *ImDrawListSharedData; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + _VtxWritePtr: *ImDrawVert; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + _IdxWritePtr: *ImDrawIdx; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + _Path: ImVector(ImVec2); // [Internal] current path building + _CmdHeader: ImDrawCmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + _Splitter: ImDrawListSplitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + _ClipRectStack: ImVector(ImVec4); // [Internal] + _TextureStack: ImVector(ImTextureRef); // [Internal] + _CallbacksDataBuf: ImVector(ImU8); // [Internal] + _FringeScale: float; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + _OwnerName: *u8; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + Constructor :: (this: *ImDrawList, shared_data: *ImDrawListSharedData) -> void #cpp_method #foreign imgui_static "??0ImDrawList@@QEAA@PEAUImDrawListSharedData@@@Z"; + Destructor :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "??1ImDrawList@@QEAA@XZ"; + + PushClipRect :: (this: *ImDrawList, clip_rect_min: *ImVec2, clip_rect_max: *ImVec2, intersect_with_current_clip_rect := false) -> void #cpp_method #foreign imgui_static "?PushClipRect@ImDrawList@@QEAAXAEBUImVec2@@0_N@Z"; + PushClipRect :: (this: *ImDrawList, clip_rect_min: ImVec2, clip_rect_max: ImVec2, intersect_with_current_clip_rect := false) #no_context { + PushClipRect(this, *clip_rect_min, *clip_rect_max, intersect_with_current_clip_rect); + } + PushClipRectFullScreen :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?PushClipRectFullScreen@ImDrawList@@QEAAXXZ"; + PopClipRect :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?PopClipRect@ImDrawList@@QEAAXXZ"; + PushTexture :: (this: *ImDrawList, tex_ref: ImTextureRef) -> void #cpp_method #foreign imgui_static "?PushTexture@ImDrawList@@QEAAXUImTextureRef@@@Z"; + PopTexture :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?PopTexture@ImDrawList@@QEAAXXZ"; + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + AddLine :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddLine@ImDrawList@@QEAAXAEBUImVec2@@0IM@Z"; + AddLine :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddLine(this, *p1, *p2, col, thickness); + } + AddLineH :: (this: *ImDrawList, min_x: float, max_x: float, y: float, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddLineH@ImDrawList@@QEAAXMMMIM@Z"; + AddLineV :: (this: *ImDrawList, x: float, min_y: float, max_y: float, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddLineV@ImDrawList@@QEAAXMMMIM@Z"; + AddRect :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col: ImU32, rounding: float = 0.0, thickness: float = 1.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui_static "?AddRect@ImDrawList@@QEAAXAEBUImVec2@@0IMMH@Z"; + AddRect :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col: ImU32, rounding: float = 0.0, thickness: float = 1.0, flags: ImDrawFlags = .None) #no_context { + AddRect(this, *p_min, *p_max, col, rounding, thickness, flags); + } + AddRectFilled :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col: ImU32, rounding: float = 0.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui_static "?AddRectFilled@ImDrawList@@QEAAXAEBUImVec2@@0IMH@Z"; + AddRectFilled :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col: ImU32, rounding: float = 0.0, flags: ImDrawFlags = .None) #no_context { + AddRectFilled(this, *p_min, *p_max, col, rounding, flags); + } + AddRectFilledMultiColor :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col_upr_left: ImU32, col_upr_right: ImU32, col_bot_right: ImU32, col_bot_left: ImU32) -> void #cpp_method #foreign imgui_static "?AddRectFilledMultiColor@ImDrawList@@QEAAXAEBUImVec2@@0IIII@Z"; + AddRectFilledMultiColor :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col_upr_left: ImU32, col_upr_right: ImU32, col_bot_right: ImU32, col_bot_left: ImU32) #no_context { + AddRectFilledMultiColor(this, *p_min, *p_max, col_upr_left, col_upr_right, col_bot_right, col_bot_left); + } + AddQuad :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddQuad@ImDrawList@@QEAAXAEBUImVec2@@000IM@Z"; + AddQuad :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddQuad(this, *p1, *p2, *p3, *p4, col, thickness); + } + AddQuadFilled :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui_static "?AddQuadFilled@ImDrawList@@QEAAXAEBUImVec2@@000I@Z"; + AddQuadFilled :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32) #no_context { + AddQuadFilled(this, *p1, *p2, *p3, *p4, col); + } + AddTriangle :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddTriangle@ImDrawList@@QEAAXAEBUImVec2@@00IM@Z"; + AddTriangle :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddTriangle(this, *p1, *p2, *p3, col, thickness); + } + AddTriangleFilled :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui_static "?AddTriangleFilled@ImDrawList@@QEAAXAEBUImVec2@@00I@Z"; + AddTriangleFilled :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32) #no_context { + AddTriangleFilled(this, *p1, *p2, *p3, col); + } + AddCircle :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32 = 0, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddCircle@ImDrawList@@QEAAXAEBUImVec2@@MIHM@Z"; + AddCircle :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32 = 0, thickness: float = 1.0) #no_context { + AddCircle(this, *center, radius, col, num_segments, thickness); + } + AddCircleFilled :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?AddCircleFilled@ImDrawList@@QEAAXAEBUImVec2@@MIH@Z"; + AddCircleFilled :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32 = 0) #no_context { + AddCircleFilled(this, *center, radius, col, num_segments); + } + AddNgon :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddNgon@ImDrawList@@QEAAXAEBUImVec2@@MIHM@Z"; + AddNgon :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32, thickness: float = 1.0) #no_context { + AddNgon(this, *center, radius, col, num_segments, thickness); + } + AddNgonFilled :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32) -> void #cpp_method #foreign imgui_static "?AddNgonFilled@ImDrawList@@QEAAXAEBUImVec2@@MIH@Z"; + AddNgonFilled :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32) #no_context { + AddNgonFilled(this, *center, radius, col, num_segments); + } + AddEllipse :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddEllipse@ImDrawList@@QEAAXAEBUImVec2@@0IMHM@Z"; + AddEllipse :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0, thickness: float = 1.0) #no_context { + AddEllipse(this, *center, *radius, col, rot, num_segments, thickness); + } + AddEllipseFilled :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?AddEllipseFilled@ImDrawList@@QEAAXAEBUImVec2@@0IMH@Z"; + AddEllipseFilled :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0) #no_context { + AddEllipseFilled(this, *center, *radius, col, rot, num_segments); + } + AddText :: (this: *ImDrawList, pos: *ImVec2, col: ImU32, text_begin: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui_static "?AddText@ImDrawList@@QEAAXAEBUImVec2@@IPEBD1@Z"; + AddText :: (this: *ImDrawList, pos: ImVec2, col: ImU32, text: string) #no_context { + AddText(this, *pos, col, text.data, text.data + text.count); + } + AddText :: (this: *ImDrawList, font: *ImFont, font_size: float, pos: *ImVec2, col: ImU32, text_begin: *u8, text_end: *u8 = null, wrap_width: float = 0.0, cpu_fine_clip_rect: *ImVec4 = null) -> void #cpp_method #foreign imgui_static "?AddText@ImDrawList@@QEAAXPEAUImFont@@MAEBUImVec2@@IPEBD2MPEBUImVec4@@@Z"; + AddText :: (this: *ImDrawList, font: *ImFont, font_size: float, pos: ImVec2, col: ImU32, text: string, wrap_width: float = 0.0, cpu_fine_clip_rect: *ImVec4 = null) #no_context { + AddText(this, font, font_size, *pos, col, text.data, text.data + text.count, wrap_width, cpu_fine_clip_rect); + } + AddBezierCubic :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?AddBezierCubic@ImDrawList@@QEAAXAEBUImVec2@@000IMH@Z"; + AddBezierCubic :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) #no_context { + AddBezierCubic(this, *p1, *p2, *p3, *p4, col, thickness, num_segments); + } + AddBezierQuadratic :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?AddBezierQuadratic@ImDrawList@@QEAAXAEBUImVec2@@00IMH@Z"; + AddBezierQuadratic :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) #no_context { + AddBezierQuadratic(this, *p1, *p2, *p3, col, thickness, num_segments); + } + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library. + AddPolyline :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32, thickness: float, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui_static "?AddPolyline@ImDrawList@@QEAAXPEBUImVec2@@HIMH@Z"; + AddConvexPolyFilled :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32) -> void #cpp_method #foreign imgui_static "?AddConvexPolyFilled@ImDrawList@@QEAAXPEBUImVec2@@HI@Z"; + AddConcavePolyFilled :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32) -> void #cpp_method #foreign imgui_static "?AddConcavePolyFilled@ImDrawList@@QEAAXPEBUImVec2@@HI@Z"; + + // Image primitives + // - Read FAQ to understand what ImTextureID/ImTextureRef are. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + AddImage :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: *ImVec2, p_max: *ImVec2, uv_min: *ImVec2, uv_max: *ImVec2, col: ImU32 = 4294967295) -> void #cpp_method #foreign imgui_static "?AddImage@ImDrawList@@QEAAXUImTextureRef@@AEBUImVec2@@111I@Z"; + AddImage :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: ImVec2, p_max: ImVec2, uv_min: ImVec2 = ImVec2.{0, 0}, uv_max: ImVec2 = ImVec2.{1, 1}, col: ImU32 = 4294967295) #no_context { + AddImage(this, tex_ref, *p_min, *p_max, *uv_min, *uv_max, col); + } + AddImageQuad :: (this: *ImDrawList, tex_ref: ImTextureRef, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, uv1: *ImVec2, uv2: *ImVec2, uv3: *ImVec2, uv4: *ImVec2, col: ImU32 = 4294967295) -> void #cpp_method #foreign imgui_static "?AddImageQuad@ImDrawList@@QEAAXUImTextureRef@@AEBUImVec2@@1111111I@Z"; + AddImageQuad :: (this: *ImDrawList, tex_ref: ImTextureRef, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, uv1: ImVec2 = ImVec2.{0, 0}, uv2: ImVec2 = ImVec2.{1, 0}, uv3: ImVec2 = ImVec2.{1, 1}, uv4: ImVec2 = ImVec2.{0, 1}, col: ImU32 = 4294967295) #no_context { + AddImageQuad(this, tex_ref, *p1, *p2, *p3, *p4, *uv1, *uv2, *uv3, *uv4, col); + } + AddImageRounded :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: *ImVec2, p_max: *ImVec2, uv_min: *ImVec2, uv_max: *ImVec2, col: ImU32, rounding: float, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui_static "?AddImageRounded@ImDrawList@@QEAAXUImTextureRef@@AEBUImVec2@@111IMH@Z"; + AddImageRounded :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: ImVec2, p_max: ImVec2, uv_min: ImVec2, uv_max: ImVec2, col: ImU32, rounding: float, flags: ImDrawFlags = .None) #no_context { + AddImageRounded(this, tex_ref, *p_min, *p_max, *uv_min, *uv_max, col, rounding, flags); + } + + PathArcTo :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?PathArcTo@ImDrawList@@QEAAXAEBUImVec2@@MMMH@Z"; + PathArcTo :: (this: *ImDrawList, center: ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32 = 0) #no_context { + PathArcTo(this, *center, radius, a_min, a_max, num_segments); + } + PathArcToFast :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min_of_12: s32, a_max_of_12: s32) -> void #cpp_method #foreign imgui_static "?PathArcToFast@ImDrawList@@QEAAXAEBUImVec2@@MHH@Z"; + PathArcToFast :: (this: *ImDrawList, center: ImVec2, radius: float, a_min_of_12: s32, a_max_of_12: s32) #no_context { + PathArcToFast(this, *center, radius, a_min_of_12, a_max_of_12); + } + PathEllipticalArcTo :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, rot: float, a_min: float, a_max: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?PathEllipticalArcTo@ImDrawList@@QEAAXAEBUImVec2@@0MMMH@Z"; + PathEllipticalArcTo :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, rot: float, a_min: float, a_max: float, num_segments: s32 = 0) #no_context { + PathEllipticalArcTo(this, *center, *radius, rot, a_min, a_max, num_segments); + } + PathBezierCubicCurveTo :: (this: *ImDrawList, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?PathBezierCubicCurveTo@ImDrawList@@QEAAXAEBUImVec2@@00H@Z"; + PathBezierCubicCurveTo :: (this: *ImDrawList, p2: ImVec2, p3: ImVec2, p4: ImVec2, num_segments: s32 = 0) #no_context { + PathBezierCubicCurveTo(this, *p2, *p3, *p4, num_segments); + } + PathBezierQuadraticCurveTo :: (this: *ImDrawList, p2: *ImVec2, p3: *ImVec2, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?PathBezierQuadraticCurveTo@ImDrawList@@QEAAXAEBUImVec2@@0H@Z"; + PathBezierQuadraticCurveTo :: (this: *ImDrawList, p2: ImVec2, p3: ImVec2, num_segments: s32 = 0) #no_context { + PathBezierQuadraticCurveTo(this, *p2, *p3, num_segments); + } + PathRect :: (this: *ImDrawList, rect_min: *ImVec2, rect_max: *ImVec2, rounding: float = 0.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui_static "?PathRect@ImDrawList@@QEAAXAEBUImVec2@@0MH@Z"; + PathRect :: (this: *ImDrawList, rect_min: ImVec2, rect_max: ImVec2, rounding: float = 0.0, flags: ImDrawFlags = .None) #no_context { + PathRect(this, *rect_min, *rect_max, rounding, flags); + } + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + AddCallback :: (this: *ImDrawList, callback: ImDrawCallback, userdata: *void = null, userdata_size: u64 = 0) -> void #cpp_method #foreign imgui_static "?AddCallback@ImDrawList@@QEAAXP6AXPEBU1@PEBUImDrawCmd@@@ZPEAX_K@Z"; + + // Advanced: Miscellaneous + AddDrawCmd :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?AddDrawCmd@ImDrawList@@QEAAXXZ"; + CloneOutput :: (this: *ImDrawList) -> *ImDrawList #cpp_method #foreign imgui_static "?CloneOutput@ImDrawList@@QEBAPEAU1@XZ"; + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + PrimReserve :: (this: *ImDrawList, idx_count: s32, vtx_count: s32) -> void #cpp_method #foreign imgui_static "?PrimReserve@ImDrawList@@QEAAXHH@Z"; + PrimUnreserve :: (this: *ImDrawList, idx_count: s32, vtx_count: s32) -> void #cpp_method #foreign imgui_static "?PrimUnreserve@ImDrawList@@QEAAXHH@Z"; + PrimRect :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui_static "?PrimRect@ImDrawList@@QEAAXAEBUImVec2@@0I@Z"; + PrimRect :: (this: *ImDrawList, a: ImVec2, b: ImVec2, col: ImU32) #no_context { + PrimRect(this, *a, *b, col); + } + PrimRectUV :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, uv_a: *ImVec2, uv_b: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui_static "?PrimRectUV@ImDrawList@@QEAAXAEBUImVec2@@000I@Z"; + PrimRectUV :: (this: *ImDrawList, a: ImVec2, b: ImVec2, uv_a: ImVec2, uv_b: ImVec2, col: ImU32) #no_context { + PrimRectUV(this, *a, *b, *uv_a, *uv_b, col); + } + PrimQuadUV :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, c: *ImVec2, d: *ImVec2, uv_a: *ImVec2, uv_b: *ImVec2, uv_c: *ImVec2, uv_d: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui_static "?PrimQuadUV@ImDrawList@@QEAAXAEBUImVec2@@0000000I@Z"; + PrimQuadUV :: (this: *ImDrawList, a: ImVec2, b: ImVec2, c: ImVec2, d: ImVec2, uv_a: ImVec2, uv_b: ImVec2, uv_c: ImVec2, uv_d: ImVec2, col: ImU32) #no_context { + PrimQuadUV(this, *a, *b, *c, *d, *uv_a, *uv_b, *uv_c, *uv_d, col); + } + + // [Internal helpers] + _SetDrawListSharedData :: (this: *ImDrawList, data: *ImDrawListSharedData) -> void #cpp_method #foreign imgui_static "?_SetDrawListSharedData@ImDrawList@@QEAAXPEAUImDrawListSharedData@@@Z"; + _ResetForNewFrame :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_ResetForNewFrame@ImDrawList@@QEAAXXZ"; + _ClearFreeMemory :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_ClearFreeMemory@ImDrawList@@QEAAXXZ"; + _PopUnusedDrawCmd :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_PopUnusedDrawCmd@ImDrawList@@QEAAXXZ"; + _TryMergeDrawCmds :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_TryMergeDrawCmds@ImDrawList@@QEAAXXZ"; + _OnChangedClipRect :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_OnChangedClipRect@ImDrawList@@QEAAXXZ"; + _OnChangedTexture :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_OnChangedTexture@ImDrawList@@QEAAXXZ"; + _OnChangedVtxOffset :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_OnChangedVtxOffset@ImDrawList@@QEAAXXZ"; + _SetTexture :: (this: *ImDrawList, tex_ref: ImTextureRef) -> void #cpp_method #foreign imgui_static "?_SetTexture@ImDrawList@@QEAAXUImTextureRef@@@Z"; + _CalcCircleAutoSegmentCount :: (this: *ImDrawList, radius: float) -> s32 #cpp_method #foreign imgui_static "?_CalcCircleAutoSegmentCount@ImDrawList@@QEBAHM@Z"; + _PathArcToFastEx :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min_sample: s32, a_max_sample: s32, a_step: s32) -> void #cpp_method #foreign imgui_static "?_PathArcToFastEx@ImDrawList@@QEAAXAEBUImVec2@@MHHH@Z"; + _PathArcToFastEx :: (this: *ImDrawList, center: ImVec2, radius: float, a_min_sample: s32, a_max_sample: s32, a_step: s32) #no_context { + _PathArcToFastEx(this, *center, radius, a_min_sample, a_max_sample, a_step); + } + _PathArcToN :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32) -> void #cpp_method #foreign imgui_static "?_PathArcToN@ImDrawList@@QEAAXAEBUImVec2@@MMMH@Z"; + _PathArcToN :: (this: *ImDrawList, center: ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32) #no_context { + _PathArcToN(this, *center, radius, a_min, a_max, num_segments); + } +} + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +ImDrawData :: struct { + Valid: bool; // Only valid after Render() is called and before the next NewFrame() is called. + CmdListsCount: s32; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render. + TotalIdxCount: s32; // For convenience, sum of all ImDrawList's IdxBuffer.Size + TotalVtxCount: s32; // For convenience, sum of all ImDrawList's VtxBuffer.Size + CmdLists: ImVector(*ImDrawList); // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + DisplayPos: ImVec2; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + DisplaySize: ImVec2; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + FramebufferScale: ImVec2; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display. + OwnerViewport: *Viewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + Textures: *ImVector(*ImTextureData); // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures. + + Clear :: (this: *ImDrawData) -> void #cpp_method #foreign imgui_static "?Clear@ImDrawData@@QEAAXXZ"; + AddDrawList :: (this: *ImDrawData, draw_list: *ImDrawList) -> void #cpp_method #foreign imgui_static "?AddDrawList@ImDrawData@@QEAAXPEAUImDrawList@@@Z"; + DeIndexAllBuffers :: (this: *ImDrawData) -> void #cpp_method #foreign imgui_static "?DeIndexAllBuffers@ImDrawData@@QEAAXXZ"; + ScaleClipRects :: (this: *ImDrawData, fb_scale: *ImVec2) -> void #cpp_method #foreign imgui_static "?ScaleClipRects@ImDrawData@@QEAAXAEBUImVec2@@@Z"; + ScaleClipRects :: (this: *ImDrawData, fb_scale: ImVec2) #no_context { + ScaleClipRects(this, *fb_scale); + } +} + +// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. +// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems. +ImTextureFormat :: enum s32 { + RGBA32 :: 0; + Alpha8 :: 1; + + ImTextureFormat_RGBA32 :: RGBA32; + ImTextureFormat_Alpha8 :: Alpha8; +} + +// Status of a texture to communicate with Renderer Backend. +ImTextureStatus :: enum s32 { + OK :: 0; + Destroyed :: 1; + WantCreate :: 2; + WantUpdates :: 3; + WantDestroy :: 4; + + ImTextureStatus_OK :: OK; + ImTextureStatus_Destroyed :: Destroyed; + ImTextureStatus_WantCreate :: WantCreate; + ImTextureStatus_WantUpdates :: WantUpdates; + ImTextureStatus_WantDestroy :: WantDestroy; +} + +// Coordinates of a rectangle within a texture. +// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system. +// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box. +ImTextureRect :: struct { + x: u16; // Upper-left coordinates of rectangle to update + y: u16; // Upper-left coordinates of rectangle to update + w: u16; // Size of rectangle to update (in pixels) + h: u16; // Size of rectangle to update (in pixels) +} + +// Specs and pixel storage for a texture used by Dear ImGui. +// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this. +// Renderer Backends will create a GPU-side version of this. +// Why does we store two identifiers: TexID and BackendUserData? +// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData. +// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both. +// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend +ImTextureData :: struct { + UniqueID: s32; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas. + Status: ImTextureStatus; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify! + BackendUserData: *void; // - rw // Convenience storage for backend. Some backends may have enough with TexID. + TexID: ImTextureID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function. + Format: ImTextureFormat; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8 + Width: s32; // w r // Texture width + Height: s32; // w r // Texture height + BytesPerPixel: s32; // w r // 4 or 1 + Pixels: *u8; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes. + UsedRect: ImTextureRect; // w r // Bounding box encompassing all past and queued Updates[]. + UpdateRect: ImTextureRect; // w r // Bounding box encompassing all queued Updates[]. + Updates: ImVector(ImTextureRect); // w r // Array of individual updates. + UnusedFrames: s32; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy. + RefCount: u16; // w r // Number of contexts using this texture. Used during backend shutdown. + UseColors: bool; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha). + WantDestroyNextFrame: bool; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame. + + Create :: (this: *ImTextureData, format: ImTextureFormat, w: s32, h: s32) -> void #cpp_method #foreign imgui_static "?Create@ImTextureData@@QEAAXW4ImTextureFormat@@HH@Z"; + DestroyPixels :: (this: *ImTextureData) -> void #cpp_method #foreign imgui_static "?DestroyPixels@ImTextureData@@QEAAXXZ"; +} + +// A font input/source (we may rename this to ImFontSource in the future) +ImFontConfig :: struct { + Name: [40] u8; // // Name (strictly to ease debugging, hence limited size buffer) + FontData: *void; // // TTF/OTF data + FontDataSize: s32; // // TTF/OTF data size + FontDataOwnedByAtlas: bool; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS. + + MergeMode: bool; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + PixelSnapH: bool; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1. + OversampleH: ImS8; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + OversampleV: ImS8; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. + EllipsisChar: ImWchar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + SizePixels: float; // // Output size in pixels for rasterizer (more or less maps to the resulting font height). + GlyphRanges: *ImWchar; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + GlyphExcludeRanges: *ImWchar; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges. + + GlyphOffset: ImVec2; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value. + GlyphMinAdvanceX: float; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value. + GlyphMaxAdvanceX: float; // FLT_MAX // Maximum AdvanceX for glyphs + GlyphExtraAdvanceX: float; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled + FontNo: ImU32; // 0 // Index of font within TTF/OTF file + FontLoaderFlags: u32; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + + RasterizerMultiply: float; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + RasterizerDensity: float; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. + ExtraSizeScale: float; // 1.0f // Extra rasterizer scale over SizePixels. + + Flags: ImFontFlags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates) + DstFont: *ImFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font) + FontLoader: *ImFontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas) + FontLoaderData: *void; // Font loader opaque storage (per font config) + + PixelSnapV: bool; // true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries. + + Constructor :: (this: *ImFontConfig) -> void #cpp_method #foreign imgui_static "??0ImFontConfig@@QEAA@XZ"; +} + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this) +ImFontGlyph :: struct { + __bitfield: u32; + /* + Colored: u32; /* 1 bits */ // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + Visible: u32; /* 1 bits */ // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + SourceIdx: u32; /* 4 bits */ // Index of source in parent font + Codepoint: u32; /* 26 bits */ // 0x0000..0x10FFFF; + */ + + AdvanceX: float; // Horizontal distance to advance cursor/layout position. + X0: float; // Glyph corners. Offsets from current cursor/layout position. + Y0: float; // Glyph corners. Offsets from current cursor/layout position. + X1: float; // Glyph corners. Offsets from current cursor/layout position. + Y1: float; // Glyph corners. Offsets from current cursor/layout position. + U0: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + V0: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + U1: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + V1: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + PackId: s32; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?) +} + +set_Colored :: (fields: *ImFontGlyph, value: bool) { + if value fields.__bitfield |= 1 << 0; + else fields.__bitfield &= ~cast(u32)(1 << 0); +} +get_Colored :: (fields: ImFontGlyph) -> bool { + return (fields.__bitfield & (1 << 0)) != 0; +} + +set_Visible :: (fields: *ImFontGlyph, value: bool) { + if value fields.__bitfield |= 1 << 1; + else fields.__bitfield &= ~cast(u32)(1 << 1); +} +get_Visible :: (fields: ImFontGlyph) -> bool { + return (fields.__bitfield & (1 << 1)) != 0; +} + +set_SourceIdx :: (fields: *ImFontGlyph, value: u32) { + MASK0: u32 : (0b1111 << 2); + fields.__bitfield = (fields.__bitfield & ~MASK0) | ((value << 2) & MASK0); +} +get_SourceIdx :: (fields: ImFontGlyph) -> u32 { + return ((fields.__bitfield & (0b1111 << 2)) >> 2); +} + +set_Codepoint :: (fields: *ImFontGlyph, value: u32) { + MASK0: u32 : (0b11_1111_1111_1111_1111_1111_1111 << 6); + fields.__bitfield = (fields.__bitfield & ~MASK0) | ((value << 6) & MASK0); +} +get_Codepoint :: (fields: ImFontGlyph) -> u32 { + return ((fields.__bitfield & (0b11_1111_1111_1111_1111_1111_1111 << 6)) >> 6); +} + + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +ImFontGlyphRangesBuilder :: struct { + UsedChars: ImVector(ImU32); // Store 1-bit per Unicode code point (0=unused, 1=used) + + AddText :: (this: *ImFontGlyphRangesBuilder, text: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui_static "?AddText@ImFontGlyphRangesBuilder@@QEAAXPEBD0@Z"; + AddText :: (this: *ImFontGlyphRangesBuilder, text: string) #no_context { + AddText(this, text.data, text.data + text.count); + } + AddRanges :: (this: *ImFontGlyphRangesBuilder, ranges: *ImWchar) -> void #cpp_method #foreign imgui_static "?AddRanges@ImFontGlyphRangesBuilder@@QEAAXPEBG@Z"; + BuildRanges :: (this: *ImFontGlyphRangesBuilder, out_ranges: *ImVector(ImWchar)) -> void #cpp_method #foreign imgui_static "?BuildRanges@ImFontGlyphRangesBuilder@@QEAAXPEAU?$ImVector@G@@@Z"; +} + +// An opaque identifier to a rectangle in the atlas. -1 when invalid. +// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it. +ImFontAtlasRectId :: s32; + +// Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef +// (this is in theory derived from ImTextureRect but we use separate structures for reasons) +ImFontAtlasRect :: struct { + x: u16; // Position (in current texture) + y: u16; // Position (in current texture) + w: u16; // Size + h: u16; // Size + uv0: ImVec2; // UV coordinates (in current texture) + uv1: ImVec2; // UV coordinates (in current texture) +} + +// Flags for ImFontAtlas build +ImFontAtlasFlags :: enum_flags s32 { + None :: 0x0; + NoPowerOfTwoHeight :: 0x1; + NoMouseCursors :: 0x2; + NoBakedLines :: 0x4; + + ImFontAtlasFlags_None :: None; + ImFontAtlasFlags_NoPowerOfTwoHeight :: NoPowerOfTwoHeight; + ImFontAtlasFlags_NoMouseCursors :: NoMouseCursors; + ImFontAtlasFlags_NoBakedLines :: NoBakedLines; +} + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you. +// It is the rendering backend responsibility to upload texture into your graphics API: +// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance. +// - Backend then set ImTextureData's TexID and BackendUserData. +// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details. +// Legacy path: +// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persists up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +ImFontAtlas :: struct { + Constructor :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "??0ImFontAtlas@@QEAA@XZ"; + Destructor :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "??1ImFontAtlas@@QEAA@XZ"; + AddFont :: (this: *ImFontAtlas, font_cfg: *ImFontConfig) -> *ImFont #cpp_method #foreign imgui_static "?AddFont@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontDefault :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontDefault@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontDefaultVector :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontDefaultVector@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontDefaultBitmap :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontDefaultBitmap@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontFromFileTTF :: (this: *ImFontAtlas, filename: *u8, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontFromFileTTF@ImFontAtlas@@QEAAPEAUImFont@@PEBDMPEBUImFontConfig@@PEBG@Z"; + AddFontFromMemoryTTF :: (this: *ImFontAtlas, font_data: *void, font_data_size: s32, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontFromMemoryTTF@ImFontAtlas@@QEAAPEAUImFont@@PEAXHMPEBUImFontConfig@@PEBG@Z"; + AddFontFromMemoryCompressedTTF :: (this: *ImFontAtlas, compressed_font_data: *void, compressed_font_data_size: s32, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontFromMemoryCompressedTTF@ImFontAtlas@@QEAAPEAUImFont@@PEBXHMPEBUImFontConfig@@PEBG@Z"; + AddFontFromMemoryCompressedBase85TTF :: (this: *ImFontAtlas, compressed_font_data_base85: *u8, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontFromMemoryCompressedBase85TTF@ImFontAtlas@@QEAAPEAUImFont@@PEBDMPEBUImFontConfig@@PEBG@Z"; + RemoveFont :: (this: *ImFontAtlas, font: *ImFont) -> void #cpp_method #foreign imgui_static "?RemoveFont@ImFontAtlas@@QEAAXPEAUImFont@@@Z"; + + Clear :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "?Clear@ImFontAtlas@@QEAAXXZ"; + ClearFonts :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "?ClearFonts@ImFontAtlas@@QEAAXXZ"; + CompactCache :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "?CompactCache@ImFontAtlas@@QEAAXXZ"; + SetFontLoader :: (this: *ImFontAtlas, font_loader: *ImFontLoader) -> void #cpp_method #foreign imgui_static "?SetFontLoader@ImFontAtlas@@QEAAXPEBUImFontLoader@@@Z"; + + // As we are transitioning toward a new font system, we expect to obsolete those soon: + ClearInputData :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "?ClearInputData@ImFontAtlas@@QEAAXXZ"; + ClearTexData :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "?ClearTexData@ImFontAtlas@@QEAAXXZ"; + + // Legacy path for build atlas + retrieving pixel data. + // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // - The pitch is always = Width * BytesPerPixels (1 or 4) + // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste). + // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures: + // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed. + // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation. + Build :: (this: *ImFontAtlas) -> bool #cpp_method #foreign imgui_static "?Build@ImFontAtlas@@QEAA_NXZ"; + GetTexDataAsAlpha8 :: (this: *ImFontAtlas, out_pixels: **u8, out_width: *s32, out_height: *s32, out_bytes_per_pixel: *s32 = null) -> void #cpp_method #foreign imgui_static "?GetTexDataAsAlpha8@ImFontAtlas@@QEAAXPEAPEAEPEAH11@Z"; + GetTexDataAsRGBA32 :: (this: *ImFontAtlas, out_pixels: **u8, out_width: *s32, out_height: *s32, out_bytes_per_pixel: *s32 = null) -> void #cpp_method #foreign imgui_static "?GetTexDataAsRGBA32@ImFontAtlas@@QEAAXPEAPEAEPEAH11@Z"; + + // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures! + GetGlyphRangesDefault :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesDefault@ImFontAtlas@@QEAAPEBGXZ"; + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + GetGlyphRangesGreek :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesGreek@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesKorean :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesKorean@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesJapanese :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesJapanese@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesChineseFull :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesChineseFull@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesChineseSimplifiedCommon :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesChineseSimplifiedCommon@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesCyrillic :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesCyrillic@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesThai :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesThai@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesVietnamese :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesVietnamese@ImFontAtlas@@QEAAPEBGXZ"; + + // Register and retrieve custom rectangles + // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose. + // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call) + // - You can render your pixels into the texture right after calling the AddCustomRect() functions. + // - VERY IMPORTANT: + // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions. + // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect(). + // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time. + // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings. + // - (Pre-1.92 names) ------------> (1.92 names) + // - GetCustomRectByIndex() --> Use GetCustomRect() + // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields. + // - AddCustomRectRegular() --> Renamed to AddCustomRect() + // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig + // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect + AddCustomRect :: (this: *ImFontAtlas, width: s32, height: s32, out_r: *ImFontAtlasRect = null) -> ImFontAtlasRectId #cpp_method #foreign imgui_static "?AddCustomRect@ImFontAtlas@@QEAAHHHPEAUImFontAtlasRect@@@Z"; + RemoveCustomRect :: (this: *ImFontAtlas, id: ImFontAtlasRectId) -> void #cpp_method #foreign imgui_static "?RemoveCustomRect@ImFontAtlas@@QEAAXH@Z"; + GetCustomRect :: (this: *ImFontAtlas, id: ImFontAtlasRectId, out_r: *ImFontAtlasRect) -> bool #cpp_method #foreign imgui_static "?GetCustomRect@ImFontAtlas@@QEBA_NHPEAUImFontAtlasRect@@@Z"; + + Flags: ImFontAtlasFlags; // Build flags (see ImFontAtlasFlags_) + TexDesiredFormat: ImTextureFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8). + TexGlyphPadding: s32; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + TexMinWidth: s32; // Minimum desired texture width. Must be a power of two. Default to 512. + TexMinHeight: s32; // Minimum desired texture height. Must be a power of two. Default to 128. + TexMaxWidth: s32; // Maximum desired texture width. Must be a power of two. Default to 8192. + TexMaxHeight: s32; // Maximum desired texture height. Must be a power of two. Default to 8192. + UserData: *void; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + struct { + TexRef: ImTextureRef; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. + + #overlay (TexRef) TexID: ImTextureRef; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. + } + + TexData: *ImTextureData; // Latest texture. + + TexList: ImVector(*ImTextureData); // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! + Locked: bool; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert. + RendererHasTextures: bool; // Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context. + TexIsBuilt: bool; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call. + TexPixelsUseColors: bool; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. + TexUvScale: ImVec2; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created. + TexUvWhitePixel: ImVec2; // Texture coordinates to a white pixel. May change as new texture gets created. + Fonts: ImVector(*ImFont); // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + Sources: ImVector(ImFontConfig); // Source/configuration data + TexUvLines: [33] ImVec4; // UVs for baked anti-aliased lines + TexNextUniqueID: s32; // Next value to be stored in TexData->UniqueID + FontNextUniqueID: s32; // Next value to be stored in ImFont->FontID + DrawListSharedDatas: ImVector(*ImDrawListSharedData); // List of users for this atlas. Typically one per Dear ImGui context. + Builder: *ImFontAtlasBuilder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding. + FontLoader: *ImFontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime. + FontLoaderName: *u8; // Font loader name (for display e.g. in About box) == FontLoader->Name + FontLoaderData: *void; // Font backend opaque storage + FontLoaderFlags: u32; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig). + RefCount: s32; // Number of contexts using this atlas + OwnerContext: *ImGuiContext; // Context which own the atlas will be in charge of updating and destroying it. + + TempRect: ImFontAtlasRect; // For old GetCustomRectByIndex() API + + AddCustomRectFontGlyph :: (this: *ImFontAtlas, font: *ImFont, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: *ImVec2) -> ImFontAtlasRectId #cpp_method #foreign imgui_static "?AddCustomRectFontGlyph@ImFontAtlas@@QEAAHPEAUImFont@@GHHMAEBUImVec2@@@Z"; + AddCustomRectFontGlyph :: (this: *ImFontAtlas, font: *ImFont, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: ImVec2 = ImVec2.{0, 0}) -> ImFontAtlasRectId #no_context { + return AddCustomRectFontGlyph(this, font, codepoint, w, h, advance_x, *offset); + } + AddCustomRectFontGlyphForSize :: (this: *ImFontAtlas, font: *ImFont, font_size: float, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: *ImVec2) -> ImFontAtlasRectId #cpp_method #foreign imgui_static "?AddCustomRectFontGlyphForSize@ImFontAtlas@@QEAAHPEAUImFont@@MGHHMAEBUImVec2@@@Z"; + AddCustomRectFontGlyphForSize :: (this: *ImFontAtlas, font: *ImFont, font_size: float, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: ImVec2 = ImVec2.{0, 0}) -> ImFontAtlasRectId #no_context { + return AddCustomRectFontGlyphForSize(this, font, font_size, codepoint, w, h, advance_x, *offset); + } +} + +// Font runtime data for a given size +// Important: pointers to ImFontBaked are only valid for the current frame. +ImFontBaked :: struct { + IndexAdvanceX: ImVector(float); // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + FallbackAdvanceX: float; // 4 // out // FindGlyph(FallbackChar)->AdvanceX + Size: float; // 4 // in // Height of characters/line, set during loading (doesn't change after loading) + RasterizerDensity: float; // 4 // in // Density this is baked at + + IndexLookup: ImVector(ImU16); // 12-16 // out // Sparse. Index glyphs by Unicode code-point. + Glyphs: ImVector(ImFontGlyph); // 12-16 // out // All glyphs. + FallbackGlyphIndex: s32; // 4 // out // Index of FontFallbackChar + + Ascent: float; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + Descent: float; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + __bitfield: u32; + /* + MetricsTotalSurface: u32; /* 26 bits */ // 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + WantDestroy: u32; /* 1 bits */ // 0 // // Queued for destroy + LoadNoFallback: u32; /* 1 bits */ // 0 // // Disable loading fallback in lower-level calls. + LoadNoRenderOnLayout: u32; /* 1 bits */ // 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.; + */ + + LastUsedFrame: s32; // 4 // // Record of that time this was bounds + BakedId: ID; // 4 // // Unique ID for this baked storage + OwnerFont: *ImFont; // 4-8 // in // Parent font + FontLoaderDatas: *void; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. + + // Functions + Constructor :: (this: *ImFontBaked) -> void #cpp_method #foreign imgui_static "??0ImFontBaked@@QEAA@XZ"; + ClearOutputData :: (this: *ImFontBaked) -> void #cpp_method #foreign imgui_static "?ClearOutputData@ImFontBaked@@QEAAXXZ"; + FindGlyph :: (this: *ImFontBaked, c: ImWchar) -> *ImFontGlyph #cpp_method #foreign imgui_static "?FindGlyph@ImFontBaked@@QEAAPEAUImFontGlyph@@G@Z"; + FindGlyphNoFallback :: (this: *ImFontBaked, c: ImWchar) -> *ImFontGlyph #cpp_method #foreign imgui_static "?FindGlyphNoFallback@ImFontBaked@@QEAAPEAUImFontGlyph@@G@Z"; + GetCharAdvance :: (this: *ImFontBaked, c: ImWchar) -> float #cpp_method #foreign imgui_static "?GetCharAdvance@ImFontBaked@@QEAAMG@Z"; + IsGlyphLoaded :: (this: *ImFontBaked, c: ImWchar) -> bool #cpp_method #foreign imgui_static "?IsGlyphLoaded@ImFontBaked@@QEAA_NG@Z"; +} + +set_MetricsTotalSurface :: (fields: *ImFontBaked, value: u32) { + MASK0: u32 : 0b11_1111_1111_1111_1111_1111_1111; + fields.__bitfield = (fields.__bitfield & ~MASK0) | (value & MASK0); +} +get_MetricsTotalSurface :: (fields: ImFontBaked) -> u32 { + return (fields.__bitfield & 0b11_1111_1111_1111_1111_1111_1111); +} + +set_WantDestroy :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 26; + else fields.__bitfield &= ~cast(u32)(1 << 26); +} +get_WantDestroy :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 26)) != 0; +} + +set_LoadNoFallback :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 27; + else fields.__bitfield &= ~cast(u32)(1 << 27); +} +get_LoadNoFallback :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 27)) != 0; +} + +set_LoadNoRenderOnLayout :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 28; + else fields.__bitfield &= ~cast(u32)(1 << 28); +} +get_LoadNoRenderOnLayout :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 28)) != 0; +} + + +// Font flags +// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use) +ImFontFlags :: enum_flags s32 { + None :: 0x0; + NoLoadError :: 0x2; + NoLoadGlyphs :: 0x4; + LockBakedSizes :: 0x8; + ImplicitRefSize :: 0x10; + + ImFontFlags_None :: None; + ImFontFlags_NoLoadError :: NoLoadError; + ImFontFlags_NoLoadGlyphs :: NoLoadGlyphs; + ImFontFlags_LockBakedSizes :: LockBakedSizes; + ImFontFlags_ImplicitRefSize :: ImplicitRefSize; +} + +// Font runtime data and rendering +// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. +// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size. +// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. +// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). +ImFont :: struct { + LastBaked: *ImFontBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). + OwnerAtlas: *ImFontAtlas; // 4-8 // What we have been loaded into. + Flags: ImFontFlags; // 4 // Font flags. + CurrentRasterizerDensity: float; // Current rasterizer density. This is a varying state of the font. + + FontId: ID; // Unique identifier for the font + LegacySize: float; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size). + Sources: ImVector(*ImFontConfig); // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[] + EllipsisChar: ImWchar; // 2-4 // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake. + FallbackChar: ImWchar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') + Used8kPagesMap: [1] ImU8; // 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + EllipsisAutoBake: bool; // 1 // // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'. + RemapPairs: Storage; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty. + + Scale: float; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + + // Methods + Constructor :: (this: *ImFont) -> void #cpp_method #foreign imgui_static "??0ImFont@@QEAA@XZ"; + Destructor :: (this: *ImFont) -> void #cpp_method #foreign imgui_static "??1ImFont@@QEAA@XZ"; + IsGlyphInFont :: (this: *ImFont, c: ImWchar) -> bool #cpp_method #foreign imgui_static "?IsGlyphInFont@ImFont@@QEAA_NG@Z"; + + // [Internal] Don't use! + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + GetFontBaked :: (this: *ImFont, font_size: float, density: float = -1.0) -> *ImFontBaked #cpp_method #foreign imgui_static "?GetFontBaked@ImFont@@QEAAPEAUImFontBaked@@MM@Z"; + CalcTextSizeA :: (this: *ImFont, size: float, max_width: float, wrap_width: float, text_begin: *u8, text_end: *u8 = null, out_remaining: **u8 = null) -> ImVec2 #cpp_method #cpp_return_type_is_non_pod #foreign imgui_static "?CalcTextSizeA@ImFont@@QEAA?AUImVec2@@MMMPEBD0PEAPEBD@Z"; + CalcTextSizeA :: (this: *ImFont, size: float, max_width: float, wrap_width: float, text: string, out_remaining: **u8 = null) -> ImVec2 #no_context { + return CalcTextSizeA(this, size, max_width, wrap_width, text.data, text.data + text.count, out_remaining); + } + CalcWordWrapPosition :: (this: *ImFont, size: float, text: *u8, text_end: *u8, wrap_width: float) -> *u8 #cpp_method #foreign imgui_static "?CalcWordWrapPosition@ImFont@@QEAAPEBDMPEBD0M@Z"; + CalcWordWrapPosition :: (this: *ImFont, size: float, text: string, wrap_width: float) -> *u8 #no_context { + return CalcWordWrapPosition(this, size, text.data, text.data + text.count, wrap_width); + } + RenderChar :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: *ImVec2, col: ImU32, c: ImWchar, cpu_fine_clip: *ImVec4 = null) -> void #cpp_method #foreign imgui_static "?RenderChar@ImFont@@QEAAXPEAUImDrawList@@MAEBUImVec2@@IGPEBUImVec4@@@Z"; + RenderChar :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: ImVec2, col: ImU32, c: ImWchar, cpu_fine_clip: *ImVec4 = null) #no_context { + RenderChar(this, draw_list, size, *pos, col, c, cpu_fine_clip); + } + RenderText :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: *ImVec2, col: ImU32, clip_rect: *ImVec4, text_begin: *u8, text_end: *u8, wrap_width: float = 0.0, flags: ImDrawTextFlags = 0) -> void #cpp_method #foreign imgui_static "?RenderText@ImFont@@QEAAXPEAUImDrawList@@MAEBUImVec2@@IAEBUImVec4@@PEBD3MH@Z"; + RenderText :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: ImVec2, col: ImU32, clip_rect: ImVec4, text: string, wrap_width: float = 0.0, flags: ImDrawTextFlags = 0) #no_context { + RenderText(this, draw_list, size, *pos, col, *clip_rect, text.data, text.data + text.count, wrap_width, flags); + } + + // [Internal] Don't use! + ClearOutputData :: (this: *ImFont) -> void #cpp_method #foreign imgui_static "?ClearOutputData@ImFont@@QEAAXXZ"; + AddRemapChar :: (this: *ImFont, from_codepoint: ImWchar, to_codepoint: ImWchar) -> void #cpp_method #foreign imgui_static "?AddRemapChar@ImFont@@QEAAXGG@Z"; + IsGlyphRangeUnused :: (this: *ImFont, c_begin: u32, c_last: u32) -> bool #cpp_method #foreign imgui_static "?IsGlyphRangeUnused@ImFont@@QEAA_NII@Z"; +} + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +ViewportFlags :: enum_flags s32 { + None :: 0x0; + IsPlatformWindow :: 0x1; + IsPlatformMonitor :: 0x2; + OwnedByApp :: 0x4; + NoDecoration :: 0x8; + NoTaskBarIcon :: 0x10; + NoFocusOnAppearing :: 0x20; + NoFocusOnClick :: 0x40; + NoInputs :: 0x80; + NoRendererClear :: 0x100; + NoAutoMerge :: 0x200; + TopMost :: 0x400; + CanHostOtherWindows :: 0x800; + + IsMinimized :: 0x1000; + IsFocused :: 0x2000; + + ImGuiViewportFlags_None :: None; + ImGuiViewportFlags_IsPlatformWindow :: IsPlatformWindow; + ImGuiViewportFlags_IsPlatformMonitor :: IsPlatformMonitor; + ImGuiViewportFlags_OwnedByApp :: OwnedByApp; + ImGuiViewportFlags_NoDecoration :: NoDecoration; + ImGuiViewportFlags_NoTaskBarIcon :: NoTaskBarIcon; + ImGuiViewportFlags_NoFocusOnAppearing :: NoFocusOnAppearing; + ImGuiViewportFlags_NoFocusOnClick :: NoFocusOnClick; + ImGuiViewportFlags_NoInputs :: NoInputs; + ImGuiViewportFlags_NoRendererClear :: NoRendererClear; + ImGuiViewportFlags_NoAutoMerge :: NoAutoMerge; + ImGuiViewportFlags_TopMost :: TopMost; + ImGuiViewportFlags_CanHostOtherWindows :: CanHostOtherWindows; + + ImGuiViewportFlags_IsMinimized :: IsMinimized; + ImGuiViewportFlags_IsFocused :: IsFocused; +} + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +Viewport :: struct { + ID_: ID; // Unique identifier for the viewport + Flags: ViewportFlags; // See ImGuiViewportFlags_ + Pos: ImVec2; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + Size: ImVec2; // Main Area: Size of the viewport. + FramebufferScale: ImVec2; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. + WorkPos: ImVec2; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + WorkSize: ImVec2; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + DpiScale: float; // 1.0f = 96 DPI = No extra scale. + ParentViewportId: ID; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ParentViewport: *Viewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent. + DrawData: *ImDrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + RendererUserData: *void; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + PlatformUserData: *void; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + PlatformIconData: *void; // void* to hold custom data structure for the OS / platform to specify an icon. Currently unused for exposed to allow experiments. + PlatformHandle: *void; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle(). + PlatformHandleRaw: *void; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms). + PlatformWindowCreated: bool; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + PlatformRequestMove: bool; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + PlatformRequestResize: bool; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + PlatformRequestClose: bool; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + GetDebugName :: (this: *Viewport) -> *u8 #cpp_method #foreign imgui_static "?GetDebugName@ImGuiViewport@@QEBAPEBDXZ"; +} + +// Access via ImGui::GetPlatformIO() +PlatformIO :: struct { + Constructor :: (this: *PlatformIO) -> void #cpp_method #foreign imgui_static "??0ImGuiPlatformIO@@QEAA@XZ"; + + Platform_GetClipboardTextFn: #type (ctx: *ImGuiContext) -> *u8 #c_call; // Should return NULL on failure (e.g. clipboard data is not text). + Platform_SetClipboardTextFn: #type (ctx: *ImGuiContext, text: *u8) -> void #c_call; + Platform_ClipboardUserData: *void; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true) + Platform_OpenInShellFn: #type (ctx: *ImGuiContext, path: *u8) -> bool #c_call; + Platform_OpenInShellUserData: *void; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + Platform_SetImeDataFn: #type (ctx: *ImGuiContext, viewport: *Viewport, data: *PlatformImeData) -> void #c_call; + Platform_ImeUserData: *void; + + Platform_LocaleDecimalPoint: ImWchar; // '.' + + // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known. + Renderer_TextureMaxWidth: s32; + Renderer_TextureMaxHeight: s32; + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + Renderer_RenderState: *void; + + DrawCallback_ResetRenderState: ImDrawCallback; // Request to reset the graphics/render state. + DrawCallback_SetSamplerLinear: ImDrawCallback; // Request backend to set texture sampling to Linear. + DrawCallback_SetSamplerNearest: ImDrawCallback; // Request backend to set texture sampling to Nearest/Point. + + Platform_CreateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Create a new platform window for the given viewport + Platform_DestroyWindow: #type (vp: *Viewport) -> void #c_call; // N . U . D // + Platform_ShowWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + Platform_SetWindowPos: #type (vp: *Viewport, pos: ImVec2) -> void #c_call; // . . U . . // Set platform window position (given the upper-left corner of client area) + Platform_GetWindowPos: #type (vp: *Viewport) -> ImVec2 #c_call #cpp_return_type_is_non_pod; // N . . . . // + Platform_SetWindowSize: #type (vp: *Viewport, size: ImVec2) -> void #c_call; // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + Platform_GetWindowSize: #type (vp: *Viewport) -> ImVec2 #c_call #cpp_return_type_is_non_pod; // N . . . . // Get platform window client area size + Platform_GetWindowFramebufferScale: #type (vp: *Viewport) -> ImVec2 #c_call #cpp_return_type_is_non_pod; // N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES. + Platform_SetWindowFocus: #type (vp: *Viewport) -> void #c_call; // N . . . . // Move window to front and set input focus + Platform_GetWindowFocus: #type (vp: *Viewport) -> bool #c_call; // . . U . . // + Platform_GetWindowMinimized: #type (vp: *Viewport) -> bool #c_call; // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + Platform_SetWindowTitle: #type (vp: *Viewport, str: *u8) -> void #c_call; // . . U . . // Set platform window title (given an UTF-8 string) + Platform_SetWindowAlpha: #type (vp: *Viewport, alpha: float) -> void #c_call; // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + Platform_UpdateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + Platform_RenderWindow: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Platform_SwapBuffers: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Platform_GetWindowDpiScale: #type (vp: *Viewport) -> float #c_call; // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + Platform_OnChangedViewport: #type (vp: *Viewport) -> void #c_call; // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + Platform_GetWindowWorkAreaInsets: #type (vp: *Viewport) -> ImVec4 #c_call #cpp_return_type_is_non_pod; // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + Platform_CreateVkSurface: #type (vp: *Viewport, vk_inst: ImU64, vk_allocators: *void, out_vk_surface: *ImU64) -> s32 #c_call; // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + Renderer_CreateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + Renderer_DestroyWindow: #type (vp: *Viewport) -> void #c_call; // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + Renderer_SetWindowSize: #type (vp: *Viewport, size: ImVec2) -> void #c_call; // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + Renderer_RenderWindow: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Renderer_SwapBuffers: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + Monitors: ImVector(PlatformMonitor); + + Textures: ImVector(*ImTextureData); // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. + + Viewports: ImVector(*Viewport); // Main viewports, followed by all secondary viewports. + + //------------------------------------------------------------------ + // Functions + //------------------------------------------------------------------ + ClearPlatformHandlers :: (this: *PlatformIO) -> void #cpp_method #foreign imgui_static "?ClearPlatformHandlers@ImGuiPlatformIO@@QEAAXXZ"; + ClearRendererHandlers :: (this: *PlatformIO) -> void #cpp_method #foreign imgui_static "?ClearRendererHandlers@ImGuiPlatformIO@@QEAAXXZ"; +} + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +PlatformMonitor :: struct { + MainPos: ImVec2; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + MainSize: ImVec2; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + WorkPos: ImVec2; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + WorkSize: ImVec2; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + DpiScale: float; // 1.0f = 96 DPI + PlatformHandle: *void; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) +} + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). +PlatformImeData :: struct { + WantVisible: bool; // A widget wants the IME to be visible. + WantTextInput: bool; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput. + InputPos: ImVec2; // Position of input cursor (for IME). + InputLineHeight: float; // Line height (for IME). + ViewportId: ID; // ID of platform window/viewport. +} + +//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect +// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y +// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h +// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() +// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api. +ImFontAtlasCustomRect :: ImFontAtlasRect; + +ID3D11Device :: struct {} +ID3D11DeviceContext :: struct {} +ID3D11SamplerState :: struct {} +ID3D11Buffer :: struct {} + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +ImplDX11_Init :: (device: *ID3D11Device, device_context: *ID3D11DeviceContext) -> bool #foreign imgui_static "?ImGui_ImplDX11_Init@@YA_NPEAUID3D11Device@@PEAUID3D11DeviceContext@@@Z"; +ImplDX11_Shutdown :: () -> void #foreign imgui_static "?ImGui_ImplDX11_Shutdown@@YAXXZ"; +ImplDX11_NewFrame :: () -> void #foreign imgui_static "?ImGui_ImplDX11_NewFrame@@YAXXZ"; +ImplDX11_RenderDrawData :: (draw_data: *ImDrawData) -> void #foreign imgui_static "?ImGui_ImplDX11_RenderDrawData@@YAXPEAUImDrawData@@@Z"; + +// Use if you want to reset your rendering device without losing Dear ImGui state. +ImplDX11_CreateDeviceObjects :: () -> bool #foreign imgui_static "?ImGui_ImplDX11_CreateDeviceObjects@@YA_NXZ"; +ImplDX11_InvalidateDeviceObjects :: () -> void #foreign imgui_static "?ImGui_ImplDX11_InvalidateDeviceObjects@@YAXXZ"; + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +ImplDX11_UpdateTexture :: (tex: *ImTextureData) -> void #foreign imgui_static "?ImGui_ImplDX11_UpdateTexture@@YAXPEAUImTextureData@@@Z"; + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +ImplDX11_RenderState :: struct { + Device: *ID3D11Device; + DeviceContext: *ID3D11DeviceContext; + VertexConstantBuffer: *ID3D11Buffer; +} + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +ImplWin32_Init :: (hwnd: *void) -> bool #foreign imgui_static "?ImGui_ImplWin32_Init@@YA_NPEAX@Z"; +ImplWin32_InitForOpenGL :: (hwnd: *void) -> bool #foreign imgui_static "?ImGui_ImplWin32_InitForOpenGL@@YA_NPEAX@Z"; +ImplWin32_Shutdown :: () -> void #foreign imgui_static "?ImGui_ImplWin32_Shutdown@@YAXXZ"; +ImplWin32_NewFrame :: () -> void #foreign imgui_static "?ImGui_ImplWin32_NewFrame@@YAXXZ"; + +ImplWin32_WndProcHandler :: (hWnd: HWND, msg: u32, wParam: WPARAM, lParam: LPARAM) -> LRESULT #foreign imgui_static "?ImGui_ImplWin32_WndProcHandler@@YA_JPEAUHWND__@@I_K_J@Z"; + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +ImplWin32_EnableDpiAwareness :: () -> void #foreign imgui_static "?ImGui_ImplWin32_EnableDpiAwareness@@YAXXZ"; +ImplWin32_GetDpiScaleForHwnd :: (hwnd: *void) -> float #foreign imgui_static "?ImGui_ImplWin32_GetDpiScaleForHwnd@@YAMPEAX@Z"; +ImplWin32_GetDpiScaleForMonitor :: (monitor: *void) -> float #foreign imgui_static "?ImGui_ImplWin32_GetDpiScaleForMonitor@@YAMPEAX@Z"; + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +ImplWin32_EnableAlphaCompositing :: (hwnd: *void) -> void #foreign imgui_static "?ImGui_ImplWin32_EnableAlphaCompositing@@YAXPEAX@Z"; + +#scope_file + +#import "Basic"; // For print_to_builder + +#import "Windows"; +imgui_static :: #library,no_dll "windows/ImGui.static.debug"; diff --git a/modules/imgui-dx11-win32/windows_release.jai b/modules/imgui-dx11-win32/windows_release.jai new file mode 100644 index 0000000..4741fc9 --- /dev/null +++ b/modules/imgui-dx11-win32/windows_release.jai @@ -0,0 +1,4579 @@ +// +// This file was auto-generated using the following command: +// +// jai ./generate.jai - compile +// + + + +IMGUI_VERSION :: "1.92.9 WIP"; +IMGUI_VERSION_NUM :: 19281; + +ImTextureID_Invalid :: cast(ImTextureID) 0; + +IMGUI_PAYLOAD_TYPE_COLOR_3F :: "_COL3F"; +IMGUI_PAYLOAD_TYPE_COLOR_4F :: "_COL4F"; + +IM_UNICODE_CODEPOINT_INVALID :: 0xFFFD; + +IM_UNICODE_CODEPOINT_MAX :: 0xFFFF; + +IM_COL32_R_SHIFT :: 0; +IM_COL32_G_SHIFT :: 8; +IM_COL32_B_SHIFT :: 16; +IM_COL32_A_SHIFT :: 24; +IM_COL32_A_MASK :: 0xFF000000; + +IM_DRAWLIST_TEX_LINES_WIDTH_MAX :: 32; + +ImFontAtlasRectId_Invalid :: -1; + +// Scalar data types +ID :: u32; +ImS8 :: s8; +ImU8 :: u8; +ImS16 :: s16; +ImU16 :: u16; +ImS32 :: s32; +ImU32 :: u32; +ImS64 :: s64; +ImU64 :: u64; + +ImDrawListSharedData :: struct {} + +ImFontAtlasBuilder :: struct {} + +ImFontLoader :: struct {} + +// Forward declarations: ImGui layer +ImGuiContext :: struct {} + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +Dir :: enum s32 { + None :: -1; + Left :: 0; + Right :: 1; + Up :: 2; + Down :: 3; + COUNT :: 4; + + ImGuiDir_None :: None; + ImGuiDir_Left :: Left; + ImGuiDir_Right :: Right; + ImGuiDir_Up :: Up; + ImGuiDir_Down :: Down; + ImGuiDir_COUNT :: COUNT; +} + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +Key :: enum s32 { + None :: 0; + NamedKey_BEGIN :: 512; + + Tab :: 512; + LeftArrow :: 513; + RightArrow :: 514; + UpArrow :: 515; + DownArrow :: 516; + PageUp :: 517; + PageDown :: 518; + Home :: 519; + End :: 520; + Insert :: 521; + Delete :: 522; + Backspace :: 523; + Space :: 524; + Enter :: 525; + Escape :: 526; + LeftCtrl :: 527; + LeftShift :: 528; + LeftAlt :: 529; + LeftSuper :: 530; + RightCtrl :: 531; + RightShift :: 532; + RightAlt :: 533; + RightSuper :: 534; + Menu :: 535; + _0 :: 536; + _1 :: 537; + _2 :: 538; + _3 :: 539; + _4 :: 540; + _5 :: 541; + _6 :: 542; + _7 :: 543; + _8 :: 544; + _9 :: 545; + A :: 546; + B :: 547; + C :: 548; + D :: 549; + E :: 550; + F :: 551; + G :: 552; + H :: 553; + I :: 554; + J :: 555; + K :: 556; + L :: 557; + M :: 558; + N :: 559; + O :: 560; + P :: 561; + Q :: 562; + R :: 563; + S :: 564; + T :: 565; + U :: 566; + V :: 567; + W :: 568; + X :: 569; + Y :: 570; + Z :: 571; + F1 :: 572; + F2 :: 573; + F3 :: 574; + F4 :: 575; + F5 :: 576; + F6 :: 577; + F7 :: 578; + F8 :: 579; + F9 :: 580; + F10 :: 581; + F11 :: 582; + F12 :: 583; + F13 :: 584; + F14 :: 585; + F15 :: 586; + F16 :: 587; + F17 :: 588; + F18 :: 589; + F19 :: 590; + F20 :: 591; + F21 :: 592; + F22 :: 593; + F23 :: 594; + F24 :: 595; + Apostrophe :: 596; + Comma :: 597; + Minus :: 598; + Period :: 599; + Slash :: 600; + Semicolon :: 601; + Equal :: 602; + LeftBracket :: 603; + Backslash :: 604; + RightBracket :: 605; + GraveAccent :: 606; + CapsLock :: 607; + ScrollLock :: 608; + NumLock :: 609; + PrintScreen :: 610; + Pause :: 611; + Keypad0 :: 612; + Keypad1 :: 613; + Keypad2 :: 614; + Keypad3 :: 615; + Keypad4 :: 616; + Keypad5 :: 617; + Keypad6 :: 618; + Keypad7 :: 619; + Keypad8 :: 620; + Keypad9 :: 621; + KeypadDecimal :: 622; + KeypadDivide :: 623; + KeypadMultiply :: 624; + KeypadSubtract :: 625; + KeypadAdd :: 626; + KeypadEnter :: 627; + KeypadEqual :: 628; + AppBack :: 629; + AppForward :: 630; + Oem102 :: 631; + + GamepadStart :: 632; + GamepadBack :: 633; + GamepadFaceLeft :: 634; + GamepadFaceRight :: 635; + GamepadFaceUp :: 636; + GamepadFaceDown :: 637; + GamepadDpadLeft :: 638; + GamepadDpadRight :: 639; + GamepadDpadUp :: 640; + GamepadDpadDown :: 641; + GamepadL1 :: 642; + GamepadR1 :: 643; + GamepadL2 :: 644; + GamepadR2 :: 645; + GamepadL3 :: 646; + GamepadR3 :: 647; + GamepadLStickLeft :: 648; + GamepadLStickRight :: 649; + GamepadLStickUp :: 650; + GamepadLStickDown :: 651; + GamepadRStickLeft :: 652; + GamepadRStickRight :: 653; + GamepadRStickUp :: 654; + GamepadRStickDown :: 655; + + MouseLeft :: 656; + MouseRight :: 657; + MouseMiddle :: 658; + MouseX1 :: 659; + MouseX2 :: 660; + MouseWheelX :: 661; + MouseWheelY :: 662; + + ReservedForModCtrl :: 663; + ReservedForModShift :: 664; + ReservedForModAlt :: 665; + ReservedForModSuper :: 666; + + NamedKey_END :: 667; + NamedKey_COUNT :: 155; + + Mod_None :: 0; + Mod_Ctrl :: 4096; + Mod_Shift :: 8192; + Mod_Alt :: 16384; + Mod_Super :: 32768; + Mod_Mask_ :: 61440; + + COUNT :: 667; + Mod_Shortcut :: 4096; + + ImGuiKey_None :: None; + ImGuiKey_NamedKey_BEGIN :: NamedKey_BEGIN; + + ImGuiKey_Tab :: Tab; + ImGuiKey_LeftArrow :: LeftArrow; + ImGuiKey_RightArrow :: RightArrow; + ImGuiKey_UpArrow :: UpArrow; + ImGuiKey_DownArrow :: DownArrow; + ImGuiKey_PageUp :: PageUp; + ImGuiKey_PageDown :: PageDown; + ImGuiKey_Home :: Home; + ImGuiKey_End :: End; + ImGuiKey_Insert :: Insert; + ImGuiKey_Delete :: Delete; + ImGuiKey_Backspace :: Backspace; + ImGuiKey_Space :: Space; + ImGuiKey_Enter :: Enter; + ImGuiKey_Escape :: Escape; + ImGuiKey_LeftCtrl :: LeftCtrl; + ImGuiKey_LeftShift :: LeftShift; + ImGuiKey_LeftAlt :: LeftAlt; + ImGuiKey_LeftSuper :: LeftSuper; + ImGuiKey_RightCtrl :: RightCtrl; + ImGuiKey_RightShift :: RightShift; + ImGuiKey_RightAlt :: RightAlt; + ImGuiKey_RightSuper :: RightSuper; + ImGuiKey_Menu :: Menu; + ImGuiKey_0 :: _0; + ImGuiKey_1 :: _1; + ImGuiKey_2 :: _2; + ImGuiKey_3 :: _3; + ImGuiKey_4 :: _4; + ImGuiKey_5 :: _5; + ImGuiKey_6 :: _6; + ImGuiKey_7 :: _7; + ImGuiKey_8 :: _8; + ImGuiKey_9 :: _9; + ImGuiKey_A :: A; + ImGuiKey_B :: B; + ImGuiKey_C :: C; + ImGuiKey_D :: D; + ImGuiKey_E :: E; + ImGuiKey_F :: F; + ImGuiKey_G :: G; + ImGuiKey_H :: H; + ImGuiKey_I :: I; + ImGuiKey_J :: J; + ImGuiKey_K :: K; + ImGuiKey_L :: L; + ImGuiKey_M :: M; + ImGuiKey_N :: N; + ImGuiKey_O :: O; + ImGuiKey_P :: P; + ImGuiKey_Q :: Q; + ImGuiKey_R :: R; + ImGuiKey_S :: S; + ImGuiKey_T :: T; + ImGuiKey_U :: U; + ImGuiKey_V :: V; + ImGuiKey_W :: W; + ImGuiKey_X :: X; + ImGuiKey_Y :: Y; + ImGuiKey_Z :: Z; + ImGuiKey_F1 :: F1; + ImGuiKey_F2 :: F2; + ImGuiKey_F3 :: F3; + ImGuiKey_F4 :: F4; + ImGuiKey_F5 :: F5; + ImGuiKey_F6 :: F6; + ImGuiKey_F7 :: F7; + ImGuiKey_F8 :: F8; + ImGuiKey_F9 :: F9; + ImGuiKey_F10 :: F10; + ImGuiKey_F11 :: F11; + ImGuiKey_F12 :: F12; + ImGuiKey_F13 :: F13; + ImGuiKey_F14 :: F14; + ImGuiKey_F15 :: F15; + ImGuiKey_F16 :: F16; + ImGuiKey_F17 :: F17; + ImGuiKey_F18 :: F18; + ImGuiKey_F19 :: F19; + ImGuiKey_F20 :: F20; + ImGuiKey_F21 :: F21; + ImGuiKey_F22 :: F22; + ImGuiKey_F23 :: F23; + ImGuiKey_F24 :: F24; + ImGuiKey_Apostrophe :: Apostrophe; + ImGuiKey_Comma :: Comma; + ImGuiKey_Minus :: Minus; + ImGuiKey_Period :: Period; + ImGuiKey_Slash :: Slash; + ImGuiKey_Semicolon :: Semicolon; + ImGuiKey_Equal :: Equal; + ImGuiKey_LeftBracket :: LeftBracket; + ImGuiKey_Backslash :: Backslash; + ImGuiKey_RightBracket :: RightBracket; + ImGuiKey_GraveAccent :: GraveAccent; + ImGuiKey_CapsLock :: CapsLock; + ImGuiKey_ScrollLock :: ScrollLock; + ImGuiKey_NumLock :: NumLock; + ImGuiKey_PrintScreen :: PrintScreen; + ImGuiKey_Pause :: Pause; + ImGuiKey_Keypad0 :: Keypad0; + ImGuiKey_Keypad1 :: Keypad1; + ImGuiKey_Keypad2 :: Keypad2; + ImGuiKey_Keypad3 :: Keypad3; + ImGuiKey_Keypad4 :: Keypad4; + ImGuiKey_Keypad5 :: Keypad5; + ImGuiKey_Keypad6 :: Keypad6; + ImGuiKey_Keypad7 :: Keypad7; + ImGuiKey_Keypad8 :: Keypad8; + ImGuiKey_Keypad9 :: Keypad9; + ImGuiKey_KeypadDecimal :: KeypadDecimal; + ImGuiKey_KeypadDivide :: KeypadDivide; + ImGuiKey_KeypadMultiply :: KeypadMultiply; + ImGuiKey_KeypadSubtract :: KeypadSubtract; + ImGuiKey_KeypadAdd :: KeypadAdd; + ImGuiKey_KeypadEnter :: KeypadEnter; + ImGuiKey_KeypadEqual :: KeypadEqual; + ImGuiKey_AppBack :: AppBack; + ImGuiKey_AppForward :: AppForward; + ImGuiKey_Oem102 :: Oem102; + + ImGuiKey_GamepadStart :: GamepadStart; + ImGuiKey_GamepadBack :: GamepadBack; + ImGuiKey_GamepadFaceLeft :: GamepadFaceLeft; + ImGuiKey_GamepadFaceRight :: GamepadFaceRight; + ImGuiKey_GamepadFaceUp :: GamepadFaceUp; + ImGuiKey_GamepadFaceDown :: GamepadFaceDown; + ImGuiKey_GamepadDpadLeft :: GamepadDpadLeft; + ImGuiKey_GamepadDpadRight :: GamepadDpadRight; + ImGuiKey_GamepadDpadUp :: GamepadDpadUp; + ImGuiKey_GamepadDpadDown :: GamepadDpadDown; + ImGuiKey_GamepadL1 :: GamepadL1; + ImGuiKey_GamepadR1 :: GamepadR1; + ImGuiKey_GamepadL2 :: GamepadL2; + ImGuiKey_GamepadR2 :: GamepadR2; + ImGuiKey_GamepadL3 :: GamepadL3; + ImGuiKey_GamepadR3 :: GamepadR3; + ImGuiKey_GamepadLStickLeft :: GamepadLStickLeft; + ImGuiKey_GamepadLStickRight :: GamepadLStickRight; + ImGuiKey_GamepadLStickUp :: GamepadLStickUp; + ImGuiKey_GamepadLStickDown :: GamepadLStickDown; + ImGuiKey_GamepadRStickLeft :: GamepadRStickLeft; + ImGuiKey_GamepadRStickRight :: GamepadRStickRight; + ImGuiKey_GamepadRStickUp :: GamepadRStickUp; + ImGuiKey_GamepadRStickDown :: GamepadRStickDown; + + ImGuiKey_MouseLeft :: MouseLeft; + ImGuiKey_MouseRight :: MouseRight; + ImGuiKey_MouseMiddle :: MouseMiddle; + ImGuiKey_MouseX1 :: MouseX1; + ImGuiKey_MouseX2 :: MouseX2; + ImGuiKey_MouseWheelX :: MouseWheelX; + ImGuiKey_MouseWheelY :: MouseWheelY; + + ImGuiKey_ReservedForModCtrl :: ReservedForModCtrl; + ImGuiKey_ReservedForModShift :: ReservedForModShift; + ImGuiKey_ReservedForModAlt :: ReservedForModAlt; + ImGuiKey_ReservedForModSuper :: ReservedForModSuper; + + ImGuiKey_NamedKey_END :: NamedKey_END; + ImGuiKey_NamedKey_COUNT :: NamedKey_COUNT; + + ImGuiMod_None :: Mod_None; + ImGuiMod_Ctrl :: Mod_Ctrl; + ImGuiMod_Shift :: Mod_Shift; + ImGuiMod_Alt :: Mod_Alt; + ImGuiMod_Super :: Mod_Super; + ImGuiMod_Mask_ :: Mod_Mask_; + + ImGuiKey_COUNT :: COUNT; + ImGuiMod_Shortcut :: Mod_Shortcut; +} + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +MouseSource :: enum s32 { + Mouse :: 0; + TouchScreen :: 1; + Pen :: 2; + COUNT :: 3; + + ImGuiMouseSource_Mouse :: Mouse; + ImGuiMouseSource_TouchScreen :: TouchScreen; + ImGuiMouseSource_Pen :: Pen; + ImGuiMouseSource_COUNT :: COUNT; +} + +// A sorting direction +SortDirection :: enum ImU8 { + None :: 0; + Ascending :: 1; + Descending :: 2; + + ImGuiSortDirection_None :: None; + ImGuiSortDirection_Ascending :: Ascending; + ImGuiSortDirection_Descending :: Descending; +} + +ImDrawTextFlags :: s32; + +KeyChord :: s32; + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +ImWchar32 :: u32; +ImWchar16 :: u16; + +ImWchar :: ImWchar16; + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +SelectionUserData :: ImS64; + +// Callback and functions types +InputTextCallback :: #type (data: *InputTextCallbackData) -> s32 #c_call; +SizeCallback :: #type (data: *SizeCallbackData) -> void #c_call; +MemAllocFunc :: #type (sz: u64, user_data: *void) -> *void #c_call; +MemFreeFunc :: #type (ptr: *void, user_data: *void) -> void #c_call; + +ImTextureID :: ImU64; + +// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*. +// The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. +// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID. +// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side. +// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection +// to extract the ImTextureID value during rendering, after texture upload has happened. +// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef(). +// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this +// to be frequently useful to the end-user, and it would be erroneously called by many legacy code. +// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef. +// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. +// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; } +// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef. +// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. +ImTextureRef :: struct { + _TexData: *ImTextureData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. + _TexID: ImTextureID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls. +} + +// Context creation and access +// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. +// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. +CreateContext :: (shared_font_atlas: *ImFontAtlas = null) -> *ImGuiContext #foreign imgui_static "?CreateContext@ImGui@@YAPEAUImGuiContext@@PEAUImFontAtlas@@@Z"; +DestroyContext :: (ctx: *ImGuiContext = null) -> void #foreign imgui_static "?DestroyContext@ImGui@@YAXPEAUImGuiContext@@@Z"; +GetCurrentContext :: () -> *ImGuiContext #foreign imgui_static "?GetCurrentContext@ImGui@@YAPEAUImGuiContext@@XZ"; +SetCurrentContext :: (ctx: *ImGuiContext) -> void #foreign imgui_static "?SetCurrentContext@ImGui@@YAXPEAUImGuiContext@@@Z"; + +// Main +GetIO :: () -> *IO #foreign imgui_static "?GetIO@ImGui@@YAAEAUImGuiIO@@XZ"; +GetPlatformIO :: () -> *PlatformIO #foreign imgui_static "?GetPlatformIO@ImGui@@YAAEAUImGuiPlatformIO@@XZ"; +GetStyle :: () -> *Style #foreign imgui_static "?GetStyle@ImGui@@YAAEAUImGuiStyle@@XZ"; +NewFrame :: () -> void #foreign imgui_static "?NewFrame@ImGui@@YAXXZ"; +EndFrame :: () -> void #foreign imgui_static "?EndFrame@ImGui@@YAXXZ"; +Render :: () -> void #foreign imgui_static "?Render@ImGui@@YAXXZ"; +GetDrawData :: () -> *ImDrawData #foreign imgui_static "?GetDrawData@ImGui@@YAPEAUImDrawData@@XZ"; + +ShowMetricsWindow :: (p_open: *bool = null) -> void #foreign imgui_static "?ShowMetricsWindow@ImGui@@YAXPEA_N@Z"; +ShowDebugLogWindow :: (p_open: *bool = null) -> void #foreign imgui_static "?ShowDebugLogWindow@ImGui@@YAXPEA_N@Z"; +ShowIDStackToolWindow :: (p_open: *bool = null) -> void #foreign imgui_static "?ShowIDStackToolWindow@ImGui@@YAXPEA_N@Z"; + +ShowFontSelector :: (label: *u8) -> void #foreign imgui_static "?ShowFontSelector@ImGui@@YAXPEBD@Z"; + +GetVersion :: () -> *u8 #foreign imgui_static "?GetVersion@ImGui@@YAPEBDXZ"; + +// Styles +StyleColorsDark :: (dst: *Style = null) -> void #foreign imgui_static "?StyleColorsDark@ImGui@@YAXPEAUImGuiStyle@@@Z"; +StyleColorsLight :: (dst: *Style = null) -> void #foreign imgui_static "?StyleColorsLight@ImGui@@YAXPEAUImGuiStyle@@@Z"; +StyleColorsClassic :: (dst: *Style = null) -> void #foreign imgui_static "?StyleColorsClassic@ImGui@@YAXPEAUImGuiStyle@@@Z"; + +// Windows +// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. +// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, +// which clicking will set the boolean to false when clicked. +// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. +// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). +// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting +// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! +// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions +// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding +// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] +// - Note that the bottom of window stack always contains a window called "Debug". +Begin :: (name: *u8, p_open: *bool = null, flags: WindowFlags = .None) -> bool #foreign imgui_static "?Begin@ImGui@@YA_NPEBDPEA_NH@Z"; +End :: () -> void #foreign imgui_static "?End@ImGui@@YAXXZ"; + +// Child Windows +// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. +// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". +// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. +// Consider updating your old code: +// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); +// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); +// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): +// == 0.0f: use remaining parent window size for this axis. +// > 0.0f: use specified size for this axis. +// < 0.0f: right/bottom-align to specified distance from available content boundaries. +// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. +// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. +// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting +// anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. +// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions +// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding +// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] +BeginChild :: (str_id: *u8, size: *ImVec2, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #foreign imgui_static "?BeginChild@ImGui@@YA_NPEBDAEBUImVec2@@HH@Z"; +BeginChild :: (str_id: *u8, size: ImVec2 = ImVec2.{0, 0}, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #no_context { + return BeginChild(str_id, *size, child_flags, window_flags); +} +BeginChild :: (id: ID, size: *ImVec2, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #foreign imgui_static "?BeginChild@ImGui@@YA_NIAEBUImVec2@@HH@Z"; +BeginChild :: (id: ID, size: ImVec2 = ImVec2.{0, 0}, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #no_context { + return BeginChild(id, *size, child_flags, window_flags); +} +EndChild :: () -> void #foreign imgui_static "?EndChild@ImGui@@YAXXZ"; + +// Windows Utilities +// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. +IsWindowAppearing :: () -> bool #foreign imgui_static "?IsWindowAppearing@ImGui@@YA_NXZ"; +IsWindowCollapsed :: () -> bool #foreign imgui_static "?IsWindowCollapsed@ImGui@@YA_NXZ"; +IsWindowFocused :: (flags: FocusedFlags = .None) -> bool #foreign imgui_static "?IsWindowFocused@ImGui@@YA_NH@Z"; +IsWindowHovered :: (flags: HoveredFlags = .None) -> bool #foreign imgui_static "?IsWindowHovered@ImGui@@YA_NH@Z"; +GetWindowDrawList :: () -> *ImDrawList #foreign imgui_static "?GetWindowDrawList@ImGui@@YAPEAUImDrawList@@XZ"; +GetWindowDpiScale :: () -> float #foreign imgui_static "?GetWindowDpiScale@ImGui@@YAMXZ"; +GetWindowPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetWindowPos@ImGui@@YA?AUImVec2@@XZ"; +GetWindowSize :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetWindowSize@ImGui@@YA?AUImVec2@@XZ"; +GetWindowWidth :: () -> float #foreign imgui_static "?GetWindowWidth@ImGui@@YAMXZ"; +GetWindowHeight :: () -> float #foreign imgui_static "?GetWindowHeight@ImGui@@YAMXZ"; +GetWindowViewport :: () -> *Viewport #foreign imgui_static "?GetWindowViewport@ImGui@@YAPEAUImGuiViewport@@XZ"; + +// Window manipulation +// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). +SetNextWindowPos :: (pos: *ImVec2, cond: Cond = .None, pivot: *ImVec2) -> void #foreign imgui_static "?SetNextWindowPos@ImGui@@YAXAEBUImVec2@@H0@Z"; +SetNextWindowPos :: (pos: ImVec2, cond: Cond = .None, pivot: ImVec2 = ImVec2.{0, 0}) #no_context { + SetNextWindowPos(*pos, cond, *pivot); +} +SetNextWindowSize :: (size: *ImVec2, cond: Cond = .None) -> void #foreign imgui_static "?SetNextWindowSize@ImGui@@YAXAEBUImVec2@@H@Z"; +SetNextWindowSize :: (size: ImVec2, cond: Cond = .None) #no_context { + SetNextWindowSize(*size, cond); +} +SetNextWindowSizeConstraints :: (size_min: *ImVec2, size_max: *ImVec2, custom_callback: SizeCallback = null, custom_callback_data: *void = null) -> void #foreign imgui_static "?SetNextWindowSizeConstraints@ImGui@@YAXAEBUImVec2@@0P6AXPEAUImGuiSizeCallbackData@@@ZPEAX@Z"; +SetNextWindowSizeConstraints :: (size_min: ImVec2, size_max: ImVec2, custom_callback: SizeCallback = null, custom_callback_data: *void = null) #no_context { + SetNextWindowSizeConstraints(*size_min, *size_max, custom_callback, custom_callback_data); +} +SetNextWindowContentSize :: (size: *ImVec2) -> void #foreign imgui_static "?SetNextWindowContentSize@ImGui@@YAXAEBUImVec2@@@Z"; +SetNextWindowContentSize :: (size: ImVec2) #no_context { + SetNextWindowContentSize(*size); +} +SetNextWindowCollapsed :: (collapsed: bool, cond: Cond = .None) -> void #foreign imgui_static "?SetNextWindowCollapsed@ImGui@@YAX_NH@Z"; +SetNextWindowFocus :: () -> void #foreign imgui_static "?SetNextWindowFocus@ImGui@@YAXXZ"; +SetNextWindowScroll :: (scroll: *ImVec2) -> void #foreign imgui_static "?SetNextWindowScroll@ImGui@@YAXAEBUImVec2@@@Z"; +SetNextWindowScroll :: (scroll: ImVec2) #no_context { + SetNextWindowScroll(*scroll); +} +SetNextWindowBgAlpha :: (alpha: float) -> void #foreign imgui_static "?SetNextWindowBgAlpha@ImGui@@YAXM@Z"; +SetNextWindowViewport :: (viewport_id: ID) -> void #foreign imgui_static "?SetNextWindowViewport@ImGui@@YAXI@Z"; +SetWindowPos :: (pos: *ImVec2, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowPos@ImGui@@YAXAEBUImVec2@@H@Z"; +SetWindowPos :: (pos: ImVec2, cond: Cond = .None) #no_context { + SetWindowPos(*pos, cond); +} +SetWindowSize :: (size: *ImVec2, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowSize@ImGui@@YAXAEBUImVec2@@H@Z"; +SetWindowSize :: (size: ImVec2, cond: Cond = .None) #no_context { + SetWindowSize(*size, cond); +} +SetWindowCollapsed :: (collapsed: bool, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowCollapsed@ImGui@@YAX_NH@Z"; +SetWindowFocus :: () -> void #foreign imgui_static "?SetWindowFocus@ImGui@@YAXXZ"; +SetWindowPos :: (name: *u8, pos: *ImVec2, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowPos@ImGui@@YAXPEBDAEBUImVec2@@H@Z"; +SetWindowPos :: (name: *u8, pos: ImVec2, cond: Cond = .None) #no_context { + SetWindowPos(name, *pos, cond); +} +SetWindowSize :: (name: *u8, size: *ImVec2, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowSize@ImGui@@YAXPEBDAEBUImVec2@@H@Z"; +SetWindowSize :: (name: *u8, size: ImVec2, cond: Cond = .None) #no_context { + SetWindowSize(name, *size, cond); +} +SetWindowCollapsed :: (name: *u8, collapsed: bool, cond: Cond = .None) -> void #foreign imgui_static "?SetWindowCollapsed@ImGui@@YAXPEBD_NH@Z"; +SetWindowFocus :: (name: *u8) -> void #foreign imgui_static "?SetWindowFocus@ImGui@@YAXPEBD@Z"; + +// Windows Scrolling +// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). +// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). +GetScrollX :: () -> float #foreign imgui_static "?GetScrollX@ImGui@@YAMXZ"; +GetScrollY :: () -> float #foreign imgui_static "?GetScrollY@ImGui@@YAMXZ"; +SetScrollX :: (scroll_x: float) -> void #foreign imgui_static "?SetScrollX@ImGui@@YAXM@Z"; +SetScrollY :: (scroll_y: float) -> void #foreign imgui_static "?SetScrollY@ImGui@@YAXM@Z"; +GetScrollMaxX :: () -> float #foreign imgui_static "?GetScrollMaxX@ImGui@@YAMXZ"; +GetScrollMaxY :: () -> float #foreign imgui_static "?GetScrollMaxY@ImGui@@YAMXZ"; +SetScrollHereX :: (center_x_ratio: float = 0.5) -> void #foreign imgui_static "?SetScrollHereX@ImGui@@YAXM@Z"; +SetScrollHereY :: (center_y_ratio: float = 0.5) -> void #foreign imgui_static "?SetScrollHereY@ImGui@@YAXM@Z"; +SetScrollFromPosX :: (local_x: float, center_x_ratio: float = 0.5) -> void #foreign imgui_static "?SetScrollFromPosX@ImGui@@YAXMM@Z"; +SetScrollFromPosY :: (local_y: float, center_y_ratio: float = 0.5) -> void #foreign imgui_static "?SetScrollFromPosY@ImGui@@YAXMM@Z"; + +// Parameters stacks (font) +// - PushFont(font, 0.0f) // Change font and keep current size +// - PushFont(NULL, 20.0f) // Keep font and change current size +// - PushFont(font, 20.0f) // Change font and set size to 20.0f +// - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size. +// - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior. +// *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted. +// - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition. +// - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function. +// *IMPORTANT* global scale factors are applied over the provided size. +// - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more. +// - If you want to apply a factor to the _current_ font size: +// - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing +// - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger +// - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! +// - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! +PushFont :: (font: *ImFont, font_size_base_unscaled: float) -> void #foreign imgui_static "?PushFont@ImGui@@YAXPEAUImFont@@M@Z"; +PopFont :: () -> void #foreign imgui_static "?PopFont@ImGui@@YAXXZ"; +GetFont :: () -> *ImFont #foreign imgui_static "?GetFont@ImGui@@YAPEAUImFont@@XZ"; +GetFontSize :: () -> float #foreign imgui_static "?GetFontSize@ImGui@@YAMXZ"; +GetFontBaked :: () -> *ImFontBaked #foreign imgui_static "?GetFontBaked@ImGui@@YAPEAUImFontBaked@@XZ"; + +// Parameters stacks (shared) +PushStyleColor :: (idx: Col, col: ImU32) -> void #foreign imgui_static "?PushStyleColor@ImGui@@YAXHI@Z"; +PushStyleColor :: (idx: Col, col: *ImVec4) -> void #foreign imgui_static "?PushStyleColor@ImGui@@YAXHAEBUImVec4@@@Z"; +PushStyleColor :: (idx: Col, col: ImVec4) #no_context { + PushStyleColor(idx, *col); +} +PopStyleColor :: (count: s32 = 1) -> void #foreign imgui_static "?PopStyleColor@ImGui@@YAXH@Z"; +PushStyleVar :: (idx: StyleVar, val: float) -> void #foreign imgui_static "?PushStyleVar@ImGui@@YAXHM@Z"; +PushStyleVar :: (idx: StyleVar, val: *ImVec2) -> void #foreign imgui_static "?PushStyleVar@ImGui@@YAXHAEBUImVec2@@@Z"; +PushStyleVar :: (idx: StyleVar, val: ImVec2) #no_context { + PushStyleVar(idx, *val); +} +PushStyleVarX :: (idx: StyleVar, val_x: float) -> void #foreign imgui_static "?PushStyleVarX@ImGui@@YAXHM@Z"; +PushStyleVarY :: (idx: StyleVar, val_y: float) -> void #foreign imgui_static "?PushStyleVarY@ImGui@@YAXHM@Z"; +PopStyleVar :: (count: s32 = 1) -> void #foreign imgui_static "?PopStyleVar@ImGui@@YAXH@Z"; +PushItemFlag :: (option: ItemFlags, enabled: bool) -> void #foreign imgui_static "?PushItemFlag@ImGui@@YAXH_N@Z"; +PopItemFlag :: () -> void #foreign imgui_static "?PopItemFlag@ImGui@@YAXXZ"; + +// Parameters stacks (current window) +PushItemWidth :: (item_width: float) -> void #foreign imgui_static "?PushItemWidth@ImGui@@YAXM@Z"; +PopItemWidth :: () -> void #foreign imgui_static "?PopItemWidth@ImGui@@YAXXZ"; +SetNextItemWidth :: (item_width: float) -> void #foreign imgui_static "?SetNextItemWidth@ImGui@@YAXM@Z"; +CalcItemWidth :: () -> float #foreign imgui_static "?CalcItemWidth@ImGui@@YAMXZ"; +PushTextWrapPos :: (wrap_local_pos_x: float = 0.0) -> void #foreign imgui_static "?PushTextWrapPos@ImGui@@YAXM@Z"; +PopTextWrapPos :: () -> void #foreign imgui_static "?PopTextWrapPos@ImGui@@YAXXZ"; + +// Style read access +// - Use the ShowStyleEditor() function to interactively see/edit the colors. +GetFontTexUvWhitePixel :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetFontTexUvWhitePixel@ImGui@@YA?AUImVec2@@XZ"; +GetColorU32 :: (idx: Col, alpha_mul: float = 1.0) -> ImU32 #foreign imgui_static "?GetColorU32@ImGui@@YAIHM@Z"; +GetColorU32 :: (col: *ImVec4) -> ImU32 #foreign imgui_static "?GetColorU32@ImGui@@YAIAEBUImVec4@@@Z"; +GetColorU32 :: (col: ImVec4) -> ImU32 #no_context { + return GetColorU32(*col); +} +GetColorU32 :: (col: ImU32, alpha_mul: float = 1.0) -> ImU32 #foreign imgui_static "?GetColorU32@ImGui@@YAIIM@Z"; +GetStyleColorVec4 :: (idx: Col) -> *ImVec4 #foreign imgui_static "?GetStyleColorVec4@ImGui@@YAAEBUImVec4@@H@Z"; + +// Layout cursor positioning +// - By "cursor" we mean the current output position. +// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. +// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. +// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). +// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: +// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. +// - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() +// - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. +// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. +GetCursorScreenPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetCursorScreenPos@ImGui@@YA?AUImVec2@@XZ"; +SetCursorScreenPos :: (pos: *ImVec2) -> void #foreign imgui_static "?SetCursorScreenPos@ImGui@@YAXAEBUImVec2@@@Z"; +SetCursorScreenPos :: (pos: ImVec2) #no_context { + SetCursorScreenPos(*pos); +} +GetContentRegionAvail :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetContentRegionAvail@ImGui@@YA?AUImVec2@@XZ"; +GetCursorPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetCursorPos@ImGui@@YA?AUImVec2@@XZ"; +GetCursorPosX :: () -> float #foreign imgui_static "?GetCursorPosX@ImGui@@YAMXZ"; +GetCursorPosY :: () -> float #foreign imgui_static "?GetCursorPosY@ImGui@@YAMXZ"; +SetCursorPos :: (local_pos: *ImVec2) -> void #foreign imgui_static "?SetCursorPos@ImGui@@YAXAEBUImVec2@@@Z"; +SetCursorPos :: (local_pos: ImVec2) #no_context { + SetCursorPos(*local_pos); +} +SetCursorPosX :: (local_x: float) -> void #foreign imgui_static "?SetCursorPosX@ImGui@@YAXM@Z"; +SetCursorPosY :: (local_y: float) -> void #foreign imgui_static "?SetCursorPosY@ImGui@@YAXM@Z"; +GetCursorStartPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetCursorStartPos@ImGui@@YA?AUImVec2@@XZ"; + +// Other layout functions +Separator :: () -> void #foreign imgui_static "?Separator@ImGui@@YAXXZ"; +SameLine :: (offset_from_start_x: float = 0.0, spacing: float = -1.0) -> void #foreign imgui_static "?SameLine@ImGui@@YAXMM@Z"; +NewLine :: () -> void #foreign imgui_static "?NewLine@ImGui@@YAXXZ"; +Spacing :: () -> void #foreign imgui_static "?Spacing@ImGui@@YAXXZ"; +Dummy :: (size: *ImVec2) -> void #foreign imgui_static "?Dummy@ImGui@@YAXAEBUImVec2@@@Z"; +Dummy :: (size: ImVec2) #no_context { + Dummy(*size); +} +Indent :: (indent_w: float = 0.0) -> void #foreign imgui_static "?Indent@ImGui@@YAXM@Z"; +Unindent :: (indent_w: float = 0.0) -> void #foreign imgui_static "?Unindent@ImGui@@YAXM@Z"; +BeginGroup :: () -> void #foreign imgui_static "?BeginGroup@ImGui@@YAXXZ"; +EndGroup :: () -> void #foreign imgui_static "?EndGroup@ImGui@@YAXXZ"; +AlignTextToFramePadding :: () -> void #foreign imgui_static "?AlignTextToFramePadding@ImGui@@YAXXZ"; +GetTextLineHeight :: () -> float #foreign imgui_static "?GetTextLineHeight@ImGui@@YAMXZ"; +GetTextLineHeightWithSpacing :: () -> float #foreign imgui_static "?GetTextLineHeightWithSpacing@ImGui@@YAMXZ"; +GetFrameHeight :: () -> float #foreign imgui_static "?GetFrameHeight@ImGui@@YAMXZ"; +GetFrameHeightWithSpacing :: () -> float #foreign imgui_static "?GetFrameHeightWithSpacing@ImGui@@YAMXZ"; + +// ID stack/scopes +// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. +// - Those questions are answered and impacted by understanding of the ID stack system: +// - "Q: Why is my widget not reacting when I click on it?" +// - "Q: How can I have widgets with an empty label?" +// - "Q: How can I have multiple widgets with the same label?" +// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely +// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. +// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. +// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, +// whereas "str_id" denote a string that is only used as an ID and not normally displayed. +PushID :: (str_id: *u8) -> void #foreign imgui_static "?PushID@ImGui@@YAXPEBD@Z"; +PushID :: (str_id_begin: *u8, str_id_end: *u8) -> void #foreign imgui_static "?PushID@ImGui@@YAXPEBD0@Z"; +PushID :: (str_id: string) #no_context { + PushID(str_id.data, str_id.data + str_id.count); +} +PushID :: (ptr_id: *void) -> void #foreign imgui_static "?PushID@ImGui@@YAXPEBX@Z"; +PushID :: (int_id: s32) -> void #foreign imgui_static "?PushID@ImGui@@YAXH@Z"; +PopID :: () -> void #foreign imgui_static "?PopID@ImGui@@YAXXZ"; +GetID :: (str_id: *u8) -> ID #foreign imgui_static "?GetID@ImGui@@YAIPEBD@Z"; +GetID :: (str_id_begin: *u8, str_id_end: *u8) -> ID #foreign imgui_static "?GetID@ImGui@@YAIPEBD0@Z"; +GetID :: (str_id: string) -> ID #no_context { + return GetID(str_id.data, str_id.data + str_id.count); +} +GetID :: (ptr_id: *void) -> ID #foreign imgui_static "?GetID@ImGui@@YAIPEBX@Z"; +GetID :: (int_id: s32) -> ID #foreign imgui_static "?GetID@ImGui@@YAIH@Z"; + +// Widgets: Text +TextUnformatted :: (text: *u8, text_end: *u8 = null) -> void #foreign imgui_static "?TextUnformatted@ImGui@@YAXPEBD0@Z"; +TextUnformatted :: (text: string) #no_context { + TextUnformatted(text.data, text.data + text.count); +} +Text_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?Text@ImGui@@YAXPEBDZZ"; +Text :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + Text_CFormat("%s", formatted_text.data); +} @PrintLike + +TextColored_CFormat :: (col: *ImVec4, fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?TextColored@ImGui@@YAXAEBUImVec4@@PEBDZZ"; +TextColored :: (col: ImVec4, fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextColored_CFormat(*col, "%s", formatted_text.data); +} @PrintLike + +TextDisabled_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?TextDisabled@ImGui@@YAXPEBDZZ"; +TextDisabled :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextDisabled_CFormat("%s", formatted_text.data); +} @PrintLike + +TextWrapped_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?TextWrapped@ImGui@@YAXPEBDZZ"; +TextWrapped :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextWrapped_CFormat("%s", formatted_text.data); +} @PrintLike + +LabelText_CFormat :: (label: *u8, fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?LabelText@ImGui@@YAXPEBD0ZZ"; +LabelText :: (label: *u8, fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + LabelText_CFormat(label, "%s", formatted_text.data); +} @PrintLike + +BulletText_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?BulletText@ImGui@@YAXPEBDZZ"; +BulletText :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + BulletText_CFormat("%s", formatted_text.data); +} @PrintLike + +SeparatorText :: (label: *u8) -> void #foreign imgui_static "?SeparatorText@ImGui@@YAXPEBD@Z"; + +// Widgets: Main +// - Most widgets return true when the value has been changed or when pressed/selected +// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. +Button :: (label: *u8, size: *ImVec2) -> bool #foreign imgui_static "?Button@ImGui@@YA_NPEBDAEBUImVec2@@@Z"; +Button :: (label: *u8, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Button(label, *size); +} +SmallButton :: (label: *u8) -> bool #foreign imgui_static "?SmallButton@ImGui@@YA_NPEBD@Z"; +InvisibleButton :: (str_id: *u8, size: *ImVec2, flags: ButtonFlags = .None) -> bool #foreign imgui_static "?InvisibleButton@ImGui@@YA_NPEBDAEBUImVec2@@H@Z"; +InvisibleButton :: (str_id: *u8, size: ImVec2, flags: ButtonFlags = .None) -> bool #no_context { + return InvisibleButton(str_id, *size, flags); +} +ArrowButton :: (str_id: *u8, dir: Dir) -> bool #foreign imgui_static "?ArrowButton@ImGui@@YA_NPEBDW4ImGuiDir@@@Z"; +Checkbox :: (label: *u8, v: *bool) -> bool #foreign imgui_static "?Checkbox@ImGui@@YA_NPEBDPEA_N@Z"; +CheckboxFlags :: (label: *u8, flags: *s32, flags_value: s32) -> bool #foreign imgui_static "?CheckboxFlags@ImGui@@YA_NPEBDPEAHH@Z"; +CheckboxFlags :: (label: *u8, flags: *u32, flags_value: u32) -> bool #foreign imgui_static "?CheckboxFlags@ImGui@@YA_NPEBDPEAII@Z"; +RadioButton :: (label: *u8, active: bool) -> bool #foreign imgui_static "?RadioButton@ImGui@@YA_NPEBD_N@Z"; +RadioButton :: (label: *u8, v: *s32, v_button: s32) -> bool #foreign imgui_static "?RadioButton@ImGui@@YA_NPEBDPEAHH@Z"; +ProgressBar :: (fraction: float, size_arg: *ImVec2, overlay: *u8 = null) -> void #foreign imgui_static "?ProgressBar@ImGui@@YAXMAEBUImVec2@@PEBD@Z"; +ProgressBar :: (fraction: float, size_arg: ImVec2 = ImVec2.{-FLOAT32_MIN, 0}, overlay: *u8 = null) #no_context { + ProgressBar(fraction, *size_arg, overlay); +} +Bullet :: () -> void #foreign imgui_static "?Bullet@ImGui@@YAXXZ"; +TextLink :: (label: *u8) -> bool #foreign imgui_static "?TextLink@ImGui@@YA_NPEBD@Z"; +TextLinkOpenURL :: (label: *u8, url: *u8 = null) -> bool #foreign imgui_static "?TextLinkOpenURL@ImGui@@YA_NPEBD0@Z"; + +// Widgets: Images +// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +// - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. +// - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function. +Image :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2) -> void #foreign imgui_static "?Image@ImGui@@YAXUImTextureRef@@AEBUImVec2@@11@Z"; +Image :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}) #no_context { + Image(tex_ref, *image_size, *uv0, *uv1); +} +ImageWithBg :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, bg_col: *ImVec4, tint_col: *ImVec4) -> void #foreign imgui_static "?ImageWithBg@ImGui@@YAXUImTextureRef@@AEBUImVec2@@11AEBUImVec4@@2@Z"; +ImageWithBg :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}, bg_col: ImVec4 = ImVec4.{0, 0, 0, 0}, tint_col: ImVec4 = ImVec4.{1, 1, 1, 1}) #no_context { + ImageWithBg(tex_ref, *image_size, *uv0, *uv1, *bg_col, *tint_col); +} +ImageButton :: (str_id: *u8, tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, bg_col: *ImVec4, tint_col: *ImVec4) -> bool #foreign imgui_static "?ImageButton@ImGui@@YA_NPEBDUImTextureRef@@AEBUImVec2@@22AEBUImVec4@@3@Z"; +ImageButton :: (str_id: *u8, tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}, bg_col: ImVec4 = ImVec4.{0, 0, 0, 0}, tint_col: ImVec4 = ImVec4.{1, 1, 1, 1}) -> bool #no_context { + return ImageButton(str_id, tex_ref, *image_size, *uv0, *uv1, *bg_col, *tint_col); +} + +// Widgets: Combo Box (Dropdown) +// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. +// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. +BeginCombo :: (label: *u8, preview_value: *u8, flags: ComboFlags = .None) -> bool #foreign imgui_static "?BeginCombo@ImGui@@YA_NPEBD0H@Z"; +EndCombo :: () -> void #foreign imgui_static "?EndCombo@ImGui@@YAXXZ"; +Combo :: (label: *u8, current_item: *s32, items: **u8, items_count: s32, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui_static "?Combo@ImGui@@YA_NPEBDPEAHQEBQEBDHH@Z"; +Combo :: (label: *u8, current_item: *s32, items_separated_by_zeros: *u8, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui_static "?Combo@ImGui@@YA_NPEBDPEAH0H@Z"; +Combo :: (label: *u8, current_item: *s32, getter: #type (user_data: *void, idx: s32) -> *u8 #c_call, user_data: *void, items_count: s32, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui_static "?Combo@ImGui@@YA_NPEBDPEAHP6APEBDPEAXH@Z2HH@Z"; + +// Widgets: Drag Sliders +// - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. +// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', +// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x +// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. +// - Format string may also be set to NULL or use the default format ("%f" or "%d"). +// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). +// - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. +// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. +// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. +// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 +DragFloat :: (label: *u8, v: *float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragFloat@ImGui@@YA_NPEBDPEAMMMM0H@Z"; +DragFloat2 :: (label: *u8, v: *[2] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragFloat2@ImGui@@YA_NPEBDQEAMMMM0H@Z"; +DragFloat3 :: (label: *u8, v: *[3] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragFloat3@ImGui@@YA_NPEBDQEAMMMM0H@Z"; +DragFloat4 :: (label: *u8, v: *[4] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragFloat4@ImGui@@YA_NPEBDQEAMMMM0H@Z"; +DragFloatRange2 :: (label: *u8, v_current_min: *float, v_current_max: *float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", format_max: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragFloatRange2@ImGui@@YA_NPEBDPEAM1MMM00H@Z"; +DragInt :: (label: *u8, v: *s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragInt@ImGui@@YA_NPEBDPEAHMHH0H@Z"; +DragInt2 :: (label: *u8, v: *[2] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragInt2@ImGui@@YA_NPEBDQEAHMHH0H@Z"; +DragInt3 :: (label: *u8, v: *[3] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragInt3@ImGui@@YA_NPEBDQEAHMHH0H@Z"; +DragInt4 :: (label: *u8, v: *[4] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragInt4@ImGui@@YA_NPEBDQEAHMHH0H@Z"; +DragIntRange2 :: (label: *u8, v_current_min: *s32, v_current_max: *s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", format_max: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragIntRange2@ImGui@@YA_NPEBDPEAH1MHH00H@Z"; +DragScalar :: (label: *u8, data_type: DataType, p_data: *void, v_speed: float = 1.0, p_min: *void = null, p_max: *void = null, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragScalar@ImGui@@YA_NPEBDHPEAXMPEBX20H@Z"; +DragScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, v_speed: float = 1.0, p_min: *void = null, p_max: *void = null, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?DragScalarN@ImGui@@YA_NPEBDHPEAXHMPEBX20H@Z"; + +// Widgets: Regular Sliders +// - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. +// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. +// - Format string may also be set to NULL or use the default format ("%f" or "%d"). +// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. +// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 +SliderFloat :: (label: *u8, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderFloat@ImGui@@YA_NPEBDPEAMMM0H@Z"; +SliderFloat2 :: (label: *u8, v: *[2] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderFloat2@ImGui@@YA_NPEBDQEAMMM0H@Z"; +SliderFloat3 :: (label: *u8, v: *[3] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderFloat3@ImGui@@YA_NPEBDQEAMMM0H@Z"; +SliderFloat4 :: (label: *u8, v: *[4] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderFloat4@ImGui@@YA_NPEBDQEAMMM0H@Z"; +SliderAngle :: (label: *u8, v_rad: *float, v_degrees_min: float = -360.0, v_degrees_max: float = +360.0, format: *u8 = "%.0f deg", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderAngle@ImGui@@YA_NPEBDPEAMMM0H@Z"; +SliderInt :: (label: *u8, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderInt@ImGui@@YA_NPEBDPEAHHH0H@Z"; +SliderInt2 :: (label: *u8, v: *[2] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderInt2@ImGui@@YA_NPEBDQEAHHH0H@Z"; +SliderInt3 :: (label: *u8, v: *[3] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderInt3@ImGui@@YA_NPEBDQEAHHH0H@Z"; +SliderInt4 :: (label: *u8, v: *[4] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderInt4@ImGui@@YA_NPEBDQEAHHH0H@Z"; +SliderScalar :: (label: *u8, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderScalar@ImGui@@YA_NPEBDHPEAXPEBX20H@Z"; +SliderScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?SliderScalarN@ImGui@@YA_NPEBDHPEAXHPEBX20H@Z"; +VSliderFloat :: (label: *u8, size: *ImVec2, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui_static "?VSliderFloat@ImGui@@YA_NPEBDAEBUImVec2@@PEAMMM0H@Z"; +VSliderFloat :: (label: *u8, size: ImVec2, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #no_context { + return VSliderFloat(label, *size, v, v_min, v_max, format, flags); +} +VSliderInt :: (label: *u8, size: *ImVec2, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui_static "?VSliderInt@ImGui@@YA_NPEBDAEBUImVec2@@PEAHHH0H@Z"; +VSliderInt :: (label: *u8, size: ImVec2, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #no_context { + return VSliderInt(label, *size, v, v_min, v_max, format, flags); +} +VSliderScalar :: (label: *u8, size: *ImVec2, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui_static "?VSliderScalar@ImGui@@YA_NPEBDAEBUImVec2@@HPEAXPEBX30H@Z"; +VSliderScalar :: (label: *u8, size: ImVec2, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #no_context { + return VSliderScalar(label, *size, data_type, p_data, p_min, p_max, format, flags); +} + +// Widgets: Input with Keyboard +// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! +// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. +InputTextClear :: (id: ID) -> bool #foreign imgui_static "?InputTextClear@ImGui@@YA_NI@Z"; +InputTextClear :: (label: *u8) -> bool #foreign imgui_static "?InputTextClear@ImGui@@YA_NPEBD@Z"; +InputTextWipeState :: () -> void #foreign imgui_static "?InputTextWipeState@ImGui@@YAXXZ"; + +InputText :: (label: *u8, buf: *u8, buf_size: u64, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui_static "?InputText@ImGui@@YA_NPEBDPEAD_KHP6AHPEAUImGuiInputTextCallbackData@@@ZPEAX@Z"; +InputTextMultiline :: (label: *u8, buf: *u8, buf_size: u64, size: *ImVec2, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui_static "?InputTextMultiline@ImGui@@YA_NPEBDPEAD_KAEBUImVec2@@HP6AHPEAUImGuiInputTextCallbackData@@@ZPEAX@Z"; +InputTextMultiline :: (label: *u8, buf: *u8, buf_size: u64, size: ImVec2 = ImVec2.{0, 0}, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #no_context { + return InputTextMultiline(label, buf, buf_size, *size, flags, callback, user_data); +} +InputTextWithHint :: (label: *u8, hint: *u8, buf: *u8, buf_size: u64, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui_static "?InputTextWithHint@ImGui@@YA_NPEBD0PEAD_KHP6AHPEAUImGuiInputTextCallbackData@@@ZPEAX@Z"; +InputFloat :: (label: *u8, v: *float, step: float = 0.0, step_fast: float = 0.0, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputFloat@ImGui@@YA_NPEBDPEAMMM0H@Z"; +InputFloat2 :: (label: *u8, v: *[2] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputFloat2@ImGui@@YA_NPEBDQEAM0H@Z"; +InputFloat3 :: (label: *u8, v: *[3] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputFloat3@ImGui@@YA_NPEBDQEAM0H@Z"; +InputFloat4 :: (label: *u8, v: *[4] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputFloat4@ImGui@@YA_NPEBDQEAM0H@Z"; +InputInt :: (label: *u8, v: *s32, step: s32 = 1, step_fast: s32 = 100, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputInt@ImGui@@YA_NPEBDPEAHHHH@Z"; +InputInt2 :: (label: *u8, v: *[2] s32, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputInt2@ImGui@@YA_NPEBDQEAHH@Z"; +InputInt3 :: (label: *u8, v: *[3] s32, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputInt3@ImGui@@YA_NPEBDQEAHH@Z"; +InputInt4 :: (label: *u8, v: *[4] s32, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputInt4@ImGui@@YA_NPEBDQEAHH@Z"; +InputDouble :: (label: *u8, v: *float64, step: float64 = 0.0, step_fast: float64 = 0.0, format: *u8 = "%.6f", flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputDouble@ImGui@@YA_NPEBDPEANNN0H@Z"; +InputScalar :: (label: *u8, data_type: DataType, p_data: *void, p_step: *void = null, p_step_fast: *void = null, format: *u8 = null, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputScalar@ImGui@@YA_NPEBDHPEAXPEBX20H@Z"; +InputScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, p_step: *void = null, p_step_fast: *void = null, format: *u8 = null, flags: InputTextFlags = .None) -> bool #foreign imgui_static "?InputScalarN@ImGui@@YA_NPEBDHPEAXHPEBX20H@Z"; + +// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) +// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. +// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x +ColorEdit3 :: (label: *u8, col: *[3] float, flags: ColorEditFlags = .None) -> bool #foreign imgui_static "?ColorEdit3@ImGui@@YA_NPEBDQEAMH@Z"; +ColorEdit4 :: (label: *u8, col: *[4] float, flags: ColorEditFlags = .None) -> bool #foreign imgui_static "?ColorEdit4@ImGui@@YA_NPEBDQEAMH@Z"; +ColorPicker3 :: (label: *u8, col: *[3] float, flags: ColorEditFlags = .None) -> bool #foreign imgui_static "?ColorPicker3@ImGui@@YA_NPEBDQEAMH@Z"; +ColorPicker4 :: (label: *u8, col: *[4] float, flags: ColorEditFlags = .None, ref_col: *float = null) -> bool #foreign imgui_static "?ColorPicker4@ImGui@@YA_NPEBDQEAMHPEBM@Z"; +ColorButton :: (desc_id: *u8, col: *ImVec4, flags: ColorEditFlags = .None, size: *ImVec2) -> bool #foreign imgui_static "?ColorButton@ImGui@@YA_NPEBDAEBUImVec4@@HAEBUImVec2@@@Z"; +ColorButton :: (desc_id: *u8, col: ImVec4, flags: ColorEditFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return ColorButton(desc_id, *col, flags, *size); +} +SetColorEditOptions :: (flags: ColorEditFlags) -> void #foreign imgui_static "?SetColorEditOptions@ImGui@@YAXH@Z"; + +// Widgets: Trees +// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. +TreeNode :: (label: *u8) -> bool #foreign imgui_static "?TreeNode@ImGui@@YA_NPEBD@Z"; +TreeNode_CFormat :: (str_id: *u8, fmt: *u8, __args: ..Any) -> bool #foreign imgui_static "?TreeNode@ImGui@@YA_NPEBD0ZZ"; +TreeNode :: (str_id: *u8, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNode_CFormat(str_id, "%s", formatted_text.data); +} @PrintLike +TreeNode_CFormat :: (ptr_id: *void, fmt: *u8, __args: ..Any) -> bool #foreign imgui_static "?TreeNode@ImGui@@YA_NPEBXPEBDZZ"; +TreeNode :: (ptr_id: *void, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNode_CFormat(ptr_id, "%s", formatted_text.data); +} @PrintLike + +TreeNodeEx :: (label: *u8, flags: TreeNodeFlags = .None) -> bool #foreign imgui_static "?TreeNodeEx@ImGui@@YA_NPEBDH@Z"; +TreeNodeEx_CFormat :: (str_id: *u8, flags: TreeNodeFlags, fmt: *u8, __args: ..Any) -> bool #foreign imgui_static "?TreeNodeEx@ImGui@@YA_NPEBDH0ZZ"; +TreeNodeEx :: (str_id: *u8, flags: TreeNodeFlags, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNodeEx_CFormat(str_id, flags, "%s", formatted_text.data); +} @PrintLike +TreeNodeEx_CFormat :: (ptr_id: *void, flags: TreeNodeFlags, fmt: *u8, __args: ..Any) -> bool #foreign imgui_static "?TreeNodeEx@ImGui@@YA_NPEBXHPEBDZZ"; +TreeNodeEx :: (ptr_id: *void, flags: TreeNodeFlags, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNodeEx_CFormat(ptr_id, flags, "%s", formatted_text.data); +} @PrintLike + +TreePush :: (str_id: *u8) -> void #foreign imgui_static "?TreePush@ImGui@@YAXPEBD@Z"; +TreePush :: (ptr_id: *void) -> void #foreign imgui_static "?TreePush@ImGui@@YAXPEBX@Z"; +TreePop :: () -> void #foreign imgui_static "?TreePop@ImGui@@YAXXZ"; +GetTreeNodeToLabelSpacing :: () -> float #foreign imgui_static "?GetTreeNodeToLabelSpacing@ImGui@@YAMXZ"; +CollapsingHeader :: (label: *u8, flags: TreeNodeFlags = .None) -> bool #foreign imgui_static "?CollapsingHeader@ImGui@@YA_NPEBDH@Z"; +CollapsingHeader :: (label: *u8, p_visible: *bool, flags: TreeNodeFlags = .None) -> bool #foreign imgui_static "?CollapsingHeader@ImGui@@YA_NPEBDPEA_NH@Z"; +SetNextItemOpen :: (is_open: bool, cond: Cond = .None) -> void #foreign imgui_static "?SetNextItemOpen@ImGui@@YAX_NH@Z"; +SetNextItemStorageID :: (storage_id: ID) -> void #foreign imgui_static "?SetNextItemStorageID@ImGui@@YAXI@Z"; +TreeNodeGetOpen :: (storage_id: ID) -> bool #foreign imgui_static "?TreeNodeGetOpen@ImGui@@YA_NI@Z"; + +// Widgets: Selectables +// - A selectable highlights when hovered, and can display another color when selected. +// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. +Selectable :: (label: *u8, selected := false, flags: SelectableFlags = .None, size: *ImVec2) -> bool #foreign imgui_static "?Selectable@ImGui@@YA_NPEBD_NHAEBUImVec2@@@Z"; +Selectable :: (label: *u8, selected := false, flags: SelectableFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Selectable(label, selected, flags, *size); +} +Selectable :: (label: *u8, p_selected: *bool, flags: SelectableFlags = .None, size: *ImVec2) -> bool #foreign imgui_static "?Selectable@ImGui@@YA_NPEBDPEA_NHAEBUImVec2@@@Z"; +Selectable :: (label: *u8, p_selected: *bool, flags: SelectableFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Selectable(label, p_selected, flags, *size); +} + +// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] +// - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. +// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). +// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. +// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, +// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. +// - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. +BeginMultiSelect :: (flags: MultiSelectFlags, selection_size: s32 = -1, items_count: s32 = -1) -> *MultiSelectIO #foreign imgui_static "?BeginMultiSelect@ImGui@@YAPEAUImGuiMultiSelectIO@@HHH@Z"; +EndMultiSelect :: () -> *MultiSelectIO #foreign imgui_static "?EndMultiSelect@ImGui@@YAPEAUImGuiMultiSelectIO@@XZ"; +SetNextItemSelectionUserData :: (selection_user_data: SelectionUserData) -> void #foreign imgui_static "?SetNextItemSelectionUserData@ImGui@@YAX_J@Z"; +IsItemToggledSelection :: () -> bool #foreign imgui_static "?IsItemToggledSelection@ImGui@@YA_NXZ"; + +// Widgets: List Boxes +// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. +// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. +// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created. +// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth +// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items +BeginListBox :: (label: *u8, size: *ImVec2) -> bool #foreign imgui_static "?BeginListBox@ImGui@@YA_NPEBDAEBUImVec2@@@Z"; +BeginListBox :: (label: *u8, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return BeginListBox(label, *size); +} +EndListBox :: () -> void #foreign imgui_static "?EndListBox@ImGui@@YAXXZ"; +ListBox :: (label: *u8, current_item: *s32, items: **u8, items_count: s32, height_in_items: s32 = -1) -> bool #foreign imgui_static "?ListBox@ImGui@@YA_NPEBDPEAHQEBQEBDHH@Z"; +ListBox :: (label: *u8, current_item: *s32, getter: #type (user_data: *void, idx: s32) -> *u8 #c_call, user_data: *void, items_count: s32, height_in_items: s32 = -1) -> bool #foreign imgui_static "?ListBox@ImGui@@YA_NPEBDPEAHP6APEBDPEAXH@Z2HH@Z"; + +// Widgets: Data Plotting +// - Consider using ImPlot (https://github.com/epezent/implot) which is much better! +PlotLines :: (label: *u8, values: *float, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}, stride: s32 = 4) -> void #foreign imgui_static "?PlotLines@ImGui@@YAXPEBDPEBMHH0MMUImVec2@@H@Z"; +PlotLines :: (label: *u8, values_getter: #type (data: *void, idx: s32) -> float #c_call, data: *void, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}) -> void #foreign imgui_static "?PlotLines@ImGui@@YAXPEBDP6AMPEAXH@Z1HH0MMUImVec2@@@Z"; +PlotHistogram :: (label: *u8, values: *float, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}, stride: s32 = 4) -> void #foreign imgui_static "?PlotHistogram@ImGui@@YAXPEBDPEBMHH0MMUImVec2@@H@Z"; +PlotHistogram :: (label: *u8, values_getter: #type (data: *void, idx: s32) -> float #c_call, data: *void, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}) -> void #foreign imgui_static "?PlotHistogram@ImGui@@YAXPEBDP6AMPEAXH@Z1HH0MMUImVec2@@@Z"; + +// Widgets: Value() Helpers. +// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) +Value :: (prefix: *u8, b: bool) -> void #foreign imgui_static "?Value@ImGui@@YAXPEBD_N@Z"; +Value :: (prefix: *u8, v: s32) -> void #foreign imgui_static "?Value@ImGui@@YAXPEBDH@Z"; +Value :: (prefix: *u8, v: u32) -> void #foreign imgui_static "?Value@ImGui@@YAXPEBDI@Z"; +Value :: (prefix: *u8, v: float, float_format: *u8 = null) -> void #foreign imgui_static "?Value@ImGui@@YAXPEBDM0@Z"; + +// Widgets: Menus +// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. +// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. +// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. +// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. +BeginMenuBar :: () -> bool #foreign imgui_static "?BeginMenuBar@ImGui@@YA_NXZ"; +EndMenuBar :: () -> void #foreign imgui_static "?EndMenuBar@ImGui@@YAXXZ"; +BeginMainMenuBar :: () -> bool #foreign imgui_static "?BeginMainMenuBar@ImGui@@YA_NXZ"; +EndMainMenuBar :: () -> void #foreign imgui_static "?EndMainMenuBar@ImGui@@YAXXZ"; +BeginMenu :: (label: *u8, enabled := true) -> bool #foreign imgui_static "?BeginMenu@ImGui@@YA_NPEBD_N@Z"; +EndMenu :: () -> void #foreign imgui_static "?EndMenu@ImGui@@YAXXZ"; +MenuItem :: (label: *u8, shortcut: *u8 = null, selected := false, enabled := true) -> bool #foreign imgui_static "?MenuItem@ImGui@@YA_NPEBD0_N1@Z"; +MenuItem :: (label: *u8, shortcut: *u8, p_selected: *bool, enabled := true) -> bool #foreign imgui_static "?MenuItem@ImGui@@YA_NPEBD0PEA_N_N@Z"; + +// Tooltips +// - Tooltips are windows following the mouse. They do not take focus away. +// - A tooltip window can contain items of any types. +// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) +BeginTooltip :: () -> bool #foreign imgui_static "?BeginTooltip@ImGui@@YA_NXZ"; +EndTooltip :: () -> void #foreign imgui_static "?EndTooltip@ImGui@@YAXXZ"; +SetTooltip_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?SetTooltip@ImGui@@YAXPEBDZZ"; +SetTooltip :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + SetTooltip_CFormat("%s", formatted_text.data); +} @PrintLike + +// Tooltips: helpers for showing a tooltip when hovering an item +// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. +// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. +// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. +BeginItemTooltip :: () -> bool #foreign imgui_static "?BeginItemTooltip@ImGui@@YA_NXZ"; +SetItemTooltip_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?SetItemTooltip@ImGui@@YAXPEBDZZ"; +SetItemTooltip :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + SetItemTooltip_CFormat("%s", formatted_text.data); +} @PrintLike + +// Popups, Modals +// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. +// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. +// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. +// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. +// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). +// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. +// This is sometimes leading to confusing mistakes. May rework this in the future. +// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. +// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. +BeginPopup :: (str_id: *u8, flags: WindowFlags = .None) -> bool #foreign imgui_static "?BeginPopup@ImGui@@YA_NPEBDH@Z"; +BeginPopupModal :: (name: *u8, p_open: *bool = null, flags: WindowFlags = .None) -> bool #foreign imgui_static "?BeginPopupModal@ImGui@@YA_NPEBDPEA_NH@Z"; +EndPopup :: () -> void #foreign imgui_static "?EndPopup@ImGui@@YAXXZ"; + +// Popups: open/close functions +// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. +// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. +// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. +// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). +// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). +// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. +OpenPopup :: (str_id: *u8, popup_flags: PopupFlags = .None) -> void #foreign imgui_static "?OpenPopup@ImGui@@YAXPEBDH@Z"; +OpenPopup :: (id: ID, popup_flags: PopupFlags = .None) -> void #foreign imgui_static "?OpenPopup@ImGui@@YAXIH@Z"; +OpenPopupOnItemClick :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> void #foreign imgui_static "?OpenPopupOnItemClick@ImGui@@YAXPEBDH@Z"; +CloseCurrentPopup :: () -> void #foreign imgui_static "?CloseCurrentPopup@ImGui@@YAXXZ"; + +// Popups: Open+Begin popup combined functions helpers to create context menus. +// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. +// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. +// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: +// - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature. +// - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight. +// - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled). +// - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value. +// - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details. +BeginPopupContextItem :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui_static "?BeginPopupContextItem@ImGui@@YA_NPEBDH@Z"; +BeginPopupContextWindow :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui_static "?BeginPopupContextWindow@ImGui@@YA_NPEBDH@Z"; +BeginPopupContextVoid :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui_static "?BeginPopupContextVoid@ImGui@@YA_NPEBDH@Z"; + +// Popups: query functions +// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. +// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. +// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. +IsPopupOpen :: (str_id: *u8, flags: PopupFlags = .None) -> bool #foreign imgui_static "?IsPopupOpen@ImGui@@YA_NPEBDH@Z"; + +// Tables +// - Full-featured replacement for old Columns API. +// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. +// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. +// The typical call flow is: +// - 1. Call BeginTable(), early out if returning false. +// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. +// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. +// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. +// - 5. Populate contents: +// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. +// - If you are using tables as a sort of grid, where every column is holding the same type of contents, +// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). +// TableNextColumn() will automatically wrap-around into the next row if needed. +// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! +// - Summary of possible call flow: +// - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK +// - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK +// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! +// - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! +// - 5. Call EndTable() +BeginTable :: (str_id: *u8, columns: s32, flags: TableFlags = .None, outer_size: *ImVec2, inner_width: float = 0.0) -> bool #foreign imgui_static "?BeginTable@ImGui@@YA_NPEBDHHAEBUImVec2@@M@Z"; +BeginTable :: (str_id: *u8, columns: s32, flags: TableFlags = .None, outer_size: ImVec2 = ImVec2.{0.0, 0.0}, inner_width: float = 0.0) -> bool #no_context { + return BeginTable(str_id, columns, flags, *outer_size, inner_width); +} +EndTable :: () -> void #foreign imgui_static "?EndTable@ImGui@@YAXXZ"; +TableNextRow :: (row_flags: TableRowFlags = .None, min_row_height: float = 0.0) -> void #foreign imgui_static "?TableNextRow@ImGui@@YAXHM@Z"; +TableNextColumn :: () -> bool #foreign imgui_static "?TableNextColumn@ImGui@@YA_NXZ"; +TableSetColumnIndex :: (column_n: s32) -> bool #foreign imgui_static "?TableSetColumnIndex@ImGui@@YA_NH@Z"; + +// Tables: Headers & Columns declaration +// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. +// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. +// Headers are required to perform: reordering, sorting, and opening the context menu. +// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. +// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in +// some advanced use cases (e.g. adding custom widgets in header row). +// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them. +TableSetupColumn :: (label: *u8, flags: TableColumnFlags = .None, init_width_or_weight: float = 0.0, user_id: ID = 0) -> void #foreign imgui_static "?TableSetupColumn@ImGui@@YAXPEBDHMI@Z"; +TableSetupScrollFreeze :: (cols: s32, rows: s32) -> void #foreign imgui_static "?TableSetupScrollFreeze@ImGui@@YAXHH@Z"; +TableHeader :: (label: *u8) -> void #foreign imgui_static "?TableHeader@ImGui@@YAXPEBD@Z"; +TableHeadersRow :: () -> void #foreign imgui_static "?TableHeadersRow@ImGui@@YAXXZ"; +TableAngledHeadersRow :: () -> void #foreign imgui_static "?TableAngledHeadersRow@ImGui@@YAXXZ"; + +// Tables: Sorting & Miscellaneous functions +// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. +TableGetSortSpecs :: () -> *TableSortSpecs #foreign imgui_static "?TableGetSortSpecs@ImGui@@YAPEAUImGuiTableSortSpecs@@XZ"; +TableGetColumnCount :: () -> s32 #foreign imgui_static "?TableGetColumnCount@ImGui@@YAHXZ"; +TableGetColumnIndex :: () -> s32 #foreign imgui_static "?TableGetColumnIndex@ImGui@@YAHXZ"; +TableGetRowIndex :: () -> s32 #foreign imgui_static "?TableGetRowIndex@ImGui@@YAHXZ"; +TableGetColumnName :: (column_n: s32 = -1) -> *u8 #foreign imgui_static "?TableGetColumnName@ImGui@@YAPEBDH@Z"; +TableGetColumnFlags :: (column_n: s32 = -1) -> TableColumnFlags #foreign imgui_static "?TableGetColumnFlags@ImGui@@YAHH@Z"; +TableSetColumnEnabled :: (column_n: s32, v: bool) -> void #foreign imgui_static "?TableSetColumnEnabled@ImGui@@YAXH_N@Z"; +TableGetHoveredColumn :: () -> s32 #foreign imgui_static "?TableGetHoveredColumn@ImGui@@YAHXZ"; +TableSetBgColor :: (target: TableBgTarget, color: ImU32, column_n: s32 = -1) -> void #foreign imgui_static "?TableSetBgColor@ImGui@@YAXHIH@Z"; + +// Legacy Columns API (prefer using Tables!) +// - You can also use SameLine(pos_x) to mimic simplified columns. +Columns :: (count: s32 = 1, id: *u8 = null, borders := true) -> void #foreign imgui_static "?Columns@ImGui@@YAXHPEBD_N@Z"; +NextColumn :: () -> void #foreign imgui_static "?NextColumn@ImGui@@YAXXZ"; +GetColumnIndex :: () -> s32 #foreign imgui_static "?GetColumnIndex@ImGui@@YAHXZ"; +GetColumnWidth :: (column_index: s32 = -1) -> float #foreign imgui_static "?GetColumnWidth@ImGui@@YAMH@Z"; +SetColumnWidth :: (column_index: s32, width: float) -> void #foreign imgui_static "?SetColumnWidth@ImGui@@YAXHM@Z"; +GetColumnOffset :: (column_index: s32 = -1) -> float #foreign imgui_static "?GetColumnOffset@ImGui@@YAMH@Z"; +SetColumnOffset :: (column_index: s32, offset_x: float) -> void #foreign imgui_static "?SetColumnOffset@ImGui@@YAXHM@Z"; +GetColumnsCount :: () -> s32 #foreign imgui_static "?GetColumnsCount@ImGui@@YAHXZ"; + +// Tab Bars, Tabs +// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. +BeginTabBar :: (str_id: *u8, flags: TabBarFlags = .None) -> bool #foreign imgui_static "?BeginTabBar@ImGui@@YA_NPEBDH@Z"; +EndTabBar :: () -> void #foreign imgui_static "?EndTabBar@ImGui@@YAXXZ"; +BeginTabItem :: (label: *u8, p_open: *bool = null, flags: TabItemFlags = .None) -> bool #foreign imgui_static "?BeginTabItem@ImGui@@YA_NPEBDPEA_NH@Z"; +EndTabItem :: () -> void #foreign imgui_static "?EndTabItem@ImGui@@YAXXZ"; +TabItemButton :: (label: *u8, flags: TabItemFlags = .None) -> bool #foreign imgui_static "?TabItemButton@ImGui@@YA_NPEBDH@Z"; +SetTabItemClosed :: (tab_or_docked_window_label: *u8) -> void #foreign imgui_static "?SetTabItemClosed@ImGui@@YAXPEBD@Z"; + +// Docking +// - Read https://github.com/ocornut/imgui/wiki/Docking for details. +// - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. +// - You can use many Docking facilities without calling any API. +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// - DockSpaceOverViewport: +// - This is a helper to create an invisible window covering a viewport, then submit a DockSpace() into it. +// - Most applications can simply call DockSpaceOverViewport() once to allow docking windows into e.g. the edge of your screen. +// e.g. ImGui::NewFrame(); ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport. +// or: ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, central node is transparent. +// - Dockspaces: +// - A dockspace is an explicit dock node within an existing window. +// - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame! +// - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// - See 'Demo->Examples->Dockspace' or 'Demo->Examples->Documents' for more detailed demos. +// - Programmatic docking: +// - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that! +// - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API. +DockSpace :: (dockspace_id: ID, size: *ImVec2, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #foreign imgui_static "?DockSpace@ImGui@@YAIIAEBUImVec2@@HPEBUImGuiWindowClass@@@Z"; +DockSpace :: (dockspace_id: ID, size: ImVec2 = ImVec2.{0, 0}, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #no_context { + return DockSpace(dockspace_id, *size, flags, window_class); +} +DockSpaceOverViewport :: (dockspace_id: ID = 0, viewport: *Viewport = null, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #foreign imgui_static "?DockSpaceOverViewport@ImGui@@YAIIPEBUImGuiViewport@@HPEBUImGuiWindowClass@@@Z"; +SetNextWindowDockID :: (dock_id: ID, cond: Cond = .None) -> void #foreign imgui_static "?SetNextWindowDockID@ImGui@@YAXIH@Z"; +SetNextWindowClass :: (window_class: *WindowClass) -> void #foreign imgui_static "?SetNextWindowClass@ImGui@@YAXPEBUImGuiWindowClass@@@Z"; +GetWindowDockID :: () -> ID #foreign imgui_static "?GetWindowDockID@ImGui@@YAIXZ"; +IsWindowDocked :: () -> bool #foreign imgui_static "?IsWindowDocked@ImGui@@YA_NXZ"; + +// Logging/Capture +// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. +LogToTTY :: (auto_open_depth: s32 = -1) -> void #foreign imgui_static "?LogToTTY@ImGui@@YAXH@Z"; +LogToFile :: (auto_open_depth: s32 = -1, filename: *u8 = null) -> void #foreign imgui_static "?LogToFile@ImGui@@YAXHPEBD@Z"; +LogToClipboard :: (auto_open_depth: s32 = -1) -> void #foreign imgui_static "?LogToClipboard@ImGui@@YAXH@Z"; +LogFinish :: () -> void #foreign imgui_static "?LogFinish@ImGui@@YAXXZ"; +LogButtons :: () -> void #foreign imgui_static "?LogButtons@ImGui@@YAXXZ"; +LogText_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?LogText@ImGui@@YAXPEBDZZ"; +LogText :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + LogText_CFormat("%s", formatted_text.data); +} @PrintLike + +// Drag and Drop +// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). +// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). +// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) +// - An item can be both drag source and drop target. +BeginDragDropSource :: (flags: DragDropFlags = .None) -> bool #foreign imgui_static "?BeginDragDropSource@ImGui@@YA_NH@Z"; +SetDragDropPayload :: (type: *u8, data: *void, sz: u64, cond: Cond = .None) -> bool #foreign imgui_static "?SetDragDropPayload@ImGui@@YA_NPEBDPEBX_KH@Z"; +EndDragDropSource :: () -> void #foreign imgui_static "?EndDragDropSource@ImGui@@YAXXZ"; +BeginDragDropTarget :: () -> bool #foreign imgui_static "?BeginDragDropTarget@ImGui@@YA_NXZ"; +AcceptDragDropPayload :: (type: *u8, flags: DragDropFlags = .None) -> *Payload #foreign imgui_static "?AcceptDragDropPayload@ImGui@@YAPEBUImGuiPayload@@PEBDH@Z"; +EndDragDropTarget :: () -> void #foreign imgui_static "?EndDragDropTarget@ImGui@@YAXXZ"; +GetDragDropPayload :: () -> *Payload #foreign imgui_static "?GetDragDropPayload@ImGui@@YAPEBUImGuiPayload@@XZ"; + +// Disabling [BETA API] +// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled. +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +BeginDisabled :: (disabled := true) -> void #foreign imgui_static "?BeginDisabled@ImGui@@YAX_N@Z"; +EndDisabled :: () -> void #foreign imgui_static "?EndDisabled@ImGui@@YAXXZ"; + +// Clipping +// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. +PushClipRect :: (clip_rect_min: *ImVec2, clip_rect_max: *ImVec2, intersect_with_current_clip_rect: bool) -> void #foreign imgui_static "?PushClipRect@ImGui@@YAXAEBUImVec2@@0_N@Z"; +PushClipRect :: (clip_rect_min: ImVec2, clip_rect_max: ImVec2, intersect_with_current_clip_rect: bool) #no_context { + PushClipRect(*clip_rect_min, *clip_rect_max, intersect_with_current_clip_rect); +} +PopClipRect :: () -> void #foreign imgui_static "?PopClipRect@ImGui@@YAXXZ"; + +// Focus, Activation +SetItemDefaultFocus :: () -> void #foreign imgui_static "?SetItemDefaultFocus@ImGui@@YAXXZ"; +SetKeyboardFocusHere :: (offset: s32 = 0) -> void #foreign imgui_static "?SetKeyboardFocusHere@ImGui@@YAXH@Z"; + +// Keyboard/Gamepad Navigation +SetNavCursorVisible :: (visible: bool) -> void #foreign imgui_static "?SetNavCursorVisible@ImGui@@YAX_N@Z"; + +// Overlapping mode +SetNextItemAllowOverlap :: () -> void #foreign imgui_static "?SetNextItemAllowOverlap@ImGui@@YAXXZ"; + +// Item/Widgets Utilities and Query Functions +// - Most of the functions are referring to the previous Item that has been submitted. +// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. +IsItemHovered :: (flags: HoveredFlags = .None) -> bool #foreign imgui_static "?IsItemHovered@ImGui@@YA_NH@Z"; +IsItemActive :: () -> bool #foreign imgui_static "?IsItemActive@ImGui@@YA_NXZ"; +IsItemFocused :: () -> bool #foreign imgui_static "?IsItemFocused@ImGui@@YA_NXZ"; +IsItemClicked :: (mouse_button: MouseButton = .Left) -> bool #foreign imgui_static "?IsItemClicked@ImGui@@YA_NH@Z"; +IsItemVisible :: () -> bool #foreign imgui_static "?IsItemVisible@ImGui@@YA_NXZ"; +IsItemEdited :: () -> bool #foreign imgui_static "?IsItemEdited@ImGui@@YA_NXZ"; +IsItemActivated :: () -> bool #foreign imgui_static "?IsItemActivated@ImGui@@YA_NXZ"; +IsItemDeactivated :: () -> bool #foreign imgui_static "?IsItemDeactivated@ImGui@@YA_NXZ"; +IsItemDeactivatedAfterEdit :: () -> bool #foreign imgui_static "?IsItemDeactivatedAfterEdit@ImGui@@YA_NXZ"; +IsItemToggledOpen :: () -> bool #foreign imgui_static "?IsItemToggledOpen@ImGui@@YA_NXZ"; +IsAnyItemHovered :: () -> bool #foreign imgui_static "?IsAnyItemHovered@ImGui@@YA_NXZ"; +IsAnyItemActive :: () -> bool #foreign imgui_static "?IsAnyItemActive@ImGui@@YA_NXZ"; +IsAnyItemFocused :: () -> bool #foreign imgui_static "?IsAnyItemFocused@ImGui@@YA_NXZ"; +GetItemID :: () -> ID #foreign imgui_static "?GetItemID@ImGui@@YAIXZ"; +GetItemRectMin :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetItemRectMin@ImGui@@YA?AUImVec2@@XZ"; +GetItemRectMax :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetItemRectMax@ImGui@@YA?AUImVec2@@XZ"; +GetItemRectSize :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetItemRectSize@ImGui@@YA?AUImVec2@@XZ"; +GetItemFlags :: () -> ItemFlags #foreign imgui_static "?GetItemFlags@ImGui@@YAHXZ"; + +// Viewports +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +GetMainViewport :: () -> *Viewport #foreign imgui_static "?GetMainViewport@ImGui@@YAPEAUImGuiViewport@@XZ"; + +// Background/Foreground Draw Lists +GetBackgroundDrawList :: (viewport: *Viewport = null) -> *ImDrawList #foreign imgui_static "?GetBackgroundDrawList@ImGui@@YAPEAUImDrawList@@PEAUImGuiViewport@@@Z"; +GetForegroundDrawList :: (viewport: *Viewport = null) -> *ImDrawList #foreign imgui_static "?GetForegroundDrawList@ImGui@@YAPEAUImDrawList@@PEAUImGuiViewport@@@Z"; + +// Miscellaneous Utilities +IsRectVisible :: (size: *ImVec2) -> bool #foreign imgui_static "?IsRectVisible@ImGui@@YA_NAEBUImVec2@@@Z"; +IsRectVisible :: (size: ImVec2) -> bool #no_context { + return IsRectVisible(*size); +} +IsRectVisible :: (rect_min: *ImVec2, rect_max: *ImVec2) -> bool #foreign imgui_static "?IsRectVisible@ImGui@@YA_NAEBUImVec2@@0@Z"; +IsRectVisible :: (rect_min: ImVec2, rect_max: ImVec2) -> bool #no_context { + return IsRectVisible(*rect_min, *rect_max); +} +GetTime :: () -> float64 #foreign imgui_static "?GetTime@ImGui@@YANXZ"; +GetFrameCount :: () -> s32 #foreign imgui_static "?GetFrameCount@ImGui@@YAHXZ"; +GetDrawListSharedData :: () -> *ImDrawListSharedData #foreign imgui_static "?GetDrawListSharedData@ImGui@@YAPEAUImDrawListSharedData@@XZ"; +GetStyleColorName :: (idx: Col) -> *u8 #foreign imgui_static "?GetStyleColorName@ImGui@@YAPEBDH@Z"; +SetStateStorage :: (storage: *Storage) -> void #foreign imgui_static "?SetStateStorage@ImGui@@YAXPEAUImGuiStorage@@@Z"; +GetStateStorage :: () -> *Storage #foreign imgui_static "?GetStateStorage@ImGui@@YAPEAUImGuiStorage@@XZ"; + +// Text Utilities +CalcTextSize :: (text: *u8, text_end: *u8 = null, hide_text_after_double_hash := false, wrap_width: float = -1.0) -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?CalcTextSize@ImGui@@YA?AUImVec2@@PEBD0_NM@Z"; +CalcTextSize :: (text: string, hide_text_after_double_hash := false, wrap_width: float = -1.0) -> ImVec2 #no_context { + return CalcTextSize(text.data, text.data + text.count, hide_text_after_double_hash, wrap_width); +} + +// Color Utilities +ColorConvertU32ToFloat4 :: (in: ImU32) -> ImVec4 #cpp_return_type_is_non_pod #foreign imgui_static "?ColorConvertU32ToFloat4@ImGui@@YA?AUImVec4@@I@Z"; +ColorConvertFloat4ToU32 :: (in: *ImVec4) -> ImU32 #foreign imgui_static "?ColorConvertFloat4ToU32@ImGui@@YAIAEBUImVec4@@@Z"; +ColorConvertFloat4ToU32 :: (in: ImVec4) -> ImU32 #no_context { + return ColorConvertFloat4ToU32(*in); +} +ColorConvertRGBtoHSV :: (r: float, g: float, b: float, out_h: *float, out_s: *float, out_v: *float) -> void #foreign imgui_static "?ColorConvertRGBtoHSV@ImGui@@YAXMMMAEAM00@Z"; +ColorConvertHSVtoRGB :: (h: float, s: float, v: float, out_r: *float, out_g: *float, out_b: *float) -> void #foreign imgui_static "?ColorConvertHSVtoRGB@ImGui@@YAXMMMAEAM00@Z"; + +// Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access +// - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check). +// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). +// - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) +IsKeyDown :: (key: Key) -> bool #foreign imgui_static "?IsKeyDown@ImGui@@YA_NW4ImGuiKey@@@Z"; +IsKeyPressed :: (key: Key, repeat := true) -> bool #foreign imgui_static "?IsKeyPressed@ImGui@@YA_NW4ImGuiKey@@_N@Z"; +IsKeyReleased :: (key: Key) -> bool #foreign imgui_static "?IsKeyReleased@ImGui@@YA_NW4ImGuiKey@@@Z"; +IsKeyChordPressed :: (key_chord: KeyChord) -> bool #foreign imgui_static "?IsKeyChordPressed@ImGui@@YA_NH@Z"; +GetKeyPressedAmount :: (key: Key, repeat_delay: float, rate: float) -> s32 #foreign imgui_static "?GetKeyPressedAmount@ImGui@@YAHW4ImGuiKey@@MM@Z"; +GetKeyName :: (key: Key) -> *u8 #foreign imgui_static "?GetKeyName@ImGui@@YAPEBDW4ImGuiKey@@@Z"; +SetNextFrameWantCaptureKeyboard :: (want_capture_keyboard: bool) -> void #foreign imgui_static "?SetNextFrameWantCaptureKeyboard@ImGui@@YAX_N@Z"; + +// Inputs Utilities: Shortcut Testing & Routing +// - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'. +// - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_! +// - Flags: Use ImGuiInputFlags_Repeat to support repeat. +// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. +// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments +// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments +// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. +// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. +// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. +// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) +// Child2 -> no call // When Child2 is focused, Parent gets the shortcut. +// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. +// This is an important property as it facilitate working with foreign code or larger codebase. +// - To understand the difference: +// - IsKeyChordPressed() compares mods and call IsKeyPressed() +// -> the function has no side-effect. +// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() +// -> the function has (desirable) side-effects as it can prevents another call from getting the route. +// - Visualize registered routes in 'Metrics/Debugger->Inputs'. +Shortcut :: (key_chord: KeyChord, flags: InputFlags = .None) -> bool #foreign imgui_static "?Shortcut@ImGui@@YA_NHH@Z"; +SetNextItemShortcut :: (key_chord: KeyChord, flags: InputFlags = .None) -> void #foreign imgui_static "?SetNextItemShortcut@ImGui@@YAXHH@Z"; + +// Inputs Utilities: Key/Input Ownership [BETA] +// - One common use case would be to allow your items to disable standard inputs behaviors such +// as Tab or Alt key handling, Mouse Wheel scrolling, etc. +// e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling. +// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. +// - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function. +// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. +SetItemKeyOwner :: (key: Key) -> bool #foreign imgui_static "?SetItemKeyOwner@ImGui@@YA_NW4ImGuiKey@@@Z"; + +// Inputs Utilities: Mouse +// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. +// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. +// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') +IsMouseDown :: (button: MouseButton) -> bool #foreign imgui_static "?IsMouseDown@ImGui@@YA_NH@Z"; +IsMouseClicked :: (button: MouseButton, repeat := false) -> bool #foreign imgui_static "?IsMouseClicked@ImGui@@YA_NH_N@Z"; +IsMouseReleased :: (button: MouseButton) -> bool #foreign imgui_static "?IsMouseReleased@ImGui@@YA_NH@Z"; +IsMouseDoubleClicked :: (button: MouseButton) -> bool #foreign imgui_static "?IsMouseDoubleClicked@ImGui@@YA_NH@Z"; +IsMouseReleasedWithDelay :: (button: MouseButton, delay: float) -> bool #foreign imgui_static "?IsMouseReleasedWithDelay@ImGui@@YA_NHM@Z"; +GetMouseClickedCount :: (button: MouseButton) -> s32 #foreign imgui_static "?GetMouseClickedCount@ImGui@@YAHH@Z"; +IsMouseHoveringRect :: (r_min: *ImVec2, r_max: *ImVec2, clip := true) -> bool #foreign imgui_static "?IsMouseHoveringRect@ImGui@@YA_NAEBUImVec2@@0_N@Z"; +IsMouseHoveringRect :: (r_min: ImVec2, r_max: ImVec2, clip := true) -> bool #no_context { + return IsMouseHoveringRect(*r_min, *r_max, clip); +} +IsMousePosValid :: (mouse_pos: *ImVec2 = null) -> bool #foreign imgui_static "?IsMousePosValid@ImGui@@YA_NPEBUImVec2@@@Z"; +IsAnyMouseDown :: () -> bool #foreign imgui_static "?IsAnyMouseDown@ImGui@@YA_NXZ"; +GetMousePos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetMousePos@ImGui@@YA?AUImVec2@@XZ"; +GetMousePosOnOpeningCurrentPopup :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetMousePosOnOpeningCurrentPopup@ImGui@@YA?AUImVec2@@XZ"; +IsMouseDragging :: (button: MouseButton, lock_threshold: float = -1.0) -> bool #foreign imgui_static "?IsMouseDragging@ImGui@@YA_NHM@Z"; +GetMouseDragDelta :: (button: MouseButton = .Left, lock_threshold: float = -1.0) -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetMouseDragDelta@ImGui@@YA?AUImVec2@@HM@Z"; +ResetMouseDragDelta :: (button: MouseButton = .Left) -> void #foreign imgui_static "?ResetMouseDragDelta@ImGui@@YAXH@Z"; +GetMouseCursor :: () -> MouseCursor #foreign imgui_static "?GetMouseCursor@ImGui@@YAHXZ"; +SetMouseCursor :: (cursor_type: MouseCursor) -> void #foreign imgui_static "?SetMouseCursor@ImGui@@YAXH@Z"; +SetNextFrameWantCaptureMouse :: (want_capture_mouse: bool) -> void #foreign imgui_static "?SetNextFrameWantCaptureMouse@ImGui@@YAX_N@Z"; + +// Clipboard Utilities +// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. +GetClipboardText :: () -> *u8 #foreign imgui_static "?GetClipboardText@ImGui@@YAPEBDXZ"; +SetClipboardText :: (text: *u8) -> void #foreign imgui_static "?SetClipboardText@ImGui@@YAXPEBD@Z"; + +// Settings/.Ini Utilities +// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). +// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. +// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). +LoadIniSettingsFromDisk :: (ini_filename: *u8) -> void #foreign imgui_static "?LoadIniSettingsFromDisk@ImGui@@YAXPEBD@Z"; +LoadIniSettingsFromMemory :: (ini_data: *u8, ini_size: u64 = 0) -> void #foreign imgui_static "?LoadIniSettingsFromMemory@ImGui@@YAXPEBD_K@Z"; +SaveIniSettingsToDisk :: (ini_filename: *u8) -> void #foreign imgui_static "?SaveIniSettingsToDisk@ImGui@@YAXPEBD@Z"; +SaveIniSettingsToMemory :: (out_ini_size: *u64 = null) -> *u8 #foreign imgui_static "?SaveIniSettingsToMemory@ImGui@@YAPEBDPEA_K@Z"; + +// Debug Utilities +// - Your main debugging friend is the ShowMetricsWindow() function. +// - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu. +// - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools. +DebugTextEncoding :: (text: *u8) -> void #foreign imgui_static "?DebugTextEncoding@ImGui@@YAXPEBD@Z"; +DebugFlashStyleColor :: (idx: Col) -> void #foreign imgui_static "?DebugFlashStyleColor@ImGui@@YAXH@Z"; +DebugStartItemPicker :: () -> void #foreign imgui_static "?DebugStartItemPicker@ImGui@@YAXXZ"; +DebugCheckVersionAndDataLayout :: (version_str: *u8, sz_io: u64, sz_style: u64, sz_vec2: u64, sz_vec4: u64, sz_drawvert: u64, sz_drawidx: u64) -> bool #foreign imgui_static "?DebugCheckVersionAndDataLayout@ImGui@@YA_NPEBD_K11111@Z"; + +DebugLog_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui_static "?DebugLog@ImGui@@YAXPEBDZZ"; +DebugLog :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + DebugLog_CFormat("%s", formatted_text.data); +} @PrintLike + +// Memory Allocators +// - Those functions are not reliant on the current context. +// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +SetAllocatorFunctions :: (alloc_func: MemAllocFunc, free_func: MemFreeFunc, user_data: *void = null) -> void #foreign imgui_static "?SetAllocatorFunctions@ImGui@@YAXP6APEAX_KPEAX@ZP6AX11@Z1@Z"; +GetAllocatorFunctions :: (p_alloc_func: *MemAllocFunc, p_free_func: *MemFreeFunc, p_user_data: **void) -> void #foreign imgui_static "?GetAllocatorFunctions@ImGui@@YAXPEAP6APEAX_KPEAX@ZPEAP6AX11@ZPEAPEAX@Z"; +MemAlloc :: (size: u64) -> *void #foreign imgui_static "?MemAlloc@ImGui@@YAPEAX_K@Z"; +MemFree :: (ptr: *void) -> void #foreign imgui_static "?MemFree@ImGui@@YAXPEAX@Z"; + +// (Optional) Platform/OS interface for multi-viewport support +// Read comments around the ImGuiPlatformIO structure for more details. +// Note: You may use GetWindowViewport() to get the current viewport of the current window. +UpdatePlatformWindows :: () -> void #foreign imgui_static "?UpdatePlatformWindows@ImGui@@YAXXZ"; +RenderPlatformWindowsDefault :: (platform_render_arg: *void = null, renderer_render_arg: *void = null) -> void #foreign imgui_static "?RenderPlatformWindowsDefault@ImGui@@YAXPEAX0@Z"; +DestroyPlatformWindows :: () -> void #foreign imgui_static "?DestroyPlatformWindows@ImGui@@YAXXZ"; +FindViewportByID :: (viewport_id: ID) -> *Viewport #foreign imgui_static "?FindViewportByID@ImGui@@YAPEAUImGuiViewport@@I@Z"; +FindViewportByPlatformHandle :: (platform_handle: *void) -> *Viewport #foreign imgui_static "?FindViewportByPlatformHandle@ImGui@@YAPEAUImGuiViewport@@PEAX@Z"; + +SetWindowFontScale :: (scale: float) -> void #foreign imgui_static "?SetWindowFontScale@ImGui@@YAXM@Z"; + +// OBSOLETED in 1.91.9 (from February 2025) +Image :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, tint_col: *ImVec4, border_col: *ImVec4) -> void #foreign imgui_static "?Image@ImGui@@YAXUImTextureRef@@AEBUImVec2@@11AEBUImVec4@@2@Z"; +Image :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2, uv1: ImVec2, tint_col: ImVec4, border_col: ImVec4) #no_context { + Image(tex_ref, *image_size, *uv0, *uv1, *tint_col, *border_col); +} + +// You do not need those functions! See #7838 on GitHub for more info. +GetContentRegionMax :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetContentRegionMax@ImGui@@YA?AUImVec2@@XZ"; +GetWindowContentRegionMin :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetWindowContentRegionMin@ImGui@@YA?AUImVec2@@XZ"; +GetWindowContentRegionMax :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui_static "?GetWindowContentRegionMax@ImGui@@YA?AUImVec2@@XZ"; + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +WindowFlags :: enum_flags s32 { + None :: 0x0; + NoTitleBar :: 0x1; + NoResize :: 0x2; + NoMove :: 0x4; + NoScrollbar :: 0x8; + NoScrollWithMouse :: 0x10; + NoCollapse :: 0x20; + AlwaysAutoResize :: 0x40; + NoBackground :: 0x80; + NoSavedSettings :: 0x100; + NoMouseInputs :: 0x200; + MenuBar :: 0x400; + HorizontalScrollbar :: 0x800; + NoFocusOnAppearing :: 0x1000; + NoBringToFrontOnFocus :: 0x2000; + AlwaysVerticalScrollbar :: 0x4000; + AlwaysHorizontalScrollbar :: 0x8000; + NoNavInputs :: 0x10000; + NoNavFocus :: 0x20000; + UnsavedDocument :: 0x40000; + NoDocking :: 0x80000; + NoNav :: 0x30000; + NoDecoration :: 0x2b; + NoInputs :: 0x30200; + + DockNodeHost :: 0x800000; + ChildWindow :: 0x1000000; + Tooltip :: 0x2000000; + Popup :: 0x4000000; + Modal :: 0x8000000; + ChildMenu :: 0x10000000; + + ImGuiWindowFlags_None :: None; + ImGuiWindowFlags_NoTitleBar :: NoTitleBar; + ImGuiWindowFlags_NoResize :: NoResize; + ImGuiWindowFlags_NoMove :: NoMove; + ImGuiWindowFlags_NoScrollbar :: NoScrollbar; + ImGuiWindowFlags_NoScrollWithMouse :: NoScrollWithMouse; + ImGuiWindowFlags_NoCollapse :: NoCollapse; + ImGuiWindowFlags_AlwaysAutoResize :: AlwaysAutoResize; + ImGuiWindowFlags_NoBackground :: NoBackground; + ImGuiWindowFlags_NoSavedSettings :: NoSavedSettings; + ImGuiWindowFlags_NoMouseInputs :: NoMouseInputs; + ImGuiWindowFlags_MenuBar :: MenuBar; + ImGuiWindowFlags_HorizontalScrollbar :: HorizontalScrollbar; + ImGuiWindowFlags_NoFocusOnAppearing :: NoFocusOnAppearing; + ImGuiWindowFlags_NoBringToFrontOnFocus :: NoBringToFrontOnFocus; + ImGuiWindowFlags_AlwaysVerticalScrollbar :: AlwaysVerticalScrollbar; + ImGuiWindowFlags_AlwaysHorizontalScrollbar :: AlwaysHorizontalScrollbar; + ImGuiWindowFlags_NoNavInputs :: NoNavInputs; + ImGuiWindowFlags_NoNavFocus :: NoNavFocus; + ImGuiWindowFlags_UnsavedDocument :: UnsavedDocument; + ImGuiWindowFlags_NoDocking :: NoDocking; + ImGuiWindowFlags_NoNav :: NoNav; + ImGuiWindowFlags_NoDecoration :: NoDecoration; + ImGuiWindowFlags_NoInputs :: NoInputs; + + ImGuiWindowFlags_DockNodeHost :: DockNodeHost; + ImGuiWindowFlags_ChildWindow :: ChildWindow; + ImGuiWindowFlags_Tooltip :: Tooltip; + ImGuiWindowFlags_Popup :: Popup; + ImGuiWindowFlags_Modal :: Modal; + ImGuiWindowFlags_ChildMenu :: ChildMenu; +} + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.) +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +ChildFlags :: enum_flags s32 { + None :: 0x0; + Borders :: 0x1; + AlwaysUseWindowPadding :: 0x2; + ResizeX :: 0x4; + ResizeY :: 0x8; + AutoResizeX :: 0x10; + AutoResizeY :: 0x20; + AlwaysAutoResize :: 0x40; + FrameStyle :: 0x80; + NavFlattened :: 0x100; + + ImGuiChildFlags_None :: None; + ImGuiChildFlags_Borders :: Borders; + ImGuiChildFlags_AlwaysUseWindowPadding :: AlwaysUseWindowPadding; + ImGuiChildFlags_ResizeX :: ResizeX; + ImGuiChildFlags_ResizeY :: ResizeY; + ImGuiChildFlags_AutoResizeX :: AutoResizeX; + ImGuiChildFlags_AutoResizeY :: AutoResizeY; + ImGuiChildFlags_AlwaysAutoResize :: AlwaysAutoResize; + ImGuiChildFlags_FrameStyle :: FrameStyle; + ImGuiChildFlags_NavFlattened :: NavFlattened; +} + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all submitted items) +ItemFlags :: enum_flags s32 { + None :: 0x0; + NoTabStop :: 0x1; + NoNav :: 0x2; + NoNavDefaultFocus :: 0x4; + ButtonRepeat :: 0x8; + AutoClosePopups :: 0x10; + AllowDuplicateId :: 0x20; + Disabled :: 0x40; + + ImGuiItemFlags_None :: None; + ImGuiItemFlags_NoTabStop :: NoTabStop; + ImGuiItemFlags_NoNav :: NoNav; + ImGuiItemFlags_NoNavDefaultFocus :: NoNavDefaultFocus; + ImGuiItemFlags_ButtonRepeat :: ButtonRepeat; + ImGuiItemFlags_AutoClosePopups :: AutoClosePopups; + ImGuiItemFlags_AllowDuplicateId :: AllowDuplicateId; + ImGuiItemFlags_Disabled :: Disabled; +} + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +InputTextFlags :: enum_flags s32 { + None :: 0x0; + CharsDecimal :: 0x1; + CharsHexadecimal :: 0x2; + CharsScientific :: 0x4; + CharsUppercase :: 0x8; + CharsNoBlank :: 0x10; + + AllowTabInput :: 0x20; + EnterReturnsTrue :: 0x40; + EscapeClearsAll :: 0x80; + CtrlEnterForNewLine :: 0x100; + + ReadOnly :: 0x200; + Password :: 0x400; + AlwaysOverwrite :: 0x800; + AutoSelectAll :: 0x1000; + ParseEmptyRefVal :: 0x2000; + DisplayEmptyRefVal :: 0x4000; + NoHorizontalScroll :: 0x8000; + NoUndoRedo :: 0x10000; + + ElideLeft :: 0x20000; + + CallbackCompletion :: 0x40000; + CallbackHistory :: 0x80000; + CallbackAlways :: 0x100000; + CallbackCharFilter :: 0x200000; + CallbackResize :: 0x400000; + CallbackEdit :: 0x800000; + + WordWrap :: 0x1000000; + + ImGuiInputTextFlags_None :: None; + ImGuiInputTextFlags_CharsDecimal :: CharsDecimal; + ImGuiInputTextFlags_CharsHexadecimal :: CharsHexadecimal; + ImGuiInputTextFlags_CharsScientific :: CharsScientific; + ImGuiInputTextFlags_CharsUppercase :: CharsUppercase; + ImGuiInputTextFlags_CharsNoBlank :: CharsNoBlank; + + ImGuiInputTextFlags_AllowTabInput :: AllowTabInput; + ImGuiInputTextFlags_EnterReturnsTrue :: EnterReturnsTrue; + ImGuiInputTextFlags_EscapeClearsAll :: EscapeClearsAll; + ImGuiInputTextFlags_CtrlEnterForNewLine :: CtrlEnterForNewLine; + + ImGuiInputTextFlags_ReadOnly :: ReadOnly; + ImGuiInputTextFlags_Password :: Password; + ImGuiInputTextFlags_AlwaysOverwrite :: AlwaysOverwrite; + ImGuiInputTextFlags_AutoSelectAll :: AutoSelectAll; + ImGuiInputTextFlags_ParseEmptyRefVal :: ParseEmptyRefVal; + ImGuiInputTextFlags_DisplayEmptyRefVal :: DisplayEmptyRefVal; + ImGuiInputTextFlags_NoHorizontalScroll :: NoHorizontalScroll; + ImGuiInputTextFlags_NoUndoRedo :: NoUndoRedo; + + ImGuiInputTextFlags_ElideLeft :: ElideLeft; + + ImGuiInputTextFlags_CallbackCompletion :: CallbackCompletion; + ImGuiInputTextFlags_CallbackHistory :: CallbackHistory; + ImGuiInputTextFlags_CallbackAlways :: CallbackAlways; + ImGuiInputTextFlags_CallbackCharFilter :: CallbackCharFilter; + ImGuiInputTextFlags_CallbackResize :: CallbackResize; + ImGuiInputTextFlags_CallbackEdit :: CallbackEdit; + + ImGuiInputTextFlags_WordWrap :: WordWrap; +} + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +TreeNodeFlags :: enum_flags s32 { + None :: 0x0; + Selected :: 0x1; + Framed :: 0x2; + AllowOverlap :: 0x4; + NoTreePushOnOpen :: 0x8; + NoAutoOpenOnLog :: 0x10; + DefaultOpen :: 0x20; + OpenOnDoubleClick :: 0x40; + OpenOnArrow :: 0x80; + Leaf :: 0x100; + Bullet :: 0x200; + FramePadding :: 0x400; + SpanAvailWidth :: 0x800; + SpanFullWidth :: 0x1000; + SpanLabelWidth :: 0x2000; + SpanAllColumns :: 0x4000; + LabelSpanAllColumns :: 0x8000; + + NavLeftJumpsToParent :: 0x20000; + CollapsingHeader :: 0x1a; + + DrawLinesNone :: 0x40000; + DrawLinesFull :: 0x80000; + DrawLinesToNodes :: 0x100000; + + NavLeftJumpsBackHere :: 0x20000; + SpanTextWidth :: 0x2000; + + ImGuiTreeNodeFlags_None :: None; + ImGuiTreeNodeFlags_Selected :: Selected; + ImGuiTreeNodeFlags_Framed :: Framed; + ImGuiTreeNodeFlags_AllowOverlap :: AllowOverlap; + ImGuiTreeNodeFlags_NoTreePushOnOpen :: NoTreePushOnOpen; + ImGuiTreeNodeFlags_NoAutoOpenOnLog :: NoAutoOpenOnLog; + ImGuiTreeNodeFlags_DefaultOpen :: DefaultOpen; + ImGuiTreeNodeFlags_OpenOnDoubleClick :: OpenOnDoubleClick; + ImGuiTreeNodeFlags_OpenOnArrow :: OpenOnArrow; + ImGuiTreeNodeFlags_Leaf :: Leaf; + ImGuiTreeNodeFlags_Bullet :: Bullet; + ImGuiTreeNodeFlags_FramePadding :: FramePadding; + ImGuiTreeNodeFlags_SpanAvailWidth :: SpanAvailWidth; + ImGuiTreeNodeFlags_SpanFullWidth :: SpanFullWidth; + ImGuiTreeNodeFlags_SpanLabelWidth :: SpanLabelWidth; + ImGuiTreeNodeFlags_SpanAllColumns :: SpanAllColumns; + ImGuiTreeNodeFlags_LabelSpanAllColumns :: LabelSpanAllColumns; + + ImGuiTreeNodeFlags_NavLeftJumpsToParent :: NavLeftJumpsToParent; + ImGuiTreeNodeFlags_CollapsingHeader :: CollapsingHeader; + + ImGuiTreeNodeFlags_DrawLinesNone :: DrawLinesNone; + ImGuiTreeNodeFlags_DrawLinesFull :: DrawLinesFull; + ImGuiTreeNodeFlags_DrawLinesToNodes :: DrawLinesToNodes; + + ImGuiTreeNodeFlags_NavLeftJumpsBackHere :: NavLeftJumpsBackHere; + ImGuiTreeNodeFlags_SpanTextWidth :: SpanTextWidth; +} + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +PopupFlags :: enum_flags s32 { + None :: 0x0; + MouseButtonLeft :: 0x4; + MouseButtonRight :: 0x8; + MouseButtonMiddle :: 0xc; + NoReopen :: 0x20; + + NoOpenOverExistingPopup :: 0x80; + NoOpenOverItems :: 0x100; + AnyPopupId :: 0x400; + AnyPopupLevel :: 0x800; + AnyPopup :: 0xc00; + MouseButtonShift_ :: 0x2; + MouseButtonMask_ :: 0xc; + InvalidMask_ :: 0x3; + + ImGuiPopupFlags_None :: None; + ImGuiPopupFlags_MouseButtonLeft :: MouseButtonLeft; + ImGuiPopupFlags_MouseButtonRight :: MouseButtonRight; + ImGuiPopupFlags_MouseButtonMiddle :: MouseButtonMiddle; + ImGuiPopupFlags_NoReopen :: NoReopen; + + ImGuiPopupFlags_NoOpenOverExistingPopup :: NoOpenOverExistingPopup; + ImGuiPopupFlags_NoOpenOverItems :: NoOpenOverItems; + ImGuiPopupFlags_AnyPopupId :: AnyPopupId; + ImGuiPopupFlags_AnyPopupLevel :: AnyPopupLevel; + ImGuiPopupFlags_AnyPopup :: AnyPopup; + ImGuiPopupFlags_MouseButtonShift_ :: MouseButtonShift_; + ImGuiPopupFlags_MouseButtonMask_ :: MouseButtonMask_; + ImGuiPopupFlags_InvalidMask_ :: InvalidMask_; +} + +// Flags for ImGui::Selectable() +SelectableFlags :: enum_flags s32 { + None :: 0x0; + NoAutoClosePopups :: 0x1; + SpanAllColumns :: 0x2; + AllowDoubleClick :: 0x4; + Disabled :: 0x8; + AllowOverlap :: 0x10; + Highlight :: 0x20; + SelectOnNav :: 0x40; + + DontClosePopups :: 0x1; + + ImGuiSelectableFlags_None :: None; + ImGuiSelectableFlags_NoAutoClosePopups :: NoAutoClosePopups; + ImGuiSelectableFlags_SpanAllColumns :: SpanAllColumns; + ImGuiSelectableFlags_AllowDoubleClick :: AllowDoubleClick; + ImGuiSelectableFlags_Disabled :: Disabled; + ImGuiSelectableFlags_AllowOverlap :: AllowOverlap; + ImGuiSelectableFlags_Highlight :: Highlight; + ImGuiSelectableFlags_SelectOnNav :: SelectOnNav; + + ImGuiSelectableFlags_DontClosePopups :: DontClosePopups; +} + +// Flags for ImGui::BeginCombo() +ComboFlags :: enum_flags s32 { + None :: 0x0; + PopupAlignLeft :: 0x1; + HeightSmall :: 0x2; + HeightRegular :: 0x4; + HeightLarge :: 0x8; + HeightLargest :: 0x10; + NoArrowButton :: 0x20; + NoPreview :: 0x40; + WidthFitPreview :: 0x80; + HeightMask_ :: 0x1e; + + ImGuiComboFlags_None :: None; + ImGuiComboFlags_PopupAlignLeft :: PopupAlignLeft; + ImGuiComboFlags_HeightSmall :: HeightSmall; + ImGuiComboFlags_HeightRegular :: HeightRegular; + ImGuiComboFlags_HeightLarge :: HeightLarge; + ImGuiComboFlags_HeightLargest :: HeightLargest; + ImGuiComboFlags_NoArrowButton :: NoArrowButton; + ImGuiComboFlags_NoPreview :: NoPreview; + ImGuiComboFlags_WidthFitPreview :: WidthFitPreview; + ImGuiComboFlags_HeightMask_ :: HeightMask_; +} + +// Flags for ImGui::BeginTabBar() +TabBarFlags :: enum_flags s32 { + None :: 0x0; + Reorderable :: 0x1; + AutoSelectNewTabs :: 0x2; + TabListPopupButton :: 0x4; + NoCloseWithMiddleMouseButton :: 0x8; + NoTabListScrollingButtons :: 0x10; + NoTooltip :: 0x20; + DrawSelectedOverline :: 0x40; + + FittingPolicyMixed :: 0x80; + FittingPolicyShrink :: 0x100; + FittingPolicyScroll :: 0x200; + FittingPolicyMask_ :: 0x380; + FittingPolicyDefault_ :: 0x80; + + FittingPolicyResizeDown :: 0x100; + + ImGuiTabBarFlags_None :: None; + ImGuiTabBarFlags_Reorderable :: Reorderable; + ImGuiTabBarFlags_AutoSelectNewTabs :: AutoSelectNewTabs; + ImGuiTabBarFlags_TabListPopupButton :: TabListPopupButton; + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton :: NoCloseWithMiddleMouseButton; + ImGuiTabBarFlags_NoTabListScrollingButtons :: NoTabListScrollingButtons; + ImGuiTabBarFlags_NoTooltip :: NoTooltip; + ImGuiTabBarFlags_DrawSelectedOverline :: DrawSelectedOverline; + + ImGuiTabBarFlags_FittingPolicyMixed :: FittingPolicyMixed; + ImGuiTabBarFlags_FittingPolicyShrink :: FittingPolicyShrink; + ImGuiTabBarFlags_FittingPolicyScroll :: FittingPolicyScroll; + ImGuiTabBarFlags_FittingPolicyMask_ :: FittingPolicyMask_; + ImGuiTabBarFlags_FittingPolicyDefault_ :: FittingPolicyDefault_; + + ImGuiTabBarFlags_FittingPolicyResizeDown :: FittingPolicyResizeDown; +} + +// Flags for ImGui::BeginTabItem() +TabItemFlags :: enum_flags s32 { + None :: 0x0; + UnsavedDocument :: 0x1; + SetSelected :: 0x2; + NoCloseWithMiddleMouseButton :: 0x4; + NoPushId :: 0x8; + NoTooltip :: 0x10; + NoReorder :: 0x20; + Leading :: 0x40; + Trailing :: 0x80; + NoAssumedClosure :: 0x100; + + ImGuiTabItemFlags_None :: None; + ImGuiTabItemFlags_UnsavedDocument :: UnsavedDocument; + ImGuiTabItemFlags_SetSelected :: SetSelected; + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton :: NoCloseWithMiddleMouseButton; + ImGuiTabItemFlags_NoPushId :: NoPushId; + ImGuiTabItemFlags_NoTooltip :: NoTooltip; + ImGuiTabItemFlags_NoReorder :: NoReorder; + ImGuiTabItemFlags_Leading :: Leading; + ImGuiTabItemFlags_Trailing :: Trailing; + ImGuiTabItemFlags_NoAssumedClosure :: NoAssumedClosure; +} + +// Flags for ImGui::IsWindowFocused() +FocusedFlags :: enum_flags s32 { + None :: 0x0; + ChildWindows :: 0x1; + RootWindow :: 0x2; + AnyWindow :: 0x4; + NoPopupHierarchy :: 0x8; + DockHierarchy :: 0x10; + RootAndChildWindows :: 0x3; + + ImGuiFocusedFlags_None :: None; + ImGuiFocusedFlags_ChildWindows :: ChildWindows; + ImGuiFocusedFlags_RootWindow :: RootWindow; + ImGuiFocusedFlags_AnyWindow :: AnyWindow; + ImGuiFocusedFlags_NoPopupHierarchy :: NoPopupHierarchy; + ImGuiFocusedFlags_DockHierarchy :: DockHierarchy; + ImGuiFocusedFlags_RootAndChildWindows :: RootAndChildWindows; +} + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +HoveredFlags :: enum_flags s32 { + None :: 0x0; + ChildWindows :: 0x1; + RootWindow :: 0x2; + AnyWindow :: 0x4; + NoPopupHierarchy :: 0x8; + DockHierarchy :: 0x10; + AllowWhenBlockedByPopup :: 0x20; + + AllowWhenBlockedByActiveItem :: 0x80; + AllowWhenOverlappedByItem :: 0x100; + AllowWhenOverlappedByWindow :: 0x200; + AllowWhenDisabled :: 0x400; + NoNavOverride :: 0x800; + AllowWhenOverlapped :: 0x300; + RectOnly :: 0x3a0; + RootAndChildWindows :: 0x3; + + ForTooltip :: 0x1000; + + Stationary :: 0x2000; + DelayNone :: 0x4000; + DelayShort :: 0x8000; + DelayNormal :: 0x10000; + NoSharedDelay :: 0x20000; + + ImGuiHoveredFlags_None :: None; + ImGuiHoveredFlags_ChildWindows :: ChildWindows; + ImGuiHoveredFlags_RootWindow :: RootWindow; + ImGuiHoveredFlags_AnyWindow :: AnyWindow; + ImGuiHoveredFlags_NoPopupHierarchy :: NoPopupHierarchy; + ImGuiHoveredFlags_DockHierarchy :: DockHierarchy; + ImGuiHoveredFlags_AllowWhenBlockedByPopup :: AllowWhenBlockedByPopup; + + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem :: AllowWhenBlockedByActiveItem; + ImGuiHoveredFlags_AllowWhenOverlappedByItem :: AllowWhenOverlappedByItem; + ImGuiHoveredFlags_AllowWhenOverlappedByWindow :: AllowWhenOverlappedByWindow; + ImGuiHoveredFlags_AllowWhenDisabled :: AllowWhenDisabled; + ImGuiHoveredFlags_NoNavOverride :: NoNavOverride; + ImGuiHoveredFlags_AllowWhenOverlapped :: AllowWhenOverlapped; + ImGuiHoveredFlags_RectOnly :: RectOnly; + ImGuiHoveredFlags_RootAndChildWindows :: RootAndChildWindows; + + ImGuiHoveredFlags_ForTooltip :: ForTooltip; + + ImGuiHoveredFlags_Stationary :: Stationary; + ImGuiHoveredFlags_DelayNone :: DelayNone; + ImGuiHoveredFlags_DelayShort :: DelayShort; + ImGuiHoveredFlags_DelayNormal :: DelayNormal; + ImGuiHoveredFlags_NoSharedDelay :: NoSharedDelay; +} + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +DockNodeFlags :: enum_flags s32 { + None :: 0x0; + KeepAliveOnly :: 0x1; + + NoDockingOverCentralNode :: 0x4; + PassthruCentralNode :: 0x8; + NoDockingSplit :: 0x10; + NoResize :: 0x20; + AutoHideTabBar :: 0x40; + NoUndocking :: 0x80; + + NoSplit :: 0x10; + NoDockingInCentralNode :: 0x4; + + ImGuiDockNodeFlags_None :: None; + ImGuiDockNodeFlags_KeepAliveOnly :: KeepAliveOnly; + + ImGuiDockNodeFlags_NoDockingOverCentralNode :: NoDockingOverCentralNode; + ImGuiDockNodeFlags_PassthruCentralNode :: PassthruCentralNode; + ImGuiDockNodeFlags_NoDockingSplit :: NoDockingSplit; + ImGuiDockNodeFlags_NoResize :: NoResize; + ImGuiDockNodeFlags_AutoHideTabBar :: AutoHideTabBar; + ImGuiDockNodeFlags_NoUndocking :: NoUndocking; + + ImGuiDockNodeFlags_NoSplit :: NoSplit; + ImGuiDockNodeFlags_NoDockingInCentralNode :: NoDockingInCentralNode; +} + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +DragDropFlags :: enum_flags s32 { + None :: 0x0; + + SourceNoPreviewTooltip :: 0x1; + SourceNoDisableHover :: 0x2; + SourceNoHoldToOpenOthers :: 0x4; + SourceAllowNullID :: 0x8; + SourceExtern :: 0x10; + PayloadAutoExpire :: 0x20; + PayloadNoCrossContext :: 0x40; + PayloadNoCrossProcess :: 0x80; + + AcceptBeforeDelivery :: 0x400; + AcceptNoDrawDefaultRect :: 0x800; + AcceptNoPreviewTooltip :: 0x1000; + AcceptDrawAsHovered :: 0x2000; + AcceptPeekOnly :: 0xc00; + + SourceAutoExpirePayload :: 0x20; + + ImGuiDragDropFlags_None :: None; + + ImGuiDragDropFlags_SourceNoPreviewTooltip :: SourceNoPreviewTooltip; + ImGuiDragDropFlags_SourceNoDisableHover :: SourceNoDisableHover; + ImGuiDragDropFlags_SourceNoHoldToOpenOthers :: SourceNoHoldToOpenOthers; + ImGuiDragDropFlags_SourceAllowNullID :: SourceAllowNullID; + ImGuiDragDropFlags_SourceExtern :: SourceExtern; + ImGuiDragDropFlags_PayloadAutoExpire :: PayloadAutoExpire; + ImGuiDragDropFlags_PayloadNoCrossContext :: PayloadNoCrossContext; + ImGuiDragDropFlags_PayloadNoCrossProcess :: PayloadNoCrossProcess; + + ImGuiDragDropFlags_AcceptBeforeDelivery :: AcceptBeforeDelivery; + ImGuiDragDropFlags_AcceptNoDrawDefaultRect :: AcceptNoDrawDefaultRect; + ImGuiDragDropFlags_AcceptNoPreviewTooltip :: AcceptNoPreviewTooltip; + ImGuiDragDropFlags_AcceptDrawAsHovered :: AcceptDrawAsHovered; + ImGuiDragDropFlags_AcceptPeekOnly :: AcceptPeekOnly; + + ImGuiDragDropFlags_SourceAutoExpirePayload :: SourceAutoExpirePayload; +} + +// A primary data type +DataType :: enum s32 { + S8 :: 0; + U8 :: 1; + S16 :: 2; + U16 :: 3; + S32 :: 4; + U32 :: 5; + S64 :: 6; + U64 :: 7; + Float :: 8; + Double :: 9; + Bool :: 10; + String :: 11; + COUNT :: 12; + + ImGuiDataType_S8 :: S8; + ImGuiDataType_U8 :: U8; + ImGuiDataType_S16 :: S16; + ImGuiDataType_U16 :: U16; + ImGuiDataType_S32 :: S32; + ImGuiDataType_U32 :: U32; + ImGuiDataType_S64 :: S64; + ImGuiDataType_U64 :: U64; + ImGuiDataType_Float :: Float; + ImGuiDataType_Double :: Double; + ImGuiDataType_Bool :: Bool; + ImGuiDataType_String :: String; + ImGuiDataType_COUNT :: COUNT; +} + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +InputFlags :: enum_flags s32 { + None :: 0x0; + Repeat :: 0x1; + + RouteActive :: 0x400; + RouteFocused :: 0x800; + RouteGlobal :: 0x1000; + RouteAlways :: 0x2000; + + RouteOverFocused :: 0x4000; + RouteOverActive :: 0x8000; + RouteUnlessBgFocused :: 0x10000; + RouteFromRootWindow :: 0x20000; + + Tooltip :: 0x40000; + + ImGuiInputFlags_None :: None; + ImGuiInputFlags_Repeat :: Repeat; + + ImGuiInputFlags_RouteActive :: RouteActive; + ImGuiInputFlags_RouteFocused :: RouteFocused; + ImGuiInputFlags_RouteGlobal :: RouteGlobal; + ImGuiInputFlags_RouteAlways :: RouteAlways; + + ImGuiInputFlags_RouteOverFocused :: RouteOverFocused; + ImGuiInputFlags_RouteOverActive :: RouteOverActive; + ImGuiInputFlags_RouteUnlessBgFocused :: RouteUnlessBgFocused; + ImGuiInputFlags_RouteFromRootWindow :: RouteFromRootWindow; + + ImGuiInputFlags_Tooltip :: Tooltip; +} + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +// Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly. +ConfigFlags :: enum_flags s32 { + None :: 0x0; + NavEnableKeyboard :: 0x1; + NavEnableGamepad :: 0x2; + NoMouse :: 0x10; + NoMouseCursorChange :: 0x20; + NoKeyboard :: 0x40; + + DockingEnable :: 0x80; + + ViewportsEnable :: 0x400; + + IsSRGB :: 0x100000; + IsTouchScreen :: 0x200000; + + NavEnableSetMousePos :: 0x4; + NavNoCaptureKeyboard :: 0x8; + DpiEnableScaleFonts :: 0x4000; + DpiEnableScaleViewports :: 0x8000; + + ImGuiConfigFlags_None :: None; + ImGuiConfigFlags_NavEnableKeyboard :: NavEnableKeyboard; + ImGuiConfigFlags_NavEnableGamepad :: NavEnableGamepad; + ImGuiConfigFlags_NoMouse :: NoMouse; + ImGuiConfigFlags_NoMouseCursorChange :: NoMouseCursorChange; + ImGuiConfigFlags_NoKeyboard :: NoKeyboard; + + ImGuiConfigFlags_DockingEnable :: DockingEnable; + + ImGuiConfigFlags_ViewportsEnable :: ViewportsEnable; + + ImGuiConfigFlags_IsSRGB :: IsSRGB; + ImGuiConfigFlags_IsTouchScreen :: IsTouchScreen; + + ImGuiConfigFlags_NavEnableSetMousePos :: NavEnableSetMousePos; + ImGuiConfigFlags_NavNoCaptureKeyboard :: NavNoCaptureKeyboard; + ImGuiConfigFlags_DpiEnableScaleFonts :: DpiEnableScaleFonts; + ImGuiConfigFlags_DpiEnableScaleViewports :: DpiEnableScaleViewports; +} + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +BackendFlags :: enum_flags s32 { + None :: 0x0; + HasGamepad :: 0x1; + HasMouseCursors :: 0x2; + HasSetMousePos :: 0x4; + RendererHasVtxOffset :: 0x8; + RendererHasTextures :: 0x10; + + RendererHasViewports :: 0x400; + PlatformHasViewports :: 0x800; + HasMouseHoveredViewport :: 0x1000; + HasParentViewport :: 0x2000; + + ImGuiBackendFlags_None :: None; + ImGuiBackendFlags_HasGamepad :: HasGamepad; + ImGuiBackendFlags_HasMouseCursors :: HasMouseCursors; + ImGuiBackendFlags_HasSetMousePos :: HasSetMousePos; + ImGuiBackendFlags_RendererHasVtxOffset :: RendererHasVtxOffset; + ImGuiBackendFlags_RendererHasTextures :: RendererHasTextures; + + ImGuiBackendFlags_RendererHasViewports :: RendererHasViewports; + ImGuiBackendFlags_PlatformHasViewports :: PlatformHasViewports; + ImGuiBackendFlags_HasMouseHoveredViewport :: HasMouseHoveredViewport; + ImGuiBackendFlags_HasParentViewport :: HasParentViewport; +} + +// Enumeration for PushStyleColor() / PopStyleColor() +Col :: enum s32 { + Text :: 0; + TextDisabled :: 1; + WindowBg :: 2; + ChildBg :: 3; + PopupBg :: 4; + Border :: 5; + BorderShadow :: 6; + FrameBg :: 7; + FrameBgHovered :: 8; + FrameBgActive :: 9; + TitleBg :: 10; + TitleBgActive :: 11; + TitleBgCollapsed :: 12; + MenuBarBg :: 13; + ScrollbarBg :: 14; + ScrollbarGrab :: 15; + ScrollbarGrabHovered :: 16; + ScrollbarGrabActive :: 17; + CheckMark :: 18; + CheckboxSelectedBg :: 19; + SliderGrab :: 20; + SliderGrabActive :: 21; + Button :: 22; + ButtonHovered :: 23; + ButtonActive :: 24; + Header :: 25; + HeaderHovered :: 26; + HeaderActive :: 27; + Separator :: 28; + SeparatorHovered :: 29; + SeparatorActive :: 30; + ResizeGrip :: 31; + ResizeGripHovered :: 32; + ResizeGripActive :: 33; + InputTextCursor :: 34; + TabHovered :: 35; + Tab :: 36; + TabSelected :: 37; + TabSelectedOverline :: 38; + TabDimmed :: 39; + TabDimmedSelected :: 40; + TabDimmedSelectedOverline :: 41; + DockingPreview :: 42; + DockingEmptyBg :: 43; + PlotLines :: 44; + PlotLinesHovered :: 45; + PlotHistogram :: 46; + PlotHistogramHovered :: 47; + TableHeaderBg :: 48; + TableBorderStrong :: 49; + TableBorderLight :: 50; + TableRowBg :: 51; + TableRowBgAlt :: 52; + TextLink :: 53; + TextSelectedBg :: 54; + TreeLines :: 55; + DragDropTarget :: 56; + DragDropTargetBg :: 57; + UnsavedMarker :: 58; + NavCursor :: 59; + NavWindowingHighlight :: 60; + NavWindowingDimBg :: 61; + ModalWindowDimBg :: 62; + COUNT :: 63; + + TabActive :: 37; + TabUnfocused :: 39; + TabUnfocusedActive :: 40; + NavHighlight :: 59; + + ImGuiCol_Text :: Text; + ImGuiCol_TextDisabled :: TextDisabled; + ImGuiCol_WindowBg :: WindowBg; + ImGuiCol_ChildBg :: ChildBg; + ImGuiCol_PopupBg :: PopupBg; + ImGuiCol_Border :: Border; + ImGuiCol_BorderShadow :: BorderShadow; + ImGuiCol_FrameBg :: FrameBg; + ImGuiCol_FrameBgHovered :: FrameBgHovered; + ImGuiCol_FrameBgActive :: FrameBgActive; + ImGuiCol_TitleBg :: TitleBg; + ImGuiCol_TitleBgActive :: TitleBgActive; + ImGuiCol_TitleBgCollapsed :: TitleBgCollapsed; + ImGuiCol_MenuBarBg :: MenuBarBg; + ImGuiCol_ScrollbarBg :: ScrollbarBg; + ImGuiCol_ScrollbarGrab :: ScrollbarGrab; + ImGuiCol_ScrollbarGrabHovered :: ScrollbarGrabHovered; + ImGuiCol_ScrollbarGrabActive :: ScrollbarGrabActive; + ImGuiCol_CheckMark :: CheckMark; + ImGuiCol_CheckboxSelectedBg :: CheckboxSelectedBg; + ImGuiCol_SliderGrab :: SliderGrab; + ImGuiCol_SliderGrabActive :: SliderGrabActive; + ImGuiCol_Button :: Button; + ImGuiCol_ButtonHovered :: ButtonHovered; + ImGuiCol_ButtonActive :: ButtonActive; + ImGuiCol_Header :: Header; + ImGuiCol_HeaderHovered :: HeaderHovered; + ImGuiCol_HeaderActive :: HeaderActive; + ImGuiCol_Separator :: Separator; + ImGuiCol_SeparatorHovered :: SeparatorHovered; + ImGuiCol_SeparatorActive :: SeparatorActive; + ImGuiCol_ResizeGrip :: ResizeGrip; + ImGuiCol_ResizeGripHovered :: ResizeGripHovered; + ImGuiCol_ResizeGripActive :: ResizeGripActive; + ImGuiCol_InputTextCursor :: InputTextCursor; + ImGuiCol_TabHovered :: TabHovered; + ImGuiCol_Tab :: Tab; + ImGuiCol_TabSelected :: TabSelected; + ImGuiCol_TabSelectedOverline :: TabSelectedOverline; + ImGuiCol_TabDimmed :: TabDimmed; + ImGuiCol_TabDimmedSelected :: TabDimmedSelected; + ImGuiCol_TabDimmedSelectedOverline :: TabDimmedSelectedOverline; + ImGuiCol_DockingPreview :: DockingPreview; + ImGuiCol_DockingEmptyBg :: DockingEmptyBg; + ImGuiCol_PlotLines :: PlotLines; + ImGuiCol_PlotLinesHovered :: PlotLinesHovered; + ImGuiCol_PlotHistogram :: PlotHistogram; + ImGuiCol_PlotHistogramHovered :: PlotHistogramHovered; + ImGuiCol_TableHeaderBg :: TableHeaderBg; + ImGuiCol_TableBorderStrong :: TableBorderStrong; + ImGuiCol_TableBorderLight :: TableBorderLight; + ImGuiCol_TableRowBg :: TableRowBg; + ImGuiCol_TableRowBgAlt :: TableRowBgAlt; + ImGuiCol_TextLink :: TextLink; + ImGuiCol_TextSelectedBg :: TextSelectedBg; + ImGuiCol_TreeLines :: TreeLines; + ImGuiCol_DragDropTarget :: DragDropTarget; + ImGuiCol_DragDropTargetBg :: DragDropTargetBg; + ImGuiCol_UnsavedMarker :: UnsavedMarker; + ImGuiCol_NavCursor :: NavCursor; + ImGuiCol_NavWindowingHighlight :: NavWindowingHighlight; + ImGuiCol_NavWindowingDimBg :: NavWindowingDimBg; + ImGuiCol_ModalWindowDimBg :: ModalWindowDimBg; + ImGuiCol_COUNT :: COUNT; + + ImGuiCol_TabActive :: TabActive; + ImGuiCol_TabUnfocused :: TabUnfocused; + ImGuiCol_TabUnfocusedActive :: TabUnfocusedActive; + ImGuiCol_NavHighlight :: NavHighlight; +} + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +StyleVar :: enum s32 { + Alpha :: 0; + DisabledAlpha :: 1; + WindowPadding :: 2; + WindowRounding :: 3; + WindowBorderSize :: 4; + WindowMinSize :: 5; + WindowTitleAlign :: 6; + ChildRounding :: 7; + ChildBorderSize :: 8; + PopupRounding :: 9; + PopupBorderSize :: 10; + FramePadding :: 11; + FrameRounding :: 12; + FrameBorderSize :: 13; + ItemSpacing :: 14; + ItemInnerSpacing :: 15; + IndentSpacing :: 16; + CellPadding :: 17; + ScrollbarSize :: 18; + ScrollbarRounding :: 19; + ScrollbarPadding :: 20; + GrabMinSize :: 21; + GrabRounding :: 22; + ImageRounding :: 23; + ImageBorderSize :: 24; + TabRounding :: 25; + TabBorderSize :: 26; + TabMinWidthBase :: 27; + TabMinWidthShrink :: 28; + TabBarBorderSize :: 29; + TabBarOverlineSize :: 30; + TableAngledHeadersAngle :: 31; + TableAngledHeadersTextAlign :: 32; + TreeLinesSize :: 33; + TreeLinesRounding :: 34; + DragDropTargetRounding :: 35; + ButtonTextAlign :: 36; + SelectableTextAlign :: 37; + SeparatorSize :: 38; + SeparatorTextBorderSize :: 39; + SeparatorTextAlign :: 40; + SeparatorTextPadding :: 41; + DockingSeparatorSize :: 42; + COUNT :: 43; + + ImGuiStyleVar_Alpha :: Alpha; + ImGuiStyleVar_DisabledAlpha :: DisabledAlpha; + ImGuiStyleVar_WindowPadding :: WindowPadding; + ImGuiStyleVar_WindowRounding :: WindowRounding; + ImGuiStyleVar_WindowBorderSize :: WindowBorderSize; + ImGuiStyleVar_WindowMinSize :: WindowMinSize; + ImGuiStyleVar_WindowTitleAlign :: WindowTitleAlign; + ImGuiStyleVar_ChildRounding :: ChildRounding; + ImGuiStyleVar_ChildBorderSize :: ChildBorderSize; + ImGuiStyleVar_PopupRounding :: PopupRounding; + ImGuiStyleVar_PopupBorderSize :: PopupBorderSize; + ImGuiStyleVar_FramePadding :: FramePadding; + ImGuiStyleVar_FrameRounding :: FrameRounding; + ImGuiStyleVar_FrameBorderSize :: FrameBorderSize; + ImGuiStyleVar_ItemSpacing :: ItemSpacing; + ImGuiStyleVar_ItemInnerSpacing :: ItemInnerSpacing; + ImGuiStyleVar_IndentSpacing :: IndentSpacing; + ImGuiStyleVar_CellPadding :: CellPadding; + ImGuiStyleVar_ScrollbarSize :: ScrollbarSize; + ImGuiStyleVar_ScrollbarRounding :: ScrollbarRounding; + ImGuiStyleVar_ScrollbarPadding :: ScrollbarPadding; + ImGuiStyleVar_GrabMinSize :: GrabMinSize; + ImGuiStyleVar_GrabRounding :: GrabRounding; + ImGuiStyleVar_ImageRounding :: ImageRounding; + ImGuiStyleVar_ImageBorderSize :: ImageBorderSize; + ImGuiStyleVar_TabRounding :: TabRounding; + ImGuiStyleVar_TabBorderSize :: TabBorderSize; + ImGuiStyleVar_TabMinWidthBase :: TabMinWidthBase; + ImGuiStyleVar_TabMinWidthShrink :: TabMinWidthShrink; + ImGuiStyleVar_TabBarBorderSize :: TabBarBorderSize; + ImGuiStyleVar_TabBarOverlineSize :: TabBarOverlineSize; + ImGuiStyleVar_TableAngledHeadersAngle :: TableAngledHeadersAngle; + ImGuiStyleVar_TableAngledHeadersTextAlign :: TableAngledHeadersTextAlign; + ImGuiStyleVar_TreeLinesSize :: TreeLinesSize; + ImGuiStyleVar_TreeLinesRounding :: TreeLinesRounding; + ImGuiStyleVar_DragDropTargetRounding :: DragDropTargetRounding; + ImGuiStyleVar_ButtonTextAlign :: ButtonTextAlign; + ImGuiStyleVar_SelectableTextAlign :: SelectableTextAlign; + ImGuiStyleVar_SeparatorSize :: SeparatorSize; + ImGuiStyleVar_SeparatorTextBorderSize :: SeparatorTextBorderSize; + ImGuiStyleVar_SeparatorTextAlign :: SeparatorTextAlign; + ImGuiStyleVar_SeparatorTextPadding :: SeparatorTextPadding; + ImGuiStyleVar_DockingSeparatorSize :: DockingSeparatorSize; + ImGuiStyleVar_COUNT :: COUNT; +} + +// Flags for InvisibleButton() [extended in imgui_internal.h] +ButtonFlags :: enum_flags s32 { + None :: 0x0; + MouseButtonLeft :: 0x1; + MouseButtonRight :: 0x2; + MouseButtonMiddle :: 0x4; + MouseButtonMask_ :: 0x7; + EnableNav :: 0x8; + AllowOverlap :: 0x1000; + + ImGuiButtonFlags_None :: None; + ImGuiButtonFlags_MouseButtonLeft :: MouseButtonLeft; + ImGuiButtonFlags_MouseButtonRight :: MouseButtonRight; + ImGuiButtonFlags_MouseButtonMiddle :: MouseButtonMiddle; + ImGuiButtonFlags_MouseButtonMask_ :: MouseButtonMask_; + ImGuiButtonFlags_EnableNav :: EnableNav; + ImGuiButtonFlags_AllowOverlap :: AllowOverlap; +} + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +ColorEditFlags :: enum_flags s32 { + None :: 0x0; + NoAlpha :: 0x2; + NoPicker :: 0x4; + NoOptions :: 0x8; + NoSmallPreview :: 0x10; + NoInputs :: 0x20; + NoTooltip :: 0x40; + NoLabel :: 0x80; + NoSidePreview :: 0x100; + NoDragDrop :: 0x200; + NoBorder :: 0x400; + NoColorMarkers :: 0x800; + + AlphaOpaque :: 0x1000; + AlphaNoBg :: 0x2000; + AlphaPreviewHalf :: 0x4000; + + AlphaBar :: 0x40000; + HDR :: 0x80000; + DisplayRGB :: 0x100000; + DisplayHSV :: 0x200000; + DisplayHex :: 0x400000; + Uint8 :: 0x800000; + Float :: 0x1000000; + PickerHueBar :: 0x2000000; + PickerHueWheel :: 0x4000000; + InputRGB :: 0x8000000; + InputHSV :: 0x10000000; + + DefaultOptions_ :: 0xa900000; + + AlphaMask_ :: 0x7002; + DisplayMask_ :: 0x700000; + DataTypeMask_ :: 0x1800000; + PickerMask_ :: 0x6000000; + InputMask_ :: 0x18000000; + + AlphaPreview :: 0x0; + + ImGuiColorEditFlags_None :: None; + ImGuiColorEditFlags_NoAlpha :: NoAlpha; + ImGuiColorEditFlags_NoPicker :: NoPicker; + ImGuiColorEditFlags_NoOptions :: NoOptions; + ImGuiColorEditFlags_NoSmallPreview :: NoSmallPreview; + ImGuiColorEditFlags_NoInputs :: NoInputs; + ImGuiColorEditFlags_NoTooltip :: NoTooltip; + ImGuiColorEditFlags_NoLabel :: NoLabel; + ImGuiColorEditFlags_NoSidePreview :: NoSidePreview; + ImGuiColorEditFlags_NoDragDrop :: NoDragDrop; + ImGuiColorEditFlags_NoBorder :: NoBorder; + ImGuiColorEditFlags_NoColorMarkers :: NoColorMarkers; + + ImGuiColorEditFlags_AlphaOpaque :: AlphaOpaque; + ImGuiColorEditFlags_AlphaNoBg :: AlphaNoBg; + ImGuiColorEditFlags_AlphaPreviewHalf :: AlphaPreviewHalf; + + ImGuiColorEditFlags_AlphaBar :: AlphaBar; + ImGuiColorEditFlags_HDR :: HDR; + ImGuiColorEditFlags_DisplayRGB :: DisplayRGB; + ImGuiColorEditFlags_DisplayHSV :: DisplayHSV; + ImGuiColorEditFlags_DisplayHex :: DisplayHex; + ImGuiColorEditFlags_Uint8 :: Uint8; + ImGuiColorEditFlags_Float :: Float; + ImGuiColorEditFlags_PickerHueBar :: PickerHueBar; + ImGuiColorEditFlags_PickerHueWheel :: PickerHueWheel; + ImGuiColorEditFlags_InputRGB :: InputRGB; + ImGuiColorEditFlags_InputHSV :: InputHSV; + + ImGuiColorEditFlags_DefaultOptions_ :: DefaultOptions_; + + ImGuiColorEditFlags_AlphaMask_ :: AlphaMask_; + ImGuiColorEditFlags_DisplayMask_ :: DisplayMask_; + ImGuiColorEditFlags_DataTypeMask_ :: DataTypeMask_; + ImGuiColorEditFlags_PickerMask_ :: PickerMask_; + ImGuiColorEditFlags_InputMask_ :: InputMask_; + + ImGuiColorEditFlags_AlphaPreview :: AlphaPreview; +} + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +SliderFlags :: enum_flags s32 { + None :: 0x0; + Logarithmic :: 0x20; + NoRoundToFormat :: 0x40; + NoInput :: 0x80; + WrapAround :: 0x100; + ClampOnInput :: 0x200; + ClampZeroRange :: 0x400; + NoSpeedTweaks :: 0x800; + ColorMarkers :: 0x1000; + AlwaysClamp :: 0x600; + InvalidMask_ :: 0x7000000f; + + ImGuiSliderFlags_None :: None; + ImGuiSliderFlags_Logarithmic :: Logarithmic; + ImGuiSliderFlags_NoRoundToFormat :: NoRoundToFormat; + ImGuiSliderFlags_NoInput :: NoInput; + ImGuiSliderFlags_WrapAround :: WrapAround; + ImGuiSliderFlags_ClampOnInput :: ClampOnInput; + ImGuiSliderFlags_ClampZeroRange :: ClampZeroRange; + ImGuiSliderFlags_NoSpeedTweaks :: NoSpeedTweaks; + ImGuiSliderFlags_ColorMarkers :: ColorMarkers; + ImGuiSliderFlags_AlwaysClamp :: AlwaysClamp; + ImGuiSliderFlags_InvalidMask_ :: InvalidMask_; +} + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +MouseButton :: enum s32 { + Left :: 0; + Right :: 1; + Middle :: 2; + COUNT :: 5; + + ImGuiMouseButton_Left :: Left; + ImGuiMouseButton_Right :: Right; + ImGuiMouseButton_Middle :: Middle; + ImGuiMouseButton_COUNT :: COUNT; +} + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +MouseCursor :: enum s32 { + None :: -1; + Arrow :: 0; + TextInput :: 1; + ResizeAll :: 2; + ResizeNS :: 3; + ResizeEW :: 4; + ResizeNESW :: 5; + ResizeNWSE :: 6; + Hand :: 7; + Wait :: 8; + Progress :: 9; + NotAllowed :: 10; + COUNT :: 11; + + ImGuiMouseCursor_None :: None; + ImGuiMouseCursor_Arrow :: Arrow; + ImGuiMouseCursor_TextInput :: TextInput; + ImGuiMouseCursor_ResizeAll :: ResizeAll; + ImGuiMouseCursor_ResizeNS :: ResizeNS; + ImGuiMouseCursor_ResizeEW :: ResizeEW; + ImGuiMouseCursor_ResizeNESW :: ResizeNESW; + ImGuiMouseCursor_ResizeNWSE :: ResizeNWSE; + ImGuiMouseCursor_Hand :: Hand; + ImGuiMouseCursor_Wait :: Wait; + ImGuiMouseCursor_Progress :: Progress; + ImGuiMouseCursor_NotAllowed :: NotAllowed; + ImGuiMouseCursor_COUNT :: COUNT; +} + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +Cond :: enum s32 { + None :: 0; + Always :: 1; + Once :: 2; + FirstUseEver :: 4; + Appearing :: 8; + + ImGuiCond_None :: None; + ImGuiCond_Always :: Always; + ImGuiCond_Once :: Once; + ImGuiCond_FirstUseEver :: FirstUseEver; + ImGuiCond_Appearing :: Appearing; +} + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +TableFlags :: enum_flags s32 { + None :: 0x0; + Resizable :: 0x1; + Reorderable :: 0x2; + Hideable :: 0x4; + Sortable :: 0x8; + NoSavedSettings :: 0x10; + ContextMenuInBody :: 0x20; + + RowBg :: 0x40; + BordersInnerH :: 0x80; + BordersOuterH :: 0x100; + BordersInnerV :: 0x200; + BordersOuterV :: 0x400; + BordersH :: 0x180; + BordersV :: 0x600; + BordersInner :: 0x280; + BordersOuter :: 0x500; + Borders :: 0x780; + NoBordersInBody :: 0x800; + NoBordersInBodyUntilResize :: 0x1000; + + SizingFixedFit :: 0x2000; + SizingFixedSame :: 0x4000; + SizingStretchProp :: 0x6000; + SizingStretchSame :: 0x8000; + + NoHostExtendX :: 0x10000; + NoHostExtendY :: 0x20000; + NoKeepColumnsVisible :: 0x40000; + PreciseWidths :: 0x80000; + + NoClip :: 0x100000; + + PadOuterX :: 0x200000; + NoPadOuterX :: 0x400000; + NoPadInnerX :: 0x800000; + + ScrollX :: 0x1000000; + ScrollY :: 0x2000000; + + SortMulti :: 0x4000000; + SortTristate :: 0x8000000; + + HighlightHoveredColumn :: 0x10000000; + + SizingMask_ :: 0xe000; + + ImGuiTableFlags_None :: None; + ImGuiTableFlags_Resizable :: Resizable; + ImGuiTableFlags_Reorderable :: Reorderable; + ImGuiTableFlags_Hideable :: Hideable; + ImGuiTableFlags_Sortable :: Sortable; + ImGuiTableFlags_NoSavedSettings :: NoSavedSettings; + ImGuiTableFlags_ContextMenuInBody :: ContextMenuInBody; + + ImGuiTableFlags_RowBg :: RowBg; + ImGuiTableFlags_BordersInnerH :: BordersInnerH; + ImGuiTableFlags_BordersOuterH :: BordersOuterH; + ImGuiTableFlags_BordersInnerV :: BordersInnerV; + ImGuiTableFlags_BordersOuterV :: BordersOuterV; + ImGuiTableFlags_BordersH :: BordersH; + ImGuiTableFlags_BordersV :: BordersV; + ImGuiTableFlags_BordersInner :: BordersInner; + ImGuiTableFlags_BordersOuter :: BordersOuter; + ImGuiTableFlags_Borders :: Borders; + ImGuiTableFlags_NoBordersInBody :: NoBordersInBody; + ImGuiTableFlags_NoBordersInBodyUntilResize :: NoBordersInBodyUntilResize; + + ImGuiTableFlags_SizingFixedFit :: SizingFixedFit; + ImGuiTableFlags_SizingFixedSame :: SizingFixedSame; + ImGuiTableFlags_SizingStretchProp :: SizingStretchProp; + ImGuiTableFlags_SizingStretchSame :: SizingStretchSame; + + ImGuiTableFlags_NoHostExtendX :: NoHostExtendX; + ImGuiTableFlags_NoHostExtendY :: NoHostExtendY; + ImGuiTableFlags_NoKeepColumnsVisible :: NoKeepColumnsVisible; + ImGuiTableFlags_PreciseWidths :: PreciseWidths; + + ImGuiTableFlags_NoClip :: NoClip; + + ImGuiTableFlags_PadOuterX :: PadOuterX; + ImGuiTableFlags_NoPadOuterX :: NoPadOuterX; + ImGuiTableFlags_NoPadInnerX :: NoPadInnerX; + + ImGuiTableFlags_ScrollX :: ScrollX; + ImGuiTableFlags_ScrollY :: ScrollY; + + ImGuiTableFlags_SortMulti :: SortMulti; + ImGuiTableFlags_SortTristate :: SortTristate; + + ImGuiTableFlags_HighlightHoveredColumn :: HighlightHoveredColumn; + + ImGuiTableFlags_SizingMask_ :: SizingMask_; +} + +// Flags for ImGui::TableSetupColumn() +TableColumnFlags :: enum_flags s32 { + None :: 0x0; + Disabled :: 0x1; + DefaultHide :: 0x2; + DefaultSort :: 0x4; + WidthStretch :: 0x8; + WidthFixed :: 0x10; + NoResize :: 0x20; + NoReorder :: 0x40; + NoHide :: 0x80; + NoClip :: 0x100; + NoSort :: 0x200; + NoSortAscending :: 0x400; + NoSortDescending :: 0x800; + NoHeaderLabel :: 0x1000; + NoHeaderWidth :: 0x2000; + PreferSortAscending :: 0x4000; + PreferSortDescending :: 0x8000; + IndentEnable :: 0x10000; + IndentDisable :: 0x20000; + AngledHeader :: 0x40000; + + IsEnabled :: 0x1000000; + IsVisible :: 0x2000000; + IsSorted :: 0x4000000; + IsHovered :: 0x8000000; + + WidthMask_ :: 0x18; + IndentMask_ :: 0x30000; + StatusMask_ :: 0xf000000; + NoDirectResize_ :: 0x40000000; + + ImGuiTableColumnFlags_None :: None; + ImGuiTableColumnFlags_Disabled :: Disabled; + ImGuiTableColumnFlags_DefaultHide :: DefaultHide; + ImGuiTableColumnFlags_DefaultSort :: DefaultSort; + ImGuiTableColumnFlags_WidthStretch :: WidthStretch; + ImGuiTableColumnFlags_WidthFixed :: WidthFixed; + ImGuiTableColumnFlags_NoResize :: NoResize; + ImGuiTableColumnFlags_NoReorder :: NoReorder; + ImGuiTableColumnFlags_NoHide :: NoHide; + ImGuiTableColumnFlags_NoClip :: NoClip; + ImGuiTableColumnFlags_NoSort :: NoSort; + ImGuiTableColumnFlags_NoSortAscending :: NoSortAscending; + ImGuiTableColumnFlags_NoSortDescending :: NoSortDescending; + ImGuiTableColumnFlags_NoHeaderLabel :: NoHeaderLabel; + ImGuiTableColumnFlags_NoHeaderWidth :: NoHeaderWidth; + ImGuiTableColumnFlags_PreferSortAscending :: PreferSortAscending; + ImGuiTableColumnFlags_PreferSortDescending :: PreferSortDescending; + ImGuiTableColumnFlags_IndentEnable :: IndentEnable; + ImGuiTableColumnFlags_IndentDisable :: IndentDisable; + ImGuiTableColumnFlags_AngledHeader :: AngledHeader; + + ImGuiTableColumnFlags_IsEnabled :: IsEnabled; + ImGuiTableColumnFlags_IsVisible :: IsVisible; + ImGuiTableColumnFlags_IsSorted :: IsSorted; + ImGuiTableColumnFlags_IsHovered :: IsHovered; + + ImGuiTableColumnFlags_WidthMask_ :: WidthMask_; + ImGuiTableColumnFlags_IndentMask_ :: IndentMask_; + ImGuiTableColumnFlags_StatusMask_ :: StatusMask_; + ImGuiTableColumnFlags_NoDirectResize_ :: NoDirectResize_; +} + +// Flags for ImGui::TableNextRow() +TableRowFlags :: enum_flags s32 { + None :: 0x0; + Headers :: 0x1; + + ImGuiTableRowFlags_None :: None; + ImGuiTableRowFlags_Headers :: Headers; +} + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +TableBgTarget :: enum s32 { + None :: 0; + RowBg0 :: 1; + RowBg1 :: 2; + CellBg :: 3; + + ImGuiTableBgTarget_None :: None; + ImGuiTableBgTarget_RowBg0 :: RowBg0; + ImGuiTableBgTarget_RowBg1 :: RowBg1; + ImGuiTableBgTarget_CellBg :: CellBg; +} + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +TableSortSpecs :: struct { + Specs: *TableColumnSortSpecs; // Pointer to sort spec array. + SpecsCount: s32; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + SpecsDirty: bool; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. +} + +// Sorting specification for one column of a table (sizeof == 12 bytes) +TableColumnSortSpecs :: struct { + ColumnUserID: ID; // User id of the column (if specified by a TableSetupColumn() call) + ColumnIndex: ImS16; // Index of the column + SortOrder: ImS16; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + SortDirection_: SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending +} + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- +ImNewWrapper :: struct { + __empty_struct_padding: u8; // C++ makes empty structs have length 1 +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- +Style :: struct { + FontSizeBase: float; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value. + FontScaleMain: float; // Main global scale factor. May be set by application once, or exposed to end-user. + FontScaleDpi: float; // Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + + Alpha: float; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha: float; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding: ImVec2; // Padding within a window. + WindowRounding: float; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize: float; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + WindowBorderHoverPadding: float; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + WindowMinSize: ImVec2; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + WindowTitleAlign: ImVec2; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + WindowMenuButtonPosition: Dir; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + ChildRounding: float; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + ChildBorderSize: float; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + PopupRounding: float; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + PopupBorderSize: float; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + FramePadding: ImVec2; // Padding within a framed rectangle (used by most widgets). + FrameRounding: float; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + FrameBorderSize: float; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ItemSpacing: ImVec2; // Horizontal and vertical spacing between widgets/lines. + ItemInnerSpacing: ImVec2; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + CellPadding: ImVec2; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding: ImVec2; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing: float; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing: float; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize: float; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + ScrollbarRounding: float; // Radius of grab corners for scrollbar. + ScrollbarPadding: float; // Padding of scrollbar grab within its frame (same for both axes). + GrabMinSize: float; // Minimum width/height of a grab box for slider/scrollbar. + GrabRounding: float; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone: float; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + ImageRounding: float; // Rounding of Image() calls. + ImageBorderSize: float; // Thickness of border around Image() calls. + TabRounding: float; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize: float; // Thickness of border around tabs. + TabMinWidthBase: float; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. + TabMinWidthShrink: float; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. + TabCloseButtonMinWidthSelected: float; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll. + TabCloseButtonMinWidthUnselected: float; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + TabBarBorderSize: float; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize: float; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle: float; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + TableAngledHeadersTextAlign: ImVec2; // Alignment of angled headers within the cell + TreeLinesFlags: TreeNodeFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes. + TreeLinesSize: float; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + TreeLinesRounding: float; // Radius of lines connecting child nodes to the vertical line. + DragDropTargetRounding: float; // Radius of the drag and drop target frame. When <0.0f: use FrameRounding. + DragDropTargetBorderSize: float; // Thickness of the drag and drop target border. + DragDropTargetPadding: float; // Size to expand the drag and drop target from actual target item size. + ColorMarkerSize: float; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers. + ColorButtonPosition: Dir; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign: ImVec2; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + SelectableTextAlign: ImVec2; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorSize: float; // Thickness of border in Separator(). Must be >= 1.0f. + SeparatorTextBorderSize: float; // Thickness of border in SeparatorText() + SeparatorTextAlign: ImVec2; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding: ImVec2; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding: ImVec2; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + DisplaySafeAreaPadding: ImVec2; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + DockingNodeHasCloseButton: bool; // Docking node has their own CloseButton() to close all docked windows. + DockingSeparatorSize: float; // Thickness of resizing border between docked windows + MouseCursorScale: float; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + AntiAliasedLines: bool; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + AntiAliasedLinesUseTex: bool; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + AntiAliasedFill: bool; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + CurveTessellationTol: float; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError: float; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Colors + Colors: [63] ImVec4; + + HoverStationaryDelay: float; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort: float; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal: float; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse: HoveredFlags; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav: HoveredFlags; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + _MainScale: float; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). PLEASE DO NOT USE THIS FOR NOW. + _NextFrameFontSizeBase: float; // FIXME: Temporary hack until we finish remaining work. + + // Functions + Constructor :: (this: *Style) -> void #cpp_method #foreign imgui_static "??0ImGuiStyle@@QEAA@XZ"; + ScaleAllSizes :: (this: *Style, scale_factor: float) -> void #cpp_method #foreign imgui_static "?ScaleAllSizes@ImGuiStyle@@QEAAXM@Z"; +} + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +KeyData :: struct { + Down: bool; // True for if key is down + DownDuration: float; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + DownDurationPrev: float; // Last frame duration the key has been down + AnalogValue: float; // 0.0f..1.0f for gamepad values +} + +IO :: struct { + ConfigFlags_: ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + BackendFlags_: BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + DisplaySize: ImVec2; // // Main display size, in pixels (== GetMainViewport()->Size). May change every frame. + DisplayFramebufferScale: ImVec2; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale. + DeltaTime: float; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + IniSavingRate: float; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + IniFilename: *u8; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + LogFilename: *u8; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + UserData: *void; // = NULL // Store your own data. + + Fonts: *ImFontAtlas; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + FontDefault: *ImFont; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + FontAllowUserScaling: bool; // = false // Allow user scaling text of individual window with Ctrl+Wheel. + + ConfigNavSwapGamepadButtons: bool; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + ConfigNavMoveSetMousePos: bool; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + ConfigNavCaptureKeyboard: bool; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + ConfigNavEscapeClearFocusItem: bool; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + ConfigNavEscapeClearFocusWindow: bool; // = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + ConfigNavCursorVisibleAuto: bool; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + ConfigNavCursorVisibleAlways: bool; // = false // Navigation cursor is always visible. + + ConfigDockingNoSplit: bool; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + ConfigDockingNoDockingOver: bool; // = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows. + ConfigDockingWithShift: bool; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + ConfigDockingAlwaysTabBar: bool; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + ConfigDockingTransparentPayload: bool; // = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + ConfigViewportsNoAutoMerge: bool; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + ConfigViewportsNoTaskBarIcon: bool; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + ConfigViewportsNoDecoration: bool; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + ConfigViewportsNoDefaultParent: bool; // = true // Disable setting OS window parent to main viewport by default. The platform backend is expected to honor `viewport->ParentViewportID` to setup a parent/child relationship between the OS windows (supported if ImGuiBackendFlags_HasParentViewport is set). When parented: child windows always appear in front of their parent. Set to false if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. Parent/child relationship may be set on a per-window basis using ImGuiWindowClass. + ConfigViewportsPlatformFocusSetsImGuiFocus: bool; //= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change). + + ConfigDpiScaleFonts: bool; // = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. + ConfigDpiScaleViewports: bool; // = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes. + + MouseDrawCursor: bool; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + ConfigMacOSXBehaviors: bool; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + ConfigInputTrickleEventQueue: bool; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + ConfigInputTextCursorBlink: bool; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + ConfigInputTextEnterKeepActive: bool; // = false // [BETA] Pressing Enter will reactivate item and select all text (single-line only). + ConfigDragClickToInputText: bool; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + ConfigWindowsResizeFromEdges: bool; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + ConfigWindowsMoveFromTitleBarOnly: bool; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + ConfigWindowsCopyContentsWithCtrlC: bool; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + ConfigScrollbarScrollByPage: bool; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + ConfigMemoryCompactTimer: float; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + MouseDoubleClickTime: float; // = 0.30f // Time for a double-click, in seconds. + MouseDoubleClickMaxDist: float; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + MouseDragThreshold: float; // = 6.0f // Distance threshold before considering we are dragging. + KeyRepeatDelay: float; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + KeyRepeatRate: float; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + ConfigErrorRecovery: bool; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + ConfigErrorRecoveryEnableAssert: bool; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + ConfigErrorRecoveryEnableDebugLog: bool; // = true // Enable debug log output on recoverable errors. + ConfigErrorRecoveryEnableTooltip: bool; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + ConfigDebugIsDebuggerPresent: bool; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + ConfigDebugHighlightIdConflicts: bool; // = true // Highlight and show an error message popup when multiple items have conflicting identifiers. + ConfigDebugHighlightIdConflictsShowItemPicker: bool; //=true // Show "Item Picker" button in aforementioned popup. + + ConfigDebugBeginReturnValueOnce: bool; // = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + ConfigDebugBeginReturnValueLoop: bool; // = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + ConfigDebugIgnoreFocusLoss: bool; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + ConfigDebugIniSettings: bool; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + BackendPlatformName: *u8; // = NULL + BackendRendererName: *u8; // = NULL + BackendPlatformUserData: *void; // = NULL // User data for platform backend + BackendRendererUserData: *void; // = NULL // User data for renderer backend + BackendLanguageUserData: *void; // = NULL // User data for non C++ programming language backend + + // Input Functions + AddKeyEvent :: (this: *IO, key: Key, down: bool) -> void #cpp_method #foreign imgui_static "?AddKeyEvent@ImGuiIO@@QEAAXW4ImGuiKey@@_N@Z"; + AddKeyAnalogEvent :: (this: *IO, key: Key, down: bool, v: float) -> void #cpp_method #foreign imgui_static "?AddKeyAnalogEvent@ImGuiIO@@QEAAXW4ImGuiKey@@_NM@Z"; + AddMousePosEvent :: (this: *IO, x: float, y: float) -> void #cpp_method #foreign imgui_static "?AddMousePosEvent@ImGuiIO@@QEAAXMM@Z"; + AddMouseButtonEvent :: (this: *IO, button: s32, down: bool) -> void #cpp_method #foreign imgui_static "?AddMouseButtonEvent@ImGuiIO@@QEAAXH_N@Z"; + AddMouseWheelEvent :: (this: *IO, wheel_x: float, wheel_y: float) -> void #cpp_method #foreign imgui_static "?AddMouseWheelEvent@ImGuiIO@@QEAAXMM@Z"; + AddMouseSourceEvent :: (this: *IO, source: MouseSource) -> void #cpp_method #foreign imgui_static "?AddMouseSourceEvent@ImGuiIO@@QEAAXW4ImGuiMouseSource@@@Z"; + AddMouseViewportEvent :: (this: *IO, id: ID) -> void #cpp_method #foreign imgui_static "?AddMouseViewportEvent@ImGuiIO@@QEAAXI@Z"; + AddFocusEvent :: (this: *IO, focused: bool) -> void #cpp_method #foreign imgui_static "?AddFocusEvent@ImGuiIO@@QEAAX_N@Z"; + AddInputCharacter :: (this: *IO, c: u32) -> void #cpp_method #foreign imgui_static "?AddInputCharacter@ImGuiIO@@QEAAXI@Z"; + AddInputCharacterUTF16 :: (this: *IO, c: ImWchar16) -> void #cpp_method #foreign imgui_static "?AddInputCharacterUTF16@ImGuiIO@@QEAAXG@Z"; + AddInputCharactersUTF8 :: (this: *IO, str: *u8) -> void #cpp_method #foreign imgui_static "?AddInputCharactersUTF8@ImGuiIO@@QEAAXPEBD@Z"; + + SetKeyEventNativeData :: (this: *IO, key: Key, native_keycode: s32, native_scancode: s32, native_legacy_index: s32 = -1) -> void #cpp_method #foreign imgui_static "?SetKeyEventNativeData@ImGuiIO@@QEAAXW4ImGuiKey@@HHH@Z"; + SetAppAcceptingEvents :: (this: *IO, accepting_events: bool) -> void #cpp_method #foreign imgui_static "?SetAppAcceptingEvents@ImGuiIO@@QEAAX_N@Z"; + ClearEventsQueue :: (this: *IO) -> void #cpp_method #foreign imgui_static "?ClearEventsQueue@ImGuiIO@@QEAAXXZ"; + ClearInputKeys :: (this: *IO) -> void #cpp_method #foreign imgui_static "?ClearInputKeys@ImGuiIO@@QEAAXXZ"; + ClearInputMouse :: (this: *IO) -> void #cpp_method #foreign imgui_static "?ClearInputMouse@ImGuiIO@@QEAAXXZ"; + + WantCaptureMouse: bool; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + WantCaptureKeyboard: bool; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + WantTextInput: bool; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + WantSetMousePos: bool; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + WantSaveIniSettings: bool; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + NavActive: bool; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + NavVisible: bool; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + Framerate: float; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + MetricsRenderVertices: s32; // Vertices output during last call to Render() + MetricsRenderIndices: s32; // Indices output during last call to Render() = number of triangles * 3 + MetricsRenderWindows: s32; // Number of visible windows + MetricsActiveWindows: s32; // Number of active windows + MouseDelta: ImVec2; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + Ctx: *ImGuiContext; // Parent UI context (needs to be set explicitly by parent). + + MousePos: ImVec2; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + MouseDown: [5] bool; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + MouseWheel: float; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll. + MouseWheelH: float; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + MouseSource_: MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + MouseHoveredViewport: ID; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + KeyCtrl: bool; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS) + KeyShift: bool; // Keyboard modifier down: Shift + KeyAlt: bool; // Keyboard modifier down: Alt + KeySuper: bool; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS) + + KeyMods: KeyChord; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame() + KeysData: [155] KeyData; // Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this. + WantCaptureMouseUnlessPopupClose: bool; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + MousePosPrev: ImVec2; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + MouseClickedPos: [5] ImVec2; // Position at time of clicking + MouseClickedTime: [5] float64; // Time of last click (used to figure out double-click) + MouseClicked: [5] bool; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + MouseDoubleClicked: [5] bool; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + MouseClickedCount: [5] ImU16; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + MouseClickedLastCount: [5] ImU16; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + MouseReleased: [5] bool; // Mouse button went from Down to !Down + MouseReleasedTime: [5] float64; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). + MouseDownOwned: [5] bool; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + MouseDownOwnedUnlessPopupClose: [5] bool; // Track if button was clicked inside a dear imgui window. + MouseWheelRequestAxisSwap: bool; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + MouseCtrlLeftAsRightClick: bool; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click + MouseDownDuration: [5] float; // Duration the mouse button has been down (0.0f == just clicked) + MouseDownDurationPrev: [5] float; // Previous time the mouse button has been down + MouseDragMaxDistanceAbs: [5] ImVec2; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + MouseDragMaxDistanceSqr: [5] float; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + PenPressure: float; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + AppFocusLost: bool; // Only modify via AddFocusEvent() + AppAcceptingEvents: bool; // Only modify via SetAppAcceptingEvents() + InputQueueSurrogate: ImWchar16; // For AddInputCharacterUTF16() + InputQueueCharacters: ImVector(ImWchar); // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + FontGlobalScale: float; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025) + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). + GetClipboardTextFn: #type (user_data: *void) -> *u8 #c_call; + SetClipboardTextFn: #type (user_data: *void, text: *u8) -> void #c_call; + ClipboardUserData: *void; + + Constructor :: (this: *IO) -> void #cpp_method #foreign imgui_static "??0ImGuiIO@@QEAA@XZ"; +} + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +InputTextCallbackData :: struct { + Ctx: *ImGuiContext; // Parent UI context + EventFlag: InputTextFlags; // One ImGuiInputTextFlags_Callback* // Read-only + Flags: InputTextFlags; // What user passed to InputText() // Read-only + UserData: *void; // What user passed to InputText() // Read-only + ID_: ID; // Widget ID // Read-only + + EventKey: Key; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + EventChar: ImWchar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + EventActivated: bool; // Input field just got activated // Read-only // [Always] + BufDirty: bool; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + Buf: *u8; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + BufTextLen: s32; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + BufSize: s32; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + CursorPos: s32; // // Read-write // [Completion,History,Always,CharFilter] + SelectionStart: s32; // // Read-write // [Completion,History,Always,CharFilter] == to SelectionEnd when no selection + SelectionEnd: s32; // // Read-write // [Completion,History,Always,CharFilter] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + Constructor :: (this: *InputTextCallbackData) -> void #cpp_method #foreign imgui_static "??0ImGuiInputTextCallbackData@@QEAA@XZ"; + DeleteChars :: (this: *InputTextCallbackData, pos: s32, bytes_count: s32) -> void #cpp_method #foreign imgui_static "?DeleteChars@ImGuiInputTextCallbackData@@QEAAXHH@Z"; + InsertChars :: (this: *InputTextCallbackData, pos: s32, text: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui_static "?InsertChars@ImGuiInputTextCallbackData@@QEAAXHPEBD0@Z"; + InsertChars :: (this: *InputTextCallbackData, pos: s32, text: string) #no_context { + InsertChars(this, pos, text.data, text.data + text.count); + } +} + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +SizeCallbackData :: struct { + UserData: *void; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + Pos: ImVec2; // Read-only. Window position, for reference. + CurrentSize: ImVec2; // Read-only. Current window size. + DesiredSize: ImVec2; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +} + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport (otherwise: default is configured via io.ConfigViewportsNoDefaultParent) +// - To the docking system for various options and filtering. +WindowClass :: struct { + ClassId: ID; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ParentViewportId: ID; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + FocusRouteParentWindowId: ID; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ViewportFlagsOverrideSet: ViewportFlags; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ViewportFlagsOverrideClear: ViewportFlags; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + TabItemFlagsOverrideSet: TabItemFlags; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + DockNodeFlagsOverrideSet: DockNodeFlags; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + DockingAlwaysTabBar: bool; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + DockingAllowUnclassed: bool; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + PlatformIconData: *void; // [EXPERIMENTAL] Pass opaque data for Platform backend to handle. +} + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +Payload :: struct { + Data: *void; // Data (copied and owned by dear imgui) + DataSize: s32; // Data size + + SourceId: ID; // Source item id + SourceParentId: ID; // Source parent id (if available) + DataFrameCount: s32; // Data timestamp + DataType: [33] u8; // Data type tag (short user-supplied string, 32 characters max) + Preview: bool; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + Delivery: bool; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. +} + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +OnceUponAFrame :: struct { + RefFrame: s32; +} + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +TextFilter :: struct { + Constructor :: (this: *TextFilter, default_filter: *u8 = "") -> void #cpp_method #foreign imgui_static "??0ImGuiTextFilter@@QEAA@PEBD@Z"; + Draw :: (this: *TextFilter, label: *u8 = "Filter (inc,-exc)", width: float = 0.0) -> bool #cpp_method #foreign imgui_static "?Draw@ImGuiTextFilter@@QEAA_NPEBDM@Z"; + PassFilter :: (this: *TextFilter, text: *u8, text_end: *u8 = null) -> bool #cpp_method #foreign imgui_static "?PassFilter@ImGuiTextFilter@@QEBA_NPEBD0@Z"; + PassFilter :: (this: *TextFilter, text: string) -> bool #no_context { + return PassFilter(this, text.data, text.data + text.count); + } + Build :: (this: *TextFilter) -> void #cpp_method #foreign imgui_static "?Build@ImGuiTextFilter@@QEAAXXZ"; + + // [Internal] + TextRange :: struct { + b: *u8; + e: *u8; + + split :: (this: *TextRange, separator: u8, out: *ImVector(TextRange)) -> void #cpp_method #foreign imgui_static "?split@ImGuiTextRange@ImGuiTextFilter@@QEBAXDPEAU?$ImVector@UImGuiTextRange@ImGuiTextFilter@@@@@Z"; + } + + InputBuf: [256] u8; + Filters: ImVector(TextRange); + CountGrep: s32; +} + +// [Internal] Key+Value for ImGuiStorage +StoragePair :: struct { + key: ID; + struct { + val_p: *void; // largest member, moved to the start of the struct/union to support #overlay. + + #overlay (val_p) val_i: s32; + #overlay (val_p) val_f: float; + } +} + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +Storage :: struct { + // [Internal] + Data: ImVector(StoragePair); + + GetInt :: (this: *Storage, key: ID, default_val: s32 = 0) -> s32 #cpp_method #foreign imgui_static "?GetInt@ImGuiStorage@@QEBAHIH@Z"; + SetInt :: (this: *Storage, key: ID, val: s32) -> void #cpp_method #foreign imgui_static "?SetInt@ImGuiStorage@@QEAAXIH@Z"; + GetBool :: (this: *Storage, key: ID, default_val := false) -> bool #cpp_method #foreign imgui_static "?GetBool@ImGuiStorage@@QEBA_NI_N@Z"; + SetBool :: (this: *Storage, key: ID, val: bool) -> void #cpp_method #foreign imgui_static "?SetBool@ImGuiStorage@@QEAAXI_N@Z"; + GetFloat :: (this: *Storage, key: ID, default_val: float = 0.0) -> float #cpp_method #foreign imgui_static "?GetFloat@ImGuiStorage@@QEBAMIM@Z"; + SetFloat :: (this: *Storage, key: ID, val: float) -> void #cpp_method #foreign imgui_static "?SetFloat@ImGuiStorage@@QEAAXIM@Z"; + GetVoidPtr :: (this: *Storage, key: ID) -> *void #cpp_method #foreign imgui_static "?GetVoidPtr@ImGuiStorage@@QEBAPEAXI@Z"; + SetVoidPtr :: (this: *Storage, key: ID, val: *void) -> void #cpp_method #foreign imgui_static "?SetVoidPtr@ImGuiStorage@@QEAAXIPEAX@Z"; + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + GetIntRef :: (this: *Storage, key: ID, default_val: s32 = 0) -> *s32 #cpp_method #foreign imgui_static "?GetIntRef@ImGuiStorage@@QEAAPEAHIH@Z"; + GetBoolRef :: (this: *Storage, key: ID, default_val := false) -> *bool #cpp_method #foreign imgui_static "?GetBoolRef@ImGuiStorage@@QEAAPEA_NI_N@Z"; + GetFloatRef :: (this: *Storage, key: ID, default_val: float = 0.0) -> *float #cpp_method #foreign imgui_static "?GetFloatRef@ImGuiStorage@@QEAAPEAMIM@Z"; + GetVoidPtrRef :: (this: *Storage, key: ID, default_val: *void = null) -> **void #cpp_method #foreign imgui_static "?GetVoidPtrRef@ImGuiStorage@@QEAAPEAPEAXIPEAX@Z"; + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + BuildSortByKey :: (this: *Storage) -> void #cpp_method #foreign imgui_static "?BuildSortByKey@ImGuiStorage@@QEAAXXZ"; + + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + SetAllInt :: (this: *Storage, val: s32) -> void #cpp_method #foreign imgui_static "?SetAllInt@ImGuiStorage@@QEAAXH@Z"; +} + +// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent) +ListClipperFlags :: enum_flags s32 { + None :: 0x0; + NoSetTableRowCounters :: 0x1; + + ImGuiListClipperFlags_None :: None; + ImGuiListClipperFlags_NoSetTableRowCounters :: NoSetTableRowCounters; +} + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +ListClipper :: struct { + DisplayStart: s32; // First item to display, updated by each call to Step() + DisplayEnd: s32; // End of items to display (exclusive) + UserIndex: s32; // Helper storage for user convenience/code. Optional, and otherwise unused if you don't use it. + ItemsCount: s32; // [Internal] Number of items + ItemsHeight: float; // [Internal] Height of item after a first step and item submission can calculate it + Flags: ListClipperFlags; // [Internal] Flags, currently not yet well exposed. + StartPosY: float64; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + StartSeekOffsetY: float64; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + Ctx: *ImGuiContext; // [Internal] Parent UI context + TempData: *void; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + Constructor :: (this: *ListClipper) -> void #cpp_method #foreign imgui_static "??0ImGuiListClipper@@QEAA@XZ"; + Destructor :: (this: *ListClipper) -> void #cpp_method #foreign imgui_static "??1ImGuiListClipper@@QEAA@XZ"; + Begin :: (this: *ListClipper, items_count: s32, items_height: float = -1.0) -> void #cpp_method #foreign imgui_static "?Begin@ImGuiListClipper@@QEAAXHM@Z"; + End :: (this: *ListClipper) -> void #cpp_method #foreign imgui_static "?End@ImGuiListClipper@@QEAAXXZ"; + Step :: (this: *ListClipper) -> bool #cpp_method #foreign imgui_static "?Step@ImGuiListClipper@@QEAA_NXZ"; + + IncludeItemsByIndex :: (this: *ListClipper, item_begin: s32, item_end: s32) -> void #cpp_method #foreign imgui_static "?IncludeItemsByIndex@ImGuiListClipper@@QEAAXHH@Z"; + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + SeekCursorForItem :: (this: *ListClipper, item_index: s32) -> void #cpp_method #foreign imgui_static "?SeekCursorForItem@ImGuiListClipper@@QEAAXH@Z"; +} + +// Flags for BeginMultiSelect() +MultiSelectFlags :: enum_flags s32 { + None :: 0x0; + SingleSelect :: 0x1; + NoSelectAll :: 0x2; + NoRangeSelect :: 0x4; + NoAutoSelect :: 0x8; + NoAutoClear :: 0x10; + NoAutoClearOnReselect :: 0x20; + BoxSelect1d :: 0x40; + BoxSelect2d :: 0x80; + BoxSelectNoScroll :: 0x100; + ClearOnEscape :: 0x200; + ClearOnClickVoid :: 0x400; + ScopeWindow :: 0x800; + ScopeRect :: 0x1000; + SelectOnAuto :: 0x2000; + SelectOnClickAlways :: 0x4000; + SelectOnClickRelease :: 0x8000; + + NavWrapX :: 0x10000; + NoSelectOnRightClick :: 0x20000; + SelectOnMask_ :: 0xe000; + + SelectOnClick :: 0x2000; + + ImGuiMultiSelectFlags_None :: None; + ImGuiMultiSelectFlags_SingleSelect :: SingleSelect; + ImGuiMultiSelectFlags_NoSelectAll :: NoSelectAll; + ImGuiMultiSelectFlags_NoRangeSelect :: NoRangeSelect; + ImGuiMultiSelectFlags_NoAutoSelect :: NoAutoSelect; + ImGuiMultiSelectFlags_NoAutoClear :: NoAutoClear; + ImGuiMultiSelectFlags_NoAutoClearOnReselect :: NoAutoClearOnReselect; + ImGuiMultiSelectFlags_BoxSelect1d :: BoxSelect1d; + ImGuiMultiSelectFlags_BoxSelect2d :: BoxSelect2d; + ImGuiMultiSelectFlags_BoxSelectNoScroll :: BoxSelectNoScroll; + ImGuiMultiSelectFlags_ClearOnEscape :: ClearOnEscape; + ImGuiMultiSelectFlags_ClearOnClickVoid :: ClearOnClickVoid; + ImGuiMultiSelectFlags_ScopeWindow :: ScopeWindow; + ImGuiMultiSelectFlags_ScopeRect :: ScopeRect; + ImGuiMultiSelectFlags_SelectOnAuto :: SelectOnAuto; + ImGuiMultiSelectFlags_SelectOnClickAlways :: SelectOnClickAlways; + ImGuiMultiSelectFlags_SelectOnClickRelease :: SelectOnClickRelease; + + ImGuiMultiSelectFlags_NavWrapX :: NavWrapX; + ImGuiMultiSelectFlags_NoSelectOnRightClick :: NoSelectOnRightClick; + ImGuiMultiSelectFlags_SelectOnMask_ :: SelectOnMask_; + + ImGuiMultiSelectFlags_SelectOnClick :: SelectOnClick; +} + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +MultiSelectIO :: struct { + Requests: ImVector(SelectionRequest); // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + RangeSrcItem: SelectionUserData; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + NavIdItem: SelectionUserData; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + NavIdSelected: bool; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + RangeSrcReset: bool; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + ItemsCount: s32; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +} + +// Selection request type +SelectionRequestType :: enum s32 { + None :: 0; + SetAll :: 1; + SetRange :: 2; + + ImGuiSelectionRequestType_None :: None; + ImGuiSelectionRequestType_SetAll :: SetAll; + ImGuiSelectionRequestType_SetRange :: SetRange; +} + +// Selection request item +SelectionRequest :: struct { + Type: SelectionRequestType; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + Selected: bool; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + RangeDirection: ImS8; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + RangeFirstItem: SelectionUserData; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + RangeLastItem: SelectionUserData; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +} + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +SelectionBasicStorage :: struct { + Size: s32; // // Number of selected items, maintained by this helper. + PreserveOrder: bool; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + UserData: *void; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + AdapterIndexToStorageId: #type (self: *SelectionBasicStorage, idx: s32) -> ID #c_call; // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + _SelectionOrder: s32; // [Internal] Increasing counter to store selection order + _Storage: Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + Constructor :: (this: *SelectionBasicStorage) -> void #cpp_method #foreign imgui_static "??0ImGuiSelectionBasicStorage@@QEAA@XZ"; + ApplyRequests :: (this: *SelectionBasicStorage, ms_io: *MultiSelectIO) -> void #cpp_method #foreign imgui_static "?ApplyRequests@ImGuiSelectionBasicStorage@@QEAAXPEAUImGuiMultiSelectIO@@@Z"; + Contains :: (this: *SelectionBasicStorage, id: ID) -> bool #cpp_method #foreign imgui_static "?Contains@ImGuiSelectionBasicStorage@@QEBA_NI@Z"; + Clear :: (this: *SelectionBasicStorage) -> void #cpp_method #foreign imgui_static "?Clear@ImGuiSelectionBasicStorage@@QEAAXXZ"; + Swap :: (this: *SelectionBasicStorage, r: *SelectionBasicStorage) -> void #cpp_method #foreign imgui_static "?Swap@ImGuiSelectionBasicStorage@@QEAAXAEAU1@@Z"; + SetItemSelected :: (this: *SelectionBasicStorage, id: ID, selected: bool) -> void #cpp_method #foreign imgui_static "?SetItemSelected@ImGuiSelectionBasicStorage@@QEAAXI_N@Z"; + GetNextSelectedItem :: (this: *SelectionBasicStorage, opaque_it: **void, out_id: *ID) -> bool #cpp_method #foreign imgui_static "?GetNextSelectedItem@ImGuiSelectionBasicStorage@@QEAA_NPEAPEAXPEAI@Z"; +} + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +SelectionExternalStorage :: struct { + UserData: *void; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + AdapterSetItemSelected: #type (self: *SelectionExternalStorage, idx: s32, selected: bool) -> void #c_call; // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + Constructor :: (this: *SelectionExternalStorage) -> void #cpp_method #foreign imgui_static "??0ImGuiSelectionExternalStorage@@QEAA@XZ"; + ApplyRequests :: (this: *SelectionExternalStorage, ms_io: *MultiSelectIO) -> void #cpp_method #foreign imgui_static "?ApplyRequests@ImGuiSelectionExternalStorage@@QEAAXPEAUImGuiMultiSelectIO@@@Z"; +} + +ImDrawIdx :: u16; + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +ImDrawCmd :: struct { + ClipRect: ImVec4; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + TexRef: ImTextureRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value. + VtxOffset: u32; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + IdxOffset: u32; // 4 // Start offset in index buffer. + ElemCount: u32; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + UserCallback: ImDrawCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + UserCallbackData: *void; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + UserCallbackDataSize: s32; // 4 // Size of callback user data when using storage, otherwise 0. + UserCallbackDataOffset: s32; // 4 // [Internal] Offset of callback user data when using storage, otherwise -1. +} + +ImDrawVert :: struct { + pos: ImVec2; + uv: ImVec2; + col: ImU32; +} + +// [Internal] For use by ImDrawList +ImDrawCmdHeader :: struct { + ClipRect: ImVec4; + TexRef: ImTextureRef; + VtxOffset: u32; +} + +// Forward declarations: ImDrawList, ImFontAtlas layer +ImDrawChannel :: struct { + _CmdBuffer: ImVector(ImDrawCmd); + _IdxBuffer: ImVector(ImDrawIdx); +} + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +ImDrawListSplitter :: struct { + _Current: s32; // Current channel number (0) + _Count: s32; // Number of active channels (1+) + _Channels: ImVector(ImDrawChannel); // Draw channels (not resized down so _Count might be < Channels.Size) + + ClearFreeMemory :: (this: *ImDrawListSplitter) -> void #cpp_method #foreign imgui_static "?ClearFreeMemory@ImDrawListSplitter@@QEAAXXZ"; + Split :: (this: *ImDrawListSplitter, draw_list: *ImDrawList, count: s32) -> void #cpp_method #foreign imgui_static "?Split@ImDrawListSplitter@@QEAAXPEAUImDrawList@@H@Z"; + Merge :: (this: *ImDrawListSplitter, draw_list: *ImDrawList) -> void #cpp_method #foreign imgui_static "?Merge@ImDrawListSplitter@@QEAAXPEAUImDrawList@@@Z"; + SetCurrentChannel :: (this: *ImDrawListSplitter, draw_list: *ImDrawList, channel_idx: s32) -> void #cpp_method #foreign imgui_static "?SetCurrentChannel@ImDrawListSplitter@@QEAAXPEAUImDrawList@@H@Z"; +} + +// Flags for ImDrawList functions +ImDrawFlags :: enum_flags s32 { + None :: 0x0; + + RoundCornersTopLeft :: 0x10; + RoundCornersTopRight :: 0x20; + RoundCornersBottomLeft :: 0x40; + RoundCornersBottomRight :: 0x80; + RoundCornersNone :: 0x100; + RoundCornersAll :: 0xf0; + RoundCornersDefault_ :: 0xf0; + RoundCornersTop :: 0x30; + RoundCornersBottom :: 0xc0; + RoundCornersLeft :: 0x50; + RoundCornersRight :: 0xa0; + RoundCornersMask_ :: 0x1f0; + + Closed :: 0x200; + InvalidMask_ :: 0x8000000f; + + ImDrawFlags_None :: None; + + ImDrawFlags_RoundCornersTopLeft :: RoundCornersTopLeft; + ImDrawFlags_RoundCornersTopRight :: RoundCornersTopRight; + ImDrawFlags_RoundCornersBottomLeft :: RoundCornersBottomLeft; + ImDrawFlags_RoundCornersBottomRight :: RoundCornersBottomRight; + ImDrawFlags_RoundCornersNone :: RoundCornersNone; + ImDrawFlags_RoundCornersAll :: RoundCornersAll; + ImDrawFlags_RoundCornersDefault_ :: RoundCornersDefault_; + ImDrawFlags_RoundCornersTop :: RoundCornersTop; + ImDrawFlags_RoundCornersBottom :: RoundCornersBottom; + ImDrawFlags_RoundCornersLeft :: RoundCornersLeft; + ImDrawFlags_RoundCornersRight :: RoundCornersRight; + ImDrawFlags_RoundCornersMask_ :: RoundCornersMask_; + + ImDrawFlags_Closed :: Closed; + ImDrawFlags_InvalidMask_ :: InvalidMask_; +} + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +ImDrawListFlags :: enum_flags s32 { + None :: 0x0; + AntiAliasedLines :: 0x1; + AntiAliasedLinesUseTex :: 0x2; + AntiAliasedFill :: 0x4; + AllowVtxOffset :: 0x8; + + ImDrawListFlags_None :: None; + ImDrawListFlags_AntiAliasedLines :: AntiAliasedLines; + ImDrawListFlags_AntiAliasedLinesUseTex :: AntiAliasedLinesUseTex; + ImDrawListFlags_AntiAliasedFill :: AntiAliasedFill; + ImDrawListFlags_AllowVtxOffset :: AllowVtxOffset; +} + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +ImDrawList :: struct { + CmdBuffer: ImVector(ImDrawCmd); // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + IdxBuffer: ImVector(ImDrawIdx); // Index buffer. Each command consume ImDrawCmd::ElemCount of those + VtxBuffer: ImVector(ImDrawVert); // Vertex buffer. + Flags: ImDrawListFlags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + _VtxCurrentIdx: u32; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + _Data: *ImDrawListSharedData; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + _VtxWritePtr: *ImDrawVert; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + _IdxWritePtr: *ImDrawIdx; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + _Path: ImVector(ImVec2); // [Internal] current path building + _CmdHeader: ImDrawCmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + _Splitter: ImDrawListSplitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + _ClipRectStack: ImVector(ImVec4); // [Internal] + _TextureStack: ImVector(ImTextureRef); // [Internal] + _CallbacksDataBuf: ImVector(ImU8); // [Internal] + _FringeScale: float; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + _OwnerName: *u8; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + Constructor :: (this: *ImDrawList, shared_data: *ImDrawListSharedData) -> void #cpp_method #foreign imgui_static "??0ImDrawList@@QEAA@PEAUImDrawListSharedData@@@Z"; + Destructor :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "??1ImDrawList@@QEAA@XZ"; + + PushClipRect :: (this: *ImDrawList, clip_rect_min: *ImVec2, clip_rect_max: *ImVec2, intersect_with_current_clip_rect := false) -> void #cpp_method #foreign imgui_static "?PushClipRect@ImDrawList@@QEAAXAEBUImVec2@@0_N@Z"; + PushClipRect :: (this: *ImDrawList, clip_rect_min: ImVec2, clip_rect_max: ImVec2, intersect_with_current_clip_rect := false) #no_context { + PushClipRect(this, *clip_rect_min, *clip_rect_max, intersect_with_current_clip_rect); + } + PushClipRectFullScreen :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?PushClipRectFullScreen@ImDrawList@@QEAAXXZ"; + PopClipRect :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?PopClipRect@ImDrawList@@QEAAXXZ"; + PushTexture :: (this: *ImDrawList, tex_ref: ImTextureRef) -> void #cpp_method #foreign imgui_static "?PushTexture@ImDrawList@@QEAAXUImTextureRef@@@Z"; + PopTexture :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?PopTexture@ImDrawList@@QEAAXXZ"; + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + AddLine :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddLine@ImDrawList@@QEAAXAEBUImVec2@@0IM@Z"; + AddLine :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddLine(this, *p1, *p2, col, thickness); + } + AddLineH :: (this: *ImDrawList, min_x: float, max_x: float, y: float, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddLineH@ImDrawList@@QEAAXMMMIM@Z"; + AddLineV :: (this: *ImDrawList, x: float, min_y: float, max_y: float, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddLineV@ImDrawList@@QEAAXMMMIM@Z"; + AddRect :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col: ImU32, rounding: float = 0.0, thickness: float = 1.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui_static "?AddRect@ImDrawList@@QEAAXAEBUImVec2@@0IMMH@Z"; + AddRect :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col: ImU32, rounding: float = 0.0, thickness: float = 1.0, flags: ImDrawFlags = .None) #no_context { + AddRect(this, *p_min, *p_max, col, rounding, thickness, flags); + } + AddRectFilled :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col: ImU32, rounding: float = 0.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui_static "?AddRectFilled@ImDrawList@@QEAAXAEBUImVec2@@0IMH@Z"; + AddRectFilled :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col: ImU32, rounding: float = 0.0, flags: ImDrawFlags = .None) #no_context { + AddRectFilled(this, *p_min, *p_max, col, rounding, flags); + } + AddRectFilledMultiColor :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col_upr_left: ImU32, col_upr_right: ImU32, col_bot_right: ImU32, col_bot_left: ImU32) -> void #cpp_method #foreign imgui_static "?AddRectFilledMultiColor@ImDrawList@@QEAAXAEBUImVec2@@0IIII@Z"; + AddRectFilledMultiColor :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col_upr_left: ImU32, col_upr_right: ImU32, col_bot_right: ImU32, col_bot_left: ImU32) #no_context { + AddRectFilledMultiColor(this, *p_min, *p_max, col_upr_left, col_upr_right, col_bot_right, col_bot_left); + } + AddQuad :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddQuad@ImDrawList@@QEAAXAEBUImVec2@@000IM@Z"; + AddQuad :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddQuad(this, *p1, *p2, *p3, *p4, col, thickness); + } + AddQuadFilled :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui_static "?AddQuadFilled@ImDrawList@@QEAAXAEBUImVec2@@000I@Z"; + AddQuadFilled :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32) #no_context { + AddQuadFilled(this, *p1, *p2, *p3, *p4, col); + } + AddTriangle :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddTriangle@ImDrawList@@QEAAXAEBUImVec2@@00IM@Z"; + AddTriangle :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddTriangle(this, *p1, *p2, *p3, col, thickness); + } + AddTriangleFilled :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui_static "?AddTriangleFilled@ImDrawList@@QEAAXAEBUImVec2@@00I@Z"; + AddTriangleFilled :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32) #no_context { + AddTriangleFilled(this, *p1, *p2, *p3, col); + } + AddCircle :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32 = 0, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddCircle@ImDrawList@@QEAAXAEBUImVec2@@MIHM@Z"; + AddCircle :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32 = 0, thickness: float = 1.0) #no_context { + AddCircle(this, *center, radius, col, num_segments, thickness); + } + AddCircleFilled :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?AddCircleFilled@ImDrawList@@QEAAXAEBUImVec2@@MIH@Z"; + AddCircleFilled :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32 = 0) #no_context { + AddCircleFilled(this, *center, radius, col, num_segments); + } + AddNgon :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddNgon@ImDrawList@@QEAAXAEBUImVec2@@MIHM@Z"; + AddNgon :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32, thickness: float = 1.0) #no_context { + AddNgon(this, *center, radius, col, num_segments, thickness); + } + AddNgonFilled :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32) -> void #cpp_method #foreign imgui_static "?AddNgonFilled@ImDrawList@@QEAAXAEBUImVec2@@MIH@Z"; + AddNgonFilled :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32) #no_context { + AddNgonFilled(this, *center, radius, col, num_segments); + } + AddEllipse :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0, thickness: float = 1.0) -> void #cpp_method #foreign imgui_static "?AddEllipse@ImDrawList@@QEAAXAEBUImVec2@@0IMHM@Z"; + AddEllipse :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0, thickness: float = 1.0) #no_context { + AddEllipse(this, *center, *radius, col, rot, num_segments, thickness); + } + AddEllipseFilled :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?AddEllipseFilled@ImDrawList@@QEAAXAEBUImVec2@@0IMH@Z"; + AddEllipseFilled :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0) #no_context { + AddEllipseFilled(this, *center, *radius, col, rot, num_segments); + } + AddText :: (this: *ImDrawList, pos: *ImVec2, col: ImU32, text_begin: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui_static "?AddText@ImDrawList@@QEAAXAEBUImVec2@@IPEBD1@Z"; + AddText :: (this: *ImDrawList, pos: ImVec2, col: ImU32, text: string) #no_context { + AddText(this, *pos, col, text.data, text.data + text.count); + } + AddText :: (this: *ImDrawList, font: *ImFont, font_size: float, pos: *ImVec2, col: ImU32, text_begin: *u8, text_end: *u8 = null, wrap_width: float = 0.0, cpu_fine_clip_rect: *ImVec4 = null) -> void #cpp_method #foreign imgui_static "?AddText@ImDrawList@@QEAAXPEAUImFont@@MAEBUImVec2@@IPEBD2MPEBUImVec4@@@Z"; + AddText :: (this: *ImDrawList, font: *ImFont, font_size: float, pos: ImVec2, col: ImU32, text: string, wrap_width: float = 0.0, cpu_fine_clip_rect: *ImVec4 = null) #no_context { + AddText(this, font, font_size, *pos, col, text.data, text.data + text.count, wrap_width, cpu_fine_clip_rect); + } + AddBezierCubic :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?AddBezierCubic@ImDrawList@@QEAAXAEBUImVec2@@000IMH@Z"; + AddBezierCubic :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) #no_context { + AddBezierCubic(this, *p1, *p2, *p3, *p4, col, thickness, num_segments); + } + AddBezierQuadratic :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?AddBezierQuadratic@ImDrawList@@QEAAXAEBUImVec2@@00IMH@Z"; + AddBezierQuadratic :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) #no_context { + AddBezierQuadratic(this, *p1, *p2, *p3, col, thickness, num_segments); + } + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library. + AddPolyline :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32, thickness: float, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui_static "?AddPolyline@ImDrawList@@QEAAXPEBUImVec2@@HIMH@Z"; + AddConvexPolyFilled :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32) -> void #cpp_method #foreign imgui_static "?AddConvexPolyFilled@ImDrawList@@QEAAXPEBUImVec2@@HI@Z"; + AddConcavePolyFilled :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32) -> void #cpp_method #foreign imgui_static "?AddConcavePolyFilled@ImDrawList@@QEAAXPEBUImVec2@@HI@Z"; + + // Image primitives + // - Read FAQ to understand what ImTextureID/ImTextureRef are. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + AddImage :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: *ImVec2, p_max: *ImVec2, uv_min: *ImVec2, uv_max: *ImVec2, col: ImU32 = 4294967295) -> void #cpp_method #foreign imgui_static "?AddImage@ImDrawList@@QEAAXUImTextureRef@@AEBUImVec2@@111I@Z"; + AddImage :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: ImVec2, p_max: ImVec2, uv_min: ImVec2 = ImVec2.{0, 0}, uv_max: ImVec2 = ImVec2.{1, 1}, col: ImU32 = 4294967295) #no_context { + AddImage(this, tex_ref, *p_min, *p_max, *uv_min, *uv_max, col); + } + AddImageQuad :: (this: *ImDrawList, tex_ref: ImTextureRef, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, uv1: *ImVec2, uv2: *ImVec2, uv3: *ImVec2, uv4: *ImVec2, col: ImU32 = 4294967295) -> void #cpp_method #foreign imgui_static "?AddImageQuad@ImDrawList@@QEAAXUImTextureRef@@AEBUImVec2@@1111111I@Z"; + AddImageQuad :: (this: *ImDrawList, tex_ref: ImTextureRef, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, uv1: ImVec2 = ImVec2.{0, 0}, uv2: ImVec2 = ImVec2.{1, 0}, uv3: ImVec2 = ImVec2.{1, 1}, uv4: ImVec2 = ImVec2.{0, 1}, col: ImU32 = 4294967295) #no_context { + AddImageQuad(this, tex_ref, *p1, *p2, *p3, *p4, *uv1, *uv2, *uv3, *uv4, col); + } + AddImageRounded :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: *ImVec2, p_max: *ImVec2, uv_min: *ImVec2, uv_max: *ImVec2, col: ImU32, rounding: float, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui_static "?AddImageRounded@ImDrawList@@QEAAXUImTextureRef@@AEBUImVec2@@111IMH@Z"; + AddImageRounded :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: ImVec2, p_max: ImVec2, uv_min: ImVec2, uv_max: ImVec2, col: ImU32, rounding: float, flags: ImDrawFlags = .None) #no_context { + AddImageRounded(this, tex_ref, *p_min, *p_max, *uv_min, *uv_max, col, rounding, flags); + } + + PathArcTo :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?PathArcTo@ImDrawList@@QEAAXAEBUImVec2@@MMMH@Z"; + PathArcTo :: (this: *ImDrawList, center: ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32 = 0) #no_context { + PathArcTo(this, *center, radius, a_min, a_max, num_segments); + } + PathArcToFast :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min_of_12: s32, a_max_of_12: s32) -> void #cpp_method #foreign imgui_static "?PathArcToFast@ImDrawList@@QEAAXAEBUImVec2@@MHH@Z"; + PathArcToFast :: (this: *ImDrawList, center: ImVec2, radius: float, a_min_of_12: s32, a_max_of_12: s32) #no_context { + PathArcToFast(this, *center, radius, a_min_of_12, a_max_of_12); + } + PathEllipticalArcTo :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, rot: float, a_min: float, a_max: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?PathEllipticalArcTo@ImDrawList@@QEAAXAEBUImVec2@@0MMMH@Z"; + PathEllipticalArcTo :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, rot: float, a_min: float, a_max: float, num_segments: s32 = 0) #no_context { + PathEllipticalArcTo(this, *center, *radius, rot, a_min, a_max, num_segments); + } + PathBezierCubicCurveTo :: (this: *ImDrawList, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?PathBezierCubicCurveTo@ImDrawList@@QEAAXAEBUImVec2@@00H@Z"; + PathBezierCubicCurveTo :: (this: *ImDrawList, p2: ImVec2, p3: ImVec2, p4: ImVec2, num_segments: s32 = 0) #no_context { + PathBezierCubicCurveTo(this, *p2, *p3, *p4, num_segments); + } + PathBezierQuadraticCurveTo :: (this: *ImDrawList, p2: *ImVec2, p3: *ImVec2, num_segments: s32 = 0) -> void #cpp_method #foreign imgui_static "?PathBezierQuadraticCurveTo@ImDrawList@@QEAAXAEBUImVec2@@0H@Z"; + PathBezierQuadraticCurveTo :: (this: *ImDrawList, p2: ImVec2, p3: ImVec2, num_segments: s32 = 0) #no_context { + PathBezierQuadraticCurveTo(this, *p2, *p3, num_segments); + } + PathRect :: (this: *ImDrawList, rect_min: *ImVec2, rect_max: *ImVec2, rounding: float = 0.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui_static "?PathRect@ImDrawList@@QEAAXAEBUImVec2@@0MH@Z"; + PathRect :: (this: *ImDrawList, rect_min: ImVec2, rect_max: ImVec2, rounding: float = 0.0, flags: ImDrawFlags = .None) #no_context { + PathRect(this, *rect_min, *rect_max, rounding, flags); + } + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + AddCallback :: (this: *ImDrawList, callback: ImDrawCallback, userdata: *void = null, userdata_size: u64 = 0) -> void #cpp_method #foreign imgui_static "?AddCallback@ImDrawList@@QEAAXP6AXPEBU1@PEBUImDrawCmd@@@ZPEAX_K@Z"; + + // Advanced: Miscellaneous + AddDrawCmd :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?AddDrawCmd@ImDrawList@@QEAAXXZ"; + CloneOutput :: (this: *ImDrawList) -> *ImDrawList #cpp_method #foreign imgui_static "?CloneOutput@ImDrawList@@QEBAPEAU1@XZ"; + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + PrimReserve :: (this: *ImDrawList, idx_count: s32, vtx_count: s32) -> void #cpp_method #foreign imgui_static "?PrimReserve@ImDrawList@@QEAAXHH@Z"; + PrimUnreserve :: (this: *ImDrawList, idx_count: s32, vtx_count: s32) -> void #cpp_method #foreign imgui_static "?PrimUnreserve@ImDrawList@@QEAAXHH@Z"; + PrimRect :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui_static "?PrimRect@ImDrawList@@QEAAXAEBUImVec2@@0I@Z"; + PrimRect :: (this: *ImDrawList, a: ImVec2, b: ImVec2, col: ImU32) #no_context { + PrimRect(this, *a, *b, col); + } + PrimRectUV :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, uv_a: *ImVec2, uv_b: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui_static "?PrimRectUV@ImDrawList@@QEAAXAEBUImVec2@@000I@Z"; + PrimRectUV :: (this: *ImDrawList, a: ImVec2, b: ImVec2, uv_a: ImVec2, uv_b: ImVec2, col: ImU32) #no_context { + PrimRectUV(this, *a, *b, *uv_a, *uv_b, col); + } + PrimQuadUV :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, c: *ImVec2, d: *ImVec2, uv_a: *ImVec2, uv_b: *ImVec2, uv_c: *ImVec2, uv_d: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui_static "?PrimQuadUV@ImDrawList@@QEAAXAEBUImVec2@@0000000I@Z"; + PrimQuadUV :: (this: *ImDrawList, a: ImVec2, b: ImVec2, c: ImVec2, d: ImVec2, uv_a: ImVec2, uv_b: ImVec2, uv_c: ImVec2, uv_d: ImVec2, col: ImU32) #no_context { + PrimQuadUV(this, *a, *b, *c, *d, *uv_a, *uv_b, *uv_c, *uv_d, col); + } + + // [Internal helpers] + _SetDrawListSharedData :: (this: *ImDrawList, data: *ImDrawListSharedData) -> void #cpp_method #foreign imgui_static "?_SetDrawListSharedData@ImDrawList@@QEAAXPEAUImDrawListSharedData@@@Z"; + _ResetForNewFrame :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_ResetForNewFrame@ImDrawList@@QEAAXXZ"; + _ClearFreeMemory :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_ClearFreeMemory@ImDrawList@@QEAAXXZ"; + _PopUnusedDrawCmd :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_PopUnusedDrawCmd@ImDrawList@@QEAAXXZ"; + _TryMergeDrawCmds :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_TryMergeDrawCmds@ImDrawList@@QEAAXXZ"; + _OnChangedClipRect :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_OnChangedClipRect@ImDrawList@@QEAAXXZ"; + _OnChangedTexture :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_OnChangedTexture@ImDrawList@@QEAAXXZ"; + _OnChangedVtxOffset :: (this: *ImDrawList) -> void #cpp_method #foreign imgui_static "?_OnChangedVtxOffset@ImDrawList@@QEAAXXZ"; + _SetTexture :: (this: *ImDrawList, tex_ref: ImTextureRef) -> void #cpp_method #foreign imgui_static "?_SetTexture@ImDrawList@@QEAAXUImTextureRef@@@Z"; + _CalcCircleAutoSegmentCount :: (this: *ImDrawList, radius: float) -> s32 #cpp_method #foreign imgui_static "?_CalcCircleAutoSegmentCount@ImDrawList@@QEBAHM@Z"; + _PathArcToFastEx :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min_sample: s32, a_max_sample: s32, a_step: s32) -> void #cpp_method #foreign imgui_static "?_PathArcToFastEx@ImDrawList@@QEAAXAEBUImVec2@@MHHH@Z"; + _PathArcToFastEx :: (this: *ImDrawList, center: ImVec2, radius: float, a_min_sample: s32, a_max_sample: s32, a_step: s32) #no_context { + _PathArcToFastEx(this, *center, radius, a_min_sample, a_max_sample, a_step); + } + _PathArcToN :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32) -> void #cpp_method #foreign imgui_static "?_PathArcToN@ImDrawList@@QEAAXAEBUImVec2@@MMMH@Z"; + _PathArcToN :: (this: *ImDrawList, center: ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32) #no_context { + _PathArcToN(this, *center, radius, a_min, a_max, num_segments); + } +} + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +ImDrawData :: struct { + Valid: bool; // Only valid after Render() is called and before the next NewFrame() is called. + CmdListsCount: s32; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render. + TotalIdxCount: s32; // For convenience, sum of all ImDrawList's IdxBuffer.Size + TotalVtxCount: s32; // For convenience, sum of all ImDrawList's VtxBuffer.Size + CmdLists: ImVector(*ImDrawList); // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + DisplayPos: ImVec2; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + DisplaySize: ImVec2; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + FramebufferScale: ImVec2; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display. + OwnerViewport: *Viewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + Textures: *ImVector(*ImTextureData); // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures. + + Clear :: (this: *ImDrawData) -> void #cpp_method #foreign imgui_static "?Clear@ImDrawData@@QEAAXXZ"; + AddDrawList :: (this: *ImDrawData, draw_list: *ImDrawList) -> void #cpp_method #foreign imgui_static "?AddDrawList@ImDrawData@@QEAAXPEAUImDrawList@@@Z"; + DeIndexAllBuffers :: (this: *ImDrawData) -> void #cpp_method #foreign imgui_static "?DeIndexAllBuffers@ImDrawData@@QEAAXXZ"; + ScaleClipRects :: (this: *ImDrawData, fb_scale: *ImVec2) -> void #cpp_method #foreign imgui_static "?ScaleClipRects@ImDrawData@@QEAAXAEBUImVec2@@@Z"; + ScaleClipRects :: (this: *ImDrawData, fb_scale: ImVec2) #no_context { + ScaleClipRects(this, *fb_scale); + } +} + +// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. +// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems. +ImTextureFormat :: enum s32 { + RGBA32 :: 0; + Alpha8 :: 1; + + ImTextureFormat_RGBA32 :: RGBA32; + ImTextureFormat_Alpha8 :: Alpha8; +} + +// Status of a texture to communicate with Renderer Backend. +ImTextureStatus :: enum s32 { + OK :: 0; + Destroyed :: 1; + WantCreate :: 2; + WantUpdates :: 3; + WantDestroy :: 4; + + ImTextureStatus_OK :: OK; + ImTextureStatus_Destroyed :: Destroyed; + ImTextureStatus_WantCreate :: WantCreate; + ImTextureStatus_WantUpdates :: WantUpdates; + ImTextureStatus_WantDestroy :: WantDestroy; +} + +// Coordinates of a rectangle within a texture. +// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system. +// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box. +ImTextureRect :: struct { + x: u16; // Upper-left coordinates of rectangle to update + y: u16; // Upper-left coordinates of rectangle to update + w: u16; // Size of rectangle to update (in pixels) + h: u16; // Size of rectangle to update (in pixels) +} + +// Specs and pixel storage for a texture used by Dear ImGui. +// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this. +// Renderer Backends will create a GPU-side version of this. +// Why does we store two identifiers: TexID and BackendUserData? +// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData. +// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both. +// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend +ImTextureData :: struct { + UniqueID: s32; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas. + Status: ImTextureStatus; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify! + BackendUserData: *void; // - rw // Convenience storage for backend. Some backends may have enough with TexID. + TexID: ImTextureID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function. + Format: ImTextureFormat; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8 + Width: s32; // w r // Texture width + Height: s32; // w r // Texture height + BytesPerPixel: s32; // w r // 4 or 1 + Pixels: *u8; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes. + UsedRect: ImTextureRect; // w r // Bounding box encompassing all past and queued Updates[]. + UpdateRect: ImTextureRect; // w r // Bounding box encompassing all queued Updates[]. + Updates: ImVector(ImTextureRect); // w r // Array of individual updates. + UnusedFrames: s32; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy. + RefCount: u16; // w r // Number of contexts using this texture. Used during backend shutdown. + UseColors: bool; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha). + WantDestroyNextFrame: bool; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame. + + Create :: (this: *ImTextureData, format: ImTextureFormat, w: s32, h: s32) -> void #cpp_method #foreign imgui_static "?Create@ImTextureData@@QEAAXW4ImTextureFormat@@HH@Z"; + DestroyPixels :: (this: *ImTextureData) -> void #cpp_method #foreign imgui_static "?DestroyPixels@ImTextureData@@QEAAXXZ"; +} + +// A font input/source (we may rename this to ImFontSource in the future) +ImFontConfig :: struct { + Name: [40] u8; // // Name (strictly to ease debugging, hence limited size buffer) + FontData: *void; // // TTF/OTF data + FontDataSize: s32; // // TTF/OTF data size + FontDataOwnedByAtlas: bool; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS. + + MergeMode: bool; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + PixelSnapH: bool; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1. + OversampleH: ImS8; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + OversampleV: ImS8; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. + EllipsisChar: ImWchar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + SizePixels: float; // // Output size in pixels for rasterizer (more or less maps to the resulting font height). + GlyphRanges: *ImWchar; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + GlyphExcludeRanges: *ImWchar; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges. + + GlyphOffset: ImVec2; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value. + GlyphMinAdvanceX: float; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value. + GlyphMaxAdvanceX: float; // FLT_MAX // Maximum AdvanceX for glyphs + GlyphExtraAdvanceX: float; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled + FontNo: ImU32; // 0 // Index of font within TTF/OTF file + FontLoaderFlags: u32; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + + RasterizerMultiply: float; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + RasterizerDensity: float; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. + ExtraSizeScale: float; // 1.0f // Extra rasterizer scale over SizePixels. + + Flags: ImFontFlags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates) + DstFont: *ImFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font) + FontLoader: *ImFontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas) + FontLoaderData: *void; // Font loader opaque storage (per font config) + + PixelSnapV: bool; // true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries. + + Constructor :: (this: *ImFontConfig) -> void #cpp_method #foreign imgui_static "??0ImFontConfig@@QEAA@XZ"; +} + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this) +ImFontGlyph :: struct { + __bitfield: u32; + /* + Colored: u32; /* 1 bits */ // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + Visible: u32; /* 1 bits */ // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + SourceIdx: u32; /* 4 bits */ // Index of source in parent font + Codepoint: u32; /* 26 bits */ // 0x0000..0x10FFFF; + */ + + AdvanceX: float; // Horizontal distance to advance cursor/layout position. + X0: float; // Glyph corners. Offsets from current cursor/layout position. + Y0: float; // Glyph corners. Offsets from current cursor/layout position. + X1: float; // Glyph corners. Offsets from current cursor/layout position. + Y1: float; // Glyph corners. Offsets from current cursor/layout position. + U0: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + V0: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + U1: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + V1: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + PackId: s32; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?) +} + +set_Colored :: (fields: *ImFontGlyph, value: bool) { + if value fields.__bitfield |= 1 << 0; + else fields.__bitfield &= ~cast(u32)(1 << 0); +} +get_Colored :: (fields: ImFontGlyph) -> bool { + return (fields.__bitfield & (1 << 0)) != 0; +} + +set_Visible :: (fields: *ImFontGlyph, value: bool) { + if value fields.__bitfield |= 1 << 1; + else fields.__bitfield &= ~cast(u32)(1 << 1); +} +get_Visible :: (fields: ImFontGlyph) -> bool { + return (fields.__bitfield & (1 << 1)) != 0; +} + +set_SourceIdx :: (fields: *ImFontGlyph, value: u32) { + MASK0: u32 : (0b1111 << 2); + fields.__bitfield = (fields.__bitfield & ~MASK0) | ((value << 2) & MASK0); +} +get_SourceIdx :: (fields: ImFontGlyph) -> u32 { + return ((fields.__bitfield & (0b1111 << 2)) >> 2); +} + +set_Codepoint :: (fields: *ImFontGlyph, value: u32) { + MASK0: u32 : (0b11_1111_1111_1111_1111_1111_1111 << 6); + fields.__bitfield = (fields.__bitfield & ~MASK0) | ((value << 6) & MASK0); +} +get_Codepoint :: (fields: ImFontGlyph) -> u32 { + return ((fields.__bitfield & (0b11_1111_1111_1111_1111_1111_1111 << 6)) >> 6); +} + + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +ImFontGlyphRangesBuilder :: struct { + UsedChars: ImVector(ImU32); // Store 1-bit per Unicode code point (0=unused, 1=used) + + AddText :: (this: *ImFontGlyphRangesBuilder, text: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui_static "?AddText@ImFontGlyphRangesBuilder@@QEAAXPEBD0@Z"; + AddText :: (this: *ImFontGlyphRangesBuilder, text: string) #no_context { + AddText(this, text.data, text.data + text.count); + } + AddRanges :: (this: *ImFontGlyphRangesBuilder, ranges: *ImWchar) -> void #cpp_method #foreign imgui_static "?AddRanges@ImFontGlyphRangesBuilder@@QEAAXPEBG@Z"; + BuildRanges :: (this: *ImFontGlyphRangesBuilder, out_ranges: *ImVector(ImWchar)) -> void #cpp_method #foreign imgui_static "?BuildRanges@ImFontGlyphRangesBuilder@@QEAAXPEAU?$ImVector@G@@@Z"; +} + +// An opaque identifier to a rectangle in the atlas. -1 when invalid. +// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it. +ImFontAtlasRectId :: s32; + +// Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef +// (this is in theory derived from ImTextureRect but we use separate structures for reasons) +ImFontAtlasRect :: struct { + x: u16; // Position (in current texture) + y: u16; // Position (in current texture) + w: u16; // Size + h: u16; // Size + uv0: ImVec2; // UV coordinates (in current texture) + uv1: ImVec2; // UV coordinates (in current texture) +} + +// Flags for ImFontAtlas build +ImFontAtlasFlags :: enum_flags s32 { + None :: 0x0; + NoPowerOfTwoHeight :: 0x1; + NoMouseCursors :: 0x2; + NoBakedLines :: 0x4; + + ImFontAtlasFlags_None :: None; + ImFontAtlasFlags_NoPowerOfTwoHeight :: NoPowerOfTwoHeight; + ImFontAtlasFlags_NoMouseCursors :: NoMouseCursors; + ImFontAtlasFlags_NoBakedLines :: NoBakedLines; +} + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you. +// It is the rendering backend responsibility to upload texture into your graphics API: +// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance. +// - Backend then set ImTextureData's TexID and BackendUserData. +// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details. +// Legacy path: +// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persists up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +ImFontAtlas :: struct { + Constructor :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "??0ImFontAtlas@@QEAA@XZ"; + Destructor :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "??1ImFontAtlas@@QEAA@XZ"; + AddFont :: (this: *ImFontAtlas, font_cfg: *ImFontConfig) -> *ImFont #cpp_method #foreign imgui_static "?AddFont@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontDefault :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontDefault@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontDefaultVector :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontDefaultVector@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontDefaultBitmap :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontDefaultBitmap@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontFromFileTTF :: (this: *ImFontAtlas, filename: *u8, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontFromFileTTF@ImFontAtlas@@QEAAPEAUImFont@@PEBDMPEBUImFontConfig@@PEBG@Z"; + AddFontFromMemoryTTF :: (this: *ImFontAtlas, font_data: *void, font_data_size: s32, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontFromMemoryTTF@ImFontAtlas@@QEAAPEAUImFont@@PEAXHMPEBUImFontConfig@@PEBG@Z"; + AddFontFromMemoryCompressedTTF :: (this: *ImFontAtlas, compressed_font_data: *void, compressed_font_data_size: s32, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontFromMemoryCompressedTTF@ImFontAtlas@@QEAAPEAUImFont@@PEBXHMPEBUImFontConfig@@PEBG@Z"; + AddFontFromMemoryCompressedBase85TTF :: (this: *ImFontAtlas, compressed_font_data_base85: *u8, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui_static "?AddFontFromMemoryCompressedBase85TTF@ImFontAtlas@@QEAAPEAUImFont@@PEBDMPEBUImFontConfig@@PEBG@Z"; + RemoveFont :: (this: *ImFontAtlas, font: *ImFont) -> void #cpp_method #foreign imgui_static "?RemoveFont@ImFontAtlas@@QEAAXPEAUImFont@@@Z"; + + Clear :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "?Clear@ImFontAtlas@@QEAAXXZ"; + ClearFonts :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "?ClearFonts@ImFontAtlas@@QEAAXXZ"; + CompactCache :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "?CompactCache@ImFontAtlas@@QEAAXXZ"; + SetFontLoader :: (this: *ImFontAtlas, font_loader: *ImFontLoader) -> void #cpp_method #foreign imgui_static "?SetFontLoader@ImFontAtlas@@QEAAXPEBUImFontLoader@@@Z"; + + // As we are transitioning toward a new font system, we expect to obsolete those soon: + ClearInputData :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "?ClearInputData@ImFontAtlas@@QEAAXXZ"; + ClearTexData :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui_static "?ClearTexData@ImFontAtlas@@QEAAXXZ"; + + // Legacy path for build atlas + retrieving pixel data. + // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // - The pitch is always = Width * BytesPerPixels (1 or 4) + // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste). + // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures: + // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed. + // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation. + Build :: (this: *ImFontAtlas) -> bool #cpp_method #foreign imgui_static "?Build@ImFontAtlas@@QEAA_NXZ"; + GetTexDataAsAlpha8 :: (this: *ImFontAtlas, out_pixels: **u8, out_width: *s32, out_height: *s32, out_bytes_per_pixel: *s32 = null) -> void #cpp_method #foreign imgui_static "?GetTexDataAsAlpha8@ImFontAtlas@@QEAAXPEAPEAEPEAH11@Z"; + GetTexDataAsRGBA32 :: (this: *ImFontAtlas, out_pixels: **u8, out_width: *s32, out_height: *s32, out_bytes_per_pixel: *s32 = null) -> void #cpp_method #foreign imgui_static "?GetTexDataAsRGBA32@ImFontAtlas@@QEAAXPEAPEAEPEAH11@Z"; + + // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures! + GetGlyphRangesDefault :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesDefault@ImFontAtlas@@QEAAPEBGXZ"; + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + GetGlyphRangesGreek :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesGreek@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesKorean :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesKorean@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesJapanese :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesJapanese@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesChineseFull :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesChineseFull@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesChineseSimplifiedCommon :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesChineseSimplifiedCommon@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesCyrillic :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesCyrillic@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesThai :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesThai@ImFontAtlas@@QEAAPEBGXZ"; + GetGlyphRangesVietnamese :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui_static "?GetGlyphRangesVietnamese@ImFontAtlas@@QEAAPEBGXZ"; + + // Register and retrieve custom rectangles + // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose. + // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call) + // - You can render your pixels into the texture right after calling the AddCustomRect() functions. + // - VERY IMPORTANT: + // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions. + // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect(). + // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time. + // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings. + // - (Pre-1.92 names) ------------> (1.92 names) + // - GetCustomRectByIndex() --> Use GetCustomRect() + // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields. + // - AddCustomRectRegular() --> Renamed to AddCustomRect() + // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig + // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect + AddCustomRect :: (this: *ImFontAtlas, width: s32, height: s32, out_r: *ImFontAtlasRect = null) -> ImFontAtlasRectId #cpp_method #foreign imgui_static "?AddCustomRect@ImFontAtlas@@QEAAHHHPEAUImFontAtlasRect@@@Z"; + RemoveCustomRect :: (this: *ImFontAtlas, id: ImFontAtlasRectId) -> void #cpp_method #foreign imgui_static "?RemoveCustomRect@ImFontAtlas@@QEAAXH@Z"; + GetCustomRect :: (this: *ImFontAtlas, id: ImFontAtlasRectId, out_r: *ImFontAtlasRect) -> bool #cpp_method #foreign imgui_static "?GetCustomRect@ImFontAtlas@@QEBA_NHPEAUImFontAtlasRect@@@Z"; + + Flags: ImFontAtlasFlags; // Build flags (see ImFontAtlasFlags_) + TexDesiredFormat: ImTextureFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8). + TexGlyphPadding: s32; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + TexMinWidth: s32; // Minimum desired texture width. Must be a power of two. Default to 512. + TexMinHeight: s32; // Minimum desired texture height. Must be a power of two. Default to 128. + TexMaxWidth: s32; // Maximum desired texture width. Must be a power of two. Default to 8192. + TexMaxHeight: s32; // Maximum desired texture height. Must be a power of two. Default to 8192. + UserData: *void; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + struct { + TexRef: ImTextureRef; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. + + #overlay (TexRef) TexID: ImTextureRef; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. + } + + TexData: *ImTextureData; // Latest texture. + + TexList: ImVector(*ImTextureData); // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! + Locked: bool; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert. + RendererHasTextures: bool; // Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context. + TexIsBuilt: bool; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call. + TexPixelsUseColors: bool; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. + TexUvScale: ImVec2; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created. + TexUvWhitePixel: ImVec2; // Texture coordinates to a white pixel. May change as new texture gets created. + Fonts: ImVector(*ImFont); // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + Sources: ImVector(ImFontConfig); // Source/configuration data + TexUvLines: [33] ImVec4; // UVs for baked anti-aliased lines + TexNextUniqueID: s32; // Next value to be stored in TexData->UniqueID + FontNextUniqueID: s32; // Next value to be stored in ImFont->FontID + DrawListSharedDatas: ImVector(*ImDrawListSharedData); // List of users for this atlas. Typically one per Dear ImGui context. + Builder: *ImFontAtlasBuilder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding. + FontLoader: *ImFontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime. + FontLoaderName: *u8; // Font loader name (for display e.g. in About box) == FontLoader->Name + FontLoaderData: *void; // Font backend opaque storage + FontLoaderFlags: u32; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig). + RefCount: s32; // Number of contexts using this atlas + OwnerContext: *ImGuiContext; // Context which own the atlas will be in charge of updating and destroying it. + + TempRect: ImFontAtlasRect; // For old GetCustomRectByIndex() API + + AddCustomRectFontGlyph :: (this: *ImFontAtlas, font: *ImFont, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: *ImVec2) -> ImFontAtlasRectId #cpp_method #foreign imgui_static "?AddCustomRectFontGlyph@ImFontAtlas@@QEAAHPEAUImFont@@GHHMAEBUImVec2@@@Z"; + AddCustomRectFontGlyph :: (this: *ImFontAtlas, font: *ImFont, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: ImVec2 = ImVec2.{0, 0}) -> ImFontAtlasRectId #no_context { + return AddCustomRectFontGlyph(this, font, codepoint, w, h, advance_x, *offset); + } + AddCustomRectFontGlyphForSize :: (this: *ImFontAtlas, font: *ImFont, font_size: float, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: *ImVec2) -> ImFontAtlasRectId #cpp_method #foreign imgui_static "?AddCustomRectFontGlyphForSize@ImFontAtlas@@QEAAHPEAUImFont@@MGHHMAEBUImVec2@@@Z"; + AddCustomRectFontGlyphForSize :: (this: *ImFontAtlas, font: *ImFont, font_size: float, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: ImVec2 = ImVec2.{0, 0}) -> ImFontAtlasRectId #no_context { + return AddCustomRectFontGlyphForSize(this, font, font_size, codepoint, w, h, advance_x, *offset); + } +} + +// Font runtime data for a given size +// Important: pointers to ImFontBaked are only valid for the current frame. +ImFontBaked :: struct { + IndexAdvanceX: ImVector(float); // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + FallbackAdvanceX: float; // 4 // out // FindGlyph(FallbackChar)->AdvanceX + Size: float; // 4 // in // Height of characters/line, set during loading (doesn't change after loading) + RasterizerDensity: float; // 4 // in // Density this is baked at + + IndexLookup: ImVector(ImU16); // 12-16 // out // Sparse. Index glyphs by Unicode code-point. + Glyphs: ImVector(ImFontGlyph); // 12-16 // out // All glyphs. + FallbackGlyphIndex: s32; // 4 // out // Index of FontFallbackChar + + Ascent: float; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + Descent: float; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + __bitfield: u32; + /* + MetricsTotalSurface: u32; /* 26 bits */ // 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + WantDestroy: u32; /* 1 bits */ // 0 // // Queued for destroy + LoadNoFallback: u32; /* 1 bits */ // 0 // // Disable loading fallback in lower-level calls. + LoadNoRenderOnLayout: u32; /* 1 bits */ // 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.; + */ + + LastUsedFrame: s32; // 4 // // Record of that time this was bounds + BakedId: ID; // 4 // // Unique ID for this baked storage + OwnerFont: *ImFont; // 4-8 // in // Parent font + FontLoaderDatas: *void; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. + + // Functions + Constructor :: (this: *ImFontBaked) -> void #cpp_method #foreign imgui_static "??0ImFontBaked@@QEAA@XZ"; + ClearOutputData :: (this: *ImFontBaked) -> void #cpp_method #foreign imgui_static "?ClearOutputData@ImFontBaked@@QEAAXXZ"; + FindGlyph :: (this: *ImFontBaked, c: ImWchar) -> *ImFontGlyph #cpp_method #foreign imgui_static "?FindGlyph@ImFontBaked@@QEAAPEAUImFontGlyph@@G@Z"; + FindGlyphNoFallback :: (this: *ImFontBaked, c: ImWchar) -> *ImFontGlyph #cpp_method #foreign imgui_static "?FindGlyphNoFallback@ImFontBaked@@QEAAPEAUImFontGlyph@@G@Z"; + GetCharAdvance :: (this: *ImFontBaked, c: ImWchar) -> float #cpp_method #foreign imgui_static "?GetCharAdvance@ImFontBaked@@QEAAMG@Z"; + IsGlyphLoaded :: (this: *ImFontBaked, c: ImWchar) -> bool #cpp_method #foreign imgui_static "?IsGlyphLoaded@ImFontBaked@@QEAA_NG@Z"; +} + +set_MetricsTotalSurface :: (fields: *ImFontBaked, value: u32) { + MASK0: u32 : 0b11_1111_1111_1111_1111_1111_1111; + fields.__bitfield = (fields.__bitfield & ~MASK0) | (value & MASK0); +} +get_MetricsTotalSurface :: (fields: ImFontBaked) -> u32 { + return (fields.__bitfield & 0b11_1111_1111_1111_1111_1111_1111); +} + +set_WantDestroy :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 26; + else fields.__bitfield &= ~cast(u32)(1 << 26); +} +get_WantDestroy :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 26)) != 0; +} + +set_LoadNoFallback :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 27; + else fields.__bitfield &= ~cast(u32)(1 << 27); +} +get_LoadNoFallback :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 27)) != 0; +} + +set_LoadNoRenderOnLayout :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 28; + else fields.__bitfield &= ~cast(u32)(1 << 28); +} +get_LoadNoRenderOnLayout :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 28)) != 0; +} + + +// Font flags +// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use) +ImFontFlags :: enum_flags s32 { + None :: 0x0; + NoLoadError :: 0x2; + NoLoadGlyphs :: 0x4; + LockBakedSizes :: 0x8; + ImplicitRefSize :: 0x10; + + ImFontFlags_None :: None; + ImFontFlags_NoLoadError :: NoLoadError; + ImFontFlags_NoLoadGlyphs :: NoLoadGlyphs; + ImFontFlags_LockBakedSizes :: LockBakedSizes; + ImFontFlags_ImplicitRefSize :: ImplicitRefSize; +} + +// Font runtime data and rendering +// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. +// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size. +// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. +// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). +ImFont :: struct { + LastBaked: *ImFontBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). + OwnerAtlas: *ImFontAtlas; // 4-8 // What we have been loaded into. + Flags: ImFontFlags; // 4 // Font flags. + CurrentRasterizerDensity: float; // Current rasterizer density. This is a varying state of the font. + + FontId: ID; // Unique identifier for the font + LegacySize: float; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size). + Sources: ImVector(*ImFontConfig); // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[] + EllipsisChar: ImWchar; // 2-4 // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake. + FallbackChar: ImWchar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') + Used8kPagesMap: [1] ImU8; // 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + EllipsisAutoBake: bool; // 1 // // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'. + RemapPairs: Storage; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty. + + Scale: float; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + + // Methods + Constructor :: (this: *ImFont) -> void #cpp_method #foreign imgui_static "??0ImFont@@QEAA@XZ"; + Destructor :: (this: *ImFont) -> void #cpp_method #foreign imgui_static "??1ImFont@@QEAA@XZ"; + IsGlyphInFont :: (this: *ImFont, c: ImWchar) -> bool #cpp_method #foreign imgui_static "?IsGlyphInFont@ImFont@@QEAA_NG@Z"; + + // [Internal] Don't use! + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + GetFontBaked :: (this: *ImFont, font_size: float, density: float = -1.0) -> *ImFontBaked #cpp_method #foreign imgui_static "?GetFontBaked@ImFont@@QEAAPEAUImFontBaked@@MM@Z"; + CalcTextSizeA :: (this: *ImFont, size: float, max_width: float, wrap_width: float, text_begin: *u8, text_end: *u8 = null, out_remaining: **u8 = null) -> ImVec2 #cpp_method #cpp_return_type_is_non_pod #foreign imgui_static "?CalcTextSizeA@ImFont@@QEAA?AUImVec2@@MMMPEBD0PEAPEBD@Z"; + CalcTextSizeA :: (this: *ImFont, size: float, max_width: float, wrap_width: float, text: string, out_remaining: **u8 = null) -> ImVec2 #no_context { + return CalcTextSizeA(this, size, max_width, wrap_width, text.data, text.data + text.count, out_remaining); + } + CalcWordWrapPosition :: (this: *ImFont, size: float, text: *u8, text_end: *u8, wrap_width: float) -> *u8 #cpp_method #foreign imgui_static "?CalcWordWrapPosition@ImFont@@QEAAPEBDMPEBD0M@Z"; + CalcWordWrapPosition :: (this: *ImFont, size: float, text: string, wrap_width: float) -> *u8 #no_context { + return CalcWordWrapPosition(this, size, text.data, text.data + text.count, wrap_width); + } + RenderChar :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: *ImVec2, col: ImU32, c: ImWchar, cpu_fine_clip: *ImVec4 = null) -> void #cpp_method #foreign imgui_static "?RenderChar@ImFont@@QEAAXPEAUImDrawList@@MAEBUImVec2@@IGPEBUImVec4@@@Z"; + RenderChar :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: ImVec2, col: ImU32, c: ImWchar, cpu_fine_clip: *ImVec4 = null) #no_context { + RenderChar(this, draw_list, size, *pos, col, c, cpu_fine_clip); + } + RenderText :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: *ImVec2, col: ImU32, clip_rect: *ImVec4, text_begin: *u8, text_end: *u8, wrap_width: float = 0.0, flags: ImDrawTextFlags = 0) -> void #cpp_method #foreign imgui_static "?RenderText@ImFont@@QEAAXPEAUImDrawList@@MAEBUImVec2@@IAEBUImVec4@@PEBD3MH@Z"; + RenderText :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: ImVec2, col: ImU32, clip_rect: ImVec4, text: string, wrap_width: float = 0.0, flags: ImDrawTextFlags = 0) #no_context { + RenderText(this, draw_list, size, *pos, col, *clip_rect, text.data, text.data + text.count, wrap_width, flags); + } + + // [Internal] Don't use! + ClearOutputData :: (this: *ImFont) -> void #cpp_method #foreign imgui_static "?ClearOutputData@ImFont@@QEAAXXZ"; + AddRemapChar :: (this: *ImFont, from_codepoint: ImWchar, to_codepoint: ImWchar) -> void #cpp_method #foreign imgui_static "?AddRemapChar@ImFont@@QEAAXGG@Z"; + IsGlyphRangeUnused :: (this: *ImFont, c_begin: u32, c_last: u32) -> bool #cpp_method #foreign imgui_static "?IsGlyphRangeUnused@ImFont@@QEAA_NII@Z"; +} + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +ViewportFlags :: enum_flags s32 { + None :: 0x0; + IsPlatformWindow :: 0x1; + IsPlatformMonitor :: 0x2; + OwnedByApp :: 0x4; + NoDecoration :: 0x8; + NoTaskBarIcon :: 0x10; + NoFocusOnAppearing :: 0x20; + NoFocusOnClick :: 0x40; + NoInputs :: 0x80; + NoRendererClear :: 0x100; + NoAutoMerge :: 0x200; + TopMost :: 0x400; + CanHostOtherWindows :: 0x800; + + IsMinimized :: 0x1000; + IsFocused :: 0x2000; + + ImGuiViewportFlags_None :: None; + ImGuiViewportFlags_IsPlatformWindow :: IsPlatformWindow; + ImGuiViewportFlags_IsPlatformMonitor :: IsPlatformMonitor; + ImGuiViewportFlags_OwnedByApp :: OwnedByApp; + ImGuiViewportFlags_NoDecoration :: NoDecoration; + ImGuiViewportFlags_NoTaskBarIcon :: NoTaskBarIcon; + ImGuiViewportFlags_NoFocusOnAppearing :: NoFocusOnAppearing; + ImGuiViewportFlags_NoFocusOnClick :: NoFocusOnClick; + ImGuiViewportFlags_NoInputs :: NoInputs; + ImGuiViewportFlags_NoRendererClear :: NoRendererClear; + ImGuiViewportFlags_NoAutoMerge :: NoAutoMerge; + ImGuiViewportFlags_TopMost :: TopMost; + ImGuiViewportFlags_CanHostOtherWindows :: CanHostOtherWindows; + + ImGuiViewportFlags_IsMinimized :: IsMinimized; + ImGuiViewportFlags_IsFocused :: IsFocused; +} + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +Viewport :: struct { + ID_: ID; // Unique identifier for the viewport + Flags: ViewportFlags; // See ImGuiViewportFlags_ + Pos: ImVec2; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + Size: ImVec2; // Main Area: Size of the viewport. + FramebufferScale: ImVec2; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. + WorkPos: ImVec2; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + WorkSize: ImVec2; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + DpiScale: float; // 1.0f = 96 DPI = No extra scale. + ParentViewportId: ID; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ParentViewport: *Viewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent. + DrawData: *ImDrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + RendererUserData: *void; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + PlatformUserData: *void; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + PlatformIconData: *void; // void* to hold custom data structure for the OS / platform to specify an icon. Currently unused for exposed to allow experiments. + PlatformHandle: *void; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle(). + PlatformHandleRaw: *void; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms). + PlatformWindowCreated: bool; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + PlatformRequestMove: bool; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + PlatformRequestResize: bool; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + PlatformRequestClose: bool; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + GetDebugName :: (this: *Viewport) -> *u8 #cpp_method #foreign imgui_static "?GetDebugName@ImGuiViewport@@QEBAPEBDXZ"; +} + +// Access via ImGui::GetPlatformIO() +PlatformIO :: struct { + Constructor :: (this: *PlatformIO) -> void #cpp_method #foreign imgui_static "??0ImGuiPlatformIO@@QEAA@XZ"; + + Platform_GetClipboardTextFn: #type (ctx: *ImGuiContext) -> *u8 #c_call; // Should return NULL on failure (e.g. clipboard data is not text). + Platform_SetClipboardTextFn: #type (ctx: *ImGuiContext, text: *u8) -> void #c_call; + Platform_ClipboardUserData: *void; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true) + Platform_OpenInShellFn: #type (ctx: *ImGuiContext, path: *u8) -> bool #c_call; + Platform_OpenInShellUserData: *void; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + Platform_SetImeDataFn: #type (ctx: *ImGuiContext, viewport: *Viewport, data: *PlatformImeData) -> void #c_call; + Platform_ImeUserData: *void; + + Platform_LocaleDecimalPoint: ImWchar; // '.' + + // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known. + Renderer_TextureMaxWidth: s32; + Renderer_TextureMaxHeight: s32; + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + Renderer_RenderState: *void; + + DrawCallback_ResetRenderState: ImDrawCallback; // Request to reset the graphics/render state. + DrawCallback_SetSamplerLinear: ImDrawCallback; // Request backend to set texture sampling to Linear. + DrawCallback_SetSamplerNearest: ImDrawCallback; // Request backend to set texture sampling to Nearest/Point. + + Platform_CreateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Create a new platform window for the given viewport + Platform_DestroyWindow: #type (vp: *Viewport) -> void #c_call; // N . U . D // + Platform_ShowWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + Platform_SetWindowPos: #type (vp: *Viewport, pos: ImVec2) -> void #c_call; // . . U . . // Set platform window position (given the upper-left corner of client area) + Platform_GetWindowPos: #type (vp: *Viewport) -> ImVec2 #c_call #cpp_return_type_is_non_pod; // N . . . . // + Platform_SetWindowSize: #type (vp: *Viewport, size: ImVec2) -> void #c_call; // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + Platform_GetWindowSize: #type (vp: *Viewport) -> ImVec2 #c_call #cpp_return_type_is_non_pod; // N . . . . // Get platform window client area size + Platform_GetWindowFramebufferScale: #type (vp: *Viewport) -> ImVec2 #c_call #cpp_return_type_is_non_pod; // N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES. + Platform_SetWindowFocus: #type (vp: *Viewport) -> void #c_call; // N . . . . // Move window to front and set input focus + Platform_GetWindowFocus: #type (vp: *Viewport) -> bool #c_call; // . . U . . // + Platform_GetWindowMinimized: #type (vp: *Viewport) -> bool #c_call; // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + Platform_SetWindowTitle: #type (vp: *Viewport, str: *u8) -> void #c_call; // . . U . . // Set platform window title (given an UTF-8 string) + Platform_SetWindowAlpha: #type (vp: *Viewport, alpha: float) -> void #c_call; // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + Platform_UpdateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + Platform_RenderWindow: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Platform_SwapBuffers: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Platform_GetWindowDpiScale: #type (vp: *Viewport) -> float #c_call; // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + Platform_OnChangedViewport: #type (vp: *Viewport) -> void #c_call; // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + Platform_GetWindowWorkAreaInsets: #type (vp: *Viewport) -> ImVec4 #c_call #cpp_return_type_is_non_pod; // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + Platform_CreateVkSurface: #type (vp: *Viewport, vk_inst: ImU64, vk_allocators: *void, out_vk_surface: *ImU64) -> s32 #c_call; // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + Renderer_CreateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + Renderer_DestroyWindow: #type (vp: *Viewport) -> void #c_call; // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + Renderer_SetWindowSize: #type (vp: *Viewport, size: ImVec2) -> void #c_call; // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + Renderer_RenderWindow: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Renderer_SwapBuffers: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + Monitors: ImVector(PlatformMonitor); + + Textures: ImVector(*ImTextureData); // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. + + Viewports: ImVector(*Viewport); // Main viewports, followed by all secondary viewports. + + //------------------------------------------------------------------ + // Functions + //------------------------------------------------------------------ + ClearPlatformHandlers :: (this: *PlatformIO) -> void #cpp_method #foreign imgui_static "?ClearPlatformHandlers@ImGuiPlatformIO@@QEAAXXZ"; + ClearRendererHandlers :: (this: *PlatformIO) -> void #cpp_method #foreign imgui_static "?ClearRendererHandlers@ImGuiPlatformIO@@QEAAXXZ"; +} + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +PlatformMonitor :: struct { + MainPos: ImVec2; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + MainSize: ImVec2; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + WorkPos: ImVec2; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + WorkSize: ImVec2; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + DpiScale: float; // 1.0f = 96 DPI + PlatformHandle: *void; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) +} + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). +PlatformImeData :: struct { + WantVisible: bool; // A widget wants the IME to be visible. + WantTextInput: bool; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput. + InputPos: ImVec2; // Position of input cursor (for IME). + InputLineHeight: float; // Line height (for IME). + ViewportId: ID; // ID of platform window/viewport. +} + +//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect +// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y +// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h +// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() +// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api. +ImFontAtlasCustomRect :: ImFontAtlasRect; + +ID3D11Device :: struct {} +ID3D11DeviceContext :: struct {} +ID3D11SamplerState :: struct {} +ID3D11Buffer :: struct {} + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +ImplDX11_Init :: (device: *ID3D11Device, device_context: *ID3D11DeviceContext) -> bool #foreign imgui_static "?ImGui_ImplDX11_Init@@YA_NPEAUID3D11Device@@PEAUID3D11DeviceContext@@@Z"; +ImplDX11_Shutdown :: () -> void #foreign imgui_static "?ImGui_ImplDX11_Shutdown@@YAXXZ"; +ImplDX11_NewFrame :: () -> void #foreign imgui_static "?ImGui_ImplDX11_NewFrame@@YAXXZ"; +ImplDX11_RenderDrawData :: (draw_data: *ImDrawData) -> void #foreign imgui_static "?ImGui_ImplDX11_RenderDrawData@@YAXPEAUImDrawData@@@Z"; + +// Use if you want to reset your rendering device without losing Dear ImGui state. +ImplDX11_CreateDeviceObjects :: () -> bool #foreign imgui_static "?ImGui_ImplDX11_CreateDeviceObjects@@YA_NXZ"; +ImplDX11_InvalidateDeviceObjects :: () -> void #foreign imgui_static "?ImGui_ImplDX11_InvalidateDeviceObjects@@YAXXZ"; + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +ImplDX11_UpdateTexture :: (tex: *ImTextureData) -> void #foreign imgui_static "?ImGui_ImplDX11_UpdateTexture@@YAXPEAUImTextureData@@@Z"; + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +ImplDX11_RenderState :: struct { + Device: *ID3D11Device; + DeviceContext: *ID3D11DeviceContext; + VertexConstantBuffer: *ID3D11Buffer; +} + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +ImplWin32_Init :: (hwnd: *void) -> bool #foreign imgui_static "?ImGui_ImplWin32_Init@@YA_NPEAX@Z"; +ImplWin32_InitForOpenGL :: (hwnd: *void) -> bool #foreign imgui_static "?ImGui_ImplWin32_InitForOpenGL@@YA_NPEAX@Z"; +ImplWin32_Shutdown :: () -> void #foreign imgui_static "?ImGui_ImplWin32_Shutdown@@YAXXZ"; +ImplWin32_NewFrame :: () -> void #foreign imgui_static "?ImGui_ImplWin32_NewFrame@@YAXXZ"; + +ImplWin32_WndProcHandler :: (hWnd: HWND, msg: u32, wParam: WPARAM, lParam: LPARAM) -> LRESULT #foreign imgui_static "?ImGui_ImplWin32_WndProcHandler@@YA_JPEAUHWND__@@I_K_J@Z"; + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +ImplWin32_EnableDpiAwareness :: () -> void #foreign imgui_static "?ImGui_ImplWin32_EnableDpiAwareness@@YAXXZ"; +ImplWin32_GetDpiScaleForHwnd :: (hwnd: *void) -> float #foreign imgui_static "?ImGui_ImplWin32_GetDpiScaleForHwnd@@YAMPEAX@Z"; +ImplWin32_GetDpiScaleForMonitor :: (monitor: *void) -> float #foreign imgui_static "?ImGui_ImplWin32_GetDpiScaleForMonitor@@YAMPEAX@Z"; + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +ImplWin32_EnableAlphaCompositing :: (hwnd: *void) -> void #foreign imgui_static "?ImGui_ImplWin32_EnableAlphaCompositing@@YAXPEAX@Z"; + +#scope_file + +#import "Basic"; // For print_to_builder + +#import "Windows"; +imgui_static :: #library,no_dll "windows/ImGui.static.release"; diff --git a/modules/imgui-sdl/.gitignore b/modules/imgui-sdl/.gitignore new file mode 100644 index 0000000..d50ca51 --- /dev/null +++ b/modules/imgui-sdl/.gitignore @@ -0,0 +1,42 @@ +# Prerequisites +*.d + +# Compiled Object files +*.slo +*.lo +*.o +*.obj + +# Precompiled Headers +*.gch +*.pch + +# Compiled Dynamic libraries +*.dll + +# Fortran module files +*.mod +*.smod + +# Compiled Static libraries +*.lai +*.la + +# Executables +*.exe +*.out +*.app + +# Custom + +.env +config.dev.yaml +config.dev.json + +**/.build/ +*.pdb +*.rdi +*.exp +imgui.ini +Makefile +*.dSYM diff --git a/modules/imgui-sdl/LICENSE b/modules/imgui-sdl/LICENSE new file mode 100644 index 0000000..4dcf442 --- /dev/null +++ b/modules/imgui-sdl/LICENSE @@ -0,0 +1,21 @@ +MIT License + +Copyright (c) 2025 Overlord Systems + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/modules/imgui-sdl/README.md b/modules/imgui-sdl/README.md new file mode 100644 index 0000000..6574392 --- /dev/null +++ b/modules/imgui-sdl/README.md @@ -0,0 +1,69 @@ +# jai-imgui + +Jai bindings for the docking branch of [Dear ImGui](https://github.com/ocornut/imgui/tree/docking). We are currently at tag `v1.92.7-docking`. + +These bindings are generated using Bindings Generator, except for very few basic things (e.g. Vec2) where we use Jai types instead, which can be seen in `module.jai`. + +Bindings have the following done: + +- Dear ImGui is built as static and dynamic library from source (`jai generate.jai - -compile`) and bindings are generated +- Official SDL3 GPU backend is built as a static library from source (`jai generate.jai - -backend_sdl3_gpu3`) and bindings are generated. +- Official FreeType support is added as a static library compiled from source (`jai generated.jai - -freetype`) and bindings are generated. +- Dear ImGui is built using `#define IMGUI_USE_WCHAR32`, which converts `ImWchar` from 16->32 bits and allows you to use any unicode characters above 0xFFFF (e.g., many emojis). +- `ImGui` prefix removed (e.g., `ImGuiStyle` becomes `Style`) + +Bindings for official ImGui backends can be found in the `backends` folder, and FreeType in the `misc/freetype` folder. + +The SDL3 headers we are using to build the SDL3 backend are `SDL v3.2.14`. You can find SDL3 bindings for jai [here](github.com/overlord-systems/jai-sdl3). + +## Usage + +Check out `tests/test.jai` for a complete working example that uses the `sdl3_gpu3` backend and FreeType. Compile using `jai tests/test.jai` and then run with `./tests/test.exe`. + +The Dear ImGui bindings are available for Windows x64, MacOS ARM64, and Linux x64. + +Backend support: + +- `sdl3_gpu3`: Windows x64, MacOS ARM64, and Linux x64 + +PRs welcome to add support for more platforms and backends! + +## Updating Bindings + +Note: If you want to compile with `- -compile`, or generate a backend, [Clang](https://llvm.org) must be installed and in your path. +Note: Steps 1 to 3 are only if you want to update the Dear ImGui version. + +1. Clone this repo, then delete the `src/imgui` folder +2. Clone Dear ImGui into `src/` +3. Checkout to the `docking` branch or any branch/commit you want +4. Run `jai generate.jai` to generate new bindings. If you want to rebuild binaries as well, do `jai generate.jai - -compile`. +5. Regenerate bindings using `jai generate.jai - -backend_sdl3_gpu3`. You must run once per backend. + 1. If you want to update SDL3 headers, replace the `src/SDL3` folder with the new `include` folder from the [SDL3 repo](https://github.com/libsdl-org/SDL). +6. Regenerate FreeType bindings using `jai generate.jai - -freetype`. + +### MacOS Note + +When generating MacOS bindings, for some reason the generator can't find the library name for procedures and so almost nothing gets generated. + +To make it work, we make the generator output bindings with the library name as '__UnknownLib', and then +we read the file, replace `#foreign __UnknownLib` with `#foreign imgui_sdl3_gpu3`, and `#elsewhere __UnknownLib` with `#elsewhere imgui_sdl3_gpu3`. + +Its a dirty hack, but it works :) + +## Backends + +We support using `generate.jai` to generate static libraries of ImGui backends. These generated libraries include *only* the backend code. + +Since backend libraries do *not* include the main ImGui library, to use them your program must link to both the main Dear ImGui library and then, if you want to use a backend, to also link to the backend(s) of choice. Each backend has its own bindings file. + +Currently the only supported backend is SDL3+SDL_GPU3, but it should be relatively easy to add more (check the `compile_and_generate_bindings_backend_sdl3_gpu3` procedure in `generate.jai` to see how its done and how you might do more). + +To compile a backend and then generate ImGui bindings and backend bindings: `jai generate.jai - -backend_sdl3_gpu3`. + +Supported backends: + +- `sdl3_gpu3` + +## Credits + +The generator `generate.jai` is based on the ImGui module shipped with the jai compiler version `beta 0.2.012`, built 11 May 2025. diff --git a/modules/imgui-sdl/backends/linux/ImGui_sdl3_gpu3.a b/modules/imgui-sdl/backends/linux/ImGui_sdl3_gpu3.a new file mode 100644 index 0000000..c8cb4f2 Binary files /dev/null and b/modules/imgui-sdl/backends/linux/ImGui_sdl3_gpu3.a differ diff --git a/modules/imgui-sdl/backends/macos/ImGui_sdl3_gpu3.a b/modules/imgui-sdl/backends/macos/ImGui_sdl3_gpu3.a new file mode 100644 index 0000000..565c59f Binary files /dev/null and b/modules/imgui-sdl/backends/macos/ImGui_sdl3_gpu3.a differ diff --git a/modules/imgui-sdl/backends/sdl3_gpu3.jai b/modules/imgui-sdl/backends/sdl3_gpu3.jai new file mode 100644 index 0000000..cad73a2 --- /dev/null +++ b/modules/imgui-sdl/backends/sdl3_gpu3.jai @@ -0,0 +1,7 @@ +#if OS == .WINDOWS { + #load "windows/windows_sdl3_gpu3.jai"; +} else #if OS == .MACOS || OS == .LINUX { + #load "./unix_sdl3_gpu3.jai"; +} else { + #assert false "sdl3_gpu3 currently only supports Windows, MacOS, and Linux. Check generate.jai to see how these platforms are implemented so that you can add support for your OS!"; +} diff --git a/modules/imgui-sdl/backends/unix_sdl3_gpu3.jai b/modules/imgui-sdl/backends/unix_sdl3_gpu3.jai new file mode 100644 index 0000000..91d5c13 --- /dev/null +++ b/modules/imgui-sdl/backends/unix_sdl3_gpu3.jai @@ -0,0 +1,81 @@ +// +// This file was auto-generated using the following command: +// +// jai generate.jai - backend_sdl3_gpu3 +// + + + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +ImplSDL3_InitForOpenGL :: (window: *SDL_Window, sdl_gl_context: *void) -> bool #foreign imgui_sdl3_gpu3 "_Z28ImGui_ImplSDL3_InitForOpenGLP10SDL_WindowPv"; +ImplSDL3_InitForVulkan :: (window: *SDL_Window) -> bool #foreign imgui_sdl3_gpu3 "_Z28ImGui_ImplSDL3_InitForVulkanP10SDL_Window"; +ImplSDL3_InitForD3D :: (window: *SDL_Window) -> bool #foreign imgui_sdl3_gpu3 "_Z25ImGui_ImplSDL3_InitForD3DP10SDL_Window"; +ImplSDL3_InitForMetal :: (window: *SDL_Window) -> bool #foreign imgui_sdl3_gpu3 "_Z27ImGui_ImplSDL3_InitForMetalP10SDL_Window"; +ImplSDL3_InitForSDLRenderer :: (window: *SDL_Window, renderer: *SDL_Renderer) -> bool #foreign imgui_sdl3_gpu3 "_Z33ImGui_ImplSDL3_InitForSDLRendererP10SDL_WindowP12SDL_Renderer"; +ImplSDL3_InitForSDLGPU :: (window: *SDL_Window) -> bool #foreign imgui_sdl3_gpu3 "_Z28ImGui_ImplSDL3_InitForSDLGPUP10SDL_Window"; +ImplSDL3_InitForOther :: (window: *SDL_Window) -> bool #foreign imgui_sdl3_gpu3 "_Z27ImGui_ImplSDL3_InitForOtherP10SDL_Window"; +ImplSDL3_Shutdown :: () -> void #foreign imgui_sdl3_gpu3 "_Z23ImGui_ImplSDL3_Shutdownv"; +ImplSDL3_NewFrame :: () -> void #foreign imgui_sdl3_gpu3 "_Z23ImGui_ImplSDL3_NewFramev"; +ImplSDL3_ProcessEvent :: (event: *SDL_Event) -> bool #foreign imgui_sdl3_gpu3 "_Z27ImGui_ImplSDL3_ProcessEventPK9SDL_Event"; + +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +ImplSDL3_GamepadMode :: enum u32 { + AutoFirst :: 0; + AutoAll :: 1; + Manual :: 2; + ImGui_ImplSDL3_GamepadMode_AutoFirst :: AutoFirst; + ImGui_ImplSDL3_GamepadMode_AutoAll :: AutoAll; + ImGui_ImplSDL3_GamepadMode_Manual :: Manual; +} +ImplSDL3_SetGamepadMode :: (mode: ImplSDL3_GamepadMode, manual_gamepads_array: **SDL_Gamepad = null, manual_gamepads_count: s32 = -1) -> void #foreign imgui_sdl3_gpu3 "_Z29ImGui_ImplSDL3_SetGamepadMode26ImGui_ImplSDL3_GamepadModePP11SDL_Gamepadi"; + +// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it. +// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse. +// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650. +// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled. +ImplSDL3_MouseCaptureMode :: enum u32 { + Enabled :: 0; + EnabledAfterDrag :: 1; + Disabled :: 2; + ImGui_ImplSDL3_MouseCaptureMode_Enabled :: Enabled; + ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag :: EnabledAfterDrag; + ImGui_ImplSDL3_MouseCaptureMode_Disabled :: Disabled; +} +ImplSDL3_SetMouseCaptureMode :: (mode: ImplSDL3_MouseCaptureMode) -> void #foreign imgui_sdl3_gpu3 "_Z34ImGui_ImplSDL3_SetMouseCaptureMode31ImGui_ImplSDL3_MouseCaptureMode"; + +// Initialization data, for ImGui_ImplSDLGPU_Init() +// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat() to query the right value +ImplSDLGPU3_InitInfo :: struct { + Device: *SDL_GPUDevice = null; + ColorTargetFormat: SDL_GPUTextureFormat = .SDL_GPU_TEXTUREFORMAT_INVALID; + MSAASamples: SDL_GPUSampleCount = .SDL_GPU_SAMPLECOUNT_1; + SwapchainComposition: SDL_GPUSwapchainComposition = .SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode. + PresentMode: SDL_GPUPresentMode = .SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode. +} + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +ImplSDLGPU3_Init :: (info: *ImplSDLGPU3_InitInfo) -> bool #foreign imgui_sdl3_gpu3 "_Z22ImGui_ImplSDLGPU3_InitP26ImGui_ImplSDLGPU3_InitInfo"; +ImplSDLGPU3_Shutdown :: () -> void #foreign imgui_sdl3_gpu3 "_Z26ImGui_ImplSDLGPU3_Shutdownv"; +ImplSDLGPU3_NewFrame :: () -> void #foreign imgui_sdl3_gpu3 "_Z26ImGui_ImplSDLGPU3_NewFramev"; +ImplSDLGPU3_PrepareDrawData :: (draw_data: *ImDrawData, command_buffer: *SDL_GPUCommandBuffer) -> void #foreign imgui_sdl3_gpu3 "_Z33ImGui_ImplSDLGPU3_PrepareDrawDataP10ImDrawDataP20SDL_GPUCommandBuffer"; +ImplSDLGPU3_RenderDrawData :: (draw_data: *ImDrawData, command_buffer: *SDL_GPUCommandBuffer, render_pass: *SDL_GPURenderPass, pipeline: *SDL_GPUGraphicsPipeline = null) -> void #foreign imgui_sdl3_gpu3 "_Z32ImGui_ImplSDLGPU3_RenderDrawDataP10ImDrawDataP20SDL_GPUCommandBufferP17SDL_GPURenderPassP23SDL_GPUGraphicsPipeline"; + +// Use if you want to reset your rendering device without losing Dear ImGui state. +ImplSDLGPU3_CreateDeviceObjects :: () -> void #foreign imgui_sdl3_gpu3 "_Z37ImGui_ImplSDLGPU3_CreateDeviceObjectsv"; +ImplSDLGPU3_DestroyDeviceObjects :: () -> void #foreign imgui_sdl3_gpu3 "_Z38ImGui_ImplSDLGPU3_DestroyDeviceObjectsv"; + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +ImplSDLGPU3_UpdateTexture :: (tex: *ImTextureData) -> void #foreign imgui_sdl3_gpu3 "_Z31ImGui_ImplSDLGPU3_UpdateTextureP13ImTextureData"; + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +ImplSDLGPU3_RenderState :: struct { + Device: *SDL_GPUDevice; +} + +#scope_file + +#if OS == .MACOS imgui_sdl3_gpu3 :: #library,no_dll "macos/ImGui_sdl3_gpu3"; +#if OS == .LINUX imgui_sdl3_gpu3 :: #library,no_dll "linux/ImGui_sdl3_gpu3"; diff --git a/modules/imgui-sdl/backends/windows/ImGui_sdl3_gpu3.static.lib b/modules/imgui-sdl/backends/windows/ImGui_sdl3_gpu3.static.lib new file mode 100644 index 0000000..ee03f36 Binary files /dev/null and b/modules/imgui-sdl/backends/windows/ImGui_sdl3_gpu3.static.lib differ diff --git a/modules/imgui-sdl/backends/windows/windows_sdl3_gpu3.jai b/modules/imgui-sdl/backends/windows/windows_sdl3_gpu3.jai new file mode 100644 index 0000000..37e1c49 --- /dev/null +++ b/modules/imgui-sdl/backends/windows/windows_sdl3_gpu3.jai @@ -0,0 +1,83 @@ +// +// This file was auto-generated using the following command: +// +// jai generate.jai - -backend_sdl3_gpu3 +// + + + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +ImplSDL3_InitForOpenGL :: (window: *SDL_Window, sdl_gl_context: *void) -> bool #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_InitForOpenGL@@YA_NPEAUSDL_Window@@PEAX@Z"; +ImplSDL3_InitForVulkan :: (window: *SDL_Window) -> bool #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_InitForVulkan@@YA_NPEAUSDL_Window@@@Z"; +ImplSDL3_InitForD3D :: (window: *SDL_Window) -> bool #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_InitForD3D@@YA_NPEAUSDL_Window@@@Z"; +ImplSDL3_InitForMetal :: (window: *SDL_Window) -> bool #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_InitForMetal@@YA_NPEAUSDL_Window@@@Z"; +ImplSDL3_InitForSDLRenderer :: (window: *SDL_Window, renderer: *SDL_Renderer) -> bool #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_InitForSDLRenderer@@YA_NPEAUSDL_Window@@PEAUSDL_Renderer@@@Z"; +ImplSDL3_InitForSDLGPU :: (window: *SDL_Window) -> bool #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_InitForSDLGPU@@YA_NPEAUSDL_Window@@@Z"; +ImplSDL3_InitForOther :: (window: *SDL_Window) -> bool #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_InitForOther@@YA_NPEAUSDL_Window@@@Z"; +ImplSDL3_Shutdown :: () -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_Shutdown@@YAXXZ"; +ImplSDL3_NewFrame :: () -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_NewFrame@@YAXXZ"; +ImplSDL3_ProcessEvent :: (event: *SDL_Event) -> bool #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_ProcessEvent@@YA_NPEBTSDL_Event@@@Z"; + +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +ImplSDL3_GamepadMode :: enum s32 { + AutoFirst :: 0; + AutoAll :: 1; + Manual :: 2; + ImGui_ImplSDL3_GamepadMode_AutoFirst :: AutoFirst; + ImGui_ImplSDL3_GamepadMode_AutoAll :: AutoAll; + ImGui_ImplSDL3_GamepadMode_Manual :: Manual; +} +ImplSDL3_SetGamepadMode :: (mode: ImplSDL3_GamepadMode, manual_gamepads_array: **SDL_Gamepad = null, manual_gamepads_count: s32 = -1) -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_SetGamepadMode@@YAXW4ImGui_ImplSDL3_GamepadMode@@PEAPEAUSDL_Gamepad@@H@Z"; + +// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it. +// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse. +// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650. +// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled. +ImplSDL3_MouseCaptureMode :: enum s32 { + Enabled :: 0; + EnabledAfterDrag :: 1; + Disabled :: 2; + ImGui_ImplSDL3_MouseCaptureMode_Enabled :: Enabled; + ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag :: EnabledAfterDrag; + ImGui_ImplSDL3_MouseCaptureMode_Disabled :: Disabled; +} +ImplSDL3_SetMouseCaptureMode :: (mode: ImplSDL3_MouseCaptureMode) -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDL3_SetMouseCaptureMode@@YAXW4ImGui_ImplSDL3_MouseCaptureMode@@@Z"; + +// Initialization data, for ImGui_ImplSDLGPU_Init() +// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat() to query the right value +ImplSDLGPU3_InitInfo :: struct { + Device: *SDL_GPUDevice = null; + ColorTargetFormat: SDL_GPUTextureFormat = .SDL_GPU_TEXTUREFORMAT_INVALID; + MSAASamples: SDL_GPUSampleCount = .SDL_GPU_SAMPLECOUNT_1; + SwapchainComposition: SDL_GPUSwapchainComposition = .SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode. + PresentMode: SDL_GPUPresentMode = .SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode. +} + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +ImplSDLGPU3_Init :: (info: *ImplSDLGPU3_InitInfo) -> bool #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDLGPU3_Init@@YA_NPEAUImGui_ImplSDLGPU3_InitInfo@@@Z"; +ImplSDLGPU3_Shutdown :: () -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDLGPU3_Shutdown@@YAXXZ"; +ImplSDLGPU3_NewFrame :: () -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDLGPU3_NewFrame@@YAXXZ"; +ImplSDLGPU3_PrepareDrawData :: (draw_data: *ImDrawData, command_buffer: *SDL_GPUCommandBuffer) -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDLGPU3_PrepareDrawData@@YAXPEAUImDrawData@@PEAUSDL_GPUCommandBuffer@@@Z"; +ImplSDLGPU3_RenderDrawData :: (draw_data: *ImDrawData, command_buffer: *SDL_GPUCommandBuffer, render_pass: *SDL_GPURenderPass, pipeline: *SDL_GPUGraphicsPipeline = null) -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDLGPU3_RenderDrawData@@YAXPEAUImDrawData@@PEAUSDL_GPUCommandBuffer@@PEAUSDL_GPURenderPass@@PEAUSDL_GPUGraphicsPipeline@@@Z"; + +// Use if you want to reset your rendering device without losing Dear ImGui state. +ImplSDLGPU3_CreateDeviceObjects :: () -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDLGPU3_CreateDeviceObjects@@YAXXZ"; +ImplSDLGPU3_DestroyDeviceObjects :: () -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDLGPU3_DestroyDeviceObjects@@YAXXZ"; + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +ImplSDLGPU3_UpdateTexture :: (tex: *ImTextureData) -> void #foreign imgui_sdl3_gpu3 "?ImGui_ImplSDLGPU3_UpdateTexture@@YAXPEAUImTextureData@@@Z"; + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +ImplSDLGPU3_RenderState :: struct { + Device: *SDL_GPUDevice; + SamplerLinear: *SDL_GPUSampler; // Bilinear filtering sampler + SamplerNearest: *SDL_GPUSampler; // Nearest/point filtering sampler + SamplerCurrent: *SDL_GPUSampler; // Current sampler (may be changed by callback) +} + +#scope_file + +imgui_sdl3_gpu3 :: #library,no_dll "ImGui_sdl3_gpu3.static"; diff --git a/modules/imgui-sdl/generate.jai b/modules/imgui-sdl/generate.jai new file mode 100644 index 0000000..9ffbf33 --- /dev/null +++ b/modules/imgui-sdl/generate.jai @@ -0,0 +1,654 @@ +// Instructions to build & bind: +// +// jai generate.jai - compile + +// We don’t ship the Dear ImGui source with the compiler. Download a Dear ImGui release and update this path if you want to re-generate the bindings. +IMGUI_PATH :: "../imgui-source"; // v1.92.9-docking (WIP) +SDL3_INCLUDE_PATH :: "src/include"; // Used for SDL v3.2.14 +FREETYPE_INCLUDE_PATH :: "src/include/freetype-2.12.1"; + +DECLARATIONS_TO_OMIT :: string.[ + // We have custom declarations for these in module.jai: + "ImVec2", + "ImVec4", + "ImColor", + "ImVector", + "ImDrawCallback", + + // Jai has its own, better "String_Builder" + "ImGuiTextBuffer", + + "ImDrawCallback_ResetRenderState", // casting an integer to a function pointer is not supported in Jai. +]; + +macos_arm64_version_arg := "-mmacos-version-min=11.0"; // Earliest version that supports arm64; macOS is arm64 only + +#run,stallable { + set_build_options_dc(.{do_output=false}); + + root_options := get_build_options(); + args := root_options.compile_time_command_line; + + + if !generate_imgui_bindings(args) { + compiler_set_workspace_status(.FAILED); + } +} + +generate_imgui_bindings :: (args: [] string) -> bool { + compile := array_find(args, "compile"); + compile_debug := array_find(args, "debug"); + compile_and_gen_backend_sdl3_gpu3 := array_find(args, "backend_sdl3_gpu3"); + compile_and_gen_freetype := array_find(args, "freetype"); + + if compile { + imgui_src_files: [..] string; + + array_add(*imgui_src_files, tprint("%/imgui.cpp", IMGUI_PATH)); + array_add(*imgui_src_files, tprint("%/imgui_widgets.cpp", IMGUI_PATH)); + array_add(*imgui_src_files, tprint("%/imgui_draw.cpp", IMGUI_PATH)); + array_add(*imgui_src_files, tprint("%/imgui_tables.cpp", IMGUI_PATH)); + // array_add(*imgui_src_files, tprint("%/imgui_demo.cpp", IMGUI_PATH)); + + success := true; + #if OS == .WINDOWS { + + make_directory_if_it_does_not_exist("windows"); + + success &&= build_cpp_dynamic_lib( + "windows/ImGui", + ..imgui_src_files, + extra=.[ + "/DIMGUI_API=__declspec(dllexport)", + "/DIMGUI_USE_WCHAR32", + ], + debug=compile_debug, + ); + + // We set IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS. Otherwise all users of the ImGui module have to link against "imm32". + success &&= build_cpp_static_lib( + "windows/ImGui.static", + ..imgui_src_files, + extra=.[ + "/DIMGUI_API=__declspec(dllexport)", + "/DIMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS", + "/DIMGUI_USE_WCHAR32", + ], + debug=compile_debug, + ); + + } else #if OS == .LINUX { + make_directory_if_it_does_not_exist("linux"); + // success &&= build_cpp_dynamic_lib("linux/ImGui", ..imgui_src_files, debug=compile_debug, extra=.["-DIMGUI_USE_WCHAR32"]); + // @Hack: Is -fno-threadsafe-statics really the way to go? Without it, we get linker errors when using the static library + // due to "__cxa_guard_acquire" et al not being defined. The library users probably need to link agains libc++ or something. But do we really want to enforce that? + success &&= build_cpp_static_lib("linux/ImGui", ..imgui_src_files, extra = .["-fno-exceptions", "-fno-rtti", "-fno-threadsafe-statics", "-fPIC", "-DIMGUI_USE_WCHAR32"], debug=compile_debug); + } else #if OS == .MACOS { + + #import "Process"; + + make_directory_if_it_does_not_exist("macos"); + + success &&= build_cpp_dynamic_lib("macos/ImGui", ..imgui_src_files, extra = .["-arch", "arm64", "-std=c++20", macos_arm64_version_arg, "-DIMGUI_USE_WCHAR32"], debug=compile_debug); + + // @Hack: Is -fno-threadsafe-statics really the way to go? Without it, we get linker errors when using the static library + // due to "__cxa_guard_acquire" et al not being defined. The library users probably need to link agains libc++ or something. But do we really want to enforce that? + success &&= build_cpp_static_lib( "macos/ImGui", ..imgui_src_files, extra = .["-arch", "arm64", "-std=c++20", "-fno-exceptions", "-fno-rtti", "-fno-threadsafe-statics", macos_arm64_version_arg, "-DIMGUI_USE_WCHAR32"], debug=compile_debug); + + } else { + assert(false, "this OS is not supported, check the procedure % for details\n", #procedure_name()); + } + + if !success return false; + } + + // We return if we generate a backend because bindings generator crashes if we do more than one generation per run + if compile_and_gen_backend_sdl3_gpu3 { + success := compile_and_generate_bindings_backend_sdl3_gpu3(compile_debug); + return success; + } + + if compile_and_gen_freetype { + success := compile_and_generate_bindings_freetype(compile_debug); + return success; + } + + defer { + deinit(*enums_for_typedefs); + array_reset(*begin_end_string_args); + } + + output_filename: string; + opts: Generate_Bindings_Options; + { + using opts; + + #if OS == .WINDOWS { + + array_add(*libraries, .{filename="ImGui.static"}); + array_add(*library_search_paths, "windows"); + output_filename = "windows/windows.jai"; + generate_library_declarations = false; + + footer = #string EOF +imgui :: #library,no_dll "ImGui.static"; +EOF + + } else { + + #if OS == .LINUX { + array_add(*library_search_paths, "linux"); + } else #if OS == .MACOS { + array_add(*library_search_paths, "macos"); + } else { + assert(false); + } + + footer = FOOTER_UNIX; + output_filename = "unix.jai"; + array_add(*libraries, .{filename="ImGui"}); + generate_library_declarations = false; + } + + array_add(*include_paths, IMGUI_PATH); + array_add(*source_files, tprint("%/imgui.h", IMGUI_PATH)); + array_add(*extra_clang_arguments, "-x", "c++", "-DWIN32_LEAN_AND_MEAN", "-DIMGUI_USE_WCHAR32"); + array_add(*flatten_namespaces, "ImGui"); + array_add(*strip_prefixes, "ImGui"); + auto_detect_enum_prefixes = false; + log_stripped_declarations = false; + generate_compile_time_struct_checks = false; + strip_flags |= .INLINED_FUNCTIONS; // "inline" functions are not present in the static library. + + visitor = imgui_visitor; + get_func_args_for_printing = imgui_get_function_arg_for_printing; + } + + success := generate_bindings(opts, output_filename); + return success; +} + +compile_and_generate_bindings_backend_sdl3_gpu3 :: (compile_debug: bool) -> bool { + + success := false; + array_add(*prefixes_to_keep, "ImGui_ImplSDL3_", "ImGui_ImplSDLGPU3_"); + + src_files := string.[ + tprint("%/backends/imgui_impl_sdl3.cpp", IMGUI_PATH), + tprint("%/backends/imgui_impl_sdlgpu3.cpp", IMGUI_PATH), + ]; + + // Generate binaries + #if OS == .WINDOWS { + + make_directory_if_it_does_not_exist("backends/windows", recursive=true); + + // We set IMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS. Otherwise all users of the ImGui module have to link against "imm32". + success = build_cpp_static_lib("backends/windows/ImGui_sdl3_gpu3.static", ..src_files, extra = .["/DIMGUI_DISABLE_WIN32_DEFAULT_IME_FUNCTIONS", "/DIMGUI_USE_WCHAR32", tprint("/I%", IMGUI_PATH), tprint("/I%", SDL3_INCLUDE_PATH)], debug=compile_debug); + + if !success return false; + + } else #if OS == .MACOS { + + #import "Process"; + + make_directory_if_it_does_not_exist("backends/macos", recursive=true); + + // @Hack: Is -fno-threadsafe-statics really the way to go? Without it, we get linker errors when using the static library + // due to "__cxa_guard_acquire" et al not being defined. The library users probably need to link agains libc++ or something. But do we really want to enforce that? + success = build_cpp_static_lib("backends/macos/ImGui_sdl3_gpu3", ..src_files, extra = .["-arch", "arm64", "-std=c++20", "-fno-exceptions", "-fno-rtti", "-fno-threadsafe-statics", "-DIMGUI_USE_WCHAR32", macos_arm64_version_arg, tprint("-I%", IMGUI_PATH), tprint("-I%", SDL3_INCLUDE_PATH)], debug=compile_debug); + assert(success, "build_cpp_static_lib('backends/macos/ImGui_sdl3_gpu3'"); + + } else #if OS == .LINUX { + + #import "Process"; + + make_directory_if_it_does_not_exist("backends/linux", recursive=true); + + // @Hack: Is -fno-threadsafe-statics really the way to go? Without it, we get linker errors when using the static library + // due to "__cxa_guard_acquire" et al not being defined. The library users probably need to link agains libc++ or something. But do we really want to enforce that? + success = build_cpp_static_lib("backends/linux/ImGui_sdl3_gpu3", ..src_files, extra = .["-std=c++20", "-fno-exceptions", "-fno-rtti", "-fno-threadsafe-statics", "-DIMGUI_USE_WCHAR32", tprint("-I%", IMGUI_PATH), tprint("-I%", SDL3_INCLUDE_PATH)], debug=compile_debug); + assert(success, "build_cpp_static_lib('backends/linux/ImGui_sdl3_gpu3'"); + } + + // Generate bindings + output_filename: string; + opts: Generate_Bindings_Options; + { + using opts; + + #if OS == .WINDOWS { + + array_add(*library_search_paths, "backends/windows"); + array_add(*libraries, .{filename="ImGui_sdl3_gpu3.static"}); + output_filename = "backends/windows/windows_sdl3_gpu3.jai"; + generate_library_declarations = false; + + footer = #string EOF +imgui_sdl3_gpu3 :: #library,no_dll "ImGui_sdl3_gpu3.static"; +EOF + + } else { + + // "inline" functions are not present in the static library. + strip_flags |= .INLINED_FUNCTIONS; + + #if OS == .LINUX { + array_add(*library_search_paths, "backends/linux"); + } else #if OS == .MACOS { + + array_add(*library_search_paths, "backends/macos"); + + // For some reason generation on macos doesn't find + // the library and so strips the functions we want. + // + // So for now we avoid stripping them and then do the horrible hack + // below to replace '#foreign __UnknownLib' and '#elsewhere __UnknownLib' + // with '#foreign imgui_sdl3_gpu3' + strip_flags &= ~.SYMBOLS_WITH_UNKNOWN_FOREIGN_LIBS; + + } else { + assert(false); + } + + array_add(*libraries, .{filename="ImGui_sdl3_gpu3"}); + output_filename = "backends/unix_sdl3_gpu3.jai"; + generate_library_declarations = false; + footer = #string END +#if OS == .MACOS imgui_sdl3_gpu3 :: #library,no_dll "macos/ImGui_sdl3_gpu3"; +#if OS == .LINUX imgui_sdl3_gpu3 :: #library,no_dll "linux/ImGui_sdl3_gpu3"; +END + } + + array_add(*include_paths, IMGUI_PATH, SDL3_INCLUDE_PATH); + array_add(*source_files, tprint("%/backends/imgui_impl_sdl3.h", IMGUI_PATH), tprint("%/backends/imgui_impl_sdlgpu3.h", IMGUI_PATH)); + array_add(*extra_clang_arguments, "-x", "c++", "-DWIN32_LEAN_AND_MEAN", "-DIMGUI_USE_WCHAR32"); + array_add(*flatten_namespaces, "ImGui"); + array_add(*strip_prefixes, "ImGui", "Imgui"); + + auto_detect_enum_prefixes = false; + log_stripped_declarations = false; + generate_compile_time_struct_checks = false; + + visitor = imgui_visitor; + get_func_args_for_printing = imgui_get_function_arg_for_printing; + } + + success = generate_bindings(opts, output_filename); + + // Horrible hack but... + #if OS == .MACOS { + + file_path := "backends/unix_sdl3_gpu3.jai"; + defer { + if !success { + log("failed to replace invalid library name from generated MacOS bindings at '%'. You will have to manually replace '#foreign __UnknownLib' and '#elsewhere __UnknownLib' with '#foreign imgui_sdl3_gpu3' and '#elsewhere imgui_sdl3_gpu3'", file_path, flags=.ERROR); + } + } + + contents, success= := read_entire_file(file_path); + if success { + defer free(contents); + + replace1 := replace(contents, "#foreign __UnknownLib", "#foreign imgui_sdl3_gpu3"); + defer free(replace1); + + replace2 := replace(replace1, "#elsewhere __UnknownLib", "#elsewhere imgui_sdl3_gpu3"); + defer free(replace2); + + success = write_entire_file(file_path, replace2); + } + } + + return success; +} + +compile_and_generate_bindings_freetype :: (compile_debug: bool) -> bool { + + success := false; + array_add(*prefixes_to_keep, "ImGuiFreeType", "ImGui_ImplFreeType"); + + src_files := string.[ + tprint("%/misc/freetype/imgui_freetype.cpp", IMGUI_PATH), + ]; + + // Generate binaries + #if OS == .WINDOWS { + + make_directory_if_it_does_not_exist("misc/freetype/windows", recursive=true); + + success = build_cpp_static_lib("misc/freetype/windows/ImGui_freetype.static", ..src_files, + extra = .[ + tprint("/I%", IMGUI_PATH), + tprint("/I%", FREETYPE_INCLUDE_PATH), + tprint("/I%", join(IMGUI_PATH, "/misc/freetype",, temp)), + "/DIMGUI_USE_WCHAR32", + ], + debug=compile_debug); + + if !success return false; + + } else #if OS == .LINUX { + + #import "Process"; + + make_directory_if_it_does_not_exist("misc/freetype/linux"); + + success = build_cpp_static_lib("misc/freetype/linux/ImGui_freetype", ..src_files, + extra = .[ + tprint("-I%", IMGUI_PATH), + tprint("-I%", FREETYPE_INCLUDE_PATH), + tprint("-I%", join(IMGUI_PATH, "/misc/freetype",, temp)), + "-fno-exceptions", "-fno-rtti", "-fno-threadsafe-statics", "-fPIC", + "-DIMGUI_USE_WCHAR32", + ], + debug=compile_debug); + + assert(success, "build_cpp_static_lib('misc/freetype/linux/ImGui_freetype'"); + + } else #if OS == .MACOS { + + #import "Process"; + + make_directory_if_it_does_not_exist("misc/freetype/macos", recursive=true); + + success = build_cpp_static_lib("misc/freetype/macos/ImGui_freetype", ..src_files, + extra = .[ + "-arch", "arm64", "-std=c++20", "-fno-exceptions", "-fno-rtti", "-fno-threadsafe-statics", + macos_arm64_version_arg, + tprint("-I%", IMGUI_PATH), + tprint("-I%", FREETYPE_INCLUDE_PATH), + join("-I", IMGUI_PATH, "/misc/freetype",, temp), + "-DIMGUI_USE_WCHAR32", + ], + debug=compile_debug); + assert(success, "build_cpp_static_lib('misc/freetype/macos/ImGui_freetype'"); + + } else { + assert(false, "this OS is not supported"); + } + + if !success return false; + + // Generate bindings + output_filename: string; + opts: Generate_Bindings_Options; + { + using opts; + + #if OS == .WINDOWS { + + array_add(*library_search_paths, "misc/freetype/windows"); + array_add(*libraries, .{filename="ImGui_freetype.static"}); + output_filename = "misc/freetype/windows/windows_freetype.jai"; + generate_library_declarations = false; + + footer = #string EOF +imgui_freetype :: #library,no_dll "ImGui_freetype.static"; +EOF + + } else { + + // "inline" functions are not present in the static library. + strip_flags |= .INLINED_FUNCTIONS; + + #if OS == .LINUX { + array_add(*library_search_paths, "misc/freetype/linux"); + } else #if OS == .MACOS { + + array_add(*library_search_paths, "misc/freetype/macos"); + + // Same reason as SDL backend — macOS generator sometimes fails to find the lib + strip_flags &= ~.SYMBOLS_WITH_UNKNOWN_FOREIGN_LIBS; + + } else { + assert(false); + } + + array_add(*libraries, .{filename="ImGui_freetype"}); + output_filename = "misc/freetype/unix_freetype.jai"; + generate_library_declarations = false; + + footer = #string END +#if OS == .MACOS imgui_freetype :: #library,no_dll "macos/ImGui_freetype"; +#if OS == .LINUX imgui_freetype :: #library,no_dll "linux/ImGui_freetype"; +END + } + + array_add(*include_paths, IMGUI_PATH, join(IMGUI_PATH, "/misc/freetype"), FREETYPE_INCLUDE_PATH); + array_add(*source_files, + tprint("%/misc/freetype/imgui_freetype.h", IMGUI_PATH) + ); + array_add(*extra_clang_arguments, "-x", "c++", "-DWIN32_LEAN_AND_MEAN", "-DIMGUI_USE_WCHAR32"); + array_add(*strip_prefixes, "ImGui", "Imgui"); + + auto_detect_enum_prefixes = false; + log_stripped_declarations = false; + generate_compile_time_struct_checks = false; + + visitor = imgui_visitor; + get_func_args_for_printing = imgui_get_function_arg_for_printing; + } + + success = generate_bindings(opts, output_filename); + + // Horrible macOS hack + #if OS == .MACOS { + + file_path := "misc/freetype/unix_freetype.jai"; + defer { + if !success { + log("failed to replace invalid library name from generated MacOS bindings at '%'. You will have to manually replace '#foreign __UnknownLib' and '#elsewhere __UnknownLib' with '#foreign imgui_freetype' and '#elsewhere imgui_freetype'", file_path, flags=.ERROR); + } + } + + contents, read_ok := read_entire_file(file_path); + if read_ok { + defer free(contents); + + replace1 := replace(contents, "#foreign __UnknownLib", "#foreign imgui_freetype"); + defer free(replace1); + + replace2 := replace(replace1, "#elsewhere __UnknownLib", "#elsewhere imgui_freetype"); + defer free(replace2); + + success = write_entire_file(file_path, replace2); + } + } + + return success; +} + +begin_end_string_args: [..]*Declaration; +enums_for_typedefs: Table(string, *Enum); +prefixes_to_keep: [..]string; + +imgui_visitor :: (decl: *Declaration, parent_decl: *Declaration) -> Declaration_Visit_Result { + + // The parent check is because if we have a struct to keep we want + // everything inside it to stay even if the names aren't to keep, and + // so we only apply this check on top-level declarations. + if prefixes_to_keep.count && !parent_decl { + + found := false; + + for prefixes_to_keep { + if begins_with(decl.name, it) { + found = true; + break; + } + } + + if !found { + decl.decl_flags |= .OMIT_FROM_OUTPUT; + return .STOP; + } + } + + // ImGui has "typedef ints" for each enum. but we want to just use the enums directly, + // so we get nice type safety, and .unary dots, etc. + // + // Look for declarations inside functions (i.e., arguments) or structs (i.e., fields) + get_associated_enum_name :: (name: string) -> string { + if name.count > 1 && name[name.count - 1] != #char "_" { + return tprint("%_", name); + } + return name; + } + + if !parent_decl { + if array_find(DECLARATIONS_TO_OMIT, decl.name) { + decl.decl_flags |= .OMIT_FROM_OUTPUT; + return .STOP; + } + if decl.name == "ImGuiContext" { + decl.output_name = decl.name; // Don’t shorten ImGuiContext to Context as this would conflict + } + + if decl.kind == .TYPEDEF { + old_name := decl.name; + if old_name { + new_name := get_associated_enum_name(old_name); + for context.generator.global_scope.members { + if it.kind != .ENUM || it.name != new_name continue; + + en := cast(*Enum)it; + + // Don't output the integer typedef + decl.decl_flags |= .OMIT_FROM_OUTPUT; + + // Make sure the enums like "FocusFlags_" get outputted as "FocusFlags" + if en.output_name.count > 2 && en.output_name[en.output_name.count - 1] == #char "_" { + en.output_name.count -= 1; + } + + // Keep the comment, if there is one: + if decl.comment.text && !en.comment.text { + en.comment = decl.comment; + } + + table_add(*enums_for_typedefs, old_name, en); + break; + } + } + } + } + + // Look for function arguments with "typedef" types. + if parent_decl && + (parent_decl.kind == .FUNCTION || parent_decl.kind == .STRUCT) && + decl.kind == .DECLARATION && decl.type.type_of_typedef != null + { + old_name := decl.type.type_of_typedef.name; + if old_name { + found, en := table_find(*enums_for_typedefs, old_name); + if found { + change_type_to_enum(decl, en); + } + } + } + + if decl.kind == .ENUM { + // ImGui has lots of enums that should be enum flags. Luckily, they all end in "…Flags_". + if ends_with(decl.name, "Flags_") { + en := cast(*Enum)decl; + en.flags |= .IS_ENUM_FLAGS; + en.flags |= .VALUES_IN_HEX; + } + } + + if decl.kind == .FUNCTION { + func := cast(*Function)decl; + type := func.type.type_of_function; + // ImGui also has functions with pairs of arguments like "text_begin" and "text_end" + // for the pointers to the beginning and end of a string. We'll generate wrappers for + // those function which take a jai string. + // + // Here we collect pointers to "_begin" arguments, and use them in + // get_func_args_for_printing below. + for type.arguments { + if it_index == 0 || !ends_with(it.name, "_end") continue; + arg_type := find_underlying_type(it.type); + if !arg_type.pointer_to || !(arg_type.pointer_to.number_flags & ._8BIT) continue; // Only convert *u8 ranges to string + + name_part := slice(it.name, 0, it.name.count - "_end".count); + if !name_part continue; + + // the first arg may appear as "text_begin" or just "text" + name_part_with_begin := tprint("%_begin", name_part); + prev_arg := type.arguments[it_index - 1]; + if prev_arg.name == name_part || prev_arg.name == name_part_with_begin { + array_add(*begin_end_string_args, prev_arg); + func.decl_flags |= .NEEDS_ARGUMENT_WRAPPER; + } + } + } + + return .RECURSE; +} + +// Modify function with _begin and _end string arguments as they get printed. +// See the note above about "text_begin". +imgui_get_function_arg_for_printing :: (func: *Function, type: *Function_Type, mode: Arg_Print_Mode) -> []*Declaration { + args: [..]*Declaration; + for type.arguments { + if array_find(begin_end_string_args, it) { + if mode == { + case .OUTER_WRAPPER; + // For the outer wrapper, remove any "_begin" part of the argument, and + // change its type to a jai string + arg_copy := New(Declaration); + arg_copy.* = it.*; + arg_copy.type = context.generator.type_def_jai_string; + if ends_with(it.name, "_begin") { + arg_copy.output_name = slice(it.name, 0, it.name.count - "_begin".count); + } + array_add(*args, arg_copy); + + it_index += 1; // skip the next argument-we collpase the _begin and _end args into one string arg + + continue; + case .INNER_WRAPPER_CALL; + // For the inner wrapper function call, we pass the incoming arg + // as two arguments: "jai_string.data, jai_string.data + jai_string.count" -- corresponding + // to the _begin and _end parts. + base_arg_name := it.name; + if ends_with(it.name, "_begin") { + base_arg_name = slice(it.name, 0, it.name.count - "_begin".count); + } + + arg_copy := New(Declaration); + arg_copy.* = it.*; + arg_copy.output_name = tprint("%.data", base_arg_name); + array_add(*args, arg_copy); + + arg_copy_2 := New(Declaration); + arg_copy_2.* = it.*; + arg_copy_2.output_name = tprint("%.data + %.count", base_arg_name, base_arg_name); + array_add(*args, arg_copy_2); + + it_index += 1; // skip the next arg, since we already added a second one above + continue; + } + } + + array_add(*args, it); + } + + return args; +} + +#import "Basic"; +#import "Bindings_Generator"; +#import "BuildCpp"; +#import "Compiler"; +#import "File"; +#import "Hash_Table"; +#import "String"; + +FOOTER_UNIX :: #string END + +#if OS == .MACOS imgui :: #library,no_dll "macos/ImGui"; +#if OS == .LINUX imgui :: #library,no_dll "linux/ImGui"; + +END diff --git a/modules/imgui-sdl/linux/ImGui.a b/modules/imgui-sdl/linux/ImGui.a new file mode 100644 index 0000000..96db284 Binary files /dev/null and b/modules/imgui-sdl/linux/ImGui.a differ diff --git a/modules/imgui-sdl/macos/ImGui.a b/modules/imgui-sdl/macos/ImGui.a new file mode 100644 index 0000000..66bdf86 Binary files /dev/null and b/modules/imgui-sdl/macos/ImGui.a differ diff --git a/modules/imgui-sdl/macos/ImGui.dylib b/modules/imgui-sdl/macos/ImGui.dylib new file mode 100644 index 0000000..649f241 Binary files /dev/null and b/modules/imgui-sdl/macos/ImGui.dylib differ diff --git a/modules/imgui-sdl/misc/freetype/freetype.jai b/modules/imgui-sdl/misc/freetype/freetype.jai new file mode 100644 index 0000000..b07e284 --- /dev/null +++ b/modules/imgui-sdl/misc/freetype/freetype.jai @@ -0,0 +1,7 @@ +#if OS == .WINDOWS { + #load "windows/windows_freetype.jai"; +} else #if OS == .MACOS || OS == .LINUX { + #load "./unix_freetype.jai"; +} else { + #assert false "Dear ImGui Freetype currently only supports Windows, MacOS, and Linux. Check generate.jai to see how these platforms are implemented so that you can add support for your OS!"; +} diff --git a/modules/imgui-sdl/misc/freetype/linux/ImGui_freetype.a b/modules/imgui-sdl/misc/freetype/linux/ImGui_freetype.a new file mode 100644 index 0000000..f68e713 Binary files /dev/null and b/modules/imgui-sdl/misc/freetype/linux/ImGui_freetype.a differ diff --git a/modules/imgui-sdl/misc/freetype/macos/ImGui_freetype.a b/modules/imgui-sdl/misc/freetype/macos/ImGui_freetype.a new file mode 100644 index 0000000..f309326 Binary files /dev/null and b/modules/imgui-sdl/misc/freetype/macos/ImGui_freetype.a differ diff --git a/modules/imgui-sdl/misc/freetype/unix_freetype.jai b/modules/imgui-sdl/misc/freetype/unix_freetype.jai new file mode 100644 index 0000000..623cd68 --- /dev/null +++ b/modules/imgui-sdl/misc/freetype/unix_freetype.jai @@ -0,0 +1,82 @@ +// +// This file was auto-generated using the following command: +// +// jai generate.jai - freetype +// + + + +// Hinting greatly impacts visuals (and glyph sizes). +// - By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter. +// - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h +// - The Default hinting mode usually looks good, but may distort glyphs in an unusual way. +// - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer. +// You can set those flags globally in ImFontAtlas::FontLoaderFlags +// You can set those flags on a per font basis in ImFontConfig::FontLoaderFlags +FreeTypeLoaderFlags :: enum_flags u32 { + NoHinting :: 0x1; + NoAutoHint :: 0x2; + ForceAutoHint :: 0x4; + LightHinting :: 0x8; + MonoHinting :: 0x10; + Bold :: 0x20; + Oblique :: 0x40; + Monochrome :: 0x80; + LoadColor :: 0x100; + Bitmap :: 0x200; + + FreeTypeBuilderFlags_NoHinting :: 0x1; + FreeTypeBuilderFlags_NoAutoHint :: 0x2; + FreeTypeBuilderFlags_ForceAutoHint :: 0x4; + FreeTypeBuilderFlags_LightHinting :: 0x8; + FreeTypeBuilderFlags_MonoHinting :: 0x10; + FreeTypeBuilderFlags_Bold :: 0x20; + FreeTypeBuilderFlags_Oblique :: 0x40; + FreeTypeBuilderFlags_Monochrome :: 0x80; + FreeTypeBuilderFlags_LoadColor :: 0x100; + FreeTypeBuilderFlags_Bitmap :: 0x200; + + ImGuiFreeTypeLoaderFlags_NoHinting :: NoHinting; + ImGuiFreeTypeLoaderFlags_NoAutoHint :: NoAutoHint; + ImGuiFreeTypeLoaderFlags_ForceAutoHint :: ForceAutoHint; + ImGuiFreeTypeLoaderFlags_LightHinting :: LightHinting; + ImGuiFreeTypeLoaderFlags_MonoHinting :: MonoHinting; + ImGuiFreeTypeLoaderFlags_Bold :: Bold; + ImGuiFreeTypeLoaderFlags_Oblique :: Oblique; + ImGuiFreeTypeLoaderFlags_Monochrome :: Monochrome; + ImGuiFreeTypeLoaderFlags_LoadColor :: LoadColor; + ImGuiFreeTypeLoaderFlags_Bitmap :: Bitmap; + + ImGuiFreeTypeBuilderFlags_NoHinting :: FreeTypeBuilderFlags_NoHinting; + ImGuiFreeTypeBuilderFlags_NoAutoHint :: FreeTypeBuilderFlags_NoAutoHint; + ImGuiFreeTypeBuilderFlags_ForceAutoHint :: FreeTypeBuilderFlags_ForceAutoHint; + ImGuiFreeTypeBuilderFlags_LightHinting :: FreeTypeBuilderFlags_LightHinting; + ImGuiFreeTypeBuilderFlags_MonoHinting :: FreeTypeBuilderFlags_MonoHinting; + ImGuiFreeTypeBuilderFlags_Bold :: FreeTypeBuilderFlags_Bold; + ImGuiFreeTypeBuilderFlags_Oblique :: FreeTypeBuilderFlags_Oblique; + ImGuiFreeTypeBuilderFlags_Monochrome :: FreeTypeBuilderFlags_Monochrome; + ImGuiFreeTypeBuilderFlags_LoadColor :: FreeTypeBuilderFlags_LoadColor; + ImGuiFreeTypeBuilderFlags_Bitmap :: FreeTypeBuilderFlags_Bitmap; +} + +FreeTypeBuilderFlags_ :: FreeTypeLoaderFlags; + +FreeType :: struct { + // This is automatically assigned when using '#define IMGUI_ENABLE_FREETYPE'. + // If you need to dynamically select between multiple builders: + // - you can manually assign this builder with 'atlas->SetFontLoader(ImGuiFreeType::GetFontLoader())' + // - prefer deep-copying this into your own ImFontLoader instance if you use hot-reloading that messes up static data. + GetFontLoader :: () -> *ImFontLoader #foreign imgui_freetype "_ZN13ImGuiFreeType13GetFontLoaderEv"; + + // Override allocators. By default ImGuiFreeType will use IM_ALLOC()/IM_FREE() + // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired. + SetAllocatorFunctions :: (alloc_func: #type (sz: u64, user_data: *void) -> *void #c_call, free_func: #type (ptr: *void, user_data: *void) -> void #c_call, user_data: *void = null) -> void #foreign imgui_freetype "_ZN13ImGuiFreeType21SetAllocatorFunctionsEPFPvmS0_EPFvS0_S0_ES0_"; + + // Display UI to edit ImFontAtlas::FontLoaderFlags (shared) or ImFontConfig::FontLoaderFlags (single source) + DebugEditFontLoaderFlags :: (p_font_loader_flags: *FreeTypeLoaderFlags) -> bool #foreign imgui_freetype "_ZN13ImGuiFreeType24DebugEditFontLoaderFlagsEPj"; +} + +#scope_file + +#if OS == .MACOS imgui_freetype :: #library,no_dll "macos/ImGui_freetype"; +#if OS == .LINUX imgui_freetype :: #library,no_dll "linux/ImGui_freetype"; diff --git a/modules/imgui-sdl/misc/freetype/windows/ImGui_freetype.static.lib b/modules/imgui-sdl/misc/freetype/windows/ImGui_freetype.static.lib new file mode 100644 index 0000000..52c92b7 Binary files /dev/null and b/modules/imgui-sdl/misc/freetype/windows/ImGui_freetype.static.lib differ diff --git a/modules/imgui-sdl/misc/freetype/windows/windows_freetype.jai b/modules/imgui-sdl/misc/freetype/windows/windows_freetype.jai new file mode 100644 index 0000000..2886c4f --- /dev/null +++ b/modules/imgui-sdl/misc/freetype/windows/windows_freetype.jai @@ -0,0 +1,81 @@ +// +// This file was auto-generated using the following command: +// +// jai generate.jai - -freetype +// + + + +// Hinting greatly impacts visuals (and glyph sizes). +// - By default, hinting is enabled and the font's native hinter is preferred over the auto-hinter. +// - When disabled, FreeType generates blurrier glyphs, more or less matches the stb_truetype.h +// - The Default hinting mode usually looks good, but may distort glyphs in an unusual way. +// - The Light hinting mode generates fuzzier glyphs but better matches Microsoft's rasterizer. +// You can set those flags globally in ImFontAtlas::FontLoaderFlags +// You can set those flags on a per font basis in ImFontConfig::FontLoaderFlags +FreeTypeLoaderFlags :: enum_flags s32 { + NoHinting :: 0x1; + NoAutoHint :: 0x2; + ForceAutoHint :: 0x4; + LightHinting :: 0x8; + MonoHinting :: 0x10; + Bold :: 0x20; + Oblique :: 0x40; + Monochrome :: 0x80; + LoadColor :: 0x100; + Bitmap :: 0x200; + + FreeTypeBuilderFlags_NoHinting :: 0x1; + FreeTypeBuilderFlags_NoAutoHint :: 0x2; + FreeTypeBuilderFlags_ForceAutoHint :: 0x4; + FreeTypeBuilderFlags_LightHinting :: 0x8; + FreeTypeBuilderFlags_MonoHinting :: 0x10; + FreeTypeBuilderFlags_Bold :: 0x20; + FreeTypeBuilderFlags_Oblique :: 0x40; + FreeTypeBuilderFlags_Monochrome :: 0x80; + FreeTypeBuilderFlags_LoadColor :: 0x100; + FreeTypeBuilderFlags_Bitmap :: 0x200; + + ImGuiFreeTypeLoaderFlags_NoHinting :: NoHinting; + ImGuiFreeTypeLoaderFlags_NoAutoHint :: NoAutoHint; + ImGuiFreeTypeLoaderFlags_ForceAutoHint :: ForceAutoHint; + ImGuiFreeTypeLoaderFlags_LightHinting :: LightHinting; + ImGuiFreeTypeLoaderFlags_MonoHinting :: MonoHinting; + ImGuiFreeTypeLoaderFlags_Bold :: Bold; + ImGuiFreeTypeLoaderFlags_Oblique :: Oblique; + ImGuiFreeTypeLoaderFlags_Monochrome :: Monochrome; + ImGuiFreeTypeLoaderFlags_LoadColor :: LoadColor; + ImGuiFreeTypeLoaderFlags_Bitmap :: Bitmap; + + ImGuiFreeTypeBuilderFlags_NoHinting :: FreeTypeBuilderFlags_NoHinting; + ImGuiFreeTypeBuilderFlags_NoAutoHint :: FreeTypeBuilderFlags_NoAutoHint; + ImGuiFreeTypeBuilderFlags_ForceAutoHint :: FreeTypeBuilderFlags_ForceAutoHint; + ImGuiFreeTypeBuilderFlags_LightHinting :: FreeTypeBuilderFlags_LightHinting; + ImGuiFreeTypeBuilderFlags_MonoHinting :: FreeTypeBuilderFlags_MonoHinting; + ImGuiFreeTypeBuilderFlags_Bold :: FreeTypeBuilderFlags_Bold; + ImGuiFreeTypeBuilderFlags_Oblique :: FreeTypeBuilderFlags_Oblique; + ImGuiFreeTypeBuilderFlags_Monochrome :: FreeTypeBuilderFlags_Monochrome; + ImGuiFreeTypeBuilderFlags_LoadColor :: FreeTypeBuilderFlags_LoadColor; + ImGuiFreeTypeBuilderFlags_Bitmap :: FreeTypeBuilderFlags_Bitmap; +} + +FreeTypeBuilderFlags_ :: FreeTypeLoaderFlags; + +FreeType :: struct { + // This is automatically assigned when using '#define IMGUI_ENABLE_FREETYPE'. + // If you need to dynamically select between multiple builders: + // - you can manually assign this builder with 'atlas->SetFontLoader(ImGuiFreeType::GetFontLoader())' + // - prefer deep-copying this into your own ImFontLoader instance if you use hot-reloading that messes up static data. + GetFontLoader :: () -> *ImFontLoader #foreign imgui_freetype "?GetFontLoader@ImGuiFreeType@@YAPEBUImFontLoader@@XZ"; + + // Override allocators. By default ImGuiFreeType will use IM_ALLOC()/IM_FREE() + // However, as FreeType does lots of allocations we provide a way for the user to redirect it to a separate memory heap if desired. + SetAllocatorFunctions :: (alloc_func: #type (sz: u64, user_data: *void) -> *void #c_call, free_func: #type (ptr: *void, user_data: *void) -> void #c_call, user_data: *void = null) -> void #foreign imgui_freetype "?SetAllocatorFunctions@ImGuiFreeType@@YAXP6APEAX_KPEAX@ZP6AX11@Z1@Z"; + + // Display UI to edit ImFontAtlas::FontLoaderFlags (shared) or ImFontConfig::FontLoaderFlags (single source) + DebugEditFontLoaderFlags :: (p_font_loader_flags: *FreeTypeLoaderFlags) -> bool #foreign imgui_freetype "?DebugEditFontLoaderFlags@ImGuiFreeType@@YA_NPEAI@Z"; +} + +#scope_file + +imgui_freetype :: #library,no_dll "ImGui_freetype.static"; diff --git a/modules/imgui-sdl/module.jai b/modules/imgui-sdl/module.jai new file mode 100644 index 0000000..8745693 --- /dev/null +++ b/modules/imgui-sdl/module.jai @@ -0,0 +1,34 @@ +#module_parameters (); + +ImVec2 :: Vector2; +ImVec4 :: Vector4; +ImColor :: Vector4; + +ImVector :: struct (T: Type) { + Size: s32; + Capacity: s32; + Data: *T; +} + +ImDrawCallback :: #type (parent_list: *ImDrawList, cmd: *ImDrawCmd) #c_call; + +#scope_module + +#import "Basic"; +#import "Math"; + +#if OS == .WINDOWS { + #load "windows/windows.jai"; + + // Note: Check imconfig.h for a full list of compilation flags and the resulting + // changes in features and system libraries required + + // Needed by imgui unless ImGui is compiled with IMGUI_DISABLE_WIN32_DEFAULT_CLIPBOARD_FUNCS" + #library,system,link_always "user32"; + + // Needed by imgui unless ImGui is compiled with IMGUI_DISABLE_DEFAULT_SHELL_FUNCTIONS + #library,system,link_always "shell32"; +} else { + #load "unix.jai"; + #if OS == .LINUX #library,system,link_always "libm"; +} diff --git a/modules/imgui-sdl/src/include/SDL3/SDL.h b/modules/imgui-sdl/src/include/SDL3/SDL.h new file mode 100644 index 0000000..a8eb7ae --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL.h @@ -0,0 +1,90 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Main include header for the SDL library, version 3.2.14 + * + * It is almost always best to include just this one header instead of + * picking out individual headers included here. There are exceptions to + * this rule--SDL_main.h is special and not included here--but usually + * letting SDL.h include the kitchen sink for you is the correct approach. + */ + +#ifndef SDL_h_ +#define SDL_h_ + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#endif /* SDL_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_assert.h b/modules/imgui-sdl/src/include/SDL3/SDL_assert.h new file mode 100644 index 0000000..6c90acc --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_assert.h @@ -0,0 +1,662 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryAssert + * + * A helpful assertion macro! + * + * SDL assertions operate like your usual `assert` macro, but with some added + * features: + * + * - It uses a trick with the `sizeof` operator, so disabled assertions + * vaporize out of the compiled code, but variables only referenced in the + * assertion won't trigger compiler warnings about being unused. + * - It is safe to use with a dangling-else: `if (x) SDL_assert(y); else + * do_something();` + * - It works the same everywhere, instead of counting on various platforms' + * compiler and C runtime to behave. + * - It provides multiple levels of assertion (SDL_assert, SDL_assert_release, + * SDL_assert_paranoid) instead of a single all-or-nothing option. + * - It offers a variety of responses when an assertion fails (retry, trigger + * the debugger, abort the program, ignore the failure once, ignore it for + * the rest of the program's run). + * - It tries to show the user a dialog by default, if possible, but the app + * can provide a callback to handle assertion failures however they like. + * - It lets failed assertions be retried. Perhaps you had a network failure + * and just want to retry the test after plugging your network cable back + * in? You can. + * - It lets the user ignore an assertion failure, if there's a harmless + * problem that one can continue past. + * - It lets the user mark an assertion as ignored for the rest of the + * program's run; if there's a harmless problem that keeps popping up. + * - It provides statistics and data on all failed assertions to the app. + * - It allows the default assertion handler to be controlled with environment + * variables, in case an automated script needs to control it. + * - It can be used as an aid to Clang's static analysis; it will treat SDL + * assertions as universally true (under the assumption that you are serious + * about the asserted claims and that your debug builds will detect when + * these claims were wrong). This can help the analyzer avoid false + * positives. + * + * To use it: compile a debug build and just sprinkle around tests to check + * your code! + */ + +#ifndef SDL_assert_h_ +#define SDL_assert_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * The level of assertion aggressiveness. + * + * This value changes depending on compiler options and other preprocessor + * defines. + * + * It is currently one of the following values, but future SDL releases might + * add more: + * + * - 0: All SDL assertion macros are disabled. + * - 1: Release settings: SDL_assert disabled, SDL_assert_release enabled. + * - 2: Debug settings: SDL_assert and SDL_assert_release enabled. + * - 3: Paranoid settings: All SDL assertion macros enabled, including + * SDL_assert_paranoid. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ASSERT_LEVEL SomeNumberBasedOnVariousFactors + +#elif !defined(SDL_ASSERT_LEVEL) +#ifdef SDL_DEFAULT_ASSERT_LEVEL +#define SDL_ASSERT_LEVEL SDL_DEFAULT_ASSERT_LEVEL +#elif defined(_DEBUG) || defined(DEBUG) || \ + (defined(__GNUC__) && !defined(__OPTIMIZE__)) +#define SDL_ASSERT_LEVEL 2 +#else +#define SDL_ASSERT_LEVEL 1 +#endif +#endif + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Attempt to tell an attached debugger to pause. + * + * This allows an app to programmatically halt ("break") the debugger as if it + * had hit a breakpoint, allowing the developer to examine program state, etc. + * + * This is a macro--not a function--so that the debugger breaks on the source + * code line that used SDL_TriggerBreakpoint and not in some random guts of + * SDL. SDL_assert uses this macro for the same reason. + * + * If the program is not running under a debugger, SDL_TriggerBreakpoint will + * likely terminate the app, possibly without warning. If the current platform + * isn't supported, this macro is left undefined. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_TriggerBreakpoint() TriggerABreakpointInAPlatformSpecificManner + +#elif defined(_MSC_VER) && _MSC_VER >= 1310 + /* Don't include intrin.h here because it contains C++ code */ + extern void __cdecl __debugbreak(void); + #define SDL_TriggerBreakpoint() __debugbreak() +#elif defined(_MSC_VER) && defined(_M_IX86) + #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } +#elif defined(ANDROID) + #include + #define SDL_TriggerBreakpoint() assert(0) +#elif SDL_HAS_BUILTIN(__builtin_debugtrap) + #define SDL_TriggerBreakpoint() __builtin_debugtrap() +#elif SDL_HAS_BUILTIN(__builtin_trap) + #define SDL_TriggerBreakpoint() __builtin_trap() +#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__)) + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "int $3\n\t" ) +#elif (defined(__GNUC__) || defined(__clang__)) && defined(__riscv) + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "ebreak\n\t" ) +#elif ( defined(SDL_PLATFORM_APPLE) && (defined(__arm64__) || defined(__aarch64__)) ) /* this might work on other ARM targets, but this is a known quantity... */ + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #22\n\t" ) +#elif defined(SDL_PLATFORM_APPLE) && defined(__arm__) + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "bkpt #22\n\t" ) +#elif defined(_WIN32) && ((defined(__GNUC__) || defined(__clang__)) && (defined(__arm64__) || defined(__aarch64__)) ) + #define SDL_TriggerBreakpoint() __asm__ __volatile__ ( "brk #0xF000\n\t" ) +#elif defined(__GNUC__) || defined(__clang__) + #define SDL_TriggerBreakpoint() __builtin_trap() /* older gcc may not support SDL_HAS_BUILTIN(__builtin_trap) above */ +#elif defined(__386__) && defined(__WATCOMC__) + #define SDL_TriggerBreakpoint() { _asm { int 0x03 } } +#elif defined(HAVE_SIGNAL_H) && !defined(__WATCOMC__) + #include + #define SDL_TriggerBreakpoint() raise(SIGTRAP) +#else + /* SDL_TriggerBreakpoint is intentionally left undefined on unknown platforms. */ +#endif + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro that reports the current function being compiled. + * + * If SDL can't figure how the compiler reports this, it will use "???". + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FUNCTION __FUNCTION__ + +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 199901L) /* C99 supports __func__ as a standard. */ +# define SDL_FUNCTION __func__ +#elif ((defined(__GNUC__) && (__GNUC__ >= 2)) || defined(_MSC_VER) || defined (__WATCOMC__)) +# define SDL_FUNCTION __FUNCTION__ +#else +# define SDL_FUNCTION "???" +#endif + +/** + * A macro that reports the current file being compiled. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FILE __FILE__ + +/** + * A macro that reports the current line number of the file being compiled. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_LINE __LINE__ + +/* +sizeof (x) makes the compiler still parse the expression even without +assertions enabled, so the code is always checked at compile time, but +doesn't actually generate code for it, so there are no side effects or +expensive checks at run time, just the constant size of what x WOULD be, +which presumably gets optimized out as unused. +This also solves the problem of... + + int somevalue = blah(); + SDL_assert(somevalue == 1); + +...which would cause compiles to complain that somevalue is unused if we +disable assertions. +*/ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro for wrapping code in `do {} while (0);` without compiler warnings. + * + * Visual Studio with really aggressive warnings enabled needs this to avoid + * compiler complaints. + * + * the `do {} while (0);` trick is useful for wrapping code in a macro that + * may or may not be a single statement, to avoid various C language + * accidents. + * + * To use: + * + * ```c + * do { SomethingOnce(); } while (SDL_NULL_WHILE_LOOP_CONDITION (0)); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NULL_WHILE_LOOP_CONDITION (0) + +#elif defined(_MSC_VER) /* Avoid /W4 warnings. */ +/* "while (0,0)" fools Microsoft's compiler's /W4 warning level into thinking + this condition isn't constant. And looks like an owl's face! */ +#define SDL_NULL_WHILE_LOOP_CONDITION (0,0) +#else +#define SDL_NULL_WHILE_LOOP_CONDITION (0) +#endif + +/** + * The macro used when an assertion is disabled. + * + * This isn't for direct use by apps, but this is the code that is inserted + * when an SDL_assert is disabled (perhaps in a release build). + * + * The code does nothing, but wraps `condition` in a sizeof operator, which + * generates no code and has no side effects, but avoid compiler warnings + * about unused variables. + * + * \param condition the condition to assert (but not actually run here). + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_disabled_assert(condition) \ + do { (void) sizeof ((condition)); } while (SDL_NULL_WHILE_LOOP_CONDITION) + +/** + * Possible outcomes from a triggered assertion. + * + * When an enabled assertion triggers, it may call the assertion handler + * (possibly one provided by the app via SDL_SetAssertionHandler), which will + * return one of these values, possibly after asking the user. + * + * Then SDL will respond based on this outcome (loop around to retry the + * condition, try to break in a debugger, kill the program, or ignore the + * problem). + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_AssertState +{ + SDL_ASSERTION_RETRY, /**< Retry the assert immediately. */ + SDL_ASSERTION_BREAK, /**< Make the debugger trigger a breakpoint. */ + SDL_ASSERTION_ABORT, /**< Terminate the program. */ + SDL_ASSERTION_IGNORE, /**< Ignore the assert. */ + SDL_ASSERTION_ALWAYS_IGNORE /**< Ignore the assert from now on. */ +} SDL_AssertState; + +/** + * Information about an assertion failure. + * + * This structure is filled in with information about a triggered assertion, + * used by the assertion handler, then added to the assertion report. This is + * returned as a linked list from SDL_GetAssertionReport(). + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_AssertData +{ + bool always_ignore; /**< true if app should always continue when assertion is triggered. */ + unsigned int trigger_count; /**< Number of times this assertion has been triggered. */ + const char *condition; /**< A string of this assert's test code. */ + const char *filename; /**< The source file where this assert lives. */ + int linenum; /**< The line in `filename` where this assert lives. */ + const char *function; /**< The name of the function where this assert lives. */ + const struct SDL_AssertData *next; /**< next item in the linked list. */ +} SDL_AssertData; + +/** + * Never call this directly. + * + * Use the SDL_assert macros instead. + * + * \param data assert data structure. + * \param func function name. + * \param file file name. + * \param line line number. + * \returns assert state. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_AssertState SDLCALL SDL_ReportAssertion(SDL_AssertData *data, + const char *func, + const char *file, int line) SDL_ANALYZER_NORETURN; + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * The macro used when an assertion triggers a breakpoint. + * + * This isn't for direct use by apps; use SDL_assert or SDL_TriggerBreakpoint + * instead. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AssertBreakpoint() SDL_TriggerBreakpoint() + +#elif !defined(SDL_AssertBreakpoint) +# if defined(ANDROID) && defined(assert) + /* Define this as empty in case assert() is defined as SDL_assert */ +# define SDL_AssertBreakpoint() +# else +# define SDL_AssertBreakpoint() SDL_TriggerBreakpoint() +# endif +#endif /* !SDL_AssertBreakpoint */ + +/** + * The macro used when an assertion is enabled. + * + * This isn't for direct use by apps, but this is the code that is inserted + * when an SDL_assert is enabled. + * + * The `do {} while(0)` avoids dangling else problems: + * + * ```c + * if (x) SDL_assert(y); else blah(); + * ``` + * + * ... without the do/while, the "else" could attach to this macro's "if". We + * try to handle just the minimum we need here in a macro...the loop, the + * static vars, and break points. The heavy lifting is handled in + * SDL_ReportAssertion(). + * + * \param condition the condition to assert. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_enabled_assert(condition) \ + do { \ + while ( !(condition) ) { \ + static struct SDL_AssertData sdl_assert_data = { 0, 0, #condition, 0, 0, 0, 0 }; \ + const SDL_AssertState sdl_assert_state = SDL_ReportAssertion(&sdl_assert_data, SDL_FUNCTION, SDL_FILE, SDL_LINE); \ + if (sdl_assert_state == SDL_ASSERTION_RETRY) { \ + continue; /* go again. */ \ + } else if (sdl_assert_state == SDL_ASSERTION_BREAK) { \ + SDL_AssertBreakpoint(); \ + } \ + break; /* not retrying. */ \ + } \ + } while (SDL_NULL_WHILE_LOOP_CONDITION) + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * An assertion test that is normally performed only in debug builds. + * + * This macro is enabled when the SDL_ASSERT_LEVEL is >= 2, otherwise it is + * disabled. This is meant to only do these tests in debug builds, so they can + * tend to be more expensive, and they are meant to bring everything to a halt + * when they fail, with the programmer there to assess the problem. + * + * In short: you can sprinkle these around liberally and assume they will + * evaporate out of the build when building for end-users. + * + * When assertions are disabled, this wraps `condition` in a `sizeof` + * operator, which means any function calls and side effects will not run, but + * the compiler will not complain about any otherwise-unused variables that + * are only referenced in the assertion. + * + * One can set the environment variable "SDL_ASSERT" to one of several strings + * ("abort", "break", "retry", "ignore", "always_ignore") to force a default + * behavior, which may be desirable for automation purposes. If your platform + * requires GUI interfaces to happen on the main thread but you're debugging + * an assertion in a background thread, it might be desirable to set this to + * "break" so that your debugger takes control as soon as assert is triggered, + * instead of risking a bad UI interaction (deadlock, etc) in the application. + * + * \param condition boolean value to test. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_assert(condition) if (assertion_enabled && (condition)) { trigger_assertion; } + +/** + * An assertion test that is performed even in release builds. + * + * This macro is enabled when the SDL_ASSERT_LEVEL is >= 1, otherwise it is + * disabled. This is meant to be for tests that are cheap to make and + * extremely unlikely to fail; generally it is frowned upon to have an + * assertion failure in a release build, so these assertions generally need to + * be of more than life-and-death importance if there's a chance they might + * trigger. You should almost always consider handling these cases more + * gracefully than an assert allows. + * + * When assertions are disabled, this wraps `condition` in a `sizeof` + * operator, which means any function calls and side effects will not run, but + * the compiler will not complain about any otherwise-unused variables that + * are only referenced in the assertion. + * + * One can set the environment variable "SDL_ASSERT" to one of several strings + * ("abort", "break", "retry", "ignore", "always_ignore") to force a default + * behavior, which may be desirable for automation purposes. If your platform + * requires GUI interfaces to happen on the main thread but you're debugging + * an assertion in a background thread, it might be desirable to set this to + * "break" so that your debugger takes control as soon as assert is triggered, + * instead of risking a bad UI interaction (deadlock, etc) in the application. + * * + * + * \param condition boolean value to test. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_assert_release(condition) SDL_disabled_assert(condition) + +/** + * An assertion test that is performed only when built with paranoid settings. + * + * This macro is enabled when the SDL_ASSERT_LEVEL is >= 3, otherwise it is + * disabled. This is a higher level than both release and debug, so these + * tests are meant to be expensive and only run when specifically looking for + * extremely unexpected failure cases in a special build. + * + * When assertions are disabled, this wraps `condition` in a `sizeof` + * operator, which means any function calls and side effects will not run, but + * the compiler will not complain about any otherwise-unused variables that + * are only referenced in the assertion. + * + * One can set the environment variable "SDL_ASSERT" to one of several strings + * ("abort", "break", "retry", "ignore", "always_ignore") to force a default + * behavior, which may be desirable for automation purposes. If your platform + * requires GUI interfaces to happen on the main thread but you're debugging + * an assertion in a background thread, it might be desirable to set this to + * "break" so that your debugger takes control as soon as assert is triggered, + * instead of risking a bad UI interaction (deadlock, etc) in the application. + * + * \param condition boolean value to test. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) + +/* Enable various levels of assertions. */ +#elif SDL_ASSERT_LEVEL == 0 /* assertions disabled */ +# define SDL_assert(condition) SDL_disabled_assert(condition) +# define SDL_assert_release(condition) SDL_disabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) +#elif SDL_ASSERT_LEVEL == 1 /* release settings. */ +# define SDL_assert(condition) SDL_disabled_assert(condition) +# define SDL_assert_release(condition) SDL_enabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) +#elif SDL_ASSERT_LEVEL == 2 /* debug settings. */ +# define SDL_assert(condition) SDL_enabled_assert(condition) +# define SDL_assert_release(condition) SDL_enabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_disabled_assert(condition) +#elif SDL_ASSERT_LEVEL == 3 /* paranoid settings. */ +# define SDL_assert(condition) SDL_enabled_assert(condition) +# define SDL_assert_release(condition) SDL_enabled_assert(condition) +# define SDL_assert_paranoid(condition) SDL_enabled_assert(condition) +#else +# error Unknown assertion level. +#endif + +/** + * An assertion test that is always performed. + * + * This macro is always enabled no matter what SDL_ASSERT_LEVEL is set to. You + * almost never want to use this, as it could trigger on an end-user's system, + * crashing your program. + * + * One can set the environment variable "SDL_ASSERT" to one of several strings + * ("abort", "break", "retry", "ignore", "always_ignore") to force a default + * behavior, which may be desirable for automation purposes. If your platform + * requires GUI interfaces to happen on the main thread but you're debugging + * an assertion in a background thread, it might be desirable to set this to + * "break" so that your debugger takes control as soon as assert is triggered, + * instead of risking a bad UI interaction (deadlock, etc) in the application. + * + * \param condition boolean value to test. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_assert_always(condition) SDL_enabled_assert(condition) + + +/** + * A callback that fires when an SDL assertion fails. + * + * \param data a pointer to the SDL_AssertData structure corresponding to the + * current assertion. + * \param userdata what was passed as `userdata` to SDL_SetAssertionHandler(). + * \returns an SDL_AssertState value indicating how to handle the failure. + * + * \threadsafety This callback may be called from any thread that triggers an + * assert at any time. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef SDL_AssertState (SDLCALL *SDL_AssertionHandler)( + const SDL_AssertData *data, void *userdata); + +/** + * Set an application-defined assertion handler. + * + * This function allows an application to show its own assertion UI and/or + * force the response to an assertion failure. If the application doesn't + * provide this, SDL will try to do the right thing, popping up a + * system-specific GUI dialog, and probably minimizing any fullscreen windows. + * + * This callback may fire from any thread, but it runs wrapped in a mutex, so + * it will only fire from one thread at a time. + * + * This callback is NOT reset to SDL's internal handler upon SDL_Quit()! + * + * \param handler the SDL_AssertionHandler function to call when an assertion + * fails or NULL for the default handler. + * \param userdata a pointer that is passed to `handler`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAssertionHandler + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetAssertionHandler( + SDL_AssertionHandler handler, + void *userdata); + +/** + * Get the default assertion handler. + * + * This returns the function pointer that is called by default when an + * assertion is triggered. This is an internal function provided by SDL, that + * is used for assertions when SDL_SetAssertionHandler() hasn't been used to + * provide a different function. + * + * \returns the default SDL_AssertionHandler that is called when an assert + * triggers. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAssertionHandler + */ +extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetDefaultAssertionHandler(void); + +/** + * Get the current assertion handler. + * + * This returns the function pointer that is called when an assertion is + * triggered. This is either the value last passed to + * SDL_SetAssertionHandler(), or if no application-specified function is set, + * is equivalent to calling SDL_GetDefaultAssertionHandler(). + * + * The parameter `puserdata` is a pointer to a void*, which will store the + * "userdata" pointer that was passed to SDL_SetAssertionHandler(). This value + * will always be NULL for the default handler. If you don't care about this + * data, it is safe to pass a NULL pointer to this function to ignore it. + * + * \param puserdata pointer which is filled with the "userdata" pointer that + * was passed to SDL_SetAssertionHandler(). + * \returns the SDL_AssertionHandler that is called when an assert triggers. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAssertionHandler + */ +extern SDL_DECLSPEC SDL_AssertionHandler SDLCALL SDL_GetAssertionHandler(void **puserdata); + +/** + * Get a list of all assertion failures. + * + * This function gets all assertions triggered since the last call to + * SDL_ResetAssertionReport(), or the start of the program. + * + * The proper way to examine this data looks something like this: + * + * ```c + * const SDL_AssertData *item = SDL_GetAssertionReport(); + * while (item) { + * printf("'%s', %s (%s:%d), triggered %u times, always ignore: %s.\\n", + * item->condition, item->function, item->filename, + * item->linenum, item->trigger_count, + * item->always_ignore ? "yes" : "no"); + * item = item->next; + * } + * ``` + * + * \returns a list of all failed assertions or NULL if the list is empty. This + * memory should not be modified or freed by the application. This + * pointer remains valid until the next call to SDL_Quit() or + * SDL_ResetAssertionReport(). + * + * \threadsafety This function is not thread safe. Other threads calling + * SDL_ResetAssertionReport() simultaneously, may render the + * returned pointer invalid. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResetAssertionReport + */ +extern SDL_DECLSPEC const SDL_AssertData * SDLCALL SDL_GetAssertionReport(void); + +/** + * Clear the list of all assertion failures. + * + * This function will clear the list of all assertions triggered up to that + * point. Immediately following this call, SDL_GetAssertionReport will return + * no items. In addition, any previously-triggered assertions will be reset to + * a trigger_count of zero, and their always_ignore state will be false. + * + * \threadsafety This function is not thread safe. Other threads triggering an + * assertion, or simultaneously calling this function may cause + * memory leaks or crashes. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAssertionReport + */ +extern SDL_DECLSPEC void SDLCALL SDL_ResetAssertionReport(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_assert_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_asyncio.h b/modules/imgui-sdl/src/include/SDL3/SDL_asyncio.h new file mode 100644 index 0000000..b36cb07 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_asyncio.h @@ -0,0 +1,546 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: AsyncIO */ + +/** + * # CategoryAsyncIO + * + * SDL offers a way to perform I/O asynchronously. This allows an app to read + * or write files without waiting for data to actually transfer; the functions + * that request I/O never block while the request is fulfilled. + * + * Instead, the data moves in the background and the app can check for results + * at their leisure. + * + * This is more complicated than just reading and writing files in a + * synchronous way, but it can allow for more efficiency, and never having + * framerate drops as the hard drive catches up, etc. + * + * The general usage pattern for async I/O is: + * + * - Create one or more SDL_AsyncIOQueue objects. + * - Open files with SDL_AsyncIOFromFile. + * - Start I/O tasks to the files with SDL_ReadAsyncIO or SDL_WriteAsyncIO, + * putting those tasks into one of the queues. + * - Later on, use SDL_GetAsyncIOResult on a queue to see if any task is + * finished without blocking. Tasks might finish in any order with success + * or failure. + * - When all your tasks are done, close the file with SDL_CloseAsyncIO. This + * also generates a task, since it might flush data to disk! + * + * This all works, without blocking, in a single thread, but one can also wait + * on a queue in a background thread, sleeping until new results have arrived: + * + * - Call SDL_WaitAsyncIOResult from one or more threads to efficiently block + * until new tasks complete. + * - When shutting down, call SDL_SignalAsyncIOQueue to unblock any sleeping + * threads despite there being no new tasks completed. + * + * And, of course, to match the synchronous SDL_LoadFile, we offer + * SDL_LoadFileAsync as a convenience function. This will handle allocating a + * buffer, slurping in the file data, and null-terminating it; you still check + * for results later. + * + * Behind the scenes, SDL will use newer, efficient APIs on platforms that + * support them: Linux's io_uring and Windows 11's IoRing, for example. If + * those technologies aren't available, SDL will offload the work to a thread + * pool that will manage otherwise-synchronous loads without blocking the app. + * + * ## Best Practices + * + * Simple non-blocking I/O--for an app that just wants to pick up data + * whenever it's ready without losing framerate waiting on disks to spin--can + * use whatever pattern works well for the program. In this case, simply call + * SDL_ReadAsyncIO, or maybe SDL_LoadFileAsync, as needed. Once a frame, call + * SDL_GetAsyncIOResult to check for any completed tasks and deal with the + * data as it arrives. + * + * If two separate pieces of the same program need their own I/O, it is legal + * for each to create their own queue. This will prevent either piece from + * accidentally consuming the other's completed tasks. Each queue does require + * some amount of resources, but it is not an overwhelming cost. Do not make a + * queue for each task, however. It is better to put many tasks into a single + * queue. They will be reported in order of completion, not in the order they + * were submitted, so it doesn't generally matter what order tasks are + * started. + * + * One async I/O queue can be shared by multiple threads, or one thread can + * have more than one queue, but the most efficient way--if ruthless + * efficiency is the goal--is to have one queue per thread, with multiple + * threads working in parallel, and attempt to keep each queue loaded with + * tasks that are both started by and consumed by the same thread. On modern + * platforms that can use newer interfaces, this can keep data flowing as + * efficiently as possible all the way from storage hardware to the app, with + * no contention between threads for access to the same queue. + * + * Written data is not guaranteed to make it to physical media by the time a + * closing task is completed, unless SDL_CloseAsyncIO is called with its + * `flush` parameter set to true, which is to say that a successful result + * here can still result in lost data during an unfortunately-timed power + * outage if not flushed. However, flushing will take longer and may be + * unnecessary, depending on the app's needs. + */ + +#ifndef SDL_asyncio_h_ +#define SDL_asyncio_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The asynchronous I/O operation structure. + * + * This operates as an opaque handle. One can then request read or write + * operations on it. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_AsyncIOFromFile + */ +typedef struct SDL_AsyncIO SDL_AsyncIO; + +/** + * Types of asynchronous I/O tasks. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_AsyncIOTaskType +{ + SDL_ASYNCIO_TASK_READ, /**< A read operation. */ + SDL_ASYNCIO_TASK_WRITE, /**< A write operation. */ + SDL_ASYNCIO_TASK_CLOSE /**< A close operation. */ +} SDL_AsyncIOTaskType; + +/** + * Possible outcomes of an asynchronous I/O task. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_AsyncIOResult +{ + SDL_ASYNCIO_COMPLETE, /**< request was completed without error */ + SDL_ASYNCIO_FAILURE, /**< request failed for some reason; check SDL_GetError()! */ + SDL_ASYNCIO_CANCELED /**< request was canceled before completing. */ +} SDL_AsyncIOResult; + +/** + * Information about a completed asynchronous I/O request. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_AsyncIOOutcome +{ + SDL_AsyncIO *asyncio; /**< what generated this task. This pointer will be invalid if it was closed! */ + SDL_AsyncIOTaskType type; /**< What sort of task was this? Read, write, etc? */ + SDL_AsyncIOResult result; /**< the result of the work (success, failure, cancellation). */ + void *buffer; /**< buffer where data was read/written. */ + Uint64 offset; /**< offset in the SDL_AsyncIO where data was read/written. */ + Uint64 bytes_requested; /**< number of bytes the task was to read/write. */ + Uint64 bytes_transferred; /**< actual number of bytes that were read/written. */ + void *userdata; /**< pointer provided by the app when starting the task */ +} SDL_AsyncIOOutcome; + +/** + * A queue of completed asynchronous I/O tasks. + * + * When starting an asynchronous operation, you specify a queue for the new + * task. A queue can be asked later if any tasks in it have completed, + * allowing an app to manage multiple pending tasks in one place, in whatever + * order they complete. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateAsyncIOQueue + * \sa SDL_ReadAsyncIO + * \sa SDL_WriteAsyncIO + * \sa SDL_GetAsyncIOResult + * \sa SDL_WaitAsyncIOResult + */ +typedef struct SDL_AsyncIOQueue SDL_AsyncIOQueue; + +/** + * Use this function to create a new SDL_AsyncIO object for reading from + * and/or writing to a named file. + * + * The `mode` string understands the following values: + * + * - "r": Open a file for reading only. It must exist. + * - "w": Open a file for writing only. It will create missing files or + * truncate existing ones. + * - "r+": Open a file for update both reading and writing. The file must + * exist. + * - "w+": Create an empty file for both reading and writing. If a file with + * the same name already exists its content is erased and the file is + * treated as a new empty file. + * + * There is no "b" mode, as there is only "binary" style I/O, and no "a" mode + * for appending, since you specify the position when starting a task. + * + * This function supports Unicode filenames, but they must be encoded in UTF-8 + * format, regardless of the underlying operating system. + * + * This call is _not_ asynchronous; it will open the file before returning, + * under the assumption that doing so is generally a fast operation. Future + * reads and writes to the opened file will be async, however. + * + * \param file a UTF-8 string representing the filename to open. + * \param mode an ASCII string representing the mode to be used for opening + * the file. + * \returns a pointer to the SDL_AsyncIO structure that is created or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseAsyncIO + * \sa SDL_ReadAsyncIO + * \sa SDL_WriteAsyncIO + */ +extern SDL_DECLSPEC SDL_AsyncIO * SDLCALL SDL_AsyncIOFromFile(const char *file, const char *mode); + +/** + * Use this function to get the size of the data stream in an SDL_AsyncIO. + * + * This call is _not_ asynchronous; it assumes that obtaining this info is a + * non-blocking operation in most reasonable cases. + * + * \param asyncio the SDL_AsyncIO to get the size of the data stream from. + * \returns the size of the data stream in the SDL_IOStream on success or a + * negative error code on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetAsyncIOSize(SDL_AsyncIO *asyncio); + +/** + * Start an async read. + * + * This function reads up to `size` bytes from `offset` position in the data + * source to the area pointed at by `ptr`. This function may read less bytes + * than requested. + * + * This function returns as quickly as possible; it does not wait for the read + * to complete. On a successful return, this work will continue in the + * background. If the work begins, even failure is asynchronous: a failing + * return value from this function only means the work couldn't start at all. + * + * `ptr` must remain available until the work is done, and may be accessed by + * the system at any time until then. Do not allocate it on the stack, as this + * might take longer than the life of the calling function to complete! + * + * An SDL_AsyncIOQueue must be specified. The newly-created task will be added + * to it when it completes its work. + * + * \param asyncio a pointer to an SDL_AsyncIO structure. + * \param ptr a pointer to a buffer to read data into. + * \param offset the position to start reading in the data source. + * \param size the number of bytes to read from the data source. + * \param queue a queue to add the new SDL_AsyncIO to. + * \param userdata an app-defined pointer that will be provided with the task + * results. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WriteAsyncIO + * \sa SDL_CreateAsyncIOQueue + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata); + +/** + * Start an async write. + * + * This function writes `size` bytes from `offset` position in the data source + * to the area pointed at by `ptr`. + * + * This function returns as quickly as possible; it does not wait for the + * write to complete. On a successful return, this work will continue in the + * background. If the work begins, even failure is asynchronous: a failing + * return value from this function only means the work couldn't start at all. + * + * `ptr` must remain available until the work is done, and may be accessed by + * the system at any time until then. Do not allocate it on the stack, as this + * might take longer than the life of the calling function to complete! + * + * An SDL_AsyncIOQueue must be specified. The newly-created task will be added + * to it when it completes its work. + * + * \param asyncio a pointer to an SDL_AsyncIO structure. + * \param ptr a pointer to a buffer to write data from. + * \param offset the position to start writing to the data source. + * \param size the number of bytes to write to the data source. + * \param queue a queue to add the new SDL_AsyncIO to. + * \param userdata an app-defined pointer that will be provided with the task + * results. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ReadAsyncIO + * \sa SDL_CreateAsyncIOQueue + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteAsyncIO(SDL_AsyncIO *asyncio, void *ptr, Uint64 offset, Uint64 size, SDL_AsyncIOQueue *queue, void *userdata); + +/** + * Close and free any allocated resources for an async I/O object. + * + * Closing a file is _also_ an asynchronous task! If a write failure were to + * happen during the closing process, for example, the task results will + * report it as usual. + * + * Closing a file that has been written to does not guarantee the data has + * made it to physical media; it may remain in the operating system's file + * cache, for later writing to disk. This means that a successfully-closed + * file can be lost if the system crashes or loses power in this small window. + * To prevent this, call this function with the `flush` parameter set to true. + * This will make the operation take longer, and perhaps increase system load + * in general, but a successful result guarantees that the data has made it to + * physical storage. Don't use this for temporary files, caches, and + * unimportant data, and definitely use it for crucial irreplaceable files, + * like game saves. + * + * This function guarantees that the close will happen after any other pending + * tasks to `asyncio`, so it's safe to open a file, start several operations, + * close the file immediately, then check for all results later. This function + * will not block until the tasks have completed. + * + * Once this function returns true, `asyncio` is no longer valid, regardless + * of any future outcomes. Any completed tasks might still contain this + * pointer in their SDL_AsyncIOOutcome data, in case the app was using this + * value to track information, but it should not be used again. + * + * If this function returns false, the close wasn't started at all, and it's + * safe to attempt to close again later. + * + * An SDL_AsyncIOQueue must be specified. The newly-created task will be added + * to it when it completes its work. + * + * \param asyncio a pointer to an SDL_AsyncIO structure to close. + * \param flush true if data should sync to disk before the task completes. + * \param queue a queue to add the new SDL_AsyncIO to. + * \param userdata an app-defined pointer that will be provided with the task + * results. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, but two + * threads should not attempt to close the same object. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CloseAsyncIO(SDL_AsyncIO *asyncio, bool flush, SDL_AsyncIOQueue *queue, void *userdata); + +/** + * Create a task queue for tracking multiple I/O operations. + * + * Async I/O operations are assigned to a queue when started. The queue can be + * checked for completed tasks thereafter. + * + * \returns a new task queue object or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyAsyncIOQueue + * \sa SDL_GetAsyncIOResult + * \sa SDL_WaitAsyncIOResult + */ +extern SDL_DECLSPEC SDL_AsyncIOQueue * SDLCALL SDL_CreateAsyncIOQueue(void); + +/** + * Destroy a previously-created async I/O task queue. + * + * If there are still tasks pending for this queue, this call will block until + * those tasks are finished. All those tasks will be deallocated. Their + * results will be lost to the app. + * + * Any pending reads from SDL_LoadFileAsync() that are still in this queue + * will have their buffers deallocated by this function, to prevent a memory + * leak. + * + * Once this function is called, the queue is no longer valid and should not + * be used, including by other threads that might access it while destruction + * is blocking on pending tasks. + * + * Do not destroy a queue that still has threads waiting on it through + * SDL_WaitAsyncIOResult(). You can call SDL_SignalAsyncIOQueue() first to + * unblock those threads, and take measures (such as SDL_WaitThread()) to make + * sure they have finished their wait and won't wait on the queue again. + * + * \param queue the task queue to destroy. + * + * \threadsafety It is safe to call this function from any thread, so long as + * no other thread is waiting on the queue with + * SDL_WaitAsyncIOResult. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyAsyncIOQueue(SDL_AsyncIOQueue *queue); + +/** + * Query an async I/O task queue for completed tasks. + * + * If a task assigned to this queue has finished, this will return true and + * fill in `outcome` with the details of the task. If no task in the queue has + * finished, this function will return false. This function does not block. + * + * If a task has completed, this function will free its resources and the task + * pointer will no longer be valid. The task will be removed from the queue. + * + * It is safe for multiple threads to call this function on the same queue at + * once; a completed task will only go to one of the threads. + * + * \param queue the async I/O task queue to query. + * \param outcome details of a finished task will be written here. May not be + * NULL. + * \returns true if a task has completed, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WaitAsyncIOResult + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome); + +/** + * Block until an async I/O task queue has a completed task. + * + * This function puts the calling thread to sleep until there a task assigned + * to the queue that has finished. + * + * If a task assigned to the queue has finished, this will return true and + * fill in `outcome` with the details of the task. If no task in the queue has + * finished, this function will return false. + * + * If a task has completed, this function will free its resources and the task + * pointer will no longer be valid. The task will be removed from the queue. + * + * It is safe for multiple threads to call this function on the same queue at + * once; a completed task will only go to one of the threads. + * + * Note that by the nature of various platforms, more than one waiting thread + * may wake to handle a single task, but only one will obtain it, so + * `timeoutMS` is a _maximum_ wait time, and this function may return false + * sooner. + * + * This function may return false if there was a system error, the OS + * inadvertently awoke multiple threads, or if SDL_SignalAsyncIOQueue() was + * called to wake up all waiting threads without a finished task. + * + * A timeout can be used to specify a maximum wait time, but rather than + * polling, it is possible to have a timeout of -1 to wait forever, and use + * SDL_SignalAsyncIOQueue() to wake up the waiting threads later. + * + * \param queue the async I/O task queue to wait on. + * \param outcome details of a finished task will be written here. May not be + * NULL. + * \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait + * indefinitely. + * \returns true if task has completed, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SignalAsyncIOQueue + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitAsyncIOResult(SDL_AsyncIOQueue *queue, SDL_AsyncIOOutcome *outcome, Sint32 timeoutMS); + +/** + * Wake up any threads that are blocking in SDL_WaitAsyncIOResult(). + * + * This will unblock any threads that are sleeping in a call to + * SDL_WaitAsyncIOResult for the specified queue, and cause them to return + * from that function. + * + * This can be useful when destroying a queue to make sure nothing is touching + * it indefinitely. In this case, once this call completes, the caller should + * take measures to make sure any previously-blocked threads have returned + * from their wait and will not touch the queue again (perhaps by setting a + * flag to tell the threads to terminate and then using SDL_WaitThread() to + * make sure they've done so). + * + * \param queue the async I/O task queue to signal. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WaitAsyncIOResult + */ +extern SDL_DECLSPEC void SDLCALL SDL_SignalAsyncIOQueue(SDL_AsyncIOQueue *queue); + +/** + * Load all the data from a file path, asynchronously. + * + * This function returns as quickly as possible; it does not wait for the read + * to complete. On a successful return, this work will continue in the + * background. If the work begins, even failure is asynchronous: a failing + * return value from this function only means the work couldn't start at all. + * + * The data is allocated with a zero byte at the end (null terminated) for + * convenience. This extra byte is not included in SDL_AsyncIOOutcome's + * bytes_transferred value. + * + * This function will allocate the buffer to contain the file. It must be + * deallocated by calling SDL_free() on SDL_AsyncIOOutcome's buffer field + * after completion. + * + * An SDL_AsyncIOQueue must be specified. The newly-created task will be added + * to it when it completes its work. + * + * \param file the path to read all available data from. + * \param queue a queue to add the new SDL_AsyncIO to. + * \param userdata an app-defined pointer that will be provided with the task + * results. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadFile_IO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LoadFileAsync(const char *file, SDL_AsyncIOQueue *queue, void *userdata); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_asyncio_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_atomic.h b/modules/imgui-sdl/src/include/SDL3/SDL_atomic.h new file mode 100644 index 0000000..78b5e0f --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_atomic.h @@ -0,0 +1,664 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryAtomic + * + * Atomic operations. + * + * IMPORTANT: If you are not an expert in concurrent lockless programming, you + * should not be using any functions in this file. You should be protecting + * your data structures with full mutexes instead. + * + * ***Seriously, here be dragons!*** + * + * You can find out a little more about lockless programming and the subtle + * issues that can arise here: + * https://learn.microsoft.com/en-us/windows/win32/dxtecharts/lockless-programming + * + * There's also lots of good information here: + * + * - https://www.1024cores.net/home/lock-free-algorithms + * - https://preshing.com/ + * + * These operations may or may not actually be implemented using processor + * specific atomic operations. When possible they are implemented as true + * processor specific atomic operations. When that is not possible the are + * implemented using locks that *do* use the available atomic operations. + * + * All of the atomic operations that modify memory are full memory barriers. + */ + +#ifndef SDL_atomic_h_ +#define SDL_atomic_h_ + +#include +#include + +#include + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An atomic spinlock. + * + * The atomic locks are efficient spinlocks using CPU instructions, but are + * vulnerable to starvation and can spin forever if a thread holding a lock + * has been terminated. For this reason you should minimize the code executed + * inside an atomic lock and never do expensive things like API or system + * calls while holding them. + * + * They are also vulnerable to starvation if the thread holding the lock is + * lower priority than other threads and doesn't get scheduled. In general you + * should use mutexes instead, since they have better performance and + * contention behavior. + * + * The atomic locks are not safe to lock recursively. + * + * Porting Note: The spin lock functions and type are required and can not be + * emulated because they are used in the atomic emulation code. + */ +typedef int SDL_SpinLock; + +/** + * Try to lock a spin lock by setting it to a non-zero value. + * + * ***Please note that spinlocks are dangerous if you don't know what you're + * doing. Please be careful using any sort of spinlock!*** + * + * \param lock a pointer to a lock variable. + * \returns true if the lock succeeded, false if the lock is already held. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockSpinlock + * \sa SDL_UnlockSpinlock + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TryLockSpinlock(SDL_SpinLock *lock); + +/** + * Lock a spin lock by setting it to a non-zero value. + * + * ***Please note that spinlocks are dangerous if you don't know what you're + * doing. Please be careful using any sort of spinlock!*** + * + * \param lock a pointer to a lock variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_TryLockSpinlock + * \sa SDL_UnlockSpinlock + */ +extern SDL_DECLSPEC void SDLCALL SDL_LockSpinlock(SDL_SpinLock *lock); + +/** + * Unlock a spin lock by setting it to 0. + * + * Always returns immediately. + * + * ***Please note that spinlocks are dangerous if you don't know what you're + * doing. Please be careful using any sort of spinlock!*** + * + * \param lock a pointer to a lock variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockSpinlock + * \sa SDL_TryLockSpinlock + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockSpinlock(SDL_SpinLock *lock); + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Mark a compiler barrier. + * + * A compiler barrier prevents the compiler from reordering reads and writes + * to globally visible variables across the call. + * + * This macro only prevents the compiler from reordering reads and writes, it + * does not prevent the CPU from reordering reads and writes. However, all of + * the atomic operations that modify memory are full memory barriers. + * + * \threadsafety Obviously this macro is safe to use from any thread at any + * time, but if you find yourself needing this, you are probably + * dealing with some very sensitive code; be careful! + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_CompilerBarrier() DoCompilerSpecificReadWriteBarrier() + +#elif defined(_MSC_VER) && (_MSC_VER > 1200) && !defined(__clang__) +void _ReadWriteBarrier(void); +#pragma intrinsic(_ReadWriteBarrier) +#define SDL_CompilerBarrier() _ReadWriteBarrier() +#elif (defined(__GNUC__) && !defined(SDL_PLATFORM_EMSCRIPTEN)) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120)) +/* This is correct for all CPUs when using GCC or Solaris Studio 12.1+. */ +#define SDL_CompilerBarrier() __asm__ __volatile__ ("" : : : "memory") +#elif defined(__WATCOMC__) +extern __inline void SDL_CompilerBarrier(void); +#pragma aux SDL_CompilerBarrier = "" parm [] modify exact []; +#else +#define SDL_CompilerBarrier() \ +{ SDL_SpinLock _tmp = 0; SDL_LockSpinlock(&_tmp); SDL_UnlockSpinlock(&_tmp); } +#endif + +/** + * Insert a memory release barrier (function version). + * + * Please refer to SDL_MemoryBarrierRelease for details. This is a function + * version, which might be useful if you need to use this functionality from a + * scripting language, etc. Also, some of the macro versions call this + * function behind the scenes, where more heavy lifting can happen inside of + * SDL. Generally, though, an app written in C/C++/etc should use the macro + * version, as it will be more efficient. + * + * \threadsafety Obviously this function is safe to use from any thread at any + * time, but if you find yourself needing this, you are probably + * dealing with some very sensitive code; be careful! + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MemoryBarrierRelease + */ +extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierReleaseFunction(void); + +/** + * Insert a memory acquire barrier (function version). + * + * Please refer to SDL_MemoryBarrierRelease for details. This is a function + * version, which might be useful if you need to use this functionality from a + * scripting language, etc. Also, some of the macro versions call this + * function behind the scenes, where more heavy lifting can happen inside of + * SDL. Generally, though, an app written in C/C++/etc should use the macro + * version, as it will be more efficient. + * + * \threadsafety Obviously this function is safe to use from any thread at any + * time, but if you find yourself needing this, you are probably + * dealing with some very sensitive code; be careful! + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MemoryBarrierAcquire + */ +extern SDL_DECLSPEC void SDLCALL SDL_MemoryBarrierAcquireFunction(void); + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Insert a memory release barrier (macro version). + * + * Memory barriers are designed to prevent reads and writes from being + * reordered by the compiler and being seen out of order on multi-core CPUs. + * + * A typical pattern would be for thread A to write some data and a flag, and + * for thread B to read the flag and get the data. In this case you would + * insert a release barrier between writing the data and the flag, + * guaranteeing that the data write completes no later than the flag is + * written, and you would insert an acquire barrier between reading the flag + * and reading the data, to ensure that all the reads associated with the flag + * have completed. + * + * In this pattern you should always see a release barrier paired with an + * acquire barrier and you should gate the data reads/writes with a single + * flag variable. + * + * For more information on these semantics, take a look at the blog post: + * http://preshing.com/20120913/acquire-and-release-semantics + * + * This is the macro version of this functionality; if possible, SDL will use + * compiler intrinsics or inline assembly, but some platforms might need to + * call the function version of this, SDL_MemoryBarrierReleaseFunction to do + * the heavy lifting. Apps that can use the macro should favor it over the + * function. + * + * \threadsafety Obviously this macro is safe to use from any thread at any + * time, but if you find yourself needing this, you are probably + * dealing with some very sensitive code; be careful! + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_MemoryBarrierAcquire + * \sa SDL_MemoryBarrierReleaseFunction + */ +#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction() + +/** + * Insert a memory acquire barrier (macro version). + * + * Please see SDL_MemoryBarrierRelease for the details on what memory barriers + * are and when to use them. + * + * This is the macro version of this functionality; if possible, SDL will use + * compiler intrinsics or inline assembly, but some platforms might need to + * call the function version of this, SDL_MemoryBarrierAcquireFunction, to do + * the heavy lifting. Apps that can use the macro should favor it over the + * function. + * + * \threadsafety Obviously this macro is safe to use from any thread at any + * time, but if you find yourself needing this, you are probably + * dealing with some very sensitive code; be careful! + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_MemoryBarrierRelease + * \sa SDL_MemoryBarrierAcquireFunction + */ +#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction() + +#elif defined(__GNUC__) && (defined(__powerpc__) || defined(__ppc__)) +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("lwsync" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("lwsync" : : : "memory") +#elif defined(__GNUC__) && defined(__aarch64__) +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory") +#elif defined(__GNUC__) && defined(__arm__) +#if 0 /* defined(SDL_PLATFORM_LINUX) || defined(SDL_PLATFORM_ANDROID) */ +/* Information from: + https://chromium.googlesource.com/chromium/chromium/+/trunk/base/atomicops_internals_arm_gcc.h#19 + + The Linux kernel provides a helper function which provides the right code for a memory barrier, + hard-coded at address 0xffff0fa0 +*/ +typedef void (*SDL_KernelMemoryBarrierFunc)(); +#define SDL_MemoryBarrierRelease() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)() +#define SDL_MemoryBarrierAcquire() ((SDL_KernelMemoryBarrierFunc)0xffff0fa0)() +#else +#if defined(__ARM_ARCH_7__) || defined(__ARM_ARCH_7A__) || defined(__ARM_ARCH_7EM__) || defined(__ARM_ARCH_7R__) || defined(__ARM_ARCH_7M__) || defined(__ARM_ARCH_7S__) || defined(__ARM_ARCH_8A__) +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("dmb ish" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("dmb ish" : : : "memory") +#elif defined(__ARM_ARCH_6__) || defined(__ARM_ARCH_6J__) || defined(__ARM_ARCH_6K__) || defined(__ARM_ARCH_6T2__) || defined(__ARM_ARCH_6Z__) || defined(__ARM_ARCH_6ZK__) +#ifdef __thumb__ +/* The mcr instruction isn't available in thumb mode, use real functions */ +#define SDL_MEMORY_BARRIER_USES_FUNCTION +#define SDL_MemoryBarrierRelease() SDL_MemoryBarrierReleaseFunction() +#define SDL_MemoryBarrierAcquire() SDL_MemoryBarrierAcquireFunction() +#else +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("mcr p15, 0, %0, c7, c10, 5" : : "r"(0) : "memory") +#endif /* __thumb__ */ +#else +#define SDL_MemoryBarrierRelease() __asm__ __volatile__ ("" : : : "memory") +#define SDL_MemoryBarrierAcquire() __asm__ __volatile__ ("" : : : "memory") +#endif /* SDL_PLATFORM_LINUX || SDL_PLATFORM_ANDROID */ +#endif /* __GNUC__ && __arm__ */ +#else +#if (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x5120)) +/* This is correct for all CPUs on Solaris when using Solaris Studio 12.1+. */ +#include +#define SDL_MemoryBarrierRelease() __machine_rel_barrier() +#define SDL_MemoryBarrierAcquire() __machine_acq_barrier() +#else +/* This is correct for the x86 and x64 CPUs, and we'll expand this over time. */ +#define SDL_MemoryBarrierRelease() SDL_CompilerBarrier() +#define SDL_MemoryBarrierAcquire() SDL_CompilerBarrier() +#endif +#endif + +/* "REP NOP" is PAUSE, coded for tools that don't know it by that name. */ +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro to insert a CPU-specific "pause" instruction into the program. + * + * This can be useful in busy-wait loops, as it serves as a hint to the CPU as + * to the program's intent; some CPUs can use this to do more efficient + * processing. On some platforms, this doesn't do anything, so using this + * macro might just be a harmless no-op. + * + * Note that if you are busy-waiting, there are often more-efficient + * approaches with other synchronization primitives: mutexes, semaphores, + * condition variables, etc. + * + * \threadsafety This macro is safe to use from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_CPUPauseInstruction() DoACPUPauseInACompilerAndArchitectureSpecificWay + +#elif (defined(__GNUC__) || defined(__clang__)) && (defined(__i386__) || defined(__x86_64__)) + #define SDL_CPUPauseInstruction() __asm__ __volatile__("pause\n") /* Some assemblers can't do REP NOP, so go with PAUSE. */ +#elif (defined(__arm__) && defined(__ARM_ARCH) && __ARM_ARCH >= 7) || defined(__aarch64__) + #define SDL_CPUPauseInstruction() __asm__ __volatile__("yield" ::: "memory") +#elif (defined(__powerpc__) || defined(__powerpc64__)) + #define SDL_CPUPauseInstruction() __asm__ __volatile__("or 27,27,27"); +#elif (defined(__riscv) && __riscv_xlen == 64) + #define SDL_CPUPauseInstruction() __asm__ __volatile__(".insn i 0x0F, 0, x0, x0, 0x010"); +#elif defined(_MSC_VER) && (defined(_M_IX86) || defined(_M_X64)) + #define SDL_CPUPauseInstruction() _mm_pause() /* this is actually "rep nop" and not a SIMD instruction. No inline asm in MSVC x86-64! */ +#elif defined(_MSC_VER) && (defined(_M_ARM) || defined(_M_ARM64)) + #define SDL_CPUPauseInstruction() __yield() +#elif defined(__WATCOMC__) && defined(__386__) + extern __inline void SDL_CPUPauseInstruction(void); + #pragma aux SDL_CPUPauseInstruction = ".686p" ".xmm2" "pause" +#else + #define SDL_CPUPauseInstruction() +#endif + + +/** + * A type representing an atomic integer value. + * + * This can be used to manage a value that is synchronized across multiple + * CPUs without a race condition; when an app sets a value with + * SDL_SetAtomicInt all other threads, regardless of the CPU it is running on, + * will see that value when retrieved with SDL_GetAtomicInt, regardless of CPU + * caches, etc. + * + * This is also useful for atomic compare-and-swap operations: a thread can + * change the value as long as its current value matches expectations. When + * done in a loop, one can guarantee data consistency across threads without a + * lock (but the usual warnings apply: if you don't know what you're doing, or + * you don't do it carefully, you can confidently cause any number of + * disasters with this, so in most cases, you _should_ use a mutex instead of + * this!). + * + * This is a struct so people don't accidentally use numeric operations on it + * directly. You have to use SDL atomic functions. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CompareAndSwapAtomicInt + * \sa SDL_GetAtomicInt + * \sa SDL_SetAtomicInt + * \sa SDL_AddAtomicInt + */ +typedef struct SDL_AtomicInt { int value; } SDL_AtomicInt; + +/** + * Set an atomic variable to a new value if it is currently an old value. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicInt variable to be modified. + * \param oldval the old value. + * \param newval the new value. + * \returns true if the atomic variable was set, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAtomicInt + * \sa SDL_SetAtomicInt + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicInt(SDL_AtomicInt *a, int oldval, int newval); + +/** + * Set an atomic variable to a value. + * + * This function also acts as a full memory barrier. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicInt variable to be modified. + * \param v the desired value. + * \returns the previous value of the atomic variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAtomicInt + */ +extern SDL_DECLSPEC int SDLCALL SDL_SetAtomicInt(SDL_AtomicInt *a, int v); + +/** + * Get the value of an atomic variable. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicInt variable. + * \returns the current value of an atomic variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAtomicInt + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetAtomicInt(SDL_AtomicInt *a); + +/** + * Add to an atomic variable. + * + * This function also acts as a full memory barrier. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicInt variable to be modified. + * \param v the desired value to add. + * \returns the previous value of the atomic variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AtomicDecRef + * \sa SDL_AtomicIncRef + */ +extern SDL_DECLSPEC int SDLCALL SDL_AddAtomicInt(SDL_AtomicInt *a, int v); + +#ifndef SDL_AtomicIncRef + +/** + * Increment an atomic variable used as a reference count. + * + * ***Note: If you don't know what this macro is for, you shouldn't use it!*** + * + * \param a a pointer to an SDL_AtomicInt to increment. + * \returns the previous value of the atomic variable. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_AtomicDecRef + */ +#define SDL_AtomicIncRef(a) SDL_AddAtomicInt(a, 1) +#endif + +#ifndef SDL_AtomicDecRef + +/** + * Decrement an atomic variable used as a reference count. + * + * ***Note: If you don't know what this macro is for, you shouldn't use it!*** + * + * \param a a pointer to an SDL_AtomicInt to decrement. + * \returns true if the variable reached zero after decrementing, false + * otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_AtomicIncRef + */ +#define SDL_AtomicDecRef(a) (SDL_AddAtomicInt(a, -1) == 1) +#endif + +/** + * A type representing an atomic unsigned 32-bit value. + * + * This can be used to manage a value that is synchronized across multiple + * CPUs without a race condition; when an app sets a value with + * SDL_SetAtomicU32 all other threads, regardless of the CPU it is running on, + * will see that value when retrieved with SDL_GetAtomicU32, regardless of CPU + * caches, etc. + * + * This is also useful for atomic compare-and-swap operations: a thread can + * change the value as long as its current value matches expectations. When + * done in a loop, one can guarantee data consistency across threads without a + * lock (but the usual warnings apply: if you don't know what you're doing, or + * you don't do it carefully, you can confidently cause any number of + * disasters with this, so in most cases, you _should_ use a mutex instead of + * this!). + * + * This is a struct so people don't accidentally use numeric operations on it + * directly. You have to use SDL atomic functions. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CompareAndSwapAtomicU32 + * \sa SDL_GetAtomicU32 + * \sa SDL_SetAtomicU32 + */ +typedef struct SDL_AtomicU32 { Uint32 value; } SDL_AtomicU32; + +/** + * Set an atomic variable to a new value if it is currently an old value. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicU32 variable to be modified. + * \param oldval the old value. + * \param newval the new value. + * \returns true if the atomic variable was set, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAtomicU32 + * \sa SDL_SetAtomicU32 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicU32(SDL_AtomicU32 *a, Uint32 oldval, Uint32 newval); + +/** + * Set an atomic variable to a value. + * + * This function also acts as a full memory barrier. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicU32 variable to be modified. + * \param v the desired value. + * \returns the previous value of the atomic variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAtomicU32 + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_SetAtomicU32(SDL_AtomicU32 *a, Uint32 v); + +/** + * Get the value of an atomic variable. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to an SDL_AtomicU32 variable. + * \returns the current value of an atomic variable. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAtomicU32 + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetAtomicU32(SDL_AtomicU32 *a); + +/** + * Set a pointer to a new value if it is currently an old value. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to a pointer. + * \param oldval the old pointer value. + * \param newval the new pointer value. + * \returns true if the pointer was set, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CompareAndSwapAtomicInt + * \sa SDL_GetAtomicPointer + * \sa SDL_SetAtomicPointer + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CompareAndSwapAtomicPointer(void **a, void *oldval, void *newval); + +/** + * Set a pointer to a value atomically. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to a pointer. + * \param v the desired pointer value. + * \returns the previous value of the pointer. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CompareAndSwapAtomicPointer + * \sa SDL_GetAtomicPointer + */ +extern SDL_DECLSPEC void * SDLCALL SDL_SetAtomicPointer(void **a, void *v); + +/** + * Get the value of a pointer atomically. + * + * ***Note: If you don't know what this function is for, you shouldn't use + * it!*** + * + * \param a a pointer to a pointer. + * \returns the current value of a pointer. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CompareAndSwapAtomicPointer + * \sa SDL_SetAtomicPointer + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetAtomicPointer(void **a); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif + +#include + +#endif /* SDL_atomic_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_audio.h b/modules/imgui-sdl/src/include/SDL3/SDL_audio.h new file mode 100644 index 0000000..c6acf88 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_audio.h @@ -0,0 +1,2200 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryAudio + * + * Audio functionality for the SDL library. + * + * All audio in SDL3 revolves around SDL_AudioStream. Whether you want to play + * or record audio, convert it, stream it, buffer it, or mix it, you're going + * to be passing it through an audio stream. + * + * Audio streams are quite flexible; they can accept any amount of data at a + * time, in any supported format, and output it as needed in any other format, + * even if the data format changes on either side halfway through. + * + * An app opens an audio device and binds any number of audio streams to it, + * feeding more data to the streams as available. When the device needs more + * data, it will pull it from all bound streams and mix them together for + * playback. + * + * Audio streams can also use an app-provided callback to supply data + * on-demand, which maps pretty closely to the SDL2 audio model. + * + * SDL also provides a simple .WAV loader in SDL_LoadWAV (and SDL_LoadWAV_IO + * if you aren't reading from a file) as a basic means to load sound data into + * your program. + * + * ## Logical audio devices + * + * In SDL3, opening a physical device (like a SoundBlaster 16 Pro) gives you a + * logical device ID that you can bind audio streams to. In almost all cases, + * logical devices can be used anywhere in the API that a physical device is + * normally used. However, since each device opening generates a new logical + * device, different parts of the program (say, a VoIP library, or + * text-to-speech framework, or maybe some other sort of mixer on top of SDL) + * can have their own device opens that do not interfere with each other; each + * logical device will mix its separate audio down to a single buffer, fed to + * the physical device, behind the scenes. As many logical devices as you like + * can come and go; SDL will only have to open the physical device at the OS + * level once, and will manage all the logical devices on top of it + * internally. + * + * One other benefit of logical devices: if you don't open a specific physical + * device, instead opting for the default, SDL can automatically migrate those + * logical devices to different hardware as circumstances change: a user + * plugged in headphones? The system default changed? SDL can transparently + * migrate the logical devices to the correct physical device seamlessly and + * keep playing; the app doesn't even have to know it happened if it doesn't + * want to. + * + * ## Simplified audio + * + * As a simplified model for when a single source of audio is all that's + * needed, an app can use SDL_OpenAudioDeviceStream, which is a single + * function to open an audio device, create an audio stream, bind that stream + * to the newly-opened device, and (optionally) provide a callback for + * obtaining audio data. When using this function, the primary interface is + * the SDL_AudioStream and the device handle is mostly hidden away; destroying + * a stream created through this function will also close the device, stream + * bindings cannot be changed, etc. One other quirk of this is that the device + * is started in a _paused_ state and must be explicitly resumed; this is + * partially to offer a clean migration for SDL2 apps and partially because + * the app might have to do more setup before playback begins; in the + * non-simplified form, nothing will play until a stream is bound to a device, + * so they start _unpaused_. + * + * ## Channel layouts + * + * Audio data passing through SDL is uncompressed PCM data, interleaved. One + * can provide their own decompression through an MP3, etc, decoder, but SDL + * does not provide this directly. Each interleaved channel of data is meant + * to be in a specific order. + * + * Abbreviations: + * + * - FRONT = single mono speaker + * - FL = front left speaker + * - FR = front right speaker + * - FC = front center speaker + * - BL = back left speaker + * - BR = back right speaker + * - SR = surround right speaker + * - SL = surround left speaker + * - BC = back center speaker + * - LFE = low-frequency speaker + * + * These are listed in the order they are laid out in memory, so "FL, FR" + * means "the front left speaker is laid out in memory first, then the front + * right, then it repeats for the next audio frame". + * + * - 1 channel (mono) layout: FRONT + * - 2 channels (stereo) layout: FL, FR + * - 3 channels (2.1) layout: FL, FR, LFE + * - 4 channels (quad) layout: FL, FR, BL, BR + * - 5 channels (4.1) layout: FL, FR, LFE, BL, BR + * - 6 channels (5.1) layout: FL, FR, FC, LFE, BL, BR (last two can also be + * SL, SR) + * - 7 channels (6.1) layout: FL, FR, FC, LFE, BC, SL, SR + * - 8 channels (7.1) layout: FL, FR, FC, LFE, BL, BR, SL, SR + * + * This is the same order as DirectSound expects, but applied to all + * platforms; SDL will swizzle the channels as necessary if a platform expects + * something different. + * + * SDL_AudioStream can also be provided channel maps to change this ordering + * to whatever is necessary, in other audio processing scenarios. + */ + +#ifndef SDL_audio_h_ +#define SDL_audio_h_ + +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Mask of bits in an SDL_AudioFormat that contains the format bit size. + * + * Generally one should use SDL_AUDIO_BITSIZE instead of this macro directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_MASK_BITSIZE (0xFFu) + +/** + * Mask of bits in an SDL_AudioFormat that contain the floating point flag. + * + * Generally one should use SDL_AUDIO_ISFLOAT instead of this macro directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_MASK_FLOAT (1u<<8) + +/** + * Mask of bits in an SDL_AudioFormat that contain the bigendian flag. + * + * Generally one should use SDL_AUDIO_ISBIGENDIAN or SDL_AUDIO_ISLITTLEENDIAN + * instead of this macro directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_MASK_BIG_ENDIAN (1u<<12) + +/** + * Mask of bits in an SDL_AudioFormat that contain the signed data flag. + * + * Generally one should use SDL_AUDIO_ISSIGNED instead of this macro directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_MASK_SIGNED (1u<<15) + +/** + * Define an SDL_AudioFormat value. + * + * SDL does not support custom audio formats, so this macro is not of much use + * externally, but it can be illustrative as to what the various bits of an + * SDL_AudioFormat mean. + * + * For example, SDL_AUDIO_S32LE looks like this: + * + * ```c + * SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32) + * ``` + * + * \param signed 1 for signed data, 0 for unsigned data. + * \param bigendian 1 for bigendian data, 0 for littleendian data. + * \param flt 1 for floating point data, 0 for integer data. + * \param size number of bits per sample. + * \returns a format value in the style of SDL_AudioFormat. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DEFINE_AUDIO_FORMAT(signed, bigendian, flt, size) \ + (((Uint16)(signed) << 15) | ((Uint16)(bigendian) << 12) | ((Uint16)(flt) << 8) | ((size) & SDL_AUDIO_MASK_BITSIZE)) + +/** + * Audio format. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_AUDIO_BITSIZE + * \sa SDL_AUDIO_BYTESIZE + * \sa SDL_AUDIO_ISINT + * \sa SDL_AUDIO_ISFLOAT + * \sa SDL_AUDIO_ISBIGENDIAN + * \sa SDL_AUDIO_ISLITTLEENDIAN + * \sa SDL_AUDIO_ISSIGNED + * \sa SDL_AUDIO_ISUNSIGNED + */ +typedef enum SDL_AudioFormat +{ + SDL_AUDIO_UNKNOWN = 0x0000u, /**< Unspecified audio format */ + SDL_AUDIO_U8 = 0x0008u, /**< Unsigned 8-bit samples */ + /* SDL_DEFINE_AUDIO_FORMAT(0, 0, 0, 8), */ + SDL_AUDIO_S8 = 0x8008u, /**< Signed 8-bit samples */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 8), */ + SDL_AUDIO_S16LE = 0x8010u, /**< Signed 16-bit samples */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 16), */ + SDL_AUDIO_S16BE = 0x9010u, /**< As above, but big-endian byte order */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 16), */ + SDL_AUDIO_S32LE = 0x8020u, /**< 32-bit integer samples */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 0, 32), */ + SDL_AUDIO_S32BE = 0x9020u, /**< As above, but big-endian byte order */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 0, 32), */ + SDL_AUDIO_F32LE = 0x8120u, /**< 32-bit floating point samples */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 0, 1, 32), */ + SDL_AUDIO_F32BE = 0x9120u, /**< As above, but big-endian byte order */ + /* SDL_DEFINE_AUDIO_FORMAT(1, 1, 1, 32), */ + + /* These represent the current system's byteorder. */ + #if SDL_BYTEORDER == SDL_LIL_ENDIAN + SDL_AUDIO_S16 = SDL_AUDIO_S16LE, + SDL_AUDIO_S32 = SDL_AUDIO_S32LE, + SDL_AUDIO_F32 = SDL_AUDIO_F32LE + #else + SDL_AUDIO_S16 = SDL_AUDIO_S16BE, + SDL_AUDIO_S32 = SDL_AUDIO_S32BE, + SDL_AUDIO_F32 = SDL_AUDIO_F32BE + #endif +} SDL_AudioFormat; + + +/** + * Retrieve the size, in bits, from an SDL_AudioFormat. + * + * For example, `SDL_AUDIO_BITSIZE(SDL_AUDIO_S16)` returns 16. + * + * \param x an SDL_AudioFormat value. + * \returns data size in bits. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_BITSIZE(x) ((x) & SDL_AUDIO_MASK_BITSIZE) + +/** + * Retrieve the size, in bytes, from an SDL_AudioFormat. + * + * For example, `SDL_AUDIO_BYTESIZE(SDL_AUDIO_S16)` returns 2. + * + * \param x an SDL_AudioFormat value. + * \returns data size in bytes. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_BYTESIZE(x) (SDL_AUDIO_BITSIZE(x) / 8) + +/** + * Determine if an SDL_AudioFormat represents floating point data. + * + * For example, `SDL_AUDIO_ISFLOAT(SDL_AUDIO_S16)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is floating point, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISFLOAT(x) ((x) & SDL_AUDIO_MASK_FLOAT) + +/** + * Determine if an SDL_AudioFormat represents bigendian data. + * + * For example, `SDL_AUDIO_ISBIGENDIAN(SDL_AUDIO_S16LE)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is bigendian, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISBIGENDIAN(x) ((x) & SDL_AUDIO_MASK_BIG_ENDIAN) + +/** + * Determine if an SDL_AudioFormat represents littleendian data. + * + * For example, `SDL_AUDIO_ISLITTLEENDIAN(SDL_AUDIO_S16BE)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is littleendian, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISLITTLEENDIAN(x) (!SDL_AUDIO_ISBIGENDIAN(x)) + +/** + * Determine if an SDL_AudioFormat represents signed data. + * + * For example, `SDL_AUDIO_ISSIGNED(SDL_AUDIO_U8)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is signed, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISSIGNED(x) ((x) & SDL_AUDIO_MASK_SIGNED) + +/** + * Determine if an SDL_AudioFormat represents integer data. + * + * For example, `SDL_AUDIO_ISINT(SDL_AUDIO_F32)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is integer, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISINT(x) (!SDL_AUDIO_ISFLOAT(x)) + +/** + * Determine if an SDL_AudioFormat represents unsigned data. + * + * For example, `SDL_AUDIO_ISUNSIGNED(SDL_AUDIO_S16)` returns 0. + * + * \param x an SDL_AudioFormat value. + * \returns non-zero if format is unsigned, zero otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_ISUNSIGNED(x) (!SDL_AUDIO_ISSIGNED(x)) + + +/** + * SDL Audio Device instance IDs. + * + * Zero is used to signify an invalid/null device. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_AudioDeviceID; + +/** + * A value used to request a default playback audio device. + * + * Several functions that require an SDL_AudioDeviceID will accept this value + * to signify the app just wants the system to choose a default device instead + * of the app providing a specific one. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK ((SDL_AudioDeviceID) 0xFFFFFFFFu) + +/** + * A value used to request a default recording audio device. + * + * Several functions that require an SDL_AudioDeviceID will accept this value + * to signify the app just wants the system to choose a default device instead + * of the app providing a specific one. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_DEVICE_DEFAULT_RECORDING ((SDL_AudioDeviceID) 0xFFFFFFFEu) + +/** + * Format specifier for audio data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_AudioFormat + */ +typedef struct SDL_AudioSpec +{ + SDL_AudioFormat format; /**< Audio data format */ + int channels; /**< Number of channels: 1 mono, 2 stereo, etc */ + int freq; /**< sample rate: sample frames per second */ +} SDL_AudioSpec; + +/** + * Calculate the size of each audio frame (in bytes) from an SDL_AudioSpec. + * + * This reports on the size of an audio sample frame: stereo Sint16 data (2 + * channels of 2 bytes each) would be 4 bytes per frame, for example. + * + * \param x an SDL_AudioSpec to query. + * \returns the number of bytes used per sample frame. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_AUDIO_FRAMESIZE(x) (SDL_AUDIO_BYTESIZE((x).format) * (x).channels) + +/** + * The opaque handle that represents an audio stream. + * + * SDL_AudioStream is an audio conversion interface. + * + * - It can handle resampling data in chunks without generating artifacts, + * when it doesn't have the complete buffer available. + * - It can handle incoming data in any variable size. + * - It can handle input/output format changes on the fly. + * - It can remap audio channels between inputs and outputs. + * - You push data as you have it, and pull it when you need it + * - It can also function as a basic audio data queue even if you just have + * sound that needs to pass from one place to another. + * - You can hook callbacks up to them when more data is added or requested, + * to manage data on-the-fly. + * + * Audio streams are the core of the SDL3 audio interface. You create one or + * more of them, bind them to an opened audio device, and feed data to them + * (or for recording, consume data from them). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateAudioStream + */ +typedef struct SDL_AudioStream SDL_AudioStream; + + +/* Function prototypes */ + +/** + * Use this function to get the number of built-in audio drivers. + * + * This function returns a hardcoded number. This never returns a negative + * value; if there are no drivers compiled into this build of SDL, this + * function returns zero. The presence of a driver in this list does not mean + * it will function, it just means SDL is capable of interacting with that + * interface. For example, a build of SDL might have esound support, but if + * there's no esound server available, SDL's esound driver would fail if used. + * + * By default, SDL tries all drivers, in its preferred order, until one is + * found to be usable. + * + * \returns the number of built-in audio drivers. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumAudioDrivers(void); + +/** + * Use this function to get the name of a built in audio driver. + * + * The list of audio drivers is given in the order that they are normally + * initialized by default; the drivers that seem more reasonable to choose + * first (as far as the SDL developers believe) are earlier in the list. + * + * The names of drivers are all simple, low-ASCII identifiers, like "alsa", + * "coreaudio" or "wasapi". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of the audio driver; the value ranges from 0 to + * SDL_GetNumAudioDrivers() - 1. + * \returns the name of the audio driver at the requested index, or NULL if an + * invalid index was specified. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumAudioDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDriver(int index); + +/** + * Get the name of the current audio driver. + * + * The names of drivers are all simple, low-ASCII identifiers, like "alsa", + * "coreaudio" or "wasapi". These never have Unicode characters, and are not + * meant to be proper names. + * + * \returns the name of the current audio driver or NULL if no driver has been + * initialized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentAudioDriver(void); + +/** + * Get a list of currently-connected audio playback devices. + * + * This returns of list of available devices that play sound, perhaps to + * speakers or headphones ("playback" devices). If you want devices that + * record audio, like a microphone ("recording" devices), use + * SDL_GetAudioRecordingDevices() instead. + * + * This only returns a list of physical devices; it will not have any device + * IDs returned by SDL_OpenAudioDevice(). + * + * If this function returns NULL, to signify an error, `*count` will be set to + * zero. + * + * \param count a pointer filled in with the number of devices returned, may + * be NULL. + * \returns a 0 terminated array of device instance IDs or NULL on error; call + * SDL_GetError() for more information. This should be freed with + * SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenAudioDevice + * \sa SDL_GetAudioRecordingDevices + */ +extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioPlaybackDevices(int *count); + +/** + * Get a list of currently-connected audio recording devices. + * + * This returns of list of available devices that record audio, like a + * microphone ("recording" devices). If you want devices that play sound, + * perhaps to speakers or headphones ("playback" devices), use + * SDL_GetAudioPlaybackDevices() instead. + * + * This only returns a list of physical devices; it will not have any device + * IDs returned by SDL_OpenAudioDevice(). + * + * If this function returns NULL, to signify an error, `*count` will be set to + * zero. + * + * \param count a pointer filled in with the number of devices returned, may + * be NULL. + * \returns a 0 terminated array of device instance IDs, or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenAudioDevice + * \sa SDL_GetAudioPlaybackDevices + */ +extern SDL_DECLSPEC SDL_AudioDeviceID * SDLCALL SDL_GetAudioRecordingDevices(int *count); + +/** + * Get the human-readable name of a specific audio device. + * + * \param devid the instance ID of the device to query. + * \returns the name of the audio device, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioPlaybackDevices + * \sa SDL_GetAudioRecordingDevices + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioDeviceName(SDL_AudioDeviceID devid); + +/** + * Get the current audio format of a specific audio device. + * + * For an opened device, this will report the format the device is currently + * using. If the device isn't yet opened, this will report the device's + * preferred format (or a reasonable default if this can't be determined). + * + * You may also specify SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or + * SDL_AUDIO_DEVICE_DEFAULT_RECORDING here, which is useful for getting a + * reasonable recommendation before opening the system-recommended default + * device. + * + * You can also use this to request the current device buffer size. This is + * specified in sample frames and represents the amount of data SDL will feed + * to the physical hardware in each chunk. This can be converted to + * milliseconds of audio with the following equation: + * + * `ms = (int) ((((Sint64) frames) * 1000) / spec.freq);` + * + * Buffer size is only important if you need low-level control over the audio + * playback timing. Most apps do not need this. + * + * \param devid the instance ID of the device to query. + * \param spec on return, will be filled with device details. + * \param sample_frames pointer to store device buffer size, in sample frames. + * Can be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetAudioDeviceFormat(SDL_AudioDeviceID devid, SDL_AudioSpec *spec, int *sample_frames); + +/** + * Get the current channel map of an audio device. + * + * Channel maps are optional; most things do not need them, instead passing + * data in the [order that SDL expects](CategoryAudio#channel-layouts). + * + * Audio devices usually have no remapping applied. This is represented by + * returning NULL, and does not signify an error. + * + * \param devid the instance ID of the device to query. + * \param count On output, set to number of channels in the map. Can be NULL. + * \returns an array of the current channel mapping, with as many elements as + * the current output spec's channels, or NULL if default. This + * should be freed with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamInputChannelMap + */ +extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioDeviceChannelMap(SDL_AudioDeviceID devid, int *count); + +/** + * Open a specific audio device. + * + * You can open both playback and recording devices through this function. + * Playback devices will take data from bound audio streams, mix it, and send + * it to the hardware. Recording devices will feed any bound audio streams + * with a copy of any incoming data. + * + * An opened audio device starts out with no audio streams bound. To start + * audio playing, bind a stream and supply audio data to it. Unlike SDL2, + * there is no audio callback; you only bind audio streams and make sure they + * have data flowing into them (however, you can simulate SDL2's semantics + * fairly closely by using SDL_OpenAudioDeviceStream instead of this + * function). + * + * If you don't care about opening a specific device, pass a `devid` of either + * `SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK` or + * `SDL_AUDIO_DEVICE_DEFAULT_RECORDING`. In this case, SDL will try to pick + * the most reasonable default, and may also switch between physical devices + * seamlessly later, if the most reasonable default changes during the + * lifetime of this opened device (user changed the default in the OS's system + * preferences, the default got unplugged so the system jumped to a new + * default, the user plugged in headphones on a mobile device, etc). Unless + * you have a good reason to choose a specific device, this is probably what + * you want. + * + * You may request a specific format for the audio device, but there is no + * promise the device will honor that request for several reasons. As such, + * it's only meant to be a hint as to what data your app will provide. Audio + * streams will accept data in whatever format you specify and manage + * conversion for you as appropriate. SDL_GetAudioDeviceFormat can tell you + * the preferred format for the device before opening and the actual format + * the device is using after opening. + * + * It's legal to open the same device ID more than once; each successful open + * will generate a new logical SDL_AudioDeviceID that is managed separately + * from others on the same physical device. This allows libraries to open a + * device separately from the main app and bind its own streams without + * conflicting. + * + * It is also legal to open a device ID returned by a previous call to this + * function; doing so just creates another logical device on the same physical + * device. This may be useful for making logical groupings of audio streams. + * + * This function returns the opened device ID on success. This is a new, + * unique SDL_AudioDeviceID that represents a logical device. + * + * Some backends might offer arbitrary devices (for example, a networked audio + * protocol that can connect to an arbitrary server). For these, as a change + * from SDL2, you should open a default device ID and use an SDL hint to + * specify the target if you care, or otherwise let the backend figure out a + * reasonable default. Most backends don't offer anything like this, and often + * this would be an end user setting an environment variable for their custom + * need, and not something an application should specifically manage. + * + * When done with an audio device, possibly at the end of the app's life, one + * should call SDL_CloseAudioDevice() on the returned device id. + * + * \param devid the device instance id to open, or + * SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK or + * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for the most reasonable + * default device. + * \param spec the requested device configuration. Can be NULL to use + * reasonable defaults. + * \returns the device ID on success or 0 on failure; call SDL_GetError() for + * more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseAudioDevice + * \sa SDL_GetAudioDeviceFormat + */ +extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_OpenAudioDevice(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec); + +/** + * Determine if an audio device is physical (instead of logical). + * + * An SDL_AudioDeviceID that represents physical hardware is a physical + * device; there is one for each piece of hardware that SDL can see. Logical + * devices are created by calling SDL_OpenAudioDevice or + * SDL_OpenAudioDeviceStream, and while each is associated with a physical + * device, there can be any number of logical devices on one physical device. + * + * For the most part, logical and physical IDs are interchangeable--if you try + * to open a logical device, SDL understands to assign that effort to the + * underlying physical device, etc. However, it might be useful to know if an + * arbitrary device ID is physical or logical. This function reports which. + * + * This function may return either true or false for invalid device IDs. + * + * \param devid the device ID to query. + * \returns true if devid is a physical device, false if it is logical. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePhysical(SDL_AudioDeviceID devid); + +/** + * Determine if an audio device is a playback device (instead of recording). + * + * This function may return either true or false for invalid device IDs. + * + * \param devid the device ID to query. + * \returns true if devid is a playback device, false if it is recording. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsAudioDevicePlayback(SDL_AudioDeviceID devid); + +/** + * Use this function to pause audio playback on a specified device. + * + * This function pauses audio processing for a given device. Any bound audio + * streams will not progress, and no audio will be generated. Pausing one + * device does not prevent other unpaused devices from running. + * + * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app + * has to bind a stream before any audio will flow. Pausing a paused device is + * a legal no-op. + * + * Pausing a device can be useful to halt all audio without unbinding all the + * audio streams. This might be useful while a game is paused, or a level is + * loading, etc. + * + * Physical devices can not be paused or unpaused, only logical devices + * created through SDL_OpenAudioDevice() can be. + * + * \param devid a device opened by SDL_OpenAudioDevice(). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResumeAudioDevice + * \sa SDL_AudioDevicePaused + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioDevice(SDL_AudioDeviceID devid); + +/** + * Use this function to unpause audio playback on a specified device. + * + * This function unpauses audio processing for a given device that has + * previously been paused with SDL_PauseAudioDevice(). Once unpaused, any + * bound audio streams will begin to progress again, and audio can be + * generated. + * + * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app + * has to bind a stream before any audio will flow. Unpausing an unpaused + * device is a legal no-op. + * + * Physical devices can not be paused or unpaused, only logical devices + * created through SDL_OpenAudioDevice() can be. + * + * \param devid a device opened by SDL_OpenAudioDevice(). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AudioDevicePaused + * \sa SDL_PauseAudioDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioDevice(SDL_AudioDeviceID devid); + +/** + * Use this function to query if an audio device is paused. + * + * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app + * has to bind a stream before any audio will flow. + * + * Physical devices can not be paused or unpaused, only logical devices + * created through SDL_OpenAudioDevice() can be. Physical and invalid device + * IDs will report themselves as unpaused here. + * + * \param devid a device opened by SDL_OpenAudioDevice(). + * \returns true if device is valid and paused, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PauseAudioDevice + * \sa SDL_ResumeAudioDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AudioDevicePaused(SDL_AudioDeviceID devid); + +/** + * Get the gain of an audio device. + * + * The gain of a device is its volume; a larger gain means a louder output, + * with a gain of zero being silence. + * + * Audio devices default to a gain of 1.0f (no change in output). + * + * Physical devices may not have their gain changed, only logical devices, and + * this function will always return -1.0f when used on physical devices. + * + * \param devid the audio device to query. + * \returns the gain of the device or -1.0f on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioDeviceGain + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetAudioDeviceGain(SDL_AudioDeviceID devid); + +/** + * Change the gain of an audio device. + * + * The gain of a device is its volume; a larger gain means a louder output, + * with a gain of zero being silence. + * + * Audio devices default to a gain of 1.0f (no change in output). + * + * Physical devices may not have their gain changed, only logical devices, and + * this function will always return false when used on physical devices. While + * it might seem attractive to adjust several logical devices at once in this + * way, it would allow an app or library to interfere with another portion of + * the program's otherwise-isolated devices. + * + * This is applied, along with any per-audiostream gain, during playback to + * the hardware, and can be continuously changed to create various effects. On + * recording devices, this will adjust the gain before passing the data into + * an audiostream; that recording audiostream can then adjust its gain further + * when outputting the data elsewhere, if it likes, but that second gain is + * not applied until the data leaves the audiostream again. + * + * \param devid the audio device on which to change gain. + * \param gain the gain. 1.0f is no change, 0.0f is silence. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioDeviceGain + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioDeviceGain(SDL_AudioDeviceID devid, float gain); + +/** + * Close a previously-opened audio device. + * + * The application should close open audio devices once they are no longer + * needed. + * + * This function may block briefly while pending audio data is played by the + * hardware, so that applications don't drop the last buffer of data they + * supplied if terminating immediately afterwards. + * + * \param devid an audio device id previously returned by + * SDL_OpenAudioDevice(). + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenAudioDevice + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseAudioDevice(SDL_AudioDeviceID devid); + +/** + * Bind a list of audio streams to an audio device. + * + * Audio data will flow through any bound streams. For a playback device, data + * for all bound streams will be mixed together and fed to the device. For a + * recording device, a copy of recorded data will be provided to each bound + * stream. + * + * Audio streams can only be bound to an open device. This operation is + * atomic--all streams bound in the same call will start processing at the + * same time, so they can stay in sync. Also: either all streams will be bound + * or none of them will be. + * + * It is an error to bind an already-bound stream; it must be explicitly + * unbound first. + * + * Binding a stream to a device will set its output format for playback + * devices, and its input format for recording devices, so they match the + * device's settings. The caller is welcome to change the other end of the + * stream's format at any time with SDL_SetAudioStreamFormat(). + * + * \param devid an audio device to bind a stream to. + * \param streams an array of audio streams to bind. + * \param num_streams number streams listed in the `streams` array. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindAudioStreams + * \sa SDL_UnbindAudioStream + * \sa SDL_GetAudioStreamDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStreams(SDL_AudioDeviceID devid, SDL_AudioStream * const *streams, int num_streams); + +/** + * Bind a single audio stream to an audio device. + * + * This is a convenience function, equivalent to calling + * `SDL_BindAudioStreams(devid, &stream, 1)`. + * + * \param devid an audio device to bind a stream to. + * \param stream an audio stream to bind to a device. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindAudioStreams + * \sa SDL_UnbindAudioStream + * \sa SDL_GetAudioStreamDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BindAudioStream(SDL_AudioDeviceID devid, SDL_AudioStream *stream); + +/** + * Unbind a list of audio streams from their audio devices. + * + * The streams being unbound do not all have to be on the same device. All + * streams on the same device will be unbound atomically (data will stop + * flowing through all unbound streams on the same device at the same time). + * + * Unbinding a stream that isn't bound to a device is a legal no-op. + * + * \param streams an array of audio streams to unbind. Can be NULL or contain + * NULL. + * \param num_streams number streams listed in the `streams` array. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindAudioStreams + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStreams(SDL_AudioStream * const *streams, int num_streams); + +/** + * Unbind a single audio stream from its audio device. + * + * This is a convenience function, equivalent to calling + * `SDL_UnbindAudioStreams(&stream, 1)`. + * + * \param stream an audio stream to unbind from a device. Can be NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindAudioStream + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnbindAudioStream(SDL_AudioStream *stream); + +/** + * Query an audio stream for its currently-bound device. + * + * This reports the audio device that an audio stream is currently bound to. + * + * If not bound, or invalid, this returns zero, which is not a valid device + * ID. + * + * \param stream the audio stream to query. + * \returns the bound audio device, or 0 if not bound or invalid. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindAudioStream + * \sa SDL_BindAudioStreams + */ +extern SDL_DECLSPEC SDL_AudioDeviceID SDLCALL SDL_GetAudioStreamDevice(SDL_AudioStream *stream); + +/** + * Create a new audio stream. + * + * \param src_spec the format details of the input audio. + * \param dst_spec the format details of the output audio. + * \returns a new audio stream on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PutAudioStreamData + * \sa SDL_GetAudioStreamData + * \sa SDL_GetAudioStreamAvailable + * \sa SDL_FlushAudioStream + * \sa SDL_ClearAudioStream + * \sa SDL_SetAudioStreamFormat + * \sa SDL_DestroyAudioStream + */ +extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_CreateAudioStream(const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec); + +/** + * Get the properties associated with an audio stream. + * + * \param stream the SDL_AudioStream to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetAudioStreamProperties(SDL_AudioStream *stream); + +/** + * Query the current format of an audio stream. + * + * \param stream the SDL_AudioStream to query. + * \param src_spec where to store the input audio format; ignored if NULL. + * \param dst_spec where to store the output audio format; ignored if NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamFormat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetAudioStreamFormat(SDL_AudioStream *stream, SDL_AudioSpec *src_spec, SDL_AudioSpec *dst_spec); + +/** + * Change the input and output formats of an audio stream. + * + * Future calls to and SDL_GetAudioStreamAvailable and SDL_GetAudioStreamData + * will reflect the new format, and future calls to SDL_PutAudioStreamData + * must provide data in the new input formats. + * + * Data that was previously queued in the stream will still be operated on in + * the format that was current when it was added, which is to say you can put + * the end of a sound file in one format to a stream, change formats for the + * next sound file, and start putting that new data while the previous sound + * file is still queued, and everything will still play back correctly. + * + * If a stream is bound to a device, then the format of the side of the stream + * bound to a device cannot be changed (src_spec for recording devices, + * dst_spec for playback devices). Attempts to make a change to this side will + * be ignored, but this will not report an error. The other side's format can + * be changed. + * + * \param stream the stream the format is being changed. + * \param src_spec the new format of the audio input; if NULL, it is not + * changed. + * \param dst_spec the new format of the audio output; if NULL, it is not + * changed. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamFormat + * \sa SDL_SetAudioStreamFrequencyRatio + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamFormat(SDL_AudioStream *stream, const SDL_AudioSpec *src_spec, const SDL_AudioSpec *dst_spec); + +/** + * Get the frequency ratio of an audio stream. + * + * \param stream the SDL_AudioStream to query. + * \returns the frequency ratio of the stream or 0.0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamFrequencyRatio + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamFrequencyRatio(SDL_AudioStream *stream); + +/** + * Change the frequency ratio of an audio stream. + * + * The frequency ratio is used to adjust the rate at which input data is + * consumed. Changing this effectively modifies the speed and pitch of the + * audio. A value greater than 1.0 will play the audio faster, and at a higher + * pitch. A value less than 1.0 will play the audio slower, and at a lower + * pitch. + * + * This is applied during SDL_GetAudioStreamData, and can be continuously + * changed to create various effects. + * + * \param stream the stream the frequency ratio is being changed. + * \param ratio the frequency ratio. 1.0 is normal speed. Must be between 0.01 + * and 100. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamFrequencyRatio + * \sa SDL_SetAudioStreamFormat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamFrequencyRatio(SDL_AudioStream *stream, float ratio); + +/** + * Get the gain of an audio stream. + * + * The gain of a stream is its volume; a larger gain means a louder output, + * with a gain of zero being silence. + * + * Audio streams default to a gain of 1.0f (no change in output). + * + * \param stream the SDL_AudioStream to query. + * \returns the gain of the stream or -1.0f on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamGain + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetAudioStreamGain(SDL_AudioStream *stream); + +/** + * Change the gain of an audio stream. + * + * The gain of a stream is its volume; a larger gain means a louder output, + * with a gain of zero being silence. + * + * Audio streams default to a gain of 1.0f (no change in output). + * + * This is applied during SDL_GetAudioStreamData, and can be continuously + * changed to create various effects. + * + * \param stream the stream on which the gain is being changed. + * \param gain the gain. 1.0f is no change, 0.0f is silence. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamGain + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamGain(SDL_AudioStream *stream, float gain); + +/** + * Get the current input channel map of an audio stream. + * + * Channel maps are optional; most things do not need them, instead passing + * data in the [order that SDL expects](CategoryAudio#channel-layouts). + * + * Audio streams default to no remapping applied. This is represented by + * returning NULL, and does not signify an error. + * + * \param stream the SDL_AudioStream to query. + * \param count On output, set to number of channels in the map. Can be NULL. + * \returns an array of the current channel mapping, with as many elements as + * the current output spec's channels, or NULL if default. This + * should be freed with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamInputChannelMap + */ +extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamInputChannelMap(SDL_AudioStream *stream, int *count); + +/** + * Get the current output channel map of an audio stream. + * + * Channel maps are optional; most things do not need them, instead passing + * data in the [order that SDL expects](CategoryAudio#channel-layouts). + * + * Audio streams default to no remapping applied. This is represented by + * returning NULL, and does not signify an error. + * + * \param stream the SDL_AudioStream to query. + * \param count On output, set to number of channels in the map. Can be NULL. + * \returns an array of the current channel mapping, with as many elements as + * the current output spec's channels, or NULL if default. This + * should be freed with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamInputChannelMap + */ +extern SDL_DECLSPEC int * SDLCALL SDL_GetAudioStreamOutputChannelMap(SDL_AudioStream *stream, int *count); + +/** + * Set the current input channel map of an audio stream. + * + * Channel maps are optional; most things do not need them, instead passing + * data in the [order that SDL expects](CategoryAudio#channel-layouts). + * + * The input channel map reorders data that is added to a stream via + * SDL_PutAudioStreamData. Future calls to SDL_PutAudioStreamData must provide + * data in the new channel order. + * + * Each item in the array represents an input channel, and its value is the + * channel that it should be remapped to. To reverse a stereo signal's left + * and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap + * multiple channels to the same thing, so `{ 1, 1 }` would duplicate the + * right channel to both channels of a stereo signal. An element in the + * channel map set to -1 instead of a valid channel will mute that channel, + * setting it to a silence value. + * + * You cannot change the number of channels through a channel map, just + * reorder/mute them. + * + * Data that was previously queued in the stream will still be operated on in + * the order that was current when it was added, which is to say you can put + * the end of a sound file in one order to a stream, change orders for the + * next sound file, and start putting that new data while the previous sound + * file is still queued, and everything will still play back correctly. + * + * Audio streams default to no remapping applied. Passing a NULL channel map + * is legal, and turns off remapping. + * + * SDL will copy the channel map; the caller does not have to save this array + * after this call. + * + * If `count` is not equal to the current number of channels in the audio + * stream's format, this will fail. This is a safety measure to make sure a + * race condition hasn't changed the format while this call is setting the + * channel map. + * + * Unlike attempting to change the stream's format, the input channel map on a + * stream bound to a recording device is permitted to change at any time; any + * data added to the stream from the device after this call will have the new + * mapping, but previously-added data will still have the prior mapping. + * + * \param stream the SDL_AudioStream to change. + * \param chmap the new channel map, NULL to reset to default. + * \param count The number of channels in the map. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. Don't change the + * stream's format to have a different number of channels from a + * a different thread at the same time, though! + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamInputChannelMap + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamInputChannelMap(SDL_AudioStream *stream, const int *chmap, int count); + +/** + * Set the current output channel map of an audio stream. + * + * Channel maps are optional; most things do not need them, instead passing + * data in the [order that SDL expects](CategoryAudio#channel-layouts). + * + * The output channel map reorders data that leaving a stream via + * SDL_GetAudioStreamData. + * + * Each item in the array represents an input channel, and its value is the + * channel that it should be remapped to. To reverse a stereo signal's left + * and right values, you'd have an array of `{ 1, 0 }`. It is legal to remap + * multiple channels to the same thing, so `{ 1, 1 }` would duplicate the + * right channel to both channels of a stereo signal. An element in the + * channel map set to -1 instead of a valid channel will mute that channel, + * setting it to a silence value. + * + * You cannot change the number of channels through a channel map, just + * reorder/mute them. + * + * The output channel map can be changed at any time, as output remapping is + * applied during SDL_GetAudioStreamData. + * + * Audio streams default to no remapping applied. Passing a NULL channel map + * is legal, and turns off remapping. + * + * SDL will copy the channel map; the caller does not have to save this array + * after this call. + * + * If `count` is not equal to the current number of channels in the audio + * stream's format, this will fail. This is a safety measure to make sure a + * race condition hasn't changed the format while this call is setting the + * channel map. + * + * Unlike attempting to change the stream's format, the output channel map on + * a stream bound to a recording device is permitted to change at any time; + * any data added to the stream after this call will have the new mapping, but + * previously-added data will still have the prior mapping. When the channel + * map doesn't match the hardware's channel layout, SDL will convert the data + * before feeding it to the device for playback. + * + * \param stream the SDL_AudioStream to change. + * \param chmap the new channel map, NULL to reset to default. + * \param count The number of channels in the map. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as it holds + * a stream-specific mutex while running. Don't change the + * stream's format to have a different number of channels from a + * a different thread at the same time, though! + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamInputChannelMap + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamOutputChannelMap(SDL_AudioStream *stream, const int *chmap, int count); + +/** + * Add data to the stream. + * + * This data must match the format/channels/samplerate specified in the latest + * call to SDL_SetAudioStreamFormat, or the format specified when creating the + * stream if it hasn't been changed. + * + * Note that this call simply copies the unconverted data for later. This is + * different than SDL2, where data was converted during the Put call and the + * Get call would just dequeue the previously-converted data. + * + * \param stream the stream the audio data is being added to. + * \param buf a pointer to the audio data to add. + * \param len the number of bytes to write to the stream. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, but if the + * stream has a callback set, the caller might need to manage + * extra locking. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearAudioStream + * \sa SDL_FlushAudioStream + * \sa SDL_GetAudioStreamData + * \sa SDL_GetAudioStreamQueued + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PutAudioStreamData(SDL_AudioStream *stream, const void *buf, int len); + +/** + * Get converted/resampled data from the stream. + * + * The input/output data format/channels/samplerate is specified when creating + * the stream, and can be changed after creation by calling + * SDL_SetAudioStreamFormat. + * + * Note that any conversion and resampling necessary is done during this call, + * and SDL_PutAudioStreamData simply queues unconverted data for later. This + * is different than SDL2, where that work was done while inputting new data + * to the stream and requesting the output just copied the converted data. + * + * \param stream the stream the audio is being requested from. + * \param buf a buffer to fill with audio data. + * \param len the maximum number of bytes to fill. + * \returns the number of bytes read from the stream or -1 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread, but if the + * stream has a callback set, the caller might need to manage + * extra locking. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearAudioStream + * \sa SDL_GetAudioStreamAvailable + * \sa SDL_PutAudioStreamData + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamData(SDL_AudioStream *stream, void *buf, int len); + +/** + * Get the number of converted/resampled bytes available. + * + * The stream may be buffering data behind the scenes until it has enough to + * resample correctly, so this number might be lower than what you expect, or + * even be zero. Add more data or flush the stream if you need the data now. + * + * If the stream has so much data that it would overflow an int, the return + * value is clamped to a maximum value, but no queued data is lost; if there + * are gigabytes of data queued, the app might need to read some of it with + * SDL_GetAudioStreamData before this function's return value is no longer + * clamped. + * + * \param stream the audio stream to query. + * \returns the number of converted/resampled bytes available or -1 on + * failure; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamData + * \sa SDL_PutAudioStreamData + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamAvailable(SDL_AudioStream *stream); + + +/** + * Get the number of bytes currently queued. + * + * This is the number of bytes put into a stream as input, not the number that + * can be retrieved as output. Because of several details, it's not possible + * to calculate one number directly from the other. If you need to know how + * much usable data can be retrieved right now, you should use + * SDL_GetAudioStreamAvailable() and not this function. + * + * Note that audio streams can change their input format at any time, even if + * there is still data queued in a different format, so the returned byte + * count will not necessarily match the number of _sample frames_ available. + * Users of this API should be aware of format changes they make when feeding + * a stream and plan accordingly. + * + * Queued data is not converted until it is consumed by + * SDL_GetAudioStreamData, so this value should be representative of the exact + * data that was put into the stream. + * + * If the stream has so much data that it would overflow an int, the return + * value is clamped to a maximum value, but no queued data is lost; if there + * are gigabytes of data queued, the app might need to read some of it with + * SDL_GetAudioStreamData before this function's return value is no longer + * clamped. + * + * \param stream the audio stream to query. + * \returns the number of bytes queued or -1 on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PutAudioStreamData + * \sa SDL_ClearAudioStream + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetAudioStreamQueued(SDL_AudioStream *stream); + + +/** + * Tell the stream that you're done sending data, and anything being buffered + * should be converted/resampled and made available immediately. + * + * It is legal to add more data to a stream after flushing, but there may be + * audio gaps in the output. Generally this is intended to signal the end of + * input, so the complete output becomes available. + * + * \param stream the audio stream to flush. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PutAudioStreamData + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlushAudioStream(SDL_AudioStream *stream); + +/** + * Clear any pending data in the stream. + * + * This drops any queued data, so there will be nothing to read from the + * stream until more is added. + * + * \param stream the audio stream to clear. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamAvailable + * \sa SDL_GetAudioStreamData + * \sa SDL_GetAudioStreamQueued + * \sa SDL_PutAudioStreamData + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearAudioStream(SDL_AudioStream *stream); + +/** + * Use this function to pause audio playback on the audio device associated + * with an audio stream. + * + * This function pauses audio processing for a given device. Any bound audio + * streams will not progress, and no audio will be generated. Pausing one + * device does not prevent other unpaused devices from running. + * + * Pausing a device can be useful to halt all audio without unbinding all the + * audio streams. This might be useful while a game is paused, or a level is + * loading, etc. + * + * \param stream the audio stream associated with the audio device to pause. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResumeAudioStreamDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PauseAudioStreamDevice(SDL_AudioStream *stream); + +/** + * Use this function to unpause audio playback on the audio device associated + * with an audio stream. + * + * This function unpauses audio processing for a given device that has + * previously been paused. Once unpaused, any bound audio streams will begin + * to progress again, and audio can be generated. + * + * Remember, SDL_OpenAudioDeviceStream opens device in a paused state, so this + * function call is required for audio playback to begin on such device. + * + * \param stream the audio stream associated with the audio device to resume. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PauseAudioStreamDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ResumeAudioStreamDevice(SDL_AudioStream *stream); + +/** + * Use this function to query if an audio device associated with a stream is + * paused. + * + * Unlike in SDL2, audio devices start in an _unpaused_ state, since an app + * has to bind a stream before any audio will flow. + * + * \param stream the audio stream associated with the audio device to query. + * \returns true if device is valid and paused, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PauseAudioStreamDevice + * \sa SDL_ResumeAudioStreamDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AudioStreamDevicePaused(SDL_AudioStream *stream); + + +/** + * Lock an audio stream for serialized access. + * + * Each SDL_AudioStream has an internal mutex it uses to protect its data + * structures from threading conflicts. This function allows an app to lock + * that mutex, which could be useful if registering callbacks on this stream. + * + * One does not need to lock a stream to use in it most cases, as the stream + * manages this lock internally. However, this lock is held during callbacks, + * which may run from arbitrary threads at any time, so if an app needs to + * protect shared data during those callbacks, locking the stream guarantees + * that the callback is not running while the lock is held. + * + * As this is just a wrapper over SDL_LockMutex for an internal lock; it has + * all the same attributes (recursive locks are allowed, etc). + * + * \param stream the audio stream to lock. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UnlockAudioStream + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LockAudioStream(SDL_AudioStream *stream); + + +/** + * Unlock an audio stream for serialized access. + * + * This unlocks an audio stream after a call to SDL_LockAudioStream. + * + * \param stream the audio stream to unlock. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety You should only call this from the same thread that + * previously called SDL_LockAudioStream. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockAudioStream + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UnlockAudioStream(SDL_AudioStream *stream); + +/** + * A callback that fires when data passes through an SDL_AudioStream. + * + * Apps can (optionally) register a callback with an audio stream that is + * called when data is added with SDL_PutAudioStreamData, or requested with + * SDL_GetAudioStreamData. + * + * Two values are offered here: one is the amount of additional data needed to + * satisfy the immediate request (which might be zero if the stream already + * has enough data queued) and the other is the total amount being requested. + * In a Get call triggering a Put callback, these values can be different. In + * a Put call triggering a Get callback, these values are always the same. + * + * Byte counts might be slightly overestimated due to buffering or resampling, + * and may change from call to call. + * + * This callback is not required to do anything. Generally this is useful for + * adding/reading data on demand, and the app will often put/get data as + * appropriate, but the system goes on with the data currently available to it + * if this callback does nothing. + * + * \param stream the SDL audio stream associated with this callback. + * \param additional_amount the amount of data, in bytes, that is needed right + * now. + * \param total_amount the total amount of data requested, in bytes, that is + * requested or available. + * \param userdata an opaque pointer provided by the app for their personal + * use. + * + * \threadsafety This callbacks may run from any thread, so if you need to + * protect shared data, you should use SDL_LockAudioStream to + * serialize access; this lock will be held before your callback + * is called, so your callback does not need to manage the lock + * explicitly. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamGetCallback + * \sa SDL_SetAudioStreamPutCallback + */ +typedef void (SDLCALL *SDL_AudioStreamCallback)(void *userdata, SDL_AudioStream *stream, int additional_amount, int total_amount); + +/** + * Set a callback that runs when data is requested from an audio stream. + * + * This callback is called _before_ data is obtained from the stream, giving + * the callback the chance to add more on-demand. + * + * The callback can (optionally) call SDL_PutAudioStreamData() to add more + * audio to the stream during this call; if needed, the request that triggered + * this callback will obtain the new data immediately. + * + * The callback's `additional_amount` argument is roughly how many bytes of + * _unconverted_ data (in the stream's input format) is needed by the caller, + * although this may overestimate a little for safety. This takes into account + * how much is already in the stream and only asks for any extra necessary to + * resolve the request, which means the callback may be asked for zero bytes, + * and a different amount on each call. + * + * The callback is not required to supply exact amounts; it is allowed to + * supply too much or too little or none at all. The caller will get what's + * available, up to the amount they requested, regardless of this callback's + * outcome. + * + * Clearing or flushing an audio stream does not call this callback. + * + * This function obtains the stream's lock, which means any existing callback + * (get or put) in progress will finish running before setting the new + * callback. + * + * Setting a NULL function turns off the callback. + * + * \param stream the audio stream to set the new callback on. + * \param callback the new callback function to call when data is requested + * from the stream. + * \param userdata an opaque pointer provided to the callback for its own + * personal use. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. This only fails if `stream` is NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamPutCallback + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamGetCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata); + +/** + * Set a callback that runs when data is added to an audio stream. + * + * This callback is called _after_ the data is added to the stream, giving the + * callback the chance to obtain it immediately. + * + * The callback can (optionally) call SDL_GetAudioStreamData() to obtain audio + * from the stream during this call. + * + * The callback's `additional_amount` argument is how many bytes of + * _converted_ data (in the stream's output format) was provided by the + * caller, although this may underestimate a little for safety. This value + * might be less than what is currently available in the stream, if data was + * already there, and might be less than the caller provided if the stream + * needs to keep a buffer to aid in resampling. Which means the callback may + * be provided with zero bytes, and a different amount on each call. + * + * The callback may call SDL_GetAudioStreamAvailable to see the total amount + * currently available to read from the stream, instead of the total provided + * by the current call. + * + * The callback is not required to obtain all data. It is allowed to read less + * or none at all. Anything not read now simply remains in the stream for + * later access. + * + * Clearing or flushing an audio stream does not call this callback. + * + * This function obtains the stream's lock, which means any existing callback + * (get or put) in progress will finish running before setting the new + * callback. + * + * Setting a NULL function turns off the callback. + * + * \param stream the audio stream to set the new callback on. + * \param callback the new callback function to call when data is added to the + * stream. + * \param userdata an opaque pointer provided to the callback for its own + * personal use. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. This only fails if `stream` is NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAudioStreamGetCallback + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioStreamPutCallback(SDL_AudioStream *stream, SDL_AudioStreamCallback callback, void *userdata); + + +/** + * Free an audio stream. + * + * This will release all allocated data, including any audio that is still + * queued. You do not need to manually clear the stream first. + * + * If this stream was bound to an audio device, it is unbound during this + * call. If this stream was created with SDL_OpenAudioDeviceStream, the audio + * device that was opened alongside this stream's creation will be closed, + * too. + * + * \param stream the audio stream to destroy. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateAudioStream + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyAudioStream(SDL_AudioStream *stream); + + +/** + * Convenience function for straightforward audio init for the common case. + * + * If all your app intends to do is provide a single source of PCM audio, this + * function allows you to do all your audio setup in a single call. + * + * This is also intended to be a clean means to migrate apps from SDL2. + * + * This function will open an audio device, create a stream and bind it. + * Unlike other methods of setup, the audio device will be closed when this + * stream is destroyed, so the app can treat the returned SDL_AudioStream as + * the only object needed to manage audio playback. + * + * Also unlike other functions, the audio device begins paused. This is to map + * more closely to SDL2-style behavior, since there is no extra step here to + * bind a stream to begin audio flowing. The audio device should be resumed + * with `SDL_ResumeAudioStreamDevice(stream);` + * + * This function works with both playback and recording devices. + * + * The `spec` parameter represents the app's side of the audio stream. That + * is, for recording audio, this will be the output format, and for playing + * audio, this will be the input format. If spec is NULL, the system will + * choose the format, and the app can use SDL_GetAudioStreamFormat() to obtain + * this information later. + * + * If you don't care about opening a specific audio device, you can (and + * probably _should_), use SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK for playback and + * SDL_AUDIO_DEVICE_DEFAULT_RECORDING for recording. + * + * One can optionally provide a callback function; if NULL, the app is + * expected to queue audio data for playback (or unqueue audio data if + * capturing). Otherwise, the callback will begin to fire once the device is + * unpaused. + * + * Destroying the returned stream with SDL_DestroyAudioStream will also close + * the audio device associated with this stream. + * + * \param devid an audio device to open, or SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK + * or SDL_AUDIO_DEVICE_DEFAULT_RECORDING. + * \param spec the audio stream's data format. Can be NULL. + * \param callback a callback where the app will provide new data for + * playback, or receive new data for recording. Can be NULL, + * in which case the app will need to call + * SDL_PutAudioStreamData or SDL_GetAudioStreamData as + * necessary. + * \param userdata app-controlled pointer passed to callback. Can be NULL. + * Ignored if callback is NULL. + * \returns an audio stream on success, ready to use, or NULL on failure; call + * SDL_GetError() for more information. When done with this stream, + * call SDL_DestroyAudioStream to free resources and close the + * device. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAudioStreamDevice + * \sa SDL_ResumeAudioStreamDevice + */ +extern SDL_DECLSPEC SDL_AudioStream * SDLCALL SDL_OpenAudioDeviceStream(SDL_AudioDeviceID devid, const SDL_AudioSpec *spec, SDL_AudioStreamCallback callback, void *userdata); + +/** + * A callback that fires when data is about to be fed to an audio device. + * + * This is useful for accessing the final mix, perhaps for writing a + * visualizer or applying a final effect to the audio data before playback. + * + * This callback should run as quickly as possible and not block for any + * significant time, as this callback delays submission of data to the audio + * device, which can cause audio playback problems. + * + * The postmix callback _must_ be able to handle any audio data format + * specified in `spec`, which can change between callbacks if the audio device + * changed. However, this only covers frequency and channel count; data is + * always provided here in SDL_AUDIO_F32 format. + * + * The postmix callback runs _after_ logical device gain and audiostream gain + * have been applied, which is to say you can make the output data louder at + * this point than the gain settings would suggest. + * + * \param userdata a pointer provided by the app through + * SDL_SetAudioPostmixCallback, for its own use. + * \param spec the current format of audio that is to be submitted to the + * audio device. + * \param buffer the buffer of audio samples to be submitted. The callback can + * inspect and/or modify this data. + * \param buflen the size of `buffer` in bytes. + * + * \threadsafety This will run from a background thread owned by SDL. The + * application is responsible for locking resources the callback + * touches that need to be protected. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetAudioPostmixCallback + */ +typedef void (SDLCALL *SDL_AudioPostmixCallback)(void *userdata, const SDL_AudioSpec *spec, float *buffer, int buflen); + +/** + * Set a callback that fires when data is about to be fed to an audio device. + * + * This is useful for accessing the final mix, perhaps for writing a + * visualizer or applying a final effect to the audio data before playback. + * + * The buffer is the final mix of all bound audio streams on an opened device; + * this callback will fire regularly for any device that is both opened and + * unpaused. If there is no new data to mix, either because no streams are + * bound to the device or all the streams are empty, this callback will still + * fire with the entire buffer set to silence. + * + * This callback is allowed to make changes to the data; the contents of the + * buffer after this call is what is ultimately passed along to the hardware. + * + * The callback is always provided the data in float format (values from -1.0f + * to 1.0f), but the number of channels or sample rate may be different than + * the format the app requested when opening the device; SDL might have had to + * manage a conversion behind the scenes, or the playback might have jumped to + * new physical hardware when a system default changed, etc. These details may + * change between calls. Accordingly, the size of the buffer might change + * between calls as well. + * + * This callback can run at any time, and from any thread; if you need to + * serialize access to your app's data, you should provide and use a mutex or + * other synchronization device. + * + * All of this to say: there are specific needs this callback can fulfill, but + * it is not the simplest interface. Apps should generally provide audio in + * their preferred format through an SDL_AudioStream and let SDL handle the + * difference. + * + * This function is extremely time-sensitive; the callback should do the least + * amount of work possible and return as quickly as it can. The longer the + * callback runs, the higher the risk of audio dropouts or other problems. + * + * This function will block until the audio device is in between iterations, + * so any existing callback that might be running will finish before this + * function sets the new callback and returns. + * + * Setting a NULL callback function disables any previously-set callback. + * + * \param devid the ID of an opened audio device. + * \param callback a callback function to be called. Can be NULL. + * \param userdata app-controlled pointer passed to callback. Can be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAudioPostmixCallback(SDL_AudioDeviceID devid, SDL_AudioPostmixCallback callback, void *userdata); + + +/** + * Load the audio data of a WAVE file into memory. + * + * Loading a WAVE file requires `src`, `spec`, `audio_buf` and `audio_len` to + * be valid pointers. The entire data portion of the file is then loaded into + * memory and decoded if necessary. + * + * Supported formats are RIFF WAVE files with the formats PCM (8, 16, 24, and + * 32 bits), IEEE Float (32 bits), Microsoft ADPCM and IMA ADPCM (4 bits), and + * A-law and mu-law (8 bits). Other formats are currently unsupported and + * cause an error. + * + * If this function succeeds, the return value is zero and the pointer to the + * audio data allocated by the function is written to `audio_buf` and its + * length in bytes to `audio_len`. The SDL_AudioSpec members `freq`, + * `channels`, and `format` are set to the values of the audio data in the + * buffer. + * + * It's necessary to use SDL_free() to free the audio data returned in + * `audio_buf` when it is no longer used. + * + * Because of the underspecification of the .WAV format, there are many + * problematic files in the wild that cause issues with strict decoders. To + * provide compatibility with these files, this decoder is lenient in regards + * to the truncation of the file, the fact chunk, and the size of the RIFF + * chunk. The hints `SDL_HINT_WAVE_RIFF_CHUNK_SIZE`, + * `SDL_HINT_WAVE_TRUNCATION`, and `SDL_HINT_WAVE_FACT_CHUNK` can be used to + * tune the behavior of the loading process. + * + * Any file that is invalid (due to truncation, corruption, or wrong values in + * the headers), too big, or unsupported causes an error. Additionally, any + * critical I/O error from the data source will terminate the loading process + * with an error. The function returns NULL on error and in all cases (with + * the exception of `src` being NULL), an appropriate error message will be + * set. + * + * It is required that the data source supports seeking. + * + * Example: + * + * ```c + * SDL_LoadWAV_IO(SDL_IOFromFile("sample.wav", "rb"), true, &spec, &buf, &len); + * ``` + * + * Note that the SDL_LoadWAV function does this same thing for you, but in a + * less messy way: + * + * ```c + * SDL_LoadWAV("sample.wav", &spec, &buf, &len); + * ``` + * + * \param src the data source for the WAVE data. + * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even + * in the case of an error. + * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE + * data's format details on successful return. + * \param audio_buf a pointer filled with the audio data, allocated by the + * function. + * \param audio_len a pointer filled with the length of the audio data buffer + * in bytes. + * \returns true on success. `audio_buf` will be filled with a pointer to an + * allocated buffer containing the audio data, and `audio_len` is + * filled with the length of that audio buffer in bytes. + * + * This function returns false if the .WAV file cannot be opened, + * uses an unknown data format, or is corrupt; call SDL_GetError() + * for more information. + * + * When the application is done with the data returned in + * `audio_buf`, it should call SDL_free() to dispose of it. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_LoadWAV + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV_IO(SDL_IOStream *src, bool closeio, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len); + +/** + * Loads a WAV from a file path. + * + * This is a convenience function that is effectively the same as: + * + * ```c + * SDL_LoadWAV_IO(SDL_IOFromFile(path, "rb"), true, spec, audio_buf, audio_len); + * ``` + * + * \param path the file path of the WAV file to open. + * \param spec a pointer to an SDL_AudioSpec that will be set to the WAVE + * data's format details on successful return. + * \param audio_buf a pointer filled with the audio data, allocated by the + * function. + * \param audio_len a pointer filled with the length of the audio data buffer + * in bytes. + * \returns true on success. `audio_buf` will be filled with a pointer to an + * allocated buffer containing the audio data, and `audio_len` is + * filled with the length of that audio buffer in bytes. + * + * This function returns false if the .WAV file cannot be opened, + * uses an unknown data format, or is corrupt; call SDL_GetError() + * for more information. + * + * When the application is done with the data returned in + * `audio_buf`, it should call SDL_free() to dispose of it. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_LoadWAV_IO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LoadWAV(const char *path, SDL_AudioSpec *spec, Uint8 **audio_buf, Uint32 *audio_len); + +/** + * Mix audio data in a specified format. + * + * This takes an audio buffer `src` of `len` bytes of `format` data and mixes + * it into `dst`, performing addition, volume adjustment, and overflow + * clipping. The buffer pointed to by `dst` must also be `len` bytes of + * `format` data. + * + * This is provided for convenience -- you can mix your own audio data. + * + * Do not use this function for mixing together more than two streams of + * sample data. The output from repeated application of this function may be + * distorted by clipping, because there is no accumulator with greater range + * than the input (not to mention this being an inefficient way of doing it). + * + * It is a common misconception that this function is required to write audio + * data to an output stream in an audio callback. While you can do that, + * SDL_MixAudio() is really only needed when you're mixing a single audio + * stream with a volume adjustment. + * + * \param dst the destination for the mixed audio. + * \param src the source audio buffer to be mixed. + * \param format the SDL_AudioFormat structure representing the desired audio + * format. + * \param len the length of the audio buffer in bytes. + * \param volume ranges from 0.0 - 1.0, and should be set to 1.0 for full + * audio volume. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_MixAudio(Uint8 *dst, const Uint8 *src, SDL_AudioFormat format, Uint32 len, float volume); + +/** + * Convert some audio data of one format to another format. + * + * Please note that this function is for convenience, but should not be used + * to resample audio in blocks, as it will introduce audio artifacts on the + * boundaries. You should only use this function if you are converting audio + * data in its entirety in one call. If you want to convert audio in smaller + * chunks, use an SDL_AudioStream, which is designed for this situation. + * + * Internally, this function creates and destroys an SDL_AudioStream on each + * use, so it's also less efficient than using one directly, if you need to + * convert multiple times. + * + * \param src_spec the format details of the input audio. + * \param src_data the audio data to be converted. + * \param src_len the len of src_data. + * \param dst_spec the format details of the output audio. + * \param dst_data will be filled with a pointer to converted audio data, + * which should be freed with SDL_free(). On error, it will be + * NULL. + * \param dst_len will be filled with the len of dst_data. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ConvertAudioSamples(const SDL_AudioSpec *src_spec, const Uint8 *src_data, int src_len, const SDL_AudioSpec *dst_spec, Uint8 **dst_data, int *dst_len); + +/** + * Get the human readable name of an audio format. + * + * \param format the audio format to query. + * \returns the human readable name of the specified audio format or + * "SDL_AUDIO_UNKNOWN" if the format isn't recognized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAudioFormatName(SDL_AudioFormat format); + +/** + * Get the appropriate memset value for silencing an audio format. + * + * The value returned by this function can be used as the second argument to + * memset (or SDL_memset) to set an audio buffer in a specific format to + * silence. + * + * \param format the audio data format to query. + * \returns a byte value that can be passed to memset. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetSilenceValueForFormat(SDL_AudioFormat format); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_audio_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_begin_code.h b/modules/imgui-sdl/src/include/SDL3/SDL_begin_code.h new file mode 100644 index 0000000..a6b47cf --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_begin_code.h @@ -0,0 +1,486 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: BeginCode */ + +/** + * # CategoryBeginCode + * + * `SDL_begin_code.h` sets things up for C dynamic library function + * definitions, static inlined functions, and structures aligned at 4-byte + * alignment. If you don't like ugly C preprocessor code, don't look at this + * file. :) + * + * SDL's headers use this; applications generally should not include this + * header directly. + */ + +/* This shouldn't be nested -- included it around code only. */ +#ifdef SDL_begin_code_h +#error Nested inclusion of SDL_begin_code.h +#endif +#define SDL_begin_code_h + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro to tag a symbol as deprecated. + * + * A function is marked deprecated by adding this macro to its declaration: + * + * ```c + * extern SDL_DEPRECATED int ThisFunctionWasABadIdea(void); + * ``` + * + * Compilers with deprecation support can give a warning when a deprecated + * function is used. This symbol may be used in SDL's headers, but apps are + * welcome to use it for their own interfaces as well. + * + * SDL, on occasion, might deprecate a function for various reasons. However, + * SDL never removes symbols before major versions, so deprecated interfaces + * in SDL3 will remain available until SDL4, where it would be expected an app + * would have to take steps to migrate anyhow. + * + * On compilers without a deprecation mechanism, this is defined to nothing, + * and using a deprecated function will not generate a warning. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DEPRECATED __attribute__((deprecated)) + +/** + * A macro to tag a symbol as a public API. + * + * SDL uses this macro for all its public functions. On some targets, it is + * used to signal to the compiler that this function needs to be exported from + * a shared library, but it might have other side effects. + * + * This symbol is used in SDL's headers, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DECLSPEC __attribute__ ((visibility("default"))) + +/** + * A macro to set a function's calling conventions. + * + * SDL uses this macro for all its public functions, and any callbacks it + * defines. This macro guarantees that calling conventions match between SDL + * and the app, even if the two were built with different compilers or + * optimization settings. + * + * When writing a callback function, it is very important for it to be + * correctly tagged with SDLCALL, as mismatched calling conventions can cause + * strange behaviors and can be difficult to diagnose. Plus, on many + * platforms, SDLCALL is defined to nothing, so compilers won't be able to + * warn that the tag is missing. + * + * This symbol is used in SDL's headers, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDLCALL __cdecl + +/** + * A macro to request a function be inlined. + * + * This is a hint to the compiler to inline a function. The compiler is free + * to ignore this request. On compilers without inline support, this is + * defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_INLINE __inline + +/** + * A macro to demand a function be inlined. + * + * This is a command to the compiler to inline a function. SDL uses this macro + * in its public headers for a handful of simple functions. On compilers + * without forceinline support, this is defined to `static SDL_INLINE`, which + * is often good enough. + * + * This symbol is used in SDL's headers, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FORCE_INLINE __forceinline + +/** + * A macro to tag a function as never-returning. + * + * This is a hint to the compiler that a function does not return. An example + * of a function like this is the C runtime's exit() function. + * + * This hint can lead to code optimizations, and help analyzers understand + * code flow better. On compilers without noreturn support, this is defined to + * nothing. + * + * This symbol is used in SDL's headers, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NORETURN __attribute__((noreturn)) + +/** + * A macro to tag a function as never-returning (for analysis purposes). + * + * This is almost identical to SDL_NORETURN, except functions marked with this + * _can_ actually return. The difference is that this isn't used for code + * generation, but rather static analyzers use this information to assume + * truths about program state and available code paths. Specifically, this tag + * is useful for writing an assertion mechanism. Indeed, SDL_assert uses this + * tag behind the scenes. Generally, apps that don't understand the specific + * use-case for this tag should avoid using it directly. + * + * On compilers without analyzer_noreturn support, this is defined to nothing. + * + * This symbol is used in SDL's headers, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn)) + + +/** + * A macro to signal that a case statement without a `break` is intentional. + * + * C compilers have gotten more aggressive about warning when a switch's + * `case` block does not end with a `break` or other flow control statement, + * flowing into the next case's code, as this is a common accident that leads + * to strange bugs. But sometimes falling through to the next case is the + * correct and desired behavior. This symbol lets an app communicate this + * intention to the compiler, so it doesn't generate a warning. + * + * It is used like this: + * + * ```c + * switch (x) { + * case 1: + * DoSomethingOnlyForOne(); + * SDL_FALLTHROUGH; // tell the compiler this was intentional. + * case 2: + * DoSomethingForOneAndTwo(); + * break; + * } + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FALLTHROUGH [[fallthrough]] + +/** + * A macro to tag a function's return value as critical. + * + * This is a hint to the compiler that a function's return value should not be + * ignored. + * + * If an NODISCARD function's return value is thrown away (the function is + * called as if it returns `void`), the compiler will issue a warning. + * + * While it's generally good practice to check return values for errors, often + * times legitimate programs do not for good reasons. Be careful about what + * functions are tagged as NODISCARD. It operates best when used on a function + * that's failure is surprising and catastrophic; a good example would be a + * program that checks the return values of all its file write function calls + * but not the call to close the file, which it assumes incorrectly never + * fails. + * + * Function callers that want to throw away a NODISCARD return value can call + * the function with a `(void)` cast, which informs the compiler the act is + * intentional. + * + * On compilers without nodiscard support, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NODISCARD [[nodiscard]] + +/** + * A macro to tag a function as an allocator. + * + * This is a hint to the compiler that a function is an allocator, like + * malloc(), with certain rules. A description of how GCC treats this hint is + * here: + * + * https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#index-malloc-function-attribute + * + * On compilers without allocator tag support, this is defined to nothing. + * + * Most apps don't need to, and should not, use this directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MALLOC __declspec(allocator) __desclspec(restrict) + +/** + * A macro to tag a function as returning a certain allocation. + * + * This is a hint to the compiler that a function allocates and returns a + * specific amount of memory based on one of its arguments. For example, the C + * runtime's malloc() function could use this macro with an argument of 1 + * (first argument to malloc is the size of the allocation). + * + * On compilers without alloc_size support, this is defined to nothing. + * + * Most apps don't need to, and should not, use this directly. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p))) + +/** + * A macro to tag a pointer variable, to help with pointer aliasing. + * + * A good explanation of the restrict keyword is here: + * + * https://en.wikipedia.org/wiki/Restrict + * + * On compilers without restrict support, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_RESTRICT __restrict__ + +/** + * Check if the compiler supports a given builtin functionality. + * + * This allows preprocessor checks for things that otherwise might fail to + * compile. + * + * Supported by virtually all clang versions and more-recent GCCs. Use this + * instead of checking the clang version if possible. + * + * On compilers without has_builtin support, this is defined to 0 (always + * false). + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_HAS_BUILTIN(x) __has_builtin(x) + +/* end of wiki documentation section. */ +#endif + +#ifndef SDL_HAS_BUILTIN +#ifdef __has_builtin +#define SDL_HAS_BUILTIN(x) __has_builtin(x) +#else +#define SDL_HAS_BUILTIN(x) 0 +#endif +#endif + +#ifndef SDL_DEPRECATED +# if defined(__GNUC__) && (__GNUC__ >= 4) /* technically, this arrived in gcc 3.1, but oh well. */ +# define SDL_DEPRECATED __attribute__((deprecated)) +# elif defined(_MSC_VER) +# define SDL_DEPRECATED __declspec(deprecated) +# else +# define SDL_DEPRECATED +# endif +#endif + +#ifndef SDL_UNUSED +# ifdef __GNUC__ +# define SDL_UNUSED __attribute__((unused)) +# else +# define SDL_UNUSED +# endif +#endif + +/* Some compilers use a special export keyword */ +#ifndef SDL_DECLSPEC +# if defined(SDL_PLATFORM_WINDOWS) +# ifdef DLL_EXPORT +# define SDL_DECLSPEC __declspec(dllexport) +# else +# define SDL_DECLSPEC +# endif +# else +# if defined(__GNUC__) && __GNUC__ >= 4 +# define SDL_DECLSPEC __attribute__ ((visibility("default"))) +# else +# define SDL_DECLSPEC +# endif +# endif +#endif + +/* By default SDL uses the C calling convention */ +#ifndef SDLCALL +#if defined(SDL_PLATFORM_WINDOWS) && !defined(__GNUC__) +#define SDLCALL __cdecl +#else +#define SDLCALL +#endif +#endif /* SDLCALL */ + +/* Force structure packing at 4 byte alignment. + This is necessary if the header is included in code which has structure + packing set to an alternate value, say for loading structures from disk. + The packing is reset to the previous value in SDL_close_code.h + */ +#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__) +#ifdef _MSC_VER +#pragma warning(disable: 4103) +#endif +#ifdef __clang__ +#pragma clang diagnostic ignored "-Wpragma-pack" +#endif +#ifdef __BORLANDC__ +#pragma nopackwarning +#endif +#ifdef _WIN64 +/* Use 8-byte alignment on 64-bit architectures, so pointers are aligned */ +#pragma pack(push,8) +#else +#pragma pack(push,4) +#endif +#endif /* Compiler needs structure packing set */ + +#ifndef SDL_INLINE +#ifdef __GNUC__ +#define SDL_INLINE __inline__ +#elif defined(_MSC_VER) || defined(__BORLANDC__) || \ + defined(__DMC__) || defined(__SC__) || \ + defined(__WATCOMC__) || defined(__LCC__) || \ + defined(__DECC) || defined(__CC_ARM) +#define SDL_INLINE __inline +#ifndef __inline__ +#define __inline__ __inline +#endif +#else +#define SDL_INLINE inline +#ifndef __inline__ +#define __inline__ inline +#endif +#endif +#endif /* SDL_INLINE not defined */ + +#ifndef SDL_FORCE_INLINE +#ifdef _MSC_VER +#define SDL_FORCE_INLINE __forceinline +#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) ) +#define SDL_FORCE_INLINE __attribute__((always_inline)) static __inline__ +#else +#define SDL_FORCE_INLINE static SDL_INLINE +#endif +#endif /* SDL_FORCE_INLINE not defined */ + +#ifndef SDL_NORETURN +#ifdef __GNUC__ +#define SDL_NORETURN __attribute__((noreturn)) +#elif defined(_MSC_VER) +#define SDL_NORETURN __declspec(noreturn) +#else +#define SDL_NORETURN +#endif +#endif /* SDL_NORETURN not defined */ + +#ifdef __clang__ +#if __has_feature(attribute_analyzer_noreturn) +#define SDL_ANALYZER_NORETURN __attribute__((analyzer_noreturn)) +#endif +#endif + +#ifndef SDL_ANALYZER_NORETURN +#define SDL_ANALYZER_NORETURN +#endif + +/* Apparently this is needed by several Windows compilers */ +#ifndef __MACH__ +#ifndef NULL +#ifdef __cplusplus +#define NULL 0 +#else +#define NULL ((void *)0) +#endif +#endif /* NULL */ +#endif /* ! macOS - breaks precompiled headers */ + +#ifndef SDL_FALLTHROUGH +#if (defined(__cplusplus) && __cplusplus >= 201703L) || \ + (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202000L) +#define SDL_FALLTHROUGH [[fallthrough]] +#else +#if defined(__has_attribute) && !defined(__SUNPRO_C) && !defined(__SUNPRO_CC) +#define SDL_HAS_FALLTHROUGH __has_attribute(__fallthrough__) +#else +#define SDL_HAS_FALLTHROUGH 0 +#endif /* __has_attribute */ +#if SDL_HAS_FALLTHROUGH && \ + ((defined(__GNUC__) && __GNUC__ >= 7) || \ + (defined(__clang_major__) && __clang_major__ >= 10)) +#define SDL_FALLTHROUGH __attribute__((__fallthrough__)) +#else +#define SDL_FALLTHROUGH do {} while (0) /* fallthrough */ +#endif /* SDL_HAS_FALLTHROUGH */ +#undef SDL_HAS_FALLTHROUGH +#endif /* C++17 or C2x */ +#endif /* SDL_FALLTHROUGH not defined */ + +#ifndef SDL_NODISCARD +#if (defined(__cplusplus) && __cplusplus >= 201703L) || \ + (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 202311L) +#define SDL_NODISCARD [[nodiscard]] +#elif ( (defined(__GNUC__) && (__GNUC__ >= 4)) || defined(__clang__) ) +#define SDL_NODISCARD __attribute__((warn_unused_result)) +#elif defined(_MSC_VER) && (_MSC_VER >= 1700) +#define SDL_NODISCARD _Check_return_ +#else +#define SDL_NODISCARD +#endif /* C++17 or C23 */ +#endif /* SDL_NODISCARD not defined */ + +#ifndef SDL_MALLOC +#if defined(__GNUC__) && (__GNUC__ >= 3) +#define SDL_MALLOC __attribute__((malloc)) +/** FIXME +#elif defined(_MSC_VER) +#define SDL_MALLOC __declspec(allocator) __desclspec(restrict) +**/ +#else +#define SDL_MALLOC +#endif +#endif /* SDL_MALLOC not defined */ + +#ifndef SDL_ALLOC_SIZE +#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))) +#define SDL_ALLOC_SIZE(p) __attribute__((alloc_size(p))) +#elif defined(_MSC_VER) +#define SDL_ALLOC_SIZE(p) +#else +#define SDL_ALLOC_SIZE(p) +#endif +#endif /* SDL_ALLOC_SIZE not defined */ + +#ifndef SDL_ALLOC_SIZE2 +#if (defined(__clang__) && __clang_major__ >= 4) || (defined(__GNUC__) && (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3))) +#define SDL_ALLOC_SIZE2(p1, p2) __attribute__((alloc_size(p1, p2))) +#elif defined(_MSC_VER) +#define SDL_ALLOC_SIZE2(p1, p2) +#else +#define SDL_ALLOC_SIZE2(p1, p2) +#endif +#endif /* SDL_ALLOC_SIZE2 not defined */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_bits.h b/modules/imgui-sdl/src/include/SDL3/SDL_bits.h new file mode 100644 index 0000000..7435ce6 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_bits.h @@ -0,0 +1,147 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryBits + * + * Functions for fiddling with bits and bitmasks. + */ + +#ifndef SDL_bits_h_ +#define SDL_bits_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +#if defined(__WATCOMC__) && defined(__386__) +extern __inline int _SDL_bsr_watcom(Uint32); +#pragma aux _SDL_bsr_watcom = \ + "bsr eax, eax" \ + parm [eax] nomemory \ + value [eax] \ + modify exact [eax] nomemory; +#endif + +/** + * Get the index of the most significant (set) bit in a 32-bit number. + * + * Result is undefined when called with 0. This operation can also be stated + * as "count leading zeroes" and "log base 2". + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the 32-bit value to examine. + * \returns the index of the most significant bit, or -1 if the value is 0. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE int SDL_MostSignificantBitIndex32(Uint32 x) +{ +#if defined(__GNUC__) && (__GNUC__ >= 4 || (__GNUC__ == 3 && __GNUC_MINOR__ >= 4)) + /* Count Leading Zeroes builtin in GCC. + * http://gcc.gnu.org/onlinedocs/gcc-4.3.4/gcc/Other-Builtins.html + */ + if (x == 0) { + return -1; + } + return 31 - __builtin_clz(x); +#elif defined(__WATCOMC__) && defined(__386__) + if (x == 0) { + return -1; + } + return _SDL_bsr_watcom(x); +#elif defined(_MSC_VER) && _MSC_VER >= 1400 + unsigned long index; + if (_BitScanReverse(&index, x)) { + return (int)index; + } + return -1; +#else + /* Based off of Bit Twiddling Hacks by Sean Eron Anderson + * , released in the public domain. + * http://graphics.stanford.edu/~seander/bithacks.html#IntegerLog + */ + const Uint32 b[] = {0x2, 0xC, 0xF0, 0xFF00, 0xFFFF0000}; + const int S[] = {1, 2, 4, 8, 16}; + + int msbIndex = 0; + int i; + + if (x == 0) { + return -1; + } + + for (i = 4; i >= 0; i--) + { + if (x & b[i]) + { + x >>= S[i]; + msbIndex |= S[i]; + } + } + + return msbIndex; +#endif +} + +/** + * Determine if a unsigned 32-bit value has exactly one bit set. + * + * If there are no bits set (`x` is zero), or more than one bit set, this + * returns false. If any one bit is exclusively set, this returns true. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the 32-bit value to examine. + * \returns true if exactly one bit is set in `x`, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_HasExactlyOneBitSet32(Uint32 x) +{ + if (x && !(x & (x - 1))) { + return true; + } + return false; +} + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_bits_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_blendmode.h b/modules/imgui-sdl/src/include/SDL3/SDL_blendmode.h new file mode 100644 index 0000000..8f00cbc --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_blendmode.h @@ -0,0 +1,202 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryBlendmode + * + * Blend modes decide how two colors will mix together. There are both + * standard modes for basic needs and a means to create custom modes, + * dictating what sort of math to do on what color components. + */ + +#ifndef SDL_blendmode_h_ +#define SDL_blendmode_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A set of blend modes used in drawing operations. + * + * These predefined blend modes are supported everywhere. + * + * Additional values may be obtained from SDL_ComposeCustomBlendMode. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_ComposeCustomBlendMode + */ +typedef Uint32 SDL_BlendMode; + +#define SDL_BLENDMODE_NONE 0x00000000u /**< no blending: dstRGBA = srcRGBA */ +#define SDL_BLENDMODE_BLEND 0x00000001u /**< alpha blending: dstRGB = (srcRGB * srcA) + (dstRGB * (1-srcA)), dstA = srcA + (dstA * (1-srcA)) */ +#define SDL_BLENDMODE_BLEND_PREMULTIPLIED 0x00000010u /**< pre-multiplied alpha blending: dstRGBA = srcRGBA + (dstRGBA * (1-srcA)) */ +#define SDL_BLENDMODE_ADD 0x00000002u /**< additive blending: dstRGB = (srcRGB * srcA) + dstRGB, dstA = dstA */ +#define SDL_BLENDMODE_ADD_PREMULTIPLIED 0x00000020u /**< pre-multiplied additive blending: dstRGB = srcRGB + dstRGB, dstA = dstA */ +#define SDL_BLENDMODE_MOD 0x00000004u /**< color modulate: dstRGB = srcRGB * dstRGB, dstA = dstA */ +#define SDL_BLENDMODE_MUL 0x00000008u /**< color multiply: dstRGB = (srcRGB * dstRGB) + (dstRGB * (1-srcA)), dstA = dstA */ +#define SDL_BLENDMODE_INVALID 0x7FFFFFFFu + +/** + * The blend operation used when combining source and destination pixel + * components. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_BlendOperation +{ + SDL_BLENDOPERATION_ADD = 0x1, /**< dst + src: supported by all renderers */ + SDL_BLENDOPERATION_SUBTRACT = 0x2, /**< src - dst : supported by D3D, OpenGL, OpenGLES, and Vulkan */ + SDL_BLENDOPERATION_REV_SUBTRACT = 0x3, /**< dst - src : supported by D3D, OpenGL, OpenGLES, and Vulkan */ + SDL_BLENDOPERATION_MINIMUM = 0x4, /**< min(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */ + SDL_BLENDOPERATION_MAXIMUM = 0x5 /**< max(dst, src) : supported by D3D, OpenGL, OpenGLES, and Vulkan */ +} SDL_BlendOperation; + +/** + * The normalized factor used to multiply pixel components. + * + * The blend factors are multiplied with the pixels from a drawing operation + * (src) and the pixels from the render target (dst) before the blend + * operation. The comma-separated factors listed above are always applied in + * the component order red, green, blue, and alpha. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_BlendFactor +{ + SDL_BLENDFACTOR_ZERO = 0x1, /**< 0, 0, 0, 0 */ + SDL_BLENDFACTOR_ONE = 0x2, /**< 1, 1, 1, 1 */ + SDL_BLENDFACTOR_SRC_COLOR = 0x3, /**< srcR, srcG, srcB, srcA */ + SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR = 0x4, /**< 1-srcR, 1-srcG, 1-srcB, 1-srcA */ + SDL_BLENDFACTOR_SRC_ALPHA = 0x5, /**< srcA, srcA, srcA, srcA */ + SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA = 0x6, /**< 1-srcA, 1-srcA, 1-srcA, 1-srcA */ + SDL_BLENDFACTOR_DST_COLOR = 0x7, /**< dstR, dstG, dstB, dstA */ + SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR = 0x8, /**< 1-dstR, 1-dstG, 1-dstB, 1-dstA */ + SDL_BLENDFACTOR_DST_ALPHA = 0x9, /**< dstA, dstA, dstA, dstA */ + SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA = 0xA /**< 1-dstA, 1-dstA, 1-dstA, 1-dstA */ +} SDL_BlendFactor; + +/** + * Compose a custom blend mode for renderers. + * + * The functions SDL_SetRenderDrawBlendMode and SDL_SetTextureBlendMode accept + * the SDL_BlendMode returned by this function if the renderer supports it. + * + * A blend mode controls how the pixels from a drawing operation (source) get + * combined with the pixels from the render target (destination). First, the + * components of the source and destination pixels get multiplied with their + * blend factors. Then, the blend operation takes the two products and + * calculates the result that will get stored in the render target. + * + * Expressed in pseudocode, it would look like this: + * + * ```c + * dstRGB = colorOperation(srcRGB * srcColorFactor, dstRGB * dstColorFactor); + * dstA = alphaOperation(srcA * srcAlphaFactor, dstA * dstAlphaFactor); + * ``` + * + * Where the functions `colorOperation(src, dst)` and `alphaOperation(src, + * dst)` can return one of the following: + * + * - `src + dst` + * - `src - dst` + * - `dst - src` + * - `min(src, dst)` + * - `max(src, dst)` + * + * The red, green, and blue components are always multiplied with the first, + * second, and third components of the SDL_BlendFactor, respectively. The + * fourth component is not used. + * + * The alpha component is always multiplied with the fourth component of the + * SDL_BlendFactor. The other components are not used in the alpha + * calculation. + * + * Support for these blend modes varies for each renderer. To check if a + * specific SDL_BlendMode is supported, create a renderer and pass it to + * either SDL_SetRenderDrawBlendMode or SDL_SetTextureBlendMode. They will + * return with an error if the blend mode is not supported. + * + * This list describes the support of custom blend modes for each renderer. + * All renderers support the four blend modes listed in the SDL_BlendMode + * enumeration. + * + * - **direct3d**: Supports all operations with all factors. However, some + * factors produce unexpected results with `SDL_BLENDOPERATION_MINIMUM` and + * `SDL_BLENDOPERATION_MAXIMUM`. + * - **direct3d11**: Same as Direct3D 9. + * - **opengl**: Supports the `SDL_BLENDOPERATION_ADD` operation with all + * factors. OpenGL versions 1.1, 1.2, and 1.3 do not work correctly here. + * - **opengles2**: Supports the `SDL_BLENDOPERATION_ADD`, + * `SDL_BLENDOPERATION_SUBTRACT`, `SDL_BLENDOPERATION_REV_SUBTRACT` + * operations with all factors. + * - **psp**: No custom blend mode support. + * - **software**: No custom blend mode support. + * + * Some renderers do not provide an alpha component for the default render + * target. The `SDL_BLENDFACTOR_DST_ALPHA` and + * `SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA` factors do not have an effect in this + * case. + * + * \param srcColorFactor the SDL_BlendFactor applied to the red, green, and + * blue components of the source pixels. + * \param dstColorFactor the SDL_BlendFactor applied to the red, green, and + * blue components of the destination pixels. + * \param colorOperation the SDL_BlendOperation used to combine the red, + * green, and blue components of the source and + * destination pixels. + * \param srcAlphaFactor the SDL_BlendFactor applied to the alpha component of + * the source pixels. + * \param dstAlphaFactor the SDL_BlendFactor applied to the alpha component of + * the destination pixels. + * \param alphaOperation the SDL_BlendOperation used to combine the alpha + * component of the source and destination pixels. + * \returns an SDL_BlendMode that represents the chosen factors and + * operations. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_GetRenderDrawBlendMode + * \sa SDL_SetTextureBlendMode + * \sa SDL_GetTextureBlendMode + */ +extern SDL_DECLSPEC SDL_BlendMode SDLCALL SDL_ComposeCustomBlendMode(SDL_BlendFactor srcColorFactor, + SDL_BlendFactor dstColorFactor, + SDL_BlendOperation colorOperation, + SDL_BlendFactor srcAlphaFactor, + SDL_BlendFactor dstAlphaFactor, + SDL_BlendOperation alphaOperation); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_blendmode_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_camera.h b/modules/imgui-sdl/src/include/SDL3/SDL_camera.h new file mode 100644 index 0000000..5f3911f --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_camera.h @@ -0,0 +1,519 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryCamera + * + * Video capture for the SDL library. + * + * This API lets apps read input from video sources, like webcams. Camera + * devices can be enumerated, queried, and opened. Once opened, it will + * provide SDL_Surface objects as new frames of video come in. These surfaces + * can be uploaded to an SDL_Texture or processed as pixels in memory. + * + * Several platforms will alert the user if an app tries to access a camera, + * and some will present a UI asking the user if your application should be + * allowed to obtain images at all, which they can deny. A successfully opened + * camera will not provide images until permission is granted. Applications, + * after opening a camera device, can see if they were granted access by + * either polling with the SDL_GetCameraPermissionState() function, or waiting + * for an SDL_EVENT_CAMERA_DEVICE_APPROVED or SDL_EVENT_CAMERA_DEVICE_DENIED + * event. Platforms that don't have any user approval process will report + * approval immediately. + * + * Note that SDL cameras only provide video as individual frames; they will + * not provide full-motion video encoded in a movie file format, although an + * app is free to encode the acquired frames into any format it likes. It also + * does not provide audio from the camera hardware through this API; not only + * do many webcams not have microphones at all, many people--from streamers to + * people on Zoom calls--will want to use a separate microphone regardless of + * the camera. In any case, recorded audio will be available through SDL's + * audio API no matter what hardware provides the microphone. + * + * ## Camera gotchas + * + * Consumer-level camera hardware tends to take a little while to warm up, + * once the device has been opened. Generally most camera apps have some sort + * of UI to take a picture (a button to snap a pic while a preview is showing, + * some sort of multi-second countdown for the user to pose, like a photo + * booth), which puts control in the users' hands, or they are intended to + * stay on for long times (Pokemon Go, etc). + * + * It's not uncommon that a newly-opened camera will provide a couple of + * completely black frames, maybe followed by some under-exposed images. If + * taking a single frame automatically, or recording video from a camera's + * input without the user initiating it from a preview, it could be wise to + * drop the first several frames (if not the first several _seconds_ worth of + * frames!) before using images from a camera. + */ + +#ifndef SDL_camera_h_ +#define SDL_camera_h_ + +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * This is a unique ID for a camera device for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the device is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetCameras + */ +typedef Uint32 SDL_CameraID; + +/** + * The opaque structure used to identify an opened SDL camera. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Camera SDL_Camera; + +/** + * The details of an output format for a camera device. + * + * Cameras often support multiple formats; each one will be encapsulated in + * this struct. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetCameraSupportedFormats + * \sa SDL_GetCameraFormat + */ +typedef struct SDL_CameraSpec +{ + SDL_PixelFormat format; /**< Frame format */ + SDL_Colorspace colorspace; /**< Frame colorspace */ + int width; /**< Frame width */ + int height; /**< Frame height */ + int framerate_numerator; /**< Frame rate numerator ((num / denom) == FPS, (denom / num) == duration in seconds) */ + int framerate_denominator; /**< Frame rate demoninator ((num / denom) == FPS, (denom / num) == duration in seconds) */ +} SDL_CameraSpec; + +/** + * The position of camera in relation to system device. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetCameraPosition + */ +typedef enum SDL_CameraPosition +{ + SDL_CAMERA_POSITION_UNKNOWN, + SDL_CAMERA_POSITION_FRONT_FACING, + SDL_CAMERA_POSITION_BACK_FACING +} SDL_CameraPosition; + + +/** + * Use this function to get the number of built-in camera drivers. + * + * This function returns a hardcoded number. This never returns a negative + * value; if there are no drivers compiled into this build of SDL, this + * function returns zero. The presence of a driver in this list does not mean + * it will function, it just means SDL is capable of interacting with that + * interface. For example, a build of SDL might have v4l2 support, but if + * there's no kernel support available, SDL's v4l2 driver would fail if used. + * + * By default, SDL tries all drivers, in its preferred order, until one is + * found to be usable. + * + * \returns the number of built-in camera drivers. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCameraDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumCameraDrivers(void); + +/** + * Use this function to get the name of a built in camera driver. + * + * The list of camera drivers is given in the order that they are normally + * initialized by default; the drivers that seem more reasonable to choose + * first (as far as the SDL developers believe) are earlier in the list. + * + * The names of drivers are all simple, low-ASCII identifiers, like "v4l2", + * "coremedia" or "android". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of the camera driver; the value ranges from 0 to + * SDL_GetNumCameraDrivers() - 1. + * \returns the name of the camera driver at the requested index, or NULL if + * an invalid index was specified. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumCameraDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraDriver(int index); + +/** + * Get the name of the current camera driver. + * + * The names of drivers are all simple, low-ASCII identifiers, like "v4l2", + * "coremedia" or "android". These never have Unicode characters, and are not + * meant to be proper names. + * + * \returns the name of the current camera driver or NULL if no driver has + * been initialized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentCameraDriver(void); + +/** + * Get a list of currently connected camera devices. + * + * \param count a pointer filled in with the number of cameras returned, may + * be NULL. + * \returns a 0 terminated array of camera instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenCamera + */ +extern SDL_DECLSPEC SDL_CameraID * SDLCALL SDL_GetCameras(int *count); + +/** + * Get the list of native formats/sizes a camera supports. + * + * This returns a list of all formats and frame sizes that a specific camera + * can offer. This is useful if your app can accept a variety of image formats + * and sizes and so want to find the optimal spec that doesn't require + * conversion. + * + * This function isn't strictly required; if you call SDL_OpenCamera with a + * NULL spec, SDL will choose a native format for you, and if you instead + * specify a desired format, it will transparently convert to the requested + * format on your behalf. + * + * If `count` is not NULL, it will be filled with the number of elements in + * the returned array. + * + * Note that it's legal for a camera to supply an empty list. This is what + * will happen on Emscripten builds, since that platform won't tell _anything_ + * about available cameras until you've opened one, and won't even tell if + * there _is_ a camera until the user has given you permission to check + * through a scary warning popup. + * + * \param instance_id the camera device instance ID. + * \param count a pointer filled in with the number of elements in the list, + * may be NULL. + * \returns a NULL terminated array of pointers to SDL_CameraSpec or NULL on + * failure; call SDL_GetError() for more information. This is a + * single allocation that should be freed with SDL_free() when it is + * no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCameras + * \sa SDL_OpenCamera + */ +extern SDL_DECLSPEC SDL_CameraSpec ** SDLCALL SDL_GetCameraSupportedFormats(SDL_CameraID instance_id, int *count); + +/** + * Get the human-readable device name for a camera. + * + * \param instance_id the camera device instance ID. + * \returns a human-readable device name or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCameras + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCameraName(SDL_CameraID instance_id); + +/** + * Get the position of the camera in relation to the system. + * + * Most platforms will report UNKNOWN, but mobile devices, like phones, can + * often make a distinction between cameras on the front of the device (that + * points towards the user, for taking "selfies") and cameras on the back (for + * filming in the direction the user is facing). + * + * \param instance_id the camera device instance ID. + * \returns the position of the camera on the system hardware. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCameras + */ +extern SDL_DECLSPEC SDL_CameraPosition SDLCALL SDL_GetCameraPosition(SDL_CameraID instance_id); + +/** + * Open a video recording device (a "camera"). + * + * You can open the device with any reasonable spec, and if the hardware can't + * directly support it, it will convert data seamlessly to the requested + * format. This might incur overhead, including scaling of image data. + * + * If you would rather accept whatever format the device offers, you can pass + * a NULL spec here and it will choose one for you (and you can use + * SDL_Surface's conversion/scaling functions directly if necessary). + * + * You can call SDL_GetCameraFormat() to get the actual data format if passing + * a NULL spec here. You can see the exact specs a device can support without + * conversion with SDL_GetCameraSupportedFormats(). + * + * SDL will not attempt to emulate framerate; it will try to set the hardware + * to the rate closest to the requested speed, but it won't attempt to limit + * or duplicate frames artificially; call SDL_GetCameraFormat() to see the + * actual framerate of the opened the device, and check your timestamps if + * this is crucial to your app! + * + * Note that the camera is not usable until the user approves its use! On some + * platforms, the operating system will prompt the user to permit access to + * the camera, and they can choose Yes or No at that point. Until they do, the + * camera will not be usable. The app should either wait for an + * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event, + * or poll SDL_GetCameraPermissionState() occasionally until it returns + * non-zero. On platforms that don't require explicit user approval (and + * perhaps in places where the user previously permitted access), the approval + * event might come immediately, but it might come seconds, minutes, or hours + * later! + * + * \param instance_id the camera device instance ID. + * \param spec the desired format for data the device will provide. Can be + * NULL. + * \returns an SDL_Camera object or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCameras + * \sa SDL_GetCameraFormat + */ +extern SDL_DECLSPEC SDL_Camera * SDLCALL SDL_OpenCamera(SDL_CameraID instance_id, const SDL_CameraSpec *spec); + +/** + * Query if camera access has been approved by the user. + * + * Cameras will not function between when the device is opened by the app and + * when the user permits access to the hardware. On some platforms, this + * presents as a popup dialog where the user has to explicitly approve access; + * on others the approval might be implicit and not alert the user at all. + * + * This function can be used to check the status of that approval. It will + * return 0 if still waiting for user response, 1 if the camera is approved + * for use, and -1 if the user denied access. + * + * Instead of polling with this function, you can wait for a + * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event + * in the standard SDL event loop, which is guaranteed to be sent once when + * permission to use the camera is decided. + * + * If a camera is declined, there's nothing to be done but call + * SDL_CloseCamera() to dispose of it. + * + * \param camera the opened camera device to query. + * \returns -1 if user denied access to the camera, 1 if user approved access, + * 0 if no decision has been made yet. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenCamera + * \sa SDL_CloseCamera + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetCameraPermissionState(SDL_Camera *camera); + +/** + * Get the instance ID of an opened camera. + * + * \param camera an SDL_Camera to query. + * \returns the instance ID of the specified camera on success or 0 on + * failure; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenCamera + */ +extern SDL_DECLSPEC SDL_CameraID SDLCALL SDL_GetCameraID(SDL_Camera *camera); + +/** + * Get the properties associated with an opened camera. + * + * \param camera the SDL_Camera obtained from SDL_OpenCamera(). + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetCameraProperties(SDL_Camera *camera); + +/** + * Get the spec that a camera is using when generating images. + * + * Note that this might not be the native format of the hardware, as SDL might + * be converting to this format behind the scenes. + * + * If the system is waiting for the user to approve access to the camera, as + * some platforms require, this will return false, but this isn't necessarily + * a fatal error; you should either wait for an + * SDL_EVENT_CAMERA_DEVICE_APPROVED (or SDL_EVENT_CAMERA_DEVICE_DENIED) event, + * or poll SDL_GetCameraPermissionState() occasionally until it returns + * non-zero. + * + * \param camera opened camera device. + * \param spec the SDL_CameraSpec to be initialized by this function. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenCamera + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetCameraFormat(SDL_Camera *camera, SDL_CameraSpec *spec); + +/** + * Acquire a frame. + * + * The frame is a memory pointer to the image data, whose size and format are + * given by the spec requested when opening the device. + * + * This is a non blocking API. If there is a frame available, a non-NULL + * surface is returned, and timestampNS will be filled with a non-zero value. + * + * Note that an error case can also return NULL, but a NULL by itself is + * normal and just signifies that a new frame is not yet available. Note that + * even if a camera device fails outright (a USB camera is unplugged while in + * use, etc), SDL will send an event separately to notify the app, but + * continue to provide blank frames at ongoing intervals until + * SDL_CloseCamera() is called, so real failure here is almost always an out + * of memory condition. + * + * After use, the frame should be released with SDL_ReleaseCameraFrame(). If + * you don't do this, the system may stop providing more video! + * + * Do not call SDL_DestroySurface() on the returned surface! It must be given + * back to the camera subsystem with SDL_ReleaseCameraFrame! + * + * If the system is waiting for the user to approve access to the camera, as + * some platforms require, this will return NULL (no frames available); you + * should either wait for an SDL_EVENT_CAMERA_DEVICE_APPROVED (or + * SDL_EVENT_CAMERA_DEVICE_DENIED) event, or poll + * SDL_GetCameraPermissionState() occasionally until it returns non-zero. + * + * \param camera opened camera device. + * \param timestampNS a pointer filled in with the frame's timestamp, or 0 on + * error. Can be NULL. + * \returns a new frame of video on success, NULL if none is currently + * available. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ReleaseCameraFrame + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_AcquireCameraFrame(SDL_Camera *camera, Uint64 *timestampNS); + +/** + * Release a frame of video acquired from a camera. + * + * Let the back-end re-use the internal buffer for camera. + * + * This function _must_ be called only on surface objects returned by + * SDL_AcquireCameraFrame(). This function should be called as quickly as + * possible after acquisition, as SDL keeps a small FIFO queue of surfaces for + * video frames; if surfaces aren't released in a timely manner, SDL may drop + * upcoming video frames from the camera. + * + * If the app needs to keep the surface for a significant time, they should + * make a copy of it and release the original. + * + * The app should not use the surface again after calling this function; + * assume the surface is freed and the pointer is invalid. + * + * \param camera opened camera device. + * \param frame the video frame surface to release. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AcquireCameraFrame + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseCameraFrame(SDL_Camera *camera, SDL_Surface *frame); + +/** + * Use this function to shut down camera processing and close the camera + * device. + * + * \param camera opened camera device. + * + * \threadsafety It is safe to call this function from any thread, but no + * thread may reference `device` once this function is called. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenCamera + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseCamera(SDL_Camera *camera); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_camera_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_clipboard.h b/modules/imgui-sdl/src/include/SDL3/SDL_clipboard.h new file mode 100644 index 0000000..0d3cbb4 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_clipboard.h @@ -0,0 +1,331 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryClipboard + * + * SDL provides access to the system clipboard, both for reading information + * from other processes and publishing information of its own. + * + * This is not just text! SDL apps can access and publish data by mimetype. + * + * ## Basic use (text) + * + * Obtaining and publishing simple text to the system clipboard is as easy as + * calling SDL_GetClipboardText() and SDL_SetClipboardText(), respectively. + * These deal with C strings in UTF-8 encoding. Data transmission and encoding + * conversion is completely managed by SDL. + * + * ## Clipboard callbacks (data other than text) + * + * Things get more complicated when the clipboard contains something other + * than text. Not only can the system clipboard contain data of any type, in + * some cases it can contain the same data in different formats! For example, + * an image painting app might let the user copy a graphic to the clipboard, + * and offers it in .BMP, .JPG, or .PNG format for other apps to consume. + * + * Obtaining clipboard data ("pasting") like this is a matter of calling + * SDL_GetClipboardData() and telling it the mimetype of the data you want. + * But how does one know if that format is available? SDL_HasClipboardData() + * can report if a specific mimetype is offered, and + * SDL_GetClipboardMimeTypes() can provide the entire list of mimetypes + * available, so the app can decide what to do with the data and what formats + * it can support. + * + * Setting the clipboard ("copying") to arbitrary data is done with + * SDL_SetClipboardData. The app does not provide the data in this call, but + * rather the mimetypes it is willing to provide and a callback function. + * During the callback, the app will generate the data. This allows massive + * data sets to be provided to the clipboard, without any data being copied + * before it is explicitly requested. More specifically, it allows an app to + * offer data in multiple formats without providing a copy of all of them + * upfront. If the app has an image that it could provide in PNG or JPG + * format, it doesn't have to encode it to either of those unless and until + * something tries to paste it. + * + * ## Primary Selection + * + * The X11 and Wayland video targets have a concept of the "primary selection" + * in addition to the usual clipboard. This is generally highlighted (but not + * explicitly copied) text from various apps. SDL offers APIs for this through + * SDL_GetPrimarySelectionText() and SDL_SetPrimarySelectionText(). SDL offers + * these APIs on platforms without this concept, too, but only so far that it + * will keep a copy of a string that the app sets for later retrieval; the + * operating system will not ever attempt to change the string externally if + * it doesn't support a primary selection. + */ + +#ifndef SDL_clipboard_h_ +#define SDL_clipboard_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Function prototypes */ + +/** + * Put UTF-8 text into the clipboard. + * + * \param text the text to store in the clipboard. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetClipboardText + * \sa SDL_HasClipboardText + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardText(const char *text); + +/** + * Get UTF-8 text from the clipboard. + * + * This functions returns an empty string if there was not enough memory left + * for a copy of the clipboard's content. + * + * \returns the clipboard text on success or an empty string on failure; call + * SDL_GetError() for more information. This should be freed with + * SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasClipboardText + * \sa SDL_SetClipboardText + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetClipboardText(void); + +/** + * Query whether the clipboard exists and contains a non-empty text string. + * + * \returns true if the clipboard has text, or false if it does not. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetClipboardText + * \sa SDL_SetClipboardText + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardText(void); + +/** + * Put UTF-8 text into the primary selection. + * + * \param text the text to store in the primary selection. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPrimarySelectionText + * \sa SDL_HasPrimarySelectionText + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetPrimarySelectionText(const char *text); + +/** + * Get UTF-8 text from the primary selection. + * + * This functions returns an empty string if there was not enough memory left + * for a copy of the primary selection's content. + * + * \returns the primary selection text on success or an empty string on + * failure; call SDL_GetError() for more information. This should be + * freed with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasPrimarySelectionText + * \sa SDL_SetPrimarySelectionText + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetPrimarySelectionText(void); + +/** + * Query whether the primary selection exists and contains a non-empty text + * string. + * + * \returns true if the primary selection has text, or false if it does not. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPrimarySelectionText + * \sa SDL_SetPrimarySelectionText + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasPrimarySelectionText(void); + +/** + * Callback function that will be called when data for the specified mime-type + * is requested by the OS. + * + * The callback function is called with NULL as the mime_type when the + * clipboard is cleared or new data is set. The clipboard is automatically + * cleared in SDL_Quit(). + * + * \param userdata a pointer to provided user data. + * \param mime_type the requested mime-type. + * \param size a pointer filled in with the length of the returned data. + * \returns a pointer to the data for the provided mime-type. Returning NULL + * or setting length to 0 will cause no data to be sent to the + * "receiver". It is up to the receiver to handle this. Essentially + * returning no data is more or less undefined behavior and may cause + * breakage in receiving applications. The returned data will not be + * freed so it needs to be retained and dealt with internally. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetClipboardData + */ +typedef const void *(SDLCALL *SDL_ClipboardDataCallback)(void *userdata, const char *mime_type, size_t *size); + +/** + * Callback function that will be called when the clipboard is cleared, or new + * data is set. + * + * \param userdata a pointer to provided user data. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetClipboardData + */ +typedef void (SDLCALL *SDL_ClipboardCleanupCallback)(void *userdata); + +/** + * Offer clipboard data to the OS. + * + * Tell the operating system that the application is offering clipboard data + * for each of the provided mime-types. Once another application requests the + * data the callback function will be called, allowing it to generate and + * respond with the data for the requested mime-type. + * + * The size of text data does not include any terminator, and the text does + * not need to be null terminated (e.g. you can directly copy a portion of a + * document). + * + * \param callback a function pointer to the function that provides the + * clipboard data. + * \param cleanup a function pointer to the function that cleans up the + * clipboard data. + * \param userdata an opaque pointer that will be forwarded to the callbacks. + * \param mime_types a list of mime-types that are being offered. + * \param num_mime_types the number of mime-types in the mime_types list. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearClipboardData + * \sa SDL_GetClipboardData + * \sa SDL_HasClipboardData + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetClipboardData(SDL_ClipboardDataCallback callback, SDL_ClipboardCleanupCallback cleanup, void *userdata, const char **mime_types, size_t num_mime_types); + +/** + * Clear the clipboard data. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetClipboardData + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearClipboardData(void); + +/** + * Get the data from clipboard for a given mime type. + * + * The size of text data does not include the terminator, but the text is + * guaranteed to be null terminated. + * + * \param mime_type the mime type to read from the clipboard. + * \param size a pointer filled in with the length of the returned data. + * \returns the retrieved data buffer or NULL on failure; call SDL_GetError() + * for more information. This should be freed with SDL_free() when it + * is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasClipboardData + * \sa SDL_SetClipboardData + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetClipboardData(const char *mime_type, size_t *size); + +/** + * Query whether there is data in the clipboard for the provided mime type. + * + * \param mime_type the mime type to check for data for. + * \returns true if there exists data in clipboard for the provided mime type, + * false if it does not. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetClipboardData + * \sa SDL_GetClipboardData + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasClipboardData(const char *mime_type); + +/** + * Retrieve the list of mime types available in the clipboard. + * + * \param num_mime_types a pointer filled with the number of mime types, may + * be NULL. + * \returns a null terminated array of strings with mime types, or NULL on + * failure; call SDL_GetError() for more information. This should be + * freed with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetClipboardData + */ +extern SDL_DECLSPEC char ** SDLCALL SDL_GetClipboardMimeTypes(size_t *num_mime_types); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_clipboard_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_close_code.h b/modules/imgui-sdl/src/include/SDL3/SDL_close_code.h new file mode 100644 index 0000000..da1dea7 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_close_code.h @@ -0,0 +1,41 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * This file reverses the effects of SDL_begin_code.h and should be included + * after you finish any function and structure declarations in your headers. + * + * SDL's headers use this; applications generally should not include this + * header directly. + */ + +#ifndef SDL_begin_code_h +#error SDL_close_code.h included without matching SDL_begin_code.h +#endif +#undef SDL_begin_code_h + +/* Reset structure packing at previous byte alignment */ +#if defined(_MSC_VER) || defined(__MWERKS__) || defined(__BORLANDC__) +#ifdef __BORLANDC__ +#pragma nopackwarning +#endif +#pragma pack(pop) +#endif /* Compiler needs structure packing set */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_copying.h b/modules/imgui-sdl/src/include/SDL3/SDL_copying.h new file mode 100644 index 0000000..747bd35 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_copying.h @@ -0,0 +1,22 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* Header file containing SDL's license. */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_cpuinfo.h b/modules/imgui-sdl/src/include/SDL3/SDL_cpuinfo.h new file mode 100644 index 0000000..1745bd9 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_cpuinfo.h @@ -0,0 +1,353 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: CPUInfo */ + +/** + * # CategoryCPUInfo + * + * CPU feature detection for SDL. + * + * These functions are largely concerned with reporting if the system has + * access to various SIMD instruction sets, but also has other important info + * to share, such as system RAM size and number of logical CPU cores. + * + * CPU instruction set checks, like SDL_HasSSE() and SDL_HasNEON(), are + * available on all platforms, even if they don't make sense (an ARM processor + * will never have SSE and an x86 processor will never have NEON, for example, + * but these functions still exist and will simply return false in these + * cases). + */ + +#ifndef SDL_cpuinfo_h_ +#define SDL_cpuinfo_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A guess for the cacheline size used for padding. + * + * Most x86 processors have a 64 byte cache line. The 64-bit PowerPC + * processors have a 128 byte cache line. We use the larger value to be + * generally safe. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_CACHELINE_SIZE 128 + +/** + * Get the number of logical CPU cores available. + * + * \returns the total number of logical CPU cores. On CPUs that include + * technologies such as hyperthreading, the number of logical cores + * may be more than the number of physical cores. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumLogicalCPUCores(void); + +/** + * Determine the L1 cache line size of the CPU. + * + * This is useful for determining multi-threaded structure padding or SIMD + * prefetch sizes. + * + * \returns the L1 cache line size of the CPU, in bytes. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetCPUCacheLineSize(void); + +/** + * Determine whether the CPU has AltiVec features. + * + * This always returns false on CPUs that aren't using PowerPC instruction + * sets. + * + * \returns true if the CPU has AltiVec features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasAltiVec(void); + +/** + * Determine whether the CPU has MMX features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has MMX features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasMMX(void); + +/** + * Determine whether the CPU has SSE features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has SSE features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE(void); + +/** + * Determine whether the CPU has SSE2 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has SSE2 features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasSSE + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE2(void); + +/** + * Determine whether the CPU has SSE3 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has SSE3 features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE41 + * \sa SDL_HasSSE42 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE3(void); + +/** + * Determine whether the CPU has SSE4.1 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has SSE4.1 features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE42 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE41(void); + +/** + * Determine whether the CPU has SSE4.2 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has SSE4.2 features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasSSE + * \sa SDL_HasSSE2 + * \sa SDL_HasSSE3 + * \sa SDL_HasSSE41 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasSSE42(void); + +/** + * Determine whether the CPU has AVX features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has AVX features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasAVX2 + * \sa SDL_HasAVX512F + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX(void); + +/** + * Determine whether the CPU has AVX2 features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has AVX2 features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasAVX + * \sa SDL_HasAVX512F + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX2(void); + +/** + * Determine whether the CPU has AVX-512F (foundation) features. + * + * This always returns false on CPUs that aren't using Intel instruction sets. + * + * \returns true if the CPU has AVX-512F features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasAVX + * \sa SDL_HasAVX2 + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasAVX512F(void); + +/** + * Determine whether the CPU has ARM SIMD (ARMv6) features. + * + * This is different from ARM NEON, which is a different instruction set. + * + * This always returns false on CPUs that aren't using ARM instruction sets. + * + * \returns true if the CPU has ARM SIMD features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasNEON + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasARMSIMD(void); + +/** + * Determine whether the CPU has NEON (ARM SIMD) features. + * + * This always returns false on CPUs that aren't using ARM instruction sets. + * + * \returns true if the CPU has ARM NEON features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasNEON(void); + +/** + * Determine whether the CPU has LSX (LOONGARCH SIMD) features. + * + * This always returns false on CPUs that aren't using LOONGARCH instruction + * sets. + * + * \returns true if the CPU has LOONGARCH LSX features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasLSX(void); + +/** + * Determine whether the CPU has LASX (LOONGARCH SIMD) features. + * + * This always returns false on CPUs that aren't using LOONGARCH instruction + * sets. + * + * \returns true if the CPU has LOONGARCH LASX features or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasLASX(void); + +/** + * Get the amount of RAM configured in the system. + * + * \returns the amount of RAM configured in the system in MiB. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetSystemRAM(void); + +/** + * Report the alignment this system needs for SIMD allocations. + * + * This will return the minimum number of bytes to which a pointer must be + * aligned to be compatible with SIMD instructions on the current machine. For + * example, if the machine supports SSE only, it will return 16, but if it + * supports AVX-512F, it'll return 64 (etc). This only reports values for + * instruction sets SDL knows about, so if your SDL build doesn't have + * SDL_HasAVX512F(), then it might return 16 for the SSE support it sees and + * not 64 for the AVX-512 instructions that exist but SDL doesn't know about. + * Plan accordingly. + * + * \returns the alignment in bytes needed for available, known SIMD + * instructions. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_aligned_alloc + * \sa SDL_aligned_free + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_GetSIMDAlignment(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_cpuinfo_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_dialog.h b/modules/imgui-sdl/src/include/SDL3/SDL_dialog.h new file mode 100644 index 0000000..ddb9e24 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_dialog.h @@ -0,0 +1,341 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryDialog + * + * File dialog support. + * + * SDL offers file dialogs, to let users select files with native GUI + * interfaces. There are "open" dialogs, "save" dialogs, and folder selection + * dialogs. The app can control some details, such as filtering to specific + * files, or whether multiple files can be selected by the user. + * + * Note that launching a file dialog is a non-blocking operation; control + * returns to the app immediately, and a callback is called later (possibly in + * another thread) when the user makes a choice. + */ + +#ifndef SDL_dialog_h_ +#define SDL_dialog_h_ + +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An entry for filters for file dialogs. + * + * `name` is a user-readable label for the filter (for example, "Office + * document"). + * + * `pattern` is a semicolon-separated list of file extensions (for example, + * "doc;docx"). File extensions may only contain alphanumeric characters, + * hyphens, underscores and periods. Alternatively, the whole string can be a + * single asterisk ("*"), which serves as an "All files" filter. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DialogFileCallback + * \sa SDL_ShowOpenFileDialog + * \sa SDL_ShowSaveFileDialog + * \sa SDL_ShowOpenFolderDialog + * \sa SDL_ShowFileDialogWithProperties + */ +typedef struct SDL_DialogFileFilter +{ + const char *name; + const char *pattern; +} SDL_DialogFileFilter; + +/** + * Callback used by file dialog functions. + * + * The specific usage is described in each function. + * + * If `filelist` is: + * + * - NULL, an error occurred. Details can be obtained with SDL_GetError(). + * - A pointer to NULL, the user either didn't choose any file or canceled the + * dialog. + * - A pointer to non-`NULL`, the user chose one or more files. The argument + * is a null-terminated array of pointers to UTF-8 encoded strings, each + * containing a path. + * + * The filelist argument should not be freed; it will automatically be freed + * when the callback returns. + * + * The filter argument is the index of the filter that was selected, or -1 if + * no filter was selected or if the platform or method doesn't support + * fetching the selected filter. + * + * In Android, the `filelist` are `content://` URIs. They should be opened + * using SDL_IOFromFile() with appropriate modes. This applies both to open + * and save file dialog. + * + * \param userdata an app-provided pointer, for the callback's use. + * \param filelist the file(s) chosen by the user. + * \param filter index of the selected filter. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_DialogFileFilter + * \sa SDL_ShowOpenFileDialog + * \sa SDL_ShowSaveFileDialog + * \sa SDL_ShowOpenFolderDialog + * \sa SDL_ShowFileDialogWithProperties + */ +typedef void (SDLCALL *SDL_DialogFileCallback)(void *userdata, const char * const *filelist, int filter); + +/** + * Displays a dialog that lets the user select a file on their filesystem. + * + * This is an asynchronous function; it will return immediately, and the + * result will be passed to the callback. + * + * The callback will be invoked with a null-terminated list of files the user + * chose. The list will be empty if the user canceled the dialog, and it will + * be NULL if an error occurred. + * + * Note that the callback may be called from a different thread than the one + * the function was invoked on. + * + * Depending on the platform, the user may be allowed to input paths that + * don't yet exist. + * + * On Linux, dialogs may require XDG Portals, which requires DBus, which + * requires an event-handling loop. Apps that do not use SDL to handle events + * should add a call to SDL_PumpEvents in their main loop. + * + * \param callback a function pointer to be invoked when the user selects a + * file and accepts, or cancels the dialog, or an error + * occurs. + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * \param window the window that the dialog should be modal for, may be NULL. + * Not all platforms support this option. + * \param filters a list of filters, may be NULL. Not all platforms support + * this option, and platforms that do support it may allow the + * user to ignore the filters. If non-NULL, it must remain + * valid at least until the callback is invoked. + * \param nfilters the number of filters. Ignored if filters is NULL. + * \param default_location the default folder or file to start the dialog at, + * may be NULL. Not all platforms support this option. + * \param allow_many if non-zero, the user will be allowed to select multiple + * entries. Not all platforms support this option. + * + * \threadsafety This function should be called only from the main thread. The + * callback may be invoked from the same thread or from a + * different one, depending on the OS's constraints. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DialogFileCallback + * \sa SDL_DialogFileFilter + * \sa SDL_ShowSaveFileDialog + * \sa SDL_ShowOpenFolderDialog + * \sa SDL_ShowFileDialogWithProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location, bool allow_many); + +/** + * Displays a dialog that lets the user choose a new or existing file on their + * filesystem. + * + * This is an asynchronous function; it will return immediately, and the + * result will be passed to the callback. + * + * The callback will be invoked with a null-terminated list of files the user + * chose. The list will be empty if the user canceled the dialog, and it will + * be NULL if an error occurred. + * + * Note that the callback may be called from a different thread than the one + * the function was invoked on. + * + * The chosen file may or may not already exist. + * + * On Linux, dialogs may require XDG Portals, which requires DBus, which + * requires an event-handling loop. Apps that do not use SDL to handle events + * should add a call to SDL_PumpEvents in their main loop. + * + * \param callback a function pointer to be invoked when the user selects a + * file and accepts, or cancels the dialog, or an error + * occurs. + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * \param window the window that the dialog should be modal for, may be NULL. + * Not all platforms support this option. + * \param filters a list of filters, may be NULL. Not all platforms support + * this option, and platforms that do support it may allow the + * user to ignore the filters. If non-NULL, it must remain + * valid at least until the callback is invoked. + * \param nfilters the number of filters. Ignored if filters is NULL. + * \param default_location the default folder or file to start the dialog at, + * may be NULL. Not all platforms support this option. + * + * \threadsafety This function should be called only from the main thread. The + * callback may be invoked from the same thread or from a + * different one, depending on the OS's constraints. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DialogFileCallback + * \sa SDL_DialogFileFilter + * \sa SDL_ShowOpenFileDialog + * \sa SDL_ShowOpenFolderDialog + * \sa SDL_ShowFileDialogWithProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_ShowSaveFileDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const SDL_DialogFileFilter *filters, int nfilters, const char *default_location); + +/** + * Displays a dialog that lets the user select a folder on their filesystem. + * + * This is an asynchronous function; it will return immediately, and the + * result will be passed to the callback. + * + * The callback will be invoked with a null-terminated list of files the user + * chose. The list will be empty if the user canceled the dialog, and it will + * be NULL if an error occurred. + * + * Note that the callback may be called from a different thread than the one + * the function was invoked on. + * + * Depending on the platform, the user may be allowed to input paths that + * don't yet exist. + * + * On Linux, dialogs may require XDG Portals, which requires DBus, which + * requires an event-handling loop. Apps that do not use SDL to handle events + * should add a call to SDL_PumpEvents in their main loop. + * + * \param callback a function pointer to be invoked when the user selects a + * file and accepts, or cancels the dialog, or an error + * occurs. + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * \param window the window that the dialog should be modal for, may be NULL. + * Not all platforms support this option. + * \param default_location the default folder or file to start the dialog at, + * may be NULL. Not all platforms support this option. + * \param allow_many if non-zero, the user will be allowed to select multiple + * entries. Not all platforms support this option. + * + * \threadsafety This function should be called only from the main thread. The + * callback may be invoked from the same thread or from a + * different one, depending on the OS's constraints. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DialogFileCallback + * \sa SDL_ShowOpenFileDialog + * \sa SDL_ShowSaveFileDialog + * \sa SDL_ShowFileDialogWithProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_ShowOpenFolderDialog(SDL_DialogFileCallback callback, void *userdata, SDL_Window *window, const char *default_location, bool allow_many); + +/** + * Various types of file dialogs. + * + * This is used by SDL_ShowFileDialogWithProperties() to decide what kind of + * dialog to present to the user. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_ShowFileDialogWithProperties + */ +typedef enum SDL_FileDialogType +{ + SDL_FILEDIALOG_OPENFILE, + SDL_FILEDIALOG_SAVEFILE, + SDL_FILEDIALOG_OPENFOLDER +} SDL_FileDialogType; + +/** + * Create and launch a file dialog with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_FILE_DIALOG_FILTERS_POINTER`: a pointer to a list of + * SDL_DialogFileFilter structs, which will be used as filters for + * file-based selections. Ignored if the dialog is an "Open Folder" dialog. + * If non-NULL, the array of filters must remain valid at least until the + * callback is invoked. + * - `SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER`: the number of filters in the + * array of filters, if it exists. + * - `SDL_PROP_FILE_DIALOG_WINDOW_POINTER`: the window that the dialog should + * be modal for. + * - `SDL_PROP_FILE_DIALOG_LOCATION_STRING`: the default folder or file to + * start the dialog at. + * - `SDL_PROP_FILE_DIALOG_MANY_BOOLEAN`: true to allow the user to select + * more than one entry. + * - `SDL_PROP_FILE_DIALOG_TITLE_STRING`: the title for the dialog. + * - `SDL_PROP_FILE_DIALOG_ACCEPT_STRING`: the label that the accept button + * should have. + * - `SDL_PROP_FILE_DIALOG_CANCEL_STRING`: the label that the cancel button + * should have. + * + * Note that each platform may or may not support any of the properties. + * + * \param type the type of file dialog. + * \param callback a function pointer to be invoked when the user selects a + * file and accepts, or cancels the dialog, or an error + * occurs. + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * \param props the properties to use. + * + * \threadsafety This function should be called only from the main thread. The + * callback may be invoked from the same thread or from a + * different one, depending on the OS's constraints. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_FileDialogType + * \sa SDL_DialogFileCallback + * \sa SDL_DialogFileFilter + * \sa SDL_ShowOpenFileDialog + * \sa SDL_ShowSaveFileDialog + * \sa SDL_ShowOpenFolderDialog + */ +extern SDL_DECLSPEC void SDLCALL SDL_ShowFileDialogWithProperties(SDL_FileDialogType type, SDL_DialogFileCallback callback, void *userdata, SDL_PropertiesID props); + +#define SDL_PROP_FILE_DIALOG_FILTERS_POINTER "SDL.filedialog.filters" +#define SDL_PROP_FILE_DIALOG_NFILTERS_NUMBER "SDL.filedialog.nfilters" +#define SDL_PROP_FILE_DIALOG_WINDOW_POINTER "SDL.filedialog.window" +#define SDL_PROP_FILE_DIALOG_LOCATION_STRING "SDL.filedialog.location" +#define SDL_PROP_FILE_DIALOG_MANY_BOOLEAN "SDL.filedialog.many" +#define SDL_PROP_FILE_DIALOG_TITLE_STRING "SDL.filedialog.title" +#define SDL_PROP_FILE_DIALOG_ACCEPT_STRING "SDL.filedialog.accept" +#define SDL_PROP_FILE_DIALOG_CANCEL_STRING "SDL.filedialog.cancel" + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_dialog_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_egl.h b/modules/imgui-sdl/src/include/SDL3/SDL_egl.h new file mode 100644 index 0000000..65d4e96 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_egl.h @@ -0,0 +1,2355 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * This is a simple file to encapsulate the EGL API headers. + */ + +#include + +#if !defined(_MSC_VER) && !defined(SDL_PLATFORM_ANDROID) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) + +#if defined(SDL_PLATFORM_VITA) +#include +#include +#include +#endif + +#include +#include + +#else /* _MSC_VER */ + +/* EGL headers for Visual Studio */ + +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 +/* + * To support platform where unsigned long cannot be used interchangeably with + * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. + * Ideally, we could just use (u)intptr_t everywhere, but this could result in + * ABI breakage if khronos_uintptr_t is changed from unsigned long to + * unsigned long long or similar (this results in different C++ name mangling). + * To avoid changes for existing platforms, we restrict usage of intptr_t to + * platforms where the size of a pointer is larger than the size of long. + */ +#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) +#if __SIZEOF_POINTER__ > __SIZEOF_LONG__ +#define KHRONOS_USE_INTPTR_T +#endif +#endif + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef KHRONOS_USE_INTPTR_T +typedef intptr_t khronos_intptr_t; +typedef uintptr_t khronos_uintptr_t; +#elif defined(_WIN64) +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +#endif + +#if defined(_WIN64) +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ + + +#ifndef __eglplatform_h_ +#define __eglplatform_h_ + +/* +** Copyright 2007-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* Platform-specific types and definitions for egl.h + * + * Adopters may modify khrplatform.h and this file to suit their platform. + * You are encouraged to submit all modifications to the Khronos group so that + * they can be included in future versions of this file. Please submit changes + * by filing an issue or pull request on the public Khronos EGL Registry, at + * https://www.github.com/KhronosGroup/EGL-Registry/ + */ + +/*#include */ + +/* Macros used in EGL function prototype declarations. + * + * EGL functions should be prototyped as: + * + * EGLAPI return-type EGLAPIENTRY eglFunction(arguments); + * typedef return-type (EXPAPIENTRYP PFNEGLFUNCTIONPROC) (arguments); + * + * KHRONOS_APICALL and KHRONOS_APIENTRY are defined in KHR/khrplatform.h + */ + +#ifndef EGLAPI +#define EGLAPI KHRONOS_APICALL +#endif + +#ifndef EGLAPIENTRY +#define EGLAPIENTRY KHRONOS_APIENTRY +#endif +#define EGLAPIENTRYP EGLAPIENTRY* + +/* The types NativeDisplayType, NativeWindowType, and NativePixmapType + * are aliases of window-system-dependent types, such as X Display * or + * Windows Device Context. They must be defined in platform-specific + * code below. The EGL-prefixed versions of Native*Type are the same + * types, renamed in EGL 1.3 so all types in the API start with "EGL". + * + * Khronos STRONGLY RECOMMENDS that you use the default definitions + * provided below, since these changes affect both binary and source + * portability of applications using EGL running on different EGL + * implementations. + */ + +#if defined(EGL_NO_PLATFORM_SPECIFIC_TYPES) + +typedef void *EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(_WIN32) || defined(__VC32__) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) /* Win32 and WinCE */ +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include + +typedef HDC EGLNativeDisplayType; +typedef HBITMAP EGLNativePixmapType; +typedef HWND EGLNativeWindowType; + +#elif defined(SDL_PLATFORM_EMSCRIPTEN) + +typedef int EGLNativeDisplayType; +typedef int EGLNativePixmapType; +typedef int EGLNativeWindowType; + +#elif defined(__WINSCW__) || defined(__SYMBIAN32__) /* Symbian */ + +typedef int EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(WL_EGL_PLATFORM) + +typedef struct wl_display *EGLNativeDisplayType; +typedef struct wl_egl_pixmap *EGLNativePixmapType; +typedef struct wl_egl_window *EGLNativeWindowType; + +#elif defined(__GBM__) + +typedef struct gbm_device *EGLNativeDisplayType; +typedef struct gbm_bo *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(__ANDROID__) || defined(ANDROID) + +struct ANativeWindow; +struct egl_native_pixmap_t; + +typedef void* EGLNativeDisplayType; +typedef struct egl_native_pixmap_t* EGLNativePixmapType; +typedef struct ANativeWindow* EGLNativeWindowType; + +#elif defined(USE_OZONE) + +typedef intptr_t EGLNativeDisplayType; +typedef intptr_t EGLNativePixmapType; +typedef intptr_t EGLNativeWindowType; + +#elif defined(USE_X11) + +/* X11 (tentative) */ +#include +#include + +typedef Display *EGLNativeDisplayType; +typedef Pixmap EGLNativePixmapType; +typedef Window EGLNativeWindowType; + +#elif defined(__unix__) + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#elif defined(__APPLE__) + +typedef int EGLNativeDisplayType; +typedef void *EGLNativePixmapType; +typedef void *EGLNativeWindowType; + +#elif defined(__HAIKU__) + +#include + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#elif defined(__Fuchsia__) + +typedef void *EGLNativeDisplayType; +typedef khronos_uintptr_t EGLNativePixmapType; +typedef khronos_uintptr_t EGLNativeWindowType; + +#else +#error "Platform not recognized" +#endif + +/* EGL 1.2 types, renamed for consistency in EGL 1.3 */ +typedef EGLNativeDisplayType NativeDisplayType; +typedef EGLNativePixmapType NativePixmapType; +typedef EGLNativeWindowType NativeWindowType; + + +/* Define EGLint. This must be a signed integral type large enough to contain + * all legal attribute names and values passed into and out of EGL, whether + * their type is boolean, bitmask, enumerant (symbolic constant), integer, + * handle, or other. While in general a 32-bit integer will suffice, if + * handles are 64 bit types, then EGLint should be defined as a signed 64-bit + * integer type. + */ +typedef khronos_int32_t EGLint; + + +/* C++ / C typecast macros for special EGL handle values */ +#if defined(__cplusplus) +#define EGL_CAST(type, value) (static_cast(value)) +#else +#define EGL_CAST(type, value) ((type) (value)) +#endif + +#endif /* __eglplatform_h */ + + +#ifndef __egl_h_ +#define __egl_h_ 1 + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 +** +** This header is generated from the Khronos EGL XML API Registry. +** The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** http://www.khronos.org/registry/egl +** +** Khronos $Git commit SHA1: 6fb1daea15 $ on $Git commit date: 2022-05-25 09:41:13 -0600 $ +*/ + +/*#include */ + +#ifndef EGL_EGL_PROTOTYPES +#define EGL_EGL_PROTOTYPES 1 +#endif + +/* Generated on date 20220525 */ + +/* Generated C header for: + * API: egl + * Versions considered: .* + * Versions emitted: .* + * Default extensions included: None + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ + +#ifndef EGL_VERSION_1_0 +#define EGL_VERSION_1_0 1 +typedef unsigned int EGLBoolean; +typedef void *EGLDisplay; +/*#include */ +/*#include */ +typedef void *EGLConfig; +typedef void *EGLSurface; +typedef void *EGLContext; +typedef void (*__eglMustCastToProperFunctionPointerType)(void); +#define EGL_ALPHA_SIZE 0x3021 +#define EGL_BAD_ACCESS 0x3002 +#define EGL_BAD_ALLOC 0x3003 +#define EGL_BAD_ATTRIBUTE 0x3004 +#define EGL_BAD_CONFIG 0x3005 +#define EGL_BAD_CONTEXT 0x3006 +#define EGL_BAD_CURRENT_SURFACE 0x3007 +#define EGL_BAD_DISPLAY 0x3008 +#define EGL_BAD_MATCH 0x3009 +#define EGL_BAD_NATIVE_PIXMAP 0x300A +#define EGL_BAD_NATIVE_WINDOW 0x300B +#define EGL_BAD_PARAMETER 0x300C +#define EGL_BAD_SURFACE 0x300D +#define EGL_BLUE_SIZE 0x3022 +#define EGL_BUFFER_SIZE 0x3020 +#define EGL_CONFIG_CAVEAT 0x3027 +#define EGL_CONFIG_ID 0x3028 +#define EGL_CORE_NATIVE_ENGINE 0x305B +#define EGL_DEPTH_SIZE 0x3025 +#define EGL_DONT_CARE EGL_CAST(EGLint,-1) +#define EGL_DRAW 0x3059 +#define EGL_EXTENSIONS 0x3055 +#define EGL_FALSE 0 +#define EGL_GREEN_SIZE 0x3023 +#define EGL_HEIGHT 0x3056 +#define EGL_LARGEST_PBUFFER 0x3058 +#define EGL_LEVEL 0x3029 +#define EGL_MAX_PBUFFER_HEIGHT 0x302A +#define EGL_MAX_PBUFFER_PIXELS 0x302B +#define EGL_MAX_PBUFFER_WIDTH 0x302C +#define EGL_NATIVE_RENDERABLE 0x302D +#define EGL_NATIVE_VISUAL_ID 0x302E +#define EGL_NATIVE_VISUAL_TYPE 0x302F +#define EGL_NONE 0x3038 +#define EGL_NON_CONFORMANT_CONFIG 0x3051 +#define EGL_NOT_INITIALIZED 0x3001 +#define EGL_NO_CONTEXT EGL_CAST(EGLContext,0) +#define EGL_NO_DISPLAY EGL_CAST(EGLDisplay,0) +#define EGL_NO_SURFACE EGL_CAST(EGLSurface,0) +#define EGL_PBUFFER_BIT 0x0001 +#define EGL_PIXMAP_BIT 0x0002 +#define EGL_READ 0x305A +#define EGL_RED_SIZE 0x3024 +#define EGL_SAMPLES 0x3031 +#define EGL_SAMPLE_BUFFERS 0x3032 +#define EGL_SLOW_CONFIG 0x3050 +#define EGL_STENCIL_SIZE 0x3026 +#define EGL_SUCCESS 0x3000 +#define EGL_SURFACE_TYPE 0x3033 +#define EGL_TRANSPARENT_BLUE_VALUE 0x3035 +#define EGL_TRANSPARENT_GREEN_VALUE 0x3036 +#define EGL_TRANSPARENT_RED_VALUE 0x3037 +#define EGL_TRANSPARENT_RGB 0x3052 +#define EGL_TRANSPARENT_TYPE 0x3034 +#define EGL_TRUE 1 +#define EGL_VENDOR 0x3053 +#define EGL_VERSION 0x3054 +#define EGL_WIDTH 0x3057 +#define EGL_WINDOW_BIT 0x0004 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCHOOSECONFIGPROC) (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOPYBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); +typedef EGLContext (EGLAPIENTRYP PFNEGLCREATECONTEXTPROC) (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERSURFACEPROC) (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGATTRIBPROC) (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCONFIGSPROC) (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETCURRENTDISPLAYPROC) (void); +typedef EGLSurface (EGLAPIENTRYP PFNEGLGETCURRENTSURFACEPROC) (EGLint readdraw); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETDISPLAYPROC) (EGLNativeDisplayType display_id); +typedef EGLint (EGLAPIENTRYP PFNEGLGETERRORPROC) (void); +typedef __eglMustCastToProperFunctionPointerType (EGLAPIENTRYP PFNEGLGETPROCADDRESSPROC) (const char *procname); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLINITIALIZEPROC) (EGLDisplay dpy, EGLint *major, EGLint *minor); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLMAKECURRENTPROC) (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYCONTEXTPROC) (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYSTRINGPROC) (EGLDisplay dpy, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSPROC) (EGLDisplay dpy, EGLSurface surface); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLTERMINATEPROC) (EGLDisplay dpy); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITGLPROC) (void); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITNATIVEPROC) (EGLint engine); +#if EGL_EGL_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglChooseConfig (EGLDisplay dpy, const EGLint *attrib_list, EGLConfig *configs, EGLint config_size, EGLint *num_config); +EGLAPI EGLBoolean EGLAPIENTRY eglCopyBuffers (EGLDisplay dpy, EGLSurface surface, EGLNativePixmapType target); +EGLAPI EGLContext EGLAPIENTRY eglCreateContext (EGLDisplay dpy, EGLConfig config, EGLContext share_context, const EGLint *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferSurface (EGLDisplay dpy, EGLConfig config, const EGLint *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurface (EGLDisplay dpy, EGLConfig config, EGLNativePixmapType pixmap, const EGLint *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreateWindowSurface (EGLDisplay dpy, EGLConfig config, EGLNativeWindowType win, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroyContext (EGLDisplay dpy, EGLContext ctx); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroySurface (EGLDisplay dpy, EGLSurface surface); +EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigAttrib (EGLDisplay dpy, EGLConfig config, EGLint attribute, EGLint *value); +EGLAPI EGLBoolean EGLAPIENTRY eglGetConfigs (EGLDisplay dpy, EGLConfig *configs, EGLint config_size, EGLint *num_config); +EGLAPI EGLDisplay EGLAPIENTRY eglGetCurrentDisplay (void); +EGLAPI EGLSurface EGLAPIENTRY eglGetCurrentSurface (EGLint readdraw); +EGLAPI EGLDisplay EGLAPIENTRY eglGetDisplay (EGLNativeDisplayType display_id); +EGLAPI EGLint EGLAPIENTRY eglGetError (void); +EGLAPI __eglMustCastToProperFunctionPointerType EGLAPIENTRY eglGetProcAddress (const char *procname); +EGLAPI EGLBoolean EGLAPIENTRY eglInitialize (EGLDisplay dpy, EGLint *major, EGLint *minor); +EGLAPI EGLBoolean EGLAPIENTRY eglMakeCurrent (EGLDisplay dpy, EGLSurface draw, EGLSurface read, EGLContext ctx); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryContext (EGLDisplay dpy, EGLContext ctx, EGLint attribute, EGLint *value); +EGLAPI const char *EGLAPIENTRY eglQueryString (EGLDisplay dpy, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint *value); +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffers (EGLDisplay dpy, EGLSurface surface); +EGLAPI EGLBoolean EGLAPIENTRY eglTerminate (EGLDisplay dpy); +EGLAPI EGLBoolean EGLAPIENTRY eglWaitGL (void); +EGLAPI EGLBoolean EGLAPIENTRY eglWaitNative (EGLint engine); +#endif +#endif /* EGL_VERSION_1_0 */ + +#ifndef EGL_VERSION_1_1 +#define EGL_VERSION_1_1 1 +#define EGL_BACK_BUFFER 0x3084 +#define EGL_BIND_TO_TEXTURE_RGB 0x3039 +#define EGL_BIND_TO_TEXTURE_RGBA 0x303A +#define EGL_CONTEXT_LOST 0x300E +#define EGL_MIN_SWAP_INTERVAL 0x303B +#define EGL_MAX_SWAP_INTERVAL 0x303C +#define EGL_MIPMAP_TEXTURE 0x3082 +#define EGL_MIPMAP_LEVEL 0x3083 +#define EGL_NO_TEXTURE 0x305C +#define EGL_TEXTURE_2D 0x305F +#define EGL_TEXTURE_FORMAT 0x3080 +#define EGL_TEXTURE_RGB 0x305D +#define EGL_TEXTURE_RGBA 0x305E +#define EGL_TEXTURE_TARGET 0x3081 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDTEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETEXIMAGEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSURFACEATTRIBPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPINTERVALPROC) (EGLDisplay dpy, EGLint interval); +#if EGL_EGL_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglBindTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +EGLAPI EGLBoolean EGLAPIENTRY eglReleaseTexImage (EGLDisplay dpy, EGLSurface surface, EGLint buffer); +EGLAPI EGLBoolean EGLAPIENTRY eglSurfaceAttrib (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLint value); +EGLAPI EGLBoolean EGLAPIENTRY eglSwapInterval (EGLDisplay dpy, EGLint interval); +#endif +#endif /* EGL_VERSION_1_1 */ + +#ifndef EGL_VERSION_1_2 +#define EGL_VERSION_1_2 1 +typedef unsigned int EGLenum; +typedef void *EGLClientBuffer; +#define EGL_ALPHA_FORMAT 0x3088 +#define EGL_ALPHA_FORMAT_NONPRE 0x308B +#define EGL_ALPHA_FORMAT_PRE 0x308C +#define EGL_ALPHA_MASK_SIZE 0x303E +#define EGL_BUFFER_PRESERVED 0x3094 +#define EGL_BUFFER_DESTROYED 0x3095 +#define EGL_CLIENT_APIS 0x308D +#define EGL_COLORSPACE 0x3087 +#define EGL_COLORSPACE_sRGB 0x3089 +#define EGL_COLORSPACE_LINEAR 0x308A +#define EGL_COLOR_BUFFER_TYPE 0x303F +#define EGL_CONTEXT_CLIENT_TYPE 0x3097 +#define EGL_DISPLAY_SCALING 10000 +#define EGL_HORIZONTAL_RESOLUTION 0x3090 +#define EGL_LUMINANCE_BUFFER 0x308F +#define EGL_LUMINANCE_SIZE 0x303D +#define EGL_OPENGL_ES_BIT 0x0001 +#define EGL_OPENVG_BIT 0x0002 +#define EGL_OPENGL_ES_API 0x30A0 +#define EGL_OPENVG_API 0x30A1 +#define EGL_OPENVG_IMAGE 0x3096 +#define EGL_PIXEL_ASPECT_RATIO 0x3092 +#define EGL_RENDERABLE_TYPE 0x3040 +#define EGL_RENDER_BUFFER 0x3086 +#define EGL_RGB_BUFFER 0x308E +#define EGL_SINGLE_BUFFER 0x3085 +#define EGL_SWAP_BEHAVIOR 0x3093 +#define EGL_UNKNOWN EGL_CAST(EGLint,-1) +#define EGL_VERTICAL_RESOLUTION 0x3091 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDAPIPROC) (EGLenum api); +typedef EGLenum (EGLAPIENTRYP PFNEGLQUERYAPIPROC) (void); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPBUFFERFROMCLIENTBUFFERPROC) (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRELEASETHREADPROC) (void); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITCLIENTPROC) (void); +#if EGL_EGL_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglBindAPI (EGLenum api); +EGLAPI EGLenum EGLAPIENTRY eglQueryAPI (void); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePbufferFromClientBuffer (EGLDisplay dpy, EGLenum buftype, EGLClientBuffer buffer, EGLConfig config, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglReleaseThread (void); +EGLAPI EGLBoolean EGLAPIENTRY eglWaitClient (void); +#endif +#endif /* EGL_VERSION_1_2 */ + +#ifndef EGL_VERSION_1_3 +#define EGL_VERSION_1_3 1 +#define EGL_CONFORMANT 0x3042 +#define EGL_CONTEXT_CLIENT_VERSION 0x3098 +#define EGL_MATCH_NATIVE_PIXMAP 0x3041 +#define EGL_OPENGL_ES2_BIT 0x0004 +#define EGL_VG_ALPHA_FORMAT 0x3088 +#define EGL_VG_ALPHA_FORMAT_NONPRE 0x308B +#define EGL_VG_ALPHA_FORMAT_PRE 0x308C +#define EGL_VG_ALPHA_FORMAT_PRE_BIT 0x0040 +#define EGL_VG_COLORSPACE 0x3087 +#define EGL_VG_COLORSPACE_sRGB 0x3089 +#define EGL_VG_COLORSPACE_LINEAR 0x308A +#define EGL_VG_COLORSPACE_LINEAR_BIT 0x0020 +#endif /* EGL_VERSION_1_3 */ + +#ifndef EGL_VERSION_1_4 +#define EGL_VERSION_1_4 1 +#define EGL_DEFAULT_DISPLAY EGL_CAST(EGLNativeDisplayType,0) +#define EGL_MULTISAMPLE_RESOLVE_BOX_BIT 0x0200 +#define EGL_MULTISAMPLE_RESOLVE 0x3099 +#define EGL_MULTISAMPLE_RESOLVE_DEFAULT 0x309A +#define EGL_MULTISAMPLE_RESOLVE_BOX 0x309B +#define EGL_OPENGL_API 0x30A2 +#define EGL_OPENGL_BIT 0x0008 +#define EGL_SWAP_BEHAVIOR_PRESERVED_BIT 0x0400 +typedef EGLContext (EGLAPIENTRYP PFNEGLGETCURRENTCONTEXTPROC) (void); +#if EGL_EGL_PROTOTYPES +EGLAPI EGLContext EGLAPIENTRY eglGetCurrentContext (void); +#endif +#endif /* EGL_VERSION_1_4 */ + +#ifndef EGL_VERSION_1_5 +#define EGL_VERSION_1_5 1 +typedef void *EGLSync; +typedef intptr_t EGLAttrib; +typedef khronos_utime_nanoseconds_t EGLTime; +typedef void *EGLImage; +#define EGL_CONTEXT_MAJOR_VERSION 0x3098 +#define EGL_CONTEXT_MINOR_VERSION 0x30FB +#define EGL_CONTEXT_OPENGL_PROFILE_MASK 0x30FD +#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY 0x31BD +#define EGL_NO_RESET_NOTIFICATION 0x31BE +#define EGL_LOSE_CONTEXT_ON_RESET 0x31BF +#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT 0x00000001 +#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define EGL_CONTEXT_OPENGL_DEBUG 0x31B0 +#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE 0x31B1 +#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS 0x31B2 +#define EGL_OPENGL_ES3_BIT 0x00000040 +#define EGL_CL_EVENT_HANDLE 0x309C +#define EGL_SYNC_CL_EVENT 0x30FE +#define EGL_SYNC_CL_EVENT_COMPLETE 0x30FF +#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE 0x30F0 +#define EGL_SYNC_TYPE 0x30F7 +#define EGL_SYNC_STATUS 0x30F1 +#define EGL_SYNC_CONDITION 0x30F8 +#define EGL_SIGNALED 0x30F2 +#define EGL_UNSIGNALED 0x30F3 +#define EGL_SYNC_FLUSH_COMMANDS_BIT 0x0001 +#define EGL_FOREVER 0xFFFFFFFFFFFFFFFFull +#define EGL_TIMEOUT_EXPIRED 0x30F5 +#define EGL_CONDITION_SATISFIED 0x30F6 +#define EGL_NO_SYNC EGL_CAST(EGLSync,0) +#define EGL_SYNC_FENCE 0x30F9 +#define EGL_GL_COLORSPACE 0x309D +#define EGL_GL_COLORSPACE_SRGB 0x3089 +#define EGL_GL_COLORSPACE_LINEAR 0x308A +#define EGL_GL_RENDERBUFFER 0x30B9 +#define EGL_GL_TEXTURE_2D 0x30B1 +#define EGL_GL_TEXTURE_LEVEL 0x30BC +#define EGL_GL_TEXTURE_3D 0x30B2 +#define EGL_GL_TEXTURE_ZOFFSET 0x30BD +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x30B3 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x30B4 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x30B5 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x30B6 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x30B7 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x30B8 +#define EGL_IMAGE_PRESERVED 0x30D2 +#define EGL_NO_IMAGE EGL_CAST(EGLImage,0) +typedef EGLSync (EGLAPIENTRYP PFNEGLCREATESYNCPROC) (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCPROC) (EGLDisplay dpy, EGLSync sync); +typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBPROC) (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value); +typedef EGLImage (EGLAPIENTRYP PFNEGLCREATEIMAGEPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEPROC) (EGLDisplay dpy, EGLImage image); +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYPROC) (EGLenum platform, void *native_display, const EGLAttrib *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMWINDOWSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMPIXMAPSURFACEPROC) (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLWAITSYNCPROC) (EGLDisplay dpy, EGLSync sync, EGLint flags); +#if EGL_EGL_PROTOTYPES +EGLAPI EGLSync EGLAPIENTRY eglCreateSync (EGLDisplay dpy, EGLenum type, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroySync (EGLDisplay dpy, EGLSync sync); +EGLAPI EGLint EGLAPIENTRY eglClientWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags, EGLTime timeout); +EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttrib (EGLDisplay dpy, EGLSync sync, EGLint attribute, EGLAttrib *value); +EGLAPI EGLImage EGLAPIENTRY eglCreateImage (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroyImage (EGLDisplay dpy, EGLImage image); +EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplay (EGLenum platform, void *native_display, const EGLAttrib *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurface (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLAttrib *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurface (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglWaitSync (EGLDisplay dpy, EGLSync sync, EGLint flags); +#endif +#endif /* EGL_VERSION_1_5 */ + +#ifdef __cplusplus +} +#endif + +#endif /* __egl_h_ */ + + +#ifndef __eglext_h_ +#define __eglext_h_ 1 + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 +** +** This header is generated from the Khronos EGL XML API Registry. +** The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** http://www.khronos.org/registry/egl +** +** Khronos $Git commit SHA1: 6fb1daea15 $ on $Git commit date: 2022-05-25 09:41:13 -0600 $ +*/ + +/*#include */ + +#define EGL_EGLEXT_VERSION 20220525 + +/* Generated C header for: + * API: egl + * Versions considered: .* + * Versions emitted: _nomatch_^ + * Default extensions included: egl + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ + +#ifndef EGL_KHR_cl_event +#define EGL_KHR_cl_event 1 +#define EGL_CL_EVENT_HANDLE_KHR 0x309C +#define EGL_SYNC_CL_EVENT_KHR 0x30FE +#define EGL_SYNC_CL_EVENT_COMPLETE_KHR 0x30FF +#endif /* EGL_KHR_cl_event */ + +#ifndef EGL_KHR_cl_event2 +#define EGL_KHR_cl_event2 1 +typedef void *EGLSyncKHR; +typedef intptr_t EGLAttribKHR; +typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESYNC64KHRPROC) (EGLDisplay dpy, EGLenum type, const EGLAttribKHR *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSync64KHR (EGLDisplay dpy, EGLenum type, const EGLAttribKHR *attrib_list); +#endif +#endif /* EGL_KHR_cl_event2 */ + +#ifndef EGL_KHR_client_get_all_proc_addresses +#define EGL_KHR_client_get_all_proc_addresses 1 +#endif /* EGL_KHR_client_get_all_proc_addresses */ + +#ifndef EGL_KHR_config_attribs +#define EGL_KHR_config_attribs 1 +#define EGL_CONFORMANT_KHR 0x3042 +#define EGL_VG_COLORSPACE_LINEAR_BIT_KHR 0x0020 +#define EGL_VG_ALPHA_FORMAT_PRE_BIT_KHR 0x0040 +#endif /* EGL_KHR_config_attribs */ + +#ifndef EGL_KHR_context_flush_control +#define EGL_KHR_context_flush_control 1 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_NONE_KHR 0 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x2097 +#define EGL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x2098 +#endif /* EGL_KHR_context_flush_control */ + +#ifndef EGL_KHR_create_context +#define EGL_KHR_create_context 1 +#define EGL_CONTEXT_MAJOR_VERSION_KHR 0x3098 +#define EGL_CONTEXT_MINOR_VERSION_KHR 0x30FB +#define EGL_CONTEXT_FLAGS_KHR 0x30FC +#define EGL_CONTEXT_OPENGL_PROFILE_MASK_KHR 0x30FD +#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_KHR 0x31BD +#define EGL_NO_RESET_NOTIFICATION_KHR 0x31BE +#define EGL_LOSE_CONTEXT_ON_RESET_KHR 0x31BF +#define EGL_CONTEXT_OPENGL_DEBUG_BIT_KHR 0x00000001 +#define EGL_CONTEXT_OPENGL_FORWARD_COMPATIBLE_BIT_KHR 0x00000002 +#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_BIT_KHR 0x00000004 +#define EGL_CONTEXT_OPENGL_CORE_PROFILE_BIT_KHR 0x00000001 +#define EGL_CONTEXT_OPENGL_COMPATIBILITY_PROFILE_BIT_KHR 0x00000002 +#define EGL_OPENGL_ES3_BIT_KHR 0x00000040 +#endif /* EGL_KHR_create_context */ + +#ifndef EGL_KHR_create_context_no_error +#define EGL_KHR_create_context_no_error 1 +#define EGL_CONTEXT_OPENGL_NO_ERROR_KHR 0x31B3 +#endif /* EGL_KHR_create_context_no_error */ + +#ifndef EGL_KHR_debug +#define EGL_KHR_debug 1 +typedef void *EGLLabelKHR; +typedef void *EGLObjectKHR; +typedef void (EGLAPIENTRY *EGLDEBUGPROCKHR)(EGLenum error,const char *command,EGLint messageType,EGLLabelKHR threadLabel,EGLLabelKHR objectLabel,const char* message); +#define EGL_OBJECT_THREAD_KHR 0x33B0 +#define EGL_OBJECT_DISPLAY_KHR 0x33B1 +#define EGL_OBJECT_CONTEXT_KHR 0x33B2 +#define EGL_OBJECT_SURFACE_KHR 0x33B3 +#define EGL_OBJECT_IMAGE_KHR 0x33B4 +#define EGL_OBJECT_SYNC_KHR 0x33B5 +#define EGL_OBJECT_STREAM_KHR 0x33B6 +#define EGL_DEBUG_MSG_CRITICAL_KHR 0x33B9 +#define EGL_DEBUG_MSG_ERROR_KHR 0x33BA +#define EGL_DEBUG_MSG_WARN_KHR 0x33BB +#define EGL_DEBUG_MSG_INFO_KHR 0x33BC +#define EGL_DEBUG_CALLBACK_KHR 0x33B8 +typedef EGLint (EGLAPIENTRYP PFNEGLDEBUGMESSAGECONTROLKHRPROC) (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEBUGKHRPROC) (EGLint attribute, EGLAttrib *value); +typedef EGLint (EGLAPIENTRYP PFNEGLLABELOBJECTKHRPROC) (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLint EGLAPIENTRY eglDebugMessageControlKHR (EGLDEBUGPROCKHR callback, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDebugKHR (EGLint attribute, EGLAttrib *value); +EGLAPI EGLint EGLAPIENTRY eglLabelObjectKHR (EGLDisplay display, EGLenum objectType, EGLObjectKHR object, EGLLabelKHR label); +#endif +#endif /* EGL_KHR_debug */ + +#ifndef EGL_KHR_display_reference +#define EGL_KHR_display_reference 1 +#define EGL_TRACK_REFERENCES_KHR 0x3352 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBKHRPROC) (EGLDisplay dpy, EGLint name, EGLAttrib *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribKHR (EGLDisplay dpy, EGLint name, EGLAttrib *value); +#endif +#endif /* EGL_KHR_display_reference */ + +#ifndef EGL_KHR_fence_sync +#define EGL_KHR_fence_sync 1 +typedef khronos_utime_nanoseconds_t EGLTimeKHR; +#ifdef KHRONOS_SUPPORT_INT64 +#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_KHR 0x30F0 +#define EGL_SYNC_CONDITION_KHR 0x30F8 +#define EGL_SYNC_FENCE_KHR 0x30F9 +typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESYNCKHRPROC) (EGLDisplay dpy, EGLenum type, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync); +typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateSyncKHR (EGLDisplay dpy, EGLenum type, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroySyncKHR (EGLDisplay dpy, EGLSyncKHR sync); +EGLAPI EGLint EGLAPIENTRY eglClientWaitSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags, EGLTimeKHR timeout); +EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLint attribute, EGLint *value); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_fence_sync */ + +#ifndef EGL_KHR_get_all_proc_addresses +#define EGL_KHR_get_all_proc_addresses 1 +#endif /* EGL_KHR_get_all_proc_addresses */ + +#ifndef EGL_KHR_gl_colorspace +#define EGL_KHR_gl_colorspace 1 +#define EGL_GL_COLORSPACE_KHR 0x309D +#define EGL_GL_COLORSPACE_SRGB_KHR 0x3089 +#define EGL_GL_COLORSPACE_LINEAR_KHR 0x308A +#endif /* EGL_KHR_gl_colorspace */ + +#ifndef EGL_KHR_gl_renderbuffer_image +#define EGL_KHR_gl_renderbuffer_image 1 +#define EGL_GL_RENDERBUFFER_KHR 0x30B9 +#endif /* EGL_KHR_gl_renderbuffer_image */ + +#ifndef EGL_KHR_gl_texture_2D_image +#define EGL_KHR_gl_texture_2D_image 1 +#define EGL_GL_TEXTURE_2D_KHR 0x30B1 +#define EGL_GL_TEXTURE_LEVEL_KHR 0x30BC +#endif /* EGL_KHR_gl_texture_2D_image */ + +#ifndef EGL_KHR_gl_texture_3D_image +#define EGL_KHR_gl_texture_3D_image 1 +#define EGL_GL_TEXTURE_3D_KHR 0x30B2 +#define EGL_GL_TEXTURE_ZOFFSET_KHR 0x30BD +#endif /* EGL_KHR_gl_texture_3D_image */ + +#ifndef EGL_KHR_gl_texture_cubemap_image +#define EGL_KHR_gl_texture_cubemap_image 1 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_X_KHR 0x30B3 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_X_KHR 0x30B4 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Y_KHR 0x30B5 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_KHR 0x30B6 +#define EGL_GL_TEXTURE_CUBE_MAP_POSITIVE_Z_KHR 0x30B7 +#define EGL_GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_KHR 0x30B8 +#endif /* EGL_KHR_gl_texture_cubemap_image */ + +#ifndef EGL_KHR_image +#define EGL_KHR_image 1 +typedef void *EGLImageKHR; +#define EGL_NATIVE_PIXMAP_KHR 0x30B0 +#define EGL_NO_IMAGE_KHR EGL_CAST(EGLImageKHR,0) +typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEIMAGEKHRPROC) (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYIMAGEKHRPROC) (EGLDisplay dpy, EGLImageKHR image); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLImageKHR EGLAPIENTRY eglCreateImageKHR (EGLDisplay dpy, EGLContext ctx, EGLenum target, EGLClientBuffer buffer, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroyImageKHR (EGLDisplay dpy, EGLImageKHR image); +#endif +#endif /* EGL_KHR_image */ + +#ifndef EGL_KHR_image_base +#define EGL_KHR_image_base 1 +#define EGL_IMAGE_PRESERVED_KHR 0x30D2 +#endif /* EGL_KHR_image_base */ + +#ifndef EGL_KHR_image_pixmap +#define EGL_KHR_image_pixmap 1 +#endif /* EGL_KHR_image_pixmap */ + +#ifndef EGL_KHR_lock_surface +#define EGL_KHR_lock_surface 1 +#define EGL_READ_SURFACE_BIT_KHR 0x0001 +#define EGL_WRITE_SURFACE_BIT_KHR 0x0002 +#define EGL_LOCK_SURFACE_BIT_KHR 0x0080 +#define EGL_OPTIMAL_FORMAT_BIT_KHR 0x0100 +#define EGL_MATCH_FORMAT_KHR 0x3043 +#define EGL_FORMAT_RGB_565_EXACT_KHR 0x30C0 +#define EGL_FORMAT_RGB_565_KHR 0x30C1 +#define EGL_FORMAT_RGBA_8888_EXACT_KHR 0x30C2 +#define EGL_FORMAT_RGBA_8888_KHR 0x30C3 +#define EGL_MAP_PRESERVE_PIXELS_KHR 0x30C4 +#define EGL_LOCK_USAGE_HINT_KHR 0x30C5 +#define EGL_BITMAP_POINTER_KHR 0x30C6 +#define EGL_BITMAP_PITCH_KHR 0x30C7 +#define EGL_BITMAP_ORIGIN_KHR 0x30C8 +#define EGL_BITMAP_PIXEL_RED_OFFSET_KHR 0x30C9 +#define EGL_BITMAP_PIXEL_GREEN_OFFSET_KHR 0x30CA +#define EGL_BITMAP_PIXEL_BLUE_OFFSET_KHR 0x30CB +#define EGL_BITMAP_PIXEL_ALPHA_OFFSET_KHR 0x30CC +#define EGL_BITMAP_PIXEL_LUMINANCE_OFFSET_KHR 0x30CD +#define EGL_LOWER_LEFT_KHR 0x30CE +#define EGL_UPPER_LEFT_KHR 0x30CF +typedef EGLBoolean (EGLAPIENTRYP PFNEGLLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNLOCKSURFACEKHRPROC) (EGLDisplay dpy, EGLSurface surface); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglLockSurfaceKHR (EGLDisplay dpy, EGLSurface surface, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglUnlockSurfaceKHR (EGLDisplay dpy, EGLSurface surface); +#endif +#endif /* EGL_KHR_lock_surface */ + +#ifndef EGL_KHR_lock_surface2 +#define EGL_KHR_lock_surface2 1 +#define EGL_BITMAP_PIXEL_SIZE_KHR 0x3110 +#endif /* EGL_KHR_lock_surface2 */ + +#ifndef EGL_KHR_lock_surface3 +#define EGL_KHR_lock_surface3 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACE64KHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLAttribKHR *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurface64KHR (EGLDisplay dpy, EGLSurface surface, EGLint attribute, EGLAttribKHR *value); +#endif +#endif /* EGL_KHR_lock_surface3 */ + +#ifndef EGL_KHR_mutable_render_buffer +#define EGL_KHR_mutable_render_buffer 1 +#define EGL_MUTABLE_RENDER_BUFFER_BIT_KHR 0x1000 +#endif /* EGL_KHR_mutable_render_buffer */ + +#ifndef EGL_KHR_no_config_context +#define EGL_KHR_no_config_context 1 +#define EGL_NO_CONFIG_KHR EGL_CAST(EGLConfig,0) +#endif /* EGL_KHR_no_config_context */ + +#ifndef EGL_KHR_partial_update +#define EGL_KHR_partial_update 1 +#define EGL_BUFFER_AGE_KHR 0x313D +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETDAMAGEREGIONKHRPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSetDamageRegionKHR (EGLDisplay dpy, EGLSurface surface, EGLint *rects, EGLint n_rects); +#endif +#endif /* EGL_KHR_partial_update */ + +#ifndef EGL_KHR_platform_android +#define EGL_KHR_platform_android 1 +#define EGL_PLATFORM_ANDROID_KHR 0x3141 +#endif /* EGL_KHR_platform_android */ + +#ifndef EGL_KHR_platform_gbm +#define EGL_KHR_platform_gbm 1 +#define EGL_PLATFORM_GBM_KHR 0x31D7 +#endif /* EGL_KHR_platform_gbm */ + +#ifndef EGL_KHR_platform_wayland +#define EGL_KHR_platform_wayland 1 +#define EGL_PLATFORM_WAYLAND_KHR 0x31D8 +#endif /* EGL_KHR_platform_wayland */ + +#ifndef EGL_KHR_platform_x11 +#define EGL_KHR_platform_x11 1 +#define EGL_PLATFORM_X11_KHR 0x31D5 +#define EGL_PLATFORM_X11_SCREEN_KHR 0x31D6 +#endif /* EGL_KHR_platform_x11 */ + +#ifndef EGL_KHR_reusable_sync +#define EGL_KHR_reusable_sync 1 +#ifdef KHRONOS_SUPPORT_INT64 +#define EGL_SYNC_STATUS_KHR 0x30F1 +#define EGL_SIGNALED_KHR 0x30F2 +#define EGL_UNSIGNALED_KHR 0x30F3 +#define EGL_TIMEOUT_EXPIRED_KHR 0x30F5 +#define EGL_CONDITION_SATISFIED_KHR 0x30F6 +#define EGL_SYNC_TYPE_KHR 0x30F7 +#define EGL_SYNC_REUSABLE_KHR 0x30FA +#define EGL_SYNC_FLUSH_COMMANDS_BIT_KHR 0x0001 +#define EGL_FOREVER_KHR 0xFFFFFFFFFFFFFFFFull +#define EGL_NO_SYNC_KHR EGL_CAST(EGLSyncKHR,0) +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLenum mode); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_reusable_sync */ + +#ifndef EGL_KHR_stream +#define EGL_KHR_stream 1 +typedef void *EGLStreamKHR; +typedef khronos_uint64_t EGLuint64KHR; +#ifdef KHRONOS_SUPPORT_INT64 +#define EGL_NO_STREAM_KHR EGL_CAST(EGLStreamKHR,0) +#define EGL_CONSUMER_LATENCY_USEC_KHR 0x3210 +#define EGL_PRODUCER_FRAME_KHR 0x3212 +#define EGL_CONSUMER_FRAME_KHR 0x3213 +#define EGL_STREAM_STATE_KHR 0x3214 +#define EGL_STREAM_STATE_CREATED_KHR 0x3215 +#define EGL_STREAM_STATE_CONNECTING_KHR 0x3216 +#define EGL_STREAM_STATE_EMPTY_KHR 0x3217 +#define EGL_STREAM_STATE_NEW_FRAME_AVAILABLE_KHR 0x3218 +#define EGL_STREAM_STATE_OLD_FRAME_AVAILABLE_KHR 0x3219 +#define EGL_STREAM_STATE_DISCONNECTED_KHR 0x321A +#define EGL_BAD_STREAM_KHR 0x321B +#define EGL_BAD_STATE_KHR 0x321C +typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMKHRPROC) (EGLDisplay dpy, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMU64KHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamKHR (EGLDisplay dpy, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroyStreamKHR (EGLDisplay dpy, EGLStreamKHR stream); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLint *value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamu64KHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLuint64KHR *value); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_stream */ + +#ifndef EGL_KHR_stream_attrib +#define EGL_KHR_stream_attrib 1 +#ifdef KHRONOS_SUPPORT_INT64 +typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMATTRIBKHRPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEATTRIBKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamAttribKHR (EGLDisplay dpy, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLAttrib *value); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseAttribKHR (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_KHR_stream_attrib */ + +#ifndef EGL_KHR_stream_consumer_gltexture +#define EGL_KHR_stream_consumer_gltexture 1 +#ifdef EGL_KHR_stream +#define EGL_CONSUMER_ACQUIRE_TIMEOUT_USEC_KHR 0x321E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERACQUIREKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERRELEASEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalKHR (EGLDisplay dpy, EGLStreamKHR stream); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerAcquireKHR (EGLDisplay dpy, EGLStreamKHR stream); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerReleaseKHR (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_KHR_stream */ +#endif /* EGL_KHR_stream_consumer_gltexture */ + +#ifndef EGL_KHR_stream_cross_process_fd +#define EGL_KHR_stream_cross_process_fd 1 +typedef int EGLNativeFileDescriptorKHR; +#ifdef EGL_KHR_stream +#define EGL_NO_FILE_DESCRIPTOR_KHR EGL_CAST(EGLNativeFileDescriptorKHR,-1) +typedef EGLNativeFileDescriptorKHR (EGLAPIENTRYP PFNEGLGETSTREAMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream); +typedef EGLStreamKHR (EGLAPIENTRYP PFNEGLCREATESTREAMFROMFILEDESCRIPTORKHRPROC) (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLNativeFileDescriptorKHR EGLAPIENTRY eglGetStreamFileDescriptorKHR (EGLDisplay dpy, EGLStreamKHR stream); +EGLAPI EGLStreamKHR EGLAPIENTRY eglCreateStreamFromFileDescriptorKHR (EGLDisplay dpy, EGLNativeFileDescriptorKHR file_descriptor); +#endif +#endif /* EGL_KHR_stream */ +#endif /* EGL_KHR_stream_cross_process_fd */ + +#ifndef EGL_KHR_stream_fifo +#define EGL_KHR_stream_fifo 1 +#ifdef EGL_KHR_stream +#define EGL_STREAM_FIFO_LENGTH_KHR 0x31FC +#define EGL_STREAM_TIME_NOW_KHR 0x31FD +#define EGL_STREAM_TIME_CONSUMER_KHR 0x31FE +#define EGL_STREAM_TIME_PRODUCER_KHR 0x31FF +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMTIMEKHRPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamTimeKHR (EGLDisplay dpy, EGLStreamKHR stream, EGLenum attribute, EGLTimeKHR *value); +#endif +#endif /* EGL_KHR_stream */ +#endif /* EGL_KHR_stream_fifo */ + +#ifndef EGL_KHR_stream_producer_aldatalocator +#define EGL_KHR_stream_producer_aldatalocator 1 +#ifdef EGL_KHR_stream +#endif /* EGL_KHR_stream */ +#endif /* EGL_KHR_stream_producer_aldatalocator */ + +#ifndef EGL_KHR_stream_producer_eglsurface +#define EGL_KHR_stream_producer_eglsurface 1 +#ifdef EGL_KHR_stream +#define EGL_STREAM_BIT_KHR 0x0800 +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATESTREAMPRODUCERSURFACEKHRPROC) (EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSurface EGLAPIENTRY eglCreateStreamProducerSurfaceKHR (EGLDisplay dpy, EGLConfig config, EGLStreamKHR stream, const EGLint *attrib_list); +#endif +#endif /* EGL_KHR_stream */ +#endif /* EGL_KHR_stream_producer_eglsurface */ + +#ifndef EGL_KHR_surfaceless_context +#define EGL_KHR_surfaceless_context 1 +#endif /* EGL_KHR_surfaceless_context */ + +#ifndef EGL_KHR_swap_buffers_with_damage +#define EGL_KHR_swap_buffers_with_damage 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEKHRPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageKHR (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); +#endif +#endif /* EGL_KHR_swap_buffers_with_damage */ + +#ifndef EGL_KHR_vg_parent_image +#define EGL_KHR_vg_parent_image 1 +#define EGL_VG_PARENT_IMAGE_KHR 0x30BA +#endif /* EGL_KHR_vg_parent_image */ + +#ifndef EGL_KHR_wait_sync +#define EGL_KHR_wait_sync 1 +typedef EGLint (EGLAPIENTRYP PFNEGLWAITSYNCKHRPROC) (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLint EGLAPIENTRY eglWaitSyncKHR (EGLDisplay dpy, EGLSyncKHR sync, EGLint flags); +#endif +#endif /* EGL_KHR_wait_sync */ + +#ifndef EGL_ANDROID_GLES_layers +#define EGL_ANDROID_GLES_layers 1 +#endif /* EGL_ANDROID_GLES_layers */ + +#ifndef EGL_ANDROID_blob_cache +#define EGL_ANDROID_blob_cache 1 +typedef khronos_ssize_t EGLsizeiANDROID; +typedef void (*EGLSetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, const void *value, EGLsizeiANDROID valueSize); +typedef EGLsizeiANDROID (*EGLGetBlobFuncANDROID) (const void *key, EGLsizeiANDROID keySize, void *value, EGLsizeiANDROID valueSize); +typedef void (EGLAPIENTRYP PFNEGLSETBLOBCACHEFUNCSANDROIDPROC) (EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI void EGLAPIENTRY eglSetBlobCacheFuncsANDROID (EGLDisplay dpy, EGLSetBlobFuncANDROID set, EGLGetBlobFuncANDROID get); +#endif +#endif /* EGL_ANDROID_blob_cache */ + +#ifndef EGL_ANDROID_create_native_client_buffer +#define EGL_ANDROID_create_native_client_buffer 1 +#define EGL_NATIVE_BUFFER_USAGE_ANDROID 0x3143 +#define EGL_NATIVE_BUFFER_USAGE_PROTECTED_BIT_ANDROID 0x00000001 +#define EGL_NATIVE_BUFFER_USAGE_RENDERBUFFER_BIT_ANDROID 0x00000002 +#define EGL_NATIVE_BUFFER_USAGE_TEXTURE_BIT_ANDROID 0x00000004 +typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLCREATENATIVECLIENTBUFFERANDROIDPROC) (const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLClientBuffer EGLAPIENTRY eglCreateNativeClientBufferANDROID (const EGLint *attrib_list); +#endif +#endif /* EGL_ANDROID_create_native_client_buffer */ + +#ifndef EGL_ANDROID_framebuffer_target +#define EGL_ANDROID_framebuffer_target 1 +#define EGL_FRAMEBUFFER_TARGET_ANDROID 0x3147 +#endif /* EGL_ANDROID_framebuffer_target */ + +#ifndef EGL_ANDROID_front_buffer_auto_refresh +#define EGL_ANDROID_front_buffer_auto_refresh 1 +#define EGL_FRONT_BUFFER_AUTO_REFRESH_ANDROID 0x314C +#endif /* EGL_ANDROID_front_buffer_auto_refresh */ + +#ifndef EGL_ANDROID_get_frame_timestamps +#define EGL_ANDROID_get_frame_timestamps 1 +typedef khronos_stime_nanoseconds_t EGLnsecsANDROID; +#define EGL_TIMESTAMP_PENDING_ANDROID EGL_CAST(EGLnsecsANDROID,-2) +#define EGL_TIMESTAMP_INVALID_ANDROID EGL_CAST(EGLnsecsANDROID,-1) +#define EGL_TIMESTAMPS_ANDROID 0x3430 +#define EGL_COMPOSITE_DEADLINE_ANDROID 0x3431 +#define EGL_COMPOSITE_INTERVAL_ANDROID 0x3432 +#define EGL_COMPOSITE_TO_PRESENT_LATENCY_ANDROID 0x3433 +#define EGL_REQUESTED_PRESENT_TIME_ANDROID 0x3434 +#define EGL_RENDERING_COMPLETE_TIME_ANDROID 0x3435 +#define EGL_COMPOSITION_LATCH_TIME_ANDROID 0x3436 +#define EGL_FIRST_COMPOSITION_START_TIME_ANDROID 0x3437 +#define EGL_LAST_COMPOSITION_START_TIME_ANDROID 0x3438 +#define EGL_FIRST_COMPOSITION_GPU_FINISHED_TIME_ANDROID 0x3439 +#define EGL_DISPLAY_PRESENT_TIME_ANDROID 0x343A +#define EGL_DEQUEUE_READY_TIME_ANDROID 0x343B +#define EGL_READS_DONE_TIME_ANDROID 0x343C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETCOMPOSITORTIMINGANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETNEXTFRAMEIDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSUPPORTEDANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETFRAMETIMESTAMPSANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglGetCompositorTimingANDROID (EGLDisplay dpy, EGLSurface surface, EGLint numTimestamps, const EGLint *names, EGLnsecsANDROID *values); +EGLAPI EGLBoolean EGLAPIENTRY eglGetNextFrameIdANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR *frameId); +EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampSupportedANDROID (EGLDisplay dpy, EGLSurface surface, EGLint timestamp); +EGLAPI EGLBoolean EGLAPIENTRY eglGetFrameTimestampsANDROID (EGLDisplay dpy, EGLSurface surface, EGLuint64KHR frameId, EGLint numTimestamps, const EGLint *timestamps, EGLnsecsANDROID *values); +#endif +#endif /* EGL_ANDROID_get_frame_timestamps */ + +#ifndef EGL_ANDROID_get_native_client_buffer +#define EGL_ANDROID_get_native_client_buffer 1 +struct AHardwareBuffer; +typedef EGLClientBuffer (EGLAPIENTRYP PFNEGLGETNATIVECLIENTBUFFERANDROIDPROC) (const struct AHardwareBuffer *buffer); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLClientBuffer EGLAPIENTRY eglGetNativeClientBufferANDROID (const struct AHardwareBuffer *buffer); +#endif +#endif /* EGL_ANDROID_get_native_client_buffer */ + +#ifndef EGL_ANDROID_image_native_buffer +#define EGL_ANDROID_image_native_buffer 1 +#define EGL_NATIVE_BUFFER_ANDROID 0x3140 +#endif /* EGL_ANDROID_image_native_buffer */ + +#ifndef EGL_ANDROID_native_fence_sync +#define EGL_ANDROID_native_fence_sync 1 +#define EGL_SYNC_NATIVE_FENCE_ANDROID 0x3144 +#define EGL_SYNC_NATIVE_FENCE_FD_ANDROID 0x3145 +#define EGL_SYNC_NATIVE_FENCE_SIGNALED_ANDROID 0x3146 +#define EGL_NO_NATIVE_FENCE_FD_ANDROID -1 +typedef EGLint (EGLAPIENTRYP PFNEGLDUPNATIVEFENCEFDANDROIDPROC) (EGLDisplay dpy, EGLSyncKHR sync); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLint EGLAPIENTRY eglDupNativeFenceFDANDROID (EGLDisplay dpy, EGLSyncKHR sync); +#endif +#endif /* EGL_ANDROID_native_fence_sync */ + +#ifndef EGL_ANDROID_presentation_time +#define EGL_ANDROID_presentation_time 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLPRESENTATIONTIMEANDROIDPROC) (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglPresentationTimeANDROID (EGLDisplay dpy, EGLSurface surface, EGLnsecsANDROID time); +#endif +#endif /* EGL_ANDROID_presentation_time */ + +#ifndef EGL_ANDROID_recordable +#define EGL_ANDROID_recordable 1 +#define EGL_RECORDABLE_ANDROID 0x3142 +#endif /* EGL_ANDROID_recordable */ + +#ifndef EGL_ANGLE_d3d_share_handle_client_buffer +#define EGL_ANGLE_d3d_share_handle_client_buffer 1 +#define EGL_D3D_TEXTURE_2D_SHARE_HANDLE_ANGLE 0x3200 +#endif /* EGL_ANGLE_d3d_share_handle_client_buffer */ + +#ifndef EGL_ANGLE_device_d3d +#define EGL_ANGLE_device_d3d 1 +#define EGL_D3D9_DEVICE_ANGLE 0x33A0 +#define EGL_D3D11_DEVICE_ANGLE 0x33A1 +#endif /* EGL_ANGLE_device_d3d */ + +#ifndef EGL_ANGLE_query_surface_pointer +#define EGL_ANGLE_query_surface_pointer 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSURFACEPOINTERANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQuerySurfacePointerANGLE (EGLDisplay dpy, EGLSurface surface, EGLint attribute, void **value); +#endif +#endif /* EGL_ANGLE_query_surface_pointer */ + +#ifndef EGL_ANGLE_surface_d3d_texture_2d_share_handle +#define EGL_ANGLE_surface_d3d_texture_2d_share_handle 1 +#endif /* EGL_ANGLE_surface_d3d_texture_2d_share_handle */ + +#ifndef EGL_ANGLE_sync_control_rate +#define EGL_ANGLE_sync_control_rate 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETMSCRATEANGLEPROC) (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetMscRateANGLE (EGLDisplay dpy, EGLSurface surface, EGLint *numerator, EGLint *denominator); +#endif +#endif /* EGL_ANGLE_sync_control_rate */ + +#ifndef EGL_ANGLE_window_fixed_size +#define EGL_ANGLE_window_fixed_size 1 +#define EGL_FIXED_SIZE_ANGLE 0x3201 +#endif /* EGL_ANGLE_window_fixed_size */ + +#ifndef EGL_ARM_image_format +#define EGL_ARM_image_format 1 +#define EGL_COLOR_COMPONENT_TYPE_UNSIGNED_INTEGER_ARM 0x3287 +#define EGL_COLOR_COMPONENT_TYPE_INTEGER_ARM 0x3288 +#endif /* EGL_ARM_image_format */ + +#ifndef EGL_ARM_implicit_external_sync +#define EGL_ARM_implicit_external_sync 1 +#define EGL_SYNC_PRIOR_COMMANDS_IMPLICIT_EXTERNAL_ARM 0x328A +#endif /* EGL_ARM_implicit_external_sync */ + +#ifndef EGL_ARM_pixmap_multisample_discard +#define EGL_ARM_pixmap_multisample_discard 1 +#define EGL_DISCARD_SAMPLES_ARM 0x3286 +#endif /* EGL_ARM_pixmap_multisample_discard */ + +#ifndef EGL_EXT_bind_to_front +#define EGL_EXT_bind_to_front 1 +#define EGL_FRONT_BUFFER_EXT 0x3464 +#endif /* EGL_EXT_bind_to_front */ + +#ifndef EGL_EXT_buffer_age +#define EGL_EXT_buffer_age 1 +#define EGL_BUFFER_AGE_EXT 0x313D +#endif /* EGL_EXT_buffer_age */ + +#ifndef EGL_EXT_client_extensions +#define EGL_EXT_client_extensions 1 +#endif /* EGL_EXT_client_extensions */ + +#ifndef EGL_EXT_client_sync +#define EGL_EXT_client_sync 1 +#define EGL_SYNC_CLIENT_EXT 0x3364 +#define EGL_SYNC_CLIENT_SIGNAL_EXT 0x3365 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCLIENTSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglClientSignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_EXT_client_sync */ + +#ifndef EGL_EXT_compositor +#define EGL_EXT_compositor 1 +#define EGL_PRIMARY_COMPOSITOR_CONTEXT_EXT 0x3460 +#define EGL_EXTERNAL_REF_ID_EXT 0x3461 +#define EGL_COMPOSITOR_DROP_NEWEST_FRAME_EXT 0x3462 +#define EGL_COMPOSITOR_KEEP_NEWEST_FRAME_EXT 0x3463 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTLISTEXTPROC) (const EGLint *external_ref_ids, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETCONTEXTATTRIBUTESEXTPROC) (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWLISTEXTPROC) (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETWINDOWATTRIBUTESEXTPROC) (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORBINDTEXWINDOWEXTPROC) (EGLint external_win_id); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSETSIZEEXTPROC) (EGLint external_win_id, EGLint width, EGLint height); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLCOMPOSITORSWAPPOLICYEXTPROC) (EGLint external_win_id, EGLint policy); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextListEXT (const EGLint *external_ref_ids, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetContextAttributesEXT (EGLint external_ref_id, const EGLint *context_attributes, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowListEXT (EGLint external_ref_id, const EGLint *external_win_ids, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetWindowAttributesEXT (EGLint external_win_id, const EGLint *window_attributes, EGLint num_entries); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorBindTexWindowEXT (EGLint external_win_id); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSetSizeEXT (EGLint external_win_id, EGLint width, EGLint height); +EGLAPI EGLBoolean EGLAPIENTRY eglCompositorSwapPolicyEXT (EGLint external_win_id, EGLint policy); +#endif +#endif /* EGL_EXT_compositor */ + +#ifndef EGL_EXT_config_select_group +#define EGL_EXT_config_select_group 1 +#define EGL_CONFIG_SELECT_GROUP_EXT 0x34C0 +#endif /* EGL_EXT_config_select_group */ + +#ifndef EGL_EXT_create_context_robustness +#define EGL_EXT_create_context_robustness 1 +#define EGL_CONTEXT_OPENGL_ROBUST_ACCESS_EXT 0x30BF +#define EGL_CONTEXT_OPENGL_RESET_NOTIFICATION_STRATEGY_EXT 0x3138 +#define EGL_NO_RESET_NOTIFICATION_EXT 0x31BE +#define EGL_LOSE_CONTEXT_ON_RESET_EXT 0x31BF +#endif /* EGL_EXT_create_context_robustness */ + +#ifndef EGL_EXT_device_base +#define EGL_EXT_device_base 1 +typedef void *EGLDeviceEXT; +#define EGL_NO_DEVICE_EXT EGL_CAST(EGLDeviceEXT,0) +#define EGL_BAD_DEVICE_EXT 0x322B +#define EGL_DEVICE_EXT 0x322C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEATTRIBEXTPROC) (EGLDeviceEXT device, EGLint attribute, EGLAttrib *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYDEVICESTRINGEXTPROC) (EGLDeviceEXT device, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICESEXTPROC) (EGLint max_devices, EGLDeviceEXT *devices, EGLint *num_devices); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBEXTPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceAttribEXT (EGLDeviceEXT device, EGLint attribute, EGLAttrib *value); +EGLAPI const char *EGLAPIENTRY eglQueryDeviceStringEXT (EGLDeviceEXT device, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDevicesEXT (EGLint max_devices, EGLDeviceEXT *devices, EGLint *num_devices); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribEXT (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +#endif +#endif /* EGL_EXT_device_base */ + +#ifndef EGL_EXT_device_drm +#define EGL_EXT_device_drm 1 +#define EGL_DRM_DEVICE_FILE_EXT 0x3233 +#define EGL_DRM_MASTER_FD_EXT 0x333C +#endif /* EGL_EXT_device_drm */ + +#ifndef EGL_EXT_device_drm_render_node +#define EGL_EXT_device_drm_render_node 1 +#define EGL_DRM_RENDER_NODE_FILE_EXT 0x3377 +#endif /* EGL_EXT_device_drm_render_node */ + +#ifndef EGL_EXT_device_enumeration +#define EGL_EXT_device_enumeration 1 +#endif /* EGL_EXT_device_enumeration */ + +#ifndef EGL_EXT_device_openwf +#define EGL_EXT_device_openwf 1 +#define EGL_OPENWF_DEVICE_ID_EXT 0x3237 +#define EGL_OPENWF_DEVICE_EXT 0x333D +#endif /* EGL_EXT_device_openwf */ + +#ifndef EGL_EXT_device_persistent_id +#define EGL_EXT_device_persistent_id 1 +#define EGL_DEVICE_UUID_EXT 0x335C +#define EGL_DRIVER_UUID_EXT 0x335D +#define EGL_DRIVER_NAME_EXT 0x335E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDEVICEBINARYEXTPROC) (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDeviceBinaryEXT (EGLDeviceEXT device, EGLint name, EGLint max_size, void *value, EGLint *size); +#endif +#endif /* EGL_EXT_device_persistent_id */ + +#ifndef EGL_EXT_device_query +#define EGL_EXT_device_query 1 +#endif /* EGL_EXT_device_query */ + +#ifndef EGL_EXT_device_query_name +#define EGL_EXT_device_query_name 1 +#define EGL_RENDERER_EXT 0x335F +#endif /* EGL_EXT_device_query_name */ + +#ifndef EGL_EXT_explicit_device +#define EGL_EXT_explicit_device 1 +#endif /* EGL_EXT_explicit_device */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_linear +#define EGL_EXT_gl_colorspace_bt2020_linear 1 +#define EGL_GL_COLORSPACE_BT2020_LINEAR_EXT 0x333F +#endif /* EGL_EXT_gl_colorspace_bt2020_linear */ + +#ifndef EGL_EXT_gl_colorspace_bt2020_pq +#define EGL_EXT_gl_colorspace_bt2020_pq 1 +#define EGL_GL_COLORSPACE_BT2020_PQ_EXT 0x3340 +#endif /* EGL_EXT_gl_colorspace_bt2020_pq */ + +#ifndef EGL_EXT_gl_colorspace_display_p3 +#define EGL_EXT_gl_colorspace_display_p3 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_EXT 0x3363 +#endif /* EGL_EXT_gl_colorspace_display_p3 */ + +#ifndef EGL_EXT_gl_colorspace_display_p3_linear +#define EGL_EXT_gl_colorspace_display_p3_linear 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_LINEAR_EXT 0x3362 +#endif /* EGL_EXT_gl_colorspace_display_p3_linear */ + +#ifndef EGL_EXT_gl_colorspace_display_p3_passthrough +#define EGL_EXT_gl_colorspace_display_p3_passthrough 1 +#define EGL_GL_COLORSPACE_DISPLAY_P3_PASSTHROUGH_EXT 0x3490 +#endif /* EGL_EXT_gl_colorspace_display_p3_passthrough */ + +#ifndef EGL_EXT_gl_colorspace_scrgb +#define EGL_EXT_gl_colorspace_scrgb 1 +#define EGL_GL_COLORSPACE_SCRGB_EXT 0x3351 +#endif /* EGL_EXT_gl_colorspace_scrgb */ + +#ifndef EGL_EXT_gl_colorspace_scrgb_linear +#define EGL_EXT_gl_colorspace_scrgb_linear 1 +#define EGL_GL_COLORSPACE_SCRGB_LINEAR_EXT 0x3350 +#endif /* EGL_EXT_gl_colorspace_scrgb_linear */ + +#ifndef EGL_EXT_image_dma_buf_import +#define EGL_EXT_image_dma_buf_import 1 +#define EGL_LINUX_DMA_BUF_EXT 0x3270 +#define EGL_LINUX_DRM_FOURCC_EXT 0x3271 +#define EGL_DMA_BUF_PLANE0_FD_EXT 0x3272 +#define EGL_DMA_BUF_PLANE0_OFFSET_EXT 0x3273 +#define EGL_DMA_BUF_PLANE0_PITCH_EXT 0x3274 +#define EGL_DMA_BUF_PLANE1_FD_EXT 0x3275 +#define EGL_DMA_BUF_PLANE1_OFFSET_EXT 0x3276 +#define EGL_DMA_BUF_PLANE1_PITCH_EXT 0x3277 +#define EGL_DMA_BUF_PLANE2_FD_EXT 0x3278 +#define EGL_DMA_BUF_PLANE2_OFFSET_EXT 0x3279 +#define EGL_DMA_BUF_PLANE2_PITCH_EXT 0x327A +#define EGL_YUV_COLOR_SPACE_HINT_EXT 0x327B +#define EGL_SAMPLE_RANGE_HINT_EXT 0x327C +#define EGL_YUV_CHROMA_HORIZONTAL_SITING_HINT_EXT 0x327D +#define EGL_YUV_CHROMA_VERTICAL_SITING_HINT_EXT 0x327E +#define EGL_ITU_REC601_EXT 0x327F +#define EGL_ITU_REC709_EXT 0x3280 +#define EGL_ITU_REC2020_EXT 0x3281 +#define EGL_YUV_FULL_RANGE_EXT 0x3282 +#define EGL_YUV_NARROW_RANGE_EXT 0x3283 +#define EGL_YUV_CHROMA_SITING_0_EXT 0x3284 +#define EGL_YUV_CHROMA_SITING_0_5_EXT 0x3285 +#endif /* EGL_EXT_image_dma_buf_import */ + +#ifndef EGL_EXT_image_dma_buf_import_modifiers +#define EGL_EXT_image_dma_buf_import_modifiers 1 +#define EGL_DMA_BUF_PLANE3_FD_EXT 0x3440 +#define EGL_DMA_BUF_PLANE3_OFFSET_EXT 0x3441 +#define EGL_DMA_BUF_PLANE3_PITCH_EXT 0x3442 +#define EGL_DMA_BUF_PLANE0_MODIFIER_LO_EXT 0x3443 +#define EGL_DMA_BUF_PLANE0_MODIFIER_HI_EXT 0x3444 +#define EGL_DMA_BUF_PLANE1_MODIFIER_LO_EXT 0x3445 +#define EGL_DMA_BUF_PLANE1_MODIFIER_HI_EXT 0x3446 +#define EGL_DMA_BUF_PLANE2_MODIFIER_LO_EXT 0x3447 +#define EGL_DMA_BUF_PLANE2_MODIFIER_HI_EXT 0x3448 +#define EGL_DMA_BUF_PLANE3_MODIFIER_LO_EXT 0x3449 +#define EGL_DMA_BUF_PLANE3_MODIFIER_HI_EXT 0x344A +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFFORMATSEXTPROC) (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDMABUFMODIFIERSEXTPROC) (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufFormatsEXT (EGLDisplay dpy, EGLint max_formats, EGLint *formats, EGLint *num_formats); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDmaBufModifiersEXT (EGLDisplay dpy, EGLint format, EGLint max_modifiers, EGLuint64KHR *modifiers, EGLBoolean *external_only, EGLint *num_modifiers); +#endif +#endif /* EGL_EXT_image_dma_buf_import_modifiers */ + +#ifndef EGL_EXT_image_gl_colorspace +#define EGL_EXT_image_gl_colorspace 1 +#define EGL_GL_COLORSPACE_DEFAULT_EXT 0x314D +#endif /* EGL_EXT_image_gl_colorspace */ + +#ifndef EGL_EXT_image_implicit_sync_control +#define EGL_EXT_image_implicit_sync_control 1 +#define EGL_IMPORT_SYNC_TYPE_EXT 0x3470 +#define EGL_IMPORT_IMPLICIT_SYNC_EXT 0x3471 +#define EGL_IMPORT_EXPLICIT_SYNC_EXT 0x3472 +#endif /* EGL_EXT_image_implicit_sync_control */ + +#ifndef EGL_EXT_multiview_window +#define EGL_EXT_multiview_window 1 +#define EGL_MULTIVIEW_VIEW_COUNT_EXT 0x3134 +#endif /* EGL_EXT_multiview_window */ + +#ifndef EGL_EXT_output_base +#define EGL_EXT_output_base 1 +typedef void *EGLOutputLayerEXT; +typedef void *EGLOutputPortEXT; +#define EGL_NO_OUTPUT_LAYER_EXT EGL_CAST(EGLOutputLayerEXT,0) +#define EGL_NO_OUTPUT_PORT_EXT EGL_CAST(EGLOutputPortEXT,0) +#define EGL_BAD_OUTPUT_LAYER_EXT 0x322D +#define EGL_BAD_OUTPUT_PORT_EXT 0x322E +#define EGL_SWAP_INTERVAL_EXT 0x322F +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETOUTPUTLAYERSEXTPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputLayerEXT *layers, EGLint max_layers, EGLint *num_layers); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETOUTPUTPORTSEXTPROC) (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputPortEXT *ports, EGLint max_ports, EGLint *num_ports); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYOUTPUTLAYERATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYOUTPUTLAYERSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint name); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYOUTPUTPORTATTRIBEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib *value); +typedef const char *(EGLAPIENTRYP PFNEGLQUERYOUTPUTPORTSTRINGEXTPROC) (EGLDisplay dpy, EGLOutputPortEXT port, EGLint name); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglGetOutputLayersEXT (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputLayerEXT *layers, EGLint max_layers, EGLint *num_layers); +EGLAPI EGLBoolean EGLAPIENTRY eglGetOutputPortsEXT (EGLDisplay dpy, const EGLAttrib *attrib_list, EGLOutputPortEXT *ports, EGLint max_ports, EGLint *num_ports); +EGLAPI EGLBoolean EGLAPIENTRY eglOutputLayerAttribEXT (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryOutputLayerAttribEXT (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint attribute, EGLAttrib *value); +EGLAPI const char *EGLAPIENTRY eglQueryOutputLayerStringEXT (EGLDisplay dpy, EGLOutputLayerEXT layer, EGLint name); +EGLAPI EGLBoolean EGLAPIENTRY eglOutputPortAttribEXT (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib value); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryOutputPortAttribEXT (EGLDisplay dpy, EGLOutputPortEXT port, EGLint attribute, EGLAttrib *value); +EGLAPI const char *EGLAPIENTRY eglQueryOutputPortStringEXT (EGLDisplay dpy, EGLOutputPortEXT port, EGLint name); +#endif +#endif /* EGL_EXT_output_base */ + +#ifndef EGL_EXT_output_drm +#define EGL_EXT_output_drm 1 +#define EGL_DRM_CRTC_EXT 0x3234 +#define EGL_DRM_PLANE_EXT 0x3235 +#define EGL_DRM_CONNECTOR_EXT 0x3236 +#endif /* EGL_EXT_output_drm */ + +#ifndef EGL_EXT_output_openwf +#define EGL_EXT_output_openwf 1 +#define EGL_OPENWF_PIPELINE_ID_EXT 0x3238 +#define EGL_OPENWF_PORT_ID_EXT 0x3239 +#endif /* EGL_EXT_output_openwf */ + +#ifndef EGL_EXT_pixel_format_float +#define EGL_EXT_pixel_format_float 1 +#define EGL_COLOR_COMPONENT_TYPE_EXT 0x3339 +#define EGL_COLOR_COMPONENT_TYPE_FIXED_EXT 0x333A +#define EGL_COLOR_COMPONENT_TYPE_FLOAT_EXT 0x333B +#endif /* EGL_EXT_pixel_format_float */ + +#ifndef EGL_EXT_platform_base +#define EGL_EXT_platform_base 1 +typedef EGLDisplay (EGLAPIENTRYP PFNEGLGETPLATFORMDISPLAYEXTPROC) (EGLenum platform, void *native_display, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMWINDOWSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLint *attrib_list); +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPLATFORMPIXMAPSURFACEEXTPROC) (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLDisplay EGLAPIENTRY eglGetPlatformDisplayEXT (EGLenum platform, void *native_display, const EGLint *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformWindowSurfaceEXT (EGLDisplay dpy, EGLConfig config, void *native_window, const EGLint *attrib_list); +EGLAPI EGLSurface EGLAPIENTRY eglCreatePlatformPixmapSurfaceEXT (EGLDisplay dpy, EGLConfig config, void *native_pixmap, const EGLint *attrib_list); +#endif +#endif /* EGL_EXT_platform_base */ + +#ifndef EGL_EXT_platform_device +#define EGL_EXT_platform_device 1 +#define EGL_PLATFORM_DEVICE_EXT 0x313F +#endif /* EGL_EXT_platform_device */ + +#ifndef EGL_EXT_platform_wayland +#define EGL_EXT_platform_wayland 1 +#define EGL_PLATFORM_WAYLAND_EXT 0x31D8 +#endif /* EGL_EXT_platform_wayland */ + +#ifndef EGL_EXT_platform_x11 +#define EGL_EXT_platform_x11 1 +#define EGL_PLATFORM_X11_EXT 0x31D5 +#define EGL_PLATFORM_X11_SCREEN_EXT 0x31D6 +#endif /* EGL_EXT_platform_x11 */ + +#ifndef EGL_EXT_platform_xcb +#define EGL_EXT_platform_xcb 1 +#define EGL_PLATFORM_XCB_EXT 0x31DC +#define EGL_PLATFORM_XCB_SCREEN_EXT 0x31DE +#endif /* EGL_EXT_platform_xcb */ + +#ifndef EGL_EXT_present_opaque +#define EGL_EXT_present_opaque 1 +#define EGL_PRESENT_OPAQUE_EXT 0x31DF +#endif /* EGL_EXT_present_opaque */ + +#ifndef EGL_EXT_protected_content +#define EGL_EXT_protected_content 1 +#define EGL_PROTECTED_CONTENT_EXT 0x32C0 +#endif /* EGL_EXT_protected_content */ + +#ifndef EGL_EXT_protected_surface +#define EGL_EXT_protected_surface 1 +#endif /* EGL_EXT_protected_surface */ + +#ifndef EGL_EXT_stream_consumer_egloutput +#define EGL_EXT_stream_consumer_egloutput 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMEROUTPUTEXTPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLOutputLayerEXT layer); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerOutputEXT (EGLDisplay dpy, EGLStreamKHR stream, EGLOutputLayerEXT layer); +#endif +#endif /* EGL_EXT_stream_consumer_egloutput */ + +#ifndef EGL_EXT_surface_CTA861_3_metadata +#define EGL_EXT_surface_CTA861_3_metadata 1 +#define EGL_CTA861_3_MAX_CONTENT_LIGHT_LEVEL_EXT 0x3360 +#define EGL_CTA861_3_MAX_FRAME_AVERAGE_LEVEL_EXT 0x3361 +#endif /* EGL_EXT_surface_CTA861_3_metadata */ + +#ifndef EGL_EXT_surface_SMPTE2086_metadata +#define EGL_EXT_surface_SMPTE2086_metadata 1 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RX_EXT 0x3341 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_RY_EXT 0x3342 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GX_EXT 0x3343 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_GY_EXT 0x3344 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BX_EXT 0x3345 +#define EGL_SMPTE2086_DISPLAY_PRIMARY_BY_EXT 0x3346 +#define EGL_SMPTE2086_WHITE_POINT_X_EXT 0x3347 +#define EGL_SMPTE2086_WHITE_POINT_Y_EXT 0x3348 +#define EGL_SMPTE2086_MAX_LUMINANCE_EXT 0x3349 +#define EGL_SMPTE2086_MIN_LUMINANCE_EXT 0x334A +#define EGL_METADATA_SCALING_EXT 50000 +#endif /* EGL_EXT_surface_SMPTE2086_metadata */ + +#ifndef EGL_EXT_surface_compression +#define EGL_EXT_surface_compression 1 +#define EGL_SURFACE_COMPRESSION_EXT 0x34B0 +#define EGL_SURFACE_COMPRESSION_PLANE1_EXT 0x328E +#define EGL_SURFACE_COMPRESSION_PLANE2_EXT 0x328F +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT 0x34B1 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT 0x34B2 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT 0x34B4 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT 0x34B5 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT 0x34B6 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT 0x34B7 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT 0x34B8 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT 0x34B9 +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT 0x34BA +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT 0x34BB +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT 0x34BC +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT 0x34BD +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT 0x34BE +#define EGL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT 0x34BF +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSUPPORTEDCOMPRESSIONRATESEXTPROC) (EGLDisplay dpy, EGLConfig config, const EGLAttrib *attrib_list, EGLint *rates, EGLint rate_size, EGLint *num_rates); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQuerySupportedCompressionRatesEXT (EGLDisplay dpy, EGLConfig config, const EGLAttrib *attrib_list, EGLint *rates, EGLint rate_size, EGLint *num_rates); +#endif +#endif /* EGL_EXT_surface_compression */ + +#ifndef EGL_EXT_swap_buffers_with_damage +#define EGL_EXT_swap_buffers_with_damage 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSWITHDAMAGEEXTPROC) (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersWithDamageEXT (EGLDisplay dpy, EGLSurface surface, const EGLint *rects, EGLint n_rects); +#endif +#endif /* EGL_EXT_swap_buffers_with_damage */ + +#ifndef EGL_EXT_sync_reuse +#define EGL_EXT_sync_reuse 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNSIGNALSYNCEXTPROC) (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglUnsignalSyncEXT (EGLDisplay dpy, EGLSync sync, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_EXT_sync_reuse */ + +#ifndef EGL_EXT_yuv_surface +#define EGL_EXT_yuv_surface 1 +#define EGL_YUV_ORDER_EXT 0x3301 +#define EGL_YUV_NUMBER_OF_PLANES_EXT 0x3311 +#define EGL_YUV_SUBSAMPLE_EXT 0x3312 +#define EGL_YUV_DEPTH_RANGE_EXT 0x3317 +#define EGL_YUV_CSC_STANDARD_EXT 0x330A +#define EGL_YUV_PLANE_BPP_EXT 0x331A +#define EGL_YUV_BUFFER_EXT 0x3300 +#define EGL_YUV_ORDER_YUV_EXT 0x3302 +#define EGL_YUV_ORDER_YVU_EXT 0x3303 +#define EGL_YUV_ORDER_YUYV_EXT 0x3304 +#define EGL_YUV_ORDER_UYVY_EXT 0x3305 +#define EGL_YUV_ORDER_YVYU_EXT 0x3306 +#define EGL_YUV_ORDER_VYUY_EXT 0x3307 +#define EGL_YUV_ORDER_AYUV_EXT 0x3308 +#define EGL_YUV_SUBSAMPLE_4_2_0_EXT 0x3313 +#define EGL_YUV_SUBSAMPLE_4_2_2_EXT 0x3314 +#define EGL_YUV_SUBSAMPLE_4_4_4_EXT 0x3315 +#define EGL_YUV_DEPTH_RANGE_LIMITED_EXT 0x3318 +#define EGL_YUV_DEPTH_RANGE_FULL_EXT 0x3319 +#define EGL_YUV_CSC_STANDARD_601_EXT 0x330B +#define EGL_YUV_CSC_STANDARD_709_EXT 0x330C +#define EGL_YUV_CSC_STANDARD_2020_EXT 0x330D +#define EGL_YUV_PLANE_BPP_0_EXT 0x331B +#define EGL_YUV_PLANE_BPP_8_EXT 0x331C +#define EGL_YUV_PLANE_BPP_10_EXT 0x331D +#endif /* EGL_EXT_yuv_surface */ + +#ifndef EGL_HI_clientpixmap +#define EGL_HI_clientpixmap 1 +struct EGLClientPixmapHI { + void *pData; + EGLint iWidth; + EGLint iHeight; + EGLint iStride; +}; +#define EGL_CLIENT_PIXMAP_POINTER_HI 0x8F74 +typedef EGLSurface (EGLAPIENTRYP PFNEGLCREATEPIXMAPSURFACEHIPROC) (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI *pixmap); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSurface EGLAPIENTRY eglCreatePixmapSurfaceHI (EGLDisplay dpy, EGLConfig config, struct EGLClientPixmapHI *pixmap); +#endif +#endif /* EGL_HI_clientpixmap */ + +#ifndef EGL_HI_colorformats +#define EGL_HI_colorformats 1 +#define EGL_COLOR_FORMAT_HI 0x8F70 +#define EGL_COLOR_RGB_HI 0x8F71 +#define EGL_COLOR_RGBA_HI 0x8F72 +#define EGL_COLOR_ARGB_HI 0x8F73 +#endif /* EGL_HI_colorformats */ + +#ifndef EGL_IMG_context_priority +#define EGL_IMG_context_priority 1 +#define EGL_CONTEXT_PRIORITY_LEVEL_IMG 0x3100 +#define EGL_CONTEXT_PRIORITY_HIGH_IMG 0x3101 +#define EGL_CONTEXT_PRIORITY_MEDIUM_IMG 0x3102 +#define EGL_CONTEXT_PRIORITY_LOW_IMG 0x3103 +#endif /* EGL_IMG_context_priority */ + +#ifndef EGL_IMG_image_plane_attribs +#define EGL_IMG_image_plane_attribs 1 +#define EGL_NATIVE_BUFFER_MULTIPLANE_SEPARATE_IMG 0x3105 +#define EGL_NATIVE_BUFFER_PLANE_OFFSET_IMG 0x3106 +#endif /* EGL_IMG_image_plane_attribs */ + +#ifndef EGL_MESA_drm_image +#define EGL_MESA_drm_image 1 +#define EGL_DRM_BUFFER_FORMAT_MESA 0x31D0 +#define EGL_DRM_BUFFER_USE_MESA 0x31D1 +#define EGL_DRM_BUFFER_FORMAT_ARGB32_MESA 0x31D2 +#define EGL_DRM_BUFFER_MESA 0x31D3 +#define EGL_DRM_BUFFER_STRIDE_MESA 0x31D4 +#define EGL_DRM_BUFFER_USE_SCANOUT_MESA 0x00000001 +#define EGL_DRM_BUFFER_USE_SHARE_MESA 0x00000002 +#define EGL_DRM_BUFFER_USE_CURSOR_MESA 0x00000004 +typedef EGLImageKHR (EGLAPIENTRYP PFNEGLCREATEDRMIMAGEMESAPROC) (EGLDisplay dpy, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDRMIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLImageKHR EGLAPIENTRY eglCreateDRMImageMESA (EGLDisplay dpy, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglExportDRMImageMESA (EGLDisplay dpy, EGLImageKHR image, EGLint *name, EGLint *handle, EGLint *stride); +#endif +#endif /* EGL_MESA_drm_image */ + +#ifndef EGL_MESA_image_dma_buf_export +#define EGL_MESA_image_dma_buf_export 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDMABUFIMAGEQUERYMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int *fourcc, int *num_planes, EGLuint64KHR *modifiers); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLEXPORTDMABUFIMAGEMESAPROC) (EGLDisplay dpy, EGLImageKHR image, int *fds, EGLint *strides, EGLint *offsets); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglExportDMABUFImageQueryMESA (EGLDisplay dpy, EGLImageKHR image, int *fourcc, int *num_planes, EGLuint64KHR *modifiers); +EGLAPI EGLBoolean EGLAPIENTRY eglExportDMABUFImageMESA (EGLDisplay dpy, EGLImageKHR image, int *fds, EGLint *strides, EGLint *offsets); +#endif +#endif /* EGL_MESA_image_dma_buf_export */ + +#ifndef EGL_MESA_platform_gbm +#define EGL_MESA_platform_gbm 1 +#define EGL_PLATFORM_GBM_MESA 0x31D7 +#endif /* EGL_MESA_platform_gbm */ + +#ifndef EGL_MESA_platform_surfaceless +#define EGL_MESA_platform_surfaceless 1 +#define EGL_PLATFORM_SURFACELESS_MESA 0x31DD +#endif /* EGL_MESA_platform_surfaceless */ + +#ifndef EGL_MESA_query_driver +#define EGL_MESA_query_driver 1 +typedef char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERCONFIGPROC) (EGLDisplay dpy); +typedef const char *(EGLAPIENTRYP PFNEGLGETDISPLAYDRIVERNAMEPROC) (EGLDisplay dpy); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI char *EGLAPIENTRY eglGetDisplayDriverConfig (EGLDisplay dpy); +EGLAPI const char *EGLAPIENTRY eglGetDisplayDriverName (EGLDisplay dpy); +#endif +#endif /* EGL_MESA_query_driver */ + +#ifndef EGL_NOK_swap_region +#define EGL_NOK_swap_region 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSREGIONNOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersRegionNOK (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); +#endif +#endif /* EGL_NOK_swap_region */ + +#ifndef EGL_NOK_swap_region2 +#define EGL_NOK_swap_region2 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSWAPBUFFERSREGION2NOKPROC) (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglSwapBuffersRegion2NOK (EGLDisplay dpy, EGLSurface surface, EGLint numRects, const EGLint *rects); +#endif +#endif /* EGL_NOK_swap_region2 */ + +#ifndef EGL_NOK_texture_from_pixmap +#define EGL_NOK_texture_from_pixmap 1 +#define EGL_Y_INVERTED_NOK 0x307F +#endif /* EGL_NOK_texture_from_pixmap */ + +#ifndef EGL_NV_3dvision_surface +#define EGL_NV_3dvision_surface 1 +#define EGL_AUTO_STEREO_NV 0x3136 +#endif /* EGL_NV_3dvision_surface */ + +#ifndef EGL_NV_context_priority_realtime +#define EGL_NV_context_priority_realtime 1 +#define EGL_CONTEXT_PRIORITY_REALTIME_NV 0x3357 +#endif /* EGL_NV_context_priority_realtime */ + +#ifndef EGL_NV_coverage_sample +#define EGL_NV_coverage_sample 1 +#define EGL_COVERAGE_BUFFERS_NV 0x30E0 +#define EGL_COVERAGE_SAMPLES_NV 0x30E1 +#endif /* EGL_NV_coverage_sample */ + +#ifndef EGL_NV_coverage_sample_resolve +#define EGL_NV_coverage_sample_resolve 1 +#define EGL_COVERAGE_SAMPLE_RESOLVE_NV 0x3131 +#define EGL_COVERAGE_SAMPLE_RESOLVE_DEFAULT_NV 0x3132 +#define EGL_COVERAGE_SAMPLE_RESOLVE_NONE_NV 0x3133 +#endif /* EGL_NV_coverage_sample_resolve */ + +#ifndef EGL_NV_cuda_event +#define EGL_NV_cuda_event 1 +#define EGL_CUDA_EVENT_HANDLE_NV 0x323B +#define EGL_SYNC_CUDA_EVENT_NV 0x323C +#define EGL_SYNC_CUDA_EVENT_COMPLETE_NV 0x323D +#endif /* EGL_NV_cuda_event */ + +#ifndef EGL_NV_depth_nonlinear +#define EGL_NV_depth_nonlinear 1 +#define EGL_DEPTH_ENCODING_NV 0x30E2 +#define EGL_DEPTH_ENCODING_NONE_NV 0 +#define EGL_DEPTH_ENCODING_NONLINEAR_NV 0x30E3 +#endif /* EGL_NV_depth_nonlinear */ + +#ifndef EGL_NV_device_cuda +#define EGL_NV_device_cuda 1 +#define EGL_CUDA_DEVICE_NV 0x323A +#endif /* EGL_NV_device_cuda */ + +#ifndef EGL_NV_native_query +#define EGL_NV_native_query 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEDISPLAYNVPROC) (EGLDisplay dpy, EGLNativeDisplayType *display_id); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEWINDOWNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType *window); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYNATIVEPIXMAPNVPROC) (EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType *pixmap); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativeDisplayNV (EGLDisplay dpy, EGLNativeDisplayType *display_id); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativeWindowNV (EGLDisplay dpy, EGLSurface surf, EGLNativeWindowType *window); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryNativePixmapNV (EGLDisplay dpy, EGLSurface surf, EGLNativePixmapType *pixmap); +#endif +#endif /* EGL_NV_native_query */ + +#ifndef EGL_NV_post_convert_rounding +#define EGL_NV_post_convert_rounding 1 +#endif /* EGL_NV_post_convert_rounding */ + +#ifndef EGL_NV_post_sub_buffer +#define EGL_NV_post_sub_buffer 1 +#define EGL_POST_SUB_BUFFER_SUPPORTED_NV 0x30BE +typedef EGLBoolean (EGLAPIENTRYP PFNEGLPOSTSUBBUFFERNVPROC) (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglPostSubBufferNV (EGLDisplay dpy, EGLSurface surface, EGLint x, EGLint y, EGLint width, EGLint height); +#endif +#endif /* EGL_NV_post_sub_buffer */ + +#ifndef EGL_NV_quadruple_buffer +#define EGL_NV_quadruple_buffer 1 +#define EGL_QUADRUPLE_BUFFER_NV 0x3231 +#endif /* EGL_NV_quadruple_buffer */ + +#ifndef EGL_NV_robustness_video_memory_purge +#define EGL_NV_robustness_video_memory_purge 1 +#define EGL_GENERATE_RESET_ON_VIDEO_MEMORY_PURGE_NV 0x334C +#endif /* EGL_NV_robustness_video_memory_purge */ + +#ifndef EGL_NV_stream_consumer_eglimage +#define EGL_NV_stream_consumer_eglimage 1 +#define EGL_STREAM_CONSUMER_IMAGE_NV 0x3373 +#define EGL_STREAM_IMAGE_ADD_NV 0x3374 +#define EGL_STREAM_IMAGE_REMOVE_NV 0x3375 +#define EGL_STREAM_IMAGE_AVAILABLE_NV 0x3376 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMIMAGECONSUMERCONNECTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, const EGLuint64KHR *modifiers, const EGLAttrib *attrib_list); +typedef EGLint (EGLAPIENTRYP PFNEGLQUERYSTREAMCONSUMEREVENTNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMACQUIREIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMRELEASEIMAGENVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamImageConsumerConnectNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint num_modifiers, const EGLuint64KHR *modifiers, const EGLAttrib *attrib_list); +EGLAPI EGLint EGLAPIENTRY eglQueryStreamConsumerEventNV (EGLDisplay dpy, EGLStreamKHR stream, EGLTime timeout, EGLenum *event, EGLAttrib *aux); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamAcquireImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage *pImage, EGLSync sync); +EGLAPI EGLBoolean EGLAPIENTRY eglStreamReleaseImageNV (EGLDisplay dpy, EGLStreamKHR stream, EGLImage image, EGLSync sync); +#endif +#endif /* EGL_NV_stream_consumer_eglimage */ + +#ifndef EGL_NV_stream_consumer_gltexture_yuv +#define EGL_NV_stream_consumer_gltexture_yuv 1 +#define EGL_YUV_PLANE0_TEXTURE_UNIT_NV 0x332C +#define EGL_YUV_PLANE1_TEXTURE_UNIT_NV 0x332D +#define EGL_YUV_PLANE2_TEXTURE_UNIT_NV 0x332E +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMCONSUMERGLTEXTUREEXTERNALATTRIBSNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamConsumerGLTextureExternalAttribsNV (EGLDisplay dpy, EGLStreamKHR stream, const EGLAttrib *attrib_list); +#endif +#endif /* EGL_NV_stream_consumer_gltexture_yuv */ + +#ifndef EGL_NV_stream_cross_display +#define EGL_NV_stream_cross_display 1 +#define EGL_STREAM_CROSS_DISPLAY_NV 0x334E +#endif /* EGL_NV_stream_cross_display */ + +#ifndef EGL_NV_stream_cross_object +#define EGL_NV_stream_cross_object 1 +#define EGL_STREAM_CROSS_OBJECT_NV 0x334D +#endif /* EGL_NV_stream_cross_object */ + +#ifndef EGL_NV_stream_cross_partition +#define EGL_NV_stream_cross_partition 1 +#define EGL_STREAM_CROSS_PARTITION_NV 0x323F +#endif /* EGL_NV_stream_cross_partition */ + +#ifndef EGL_NV_stream_cross_process +#define EGL_NV_stream_cross_process 1 +#define EGL_STREAM_CROSS_PROCESS_NV 0x3245 +#endif /* EGL_NV_stream_cross_process */ + +#ifndef EGL_NV_stream_cross_system +#define EGL_NV_stream_cross_system 1 +#define EGL_STREAM_CROSS_SYSTEM_NV 0x334F +#endif /* EGL_NV_stream_cross_system */ + +#ifndef EGL_NV_stream_dma +#define EGL_NV_stream_dma 1 +#define EGL_STREAM_DMA_NV 0x3371 +#define EGL_STREAM_DMA_SERVER_NV 0x3372 +#endif /* EGL_NV_stream_dma */ + +#ifndef EGL_NV_stream_fifo_next +#define EGL_NV_stream_fifo_next 1 +#define EGL_PENDING_FRAME_NV 0x3329 +#define EGL_STREAM_TIME_PENDING_NV 0x332A +#endif /* EGL_NV_stream_fifo_next */ + +#ifndef EGL_NV_stream_fifo_synchronous +#define EGL_NV_stream_fifo_synchronous 1 +#define EGL_STREAM_FIFO_SYNCHRONOUS_NV 0x3336 +#endif /* EGL_NV_stream_fifo_synchronous */ + +#ifndef EGL_NV_stream_flush +#define EGL_NV_stream_flush 1 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSTREAMFLUSHNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglStreamFlushNV (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_NV_stream_flush */ + +#ifndef EGL_NV_stream_frame_limits +#define EGL_NV_stream_frame_limits 1 +#define EGL_PRODUCER_MAX_FRAME_HINT_NV 0x3337 +#define EGL_CONSUMER_MAX_FRAME_HINT_NV 0x3338 +#endif /* EGL_NV_stream_frame_limits */ + +#ifndef EGL_NV_stream_metadata +#define EGL_NV_stream_metadata 1 +#define EGL_MAX_STREAM_METADATA_BLOCKS_NV 0x3250 +#define EGL_MAX_STREAM_METADATA_BLOCK_SIZE_NV 0x3251 +#define EGL_MAX_STREAM_METADATA_TOTAL_SIZE_NV 0x3252 +#define EGL_PRODUCER_METADATA_NV 0x3253 +#define EGL_CONSUMER_METADATA_NV 0x3254 +#define EGL_PENDING_METADATA_NV 0x3328 +#define EGL_METADATA0_SIZE_NV 0x3255 +#define EGL_METADATA1_SIZE_NV 0x3256 +#define EGL_METADATA2_SIZE_NV 0x3257 +#define EGL_METADATA3_SIZE_NV 0x3258 +#define EGL_METADATA0_TYPE_NV 0x3259 +#define EGL_METADATA1_TYPE_NV 0x325A +#define EGL_METADATA2_TYPE_NV 0x325B +#define EGL_METADATA3_TYPE_NV 0x325C +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYDISPLAYATTRIBNVPROC) (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSETSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYSTREAMMETADATANVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglQueryDisplayAttribNV (EGLDisplay dpy, EGLint attribute, EGLAttrib *value); +EGLAPI EGLBoolean EGLAPIENTRY eglSetStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLint n, EGLint offset, EGLint size, const void *data); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryStreamMetadataNV (EGLDisplay dpy, EGLStreamKHR stream, EGLenum name, EGLint n, EGLint offset, EGLint size, void *data); +#endif +#endif /* EGL_NV_stream_metadata */ + +#ifndef EGL_NV_stream_origin +#define EGL_NV_stream_origin 1 +#define EGL_STREAM_FRAME_ORIGIN_X_NV 0x3366 +#define EGL_STREAM_FRAME_ORIGIN_Y_NV 0x3367 +#define EGL_STREAM_FRAME_MAJOR_AXIS_NV 0x3368 +#define EGL_CONSUMER_AUTO_ORIENTATION_NV 0x3369 +#define EGL_PRODUCER_AUTO_ORIENTATION_NV 0x336A +#define EGL_LEFT_NV 0x336B +#define EGL_RIGHT_NV 0x336C +#define EGL_TOP_NV 0x336D +#define EGL_BOTTOM_NV 0x336E +#define EGL_X_AXIS_NV 0x336F +#define EGL_Y_AXIS_NV 0x3370 +#endif /* EGL_NV_stream_origin */ + +#ifndef EGL_NV_stream_remote +#define EGL_NV_stream_remote 1 +#define EGL_STREAM_STATE_INITIALIZING_NV 0x3240 +#define EGL_STREAM_TYPE_NV 0x3241 +#define EGL_STREAM_PROTOCOL_NV 0x3242 +#define EGL_STREAM_ENDPOINT_NV 0x3243 +#define EGL_STREAM_LOCAL_NV 0x3244 +#define EGL_STREAM_PRODUCER_NV 0x3247 +#define EGL_STREAM_CONSUMER_NV 0x3248 +#define EGL_STREAM_PROTOCOL_FD_NV 0x3246 +#endif /* EGL_NV_stream_remote */ + +#ifndef EGL_NV_stream_reset +#define EGL_NV_stream_reset 1 +#define EGL_SUPPORT_RESET_NV 0x3334 +#define EGL_SUPPORT_REUSE_NV 0x3335 +typedef EGLBoolean (EGLAPIENTRYP PFNEGLRESETSTREAMNVPROC) (EGLDisplay dpy, EGLStreamKHR stream); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglResetStreamNV (EGLDisplay dpy, EGLStreamKHR stream); +#endif +#endif /* EGL_NV_stream_reset */ + +#ifndef EGL_NV_stream_socket +#define EGL_NV_stream_socket 1 +#define EGL_STREAM_PROTOCOL_SOCKET_NV 0x324B +#define EGL_SOCKET_HANDLE_NV 0x324C +#define EGL_SOCKET_TYPE_NV 0x324D +#endif /* EGL_NV_stream_socket */ + +#ifndef EGL_NV_stream_socket_inet +#define EGL_NV_stream_socket_inet 1 +#define EGL_SOCKET_TYPE_INET_NV 0x324F +#endif /* EGL_NV_stream_socket_inet */ + +#ifndef EGL_NV_stream_socket_unix +#define EGL_NV_stream_socket_unix 1 +#define EGL_SOCKET_TYPE_UNIX_NV 0x324E +#endif /* EGL_NV_stream_socket_unix */ + +#ifndef EGL_NV_stream_sync +#define EGL_NV_stream_sync 1 +#define EGL_SYNC_NEW_FRAME_NV 0x321F +typedef EGLSyncKHR (EGLAPIENTRYP PFNEGLCREATESTREAMSYNCNVPROC) (EGLDisplay dpy, EGLStreamKHR stream, EGLenum type, const EGLint *attrib_list); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSyncKHR EGLAPIENTRY eglCreateStreamSyncNV (EGLDisplay dpy, EGLStreamKHR stream, EGLenum type, const EGLint *attrib_list); +#endif +#endif /* EGL_NV_stream_sync */ + +#ifndef EGL_NV_sync +#define EGL_NV_sync 1 +typedef void *EGLSyncNV; +typedef khronos_utime_nanoseconds_t EGLTimeNV; +#ifdef KHRONOS_SUPPORT_INT64 +#define EGL_SYNC_PRIOR_COMMANDS_COMPLETE_NV 0x30E6 +#define EGL_SYNC_STATUS_NV 0x30E7 +#define EGL_SIGNALED_NV 0x30E8 +#define EGL_UNSIGNALED_NV 0x30E9 +#define EGL_SYNC_FLUSH_COMMANDS_BIT_NV 0x0001 +#define EGL_FOREVER_NV 0xFFFFFFFFFFFFFFFFull +#define EGL_ALREADY_SIGNALED_NV 0x30EA +#define EGL_TIMEOUT_EXPIRED_NV 0x30EB +#define EGL_CONDITION_SATISFIED_NV 0x30EC +#define EGL_SYNC_TYPE_NV 0x30ED +#define EGL_SYNC_CONDITION_NV 0x30EE +#define EGL_SYNC_FENCE_NV 0x30EF +#define EGL_NO_SYNC_NV EGL_CAST(EGLSyncNV,0) +typedef EGLSyncNV (EGLAPIENTRYP PFNEGLCREATEFENCESYNCNVPROC) (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLDESTROYSYNCNVPROC) (EGLSyncNV sync); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLFENCENVPROC) (EGLSyncNV sync); +typedef EGLint (EGLAPIENTRYP PFNEGLCLIENTWAITSYNCNVPROC) (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLSIGNALSYNCNVPROC) (EGLSyncNV sync, EGLenum mode); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLGETSYNCATTRIBNVPROC) (EGLSyncNV sync, EGLint attribute, EGLint *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLSyncNV EGLAPIENTRY eglCreateFenceSyncNV (EGLDisplay dpy, EGLenum condition, const EGLint *attrib_list); +EGLAPI EGLBoolean EGLAPIENTRY eglDestroySyncNV (EGLSyncNV sync); +EGLAPI EGLBoolean EGLAPIENTRY eglFenceNV (EGLSyncNV sync); +EGLAPI EGLint EGLAPIENTRY eglClientWaitSyncNV (EGLSyncNV sync, EGLint flags, EGLTimeNV timeout); +EGLAPI EGLBoolean EGLAPIENTRY eglSignalSyncNV (EGLSyncNV sync, EGLenum mode); +EGLAPI EGLBoolean EGLAPIENTRY eglGetSyncAttribNV (EGLSyncNV sync, EGLint attribute, EGLint *value); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_NV_sync */ + +#ifndef EGL_NV_system_time +#define EGL_NV_system_time 1 +typedef khronos_utime_nanoseconds_t EGLuint64NV; +#ifdef KHRONOS_SUPPORT_INT64 +typedef EGLuint64NV (EGLAPIENTRYP PFNEGLGETSYSTEMTIMEFREQUENCYNVPROC) (void); +typedef EGLuint64NV (EGLAPIENTRYP PFNEGLGETSYSTEMTIMENVPROC) (void); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeFrequencyNV (void); +EGLAPI EGLuint64NV EGLAPIENTRY eglGetSystemTimeNV (void); +#endif +#endif /* KHRONOS_SUPPORT_INT64 */ +#endif /* EGL_NV_system_time */ + +#ifndef EGL_NV_triple_buffer +#define EGL_NV_triple_buffer 1 +#define EGL_TRIPLE_BUFFER_NV 0x3230 +#endif /* EGL_NV_triple_buffer */ + +#ifndef EGL_TIZEN_image_native_buffer +#define EGL_TIZEN_image_native_buffer 1 +#define EGL_NATIVE_BUFFER_TIZEN 0x32A0 +#endif /* EGL_TIZEN_image_native_buffer */ + +#ifndef EGL_TIZEN_image_native_surface +#define EGL_TIZEN_image_native_surface 1 +#define EGL_NATIVE_SURFACE_TIZEN 0x32A1 +#endif /* EGL_TIZEN_image_native_surface */ + +#ifndef EGL_WL_bind_wayland_display +#define EGL_WL_bind_wayland_display 1 +#define PFNEGLBINDWAYLANDDISPLAYWL PFNEGLBINDWAYLANDDISPLAYWLPROC +#define PFNEGLUNBINDWAYLANDDISPLAYWL PFNEGLUNBINDWAYLANDDISPLAYWLPROC +#define PFNEGLQUERYWAYLANDBUFFERWL PFNEGLQUERYWAYLANDBUFFERWLPROC +struct wl_display; +struct wl_resource; +#define EGL_WAYLAND_BUFFER_WL 0x31D5 +#define EGL_WAYLAND_PLANE_WL 0x31D6 +#define EGL_TEXTURE_Y_U_V_WL 0x31D7 +#define EGL_TEXTURE_Y_UV_WL 0x31D8 +#define EGL_TEXTURE_Y_XUXV_WL 0x31D9 +#define EGL_TEXTURE_EXTERNAL_WL 0x31DA +#define EGL_WAYLAND_Y_INVERTED_WL 0x31DB +typedef EGLBoolean (EGLAPIENTRYP PFNEGLBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLUNBINDWAYLANDDISPLAYWLPROC) (EGLDisplay dpy, struct wl_display *display); +typedef EGLBoolean (EGLAPIENTRYP PFNEGLQUERYWAYLANDBUFFERWLPROC) (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI EGLBoolean EGLAPIENTRY eglBindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); +EGLAPI EGLBoolean EGLAPIENTRY eglUnbindWaylandDisplayWL (EGLDisplay dpy, struct wl_display *display); +EGLAPI EGLBoolean EGLAPIENTRY eglQueryWaylandBufferWL (EGLDisplay dpy, struct wl_resource *buffer, EGLint attribute, EGLint *value); +#endif +#endif /* EGL_WL_bind_wayland_display */ + +#ifndef EGL_WL_create_wayland_buffer_from_image +#define EGL_WL_create_wayland_buffer_from_image 1 +#define PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWL PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC +struct wl_buffer; +typedef struct wl_buffer *(EGLAPIENTRYP PFNEGLCREATEWAYLANDBUFFERFROMIMAGEWLPROC) (EGLDisplay dpy, EGLImageKHR image); +#ifdef EGL_EGLEXT_PROTOTYPES +EGLAPI struct wl_buffer *EGLAPIENTRY eglCreateWaylandBufferFromImageWL (EGLDisplay dpy, EGLImageKHR image); +#endif +#endif /* EGL_WL_create_wayland_buffer_from_image */ + +#ifdef __cplusplus +} +#endif + +#endif /* __eglext_h_ */ + +#endif /* _MSC_VER */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_endian.h b/modules/imgui-sdl/src/include/SDL3/SDL_endian.h new file mode 100644 index 0000000..a34e9d4 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_endian.h @@ -0,0 +1,645 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryEndian + * + * Functions converting endian-specific values to different byte orders. + * + * These functions either unconditionally swap byte order (SDL_Swap16, + * SDL_Swap32, SDL_Swap64, SDL_SwapFloat), or they swap to/from the system's + * native byte order (SDL_Swap16LE, SDL_Swap16BE, SDL_Swap32LE, SDL_Swap32BE, + * SDL_Swap32LE, SDL_Swap32BE, SDL_SwapFloatLE, SDL_SwapFloatBE). In the + * latter case, the functionality is provided by macros that become no-ops if + * a swap isn't necessary: on an x86 (littleendian) processor, SDL_Swap32LE + * does nothing, but SDL_Swap32BE reverses the bytes of the data. On a PowerPC + * processor (bigendian), the macros behavior is reversed. + * + * The swap routines are inline functions, and attempt to use compiler + * intrinsics, inline assembly, and other magic to make byteswapping + * efficient. + */ + +#ifndef SDL_endian_h_ +#define SDL_endian_h_ + +#include + +#if defined(_MSC_VER) && (_MSC_VER >= 1400) +/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version, + so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */ +#ifdef __clang__ +#ifndef __PRFCHWINTRIN_H +#define __PRFCHWINTRIN_H +static __inline__ void __attribute__((__always_inline__, __nodebug__)) +_m_prefetch(void *__P) +{ + __builtin_prefetch(__P, 0, 3 /* _MM_HINT_T0 */); +} +#endif /* __PRFCHWINTRIN_H */ +#endif /* __clang__ */ + +#include +#endif + +/** + * \name The two types of endianness + */ +/* @{ */ + + +/** + * A value to represent littleendian byteorder. + * + * This is used with the preprocessor macro SDL_BYTEORDER, to determine a + * platform's byte ordering: + * + * ```c + * #if SDL_BYTEORDER == SDL_LIL_ENDIAN + * SDL_Log("This system is littleendian."); + * #endif + * ``` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_BYTEORDER + * \sa SDL_BIG_ENDIAN + */ +#define SDL_LIL_ENDIAN 1234 + +/** + * A value to represent bigendian byteorder. + * + * This is used with the preprocessor macro SDL_BYTEORDER, to determine a + * platform's byte ordering: + * + * ```c + * #if SDL_BYTEORDER == SDL_BIG_ENDIAN + * SDL_Log("This system is bigendian."); + * #endif + * ``` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_BYTEORDER + * \sa SDL_LIL_ENDIAN + */ +#define SDL_BIG_ENDIAN 4321 + +/* @} */ + +#ifndef SDL_BYTEORDER +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro that reports the target system's byte order. + * + * This is set to either SDL_LIL_ENDIAN or SDL_BIG_ENDIAN (and maybe other + * values in the future, if something else becomes popular). This can be + * tested with the preprocessor, so decisions can be made at compile time. + * + * ```c + * #if SDL_BYTEORDER == SDL_BIG_ENDIAN + * SDL_Log("This system is bigendian."); + * #endif + * ``` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_LIL_ENDIAN + * \sa SDL_BIG_ENDIAN + */ +#define SDL_BYTEORDER SDL_LIL_ENDIAN___or_maybe___SDL_BIG_ENDIAN +#elif defined(SDL_PLATFORM_LINUX) +#include +#define SDL_BYTEORDER __BYTE_ORDER +#elif defined(SDL_PLATFORM_SOLARIS) +#include +#if defined(_LITTLE_ENDIAN) +#define SDL_BYTEORDER SDL_LIL_ENDIAN +#elif defined(_BIG_ENDIAN) +#define SDL_BYTEORDER SDL_BIG_ENDIAN +#else +#error Unsupported endianness +#endif +#elif defined(SDL_PLATFORM_OPENBSD) || defined(__DragonFly__) +#include +#define SDL_BYTEORDER BYTE_ORDER +#elif defined(SDL_PLATFORM_FREEBSD) || defined(SDL_PLATFORM_NETBSD) +#include +#define SDL_BYTEORDER BYTE_ORDER +/* predefs from newer gcc and clang versions: */ +#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__BYTE_ORDER__) +#if (__BYTE_ORDER__ == __ORDER_LITTLE_ENDIAN__) +#define SDL_BYTEORDER SDL_LIL_ENDIAN +#elif (__BYTE_ORDER__ == __ORDER_BIG_ENDIAN__) +#define SDL_BYTEORDER SDL_BIG_ENDIAN +#else +#error Unsupported endianness +#endif /**/ +#else +#if defined(__hppa__) || \ + defined(__m68k__) || defined(mc68000) || defined(_M_M68K) || \ + (defined(__MIPS__) && defined(__MIPSEB__)) || \ + defined(__ppc__) || defined(__POWERPC__) || defined(__powerpc__) || defined(__PPC__) || \ + defined(__sparc__) || defined(__sparc) +#define SDL_BYTEORDER SDL_BIG_ENDIAN +#else +#define SDL_BYTEORDER SDL_LIL_ENDIAN +#endif +#endif /* SDL_PLATFORM_LINUX */ +#endif /* !SDL_BYTEORDER */ + +#ifndef SDL_FLOATWORDORDER +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro that reports the target system's floating point word order. + * + * This is set to either SDL_LIL_ENDIAN or SDL_BIG_ENDIAN (and maybe other + * values in the future, if something else becomes popular). This can be + * tested with the preprocessor, so decisions can be made at compile time. + * + * ```c + * #if SDL_FLOATWORDORDER == SDL_BIG_ENDIAN + * SDL_Log("This system's floats are bigendian."); + * #endif + * ``` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_LIL_ENDIAN + * \sa SDL_BIG_ENDIAN + */ +#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN___or_maybe___SDL_BIG_ENDIAN +/* predefs from newer gcc versions: */ +#elif defined(__ORDER_LITTLE_ENDIAN__) && defined(__ORDER_BIG_ENDIAN__) && defined(__FLOAT_WORD_ORDER__) +#if (__FLOAT_WORD_ORDER__ == __ORDER_LITTLE_ENDIAN__) +#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN +#elif (__FLOAT_WORD_ORDER__ == __ORDER_BIG_ENDIAN__) +#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN +#else +#error Unsupported endianness +#endif /**/ +#elif defined(__MAVERICK__) +/* For Maverick, float words are always little-endian. */ +#define SDL_FLOATWORDORDER SDL_LIL_ENDIAN +#elif (defined(__arm__) || defined(__thumb__)) && !defined(__VFP_FP__) && !defined(__ARM_EABI__) +/* For FPA, float words are always big-endian. */ +#define SDL_FLOATWORDORDER SDL_BIG_ENDIAN +#else +/* By default, assume that floats words follow the memory system mode. */ +#define SDL_FLOATWORDORDER SDL_BYTEORDER +#endif /* __FLOAT_WORD_ORDER__ */ +#endif /* !SDL_FLOATWORDORDER */ + + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* various modern compilers may have builtin swap */ +#if defined(__GNUC__) || defined(__clang__) +# define HAS_BUILTIN_BSWAP16 (SDL_HAS_BUILTIN(__builtin_bswap16)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 8)) +# define HAS_BUILTIN_BSWAP32 (SDL_HAS_BUILTIN(__builtin_bswap32)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) +# define HAS_BUILTIN_BSWAP64 (SDL_HAS_BUILTIN(__builtin_bswap64)) || \ + (__GNUC__ > 4 || (__GNUC__ == 4 && __GNUC_MINOR__ >= 3)) + + /* this one is broken */ +# define HAS_BROKEN_BSWAP (__GNUC__ == 2 && __GNUC_MINOR__ <= 95) +#else +# define HAS_BUILTIN_BSWAP16 0 +# define HAS_BUILTIN_BSWAP32 0 +# define HAS_BUILTIN_BSWAP64 0 +# define HAS_BROKEN_BSWAP 0 +#endif + +/* Byte swap 16-bit integer. */ +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +#if HAS_BUILTIN_BSWAP16 +#define SDL_Swap16(x) __builtin_bswap16(x) +#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL) +#pragma intrinsic(_byteswap_ushort) +#define SDL_Swap16(x) _byteswap_ushort(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) +{ + __asm__("xchgb %b0,%h0": "=q"(x):"0"(x)); + return x; +} +#elif defined(__x86_64__) +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) +{ + __asm__("xchgb %b0,%h0": "=Q"(x):"0"(x)); + return x; +} +#elif (defined(__powerpc__) || defined(__ppc__)) +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) +{ + int result; + + __asm__("rlwimi %0,%2,8,16,23": "=&r"(result):"0"(x >> 8), "r"(x)); + return (Uint16)result; +} +#elif (defined(__m68k__) && !defined(__mcoldfire__)) +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) +{ + __asm__("rorw #8,%0": "=d"(x): "0"(x):"cc"); + return x; +} +#elif defined(__WATCOMC__) && defined(__386__) +extern __inline Uint16 SDL_Swap16(Uint16); +#pragma aux SDL_Swap16 = \ + "xchg al, ah" \ + parm [ax] \ + modify [ax]; +#else +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) +{ + return SDL_static_cast(Uint16, ((x << 8) | (x >> 8))); +} +#endif +#endif + +/* Byte swap 32-bit integer. */ +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +#if HAS_BUILTIN_BSWAP32 +#define SDL_Swap32(x) __builtin_bswap32(x) +#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL) +#pragma intrinsic(_byteswap_ulong) +#define SDL_Swap32(x) _byteswap_ulong(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) +{ + __asm__("bswap %0": "=r"(x):"0"(x)); + return x; +} +#elif defined(__x86_64__) +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) +{ + __asm__("bswapl %0": "=r"(x):"0"(x)); + return x; +} +#elif (defined(__powerpc__) || defined(__ppc__)) +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) +{ + Uint32 result; + + __asm__("rlwimi %0,%2,24,16,23": "=&r"(result): "0" (x>>24), "r"(x)); + __asm__("rlwimi %0,%2,8,8,15" : "=&r"(result): "0" (result), "r"(x)); + __asm__("rlwimi %0,%2,24,0,7" : "=&r"(result): "0" (result), "r"(x)); + return result; +} +#elif (defined(__m68k__) && !defined(__mcoldfire__)) +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) +{ + __asm__("rorw #8,%0\n\tswap %0\n\trorw #8,%0": "=d"(x): "0"(x):"cc"); + return x; +} +#elif defined(__WATCOMC__) && defined(__386__) +extern __inline Uint32 SDL_Swap32(Uint32); +#pragma aux SDL_Swap32 = \ + "bswap eax" \ + parm [eax] \ + modify [eax]; +#else +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) +{ + return SDL_static_cast(Uint32, ((x << 24) | ((x << 8) & 0x00FF0000) | + ((x >> 8) & 0x0000FF00) | (x >> 24))); +} +#endif +#endif + +/* Byte swap 64-bit integer. */ +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +#if HAS_BUILTIN_BSWAP64 +#define SDL_Swap64(x) __builtin_bswap64(x) +#elif (defined(_MSC_VER) && (_MSC_VER >= 1400)) && !defined(__ICL) +#pragma intrinsic(_byteswap_uint64) +#define SDL_Swap64(x) _byteswap_uint64(x) +#elif defined(__i386__) && !HAS_BROKEN_BSWAP +SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) +{ + union { + struct { + Uint32 a, b; + } s; + Uint64 u; + } v; + v.u = x; + __asm__("bswapl %0 ; bswapl %1 ; xchgl %0,%1" + : "=r"(v.s.a), "=r"(v.s.b) + : "0" (v.s.a), "1"(v.s.b)); + return v.u; +} +#elif defined(__x86_64__) +SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) +{ + __asm__("bswapq %0": "=r"(x):"0"(x)); + return x; +} +#elif defined(__WATCOMC__) && defined(__386__) +extern __inline Uint64 SDL_Swap64(Uint64); +#pragma aux SDL_Swap64 = \ + "bswap eax" \ + "bswap edx" \ + "xchg eax,edx" \ + parm [eax edx] \ + modify [eax edx]; +#else +SDL_FORCE_INLINE Uint64 SDL_Swap64(Uint64 x) +{ + Uint32 hi, lo; + + /* Separate into high and low 32-bit values and swap them */ + lo = SDL_static_cast(Uint32, x & 0xFFFFFFFF); + x >>= 32; + hi = SDL_static_cast(Uint32, x & 0xFFFFFFFF); + x = SDL_Swap32(lo); + x <<= 32; + x |= SDL_Swap32(hi); + return (x); +} +#endif +#endif + +/** + * Byte-swap a floating point number. + * + * This will always byte-swap the value, whether it's currently in the native + * byteorder of the system or not. You should use SDL_SwapFloatLE or + * SDL_SwapFloatBE instead, in most cases. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the value to byte-swap. + * \returns x, with its bytes in the opposite endian order. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE float SDL_SwapFloat(float x) +{ + union { + float f; + Uint32 ui32; + } swapper; + swapper.f = x; + swapper.ui32 = SDL_Swap32(swapper.ui32); + return swapper.f; +} + +/* remove extra macros */ +#undef HAS_BROKEN_BSWAP +#undef HAS_BUILTIN_BSWAP16 +#undef HAS_BUILTIN_BSWAP32 +#undef HAS_BUILTIN_BSWAP64 + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Byte-swap an unsigned 16-bit number. + * + * This will always byte-swap the value, whether it's currently in the native + * byteorder of the system or not. You should use SDL_Swap16LE or SDL_Swap16BE + * instead, in most cases. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the value to byte-swap. + * \returns `x`, with its bytes in the opposite endian order. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE Uint16 SDL_Swap16(Uint16 x) { return x_but_byteswapped; } + +/** + * Byte-swap an unsigned 32-bit number. + * + * This will always byte-swap the value, whether it's currently in the native + * byteorder of the system or not. You should use SDL_Swap32LE or SDL_Swap32BE + * instead, in most cases. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the value to byte-swap. + * \returns `x`, with its bytes in the opposite endian order. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE Uint32 SDL_Swap32(Uint32 x) { return x_but_byteswapped; } + +/** + * Byte-swap an unsigned 64-bit number. + * + * This will always byte-swap the value, whether it's currently in the native + * byteorder of the system or not. You should use SDL_Swap64LE or SDL_Swap64BE + * instead, in most cases. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param x the value to byte-swap. + * \returns `x`, with its bytes in the opposite endian order. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE Uint32 SDL_Swap64(Uint64 x) { return x_but_byteswapped; } + +/** + * Swap a 16-bit value from littleendian to native byte order. + * + * If this is running on a littleendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in littleendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap16LE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a 32-bit value from littleendian to native byte order. + * + * If this is running on a littleendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in littleendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap32LE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a 64-bit value from littleendian to native byte order. + * + * If this is running on a littleendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in littleendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap64LE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a floating point value from littleendian to native byte order. + * + * If this is running on a littleendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in littleendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SwapFloatLE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a 16-bit value from bigendian to native byte order. + * + * If this is running on a bigendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in bigendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap16BE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a 32-bit value from bigendian to native byte order. + * + * If this is running on a bigendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in bigendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap32BE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a 64-bit value from bigendian to native byte order. + * + * If this is running on a bigendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in bigendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Swap64BE(x) SwapOnlyIfNecessary(x) + +/** + * Swap a floating point value from bigendian to native byte order. + * + * If this is running on a bigendian system, `x` is returned unchanged. + * + * This macro never references `x` more than once, avoiding side effects. + * + * \param x the value to swap, in bigendian byte order. + * \returns `x` in native byte order. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SwapFloatBE(x) SwapOnlyIfNecessary(x) + +#elif SDL_BYTEORDER == SDL_LIL_ENDIAN +#define SDL_Swap16LE(x) (x) +#define SDL_Swap32LE(x) (x) +#define SDL_Swap64LE(x) (x) +#define SDL_SwapFloatLE(x) (x) +#define SDL_Swap16BE(x) SDL_Swap16(x) +#define SDL_Swap32BE(x) SDL_Swap32(x) +#define SDL_Swap64BE(x) SDL_Swap64(x) +#define SDL_SwapFloatBE(x) SDL_SwapFloat(x) +#else +#define SDL_Swap16LE(x) SDL_Swap16(x) +#define SDL_Swap32LE(x) SDL_Swap32(x) +#define SDL_Swap64LE(x) SDL_Swap64(x) +#define SDL_SwapFloatLE(x) SDL_SwapFloat(x) +#define SDL_Swap16BE(x) (x) +#define SDL_Swap32BE(x) (x) +#define SDL_Swap64BE(x) (x) +#define SDL_SwapFloatBE(x) (x) +#endif + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_endian_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_error.h b/modules/imgui-sdl/src/include/SDL3/SDL_error.h new file mode 100644 index 0000000..934967c --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_error.h @@ -0,0 +1,226 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryError + * + * Simple error message routines for SDL. + * + * Most apps will interface with these APIs in exactly one function: when + * almost any SDL function call reports failure, you can get a human-readable + * string of the problem from SDL_GetError(). + * + * These strings are maintained per-thread, and apps are welcome to set their + * own errors, which is popular when building libraries on top of SDL for + * other apps to consume. These strings are set by calling SDL_SetError(). + * + * A common usage pattern is to have a function that returns true for success + * and false for failure, and do this when something fails: + * + * ```c + * if (something_went_wrong) { + * return SDL_SetError("The thing broke in this specific way: %d", errcode); + * } + * ``` + * + * It's also common to just return `false` in this case if the failing thing + * is known to call SDL_SetError(), so errors simply propagate through. + */ + +#ifndef SDL_error_h_ +#define SDL_error_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Public functions */ + + +/** + * Set the SDL error message for the current thread. + * + * Calling this function will replace any previous error message that was set. + * + * This function always returns false, since SDL frequently uses false to + * signify a failing result, leading to this idiom: + * + * ```c + * if (error_code) { + * return SDL_SetError("This operation has failed: %d", error_code); + * } + * ``` + * + * \param fmt a printf()-style message format string. + * \param ... additional parameters matching % tokens in the `fmt` string, if + * any. + * \returns false. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearError + * \sa SDL_GetError + * \sa SDL_SetErrorV + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); + +/** + * Set the SDL error message for the current thread. + * + * Calling this function will replace any previous error message that was set. + * + * \param fmt a printf()-style message format string. + * \param ap a variable argument list. + * \returns false. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearError + * \sa SDL_GetError + * \sa SDL_SetError + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetErrorV(SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(1); + +/** + * Set an error indicating that memory allocation failed. + * + * This function does not do any memory allocation. + * + * \returns false. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_OutOfMemory(void); + +/** + * Retrieve a message about the last error that occurred on the current + * thread. + * + * It is possible for multiple errors to occur before calling SDL_GetError(). + * Only the last error is returned. + * + * The message is only applicable when an SDL function has signaled an error. + * You must check the return values of SDL function calls to determine when to + * appropriately call SDL_GetError(). You should *not* use the results of + * SDL_GetError() to decide if an error has occurred! Sometimes SDL will set + * an error string even when reporting success. + * + * SDL will *not* clear the error string for successful API calls. You *must* + * check return values for failure cases before you can assume the error + * string applies. + * + * Error strings are set per-thread, so an error set in a different thread + * will not interfere with the current thread's operation. + * + * The returned value is a thread-local string which will remain valid until + * the current thread's error string is changed. The caller should make a copy + * if the value is needed after the next SDL API call. + * + * \returns a message with information about the specific error that occurred, + * or an empty string if there hasn't been an error message set since + * the last call to SDL_ClearError(). + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClearError + * \sa SDL_SetError + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetError(void); + +/** + * Clear any previous error message for this thread. + * + * \returns true. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetError + * \sa SDL_SetError + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearError(void); + +/** + * \name Internal error functions + * + * \internal + * Private error reporting function - used internally. + */ +/* @{ */ + +/** + * A macro to standardize error reporting on unsupported operations. + * + * This simply calls SDL_SetError() with a standardized error string, for + * convenience, consistency, and clarity. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_Unsupported() SDL_SetError("That operation is not supported") + +/** + * A macro to standardize error reporting on unsupported operations. + * + * This simply calls SDL_SetError() with a standardized error string, for + * convenience, consistency, and clarity. + * + * A common usage pattern inside SDL is this: + * + * ```c + * bool MyFunction(const char *str) { + * if (!str) { + * return SDL_InvalidParamError("str"); // returns false. + * } + * DoSomething(str); + * return true; + * } + * ``` + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_InvalidParamError(param) SDL_SetError("Parameter '%s' is invalid", (param)) + +/* @} *//* Internal error functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_error_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_events.h b/modules/imgui-sdl/src/include/SDL3/SDL_events.h new file mode 100644 index 0000000..d267f05 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_events.h @@ -0,0 +1,1576 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryEvents + * + * Event queue management. + * + * It's extremely common--often required--that an app deal with SDL's event + * queue. Almost all useful information about interactions with the real world + * flow through here: the user interacting with the computer and app, hardware + * coming and going, the system changing in some way, etc. + * + * An app generally takes a moment, perhaps at the start of a new frame, to + * examine any events that have occured since the last time and process or + * ignore them. This is generally done by calling SDL_PollEvent() in a loop + * until it returns false (or, if using the main callbacks, events are + * provided one at a time in calls to SDL_AppEvent() before the next call to + * SDL_AppIterate(); in this scenario, the app does not call SDL_PollEvent() + * at all). + * + * There is other forms of control, too: SDL_PeepEvents() has more + * functionality at the cost of more complexity, and SDL_WaitEvent() can block + * the process until something interesting happens, which might be beneficial + * for certain types of programs on low-power hardware. One may also call + * SDL_AddEventWatch() to set a callback when new events arrive. + * + * The app is free to generate their own events, too: SDL_PushEvent allows the + * app to put events onto the queue for later retrieval; SDL_RegisterEvents + * can guarantee that these events have a type that isn't in use by other + * parts of the system. + */ + +#ifndef SDL_events_h_ +#define SDL_events_h_ + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* General keyboard/mouse/pen state definitions */ + +/** + * The types of events that can be delivered. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_EventType +{ + SDL_EVENT_FIRST = 0, /**< Unused (do not remove) */ + + /* Application events */ + SDL_EVENT_QUIT = 0x100, /**< User-requested quit */ + + /* These application events have special meaning on iOS and Android, see README-ios.md and README-android.md for details */ + SDL_EVENT_TERMINATING, /**< The application is being terminated by the OS. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationWillTerminate() + Called on Android in onDestroy() + */ + SDL_EVENT_LOW_MEMORY, /**< The application is low on memory, free memory if possible. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationDidReceiveMemoryWarning() + Called on Android in onTrimMemory() + */ + SDL_EVENT_WILL_ENTER_BACKGROUND, /**< The application is about to enter the background. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationWillResignActive() + Called on Android in onPause() + */ + SDL_EVENT_DID_ENTER_BACKGROUND, /**< The application did enter the background and may not get CPU for some time. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationDidEnterBackground() + Called on Android in onPause() + */ + SDL_EVENT_WILL_ENTER_FOREGROUND, /**< The application is about to enter the foreground. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationWillEnterForeground() + Called on Android in onResume() + */ + SDL_EVENT_DID_ENTER_FOREGROUND, /**< The application is now interactive. This event must be handled in a callback set with SDL_AddEventWatch(). + Called on iOS in applicationDidBecomeActive() + Called on Android in onResume() + */ + + SDL_EVENT_LOCALE_CHANGED, /**< The user's locale preferences have changed. */ + + SDL_EVENT_SYSTEM_THEME_CHANGED, /**< The system theme changed */ + + /* Display events */ + /* 0x150 was SDL_DISPLAYEVENT, reserve the number for sdl2-compat */ + SDL_EVENT_DISPLAY_ORIENTATION = 0x151, /**< Display orientation has changed to data1 */ + SDL_EVENT_DISPLAY_ADDED, /**< Display has been added to the system */ + SDL_EVENT_DISPLAY_REMOVED, /**< Display has been removed from the system */ + SDL_EVENT_DISPLAY_MOVED, /**< Display has changed position */ + SDL_EVENT_DISPLAY_DESKTOP_MODE_CHANGED, /**< Display has changed desktop mode */ + SDL_EVENT_DISPLAY_CURRENT_MODE_CHANGED, /**< Display has changed current mode */ + SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, /**< Display has changed content scale */ + SDL_EVENT_DISPLAY_FIRST = SDL_EVENT_DISPLAY_ORIENTATION, + SDL_EVENT_DISPLAY_LAST = SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED, + + /* Window events */ + /* 0x200 was SDL_WINDOWEVENT, reserve the number for sdl2-compat */ + /* 0x201 was SDL_SYSWMEVENT, reserve the number for sdl2-compat */ + SDL_EVENT_WINDOW_SHOWN = 0x202, /**< Window has been shown */ + SDL_EVENT_WINDOW_HIDDEN, /**< Window has been hidden */ + SDL_EVENT_WINDOW_EXPOSED, /**< Window has been exposed and should be redrawn, and can be redrawn directly from event watchers for this event */ + SDL_EVENT_WINDOW_MOVED, /**< Window has been moved to data1, data2 */ + SDL_EVENT_WINDOW_RESIZED, /**< Window has been resized to data1xdata2 */ + SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED,/**< The pixel size of the window has changed to data1xdata2 */ + SDL_EVENT_WINDOW_METAL_VIEW_RESIZED,/**< The pixel size of a Metal view associated with the window has changed */ + SDL_EVENT_WINDOW_MINIMIZED, /**< Window has been minimized */ + SDL_EVENT_WINDOW_MAXIMIZED, /**< Window has been maximized */ + SDL_EVENT_WINDOW_RESTORED, /**< Window has been restored to normal size and position */ + SDL_EVENT_WINDOW_MOUSE_ENTER, /**< Window has gained mouse focus */ + SDL_EVENT_WINDOW_MOUSE_LEAVE, /**< Window has lost mouse focus */ + SDL_EVENT_WINDOW_FOCUS_GAINED, /**< Window has gained keyboard focus */ + SDL_EVENT_WINDOW_FOCUS_LOST, /**< Window has lost keyboard focus */ + SDL_EVENT_WINDOW_CLOSE_REQUESTED, /**< The window manager requests that the window be closed */ + SDL_EVENT_WINDOW_HIT_TEST, /**< Window had a hit test that wasn't SDL_HITTEST_NORMAL */ + SDL_EVENT_WINDOW_ICCPROF_CHANGED, /**< The ICC profile of the window's display has changed */ + SDL_EVENT_WINDOW_DISPLAY_CHANGED, /**< Window has been moved to display data1 */ + SDL_EVENT_WINDOW_DISPLAY_SCALE_CHANGED, /**< Window display scale has been changed */ + SDL_EVENT_WINDOW_SAFE_AREA_CHANGED, /**< The window safe area has been changed */ + SDL_EVENT_WINDOW_OCCLUDED, /**< The window has been occluded */ + SDL_EVENT_WINDOW_ENTER_FULLSCREEN, /**< The window has entered fullscreen mode */ + SDL_EVENT_WINDOW_LEAVE_FULLSCREEN, /**< The window has left fullscreen mode */ + SDL_EVENT_WINDOW_DESTROYED, /**< The window with the associated ID is being or has been destroyed. If this message is being handled + in an event watcher, the window handle is still valid and can still be used to retrieve any properties + associated with the window. Otherwise, the handle has already been destroyed and all resources + associated with it are invalid */ + SDL_EVENT_WINDOW_HDR_STATE_CHANGED, /**< Window HDR properties have changed */ + SDL_EVENT_WINDOW_FIRST = SDL_EVENT_WINDOW_SHOWN, + SDL_EVENT_WINDOW_LAST = SDL_EVENT_WINDOW_HDR_STATE_CHANGED, + + /* Keyboard events */ + SDL_EVENT_KEY_DOWN = 0x300, /**< Key pressed */ + SDL_EVENT_KEY_UP, /**< Key released */ + SDL_EVENT_TEXT_EDITING, /**< Keyboard text editing (composition) */ + SDL_EVENT_TEXT_INPUT, /**< Keyboard text input */ + SDL_EVENT_KEYMAP_CHANGED, /**< Keymap changed due to a system event such as an + input language or keyboard layout change. */ + SDL_EVENT_KEYBOARD_ADDED, /**< A new keyboard has been inserted into the system */ + SDL_EVENT_KEYBOARD_REMOVED, /**< A keyboard has been removed */ + SDL_EVENT_TEXT_EDITING_CANDIDATES, /**< Keyboard text editing candidates */ + + /* Mouse events */ + SDL_EVENT_MOUSE_MOTION = 0x400, /**< Mouse moved */ + SDL_EVENT_MOUSE_BUTTON_DOWN, /**< Mouse button pressed */ + SDL_EVENT_MOUSE_BUTTON_UP, /**< Mouse button released */ + SDL_EVENT_MOUSE_WHEEL, /**< Mouse wheel motion */ + SDL_EVENT_MOUSE_ADDED, /**< A new mouse has been inserted into the system */ + SDL_EVENT_MOUSE_REMOVED, /**< A mouse has been removed */ + + /* Joystick events */ + SDL_EVENT_JOYSTICK_AXIS_MOTION = 0x600, /**< Joystick axis motion */ + SDL_EVENT_JOYSTICK_BALL_MOTION, /**< Joystick trackball motion */ + SDL_EVENT_JOYSTICK_HAT_MOTION, /**< Joystick hat position change */ + SDL_EVENT_JOYSTICK_BUTTON_DOWN, /**< Joystick button pressed */ + SDL_EVENT_JOYSTICK_BUTTON_UP, /**< Joystick button released */ + SDL_EVENT_JOYSTICK_ADDED, /**< A new joystick has been inserted into the system */ + SDL_EVENT_JOYSTICK_REMOVED, /**< An opened joystick has been removed */ + SDL_EVENT_JOYSTICK_BATTERY_UPDATED, /**< Joystick battery level change */ + SDL_EVENT_JOYSTICK_UPDATE_COMPLETE, /**< Joystick update is complete */ + + /* Gamepad events */ + SDL_EVENT_GAMEPAD_AXIS_MOTION = 0x650, /**< Gamepad axis motion */ + SDL_EVENT_GAMEPAD_BUTTON_DOWN, /**< Gamepad button pressed */ + SDL_EVENT_GAMEPAD_BUTTON_UP, /**< Gamepad button released */ + SDL_EVENT_GAMEPAD_ADDED, /**< A new gamepad has been inserted into the system */ + SDL_EVENT_GAMEPAD_REMOVED, /**< A gamepad has been removed */ + SDL_EVENT_GAMEPAD_REMAPPED, /**< The gamepad mapping was updated */ + SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN, /**< Gamepad touchpad was touched */ + SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION, /**< Gamepad touchpad finger was moved */ + SDL_EVENT_GAMEPAD_TOUCHPAD_UP, /**< Gamepad touchpad finger was lifted */ + SDL_EVENT_GAMEPAD_SENSOR_UPDATE, /**< Gamepad sensor was updated */ + SDL_EVENT_GAMEPAD_UPDATE_COMPLETE, /**< Gamepad update is complete */ + SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED, /**< Gamepad Steam handle has changed */ + + /* Touch events */ + SDL_EVENT_FINGER_DOWN = 0x700, + SDL_EVENT_FINGER_UP, + SDL_EVENT_FINGER_MOTION, + SDL_EVENT_FINGER_CANCELED, + + /* 0x800, 0x801, and 0x802 were the Gesture events from SDL2. Do not reuse these values! sdl2-compat needs them! */ + + /* Clipboard events */ + SDL_EVENT_CLIPBOARD_UPDATE = 0x900, /**< The clipboard or primary selection changed */ + + /* Drag and drop events */ + SDL_EVENT_DROP_FILE = 0x1000, /**< The system requests a file open */ + SDL_EVENT_DROP_TEXT, /**< text/plain drag-and-drop event */ + SDL_EVENT_DROP_BEGIN, /**< A new set of drops is beginning (NULL filename) */ + SDL_EVENT_DROP_COMPLETE, /**< Current set of drops is now complete (NULL filename) */ + SDL_EVENT_DROP_POSITION, /**< Position while moving over the window */ + + /* Audio hotplug events */ + SDL_EVENT_AUDIO_DEVICE_ADDED = 0x1100, /**< A new audio device is available */ + SDL_EVENT_AUDIO_DEVICE_REMOVED, /**< An audio device has been removed. */ + SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED, /**< An audio device's format has been changed by the system. */ + + /* Sensor events */ + SDL_EVENT_SENSOR_UPDATE = 0x1200, /**< A sensor was updated */ + + /* Pressure-sensitive pen events */ + SDL_EVENT_PEN_PROXIMITY_IN = 0x1300, /**< Pressure-sensitive pen has become available */ + SDL_EVENT_PEN_PROXIMITY_OUT, /**< Pressure-sensitive pen has become unavailable */ + SDL_EVENT_PEN_DOWN, /**< Pressure-sensitive pen touched drawing surface */ + SDL_EVENT_PEN_UP, /**< Pressure-sensitive pen stopped touching drawing surface */ + SDL_EVENT_PEN_BUTTON_DOWN, /**< Pressure-sensitive pen button pressed */ + SDL_EVENT_PEN_BUTTON_UP, /**< Pressure-sensitive pen button released */ + SDL_EVENT_PEN_MOTION, /**< Pressure-sensitive pen is moving on the tablet */ + SDL_EVENT_PEN_AXIS, /**< Pressure-sensitive pen angle/pressure/etc changed */ + + /* Camera hotplug events */ + SDL_EVENT_CAMERA_DEVICE_ADDED = 0x1400, /**< A new camera device is available */ + SDL_EVENT_CAMERA_DEVICE_REMOVED, /**< A camera device has been removed. */ + SDL_EVENT_CAMERA_DEVICE_APPROVED, /**< A camera device has been approved for use by the user. */ + SDL_EVENT_CAMERA_DEVICE_DENIED, /**< A camera device has been denied for use by the user. */ + + /* Render events */ + SDL_EVENT_RENDER_TARGETS_RESET = 0x2000, /**< The render targets have been reset and their contents need to be updated */ + SDL_EVENT_RENDER_DEVICE_RESET, /**< The device has been reset and all textures need to be recreated */ + SDL_EVENT_RENDER_DEVICE_LOST, /**< The device has been lost and can't be recovered. */ + + /* Reserved events for private platforms */ + SDL_EVENT_PRIVATE0 = 0x4000, + SDL_EVENT_PRIVATE1, + SDL_EVENT_PRIVATE2, + SDL_EVENT_PRIVATE3, + + /* Internal events */ + SDL_EVENT_POLL_SENTINEL = 0x7F00, /**< Signals the end of an event poll cycle */ + + /** Events SDL_EVENT_USER through SDL_EVENT_LAST are for your use, + * and should be allocated with SDL_RegisterEvents() + */ + SDL_EVENT_USER = 0x8000, + + /** + * This last event is only for bounding internal arrays + */ + SDL_EVENT_LAST = 0xFFFF, + + /* This just makes sure the enum is the size of Uint32 */ + SDL_EVENT_ENUM_PADDING = 0x7FFFFFFF + +} SDL_EventType; + +/** + * Fields shared by every event + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_CommonEvent +{ + Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ +} SDL_CommonEvent; + +/** + * Display state change event data (event.display.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_DisplayEvent +{ + SDL_EventType type; /**< SDL_DISPLAYEVENT_* */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_DisplayID displayID;/**< The associated display */ + Sint32 data1; /**< event dependent data */ + Sint32 data2; /**< event dependent data */ +} SDL_DisplayEvent; + +/** + * Window state change event data (event.window.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_WindowEvent +{ + SDL_EventType type; /**< SDL_EVENT_WINDOW_* */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The associated window */ + Sint32 data1; /**< event dependent data */ + Sint32 data2; /**< event dependent data */ +} SDL_WindowEvent; + +/** + * Keyboard device event structure (event.kdevice.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_KeyboardDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_KEYBOARD_ADDED or SDL_EVENT_KEYBOARD_REMOVED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_KeyboardID which; /**< The keyboard instance id */ +} SDL_KeyboardDeviceEvent; + +/** + * Keyboard button event structure (event.key.*) + * + * The `key` is the base SDL_Keycode generated by pressing the `scancode` + * using the current keyboard layout, applying any options specified in + * SDL_HINT_KEYCODE_OPTIONS. You can get the SDL_Keycode corresponding to the + * event scancode and modifiers directly from the keyboard layout, bypassing + * SDL_HINT_KEYCODE_OPTIONS, by calling SDL_GetKeyFromScancode(). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_HINT_KEYCODE_OPTIONS + */ +typedef struct SDL_KeyboardEvent +{ + SDL_EventType type; /**< SDL_EVENT_KEY_DOWN or SDL_EVENT_KEY_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with keyboard focus, if any */ + SDL_KeyboardID which; /**< The keyboard instance id, or 0 if unknown or virtual */ + SDL_Scancode scancode; /**< SDL physical key code */ + SDL_Keycode key; /**< SDL virtual key code */ + SDL_Keymod mod; /**< current key modifiers */ + Uint16 raw; /**< The platform dependent scancode for this event */ + bool down; /**< true if the key is pressed */ + bool repeat; /**< true if this is a key repeat */ +} SDL_KeyboardEvent; + +/** + * Keyboard text editing event structure (event.edit.*) + * + * The start cursor is the position, in UTF-8 characters, where new typing + * will be inserted into the editing text. The length is the number of UTF-8 + * characters that will be replaced by new typing. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_TextEditingEvent +{ + SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with keyboard focus, if any */ + const char *text; /**< The editing text */ + Sint32 start; /**< The start cursor of selected editing text, or -1 if not set */ + Sint32 length; /**< The length of selected editing text, or -1 if not set */ +} SDL_TextEditingEvent; + +/** + * Keyboard IME candidates event structure (event.edit_candidates.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_TextEditingCandidatesEvent +{ + SDL_EventType type; /**< SDL_EVENT_TEXT_EDITING_CANDIDATES */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with keyboard focus, if any */ + const char * const *candidates; /**< The list of candidates, or NULL if there are no candidates available */ + Sint32 num_candidates; /**< The number of strings in `candidates` */ + Sint32 selected_candidate; /**< The index of the selected candidate, or -1 if no candidate is selected */ + bool horizontal; /**< true if the list is horizontal, false if it's vertical */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_TextEditingCandidatesEvent; + +/** + * Keyboard text input event structure (event.text.*) + * + * This event will never be delivered unless text input is enabled by calling + * SDL_StartTextInput(). Text input is disabled by default! + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_StartTextInput + * \sa SDL_StopTextInput + */ +typedef struct SDL_TextInputEvent +{ + SDL_EventType type; /**< SDL_EVENT_TEXT_INPUT */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with keyboard focus, if any */ + const char *text; /**< The input text, UTF-8 encoded */ +} SDL_TextInputEvent; + +/** + * Mouse device event structure (event.mdevice.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MouseDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_MOUSE_ADDED or SDL_EVENT_MOUSE_REMOVED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_MouseID which; /**< The mouse instance id */ +} SDL_MouseDeviceEvent; + +/** + * Mouse motion event structure (event.motion.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MouseMotionEvent +{ + SDL_EventType type; /**< SDL_EVENT_MOUSE_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with mouse focus, if any */ + SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */ + SDL_MouseButtonFlags state; /**< The current button state */ + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ + float xrel; /**< The relative motion in the X direction */ + float yrel; /**< The relative motion in the Y direction */ +} SDL_MouseMotionEvent; + +/** + * Mouse button event structure (event.button.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MouseButtonEvent +{ + SDL_EventType type; /**< SDL_EVENT_MOUSE_BUTTON_DOWN or SDL_EVENT_MOUSE_BUTTON_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with mouse focus, if any */ + SDL_MouseID which; /**< The mouse instance id in relative mode, SDL_TOUCH_MOUSEID for touch events, or 0 */ + Uint8 button; /**< The mouse button index */ + bool down; /**< true if the button is pressed */ + Uint8 clicks; /**< 1 for single-click, 2 for double-click, etc. */ + Uint8 padding; + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ +} SDL_MouseButtonEvent; + +/** + * Mouse wheel event structure (event.wheel.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MouseWheelEvent +{ + SDL_EventType type; /**< SDL_EVENT_MOUSE_WHEEL */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with mouse focus, if any */ + SDL_MouseID which; /**< The mouse instance id in relative mode or 0 */ + float x; /**< The amount scrolled horizontally, positive to the right and negative to the left */ + float y; /**< The amount scrolled vertically, positive away from the user and negative toward the user */ + SDL_MouseWheelDirection direction; /**< Set to one of the SDL_MOUSEWHEEL_* defines. When FLIPPED the values in X and Y will be opposite. Multiply by -1 to change them back */ + float mouse_x; /**< X coordinate, relative to window */ + float mouse_y; /**< Y coordinate, relative to window */ + Sint32 integer_x; /**< The amount scrolled horizontally, accumulated to whole scroll "ticks" (added in 3.2.12) */ + Sint32 integer_y; /**< The amount scrolled vertically, accumulated to whole scroll "ticks" (added in 3.2.12) */ +} SDL_MouseWheelEvent; + +/** + * Joystick axis motion event structure (event.jaxis.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_JoyAxisEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_AXIS_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 axis; /**< The joystick axis index */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint16 value; /**< The axis value (range: -32768 to 32767) */ + Uint16 padding4; +} SDL_JoyAxisEvent; + +/** + * Joystick trackball motion event structure (event.jball.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_JoyBallEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BALL_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 ball; /**< The joystick trackball index */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint16 xrel; /**< The relative motion in the X direction */ + Sint16 yrel; /**< The relative motion in the Y direction */ +} SDL_JoyBallEvent; + +/** + * Joystick hat position change event structure (event.jhat.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_JoyHatEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_HAT_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 hat; /**< The joystick hat index */ + Uint8 value; /**< The hat position value. + * \sa SDL_HAT_LEFTUP SDL_HAT_UP SDL_HAT_RIGHTUP + * \sa SDL_HAT_LEFT SDL_HAT_CENTERED SDL_HAT_RIGHT + * \sa SDL_HAT_LEFTDOWN SDL_HAT_DOWN SDL_HAT_RIGHTDOWN + * + * Note that zero means the POV is centered. + */ + Uint8 padding1; + Uint8 padding2; +} SDL_JoyHatEvent; + +/** + * Joystick button event structure (event.jbutton.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_JoyButtonEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BUTTON_DOWN or SDL_EVENT_JOYSTICK_BUTTON_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 button; /**< The joystick button index */ + bool down; /**< true if the button is pressed */ + Uint8 padding1; + Uint8 padding2; +} SDL_JoyButtonEvent; + +/** + * Joystick device event structure (event.jdevice.*) + * + * SDL will send JOYSTICK_ADDED events for devices that are already plugged in + * during SDL_Init. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GamepadDeviceEvent + */ +typedef struct SDL_JoyDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_ADDED or SDL_EVENT_JOYSTICK_REMOVED or SDL_EVENT_JOYSTICK_UPDATE_COMPLETE */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ +} SDL_JoyDeviceEvent; + +/** + * Joystick battery level change event structure (event.jbattery.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_JoyBatteryEvent +{ + SDL_EventType type; /**< SDL_EVENT_JOYSTICK_BATTERY_UPDATED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + SDL_PowerState state; /**< The joystick battery state */ + int percent; /**< The joystick battery percent charge remaining */ +} SDL_JoyBatteryEvent; + +/** + * Gamepad axis motion event structure (event.gaxis.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GamepadAxisEvent +{ + SDL_EventType type; /**< SDL_EVENT_GAMEPAD_AXIS_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 axis; /**< The gamepad axis (SDL_GamepadAxis) */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; + Sint16 value; /**< The axis value (range: -32768 to 32767) */ + Uint16 padding4; +} SDL_GamepadAxisEvent; + + +/** + * Gamepad button event structure (event.gbutton.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GamepadButtonEvent +{ + SDL_EventType type; /**< SDL_EVENT_GAMEPAD_BUTTON_DOWN or SDL_EVENT_GAMEPAD_BUTTON_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Uint8 button; /**< The gamepad button (SDL_GamepadButton) */ + bool down; /**< true if the button is pressed */ + Uint8 padding1; + Uint8 padding2; +} SDL_GamepadButtonEvent; + + +/** + * Gamepad device event structure (event.gdevice.*) + * + * Joysticks that are supported gamepads receive both an SDL_JoyDeviceEvent + * and an SDL_GamepadDeviceEvent. + * + * SDL will send GAMEPAD_ADDED events for joysticks that are already plugged + * in during SDL_Init() and are recognized as gamepads. It will also send + * events for joysticks that get gamepad mappings at runtime. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_JoyDeviceEvent + */ +typedef struct SDL_GamepadDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_GAMEPAD_ADDED, SDL_EVENT_GAMEPAD_REMOVED, or SDL_EVENT_GAMEPAD_REMAPPED, SDL_EVENT_GAMEPAD_UPDATE_COMPLETE or SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ +} SDL_GamepadDeviceEvent; + +/** + * Gamepad touchpad event structure (event.gtouchpad.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GamepadTouchpadEvent +{ + SDL_EventType type; /**< SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN or SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION or SDL_EVENT_GAMEPAD_TOUCHPAD_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Sint32 touchpad; /**< The index of the touchpad */ + Sint32 finger; /**< The index of the finger on the touchpad */ + float x; /**< Normalized in the range 0...1 with 0 being on the left */ + float y; /**< Normalized in the range 0...1 with 0 being at the top */ + float pressure; /**< Normalized in the range 0...1 */ +} SDL_GamepadTouchpadEvent; + +/** + * Gamepad sensor event structure (event.gsensor.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GamepadSensorEvent +{ + SDL_EventType type; /**< SDL_EVENT_GAMEPAD_SENSOR_UPDATE */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_JoystickID which; /**< The joystick instance id */ + Sint32 sensor; /**< The type of the sensor, one of the values of SDL_SensorType */ + float data[3]; /**< Up to 3 values from the sensor, as defined in SDL_sensor.h */ + Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */ +} SDL_GamepadSensorEvent; + +/** + * Audio device event structure (event.adevice.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_AudioDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_AUDIO_DEVICE_ADDED, or SDL_EVENT_AUDIO_DEVICE_REMOVED, or SDL_EVENT_AUDIO_DEVICE_FORMAT_CHANGED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_AudioDeviceID which; /**< SDL_AudioDeviceID for the device being added or removed or changing */ + bool recording; /**< false if a playback device, true if a recording device. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_AudioDeviceEvent; + +/** + * Camera device event structure (event.cdevice.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_CameraDeviceEvent +{ + SDL_EventType type; /**< SDL_EVENT_CAMERA_DEVICE_ADDED, SDL_EVENT_CAMERA_DEVICE_REMOVED, SDL_EVENT_CAMERA_DEVICE_APPROVED, SDL_EVENT_CAMERA_DEVICE_DENIED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_CameraID which; /**< SDL_CameraID for the device being added or removed or changing */ +} SDL_CameraDeviceEvent; + + +/** + * Renderer event structure (event.render.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_RenderEvent +{ + SDL_EventType type; /**< SDL_EVENT_RENDER_TARGETS_RESET, SDL_EVENT_RENDER_DEVICE_RESET, SDL_EVENT_RENDER_DEVICE_LOST */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window containing the renderer in question. */ +} SDL_RenderEvent; + + +/** + * Touch finger event structure (event.tfinger.*) + * + * Coordinates in this event are normalized. `x` and `y` are normalized to a + * range between 0.0f and 1.0f, relative to the window, so (0,0) is the top + * left and (1,1) is the bottom right. Delta coordinates `dx` and `dy` are + * normalized in the ranges of -1.0f (traversed all the way from the bottom or + * right to all the way up or left) to 1.0f (traversed all the way from the + * top or left to all the way down or right). + * + * Note that while the coordinates are _normalized_, they are not _clamped_, + * which means in some circumstances you can get a value outside of this + * range. For example, a renderer using logical presentation might give a + * negative value when the touch is in the letterboxing. Some platforms might + * report a touch outside of the window, which will also be outside of the + * range. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_TouchFingerEvent +{ + SDL_EventType type; /**< SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_UP, SDL_EVENT_FINGER_MOTION, or SDL_EVENT_FINGER_CANCELED */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_TouchID touchID; /**< The touch device id */ + SDL_FingerID fingerID; + float x; /**< Normalized in the range 0...1 */ + float y; /**< Normalized in the range 0...1 */ + float dx; /**< Normalized in the range -1...1 */ + float dy; /**< Normalized in the range -1...1 */ + float pressure; /**< Normalized in the range 0...1 */ + SDL_WindowID windowID; /**< The window underneath the finger, if any */ +} SDL_TouchFingerEvent; + +/** + * Pressure-sensitive pen proximity event structure (event.pmotion.*) + * + * When a pen becomes visible to the system (it is close enough to a tablet, + * etc), SDL will send an SDL_EVENT_PEN_PROXIMITY_IN event with the new pen's + * ID. This ID is valid until the pen leaves proximity again (has been removed + * from the tablet's area, the tablet has been unplugged, etc). If the same + * pen reenters proximity again, it will be given a new ID. + * + * Note that "proximity" means "close enough for the tablet to know the tool + * is there." The pen touching and lifting off from the tablet while not + * leaving the area are handled by SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PenProximityEvent +{ + SDL_EventType type; /**< SDL_EVENT_PEN_PROXIMITY_IN or SDL_EVENT_PEN_PROXIMITY_OUT */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with pen focus, if any */ + SDL_PenID which; /**< The pen instance id */ +} SDL_PenProximityEvent; + +/** + * Pressure-sensitive pen motion event structure (event.pmotion.*) + * + * Depending on the hardware, you may get motion events when the pen is not + * touching a tablet, for tracking a pen even when it isn't drawing. You + * should listen for SDL_EVENT_PEN_DOWN and SDL_EVENT_PEN_UP events, or check + * `pen_state & SDL_PEN_INPUT_DOWN` to decide if a pen is "drawing" when + * dealing with pen motion. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PenMotionEvent +{ + SDL_EventType type; /**< SDL_EVENT_PEN_MOTION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with pen focus, if any */ + SDL_PenID which; /**< The pen instance id */ + SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ +} SDL_PenMotionEvent; + +/** + * Pressure-sensitive pen touched event structure (event.ptouch.*) + * + * These events come when a pen touches a surface (a tablet, etc), or lifts + * off from one. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PenTouchEvent +{ + SDL_EventType type; /**< SDL_EVENT_PEN_DOWN or SDL_EVENT_PEN_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with pen focus, if any */ + SDL_PenID which; /**< The pen instance id */ + SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ + bool eraser; /**< true if eraser end is used (not all pens support this). */ + bool down; /**< true if the pen is touching or false if the pen is lifted off */ +} SDL_PenTouchEvent; + +/** + * Pressure-sensitive pen button event structure (event.pbutton.*) + * + * This is for buttons on the pen itself that the user might click. The pen + * itself pressing down to draw triggers a SDL_EVENT_PEN_DOWN event instead. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PenButtonEvent +{ + SDL_EventType type; /**< SDL_EVENT_PEN_BUTTON_DOWN or SDL_EVENT_PEN_BUTTON_UP */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with mouse focus, if any */ + SDL_PenID which; /**< The pen instance id */ + SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ + Uint8 button; /**< The pen button index (first button is 1). */ + bool down; /**< true if the button is pressed */ +} SDL_PenButtonEvent; + +/** + * Pressure-sensitive pen pressure / angle event structure (event.paxis.*) + * + * You might get some of these events even if the pen isn't touching the + * tablet. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PenAxisEvent +{ + SDL_EventType type; /**< SDL_EVENT_PEN_AXIS */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window with pen focus, if any */ + SDL_PenID which; /**< The pen instance id */ + SDL_PenInputFlags pen_state; /**< Complete pen input state at time of event */ + float x; /**< X coordinate, relative to window */ + float y; /**< Y coordinate, relative to window */ + SDL_PenAxis axis; /**< Axis that has changed */ + float value; /**< New value of axis */ +} SDL_PenAxisEvent; + +/** + * An event used to drop text or request a file open by the system + * (event.drop.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_DropEvent +{ + SDL_EventType type; /**< SDL_EVENT_DROP_BEGIN or SDL_EVENT_DROP_FILE or SDL_EVENT_DROP_TEXT or SDL_EVENT_DROP_COMPLETE or SDL_EVENT_DROP_POSITION */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The window that was dropped on, if any */ + float x; /**< X coordinate, relative to window (not on begin) */ + float y; /**< Y coordinate, relative to window (not on begin) */ + const char *source; /**< The source app that sent this drop event, or NULL if that isn't available */ + const char *data; /**< The text for SDL_EVENT_DROP_TEXT and the file name for SDL_EVENT_DROP_FILE, NULL for other events */ +} SDL_DropEvent; + +/** + * An event triggered when the clipboard contents have changed + * (event.clipboard.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_ClipboardEvent +{ + SDL_EventType type; /**< SDL_EVENT_CLIPBOARD_UPDATE */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + bool owner; /**< are we owning the clipboard (internal update) */ + Sint32 num_mime_types; /**< number of mime types */ + const char **mime_types; /**< current mime types */ +} SDL_ClipboardEvent; + +/** + * Sensor event structure (event.sensor.*) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_SensorEvent +{ + SDL_EventType type; /**< SDL_EVENT_SENSOR_UPDATE */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_SensorID which; /**< The instance ID of the sensor */ + float data[6]; /**< Up to 6 values from the sensor - additional values can be queried using SDL_GetSensorData() */ + Uint64 sensor_timestamp; /**< The timestamp of the sensor reading in nanoseconds, not necessarily synchronized with the system clock */ +} SDL_SensorEvent; + +/** + * The "quit requested" event + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_QuitEvent +{ + SDL_EventType type; /**< SDL_EVENT_QUIT */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ +} SDL_QuitEvent; + +/** + * A user-defined event type (event.user.*) + * + * This event is unique; it is never created by SDL, but only by the + * application. The event can be pushed onto the event queue using + * SDL_PushEvent(). The contents of the structure members are completely up to + * the programmer; the only requirement is that '''type''' is a value obtained + * from SDL_RegisterEvents(). + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_UserEvent +{ + Uint32 type; /**< SDL_EVENT_USER through SDL_EVENT_LAST-1, Uint32 because these are not in the SDL_EventType enumeration */ + Uint32 reserved; + Uint64 timestamp; /**< In nanoseconds, populated using SDL_GetTicksNS() */ + SDL_WindowID windowID; /**< The associated window if any */ + Sint32 code; /**< User defined event code */ + void *data1; /**< User defined data pointer */ + void *data2; /**< User defined data pointer */ +} SDL_UserEvent; + + +/** + * The structure for all events in SDL. + * + * The SDL_Event structure is the core of all event handling in SDL. SDL_Event + * is a union of all event structures used in SDL. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef union SDL_Event +{ + Uint32 type; /**< Event type, shared with all events, Uint32 to cover user events which are not in the SDL_EventType enumeration */ + SDL_CommonEvent common; /**< Common event data */ + SDL_DisplayEvent display; /**< Display event data */ + SDL_WindowEvent window; /**< Window event data */ + SDL_KeyboardDeviceEvent kdevice; /**< Keyboard device change event data */ + SDL_KeyboardEvent key; /**< Keyboard event data */ + SDL_TextEditingEvent edit; /**< Text editing event data */ + SDL_TextEditingCandidatesEvent edit_candidates; /**< Text editing candidates event data */ + SDL_TextInputEvent text; /**< Text input event data */ + SDL_MouseDeviceEvent mdevice; /**< Mouse device change event data */ + SDL_MouseMotionEvent motion; /**< Mouse motion event data */ + SDL_MouseButtonEvent button; /**< Mouse button event data */ + SDL_MouseWheelEvent wheel; /**< Mouse wheel event data */ + SDL_JoyDeviceEvent jdevice; /**< Joystick device change event data */ + SDL_JoyAxisEvent jaxis; /**< Joystick axis event data */ + SDL_JoyBallEvent jball; /**< Joystick ball event data */ + SDL_JoyHatEvent jhat; /**< Joystick hat event data */ + SDL_JoyButtonEvent jbutton; /**< Joystick button event data */ + SDL_JoyBatteryEvent jbattery; /**< Joystick battery event data */ + SDL_GamepadDeviceEvent gdevice; /**< Gamepad device event data */ + SDL_GamepadAxisEvent gaxis; /**< Gamepad axis event data */ + SDL_GamepadButtonEvent gbutton; /**< Gamepad button event data */ + SDL_GamepadTouchpadEvent gtouchpad; /**< Gamepad touchpad event data */ + SDL_GamepadSensorEvent gsensor; /**< Gamepad sensor event data */ + SDL_AudioDeviceEvent adevice; /**< Audio device event data */ + SDL_CameraDeviceEvent cdevice; /**< Camera device event data */ + SDL_SensorEvent sensor; /**< Sensor event data */ + SDL_QuitEvent quit; /**< Quit request event data */ + SDL_UserEvent user; /**< Custom event data */ + SDL_TouchFingerEvent tfinger; /**< Touch finger event data */ + SDL_PenProximityEvent pproximity; /**< Pen proximity event data */ + SDL_PenTouchEvent ptouch; /**< Pen tip touching event data */ + SDL_PenMotionEvent pmotion; /**< Pen motion event data */ + SDL_PenButtonEvent pbutton; /**< Pen button event data */ + SDL_PenAxisEvent paxis; /**< Pen axis event data */ + SDL_RenderEvent render; /**< Render event data */ + SDL_DropEvent drop; /**< Drag and drop event data */ + SDL_ClipboardEvent clipboard; /**< Clipboard event data */ + + /* This is necessary for ABI compatibility between Visual C++ and GCC. + Visual C++ will respect the push pack pragma and use 52 bytes (size of + SDL_TextEditingEvent, the largest structure for 32-bit and 64-bit + architectures) for this union, and GCC will use the alignment of the + largest datatype within the union, which is 8 bytes on 64-bit + architectures. + + So... we'll add padding to force the size to be the same for both. + + On architectures where pointers are 16 bytes, this needs rounding up to + the next multiple of 16, 64, and on architectures where pointers are + even larger the size of SDL_UserEvent will dominate as being 3 pointers. + */ + Uint8 padding[128]; +} SDL_Event; + +/* Make sure we haven't broken binary compatibility */ +SDL_COMPILE_TIME_ASSERT(SDL_Event, sizeof(SDL_Event) == sizeof(((SDL_Event *)NULL)->padding)); + + +/* Function prototypes */ + +/** + * Pump the event loop, gathering events from the input devices. + * + * This function updates the event queue and internal input device state. + * + * SDL_PumpEvents() gathers all the pending input information from devices and + * places it in the event queue. Without calls to SDL_PumpEvents() no events + * would ever be placed on the queue. Often the need for calls to + * SDL_PumpEvents() is hidden from the user since SDL_PollEvent() and + * SDL_WaitEvent() implicitly call SDL_PumpEvents(). However, if you are not + * polling or waiting for events (e.g. you are filtering them), then you must + * call SDL_PumpEvents() to force an event queue update. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PollEvent + * \sa SDL_WaitEvent + */ +extern SDL_DECLSPEC void SDLCALL SDL_PumpEvents(void); + +/* @{ */ + +/** + * The type of action to request from SDL_PeepEvents(). + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_EventAction +{ + SDL_ADDEVENT, /**< Add events to the back of the queue. */ + SDL_PEEKEVENT, /**< Check but don't remove events from the queue front. */ + SDL_GETEVENT /**< Retrieve/remove events from the front of the queue. */ +} SDL_EventAction; + +/** + * Check the event queue for messages and optionally return them. + * + * `action` may be any of the following: + * + * - `SDL_ADDEVENT`: up to `numevents` events will be added to the back of the + * event queue. + * - `SDL_PEEKEVENT`: `numevents` events at the front of the event queue, + * within the specified minimum and maximum type, will be returned to the + * caller and will _not_ be removed from the queue. If you pass NULL for + * `events`, then `numevents` is ignored and the total number of matching + * events will be returned. + * - `SDL_GETEVENT`: up to `numevents` events at the front of the event queue, + * within the specified minimum and maximum type, will be returned to the + * caller and will be removed from the queue. + * + * You may have to call SDL_PumpEvents() before calling this function. + * Otherwise, the events may not be ready to be filtered when you call + * SDL_PeepEvents(). + * + * \param events destination buffer for the retrieved events, may be NULL to + * leave the events in the queue and return the number of events + * that would have been stored. + * \param numevents if action is SDL_ADDEVENT, the number of events to add + * back to the event queue; if action is SDL_PEEKEVENT or + * SDL_GETEVENT, the maximum number of events to retrieve. + * \param action action to take; see [Remarks](#remarks) for details. + * \param minType minimum value of the event type to be considered; + * SDL_EVENT_FIRST is a safe choice. + * \param maxType maximum value of the event type to be considered; + * SDL_EVENT_LAST is a safe choice. + * \returns the number of events actually stored or -1 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PollEvent + * \sa SDL_PumpEvents + * \sa SDL_PushEvent + */ +extern SDL_DECLSPEC int SDLCALL SDL_PeepEvents(SDL_Event *events, int numevents, SDL_EventAction action, Uint32 minType, Uint32 maxType); +/* @} */ + +/** + * Check for the existence of a certain event type in the event queue. + * + * If you need to check for a range of event types, use SDL_HasEvents() + * instead. + * + * \param type the type of event to be queried; see SDL_EventType for details. + * \returns true if events matching `type` are present, or false if events + * matching `type` are not present. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasEvents + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasEvent(Uint32 type); + + +/** + * Check for the existence of certain event types in the event queue. + * + * If you need to check for a single event type, use SDL_HasEvent() instead. + * + * \param minType the low end of event type to be queried, inclusive; see + * SDL_EventType for details. + * \param maxType the high end of event type to be queried, inclusive; see + * SDL_EventType for details. + * \returns true if events with type >= `minType` and <= `maxType` are + * present, or false if not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasEvents + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasEvents(Uint32 minType, Uint32 maxType); + +/** + * Clear events of a specific type from the event queue. + * + * This will unconditionally remove any events from the queue that match + * `type`. If you need to remove a range of event types, use SDL_FlushEvents() + * instead. + * + * It's also normal to just ignore events you don't care about in your event + * loop without calling this function. + * + * This function only affects currently queued events. If you want to make + * sure that all pending OS events are flushed, you can call SDL_PumpEvents() + * on the main thread immediately before the flush call. + * + * If you have user events with custom data that needs to be freed, you should + * use SDL_PeepEvents() to remove and clean up those events before calling + * this function. + * + * \param type the type of event to be cleared; see SDL_EventType for details. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_FlushEvents + */ +extern SDL_DECLSPEC void SDLCALL SDL_FlushEvent(Uint32 type); + +/** + * Clear events of a range of types from the event queue. + * + * This will unconditionally remove any events from the queue that are in the + * range of `minType` to `maxType`, inclusive. If you need to remove a single + * event type, use SDL_FlushEvent() instead. + * + * It's also normal to just ignore events you don't care about in your event + * loop without calling this function. + * + * This function only affects currently queued events. If you want to make + * sure that all pending OS events are flushed, you can call SDL_PumpEvents() + * on the main thread immediately before the flush call. + * + * \param minType the low end of event type to be cleared, inclusive; see + * SDL_EventType for details. + * \param maxType the high end of event type to be cleared, inclusive; see + * SDL_EventType for details. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_FlushEvent + */ +extern SDL_DECLSPEC void SDLCALL SDL_FlushEvents(Uint32 minType, Uint32 maxType); + +/** + * Poll for currently pending events. + * + * If `event` is not NULL, the next event is removed from the queue and stored + * in the SDL_Event structure pointed to by `event`. The 1 returned refers to + * this event, immediately stored in the SDL Event structure -- not an event + * to follow. + * + * If `event` is NULL, it simply returns 1 if there is an event in the queue, + * but will not remove it from the queue. + * + * As this function may implicitly call SDL_PumpEvents(), you can only call + * this function in the thread that set the video mode. + * + * SDL_PollEvent() is the favored way of receiving system events since it can + * be done from the main loop and does not suspend the main loop while waiting + * on an event to be posted. + * + * The common practice is to fully process the event queue once every frame, + * usually as a first step before updating the game's state: + * + * ```c + * while (game_is_still_running) { + * SDL_Event event; + * while (SDL_PollEvent(&event)) { // poll until all events are handled! + * // decide what to do with this event. + * } + * + * // update game state, draw the current frame + * } + * ``` + * + * \param event the SDL_Event structure to be filled with the next event from + * the queue, or NULL. + * \returns true if this got an event or false if there are none available. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PushEvent + * \sa SDL_WaitEvent + * \sa SDL_WaitEventTimeout + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PollEvent(SDL_Event *event); + +/** + * Wait indefinitely for the next available event. + * + * If `event` is not NULL, the next event is removed from the queue and stored + * in the SDL_Event structure pointed to by `event`. + * + * As this function may implicitly call SDL_PumpEvents(), you can only call + * this function in the thread that initialized the video subsystem. + * + * \param event the SDL_Event structure to be filled in with the next event + * from the queue, or NULL. + * \returns true on success or false if there was an error while waiting for + * events; call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PollEvent + * \sa SDL_PushEvent + * \sa SDL_WaitEventTimeout + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitEvent(SDL_Event *event); + +/** + * Wait until the specified timeout (in milliseconds) for the next available + * event. + * + * If `event` is not NULL, the next event is removed from the queue and stored + * in the SDL_Event structure pointed to by `event`. + * + * As this function may implicitly call SDL_PumpEvents(), you can only call + * this function in the thread that initialized the video subsystem. + * + * The timeout is not guaranteed, the actual wait time could be longer due to + * system scheduling. + * + * \param event the SDL_Event structure to be filled in with the next event + * from the queue, or NULL. + * \param timeoutMS the maximum number of milliseconds to wait for the next + * available event. + * \returns true if this got an event or false if the timeout elapsed without + * any events available. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PollEvent + * \sa SDL_PushEvent + * \sa SDL_WaitEvent + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitEventTimeout(SDL_Event *event, Sint32 timeoutMS); + +/** + * Add an event to the event queue. + * + * The event queue can actually be used as a two way communication channel. + * Not only can events be read from the queue, but the user can also push + * their own events onto it. `event` is a pointer to the event structure you + * wish to push onto the queue. The event is copied into the queue, and the + * caller may dispose of the memory pointed to after SDL_PushEvent() returns. + * + * Note: Pushing device input events onto the queue doesn't modify the state + * of the device within SDL. + * + * Note: Events pushed onto the queue with SDL_PushEvent() get passed through + * the event filter but events added with SDL_PeepEvents() do not. + * + * For pushing application-specific events, please use SDL_RegisterEvents() to + * get an event type that does not conflict with other code that also wants + * its own custom event types. + * + * \param event the SDL_Event to be added to the queue. + * \returns true on success, false if the event was filtered or on failure; + * call SDL_GetError() for more information. A common reason for + * error is the event queue being full. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PeepEvents + * \sa SDL_PollEvent + * \sa SDL_RegisterEvents + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PushEvent(SDL_Event *event); + +/** + * A function pointer used for callbacks that watch the event queue. + * + * \param userdata what was passed as `userdata` to SDL_SetEventFilter() or + * SDL_AddEventWatch, etc. + * \param event the event that triggered the callback. + * \returns true to permit event to be added to the queue, and false to + * disallow it. When used with SDL_AddEventWatch, the return value is + * ignored. + * + * \threadsafety SDL may call this callback at any time from any thread; the + * application is responsible for locking resources the callback + * touches that need to be protected. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetEventFilter + * \sa SDL_AddEventWatch + */ +typedef bool (SDLCALL *SDL_EventFilter)(void *userdata, SDL_Event *event); + +/** + * Set up a filter to process all events before they are added to the internal + * event queue. + * + * If you just want to see events without modifying them or preventing them + * from being queued, you should use SDL_AddEventWatch() instead. + * + * If the filter function returns true when called, then the event will be + * added to the internal queue. If it returns false, then the event will be + * dropped from the queue, but the internal state will still be updated. This + * allows selective filtering of dynamically arriving events. + * + * **WARNING**: Be very careful of what you do in the event filter function, + * as it may run in a different thread! + * + * On platforms that support it, if the quit event is generated by an + * interrupt signal (e.g. pressing Ctrl-C), it will be delivered to the + * application at the next event poll. + * + * Note: Disabled events never make it to the event filter function; see + * SDL_SetEventEnabled(). + * + * Note: Events pushed onto the queue with SDL_PushEvent() get passed through + * the event filter, but events pushed onto the queue with SDL_PeepEvents() do + * not. + * + * \param filter an SDL_EventFilter function to call when an event happens. + * \param userdata a pointer that is passed to `filter`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddEventWatch + * \sa SDL_SetEventEnabled + * \sa SDL_GetEventFilter + * \sa SDL_PeepEvents + * \sa SDL_PushEvent + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetEventFilter(SDL_EventFilter filter, void *userdata); + +/** + * Query the current event filter. + * + * This function can be used to "chain" filters, by saving the existing filter + * before replacing it with a function that will call that saved filter. + * + * \param filter the current callback function will be stored here. + * \param userdata the pointer that is passed to the current event filter will + * be stored here. + * \returns true on success or false if there is no event filter set. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetEventFilter + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetEventFilter(SDL_EventFilter *filter, void **userdata); + +/** + * Add a callback to be triggered when an event is added to the event queue. + * + * `filter` will be called when an event happens, and its return value is + * ignored. + * + * **WARNING**: Be very careful of what you do in the event filter function, + * as it may run in a different thread! + * + * If the quit event is generated by a signal (e.g. SIGINT), it will bypass + * the internal queue and be delivered to the watch callback immediately, and + * arrive at the next event poll. + * + * Note: the callback is called for events posted by the user through + * SDL_PushEvent(), but not for disabled events, nor for events by a filter + * callback set with SDL_SetEventFilter(), nor for events posted by the user + * through SDL_PeepEvents(). + * + * \param filter an SDL_EventFilter function to call when an event happens. + * \param userdata a pointer that is passed to `filter`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RemoveEventWatch + * \sa SDL_SetEventFilter + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AddEventWatch(SDL_EventFilter filter, void *userdata); + +/** + * Remove an event watch callback added with SDL_AddEventWatch(). + * + * This function takes the same input as SDL_AddEventWatch() to identify and + * delete the corresponding callback. + * + * \param filter the function originally passed to SDL_AddEventWatch(). + * \param userdata the pointer originally passed to SDL_AddEventWatch(). + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddEventWatch + */ +extern SDL_DECLSPEC void SDLCALL SDL_RemoveEventWatch(SDL_EventFilter filter, void *userdata); + +/** + * Run a specific filter function on the current event queue, removing any + * events for which the filter returns false. + * + * See SDL_SetEventFilter() for more information. Unlike SDL_SetEventFilter(), + * this function does not change the filter permanently, it only uses the + * supplied filter until this function returns. + * + * \param filter the SDL_EventFilter function to call when an event happens. + * \param userdata a pointer that is passed to `filter`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEventFilter + * \sa SDL_SetEventFilter + */ +extern SDL_DECLSPEC void SDLCALL SDL_FilterEvents(SDL_EventFilter filter, void *userdata); + +/** + * Set the state of processing events by type. + * + * \param type the type of event; see SDL_EventType for details. + * \param enabled whether to process the event or not. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EventEnabled + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetEventEnabled(Uint32 type, bool enabled); + +/** + * Query the state of processing events by type. + * + * \param type the type of event; see SDL_EventType for details. + * \returns true if the event is being processed, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetEventEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EventEnabled(Uint32 type); + +/** + * Allocate a set of user-defined events, and return the beginning event + * number for that set of events. + * + * \param numevents the number of events to be allocated. + * \returns the beginning event number, or 0 if numevents is invalid or if + * there are not enough user-defined events left. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PushEvent + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_RegisterEvents(int numevents); + +/** + * Get window associated with an event. + * + * \param event an event containing a `windowID`. + * \returns the associated window on success or NULL if there is none. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PollEvent + * \sa SDL_WaitEvent + * \sa SDL_WaitEventTimeout + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromEvent(const SDL_Event *event); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_events_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_filesystem.h b/modules/imgui-sdl/src/include/SDL3/SDL_filesystem.h new file mode 100644 index 0000000..af3ca27 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_filesystem.h @@ -0,0 +1,503 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryFilesystem + * + * SDL offers an API for examining and manipulating the system's filesystem. + * This covers most things one would need to do with directories, except for + * actual file I/O (which is covered by [CategoryIOStream](CategoryIOStream) + * and [CategoryAsyncIO](CategoryAsyncIO) instead). + * + * There are functions to answer necessary path questions: + * + * - Where is my app's data? SDL_GetBasePath(). + * - Where can I safely write files? SDL_GetPrefPath(). + * - Where are paths like Downloads, Desktop, Music? SDL_GetUserFolder(). + * - What is this thing at this location? SDL_GetPathInfo(). + * - What items live in this folder? SDL_EnumerateDirectory(). + * - What items live in this folder by wildcard? SDL_GlobDirectory(). + * - What is my current working directory? SDL_GetCurrentDirectory(). + * + * SDL also offers functions to manipulate the directory tree: renaming, + * removing, copying files. + */ + +#ifndef SDL_filesystem_h_ +#define SDL_filesystem_h_ + +#include +#include + +#include + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Get the directory where the application was run from. + * + * SDL caches the result of this call internally, but the first call to this + * function is not necessarily fast, so plan accordingly. + * + * **macOS and iOS Specific Functionality**: If the application is in a ".app" + * bundle, this function returns the Resource directory (e.g. + * MyApp.app/Contents/Resources/). This behaviour can be overridden by adding + * a property to the Info.plist file. Adding a string key with the name + * SDL_FILESYSTEM_BASE_DIR_TYPE with a supported value will change the + * behaviour. + * + * Supported values for the SDL_FILESYSTEM_BASE_DIR_TYPE property (Given an + * application in /Applications/SDLApp/MyApp.app): + * + * - `resource`: bundle resource directory (the default). For example: + * `/Applications/SDLApp/MyApp.app/Contents/Resources` + * - `bundle`: the Bundle directory. For example: + * `/Applications/SDLApp/MyApp.app/` + * - `parent`: the containing directory of the bundle. For example: + * `/Applications/SDLApp/` + * + * **Nintendo 3DS Specific Functionality**: This function returns "romfs" + * directory of the application as it is uncommon to store resources outside + * the executable. As such it is not a writable directory. + * + * The returned path is guaranteed to end with a path separator ('\\' on + * Windows, '/' on most other platforms). + * + * \returns an absolute path in UTF-8 encoding to the application data + * directory. NULL will be returned on error or when the platform + * doesn't implement this functionality, call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPrefPath + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetBasePath(void); + +/** + * Get the user-and-app-specific path where files can be written. + * + * Get the "pref dir". This is meant to be where users can write personal + * files (preferences and save games, etc) that are specific to your + * application. This directory is unique per user, per application. + * + * This function will decide the appropriate location in the native + * filesystem, create the directory if necessary, and return a string of the + * absolute path to the directory in UTF-8 encoding. + * + * On Windows, the string might look like: + * + * `C:\\Users\\bob\\AppData\\Roaming\\My Company\\My Program Name\\` + * + * On Linux, the string might look like: + * + * `/home/bob/.local/share/My Program Name/` + * + * On macOS, the string might look like: + * + * `/Users/bob/Library/Application Support/My Program Name/` + * + * You should assume the path returned by this function is the only safe place + * to write files (and that SDL_GetBasePath(), while it might be writable, or + * even the parent of the returned path, isn't where you should be writing + * things). + * + * Both the org and app strings may become part of a directory name, so please + * follow these rules: + * + * - Try to use the same org string (_including case-sensitivity_) for all + * your applications that use this function. + * - Always use a unique app string for each one, and make sure it never + * changes for an app once you've decided on it. + * - Unicode characters are legal, as long as they are UTF-8 encoded, but... + * - ...only use letters, numbers, and spaces. Avoid punctuation like "Game + * Name 2: Bad Guy's Revenge!" ... "Game Name 2" is sufficient. + * + * The returned path is guaranteed to end with a path separator ('\\' on + * Windows, '/' on most other platforms). + * + * \param org the name of your organization. + * \param app the name of your application. + * \returns a UTF-8 string of the user directory in platform-dependent + * notation. NULL if there's a problem (creating directory failed, + * etc.). This should be freed with SDL_free() when it is no longer + * needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetBasePath + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetPrefPath(const char *org, const char *app); + +/** + * The type of the OS-provided default folder for a specific purpose. + * + * Note that the Trash folder isn't included here, because trashing files + * usually involves extra OS-specific functionality to remember the file's + * original location. + * + * The folders supported per platform are: + * + * | | Windows | macOS/iOS | tvOS | Unix (XDG) | Haiku | Emscripten | + * | ----------- | ------- | --------- | ---- | ---------- | ----- | ---------- | + * | HOME | X | X | | X | X | X | + * | DESKTOP | X | X | | X | X | | + * | DOCUMENTS | X | X | | X | | | + * | DOWNLOADS | Vista+ | X | | X | | | + * | MUSIC | X | X | | X | | | + * | PICTURES | X | X | | X | | | + * | PUBLICSHARE | | X | | X | | | + * | SAVEDGAMES | Vista+ | | | | | | + * | SCREENSHOTS | Vista+ | | | | | | + * | TEMPLATES | X | X | | X | | | + * | VIDEOS | X | X* | | X | | | + * + * Note that on macOS/iOS, the Videos folder is called "Movies". + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetUserFolder + */ +typedef enum SDL_Folder +{ + SDL_FOLDER_HOME, /**< The folder which contains all of the current user's data, preferences, and documents. It usually contains most of the other folders. If a requested folder does not exist, the home folder can be considered a safe fallback to store a user's documents. */ + SDL_FOLDER_DESKTOP, /**< The folder of files that are displayed on the desktop. Note that the existence of a desktop folder does not guarantee that the system does show icons on its desktop; certain GNU/Linux distros with a graphical environment may not have desktop icons. */ + SDL_FOLDER_DOCUMENTS, /**< User document files, possibly application-specific. This is a good place to save a user's projects. */ + SDL_FOLDER_DOWNLOADS, /**< Standard folder for user files downloaded from the internet. */ + SDL_FOLDER_MUSIC, /**< Music files that can be played using a standard music player (mp3, ogg...). */ + SDL_FOLDER_PICTURES, /**< Image files that can be displayed using a standard viewer (png, jpg...). */ + SDL_FOLDER_PUBLICSHARE, /**< Files that are meant to be shared with other users on the same computer. */ + SDL_FOLDER_SAVEDGAMES, /**< Save files for games. */ + SDL_FOLDER_SCREENSHOTS, /**< Application screenshots. */ + SDL_FOLDER_TEMPLATES, /**< Template files to be used when the user requests the desktop environment to create a new file in a certain folder, such as "New Text File.txt". Any file in the Templates folder can be used as a starting point for a new file. */ + SDL_FOLDER_VIDEOS, /**< Video files that can be played using a standard video player (mp4, webm...). */ + SDL_FOLDER_COUNT /**< Total number of types in this enum, not a folder type by itself. */ +} SDL_Folder; + +/** + * Finds the most suitable user folder for a specific purpose. + * + * Many OSes provide certain standard folders for certain purposes, such as + * storing pictures, music or videos for a certain user. This function gives + * the path for many of those special locations. + * + * This function is specifically for _user_ folders, which are meant for the + * user to access and manage. For application-specific folders, meant to hold + * data for the application to manage, see SDL_GetBasePath() and + * SDL_GetPrefPath(). + * + * The returned path is guaranteed to end with a path separator ('\\' on + * Windows, '/' on most other platforms). + * + * If NULL is returned, the error may be obtained with SDL_GetError(). + * + * \param folder the type of folder to find. + * \returns either a null-terminated C string containing the full path to the + * folder, or NULL if an error happened. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetUserFolder(SDL_Folder folder); + + +/* Abstract filesystem interface */ + +/** + * Types of filesystem entries. + * + * Note that there may be other sorts of items on a filesystem: devices, + * symlinks, named pipes, etc. They are currently reported as + * SDL_PATHTYPE_OTHER. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_PathInfo + */ +typedef enum SDL_PathType +{ + SDL_PATHTYPE_NONE, /**< path does not exist */ + SDL_PATHTYPE_FILE, /**< a normal file */ + SDL_PATHTYPE_DIRECTORY, /**< a directory */ + SDL_PATHTYPE_OTHER /**< something completely different like a device node (not a symlink, those are always followed) */ +} SDL_PathType; + +/** + * Information about a path on the filesystem. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetPathInfo + * \sa SDL_GetStoragePathInfo + */ +typedef struct SDL_PathInfo +{ + SDL_PathType type; /**< the path type */ + Uint64 size; /**< the file size in bytes */ + SDL_Time create_time; /**< the time when the path was created */ + SDL_Time modify_time; /**< the last time the path was modified */ + SDL_Time access_time; /**< the last time the path was read */ +} SDL_PathInfo; + +/** + * Flags for path matching. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GlobDirectory + * \sa SDL_GlobStorageDirectory + */ +typedef Uint32 SDL_GlobFlags; + +#define SDL_GLOB_CASEINSENSITIVE (1u << 0) + +/** + * Create a directory, and any missing parent directories. + * + * This reports success if `path` already exists as a directory. + * + * If parent directories are missing, it will also create them. Note that if + * this fails, it will not remove any parent directories it already made. + * + * \param path the path of the directory to create. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CreateDirectory(const char *path); + +/** + * Possible results from an enumeration callback. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_EnumerateDirectoryCallback + */ +typedef enum SDL_EnumerationResult +{ + SDL_ENUM_CONTINUE, /**< Value that requests that enumeration continue. */ + SDL_ENUM_SUCCESS, /**< Value that requests that enumeration stop, successfully. */ + SDL_ENUM_FAILURE /**< Value that requests that enumeration stop, as a failure. */ +} SDL_EnumerationResult; + +/** + * Callback for directory enumeration. + * + * Enumeration of directory entries will continue until either all entries + * have been provided to the callback, or the callback has requested a stop + * through its return value. + * + * Returning SDL_ENUM_CONTINUE will let enumeration proceed, calling the + * callback with further entries. SDL_ENUM_SUCCESS and SDL_ENUM_FAILURE will + * terminate the enumeration early, and dictate the return value of the + * enumeration function itself. + * + * `dirname` is guaranteed to end with a path separator ('\\' on Windows, '/' + * on most other platforms). + * + * \param userdata an app-controlled pointer that is passed to the callback. + * \param dirname the directory that is being enumerated. + * \param fname the next entry in the enumeration. + * \returns how the enumeration should proceed. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_EnumerateDirectory + */ +typedef SDL_EnumerationResult (SDLCALL *SDL_EnumerateDirectoryCallback)(void *userdata, const char *dirname, const char *fname); + +/** + * Enumerate a directory through a callback function. + * + * This function provides every directory entry through an app-provided + * callback, called once for each directory entry, until all results have been + * provided or the callback returns either SDL_ENUM_SUCCESS or + * SDL_ENUM_FAILURE. + * + * This will return false if there was a system problem in general, or if a + * callback returns SDL_ENUM_FAILURE. A successful return means a callback + * returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries + * were enumerated. + * + * \param path the path of the directory to enumerate. + * \param callback a function that is called for each entry in the directory. + * \param userdata a pointer that is passed to `callback`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateDirectory(const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata); + +/** + * Remove a file or an empty directory. + * + * Directories that are not empty will fail; this function will not recursely + * delete directory trees. + * + * \param path the path to remove from the filesystem. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RemovePath(const char *path); + +/** + * Rename a file or directory. + * + * If the file at `newpath` already exists, it will replaced. + * + * Note that this will not copy files across filesystems/drives/volumes, as + * that is a much more complicated (and possibly time-consuming) operation. + * + * Which is to say, if this function fails, SDL_CopyFile() to a temporary file + * in the same directory as `newpath`, then SDL_RenamePath() from the + * temporary file to `newpath` and SDL_RemovePath() on `oldpath` might work + * for files. Renaming a non-empty directory across filesystems is + * dramatically more complex, however. + * + * \param oldpath the old path. + * \param newpath the new path. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenamePath(const char *oldpath, const char *newpath); + +/** + * Copy a file. + * + * If the file at `newpath` already exists, it will be overwritten with the + * contents of the file at `oldpath`. + * + * This function will block until the copy is complete, which might be a + * significant time for large files on slow disks. On some platforms, the copy + * can be handed off to the OS itself, but on others SDL might just open both + * paths, and read from one and write to the other. + * + * Note that this is not an atomic operation! If something tries to read from + * `newpath` while the copy is in progress, it will see an incomplete copy of + * the data, and if the calling thread terminates (or the power goes out) + * during the copy, `newpath`'s previous contents will be gone, replaced with + * an incomplete copy of the data. To avoid this risk, it is recommended that + * the app copy to a temporary file in the same directory as `newpath`, and if + * the copy is successful, use SDL_RenamePath() to replace `newpath` with the + * temporary file. This will ensure that reads of `newpath` will either see a + * complete copy of the data, or it will see the pre-copy state of `newpath`. + * + * This function attempts to synchronize the newly-copied data to disk before + * returning, if the platform allows it, so that the renaming trick will not + * have a problem in a system crash or power failure, where the file could be + * renamed but the contents never made it from the system file cache to the + * physical disk. + * + * If the copy fails for any reason, the state of `newpath` is undefined. It + * might be half a copy, it might be the untouched data of what was already + * there, or it might be a zero-byte file, etc. + * + * \param oldpath the old path. + * \param newpath the new path. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CopyFile(const char *oldpath, const char *newpath); + +/** + * Get information about a filesystem path. + * + * \param path the path to query. + * \param info a pointer filled in with information about the path, or NULL to + * check for the existence of a file. + * \returns true on success or false if the file doesn't exist, or another + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetPathInfo(const char *path, SDL_PathInfo *info); + +/** + * Enumerate a directory tree, filtered by pattern, and return a list. + * + * Files are filtered out if they don't match the string in `pattern`, which + * may contain wildcard characters '\*' (match everything) and '?' (match one + * character). If pattern is NULL, no filtering is done and all results are + * returned. Subdirectories are permitted, and are specified with a path + * separator of '/'. Wildcard characters '\*' and '?' never match a path + * separator. + * + * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching + * case-insensitive. + * + * The returned array is always NULL-terminated, for your iterating + * convenience, but if `count` is non-NULL, on return it will contain the + * number of items in the array, not counting the NULL terminator. + * + * \param path the path of the directory to enumerate. + * \param pattern the pattern that files in the directory must match. Can be + * NULL. + * \param flags `SDL_GLOB_*` bitflags that affect this search. + * \param count on return, will be set to the number of items in the returned + * array. Can be NULL. + * \returns an array of strings on success or NULL on failure; call + * SDL_GetError() for more information. This is a single allocation + * that should be freed with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char ** SDLCALL SDL_GlobDirectory(const char *path, const char *pattern, SDL_GlobFlags flags, int *count); + +/** + * Get what the system believes is the "current working directory." + * + * For systems without a concept of a current working directory, this will + * still attempt to provide something reasonable. + * + * SDL does not provide a means to _change_ the current working directory; for + * platforms without this concept, this would cause surprises with file access + * outside of SDL. + * + * The returned path is guaranteed to end with a path separator ('\\' on + * Windows, '/' on most other platforms). + * + * \returns a UTF-8 string of the current working directory in + * platform-dependent notation. NULL if there's a problem. This + * should be freed with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetCurrentDirectory(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_filesystem_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_gamepad.h b/modules/imgui-sdl/src/include/SDL3/SDL_gamepad.h new file mode 100644 index 0000000..99f8b65 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_gamepad.h @@ -0,0 +1,1509 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryGamepad + * + * SDL provides a low-level joystick API, which just treats joysticks as an + * arbitrary pile of buttons, axes, and hat switches. If you're planning to + * write your own control configuration screen, this can give you a lot of + * flexibility, but that's a lot of work, and most things that we consider + * "joysticks" now are actually console-style gamepads. So SDL provides the + * gamepad API on top of the lower-level joystick functionality. + * + * The difference between a joystick and a gamepad is that a gamepad tells you + * _where_ a button or axis is on the device. You don't speak to gamepads in + * terms of arbitrary numbers like "button 3" or "axis 2" but in standard + * locations: the d-pad, the shoulder buttons, triggers, A/B/X/Y (or + * X/O/Square/Triangle, if you will). + * + * One turns a joystick into a gamepad by providing a magic configuration + * string, which tells SDL the details of a specific device: when you see this + * specific hardware, if button 2 gets pressed, this is actually D-Pad Up, + * etc. + * + * SDL has many popular controllers configured out of the box, and users can + * add their own controller details through an environment variable if it's + * otherwise unknown to SDL. + * + * In order to use these functions, SDL_Init() must have been called with the + * SDL_INIT_GAMEPAD flag. This causes SDL to scan the system for gamepads, and + * load appropriate drivers. + * + * If you would like to receive gamepad updates while the application is in + * the background, you should set the following hint before calling + * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS + * + * Gamepads support various optional features such as rumble, color LEDs, + * touchpad, gyro, etc. The support for these features varies depending on the + * controller and OS support available. You can check for LED and rumble + * capabilities at runtime by calling SDL_GetGamepadProperties() and checking + * the various capability properties. You can check for touchpad by calling + * SDL_GetNumGamepadTouchpads() and check for gyro and accelerometer by + * calling SDL_GamepadHasSensor(). + * + * By default SDL will try to use the most capable driver available, but you + * can tune which OS drivers to use with the various joystick hints in + * SDL_hints.h. + * + * Your application should always support gamepad hotplugging. On some + * platforms like Xbox, Steam Deck, etc., this is a requirement for + * certification. On other platforms, like macOS and Windows when using + * Windows.Gaming.Input, controllers may not be available at startup and will + * come in at some point after you've started processing events. + */ + +#ifndef SDL_gamepad_h_ +#define SDL_gamepad_h_ + +#include +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The structure used to identify an SDL gamepad + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Gamepad SDL_Gamepad; + +/** + * Standard gamepad types. + * + * This type does not necessarily map to first-party controllers from + * Microsoft/Sony/Nintendo; in many cases, third-party controllers can report + * as these, either because they were designed for a specific console, or they + * simply most closely match that console's controllers (does it have A/B/X/Y + * buttons or X/O/Square/Triangle? Does it have a touchpad? etc). + */ +typedef enum SDL_GamepadType +{ + SDL_GAMEPAD_TYPE_UNKNOWN = 0, + SDL_GAMEPAD_TYPE_STANDARD, + SDL_GAMEPAD_TYPE_XBOX360, + SDL_GAMEPAD_TYPE_XBOXONE, + SDL_GAMEPAD_TYPE_PS3, + SDL_GAMEPAD_TYPE_PS4, + SDL_GAMEPAD_TYPE_PS5, + SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO, + SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT, + SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT, + SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR, + SDL_GAMEPAD_TYPE_COUNT +} SDL_GamepadType; + +/** + * The list of buttons available on a gamepad + * + * For controllers that use a diamond pattern for the face buttons, the + * south/east/west/north buttons below correspond to the locations in the + * diamond pattern. For Xbox controllers, this would be A/B/X/Y, for Nintendo + * Switch controllers, this would be B/A/Y/X, for PlayStation controllers this + * would be Cross/Circle/Square/Triangle. + * + * For controllers that don't use a diamond pattern for the face buttons, the + * south/east/west/north buttons indicate the buttons labeled A, B, C, D, or + * 1, 2, 3, 4, or for controllers that aren't labeled, they are the primary, + * secondary, etc. buttons. + * + * The activate action is often the south button and the cancel action is + * often the east button, but in some regions this is reversed, so your game + * should allow remapping actions based on user preferences. + * + * You can query the labels for the face buttons using + * SDL_GetGamepadButtonLabel() + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GamepadButton +{ + SDL_GAMEPAD_BUTTON_INVALID = -1, + SDL_GAMEPAD_BUTTON_SOUTH, /**< Bottom face button (e.g. Xbox A button) */ + SDL_GAMEPAD_BUTTON_EAST, /**< Right face button (e.g. Xbox B button) */ + SDL_GAMEPAD_BUTTON_WEST, /**< Left face button (e.g. Xbox X button) */ + SDL_GAMEPAD_BUTTON_NORTH, /**< Top face button (e.g. Xbox Y button) */ + SDL_GAMEPAD_BUTTON_BACK, + SDL_GAMEPAD_BUTTON_GUIDE, + SDL_GAMEPAD_BUTTON_START, + SDL_GAMEPAD_BUTTON_LEFT_STICK, + SDL_GAMEPAD_BUTTON_RIGHT_STICK, + SDL_GAMEPAD_BUTTON_LEFT_SHOULDER, + SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER, + SDL_GAMEPAD_BUTTON_DPAD_UP, + SDL_GAMEPAD_BUTTON_DPAD_DOWN, + SDL_GAMEPAD_BUTTON_DPAD_LEFT, + SDL_GAMEPAD_BUTTON_DPAD_RIGHT, + SDL_GAMEPAD_BUTTON_MISC1, /**< Additional button (e.g. Xbox Series X share button, PS5 microphone button, Nintendo Switch Pro capture button, Amazon Luna microphone button, Google Stadia capture button) */ + SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1, /**< Upper or primary paddle, under your right hand (e.g. Xbox Elite paddle P1) */ + SDL_GAMEPAD_BUTTON_LEFT_PADDLE1, /**< Upper or primary paddle, under your left hand (e.g. Xbox Elite paddle P3) */ + SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2, /**< Lower or secondary paddle, under your right hand (e.g. Xbox Elite paddle P2) */ + SDL_GAMEPAD_BUTTON_LEFT_PADDLE2, /**< Lower or secondary paddle, under your left hand (e.g. Xbox Elite paddle P4) */ + SDL_GAMEPAD_BUTTON_TOUCHPAD, /**< PS4/PS5 touchpad button */ + SDL_GAMEPAD_BUTTON_MISC2, /**< Additional button */ + SDL_GAMEPAD_BUTTON_MISC3, /**< Additional button */ + SDL_GAMEPAD_BUTTON_MISC4, /**< Additional button */ + SDL_GAMEPAD_BUTTON_MISC5, /**< Additional button */ + SDL_GAMEPAD_BUTTON_MISC6, /**< Additional button */ + SDL_GAMEPAD_BUTTON_COUNT +} SDL_GamepadButton; + +/** + * The set of gamepad button labels + * + * This isn't a complete set, just the face buttons to make it easy to show + * button prompts. + * + * For a complete set, you should look at the button and gamepad type and have + * a set of symbols that work well with your art style. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GamepadButtonLabel +{ + SDL_GAMEPAD_BUTTON_LABEL_UNKNOWN, + SDL_GAMEPAD_BUTTON_LABEL_A, + SDL_GAMEPAD_BUTTON_LABEL_B, + SDL_GAMEPAD_BUTTON_LABEL_X, + SDL_GAMEPAD_BUTTON_LABEL_Y, + SDL_GAMEPAD_BUTTON_LABEL_CROSS, + SDL_GAMEPAD_BUTTON_LABEL_CIRCLE, + SDL_GAMEPAD_BUTTON_LABEL_SQUARE, + SDL_GAMEPAD_BUTTON_LABEL_TRIANGLE +} SDL_GamepadButtonLabel; + +/** + * The list of axes available on a gamepad + * + * Thumbstick axis values range from SDL_JOYSTICK_AXIS_MIN to + * SDL_JOYSTICK_AXIS_MAX, and are centered within ~8000 of zero, though + * advanced UI will allow users to set or autodetect the dead zone, which + * varies between gamepads. + * + * Trigger axis values range from 0 (released) to SDL_JOYSTICK_AXIS_MAX (fully + * pressed) when reported by SDL_GetGamepadAxis(). Note that this is not the + * same range that will be reported by the lower-level SDL_GetJoystickAxis(). + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GamepadAxis +{ + SDL_GAMEPAD_AXIS_INVALID = -1, + SDL_GAMEPAD_AXIS_LEFTX, + SDL_GAMEPAD_AXIS_LEFTY, + SDL_GAMEPAD_AXIS_RIGHTX, + SDL_GAMEPAD_AXIS_RIGHTY, + SDL_GAMEPAD_AXIS_LEFT_TRIGGER, + SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, + SDL_GAMEPAD_AXIS_COUNT +} SDL_GamepadAxis; + +/** + * Types of gamepad control bindings. + * + * A gamepad is a collection of bindings that map arbitrary joystick buttons, + * axes and hat switches to specific positions on a generic console-style + * gamepad. This enum is used as part of SDL_GamepadBinding to specify those + * mappings. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GamepadBindingType +{ + SDL_GAMEPAD_BINDTYPE_NONE = 0, + SDL_GAMEPAD_BINDTYPE_BUTTON, + SDL_GAMEPAD_BINDTYPE_AXIS, + SDL_GAMEPAD_BINDTYPE_HAT +} SDL_GamepadBindingType; + +/** + * A mapping between one joystick input to a gamepad control. + * + * A gamepad has a collection of several bindings, to say, for example, when + * joystick button number 5 is pressed, that should be treated like the + * gamepad's "start" button. + * + * SDL has these bindings built-in for many popular controllers, and can add + * more with a simple text string. Those strings are parsed into a collection + * of these structs to make it easier to operate on the data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadBindings + */ +typedef struct SDL_GamepadBinding +{ + SDL_GamepadBindingType input_type; + union + { + int button; + + struct + { + int axis; + int axis_min; + int axis_max; + } axis; + + struct + { + int hat; + int hat_mask; + } hat; + + } input; + + SDL_GamepadBindingType output_type; + union + { + SDL_GamepadButton button; + + struct + { + SDL_GamepadAxis axis; + int axis_min; + int axis_max; + } axis; + + } output; +} SDL_GamepadBinding; + + +/** + * Add support for gamepads that SDL is unaware of or change the binding of an + * existing gamepad. + * + * The mapping string has the format "GUID,name,mapping", where GUID is the + * string value from SDL_GUIDToString(), name is the human readable string for + * the device and mappings are gamepad mappings to joystick ones. Under + * Windows there is a reserved GUID of "xinput" that covers all XInput + * devices. The mapping format for joystick is: + * + * - `bX`: a joystick button, index X + * - `hX.Y`: hat X with value Y + * - `aX`: axis X of the joystick + * + * Buttons can be used as a gamepad axes and vice versa. + * + * If a device with this GUID is already plugged in, SDL will generate an + * SDL_EVENT_GAMEPAD_ADDED event. + * + * This string shows an example of a valid mapping for a gamepad: + * + * ```c + * "341a3608000000000000504944564944,Afterglow PS3 Controller,a:b1,b:b2,y:b3,x:b0,start:b9,guide:b12,back:b8,dpup:h0.1,dpleft:h0.8,dpdown:h0.4,dpright:h0.2,leftshoulder:b4,rightshoulder:b5,leftstick:b10,rightstick:b11,leftx:a0,lefty:a1,rightx:a2,righty:a3,lefttrigger:b6,righttrigger:b7" + * ``` + * + * \param mapping the mapping string. + * \returns 1 if a new mapping is added, 0 if an existing mapping is updated, + * -1 on failure; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddGamepadMappingsFromFile + * \sa SDL_AddGamepadMappingsFromIO + * \sa SDL_GetGamepadMapping + * \sa SDL_GetGamepadMappingForGUID + * \sa SDL_HINT_GAMECONTROLLERCONFIG + * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE + * \sa SDL_EVENT_GAMEPAD_ADDED + */ +extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMapping(const char *mapping); + +/** + * Load a set of gamepad mappings from an SDL_IOStream. + * + * You can call this function several times, if needed, to load different + * database files. + * + * If a new mapping is loaded for an already known gamepad GUID, the later + * version will overwrite the one currently loaded. + * + * Any new mappings for already plugged in controllers will generate + * SDL_EVENT_GAMEPAD_ADDED events. + * + * Mappings not belonging to the current platform or with no platform field + * specified will be ignored (i.e. mappings for Linux will be ignored in + * Windows, etc). + * + * This function will load the text database entirely in memory before + * processing it, so take this into consideration if you are in a memory + * constrained environment. + * + * \param src the data stream for the mappings to be added. + * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even + * in the case of an error. + * \returns the number of mappings added or -1 on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddGamepadMapping + * \sa SDL_AddGamepadMappingsFromFile + * \sa SDL_GetGamepadMapping + * \sa SDL_GetGamepadMappingForGUID + * \sa SDL_HINT_GAMECONTROLLERCONFIG + * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE + * \sa SDL_EVENT_GAMEPAD_ADDED + */ +extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromIO(SDL_IOStream *src, bool closeio); + +/** + * Load a set of gamepad mappings from a file. + * + * You can call this function several times, if needed, to load different + * database files. + * + * If a new mapping is loaded for an already known gamepad GUID, the later + * version will overwrite the one currently loaded. + * + * Any new mappings for already plugged in controllers will generate + * SDL_EVENT_GAMEPAD_ADDED events. + * + * Mappings not belonging to the current platform or with no platform field + * specified will be ignored (i.e. mappings for Linux will be ignored in + * Windows, etc). + * + * \param file the mappings file to load. + * \returns the number of mappings added or -1 on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddGamepadMapping + * \sa SDL_AddGamepadMappingsFromIO + * \sa SDL_GetGamepadMapping + * \sa SDL_GetGamepadMappingForGUID + * \sa SDL_HINT_GAMECONTROLLERCONFIG + * \sa SDL_HINT_GAMECONTROLLERCONFIG_FILE + * \sa SDL_EVENT_GAMEPAD_ADDED + */ +extern SDL_DECLSPEC int SDLCALL SDL_AddGamepadMappingsFromFile(const char *file); + +/** + * Reinitialize the SDL mapping database to its initial state. + * + * This will generate gamepad events as needed if device mappings change. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReloadGamepadMappings(void); + +/** + * Get the current gamepad mappings. + * + * \param count a pointer filled in with the number of mappings returned, can + * be NULL. + * \returns an array of the mapping strings, NULL-terminated, or NULL on + * failure; call SDL_GetError() for more information. This is a + * single allocation that should be freed with SDL_free() when it is + * no longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char ** SDLCALL SDL_GetGamepadMappings(int *count); + +/** + * Get the gamepad mapping string for a given GUID. + * + * \param guid a structure containing the GUID for which a mapping is desired. + * \returns a mapping string or NULL on failure; call SDL_GetError() for more + * information. This should be freed with SDL_free() when it is no + * longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickGUIDForID + * \sa SDL_GetJoystickGUID + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForGUID(SDL_GUID guid); + +/** + * Get the current mapping of a gamepad. + * + * Details about mappings are discussed with SDL_AddGamepadMapping(). + * + * \param gamepad the gamepad you want to get the current mapping for. + * \returns a string that has the gamepad's mapping or NULL if no mapping is + * available; call SDL_GetError() for more information. This should + * be freed with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddGamepadMapping + * \sa SDL_GetGamepadMappingForID + * \sa SDL_GetGamepadMappingForGUID + * \sa SDL_SetGamepadMapping + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMapping(SDL_Gamepad *gamepad); + +/** + * Set the current mapping of a joystick or gamepad. + * + * Details about mappings are discussed with SDL_AddGamepadMapping(). + * + * \param instance_id the joystick instance ID. + * \param mapping the mapping to use for this device, or NULL to clear the + * mapping. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddGamepadMapping + * \sa SDL_GetGamepadMapping + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadMapping(SDL_JoystickID instance_id, const char *mapping); + +/** + * Return whether a gamepad is currently connected. + * + * \returns true if a gamepad is connected, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasGamepad(void); + +/** + * Get a list of currently connected gamepads. + * + * \param count a pointer filled in with the number of gamepads returned, may + * be NULL. + * \returns a 0 terminated array of joystick instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasGamepad + * \sa SDL_OpenGamepad + */ +extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetGamepads(int *count); + +/** + * Check if the given joystick is supported by the gamepad interface. + * + * \param instance_id the joystick instance ID. + * \returns true if the given joystick is supported by the gamepad interface, + * false if it isn't or it's an invalid index. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoysticks + * \sa SDL_OpenGamepad + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsGamepad(SDL_JoystickID instance_id); + +/** + * Get the implementation dependent name of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the name of the selected gamepad. If no name can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadName + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadNameForID(SDL_JoystickID instance_id); + +/** + * Get the implementation dependent path of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the path of the selected gamepad. If no path can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadPath + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPathForID(SDL_JoystickID instance_id); + +/** + * Get the player index of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the player index of a gamepad, or -1 if it's not available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadPlayerIndex + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndexForID(SDL_JoystickID instance_id); + +/** + * Get the implementation-dependent GUID of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the GUID of the selected gamepad. If called on an invalid index, + * this function returns a zero GUID. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GUIDToString + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetGamepadGUIDForID(SDL_JoystickID instance_id); + +/** + * Get the USB vendor ID of a gamepad, if available. + * + * This can be called before any gamepads are opened. If the vendor ID isn't + * available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the USB vendor ID of the selected gamepad. If called on an invalid + * index, this function returns zero. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadVendor + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendorForID(SDL_JoystickID instance_id); + +/** + * Get the USB product ID of a gamepad, if available. + * + * This can be called before any gamepads are opened. If the product ID isn't + * available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the USB product ID of the selected gamepad. If called on an + * invalid index, this function returns zero. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadProduct + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductForID(SDL_JoystickID instance_id); + +/** + * Get the product version of a gamepad, if available. + * + * This can be called before any gamepads are opened. If the product version + * isn't available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the product version of the selected gamepad. If called on an + * invalid index, this function returns zero. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadProductVersion + * \sa SDL_GetGamepads + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersionForID(SDL_JoystickID instance_id); + +/** + * Get the type of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the gamepad type. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadType + * \sa SDL_GetGamepads + * \sa SDL_GetRealGamepadTypeForID + */ +extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeForID(SDL_JoystickID instance_id); + +/** + * Get the type of a gamepad, ignoring any mapping override. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the gamepad type. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadTypeForID + * \sa SDL_GetGamepads + * \sa SDL_GetRealGamepadType + */ +extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadTypeForID(SDL_JoystickID instance_id); + +/** + * Get the mapping of a gamepad. + * + * This can be called before any gamepads are opened. + * + * \param instance_id the joystick instance ID. + * \returns the mapping string. Returns NULL if no mapping is available. This + * should be freed with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepads + * \sa SDL_GetGamepadMapping + */ +extern SDL_DECLSPEC char * SDLCALL SDL_GetGamepadMappingForID(SDL_JoystickID instance_id); + +/** + * Open a gamepad for use. + * + * \param instance_id the joystick instance ID. + * \returns a gamepad identifier or NULL if an error occurred; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseGamepad + * \sa SDL_IsGamepad + */ +extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_OpenGamepad(SDL_JoystickID instance_id); + +/** + * Get the SDL_Gamepad associated with a joystick instance ID, if it has been + * opened. + * + * \param instance_id the joystick instance ID of the gamepad. + * \returns an SDL_Gamepad on success or NULL on failure or if it hasn't been + * opened yet; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromID(SDL_JoystickID instance_id); + +/** + * Get the SDL_Gamepad associated with a player index. + * + * \param player_index the player index, which different from the instance ID. + * \returns the SDL_Gamepad associated with a player index. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadPlayerIndex + * \sa SDL_SetGamepadPlayerIndex + */ +extern SDL_DECLSPEC SDL_Gamepad * SDLCALL SDL_GetGamepadFromPlayerIndex(int player_index); + +/** + * Get the properties associated with an opened gamepad. + * + * These properties are shared with the underlying joystick object. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN`: true if this gamepad has an LED + * that has adjustable brightness + * - `SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN`: true if this gamepad has an LED + * that has adjustable color + * - `SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN`: true if this gamepad has a + * player LED + * - `SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN`: true if this gamepad has + * left/right rumble + * - `SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this gamepad has + * simple trigger rumble + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGamepadProperties(SDL_Gamepad *gamepad); + +#define SDL_PROP_GAMEPAD_CAP_MONO_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN +#define SDL_PROP_GAMEPAD_CAP_RGB_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN +#define SDL_PROP_GAMEPAD_CAP_PLAYER_LED_BOOLEAN SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN +#define SDL_PROP_GAMEPAD_CAP_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN +#define SDL_PROP_GAMEPAD_CAP_TRIGGER_RUMBLE_BOOLEAN SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN + +/** + * Get the instance ID of an opened gamepad. + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * \returns the instance ID of the specified gamepad on success or 0 on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetGamepadID(SDL_Gamepad *gamepad); + +/** + * Get the implementation-dependent name for an opened gamepad. + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * \returns the implementation dependent name for the gamepad, or NULL if + * there is no name or the identifier passed is invalid. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadNameForID + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadName(SDL_Gamepad *gamepad); + +/** + * Get the implementation-dependent path for an opened gamepad. + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * \returns the implementation dependent path for the gamepad, or NULL if + * there is no path or the identifier passed is invalid. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadPathForID + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadPath(SDL_Gamepad *gamepad); + +/** + * Get the type of an opened gamepad. + * + * \param gamepad the gamepad object to query. + * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not + * available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadTypeForID + */ +extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadType(SDL_Gamepad *gamepad); + +/** + * Get the type of an opened gamepad, ignoring any mapping override. + * + * \param gamepad the gamepad object to query. + * \returns the gamepad type, or SDL_GAMEPAD_TYPE_UNKNOWN if it's not + * available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRealGamepadTypeForID + */ +extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetRealGamepadType(SDL_Gamepad *gamepad); + +/** + * Get the player index of an opened gamepad. + * + * For XInput gamepads this returns the XInput user index. + * + * \param gamepad the gamepad object to query. + * \returns the player index for gamepad, or -1 if it's not available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetGamepadPlayerIndex + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetGamepadPlayerIndex(SDL_Gamepad *gamepad); + +/** + * Set the player index of an opened gamepad. + * + * \param gamepad the gamepad object to adjust. + * \param player_index player index to assign to this gamepad, or -1 to clear + * the player index and turn off player LEDs. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadPlayerIndex + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadPlayerIndex(SDL_Gamepad *gamepad, int player_index); + +/** + * Get the USB vendor ID of an opened gamepad, if available. + * + * If the vendor ID isn't available this function returns 0. + * + * \param gamepad the gamepad object to query. + * \returns the USB vendor ID, or zero if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadVendorForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadVendor(SDL_Gamepad *gamepad); + +/** + * Get the USB product ID of an opened gamepad, if available. + * + * If the product ID isn't available this function returns 0. + * + * \param gamepad the gamepad object to query. + * \returns the USB product ID, or zero if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadProductForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProduct(SDL_Gamepad *gamepad); + +/** + * Get the product version of an opened gamepad, if available. + * + * If the product version isn't available this function returns 0. + * + * \param gamepad the gamepad object to query. + * \returns the USB product version, or zero if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadProductVersionForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadProductVersion(SDL_Gamepad *gamepad); + +/** + * Get the firmware version of an opened gamepad, if available. + * + * If the firmware version isn't available this function returns 0. + * + * \param gamepad the gamepad object to query. + * \returns the gamepad firmware version, or zero if unavailable. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetGamepadFirmwareVersion(SDL_Gamepad *gamepad); + +/** + * Get the serial number of an opened gamepad, if available. + * + * Returns the serial number of the gamepad, or NULL if it is not available. + * + * \param gamepad the gamepad object to query. + * \returns the serial number, or NULL if unavailable. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadSerial(SDL_Gamepad *gamepad); + +/** + * Get the Steam Input handle of an opened gamepad, if available. + * + * Returns an InputHandle_t for the gamepad that can be used with Steam Input + * API: https://partner.steamgames.com/doc/api/ISteamInput + * + * \param gamepad the gamepad object to query. + * \returns the gamepad handle, or 0 if unavailable. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetGamepadSteamHandle(SDL_Gamepad *gamepad); + +/** + * Get the connection state of a gamepad. + * + * \param gamepad the gamepad object to query. + * \returns the connection state on success or + * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetGamepadConnectionState(SDL_Gamepad *gamepad); + +/** + * Get the battery state of a gamepad. + * + * You should never take a battery status as absolute truth. Batteries + * (especially failing batteries) are delicate hardware, and the values + * reported here are best estimates based on what that hardware reports. It's + * not uncommon for older batteries to lose stored power much faster than it + * reports, or completely drain when reporting it has 20 percent left, etc. + * + * \param gamepad the gamepad object to query. + * \param percent a pointer filled in with the percentage of battery life + * left, between 0 and 100, or NULL to ignore. This will be + * filled in with -1 we can't determine a value or there is no + * battery. + * \returns the current battery state. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetGamepadPowerInfo(SDL_Gamepad *gamepad, int *percent); + +/** + * Check if a gamepad has been opened and is currently connected. + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * \returns true if the gamepad has been opened and is currently connected, or + * false if not. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadConnected(SDL_Gamepad *gamepad); + +/** + * Get the underlying joystick from a gamepad. + * + * This function will give you a SDL_Joystick object, which allows you to use + * the SDL_Joystick functions with a SDL_Gamepad object. This would be useful + * for getting a joystick's position at any given time, even if it hasn't + * moved (moving it would produce an event, which would have the axis' value). + * + * The pointer returned is owned by the SDL_Gamepad. You should not call + * SDL_CloseJoystick() on it, for example, since doing so will likely cause + * SDL to crash. + * + * \param gamepad the gamepad object that you want to get a joystick from. + * \returns an SDL_Joystick object, or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetGamepadJoystick(SDL_Gamepad *gamepad); + +/** + * Set the state of gamepad event processing. + * + * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself + * and check the state of the gamepad when you want gamepad information. + * + * \param enabled whether to process gamepad events or not. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadEventsEnabled + * \sa SDL_UpdateGamepads + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGamepadEventsEnabled(bool enabled); + +/** + * Query the state of gamepad event processing. + * + * If gamepad events are disabled, you must call SDL_UpdateGamepads() yourself + * and check the state of the gamepad when you want gamepad information. + * + * \returns true if gamepad events are being processed, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetGamepadEventsEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadEventsEnabled(void); + +/** + * Get the SDL joystick layer bindings for a gamepad. + * + * \param gamepad a gamepad. + * \param count a pointer filled in with the number of bindings returned. + * \returns a NULL terminated array of pointers to bindings or NULL on + * failure; call SDL_GetError() for more information. This is a + * single allocation that should be freed with SDL_free() when it is + * no longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_GamepadBinding ** SDLCALL SDL_GetGamepadBindings(SDL_Gamepad *gamepad, int *count); + +/** + * Manually pump gamepad updates if not using the loop. + * + * This function is called automatically by the event loop if events are + * enabled. Under such circumstances, it will not be necessary to call this + * function. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UpdateGamepads(void); + +/** + * Convert a string into SDL_GamepadType enum. + * + * This function is called internally to translate SDL_Gamepad mapping strings + * for the underlying joystick device into the consistent SDL_Gamepad mapping. + * You do not normally need to call this function unless you are parsing + * SDL_Gamepad mappings in your own code. + * + * \param str string representing a SDL_GamepadType type. + * \returns the SDL_GamepadType enum corresponding to the input string, or + * `SDL_GAMEPAD_TYPE_UNKNOWN` if no match was found. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadStringForType + */ +extern SDL_DECLSPEC SDL_GamepadType SDLCALL SDL_GetGamepadTypeFromString(const char *str); + +/** + * Convert from an SDL_GamepadType enum to a string. + * + * \param type an enum value for a given SDL_GamepadType. + * \returns a string for the given type, or NULL if an invalid type is + * specified. The string returned is of the format used by + * SDL_Gamepad mapping strings. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadTypeFromString + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForType(SDL_GamepadType type); + +/** + * Convert a string into SDL_GamepadAxis enum. + * + * This function is called internally to translate SDL_Gamepad mapping strings + * for the underlying joystick device into the consistent SDL_Gamepad mapping. + * You do not normally need to call this function unless you are parsing + * SDL_Gamepad mappings in your own code. + * + * Note specially that "righttrigger" and "lefttrigger" map to + * `SDL_GAMEPAD_AXIS_RIGHT_TRIGGER` and `SDL_GAMEPAD_AXIS_LEFT_TRIGGER`, + * respectively. + * + * \param str string representing a SDL_Gamepad axis. + * \returns the SDL_GamepadAxis enum corresponding to the input string, or + * `SDL_GAMEPAD_AXIS_INVALID` if no match was found. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadStringForAxis + */ +extern SDL_DECLSPEC SDL_GamepadAxis SDLCALL SDL_GetGamepadAxisFromString(const char *str); + +/** + * Convert from an SDL_GamepadAxis enum to a string. + * + * \param axis an enum value for a given SDL_GamepadAxis. + * \returns a string for the given axis, or NULL if an invalid axis is + * specified. The string returned is of the format used by + * SDL_Gamepad mapping strings. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadAxisFromString + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForAxis(SDL_GamepadAxis axis); + +/** + * Query whether a gamepad has a given axis. + * + * This merely reports whether the gamepad's mapping defined this axis, as + * that is all the information SDL has about the physical device. + * + * \param gamepad a gamepad. + * \param axis an axis enum value (an SDL_GamepadAxis value). + * \returns true if the gamepad has this axis, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadHasButton + * \sa SDL_GetGamepadAxis + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); + +/** + * Get the current state of an axis control on a gamepad. + * + * The axis indices start at index 0. + * + * For thumbsticks, the state is a value ranging from -32768 (up/left) to + * 32767 (down/right). + * + * Triggers range from 0 when released to 32767 when fully pressed, and never + * return a negative value. Note that this differs from the value reported by + * the lower-level SDL_GetJoystickAxis(), which normally uses the full range. + * + * \param gamepad a gamepad. + * \param axis an axis index (one of the SDL_GamepadAxis values). + * \returns axis state (including 0) on success or 0 (also) on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadHasAxis + * \sa SDL_GetGamepadButton + */ +extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetGamepadAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); + +/** + * Convert a string into an SDL_GamepadButton enum. + * + * This function is called internally to translate SDL_Gamepad mapping strings + * for the underlying joystick device into the consistent SDL_Gamepad mapping. + * You do not normally need to call this function unless you are parsing + * SDL_Gamepad mappings in your own code. + * + * \param str string representing a SDL_Gamepad axis. + * \returns the SDL_GamepadButton enum corresponding to the input string, or + * `SDL_GAMEPAD_BUTTON_INVALID` if no match was found. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadStringForButton + */ +extern SDL_DECLSPEC SDL_GamepadButton SDLCALL SDL_GetGamepadButtonFromString(const char *str); + +/** + * Convert from an SDL_GamepadButton enum to a string. + * + * \param button an enum value for a given SDL_GamepadButton. + * \returns a string for the given button, or NULL if an invalid button is + * specified. The string returned is of the format used by + * SDL_Gamepad mapping strings. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadButtonFromString + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadStringForButton(SDL_GamepadButton button); + +/** + * Query whether a gamepad has a given button. + * + * This merely reports whether the gamepad's mapping defined this button, as + * that is all the information SDL has about the physical device. + * + * \param gamepad a gamepad. + * \param button a button enum value (an SDL_GamepadButton value). + * \returns true if the gamepad has this button, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadHasAxis + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); + +/** + * Get the current state of a button on a gamepad. + * + * \param gamepad a gamepad. + * \param button a button index (one of the SDL_GamepadButton values). + * \returns true if the button is pressed, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadHasButton + * \sa SDL_GetGamepadAxis + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); + +/** + * Get the label of a button on a gamepad. + * + * \param type the type of gamepad to check. + * \param button a button index (one of the SDL_GamepadButton values). + * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadButtonLabel + */ +extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabelForType(SDL_GamepadType type, SDL_GamepadButton button); + +/** + * Get the label of a button on a gamepad. + * + * \param gamepad a gamepad. + * \param button a button index (one of the SDL_GamepadButton values). + * \returns the SDL_GamepadButtonLabel enum corresponding to the button label. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadButtonLabelForType + */ +extern SDL_DECLSPEC SDL_GamepadButtonLabel SDLCALL SDL_GetGamepadButtonLabel(SDL_Gamepad *gamepad, SDL_GamepadButton button); + +/** + * Get the number of touchpads on a gamepad. + * + * \param gamepad a gamepad. + * \returns number of touchpads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumGamepadTouchpadFingers + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpads(SDL_Gamepad *gamepad); + +/** + * Get the number of supported simultaneous fingers on a touchpad on a game + * gamepad. + * + * \param gamepad a gamepad. + * \param touchpad a touchpad. + * \returns number of supported simultaneous fingers. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadTouchpadFinger + * \sa SDL_GetNumGamepadTouchpads + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumGamepadTouchpadFingers(SDL_Gamepad *gamepad, int touchpad); + +/** + * Get the current state of a finger on a touchpad on a gamepad. + * + * \param gamepad a gamepad. + * \param touchpad a touchpad. + * \param finger a finger. + * \param down a pointer filled with true if the finger is down, false + * otherwise, may be NULL. + * \param x a pointer filled with the x position, normalized 0 to 1, with the + * origin in the upper left, may be NULL. + * \param y a pointer filled with the y position, normalized 0 to 1, with the + * origin in the upper left, may be NULL. + * \param pressure a pointer filled with pressure value, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumGamepadTouchpadFingers + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadTouchpadFinger(SDL_Gamepad *gamepad, int touchpad, int finger, bool *down, float *x, float *y, float *pressure); + +/** + * Return whether a gamepad has a particular sensor. + * + * \param gamepad the gamepad to query. + * \param type the type of sensor to query. + * \returns true if the sensor exists, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadSensorData + * \sa SDL_GetGamepadSensorDataRate + * \sa SDL_SetGamepadSensorEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadHasSensor(SDL_Gamepad *gamepad, SDL_SensorType type); + +/** + * Set whether data reporting for a gamepad sensor is enabled. + * + * \param gamepad the gamepad to update. + * \param type the type of sensor to enable/disable. + * \param enabled whether data reporting should be enabled. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GamepadHasSensor + * \sa SDL_GamepadSensorEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type, bool enabled); + +/** + * Query whether sensor data reporting is enabled for a gamepad. + * + * \param gamepad the gamepad to query. + * \param type the type of sensor to query. + * \returns true if the sensor is enabled, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetGamepadSensorEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GamepadSensorEnabled(SDL_Gamepad *gamepad, SDL_SensorType type); + +/** + * Get the data rate (number of events per second) of a gamepad sensor. + * + * \param gamepad the gamepad to query. + * \param type the type of sensor to query. + * \returns the data rate, or 0.0f if the data rate is not available. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetGamepadSensorDataRate(SDL_Gamepad *gamepad, SDL_SensorType type); + +/** + * Get the current state of a gamepad sensor. + * + * The number of values and interpretation of the data is sensor dependent. + * See SDL_sensor.h for the details for each type of sensor. + * + * \param gamepad the gamepad to query. + * \param type the type of sensor to query. + * \param data a pointer filled with the current sensor state. + * \param num_values the number of values to write to data. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetGamepadSensorData(SDL_Gamepad *gamepad, SDL_SensorType type, float *data, int num_values); + +/** + * Start a rumble effect on a gamepad. + * + * Each call to this function cancels any previous rumble effect, and calling + * it with 0 intensity stops any rumbling. + * + * This function requires you to process SDL events or call + * SDL_UpdateJoysticks() to update rumble state. + * + * \param gamepad the gamepad to vibrate. + * \param low_frequency_rumble the intensity of the low frequency (left) + * rumble motor, from 0 to 0xFFFF. + * \param high_frequency_rumble the intensity of the high frequency (right) + * rumble motor, from 0 to 0xFFFF. + * \param duration_ms the duration of the rumble effect, in milliseconds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepad(SDL_Gamepad *gamepad, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); + +/** + * Start a rumble effect in the gamepad's triggers. + * + * Each call to this function cancels any previous trigger rumble effect, and + * calling it with 0 intensity stops any rumbling. + * + * Note that this is rumbling of the _triggers_ and not the gamepad as a + * whole. This is currently only supported on Xbox One gamepads. If you want + * the (more common) whole-gamepad rumble, use SDL_RumbleGamepad() instead. + * + * This function requires you to process SDL events or call + * SDL_UpdateJoysticks() to update rumble state. + * + * \param gamepad the gamepad to vibrate. + * \param left_rumble the intensity of the left trigger rumble motor, from 0 + * to 0xFFFF. + * \param right_rumble the intensity of the right trigger rumble motor, from 0 + * to 0xFFFF. + * \param duration_ms the duration of the rumble effect, in milliseconds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RumbleGamepad + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RumbleGamepadTriggers(SDL_Gamepad *gamepad, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); + +/** + * Update a gamepad's LED color. + * + * An example of a joystick LED is the light on the back of a PlayStation 4's + * DualShock 4 controller. + * + * For gamepads with a single color LED, the maximum of the RGB values will be + * used as the LED brightness. + * + * \param gamepad the gamepad to update. + * \param red the intensity of the red LED. + * \param green the intensity of the green LED. + * \param blue the intensity of the blue LED. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGamepadLED(SDL_Gamepad *gamepad, Uint8 red, Uint8 green, Uint8 blue); + +/** + * Send a gamepad specific effect packet. + * + * \param gamepad the gamepad to affect. + * \param data the data to send to the gamepad. + * \param size the size of the data to send to the gamepad. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SendGamepadEffect(SDL_Gamepad *gamepad, const void *data, int size); + +/** + * Close a gamepad previously opened with SDL_OpenGamepad(). + * + * \param gamepad a gamepad identifier previously returned by + * SDL_OpenGamepad(). + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenGamepad + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseGamepad(SDL_Gamepad *gamepad); + +/** + * Return the sfSymbolsName for a given button on a gamepad on Apple + * platforms. + * + * \param gamepad the gamepad to query. + * \param button a button on the gamepad. + * \returns the sfSymbolsName or NULL if the name can't be found. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadAppleSFSymbolsNameForAxis + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForButton(SDL_Gamepad *gamepad, SDL_GamepadButton button); + +/** + * Return the sfSymbolsName for a given axis on a gamepad on Apple platforms. + * + * \param gamepad the gamepad to query. + * \param axis an axis on the gamepad. + * \returns the sfSymbolsName or NULL if the name can't be found. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGamepadAppleSFSymbolsNameForButton + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGamepadAppleSFSymbolsNameForAxis(SDL_Gamepad *gamepad, SDL_GamepadAxis axis); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_gamepad_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_gpu.h b/modules/imgui-sdl/src/include/SDL3/SDL_gpu.h new file mode 100644 index 0000000..b616619 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_gpu.h @@ -0,0 +1,4213 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: GPU */ + +/** + * # CategoryGPU + * + * The GPU API offers a cross-platform way for apps to talk to modern graphics + * hardware. It offers both 3D graphics and compute support, in the style of + * Metal, Vulkan, and Direct3D 12. + * + * A basic workflow might be something like this: + * + * The app creates a GPU device with SDL_CreateGPUDevice(), and assigns it to + * a window with SDL_ClaimWindowForGPUDevice()--although strictly speaking you + * can render offscreen entirely, perhaps for image processing, and not use a + * window at all. + * + * Next, the app prepares static data (things that are created once and used + * over and over). For example: + * + * - Shaders (programs that run on the GPU): use SDL_CreateGPUShader(). + * - Vertex buffers (arrays of geometry data) and other rendering data: use + * SDL_CreateGPUBuffer() and SDL_UploadToGPUBuffer(). + * - Textures (images): use SDL_CreateGPUTexture() and + * SDL_UploadToGPUTexture(). + * - Samplers (how textures should be read from): use SDL_CreateGPUSampler(). + * - Render pipelines (precalculated rendering state): use + * SDL_CreateGPUGraphicsPipeline() + * + * To render, the app creates one or more command buffers, with + * SDL_AcquireGPUCommandBuffer(). Command buffers collect rendering + * instructions that will be submitted to the GPU in batch. Complex scenes can + * use multiple command buffers, maybe configured across multiple threads in + * parallel, as long as they are submitted in the correct order, but many apps + * will just need one command buffer per frame. + * + * Rendering can happen to a texture (what other APIs call a "render target") + * or it can happen to the swapchain texture (which is just a special texture + * that represents a window's contents). The app can use + * SDL_WaitAndAcquireGPUSwapchainTexture() to render to the window. + * + * Rendering actually happens in a Render Pass, which is encoded into a + * command buffer. One can encode multiple render passes (or alternate between + * render and compute passes) in a single command buffer, but many apps might + * simply need a single render pass in a single command buffer. Render Passes + * can render to up to four color textures and one depth texture + * simultaneously. If the set of textures being rendered to needs to change, + * the Render Pass must be ended and a new one must be begun. + * + * The app calls SDL_BeginGPURenderPass(). Then it sets states it needs for + * each draw: + * + * - SDL_BindGPUGraphicsPipeline() + * - SDL_SetGPUViewport() + * - SDL_BindGPUVertexBuffers() + * - SDL_BindGPUVertexSamplers() + * - etc + * + * Then, make the actual draw commands with these states: + * + * - SDL_DrawGPUPrimitives() + * - SDL_DrawGPUPrimitivesIndirect() + * - SDL_DrawGPUIndexedPrimitivesIndirect() + * - etc + * + * After all the drawing commands for a pass are complete, the app should call + * SDL_EndGPURenderPass(). Once a render pass ends all render-related state is + * reset. + * + * The app can begin new Render Passes and make new draws in the same command + * buffer until the entire scene is rendered. + * + * Once all of the render commands for the scene are complete, the app calls + * SDL_SubmitGPUCommandBuffer() to send it to the GPU for processing. + * + * If the app needs to read back data from texture or buffers, the API has an + * efficient way of doing this, provided that the app is willing to tolerate + * some latency. When the app uses SDL_DownloadFromGPUTexture() or + * SDL_DownloadFromGPUBuffer(), submitting the command buffer with + * SDL_SubmitGPUCommandBufferAndAcquireFence() will return a fence handle that + * the app can poll or wait on in a thread. Once the fence indicates that the + * command buffer is done processing, it is safe to read the downloaded data. + * Make sure to call SDL_ReleaseGPUFence() when done with the fence. + * + * The API also has "compute" support. The app calls SDL_BeginGPUComputePass() + * with compute-writeable textures and/or buffers, which can be written to in + * a compute shader. Then it sets states it needs for the compute dispatches: + * + * - SDL_BindGPUComputePipeline() + * - SDL_BindGPUComputeStorageBuffers() + * - SDL_BindGPUComputeStorageTextures() + * + * Then, dispatch compute work: + * + * - SDL_DispatchGPUCompute() + * + * For advanced users, this opens up powerful GPU-driven workflows. + * + * Graphics and compute pipelines require the use of shaders, which as + * mentioned above are small programs executed on the GPU. Each backend + * (Vulkan, Metal, D3D12) requires a different shader format. When the app + * creates the GPU device, the app lets the device know which shader formats + * the app can provide. It will then select the appropriate backend depending + * on the available shader formats and the backends available on the platform. + * When creating shaders, the app must provide the correct shader format for + * the selected backend. If you would like to learn more about why the API + * works this way, there is a detailed + * [blog post](https://moonside.games/posts/layers-all-the-way-down/) + * explaining this situation. + * + * It is optimal for apps to pre-compile the shader formats they might use, + * but for ease of use SDL provides a separate project, + * [SDL_shadercross](https://github.com/libsdl-org/SDL_shadercross) + * , for performing runtime shader cross-compilation. It also has a CLI + * interface for offline precompilation as well. + * + * This is an extremely quick overview that leaves out several important + * details. Already, though, one can see that GPU programming can be quite + * complex! If you just need simple 2D graphics, the + * [Render API](https://wiki.libsdl.org/SDL3/CategoryRender) + * is much easier to use but still hardware-accelerated. That said, even for + * 2D applications the performance benefits and expressiveness of the GPU API + * are significant. + * + * The GPU API targets a feature set with a wide range of hardware support and + * ease of portability. It is designed so that the app won't have to branch + * itself by querying feature support. If you need cutting-edge features with + * limited hardware support, this API is probably not for you. + * + * Examples demonstrating proper usage of this API can be found + * [here](https://github.com/TheSpydog/SDL_gpu_examples) + * . + * + * ## Performance considerations + * + * Here are some basic tips for maximizing your rendering performance. + * + * - Beginning a new render pass is relatively expensive. Use as few render + * passes as you can. + * - Minimize the amount of state changes. For example, binding a pipeline is + * relatively cheap, but doing it hundreds of times when you don't need to + * will slow the performance significantly. + * - Perform your data uploads as early as possible in the frame. + * - Don't churn resources. Creating and releasing resources is expensive. + * It's better to create what you need up front and cache it. + * - Don't use uniform buffers for large amounts of data (more than a matrix + * or so). Use a storage buffer instead. + * - Use cycling correctly. There is a detailed explanation of cycling further + * below. + * - Use culling techniques to minimize pixel writes. The less writing the GPU + * has to do the better. Culling can be a very advanced topic but even + * simple culling techniques can boost performance significantly. + * + * In general try to remember the golden rule of performance: doing things is + * more expensive than not doing things. Don't Touch The Driver! + * + * ## FAQ + * + * **Question: When are you adding more advanced features, like ray tracing or + * mesh shaders?** + * + * Answer: We don't have immediate plans to add more bleeding-edge features, + * but we certainly might in the future, when these features prove worthwhile, + * and reasonable to implement across several platforms and underlying APIs. + * So while these things are not in the "never" category, they are definitely + * not "near future" items either. + * + * **Question: Why is my shader not working?** + * + * Answer: A common oversight when using shaders is not properly laying out + * the shader resources/registers correctly. The GPU API is very strict with + * how it wants resources to be laid out and it's difficult for the API to + * automatically validate shaders to see if they have a compatible layout. See + * the documentation for SDL_CreateGPUShader() and + * SDL_CreateGPUComputePipeline() for information on the expected layout. + * + * Another common issue is not setting the correct number of samplers, + * textures, and buffers in SDL_GPUShaderCreateInfo. If possible use shader + * reflection to extract the required information from the shader + * automatically instead of manually filling in the struct's values. + * + * **Question: My application isn't performing very well. Is this the GPU + * API's fault?** + * + * Answer: No. Long answer: The GPU API is a relatively thin layer over the + * underlying graphics API. While it's possible that we have done something + * inefficiently, it's very unlikely especially if you are relatively + * inexperienced with GPU rendering. Please see the performance tips above and + * make sure you are following them. Additionally, tools like RenderDoc can be + * very helpful for diagnosing incorrect behavior and performance issues. + * + * ## System Requirements + * + * **Vulkan:** Supported on Windows, Linux, Nintendo Switch, and certain + * Android devices. Requires Vulkan 1.0 with the following extensions and + * device features: + * + * - `VK_KHR_swapchain` + * - `VK_KHR_maintenance1` + * - `independentBlend` + * - `imageCubeArray` + * - `depthClamp` + * - `shaderClipDistance` + * - `drawIndirectFirstInstance` + * + * **D3D12:** Supported on Windows 10 or newer, Xbox One (GDK), and Xbox + * Series X|S (GDK). Requires a GPU that supports DirectX 12 Feature Level + * 11_1. + * + * **Metal:** Supported on macOS 10.14+ and iOS/tvOS 13.0+. Hardware + * requirements vary by operating system: + * + * - macOS requires an Apple Silicon or + * [Intel Mac2 family](https://developer.apple.com/documentation/metal/mtlfeatureset/mtlfeatureset_macos_gpufamily2_v1?language=objc) + * GPU + * - iOS/tvOS requires an A9 GPU or newer + * - iOS Simulator and tvOS Simulator are unsupported + * + * ## Uniform Data + * + * Uniforms are for passing data to shaders. The uniform data will be constant + * across all executions of the shader. + * + * There are 4 available uniform slots per shader stage (where the stages are + * vertex, fragment, and compute). Uniform data pushed to a slot on a stage + * keeps its value throughout the command buffer until you call the relevant + * Push function on that slot again. + * + * For example, you could write your vertex shaders to read a camera matrix + * from uniform binding slot 0, push the camera matrix at the start of the + * command buffer, and that data will be used for every subsequent draw call. + * + * It is valid to push uniform data during a render or compute pass. + * + * Uniforms are best for pushing small amounts of data. If you are pushing + * more than a matrix or two per call you should consider using a storage + * buffer instead. + * + * ## A Note On Cycling + * + * When using a command buffer, operations do not occur immediately - they + * occur some time after the command buffer is submitted. + * + * When a resource is used in a pending or active command buffer, it is + * considered to be "bound". When a resource is no longer used in any pending + * or active command buffers, it is considered to be "unbound". + * + * If data resources are bound, it is unspecified when that data will be + * unbound unless you acquire a fence when submitting the command buffer and + * wait on it. However, this doesn't mean you need to track resource usage + * manually. + * + * All of the functions and structs that involve writing to a resource have a + * "cycle" bool. SDL_GPUTransferBuffer, SDL_GPUBuffer, and SDL_GPUTexture all + * effectively function as ring buffers on internal resources. When cycle is + * true, if the resource is bound, the cycle rotates to the next unbound + * internal resource, or if none are available, a new one is created. This + * means you don't have to worry about complex state tracking and + * synchronization as long as cycling is correctly employed. + * + * For example: you can call SDL_MapGPUTransferBuffer(), write texture data, + * SDL_UnmapGPUTransferBuffer(), and then SDL_UploadToGPUTexture(). The next + * time you write texture data to the transfer buffer, if you set the cycle + * param to true, you don't have to worry about overwriting any data that is + * not yet uploaded. + * + * Another example: If you are using a texture in a render pass every frame, + * this can cause a data dependency between frames. If you set cycle to true + * in the SDL_GPUColorTargetInfo struct, you can prevent this data dependency. + * + * Cycling will never undefine already bound data. When cycling, all data in + * the resource is considered to be undefined for subsequent commands until + * that data is written again. You must take care not to read undefined data. + * + * Note that when cycling a texture, the entire texture will be cycled, even + * if only part of the texture is used in the call, so you must consider the + * entire texture to contain undefined data after cycling. + * + * You must also take care not to overwrite a section of data that has been + * referenced in a command without cycling first. It is OK to overwrite + * unreferenced data in a bound resource without cycling, but overwriting a + * section of data that has already been referenced will produce unexpected + * results. + */ + +#ifndef SDL_gpu_h_ +#define SDL_gpu_h_ + +#include +#include +#include +#include +#include +#include + +#include +#ifdef __cplusplus +extern "C" { +#endif /* __cplusplus */ + +/* Type Declarations */ + +/** + * An opaque handle representing the SDL_GPU context. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GPUDevice SDL_GPUDevice; + +/** + * An opaque handle representing a buffer. + * + * Used for vertices, indices, indirect draw commands, and general compute + * data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUBuffer + * \sa SDL_UploadToGPUBuffer + * \sa SDL_DownloadFromGPUBuffer + * \sa SDL_CopyGPUBufferToBuffer + * \sa SDL_BindGPUVertexBuffers + * \sa SDL_BindGPUIndexBuffer + * \sa SDL_BindGPUVertexStorageBuffers + * \sa SDL_BindGPUFragmentStorageBuffers + * \sa SDL_DrawGPUPrimitivesIndirect + * \sa SDL_DrawGPUIndexedPrimitivesIndirect + * \sa SDL_BindGPUComputeStorageBuffers + * \sa SDL_DispatchGPUComputeIndirect + * \sa SDL_ReleaseGPUBuffer + */ +typedef struct SDL_GPUBuffer SDL_GPUBuffer; + +/** + * An opaque handle representing a transfer buffer. + * + * Used for transferring data to and from the device. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTransferBuffer + * \sa SDL_MapGPUTransferBuffer + * \sa SDL_UnmapGPUTransferBuffer + * \sa SDL_UploadToGPUBuffer + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUBuffer + * \sa SDL_DownloadFromGPUTexture + * \sa SDL_ReleaseGPUTransferBuffer + */ +typedef struct SDL_GPUTransferBuffer SDL_GPUTransferBuffer; + +/** + * An opaque handle representing a texture. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUTexture + * \sa SDL_CopyGPUTextureToTexture + * \sa SDL_BindGPUVertexSamplers + * \sa SDL_BindGPUVertexStorageTextures + * \sa SDL_BindGPUFragmentSamplers + * \sa SDL_BindGPUFragmentStorageTextures + * \sa SDL_BindGPUComputeStorageTextures + * \sa SDL_GenerateMipmapsForGPUTexture + * \sa SDL_BlitGPUTexture + * \sa SDL_ReleaseGPUTexture + */ +typedef struct SDL_GPUTexture SDL_GPUTexture; + +/** + * An opaque handle representing a sampler. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUSampler + * \sa SDL_BindGPUVertexSamplers + * \sa SDL_BindGPUFragmentSamplers + * \sa SDL_ReleaseGPUSampler + */ +typedef struct SDL_GPUSampler SDL_GPUSampler; + +/** + * An opaque handle representing a compiled shader object. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + * \sa SDL_CreateGPUGraphicsPipeline + * \sa SDL_ReleaseGPUShader + */ +typedef struct SDL_GPUShader SDL_GPUShader; + +/** + * An opaque handle representing a compute pipeline. + * + * Used during compute passes. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUComputePipeline + * \sa SDL_BindGPUComputePipeline + * \sa SDL_ReleaseGPUComputePipeline + */ +typedef struct SDL_GPUComputePipeline SDL_GPUComputePipeline; + +/** + * An opaque handle representing a graphics pipeline. + * + * Used during render passes. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + * \sa SDL_BindGPUGraphicsPipeline + * \sa SDL_ReleaseGPUGraphicsPipeline + */ +typedef struct SDL_GPUGraphicsPipeline SDL_GPUGraphicsPipeline; + +/** + * An opaque handle representing a command buffer. + * + * Most state is managed via command buffers. When setting state using a + * command buffer, that state is local to the command buffer. + * + * Commands only begin execution on the GPU once SDL_SubmitGPUCommandBuffer is + * called. Once the command buffer is submitted, it is no longer valid to use + * it. + * + * Command buffers are executed in submission order. If you submit command + * buffer A and then command buffer B all commands in A will begin executing + * before any command in B begins executing. + * + * In multi-threading scenarios, you should only access a command buffer on + * the thread you acquired it from. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_AcquireGPUCommandBuffer + * \sa SDL_SubmitGPUCommandBuffer + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + */ +typedef struct SDL_GPUCommandBuffer SDL_GPUCommandBuffer; + +/** + * An opaque handle representing a render pass. + * + * This handle is transient and should not be held or referenced after + * SDL_EndGPURenderPass is called. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPURenderPass + * \sa SDL_EndGPURenderPass + */ +typedef struct SDL_GPURenderPass SDL_GPURenderPass; + +/** + * An opaque handle representing a compute pass. + * + * This handle is transient and should not be held or referenced after + * SDL_EndGPUComputePass is called. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPUComputePass + * \sa SDL_EndGPUComputePass + */ +typedef struct SDL_GPUComputePass SDL_GPUComputePass; + +/** + * An opaque handle representing a copy pass. + * + * This handle is transient and should not be held or referenced after + * SDL_EndGPUCopyPass is called. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPUCopyPass + * \sa SDL_EndGPUCopyPass + */ +typedef struct SDL_GPUCopyPass SDL_GPUCopyPass; + +/** + * An opaque handle representing a fence. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + * \sa SDL_QueryGPUFence + * \sa SDL_WaitForGPUFences + * \sa SDL_ReleaseGPUFence + */ +typedef struct SDL_GPUFence SDL_GPUFence; + +/** + * Specifies the primitive topology of a graphics pipeline. + * + * If you are using POINTLIST you must include a point size output in the + * vertex shader. + * + * - For HLSL compiling to SPIRV you must decorate a float output with + * [[vk::builtin("PointSize")]]. + * - For GLSL you must set the gl_PointSize builtin. + * - For MSL you must include a float output with the [[point_size]] + * decorator. + * + * Note that sized point topology is totally unsupported on D3D12. Any size + * other than 1 will be ignored. In general, you should avoid using point + * topology for both compatibility and performance reasons. You WILL regret + * using it. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUPrimitiveType +{ + SDL_GPU_PRIMITIVETYPE_TRIANGLELIST, /**< A series of separate triangles. */ + SDL_GPU_PRIMITIVETYPE_TRIANGLESTRIP, /**< A series of connected triangles. */ + SDL_GPU_PRIMITIVETYPE_LINELIST, /**< A series of separate lines. */ + SDL_GPU_PRIMITIVETYPE_LINESTRIP, /**< A series of connected lines. */ + SDL_GPU_PRIMITIVETYPE_POINTLIST /**< A series of separate points. */ +} SDL_GPUPrimitiveType; + +/** + * Specifies how the contents of a texture attached to a render pass are + * treated at the beginning of the render pass. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_BeginGPURenderPass + */ +typedef enum SDL_GPULoadOp +{ + SDL_GPU_LOADOP_LOAD, /**< The previous contents of the texture will be preserved. */ + SDL_GPU_LOADOP_CLEAR, /**< The contents of the texture will be cleared to a color. */ + SDL_GPU_LOADOP_DONT_CARE /**< The previous contents of the texture need not be preserved. The contents will be undefined. */ +} SDL_GPULoadOp; + +/** + * Specifies how the contents of a texture attached to a render pass are + * treated at the end of the render pass. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_BeginGPURenderPass + */ +typedef enum SDL_GPUStoreOp +{ + SDL_GPU_STOREOP_STORE, /**< The contents generated during the render pass will be written to memory. */ + SDL_GPU_STOREOP_DONT_CARE, /**< The contents generated during the render pass are not needed and may be discarded. The contents will be undefined. */ + SDL_GPU_STOREOP_RESOLVE, /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture may then be discarded and will be undefined. */ + SDL_GPU_STOREOP_RESOLVE_AND_STORE /**< The multisample contents generated during the render pass will be resolved to a non-multisample texture. The contents in the multisample texture will be written to memory. */ +} SDL_GPUStoreOp; + +/** + * Specifies the size of elements in an index buffer. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUIndexElementSize +{ + SDL_GPU_INDEXELEMENTSIZE_16BIT, /**< The index elements are 16-bit. */ + SDL_GPU_INDEXELEMENTSIZE_32BIT /**< The index elements are 32-bit. */ +} SDL_GPUIndexElementSize; + +/** + * Specifies the pixel format of a texture. + * + * Texture format support varies depending on driver, hardware, and usage + * flags. In general, you should use SDL_GPUTextureSupportsFormat to query if + * a format is supported before using it. However, there are a few guaranteed + * formats. + * + * FIXME: Check universal support for 32-bit component formats FIXME: Check + * universal support for SIMULTANEOUS_READ_WRITE + * + * For SAMPLER usage, the following formats are universally supported: + * + * - R8G8B8A8_UNORM + * - B8G8R8A8_UNORM + * - R8_UNORM + * - R8_SNORM + * - R8G8_UNORM + * - R8G8_SNORM + * - R8G8B8A8_SNORM + * - R16_FLOAT + * - R16G16_FLOAT + * - R16G16B16A16_FLOAT + * - R32_FLOAT + * - R32G32_FLOAT + * - R32G32B32A32_FLOAT + * - R11G11B10_UFLOAT + * - R8G8B8A8_UNORM_SRGB + * - B8G8R8A8_UNORM_SRGB + * - D16_UNORM + * + * For COLOR_TARGET usage, the following formats are universally supported: + * + * - R8G8B8A8_UNORM + * - B8G8R8A8_UNORM + * - R8_UNORM + * - R16_FLOAT + * - R16G16_FLOAT + * - R16G16B16A16_FLOAT + * - R32_FLOAT + * - R32G32_FLOAT + * - R32G32B32A32_FLOAT + * - R8_UINT + * - R8G8_UINT + * - R8G8B8A8_UINT + * - R16_UINT + * - R16G16_UINT + * - R16G16B16A16_UINT + * - R8_INT + * - R8G8_INT + * - R8G8B8A8_INT + * - R16_INT + * - R16G16_INT + * - R16G16B16A16_INT + * - R8G8B8A8_UNORM_SRGB + * - B8G8R8A8_UNORM_SRGB + * + * For STORAGE usages, the following formats are universally supported: + * + * - R8G8B8A8_UNORM + * - R8G8B8A8_SNORM + * - R16G16B16A16_FLOAT + * - R32_FLOAT + * - R32G32_FLOAT + * - R32G32B32A32_FLOAT + * - R8G8B8A8_UINT + * - R16G16B16A16_UINT + * - R8G8B8A8_INT + * - R16G16B16A16_INT + * + * For DEPTH_STENCIL_TARGET usage, the following formats are universally + * supported: + * + * - D16_UNORM + * - Either (but not necessarily both!) D24_UNORM or D32_FLOAT + * - Either (but not necessarily both!) D24_UNORM_S8_UINT or D32_FLOAT_S8_UINT + * + * Unless D16_UNORM is sufficient for your purposes, always check which of + * D24/D32 is supported before creating a depth-stencil texture! + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + * \sa SDL_GPUTextureSupportsFormat + */ +typedef enum SDL_GPUTextureFormat +{ + SDL_GPU_TEXTUREFORMAT_INVALID, + + /* Unsigned Normalized Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_A8_UNORM, + SDL_GPU_TEXTUREFORMAT_R8_UNORM, + SDL_GPU_TEXTUREFORMAT_R8G8_UNORM, + SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM, + SDL_GPU_TEXTUREFORMAT_R16_UNORM, + SDL_GPU_TEXTUREFORMAT_R16G16_UNORM, + SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UNORM, + SDL_GPU_TEXTUREFORMAT_R10G10B10A2_UNORM, + SDL_GPU_TEXTUREFORMAT_B5G6R5_UNORM, + SDL_GPU_TEXTUREFORMAT_B5G5R5A1_UNORM, + SDL_GPU_TEXTUREFORMAT_B4G4R4A4_UNORM, + SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM, + /* Compressed Unsigned Normalized Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM, + SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM, + SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM, + SDL_GPU_TEXTUREFORMAT_BC4_R_UNORM, + SDL_GPU_TEXTUREFORMAT_BC5_RG_UNORM, + SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM, + /* Compressed Signed Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_BC6H_RGB_FLOAT, + /* Compressed Unsigned Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_BC6H_RGB_UFLOAT, + /* Signed Normalized Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_R8_SNORM, + SDL_GPU_TEXTUREFORMAT_R8G8_SNORM, + SDL_GPU_TEXTUREFORMAT_R8G8B8A8_SNORM, + SDL_GPU_TEXTUREFORMAT_R16_SNORM, + SDL_GPU_TEXTUREFORMAT_R16G16_SNORM, + SDL_GPU_TEXTUREFORMAT_R16G16B16A16_SNORM, + /* Signed Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_R16_FLOAT, + SDL_GPU_TEXTUREFORMAT_R16G16_FLOAT, + SDL_GPU_TEXTUREFORMAT_R16G16B16A16_FLOAT, + SDL_GPU_TEXTUREFORMAT_R32_FLOAT, + SDL_GPU_TEXTUREFORMAT_R32G32_FLOAT, + SDL_GPU_TEXTUREFORMAT_R32G32B32A32_FLOAT, + /* Unsigned Float Color Formats */ + SDL_GPU_TEXTUREFORMAT_R11G11B10_UFLOAT, + /* Unsigned Integer Color Formats */ + SDL_GPU_TEXTUREFORMAT_R8_UINT, + SDL_GPU_TEXTUREFORMAT_R8G8_UINT, + SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UINT, + SDL_GPU_TEXTUREFORMAT_R16_UINT, + SDL_GPU_TEXTUREFORMAT_R16G16_UINT, + SDL_GPU_TEXTUREFORMAT_R16G16B16A16_UINT, + SDL_GPU_TEXTUREFORMAT_R32_UINT, + SDL_GPU_TEXTUREFORMAT_R32G32_UINT, + SDL_GPU_TEXTUREFORMAT_R32G32B32A32_UINT, + /* Signed Integer Color Formats */ + SDL_GPU_TEXTUREFORMAT_R8_INT, + SDL_GPU_TEXTUREFORMAT_R8G8_INT, + SDL_GPU_TEXTUREFORMAT_R8G8B8A8_INT, + SDL_GPU_TEXTUREFORMAT_R16_INT, + SDL_GPU_TEXTUREFORMAT_R16G16_INT, + SDL_GPU_TEXTUREFORMAT_R16G16B16A16_INT, + SDL_GPU_TEXTUREFORMAT_R32_INT, + SDL_GPU_TEXTUREFORMAT_R32G32_INT, + SDL_GPU_TEXTUREFORMAT_R32G32B32A32_INT, + /* SRGB Unsigned Normalized Color Formats */ + SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_B8G8R8A8_UNORM_SRGB, + /* Compressed SRGB Unsigned Normalized Color Formats */ + SDL_GPU_TEXTUREFORMAT_BC1_RGBA_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_BC2_RGBA_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_BC3_RGBA_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_BC7_RGBA_UNORM_SRGB, + /* Depth Formats */ + SDL_GPU_TEXTUREFORMAT_D16_UNORM, + SDL_GPU_TEXTUREFORMAT_D24_UNORM, + SDL_GPU_TEXTUREFORMAT_D32_FLOAT, + SDL_GPU_TEXTUREFORMAT_D24_UNORM_S8_UINT, + SDL_GPU_TEXTUREFORMAT_D32_FLOAT_S8_UINT, + /* Compressed ASTC Normalized Float Color Formats*/ + SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM, + SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM, + /* Compressed SRGB ASTC Normalized Float Color Formats*/ + SDL_GPU_TEXTUREFORMAT_ASTC_4x4_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_5x4_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_5x5_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_6x5_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_6x6_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_8x5_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_8x6_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_8x8_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_10x5_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_10x6_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_10x8_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_10x10_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_12x10_UNORM_SRGB, + SDL_GPU_TEXTUREFORMAT_ASTC_12x12_UNORM_SRGB, + /* Compressed ASTC Signed Float Color Formats*/ + SDL_GPU_TEXTUREFORMAT_ASTC_4x4_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_5x4_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_5x5_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_6x5_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_6x6_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_8x5_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_8x6_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_8x8_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_10x5_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_10x6_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_10x8_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_10x10_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_12x10_FLOAT, + SDL_GPU_TEXTUREFORMAT_ASTC_12x12_FLOAT +} SDL_GPUTextureFormat; + +/** + * Specifies how a texture is intended to be used by the client. + * + * A texture must have at least one usage flag. Note that some usage flag + * combinations are invalid. + * + * With regards to compute storage usage, READ | WRITE means that you can have + * shader A that only writes into the texture and shader B that only reads + * from the texture and bind the same texture to either shader respectively. + * SIMULTANEOUS means that you can do reads and writes within the same shader + * or compute pass. It also implies that atomic ops can be used, since those + * are read-modify-write operations. If you use SIMULTANEOUS, you are + * responsible for avoiding data races, as there is no data synchronization + * within a compute pass. Note that SIMULTANEOUS usage is only supported by a + * limited number of texture formats. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + */ +typedef Uint32 SDL_GPUTextureUsageFlags; + +#define SDL_GPU_TEXTUREUSAGE_SAMPLER (1u << 0) /**< Texture supports sampling. */ +#define SDL_GPU_TEXTUREUSAGE_COLOR_TARGET (1u << 1) /**< Texture is a color render target. */ +#define SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET (1u << 2) /**< Texture is a depth stencil target. */ +#define SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Texture supports storage reads in graphics stages. */ +#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Texture supports storage reads in the compute stage. */ +#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Texture supports storage writes in the compute stage. */ +#define SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE (1u << 6) /**< Texture supports reads and writes in the same compute shader. This is NOT equivalent to READ | WRITE. */ + +/** + * Specifies the type of a texture. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + */ +typedef enum SDL_GPUTextureType +{ + SDL_GPU_TEXTURETYPE_2D, /**< The texture is a 2-dimensional image. */ + SDL_GPU_TEXTURETYPE_2D_ARRAY, /**< The texture is a 2-dimensional array image. */ + SDL_GPU_TEXTURETYPE_3D, /**< The texture is a 3-dimensional image. */ + SDL_GPU_TEXTURETYPE_CUBE, /**< The texture is a cube image. */ + SDL_GPU_TEXTURETYPE_CUBE_ARRAY /**< The texture is a cube array image. */ +} SDL_GPUTextureType; + +/** + * Specifies the sample count of a texture. + * + * Used in multisampling. Note that this value only applies when the texture + * is used as a render target. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + * \sa SDL_GPUTextureSupportsSampleCount + */ +typedef enum SDL_GPUSampleCount +{ + SDL_GPU_SAMPLECOUNT_1, /**< No multisampling. */ + SDL_GPU_SAMPLECOUNT_2, /**< MSAA 2x */ + SDL_GPU_SAMPLECOUNT_4, /**< MSAA 4x */ + SDL_GPU_SAMPLECOUNT_8 /**< MSAA 8x */ +} SDL_GPUSampleCount; + + +/** + * Specifies the face of a cube map. + * + * Can be passed in as the layer field in texture-related structs. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GPUCubeMapFace +{ + SDL_GPU_CUBEMAPFACE_POSITIVEX, + SDL_GPU_CUBEMAPFACE_NEGATIVEX, + SDL_GPU_CUBEMAPFACE_POSITIVEY, + SDL_GPU_CUBEMAPFACE_NEGATIVEY, + SDL_GPU_CUBEMAPFACE_POSITIVEZ, + SDL_GPU_CUBEMAPFACE_NEGATIVEZ +} SDL_GPUCubeMapFace; + +/** + * Specifies how a buffer is intended to be used by the client. + * + * A buffer must have at least one usage flag. Note that some usage flag + * combinations are invalid. + * + * Unlike textures, READ | WRITE can be used for simultaneous read-write + * usage. The same data synchronization concerns as textures apply. + * + * If you use a STORAGE flag, the data in the buffer must respect std140 + * layout conventions. In practical terms this means you must ensure that vec3 + * and vec4 fields are 16-byte aligned. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUBuffer + */ +typedef Uint32 SDL_GPUBufferUsageFlags; + +#define SDL_GPU_BUFFERUSAGE_VERTEX (1u << 0) /**< Buffer is a vertex buffer. */ +#define SDL_GPU_BUFFERUSAGE_INDEX (1u << 1) /**< Buffer is an index buffer. */ +#define SDL_GPU_BUFFERUSAGE_INDIRECT (1u << 2) /**< Buffer is an indirect buffer. */ +#define SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ (1u << 3) /**< Buffer supports storage reads in graphics stages. */ +#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ (1u << 4) /**< Buffer supports storage reads in the compute stage. */ +#define SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE (1u << 5) /**< Buffer supports storage writes in the compute stage. */ + +/** + * Specifies how a transfer buffer is intended to be used by the client. + * + * Note that mapping and copying FROM an upload transfer buffer or TO a + * download transfer buffer is undefined behavior. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTransferBuffer + */ +typedef enum SDL_GPUTransferBufferUsage +{ + SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD, + SDL_GPU_TRANSFERBUFFERUSAGE_DOWNLOAD +} SDL_GPUTransferBufferUsage; + +/** + * Specifies which stage a shader program corresponds to. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +typedef enum SDL_GPUShaderStage +{ + SDL_GPU_SHADERSTAGE_VERTEX, + SDL_GPU_SHADERSTAGE_FRAGMENT +} SDL_GPUShaderStage; + +/** + * Specifies the format of shader code. + * + * Each format corresponds to a specific backend that accepts it. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +typedef Uint32 SDL_GPUShaderFormat; + +#define SDL_GPU_SHADERFORMAT_INVALID 0 +#define SDL_GPU_SHADERFORMAT_PRIVATE (1u << 0) /**< Shaders for NDA'd platforms. */ +#define SDL_GPU_SHADERFORMAT_SPIRV (1u << 1) /**< SPIR-V shaders for Vulkan. */ +#define SDL_GPU_SHADERFORMAT_DXBC (1u << 2) /**< DXBC SM5_1 shaders for D3D12. */ +#define SDL_GPU_SHADERFORMAT_DXIL (1u << 3) /**< DXIL SM6_0 shaders for D3D12. */ +#define SDL_GPU_SHADERFORMAT_MSL (1u << 4) /**< MSL shaders for Metal. */ +#define SDL_GPU_SHADERFORMAT_METALLIB (1u << 5) /**< Precompiled metallib shaders for Metal. */ + +/** + * Specifies the format of a vertex attribute. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUVertexElementFormat +{ + SDL_GPU_VERTEXELEMENTFORMAT_INVALID, + + /* 32-bit Signed Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_INT, + SDL_GPU_VERTEXELEMENTFORMAT_INT2, + SDL_GPU_VERTEXELEMENTFORMAT_INT3, + SDL_GPU_VERTEXELEMENTFORMAT_INT4, + + /* 32-bit Unsigned Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_UINT, + SDL_GPU_VERTEXELEMENTFORMAT_UINT2, + SDL_GPU_VERTEXELEMENTFORMAT_UINT3, + SDL_GPU_VERTEXELEMENTFORMAT_UINT4, + + /* 32-bit Floats */ + SDL_GPU_VERTEXELEMENTFORMAT_FLOAT, + SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2, + SDL_GPU_VERTEXELEMENTFORMAT_FLOAT3, + SDL_GPU_VERTEXELEMENTFORMAT_FLOAT4, + + /* 8-bit Signed Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_BYTE2, + SDL_GPU_VERTEXELEMENTFORMAT_BYTE4, + + /* 8-bit Unsigned Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2, + SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4, + + /* 8-bit Signed Normalized */ + SDL_GPU_VERTEXELEMENTFORMAT_BYTE2_NORM, + SDL_GPU_VERTEXELEMENTFORMAT_BYTE4_NORM, + + /* 8-bit Unsigned Normalized */ + SDL_GPU_VERTEXELEMENTFORMAT_UBYTE2_NORM, + SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM, + + /* 16-bit Signed Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_SHORT2, + SDL_GPU_VERTEXELEMENTFORMAT_SHORT4, + + /* 16-bit Unsigned Integers */ + SDL_GPU_VERTEXELEMENTFORMAT_USHORT2, + SDL_GPU_VERTEXELEMENTFORMAT_USHORT4, + + /* 16-bit Signed Normalized */ + SDL_GPU_VERTEXELEMENTFORMAT_SHORT2_NORM, + SDL_GPU_VERTEXELEMENTFORMAT_SHORT4_NORM, + + /* 16-bit Unsigned Normalized */ + SDL_GPU_VERTEXELEMENTFORMAT_USHORT2_NORM, + SDL_GPU_VERTEXELEMENTFORMAT_USHORT4_NORM, + + /* 16-bit Floats */ + SDL_GPU_VERTEXELEMENTFORMAT_HALF2, + SDL_GPU_VERTEXELEMENTFORMAT_HALF4 +} SDL_GPUVertexElementFormat; + +/** + * Specifies the rate at which vertex attributes are pulled from buffers. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUVertexInputRate +{ + SDL_GPU_VERTEXINPUTRATE_VERTEX, /**< Attribute addressing is a function of the vertex index. */ + SDL_GPU_VERTEXINPUTRATE_INSTANCE /**< Attribute addressing is a function of the instance index. */ +} SDL_GPUVertexInputRate; + +/** + * Specifies the fill mode of the graphics pipeline. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUFillMode +{ + SDL_GPU_FILLMODE_FILL, /**< Polygons will be rendered via rasterization. */ + SDL_GPU_FILLMODE_LINE /**< Polygon edges will be drawn as line segments. */ +} SDL_GPUFillMode; + +/** + * Specifies the facing direction in which triangle faces will be culled. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUCullMode +{ + SDL_GPU_CULLMODE_NONE, /**< No triangles are culled. */ + SDL_GPU_CULLMODE_FRONT, /**< Front-facing triangles are culled. */ + SDL_GPU_CULLMODE_BACK /**< Back-facing triangles are culled. */ +} SDL_GPUCullMode; + +/** + * Specifies the vertex winding that will cause a triangle to be determined to + * be front-facing. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUFrontFace +{ + SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE, /**< A triangle with counter-clockwise vertex winding will be considered front-facing. */ + SDL_GPU_FRONTFACE_CLOCKWISE /**< A triangle with clockwise vertex winding will be considered front-facing. */ +} SDL_GPUFrontFace; + +/** + * Specifies a comparison operator for depth, stencil and sampler operations. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUCompareOp +{ + SDL_GPU_COMPAREOP_INVALID, + SDL_GPU_COMPAREOP_NEVER, /**< The comparison always evaluates false. */ + SDL_GPU_COMPAREOP_LESS, /**< The comparison evaluates reference < test. */ + SDL_GPU_COMPAREOP_EQUAL, /**< The comparison evaluates reference == test. */ + SDL_GPU_COMPAREOP_LESS_OR_EQUAL, /**< The comparison evaluates reference <= test. */ + SDL_GPU_COMPAREOP_GREATER, /**< The comparison evaluates reference > test. */ + SDL_GPU_COMPAREOP_NOT_EQUAL, /**< The comparison evaluates reference != test. */ + SDL_GPU_COMPAREOP_GREATER_OR_EQUAL, /**< The comparison evalutes reference >= test. */ + SDL_GPU_COMPAREOP_ALWAYS /**< The comparison always evaluates true. */ +} SDL_GPUCompareOp; + +/** + * Specifies what happens to a stored stencil value if stencil tests fail or + * pass. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUStencilOp +{ + SDL_GPU_STENCILOP_INVALID, + SDL_GPU_STENCILOP_KEEP, /**< Keeps the current value. */ + SDL_GPU_STENCILOP_ZERO, /**< Sets the value to 0. */ + SDL_GPU_STENCILOP_REPLACE, /**< Sets the value to reference. */ + SDL_GPU_STENCILOP_INCREMENT_AND_CLAMP, /**< Increments the current value and clamps to the maximum value. */ + SDL_GPU_STENCILOP_DECREMENT_AND_CLAMP, /**< Decrements the current value and clamps to 0. */ + SDL_GPU_STENCILOP_INVERT, /**< Bitwise-inverts the current value. */ + SDL_GPU_STENCILOP_INCREMENT_AND_WRAP, /**< Increments the current value and wraps back to 0. */ + SDL_GPU_STENCILOP_DECREMENT_AND_WRAP /**< Decrements the current value and wraps to the maximum value. */ +} SDL_GPUStencilOp; + +/** + * Specifies the operator to be used when pixels in a render target are + * blended with existing pixels in the texture. + * + * The source color is the value written by the fragment shader. The + * destination color is the value currently existing in the texture. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUBlendOp +{ + SDL_GPU_BLENDOP_INVALID, + SDL_GPU_BLENDOP_ADD, /**< (source * source_factor) + (destination * destination_factor) */ + SDL_GPU_BLENDOP_SUBTRACT, /**< (source * source_factor) - (destination * destination_factor) */ + SDL_GPU_BLENDOP_REVERSE_SUBTRACT, /**< (destination * destination_factor) - (source * source_factor) */ + SDL_GPU_BLENDOP_MIN, /**< min(source, destination) */ + SDL_GPU_BLENDOP_MAX /**< max(source, destination) */ +} SDL_GPUBlendOp; + +/** + * Specifies a blending factor to be used when pixels in a render target are + * blended with existing pixels in the texture. + * + * The source color is the value written by the fragment shader. The + * destination color is the value currently existing in the texture. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef enum SDL_GPUBlendFactor +{ + SDL_GPU_BLENDFACTOR_INVALID, + SDL_GPU_BLENDFACTOR_ZERO, /**< 0 */ + SDL_GPU_BLENDFACTOR_ONE, /**< 1 */ + SDL_GPU_BLENDFACTOR_SRC_COLOR, /**< source color */ + SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_COLOR, /**< 1 - source color */ + SDL_GPU_BLENDFACTOR_DST_COLOR, /**< destination color */ + SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_COLOR, /**< 1 - destination color */ + SDL_GPU_BLENDFACTOR_SRC_ALPHA, /**< source alpha */ + SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, /**< 1 - source alpha */ + SDL_GPU_BLENDFACTOR_DST_ALPHA, /**< destination alpha */ + SDL_GPU_BLENDFACTOR_ONE_MINUS_DST_ALPHA, /**< 1 - destination alpha */ + SDL_GPU_BLENDFACTOR_CONSTANT_COLOR, /**< blend constant */ + SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR, /**< 1 - blend constant */ + SDL_GPU_BLENDFACTOR_SRC_ALPHA_SATURATE /**< min(source alpha, 1 - destination alpha) */ +} SDL_GPUBlendFactor; + +/** + * Specifies which color components are written in a graphics pipeline. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + */ +typedef Uint8 SDL_GPUColorComponentFlags; + +#define SDL_GPU_COLORCOMPONENT_R (1u << 0) /**< the red component */ +#define SDL_GPU_COLORCOMPONENT_G (1u << 1) /**< the green component */ +#define SDL_GPU_COLORCOMPONENT_B (1u << 2) /**< the blue component */ +#define SDL_GPU_COLORCOMPONENT_A (1u << 3) /**< the alpha component */ + +/** + * Specifies a filter operation used by a sampler. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUSampler + */ +typedef enum SDL_GPUFilter +{ + SDL_GPU_FILTER_NEAREST, /**< Point filtering. */ + SDL_GPU_FILTER_LINEAR /**< Linear filtering. */ +} SDL_GPUFilter; + +/** + * Specifies a mipmap mode used by a sampler. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUSampler + */ +typedef enum SDL_GPUSamplerMipmapMode +{ + SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, /**< Point filtering. */ + SDL_GPU_SAMPLERMIPMAPMODE_LINEAR /**< Linear filtering. */ +} SDL_GPUSamplerMipmapMode; + +/** + * Specifies behavior of texture sampling when the coordinates exceed the 0-1 + * range. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUSampler + */ +typedef enum SDL_GPUSamplerAddressMode +{ + SDL_GPU_SAMPLERADDRESSMODE_REPEAT, /**< Specifies that the coordinates will wrap around. */ + SDL_GPU_SAMPLERADDRESSMODE_MIRRORED_REPEAT, /**< Specifies that the coordinates will wrap around mirrored. */ + SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE /**< Specifies that the coordinates will clamp to the 0-1 range. */ +} SDL_GPUSamplerAddressMode; + +/** + * Specifies the timing that will be used to present swapchain textures to the + * OS. + * + * VSYNC mode will always be supported. IMMEDIATE and MAILBOX modes may not be + * supported on certain systems. + * + * It is recommended to query SDL_WindowSupportsGPUPresentMode after claiming + * the window if you wish to change the present mode to IMMEDIATE or MAILBOX. + * + * - VSYNC: Waits for vblank before presenting. No tearing is possible. If + * there is a pending image to present, the new image is enqueued for + * presentation. Disallows tearing at the cost of visual latency. + * - IMMEDIATE: Immediately presents. Lowest latency option, but tearing may + * occur. + * - MAILBOX: Waits for vblank before presenting. No tearing is possible. If + * there is a pending image to present, the pending image is replaced by the + * new image. Similar to VSYNC, but with reduced visual latency. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_SetGPUSwapchainParameters + * \sa SDL_WindowSupportsGPUPresentMode + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + */ +typedef enum SDL_GPUPresentMode +{ + SDL_GPU_PRESENTMODE_VSYNC, + SDL_GPU_PRESENTMODE_IMMEDIATE, + SDL_GPU_PRESENTMODE_MAILBOX +} SDL_GPUPresentMode; + +/** + * Specifies the texture format and colorspace of the swapchain textures. + * + * SDR will always be supported. Other compositions may not be supported on + * certain systems. + * + * It is recommended to query SDL_WindowSupportsGPUSwapchainComposition after + * claiming the window if you wish to change the swapchain composition from + * SDR. + * + * - SDR: B8G8R8A8 or R8G8B8A8 swapchain. Pixel values are in sRGB encoding. + * - SDR_LINEAR: B8G8R8A8_SRGB or R8G8B8A8_SRGB swapchain. Pixel values are + * stored in memory in sRGB encoding but accessed in shaders in "linear + * sRGB" encoding which is sRGB but with a linear transfer function. + * - HDR_EXTENDED_LINEAR: R16G16B16A16_FLOAT swapchain. Pixel values are in + * extended linear sRGB encoding and permits values outside of the [0, 1] + * range. + * - HDR10_ST2084: A2R10G10B10 or A2B10G10R10 swapchain. Pixel values are in + * BT.2020 ST2084 (PQ) encoding. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_SetGPUSwapchainParameters + * \sa SDL_WindowSupportsGPUSwapchainComposition + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + */ +typedef enum SDL_GPUSwapchainComposition +{ + SDL_GPU_SWAPCHAINCOMPOSITION_SDR, + SDL_GPU_SWAPCHAINCOMPOSITION_SDR_LINEAR, + SDL_GPU_SWAPCHAINCOMPOSITION_HDR_EXTENDED_LINEAR, + SDL_GPU_SWAPCHAINCOMPOSITION_HDR10_ST2084 +} SDL_GPUSwapchainComposition; + +/* Structures */ + +/** + * A structure specifying a viewport. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_SetGPUViewport + */ +typedef struct SDL_GPUViewport +{ + float x; /**< The left offset of the viewport. */ + float y; /**< The top offset of the viewport. */ + float w; /**< The width of the viewport. */ + float h; /**< The height of the viewport. */ + float min_depth; /**< The minimum depth of the viewport. */ + float max_depth; /**< The maximum depth of the viewport. */ +} SDL_GPUViewport; + +/** + * A structure specifying parameters related to transferring data to or from a + * texture. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUTexture + */ +typedef struct SDL_GPUTextureTransferInfo +{ + SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */ + Uint32 offset; /**< The starting byte of the image data in the transfer buffer. */ + Uint32 pixels_per_row; /**< The number of pixels from one row to the next. */ + Uint32 rows_per_layer; /**< The number of rows from one layer/depth-slice to the next. */ +} SDL_GPUTextureTransferInfo; + +/** + * A structure specifying a location in a transfer buffer. + * + * Used when transferring buffer data to or from a transfer buffer. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUBuffer + * \sa SDL_DownloadFromGPUBuffer + */ +typedef struct SDL_GPUTransferBufferLocation +{ + SDL_GPUTransferBuffer *transfer_buffer; /**< The transfer buffer used in the transfer operation. */ + Uint32 offset; /**< The starting byte of the buffer data in the transfer buffer. */ +} SDL_GPUTransferBufferLocation; + +/** + * A structure specifying a location in a texture. + * + * Used when copying data from one texture to another. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CopyGPUTextureToTexture + */ +typedef struct SDL_GPUTextureLocation +{ + SDL_GPUTexture *texture; /**< The texture used in the copy operation. */ + Uint32 mip_level; /**< The mip level index of the location. */ + Uint32 layer; /**< The layer index of the location. */ + Uint32 x; /**< The left offset of the location. */ + Uint32 y; /**< The top offset of the location. */ + Uint32 z; /**< The front offset of the location. */ +} SDL_GPUTextureLocation; + +/** + * A structure specifying a region of a texture. + * + * Used when transferring data to or from a texture. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUTexture + * \sa SDL_CreateGPUTexture + */ +typedef struct SDL_GPUTextureRegion +{ + SDL_GPUTexture *texture; /**< The texture used in the copy operation. */ + Uint32 mip_level; /**< The mip level index to transfer. */ + Uint32 layer; /**< The layer index to transfer. */ + Uint32 x; /**< The left offset of the region. */ + Uint32 y; /**< The top offset of the region. */ + Uint32 z; /**< The front offset of the region. */ + Uint32 w; /**< The width of the region. */ + Uint32 h; /**< The height of the region. */ + Uint32 d; /**< The depth of the region. */ +} SDL_GPUTextureRegion; + +/** + * A structure specifying a region of a texture used in the blit operation. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BlitGPUTexture + */ +typedef struct SDL_GPUBlitRegion +{ + SDL_GPUTexture *texture; /**< The texture. */ + Uint32 mip_level; /**< The mip level index of the region. */ + Uint32 layer_or_depth_plane; /**< The layer index or depth plane of the region. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */ + Uint32 x; /**< The left offset of the region. */ + Uint32 y; /**< The top offset of the region. */ + Uint32 w; /**< The width of the region. */ + Uint32 h; /**< The height of the region. */ +} SDL_GPUBlitRegion; + +/** + * A structure specifying a location in a buffer. + * + * Used when copying data between buffers. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CopyGPUBufferToBuffer + */ +typedef struct SDL_GPUBufferLocation +{ + SDL_GPUBuffer *buffer; /**< The buffer. */ + Uint32 offset; /**< The starting byte within the buffer. */ +} SDL_GPUBufferLocation; + +/** + * A structure specifying a region of a buffer. + * + * Used when transferring data to or from buffers. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUBuffer + * \sa SDL_DownloadFromGPUBuffer + */ +typedef struct SDL_GPUBufferRegion +{ + SDL_GPUBuffer *buffer; /**< The buffer. */ + Uint32 offset; /**< The starting byte within the buffer. */ + Uint32 size; /**< The size in bytes of the region. */ +} SDL_GPUBufferRegion; + +/** + * A structure specifying the parameters of an indirect draw command. + * + * Note that the `first_vertex` and `first_instance` parameters are NOT + * compatible with built-in vertex/instance ID variables in shaders (for + * example, SV_VertexID); GPU APIs and shader languages do not define these + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DrawGPUPrimitivesIndirect + */ +typedef struct SDL_GPUIndirectDrawCommand +{ + Uint32 num_vertices; /**< The number of vertices to draw. */ + Uint32 num_instances; /**< The number of instances to draw. */ + Uint32 first_vertex; /**< The index of the first vertex to draw. */ + Uint32 first_instance; /**< The ID of the first instance to draw. */ +} SDL_GPUIndirectDrawCommand; + +/** + * A structure specifying the parameters of an indexed indirect draw command. + * + * Note that the `first_vertex` and `first_instance` parameters are NOT + * compatible with built-in vertex/instance ID variables in shaders (for + * example, SV_VertexID); GPU APIs and shader languages do not define these + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DrawGPUIndexedPrimitivesIndirect + */ +typedef struct SDL_GPUIndexedIndirectDrawCommand +{ + Uint32 num_indices; /**< The number of indices to draw per instance. */ + Uint32 num_instances; /**< The number of instances to draw. */ + Uint32 first_index; /**< The base index within the index buffer. */ + Sint32 vertex_offset; /**< The value added to the vertex index before indexing into the vertex buffer. */ + Uint32 first_instance; /**< The ID of the first instance to draw. */ +} SDL_GPUIndexedIndirectDrawCommand; + +/** + * A structure specifying the parameters of an indexed dispatch command. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DispatchGPUComputeIndirect + */ +typedef struct SDL_GPUIndirectDispatchCommand +{ + Uint32 groupcount_x; /**< The number of local workgroups to dispatch in the X dimension. */ + Uint32 groupcount_y; /**< The number of local workgroups to dispatch in the Y dimension. */ + Uint32 groupcount_z; /**< The number of local workgroups to dispatch in the Z dimension. */ +} SDL_GPUIndirectDispatchCommand; + +/* State structures */ + +/** + * A structure specifying the parameters of a sampler. + * + * Note that mip_lod_bias is a no-op for the Metal driver. For Metal, LOD bias + * must be applied via shader instead. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUSampler + * \sa SDL_GPUFilter + * \sa SDL_GPUSamplerMipmapMode + * \sa SDL_GPUSamplerAddressMode + * \sa SDL_GPUCompareOp + */ +typedef struct SDL_GPUSamplerCreateInfo +{ + SDL_GPUFilter min_filter; /**< The minification filter to apply to lookups. */ + SDL_GPUFilter mag_filter; /**< The magnification filter to apply to lookups. */ + SDL_GPUSamplerMipmapMode mipmap_mode; /**< The mipmap filter to apply to lookups. */ + SDL_GPUSamplerAddressMode address_mode_u; /**< The addressing mode for U coordinates outside [0, 1). */ + SDL_GPUSamplerAddressMode address_mode_v; /**< The addressing mode for V coordinates outside [0, 1). */ + SDL_GPUSamplerAddressMode address_mode_w; /**< The addressing mode for W coordinates outside [0, 1). */ + float mip_lod_bias; /**< The bias to be added to mipmap LOD calculation. */ + float max_anisotropy; /**< The anisotropy value clamp used by the sampler. If enable_anisotropy is false, this is ignored. */ + SDL_GPUCompareOp compare_op; /**< The comparison operator to apply to fetched data before filtering. */ + float min_lod; /**< Clamps the minimum of the computed LOD value. */ + float max_lod; /**< Clamps the maximum of the computed LOD value. */ + bool enable_anisotropy; /**< true to enable anisotropic filtering. */ + bool enable_compare; /**< true to enable comparison against a reference value during lookups. */ + Uint8 padding1; + Uint8 padding2; + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUSamplerCreateInfo; + +/** + * A structure specifying the parameters of vertex buffers used in a graphics + * pipeline. + * + * When you call SDL_BindGPUVertexBuffers, you specify the binding slots of + * the vertex buffers. For example if you called SDL_BindGPUVertexBuffers with + * a first_slot of 2 and num_bindings of 3, the binding slots 2, 3, 4 would be + * used by the vertex buffers you pass in. + * + * Vertex attributes are linked to buffers via the buffer_slot field of + * SDL_GPUVertexAttribute. For example, if an attribute has a buffer_slot of + * 0, then that attribute belongs to the vertex buffer bound at slot 0. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUVertexAttribute + * \sa SDL_GPUVertexInputRate + */ +typedef struct SDL_GPUVertexBufferDescription +{ + Uint32 slot; /**< The binding slot of the vertex buffer. */ + Uint32 pitch; /**< The byte pitch between consecutive elements of the vertex buffer. */ + SDL_GPUVertexInputRate input_rate; /**< Whether attribute addressing is a function of the vertex index or instance index. */ + Uint32 instance_step_rate; /**< Reserved for future use. Must be set to 0. */ +} SDL_GPUVertexBufferDescription; + +/** + * A structure specifying a vertex attribute. + * + * All vertex attribute locations provided to an SDL_GPUVertexInputState must + * be unique. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUVertexBufferDescription + * \sa SDL_GPUVertexInputState + * \sa SDL_GPUVertexElementFormat + */ +typedef struct SDL_GPUVertexAttribute +{ + Uint32 location; /**< The shader input location index. */ + Uint32 buffer_slot; /**< The binding slot of the associated vertex buffer. */ + SDL_GPUVertexElementFormat format; /**< The size and type of the attribute data. */ + Uint32 offset; /**< The byte offset of this attribute relative to the start of the vertex element. */ +} SDL_GPUVertexAttribute; + +/** + * A structure specifying the parameters of a graphics pipeline vertex input + * state. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineCreateInfo + * \sa SDL_GPUVertexBufferDescription + * \sa SDL_GPUVertexAttribute + */ +typedef struct SDL_GPUVertexInputState +{ + const SDL_GPUVertexBufferDescription *vertex_buffer_descriptions; /**< A pointer to an array of vertex buffer descriptions. */ + Uint32 num_vertex_buffers; /**< The number of vertex buffer descriptions in the above array. */ + const SDL_GPUVertexAttribute *vertex_attributes; /**< A pointer to an array of vertex attribute descriptions. */ + Uint32 num_vertex_attributes; /**< The number of vertex attribute descriptions in the above array. */ +} SDL_GPUVertexInputState; + +/** + * A structure specifying the stencil operation state of a graphics pipeline. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUDepthStencilState + */ +typedef struct SDL_GPUStencilOpState +{ + SDL_GPUStencilOp fail_op; /**< The action performed on samples that fail the stencil test. */ + SDL_GPUStencilOp pass_op; /**< The action performed on samples that pass the depth and stencil tests. */ + SDL_GPUStencilOp depth_fail_op; /**< The action performed on samples that pass the stencil test and fail the depth test. */ + SDL_GPUCompareOp compare_op; /**< The comparison operator used in the stencil test. */ +} SDL_GPUStencilOpState; + +/** + * A structure specifying the blend state of a color target. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUColorTargetDescription + */ +typedef struct SDL_GPUColorTargetBlendState +{ + SDL_GPUBlendFactor src_color_blendfactor; /**< The value to be multiplied by the source RGB value. */ + SDL_GPUBlendFactor dst_color_blendfactor; /**< The value to be multiplied by the destination RGB value. */ + SDL_GPUBlendOp color_blend_op; /**< The blend operation for the RGB components. */ + SDL_GPUBlendFactor src_alpha_blendfactor; /**< The value to be multiplied by the source alpha. */ + SDL_GPUBlendFactor dst_alpha_blendfactor; /**< The value to be multiplied by the destination alpha. */ + SDL_GPUBlendOp alpha_blend_op; /**< The blend operation for the alpha component. */ + SDL_GPUColorComponentFlags color_write_mask; /**< A bitmask specifying which of the RGBA components are enabled for writing. Writes to all channels if enable_color_write_mask is false. */ + bool enable_blend; /**< Whether blending is enabled for the color target. */ + bool enable_color_write_mask; /**< Whether the color write mask is enabled. */ + Uint8 padding1; + Uint8 padding2; +} SDL_GPUColorTargetBlendState; + + +/** + * A structure specifying code and metadata for creating a shader object. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +typedef struct SDL_GPUShaderCreateInfo +{ + size_t code_size; /**< The size in bytes of the code pointed to. */ + const Uint8 *code; /**< A pointer to shader code. */ + const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */ + SDL_GPUShaderFormat format; /**< The format of the shader code. */ + SDL_GPUShaderStage stage; /**< The stage the shader program corresponds to. */ + Uint32 num_samplers; /**< The number of samplers defined in the shader. */ + Uint32 num_storage_textures; /**< The number of storage textures defined in the shader. */ + Uint32 num_storage_buffers; /**< The number of storage buffers defined in the shader. */ + Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUShaderCreateInfo; + +/** + * A structure specifying the parameters of a texture. + * + * Usage flags can be bitwise OR'd together for combinations of usages. Note + * that certain usage combinations are invalid, for example SAMPLER and + * GRAPHICS_STORAGE. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + * \sa SDL_GPUTextureType + * \sa SDL_GPUTextureFormat + * \sa SDL_GPUTextureUsageFlags + * \sa SDL_GPUSampleCount + */ +typedef struct SDL_GPUTextureCreateInfo +{ + SDL_GPUTextureType type; /**< The base dimensionality of the texture. */ + SDL_GPUTextureFormat format; /**< The pixel format of the texture. */ + SDL_GPUTextureUsageFlags usage; /**< How the texture is intended to be used by the client. */ + Uint32 width; /**< The width of the texture. */ + Uint32 height; /**< The height of the texture. */ + Uint32 layer_count_or_depth; /**< The layer count or depth of the texture. This value is treated as a layer count on 2D array textures, and as a depth value on 3D textures. */ + Uint32 num_levels; /**< The number of mip levels in the texture. */ + SDL_GPUSampleCount sample_count; /**< The number of samples per texel. Only applies if the texture is used as a render target. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUTextureCreateInfo; + +/** + * A structure specifying the parameters of a buffer. + * + * Usage flags can be bitwise OR'd together for combinations of usages. Note + * that certain combinations are invalid, for example VERTEX and INDEX. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUBuffer + * \sa SDL_GPUBufferUsageFlags + */ +typedef struct SDL_GPUBufferCreateInfo +{ + SDL_GPUBufferUsageFlags usage; /**< How the buffer is intended to be used by the client. */ + Uint32 size; /**< The size in bytes of the buffer. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUBufferCreateInfo; + +/** + * A structure specifying the parameters of a transfer buffer. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTransferBuffer + */ +typedef struct SDL_GPUTransferBufferCreateInfo +{ + SDL_GPUTransferBufferUsage usage; /**< How the transfer buffer is intended to be used by the client. */ + Uint32 size; /**< The size in bytes of the transfer buffer. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUTransferBufferCreateInfo; + +/* Pipeline state structures */ + +/** + * A structure specifying the parameters of the graphics pipeline rasterizer + * state. + * + * Note that SDL_GPU_FILLMODE_LINE is not supported on many Android devices. + * For those devices, the fill mode will automatically fall back to FILL. + * + * Also note that the D3D12 driver will enable depth clamping even if + * enable_depth_clip is true. If you need this clamp+clip behavior, consider + * enabling depth clip and then manually clamping depth in your fragment + * shaders on Metal and Vulkan. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineCreateInfo + */ +typedef struct SDL_GPURasterizerState +{ + SDL_GPUFillMode fill_mode; /**< Whether polygons will be filled in or drawn as lines. */ + SDL_GPUCullMode cull_mode; /**< The facing direction in which triangles will be culled. */ + SDL_GPUFrontFace front_face; /**< The vertex winding that will cause a triangle to be determined as front-facing. */ + float depth_bias_constant_factor; /**< A scalar factor controlling the depth value added to each fragment. */ + float depth_bias_clamp; /**< The maximum depth bias of a fragment. */ + float depth_bias_slope_factor; /**< A scalar factor applied to a fragment's slope in depth calculations. */ + bool enable_depth_bias; /**< true to bias fragment depth values. */ + bool enable_depth_clip; /**< true to enable depth clip, false to enable depth clamp. */ + Uint8 padding1; + Uint8 padding2; +} SDL_GPURasterizerState; + +/** + * A structure specifying the parameters of the graphics pipeline multisample + * state. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineCreateInfo + */ +typedef struct SDL_GPUMultisampleState +{ + SDL_GPUSampleCount sample_count; /**< The number of samples to be used in rasterization. */ + Uint32 sample_mask; /**< Reserved for future use. Must be set to 0. */ + bool enable_mask; /**< Reserved for future use. Must be set to false. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUMultisampleState; + +/** + * A structure specifying the parameters of the graphics pipeline depth + * stencil state. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineCreateInfo + */ +typedef struct SDL_GPUDepthStencilState +{ + SDL_GPUCompareOp compare_op; /**< The comparison operator used for depth testing. */ + SDL_GPUStencilOpState back_stencil_state; /**< The stencil op state for back-facing triangles. */ + SDL_GPUStencilOpState front_stencil_state; /**< The stencil op state for front-facing triangles. */ + Uint8 compare_mask; /**< Selects the bits of the stencil values participating in the stencil test. */ + Uint8 write_mask; /**< Selects the bits of the stencil values updated by the stencil test. */ + bool enable_depth_test; /**< true enables the depth test. */ + bool enable_depth_write; /**< true enables depth writes. Depth writes are always disabled when enable_depth_test is false. */ + bool enable_stencil_test; /**< true enables the stencil test. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUDepthStencilState; + +/** + * A structure specifying the parameters of color targets used in a graphics + * pipeline. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineTargetInfo + */ +typedef struct SDL_GPUColorTargetDescription +{ + SDL_GPUTextureFormat format; /**< The pixel format of the texture to be used as a color target. */ + SDL_GPUColorTargetBlendState blend_state; /**< The blend state to be used for the color target. */ +} SDL_GPUColorTargetDescription; + +/** + * A structure specifying the descriptions of render targets used in a + * graphics pipeline. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GPUGraphicsPipelineCreateInfo + * \sa SDL_GPUColorTargetDescription + * \sa SDL_GPUTextureFormat + */ +typedef struct SDL_GPUGraphicsPipelineTargetInfo +{ + const SDL_GPUColorTargetDescription *color_target_descriptions; /**< A pointer to an array of color target descriptions. */ + Uint32 num_color_targets; /**< The number of color target descriptions in the above array. */ + SDL_GPUTextureFormat depth_stencil_format; /**< The pixel format of the depth-stencil target. Ignored if has_depth_stencil_target is false. */ + bool has_depth_stencil_target; /**< true specifies that the pipeline uses a depth-stencil target. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUGraphicsPipelineTargetInfo; + +/** + * A structure specifying the parameters of a graphics pipeline state. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + * \sa SDL_GPUShader + * \sa SDL_GPUVertexInputState + * \sa SDL_GPUPrimitiveType + * \sa SDL_GPURasterizerState + * \sa SDL_GPUMultisampleState + * \sa SDL_GPUDepthStencilState + * \sa SDL_GPUGraphicsPipelineTargetInfo + */ +typedef struct SDL_GPUGraphicsPipelineCreateInfo +{ + SDL_GPUShader *vertex_shader; /**< The vertex shader used by the graphics pipeline. */ + SDL_GPUShader *fragment_shader; /**< The fragment shader used by the graphics pipeline. */ + SDL_GPUVertexInputState vertex_input_state; /**< The vertex layout of the graphics pipeline. */ + SDL_GPUPrimitiveType primitive_type; /**< The primitive topology of the graphics pipeline. */ + SDL_GPURasterizerState rasterizer_state; /**< The rasterizer state of the graphics pipeline. */ + SDL_GPUMultisampleState multisample_state; /**< The multisample state of the graphics pipeline. */ + SDL_GPUDepthStencilState depth_stencil_state; /**< The depth-stencil state of the graphics pipeline. */ + SDL_GPUGraphicsPipelineTargetInfo target_info; /**< Formats and blend modes for the render targets of the graphics pipeline. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUGraphicsPipelineCreateInfo; + +/** + * A structure specifying the parameters of a compute pipeline state. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUComputePipeline + * \sa SDL_GPUShaderFormat + */ +typedef struct SDL_GPUComputePipelineCreateInfo +{ + size_t code_size; /**< The size in bytes of the compute shader code pointed to. */ + const Uint8 *code; /**< A pointer to compute shader code. */ + const char *entrypoint; /**< A pointer to a null-terminated UTF-8 string specifying the entry point function name for the shader. */ + SDL_GPUShaderFormat format; /**< The format of the compute shader code. */ + Uint32 num_samplers; /**< The number of samplers defined in the shader. */ + Uint32 num_readonly_storage_textures; /**< The number of readonly storage textures defined in the shader. */ + Uint32 num_readonly_storage_buffers; /**< The number of readonly storage buffers defined in the shader. */ + Uint32 num_readwrite_storage_textures; /**< The number of read-write storage textures defined in the shader. */ + Uint32 num_readwrite_storage_buffers; /**< The number of read-write storage buffers defined in the shader. */ + Uint32 num_uniform_buffers; /**< The number of uniform buffers defined in the shader. */ + Uint32 threadcount_x; /**< The number of threads in the X dimension. This should match the value in the shader. */ + Uint32 threadcount_y; /**< The number of threads in the Y dimension. This should match the value in the shader. */ + Uint32 threadcount_z; /**< The number of threads in the Z dimension. This should match the value in the shader. */ + + SDL_PropertiesID props; /**< A properties ID for extensions. Should be 0 if no extensions are needed. */ +} SDL_GPUComputePipelineCreateInfo; + +/** + * A structure specifying the parameters of a color target used by a render + * pass. + * + * The load_op field determines what is done with the texture at the beginning + * of the render pass. + * + * - LOAD: Loads the data currently in the texture. Not recommended for + * multisample textures as it requires significant memory bandwidth. + * - CLEAR: Clears the texture to a single color. + * - DONT_CARE: The driver will do whatever it wants with the texture memory. + * This is a good option if you know that every single pixel will be touched + * in the render pass. + * + * The store_op field determines what is done with the color results of the + * render pass. + * + * - STORE: Stores the results of the render pass in the texture. Not + * recommended for multisample textures as it requires significant memory + * bandwidth. + * - DONT_CARE: The driver will do whatever it wants with the texture memory. + * This is often a good option for depth/stencil textures. + * - RESOLVE: Resolves a multisample texture into resolve_texture, which must + * have a sample count of 1. Then the driver may discard the multisample + * texture memory. This is the most performant method of resolving a + * multisample target. + * - RESOLVE_AND_STORE: Resolves a multisample texture into the + * resolve_texture, which must have a sample count of 1. Then the driver + * stores the multisample texture's contents. Not recommended as it requires + * significant memory bandwidth. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPURenderPass + */ +typedef struct SDL_GPUColorTargetInfo +{ + SDL_GPUTexture *texture; /**< The texture that will be used as a color target by a render pass. */ + Uint32 mip_level; /**< The mip level to use as a color target. */ + Uint32 layer_or_depth_plane; /**< The layer index or depth plane to use as a color target. This value is treated as a layer index on 2D array and cube textures, and as a depth plane on 3D textures. */ + SDL_FColor clear_color; /**< The color to clear the color target to at the start of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */ + SDL_GPULoadOp load_op; /**< What is done with the contents of the color target at the beginning of the render pass. */ + SDL_GPUStoreOp store_op; /**< What is done with the results of the render pass. */ + SDL_GPUTexture *resolve_texture; /**< The texture that will receive the results of a multisample resolve operation. Ignored if a RESOLVE* store_op is not used. */ + Uint32 resolve_mip_level; /**< The mip level of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */ + Uint32 resolve_layer; /**< The layer index of the resolve texture to use for the resolve operation. Ignored if a RESOLVE* store_op is not used. */ + bool cycle; /**< true cycles the texture if the texture is bound and load_op is not LOAD */ + bool cycle_resolve_texture; /**< true cycles the resolve texture if the resolve texture is bound. Ignored if a RESOLVE* store_op is not used. */ + Uint8 padding1; + Uint8 padding2; +} SDL_GPUColorTargetInfo; + +/** + * A structure specifying the parameters of a depth-stencil target used by a + * render pass. + * + * The load_op field determines what is done with the depth contents of the + * texture at the beginning of the render pass. + * + * - LOAD: Loads the depth values currently in the texture. + * - CLEAR: Clears the texture to a single depth. + * - DONT_CARE: The driver will do whatever it wants with the memory. This is + * a good option if you know that every single pixel will be touched in the + * render pass. + * + * The store_op field determines what is done with the depth results of the + * render pass. + * + * - STORE: Stores the depth results in the texture. + * - DONT_CARE: The driver will do whatever it wants with the depth results. + * This is often a good option for depth/stencil textures that don't need to + * be reused again. + * + * The stencil_load_op field determines what is done with the stencil contents + * of the texture at the beginning of the render pass. + * + * - LOAD: Loads the stencil values currently in the texture. + * - CLEAR: Clears the stencil values to a single value. + * - DONT_CARE: The driver will do whatever it wants with the memory. This is + * a good option if you know that every single pixel will be touched in the + * render pass. + * + * The stencil_store_op field determines what is done with the stencil results + * of the render pass. + * + * - STORE: Stores the stencil results in the texture. + * - DONT_CARE: The driver will do whatever it wants with the stencil results. + * This is often a good option for depth/stencil textures that don't need to + * be reused again. + * + * Note that depth/stencil targets do not support multisample resolves. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPURenderPass + */ +typedef struct SDL_GPUDepthStencilTargetInfo +{ + SDL_GPUTexture *texture; /**< The texture that will be used as the depth stencil target by the render pass. */ + float clear_depth; /**< The value to clear the depth component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */ + SDL_GPULoadOp load_op; /**< What is done with the depth contents at the beginning of the render pass. */ + SDL_GPUStoreOp store_op; /**< What is done with the depth results of the render pass. */ + SDL_GPULoadOp stencil_load_op; /**< What is done with the stencil contents at the beginning of the render pass. */ + SDL_GPUStoreOp stencil_store_op; /**< What is done with the stencil results of the render pass. */ + bool cycle; /**< true cycles the texture if the texture is bound and any load ops are not LOAD */ + Uint8 clear_stencil; /**< The value to clear the stencil component to at the beginning of the render pass. Ignored if SDL_GPU_LOADOP_CLEAR is not used. */ + Uint8 padding1; + Uint8 padding2; +} SDL_GPUDepthStencilTargetInfo; + +/** + * A structure containing parameters for a blit command. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BlitGPUTexture + */ +typedef struct SDL_GPUBlitInfo { + SDL_GPUBlitRegion source; /**< The source region for the blit. */ + SDL_GPUBlitRegion destination; /**< The destination region for the blit. */ + SDL_GPULoadOp load_op; /**< What is done with the contents of the destination before the blit. */ + SDL_FColor clear_color; /**< The color to clear the destination region to before the blit. Ignored if load_op is not SDL_GPU_LOADOP_CLEAR. */ + SDL_FlipMode flip_mode; /**< The flip mode for the source region. */ + SDL_GPUFilter filter; /**< The filter mode used when blitting. */ + bool cycle; /**< true cycles the destination texture if it is already bound. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUBlitInfo; + +/* Binding structs */ + +/** + * A structure specifying parameters in a buffer binding call. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BindGPUVertexBuffers + * \sa SDL_BindGPUIndexBuffer + */ +typedef struct SDL_GPUBufferBinding +{ + SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_VERTEX for SDL_BindGPUVertexBuffers, or SDL_GPU_BUFFERUSAGE_INDEX for SDL_BindGPUIndexBuffer. */ + Uint32 offset; /**< The starting byte of the data to bind in the buffer. */ +} SDL_GPUBufferBinding; + +/** + * A structure specifying parameters in a sampler binding call. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BindGPUVertexSamplers + * \sa SDL_BindGPUFragmentSamplers + */ +typedef struct SDL_GPUTextureSamplerBinding +{ + SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. */ + SDL_GPUSampler *sampler; /**< The sampler to bind. */ +} SDL_GPUTextureSamplerBinding; + +/** + * A structure specifying parameters related to binding buffers in a compute + * pass. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPUComputePass + */ +typedef struct SDL_GPUStorageBufferReadWriteBinding +{ + SDL_GPUBuffer *buffer; /**< The buffer to bind. Must have been created with SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_WRITE. */ + bool cycle; /**< true cycles the buffer if it is already bound. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUStorageBufferReadWriteBinding; + +/** + * A structure specifying parameters related to binding textures in a compute + * pass. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_BeginGPUComputePass + */ +typedef struct SDL_GPUStorageTextureReadWriteBinding +{ + SDL_GPUTexture *texture; /**< The texture to bind. Must have been created with SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_WRITE or SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE. */ + Uint32 mip_level; /**< The mip level index to bind. */ + Uint32 layer; /**< The layer index to bind. */ + bool cycle; /**< true cycles the texture if it is already bound. */ + Uint8 padding1; + Uint8 padding2; + Uint8 padding3; +} SDL_GPUStorageTextureReadWriteBinding; + +/* Functions */ + +/* Device */ + +/** + * Checks for GPU runtime support. + * + * \param format_flags a bitflag indicating which shader formats the app is + * able to provide. + * \param name the preferred GPU driver, or NULL to let SDL pick the optimal + * driver. + * \returns true if supported, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsShaderFormats( + SDL_GPUShaderFormat format_flags, + const char *name); + +/** + * Checks for GPU runtime support. + * + * \param props the properties to use. + * \returns true if supported, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUDeviceWithProperties + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GPUSupportsProperties( + SDL_PropertiesID props); + +/** + * Creates a GPU context. + * + * \param format_flags a bitflag indicating which shader formats the app is + * able to provide. + * \param debug_mode enable debug mode properties and validations. + * \param name the preferred GPU driver, or NULL to let SDL pick the optimal + * driver. + * \returns a GPU context on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGPUShaderFormats + * \sa SDL_GetGPUDeviceDriver + * \sa SDL_DestroyGPUDevice + * \sa SDL_GPUSupportsShaderFormats + */ +extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDevice( + SDL_GPUShaderFormat format_flags, + bool debug_mode, + const char *name); + +/** + * Creates a GPU context. + * + * These are the supported properties: + * + * - `SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN`: enable debug mode + * properties and validations, defaults to true. + * - `SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN`: enable to prefer + * energy efficiency over maximum GPU performance, defaults to false. + * - `SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING`: the name of the GPU driver to + * use, if a specific one is desired. + * + * These are the current shader format properties: + * + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN`: The app is able to + * provide shaders for an NDA platform. + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN`: The app is able to + * provide SPIR-V shaders if applicable. + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN`: The app is able to + * provide DXBC shaders if applicable + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN`: The app is able to + * provide DXIL shaders if applicable. + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN`: The app is able to + * provide MSL shaders if applicable. + * - `SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN`: The app is able to + * provide Metal shader libraries if applicable. + * + * With the D3D12 renderer: + * + * - `SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING`: the prefix to + * use for all vertex semantics, default is "TEXCOORD". + * + * \param props the properties to use. + * \returns a GPU context on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGPUShaderFormats + * \sa SDL_GetGPUDeviceDriver + * \sa SDL_DestroyGPUDevice + * \sa SDL_GPUSupportsProperties + */ +extern SDL_DECLSPEC SDL_GPUDevice * SDLCALL SDL_CreateGPUDeviceWithProperties( + SDL_PropertiesID props); + +#define SDL_PROP_GPU_DEVICE_CREATE_DEBUGMODE_BOOLEAN "SDL.gpu.device.create.debugmode" +#define SDL_PROP_GPU_DEVICE_CREATE_PREFERLOWPOWER_BOOLEAN "SDL.gpu.device.create.preferlowpower" +#define SDL_PROP_GPU_DEVICE_CREATE_NAME_STRING "SDL.gpu.device.create.name" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_PRIVATE_BOOLEAN "SDL.gpu.device.create.shaders.private" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_SPIRV_BOOLEAN "SDL.gpu.device.create.shaders.spirv" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXBC_BOOLEAN "SDL.gpu.device.create.shaders.dxbc" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_DXIL_BOOLEAN "SDL.gpu.device.create.shaders.dxil" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_MSL_BOOLEAN "SDL.gpu.device.create.shaders.msl" +#define SDL_PROP_GPU_DEVICE_CREATE_SHADERS_METALLIB_BOOLEAN "SDL.gpu.device.create.shaders.metallib" +#define SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING "SDL.gpu.device.create.d3d12.semantic" + +/** + * Destroys a GPU context previously returned by SDL_CreateGPUDevice. + * + * \param device a GPU Context to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUDevice + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyGPUDevice(SDL_GPUDevice *device); + +/** + * Get the number of GPU drivers compiled into SDL. + * + * \returns the number of built in GPU drivers. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGPUDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumGPUDrivers(void); + +/** + * Get the name of a built in GPU driver. + * + * The GPU drivers are presented in the order in which they are normally + * checked during initialization. + * + * The names of drivers are all simple, low-ASCII identifiers, like "vulkan", + * "metal" or "direct3d12". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of a GPU driver. + * \returns the name of the GPU driver with the given **index**. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumGPUDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDriver(int index); + +/** + * Returns the name of the backend used to create this GPU context. + * + * \param device a GPU context to query. + * \returns the name of the device's driver, or NULL on error. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetGPUDeviceDriver(SDL_GPUDevice *device); + +/** + * Returns the supported shader formats for this GPU context. + * + * \param device a GPU context to query. + * \returns a bitflag indicating which shader formats the driver is able to + * consume. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_GPUShaderFormat SDLCALL SDL_GetGPUShaderFormats(SDL_GPUDevice *device); + +/* State Creation */ + +/** + * Creates a pipeline object to be used in a compute workflow. + * + * Shader resource bindings must be authored to follow a particular order + * depending on the shader format. + * + * For SPIR-V shaders, use the following resource sets: + * + * - 0: Sampled textures, followed by read-only storage textures, followed by + * read-only storage buffers + * - 1: Read-write storage textures, followed by read-write storage buffers + * - 2: Uniform buffers + * + * For DXBC and DXIL shaders, use the following register order: + * + * - (t[n], space0): Sampled textures, followed by read-only storage textures, + * followed by read-only storage buffers + * - (u[n], space1): Read-write storage textures, followed by read-write + * storage buffers + * - (b[n], space2): Uniform buffers + * + * For MSL/metallib, use the following order: + * + * - [[buffer]]: Uniform buffers, followed by read-only storage buffers, + * followed by read-write storage buffers + * - [[texture]]: Sampled textures, followed by read-only storage textures, + * followed by read-write storage textures + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING`: a name that can be + * displayed in debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the compute pipeline to + * create. + * \returns a compute pipeline object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindGPUComputePipeline + * \sa SDL_ReleaseGPUComputePipeline + */ +extern SDL_DECLSPEC SDL_GPUComputePipeline * SDLCALL SDL_CreateGPUComputePipeline( + SDL_GPUDevice *device, + const SDL_GPUComputePipelineCreateInfo *createinfo); + +#define SDL_PROP_GPU_COMPUTEPIPELINE_CREATE_NAME_STRING "SDL.gpu.computepipeline.create.name" + +/** + * Creates a pipeline object to be used in a graphics workflow. + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING`: a name that can be + * displayed in debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the graphics pipeline to + * create. + * \returns a graphics pipeline object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + * \sa SDL_BindGPUGraphicsPipeline + * \sa SDL_ReleaseGPUGraphicsPipeline + */ +extern SDL_DECLSPEC SDL_GPUGraphicsPipeline * SDLCALL SDL_CreateGPUGraphicsPipeline( + SDL_GPUDevice *device, + const SDL_GPUGraphicsPipelineCreateInfo *createinfo); + +#define SDL_PROP_GPU_GRAPHICSPIPELINE_CREATE_NAME_STRING "SDL.gpu.graphicspipeline.create.name" + +/** + * Creates a sampler object to be used when binding textures in a graphics + * workflow. + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING`: a name that can be displayed + * in debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the sampler to create. + * \returns a sampler object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BindGPUVertexSamplers + * \sa SDL_BindGPUFragmentSamplers + * \sa SDL_ReleaseGPUSampler + */ +extern SDL_DECLSPEC SDL_GPUSampler * SDLCALL SDL_CreateGPUSampler( + SDL_GPUDevice *device, + const SDL_GPUSamplerCreateInfo *createinfo); + +#define SDL_PROP_GPU_SAMPLER_CREATE_NAME_STRING "SDL.gpu.sampler.create.name" + +/** + * Creates a shader to be used when creating a graphics pipeline. + * + * Shader resource bindings must be authored to follow a particular order + * depending on the shader format. + * + * For SPIR-V shaders, use the following resource sets: + * + * For vertex shaders: + * + * - 0: Sampled textures, followed by storage textures, followed by storage + * buffers + * - 1: Uniform buffers + * + * For fragment shaders: + * + * - 2: Sampled textures, followed by storage textures, followed by storage + * buffers + * - 3: Uniform buffers + * + * For DXBC and DXIL shaders, use the following register order: + * + * For vertex shaders: + * + * - (t[n], space0): Sampled textures, followed by storage textures, followed + * by storage buffers + * - (s[n], space0): Samplers with indices corresponding to the sampled + * textures + * - (b[n], space1): Uniform buffers + * + * For pixel shaders: + * + * - (t[n], space2): Sampled textures, followed by storage textures, followed + * by storage buffers + * - (s[n], space2): Samplers with indices corresponding to the sampled + * textures + * - (b[n], space3): Uniform buffers + * + * For MSL/metallib, use the following order: + * + * - [[texture]]: Sampled textures, followed by storage textures + * - [[sampler]]: Samplers with indices corresponding to the sampled textures + * - [[buffer]]: Uniform buffers, followed by storage buffers. Vertex buffer 0 + * is bound at [[buffer(14)]], vertex buffer 1 at [[buffer(15)]], and so on. + * Rather than manually authoring vertex buffer indices, use the + * [[stage_in]] attribute which will automatically use the vertex input + * information from the SDL_GPUGraphicsPipeline. + * + * Shader semantics other than system-value semantics do not matter in D3D12 + * and for ease of use the SDL implementation assumes that non system-value + * semantics will all be TEXCOORD. If you are using HLSL as the shader source + * language, your vertex semantics should start at TEXCOORD0 and increment + * like so: TEXCOORD1, TEXCOORD2, etc. If you wish to change the semantic + * prefix to something other than TEXCOORD you can use + * SDL_PROP_GPU_DEVICE_CREATE_D3D12_SEMANTIC_NAME_STRING with + * SDL_CreateGPUDeviceWithProperties(). + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_SHADER_CREATE_NAME_STRING`: a name that can be displayed in + * debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the shader to create. + * \returns a shader object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUGraphicsPipeline + * \sa SDL_ReleaseGPUShader + */ +extern SDL_DECLSPEC SDL_GPUShader * SDLCALL SDL_CreateGPUShader( + SDL_GPUDevice *device, + const SDL_GPUShaderCreateInfo *createinfo); + +#define SDL_PROP_GPU_SHADER_CREATE_NAME_STRING "SDL.gpu.shader.create.name" + +/** + * Creates a texture object to be used in graphics or compute workflows. + * + * The contents of this texture are undefined until data is written to the + * texture. + * + * Note that certain combinations of usage flags are invalid. For example, a + * texture cannot have both the SAMPLER and GRAPHICS_STORAGE_READ flags. + * + * If you request a sample count higher than the hardware supports, the + * implementation will automatically fall back to the highest available sample + * count. + * + * There are optional properties that can be provided through + * SDL_GPUTextureCreateInfo's `props`. These are the supported properties: + * + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT`: (Direct3D 12 only) if + * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture + * to a color with this red intensity. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT`: (Direct3D 12 only) if + * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture + * to a color with this green intensity. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT`: (Direct3D 12 only) if + * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture + * to a color with this blue intensity. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT`: (Direct3D 12 only) if + * the texture usage is SDL_GPU_TEXTUREUSAGE_COLOR_TARGET, clear the texture + * to a color with this alpha intensity. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT`: (Direct3D 12 only) + * if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, clear + * the texture to a depth of this value. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER`: (Direct3D 12 + * only) if the texture usage is SDL_GPU_TEXTUREUSAGE_DEPTH_STENCIL_TARGET, + * clear the texture to a stencil of this Uint8 value. Defaults to zero. + * - `SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING`: a name that can be displayed + * in debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the texture to create. + * \returns a texture object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUTexture + * \sa SDL_BindGPUVertexSamplers + * \sa SDL_BindGPUVertexStorageTextures + * \sa SDL_BindGPUFragmentSamplers + * \sa SDL_BindGPUFragmentStorageTextures + * \sa SDL_BindGPUComputeStorageTextures + * \sa SDL_BlitGPUTexture + * \sa SDL_ReleaseGPUTexture + * \sa SDL_GPUTextureSupportsFormat + */ +extern SDL_DECLSPEC SDL_GPUTexture * SDLCALL SDL_CreateGPUTexture( + SDL_GPUDevice *device, + const SDL_GPUTextureCreateInfo *createinfo); + +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_R_FLOAT "SDL.gpu.texture.create.d3d12.clear.r" +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_G_FLOAT "SDL.gpu.texture.create.d3d12.clear.g" +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_B_FLOAT "SDL.gpu.texture.create.d3d12.clear.b" +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_A_FLOAT "SDL.gpu.texture.create.d3d12.clear.a" +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_DEPTH_FLOAT "SDL.gpu.texture.create.d3d12.clear.depth" +#define SDL_PROP_GPU_TEXTURE_CREATE_D3D12_CLEAR_STENCIL_NUMBER "SDL.gpu.texture.create.d3d12.clear.stencil" +#define SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING "SDL.gpu.texture.create.name" + +/** + * Creates a buffer object to be used in graphics or compute workflows. + * + * The contents of this buffer are undefined until data is written to the + * buffer. + * + * Note that certain combinations of usage flags are invalid. For example, a + * buffer cannot have both the VERTEX and INDEX flags. + * + * If you use a STORAGE flag, the data in the buffer must respect std140 + * layout conventions. In practical terms this means you must ensure that vec3 + * and vec4 fields are 16-byte aligned. + * + * For better understanding of underlying concepts and memory management with + * SDL GPU API, you may refer + * [this blog post](https://moonside.games/posts/sdl-gpu-concepts-cycling/) + * . + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING`: a name that can be displayed in + * debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the buffer to create. + * \returns a buffer object on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUBuffer + * \sa SDL_DownloadFromGPUBuffer + * \sa SDL_CopyGPUBufferToBuffer + * \sa SDL_BindGPUVertexBuffers + * \sa SDL_BindGPUIndexBuffer + * \sa SDL_BindGPUVertexStorageBuffers + * \sa SDL_BindGPUFragmentStorageBuffers + * \sa SDL_DrawGPUPrimitivesIndirect + * \sa SDL_DrawGPUIndexedPrimitivesIndirect + * \sa SDL_BindGPUComputeStorageBuffers + * \sa SDL_DispatchGPUComputeIndirect + * \sa SDL_ReleaseGPUBuffer + */ +extern SDL_DECLSPEC SDL_GPUBuffer * SDLCALL SDL_CreateGPUBuffer( + SDL_GPUDevice *device, + const SDL_GPUBufferCreateInfo *createinfo); + +#define SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING "SDL.gpu.buffer.create.name" + +/** + * Creates a transfer buffer to be used when uploading to or downloading from + * graphics resources. + * + * Download buffers can be particularly expensive to create, so it is good + * practice to reuse them if data will be downloaded regularly. + * + * There are optional properties that can be provided through `props`. These + * are the supported properties: + * + * - `SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING`: a name that can be + * displayed in debugging tools. + * + * \param device a GPU Context. + * \param createinfo a struct describing the state of the transfer buffer to + * create. + * \returns a transfer buffer on success, or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUBuffer + * \sa SDL_DownloadFromGPUBuffer + * \sa SDL_UploadToGPUTexture + * \sa SDL_DownloadFromGPUTexture + * \sa SDL_ReleaseGPUTransferBuffer + */ +extern SDL_DECLSPEC SDL_GPUTransferBuffer * SDLCALL SDL_CreateGPUTransferBuffer( + SDL_GPUDevice *device, + const SDL_GPUTransferBufferCreateInfo *createinfo); + +#define SDL_PROP_GPU_TRANSFERBUFFER_CREATE_NAME_STRING "SDL.gpu.transferbuffer.create.name" + +/* Debug Naming */ + +/** + * Sets an arbitrary string constant to label a buffer. + * + * You should use SDL_PROP_GPU_BUFFER_CREATE_NAME_STRING with + * SDL_CreateGPUBuffer instead of this function to avoid thread safety issues. + * + * \param device a GPU Context. + * \param buffer a buffer to attach the name to. + * \param text a UTF-8 string constant to mark as the name of the buffer. + * + * \threadsafety This function is not thread safe, you must make sure the + * buffer is not simultaneously used by any other thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUBuffer + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBufferName( + SDL_GPUDevice *device, + SDL_GPUBuffer *buffer, + const char *text); + +/** + * Sets an arbitrary string constant to label a texture. + * + * You should use SDL_PROP_GPU_TEXTURE_CREATE_NAME_STRING with + * SDL_CreateGPUTexture instead of this function to avoid thread safety + * issues. + * + * \param device a GPU Context. + * \param texture a texture to attach the name to. + * \param text a UTF-8 string constant to mark as the name of the texture. + * + * \threadsafety This function is not thread safe, you must make sure the + * texture is not simultaneously used by any other thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUTexture + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUTextureName( + SDL_GPUDevice *device, + SDL_GPUTexture *texture, + const char *text); + +/** + * Inserts an arbitrary string label into the command buffer callstream. + * + * Useful for debugging. + * + * \param command_buffer a command buffer. + * \param text a UTF-8 string constant to insert as the label. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_InsertGPUDebugLabel( + SDL_GPUCommandBuffer *command_buffer, + const char *text); + +/** + * Begins a debug group with an arbitary name. + * + * Used for denoting groups of calls when viewing the command buffer + * callstream in a graphics debugging tool. + * + * Each call to SDL_PushGPUDebugGroup must have a corresponding call to + * SDL_PopGPUDebugGroup. + * + * On some backends (e.g. Metal), pushing a debug group during a + * render/blit/compute pass will create a group that is scoped to the native + * pass rather than the command buffer. For best results, if you push a debug + * group during a pass, always pop it in the same pass. + * + * \param command_buffer a command buffer. + * \param name a UTF-8 string constant that names the group. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PopGPUDebugGroup + */ +extern SDL_DECLSPEC void SDLCALL SDL_PushGPUDebugGroup( + SDL_GPUCommandBuffer *command_buffer, + const char *name); + +/** + * Ends the most-recently pushed debug group. + * + * \param command_buffer a command buffer. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PushGPUDebugGroup + */ +extern SDL_DECLSPEC void SDLCALL SDL_PopGPUDebugGroup( + SDL_GPUCommandBuffer *command_buffer); + +/* Disposal */ + +/** + * Frees the given texture as soon as it is safe to do so. + * + * You must not reference the texture after calling this function. + * + * \param device a GPU context. + * \param texture a texture to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTexture( + SDL_GPUDevice *device, + SDL_GPUTexture *texture); + +/** + * Frees the given sampler as soon as it is safe to do so. + * + * You must not reference the sampler after calling this function. + * + * \param device a GPU context. + * \param sampler a sampler to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUSampler( + SDL_GPUDevice *device, + SDL_GPUSampler *sampler); + +/** + * Frees the given buffer as soon as it is safe to do so. + * + * You must not reference the buffer after calling this function. + * + * \param device a GPU context. + * \param buffer a buffer to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUBuffer( + SDL_GPUDevice *device, + SDL_GPUBuffer *buffer); + +/** + * Frees the given transfer buffer as soon as it is safe to do so. + * + * You must not reference the transfer buffer after calling this function. + * + * \param device a GPU context. + * \param transfer_buffer a transfer buffer to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUTransferBuffer( + SDL_GPUDevice *device, + SDL_GPUTransferBuffer *transfer_buffer); + +/** + * Frees the given compute pipeline as soon as it is safe to do so. + * + * You must not reference the compute pipeline after calling this function. + * + * \param device a GPU context. + * \param compute_pipeline a compute pipeline to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUComputePipeline( + SDL_GPUDevice *device, + SDL_GPUComputePipeline *compute_pipeline); + +/** + * Frees the given shader as soon as it is safe to do so. + * + * You must not reference the shader after calling this function. + * + * \param device a GPU context. + * \param shader a shader to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUShader( + SDL_GPUDevice *device, + SDL_GPUShader *shader); + +/** + * Frees the given graphics pipeline as soon as it is safe to do so. + * + * You must not reference the graphics pipeline after calling this function. + * + * \param device a GPU context. + * \param graphics_pipeline a graphics pipeline to be destroyed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUGraphicsPipeline( + SDL_GPUDevice *device, + SDL_GPUGraphicsPipeline *graphics_pipeline); + +/** + * Acquire a command buffer. + * + * This command buffer is managed by the implementation and should not be + * freed by the user. The command buffer may only be used on the thread it was + * acquired on. The command buffer should be submitted on the thread it was + * acquired on. + * + * It is valid to acquire multiple command buffers on the same thread at once. + * In fact a common design pattern is to acquire two command buffers per frame + * where one is dedicated to render and compute passes and the other is + * dedicated to copy passes and other preparatory work such as generating + * mipmaps. Interleaving commands between the two command buffers reduces the + * total amount of passes overall which improves rendering performance. + * + * \param device a GPU context. + * \returns a command buffer, or NULL on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBuffer + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + */ +extern SDL_DECLSPEC SDL_GPUCommandBuffer * SDLCALL SDL_AcquireGPUCommandBuffer( + SDL_GPUDevice *device); + +/* Uniform Data */ + +/** + * Pushes data to a vertex uniform slot on the command buffer. + * + * Subsequent draw calls will use this uniform data. + * + * The data being pushed must respect std140 layout conventions. In practical + * terms this means you must ensure that vec3 and vec4 fields are 16-byte + * aligned. + * + * \param command_buffer a command buffer. + * \param slot_index the vertex uniform slot to push data to. + * \param data client data to write. + * \param length the length of the data to write. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_PushGPUVertexUniformData( + SDL_GPUCommandBuffer *command_buffer, + Uint32 slot_index, + const void *data, + Uint32 length); + +/** + * Pushes data to a fragment uniform slot on the command buffer. + * + * Subsequent draw calls will use this uniform data. + * + * The data being pushed must respect std140 layout conventions. In practical + * terms this means you must ensure that vec3 and vec4 fields are 16-byte + * aligned. + * + * \param command_buffer a command buffer. + * \param slot_index the fragment uniform slot to push data to. + * \param data client data to write. + * \param length the length of the data to write. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_PushGPUFragmentUniformData( + SDL_GPUCommandBuffer *command_buffer, + Uint32 slot_index, + const void *data, + Uint32 length); + +/** + * Pushes data to a uniform slot on the command buffer. + * + * Subsequent draw calls will use this uniform data. + * + * The data being pushed must respect std140 layout conventions. In practical + * terms this means you must ensure that vec3 and vec4 fields are 16-byte + * aligned. + * + * \param command_buffer a command buffer. + * \param slot_index the uniform slot to push data to. + * \param data client data to write. + * \param length the length of the data to write. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_PushGPUComputeUniformData( + SDL_GPUCommandBuffer *command_buffer, + Uint32 slot_index, + const void *data, + Uint32 length); + +/* Graphics State */ + +/** + * Begins a render pass on a command buffer. + * + * A render pass consists of a set of texture subresources (or depth slices in + * the 3D texture case) which will be rendered to during the render pass, + * along with corresponding clear values and load/store operations. All + * operations related to graphics pipelines must take place inside of a render + * pass. A default viewport and scissor state are automatically set when this + * is called. You cannot begin another render pass, or begin a compute pass or + * copy pass until you have ended the render pass. + * + * \param command_buffer a command buffer. + * \param color_target_infos an array of texture subresources with + * corresponding clear values and load/store ops. + * \param num_color_targets the number of color targets in the + * color_target_infos array. + * \param depth_stencil_target_info a texture subresource with corresponding + * clear value and load/store ops, may be + * NULL. + * \returns a render pass handle. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EndGPURenderPass + */ +extern SDL_DECLSPEC SDL_GPURenderPass * SDLCALL SDL_BeginGPURenderPass( + SDL_GPUCommandBuffer *command_buffer, + const SDL_GPUColorTargetInfo *color_target_infos, + Uint32 num_color_targets, + const SDL_GPUDepthStencilTargetInfo *depth_stencil_target_info); + +/** + * Binds a graphics pipeline on a render pass to be used in rendering. + * + * A graphics pipeline must be bound before making any draw calls. + * + * \param render_pass a render pass handle. + * \param graphics_pipeline the graphics pipeline to bind. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUGraphicsPipeline( + SDL_GPURenderPass *render_pass, + SDL_GPUGraphicsPipeline *graphics_pipeline); + +/** + * Sets the current viewport state on a command buffer. + * + * \param render_pass a render pass handle. + * \param viewport the viewport to set. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUViewport( + SDL_GPURenderPass *render_pass, + const SDL_GPUViewport *viewport); + +/** + * Sets the current scissor state on a command buffer. + * + * \param render_pass a render pass handle. + * \param scissor the scissor area to set. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUScissor( + SDL_GPURenderPass *render_pass, + const SDL_Rect *scissor); + +/** + * Sets the current blend constants on a command buffer. + * + * \param render_pass a render pass handle. + * \param blend_constants the blend constant color. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GPU_BLENDFACTOR_CONSTANT_COLOR + * \sa SDL_GPU_BLENDFACTOR_ONE_MINUS_CONSTANT_COLOR + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUBlendConstants( + SDL_GPURenderPass *render_pass, + SDL_FColor blend_constants); + +/** + * Sets the current stencil reference value on a command buffer. + * + * \param render_pass a render pass handle. + * \param reference the stencil reference value to set. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetGPUStencilReference( + SDL_GPURenderPass *render_pass, + Uint8 reference); + +/** + * Binds vertex buffers on a command buffer for use with subsequent draw + * calls. + * + * \param render_pass a render pass handle. + * \param first_slot the vertex buffer slot to begin binding from. + * \param bindings an array of SDL_GPUBufferBinding structs containing vertex + * buffers and offset values. + * \param num_bindings the number of bindings in the bindings array. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexBuffers( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + const SDL_GPUBufferBinding *bindings, + Uint32 num_bindings); + +/** + * Binds an index buffer on a command buffer for use with subsequent draw + * calls. + * + * \param render_pass a render pass handle. + * \param binding a pointer to a struct containing an index buffer and offset. + * \param index_element_size whether the index values in the buffer are 16- or + * 32-bit. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUIndexBuffer( + SDL_GPURenderPass *render_pass, + const SDL_GPUBufferBinding *binding, + SDL_GPUIndexElementSize index_element_size); + +/** + * Binds texture-sampler pairs for use on the vertex shader. + * + * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the vertex sampler slot to begin binding from. + * \param texture_sampler_bindings an array of texture-sampler binding + * structs. + * \param num_bindings the number of texture-sampler pairs to bind from the + * array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexSamplers( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, + Uint32 num_bindings); + +/** + * Binds storage textures for use on the vertex shader. + * + * These textures must have been created with + * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the vertex storage texture slot to begin binding from. + * \param storage_textures an array of storage textures. + * \param num_bindings the number of storage texture to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageTextures( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + SDL_GPUTexture *const *storage_textures, + Uint32 num_bindings); + +/** + * Binds storage buffers for use on the vertex shader. + * + * These buffers must have been created with + * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the vertex storage buffer slot to begin binding from. + * \param storage_buffers an array of buffers. + * \param num_bindings the number of buffers to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUVertexStorageBuffers( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + SDL_GPUBuffer *const *storage_buffers, + Uint32 num_bindings); + +/** + * Binds texture-sampler pairs for use on the fragment shader. + * + * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the fragment sampler slot to begin binding from. + * \param texture_sampler_bindings an array of texture-sampler binding + * structs. + * \param num_bindings the number of texture-sampler pairs to bind from the + * array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentSamplers( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, + Uint32 num_bindings); + +/** + * Binds storage textures for use on the fragment shader. + * + * These textures must have been created with + * SDL_GPU_TEXTUREUSAGE_GRAPHICS_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the fragment storage texture slot to begin binding from. + * \param storage_textures an array of storage textures. + * \param num_bindings the number of storage textures to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageTextures( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + SDL_GPUTexture *const *storage_textures, + Uint32 num_bindings); + +/** + * Binds storage buffers for use on the fragment shader. + * + * These buffers must have been created with + * SDL_GPU_BUFFERUSAGE_GRAPHICS_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param render_pass a render pass handle. + * \param first_slot the fragment storage buffer slot to begin binding from. + * \param storage_buffers an array of storage buffers. + * \param num_bindings the number of storage buffers to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUFragmentStorageBuffers( + SDL_GPURenderPass *render_pass, + Uint32 first_slot, + SDL_GPUBuffer *const *storage_buffers, + Uint32 num_bindings); + +/* Drawing */ + +/** + * Draws data using bound graphics state with an index buffer and instancing + * enabled. + * + * You must not call this function before binding a graphics pipeline. + * + * Note that the `first_vertex` and `first_instance` parameters are NOT + * compatible with built-in vertex/instance ID variables in shaders (for + * example, SV_VertexID); GPU APIs and shader languages do not define these + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. + * + * \param render_pass a render pass handle. + * \param num_indices the number of indices to draw per instance. + * \param num_instances the number of instances to draw. + * \param first_index the starting index within the index buffer. + * \param vertex_offset value added to vertex index before indexing into the + * vertex buffer. + * \param first_instance the ID of the first instance to draw. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitives( + SDL_GPURenderPass *render_pass, + Uint32 num_indices, + Uint32 num_instances, + Uint32 first_index, + Sint32 vertex_offset, + Uint32 first_instance); + +/** + * Draws data using bound graphics state. + * + * You must not call this function before binding a graphics pipeline. + * + * Note that the `first_vertex` and `first_instance` parameters are NOT + * compatible with built-in vertex/instance ID variables in shaders (for + * example, SV_VertexID); GPU APIs and shader languages do not define these + * built-in variables consistently, so if your shader depends on them, the + * only way to keep behavior consistent and portable is to always pass 0 for + * the correlating parameter in the draw calls. + * + * \param render_pass a render pass handle. + * \param num_vertices the number of vertices to draw. + * \param num_instances the number of instances that will be drawn. + * \param first_vertex the index of the first vertex to draw. + * \param first_instance the ID of the first instance to draw. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitives( + SDL_GPURenderPass *render_pass, + Uint32 num_vertices, + Uint32 num_instances, + Uint32 first_vertex, + Uint32 first_instance); + +/** + * Draws data using bound graphics state and with draw parameters set from a + * buffer. + * + * The buffer must consist of tightly-packed draw parameter sets that each + * match the layout of SDL_GPUIndirectDrawCommand. You must not call this + * function before binding a graphics pipeline. + * + * \param render_pass a render pass handle. + * \param buffer a buffer containing draw parameters. + * \param offset the offset to start reading from the draw buffer. + * \param draw_count the number of draw parameter sets that should be read + * from the draw buffer. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUPrimitivesIndirect( + SDL_GPURenderPass *render_pass, + SDL_GPUBuffer *buffer, + Uint32 offset, + Uint32 draw_count); + +/** + * Draws data using bound graphics state with an index buffer enabled and with + * draw parameters set from a buffer. + * + * The buffer must consist of tightly-packed draw parameter sets that each + * match the layout of SDL_GPUIndexedIndirectDrawCommand. You must not call + * this function before binding a graphics pipeline. + * + * \param render_pass a render pass handle. + * \param buffer a buffer containing draw parameters. + * \param offset the offset to start reading from the draw buffer. + * \param draw_count the number of draw parameter sets that should be read + * from the draw buffer. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DrawGPUIndexedPrimitivesIndirect( + SDL_GPURenderPass *render_pass, + SDL_GPUBuffer *buffer, + Uint32 offset, + Uint32 draw_count); + +/** + * Ends the given render pass. + * + * All bound graphics state on the render pass command buffer is unset. The + * render pass handle is now invalid. + * + * \param render_pass a render pass handle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_EndGPURenderPass( + SDL_GPURenderPass *render_pass); + +/* Compute Pass */ + +/** + * Begins a compute pass on a command buffer. + * + * A compute pass is defined by a set of texture subresources and buffers that + * may be written to by compute pipelines. These textures and buffers must + * have been created with the COMPUTE_STORAGE_WRITE bit or the + * COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE bit. If you do not create a texture + * with COMPUTE_STORAGE_SIMULTANEOUS_READ_WRITE, you must not read from the + * texture in the compute pass. All operations related to compute pipelines + * must take place inside of a compute pass. You must not begin another + * compute pass, or a render pass or copy pass before ending the compute pass. + * + * A VERY IMPORTANT NOTE - Reads and writes in compute passes are NOT + * implicitly synchronized. This means you may cause data races by both + * reading and writing a resource region in a compute pass, or by writing + * multiple times to a resource region. If your compute work depends on + * reading the completed output from a previous dispatch, you MUST end the + * current compute pass and begin a new one before you can safely access the + * data. Otherwise you will receive unexpected results. Reading and writing a + * texture in the same compute pass is only supported by specific texture + * formats. Make sure you check the format support! + * + * \param command_buffer a command buffer. + * \param storage_texture_bindings an array of writeable storage texture + * binding structs. + * \param num_storage_texture_bindings the number of storage textures to bind + * from the array. + * \param storage_buffer_bindings an array of writeable storage buffer binding + * structs. + * \param num_storage_buffer_bindings the number of storage buffers to bind + * from the array. + * \returns a compute pass handle. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EndGPUComputePass + */ +extern SDL_DECLSPEC SDL_GPUComputePass * SDLCALL SDL_BeginGPUComputePass( + SDL_GPUCommandBuffer *command_buffer, + const SDL_GPUStorageTextureReadWriteBinding *storage_texture_bindings, + Uint32 num_storage_texture_bindings, + const SDL_GPUStorageBufferReadWriteBinding *storage_buffer_bindings, + Uint32 num_storage_buffer_bindings); + +/** + * Binds a compute pipeline on a command buffer for use in compute dispatch. + * + * \param compute_pass a compute pass handle. + * \param compute_pipeline a compute pipeline to bind. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputePipeline( + SDL_GPUComputePass *compute_pass, + SDL_GPUComputePipeline *compute_pipeline); + +/** + * Binds texture-sampler pairs for use on the compute shader. + * + * The textures must have been created with SDL_GPU_TEXTUREUSAGE_SAMPLER. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param compute_pass a compute pass handle. + * \param first_slot the compute sampler slot to begin binding from. + * \param texture_sampler_bindings an array of texture-sampler binding + * structs. + * \param num_bindings the number of texture-sampler bindings to bind from the + * array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeSamplers( + SDL_GPUComputePass *compute_pass, + Uint32 first_slot, + const SDL_GPUTextureSamplerBinding *texture_sampler_bindings, + Uint32 num_bindings); + +/** + * Binds storage textures as readonly for use on the compute pipeline. + * + * These textures must have been created with + * SDL_GPU_TEXTUREUSAGE_COMPUTE_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param compute_pass a compute pass handle. + * \param first_slot the compute storage texture slot to begin binding from. + * \param storage_textures an array of storage textures. + * \param num_bindings the number of storage textures to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageTextures( + SDL_GPUComputePass *compute_pass, + Uint32 first_slot, + SDL_GPUTexture *const *storage_textures, + Uint32 num_bindings); + +/** + * Binds storage buffers as readonly for use on the compute pipeline. + * + * These buffers must have been created with + * SDL_GPU_BUFFERUSAGE_COMPUTE_STORAGE_READ. + * + * Be sure your shader is set up according to the requirements documented in + * SDL_CreateGPUShader(). + * + * \param compute_pass a compute pass handle. + * \param first_slot the compute storage buffer slot to begin binding from. + * \param storage_buffers an array of storage buffer binding structs. + * \param num_bindings the number of storage buffers to bind from the array. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateGPUShader + */ +extern SDL_DECLSPEC void SDLCALL SDL_BindGPUComputeStorageBuffers( + SDL_GPUComputePass *compute_pass, + Uint32 first_slot, + SDL_GPUBuffer *const *storage_buffers, + Uint32 num_bindings); + +/** + * Dispatches compute work. + * + * You must not call this function before binding a compute pipeline. + * + * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and + * the dispatches write to the same resource region as each other, there is no + * guarantee of which order the writes will occur. If the write order matters, + * you MUST end the compute pass and begin another one. + * + * \param compute_pass a compute pass handle. + * \param groupcount_x number of local workgroups to dispatch in the X + * dimension. + * \param groupcount_y number of local workgroups to dispatch in the Y + * dimension. + * \param groupcount_z number of local workgroups to dispatch in the Z + * dimension. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUCompute( + SDL_GPUComputePass *compute_pass, + Uint32 groupcount_x, + Uint32 groupcount_y, + Uint32 groupcount_z); + +/** + * Dispatches compute work with parameters set from a buffer. + * + * The buffer layout should match the layout of + * SDL_GPUIndirectDispatchCommand. You must not call this function before + * binding a compute pipeline. + * + * A VERY IMPORTANT NOTE If you dispatch multiple times in a compute pass, and + * the dispatches write to the same resource region as each other, there is no + * guarantee of which order the writes will occur. If the write order matters, + * you MUST end the compute pass and begin another one. + * + * \param compute_pass a compute pass handle. + * \param buffer a buffer containing dispatch parameters. + * \param offset the offset to start reading from the dispatch buffer. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DispatchGPUComputeIndirect( + SDL_GPUComputePass *compute_pass, + SDL_GPUBuffer *buffer, + Uint32 offset); + +/** + * Ends the current compute pass. + * + * All bound compute state on the command buffer is unset. The compute pass + * handle is now invalid. + * + * \param compute_pass a compute pass handle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_EndGPUComputePass( + SDL_GPUComputePass *compute_pass); + +/* TransferBuffer Data */ + +/** + * Maps a transfer buffer into application address space. + * + * You must unmap the transfer buffer before encoding upload commands. The + * memory is owned by the graphics driver - do NOT call SDL_free() on the + * returned pointer. + * + * \param device a GPU context. + * \param transfer_buffer a transfer buffer. + * \param cycle if true, cycles the transfer buffer if it is already bound. + * \returns the address of the mapped transfer buffer memory, or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_MapGPUTransferBuffer( + SDL_GPUDevice *device, + SDL_GPUTransferBuffer *transfer_buffer, + bool cycle); + +/** + * Unmaps a previously mapped transfer buffer. + * + * \param device a GPU context. + * \param transfer_buffer a previously mapped transfer buffer. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnmapGPUTransferBuffer( + SDL_GPUDevice *device, + SDL_GPUTransferBuffer *transfer_buffer); + +/* Copy Pass */ + +/** + * Begins a copy pass on a command buffer. + * + * All operations related to copying to or from buffers or textures take place + * inside a copy pass. You must not begin another copy pass, or a render pass + * or compute pass before ending the copy pass. + * + * \param command_buffer a command buffer. + * \returns a copy pass handle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_GPUCopyPass * SDLCALL SDL_BeginGPUCopyPass( + SDL_GPUCommandBuffer *command_buffer); + +/** + * Uploads data from a transfer buffer to a texture. + * + * The upload occurs on the GPU timeline. You may assume that the upload has + * finished in subsequent commands. + * + * You must align the data in the transfer buffer to a multiple of the texel + * size of the texture format. + * + * \param copy_pass a copy pass handle. + * \param source the source transfer buffer with image layout information. + * \param destination the destination texture region. + * \param cycle if true, cycles the texture if the texture is bound, otherwise + * overwrites the data. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUTexture( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUTextureTransferInfo *source, + const SDL_GPUTextureRegion *destination, + bool cycle); + +/** + * Uploads data from a transfer buffer to a buffer. + * + * The upload occurs on the GPU timeline. You may assume that the upload has + * finished in subsequent commands. + * + * \param copy_pass a copy pass handle. + * \param source the source transfer buffer with offset. + * \param destination the destination buffer with offset and size. + * \param cycle if true, cycles the buffer if it is already bound, otherwise + * overwrites the data. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UploadToGPUBuffer( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUTransferBufferLocation *source, + const SDL_GPUBufferRegion *destination, + bool cycle); + +/** + * Performs a texture-to-texture copy. + * + * This copy occurs on the GPU timeline. You may assume the copy has finished + * in subsequent commands. + * + * \param copy_pass a copy pass handle. + * \param source a source texture region. + * \param destination a destination texture region. + * \param w the width of the region to copy. + * \param h the height of the region to copy. + * \param d the depth of the region to copy. + * \param cycle if true, cycles the destination texture if the destination + * texture is bound, otherwise overwrites the data. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUTextureToTexture( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUTextureLocation *source, + const SDL_GPUTextureLocation *destination, + Uint32 w, + Uint32 h, + Uint32 d, + bool cycle); + +/** + * Performs a buffer-to-buffer copy. + * + * This copy occurs on the GPU timeline. You may assume the copy has finished + * in subsequent commands. + * + * \param copy_pass a copy pass handle. + * \param source the buffer and offset to copy from. + * \param destination the buffer and offset to copy to. + * \param size the length of the buffer to copy. + * \param cycle if true, cycles the destination buffer if it is already bound, + * otherwise overwrites the data. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_CopyGPUBufferToBuffer( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUBufferLocation *source, + const SDL_GPUBufferLocation *destination, + Uint32 size, + bool cycle); + +/** + * Copies data from a texture to a transfer buffer on the GPU timeline. + * + * This data is not guaranteed to be copied until the command buffer fence is + * signaled. + * + * \param copy_pass a copy pass handle. + * \param source the source texture region. + * \param destination the destination transfer buffer with image layout + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUTexture( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUTextureRegion *source, + const SDL_GPUTextureTransferInfo *destination); + +/** + * Copies data from a buffer to a transfer buffer on the GPU timeline. + * + * This data is not guaranteed to be copied until the command buffer fence is + * signaled. + * + * \param copy_pass a copy pass handle. + * \param source the source buffer with offset and size. + * \param destination the destination transfer buffer with offset. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_DownloadFromGPUBuffer( + SDL_GPUCopyPass *copy_pass, + const SDL_GPUBufferRegion *source, + const SDL_GPUTransferBufferLocation *destination); + +/** + * Ends the current copy pass. + * + * \param copy_pass a copy pass handle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_EndGPUCopyPass( + SDL_GPUCopyPass *copy_pass); + +/** + * Generates mipmaps for the given texture. + * + * This function must not be called inside of any pass. + * + * \param command_buffer a command_buffer. + * \param texture a texture with more than 1 mip level. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_GenerateMipmapsForGPUTexture( + SDL_GPUCommandBuffer *command_buffer, + SDL_GPUTexture *texture); + +/** + * Blits from a source texture region to a destination texture region. + * + * This function must not be called inside of any pass. + * + * \param command_buffer a command buffer. + * \param info the blit info struct containing the blit parameters. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_BlitGPUTexture( + SDL_GPUCommandBuffer *command_buffer, + const SDL_GPUBlitInfo *info); + +/* Submission/Presentation */ + +/** + * Determines whether a swapchain composition is supported by the window. + * + * The window must be claimed before calling this function. + * + * \param device a GPU context. + * \param window an SDL_Window. + * \param swapchain_composition the swapchain composition to check. + * \returns true if supported, false if unsupported. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClaimWindowForGPUDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUSwapchainComposition( + SDL_GPUDevice *device, + SDL_Window *window, + SDL_GPUSwapchainComposition swapchain_composition); + +/** + * Determines whether a presentation mode is supported by the window. + * + * The window must be claimed before calling this function. + * + * \param device a GPU context. + * \param window an SDL_Window. + * \param present_mode the presentation mode to check. + * \returns true if supported, false if unsupported. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClaimWindowForGPUDevice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WindowSupportsGPUPresentMode( + SDL_GPUDevice *device, + SDL_Window *window, + SDL_GPUPresentMode present_mode); + +/** + * Claims a window, creating a swapchain structure for it. + * + * This must be called before SDL_AcquireGPUSwapchainTexture is called using + * the window. You should only call this function from the thread that created + * the window. + * + * The swapchain will be created with SDL_GPU_SWAPCHAINCOMPOSITION_SDR and + * SDL_GPU_PRESENTMODE_VSYNC. If you want to have different swapchain + * parameters, you must call SDL_SetGPUSwapchainParameters after claiming the + * window. + * + * \param device a GPU context. + * \param window an SDL_Window. + * \returns true on success, or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called from the thread that + * created the window. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_ReleaseWindowFromGPUDevice + * \sa SDL_WindowSupportsGPUPresentMode + * \sa SDL_WindowSupportsGPUSwapchainComposition + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClaimWindowForGPUDevice( + SDL_GPUDevice *device, + SDL_Window *window); + +/** + * Unclaims a window, destroying its swapchain structure. + * + * \param device a GPU context. + * \param window an SDL_Window that has been claimed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClaimWindowForGPUDevice + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseWindowFromGPUDevice( + SDL_GPUDevice *device, + SDL_Window *window); + +/** + * Changes the swapchain parameters for the given claimed window. + * + * This function will fail if the requested present mode or swapchain + * composition are unsupported by the device. Check if the parameters are + * supported via SDL_WindowSupportsGPUPresentMode / + * SDL_WindowSupportsGPUSwapchainComposition prior to calling this function. + * + * SDL_GPU_PRESENTMODE_VSYNC with SDL_GPU_SWAPCHAINCOMPOSITION_SDR are always + * supported. + * + * \param device a GPU context. + * \param window an SDL_Window that has been claimed. + * \param swapchain_composition the desired composition of the swapchain. + * \param present_mode the desired present mode for the swapchain. + * \returns true if successful, false on error; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WindowSupportsGPUPresentMode + * \sa SDL_WindowSupportsGPUSwapchainComposition + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUSwapchainParameters( + SDL_GPUDevice *device, + SDL_Window *window, + SDL_GPUSwapchainComposition swapchain_composition, + SDL_GPUPresentMode present_mode); + +/** + * Configures the maximum allowed number of frames in flight. + * + * The default value when the device is created is 2. This means that after + * you have submitted 2 frames for presentation, if the GPU has not finished + * working on the first frame, SDL_AcquireGPUSwapchainTexture() will fill the + * swapchain texture pointer with NULL, and + * SDL_WaitAndAcquireGPUSwapchainTexture() will block. + * + * Higher values increase throughput at the expense of visual latency. Lower + * values decrease visual latency at the expense of throughput. + * + * Note that calling this function will stall and flush the command queue to + * prevent synchronization issues. + * + * The minimum value of allowed frames in flight is 1, and the maximum is 3. + * + * \param device a GPU context. + * \param allowed_frames_in_flight the maximum number of frames that can be + * pending on the GPU. + * \returns true if successful, false on error; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetGPUAllowedFramesInFlight( + SDL_GPUDevice *device, + Uint32 allowed_frames_in_flight); + +/** + * Obtains the texture format of the swapchain for the given window. + * + * Note that this format can change if the swapchain parameters change. + * + * \param device a GPU context. + * \param window an SDL_Window that has been claimed. + * \returns the texture format of the swapchain. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_GPUTextureFormat SDLCALL SDL_GetGPUSwapchainTextureFormat( + SDL_GPUDevice *device, + SDL_Window *window); + +/** + * Acquire a texture to use in presentation. + * + * When a swapchain texture is acquired on a command buffer, it will + * automatically be submitted for presentation when the command buffer is + * submitted. The swapchain texture should only be referenced by the command + * buffer used to acquire it. + * + * This function will fill the swapchain texture handle with NULL if too many + * frames are in flight. This is not an error. + * + * If you use this function, it is possible to create a situation where many + * command buffers are allocated while the rendering context waits for the GPU + * to catch up, which will cause memory usage to grow. You should use + * SDL_WaitAndAcquireGPUSwapchainTexture() unless you know what you are doing + * with timing. + * + * The swapchain texture is managed by the implementation and must not be + * freed by the user. You MUST NOT call this function from any thread other + * than the one that created the window. + * + * \param command_buffer a command buffer. + * \param window a window that has been claimed. + * \param swapchain_texture a pointer filled in with a swapchain texture + * handle. + * \param swapchain_texture_width a pointer filled in with the swapchain + * texture width, may be NULL. + * \param swapchain_texture_height a pointer filled in with the swapchain + * texture height, may be NULL. + * \returns true on success, false on error; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called from the thread that + * created the window. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ClaimWindowForGPUDevice + * \sa SDL_SubmitGPUCommandBuffer + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + * \sa SDL_CancelGPUCommandBuffer + * \sa SDL_GetWindowSizeInPixels + * \sa SDL_WaitForGPUSwapchain + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_SetGPUAllowedFramesInFlight + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AcquireGPUSwapchainTexture( + SDL_GPUCommandBuffer *command_buffer, + SDL_Window *window, + SDL_GPUTexture **swapchain_texture, + Uint32 *swapchain_texture_width, + Uint32 *swapchain_texture_height); + +/** + * Blocks the thread until a swapchain texture is available to be acquired. + * + * \param device a GPU context. + * \param window a window that has been claimed. + * \returns true on success, false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called from the thread that + * created the window. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AcquireGPUSwapchainTexture + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_SetGPUAllowedFramesInFlight + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUSwapchain( + SDL_GPUDevice *device, + SDL_Window *window); + +/** + * Blocks the thread until a swapchain texture is available to be acquired, + * and then acquires it. + * + * When a swapchain texture is acquired on a command buffer, it will + * automatically be submitted for presentation when the command buffer is + * submitted. The swapchain texture should only be referenced by the command + * buffer used to acquire it. It is an error to call + * SDL_CancelGPUCommandBuffer() after a swapchain texture is acquired. + * + * This function can fill the swapchain texture handle with NULL in certain + * cases, for example if the window is minimized. This is not an error. You + * should always make sure to check whether the pointer is NULL before + * actually using it. + * + * The swapchain texture is managed by the implementation and must not be + * freed by the user. You MUST NOT call this function from any thread other + * than the one that created the window. + * + * The swapchain texture is write-only and cannot be used as a sampler or for + * another reading operation. + * + * \param command_buffer a command buffer. + * \param window a window that has been claimed. + * \param swapchain_texture a pointer filled in with a swapchain texture + * handle. + * \param swapchain_texture_width a pointer filled in with the swapchain + * texture width, may be NULL. + * \param swapchain_texture_height a pointer filled in with the swapchain + * texture height, may be NULL. + * \returns true on success, false on error; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called from the thread that + * created the window. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBuffer + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + * \sa SDL_AcquireGPUSwapchainTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitAndAcquireGPUSwapchainTexture( + SDL_GPUCommandBuffer *command_buffer, + SDL_Window *window, + SDL_GPUTexture **swapchain_texture, + Uint32 *swapchain_texture_width, + Uint32 *swapchain_texture_height); + +/** + * Submits a command buffer so its commands can be processed on the GPU. + * + * It is invalid to use the command buffer after this is called. + * + * This must be called from the thread the command buffer was acquired on. + * + * All commands in the submission are guaranteed to begin executing before any + * command in a subsequent submission begins executing. + * + * \param command_buffer a command buffer. + * \returns true on success, false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AcquireGPUCommandBuffer + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_AcquireGPUSwapchainTexture + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SubmitGPUCommandBuffer( + SDL_GPUCommandBuffer *command_buffer); + +/** + * Submits a command buffer so its commands can be processed on the GPU, and + * acquires a fence associated with the command buffer. + * + * You must release this fence when it is no longer needed or it will cause a + * leak. It is invalid to use the command buffer after this is called. + * + * This must be called from the thread the command buffer was acquired on. + * + * All commands in the submission are guaranteed to begin executing before any + * command in a subsequent submission begins executing. + * + * \param command_buffer a command buffer. + * \returns a fence associated with the command buffer, or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AcquireGPUCommandBuffer + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_AcquireGPUSwapchainTexture + * \sa SDL_SubmitGPUCommandBuffer + * \sa SDL_ReleaseGPUFence + */ +extern SDL_DECLSPEC SDL_GPUFence * SDLCALL SDL_SubmitGPUCommandBufferAndAcquireFence( + SDL_GPUCommandBuffer *command_buffer); + +/** + * Cancels a command buffer. + * + * None of the enqueued commands are executed. + * + * It is an error to call this function after a swapchain texture has been + * acquired. + * + * This must be called from the thread the command buffer was acquired on. + * + * You must not reference the command buffer after calling this function. + * + * \param command_buffer a command buffer. + * \returns true on success, false on error; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WaitAndAcquireGPUSwapchainTexture + * \sa SDL_AcquireGPUCommandBuffer + * \sa SDL_AcquireGPUSwapchainTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CancelGPUCommandBuffer( + SDL_GPUCommandBuffer *command_buffer); + +/** + * Blocks the thread until the GPU is completely idle. + * + * \param device a GPU context. + * \returns true on success, false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WaitForGPUFences + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUIdle( + SDL_GPUDevice *device); + +/** + * Blocks the thread until the given fences are signaled. + * + * \param device a GPU context. + * \param wait_all if 0, wait for any fence to be signaled, if 1, wait for all + * fences to be signaled. + * \param fences an array of fences to wait on. + * \param num_fences the number of fences in the fences array. + * \returns true on success, false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + * \sa SDL_WaitForGPUIdle + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitForGPUFences( + SDL_GPUDevice *device, + bool wait_all, + SDL_GPUFence *const *fences, + Uint32 num_fences); + +/** + * Checks the status of a fence. + * + * \param device a GPU context. + * \param fence a fence. + * \returns true if the fence is signaled, false if it is not. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + */ +extern SDL_DECLSPEC bool SDLCALL SDL_QueryGPUFence( + SDL_GPUDevice *device, + SDL_GPUFence *fence); + +/** + * Releases a fence obtained from SDL_SubmitGPUCommandBufferAndAcquireFence. + * + * You must not reference the fence after calling this function. + * + * \param device a GPU context. + * \param fence a fence. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SubmitGPUCommandBufferAndAcquireFence + */ +extern SDL_DECLSPEC void SDLCALL SDL_ReleaseGPUFence( + SDL_GPUDevice *device, + SDL_GPUFence *fence); + +/* Format Info */ + +/** + * Obtains the texel block size for a texture format. + * + * \param format the texture format you want to know the texel size of. + * \returns the texel block size of the texture format. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UploadToGPUTexture + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_GPUTextureFormatTexelBlockSize( + SDL_GPUTextureFormat format); + +/** + * Determines whether a texture format is supported for a given type and + * usage. + * + * \param device a GPU context. + * \param format the texture format to check. + * \param type the type of texture (2D, 3D, Cube). + * \param usage a bitmask of all usage scenarios to check. + * \returns whether the texture format is supported for this type and usage. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsFormat( + SDL_GPUDevice *device, + SDL_GPUTextureFormat format, + SDL_GPUTextureType type, + SDL_GPUTextureUsageFlags usage); + +/** + * Determines if a sample count for a texture format is supported. + * + * \param device a GPU context. + * \param format the texture format to check. + * \param sample_count the sample count to check. + * \returns whether the sample count is supported for this texture format. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GPUTextureSupportsSampleCount( + SDL_GPUDevice *device, + SDL_GPUTextureFormat format, + SDL_GPUSampleCount sample_count); + +/** + * Calculate the size in bytes of a texture format with dimensions. + * + * \param format a texture format. + * \param width width in pixels. + * \param height height in pixels. + * \param depth_or_layer_count depth for 3D textures or layer count otherwise. + * \returns the size of a texture with this format and dimensions. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_CalculateGPUTextureFormatSize( + SDL_GPUTextureFormat format, + Uint32 width, + Uint32 height, + Uint32 depth_or_layer_count); + +#ifdef SDL_PLATFORM_GDK + +/** + * Call this to suspend GPU operation on Xbox when you receive the + * SDL_EVENT_DID_ENTER_BACKGROUND event. + * + * Do NOT call any SDL_GPU functions after calling this function! This must + * also be called before calling SDL_GDKSuspendComplete. + * + * \param device a GPU context. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddEventWatch + */ +extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendGPU(SDL_GPUDevice *device); + +/** + * Call this to resume GPU operation on Xbox when you receive the + * SDL_EVENT_WILL_ENTER_FOREGROUND event. + * + * When resuming, this function MUST be called before calling any other + * SDL_GPU functions. + * + * \param device a GPU context. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddEventWatch + */ +extern SDL_DECLSPEC void SDLCALL SDL_GDKResumeGPU(SDL_GPUDevice *device); + +#endif /* SDL_PLATFORM_GDK */ + +#ifdef __cplusplus +} +#endif /* __cplusplus */ +#include + +#endif /* SDL_gpu_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_guid.h b/modules/imgui-sdl/src/include/SDL3/SDL_guid.h new file mode 100644 index 0000000..312c42c --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_guid.h @@ -0,0 +1,106 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: GUID */ + +/** + * # CategoryGUID + * + * A GUID is a 128-bit value that represents something that is uniquely + * identifiable by this value: "globally unique." + * + * SDL provides functions to convert a GUID to/from a string. + */ + +#ifndef SDL_guid_h_ +#define SDL_guid_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An SDL_GUID is a 128-bit identifier for an input device that identifies + * that device across runs of SDL programs on the same platform. + * + * If the device is detached and then re-attached to a different port, or if + * the base system is rebooted, the device should still report the same GUID. + * + * GUIDs are as precise as possible but are not guaranteed to distinguish + * physically distinct but equivalent devices. For example, two game + * controllers from the same vendor with the same product ID and revision may + * have the same GUID. + * + * GUIDs may be platform-dependent (i.e., the same device may report different + * GUIDs on different operating systems). + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_GUID { + Uint8 data[16]; +} SDL_GUID; + +/* Function prototypes */ + +/** + * Get an ASCII string representation for a given SDL_GUID. + * + * \param guid the SDL_GUID you wish to convert to string. + * \param pszGUID buffer in which to write the ASCII string. + * \param cbGUID the size of pszGUID, should be at least 33 bytes. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StringToGUID + */ +extern SDL_DECLSPEC void SDLCALL SDL_GUIDToString(SDL_GUID guid, char *pszGUID, int cbGUID); + +/** + * Convert a GUID string into a SDL_GUID structure. + * + * Performs no error checking. If this function is given a string containing + * an invalid GUID, the function will silently succeed, but the GUID generated + * will not be useful. + * + * \param pchGUID string containing an ASCII representation of a GUID. + * \returns a SDL_GUID structure. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GUIDToString + */ +extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_StringToGUID(const char *pchGUID); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_guid_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_haptic.h b/modules/imgui-sdl/src/include/SDL3/SDL_haptic.h new file mode 100644 index 0000000..a45335b --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_haptic.h @@ -0,0 +1,1441 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryHaptic + * + * The SDL haptic subsystem manages haptic (force feedback) devices. + * + * The basic usage is as follows: + * + * - Initialize the subsystem (SDL_INIT_HAPTIC). + * - Open a haptic device. + * - SDL_OpenHaptic() to open from index. + * - SDL_OpenHapticFromJoystick() to open from an existing joystick. + * - Create an effect (SDL_HapticEffect). + * - Upload the effect with SDL_CreateHapticEffect(). + * - Run the effect with SDL_RunHapticEffect(). + * - (optional) Free the effect with SDL_DestroyHapticEffect(). + * - Close the haptic device with SDL_CloseHaptic(). + * + * Simple rumble example: + * + * ```c + * SDL_Haptic *haptic = NULL; + * + * // Open the device + * SDL_HapticID *haptics = SDL_GetHaptics(NULL); + * if (haptics) { + * haptic = SDL_OpenHaptic(haptics[0]); + * SDL_free(haptics); + * } + * if (haptic == NULL) + * return; + * + * // Initialize simple rumble + * if (!SDL_InitHapticRumble(haptic)) + * return; + * + * // Play effect at 50% strength for 2 seconds + * if (!SDL_PlayHapticRumble(haptic, 0.5, 2000)) + * return; + * SDL_Delay(2000); + * + * // Clean up + * SDL_CloseHaptic(haptic); + * ``` + * + * Complete example: + * + * ```c + * bool test_haptic(SDL_Joystick *joystick) + * { + * SDL_Haptic *haptic; + * SDL_HapticEffect effect; + * int effect_id; + * + * // Open the device + * haptic = SDL_OpenHapticFromJoystick(joystick); + * if (haptic == NULL) return false; // Most likely joystick isn't haptic + * + * // See if it can do sine waves + * if ((SDL_GetHapticFeatures(haptic) & SDL_HAPTIC_SINE)==0) { + * SDL_CloseHaptic(haptic); // No sine effect + * return false; + * } + * + * // Create the effect + * SDL_memset(&effect, 0, sizeof(SDL_HapticEffect)); // 0 is safe default + * effect.type = SDL_HAPTIC_SINE; + * effect.periodic.direction.type = SDL_HAPTIC_POLAR; // Polar coordinates + * effect.periodic.direction.dir[0] = 18000; // Force comes from south + * effect.periodic.period = 1000; // 1000 ms + * effect.periodic.magnitude = 20000; // 20000/32767 strength + * effect.periodic.length = 5000; // 5 seconds long + * effect.periodic.attack_length = 1000; // Takes 1 second to get max strength + * effect.periodic.fade_length = 1000; // Takes 1 second to fade away + * + * // Upload the effect + * effect_id = SDL_CreateHapticEffect(haptic, &effect); + * + * // Test the effect + * SDL_RunHapticEffect(haptic, effect_id, 1); + * SDL_Delay(5000); // Wait for the effect to finish + * + * // We destroy the effect, although closing the device also does this + * SDL_DestroyHapticEffect(haptic, effect_id); + * + * // Close the device + * SDL_CloseHaptic(haptic); + * + * return true; // Success + * } + * ``` + * + * Note that the SDL haptic subsystem is not thread-safe. + */ + + +#ifndef SDL_haptic_h_ +#define SDL_haptic_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif /* __cplusplus */ + +/* FIXME: + * + * At the moment the magnitude variables are mixed between signed/unsigned, and + * it is also not made clear that ALL of those variables expect a max of 0x7FFF. + * + * Some platforms may have higher precision than that (Linux FF, Windows XInput) + * so we should fix the inconsistency in favor of higher possible precision, + * adjusting for platforms that use different scales. + * -flibit + */ + +/** + * The haptic structure used to identify an SDL haptic. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_OpenHaptic + * \sa SDL_OpenHapticFromJoystick + * \sa SDL_CloseHaptic + */ +typedef struct SDL_Haptic SDL_Haptic; + + +/** + * \name Haptic features + * + * Different haptic features a device can have. + */ +/* @{ */ + +/** + * \name Haptic effects + */ +/* @{ */ + +/** + * Constant effect supported. + * + * Constant haptic effect. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_CONSTANT (1u<<0) + +/** + * Sine wave effect supported. + * + * Periodic haptic effect that simulates sine waves. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SINE (1u<<1) + +/** + * Square wave effect supported. + * + * Periodic haptic effect that simulates square waves. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SQUARE (1u<<2) + +/** + * Triangle wave effect supported. + * + * Periodic haptic effect that simulates triangular waves. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_TRIANGLE (1u<<3) + +/** + * Sawtoothup wave effect supported. + * + * Periodic haptic effect that simulates saw tooth up waves. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SAWTOOTHUP (1u<<4) + +/** + * Sawtoothdown wave effect supported. + * + * Periodic haptic effect that simulates saw tooth down waves. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticPeriodic + */ +#define SDL_HAPTIC_SAWTOOTHDOWN (1u<<5) + +/** + * Ramp effect supported. + * + * Ramp haptic effect. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticRamp + */ +#define SDL_HAPTIC_RAMP (1u<<6) + +/** + * Spring effect supported - uses axes position. + * + * Condition haptic effect that simulates a spring. Effect is based on the + * axes position. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_SPRING (1u<<7) + +/** + * Damper effect supported - uses axes velocity. + * + * Condition haptic effect that simulates dampening. Effect is based on the + * axes velocity. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_DAMPER (1u<<8) + +/** + * Inertia effect supported - uses axes acceleration. + * + * Condition haptic effect that simulates inertia. Effect is based on the axes + * acceleration. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_INERTIA (1u<<9) + +/** + * Friction effect supported - uses axes movement. + * + * Condition haptic effect that simulates friction. Effect is based on the + * axes movement. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticCondition + */ +#define SDL_HAPTIC_FRICTION (1u<<10) + +/** + * Left/Right effect supported. + * + * Haptic effect for direct control over high/low frequency motors. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticLeftRight + */ +#define SDL_HAPTIC_LEFTRIGHT (1u<<11) + +/** + * Reserved for future use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_HAPTIC_RESERVED1 (1u<<12) + +/** + * Reserved for future use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_HAPTIC_RESERVED2 (1u<<13) + +/** + * Reserved for future use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_HAPTIC_RESERVED3 (1u<<14) + +/** + * Custom effect is supported. + * + * User defined custom haptic effect. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_HAPTIC_CUSTOM (1u<<15) + +/* @} *//* Haptic effects */ + +/* These last few are features the device has, not effects */ + +/** + * Device can set global gain. + * + * Device supports setting the global gain. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SetHapticGain + */ +#define SDL_HAPTIC_GAIN (1u<<16) + +/** + * Device can set autocenter. + * + * Device supports setting autocenter. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SetHapticAutocenter + */ +#define SDL_HAPTIC_AUTOCENTER (1u<<17) + +/** + * Device can be queried for effect status. + * + * Device supports querying effect status. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_GetHapticEffectStatus + */ +#define SDL_HAPTIC_STATUS (1u<<18) + +/** + * Device can be paused. + * + * Devices supports being paused. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PauseHaptic + * \sa SDL_ResumeHaptic + */ +#define SDL_HAPTIC_PAUSE (1u<<19) + + +/** + * \name Direction encodings + */ +/* @{ */ + +/** + * Uses polar coordinates for the direction. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_POLAR 0 + +/** + * Uses cartesian coordinates for the direction. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_CARTESIAN 1 + +/** + * Uses spherical coordinates for the direction. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_SPHERICAL 2 + +/** + * Use this value to play an effect on the steering wheel axis. + * + * This provides better compatibility across platforms and devices as SDL will + * guess the correct axis. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_HapticDirection + */ +#define SDL_HAPTIC_STEERING_AXIS 3 + +/* @} *//* Direction encodings */ + +/* @} *//* Haptic features */ + +/* + * Misc defines. + */ + +/** + * Used to play a device an infinite number of times. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_RunHapticEffect + */ +#define SDL_HAPTIC_INFINITY 4294967295U + + +/** + * Structure that represents a haptic direction. + * + * This is the direction where the force comes from, instead of the direction + * in which the force is exerted. + * + * Directions can be specified by: + * + * - SDL_HAPTIC_POLAR : Specified by polar coordinates. + * - SDL_HAPTIC_CARTESIAN : Specified by cartesian coordinates. + * - SDL_HAPTIC_SPHERICAL : Specified by spherical coordinates. + * + * Cardinal directions of the haptic device are relative to the positioning of + * the device. North is considered to be away from the user. + * + * The following diagram represents the cardinal directions: + * + * ``` + * .--. + * |__| .-------. + * |=.| |.-----.| + * |--| || || + * | | |'-----'| + * |__|~')_____(' + * [ COMPUTER ] + * + * + * North (0,-1) + * ^ + * | + * | + * (-1,0) West <----[ HAPTIC ]----> East (1,0) + * | + * | + * v + * South (0,1) + * + * + * [ USER ] + * \|||/ + * (o o) + * ---ooO-(_)-Ooo--- + * ``` + * + * If type is SDL_HAPTIC_POLAR, direction is encoded by hundredths of a degree + * starting north and turning clockwise. SDL_HAPTIC_POLAR only uses the first + * `dir` parameter. The cardinal directions would be: + * + * - North: 0 (0 degrees) + * - East: 9000 (90 degrees) + * - South: 18000 (180 degrees) + * - West: 27000 (270 degrees) + * + * If type is SDL_HAPTIC_CARTESIAN, direction is encoded by three positions (X + * axis, Y axis and Z axis (with 3 axes)). SDL_HAPTIC_CARTESIAN uses the first + * three `dir` parameters. The cardinal directions would be: + * + * - North: 0,-1, 0 + * - East: 1, 0, 0 + * - South: 0, 1, 0 + * - West: -1, 0, 0 + * + * The Z axis represents the height of the effect if supported, otherwise it's + * unused. In cartesian encoding (1, 2) would be the same as (2, 4), you can + * use any multiple you want, only the direction matters. + * + * If type is SDL_HAPTIC_SPHERICAL, direction is encoded by two rotations. The + * first two `dir` parameters are used. The `dir` parameters are as follows + * (all values are in hundredths of degrees): + * + * - Degrees from (1, 0) rotated towards (0, 1). + * - Degrees towards (0, 0, 1) (device needs at least 3 axes). + * + * Example of force coming from the south with all encodings (force coming + * from the south means the user will have to pull the stick to counteract): + * + * ```c + * SDL_HapticDirection direction; + * + * // Cartesian directions + * direction.type = SDL_HAPTIC_CARTESIAN; // Using cartesian direction encoding. + * direction.dir[0] = 0; // X position + * direction.dir[1] = 1; // Y position + * // Assuming the device has 2 axes, we don't need to specify third parameter. + * + * // Polar directions + * direction.type = SDL_HAPTIC_POLAR; // We'll be using polar direction encoding. + * direction.dir[0] = 18000; // Polar only uses first parameter + * + * // Spherical coordinates + * direction.type = SDL_HAPTIC_SPHERICAL; // Spherical encoding + * direction.dir[0] = 9000; // Since we only have two axes we don't need more parameters. + * ``` + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_POLAR + * \sa SDL_HAPTIC_CARTESIAN + * \sa SDL_HAPTIC_SPHERICAL + * \sa SDL_HAPTIC_STEERING_AXIS + * \sa SDL_HapticEffect + * \sa SDL_GetNumHapticAxes + */ +typedef struct SDL_HapticDirection +{ + Uint8 type; /**< The type of encoding. */ + Sint32 dir[3]; /**< The encoded direction. */ +} SDL_HapticDirection; + + +/** + * A structure containing a template for a Constant effect. + * + * This struct is exclusively for the SDL_HAPTIC_CONSTANT effect. + * + * A constant effect applies a constant force in the specified direction to + * the joystick. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_CONSTANT + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticConstant +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_CONSTANT */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Constant */ + Sint16 level; /**< Strength of the constant effect. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticConstant; + +/** + * A structure containing a template for a Periodic effect. + * + * The struct handles the following effects: + * + * - SDL_HAPTIC_SINE + * - SDL_HAPTIC_SQUARE + * - SDL_HAPTIC_TRIANGLE + * - SDL_HAPTIC_SAWTOOTHUP + * - SDL_HAPTIC_SAWTOOTHDOWN + * + * A periodic effect consists in a wave-shaped effect that repeats itself over + * time. The type determines the shape of the wave and the parameters + * determine the dimensions of the wave. + * + * Phase is given by hundredth of a degree meaning that giving the phase a + * value of 9000 will displace it 25% of its period. Here are sample values: + * + * - 0: No phase displacement. + * - 9000: Displaced 25% of its period. + * - 18000: Displaced 50% of its period. + * - 27000: Displaced 75% of its period. + * - 36000: Displaced 100% of its period, same as 0, but 0 is preferred. + * + * Examples: + * + * ``` + * SDL_HAPTIC_SINE + * __ __ __ __ + * / \ / \ / \ / + * / \__/ \__/ \__/ + * + * SDL_HAPTIC_SQUARE + * __ __ __ __ __ + * | | | | | | | | | | + * | |__| |__| |__| |__| | + * + * SDL_HAPTIC_TRIANGLE + * /\ /\ /\ /\ /\ + * / \ / \ / \ / \ / + * / \/ \/ \/ \/ + * + * SDL_HAPTIC_SAWTOOTHUP + * /| /| /| /| /| /| /| + * / | / | / | / | / | / | / | + * / |/ |/ |/ |/ |/ |/ | + * + * SDL_HAPTIC_SAWTOOTHDOWN + * \ |\ |\ |\ |\ |\ |\ | + * \ | \ | \ | \ | \ | \ | \ | + * \| \| \| \| \| \| \| + * ``` + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_SINE + * \sa SDL_HAPTIC_SQUARE + * \sa SDL_HAPTIC_TRIANGLE + * \sa SDL_HAPTIC_SAWTOOTHUP + * \sa SDL_HAPTIC_SAWTOOTHDOWN + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticPeriodic +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_SINE, SDL_HAPTIC_SQUARE + SDL_HAPTIC_TRIANGLE, SDL_HAPTIC_SAWTOOTHUP or + SDL_HAPTIC_SAWTOOTHDOWN */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Periodic */ + Uint16 period; /**< Period of the wave. */ + Sint16 magnitude; /**< Peak value; if negative, equivalent to 180 degrees extra phase shift. */ + Sint16 offset; /**< Mean value of the wave. */ + Uint16 phase; /**< Positive phase shift given by hundredth of a degree. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticPeriodic; + +/** + * A structure containing a template for a Condition effect. + * + * The struct handles the following effects: + * + * - SDL_HAPTIC_SPRING: Effect based on axes position. + * - SDL_HAPTIC_DAMPER: Effect based on axes velocity. + * - SDL_HAPTIC_INERTIA: Effect based on axes acceleration. + * - SDL_HAPTIC_FRICTION: Effect based on axes movement. + * + * Direction is handled by condition internals instead of a direction member. + * The condition effect specific members have three parameters. The first + * refers to the X axis, the second refers to the Y axis and the third refers + * to the Z axis. The right terms refer to the positive side of the axis and + * the left terms refer to the negative side of the axis. Please refer to the + * SDL_HapticDirection diagram for which side is positive and which is + * negative. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HapticDirection + * \sa SDL_HAPTIC_SPRING + * \sa SDL_HAPTIC_DAMPER + * \sa SDL_HAPTIC_INERTIA + * \sa SDL_HAPTIC_FRICTION + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticCondition +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_SPRING, SDL_HAPTIC_DAMPER, + SDL_HAPTIC_INERTIA or SDL_HAPTIC_FRICTION */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Condition */ + Uint16 right_sat[3]; /**< Level when joystick is to the positive side; max 0xFFFF. */ + Uint16 left_sat[3]; /**< Level when joystick is to the negative side; max 0xFFFF. */ + Sint16 right_coeff[3]; /**< How fast to increase the force towards the positive side. */ + Sint16 left_coeff[3]; /**< How fast to increase the force towards the negative side. */ + Uint16 deadband[3]; /**< Size of the dead zone; max 0xFFFF: whole axis-range when 0-centered. */ + Sint16 center[3]; /**< Position of the dead zone. */ +} SDL_HapticCondition; + +/** + * A structure containing a template for a Ramp effect. + * + * This struct is exclusively for the SDL_HAPTIC_RAMP effect. + * + * The ramp effect starts at start strength and ends at end strength. It + * augments in linear fashion. If you use attack and fade with a ramp the + * effects get added to the ramp effect making the effect become quadratic + * instead of linear. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_RAMP + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticRamp +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_RAMP */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Ramp */ + Sint16 start; /**< Beginning strength level. */ + Sint16 end; /**< Ending strength level. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticRamp; + +/** + * A structure containing a template for a Left/Right effect. + * + * This struct is exclusively for the SDL_HAPTIC_LEFTRIGHT effect. + * + * The Left/Right effect is used to explicitly control the large and small + * motors, commonly found in modern game controllers. The small (right) motor + * is high frequency, and the large (left) motor is low frequency. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_LEFTRIGHT + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticLeftRight +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_LEFTRIGHT */ + + /* Replay */ + Uint32 length; /**< Duration of the effect in milliseconds. */ + + /* Rumble */ + Uint16 large_magnitude; /**< Control of the large controller motor. */ + Uint16 small_magnitude; /**< Control of the small controller motor. */ +} SDL_HapticLeftRight; + +/** + * A structure containing a template for the SDL_HAPTIC_CUSTOM effect. + * + * This struct is exclusively for the SDL_HAPTIC_CUSTOM effect. + * + * A custom force feedback effect is much like a periodic effect, where the + * application can define its exact shape. You will have to allocate the data + * yourself. Data should consist of channels * samples Uint16 samples. + * + * If channels is one, the effect is rotated using the defined direction. + * Otherwise it uses the samples in data for the different axes. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HAPTIC_CUSTOM + * \sa SDL_HapticEffect + */ +typedef struct SDL_HapticCustom +{ + /* Header */ + Uint16 type; /**< SDL_HAPTIC_CUSTOM */ + SDL_HapticDirection direction; /**< Direction of the effect. */ + + /* Replay */ + Uint32 length; /**< Duration of the effect. */ + Uint16 delay; /**< Delay before starting the effect. */ + + /* Trigger */ + Uint16 button; /**< Button that triggers the effect. */ + Uint16 interval; /**< How soon it can be triggered again after button. */ + + /* Custom */ + Uint8 channels; /**< Axes to use, minimum of one. */ + Uint16 period; /**< Sample periods. */ + Uint16 samples; /**< Amount of samples. */ + Uint16 *data; /**< Should contain channels*samples items. */ + + /* Envelope */ + Uint16 attack_length; /**< Duration of the attack. */ + Uint16 attack_level; /**< Level at the start of the attack. */ + Uint16 fade_length; /**< Duration of the fade. */ + Uint16 fade_level; /**< Level at the end of the fade. */ +} SDL_HapticCustom; + +/** + * The generic template for any haptic effect. + * + * All values max at 32767 (0x7FFF). Signed values also can be negative. Time + * values unless specified otherwise are in milliseconds. + * + * You can also pass SDL_HAPTIC_INFINITY to length instead of a 0-32767 value. + * Neither delay, interval, attack_length nor fade_length support + * SDL_HAPTIC_INFINITY. Fade will also not be used since effect never ends. + * + * Additionally, the SDL_HAPTIC_RAMP effect does not support a duration of + * SDL_HAPTIC_INFINITY. + * + * Button triggers may not be supported on all devices, it is advised to not + * use them if possible. Buttons start at index 1 instead of index 0 like the + * joystick. + * + * If both attack_length and fade_level are 0, the envelope is not used, + * otherwise both values are used. + * + * Common parts: + * + * ```c + * // Replay - All effects have this + * Uint32 length; // Duration of effect (ms). + * Uint16 delay; // Delay before starting effect. + * + * // Trigger - All effects have this + * Uint16 button; // Button that triggers effect. + * Uint16 interval; // How soon before effect can be triggered again. + * + * // Envelope - All effects except condition effects have this + * Uint16 attack_length; // Duration of the attack (ms). + * Uint16 attack_level; // Level at the start of the attack. + * Uint16 fade_length; // Duration of the fade out (ms). + * Uint16 fade_level; // Level at the end of the fade. + * ``` + * + * Here we have an example of a constant effect evolution in time: + * + * ``` + * Strength + * ^ + * | + * | effect level --> _________________ + * | / \ + * | / \ + * | / \ + * | / \ + * | attack_level --> | \ + * | | | <--- fade_level + * | + * +--------------------------------------------------> Time + * [--] [---] + * attack_length fade_length + * + * [------------------][-----------------------] + * delay length + * ``` + * + * Note either the attack_level or the fade_level may be above the actual + * effect level. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_HapticConstant + * \sa SDL_HapticPeriodic + * \sa SDL_HapticCondition + * \sa SDL_HapticRamp + * \sa SDL_HapticLeftRight + * \sa SDL_HapticCustom + */ +typedef union SDL_HapticEffect +{ + /* Common for all force feedback effects */ + Uint16 type; /**< Effect type. */ + SDL_HapticConstant constant; /**< Constant effect. */ + SDL_HapticPeriodic periodic; /**< Periodic effect. */ + SDL_HapticCondition condition; /**< Condition effect. */ + SDL_HapticRamp ramp; /**< Ramp effect. */ + SDL_HapticLeftRight leftright; /**< Left/Right effect. */ + SDL_HapticCustom custom; /**< Custom effect. */ +} SDL_HapticEffect; + +/** + * This is a unique ID for a haptic device for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the haptic device is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_HapticID; + + +/* Function prototypes */ + +/** + * Get a list of currently connected haptic devices. + * + * \param count a pointer filled in with the number of haptic devices + * returned, may be NULL. + * \returns a 0 terminated array of haptic device instance IDs or NULL on + * failure; call SDL_GetError() for more information. This should be + * freed with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenHaptic + */ +extern SDL_DECLSPEC SDL_HapticID * SDLCALL SDL_GetHaptics(int *count); + +/** + * Get the implementation dependent name of a haptic device. + * + * This can be called before any haptic devices are opened. + * + * \param instance_id the haptic device instance ID. + * \returns the name of the selected haptic device. If no name can be found, + * this function returns NULL; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticName + * \sa SDL_OpenHaptic + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetHapticNameForID(SDL_HapticID instance_id); + +/** + * Open a haptic device for use. + * + * The index passed as an argument refers to the N'th haptic device on this + * system. + * + * When opening a haptic device, its gain will be set to maximum and + * autocenter will be disabled. To modify these values use SDL_SetHapticGain() + * and SDL_SetHapticAutocenter(). + * + * \param instance_id the haptic device instance ID. + * \returns the device identifier or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseHaptic + * \sa SDL_GetHaptics + * \sa SDL_OpenHapticFromJoystick + * \sa SDL_OpenHapticFromMouse + * \sa SDL_SetHapticAutocenter + * \sa SDL_SetHapticGain + */ +extern SDL_DECLSPEC SDL_Haptic * SDLCALL SDL_OpenHaptic(SDL_HapticID instance_id); + + +/** + * Get the SDL_Haptic associated with an instance ID, if it has been opened. + * + * \param instance_id the instance ID to get the SDL_Haptic for. + * \returns an SDL_Haptic on success or NULL on failure or if it hasn't been + * opened yet; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Haptic * SDLCALL SDL_GetHapticFromID(SDL_HapticID instance_id); + +/** + * Get the instance ID of an opened haptic device. + * + * \param haptic the SDL_Haptic device to query. + * \returns the instance ID of the specified haptic device on success or 0 on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_HapticID SDLCALL SDL_GetHapticID(SDL_Haptic *haptic); + +/** + * Get the implementation dependent name of a haptic device. + * + * \param haptic the SDL_Haptic obtained from SDL_OpenJoystick(). + * \returns the name of the selected haptic device. If no name can be found, + * this function returns NULL; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticNameForID + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetHapticName(SDL_Haptic *haptic); + +/** + * Query whether or not the current mouse has haptic capabilities. + * + * \returns true if the mouse is haptic or false if it isn't. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenHapticFromMouse + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsMouseHaptic(void); + +/** + * Try to open a haptic device from the current mouse. + * + * \returns the haptic device identifier or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseHaptic + * \sa SDL_IsMouseHaptic + */ +extern SDL_DECLSPEC SDL_Haptic * SDLCALL SDL_OpenHapticFromMouse(void); + +/** + * Query if a joystick has haptic features. + * + * \param joystick the SDL_Joystick to test for haptic capabilities. + * \returns true if the joystick is haptic or false if it isn't. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenHapticFromJoystick + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsJoystickHaptic(SDL_Joystick *joystick); + +/** + * Open a haptic device for use from a joystick device. + * + * You must still close the haptic device separately. It will not be closed + * with the joystick. + * + * When opened from a joystick you should first close the haptic device before + * closing the joystick device. If not, on some implementations the haptic + * device will also get unallocated and you'll be unable to use force feedback + * on that device. + * + * \param joystick the SDL_Joystick to create a haptic device from. + * \returns a valid haptic device identifier on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseHaptic + * \sa SDL_IsJoystickHaptic + */ +extern SDL_DECLSPEC SDL_Haptic * SDLCALL SDL_OpenHapticFromJoystick(SDL_Joystick *joystick); + +/** + * Close a haptic device previously opened with SDL_OpenHaptic(). + * + * \param haptic the SDL_Haptic device to close. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenHaptic + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseHaptic(SDL_Haptic *haptic); + +/** + * Get the number of effects a haptic device can store. + * + * On some platforms this isn't fully supported, and therefore is an + * approximation. Always check to see if your created effect was actually + * created and do not rely solely on SDL_GetMaxHapticEffects(). + * + * \param haptic the SDL_Haptic device to query. + * \returns the number of effects the haptic device can store or a negative + * error code on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMaxHapticEffectsPlaying + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetMaxHapticEffects(SDL_Haptic *haptic); + +/** + * Get the number of effects a haptic device can play at the same time. + * + * This is not supported on all platforms, but will always return a value. + * + * \param haptic the SDL_Haptic device to query maximum playing effects. + * \returns the number of effects the haptic device can play at the same time + * or -1 on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMaxHapticEffects + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetMaxHapticEffectsPlaying(SDL_Haptic *haptic); + +/** + * Get the haptic device's supported features in bitwise manner. + * + * \param haptic the SDL_Haptic device to query. + * \returns a list of supported haptic features in bitwise manner (OR'd), or 0 + * on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HapticEffectSupported + * \sa SDL_GetMaxHapticEffects + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetHapticFeatures(SDL_Haptic *haptic); + +/** + * Get the number of haptic axes the device has. + * + * The number of haptic axes might be useful if working with the + * SDL_HapticDirection effect. + * + * \param haptic the SDL_Haptic device to query. + * \returns the number of axes on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumHapticAxes(SDL_Haptic *haptic); + +/** + * Check to see if an effect is supported by a haptic device. + * + * \param haptic the SDL_Haptic device to query. + * \param effect the desired effect to query. + * \returns true if the effect is supported or false if it isn't. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateHapticEffect + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HapticEffectSupported(SDL_Haptic *haptic, const SDL_HapticEffect *effect); + +/** + * Create a new haptic effect on a specified device. + * + * \param haptic an SDL_Haptic device to create the effect on. + * \param effect an SDL_HapticEffect structure containing the properties of + * the effect to create. + * \returns the ID of the effect on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyHapticEffect + * \sa SDL_RunHapticEffect + * \sa SDL_UpdateHapticEffect + */ +extern SDL_DECLSPEC int SDLCALL SDL_CreateHapticEffect(SDL_Haptic *haptic, const SDL_HapticEffect *effect); + +/** + * Update the properties of an effect. + * + * Can be used dynamically, although behavior when dynamically changing + * direction may be strange. Specifically the effect may re-upload itself and + * start playing from the start. You also cannot change the type either when + * running SDL_UpdateHapticEffect(). + * + * \param haptic the SDL_Haptic device that has the effect. + * \param effect the identifier of the effect to update. + * \param data an SDL_HapticEffect structure containing the new effect + * properties to use. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateHapticEffect + * \sa SDL_RunHapticEffect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateHapticEffect(SDL_Haptic *haptic, int effect, const SDL_HapticEffect *data); + +/** + * Run the haptic effect on its associated haptic device. + * + * To repeat the effect over and over indefinitely, set `iterations` to + * `SDL_HAPTIC_INFINITY`. (Repeats the envelope - attack and fade.) To make + * one instance of the effect last indefinitely (so the effect does not fade), + * set the effect's `length` in its structure/union to `SDL_HAPTIC_INFINITY` + * instead. + * + * \param haptic the SDL_Haptic device to run the effect on. + * \param effect the ID of the haptic effect to run. + * \param iterations the number of iterations to run the effect; use + * `SDL_HAPTIC_INFINITY` to repeat forever. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticEffectStatus + * \sa SDL_StopHapticEffect + * \sa SDL_StopHapticEffects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RunHapticEffect(SDL_Haptic *haptic, int effect, Uint32 iterations); + +/** + * Stop the haptic effect on its associated haptic device. + * + * \param haptic the SDL_Haptic device to stop the effect on. + * \param effect the ID of the haptic effect to stop. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RunHapticEffect + * \sa SDL_StopHapticEffects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StopHapticEffect(SDL_Haptic *haptic, int effect); + +/** + * Destroy a haptic effect on the device. + * + * This will stop the effect if it's running. Effects are automatically + * destroyed when the device is closed. + * + * \param haptic the SDL_Haptic device to destroy the effect on. + * \param effect the ID of the haptic effect to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateHapticEffect + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyHapticEffect(SDL_Haptic *haptic, int effect); + +/** + * Get the status of the current effect on the specified haptic device. + * + * Device must support the SDL_HAPTIC_STATUS feature. + * + * \param haptic the SDL_Haptic device to query for the effect status on. + * \param effect the ID of the haptic effect to query its status. + * \returns true if it is playing, false if it isn't playing or haptic status + * isn't supported. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetHapticEffectStatus(SDL_Haptic *haptic, int effect); + +/** + * Set the global gain of the specified haptic device. + * + * Device must support the SDL_HAPTIC_GAIN feature. + * + * The user may specify the maximum gain by setting the environment variable + * `SDL_HAPTIC_GAIN_MAX` which should be between 0 and 100. All calls to + * SDL_SetHapticGain() will scale linearly using `SDL_HAPTIC_GAIN_MAX` as the + * maximum. + * + * \param haptic the SDL_Haptic device to set the gain on. + * \param gain value to set the gain to, should be between 0 and 100 (0 - + * 100). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetHapticGain(SDL_Haptic *haptic, int gain); + +/** + * Set the global autocenter of the device. + * + * Autocenter should be between 0 and 100. Setting it to 0 will disable + * autocentering. + * + * Device must support the SDL_HAPTIC_AUTOCENTER feature. + * + * \param haptic the SDL_Haptic device to set autocentering on. + * \param autocenter value to set autocenter to (0-100). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHapticFeatures + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetHapticAutocenter(SDL_Haptic *haptic, int autocenter); + +/** + * Pause a haptic device. + * + * Device must support the `SDL_HAPTIC_PAUSE` feature. Call SDL_ResumeHaptic() + * to resume playback. + * + * Do not modify the effects nor add new ones while the device is paused. That + * can cause all sorts of weird errors. + * + * \param haptic the SDL_Haptic device to pause. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResumeHaptic + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PauseHaptic(SDL_Haptic *haptic); + +/** + * Resume a haptic device. + * + * Call to unpause after SDL_PauseHaptic(). + * + * \param haptic the SDL_Haptic device to unpause. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PauseHaptic + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ResumeHaptic(SDL_Haptic *haptic); + +/** + * Stop all the currently playing effects on a haptic device. + * + * \param haptic the SDL_Haptic device to stop. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RunHapticEffect + * \sa SDL_StopHapticEffects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StopHapticEffects(SDL_Haptic *haptic); + +/** + * Check whether rumble is supported on a haptic device. + * + * \param haptic haptic device to check for rumble support. + * \returns true if the effect is supported or false if it isn't. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InitHapticRumble + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HapticRumbleSupported(SDL_Haptic *haptic); + +/** + * Initialize a haptic device for simple rumble playback. + * + * \param haptic the haptic device to initialize for simple rumble playback. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PlayHapticRumble + * \sa SDL_StopHapticRumble + * \sa SDL_HapticRumbleSupported + */ +extern SDL_DECLSPEC bool SDLCALL SDL_InitHapticRumble(SDL_Haptic *haptic); + +/** + * Run a simple rumble effect on a haptic device. + * + * \param haptic the haptic device to play the rumble effect on. + * \param strength strength of the rumble to play as a 0-1 float value. + * \param length length of the rumble to play in milliseconds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InitHapticRumble + * \sa SDL_StopHapticRumble + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PlayHapticRumble(SDL_Haptic *haptic, float strength, Uint32 length); + +/** + * Stop the simple rumble on a haptic device. + * + * \param haptic the haptic device to stop the rumble effect on. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PlayHapticRumble + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StopHapticRumble(SDL_Haptic *haptic); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_haptic_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_hidapi.h b/modules/imgui-sdl/src/include/SDL3/SDL_hidapi.h new file mode 100644 index 0000000..131b037 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_hidapi.h @@ -0,0 +1,552 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: HIDAPI */ + +/** + * # CategoryHIDAPI + * + * Header file for SDL HIDAPI functions. + * + * This is an adaptation of the original HIDAPI interface by Alan Ott, and + * includes source code licensed under the following license: + * + * ``` + * HIDAPI - Multi-Platform library for + * communication with HID devices. + * + * Copyright 2009, Alan Ott, Signal 11 Software. + * All Rights Reserved. + * + * This software may be used by anyone for any reason so + * long as the copyright notice in the source files + * remains intact. + * ``` + * + * (Note that this license is the same as item three of SDL's zlib license, so + * it adds no new requirements on the user.) + * + * If you would like a version of SDL without this code, you can build SDL + * with SDL_HIDAPI_DISABLED defined to 1. You might want to do this for + * example on iOS or tvOS to avoid a dependency on the CoreBluetooth + * framework. + */ + +#ifndef SDL_hidapi_h_ +#define SDL_hidapi_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An opaque handle representing an open HID device. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_hid_device SDL_hid_device; + +/** + * HID underlying bus types. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_hid_bus_type { + /** Unknown bus type */ + SDL_HID_API_BUS_UNKNOWN = 0x00, + + /** USB bus + Specifications: + https://usb.org/hid */ + SDL_HID_API_BUS_USB = 0x01, + + /** Bluetooth or Bluetooth LE bus + Specifications: + https://www.bluetooth.com/specifications/specs/human-interface-device-profile-1-1-1/ + https://www.bluetooth.com/specifications/specs/hid-service-1-0/ + https://www.bluetooth.com/specifications/specs/hid-over-gatt-profile-1-0/ */ + SDL_HID_API_BUS_BLUETOOTH = 0x02, + + /** I2C bus + Specifications: + https://docs.microsoft.com/previous-versions/windows/hardware/design/dn642101(v=vs.85) */ + SDL_HID_API_BUS_I2C = 0x03, + + /** SPI bus + Specifications: + https://www.microsoft.com/download/details.aspx?id=103325 */ + SDL_HID_API_BUS_SPI = 0x04 + +} SDL_hid_bus_type; + +/** hidapi info structure */ + +/** + * Information about a connected HID device + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_hid_device_info +{ + /** Platform-specific device path */ + char *path; + /** Device Vendor ID */ + unsigned short vendor_id; + /** Device Product ID */ + unsigned short product_id; + /** Serial Number */ + wchar_t *serial_number; + /** Device Release Number in binary-coded decimal, + also known as Device Version Number */ + unsigned short release_number; + /** Manufacturer String */ + wchar_t *manufacturer_string; + /** Product string */ + wchar_t *product_string; + /** Usage Page for this Device/Interface + (Windows/Mac/hidraw only) */ + unsigned short usage_page; + /** Usage for this Device/Interface + (Windows/Mac/hidraw only) */ + unsigned short usage; + /** The USB interface which this logical device + represents. + + Valid only if the device is a USB HID device. + Set to -1 in all other cases. + */ + int interface_number; + + /** Additional information about the USB interface. + Valid on libusb and Android implementations. */ + int interface_class; + int interface_subclass; + int interface_protocol; + + /** Underlying bus type */ + SDL_hid_bus_type bus_type; + + /** Pointer to the next device */ + struct SDL_hid_device_info *next; + +} SDL_hid_device_info; + + +/** + * Initialize the HIDAPI library. + * + * This function initializes the HIDAPI library. Calling it is not strictly + * necessary, as it will be called automatically by SDL_hid_enumerate() and + * any of the SDL_hid_open_*() functions if it is needed. This function should + * be called at the beginning of execution however, if there is a chance of + * HIDAPI handles being opened by different threads simultaneously. + * + * Each call to this function should have a matching call to SDL_hid_exit() + * + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_hid_exit + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_init(void); + +/** + * Finalize the HIDAPI library. + * + * This function frees all of the static data associated with HIDAPI. It + * should be called at the end of execution to avoid memory leaks. + * + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_hid_init + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_exit(void); + +/** + * Check to see if devices may have been added or removed. + * + * Enumerating the HID devices is an expensive operation, so you can call this + * to see if there have been any system device changes since the last call to + * this function. A change in the counter returned doesn't necessarily mean + * that anything has changed, but you can call SDL_hid_enumerate() to get an + * updated device list. + * + * Calling this function for the first time may cause a thread or other system + * resource to be allocated to track device change notifications. + * + * \returns a change counter that is incremented with each potential device + * change, or 0 if device change detection isn't available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_hid_enumerate + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_hid_device_change_count(void); + +/** + * Enumerate the HID Devices. + * + * This function returns a linked list of all the HID devices attached to the + * system which match vendor_id and product_id. If `vendor_id` is set to 0 + * then any vendor matches. If `product_id` is set to 0 then any product + * matches. If `vendor_id` and `product_id` are both set to 0, then all HID + * devices will be returned. + * + * By default SDL will only enumerate controllers, to reduce risk of hanging + * or crashing on bad drivers, but SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS + * can be set to "0" to enumerate all HID devices. + * + * \param vendor_id the Vendor ID (VID) of the types of device to open, or 0 + * to match any vendor. + * \param product_id the Product ID (PID) of the types of device to open, or 0 + * to match any product. + * \returns a pointer to a linked list of type SDL_hid_device_info, containing + * information about the HID devices attached to the system, or NULL + * in the case of failure. Free this linked list by calling + * SDL_hid_free_enumeration(). + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_hid_device_change_count + */ +extern SDL_DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_enumerate(unsigned short vendor_id, unsigned short product_id); + +/** + * Free an enumeration linked list. + * + * This function frees a linked list created by SDL_hid_enumerate(). + * + * \param devs pointer to a list of struct_device returned from + * SDL_hid_enumerate(). + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_hid_free_enumeration(SDL_hid_device_info *devs); + +/** + * Open a HID device using a Vendor ID (VID), Product ID (PID) and optionally + * a serial number. + * + * If `serial_number` is NULL, the first device with the specified VID and PID + * is opened. + * + * \param vendor_id the Vendor ID (VID) of the device to open. + * \param product_id the Product ID (PID) of the device to open. + * \param serial_number the Serial Number of the device to open (Optionally + * NULL). + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open(unsigned short vendor_id, unsigned short product_id, const wchar_t *serial_number); + +/** + * Open a HID device by its path name. + * + * The path name be determined by calling SDL_hid_enumerate(), or a + * platform-specific path name can be used (eg: /dev/hidraw0 on Linux). + * + * \param path the path name of the device to open. + * \returns a pointer to a SDL_hid_device object on success or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_hid_device * SDLCALL SDL_hid_open_path(const char *path); + +/** + * Write an Output report to a HID device. + * + * The first byte of `data` must contain the Report ID. For devices which only + * support a single report, this must be set to 0x0. The remaining bytes + * contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_write() will always contain one more byte than the report contains. + * For example, if a hid report is 16 bytes long, 17 bytes must be passed to + * SDL_hid_write(), the Report ID (or 0x0, for devices with a single report), + * followed by the report data (16 bytes). In this example, the length passed + * in would be 17. + * + * SDL_hid_write() will send the data on the first OUT endpoint, if one + * exists. If it does not, it will send the data through the Control Endpoint + * (Endpoint 0). + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data the data to send, including the report number as the first + * byte. + * \param length the length in bytes of the data to send. + * \returns the actual number of bytes written and -1 on on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_write(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Read an Input report from a HID device with timeout. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data a buffer to put the read data into. + * \param length the number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \param milliseconds timeout in milliseconds or -1 for blocking wait. + * \returns the actual number of bytes read and -1 on on failure; call + * SDL_GetError() for more information. If no packet was available to + * be read within the timeout period, this function returns 0. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_read_timeout(SDL_hid_device *dev, unsigned char *data, size_t length, int milliseconds); + +/** + * Read an Input report from a HID device. + * + * Input reports are returned to the host through the INTERRUPT IN endpoint. + * The first byte will contain the Report number if the device uses numbered + * reports. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data a buffer to put the read data into. + * \param length the number of bytes to read. For devices with multiple + * reports, make sure to read an extra byte for the report + * number. + * \returns the actual number of bytes read and -1 on failure; call + * SDL_GetError() for more information. If no packet was available to + * be read and the handle is in non-blocking mode, this function + * returns 0. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_read(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Set the device handle to be non-blocking. + * + * In non-blocking mode calls to SDL_hid_read() will return immediately with a + * value of 0 if there is no data to be read. In blocking mode, SDL_hid_read() + * will wait (block) until there is data to read before returning. + * + * Nonblocking can be turned on and off at any time. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param nonblock enable or not the nonblocking reads - 1 to enable + * nonblocking - 0 to disable nonblocking. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_set_nonblocking(SDL_hid_device *dev, int nonblock); + +/** + * Send a Feature report to the device. + * + * Feature reports are sent over the Control endpoint as a Set_Report + * transfer. The first byte of `data` must contain the Report ID. For devices + * which only support a single report, this must be set to 0x0. The remaining + * bytes contain the report data. Since the Report ID is mandatory, calls to + * SDL_hid_send_feature_report() will always contain one more byte than the + * report contains. For example, if a hid report is 16 bytes long, 17 bytes + * must be passed to SDL_hid_send_feature_report(): the Report ID (or 0x0, for + * devices which do not use numbered reports), followed by the report data (16 + * bytes). In this example, the length passed in would be 17. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data the data to send, including the report number as the first + * byte. + * \param length the length in bytes of the data to send, including the report + * number. + * \returns the actual number of bytes written and -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_send_feature_report(SDL_hid_device *dev, const unsigned char *data, size_t length); + +/** + * Get a feature report from a HID device. + * + * Set the first byte of `data` to the Report ID of the report to be read. + * Make sure to allow space for this extra byte in `data`. Upon return, the + * first byte will still contain the Report ID, and the report data will start + * in data[1]. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data a buffer to put the read data into, including the Report ID. + * Set the first byte of `data` to the Report ID of the report to + * be read, or set it to zero if your device does not use numbered + * reports. + * \param length the number of bytes to read, including an extra byte for the + * report ID. The buffer can be longer than the actual report. + * \returns the number of bytes read plus one for the report ID (which is + * still in the first byte), or -1 on on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_feature_report(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Get an input report from a HID device. + * + * Set the first byte of `data` to the Report ID of the report to be read. + * Make sure to allow space for this extra byte in `data`. Upon return, the + * first byte will still contain the Report ID, and the report data will start + * in data[1]. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param data a buffer to put the read data into, including the Report ID. + * Set the first byte of `data` to the Report ID of the report to + * be read, or set it to zero if your device does not use numbered + * reports. + * \param length the number of bytes to read, including an extra byte for the + * report ID. The buffer can be longer than the actual report. + * \returns the number of bytes read plus one for the report ID (which is + * still in the first byte), or -1 on on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_input_report(SDL_hid_device *dev, unsigned char *data, size_t length); + +/** + * Close a HID device. + * + * \param dev a device handle returned from SDL_hid_open(). + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_close(SDL_hid_device *dev); + +/** + * Get The Manufacturer String from a HID device. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param string a wide string buffer to put the data into. + * \param maxlen the length of the buffer in multiples of wchar_t. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_manufacturer_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Product String from a HID device. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param string a wide string buffer to put the data into. + * \param maxlen the length of the buffer in multiples of wchar_t. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_product_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get The Serial Number String from a HID device. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param string a wide string buffer to put the data into. + * \param maxlen the length of the buffer in multiples of wchar_t. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_serial_number_string(SDL_hid_device *dev, wchar_t *string, size_t maxlen); + +/** + * Get a string from a HID device, based on its string index. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param string_index the index of the string to get. + * \param string a wide string buffer to put the data into. + * \param maxlen the length of the buffer in multiples of wchar_t. + * \returns 0 on success or a negative error code on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_indexed_string(SDL_hid_device *dev, int string_index, wchar_t *string, size_t maxlen); + +/** + * Get the device info from a HID device. + * + * \param dev a device handle returned from SDL_hid_open(). + * \returns a pointer to the SDL_hid_device_info for this hid_device or NULL + * on failure; call SDL_GetError() for more information. This struct + * is valid until the device is closed with SDL_hid_close(). + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_hid_device_info * SDLCALL SDL_hid_get_device_info(SDL_hid_device *dev); + +/** + * Get a report descriptor from a HID device. + * + * User has to provide a preallocated buffer where descriptor will be copied + * to. The recommended size for a preallocated buffer is 4096 bytes. + * + * \param dev a device handle returned from SDL_hid_open(). + * \param buf the buffer to copy descriptor into. + * \param buf_size the size of the buffer in bytes. + * \returns the number of bytes actually copied or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_hid_get_report_descriptor(SDL_hid_device *dev, unsigned char *buf, size_t buf_size); + +/** + * Start or stop a BLE scan on iOS and tvOS to pair Steam Controllers. + * + * \param active true to start the scan, false to stop the scan. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_hid_ble_scan(bool active); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_hidapi_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_hints.h b/modules/imgui-sdl/src/include/SDL3/SDL_hints.h new file mode 100644 index 0000000..89fc545 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_hints.h @@ -0,0 +1,4486 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryHints + * + * This file contains functions to set and get configuration hints, as well as + * listing each of them alphabetically. + * + * The convention for naming hints is SDL_HINT_X, where "SDL_X" is the + * environment variable that can be used to override the default. + * + * In general these hints are just that - they may or may not be supported or + * applicable on any given platform, but they provide a way for an application + * or user to give the library a hint as to how they would like the library to + * work. + */ + +#ifndef SDL_hints_h_ +#define SDL_hints_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Specify the behavior of Alt+Tab while the keyboard is grabbed. + * + * By default, SDL emulates Alt+Tab functionality while the keyboard is + * grabbed and your window is full-screen. This prevents the user from getting + * stuck in your application if you've enabled keyboard grab. + * + * The variable can be set to the following values: + * + * - "0": SDL will not handle Alt+Tab. Your application is responsible for + * handling Alt+Tab while the keyboard is grabbed. + * - "1": SDL will minimize your window when Alt+Tab is pressed (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED "SDL_ALLOW_ALT_TAB_WHILE_GRABBED" + +/** + * A variable to control whether the SDL activity is allowed to be re-created. + * + * If this hint is true, the activity can be recreated on demand by the OS, + * and Java static data and C++ static data remain with their current values. + * If this hint is false, then SDL will call exit() when you return from your + * main function and the application will be terminated and then started fresh + * each time. + * + * The variable can be set to the following values: + * + * - "0": The application starts fresh at each launch. (default) + * - "1": The application activity can be recreated by the OS. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ANDROID_ALLOW_RECREATE_ACTIVITY "SDL_ANDROID_ALLOW_RECREATE_ACTIVITY" + +/** + * A variable to control whether the event loop will block itself when the app + * is paused. + * + * The variable can be set to the following values: + * + * - "0": Non blocking. + * - "1": Blocking. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ANDROID_BLOCK_ON_PAUSE "SDL_ANDROID_BLOCK_ON_PAUSE" + +/** + * A variable to control whether low latency audio should be enabled. + * + * Some devices have poor quality output when this is enabled, but this is + * usually an improvement in audio latency. + * + * The variable can be set to the following values: + * + * - "0": Low latency audio is not enabled. + * - "1": Low latency audio is enabled. (default) + * + * This hint should be set before SDL audio is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ANDROID_LOW_LATENCY_AUDIO "SDL_ANDROID_LOW_LATENCY_AUDIO" + +/** + * A variable to control whether we trap the Android back button to handle it + * manually. + * + * This is necessary for the right mouse button to work on some Android + * devices, or to be able to trap the back button for use in your code + * reliably. If this hint is true, the back button will show up as an + * SDL_EVENT_KEY_DOWN / SDL_EVENT_KEY_UP pair with a keycode of + * SDL_SCANCODE_AC_BACK. + * + * The variable can be set to the following values: + * + * - "0": Back button will be handled as usual for system. (default) + * - "1": Back button will be trapped, allowing you to handle the key press + * manually. (This will also let right mouse click work on systems where the + * right mouse button functions as back.) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ANDROID_TRAP_BACK_BUTTON "SDL_ANDROID_TRAP_BACK_BUTTON" + +/** + * A variable setting the app ID string. + * + * This string is used by desktop compositors to identify and group windows + * together, as well as match applications with associated desktop settings + * and icons. + * + * This will override SDL_PROP_APP_METADATA_IDENTIFIER_STRING, if set by the + * application. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_APP_ID "SDL_APP_ID" + +/** + * A variable setting the application name. + * + * This hint lets you specify the application name sent to the OS when + * required. For example, this will often appear in volume control applets for + * audio streams, and in lists of applications which are inhibiting the + * screensaver. You should use a string that describes your program ("My Game + * 2: The Revenge") + * + * This will override SDL_PROP_APP_METADATA_NAME_STRING, if set by the + * application. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_APP_NAME "SDL_APP_NAME" + +/** + * A variable controlling whether controllers used with the Apple TV generate + * UI events. + * + * When UI events are generated by controller input, the app will be + * backgrounded when the Apple TV remote's menu button is pressed, and when + * the pause or B buttons on gamepads are pressed. + * + * More information about properly making use of controllers for the Apple TV + * can be found here: + * https://developer.apple.com/tvos/human-interface-guidelines/remote-and-controllers/ + * + * The variable can be set to the following values: + * + * - "0": Controller input does not generate UI events. (default) + * - "1": Controller input generates UI events. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_APPLE_TV_CONTROLLER_UI_EVENTS "SDL_APPLE_TV_CONTROLLER_UI_EVENTS" + +/** + * A variable controlling whether the Apple TV remote's joystick axes will + * automatically match the rotation of the remote. + * + * The variable can be set to the following values: + * + * - "0": Remote orientation does not affect joystick axes. (default) + * - "1": Joystick axes are based on the orientation of the remote. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_APPLE_TV_REMOTE_ALLOW_ROTATION "SDL_APPLE_TV_REMOTE_ALLOW_ROTATION" + +/** + * Specify the default ALSA audio device name. + * + * This variable is a specific audio device to open when the "default" audio + * device is used. + * + * This hint will be ignored when opening the default playback device if + * SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE is set, or when opening the + * default recording device if SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE is + * set. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + * + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE + */ +#define SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE "SDL_AUDIO_ALSA_DEFAULT_DEVICE" + +/** + * Specify the default ALSA audio playback device name. + * + * This variable is a specific audio device to open for playback, when the + * "default" audio device is used. + * + * If this hint isn't set, SDL will check SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE + * before choosing a reasonable default. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + * + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE + */ +#define SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE "SDL_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE" + +/** + * Specify the default ALSA audio recording device name. + * + * This variable is a specific audio device to open for recording, when the + * "default" audio device is used. + * + * If this hint isn't set, SDL will check SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE + * before choosing a reasonable default. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + * + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_PLAYBACK_DEVICE + * \sa SDL_HINT_AUDIO_ALSA_DEFAULT_DEVICE + */ +#define SDL_HINT_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE "SDL_AUDIO_ALSA_DEFAULT_RECORDING_DEVICE" + +/** + * A variable controlling the audio category on iOS and macOS. + * + * The variable can be set to the following values: + * + * - "ambient": Use the AVAudioSessionCategoryAmbient audio category, will be + * muted by the phone mute switch (default) + * - "playback": Use the AVAudioSessionCategoryPlayback category. + * + * For more information, see Apple's documentation: + * https://developer.apple.com/library/content/documentation/Audio/Conceptual/AudioSessionProgrammingGuide/AudioSessionCategoriesandModes/AudioSessionCategoriesandModes.html + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_CATEGORY "SDL_AUDIO_CATEGORY" + +/** + * A variable controlling the default audio channel count. + * + * If the application doesn't specify the audio channel count when opening the + * device, this hint can be used to specify a default channel count that will + * be used. This defaults to "1" for recording and "2" for playback devices. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_CHANNELS "SDL_AUDIO_CHANNELS" + +/** + * Specify an application icon name for an audio device. + * + * Some audio backends (such as Pulseaudio and Pipewire) allow you to set an + * XDG icon name for your application. Among other things, this icon might + * show up in a system control panel that lets the user adjust the volume on + * specific audio streams instead of using one giant master volume slider. + * Note that this is unrelated to the icon used by the windowing system, which + * may be set with SDL_SetWindowIcon (or via desktop file on Wayland). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default, "applications-games", which is likely to be installed. See + * https://specifications.freedesktop.org/icon-theme-spec/icon-theme-spec-latest.html + * and + * https://specifications.freedesktop.org/icon-naming-spec/icon-naming-spec-latest.html + * for the relevant XDG icon specs. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DEVICE_APP_ICON_NAME "SDL_AUDIO_DEVICE_APP_ICON_NAME" + +/** + * A variable controlling device buffer size. + * + * This hint is an integer > 0, that represents the size of the device's + * buffer in sample frames (stereo audio data in 16-bit format is 4 bytes per + * sample frame, for example). + * + * SDL3 generally decides this value on behalf of the app, but if for some + * reason the app needs to dictate this (because they want either lower + * latency or higher throughput AND ARE WILLING TO DEAL WITH what that might + * require of the app), they can specify it. + * + * SDL will try to accommodate this value, but there is no promise you'll get + * the buffer size requested. Many platforms won't honor this request at all, + * or might adjust it. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DEVICE_SAMPLE_FRAMES "SDL_AUDIO_DEVICE_SAMPLE_FRAMES" + +/** + * Specify an audio stream name for an audio device. + * + * Some audio backends (such as PulseAudio) allow you to describe your audio + * stream. Among other things, this description might show up in a system + * control panel that lets the user adjust the volume on specific audio + * streams instead of using one giant master volume slider. + * + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing ("audio stream" is + * probably sufficient in many cases, but this could be useful for something + * like "team chat" if you have a headset playing VoIP audio separately). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "audio stream" or something similar. + * + * Note that while this talks about audio streams, this is an OS-level + * concept, so it applies to a physical audio device in this case, and not an + * SDL_AudioStream, nor an SDL logical audio device. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DEVICE_STREAM_NAME "SDL_AUDIO_DEVICE_STREAM_NAME" + +/** + * Specify an application role for an audio device. + * + * Some audio backends (such as Pipewire) allow you to describe the role of + * your audio stream. Among other things, this description might show up in a + * system control panel or software for displaying and manipulating media + * playback/recording graphs. + * + * This hints lets you transmit that information to the OS. The contents of + * this hint are used while opening an audio device. You should use a string + * that describes your what your program is playing (Game, Music, Movie, + * etc...). + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Game" or something similar. + * + * Note that while this talks about audio streams, this is an OS-level + * concept, so it applies to a physical audio device in this case, and not an + * SDL_AudioStream, nor an SDL logical audio device. + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DEVICE_STREAM_ROLE "SDL_AUDIO_DEVICE_STREAM_ROLE" + +/** + * Specify the input file when recording audio using the disk audio driver. + * + * This defaults to "sdlaudio-in.raw" + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DISK_INPUT_FILE "SDL_AUDIO_DISK_INPUT_FILE" + +/** + * Specify the output file when playing audio using the disk audio driver. + * + * This defaults to "sdlaudio.raw" + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DISK_OUTPUT_FILE "SDL_AUDIO_DISK_OUTPUT_FILE" + +/** + * A variable controlling the audio rate when using the disk audio driver. + * + * The disk audio driver normally simulates real-time for the audio rate that + * was specified, but you can use this variable to adjust this rate higher or + * lower down to 0. The default value is "1.0". + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DISK_TIMESCALE "SDL_AUDIO_DISK_TIMESCALE" + +/** + * A variable that specifies an audio backend to use. + * + * By default, SDL will try all available audio backends in a reasonable order + * until it finds one that can work, but this hint allows the app or user to + * force a specific driver, such as "pipewire" if, say, you are on PulseAudio + * but want to try talking to the lower level instead. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DRIVER "SDL_AUDIO_DRIVER" + +/** + * A variable controlling the audio rate when using the dummy audio driver. + * + * The dummy audio driver normally simulates real-time for the audio rate that + * was specified, but you can use this variable to adjust this rate higher or + * lower down to 0. The default value is "1.0". + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_DUMMY_TIMESCALE "SDL_AUDIO_DUMMY_TIMESCALE" + +/** + * A variable controlling the default audio format. + * + * If the application doesn't specify the audio format when opening the + * device, this hint can be used to specify a default format that will be + * used. + * + * The variable can be set to the following values: + * + * - "U8": Unsigned 8-bit audio + * - "S8": Signed 8-bit audio + * - "S16LE": Signed 16-bit little-endian audio + * - "S16BE": Signed 16-bit big-endian audio + * - "S16": Signed 16-bit native-endian audio (default) + * - "S32LE": Signed 32-bit little-endian audio + * - "S32BE": Signed 32-bit big-endian audio + * - "S32": Signed 32-bit native-endian audio + * - "F32LE": Floating point little-endian audio + * - "F32BE": Floating point big-endian audio + * - "F32": Floating point native-endian audio + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_FORMAT "SDL_AUDIO_FORMAT" + +/** + * A variable controlling the default audio frequency. + * + * If the application doesn't specify the audio frequency when opening the + * device, this hint can be used to specify a default frequency that will be + * used. This defaults to "44100". + * + * This hint should be set before an audio device is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_FREQUENCY "SDL_AUDIO_FREQUENCY" + +/** + * A variable that causes SDL to not ignore audio "monitors". + * + * This is currently only used by the PulseAudio driver. + * + * By default, SDL ignores audio devices that aren't associated with physical + * hardware. Changing this hint to "1" will expose anything SDL sees that + * appears to be an audio source or sink. This will add "devices" to the list + * that the user probably doesn't want or need, but it can be useful in + * scenarios where you want to hook up SDL to some sort of virtual device, + * etc. + * + * The variable can be set to the following values: + * + * - "0": Audio monitor devices will be ignored. (default) + * - "1": Audio monitor devices will show up in the device list. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUDIO_INCLUDE_MONITORS "SDL_AUDIO_INCLUDE_MONITORS" + +/** + * A variable controlling whether SDL updates joystick state when getting + * input events. + * + * The variable can be set to the following values: + * + * - "0": You'll call SDL_UpdateJoysticks() manually. + * - "1": SDL will automatically call SDL_UpdateJoysticks(). (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUTO_UPDATE_JOYSTICKS "SDL_AUTO_UPDATE_JOYSTICKS" + +/** + * A variable controlling whether SDL updates sensor state when getting input + * events. + * + * The variable can be set to the following values: + * + * - "0": You'll call SDL_UpdateSensors() manually. + * - "1": SDL will automatically call SDL_UpdateSensors(). (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_AUTO_UPDATE_SENSORS "SDL_AUTO_UPDATE_SENSORS" + +/** + * Prevent SDL from using version 4 of the bitmap header when saving BMPs. + * + * The bitmap header version 4 is required for proper alpha channel support + * and SDL will use it when required. Should this not be desired, this hint + * can force the use of the 40 byte header version which is supported + * everywhere. + * + * The variable can be set to the following values: + * + * - "0": Surfaces with a colorkey or an alpha channel are saved to a 32-bit + * BMP file with an alpha mask. SDL will use the bitmap header version 4 and + * set the alpha mask accordingly. (default) + * - "1": Surfaces with a colorkey or an alpha channel are saved to a 32-bit + * BMP file without an alpha mask. The alpha channel data will be in the + * file, but applications are going to ignore it. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_BMP_SAVE_LEGACY_FORMAT "SDL_BMP_SAVE_LEGACY_FORMAT" + +/** + * A variable that decides what camera backend to use. + * + * By default, SDL will try all available camera backends in a reasonable + * order until it finds one that can work, but this hint allows the app or + * user to force a specific target, such as "directshow" if, say, you are on + * Windows Media Foundations but want to try DirectShow instead. + * + * The default value is unset, in which case SDL will try to figure out the + * best camera backend on your behalf. This hint needs to be set before + * SDL_Init() is called to be useful. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_CAMERA_DRIVER "SDL_CAMERA_DRIVER" + +/** + * A variable that limits what CPU features are available. + * + * By default, SDL marks all features the current CPU supports as available. + * This hint allows to limit these to a subset. + * + * When the hint is unset, or empty, SDL will enable all detected CPU + * features. + * + * The variable can be set to a comma separated list containing the following + * items: + * + * - "all" + * - "altivec" + * - "sse" + * - "sse2" + * - "sse3" + * - "sse41" + * - "sse42" + * - "avx" + * - "avx2" + * - "avx512f" + * - "arm-simd" + * - "neon" + * - "lsx" + * - "lasx" + * + * The items can be prefixed by '+'/'-' to add/remove features. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_CPU_FEATURE_MASK "SDL_CPU_FEATURE_MASK" + +/** + * A variable controlling whether DirectInput should be used for controllers. + * + * The variable can be set to the following values: + * + * - "0": Disable DirectInput detection. + * - "1": Enable DirectInput detection. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_DIRECTINPUT "SDL_JOYSTICK_DIRECTINPUT" + +/** + * A variable that specifies a dialog backend to use. + * + * By default, SDL will try all available dialog backends in a reasonable + * order until it finds one that can work, but this hint allows the app or + * user to force a specific target. + * + * If the specified target does not exist or is not available, the + * dialog-related function calls will fail. + * + * This hint currently only applies to platforms using the generic "Unix" + * dialog implementation, but may be extended to more platforms in the future. + * Note that some Unix and Unix-like platforms have their own implementation, + * such as macOS and Haiku. + * + * The variable can be set to the following values: + * + * - NULL: Select automatically (default, all platforms) + * - "portal": Use XDG Portals through DBus (Unix only) + * - "zenity": Use the Zenity program (Unix only) + * + * More options may be added in the future. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_FILE_DIALOG_DRIVER "SDL_FILE_DIALOG_DRIVER" + +/** + * Override for SDL_GetDisplayUsableBounds(). + * + * If set, this hint will override the expected results for + * SDL_GetDisplayUsableBounds() for display index 0. Generally you don't want + * to do this, but this allows an embedded system to request that some of the + * screen be reserved for other uses when paired with a well-behaved + * application. + * + * The contents of this hint must be 4 comma-separated integers, the first is + * the bounds x, then y, width and height, in that order. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_DISPLAY_USABLE_BOUNDS "SDL_DISPLAY_USABLE_BOUNDS" + +/** + * Disable giving back control to the browser automatically when running with + * asyncify. + * + * With -s ASYNCIFY, SDL calls emscripten_sleep during operations such as + * refreshing the screen or polling events. + * + * This hint only applies to the emscripten platform. + * + * The variable can be set to the following values: + * + * - "0": Disable emscripten_sleep calls (if you give back browser control + * manually or use asyncify for other purposes). + * - "1": Enable emscripten_sleep calls. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EMSCRIPTEN_ASYNCIFY "SDL_EMSCRIPTEN_ASYNCIFY" + +/** + * Specify the CSS selector used for the "default" window/canvas. + * + * This hint only applies to the emscripten platform. + * + * The default value is "#canvas" + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EMSCRIPTEN_CANVAS_SELECTOR "SDL_EMSCRIPTEN_CANVAS_SELECTOR" + +/** + * Override the binding element for keyboard inputs for Emscripten builds. + * + * This hint only applies to the emscripten platform. + * + * The variable can be one of: + * + * - "#window": the javascript window object (default) + * - "#document": the javascript document object + * - "#screen": the javascript window.screen object + * - "#canvas": the WebGL canvas element + * - "#none": Don't bind anything at all + * - any other string without a leading # sign applies to the element on the + * page with that ID. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EMSCRIPTEN_KEYBOARD_ELEMENT "SDL_EMSCRIPTEN_KEYBOARD_ELEMENT" + +/** + * A variable that controls whether the on-screen keyboard should be shown + * when text input is active. + * + * The variable can be set to the following values: + * + * - "auto": The on-screen keyboard will be shown if there is no physical + * keyboard attached. (default) + * - "0": Do not show the on-screen keyboard. + * - "1": Show the on-screen keyboard, if available. + * + * This hint must be set before SDL_StartTextInput() is called + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ENABLE_SCREEN_KEYBOARD "SDL_ENABLE_SCREEN_KEYBOARD" + +/** + * A variable containing a list of evdev devices to use if udev is not + * available. + * + * The list of devices is in the form: + * + * deviceclass:path[,deviceclass:path[,...]] + * + * where device class is an integer representing the SDL_UDEV_deviceclass and + * path is the full path to the event device. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EVDEV_DEVICES "SDL_EVDEV_DEVICES" + +/** + * A variable controlling verbosity of the logging of SDL events pushed onto + * the internal queue. + * + * The variable can be set to the following values, from least to most + * verbose: + * + * - "0": Don't log any events. (default) + * - "1": Log most events (other than the really spammy ones). + * - "2": Include mouse and finger motion events. + * + * This is generally meant to be used to debug SDL itself, but can be useful + * for application developers that need better visibility into what is going + * on in the event queue. Logged events are sent through SDL_Log(), which + * means by default they appear on stdout on most platforms or maybe + * OutputDebugString() on Windows, and can be funneled by the app with + * SDL_SetLogOutputFunction(), etc. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EVENT_LOGGING "SDL_EVENT_LOGGING" + +/** + * A variable controlling whether raising the window should be done more + * forcefully. + * + * The variable can be set to the following values: + * + * - "0": Honor the OS policy for raising windows. (default) + * - "1": Force the window to be raised, overriding any OS policy. + * + * At present, this is only an issue under MS Windows, which makes it nearly + * impossible to programmatically move a window to the foreground, for + * "security" reasons. See http://stackoverflow.com/a/34414846 for a + * discussion. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_FORCE_RAISEWINDOW "SDL_FORCE_RAISEWINDOW" + +/** + * A variable controlling how 3D acceleration is used to accelerate the SDL + * screen surface. + * + * SDL can try to accelerate the SDL screen surface by using streaming + * textures with a 3D rendering engine. This variable controls whether and how + * this is done. + * + * The variable can be set to the following values: + * + * - "0": Disable 3D acceleration + * - "1": Enable 3D acceleration, using the default renderer. (default) + * - "X": Enable 3D acceleration, using X where X is one of the valid + * rendering drivers. (e.g. "direct3d", "opengl", etc.) + * + * This hint should be set before calling SDL_GetWindowSurface() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_FRAMEBUFFER_ACCELERATION "SDL_FRAMEBUFFER_ACCELERATION" + +/** + * A variable that lets you manually hint extra gamecontroller db entries. + * + * The variable should be newline delimited rows of gamecontroller config + * data, see SDL_gamepad.h + * + * You can update mappings after SDL is initialized with + * SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping() + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLERCONFIG "SDL_GAMECONTROLLERCONFIG" + +/** + * A variable that lets you provide a file with extra gamecontroller db + * entries. + * + * The file should contain lines of gamecontroller config data, see + * SDL_gamepad.h + * + * You can update mappings after SDL is initialized with + * SDL_GetGamepadMappingForGUID() and SDL_AddGamepadMapping() + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLERCONFIG_FILE "SDL_GAMECONTROLLERCONFIG_FILE" + +/** + * A variable that overrides the automatic controller type detection. + * + * The variable should be comma separated entries, in the form: VID/PID=type + * + * The VID and PID should be hexadecimal with exactly 4 digits, e.g. 0x00fd + * + * This hint affects what low level protocol is used with the HIDAPI driver. + * + * The variable can be set to the following values: + * + * - "Xbox360" + * - "XboxOne" + * - "PS3" + * - "PS4" + * - "PS5" + * - "SwitchPro" + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLERTYPE "SDL_GAMECONTROLLERTYPE" + +/** + * A variable containing a list of devices to skip when scanning for game + * controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES "SDL_GAMECONTROLLER_IGNORE_DEVICES" + +/** + * If set, all devices will be skipped when scanning for game controllers + * except for the ones listed in this variable. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT "SDL_GAMECONTROLLER_IGNORE_DEVICES_EXCEPT" + +/** + * A variable that controls whether the device's built-in accelerometer and + * gyro should be used as sensors for gamepads. + * + * The variable can be set to the following values: + * + * - "0": Sensor fusion is disabled + * - "1": Sensor fusion is enabled for all controllers that lack sensors + * + * Or the variable can be a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * 0xAAAA/0xBBBB,0xCCCC/0xDDDD + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint should be set before a gamepad is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GAMECONTROLLER_SENSOR_FUSION "SDL_GAMECONTROLLER_SENSOR_FUSION" + +/** + * This variable sets the default text of the TextInput window on GDK + * platforms. + * + * This hint is available only if SDL_GDK_TEXTINPUT defined. + * + * This hint should be set before calling SDL_StartTextInput() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT "SDL_GDK_TEXTINPUT_DEFAULT_TEXT" + +/** + * This variable sets the description of the TextInput window on GDK + * platforms. + * + * This hint is available only if SDL_GDK_TEXTINPUT defined. + * + * This hint should be set before calling SDL_StartTextInput() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GDK_TEXTINPUT_DESCRIPTION "SDL_GDK_TEXTINPUT_DESCRIPTION" + +/** + * This variable sets the maximum input length of the TextInput window on GDK + * platforms. + * + * The value must be a stringified integer, for example "10" to allow for up + * to 10 characters of text input. + * + * This hint is available only if SDL_GDK_TEXTINPUT defined. + * + * This hint should be set before calling SDL_StartTextInput() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GDK_TEXTINPUT_MAX_LENGTH "SDL_GDK_TEXTINPUT_MAX_LENGTH" + +/** + * This variable sets the input scope of the TextInput window on GDK + * platforms. + * + * Set this hint to change the XGameUiTextEntryInputScope value that will be + * passed to the window creation function. The value must be a stringified + * integer, for example "0" for XGameUiTextEntryInputScope::Default. + * + * This hint is available only if SDL_GDK_TEXTINPUT defined. + * + * This hint should be set before calling SDL_StartTextInput() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GDK_TEXTINPUT_SCOPE "SDL_GDK_TEXTINPUT_SCOPE" + +/** + * This variable sets the title of the TextInput window on GDK platforms. + * + * This hint is available only if SDL_GDK_TEXTINPUT defined. + * + * This hint should be set before calling SDL_StartTextInput() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GDK_TEXTINPUT_TITLE "SDL_GDK_TEXTINPUT_TITLE" + +/** + * A variable to control whether HIDAPI uses libusb for device access. + * + * By default libusb will only be used for a few devices that require direct + * USB access, and this can be controlled with + * SDL_HINT_HIDAPI_LIBUSB_WHITELIST. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI will not use libusb for device access. + * - "1": HIDAPI will use libusb for device access if available. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_HIDAPI_LIBUSB "SDL_HIDAPI_LIBUSB" + +/** + * A variable to control whether HIDAPI uses libusb only for whitelisted + * devices. + * + * By default libusb will only be used for a few devices that require direct + * USB access. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI will use libusb for all device access. + * - "1": HIDAPI will use libusb only for whitelisted devices. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_HIDAPI_LIBUSB_WHITELIST "SDL_HIDAPI_LIBUSB_WHITELIST" + +/** + * A variable to control whether HIDAPI uses udev for device detection. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI will poll for device changes. + * - "1": HIDAPI will use udev for device detection. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_HIDAPI_UDEV "SDL_HIDAPI_UDEV" + +/** + * A variable that specifies a GPU backend to use. + * + * By default, SDL will try all available GPU backends in a reasonable order + * until it finds one that can work, but this hint allows the app or user to + * force a specific target, such as "direct3d12" if, say, your hardware + * supports Vulkan but you want to try using D3D12 instead. + * + * This hint should be set before any GPU functions are called. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_GPU_DRIVER "SDL_GPU_DRIVER" + +/** + * A variable to control whether SDL_hid_enumerate() enumerates all HID + * devices or only controllers. + * + * The variable can be set to the following values: + * + * - "0": SDL_hid_enumerate() will enumerate all HID devices. + * - "1": SDL_hid_enumerate() will only enumerate controllers. (default) + * + * By default SDL will only enumerate controllers, to reduce risk of hanging + * or crashing on devices with bad drivers and avoiding macOS keyboard capture + * permission prompts. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_HIDAPI_ENUMERATE_ONLY_CONTROLLERS "SDL_HIDAPI_ENUMERATE_ONLY_CONTROLLERS" + +/** + * A variable containing a list of devices to ignore in SDL_hid_enumerate(). + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * For example, to ignore the Shanwan DS3 controller and any Valve controller, + * you might use the string "0x2563/0x0523,0x28de/0x0000" + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_HIDAPI_IGNORE_DEVICES "SDL_HIDAPI_IGNORE_DEVICES" + +/** + * A variable describing what IME UI elements the application can display. + * + * By default IME UI is handled using native components by the OS where + * possible, however this can interfere with or not be visible when exclusive + * fullscreen mode is used. + * + * The variable can be set to a comma separated list containing the following + * items: + * + * - "none" or "0": The application can't render any IME elements, and native + * UI should be used. (default) + * - "composition": The application handles SDL_EVENT_TEXT_EDITING events and + * can render the composition text. + * - "candidates": The application handles SDL_EVENT_TEXT_EDITING_CANDIDATES + * and can render the candidate list. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_IME_IMPLEMENTED_UI "SDL_IME_IMPLEMENTED_UI" + +/** + * A variable controlling whether the home indicator bar on iPhone X should be + * hidden. + * + * The variable can be set to the following values: + * + * - "0": The indicator bar is not hidden. (default for windowed applications) + * - "1": The indicator bar is hidden and is shown when the screen is touched + * (useful for movie playback applications). + * - "2": The indicator bar is dim and the first swipe makes it visible and + * the second swipe performs the "home" action. (default for fullscreen + * applications) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_IOS_HIDE_HOME_INDICATOR "SDL_IOS_HIDE_HOME_INDICATOR" + +/** + * A variable that lets you enable joystick (and gamecontroller) events even + * when your app is in the background. + * + * The variable can be set to the following values: + * + * - "0": Disable joystick & gamecontroller input events when the application + * is in the background. (default) + * - "1": Enable joystick & gamecontroller input events when the application + * is in the background. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS "SDL_JOYSTICK_ALLOW_BACKGROUND_EVENTS" + +/** + * A variable containing a list of arcade stick style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES "SDL_JOYSTICK_ARCADESTICK_DEVICES" + +/** + * A variable containing a list of devices that are not arcade stick style + * controllers. + * + * This will override SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES and the built in + * device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_ARCADESTICK_DEVICES_EXCLUDED" + +/** + * A variable containing a list of devices that should not be considered + * joysticks. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES "SDL_JOYSTICK_BLACKLIST_DEVICES" + +/** + * A variable containing a list of devices that should be considered + * joysticks. + * + * This will override SDL_HINT_JOYSTICK_BLACKLIST_DEVICES and the built in + * device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED "SDL_JOYSTICK_BLACKLIST_DEVICES_EXCLUDED" + +/** + * A variable containing a comma separated list of devices to open as + * joysticks. + * + * This variable is currently only used by the Linux joystick driver. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_DEVICE "SDL_JOYSTICK_DEVICE" + +/** + * A variable controlling whether enhanced reports should be used for + * controllers when using the HIDAPI driver. + * + * Enhanced reports allow rumble and effects on Bluetooth PlayStation + * controllers and gyro on Nintendo Switch controllers, but break Windows + * DirectInput for other applications that don't use SDL. + * + * Once enhanced reports are enabled, they can't be disabled on PlayStation + * controllers without power cycling the controller. + * + * The variable can be set to the following values: + * + * - "0": enhanced reports are not enabled. + * - "1": enhanced reports are enabled. (default) + * - "auto": enhanced features are advertised to the application, but SDL + * doesn't change the controller report mode unless the application uses + * them. + * + * This hint can be enabled anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ENHANCED_REPORTS "SDL_JOYSTICK_ENHANCED_REPORTS" + +/** + * A variable containing a list of flightstick style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of @file, in which case the named file + * will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES "SDL_JOYSTICK_FLIGHTSTICK_DEVICES" + +/** + * A variable containing a list of devices that are not flightstick style + * controllers. + * + * This will override SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES and the built in + * device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED "SDL_JOYSTICK_FLIGHTSTICK_DEVICES_EXCLUDED" + +/** + * A variable controlling whether GameInput should be used for controller + * handling on Windows. + * + * The variable can be set to the following values: + * + * - "0": GameInput is not used. + * - "1": GameInput is used. + * + * The default is "1" on GDK platforms, and "0" otherwise. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_GAMEINPUT "SDL_JOYSTICK_GAMEINPUT" + +/** + * A variable containing a list of devices known to have a GameCube form + * factor. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES "SDL_JOYSTICK_GAMECUBE_DEVICES" + +/** + * A variable containing a list of devices known not to have a GameCube form + * factor. + * + * This will override SDL_HINT_JOYSTICK_GAMECUBE_DEVICES and the built in + * device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED "SDL_JOYSTICK_GAMECUBE_DEVICES_EXCLUDED" + +/** + * A variable controlling whether the HIDAPI joystick drivers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI drivers are not used. + * - "1": HIDAPI drivers are used. (default) + * + * This variable is the default for all drivers, but can be overridden by the + * hints for specific drivers below. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI "SDL_JOYSTICK_HIDAPI" + +/** + * A variable controlling whether Nintendo Switch Joy-Con controllers will be + * combined into a single Pro-like controller when using the HIDAPI driver. + * + * The variable can be set to the following values: + * + * - "0": Left and right Joy-Con controllers will not be combined and each + * will be a mini-gamepad. + * - "1": Left and right Joy-Con controllers will be combined into a single + * controller. (default) + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_COMBINE_JOY_CONS "SDL_JOYSTICK_HIDAPI_COMBINE_JOY_CONS" + +/** + * A variable controlling whether the HIDAPI driver for Nintendo GameCube + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE "SDL_JOYSTICK_HIDAPI_GAMECUBE" + +/** + * A variable controlling whether rumble is used to implement the GameCube + * controller's 3 rumble modes, Stop(0), Rumble(1), and StopHard(2). + * + * This is useful for applications that need full compatibility for things + * like ADSR envelopes. - Stop is implemented by setting low_frequency_rumble + * to 0 and high_frequency_rumble >0 - Rumble is both at any arbitrary value - + * StopHard is implemented by setting both low_frequency_rumble and + * high_frequency_rumble to 0 + * + * The variable can be set to the following values: + * + * - "0": Normal rumble behavior is behavior is used. (default) + * - "1": Proper GameCube controller rumble behavior is used. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE "SDL_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE" + +/** + * A variable controlling whether the HIDAPI driver for Nintendo Switch + * Joy-Cons should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_JOY_CONS "SDL_JOYSTICK_HIDAPI_JOY_CONS" + +/** + * A variable controlling whether the Home button LED should be turned on when + * a Nintendo Switch Joy-Con controller is opened. + * + * The variable can be set to the following values: + * + * - "0": home button LED is turned off + * - "1": home button LED is turned on + * + * By default the Home button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Home button LED. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_JOYCON_HOME_LED "SDL_JOYSTICK_HIDAPI_JOYCON_HOME_LED" + +/** + * A variable controlling whether the HIDAPI driver for Amazon Luna + * controllers connected via Bluetooth should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_LUNA "SDL_JOYSTICK_HIDAPI_LUNA" + +/** + * A variable controlling whether the HIDAPI driver for Nintendo Online + * classic controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_NINTENDO_CLASSIC "SDL_JOYSTICK_HIDAPI_NINTENDO_CLASSIC" + +/** + * A variable controlling whether the HIDAPI driver for PS3 controllers should + * be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI on macOS, and "0" on + * other platforms. + * + * For official Sony driver (sixaxis.sys) use + * SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER. See + * https://github.com/ViGEm/DsHidMini for an alternative driver on Windows. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS3 "SDL_JOYSTICK_HIDAPI_PS3" + +/** + * A variable controlling whether the Sony driver (sixaxis.sys) for PS3 + * controllers (Sixaxis/DualShock 3) should be used. + * + * The variable can be set to the following values: + * + * - "0": Sony driver (sixaxis.sys) is not used. + * - "1": Sony driver (sixaxis.sys) is used. + * + * The default value is 0. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER "SDL_JOYSTICK_HIDAPI_PS3_SIXAXIS_DRIVER" + +/** + * A variable controlling whether the HIDAPI driver for PS4 controllers should + * be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS4 "SDL_JOYSTICK_HIDAPI_PS4" + +/** + * A variable controlling the update rate of the PS4 controller over Bluetooth + * when using the HIDAPI driver. + * + * This defaults to 4 ms, to match the behavior over USB, and to be more + * friendly to other Bluetooth devices and older Bluetooth hardware on the + * computer. It can be set to "1" (1000Hz), "2" (500Hz) and "4" (250Hz) + * + * This hint can be set anytime, but only takes effect when extended input + * reports are enabled. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL "SDL_JOYSTICK_HIDAPI_PS4_REPORT_INTERVAL" + +/** + * A variable controlling whether the HIDAPI driver for PS5 controllers should + * be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5 "SDL_JOYSTICK_HIDAPI_PS5" + +/** + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with a PS5 controller. + * + * The variable can be set to the following values: + * + * - "0": player LEDs are not enabled. + * - "1": player LEDs are enabled. (default) + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_PLAYER_LED "SDL_JOYSTICK_HIDAPI_PS5_PLAYER_LED" + +/** + * A variable controlling whether the HIDAPI driver for NVIDIA SHIELD + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SHIELD "SDL_JOYSTICK_HIDAPI_SHIELD" + +/** + * A variable controlling whether the HIDAPI driver for Google Stadia + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STADIA "SDL_JOYSTICK_HIDAPI_STADIA" + +/** + * A variable controlling whether the HIDAPI driver for Bluetooth Steam + * Controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. (default) + * - "1": HIDAPI driver is used for Steam Controllers, which requires + * Bluetooth access and may prompt the user for permission on iOS and + * Android. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STEAM "SDL_JOYSTICK_HIDAPI_STEAM" + +/** + * A variable controlling whether the Steam button LED should be turned on + * when a Steam controller is opened. + * + * The variable can be set to the following values: + * + * - "0": Steam button LED is turned off. + * - "1": Steam button LED is turned on. + * + * By default the Steam button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Steam button LED. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HOME_LED "SDL_JOYSTICK_HIDAPI_STEAM_HOME_LED" + +/** + * A variable controlling whether the HIDAPI driver for the Steam Deck builtin + * controller should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STEAMDECK "SDL_JOYSTICK_HIDAPI_STEAMDECK" + +/** + * A variable controlling whether the HIDAPI driver for HORI licensed Steam + * controllers should be used. + * + * This variable can be set to the following values: "0" - HIDAPI driver is + * not used "1" - HIDAPI driver is used + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI + */ +#define SDL_HINT_JOYSTICK_HIDAPI_STEAM_HORI "SDL_JOYSTICK_HIDAPI_STEAM_HORI" + +/** + * A variable controlling whether the HIDAPI driver for Nintendo Switch + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH "SDL_JOYSTICK_HIDAPI_SWITCH" + +/** + * A variable controlling whether the Home button LED should be turned on when + * a Nintendo Switch Pro controller is opened. + * + * The variable can be set to the following values: + * + * - "0": Home button LED is turned off. + * - "1": Home button LED is turned on. + * + * By default the Home button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Home button LED. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_HOME_LED "SDL_JOYSTICK_HIDAPI_SWITCH_HOME_LED" + +/** + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with a Nintendo Switch controller. + * + * The variable can be set to the following values: + * + * - "0": Player LEDs are not enabled. + * - "1": Player LEDs are enabled. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED "SDL_JOYSTICK_HIDAPI_SWITCH_PLAYER_LED" + +/** + * A variable controlling whether Nintendo Switch Joy-Con controllers will be + * in vertical mode when using the HIDAPI driver. + * + * The variable can be set to the following values: + * + * - "0": Left and right Joy-Con controllers will not be in vertical mode. + * (default) + * - "1": Left and right Joy-Con controllers will be in vertical mode. + * + * This hint should be set before opening a Joy-Con controller. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS "SDL_JOYSTICK_HIDAPI_VERTICAL_JOY_CONS" + +/** + * A variable controlling whether the HIDAPI driver for Nintendo Wii and Wii U + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * This driver doesn't work with the dolphinbar, so the default is false for + * now. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_WII "SDL_JOYSTICK_HIDAPI_WII" + +/** + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with a Wii controller. + * + * The variable can be set to the following values: + * + * - "0": Player LEDs are not enabled. + * - "1": Player LEDs are enabled. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_WII_PLAYER_LED "SDL_JOYSTICK_HIDAPI_WII_PLAYER_LED" + +/** + * A variable controlling whether the HIDAPI driver for XBox controllers + * should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is "0" on Windows, otherwise the value of + * SDL_HINT_JOYSTICK_HIDAPI + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX "SDL_JOYSTICK_HIDAPI_XBOX" + +/** + * A variable controlling whether the HIDAPI driver for XBox 360 controllers + * should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 "SDL_JOYSTICK_HIDAPI_XBOX_360" + +/** + * A variable controlling whether the player LEDs should be lit to indicate + * which player is associated with an Xbox 360 controller. + * + * The variable can be set to the following values: + * + * - "0": Player LEDs are not enabled. + * - "1": Player LEDs are enabled. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED "SDL_JOYSTICK_HIDAPI_XBOX_360_PLAYER_LED" + +/** + * A variable controlling whether the HIDAPI driver for XBox 360 wireless + * controllers should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX_360 + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_360_WIRELESS "SDL_JOYSTICK_HIDAPI_XBOX_360_WIRELESS" + +/** + * A variable controlling whether the HIDAPI driver for XBox One controllers + * should be used. + * + * The variable can be set to the following values: + * + * - "0": HIDAPI driver is not used. + * - "1": HIDAPI driver is used. + * + * The default is the value of SDL_HINT_JOYSTICK_HIDAPI_XBOX. + * + * This hint should be set before initializing joysticks and gamepads. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE "SDL_JOYSTICK_HIDAPI_XBOX_ONE" + +/** + * A variable controlling whether the Home button LED should be turned on when + * an Xbox One controller is opened. + * + * The variable can be set to the following values: + * + * - "0": Home button LED is turned off. + * - "1": Home button LED is turned on. + * + * By default the Home button LED state is not changed. This hint can also be + * set to a floating point value between 0.0 and 1.0 which controls the + * brightness of the Home button LED. The default brightness is 0.4. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED "SDL_JOYSTICK_HIDAPI_XBOX_ONE_HOME_LED" + +/** + * A variable controlling whether IOKit should be used for controller + * handling. + * + * The variable can be set to the following values: + * + * - "0": IOKit is not used. + * - "1": IOKit is used. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_IOKIT "SDL_JOYSTICK_IOKIT" + +/** + * A variable controlling whether to use the classic /dev/input/js* joystick + * interface or the newer /dev/input/event* joystick interface on Linux. + * + * The variable can be set to the following values: + * + * - "0": Use /dev/input/event* (default) + * - "1": Use /dev/input/js* + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_LINUX_CLASSIC "SDL_JOYSTICK_LINUX_CLASSIC" + +/** + * A variable controlling whether joysticks on Linux adhere to their + * HID-defined deadzones or return unfiltered values. + * + * The variable can be set to the following values: + * + * - "0": Return unfiltered joystick axis values. (default) + * - "1": Return axis values with deadzones taken into account. + * + * This hint should be set before a controller is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_LINUX_DEADZONES "SDL_JOYSTICK_LINUX_DEADZONES" + +/** + * A variable controlling whether joysticks on Linux will always treat 'hat' + * axis inputs (ABS_HAT0X - ABS_HAT3Y) as 8-way digital hats without checking + * whether they may be analog. + * + * The variable can be set to the following values: + * + * - "0": Only map hat axis inputs to digital hat outputs if the input axes + * appear to actually be digital. (default) + * - "1": Always handle the input axes numbered ABS_HAT0X to ABS_HAT3Y as + * digital hats. + * + * This hint should be set before a controller is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS "SDL_JOYSTICK_LINUX_DIGITAL_HATS" + +/** + * A variable controlling whether digital hats on Linux will apply deadzones + * to their underlying input axes or use unfiltered values. + * + * The variable can be set to the following values: + * + * - "0": Return digital hat values based on unfiltered input axis values. + * - "1": Return digital hat values with deadzones on the input axes taken + * into account. (default) + * + * This hint should be set before a controller is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES "SDL_JOYSTICK_LINUX_HAT_DEADZONES" + +/** + * A variable controlling whether GCController should be used for controller + * handling. + * + * The variable can be set to the following values: + * + * - "0": GCController is not used. + * - "1": GCController is used. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_MFI "SDL_JOYSTICK_MFI" + +/** + * A variable controlling whether the RAWINPUT joystick drivers should be used + * for better handling XInput-capable devices. + * + * The variable can be set to the following values: + * + * - "0": RAWINPUT drivers are not used. + * - "1": RAWINPUT drivers are used. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_RAWINPUT "SDL_JOYSTICK_RAWINPUT" + +/** + * A variable controlling whether the RAWINPUT driver should pull correlated + * data from XInput. + * + * The variable can be set to the following values: + * + * - "0": RAWINPUT driver will only use data from raw input APIs. + * - "1": RAWINPUT driver will also pull data from XInput and + * Windows.Gaming.Input, providing better trigger axes, guide button + * presses, and rumble support for Xbox controllers. (default) + * + * This hint should be set before a gamepad is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT "SDL_JOYSTICK_RAWINPUT_CORRELATE_XINPUT" + +/** + * A variable controlling whether the ROG Chakram mice should show up as + * joysticks. + * + * The variable can be set to the following values: + * + * - "0": ROG Chakram mice do not show up as joysticks. (default) + * - "1": ROG Chakram mice show up as joysticks. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ROG_CHAKRAM "SDL_JOYSTICK_ROG_CHAKRAM" + +/** + * A variable controlling whether a separate thread should be used for + * handling joystick detection and raw input messages on Windows. + * + * The variable can be set to the following values: + * + * - "0": A separate thread is not used. + * - "1": A separate thread is used for handling raw input messages. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_THREAD "SDL_JOYSTICK_THREAD" + +/** + * A variable containing a list of throttle style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES "SDL_JOYSTICK_THROTTLE_DEVICES" + +/** + * A variable containing a list of devices that are not throttle style + * controllers. + * + * This will override SDL_HINT_JOYSTICK_THROTTLE_DEVICES and the built in + * device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_THROTTLE_DEVICES_EXCLUDED "SDL_JOYSTICK_THROTTLE_DEVICES_EXCLUDED" + +/** + * A variable controlling whether Windows.Gaming.Input should be used for + * controller handling. + * + * The variable can be set to the following values: + * + * - "0": WGI is not used. + * - "1": WGI is used. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_WGI "SDL_JOYSTICK_WGI" + +/** + * A variable containing a list of wheel style controllers. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_WHEEL_DEVICES "SDL_JOYSTICK_WHEEL_DEVICES" + +/** + * A variable containing a list of devices that are not wheel style + * controllers. + * + * This will override SDL_HINT_JOYSTICK_WHEEL_DEVICES and the built in device + * list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_WHEEL_DEVICES_EXCLUDED "SDL_JOYSTICK_WHEEL_DEVICES_EXCLUDED" + +/** + * A variable containing a list of devices known to have all axes centered at + * zero. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint should be set before a controller is opened. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_JOYSTICK_ZERO_CENTERED_DEVICES "SDL_JOYSTICK_ZERO_CENTERED_DEVICES" + +/** + * A variable containing a list of devices and their desired number of haptic + * (force feedback) enabled axis. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form plus the number of desired axes, e.g. + * + * `0xAAAA/0xBBBB/1,0xCCCC/0xDDDD/3` + * + * This hint supports a "wildcard" device that will set the number of haptic + * axes on all initialized haptic devices which were not defined explicitly in + * this hint. + * + * `0xFFFF/0xFFFF/1` + * + * This hint should be set before a controller is opened. The number of haptic + * axes won't exceed the number of real axes found on the device. + * + * \since This hint is available since SDL 3.2.5. + */ +#define SDL_HINT_JOYSTICK_HAPTIC_AXES "SDL_JOYSTICK_HAPTIC_AXES" + +/** + * A variable that controls keycode representation in keyboard events. + * + * This variable is a comma separated set of options for translating keycodes + * in events: + * + * - "none": Keycode options are cleared, this overrides other options. + * - "hide_numpad": The numpad keysyms will be translated into their + * non-numpad versions based on the current NumLock state. For example, + * SDLK_KP_4 would become SDLK_4 if SDL_KMOD_NUM is set in the event + * modifiers, and SDLK_LEFT if it is unset. + * - "french_numbers": The number row on French keyboards is inverted, so + * pressing the 1 key would yield the keycode SDLK_1, or '1', instead of + * SDLK_AMPERSAND, or '&' + * - "latin_letters": For keyboards using non-Latin letters, such as Russian + * or Thai, the letter keys generate keycodes as though it had an en_US + * layout. e.g. pressing the key associated with SDL_SCANCODE_A on a Russian + * keyboard would yield 'a' instead of a Cyrillic letter. + * + * The default value for this hint is "french_numbers,latin_letters" + * + * Some platforms like Emscripten only provide modified keycodes and the + * options are not used. + * + * These options do not affect the return value of SDL_GetKeyFromScancode() or + * SDL_GetScancodeFromKey(), they just apply to the keycode included in key + * events. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_KEYCODE_OPTIONS "SDL_KEYCODE_OPTIONS" + +/** + * A variable that controls what KMSDRM device to use. + * + * SDL might open something like "/dev/dri/cardNN" to access KMSDRM + * functionality, where "NN" is a device index number. SDL makes a guess at + * the best index to use (usually zero), but the app or user can set this hint + * to a number between 0 and 99 to force selection. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_KMSDRM_DEVICE_INDEX "SDL_KMSDRM_DEVICE_INDEX" + +/** + * A variable that controls whether SDL requires DRM master access in order to + * initialize the KMSDRM video backend. + * + * The DRM subsystem has a concept of a "DRM master" which is a DRM client + * that has the ability to set planes, set cursor, etc. When SDL is DRM + * master, it can draw to the screen using the SDL rendering APIs. Without DRM + * master, SDL is still able to process input and query attributes of attached + * displays, but it cannot change display state or draw to the screen + * directly. + * + * In some cases, it can be useful to have the KMSDRM backend even if it + * cannot be used for rendering. An app may want to use SDL for input + * processing while using another rendering API (such as an MMAL overlay on + * Raspberry Pi) or using its own code to render to DRM overlays that SDL + * doesn't support. + * + * The variable can be set to the following values: + * + * - "0": SDL will allow usage of the KMSDRM backend without DRM master. + * - "1": SDL Will require DRM master to use the KMSDRM backend. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_KMSDRM_REQUIRE_DRM_MASTER "SDL_KMSDRM_REQUIRE_DRM_MASTER" + +/** + * A variable controlling the default SDL log levels. + * + * This variable is a comma separated set of category=level tokens that define + * the default logging levels for SDL applications. + * + * The category can be a numeric category, one of "app", "error", "assert", + * "system", "audio", "video", "render", "input", "test", or `*` for any + * unspecified category. + * + * The level can be a numeric level, one of "verbose", "debug", "info", + * "warn", "error", "critical", or "quiet" to disable that category. + * + * You can omit the category if you want to set the logging level for all + * categories. + * + * If this hint isn't set, the default log levels are equivalent to: + * + * `app=info,assert=warn,test=verbose,*=error` + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_LOGGING "SDL_LOGGING" + +/** + * A variable controlling whether to force the application to become the + * foreground process when launched on macOS. + * + * The variable can be set to the following values: + * + * - "0": The application is brought to the foreground when launched. + * (default) + * - "1": The application may remain in the background when launched. + * + * This hint needs to be set before SDL_Init(). + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAC_BACKGROUND_APP "SDL_MAC_BACKGROUND_APP" + +/** + * A variable that determines whether Ctrl+Click should generate a right-click + * event on macOS. + * + * The variable can be set to the following values: + * + * - "0": Ctrl+Click does not generate a right mouse button click event. + * (default) + * - "1": Ctrl+Click generated a right mouse button click event. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK "SDL_MAC_CTRL_CLICK_EMULATE_RIGHT_CLICK" + +/** + * A variable controlling whether dispatching OpenGL context updates should + * block the dispatching thread until the main thread finishes processing on + * macOS. + * + * The variable can be set to the following values: + * + * - "0": Dispatching OpenGL context updates will block the dispatching thread + * until the main thread finishes processing. (default) + * - "1": Dispatching OpenGL context updates will allow the dispatching thread + * to continue execution. + * + * Generally you want the default, but if you have OpenGL code in a background + * thread on a Mac, and the main thread hangs because it's waiting for that + * background thread, but that background thread is also hanging because it's + * waiting for the main thread to do an update, this might fix your issue. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAC_OPENGL_ASYNC_DISPATCH "SDL_MAC_OPENGL_ASYNC_DISPATCH" + +/** + * A variable controlling whether the Option key on macOS should be remapped + * to act as the Alt key. + * + * The variable can be set to the following values: + * + * - "none": The Option key is not remapped to Alt. (default) + * - "only_left": Only the left Option key is remapped to Alt. + * - "only_right": Only the right Option key is remapped to Alt. + * - "both": Both Option keys are remapped to Alt. + * + * This will prevent the triggering of key compositions that rely on the + * Option key, but will still send the Alt modifier for keyboard events. In + * the case that both Alt and Option are pressed, the Option key will be + * ignored. This is particularly useful for applications like terminal + * emulators and graphical user interfaces (GUIs) that rely on Alt key + * functionality for shortcuts or navigation. This does not apply to + * SDL_GetKeyFromScancode and only has an effect if IME is enabled. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAC_OPTION_AS_ALT "SDL_MAC_OPTION_AS_ALT" + +/** + * A variable controlling whether SDL_EVENT_MOUSE_WHEEL event values will have + * momentum on macOS. + * + * The variable can be set to the following values: + * + * - "0": The mouse wheel events will have no momentum. (default) + * - "1": The mouse wheel events will have momentum. + * + * This hint needs to be set before SDL_Init(). + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAC_SCROLL_MOMENTUM "SDL_MAC_SCROLL_MOMENTUM" + +/** + * Request SDL_AppIterate() be called at a specific rate. + * + * If this is set to a number, it represents Hz, so "60" means try to iterate + * 60 times per second. "0" means to iterate as fast as possible. Negative + * values are illegal, but reserved, in case they are useful in a future + * revision of SDL. + * + * There are other strings that have special meaning. If set to "waitevent", + * SDL_AppIterate will not be called until new event(s) have arrived (and been + * processed by SDL_AppEvent). This can be useful for apps that are completely + * idle except in response to input. + * + * On some platforms, or if you are using SDL_main instead of SDL_AppIterate, + * this hint is ignored. When the hint can be used, it is allowed to be + * changed at any time. + * + * This defaults to 0, and specifying NULL for the hint's value will restore + * the default. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MAIN_CALLBACK_RATE "SDL_MAIN_CALLBACK_RATE" + +/** + * A variable controlling whether the mouse is captured while mouse buttons + * are pressed. + * + * The variable can be set to the following values: + * + * - "0": The mouse is not captured while mouse buttons are pressed. + * - "1": The mouse is captured while mouse buttons are pressed. + * + * By default the mouse is captured while mouse buttons are pressed so if the + * mouse is dragged outside the window, the application continues to receive + * mouse events until the button is released. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_AUTO_CAPTURE "SDL_MOUSE_AUTO_CAPTURE" + +/** + * A variable setting the double click radius, in pixels. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_RADIUS "SDL_MOUSE_DOUBLE_CLICK_RADIUS" + +/** + * A variable setting the double click time, in milliseconds. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_DOUBLE_CLICK_TIME "SDL_MOUSE_DOUBLE_CLICK_TIME" + +/** + * A variable setting which system cursor to use as the default cursor. + * + * This should be an integer corresponding to the SDL_SystemCursor enum. The + * default value is zero (SDL_SYSTEM_CURSOR_DEFAULT). + * + * This hint needs to be set before SDL_Init(). + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_DEFAULT_SYSTEM_CURSOR "SDL_MOUSE_DEFAULT_SYSTEM_CURSOR" + +/** + * A variable controlling whether warping a hidden mouse cursor will activate + * relative mouse mode. + * + * When this hint is set, the mouse cursor is hidden, and multiple warps to + * the window center occur within a short time period, SDL will emulate mouse + * warps using relative mouse mode. This can provide smoother and more + * reliable mouse motion for some older games, which continuously calculate + * the distance travelled by the mouse pointer and warp it back to the center + * of the window, rather than using relative mouse motion. + * + * Note that relative mouse mode may have different mouse acceleration + * behavior than pointer warps. + * + * If your application needs to repeatedly warp the hidden mouse cursor at a + * high-frequency for other purposes, it should disable this hint. + * + * The variable can be set to the following values: + * + * - "0": Attempts to warp the mouse will always be made. + * - "1": Some mouse warps will be emulated by forcing relative mouse mode. + * (default) + * + * If not set, this is automatically enabled unless an application uses + * relative mouse mode directly. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_EMULATE_WARP_WITH_RELATIVE "SDL_MOUSE_EMULATE_WARP_WITH_RELATIVE" + +/** + * Allow mouse click events when clicking to focus an SDL window. + * + * The variable can be set to the following values: + * + * - "0": Ignore mouse clicks that activate a window. (default) + * - "1": Generate events for mouse clicks that activate a window. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH "SDL_MOUSE_FOCUS_CLICKTHROUGH" + +/** + * A variable setting the speed scale for mouse motion, in floating point, + * when the mouse is not in relative mode. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_NORMAL_SPEED_SCALE "SDL_MOUSE_NORMAL_SPEED_SCALE" + +/** + * A variable controlling whether relative mouse mode constrains the mouse to + * the center of the window. + * + * Constraining to the center of the window works better for FPS games and + * when the application is running over RDP. Constraining to the whole window + * works better for 2D games and increases the chance that the mouse will be + * in the correct position when using high DPI mice. + * + * The variable can be set to the following values: + * + * - "0": Relative mouse mode constrains the mouse to the window. + * - "1": Relative mouse mode constrains the mouse to the center of the + * window. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_RELATIVE_MODE_CENTER "SDL_MOUSE_RELATIVE_MODE_CENTER" + +/** + * A variable setting the scale for mouse motion, in floating point, when the + * mouse is in relative mode. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE "SDL_MOUSE_RELATIVE_SPEED_SCALE" + +/** + * A variable controlling whether the system mouse acceleration curve is used + * for relative mouse motion. + * + * The variable can be set to the following values: + * + * - "0": Relative mouse motion will be unscaled. (default) + * - "1": Relative mouse motion will be scaled using the system mouse + * acceleration curve. + * + * If SDL_HINT_MOUSE_RELATIVE_SPEED_SCALE is set, that will be applied after + * system speed scale. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_RELATIVE_SYSTEM_SCALE "SDL_MOUSE_RELATIVE_SYSTEM_SCALE" + +/** + * A variable controlling whether a motion event should be generated for mouse + * warping in relative mode. + * + * The variable can be set to the following values: + * + * - "0": Warping the mouse will not generate a motion event in relative mode + * - "1": Warping the mouse will generate a motion event in relative mode + * + * By default warping the mouse will not generate motion events in relative + * mode. This avoids the application having to filter out large relative + * motion due to warping. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_RELATIVE_WARP_MOTION "SDL_MOUSE_RELATIVE_WARP_MOTION" + +/** + * A variable controlling whether the hardware cursor stays visible when + * relative mode is active. + * + * This variable can be set to the following values: + * + * - "0": The cursor will be hidden while relative mode is active (default) + * - "1": The cursor will remain visible while relative mode is active + * + * Note that for systems without raw hardware inputs, relative mode is + * implemented using warping, so the hardware cursor will visibly warp between + * frames if this is enabled on those systems. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_RELATIVE_CURSOR_VISIBLE "SDL_MOUSE_RELATIVE_CURSOR_VISIBLE" + +/** + * A variable controlling whether mouse events should generate synthetic touch + * events. + * + * The variable can be set to the following values: + * + * - "0": Mouse events will not generate touch events. (default for desktop + * platforms) + * - "1": Mouse events will generate touch events. (default for mobile + * platforms, such as Android and iOS) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MOUSE_TOUCH_EVENTS "SDL_MOUSE_TOUCH_EVENTS" + +/** + * A variable controlling whether the keyboard should be muted on the console. + * + * Normally the keyboard is muted while SDL applications are running so that + * keyboard input doesn't show up as key strokes on the console. This hint + * allows you to turn that off for debugging purposes. + * + * The variable can be set to the following values: + * + * - "0": Allow keystrokes to go through to the console. + * - "1": Mute keyboard input so it doesn't show up on the console. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_MUTE_CONSOLE_KEYBOARD "SDL_MUTE_CONSOLE_KEYBOARD" + +/** + * Tell SDL not to catch the SIGINT or SIGTERM signals on POSIX platforms. + * + * The variable can be set to the following values: + * + * - "0": SDL will install a SIGINT and SIGTERM handler, and when it catches a + * signal, convert it into an SDL_EVENT_QUIT event. (default) + * - "1": SDL will not install a signal handler at all. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_NO_SIGNAL_HANDLERS "SDL_NO_SIGNAL_HANDLERS" + +/** + * Specify the OpenGL library to load. + * + * This hint should be set before creating an OpenGL window or creating an + * OpenGL context. If this hint isn't set, SDL will choose a reasonable + * default. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_OPENGL_LIBRARY "SDL_OPENGL_LIBRARY" + +/** + * Specify the EGL library to load. + * + * This hint should be set before creating an OpenGL window or creating an + * OpenGL context. This hint is only considered if SDL is using EGL to manage + * OpenGL contexts. If this hint isn't set, SDL will choose a reasonable + * default. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_EGL_LIBRARY "SDL_EGL_LIBRARY" + +/** + * A variable controlling what driver to use for OpenGL ES contexts. + * + * On some platforms, currently Windows and X11, OpenGL drivers may support + * creating contexts with an OpenGL ES profile. By default SDL uses these + * profiles, when available, otherwise it attempts to load an OpenGL ES + * library, e.g. that provided by the ANGLE project. This variable controls + * whether SDL follows this default behaviour or will always load an OpenGL ES + * library. + * + * Circumstances where this is useful include - Testing an app with a + * particular OpenGL ES implementation, e.g ANGLE, or emulator, e.g. those + * from ARM, Imagination or Qualcomm. - Resolving OpenGL ES function addresses + * at link time by linking with the OpenGL ES library instead of querying them + * at run time with SDL_GL_GetProcAddress(). + * + * Caution: for an application to work with the default behaviour across + * different OpenGL drivers it must query the OpenGL ES function addresses at + * run time using SDL_GL_GetProcAddress(). + * + * This variable is ignored on most platforms because OpenGL ES is native or + * not supported. + * + * The variable can be set to the following values: + * + * - "0": Use ES profile of OpenGL, if available. (default) + * - "1": Load OpenGL ES library using the default library names. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_OPENGL_ES_DRIVER "SDL_OPENGL_ES_DRIVER" + +/** + * Mechanism to specify openvr_api library location + * + * By default, when using the OpenVR driver, it will search for the API + * library in the current folder. But, if you wish to use a system API you can + * specify that by using this hint. This should be the full or relative path + * to a .dll on Windows or .so on Linux. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_OPENVR_LIBRARY "SDL_OPENVR_LIBRARY" + +/** + * A variable controlling which orientations are allowed on iOS/Android. + * + * In some circumstances it is necessary to be able to explicitly control + * which UI orientations are allowed. + * + * This variable is a space delimited list of the following values: + * + * - "LandscapeLeft" + * - "LandscapeRight" + * - "Portrait" + * - "PortraitUpsideDown" + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ORIENTATIONS "SDL_ORIENTATIONS" + +/** + * A variable controlling the use of a sentinel event when polling the event + * queue. + * + * When polling for events, SDL_PumpEvents is used to gather new events from + * devices. If a device keeps producing new events between calls to + * SDL_PumpEvents, a poll loop will become stuck until the new events stop. + * This is most noticeable when moving a high frequency mouse. + * + * The variable can be set to the following values: + * + * - "0": Disable poll sentinels. + * - "1": Enable poll sentinels. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_POLL_SENTINEL "SDL_POLL_SENTINEL" + +/** + * Override for SDL_GetPreferredLocales(). + * + * If set, this will be favored over anything the OS might report for the + * user's preferred locales. Changing this hint at runtime will not generate a + * SDL_EVENT_LOCALE_CHANGED event (but if you can change the hint, you can + * push your own event, if you want). + * + * The format of this hint is a comma-separated list of language and locale, + * combined with an underscore, as is a common format: "en_GB". Locale is + * optional: "en". So you might have a list like this: "en_GB,jp,es_PT" + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_PREFERRED_LOCALES "SDL_PREFERRED_LOCALES" + +/** + * A variable that decides whether to send SDL_EVENT_QUIT when closing the + * last window. + * + * The variable can be set to the following values: + * + * - "0": SDL will not send an SDL_EVENT_QUIT event when the last window is + * requesting to close. Note that in this case, there are still other + * legitimate reasons one might get an SDL_EVENT_QUIT event: choosing "Quit" + * from the macOS menu bar, sending a SIGINT (ctrl-c) on Unix, etc. + * - "1": SDL will send a quit event when the last window is requesting to + * close. (default) + * + * If there is at least one active system tray icon, SDL_EVENT_QUIT will + * instead be sent when both the last window will be closed and the last tray + * icon will be destroyed. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_QUIT_ON_LAST_WINDOW_CLOSE "SDL_QUIT_ON_LAST_WINDOW_CLOSE" + +/** + * A variable controlling whether the Direct3D device is initialized for + * thread-safe operations. + * + * The variable can be set to the following values: + * + * - "0": Thread-safety is not enabled. (default) + * - "1": Thread-safety is enabled. + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_DIRECT3D_THREADSAFE "SDL_RENDER_DIRECT3D_THREADSAFE" + +/** + * A variable controlling whether to enable Direct3D 11+'s Debug Layer. + * + * This variable does not have any effect on the Direct3D 9 based renderer. + * + * The variable can be set to the following values: + * + * - "0": Disable Debug Layer use. (default) + * - "1": Enable Debug Layer use. + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_DIRECT3D11_DEBUG "SDL_RENDER_DIRECT3D11_DEBUG" + +/** + * A variable controlling whether to enable Vulkan Validation Layers. + * + * This variable can be set to the following values: + * + * - "0": Disable Validation Layer use + * - "1": Enable Validation Layer use + * + * By default, SDL does not use Vulkan Validation Layers. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_VULKAN_DEBUG "SDL_RENDER_VULKAN_DEBUG" + +/** + * A variable controlling whether to create the GPU device in debug mode. + * + * This variable can be set to the following values: + * + * - "0": Disable debug mode use (default) + * - "1": Enable debug mode use + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_GPU_DEBUG "SDL_RENDER_GPU_DEBUG" + +/** + * A variable controlling whether to prefer a low-power GPU on multi-GPU + * systems. + * + * This variable can be set to the following values: + * + * - "0": Prefer high-performance GPU (default) + * - "1": Prefer low-power GPU + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_GPU_LOW_POWER "SDL_RENDER_GPU_LOW_POWER" + +/** + * A variable specifying which render driver to use. + * + * If the application doesn't pick a specific renderer to use, this variable + * specifies the name of the preferred renderer. If the preferred renderer + * can't be initialized, creating a renderer will fail. + * + * This variable is case insensitive and can be set to the following values: + * + * - "direct3d" + * - "direct3d11" + * - "direct3d12" + * - "opengl" + * - "opengles2" + * - "opengles" + * - "metal" + * - "vulkan" + * - "gpu" + * - "software" + * + * This hint accepts a comma-separated list of driver names, and each will be + * tried in the order listed when creating a renderer until one succeeds or + * all of them fail. + * + * The default varies by platform, but it's the first one in the list that is + * available on the current platform. + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_DRIVER "SDL_RENDER_DRIVER" + +/** + * A variable controlling how the 2D render API renders lines. + * + * The variable can be set to the following values: + * + * - "0": Use the default line drawing method (Bresenham's line algorithm) + * - "1": Use the driver point API using Bresenham's line algorithm (correct, + * draws many points) + * - "2": Use the driver line API (occasionally misses line endpoints based on + * hardware driver quirks + * - "3": Use the driver geometry API (correct, draws thicker diagonal lines) + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_LINE_METHOD "SDL_RENDER_LINE_METHOD" + +/** + * A variable controlling whether the Metal render driver select low power + * device over default one. + * + * The variable can be set to the following values: + * + * - "0": Use the preferred OS device. (default) + * - "1": Select a low power device. + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_METAL_PREFER_LOW_POWER_DEVICE "SDL_RENDER_METAL_PREFER_LOW_POWER_DEVICE" + +/** + * A variable controlling whether updates to the SDL screen surface should be + * synchronized with the vertical refresh, to avoid tearing. + * + * This hint overrides the application preference when creating a renderer. + * + * The variable can be set to the following values: + * + * - "0": Disable vsync. (default) + * - "1": Enable vsync. + * + * This hint should be set before creating a renderer. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RENDER_VSYNC "SDL_RENDER_VSYNC" + +/** + * A variable to control whether the return key on the soft keyboard should + * hide the soft keyboard on Android and iOS. + * + * This hint sets the default value of SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN. + * + * The variable can be set to the following values: + * + * - "0": The return key will be handled as a key event. (default) + * - "1": The return key will hide the keyboard. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RETURN_KEY_HIDES_IME "SDL_RETURN_KEY_HIDES_IME" + +/** + * A variable containing a list of ROG gamepad capable mice. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + * + * \sa SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED + */ +#define SDL_HINT_ROG_GAMEPAD_MICE "SDL_ROG_GAMEPAD_MICE" + +/** + * A variable containing a list of devices that are not ROG gamepad capable + * mice. + * + * This will override SDL_HINT_ROG_GAMEPAD_MICE and the built in device list. + * + * The format of the string is a comma separated list of USB VID/PID pairs in + * hexadecimal form, e.g. + * + * `0xAAAA/0xBBBB,0xCCCC/0xDDDD` + * + * The variable can also take the form of "@file", in which case the named + * file will be loaded and interpreted as the value of the variable. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ROG_GAMEPAD_MICE_EXCLUDED "SDL_ROG_GAMEPAD_MICE_EXCLUDED" + +/** + * A variable controlling which Dispmanx layer to use on a Raspberry PI. + * + * Also known as Z-order. The variable can take a negative or positive value. + * The default is 10000. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_RPI_VIDEO_LAYER "SDL_RPI_VIDEO_LAYER" + +/** + * Specify an "activity name" for screensaver inhibition. + * + * Some platforms, notably Linux desktops, list the applications which are + * inhibiting the screensaver or other power-saving features. + * + * This hint lets you specify the "activity name" sent to the OS when + * SDL_DisableScreenSaver() is used (or the screensaver is automatically + * disabled). The contents of this hint are used when the screensaver is + * disabled. You should use a string that describes what your program is doing + * (and, therefore, why the screensaver is disabled). For example, "Playing a + * game" or "Watching a video". + * + * Setting this to "" or leaving it unset will have SDL use a reasonable + * default: "Playing a game" or something similar. + * + * This hint should be set before calling SDL_DisableScreenSaver() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_SCREENSAVER_INHIBIT_ACTIVITY_NAME "SDL_SCREENSAVER_INHIBIT_ACTIVITY_NAME" + +/** + * A variable controlling whether SDL calls dbus_shutdown() on quit. + * + * This is useful as a debug tool to validate memory leaks, but shouldn't ever + * be set in production applications, as other libraries used by the + * application might use dbus under the hood and this can cause crashes if + * they continue after SDL_Quit(). + * + * The variable can be set to the following values: + * + * - "0": SDL will not call dbus_shutdown() on quit. (default) + * - "1": SDL will call dbus_shutdown() on quit. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_SHUTDOWN_DBUS_ON_QUIT "SDL_SHUTDOWN_DBUS_ON_QUIT" + +/** + * A variable that specifies a backend to use for title storage. + * + * By default, SDL will try all available storage backends in a reasonable + * order until it finds one that can work, but this hint allows the app or + * user to force a specific target, such as "pc" if, say, you are on Steam but + * want to avoid SteamRemoteStorage for title data. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_STORAGE_TITLE_DRIVER "SDL_STORAGE_TITLE_DRIVER" + +/** + * A variable that specifies a backend to use for user storage. + * + * By default, SDL will try all available storage backends in a reasonable + * order until it finds one that can work, but this hint allows the app or + * user to force a specific target, such as "pc" if, say, you are on Steam but + * want to avoid SteamRemoteStorage for user data. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_STORAGE_USER_DRIVER "SDL_STORAGE_USER_DRIVER" + +/** + * Specifies whether SDL_THREAD_PRIORITY_TIME_CRITICAL should be treated as + * realtime. + * + * On some platforms, like Linux, a realtime priority thread may be subject to + * restrictions that require special handling by the application. This hint + * exists to let SDL know that the app is prepared to handle said + * restrictions. + * + * On Linux, SDL will apply the following configuration to any thread that + * becomes realtime: + * + * - The SCHED_RESET_ON_FORK bit will be set on the scheduling policy, + * - An RLIMIT_RTTIME budget will be configured to the rtkit specified limit. + * - Exceeding this limit will result in the kernel sending SIGKILL to the + * app, refer to the man pages for more information. + * + * The variable can be set to the following values: + * + * - "0": default platform specific behaviour + * - "1": Force SDL_THREAD_PRIORITY_TIME_CRITICAL to a realtime scheduling + * policy + * + * This hint should be set before calling SDL_SetCurrentThreadPriority() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_THREAD_FORCE_REALTIME_TIME_CRITICAL "SDL_THREAD_FORCE_REALTIME_TIME_CRITICAL" + +/** + * A string specifying additional information to use with + * SDL_SetCurrentThreadPriority. + * + * By default SDL_SetCurrentThreadPriority will make appropriate system + * changes in order to apply a thread priority. For example on systems using + * pthreads the scheduler policy is changed automatically to a policy that + * works well with a given priority. Code which has specific requirements can + * override SDL's default behavior with this hint. + * + * pthread hint values are "current", "other", "fifo" and "rr". Currently no + * other platform hint values are defined but may be in the future. + * + * On Linux, the kernel may send SIGKILL to realtime tasks which exceed the + * distro configured execution budget for rtkit. This budget can be queried + * through RLIMIT_RTTIME after calling SDL_SetCurrentThreadPriority(). + * + * This hint should be set before calling SDL_SetCurrentThreadPriority() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_THREAD_PRIORITY_POLICY "SDL_THREAD_PRIORITY_POLICY" + +/** + * A variable that controls the timer resolution, in milliseconds. + * + * The higher resolution the timer, the more frequently the CPU services timer + * interrupts, and the more precise delays are, but this takes up power and + * CPU time. This hint is only used on Windows. + * + * See this blog post for more information: + * http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/ + * + * The default value is "1". + * + * If this variable is set to "0", the system timer resolution is not set. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_TIMER_RESOLUTION "SDL_TIMER_RESOLUTION" + +/** + * A variable controlling whether touch events should generate synthetic mouse + * events. + * + * The variable can be set to the following values: + * + * - "0": Touch events will not generate mouse events. + * - "1": Touch events will generate mouse events. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_TOUCH_MOUSE_EVENTS "SDL_TOUCH_MOUSE_EVENTS" + +/** + * A variable controlling whether trackpads should be treated as touch + * devices. + * + * On macOS (and possibly other platforms in the future), SDL will report + * touches on a trackpad as mouse input, which is generally what users expect + * from this device; however, these are often actually full multitouch-capable + * touch devices, so it might be preferable to some apps to treat them as + * such. + * + * The variable can be set to the following values: + * + * - "0": Trackpad will send mouse events. (default) + * - "1": Trackpad will send touch events. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_TRACKPAD_IS_TOUCH_ONLY "SDL_TRACKPAD_IS_TOUCH_ONLY" + +/** + * A variable controlling whether the Android / tvOS remotes should be listed + * as joystick devices, instead of sending keyboard events. + * + * The variable can be set to the following values: + * + * - "0": Remotes send enter/escape/arrow key events. + * - "1": Remotes are available as 2 axis, 2 button joysticks. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_TV_REMOTE_AS_JOYSTICK "SDL_TV_REMOTE_AS_JOYSTICK" + +/** + * A variable controlling whether the screensaver is enabled. + * + * The variable can be set to the following values: + * + * - "0": Disable screensaver. (default) + * - "1": Enable screensaver. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_ALLOW_SCREENSAVER "SDL_VIDEO_ALLOW_SCREENSAVER" + +/** + * A comma separated list containing the names of the displays that SDL should + * sort to the front of the display list. + * + * When this hint is set, displays with matching name strings will be + * prioritized in the list of displays, as exposed by calling + * SDL_GetDisplays(), with the first listed becoming the primary display. The + * naming convention can vary depending on the environment, but it is usually + * a connector name (e.g. 'DP-1', 'DP-2', 'HDMI-A-1',etc...). + * + * On Wayland and X11 desktops, the connector names associated with displays + * can typically be found by using the `xrandr` utility. + * + * This hint is currently supported on the following drivers: + * + * - KMSDRM (kmsdrm) + * - Wayland (wayland) + * - X11 (x11) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_DISPLAY_PRIORITY "SDL_VIDEO_DISPLAY_PRIORITY" + +/** + * Tell the video driver that we only want a double buffer. + * + * By default, most lowlevel 2D APIs will use a triple buffer scheme that + * wastes no CPU time on waiting for vsync after issuing a flip, but + * introduces a frame of latency. On the other hand, using a double buffer + * scheme instead is recommended for cases where low latency is an important + * factor because we save a whole frame of latency. + * + * We do so by waiting for vsync immediately after issuing a flip, usually + * just after eglSwapBuffers call in the backend's *_SwapWindow function. + * + * This hint is currently supported on the following drivers: + * + * - Raspberry Pi (raspberrypi) + * - Wayland (wayland) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_DOUBLE_BUFFER "SDL_VIDEO_DOUBLE_BUFFER" + +/** + * A variable that specifies a video backend to use. + * + * By default, SDL will try all available video backends in a reasonable order + * until it finds one that can work, but this hint allows the app or user to + * force a specific target, such as "x11" if, say, you are on Wayland but want + * to try talking to the X server instead. + * + * This hint accepts a comma-separated list of driver names, and each will be + * tried in the order listed during init, until one succeeds or all of them + * fail. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_DRIVER "SDL_VIDEO_DRIVER" + +/** + * A variable controlling whether the dummy video driver saves output frames. + * + * - "0": Video frames are not saved to disk. (default) + * - "1": Video frames are saved to files in the format "SDL_windowX-Y.bmp", + * where X is the window ID, and Y is the frame number. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_DUMMY_SAVE_FRAMES "SDL_VIDEO_DUMMY_SAVE_FRAMES" + +/** + * If eglGetPlatformDisplay fails, fall back to calling eglGetDisplay. + * + * The variable can be set to one of the following values: + * + * - "0": Do not fall back to eglGetDisplay. + * - "1": Fall back to eglGetDisplay if eglGetPlatformDisplay fails. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK "SDL_VIDEO_EGL_ALLOW_GETDISPLAY_FALLBACK" + +/** + * A variable controlling whether the OpenGL context should be created with + * EGL. + * + * The variable can be set to the following values: + * + * - "0": Use platform-specific GL context creation API (GLX, WGL, CGL, etc). + * (default) + * - "1": Use EGL + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_FORCE_EGL "SDL_VIDEO_FORCE_EGL" + +/** + * A variable that specifies the policy for fullscreen Spaces on macOS. + * + * The variable can be set to the following values: + * + * - "0": Disable Spaces support (FULLSCREEN_DESKTOP won't use them and + * SDL_WINDOW_RESIZABLE windows won't offer the "fullscreen" button on their + * titlebars). + * - "1": Enable Spaces support (FULLSCREEN_DESKTOP will use them and + * SDL_WINDOW_RESIZABLE windows will offer the "fullscreen" button on their + * titlebars). (default) + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_MAC_FULLSCREEN_SPACES "SDL_VIDEO_MAC_FULLSCREEN_SPACES" + +/** + * A variable that specifies the menu visibility when a window is fullscreen + * in Spaces on macOS. + * + * The variable can be set to the following values: + * + * - "0": The menu will be hidden when the window is in a fullscreen space, + * and not accessible by moving the mouse to the top of the screen. + * - "1": The menu will be accessible when the window is in a fullscreen + * space. + * - "auto": The menu will be hidden if fullscreen mode was toggled on + * programmatically via `SDL_SetWindowFullscreen()`, and accessible if + * fullscreen was entered via the "fullscreen" button on the window title + * bar. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY "SDL_VIDEO_MAC_FULLSCREEN_MENU_VISIBILITY" + +/** + * A variable controlling whether fullscreen windows are minimized when they + * lose focus. + * + * The variable can be set to the following values: + * + * - "0": Fullscreen windows will not be minimized when they lose focus. + * (default) + * - "1": Fullscreen windows are minimized when they lose focus. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_MINIMIZE_ON_FOCUS_LOSS "SDL_VIDEO_MINIMIZE_ON_FOCUS_LOSS" + +/** + * A variable controlling whether the offscreen video driver saves output + * frames. + * + * This only saves frames that are generated using software rendering, not + * accelerated OpenGL rendering. + * + * - "0": Video frames are not saved to disk. (default) + * - "1": Video frames are saved to files in the format "SDL_windowX-Y.bmp", + * where X is the window ID, and Y is the frame number. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_OFFSCREEN_SAVE_FRAMES "SDL_VIDEO_OFFSCREEN_SAVE_FRAMES" + +/** + * A variable controlling whether all window operations will block until + * complete. + * + * Window systems that run asynchronously may not have the results of window + * operations that resize or move the window applied immediately upon the + * return of the requesting function. Setting this hint will cause such + * operations to block after every call until the pending operation has + * completed. Setting this to '1' is the equivalent of calling + * SDL_SyncWindow() after every function call. + * + * Be aware that amount of time spent blocking while waiting for window + * operations to complete can be quite lengthy, as animations may have to + * complete, which can take upwards of multiple seconds in some cases. + * + * The variable can be set to the following values: + * + * - "0": Window operations are non-blocking. (default) + * - "1": Window operations will block until completed. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS "SDL_VIDEO_SYNC_WINDOW_OPERATIONS" + +/** + * A variable controlling whether the libdecor Wayland backend is allowed to + * be used. + * + * libdecor is used over xdg-shell when xdg-decoration protocol is + * unavailable. + * + * The variable can be set to the following values: + * + * - "0": libdecor use is disabled. + * - "1": libdecor use is enabled. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WAYLAND_ALLOW_LIBDECOR "SDL_VIDEO_WAYLAND_ALLOW_LIBDECOR" + +/** + * A variable controlling whether video mode emulation is enabled under + * Wayland. + * + * When this hint is set, a standard set of emulated CVT video modes will be + * exposed for use by the application. If it is disabled, the only modes + * exposed will be the logical desktop size and, in the case of a scaled + * desktop, the native display resolution. + * + * The variable can be set to the following values: + * + * - "0": Video mode emulation is disabled. + * - "1": Video mode emulation is enabled. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WAYLAND_MODE_EMULATION "SDL_VIDEO_WAYLAND_MODE_EMULATION" + +/** + * A variable controlling how modes with a non-native aspect ratio are + * displayed under Wayland. + * + * When this hint is set, the requested scaling will be used when displaying + * fullscreen video modes that don't match the display's native aspect ratio. + * This is contingent on compositor viewport support. + * + * The variable can be set to the following values: + * + * - "aspect" - Video modes will be displayed scaled, in their proper aspect + * ratio, with black bars. + * - "stretch" - Video modes will be scaled to fill the entire display. + * (default) + * - "none" - Video modes will be displayed as 1:1 with no scaling. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WAYLAND_MODE_SCALING "SDL_VIDEO_WAYLAND_MODE_SCALING" + +/** + * A variable controlling whether the libdecor Wayland backend is preferred + * over native decorations. + * + * When this hint is set, libdecor will be used to provide window decorations, + * even if xdg-decoration is available. (Note that, by default, libdecor will + * use xdg-decoration itself if available). + * + * The variable can be set to the following values: + * + * - "0": libdecor is enabled only if server-side decorations are unavailable. + * (default) + * - "1": libdecor is always enabled if available. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WAYLAND_PREFER_LIBDECOR "SDL_VIDEO_WAYLAND_PREFER_LIBDECOR" + +/** + * A variable forcing non-DPI-aware Wayland windows to output at 1:1 scaling. + * + * This must be set before initializing the video subsystem. + * + * When this hint is set, Wayland windows that are not flagged as being + * DPI-aware will be output with scaling designed to force 1:1 pixel mapping. + * + * This is intended to allow legacy applications to be displayed without + * desktop scaling being applied, and has issues with certain display + * configurations, as this forces the window to behave in a way that Wayland + * desktops were not designed to accommodate: + * + * - Rounding errors can result with odd window sizes and/or desktop scales, + * which can cause the window contents to appear slightly blurry. + * - Positioning the window may be imprecise due to unit conversions and + * rounding. + * - The window may be unusably small on scaled desktops. + * - The window may jump in size when moving between displays of different + * scale factors. + * - Displays may appear to overlap when using a multi-monitor setup with + * scaling enabled. + * - Possible loss of cursor precision due to the logical size of the window + * being reduced. + * + * New applications should be designed with proper DPI awareness handling + * instead of enabling this. + * + * The variable can be set to the following values: + * + * - "0": Windows will be scaled normally. + * - "1": Windows will be forced to scale to achieve 1:1 output. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WAYLAND_SCALE_TO_DISPLAY "SDL_VIDEO_WAYLAND_SCALE_TO_DISPLAY" + +/** + * A variable specifying which shader compiler to preload when using the + * Chrome ANGLE binaries. + * + * SDL has EGL and OpenGL ES2 support on Windows via the ANGLE project. It can + * use two different sets of binaries, those compiled by the user from source + * or those provided by the Chrome browser. In the later case, these binaries + * require that SDL loads a DLL providing the shader compiler. + * + * The variable can be set to the following values: + * + * - "d3dcompiler_46.dll" - best for Vista or later. (default) + * - "d3dcompiler_43.dll" - for XP support. + * - "none" - do not load any library, useful if you compiled ANGLE from + * source and included the compiler in your binaries. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_WIN_D3DCOMPILER "SDL_VIDEO_WIN_D3DCOMPILER" + +/** + * A variable controlling whether SDL should call XSelectInput() to enable + * input events on X11 windows wrapped by SDL windows. + * + * The variable can be set to the following values: + * + * - "0": Don't call XSelectInput(), assuming the native window code has done + * it already. + * - "1": Call XSelectInput() to enable input events. (default) + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.10. + */ +#define SDL_HINT_VIDEO_X11_EXTERNAL_WINDOW_INPUT "SDL_VIDEO_X11_EXTERNAL_WINDOW_INPUT" + +/** + * A variable controlling whether the X11 _NET_WM_BYPASS_COMPOSITOR hint + * should be used. + * + * The variable can be set to the following values: + * + * - "0": Disable _NET_WM_BYPASS_COMPOSITOR. + * - "1": Enable _NET_WM_BYPASS_COMPOSITOR. (default) + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR "SDL_VIDEO_X11_NET_WM_BYPASS_COMPOSITOR" + +/** + * A variable controlling whether the X11 _NET_WM_PING protocol should be + * supported. + * + * By default SDL will use _NET_WM_PING, but for applications that know they + * will not always be able to respond to ping requests in a timely manner they + * can turn it off to avoid the window manager thinking the app is hung. + * + * The variable can be set to the following values: + * + * - "0": Disable _NET_WM_PING. + * - "1": Enable _NET_WM_PING. (default) + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_NET_WM_PING "SDL_VIDEO_X11_NET_WM_PING" + +/** + * A variable controlling whether SDL uses DirectColor visuals. + * + * The variable can be set to the following values: + * + * - "0": Disable DirectColor visuals. + * - "1": Enable DirectColor visuals. (default) + * + * This hint should be set before initializing the video subsystem. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_NODIRECTCOLOR "SDL_VIDEO_X11_NODIRECTCOLOR" + +/** + * A variable forcing the content scaling factor for X11 displays. + * + * The variable can be set to a floating point value in the range 1.0-10.0f + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_SCALING_FACTOR "SDL_VIDEO_X11_SCALING_FACTOR" + +/** + * A variable forcing the visual ID used for X11 display modes. + * + * This hint should be set before initializing the video subsystem. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_VISUALID "SDL_VIDEO_X11_VISUALID" + +/** + * A variable forcing the visual ID chosen for new X11 windows. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_WINDOW_VISUALID "SDL_VIDEO_X11_WINDOW_VISUALID" + +/** + * A variable controlling whether the X11 XRandR extension should be used. + * + * The variable can be set to the following values: + * + * - "0": Disable XRandR. + * - "1": Enable XRandR. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VIDEO_X11_XRANDR "SDL_VIDEO_X11_XRANDR" + +/** + * A variable controlling whether touch should be enabled on the back panel of + * the PlayStation Vita. + * + * The variable can be set to the following values: + * + * - "0": Disable touch on the back panel. + * - "1": Enable touch on the back panel. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_ENABLE_BACK_TOUCH "SDL_VITA_ENABLE_BACK_TOUCH" + +/** + * A variable controlling whether touch should be enabled on the front panel + * of the PlayStation Vita. + * + * The variable can be set to the following values: + * + * - "0": Disable touch on the front panel. + * - "1": Enable touch on the front panel. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_ENABLE_FRONT_TOUCH "SDL_VITA_ENABLE_FRONT_TOUCH" + +/** + * A variable controlling the module path on the PlayStation Vita. + * + * This hint defaults to "app0:module" + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_MODULE_PATH "SDL_VITA_MODULE_PATH" + +/** + * A variable controlling whether to perform PVR initialization on the + * PlayStation Vita. + * + * - "0": Skip PVR initialization. + * - "1": Perform the normal PVR initialization. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_PVR_INIT "SDL_VITA_PVR_INIT" + +/** + * A variable overriding the resolution reported on the PlayStation Vita. + * + * The variable can be set to the following values: + * + * - "544": 544p (default) + * - "720": 725p for PSTV + * - "1080": 1088i for PSTV + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_RESOLUTION "SDL_VITA_RESOLUTION" + +/** + * A variable controlling whether OpenGL should be used instead of OpenGL ES + * on the PlayStation Vita. + * + * The variable can be set to the following values: + * + * - "0": Use OpenGL ES. (default) + * - "1": Use OpenGL. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_PVR_OPENGL "SDL_VITA_PVR_OPENGL" + +/** + * A variable controlling which touchpad should generate synthetic mouse + * events. + * + * The variable can be set to the following values: + * + * - "0": Only front touchpad should generate mouse events. (default) + * - "1": Only back touchpad should generate mouse events. + * - "2": Both touchpads should generate mouse events. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VITA_TOUCH_MOUSE_DEVICE "SDL_VITA_TOUCH_MOUSE_DEVICE" + +/** + * A variable overriding the display index used in SDL_Vulkan_CreateSurface() + * + * The display index starts at 0, which is the default. + * + * This hint should be set before calling SDL_Vulkan_CreateSurface() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VULKAN_DISPLAY "SDL_VULKAN_DISPLAY" + +/** + * Specify the Vulkan library to load. + * + * This hint should be set before creating a Vulkan window or calling + * SDL_Vulkan_LoadLibrary(). + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_VULKAN_LIBRARY "SDL_VULKAN_LIBRARY" + +/** + * A variable controlling how the fact chunk affects the loading of a WAVE + * file. + * + * The fact chunk stores information about the number of samples of a WAVE + * file. The Standards Update from Microsoft notes that this value can be used + * to 'determine the length of the data in seconds'. This is especially useful + * for compressed formats (for which this is a mandatory chunk) if they + * produce multiple sample frames per block and truncating the block is not + * allowed. The fact chunk can exactly specify how many sample frames there + * should be in this case. + * + * Unfortunately, most application seem to ignore the fact chunk and so SDL + * ignores it by default as well. + * + * The variable can be set to the following values: + * + * - "truncate" - Use the number of samples to truncate the wave data if the + * fact chunk is present and valid. + * - "strict" - Like "truncate", but raise an error if the fact chunk is + * invalid, not present for non-PCM formats, or if the data chunk doesn't + * have that many samples. + * - "ignorezero" - Like "truncate", but ignore fact chunk if the number of + * samples is zero. + * - "ignore" - Ignore fact chunk entirely. (default) + * + * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WAVE_FACT_CHUNK "SDL_WAVE_FACT_CHUNK" + +/** + * A variable controlling the maximum number of chunks in a WAVE file. + * + * This sets an upper bound on the number of chunks in a WAVE file to avoid + * wasting time on malformed or corrupt WAVE files. This defaults to "10000". + * + * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WAVE_CHUNK_LIMIT "SDL_WAVE_CHUNK_LIMIT" + +/** + * A variable controlling how the size of the RIFF chunk affects the loading + * of a WAVE file. + * + * The size of the RIFF chunk (which includes all the sub-chunks of the WAVE + * file) is not always reliable. In case the size is wrong, it's possible to + * just ignore it and step through the chunks until a fixed limit is reached. + * + * Note that files that have trailing data unrelated to the WAVE file or + * corrupt files may slow down the loading process without a reliable + * boundary. By default, SDL stops after 10000 chunks to prevent wasting time. + * Use SDL_HINT_WAVE_CHUNK_LIMIT to adjust this value. + * + * The variable can be set to the following values: + * + * - "force" - Always use the RIFF chunk size as a boundary for the chunk + * search. + * - "ignorezero" - Like "force", but a zero size searches up to 4 GiB. + * (default) + * - "ignore" - Ignore the RIFF chunk size and always search up to 4 GiB. + * - "maximum" - Search for chunks until the end of file. (not recommended) + * + * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WAVE_RIFF_CHUNK_SIZE "SDL_WAVE_RIFF_CHUNK_SIZE" + +/** + * A variable controlling how a truncated WAVE file is handled. + * + * A WAVE file is considered truncated if any of the chunks are incomplete or + * the data chunk size is not a multiple of the block size. By default, SDL + * decodes until the first incomplete block, as most applications seem to do. + * + * The variable can be set to the following values: + * + * - "verystrict" - Raise an error if the file is truncated. + * - "strict" - Like "verystrict", but the size of the RIFF chunk is ignored. + * - "dropframe" - Decode until the first incomplete sample frame. + * - "dropblock" - Decode until the first incomplete block. (default) + * + * This hint should be set before calling SDL_LoadWAV() or SDL_LoadWAV_IO() + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WAVE_TRUNCATION "SDL_WAVE_TRUNCATION" + +/** + * A variable controlling whether the window is activated when the + * SDL_RaiseWindow function is called. + * + * The variable can be set to the following values: + * + * - "0": The window is not activated when the SDL_RaiseWindow function is + * called. + * - "1": The window is activated when the SDL_RaiseWindow function is called. + * (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOW_ACTIVATE_WHEN_RAISED "SDL_WINDOW_ACTIVATE_WHEN_RAISED" + +/** + * A variable controlling whether the window is activated when the + * SDL_ShowWindow function is called. + * + * The variable can be set to the following values: + * + * - "0": The window is not activated when the SDL_ShowWindow function is + * called. + * - "1": The window is activated when the SDL_ShowWindow function is called. + * (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN "SDL_WINDOW_ACTIVATE_WHEN_SHOWN" + +/** + * If set to "0" then never set the top-most flag on an SDL Window even if the + * application requests it. + * + * This is a debugging aid for developers and not expected to be used by end + * users. + * + * The variable can be set to the following values: + * + * - "0": don't allow topmost + * - "1": allow topmost (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOW_ALLOW_TOPMOST "SDL_WINDOW_ALLOW_TOPMOST" + +/** + * A variable controlling whether the window frame and title bar are + * interactive when the cursor is hidden. + * + * The variable can be set to the following values: + * + * - "0": The window frame is not interactive when the cursor is hidden (no + * move, resize, etc). + * - "1": The window frame is interactive when the cursor is hidden. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN "SDL_WINDOW_FRAME_USABLE_WHILE_CURSOR_HIDDEN" + +/** + * A variable controlling whether SDL generates window-close events for Alt+F4 + * on Windows. + * + * The variable can be set to the following values: + * + * - "0": SDL will only do normal key handling for Alt+F4. + * - "1": SDL will generate a window-close event when it sees Alt+F4. + * (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_CLOSE_ON_ALT_F4 "SDL_WINDOWS_CLOSE_ON_ALT_F4" + +/** + * A variable controlling whether menus can be opened with their keyboard + * shortcut (Alt+mnemonic). + * + * If the mnemonics are enabled, then menus can be opened by pressing the Alt + * key and the corresponding mnemonic (for example, Alt+F opens the File + * menu). However, in case an invalid mnemonic is pressed, Windows makes an + * audible beep to convey that nothing happened. This is true even if the + * window has no menu at all! + * + * Because most SDL applications don't have menus, and some want to use the + * Alt key for other purposes, SDL disables mnemonics (and the beeping) by + * default. + * + * Note: This also affects keyboard events: with mnemonics enabled, when a + * menu is opened from the keyboard, you will not receive a KEYUP event for + * the mnemonic key, and *might* not receive one for Alt. + * + * The variable can be set to the following values: + * + * - "0": Alt+mnemonic does nothing, no beeping. (default) + * - "1": Alt+mnemonic opens menus, invalid mnemonics produce a beep. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_ENABLE_MENU_MNEMONICS "SDL_WINDOWS_ENABLE_MENU_MNEMONICS" + +/** + * A variable controlling whether the windows message loop is processed by + * SDL. + * + * The variable can be set to the following values: + * + * - "0": The window message loop is not run. + * - "1": The window message loop is processed in SDL_PumpEvents(). (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP "SDL_WINDOWS_ENABLE_MESSAGELOOP" + +/** + * A variable controlling whether GameInput is used for raw keyboard and mouse + * on Windows. + * + * The variable can be set to the following values: + * + * - "0": GameInput is not used for raw keyboard and mouse events. + * - "1": GameInput is used for raw keyboard and mouse events, if available. + * (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_GAMEINPUT "SDL_WINDOWS_GAMEINPUT" + +/** + * A variable controlling whether raw keyboard events are used on Windows. + * + * The variable can be set to the following values: + * + * - "0": The Windows message loop is used for keyboard events. (default) + * - "1": Low latency raw keyboard events are used. + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_RAW_KEYBOARD "SDL_WINDOWS_RAW_KEYBOARD" + +/** + * A variable controlling whether SDL uses Kernel Semaphores on Windows. + * + * Kernel Semaphores are inter-process and require a context switch on every + * interaction. On Windows 8 and newer, the WaitOnAddress API is available. + * Using that and atomics to implement semaphores increases performance. SDL + * will fall back to Kernel Objects on older OS versions or if forced to by + * this hint. + * + * The variable can be set to the following values: + * + * - "0": Use Atomics and WaitOnAddress API when available, otherwise fall + * back to Kernel Objects. (default) + * - "1": Force the use of Kernel Objects in all cases. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_FORCE_SEMAPHORE_KERNEL "SDL_WINDOWS_FORCE_SEMAPHORE_KERNEL" + +/** + * A variable to specify custom icon resource id from RC file on Windows + * platform. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON "SDL_WINDOWS_INTRESOURCE_ICON" + +/** + * A variable to specify custom icon resource id from RC file on Windows + * platform. + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_INTRESOURCE_ICON_SMALL "SDL_WINDOWS_INTRESOURCE_ICON_SMALL" + +/** + * A variable controlling whether SDL uses the D3D9Ex API introduced in + * Windows Vista, instead of normal D3D9. + * + * Direct3D 9Ex contains changes to state management that can eliminate device + * loss errors during scenarios like Alt+Tab or UAC prompts. D3D9Ex may + * require some changes to your application to cope with the new behavior, so + * this is disabled by default. + * + * For more information on Direct3D 9Ex, see: + * + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/graphics-apis-in-windows-vista#direct3d-9ex + * - https://docs.microsoft.com/en-us/windows/win32/direct3darticles/direct3d-9ex-improvements + * + * The variable can be set to the following values: + * + * - "0": Use the original Direct3D 9 API. (default) + * - "1": Use the Direct3D 9Ex API on Vista and later (and fall back if D3D9Ex + * is unavailable) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_USE_D3D9EX "SDL_WINDOWS_USE_D3D9EX" + +/** + * A variable controlling whether SDL will clear the window contents when the + * WM_ERASEBKGND message is received. + * + * The variable can be set to the following values: + * + * - "0"/"never": Never clear the window. + * - "1"/"initial": Clear the window when the first WM_ERASEBKGND event fires. + * (default) + * - "2"/"always": Clear the window on every WM_ERASEBKGND event. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_WINDOWS_ERASE_BACKGROUND_MODE "SDL_WINDOWS_ERASE_BACKGROUND_MODE" + +/** + * A variable controlling whether X11 windows are marked as override-redirect. + * + * If set, this _might_ increase framerate at the expense of the desktop not + * working as expected. Override-redirect windows aren't noticed by the window + * manager at all. + * + * You should probably only use this for fullscreen windows, and you probably + * shouldn't even use it for that. But it's here if you want to try! + * + * The variable can be set to the following values: + * + * - "0": Do not mark the window as override-redirect. (default) + * - "1": Mark the window as override-redirect. + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_X11_FORCE_OVERRIDE_REDIRECT "SDL_X11_FORCE_OVERRIDE_REDIRECT" + +/** + * A variable specifying the type of an X11 window. + * + * During SDL_CreateWindow, SDL uses the _NET_WM_WINDOW_TYPE X11 property to + * report to the window manager the type of window it wants to create. This + * might be set to various things if SDL_WINDOW_TOOLTIP or + * SDL_WINDOW_POPUP_MENU, etc, were specified. For "normal" windows that + * haven't set a specific type, this hint can be used to specify a custom + * type. For example, a dock window might set this to + * "_NET_WM_WINDOW_TYPE_DOCK". + * + * This hint should be set before creating a window. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_X11_WINDOW_TYPE "SDL_X11_WINDOW_TYPE" + +/** + * Specify the XCB library to load for the X11 driver. + * + * The default is platform-specific, often "libX11-xcb.so.1". + * + * This hint should be set before initializing the video subsystem. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_X11_XCB_LIBRARY "SDL_X11_XCB_LIBRARY" + +/** + * A variable controlling whether XInput should be used for controller + * handling. + * + * The variable can be set to the following values: + * + * - "0": XInput is not enabled. + * - "1": XInput is enabled. (default) + * + * This hint should be set before SDL is initialized. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_XINPUT_ENABLED "SDL_XINPUT_ENABLED" + +/** + * A variable controlling response to SDL_assert failures. + * + * The variable can be set to the following case-sensitive values: + * + * - "abort": Program terminates immediately. + * - "break": Program triggers a debugger breakpoint. + * - "retry": Program reruns the SDL_assert's test again. + * - "ignore": Program continues on, ignoring this assertion failure this + * time. + * - "always_ignore": Program continues on, ignoring this assertion failure + * for the rest of the run. + * + * Note that SDL_SetAssertionHandler offers a programmatic means to deal with + * assertion failures through a callback, and this hint is largely intended to + * be used via environment variables by end users and automated tools. + * + * This hint should be set before an assertion failure is triggered and can be + * changed at any time. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_ASSERT "SDL_ASSERT" + +/** + * A variable controlling whether pen events should generate synthetic mouse + * events. + * + * The variable can be set to the following values: + * + * - "0": Pen events will not generate mouse events. + * - "1": Pen events will generate mouse events. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_PEN_MOUSE_EVENTS "SDL_PEN_MOUSE_EVENTS" + +/** + * A variable controlling whether pen events should generate synthetic touch + * events. + * + * The variable can be set to the following values: + * + * - "0": Pen events will not generate touch events. + * - "1": Pen events will generate touch events. (default) + * + * This hint can be set anytime. + * + * \since This hint is available since SDL 3.2.0. + */ +#define SDL_HINT_PEN_TOUCH_EVENTS "SDL_PEN_TOUCH_EVENTS" + + +/** + * An enumeration of hint priorities. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_HintPriority +{ + SDL_HINT_DEFAULT, + SDL_HINT_NORMAL, + SDL_HINT_OVERRIDE +} SDL_HintPriority; + +/** + * Set a hint with a specific priority. + * + * The priority controls the behavior when setting a hint that already has a + * value. Hints will replace existing hints of their priority and lower. + * Environment variables are considered to have override priority. + * + * \param name the hint to set. + * \param value the value of the hint variable. + * \param priority the SDL_HintPriority level for the hint. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHint + * \sa SDL_ResetHint + * \sa SDL_SetHint + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetHintWithPriority(const char *name, const char *value, SDL_HintPriority priority); + +/** + * Set a hint with normal priority. + * + * Hints will not be set if there is an existing override hint or environment + * variable that takes precedence. You can use SDL_SetHintWithPriority() to + * set the hint with override priority instead. + * + * \param name the hint to set. + * \param value the value of the hint variable. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHint + * \sa SDL_ResetHint + * \sa SDL_SetHintWithPriority + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetHint(const char *name, const char *value); + +/** + * Reset a hint to the default value. + * + * This will reset a hint to the value of the environment variable, or NULL if + * the environment isn't set. Callbacks will be called normally with this + * change. + * + * \param name the hint to set. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetHint + * \sa SDL_ResetHints + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ResetHint(const char *name); + +/** + * Reset all hints to the default values. + * + * This will reset all hints to the value of the associated environment + * variable, or NULL if the environment isn't set. Callbacks will be called + * normally with this change. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResetHint + */ +extern SDL_DECLSPEC void SDLCALL SDL_ResetHints(void); + +/** + * Get the value of a hint. + * + * \param name the hint to query. + * \returns the string value of a hint or NULL if the hint isn't set. + * + * \threadsafety It is safe to call this function from any thread, however the + * return value only remains valid until the hint is changed; if + * another thread might do so, the app should supply locks + * and/or make a copy of the string. Note that using a hint + * callback instead is always thread-safe, as SDL holds a lock + * on the thread subsystem during the callback. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetHint + * \sa SDL_SetHintWithPriority + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetHint(const char *name); + +/** + * Get the boolean value of a hint variable. + * + * \param name the name of the hint to get the boolean value from. + * \param default_value the value to return if the hint does not exist. + * \returns the boolean value of a hint or the provided default value if the + * hint does not exist. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetHint + * \sa SDL_SetHint + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetHintBoolean(const char *name, bool default_value); + +/** + * A callback used to send notifications of hint value changes. + * + * This is called an initial time during SDL_AddHintCallback with the hint's + * current value, and then again each time the hint's value changes. + * + * \param userdata what was passed as `userdata` to SDL_AddHintCallback(). + * \param name what was passed as `name` to SDL_AddHintCallback(). + * \param oldValue the previous hint value. + * \param newValue the new value hint is to be set to. + * + * \threadsafety This callback is fired from whatever thread is setting a new + * hint value. SDL holds a lock on the hint subsystem when + * calling this callback. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_AddHintCallback + */ +typedef void(SDLCALL *SDL_HintCallback)(void *userdata, const char *name, const char *oldValue, const char *newValue); + +/** + * Add a function to watch a particular hint. + * + * The callback function is called _during_ this function, to provide it an + * initial value, and again each time the hint's value changes. + * + * \param name the hint to watch. + * \param callback An SDL_HintCallback function that will be called when the + * hint value changes. + * \param userdata a pointer to pass to the callback function. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RemoveHintCallback + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AddHintCallback(const char *name, SDL_HintCallback callback, void *userdata); + +/** + * Remove a function watching a particular hint. + * + * \param name the hint being watched. + * \param callback an SDL_HintCallback function that will be called when the + * hint value changes. + * \param userdata a pointer being passed to the callback function. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddHintCallback + */ +extern SDL_DECLSPEC void SDLCALL SDL_RemoveHintCallback(const char *name, + SDL_HintCallback callback, + void *userdata); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_hints_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_init.h b/modules/imgui-sdl/src/include/SDL3/SDL_init.h new file mode 100644 index 0000000..adf0de8 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_init.h @@ -0,0 +1,497 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryInit + * + * All SDL programs need to initialize the library before starting to work + * with it. + * + * Almost everything can simply call SDL_Init() near startup, with a handful + * of flags to specify subsystems to touch. These are here to make sure SDL + * does not even attempt to touch low-level pieces of the operating system + * that you don't intend to use. For example, you might be using SDL for video + * and input but chose an external library for audio, and in this case you + * would just need to leave off the `SDL_INIT_AUDIO` flag to make sure that + * external library has complete control. + * + * Most apps, when terminating, should call SDL_Quit(). This will clean up + * (nearly) everything that SDL might have allocated, and crucially, it'll + * make sure that the display's resolution is back to what the user expects if + * you had previously changed it for your game. + * + * SDL3 apps are strongly encouraged to call SDL_SetAppMetadata() at startup + * to fill in details about the program. This is completely optional, but it + * helps in small ways (we can provide an About dialog box for the macOS menu, + * we can name the app in the system's audio mixer, etc). Those that want to + * provide a _lot_ of information should look at the more-detailed + * SDL_SetAppMetadataProperty(). + */ + +#ifndef SDL_init_h_ +#define SDL_init_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* As of version 0.5, SDL is loaded dynamically into the application */ + +/** + * Initialization flags for SDL_Init and/or SDL_InitSubSystem + * + * These are the flags which may be passed to SDL_Init(). You should specify + * the subsystems which you will be using in your application. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_Init + * \sa SDL_Quit + * \sa SDL_InitSubSystem + * \sa SDL_QuitSubSystem + * \sa SDL_WasInit + */ +typedef Uint32 SDL_InitFlags; + +#define SDL_INIT_AUDIO 0x00000010u /**< `SDL_INIT_AUDIO` implies `SDL_INIT_EVENTS` */ +#define SDL_INIT_VIDEO 0x00000020u /**< `SDL_INIT_VIDEO` implies `SDL_INIT_EVENTS`, should be initialized on the main thread */ +#define SDL_INIT_JOYSTICK 0x00000200u /**< `SDL_INIT_JOYSTICK` implies `SDL_INIT_EVENTS`, should be initialized on the same thread as SDL_INIT_VIDEO on Windows if you don't set SDL_HINT_JOYSTICK_THREAD */ +#define SDL_INIT_HAPTIC 0x00001000u +#define SDL_INIT_GAMEPAD 0x00002000u /**< `SDL_INIT_GAMEPAD` implies `SDL_INIT_JOYSTICK` */ +#define SDL_INIT_EVENTS 0x00004000u +#define SDL_INIT_SENSOR 0x00008000u /**< `SDL_INIT_SENSOR` implies `SDL_INIT_EVENTS` */ +#define SDL_INIT_CAMERA 0x00010000u /**< `SDL_INIT_CAMERA` implies `SDL_INIT_EVENTS` */ + +/** + * Return values for optional main callbacks. + * + * Returning SDL_APP_SUCCESS or SDL_APP_FAILURE from SDL_AppInit, + * SDL_AppEvent, or SDL_AppIterate will terminate the program and report + * success/failure to the operating system. What that means is + * platform-dependent. On Unix, for example, on success, the process error + * code will be zero, and on failure it will be 1. This interface doesn't + * allow you to return specific exit codes, just whether there was an error + * generally or not. + * + * Returning SDL_APP_CONTINUE from these functions will let the app continue + * to run. + * + * See + * [Main callbacks in SDL3](https://wiki.libsdl.org/SDL3/README/main-functions#main-callbacks-in-sdl3) + * for complete details. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_AppResult +{ + SDL_APP_CONTINUE, /**< Value that requests that the app continue from the main callbacks. */ + SDL_APP_SUCCESS, /**< Value that requests termination with success from the main callbacks. */ + SDL_APP_FAILURE /**< Value that requests termination with error from the main callbacks. */ +} SDL_AppResult; + +/** + * Function pointer typedef for SDL_AppInit. + * + * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind + * the scenes for apps using the optional main callbacks. Apps that want to + * use this should just implement SDL_AppInit directly. + * + * \param appstate a place where the app can optionally store a pointer for + * future use. + * \param argc the standard ANSI C main's argc; number of elements in `argv`. + * \param argv the standard ANSI C main's argv; array of command line + * arguments. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef SDL_AppResult (SDLCALL *SDL_AppInit_func)(void **appstate, int argc, char *argv[]); + +/** + * Function pointer typedef for SDL_AppIterate. + * + * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind + * the scenes for apps using the optional main callbacks. Apps that want to + * use this should just implement SDL_AppIterate directly. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef SDL_AppResult (SDLCALL *SDL_AppIterate_func)(void *appstate); + +/** + * Function pointer typedef for SDL_AppEvent. + * + * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind + * the scenes for apps using the optional main callbacks. Apps that want to + * use this should just implement SDL_AppEvent directly. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \param event the new event for the app to examine. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef SDL_AppResult (SDLCALL *SDL_AppEvent_func)(void *appstate, SDL_Event *event); + +/** + * Function pointer typedef for SDL_AppQuit. + * + * These are used by SDL_EnterAppMainCallbacks. This mechanism operates behind + * the scenes for apps using the optional main callbacks. Apps that want to + * use this should just implement SDL_AppEvent directly. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \param result the result code that terminated the app (success or failure). + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void (SDLCALL *SDL_AppQuit_func)(void *appstate, SDL_AppResult result); + + +/** + * Initialize the SDL library. + * + * SDL_Init() simply forwards to calling SDL_InitSubSystem(). Therefore, the + * two may be used interchangeably. Though for readability of your code + * SDL_InitSubSystem() might be preferred. + * + * The file I/O (for example: SDL_IOFromFile) and threading (SDL_CreateThread) + * subsystems are initialized by default. Message boxes + * (SDL_ShowSimpleMessageBox) also attempt to work without initializing the + * video subsystem, in hopes of being useful in showing an error dialog when + * SDL_Init fails. You must specifically initialize other subsystems if you + * use them in your application. + * + * Logging (such as SDL_Log) works without initialization, too. + * + * `flags` may be any of the following OR'd together: + * + * - `SDL_INIT_AUDIO`: audio subsystem; automatically initializes the events + * subsystem + * - `SDL_INIT_VIDEO`: video subsystem; automatically initializes the events + * subsystem, should be initialized on the main thread. + * - `SDL_INIT_JOYSTICK`: joystick subsystem; automatically initializes the + * events subsystem + * - `SDL_INIT_HAPTIC`: haptic (force feedback) subsystem + * - `SDL_INIT_GAMEPAD`: gamepad subsystem; automatically initializes the + * joystick subsystem + * - `SDL_INIT_EVENTS`: events subsystem + * - `SDL_INIT_SENSOR`: sensor subsystem; automatically initializes the events + * subsystem + * - `SDL_INIT_CAMERA`: camera subsystem; automatically initializes the events + * subsystem + * + * Subsystem initialization is ref-counted, you must call SDL_QuitSubSystem() + * for each SDL_InitSubSystem() to correctly shutdown a subsystem manually (or + * call SDL_Quit() to force shutdown). If a subsystem is already loaded then + * this call will increase the ref-count and return. + * + * Consider reporting some basic metadata about your application before + * calling SDL_Init, using either SDL_SetAppMetadata() or + * SDL_SetAppMetadataProperty(). + * + * \param flags subsystem initialization flags. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAppMetadata + * \sa SDL_SetAppMetadataProperty + * \sa SDL_InitSubSystem + * \sa SDL_Quit + * \sa SDL_SetMainReady + * \sa SDL_WasInit + */ +extern SDL_DECLSPEC bool SDLCALL SDL_Init(SDL_InitFlags flags); + +/** + * Compatibility function to initialize the SDL library. + * + * This function and SDL_Init() are interchangeable. + * + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Init + * \sa SDL_Quit + * \sa SDL_QuitSubSystem + */ +extern SDL_DECLSPEC bool SDLCALL SDL_InitSubSystem(SDL_InitFlags flags); + +/** + * Shut down specific SDL subsystems. + * + * You still need to call SDL_Quit() even if you close all open subsystems + * with SDL_QuitSubSystem(). + * + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InitSubSystem + * \sa SDL_Quit + */ +extern SDL_DECLSPEC void SDLCALL SDL_QuitSubSystem(SDL_InitFlags flags); + +/** + * Get a mask of the specified subsystems which are currently initialized. + * + * \param flags any of the flags used by SDL_Init(); see SDL_Init for details. + * \returns a mask of all initialized subsystems if `flags` is 0, otherwise it + * returns the initialization status of the specified subsystems. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Init + * \sa SDL_InitSubSystem + */ +extern SDL_DECLSPEC SDL_InitFlags SDLCALL SDL_WasInit(SDL_InitFlags flags); + +/** + * Clean up all initialized subsystems. + * + * You should call this function even if you have already shutdown each + * initialized subsystem with SDL_QuitSubSystem(). It is safe to call this + * function even in the case of errors in initialization. + * + * You can use this function with atexit() to ensure that it is run when your + * application is shutdown, but it is not wise to do this from a library or + * other dynamically loaded code. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Init + * \sa SDL_QuitSubSystem + */ +extern SDL_DECLSPEC void SDLCALL SDL_Quit(void); + +/** + * Return whether this is the main thread. + * + * On Apple platforms, the main thread is the thread that runs your program's + * main() entry point. On other platforms, the main thread is the one that + * calls SDL_Init(SDL_INIT_VIDEO), which should usually be the one that runs + * your program's main() entry point. If you are using the main callbacks, + * SDL_AppInit(), SDL_AppIterate(), and SDL_AppQuit() are all called on the + * main thread. + * + * \returns true if this thread is the main thread, or false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RunOnMainThread + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsMainThread(void); + +/** + * Callback run on the main thread. + * + * \param userdata an app-controlled pointer that is passed to the callback. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_RunOnMainThread + */ +typedef void (SDLCALL *SDL_MainThreadCallback)(void *userdata); + +/** + * Call a function on the main thread during event processing. + * + * If this is called on the main thread, the callback is executed immediately. + * If this is called on another thread, this callback is queued for execution + * on the main thread during event processing. + * + * Be careful of deadlocks when using this functionality. You should not have + * the main thread wait for the current thread while this function is being + * called with `wait_complete` true. + * + * \param callback the callback to call on the main thread. + * \param userdata a pointer that is passed to `callback`. + * \param wait_complete true to wait for the callback to complete, false to + * return immediately. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IsMainThread + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RunOnMainThread(SDL_MainThreadCallback callback, void *userdata, bool wait_complete); + +/** + * Specify basic metadata about your app. + * + * You can optionally provide metadata about your app to SDL. This is not + * required, but strongly encouraged. + * + * There are several locations where SDL can make use of metadata (an "About" + * box in the macOS menu bar, the name of the app can be shown on some audio + * mixers, etc). Any piece of metadata can be left as NULL, if a specific + * detail doesn't make sense for the app. + * + * This function should be called as early as possible, before SDL_Init. + * Multiple calls to this function are allowed, but various state might not + * change once it has been set up with a previous call to this function. + * + * Passing a NULL removes any previous metadata. + * + * This is a simplified interface for the most important information. You can + * supply significantly more detailed metadata with + * SDL_SetAppMetadataProperty(). + * + * \param appname The name of the application ("My Game 2: Bad Guy's + * Revenge!"). + * \param appversion The version of the application ("1.0.0beta5" or a git + * hash, or whatever makes sense). + * \param appidentifier A unique string in reverse-domain format that + * identifies this app ("com.example.mygame2"). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAppMetadataProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadata(const char *appname, const char *appversion, const char *appidentifier); + +/** + * Specify metadata about your app through a set of properties. + * + * You can optionally provide metadata about your app to SDL. This is not + * required, but strongly encouraged. + * + * There are several locations where SDL can make use of metadata (an "About" + * box in the macOS menu bar, the name of the app can be shown on some audio + * mixers, etc). Any piece of metadata can be left out, if a specific detail + * doesn't make sense for the app. + * + * This function should be called as early as possible, before SDL_Init. + * Multiple calls to this function are allowed, but various state might not + * change once it has been set up with a previous call to this function. + * + * Once set, this metadata can be read using SDL_GetAppMetadataProperty(). + * + * These are the supported properties: + * + * - `SDL_PROP_APP_METADATA_NAME_STRING`: The human-readable name of the + * application, like "My Game 2: Bad Guy's Revenge!". This will show up + * anywhere the OS shows the name of the application separately from window + * titles, such as volume control applets, etc. This defaults to "SDL + * Application". + * - `SDL_PROP_APP_METADATA_VERSION_STRING`: The version of the app that is + * running; there are no rules on format, so "1.0.3beta2" and "April 22nd, + * 2024" and a git hash are all valid options. This has no default. + * - `SDL_PROP_APP_METADATA_IDENTIFIER_STRING`: A unique string that + * identifies this app. This must be in reverse-domain format, like + * "com.example.mygame2". This string is used by desktop compositors to + * identify and group windows together, as well as match applications with + * associated desktop settings and icons. If you plan to package your + * application in a container such as Flatpak, the app ID should match the + * name of your Flatpak container as well. This has no default. + * - `SDL_PROP_APP_METADATA_CREATOR_STRING`: The human-readable name of the + * creator/developer/maker of this app, like "MojoWorkshop, LLC" + * - `SDL_PROP_APP_METADATA_COPYRIGHT_STRING`: The human-readable copyright + * notice, like "Copyright (c) 2024 MojoWorkshop, LLC" or whatnot. Keep this + * to one line, don't paste a copy of a whole software license in here. This + * has no default. + * - `SDL_PROP_APP_METADATA_URL_STRING`: A URL to the app on the web. Maybe a + * product page, or a storefront, or even a GitHub repository, for user's + * further information This has no default. + * - `SDL_PROP_APP_METADATA_TYPE_STRING`: The type of application this is. + * Currently this string can be "game" for a video game, "mediaplayer" for a + * media player, or generically "application" if nothing else applies. + * Future versions of SDL might add new types. This defaults to + * "application". + * + * \param name the name of the metadata property to set. + * \param value the value of the property, or NULL to remove that property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAppMetadataProperty + * \sa SDL_SetAppMetadata + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetAppMetadataProperty(const char *name, const char *value); + +#define SDL_PROP_APP_METADATA_NAME_STRING "SDL.app.metadata.name" +#define SDL_PROP_APP_METADATA_VERSION_STRING "SDL.app.metadata.version" +#define SDL_PROP_APP_METADATA_IDENTIFIER_STRING "SDL.app.metadata.identifier" +#define SDL_PROP_APP_METADATA_CREATOR_STRING "SDL.app.metadata.creator" +#define SDL_PROP_APP_METADATA_COPYRIGHT_STRING "SDL.app.metadata.copyright" +#define SDL_PROP_APP_METADATA_URL_STRING "SDL.app.metadata.url" +#define SDL_PROP_APP_METADATA_TYPE_STRING "SDL.app.metadata.type" + +/** + * Get metadata about your app. + * + * This returns metadata previously set using SDL_SetAppMetadata() or + * SDL_SetAppMetadataProperty(). See SDL_SetAppMetadataProperty() for the list + * of available properties and their meanings. + * + * \param name the name of the metadata property to get. + * \returns the current value of the metadata property, or the default if it + * is not set, NULL for properties with no default. + * + * \threadsafety It is safe to call this function from any thread, although + * the string returned is not protected and could potentially be + * freed if you call SDL_SetAppMetadataProperty() to set that + * property from another thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetAppMetadata + * \sa SDL_SetAppMetadataProperty + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAppMetadataProperty(const char *name); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_init_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_intrin.h b/modules/imgui-sdl/src/include/SDL3/SDL_intrin.h new file mode 100644 index 0000000..bac6d7a --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_intrin.h @@ -0,0 +1,407 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: Intrinsics */ + +/** + * # CategoryIntrinsics + * + * SDL does some preprocessor gymnastics to determine if any CPU-specific + * compiler intrinsics are available, as this is not necessarily an easy thing + * to calculate, and sometimes depends on quirks of a system, versions of + * build tools, and other external forces. + * + * Apps including SDL's headers will be able to check consistent preprocessor + * definitions to decide if it's safe to use compiler intrinsics for a + * specific CPU architecture. This check only tells you that the compiler is + * capable of using those intrinsics; at runtime, you should still check if + * they are available on the current system with the + * [CPU info functions](https://wiki.libsdl.org/SDL3/CategoryCPUInfo) + * , such as SDL_HasSSE() or SDL_HasNEON(). Otherwise, the process might crash + * for using an unsupported CPU instruction. + * + * SDL only sets preprocessor defines for CPU intrinsics if they are + * supported, so apps should check with `#ifdef` and not `#if`. + * + * SDL will also include the appropriate instruction-set-specific support + * headers, so if SDL decides to define SDL_SSE2_INTRINSICS, it will also + * `#include ` as well. + */ + +#ifndef SDL_intrin_h_ +#define SDL_intrin_h_ + +#include + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Defined if (and only if) the compiler supports Loongarch LSX intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_LASX_INTRINSICS + */ +#define SDL_LSX_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Loongarch LSX intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_LASX_INTRINSICS + */ +#define SDL_LASX_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports ARM NEON intrinsics. + * + * If this macro is defined, SDL will have already included `` + * ``, ``, and ``, as appropriate. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NEON_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports PowerPC Altivec intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ALTIVEC_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel MMX intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE_INTRINSICS + */ +#define SDL_MMX_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel SSE intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE2_INTRINSICS + * \sa SDL_SSE3_INTRINSICS + * \sa SDL_SSE4_1_INTRINSICS + * \sa SDL_SSE4_2_INTRINSICS + */ +#define SDL_SSE_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel SSE2 intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE_INTRINSICS + * \sa SDL_SSE3_INTRINSICS + * \sa SDL_SSE4_1_INTRINSICS + * \sa SDL_SSE4_2_INTRINSICS + */ +#define SDL_SSE2_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel SSE3 intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE_INTRINSICS + * \sa SDL_SSE2_INTRINSICS + * \sa SDL_SSE4_1_INTRINSICS + * \sa SDL_SSE4_2_INTRINSICS + */ +#define SDL_SSE3_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel SSE4.1 intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE_INTRINSICS + * \sa SDL_SSE2_INTRINSICS + * \sa SDL_SSE3_INTRINSICS + * \sa SDL_SSE4_2_INTRINSICS + */ +#define SDL_SSE4_1_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel SSE4.2 intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SSE_INTRINSICS + * \sa SDL_SSE2_INTRINSICS + * \sa SDL_SSE3_INTRINSICS + * \sa SDL_SSE4_1_INTRINSICS + */ +#define SDL_SSE4_2_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel AVX intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_AVX2_INTRINSICS + * \sa SDL_AVX512F_INTRINSICS + */ +#define SDL_AVX_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel AVX2 intrinsics. + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_AVX_INTRINSICS + * \sa SDL_AVX512F_INTRINSICS + */ +#define SDL_AVX2_INTRINSICS 1 + +/** + * Defined if (and only if) the compiler supports Intel AVX-512F intrinsics. + * + * AVX-512F is also sometimes referred to as "AVX-512 Foundation." + * + * If this macro is defined, SDL will have already included `` + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_AVX_INTRINSICS + * \sa SDL_AVX2_INTRINSICS + */ +#define SDL_AVX512F_INTRINSICS 1 +#endif + +/* Need to do this here because intrin.h has C++ code in it */ +/* Visual Studio 2005 has a bug where intrin.h conflicts with winnt.h */ +#if defined(_MSC_VER) && (_MSC_VER >= 1500) && (defined(_M_IX86) || defined(_M_X64)) +#ifdef __clang__ +/* As of Clang 11, '_m_prefetchw' is conflicting with the winnt.h's version, + so we define the needed '_m_prefetch' here as a pseudo-header, until the issue is fixed. */ +#ifndef __PRFCHWINTRIN_H +#define __PRFCHWINTRIN_H +static __inline__ void __attribute__((__always_inline__, __nodebug__)) +_m_prefetch(void *__P) +{ + __builtin_prefetch (__P, 0, 3 /* _MM_HINT_T0 */); +} +#endif /* __PRFCHWINTRIN_H */ +#endif /* __clang__ */ +#include + +#elif defined(__MINGW64_VERSION_MAJOR) +#include +#if defined(__ARM_NEON) && !defined(SDL_DISABLE_NEON) +# define SDL_NEON_INTRINSICS 1 +# include +#endif + +#else +/* altivec.h redefining bool causes a number of problems, see bugs 3993 and 4392, so you need to explicitly define SDL_ENABLE_ALTIVEC to have it included. */ +#if defined(__ALTIVEC__) && defined(SDL_ENABLE_ALTIVEC) +#define SDL_ALTIVEC_INTRINSICS 1 +#include +#endif +#ifndef SDL_DISABLE_NEON +# ifdef __ARM_NEON +# define SDL_NEON_INTRINSICS 1 +# include +# elif defined(SDL_PLATFORM_WINDOWS) +/* Visual Studio doesn't define __ARM_ARCH, but _M_ARM (if set, always 7), and _M_ARM64 (if set, always 1). */ +# ifdef _M_ARM +# define SDL_NEON_INTRINSICS 1 +# include +# include +# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ +# endif +# if defined (_M_ARM64) +# define SDL_NEON_INTRINSICS 1 +# include +# include +# define __ARM_NEON 1 /* Set __ARM_NEON so that it can be used elsewhere, at compile time */ +# define __ARM_ARCH 8 +# endif +# endif +#endif +#endif /* compiler version */ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION +/** + * A macro to decide if the compiler supports `__attribute__((target))`. + * + * Even though this is defined in SDL's public headers, it is generally not + * used directly by apps. Apps should probably just use SDL_TARGETING + * directly, instead. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_TARGETING + */ +#define SDL_HAS_TARGET_ATTRIBS + +#elif defined(__clang__) && defined(__has_attribute) +# if __has_attribute(target) +# define SDL_HAS_TARGET_ATTRIBS +# endif +#elif defined(__GNUC__) && (__GNUC__ + (__GNUC_MINOR__ >= 9) > 4) /* gcc >= 4.9 */ +# define SDL_HAS_TARGET_ATTRIBS +#elif defined(__ICC) && __ICC >= 1600 +# define SDL_HAS_TARGET_ATTRIBS +#endif + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro to tag a function as targeting a specific CPU architecture. + * + * This is a hint to the compiler that a function should be built with support + * for a CPU instruction set that might be different than the rest of the + * program. + * + * The particulars of this are explained in the GCC documentation: + * + * https://gcc.gnu.org/onlinedocs/gcc/Common-Function-Attributes.html#index-target-function-attribute + * + * An example of using this feature is to turn on SSE2 support for a specific + * function, even if the rest of the source code is not compiled to use SSE2 + * code: + * + * ```c + * #ifdef SDL_SSE2_INTRINSICS + * static void SDL_TARGETING("sse2") DoSomethingWithSSE2(char *x) { + * ...use SSE2 intrinsic functions, etc... + * } + * #endif + * + * // later... + * #ifdef SDL_SSE2_INTRINSICS + * if (SDL_HasSSE2()) { + * DoSomethingWithSSE2(str); + * } + * #endif + * ``` + * + * The application is, on a whole, built without SSE2 instructions, so it will + * run on Intel machines that don't support SSE2. But then at runtime, it + * checks if the system supports the instructions, and then calls into a + * function that uses SSE2 opcodes. The ifdefs make sure that this code isn't + * used on platforms that don't have SSE2 at all. + * + * On compilers without target support, this is defined to nothing. + * + * This symbol is used by SDL internally, but apps and other libraries are + * welcome to use it for their own interfaces as well. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_TARGETING(x) __attribute__((target(x))) + +#elif defined(SDL_HAS_TARGET_ATTRIBS) +# define SDL_TARGETING(x) __attribute__((target(x))) +#else +# define SDL_TARGETING(x) +#endif + +#ifdef __loongarch64 +# ifndef SDL_DISABLE_LSX +# define SDL_LSX_INTRINSICS 1 +# include +# endif +# ifndef SDL_DISABLE_LASX +# define SDL_LASX_INTRINSICS 1 +# include +# endif +#endif + +#if defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86) +# if ((defined(_MSC_VER) && !defined(_M_X64)) || defined(__MMX__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_MMX) +# define SDL_MMX_INTRINSICS 1 +# include +# endif +# if (defined(_MSC_VER) || defined(__SSE__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE) +# define SDL_SSE_INTRINSICS 1 +# include +# endif +# if (defined(_MSC_VER) || defined(__SSE2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE2) +# define SDL_SSE2_INTRINSICS 1 +# include +# endif +# if (defined(_MSC_VER) || defined(__SSE3__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE3) +# define SDL_SSE3_INTRINSICS 1 +# include +# endif +# if (defined(_MSC_VER) || defined(__SSE4_1__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE4_1) +# define SDL_SSE4_1_INTRINSICS 1 +# include +# endif +# if (defined(_MSC_VER) || defined(__SSE4_2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(SDL_DISABLE_SSE4_2) +# define SDL_SSE4_2_INTRINSICS 1 +# include +# endif +# if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX__) && !defined(SDL_DISABLE_AVX) +# define SDL_DISABLE_AVX /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */ +# endif +# if (defined(_MSC_VER) || defined(__AVX__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(_M_ARM64EC) && !defined(SDL_DISABLE_AVX) +# define SDL_AVX_INTRINSICS 1 +# include +# endif +# if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX2__) && !defined(SDL_DISABLE_AVX2) +# define SDL_DISABLE_AVX2 /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */ +# endif +# if (defined(_MSC_VER) || defined(__AVX2__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(_M_ARM64EC) && !defined(SDL_DISABLE_AVX2) +# define SDL_AVX2_INTRINSICS 1 +# include +# endif +# if defined(__clang__) && (defined(_MSC_VER) || defined(__SCE__)) && !defined(__AVX512F__) && !defined(SDL_DISABLE_AVX512F) +# define SDL_DISABLE_AVX512F /* see https://reviews.llvm.org/D20291 and https://reviews.llvm.org/D79194 */ +# endif +# if (defined(_MSC_VER) || defined(__AVX512F__) || defined(SDL_HAS_TARGET_ATTRIBS)) && !defined(_M_ARM64EC) && !defined(SDL_DISABLE_AVX512F) +# define SDL_AVX512F_INTRINSICS 1 +# include +# endif +#endif /* defined(__x86_64__) || defined(_M_X64) || defined(__i386__) || defined(_M_IX86) */ + +#endif /* SDL_intrin_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_iostream.h b/modules/imgui-sdl/src/include/SDL3/SDL_iostream.h new file mode 100644 index 0000000..4ca1609 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_iostream.h @@ -0,0 +1,1354 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: IOStream */ + +/** + * # CategoryIOStream + * + * SDL provides an abstract interface for reading and writing data streams. It + * offers implementations for files, memory, etc, and the app can provide + * their own implementations, too. + * + * SDL_IOStream is not related to the standard C++ iostream class, other than + * both are abstract interfaces to read/write data. + */ + +#ifndef SDL_iostream_h_ +#define SDL_iostream_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * SDL_IOStream status, set by a read or write operation. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_IOStatus +{ + SDL_IO_STATUS_READY, /**< Everything is ready (no errors and not EOF). */ + SDL_IO_STATUS_ERROR, /**< Read or write I/O error */ + SDL_IO_STATUS_EOF, /**< End of file */ + SDL_IO_STATUS_NOT_READY, /**< Non blocking I/O, not ready */ + SDL_IO_STATUS_READONLY, /**< Tried to write a read-only buffer */ + SDL_IO_STATUS_WRITEONLY /**< Tried to read a write-only buffer */ +} SDL_IOStatus; + +/** + * Possible `whence` values for SDL_IOStream seeking. + * + * These map to the same "whence" concept that `fseek` or `lseek` use in the + * standard C runtime. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_IOWhence +{ + SDL_IO_SEEK_SET, /**< Seek from the beginning of data */ + SDL_IO_SEEK_CUR, /**< Seek relative to current read point */ + SDL_IO_SEEK_END /**< Seek relative to the end of data */ +} SDL_IOWhence; + +/** + * The function pointers that drive an SDL_IOStream. + * + * Applications can provide this struct to SDL_OpenIO() to create their own + * implementation of SDL_IOStream. This is not necessarily required, as SDL + * already offers several common types of I/O streams, via functions like + * SDL_IOFromFile() and SDL_IOFromMem(). + * + * This structure should be initialized using SDL_INIT_INTERFACE() + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_INIT_INTERFACE + */ +typedef struct SDL_IOStreamInterface +{ + /* The version of this interface */ + Uint32 version; + + /** + * Return the number of bytes in this SDL_IOStream + * + * \return the total size of the data stream, or -1 on error. + */ + Sint64 (SDLCALL *size)(void *userdata); + + /** + * Seek to `offset` relative to `whence`, one of stdio's whence values: + * SDL_IO_SEEK_SET, SDL_IO_SEEK_CUR, SDL_IO_SEEK_END + * + * \return the final offset in the data stream, or -1 on error. + */ + Sint64 (SDLCALL *seek)(void *userdata, Sint64 offset, SDL_IOWhence whence); + + /** + * Read up to `size` bytes from the data stream to the area pointed + * at by `ptr`. + * + * On an incomplete read, you should set `*status` to a value from the + * SDL_IOStatus enum. You do not have to explicitly set this on + * a complete, successful read. + * + * \return the number of bytes read + */ + size_t (SDLCALL *read)(void *userdata, void *ptr, size_t size, SDL_IOStatus *status); + + /** + * Write exactly `size` bytes from the area pointed at by `ptr` + * to data stream. + * + * On an incomplete write, you should set `*status` to a value from the + * SDL_IOStatus enum. You do not have to explicitly set this on + * a complete, successful write. + * + * \return the number of bytes written + */ + size_t (SDLCALL *write)(void *userdata, const void *ptr, size_t size, SDL_IOStatus *status); + + /** + * If the stream is buffering, make sure the data is written out. + * + * On failure, you should set `*status` to a value from the + * SDL_IOStatus enum. You do not have to explicitly set this on + * a successful flush. + * + * \return true if successful or false on write error when flushing data. + */ + bool (SDLCALL *flush)(void *userdata, SDL_IOStatus *status); + + /** + * Close and free any allocated resources. + * + * This does not guarantee file writes will sync to physical media; they + * can be in the system's file cache, waiting to go to disk. + * + * The SDL_IOStream is still destroyed even if this fails, so clean up anything + * even if flushing buffers, etc, returns an error. + * + * \return true if successful or false on write error when flushing data. + */ + bool (SDLCALL *close)(void *userdata); + +} SDL_IOStreamInterface; + +/* Check the size of SDL_IOStreamInterface + * + * If this assert fails, either the compiler is padding to an unexpected size, + * or the interface has been updated and this should be updated to match and + * the code using this interface should be updated to handle the old version. + */ +SDL_COMPILE_TIME_ASSERT(SDL_IOStreamInterface_SIZE, + (sizeof(void *) == 4 && sizeof(SDL_IOStreamInterface) == 28) || + (sizeof(void *) == 8 && sizeof(SDL_IOStreamInterface) == 56)); + +/** + * The read/write operation structure. + * + * This operates as an opaque handle. There are several APIs to create various + * types of I/O streams, or an app can supply an SDL_IOStreamInterface to + * SDL_OpenIO() to provide their own stream implementation behind this + * struct's abstract interface. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_IOStream SDL_IOStream; + + +/** + * \name IOFrom functions + * + * Functions to create SDL_IOStream structures from various data streams. + */ +/* @{ */ + +/** + * Use this function to create a new SDL_IOStream structure for reading from + * and/or writing to a named file. + * + * The `mode` string is treated roughly the same as in a call to the C + * library's fopen(), even if SDL doesn't happen to use fopen() behind the + * scenes. + * + * Available `mode` strings: + * + * - "r": Open a file for reading. The file must exist. + * - "w": Create an empty file for writing. If a file with the same name + * already exists its content is erased and the file is treated as a new + * empty file. + * - "a": Append to a file. Writing operations append data at the end of the + * file. The file is created if it does not exist. + * - "r+": Open a file for update both reading and writing. The file must + * exist. + * - "w+": Create an empty file for both reading and writing. If a file with + * the same name already exists its content is erased and the file is + * treated as a new empty file. + * - "a+": Open a file for reading and appending. All writing operations are + * performed at the end of the file, protecting the previous content to be + * overwritten. You can reposition (fseek, rewind) the internal pointer to + * anywhere in the file for reading, but writing operations will move it + * back to the end of file. The file is created if it does not exist. + * + * **NOTE**: In order to open a file as a binary file, a "b" character has to + * be included in the `mode` string. This additional "b" character can either + * be appended at the end of the string (thus making the following compound + * modes: "rb", "wb", "ab", "r+b", "w+b", "a+b") or be inserted between the + * letter and the "+" sign for the mixed modes ("rb+", "wb+", "ab+"). + * Additional characters may follow the sequence, although they should have no + * effect. For example, "t" is sometimes appended to make explicit the file is + * a text file. + * + * This function supports Unicode filenames, but they must be encoded in UTF-8 + * format, regardless of the underlying operating system. + * + * In Android, SDL_IOFromFile() can be used to open content:// URIs. As a + * fallback, SDL_IOFromFile() will transparently open a matching filename in + * the app's `assets`. + * + * Closing the SDL_IOStream will close SDL's internal file handle. + * + * The following properties may be set at creation time by SDL: + * + * - `SDL_PROP_IOSTREAM_WINDOWS_HANDLE_POINTER`: a pointer, that can be cast + * to a win32 `HANDLE`, that this SDL_IOStream is using to access the + * filesystem. If the program isn't running on Windows, or SDL used some + * other method to access the filesystem, this property will not be set. + * - `SDL_PROP_IOSTREAM_STDIO_FILE_POINTER`: a pointer, that can be cast to a + * stdio `FILE *`, that this SDL_IOStream is using to access the filesystem. + * If SDL used some other method to access the filesystem, this property + * will not be set. PLEASE NOTE that if SDL is using a different C runtime + * than your app, trying to use this pointer will almost certainly result in + * a crash! This is mostly a problem on Windows; make sure you build SDL and + * your app with the same compiler and settings to avoid it. + * - `SDL_PROP_IOSTREAM_FILE_DESCRIPTOR_NUMBER`: a file descriptor that this + * SDL_IOStream is using to access the filesystem. + * - `SDL_PROP_IOSTREAM_ANDROID_AASSET_POINTER`: a pointer, that can be cast + * to an Android NDK `AAsset *`, that this SDL_IOStream is using to access + * the filesystem. If SDL used some other method to access the filesystem, + * this property will not be set. + * + * \param file a UTF-8 string representing the filename to open. + * \param mode an ASCII string representing the mode to be used for opening + * the file. + * \returns a pointer to the SDL_IOStream structure that is created or NULL on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseIO + * \sa SDL_FlushIO + * \sa SDL_ReadIO + * \sa SDL_SeekIO + * \sa SDL_TellIO + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_IOFromFile(const char *file, const char *mode); + +#define SDL_PROP_IOSTREAM_WINDOWS_HANDLE_POINTER "SDL.iostream.windows.handle" +#define SDL_PROP_IOSTREAM_STDIO_FILE_POINTER "SDL.iostream.stdio.file" +#define SDL_PROP_IOSTREAM_FILE_DESCRIPTOR_NUMBER "SDL.iostream.file_descriptor" +#define SDL_PROP_IOSTREAM_ANDROID_AASSET_POINTER "SDL.iostream.android.aasset" + +/** + * Use this function to prepare a read-write memory buffer for use with + * SDL_IOStream. + * + * This function sets up an SDL_IOStream struct based on a memory area of a + * certain size, for both read and write access. + * + * This memory buffer is not copied by the SDL_IOStream; the pointer you + * provide must remain valid until you close the stream. Closing the stream + * will not free the original buffer. + * + * If you need to make sure the SDL_IOStream never writes to the memory + * buffer, you should use SDL_IOFromConstMem() with a read-only buffer of + * memory instead. + * + * The following properties will be set at creation time by SDL: + * + * - `SDL_PROP_IOSTREAM_MEMORY_POINTER`: this will be the `mem` parameter that + * was passed to this function. + * - `SDL_PROP_IOSTREAM_MEMORY_SIZE_NUMBER`: this will be the `size` parameter + * that was passed to this function. + * + * \param mem a pointer to a buffer to feed an SDL_IOStream stream. + * \param size the buffer size, in bytes. + * \returns a pointer to a new SDL_IOStream structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IOFromConstMem + * \sa SDL_CloseIO + * \sa SDL_FlushIO + * \sa SDL_ReadIO + * \sa SDL_SeekIO + * \sa SDL_TellIO + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_IOFromMem(void *mem, size_t size); + +#define SDL_PROP_IOSTREAM_MEMORY_POINTER "SDL.iostream.memory.base" +#define SDL_PROP_IOSTREAM_MEMORY_SIZE_NUMBER "SDL.iostream.memory.size" + +/** + * Use this function to prepare a read-only memory buffer for use with + * SDL_IOStream. + * + * This function sets up an SDL_IOStream struct based on a memory area of a + * certain size. It assumes the memory area is not writable. + * + * Attempting to write to this SDL_IOStream stream will report an error + * without writing to the memory buffer. + * + * This memory buffer is not copied by the SDL_IOStream; the pointer you + * provide must remain valid until you close the stream. Closing the stream + * will not free the original buffer. + * + * If you need to write to a memory buffer, you should use SDL_IOFromMem() + * with a writable buffer of memory instead. + * + * The following properties will be set at creation time by SDL: + * + * - `SDL_PROP_IOSTREAM_MEMORY_POINTER`: this will be the `mem` parameter that + * was passed to this function. + * - `SDL_PROP_IOSTREAM_MEMORY_SIZE_NUMBER`: this will be the `size` parameter + * that was passed to this function. + * + * \param mem a pointer to a read-only buffer to feed an SDL_IOStream stream. + * \param size the buffer size, in bytes. + * \returns a pointer to a new SDL_IOStream structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IOFromMem + * \sa SDL_CloseIO + * \sa SDL_ReadIO + * \sa SDL_SeekIO + * \sa SDL_TellIO + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_IOFromConstMem(const void *mem, size_t size); + +/** + * Use this function to create an SDL_IOStream that is backed by dynamically + * allocated memory. + * + * This supports the following properties to provide access to the memory and + * control over allocations: + * + * - `SDL_PROP_IOSTREAM_DYNAMIC_MEMORY_POINTER`: a pointer to the internal + * memory of the stream. This can be set to NULL to transfer ownership of + * the memory to the application, which should free the memory with + * SDL_free(). If this is done, the next operation on the stream must be + * SDL_CloseIO(). + * - `SDL_PROP_IOSTREAM_DYNAMIC_CHUNKSIZE_NUMBER`: memory will be allocated in + * multiples of this size, defaulting to 1024. + * + * \returns a pointer to a new SDL_IOStream structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseIO + * \sa SDL_ReadIO + * \sa SDL_SeekIO + * \sa SDL_TellIO + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_IOFromDynamicMem(void); + +#define SDL_PROP_IOSTREAM_DYNAMIC_MEMORY_POINTER "SDL.iostream.dynamic.memory" +#define SDL_PROP_IOSTREAM_DYNAMIC_CHUNKSIZE_NUMBER "SDL.iostream.dynamic.chunksize" + +/* @} *//* IOFrom functions */ + + +/** + * Create a custom SDL_IOStream. + * + * Applications do not need to use this function unless they are providing + * their own SDL_IOStream implementation. If you just need an SDL_IOStream to + * read/write a common data source, you should use the built-in + * implementations in SDL, like SDL_IOFromFile() or SDL_IOFromMem(), etc. + * + * This function makes a copy of `iface` and the caller does not need to keep + * it around after this call. + * + * \param iface the interface that implements this SDL_IOStream, initialized + * using SDL_INIT_INTERFACE(). + * \param userdata the pointer that will be passed to the interface functions. + * \returns a pointer to the allocated memory on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseIO + * \sa SDL_INIT_INTERFACE + * \sa SDL_IOFromConstMem + * \sa SDL_IOFromFile + * \sa SDL_IOFromMem + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_OpenIO(const SDL_IOStreamInterface *iface, void *userdata); + +/** + * Close and free an allocated SDL_IOStream structure. + * + * SDL_CloseIO() closes and cleans up the SDL_IOStream stream. It releases any + * resources used by the stream and frees the SDL_IOStream itself. This + * returns true on success, or false if the stream failed to flush to its + * output (e.g. to disk). + * + * Note that if this fails to flush the stream for any reason, this function + * reports an error, but the SDL_IOStream is still invalid once this function + * returns. + * + * This call flushes any buffered writes to the operating system, but there + * are no guarantees that those writes have gone to physical media; they might + * be in the OS's file cache, waiting to go to disk later. If it's absolutely + * crucial that writes go to disk immediately, so they are definitely stored + * even if the power fails before the file cache would have caught up, one + * should call SDL_FlushIO() before closing. Note that flushing takes time and + * makes the system and your app operate less efficiently, so do so sparingly. + * + * \param context SDL_IOStream structure to close. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenIO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CloseIO(SDL_IOStream *context); + +/** + * Get the properties associated with an SDL_IOStream. + * + * \param context a pointer to an SDL_IOStream structure. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetIOProperties(SDL_IOStream *context); + +/** + * Query the stream status of an SDL_IOStream. + * + * This information can be useful to decide if a short read or write was due + * to an error, an EOF, or a non-blocking operation that isn't yet ready to + * complete. + * + * An SDL_IOStream's status is only expected to change after a SDL_ReadIO or + * SDL_WriteIO call; don't expect it to change if you just call this query + * function in a tight loop. + * + * \param context the SDL_IOStream to query. + * \returns an SDL_IOStatus enum with the current state. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_IOStatus SDLCALL SDL_GetIOStatus(SDL_IOStream *context); + +/** + * Use this function to get the size of the data stream in an SDL_IOStream. + * + * \param context the SDL_IOStream to get the size of the data stream from. + * \returns the size of the data stream in the SDL_IOStream on success or a + * negative error code on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetIOSize(SDL_IOStream *context); + +/** + * Seek within an SDL_IOStream data stream. + * + * This function seeks to byte `offset`, relative to `whence`. + * + * `whence` may be any of the following values: + * + * - `SDL_IO_SEEK_SET`: seek from the beginning of data + * - `SDL_IO_SEEK_CUR`: seek relative to current read point + * - `SDL_IO_SEEK_END`: seek relative to the end of data + * + * If this stream can not seek, it will return -1. + * + * \param context a pointer to an SDL_IOStream structure. + * \param offset an offset in bytes, relative to `whence` location; can be + * negative. + * \param whence any of `SDL_IO_SEEK_SET`, `SDL_IO_SEEK_CUR`, + * `SDL_IO_SEEK_END`. + * \returns the final offset in the data stream after the seek or -1 on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_TellIO + */ +extern SDL_DECLSPEC Sint64 SDLCALL SDL_SeekIO(SDL_IOStream *context, Sint64 offset, SDL_IOWhence whence); + +/** + * Determine the current read/write offset in an SDL_IOStream data stream. + * + * SDL_TellIO is actually a wrapper function that calls the SDL_IOStream's + * `seek` method, with an offset of 0 bytes from `SDL_IO_SEEK_CUR`, to + * simplify application development. + * + * \param context an SDL_IOStream data stream object from which to get the + * current offset. + * \returns the current offset in the stream, or -1 if the information can not + * be determined. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SeekIO + */ +extern SDL_DECLSPEC Sint64 SDLCALL SDL_TellIO(SDL_IOStream *context); + +/** + * Read from a data source. + * + * This function reads up `size` bytes from the data source to the area + * pointed at by `ptr`. This function may read less bytes than requested. + * + * This function will return zero when the data stream is completely read, and + * SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If zero is returned and + * the stream is not at EOF, SDL_GetIOStatus() will return a different error + * value and SDL_GetError() will offer a human-readable message. + * + * \param context a pointer to an SDL_IOStream structure. + * \param ptr a pointer to a buffer to read data into. + * \param size the number of bytes to read from the data source. + * \returns the number of bytes read, or 0 on end of file or other failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WriteIO + * \sa SDL_GetIOStatus + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_ReadIO(SDL_IOStream *context, void *ptr, size_t size); + +/** + * Write to an SDL_IOStream data stream. + * + * This function writes exactly `size` bytes from the area pointed at by `ptr` + * to the stream. If this fails for any reason, it'll return less than `size` + * to demonstrate how far the write progressed. On success, it returns `size`. + * + * On error, this function still attempts to write as much as possible, so it + * might return a positive value less than the requested write size. + * + * The caller can use SDL_GetIOStatus() to determine if the problem is + * recoverable, such as a non-blocking write that can simply be retried later, + * or a fatal error. + * + * \param context a pointer to an SDL_IOStream structure. + * \param ptr a pointer to a buffer containing data to write. + * \param size the number of bytes to write. + * \returns the number of bytes written, which will be less than `size` on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IOprintf + * \sa SDL_ReadIO + * \sa SDL_SeekIO + * \sa SDL_FlushIO + * \sa SDL_GetIOStatus + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_WriteIO(SDL_IOStream *context, const void *ptr, size_t size); + +/** + * Print to an SDL_IOStream data stream. + * + * This function does formatted printing to the stream. + * + * \param context a pointer to an SDL_IOStream structure. + * \param fmt a printf() style format string. + * \param ... additional parameters matching % tokens in the `fmt` string, if + * any. + * \returns the number of bytes written or 0 on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IOvprintf + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_IOprintf(SDL_IOStream *context, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Print to an SDL_IOStream data stream. + * + * This function does formatted printing to the stream. + * + * \param context a pointer to an SDL_IOStream structure. + * \param fmt a printf() style format string. + * \param ap a variable argument list. + * \returns the number of bytes written or 0 on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_IOprintf + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_IOvprintf(SDL_IOStream *context, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); + +/** + * Flush any buffered data in the stream. + * + * This function makes sure that any buffered data is written to the stream. + * Normally this isn't necessary but if the stream is a pipe or socket it + * guarantees that any pending data is sent. + * + * \param context SDL_IOStream structure to flush. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenIO + * \sa SDL_WriteIO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlushIO(SDL_IOStream *context); + +/** + * Load all the data from an SDL data stream. + * + * The data is allocated with a zero byte at the end (null terminated) for + * convenience. This extra byte is not included in the value reported via + * `datasize`. + * + * The data should be freed with SDL_free(). + * + * \param src the SDL_IOStream to read all available data from. + * \param datasize a pointer filled in with the number of bytes read, may be + * NULL. + * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even + * in the case of an error. + * \returns the data or NULL on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadFile + * \sa SDL_SaveFile_IO + */ +extern SDL_DECLSPEC void * SDLCALL SDL_LoadFile_IO(SDL_IOStream *src, size_t *datasize, bool closeio); + +/** + * Load all the data from a file path. + * + * The data is allocated with a zero byte at the end (null terminated) for + * convenience. This extra byte is not included in the value reported via + * `datasize`. + * + * The data should be freed with SDL_free(). + * + * \param file the path to read all available data from. + * \param datasize if not NULL, will store the number of bytes read. + * \returns the data or NULL on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadFile_IO + * \sa SDL_SaveFile + */ +extern SDL_DECLSPEC void * SDLCALL SDL_LoadFile(const char *file, size_t *datasize); + +/** + * Save all the data into an SDL data stream. + * + * \param src the SDL_IOStream to write all data to. + * \param data the data to be written. If datasize is 0, may be NULL or a + * invalid pointer. + * \param datasize the number of bytes to be written. + * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even + * in the case of an error. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SaveFile + * \sa SDL_LoadFile_IO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SaveFile_IO(SDL_IOStream *src, const void *data, size_t datasize, bool closeio); + +/** + * Save all the data into a file path. + * + * \param file the path to write all available data into. + * \param data the data to be written. If datasize is 0, may be NULL or a + * invalid pointer. + * \param datasize the number of bytes to be written. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SaveFile_IO + * \sa SDL_LoadFile + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SaveFile(const char *file, const void *data, size_t datasize); + +/** + * \name Read endian functions + * + * Read an item of the specified endianness and return in native format. + */ +/* @{ */ + +/** + * Use this function to read a byte from an SDL_IOStream. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the SDL_IOStream to read from. + * \param value a pointer filled in with the data read. + * \returns true on success or false on failure or EOF; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU8(SDL_IOStream *src, Uint8 *value); + +/** + * Use this function to read a signed byte from an SDL_IOStream. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the SDL_IOStream to read from. + * \param value a pointer filled in with the data read. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS8(SDL_IOStream *src, Sint8 *value); + +/** + * Use this function to read 16 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU16LE(SDL_IOStream *src, Uint16 *value); + +/** + * Use this function to read 16 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS16LE(SDL_IOStream *src, Sint16 *value); + +/** + * Use this function to read 16 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU16BE(SDL_IOStream *src, Uint16 *value); + +/** + * Use this function to read 16 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS16BE(SDL_IOStream *src, Sint16 *value); + +/** + * Use this function to read 32 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU32LE(SDL_IOStream *src, Uint32 *value); + +/** + * Use this function to read 32 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS32LE(SDL_IOStream *src, Sint32 *value); + +/** + * Use this function to read 32 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU32BE(SDL_IOStream *src, Uint32 *value); + +/** + * Use this function to read 32 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS32BE(SDL_IOStream *src, Sint32 *value); + +/** + * Use this function to read 64 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU64LE(SDL_IOStream *src, Uint64 *value); + +/** + * Use this function to read 64 bits of little-endian data from an + * SDL_IOStream and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS64LE(SDL_IOStream *src, Sint64 *value); + +/** + * Use this function to read 64 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadU64BE(SDL_IOStream *src, Uint64 *value); + +/** + * Use this function to read 64 bits of big-endian data from an SDL_IOStream + * and return in native format. + * + * SDL byteswaps the data only if necessary, so the data returned will be in + * the native byte order. + * + * This function will return false when the data stream is completely read, + * and SDL_GetIOStatus() will return SDL_IO_STATUS_EOF. If false is returned + * and the stream is not at EOF, SDL_GetIOStatus() will return a different + * error value and SDL_GetError() will offer a human-readable message. + * + * \param src the stream from which to read data. + * \param value a pointer filled in with the data read. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadS64BE(SDL_IOStream *src, Sint64 *value); +/* @} *//* Read endian functions */ + +/** + * \name Write endian functions + * + * Write an item of native format to the specified endianness. + */ +/* @{ */ + +/** + * Use this function to write a byte to an SDL_IOStream. + * + * \param dst the SDL_IOStream to write to. + * \param value the byte value to write. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU8(SDL_IOStream *dst, Uint8 value); + +/** + * Use this function to write a signed byte to an SDL_IOStream. + * + * \param dst the SDL_IOStream to write to. + * \param value the byte value to write. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS8(SDL_IOStream *dst, Sint8 value); + +/** + * Use this function to write 16 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU16LE(SDL_IOStream *dst, Uint16 value); + +/** + * Use this function to write 16 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS16LE(SDL_IOStream *dst, Sint16 value); + +/** + * Use this function to write 16 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU16BE(SDL_IOStream *dst, Uint16 value); + +/** + * Use this function to write 16 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS16BE(SDL_IOStream *dst, Sint16 value); + +/** + * Use this function to write 32 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU32LE(SDL_IOStream *dst, Uint32 value); + +/** + * Use this function to write 32 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS32LE(SDL_IOStream *dst, Sint32 value); + +/** + * Use this function to write 32 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU32BE(SDL_IOStream *dst, Uint32 value); + +/** + * Use this function to write 32 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS32BE(SDL_IOStream *dst, Sint32 value); + +/** + * Use this function to write 64 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU64LE(SDL_IOStream *dst, Uint64 value); + +/** + * Use this function to write 64 bits in native format to an SDL_IOStream as + * little-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in little-endian + * format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS64LE(SDL_IOStream *dst, Sint64 value); + +/** + * Use this function to write 64 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteU64BE(SDL_IOStream *dst, Uint64 value); + +/** + * Use this function to write 64 bits in native format to an SDL_IOStream as + * big-endian data. + * + * SDL byteswaps the data only if necessary, so the application always + * specifies native format, and the data written will be in big-endian format. + * + * \param dst the stream to which data will be written. + * \param value the data to be written, in native format. + * \returns true on successful write or false on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteS64BE(SDL_IOStream *dst, Sint64 value); + +/* @} *//* Write endian functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_iostream_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_joystick.h b/modules/imgui-sdl/src/include/SDL3/SDL_joystick.h new file mode 100644 index 0000000..d15668b --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_joystick.h @@ -0,0 +1,1202 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryJoystick + * + * SDL joystick support. + * + * This is the lower-level joystick handling. If you want the simpler option, + * where what each button does is well-defined, you should use the gamepad API + * instead. + * + * The term "instance_id" is the current instantiation of a joystick device in + * the system, if the joystick is removed and then re-inserted then it will + * get a new instance_id, instance_id's are monotonically increasing + * identifiers of a joystick plugged in. + * + * The term "player_index" is the number assigned to a player on a specific + * controller. For XInput controllers this returns the XInput user index. Many + * joysticks will not be able to supply this information. + * + * SDL_GUID is used as a stable 128-bit identifier for a joystick device that + * does not change over time. It identifies class of the device (a X360 wired + * controller for example). This identifier is platform dependent. + * + * In order to use these functions, SDL_Init() must have been called with the + * SDL_INIT_JOYSTICK flag. This causes SDL to scan the system for joysticks, + * and load appropriate drivers. + * + * If you would like to receive joystick updates while the application is in + * the background, you should set the following hint before calling + * SDL_Init(): SDL_HINT_JOYSTICK_ALLOW_BACKGROUND_EVENTS + */ + +#ifndef SDL_joystick_h_ +#define SDL_joystick_h_ + +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +#ifdef SDL_THREAD_SAFETY_ANALYSIS +/* + * This is not an exported symbol from SDL, this is only in the headers to + * help Clang's thread safety analysis tools to function. Do not attempt + * to access this symbol from your app, it will not work! + */ +extern SDL_Mutex *SDL_joystick_lock; +#endif + +/** + * The joystick structure used to identify an SDL joystick. + * + * This is opaque data. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Joystick SDL_Joystick; + +/** + * This is a unique ID for a joystick for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the joystick is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_JoystickID; + +/** + * An enum of some common joystick types. + * + * In some cases, SDL can identify a low-level joystick as being a certain + * type of device, and will report it through SDL_GetJoystickType (or + * SDL_GetJoystickTypeForID). + * + * This is by no means a complete list of everything that can be plugged into + * a computer. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_JoystickType +{ + SDL_JOYSTICK_TYPE_UNKNOWN, + SDL_JOYSTICK_TYPE_GAMEPAD, + SDL_JOYSTICK_TYPE_WHEEL, + SDL_JOYSTICK_TYPE_ARCADE_STICK, + SDL_JOYSTICK_TYPE_FLIGHT_STICK, + SDL_JOYSTICK_TYPE_DANCE_PAD, + SDL_JOYSTICK_TYPE_GUITAR, + SDL_JOYSTICK_TYPE_DRUM_KIT, + SDL_JOYSTICK_TYPE_ARCADE_PAD, + SDL_JOYSTICK_TYPE_THROTTLE, + SDL_JOYSTICK_TYPE_COUNT +} SDL_JoystickType; + +/** + * Possible connection states for a joystick device. + * + * This is used by SDL_GetJoystickConnectionState to report how a device is + * connected to the system. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_JoystickConnectionState +{ + SDL_JOYSTICK_CONNECTION_INVALID = -1, + SDL_JOYSTICK_CONNECTION_UNKNOWN, + SDL_JOYSTICK_CONNECTION_WIRED, + SDL_JOYSTICK_CONNECTION_WIRELESS +} SDL_JoystickConnectionState; + +/** + * The largest value an SDL_Joystick's axis can report. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_JOYSTICK_AXIS_MIN + */ +#define SDL_JOYSTICK_AXIS_MAX 32767 + +/** + * The smallest value an SDL_Joystick's axis can report. + * + * This is a negative number! + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_JOYSTICK_AXIS_MAX + */ +#define SDL_JOYSTICK_AXIS_MIN -32768 + + +/* Function prototypes */ + +/** + * Locking for atomic access to the joystick API. + * + * The SDL joystick functions are thread-safe, however you can lock the + * joysticks while processing to guarantee that the joystick list won't change + * and joystick and gamepad events will not be delivered. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_LockJoysticks(void) SDL_ACQUIRE(SDL_joystick_lock); + +/** + * Unlocking for atomic access to the joystick API. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockJoysticks(void) SDL_RELEASE(SDL_joystick_lock); + +/** + * Return whether a joystick is currently connected. + * + * \returns true if a joystick is connected, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasJoystick(void); + +/** + * Get a list of currently connected joysticks. + * + * \param count a pointer filled in with the number of joysticks returned, may + * be NULL. + * \returns a 0 terminated array of joystick instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasJoystick + * \sa SDL_OpenJoystick + */ +extern SDL_DECLSPEC SDL_JoystickID * SDLCALL SDL_GetJoysticks(int *count); + +/** + * Get the implementation dependent name of a joystick. + * + * This can be called before any joysticks are opened. + * + * \param instance_id the joystick instance ID. + * \returns the name of the selected joystick. If no name can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickName + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickNameForID(SDL_JoystickID instance_id); + +/** + * Get the implementation dependent path of a joystick. + * + * This can be called before any joysticks are opened. + * + * \param instance_id the joystick instance ID. + * \returns the path of the selected joystick. If no path can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickPath + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickPathForID(SDL_JoystickID instance_id); + +/** + * Get the player index of a joystick. + * + * This can be called before any joysticks are opened. + * + * \param instance_id the joystick instance ID. + * \returns the player index of a joystick, or -1 if it's not available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickPlayerIndex + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickPlayerIndexForID(SDL_JoystickID instance_id); + +/** + * Get the implementation-dependent GUID of a joystick. + * + * This can be called before any joysticks are opened. + * + * \param instance_id the joystick instance ID. + * \returns the GUID of the selected joystick. If called with an invalid + * instance_id, this function returns a zero GUID. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickGUID + * \sa SDL_GUIDToString + */ +extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetJoystickGUIDForID(SDL_JoystickID instance_id); + +/** + * Get the USB vendor ID of a joystick, if available. + * + * This can be called before any joysticks are opened. If the vendor ID isn't + * available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the USB vendor ID of the selected joystick. If called with an + * invalid instance_id, this function returns 0. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickVendor + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickVendorForID(SDL_JoystickID instance_id); + +/** + * Get the USB product ID of a joystick, if available. + * + * This can be called before any joysticks are opened. If the product ID isn't + * available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the USB product ID of the selected joystick. If called with an + * invalid instance_id, this function returns 0. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickProduct + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProductForID(SDL_JoystickID instance_id); + +/** + * Get the product version of a joystick, if available. + * + * This can be called before any joysticks are opened. If the product version + * isn't available this function returns 0. + * + * \param instance_id the joystick instance ID. + * \returns the product version of the selected joystick. If called with an + * invalid instance_id, this function returns 0. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickProductVersion + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProductVersionForID(SDL_JoystickID instance_id); + +/** + * Get the type of a joystick, if available. + * + * This can be called before any joysticks are opened. + * + * \param instance_id the joystick instance ID. + * \returns the SDL_JoystickType of the selected joystick. If called with an + * invalid instance_id, this function returns + * `SDL_JOYSTICK_TYPE_UNKNOWN`. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickType + * \sa SDL_GetJoysticks + */ +extern SDL_DECLSPEC SDL_JoystickType SDLCALL SDL_GetJoystickTypeForID(SDL_JoystickID instance_id); + +/** + * Open a joystick for use. + * + * The joystick subsystem must be initialized before a joystick can be opened + * for use. + * + * \param instance_id the joystick instance ID. + * \returns a joystick identifier or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseJoystick + */ +extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_OpenJoystick(SDL_JoystickID instance_id); + +/** + * Get the SDL_Joystick associated with an instance ID, if it has been opened. + * + * \param instance_id the instance ID to get the SDL_Joystick for. + * \returns an SDL_Joystick on success or NULL on failure or if it hasn't been + * opened yet; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetJoystickFromID(SDL_JoystickID instance_id); + +/** + * Get the SDL_Joystick associated with a player index. + * + * \param player_index the player index to get the SDL_Joystick for. + * \returns an SDL_Joystick on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickPlayerIndex + * \sa SDL_SetJoystickPlayerIndex + */ +extern SDL_DECLSPEC SDL_Joystick * SDLCALL SDL_GetJoystickFromPlayerIndex(int player_index); + +/** + * The structure that describes a virtual joystick touchpad. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_VirtualJoystickDesc + */ +typedef struct SDL_VirtualJoystickTouchpadDesc +{ + Uint16 nfingers; /**< the number of simultaneous fingers on this touchpad */ + Uint16 padding[3]; +} SDL_VirtualJoystickTouchpadDesc; + +/** + * The structure that describes a virtual joystick sensor. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_VirtualJoystickDesc + */ +typedef struct SDL_VirtualJoystickSensorDesc +{ + SDL_SensorType type; /**< the type of this sensor */ + float rate; /**< the update frequency of this sensor, may be 0.0f */ +} SDL_VirtualJoystickSensorDesc; + +/** + * The structure that describes a virtual joystick. + * + * This structure should be initialized using SDL_INIT_INTERFACE(). All + * elements of this structure are optional. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_AttachVirtualJoystick + * \sa SDL_INIT_INTERFACE + * \sa SDL_VirtualJoystickSensorDesc + * \sa SDL_VirtualJoystickTouchpadDesc + */ +typedef struct SDL_VirtualJoystickDesc +{ + Uint32 version; /**< the version of this interface */ + Uint16 type; /**< `SDL_JoystickType` */ + Uint16 padding; /**< unused */ + Uint16 vendor_id; /**< the USB vendor ID of this joystick */ + Uint16 product_id; /**< the USB product ID of this joystick */ + Uint16 naxes; /**< the number of axes on this joystick */ + Uint16 nbuttons; /**< the number of buttons on this joystick */ + Uint16 nballs; /**< the number of balls on this joystick */ + Uint16 nhats; /**< the number of hats on this joystick */ + Uint16 ntouchpads; /**< the number of touchpads on this joystick, requires `touchpads` to point at valid descriptions */ + Uint16 nsensors; /**< the number of sensors on this joystick, requires `sensors` to point at valid descriptions */ + Uint16 padding2[2]; /**< unused */ + Uint32 button_mask; /**< A mask of which buttons are valid for this controller + e.g. (1 << SDL_GAMEPAD_BUTTON_SOUTH) */ + Uint32 axis_mask; /**< A mask of which axes are valid for this controller + e.g. (1 << SDL_GAMEPAD_AXIS_LEFTX) */ + const char *name; /**< the name of the joystick */ + const SDL_VirtualJoystickTouchpadDesc *touchpads; /**< A pointer to an array of touchpad descriptions, required if `ntouchpads` is > 0 */ + const SDL_VirtualJoystickSensorDesc *sensors; /**< A pointer to an array of sensor descriptions, required if `nsensors` is > 0 */ + + void *userdata; /**< User data pointer passed to callbacks */ + void (SDLCALL *Update)(void *userdata); /**< Called when the joystick state should be updated */ + void (SDLCALL *SetPlayerIndex)(void *userdata, int player_index); /**< Called when the player index is set */ + bool (SDLCALL *Rumble)(void *userdata, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble); /**< Implements SDL_RumbleJoystick() */ + bool (SDLCALL *RumbleTriggers)(void *userdata, Uint16 left_rumble, Uint16 right_rumble); /**< Implements SDL_RumbleJoystickTriggers() */ + bool (SDLCALL *SetLED)(void *userdata, Uint8 red, Uint8 green, Uint8 blue); /**< Implements SDL_SetJoystickLED() */ + bool (SDLCALL *SendEffect)(void *userdata, const void *data, int size); /**< Implements SDL_SendJoystickEffect() */ + bool (SDLCALL *SetSensorsEnabled)(void *userdata, bool enabled); /**< Implements SDL_SetGamepadSensorEnabled() */ + void (SDLCALL *Cleanup)(void *userdata); /**< Cleans up the userdata when the joystick is detached */ +} SDL_VirtualJoystickDesc; + +/* Check the size of SDL_VirtualJoystickDesc + * + * If this assert fails, either the compiler is padding to an unexpected size, + * or the interface has been updated and this should be updated to match and + * the code using this interface should be updated to handle the old version. + */ +SDL_COMPILE_TIME_ASSERT(SDL_VirtualJoystickDesc_SIZE, + (sizeof(void *) == 4 && sizeof(SDL_VirtualJoystickDesc) == 84) || + (sizeof(void *) == 8 && sizeof(SDL_VirtualJoystickDesc) == 136)); + +/** + * Attach a new virtual joystick. + * + * \param desc joystick description, initialized using SDL_INIT_INTERFACE(). + * \returns the joystick instance ID, or 0 on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DetachVirtualJoystick + */ +extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_AttachVirtualJoystick(const SDL_VirtualJoystickDesc *desc); + +/** + * Detach a virtual joystick. + * + * \param instance_id the joystick instance ID, previously returned from + * SDL_AttachVirtualJoystick(). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AttachVirtualJoystick + */ +extern SDL_DECLSPEC bool SDLCALL SDL_DetachVirtualJoystick(SDL_JoystickID instance_id); + +/** + * Query whether or not a joystick is virtual. + * + * \param instance_id the joystick instance ID. + * \returns true if the joystick is virtual, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsJoystickVirtual(SDL_JoystickID instance_id); + +/** + * Set the state of an axis on an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * Note that when sending trigger axes, you should scale the value to the full + * range of Sint16. For example, a trigger at rest would have the value of + * `SDL_JOYSTICK_AXIS_MIN`. + * + * \param joystick the virtual joystick on which to set state. + * \param axis the index of the axis on the virtual joystick to update. + * \param value the new value for the specified axis. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickVirtualAxis(SDL_Joystick *joystick, int axis, Sint16 value); + +/** + * Generate ball motion on an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param ball the index of the ball on the virtual joystick to update. + * \param xrel the relative motion on the X axis. + * \param yrel the relative motion on the Y axis. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickVirtualBall(SDL_Joystick *joystick, int ball, Sint16 xrel, Sint16 yrel); + +/** + * Set the state of a button on an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param button the index of the button on the virtual joystick to update. + * \param down true if the button is pressed, false otherwise. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickVirtualButton(SDL_Joystick *joystick, int button, bool down); + +/** + * Set the state of a hat on an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param hat the index of the hat on the virtual joystick to update. + * \param value the new value for the specified hat. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickVirtualHat(SDL_Joystick *joystick, int hat, Uint8 value); + +/** + * Set touchpad finger state on an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param touchpad the index of the touchpad on the virtual joystick to + * update. + * \param finger the index of the finger on the touchpad to set. + * \param down true if the finger is pressed, false if the finger is released. + * \param x the x coordinate of the finger on the touchpad, normalized 0 to 1, + * with the origin in the upper left. + * \param y the y coordinate of the finger on the touchpad, normalized 0 to 1, + * with the origin in the upper left. + * \param pressure the pressure of the finger. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickVirtualTouchpad(SDL_Joystick *joystick, int touchpad, int finger, bool down, float x, float y, float pressure); + +/** + * Send a sensor update for an opened virtual joystick. + * + * Please note that values set here will not be applied until the next call to + * SDL_UpdateJoysticks, which can either be called directly, or can be called + * indirectly through various other SDL APIs, including, but not limited to + * the following: SDL_PollEvent, SDL_PumpEvents, SDL_WaitEventTimeout, + * SDL_WaitEvent. + * + * \param joystick the virtual joystick on which to set state. + * \param type the type of the sensor on the virtual joystick to update. + * \param sensor_timestamp a 64-bit timestamp in nanoseconds associated with + * the sensor reading. + * \param data the data associated with the sensor reading. + * \param num_values the number of values pointed to by `data`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SendJoystickVirtualSensorData(SDL_Joystick *joystick, SDL_SensorType type, Uint64 sensor_timestamp, const float *data, int num_values); + +/** + * Get the properties associated with a joystick. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN`: true if this joystick has an + * LED that has adjustable brightness + * - `SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN`: true if this joystick has an LED + * that has adjustable color + * - `SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN`: true if this joystick has a + * player LED + * - `SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN`: true if this joystick has + * left/right rumble + * - `SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN`: true if this joystick has + * simple trigger rumble + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetJoystickProperties(SDL_Joystick *joystick); + +#define SDL_PROP_JOYSTICK_CAP_MONO_LED_BOOLEAN "SDL.joystick.cap.mono_led" +#define SDL_PROP_JOYSTICK_CAP_RGB_LED_BOOLEAN "SDL.joystick.cap.rgb_led" +#define SDL_PROP_JOYSTICK_CAP_PLAYER_LED_BOOLEAN "SDL.joystick.cap.player_led" +#define SDL_PROP_JOYSTICK_CAP_RUMBLE_BOOLEAN "SDL.joystick.cap.rumble" +#define SDL_PROP_JOYSTICK_CAP_TRIGGER_RUMBLE_BOOLEAN "SDL.joystick.cap.trigger_rumble" + +/** + * Get the implementation dependent name of a joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the name of the selected joystick. If no name can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickNameForID + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickName(SDL_Joystick *joystick); + +/** + * Get the implementation dependent path of a joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the path of the selected joystick. If no path can be found, this + * function returns NULL; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickPathForID + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickPath(SDL_Joystick *joystick); + +/** + * Get the player index of an opened joystick. + * + * For XInput controllers this returns the XInput user index. Many joysticks + * will not be able to supply this information. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the player index, or -1 if it's not available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetJoystickPlayerIndex + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetJoystickPlayerIndex(SDL_Joystick *joystick); + +/** + * Set the player index of an opened joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \param player_index player index to assign to this joystick, or -1 to clear + * the player index and turn off player LEDs. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickPlayerIndex + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickPlayerIndex(SDL_Joystick *joystick, int player_index); + +/** + * Get the implementation-dependent GUID for the joystick. + * + * This function requires an open joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the GUID of the given joystick. If called on an invalid index, + * this function returns a zero GUID; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickGUIDForID + * \sa SDL_GUIDToString + */ +extern SDL_DECLSPEC SDL_GUID SDLCALL SDL_GetJoystickGUID(SDL_Joystick *joystick); + +/** + * Get the USB vendor ID of an opened joystick, if available. + * + * If the vendor ID isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the USB vendor ID of the selected joystick, or 0 if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickVendorForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickVendor(SDL_Joystick *joystick); + +/** + * Get the USB product ID of an opened joystick, if available. + * + * If the product ID isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the USB product ID of the selected joystick, or 0 if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickProductForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProduct(SDL_Joystick *joystick); + +/** + * Get the product version of an opened joystick, if available. + * + * If the product version isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the product version of the selected joystick, or 0 if unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickProductVersionForID + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickProductVersion(SDL_Joystick *joystick); + +/** + * Get the firmware version of an opened joystick, if available. + * + * If the firmware version isn't available this function returns 0. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the firmware version of the selected joystick, or 0 if + * unavailable. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_GetJoystickFirmwareVersion(SDL_Joystick *joystick); + +/** + * Get the serial number of an opened joystick, if available. + * + * Returns the serial number of the joystick, or NULL if it is not available. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the serial number of the selected joystick, or NULL if + * unavailable. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetJoystickSerial(SDL_Joystick *joystick); + +/** + * Get the type of an opened joystick. + * + * \param joystick the SDL_Joystick obtained from SDL_OpenJoystick(). + * \returns the SDL_JoystickType of the selected joystick. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickTypeForID + */ +extern SDL_DECLSPEC SDL_JoystickType SDLCALL SDL_GetJoystickType(SDL_Joystick *joystick); + +/** + * Get the device information encoded in a SDL_GUID structure. + * + * \param guid the SDL_GUID you wish to get info about. + * \param vendor a pointer filled in with the device VID, or 0 if not + * available. + * \param product a pointer filled in with the device PID, or 0 if not + * available. + * \param version a pointer filled in with the device version, or 0 if not + * available. + * \param crc16 a pointer filled in with a CRC used to distinguish different + * products with the same VID/PID, or 0 if not available. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickGUIDForID + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetJoystickGUIDInfo(SDL_GUID guid, Uint16 *vendor, Uint16 *product, Uint16 *version, Uint16 *crc16); + +/** + * Get the status of a specified joystick. + * + * \param joystick the joystick to query. + * \returns true if the joystick has been opened, false if it has not; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_JoystickConnected(SDL_Joystick *joystick); + +/** + * Get the instance ID of an opened joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \returns the instance ID of the specified joystick on success or 0 on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_JoystickID SDLCALL SDL_GetJoystickID(SDL_Joystick *joystick); + +/** + * Get the number of general axis controls on a joystick. + * + * Often, the directional pad on a game controller will either look like 4 + * separate buttons or a POV hat, and not axes, but all of this is up to the + * device and platform. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \returns the number of axis controls/number of axes on success or -1 on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickAxis + * \sa SDL_GetNumJoystickBalls + * \sa SDL_GetNumJoystickButtons + * \sa SDL_GetNumJoystickHats + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickAxes(SDL_Joystick *joystick); + +/** + * Get the number of trackballs on a joystick. + * + * Joystick trackballs have only relative motion events associated with them + * and their state cannot be polled. + * + * Most joysticks do not have trackballs. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \returns the number of trackballs on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickBall + * \sa SDL_GetNumJoystickAxes + * \sa SDL_GetNumJoystickButtons + * \sa SDL_GetNumJoystickHats + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickBalls(SDL_Joystick *joystick); + +/** + * Get the number of POV hats on a joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \returns the number of POV hats on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickHat + * \sa SDL_GetNumJoystickAxes + * \sa SDL_GetNumJoystickBalls + * \sa SDL_GetNumJoystickButtons + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickHats(SDL_Joystick *joystick); + +/** + * Get the number of buttons on a joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \returns the number of buttons on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetJoystickButton + * \sa SDL_GetNumJoystickAxes + * \sa SDL_GetNumJoystickBalls + * \sa SDL_GetNumJoystickHats + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumJoystickButtons(SDL_Joystick *joystick); + +/** + * Set the state of joystick event processing. + * + * If joystick events are disabled, you must call SDL_UpdateJoysticks() + * yourself and check the state of the joystick when you want joystick + * information. + * + * \param enabled whether to process joystick events or not. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_JoystickEventsEnabled + * \sa SDL_UpdateJoysticks + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetJoystickEventsEnabled(bool enabled); + +/** + * Query the state of joystick event processing. + * + * If joystick events are disabled, you must call SDL_UpdateJoysticks() + * yourself and check the state of the joystick when you want joystick + * information. + * + * \returns true if joystick events are being processed, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetJoystickEventsEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_JoystickEventsEnabled(void); + +/** + * Update the current state of the open joysticks. + * + * This is called automatically by the event loop if any joystick events are + * enabled. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UpdateJoysticks(void); + +/** + * Get the current state of an axis control on a joystick. + * + * SDL makes no promises about what part of the joystick any given axis refers + * to. Your game should have some sort of configuration UI to let users + * specify what each axis should be bound to. Alternately, SDL's higher-level + * Game Controller API makes a great effort to apply order to this lower-level + * interface, so you know that a specific axis is the "left thumb stick," etc. + * + * The value returned by SDL_GetJoystickAxis() is a signed integer (-32768 to + * 32767) representing the current position of the axis. It may be necessary + * to impose certain tolerances on these values to account for jitter. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \param axis the axis to query; the axis indices start at index 0. + * \returns a 16-bit signed integer representing the current position of the + * axis or 0 on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumJoystickAxes + */ +extern SDL_DECLSPEC Sint16 SDLCALL SDL_GetJoystickAxis(SDL_Joystick *joystick, int axis); + +/** + * Get the initial state of an axis control on a joystick. + * + * The state is a value ranging from -32768 to 32767. + * + * The axis indices start at index 0. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \param axis the axis to query; the axis indices start at index 0. + * \param state upon return, the initial value is supplied here. + * \returns true if this axis has any initial value, or false if not. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetJoystickAxisInitialState(SDL_Joystick *joystick, int axis, Sint16 *state); + +/** + * Get the ball axis change since the last poll. + * + * Trackballs can only return relative motion since the last call to + * SDL_GetJoystickBall(), these motion deltas are placed into `dx` and `dy`. + * + * Most joysticks do not have trackballs. + * + * \param joystick the SDL_Joystick to query. + * \param ball the ball index to query; ball indices start at index 0. + * \param dx stores the difference in the x axis position since the last poll. + * \param dy stores the difference in the y axis position since the last poll. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumJoystickBalls + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetJoystickBall(SDL_Joystick *joystick, int ball, int *dx, int *dy); + +/** + * Get the current state of a POV hat on a joystick. + * + * The returned value will be one of the `SDL_HAT_*` values. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \param hat the hat index to get the state from; indices start at index 0. + * \returns the current hat position. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumJoystickHats + */ +extern SDL_DECLSPEC Uint8 SDLCALL SDL_GetJoystickHat(SDL_Joystick *joystick, int hat); + +#define SDL_HAT_CENTERED 0x00u +#define SDL_HAT_UP 0x01u +#define SDL_HAT_RIGHT 0x02u +#define SDL_HAT_DOWN 0x04u +#define SDL_HAT_LEFT 0x08u +#define SDL_HAT_RIGHTUP (SDL_HAT_RIGHT|SDL_HAT_UP) +#define SDL_HAT_RIGHTDOWN (SDL_HAT_RIGHT|SDL_HAT_DOWN) +#define SDL_HAT_LEFTUP (SDL_HAT_LEFT|SDL_HAT_UP) +#define SDL_HAT_LEFTDOWN (SDL_HAT_LEFT|SDL_HAT_DOWN) + +/** + * Get the current state of a button on a joystick. + * + * \param joystick an SDL_Joystick structure containing joystick information. + * \param button the button index to get the state from; indices start at + * index 0. + * \returns true if the button is pressed, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumJoystickButtons + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetJoystickButton(SDL_Joystick *joystick, int button); + +/** + * Start a rumble effect. + * + * Each call to this function cancels any previous rumble effect, and calling + * it with 0 intensity stops any rumbling. + * + * This function requires you to process SDL events or call + * SDL_UpdateJoysticks() to update rumble state. + * + * \param joystick the joystick to vibrate. + * \param low_frequency_rumble the intensity of the low frequency (left) + * rumble motor, from 0 to 0xFFFF. + * \param high_frequency_rumble the intensity of the high frequency (right) + * rumble motor, from 0 to 0xFFFF. + * \param duration_ms the duration of the rumble effect, in milliseconds. + * \returns true, or false if rumble isn't supported on this joystick. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RumbleJoystick(SDL_Joystick *joystick, Uint16 low_frequency_rumble, Uint16 high_frequency_rumble, Uint32 duration_ms); + +/** + * Start a rumble effect in the joystick's triggers. + * + * Each call to this function cancels any previous trigger rumble effect, and + * calling it with 0 intensity stops any rumbling. + * + * Note that this is rumbling of the _triggers_ and not the game controller as + * a whole. This is currently only supported on Xbox One controllers. If you + * want the (more common) whole-controller rumble, use SDL_RumbleJoystick() + * instead. + * + * This function requires you to process SDL events or call + * SDL_UpdateJoysticks() to update rumble state. + * + * \param joystick the joystick to vibrate. + * \param left_rumble the intensity of the left trigger rumble motor, from 0 + * to 0xFFFF. + * \param right_rumble the intensity of the right trigger rumble motor, from 0 + * to 0xFFFF. + * \param duration_ms the duration of the rumble effect, in milliseconds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RumbleJoystick + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RumbleJoystickTriggers(SDL_Joystick *joystick, Uint16 left_rumble, Uint16 right_rumble, Uint32 duration_ms); + +/** + * Update a joystick's LED color. + * + * An example of a joystick LED is the light on the back of a PlayStation 4's + * DualShock 4 controller. + * + * For joysticks with a single color LED, the maximum of the RGB values will + * be used as the LED brightness. + * + * \param joystick the joystick to update. + * \param red the intensity of the red LED. + * \param green the intensity of the green LED. + * \param blue the intensity of the blue LED. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetJoystickLED(SDL_Joystick *joystick, Uint8 red, Uint8 green, Uint8 blue); + +/** + * Send a joystick specific effect packet. + * + * \param joystick the joystick to affect. + * \param data the data to send to the joystick. + * \param size the size of the data to send to the joystick. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SendJoystickEffect(SDL_Joystick *joystick, const void *data, int size); + +/** + * Close a joystick previously opened with SDL_OpenJoystick(). + * + * \param joystick the joystick device to close. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenJoystick + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseJoystick(SDL_Joystick *joystick); + +/** + * Get the connection state of a joystick. + * + * \param joystick the joystick to query. + * \returns the connection state on success or + * `SDL_JOYSTICK_CONNECTION_INVALID` on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_JoystickConnectionState SDLCALL SDL_GetJoystickConnectionState(SDL_Joystick *joystick); + +/** + * Get the battery state of a joystick. + * + * You should never take a battery status as absolute truth. Batteries + * (especially failing batteries) are delicate hardware, and the values + * reported here are best estimates based on what that hardware reports. It's + * not uncommon for older batteries to lose stored power much faster than it + * reports, or completely drain when reporting it has 20 percent left, etc. + * + * \param joystick the joystick to query. + * \param percent a pointer filled in with the percentage of battery life + * left, between 0 and 100, or NULL to ignore. This will be + * filled in with -1 we can't determine a value or there is no + * battery. + * \returns the current battery state or `SDL_POWERSTATE_ERROR` on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetJoystickPowerInfo(SDL_Joystick *joystick, int *percent); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_joystick_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_keyboard.h b/modules/imgui-sdl/src/include/SDL3/SDL_keyboard.h new file mode 100644 index 0000000..afa77b6 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_keyboard.h @@ -0,0 +1,609 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryKeyboard + * + * SDL keyboard management. + * + * Please refer to the Best Keyboard Practices document for details on how + * best to accept keyboard input in various types of programs: + * + * https://wiki.libsdl.org/SDL3/BestKeyboardPractices + */ + +#ifndef SDL_keyboard_h_ +#define SDL_keyboard_h_ + +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * This is a unique ID for a keyboard for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the keyboard is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_KeyboardID; + +/* Function prototypes */ + +/** + * Return whether a keyboard is currently connected. + * + * \returns true if a keyboard is connected, false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyboards + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasKeyboard(void); + +/** + * Get a list of currently connected keyboards. + * + * Note that this will include any device or virtual driver that includes + * keyboard functionality, including some mice, KVM switches, motherboard + * power buttons, etc. You should wait for input from a device before you + * consider it actively in use. + * + * \param count a pointer filled in with the number of keyboards returned, may + * be NULL. + * \returns a 0 terminated array of keyboards instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyboardNameForID + * \sa SDL_HasKeyboard + */ +extern SDL_DECLSPEC SDL_KeyboardID * SDLCALL SDL_GetKeyboards(int *count); + +/** + * Get the name of a keyboard. + * + * This function returns "" if the keyboard doesn't have a name. + * + * \param instance_id the keyboard instance ID. + * \returns the name of the selected keyboard or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyboards + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyboardNameForID(SDL_KeyboardID instance_id); + +/** + * Query the window which currently has keyboard focus. + * + * \returns the window with keyboard focus. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetKeyboardFocus(void); + +/** + * Get a snapshot of the current state of the keyboard. + * + * The pointer returned is a pointer to an internal SDL array. It will be + * valid for the whole lifetime of the application and should not be freed by + * the caller. + * + * A array element with a value of true means that the key is pressed and a + * value of false means that it is not. Indexes into this array are obtained + * by using SDL_Scancode values. + * + * Use SDL_PumpEvents() to update the state array. + * + * This function gives you the current state after all events have been + * processed, so if a key or button has been pressed and released before you + * process events, then the pressed state will never show up in the + * SDL_GetKeyboardState() calls. + * + * Note: This function doesn't take into account whether shift has been + * pressed or not. + * + * \param numkeys if non-NULL, receives the length of the returned array. + * \returns a pointer to an array of key states. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_PumpEvents + * \sa SDL_ResetKeyboard + */ +extern SDL_DECLSPEC const bool * SDLCALL SDL_GetKeyboardState(int *numkeys); + +/** + * Clear the state of the keyboard. + * + * This function will generate key up events for all pressed keys. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyboardState + */ +extern SDL_DECLSPEC void SDLCALL SDL_ResetKeyboard(void); + +/** + * Get the current key modifier state for the keyboard. + * + * \returns an OR'd combination of the modifier keys for the keyboard. See + * SDL_Keymod for details. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyboardState + * \sa SDL_SetModState + */ +extern SDL_DECLSPEC SDL_Keymod SDLCALL SDL_GetModState(void); + +/** + * Set the current key modifier state for the keyboard. + * + * The inverse of SDL_GetModState(), SDL_SetModState() allows you to impose + * modifier key states on your application. Simply pass your desired modifier + * states into `modstate`. This value may be a bitwise, OR'd combination of + * SDL_Keymod values. + * + * This does not change the keyboard state, only the key modifier flags that + * SDL reports. + * + * \param modstate the desired SDL_Keymod for the keyboard. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetModState + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetModState(SDL_Keymod modstate); + +/** + * Get the key code corresponding to the given scancode according to the + * current keyboard layout. + * + * If you want to get the keycode as it would be delivered in key events, + * including options specified in SDL_HINT_KEYCODE_OPTIONS, then you should + * pass `key_event` as true. Otherwise this function simply translates the + * scancode based on the given modifier state. + * + * \param scancode the desired SDL_Scancode to query. + * \param modstate the modifier state to use when translating the scancode to + * a keycode. + * \param key_event true if the keycode will be used in key events. + * \returns the SDL_Keycode that corresponds to the given SDL_Scancode. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromKey + */ +extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromScancode(SDL_Scancode scancode, SDL_Keymod modstate, bool key_event); + +/** + * Get the scancode corresponding to the given key code according to the + * current keyboard layout. + * + * Note that there may be multiple scancode+modifier states that can generate + * this keycode, this will just return the first one found. + * + * \param key the desired SDL_Keycode to query. + * \param modstate a pointer to the modifier state that would be used when the + * scancode generates this key, may be NULL. + * \returns the SDL_Scancode that corresponds to the given SDL_Keycode. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeName + */ +extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromKey(SDL_Keycode key, SDL_Keymod *modstate); + +/** + * Set a human-readable name for a scancode. + * + * \param scancode the desired SDL_Scancode. + * \param name the name to use for the scancode, encoded as UTF-8. The string + * is not copied, so the pointer given to this function must stay + * valid while SDL is being used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetScancodeName + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetScancodeName(SDL_Scancode scancode, const char *name); + +/** + * Get a human-readable name for a scancode. + * + * **Warning**: The returned name is by design not stable across platforms, + * e.g. the name for `SDL_SCANCODE_LGUI` is "Left GUI" under Linux but "Left + * Windows" under Microsoft Windows, and some scancodes like + * `SDL_SCANCODE_NONUSBACKSLASH` don't have any name at all. There are even + * scancodes that share names, e.g. `SDL_SCANCODE_RETURN` and + * `SDL_SCANCODE_RETURN2` (both called "Return"). This function is therefore + * unsuitable for creating a stable cross-platform two-way mapping between + * strings and scancodes. + * + * \param scancode the desired SDL_Scancode to query. + * \returns a pointer to the name for the scancode. If the scancode doesn't + * have a name this function returns an empty string (""). + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeFromName + * \sa SDL_SetScancodeName + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetScancodeName(SDL_Scancode scancode); + +/** + * Get a scancode from a human-readable name. + * + * \param name the human-readable scancode name. + * \returns the SDL_Scancode, or `SDL_SCANCODE_UNKNOWN` if the name wasn't + * recognized; call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetScancodeFromKey + * \sa SDL_GetScancodeName + */ +extern SDL_DECLSPEC SDL_Scancode SDLCALL SDL_GetScancodeFromName(const char *name); + +/** + * Get a human-readable name for a key. + * + * If the key doesn't have a name, this function returns an empty string (""). + * + * Letters will be presented in their uppercase form, if applicable. + * + * \param key the desired SDL_Keycode to query. + * \returns a UTF-8 encoded string of the key name. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyFromName + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetScancodeFromKey + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetKeyName(SDL_Keycode key); + +/** + * Get a key code from a human-readable name. + * + * \param name the human-readable key name. + * \returns key code, or `SDLK_UNKNOWN` if the name wasn't recognized; call + * SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetKeyFromScancode + * \sa SDL_GetKeyName + * \sa SDL_GetScancodeFromName + */ +extern SDL_DECLSPEC SDL_Keycode SDLCALL SDL_GetKeyFromName(const char *name); + +/** + * Start accepting Unicode text input events in a window. + * + * This function will enable text input (SDL_EVENT_TEXT_INPUT and + * SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this + * function paired with SDL_StopTextInput(). + * + * Text input events are not received by default. + * + * On some platforms using this function shows the screen keyboard and/or + * activates an IME, which can prevent some key press events from being passed + * through. + * + * \param window the window to enable text input. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTextInputArea + * \sa SDL_StartTextInputWithProperties + * \sa SDL_StopTextInput + * \sa SDL_TextInputActive + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInput(SDL_Window *window); + +/** + * Text input type. + * + * These are the valid values for SDL_PROP_TEXTINPUT_TYPE_NUMBER. Not every + * value is valid on every platform, but where a value isn't supported, a + * reasonable fallback will be used. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_StartTextInputWithProperties + */ +typedef enum SDL_TextInputType +{ + SDL_TEXTINPUT_TYPE_TEXT, /**< The input is text */ + SDL_TEXTINPUT_TYPE_TEXT_NAME, /**< The input is a person's name */ + SDL_TEXTINPUT_TYPE_TEXT_EMAIL, /**< The input is an e-mail address */ + SDL_TEXTINPUT_TYPE_TEXT_USERNAME, /**< The input is a username */ + SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_HIDDEN, /**< The input is a secure password that is hidden */ + SDL_TEXTINPUT_TYPE_TEXT_PASSWORD_VISIBLE, /**< The input is a secure password that is visible */ + SDL_TEXTINPUT_TYPE_NUMBER, /**< The input is a number */ + SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_HIDDEN, /**< The input is a secure PIN that is hidden */ + SDL_TEXTINPUT_TYPE_NUMBER_PASSWORD_VISIBLE /**< The input is a secure PIN that is visible */ +} SDL_TextInputType; + +/** + * Auto capitalization type. + * + * These are the valid values for SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER. + * Not every value is valid on every platform, but where a value isn't + * supported, a reasonable fallback will be used. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_StartTextInputWithProperties + */ +typedef enum SDL_Capitalization +{ + SDL_CAPITALIZE_NONE, /**< No auto-capitalization will be done */ + SDL_CAPITALIZE_SENTENCES, /**< The first letter of sentences will be capitalized */ + SDL_CAPITALIZE_WORDS, /**< The first letter of words will be capitalized */ + SDL_CAPITALIZE_LETTERS /**< All letters will be capitalized */ +} SDL_Capitalization; + +/** + * Start accepting Unicode text input events in a window, with properties + * describing the input. + * + * This function will enable text input (SDL_EVENT_TEXT_INPUT and + * SDL_EVENT_TEXT_EDITING events) in the specified window. Please use this + * function paired with SDL_StopTextInput(). + * + * Text input events are not received by default. + * + * On some platforms using this function shows the screen keyboard and/or + * activates an IME, which can prevent some key press events from being passed + * through. + * + * These are the supported properties: + * + * - `SDL_PROP_TEXTINPUT_TYPE_NUMBER` - an SDL_TextInputType value that + * describes text being input, defaults to SDL_TEXTINPUT_TYPE_TEXT. + * - `SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER` - an SDL_Capitalization value + * that describes how text should be capitalized, defaults to + * SDL_CAPITALIZE_SENTENCES for normal text entry, SDL_CAPITALIZE_WORDS for + * SDL_TEXTINPUT_TYPE_TEXT_NAME, and SDL_CAPITALIZE_NONE for e-mail + * addresses, usernames, and passwords. + * - `SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN` - true to enable auto completion + * and auto correction, defaults to true. + * - `SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN` - true if multiple lines of text + * are allowed. This defaults to true if SDL_HINT_RETURN_KEY_HIDES_IME is + * "0" or is not set, and defaults to false if SDL_HINT_RETURN_KEY_HIDES_IME + * is "1". + * + * On Android you can directly specify the input type: + * + * - `SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER` - the text input type to + * use, overriding other properties. This is documented at + * https://developer.android.com/reference/android/text/InputType + * + * \param window the window to enable text input. + * \param props the properties to use. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTextInputArea + * \sa SDL_StartTextInput + * \sa SDL_StopTextInput + * \sa SDL_TextInputActive + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StartTextInputWithProperties(SDL_Window *window, SDL_PropertiesID props); + +#define SDL_PROP_TEXTINPUT_TYPE_NUMBER "SDL.textinput.type" +#define SDL_PROP_TEXTINPUT_CAPITALIZATION_NUMBER "SDL.textinput.capitalization" +#define SDL_PROP_TEXTINPUT_AUTOCORRECT_BOOLEAN "SDL.textinput.autocorrect" +#define SDL_PROP_TEXTINPUT_MULTILINE_BOOLEAN "SDL.textinput.multiline" +#define SDL_PROP_TEXTINPUT_ANDROID_INPUTTYPE_NUMBER "SDL.textinput.android.inputtype" + +/** + * Check whether or not Unicode text input events are enabled for a window. + * + * \param window the window to check. + * \returns true if text input events are enabled else false. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StartTextInput + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TextInputActive(SDL_Window *window); + +/** + * Stop receiving any text input events in a window. + * + * If SDL_StartTextInput() showed the screen keyboard, this function will hide + * it. + * + * \param window the window to disable text input. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StartTextInput + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StopTextInput(SDL_Window *window); + +/** + * Dismiss the composition window/IME without disabling the subsystem. + * + * \param window the window to affect. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StartTextInput + * \sa SDL_StopTextInput + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearComposition(SDL_Window *window); + +/** + * Set the area used to type Unicode text input. + * + * Native input methods may place a window with word suggestions near the + * cursor, without covering the text being entered. + * + * \param window the window for which to set the text input area. + * \param rect the SDL_Rect representing the text input area, in window + * coordinates, or NULL to clear it. + * \param cursor the offset of the current cursor location relative to + * `rect->x`, in window coordinates. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextInputArea + * \sa SDL_StartTextInput + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextInputArea(SDL_Window *window, const SDL_Rect *rect, int cursor); + +/** + * Get the area used to type Unicode text input. + * + * This returns the values previously set by SDL_SetTextInputArea(). + * + * \param window the window for which to query the text input area. + * \param rect a pointer to an SDL_Rect filled in with the text input area, + * may be NULL. + * \param cursor a pointer to the offset of the current cursor location + * relative to `rect->x`, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTextInputArea + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextInputArea(SDL_Window *window, SDL_Rect *rect, int *cursor); + +/** + * Check whether the platform has screen keyboard support. + * + * \returns true if the platform has some screen keyboard support or false if + * not. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StartTextInput + * \sa SDL_ScreenKeyboardShown + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasScreenKeyboardSupport(void); + +/** + * Check whether the screen keyboard is shown for given window. + * + * \param window the window for which screen keyboard should be queried. + * \returns true if screen keyboard is shown or false if not. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasScreenKeyboardSupport + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ScreenKeyboardShown(SDL_Window *window); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_keyboard_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_keycode.h b/modules/imgui-sdl/src/include/SDL3/SDL_keycode.h new file mode 100644 index 0000000..61b68e7 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_keycode.h @@ -0,0 +1,343 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryKeycode + * + * Defines constants which identify keyboard keys and modifiers. + * + * Please refer to the Best Keyboard Practices document for details on what + * this information means and how best to use it. + * + * https://wiki.libsdl.org/SDL3/BestKeyboardPractices + */ + +#ifndef SDL_keycode_h_ +#define SDL_keycode_h_ + +#include +#include + +/** + * The SDL virtual key representation. + * + * Values of this type are used to represent keyboard keys using the current + * layout of the keyboard. These values include Unicode values representing + * the unmodified character that would be generated by pressing the key, or an + * `SDLK_*` constant for those keys that do not generate characters. + * + * A special exception is the number keys at the top of the keyboard which map + * to SDLK_0...SDLK_9 on AZERTY layouts. + * + * Keys with the `SDLK_EXTENDED_MASK` bit set do not map to a scancode or + * unicode code point. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_Keycode; + +#define SDLK_EXTENDED_MASK (1u << 29) +#define SDLK_SCANCODE_MASK (1u << 30) +#define SDL_SCANCODE_TO_KEYCODE(X) (X | SDLK_SCANCODE_MASK) +#define SDLK_UNKNOWN 0x00000000u /**< 0 */ +#define SDLK_RETURN 0x0000000du /**< '\r' */ +#define SDLK_ESCAPE 0x0000001bu /**< '\x1B' */ +#define SDLK_BACKSPACE 0x00000008u /**< '\b' */ +#define SDLK_TAB 0x00000009u /**< '\t' */ +#define SDLK_SPACE 0x00000020u /**< ' ' */ +#define SDLK_EXCLAIM 0x00000021u /**< '!' */ +#define SDLK_DBLAPOSTROPHE 0x00000022u /**< '"' */ +#define SDLK_HASH 0x00000023u /**< '#' */ +#define SDLK_DOLLAR 0x00000024u /**< '$' */ +#define SDLK_PERCENT 0x00000025u /**< '%' */ +#define SDLK_AMPERSAND 0x00000026u /**< '&' */ +#define SDLK_APOSTROPHE 0x00000027u /**< '\'' */ +#define SDLK_LEFTPAREN 0x00000028u /**< '(' */ +#define SDLK_RIGHTPAREN 0x00000029u /**< ')' */ +#define SDLK_ASTERISK 0x0000002au /**< '*' */ +#define SDLK_PLUS 0x0000002bu /**< '+' */ +#define SDLK_COMMA 0x0000002cu /**< ',' */ +#define SDLK_MINUS 0x0000002du /**< '-' */ +#define SDLK_PERIOD 0x0000002eu /**< '.' */ +#define SDLK_SLASH 0x0000002fu /**< '/' */ +#define SDLK_0 0x00000030u /**< '0' */ +#define SDLK_1 0x00000031u /**< '1' */ +#define SDLK_2 0x00000032u /**< '2' */ +#define SDLK_3 0x00000033u /**< '3' */ +#define SDLK_4 0x00000034u /**< '4' */ +#define SDLK_5 0x00000035u /**< '5' */ +#define SDLK_6 0x00000036u /**< '6' */ +#define SDLK_7 0x00000037u /**< '7' */ +#define SDLK_8 0x00000038u /**< '8' */ +#define SDLK_9 0x00000039u /**< '9' */ +#define SDLK_COLON 0x0000003au /**< ':' */ +#define SDLK_SEMICOLON 0x0000003bu /**< ';' */ +#define SDLK_LESS 0x0000003cu /**< '<' */ +#define SDLK_EQUALS 0x0000003du /**< '=' */ +#define SDLK_GREATER 0x0000003eu /**< '>' */ +#define SDLK_QUESTION 0x0000003fu /**< '?' */ +#define SDLK_AT 0x00000040u /**< '@' */ +#define SDLK_LEFTBRACKET 0x0000005bu /**< '[' */ +#define SDLK_BACKSLASH 0x0000005cu /**< '\\' */ +#define SDLK_RIGHTBRACKET 0x0000005du /**< ']' */ +#define SDLK_CARET 0x0000005eu /**< '^' */ +#define SDLK_UNDERSCORE 0x0000005fu /**< '_' */ +#define SDLK_GRAVE 0x00000060u /**< '`' */ +#define SDLK_A 0x00000061u /**< 'a' */ +#define SDLK_B 0x00000062u /**< 'b' */ +#define SDLK_C 0x00000063u /**< 'c' */ +#define SDLK_D 0x00000064u /**< 'd' */ +#define SDLK_E 0x00000065u /**< 'e' */ +#define SDLK_F 0x00000066u /**< 'f' */ +#define SDLK_G 0x00000067u /**< 'g' */ +#define SDLK_H 0x00000068u /**< 'h' */ +#define SDLK_I 0x00000069u /**< 'i' */ +#define SDLK_J 0x0000006au /**< 'j' */ +#define SDLK_K 0x0000006bu /**< 'k' */ +#define SDLK_L 0x0000006cu /**< 'l' */ +#define SDLK_M 0x0000006du /**< 'm' */ +#define SDLK_N 0x0000006eu /**< 'n' */ +#define SDLK_O 0x0000006fu /**< 'o' */ +#define SDLK_P 0x00000070u /**< 'p' */ +#define SDLK_Q 0x00000071u /**< 'q' */ +#define SDLK_R 0x00000072u /**< 'r' */ +#define SDLK_S 0x00000073u /**< 's' */ +#define SDLK_T 0x00000074u /**< 't' */ +#define SDLK_U 0x00000075u /**< 'u' */ +#define SDLK_V 0x00000076u /**< 'v' */ +#define SDLK_W 0x00000077u /**< 'w' */ +#define SDLK_X 0x00000078u /**< 'x' */ +#define SDLK_Y 0x00000079u /**< 'y' */ +#define SDLK_Z 0x0000007au /**< 'z' */ +#define SDLK_LEFTBRACE 0x0000007bu /**< '{' */ +#define SDLK_PIPE 0x0000007cu /**< '|' */ +#define SDLK_RIGHTBRACE 0x0000007du /**< '}' */ +#define SDLK_TILDE 0x0000007eu /**< '~' */ +#define SDLK_DELETE 0x0000007fu /**< '\x7F' */ +#define SDLK_PLUSMINUS 0x000000b1u /**< '\xB1' */ +#define SDLK_CAPSLOCK 0x40000039u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CAPSLOCK) */ +#define SDLK_F1 0x4000003au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F1) */ +#define SDLK_F2 0x4000003bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F2) */ +#define SDLK_F3 0x4000003cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F3) */ +#define SDLK_F4 0x4000003du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F4) */ +#define SDLK_F5 0x4000003eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F5) */ +#define SDLK_F6 0x4000003fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F6) */ +#define SDLK_F7 0x40000040u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F7) */ +#define SDLK_F8 0x40000041u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F8) */ +#define SDLK_F9 0x40000042u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F9) */ +#define SDLK_F10 0x40000043u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F10) */ +#define SDLK_F11 0x40000044u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F11) */ +#define SDLK_F12 0x40000045u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F12) */ +#define SDLK_PRINTSCREEN 0x40000046u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRINTSCREEN) */ +#define SDLK_SCROLLLOCK 0x40000047u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SCROLLLOCK) */ +#define SDLK_PAUSE 0x40000048u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAUSE) */ +#define SDLK_INSERT 0x40000049u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_INSERT) */ +#define SDLK_HOME 0x4000004au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HOME) */ +#define SDLK_PAGEUP 0x4000004bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEUP) */ +#define SDLK_END 0x4000004du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_END) */ +#define SDLK_PAGEDOWN 0x4000004eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PAGEDOWN) */ +#define SDLK_RIGHT 0x4000004fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RIGHT) */ +#define SDLK_LEFT 0x40000050u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LEFT) */ +#define SDLK_DOWN 0x40000051u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DOWN) */ +#define SDLK_UP 0x40000052u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UP) */ +#define SDLK_NUMLOCKCLEAR 0x40000053u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_NUMLOCKCLEAR) */ +#define SDLK_KP_DIVIDE 0x40000054u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DIVIDE) */ +#define SDLK_KP_MULTIPLY 0x40000055u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MULTIPLY) */ +#define SDLK_KP_MINUS 0x40000056u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MINUS) */ +#define SDLK_KP_PLUS 0x40000057u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUS) */ +#define SDLK_KP_ENTER 0x40000058u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_ENTER) */ +#define SDLK_KP_1 0x40000059u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_1) */ +#define SDLK_KP_2 0x4000005au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_2) */ +#define SDLK_KP_3 0x4000005bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_3) */ +#define SDLK_KP_4 0x4000005cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_4) */ +#define SDLK_KP_5 0x4000005du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_5) */ +#define SDLK_KP_6 0x4000005eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_6) */ +#define SDLK_KP_7 0x4000005fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_7) */ +#define SDLK_KP_8 0x40000060u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_8) */ +#define SDLK_KP_9 0x40000061u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_9) */ +#define SDLK_KP_0 0x40000062u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_0) */ +#define SDLK_KP_PERIOD 0x40000063u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERIOD) */ +#define SDLK_APPLICATION 0x40000065u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_APPLICATION) */ +#define SDLK_POWER 0x40000066u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_POWER) */ +#define SDLK_KP_EQUALS 0x40000067u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALS) */ +#define SDLK_F13 0x40000068u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F13) */ +#define SDLK_F14 0x40000069u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F14) */ +#define SDLK_F15 0x4000006au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F15) */ +#define SDLK_F16 0x4000006bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F16) */ +#define SDLK_F17 0x4000006cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F17) */ +#define SDLK_F18 0x4000006du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F18) */ +#define SDLK_F19 0x4000006eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F19) */ +#define SDLK_F20 0x4000006fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F20) */ +#define SDLK_F21 0x40000070u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F21) */ +#define SDLK_F22 0x40000071u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F22) */ +#define SDLK_F23 0x40000072u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F23) */ +#define SDLK_F24 0x40000073u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_F24) */ +#define SDLK_EXECUTE 0x40000074u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXECUTE) */ +#define SDLK_HELP 0x40000075u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_HELP) */ +#define SDLK_MENU 0x40000076u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MENU) */ +#define SDLK_SELECT 0x40000077u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SELECT) */ +#define SDLK_STOP 0x40000078u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_STOP) */ +#define SDLK_AGAIN 0x40000079u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AGAIN) */ +#define SDLK_UNDO 0x4000007au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_UNDO) */ +#define SDLK_CUT 0x4000007bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CUT) */ +#define SDLK_COPY 0x4000007cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_COPY) */ +#define SDLK_PASTE 0x4000007du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PASTE) */ +#define SDLK_FIND 0x4000007eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_FIND) */ +#define SDLK_MUTE 0x4000007fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MUTE) */ +#define SDLK_VOLUMEUP 0x40000080u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEUP) */ +#define SDLK_VOLUMEDOWN 0x40000081u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_VOLUMEDOWN) */ +#define SDLK_KP_COMMA 0x40000085u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COMMA) */ +#define SDLK_KP_EQUALSAS400 0x40000086u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EQUALSAS400) */ +#define SDLK_ALTERASE 0x40000099u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ALTERASE) */ +#define SDLK_SYSREQ 0x4000009au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SYSREQ) */ +#define SDLK_CANCEL 0x4000009bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CANCEL) */ +#define SDLK_CLEAR 0x4000009cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEAR) */ +#define SDLK_PRIOR 0x4000009du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_PRIOR) */ +#define SDLK_RETURN2 0x4000009eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RETURN2) */ +#define SDLK_SEPARATOR 0x4000009fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SEPARATOR) */ +#define SDLK_OUT 0x400000a0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OUT) */ +#define SDLK_OPER 0x400000a1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_OPER) */ +#define SDLK_CLEARAGAIN 0x400000a2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CLEARAGAIN) */ +#define SDLK_CRSEL 0x400000a3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CRSEL) */ +#define SDLK_EXSEL 0x400000a4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_EXSEL) */ +#define SDLK_KP_00 0x400000b0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_00) */ +#define SDLK_KP_000 0x400000b1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_000) */ +#define SDLK_THOUSANDSSEPARATOR 0x400000b2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_THOUSANDSSEPARATOR) */ +#define SDLK_DECIMALSEPARATOR 0x400000b3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_DECIMALSEPARATOR) */ +#define SDLK_CURRENCYUNIT 0x400000b4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYUNIT) */ +#define SDLK_CURRENCYSUBUNIT 0x400000b5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CURRENCYSUBUNIT) */ +#define SDLK_KP_LEFTPAREN 0x400000b6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTPAREN) */ +#define SDLK_KP_RIGHTPAREN 0x400000b7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTPAREN) */ +#define SDLK_KP_LEFTBRACE 0x400000b8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LEFTBRACE) */ +#define SDLK_KP_RIGHTBRACE 0x400000b9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_RIGHTBRACE) */ +#define SDLK_KP_TAB 0x400000bau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_TAB) */ +#define SDLK_KP_BACKSPACE 0x400000bbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BACKSPACE) */ +#define SDLK_KP_A 0x400000bcu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_A) */ +#define SDLK_KP_B 0x400000bdu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_B) */ +#define SDLK_KP_C 0x400000beu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_C) */ +#define SDLK_KP_D 0x400000bfu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_D) */ +#define SDLK_KP_E 0x400000c0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_E) */ +#define SDLK_KP_F 0x400000c1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_F) */ +#define SDLK_KP_XOR 0x400000c2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_XOR) */ +#define SDLK_KP_POWER 0x400000c3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_POWER) */ +#define SDLK_KP_PERCENT 0x400000c4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PERCENT) */ +#define SDLK_KP_LESS 0x400000c5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_LESS) */ +#define SDLK_KP_GREATER 0x400000c6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_GREATER) */ +#define SDLK_KP_AMPERSAND 0x400000c7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AMPERSAND) */ +#define SDLK_KP_DBLAMPERSAND 0x400000c8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLAMPERSAND) */ +#define SDLK_KP_VERTICALBAR 0x400000c9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_VERTICALBAR) */ +#define SDLK_KP_DBLVERTICALBAR 0x400000cau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DBLVERTICALBAR) */ +#define SDLK_KP_COLON 0x400000cbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_COLON) */ +#define SDLK_KP_HASH 0x400000ccu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HASH) */ +#define SDLK_KP_SPACE 0x400000cdu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_SPACE) */ +#define SDLK_KP_AT 0x400000ceu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_AT) */ +#define SDLK_KP_EXCLAM 0x400000cfu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_EXCLAM) */ +#define SDLK_KP_MEMSTORE 0x400000d0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSTORE) */ +#define SDLK_KP_MEMRECALL 0x400000d1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMRECALL) */ +#define SDLK_KP_MEMCLEAR 0x400000d2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMCLEAR) */ +#define SDLK_KP_MEMADD 0x400000d3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMADD) */ +#define SDLK_KP_MEMSUBTRACT 0x400000d4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMSUBTRACT) */ +#define SDLK_KP_MEMMULTIPLY 0x400000d5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMMULTIPLY) */ +#define SDLK_KP_MEMDIVIDE 0x400000d6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_MEMDIVIDE) */ +#define SDLK_KP_PLUSMINUS 0x400000d7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_PLUSMINUS) */ +#define SDLK_KP_CLEAR 0x400000d8u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEAR) */ +#define SDLK_KP_CLEARENTRY 0x400000d9u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_CLEARENTRY) */ +#define SDLK_KP_BINARY 0x400000dau /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_BINARY) */ +#define SDLK_KP_OCTAL 0x400000dbu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_OCTAL) */ +#define SDLK_KP_DECIMAL 0x400000dcu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_DECIMAL) */ +#define SDLK_KP_HEXADECIMAL 0x400000ddu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_KP_HEXADECIMAL) */ +#define SDLK_LCTRL 0x400000e0u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LCTRL) */ +#define SDLK_LSHIFT 0x400000e1u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LSHIFT) */ +#define SDLK_LALT 0x400000e2u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LALT) */ +#define SDLK_LGUI 0x400000e3u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_LGUI) */ +#define SDLK_RCTRL 0x400000e4u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RCTRL) */ +#define SDLK_RSHIFT 0x400000e5u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RSHIFT) */ +#define SDLK_RALT 0x400000e6u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RALT) */ +#define SDLK_RGUI 0x400000e7u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_RGUI) */ +#define SDLK_MODE 0x40000101u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MODE) */ +#define SDLK_SLEEP 0x40000102u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SLEEP) */ +#define SDLK_WAKE 0x40000103u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_WAKE) */ +#define SDLK_CHANNEL_INCREMENT 0x40000104u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CHANNEL_INCREMENT) */ +#define SDLK_CHANNEL_DECREMENT 0x40000105u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CHANNEL_DECREMENT) */ +#define SDLK_MEDIA_PLAY 0x40000106u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PLAY) */ +#define SDLK_MEDIA_PAUSE 0x40000107u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PAUSE) */ +#define SDLK_MEDIA_RECORD 0x40000108u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_RECORD) */ +#define SDLK_MEDIA_FAST_FORWARD 0x40000109u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_FAST_FORWARD) */ +#define SDLK_MEDIA_REWIND 0x4000010au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_REWIND) */ +#define SDLK_MEDIA_NEXT_TRACK 0x4000010bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_NEXT_TRACK) */ +#define SDLK_MEDIA_PREVIOUS_TRACK 0x4000010cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PREVIOUS_TRACK) */ +#define SDLK_MEDIA_STOP 0x4000010du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_STOP) */ +#define SDLK_MEDIA_EJECT 0x4000010eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_EJECT) */ +#define SDLK_MEDIA_PLAY_PAUSE 0x4000010fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_PLAY_PAUSE) */ +#define SDLK_MEDIA_SELECT 0x40000110u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_MEDIA_SELECT) */ +#define SDLK_AC_NEW 0x40000111u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_NEW) */ +#define SDLK_AC_OPEN 0x40000112u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_OPEN) */ +#define SDLK_AC_CLOSE 0x40000113u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_CLOSE) */ +#define SDLK_AC_EXIT 0x40000114u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_EXIT) */ +#define SDLK_AC_SAVE 0x40000115u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SAVE) */ +#define SDLK_AC_PRINT 0x40000116u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_PRINT) */ +#define SDLK_AC_PROPERTIES 0x40000117u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_PROPERTIES) */ +#define SDLK_AC_SEARCH 0x40000118u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_SEARCH) */ +#define SDLK_AC_HOME 0x40000119u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_HOME) */ +#define SDLK_AC_BACK 0x4000011au /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BACK) */ +#define SDLK_AC_FORWARD 0x4000011bu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_FORWARD) */ +#define SDLK_AC_STOP 0x4000011cu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_STOP) */ +#define SDLK_AC_REFRESH 0x4000011du /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_REFRESH) */ +#define SDLK_AC_BOOKMARKS 0x4000011eu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_AC_BOOKMARKS) */ +#define SDLK_SOFTLEFT 0x4000011fu /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTLEFT) */ +#define SDLK_SOFTRIGHT 0x40000120u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_SOFTRIGHT) */ +#define SDLK_CALL 0x40000121u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_CALL) */ +#define SDLK_ENDCALL 0x40000122u /**< SDL_SCANCODE_TO_KEYCODE(SDL_SCANCODE_ENDCALL) */ +#define SDLK_LEFT_TAB 0x20000001u /**< Extended key Left Tab */ +#define SDLK_LEVEL5_SHIFT 0x20000002u /**< Extended key Level 5 Shift */ +#define SDLK_MULTI_KEY_COMPOSE 0x20000003u /**< Extended key Multi-key Compose */ +#define SDLK_LMETA 0x20000004u /**< Extended key Left Meta */ +#define SDLK_RMETA 0x20000005u /**< Extended key Right Meta */ +#define SDLK_LHYPER 0x20000006u /**< Extended key Left Hyper */ +#define SDLK_RHYPER 0x20000007u /**< Extended key Right Hyper */ + +/** + * Valid key modifiers (possibly OR'd together). + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint16 SDL_Keymod; + +#define SDL_KMOD_NONE 0x0000u /**< no modifier is applicable. */ +#define SDL_KMOD_LSHIFT 0x0001u /**< the left Shift key is down. */ +#define SDL_KMOD_RSHIFT 0x0002u /**< the right Shift key is down. */ +#define SDL_KMOD_LEVEL5 0x0004u /**< the Level 5 Shift key is down. */ +#define SDL_KMOD_LCTRL 0x0040u /**< the left Ctrl (Control) key is down. */ +#define SDL_KMOD_RCTRL 0x0080u /**< the right Ctrl (Control) key is down. */ +#define SDL_KMOD_LALT 0x0100u /**< the left Alt key is down. */ +#define SDL_KMOD_RALT 0x0200u /**< the right Alt key is down. */ +#define SDL_KMOD_LGUI 0x0400u /**< the left GUI key (often the Windows key) is down. */ +#define SDL_KMOD_RGUI 0x0800u /**< the right GUI key (often the Windows key) is down. */ +#define SDL_KMOD_NUM 0x1000u /**< the Num Lock key (may be located on an extended keypad) is down. */ +#define SDL_KMOD_CAPS 0x2000u /**< the Caps Lock key is down. */ +#define SDL_KMOD_MODE 0x4000u /**< the !AltGr key is down. */ +#define SDL_KMOD_SCROLL 0x8000u /**< the Scroll Lock key is down. */ +#define SDL_KMOD_CTRL (SDL_KMOD_LCTRL | SDL_KMOD_RCTRL) /**< Any Ctrl key is down. */ +#define SDL_KMOD_SHIFT (SDL_KMOD_LSHIFT | SDL_KMOD_RSHIFT) /**< Any Shift key is down. */ +#define SDL_KMOD_ALT (SDL_KMOD_LALT | SDL_KMOD_RALT) /**< Any Alt key is down. */ +#define SDL_KMOD_GUI (SDL_KMOD_LGUI | SDL_KMOD_RGUI) /**< Any GUI key is down. */ + +#endif /* SDL_keycode_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_loadso.h b/modules/imgui-sdl/src/include/SDL3/SDL_loadso.h new file mode 100644 index 0000000..f8649d7 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_loadso.h @@ -0,0 +1,145 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: SharedObject */ + +/** + * # CategorySharedObject + * + * System-dependent library loading routines. + * + * Shared objects are code that is programmatically loadable at runtime. + * Windows calls these "DLLs", Linux calls them "shared libraries", etc. + * + * To use them, build such a library, then call SDL_LoadObject() on it. Once + * loaded, you can use SDL_LoadFunction() on that object to find the address + * of its exported symbols. When done with the object, call SDL_UnloadObject() + * to dispose of it. + * + * Some things to keep in mind: + * + * - These functions only work on C function names. Other languages may have + * name mangling and intrinsic language support that varies from compiler to + * compiler. + * - Make sure you declare your function pointers with the same calling + * convention as the actual library function. Your code will crash + * mysteriously if you do not do this. + * - Avoid namespace collisions. If you load a symbol from the library, it is + * not defined whether or not it goes into the global symbol namespace for + * the application. If it does and it conflicts with symbols in your code or + * other shared libraries, you will not get the results you expect. :) + * - Once a library is unloaded, all pointers into it obtained through + * SDL_LoadFunction() become invalid, even if the library is later reloaded. + * Don't unload a library if you plan to use these pointers in the future. + * Notably: beware of giving one of these pointers to atexit(), since it may + * call that pointer after the library unloads. + */ + +#ifndef SDL_loadso_h_ +#define SDL_loadso_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An opaque datatype that represents a loaded shared object. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_LoadObject + * \sa SDL_LoadFunction + * \sa SDL_UnloadObject + */ +typedef struct SDL_SharedObject SDL_SharedObject; + +/** + * Dynamically load a shared object. + * + * \param sofile a system-dependent name of the object file. + * \returns an opaque pointer to the object handle or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadFunction + * \sa SDL_UnloadObject + */ +extern SDL_DECLSPEC SDL_SharedObject * SDLCALL SDL_LoadObject(const char *sofile); + +/** + * Look up the address of the named function in a shared object. + * + * This function pointer is no longer valid after calling SDL_UnloadObject(). + * + * This function can only look up C function names. Other languages may have + * name mangling and intrinsic language support that varies from compiler to + * compiler. + * + * Make sure you declare your function pointers with the same calling + * convention as the actual library function. Your code will crash + * mysteriously if you do not do this. + * + * If the requested function doesn't exist, NULL is returned. + * + * \param handle a valid shared object handle returned by SDL_LoadObject(). + * \param name the name of the function to look up. + * \returns a pointer to the function or NULL on failure; call SDL_GetError() + * for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadObject + */ +extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_LoadFunction(SDL_SharedObject *handle, const char *name); + +/** + * Unload a shared object from memory. + * + * Note that any pointers from this object looked up through + * SDL_LoadFunction() will no longer be valid. + * + * \param handle a valid shared object handle returned by SDL_LoadObject(). + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadObject + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnloadObject(SDL_SharedObject *handle); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_loadso_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_locale.h b/modules/imgui-sdl/src/include/SDL3/SDL_locale.h new file mode 100644 index 0000000..902843e --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_locale.h @@ -0,0 +1,117 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryLocale + * + * SDL locale services. + * + * This provides a way to get a list of preferred locales (language plus + * country) for the user. There is exactly one function: + * SDL_GetPreferredLocales(), which handles all the heavy lifting, and offers + * documentation on all the strange ways humans might have configured their + * language settings. + */ + +#ifndef SDL_locale_h +#define SDL_locale_h + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +extern "C" { +/* *INDENT-ON* */ +#endif + +/** + * A struct to provide locale data. + * + * Locale data is split into a spoken language, like English, and an optional + * country, like Canada. The language will be in ISO-639 format (so English + * would be "en"), and the country, if not NULL, will be an ISO-3166 country + * code (so Canada would be "CA"). + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPreferredLocales + */ +typedef struct SDL_Locale +{ + const char *language; /**< A language name, like "en" for English. */ + const char *country; /**< A country, like "US" for America. Can be NULL. */ +} SDL_Locale; + +/** + * Report the user's preferred locale. + * + * Returned language strings are in the format xx, where 'xx' is an ISO-639 + * language specifier (such as "en" for English, "de" for German, etc). + * Country strings are in the format YY, where "YY" is an ISO-3166 country + * code (such as "US" for the United States, "CA" for Canada, etc). Country + * might be NULL if there's no specific guidance on them (so you might get { + * "en", "US" } for American English, but { "en", NULL } means "English + * language, generically"). Language strings are never NULL, except to + * terminate the array. + * + * Please note that not all of these strings are 2 characters; some are three + * or more. + * + * The returned list of locales are in the order of the user's preference. For + * example, a German citizen that is fluent in US English and knows enough + * Japanese to navigate around Tokyo might have a list like: { "de", "en_US", + * "jp", NULL }. Someone from England might prefer British English (where + * "color" is spelled "colour", etc), but will settle for anything like it: { + * "en_GB", "en", NULL }. + * + * This function returns NULL on error, including when the platform does not + * supply this information at all. + * + * This might be a "slow" call that has to query the operating system. It's + * best to ask for this once and save the results. However, this list can + * change, usually because the user has changed a system preference outside of + * your program; SDL will send an SDL_EVENT_LOCALE_CHANGED event in this case, + * if possible, and you can call this function again to get an updated copy of + * preferred locales. + * + * \param count a pointer filled in with the number of locales returned, may + * be NULL. + * \returns a NULL terminated array of locale pointers, or NULL on failure; + * call SDL_GetError() for more information. This is a single + * allocation that should be freed with SDL_free() when it is no + * longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Locale ** SDLCALL SDL_GetPreferredLocales(int *count); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +} +/* *INDENT-ON* */ +#endif +#include + +#endif /* SDL_locale_h */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_log.h b/modules/imgui-sdl/src/include/SDL3/SDL_log.h new file mode 100644 index 0000000..3fd7ec2 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_log.h @@ -0,0 +1,538 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryLog + * + * Simple log messages with priorities and categories. A message's + * SDL_LogPriority signifies how important the message is. A message's + * SDL_LogCategory signifies from what domain it belongs to. Every category + * has a minimum priority specified: when a message belongs to that category, + * it will only be sent out if it has that minimum priority or higher. + * + * SDL's own logs are sent below the default priority threshold, so they are + * quiet by default. + * + * You can change the log verbosity programmatically using + * SDL_SetLogPriority() or with SDL_SetHint(SDL_HINT_LOGGING, ...), or with + * the "SDL_LOGGING" environment variable. This variable is a comma separated + * set of category=level tokens that define the default logging levels for SDL + * applications. + * + * The category can be a numeric category, one of "app", "error", "assert", + * "system", "audio", "video", "render", "input", "test", or `*` for any + * unspecified category. + * + * The level can be a numeric level, one of "trace", "verbose", "debug", + * "info", "warn", "error", "critical", or "quiet" to disable that category. + * + * You can omit the category if you want to set the logging level for all + * categories. + * + * If this hint isn't set, the default log levels are equivalent to: + * + * `app=info,assert=warn,test=verbose,*=error` + * + * Here's where the messages go on different platforms: + * + * - Windows: debug output stream + * - Android: log output + * - Others: standard error output (stderr) + * + * You don't need to have a newline (`\n`) on the end of messages, the + * functions will do that for you. For consistent behavior cross-platform, you + * shouldn't have any newlines in messages, such as to log multiple lines in + * one call; unusual platform-specific behavior can be observed in such usage. + * Do one log call per line instead, with no newlines in messages. + * + * Each log call is atomic, so you won't see log messages cut off one another + * when logging from multiple threads. + */ + +#ifndef SDL_log_h_ +#define SDL_log_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The predefined log categories + * + * By default the application and gpu categories are enabled at the INFO + * level, the assert category is enabled at the WARN level, test is enabled at + * the VERBOSE level and all other categories are enabled at the ERROR level. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_LogCategory +{ + SDL_LOG_CATEGORY_APPLICATION, + SDL_LOG_CATEGORY_ERROR, + SDL_LOG_CATEGORY_ASSERT, + SDL_LOG_CATEGORY_SYSTEM, + SDL_LOG_CATEGORY_AUDIO, + SDL_LOG_CATEGORY_VIDEO, + SDL_LOG_CATEGORY_RENDER, + SDL_LOG_CATEGORY_INPUT, + SDL_LOG_CATEGORY_TEST, + SDL_LOG_CATEGORY_GPU, + + /* Reserved for future SDL library use */ + SDL_LOG_CATEGORY_RESERVED2, + SDL_LOG_CATEGORY_RESERVED3, + SDL_LOG_CATEGORY_RESERVED4, + SDL_LOG_CATEGORY_RESERVED5, + SDL_LOG_CATEGORY_RESERVED6, + SDL_LOG_CATEGORY_RESERVED7, + SDL_LOG_CATEGORY_RESERVED8, + SDL_LOG_CATEGORY_RESERVED9, + SDL_LOG_CATEGORY_RESERVED10, + + /* Beyond this point is reserved for application use, e.g. + enum { + MYAPP_CATEGORY_AWESOME1 = SDL_LOG_CATEGORY_CUSTOM, + MYAPP_CATEGORY_AWESOME2, + MYAPP_CATEGORY_AWESOME3, + ... + }; + */ + SDL_LOG_CATEGORY_CUSTOM +} SDL_LogCategory; + +/** + * The predefined log priorities + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_LogPriority +{ + SDL_LOG_PRIORITY_INVALID, + SDL_LOG_PRIORITY_TRACE, + SDL_LOG_PRIORITY_VERBOSE, + SDL_LOG_PRIORITY_DEBUG, + SDL_LOG_PRIORITY_INFO, + SDL_LOG_PRIORITY_WARN, + SDL_LOG_PRIORITY_ERROR, + SDL_LOG_PRIORITY_CRITICAL, + SDL_LOG_PRIORITY_COUNT +} SDL_LogPriority; + + +/** + * Set the priority of all log categories. + * + * \param priority the SDL_LogPriority to assign. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ResetLogPriorities + * \sa SDL_SetLogPriority + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetLogPriorities(SDL_LogPriority priority); + +/** + * Set the priority of a particular log category. + * + * \param category the category to assign a priority to. + * \param priority the SDL_LogPriority to assign. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetLogPriority + * \sa SDL_ResetLogPriorities + * \sa SDL_SetLogPriorities + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetLogPriority(int category, SDL_LogPriority priority); + +/** + * Get the priority of a particular log category. + * + * \param category the category to query. + * \returns the SDL_LogPriority for the requested category. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetLogPriority + */ +extern SDL_DECLSPEC SDL_LogPriority SDLCALL SDL_GetLogPriority(int category); + +/** + * Reset all priorities to default. + * + * This is called by SDL_Quit(). + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetLogPriorities + * \sa SDL_SetLogPriority + */ +extern SDL_DECLSPEC void SDLCALL SDL_ResetLogPriorities(void); + +/** + * Set the text prepended to log messages of a given priority. + * + * By default SDL_LOG_PRIORITY_INFO and below have no prefix, and + * SDL_LOG_PRIORITY_WARN and higher have a prefix showing their priority, e.g. + * "WARNING: ". + * + * \param priority the SDL_LogPriority to modify. + * \param prefix the prefix to use for that log priority, or NULL to use no + * prefix. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetLogPriorities + * \sa SDL_SetLogPriority + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetLogPriorityPrefix(SDL_LogPriority priority, const char *prefix); + +/** + * Log a message with SDL_LOG_CATEGORY_APPLICATION and SDL_LOG_PRIORITY_INFO. + * + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the `fmt` string, if + * any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); + +/** + * Log a message with SDL_LOG_PRIORITY_TRACE. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogTrace(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_VERBOSE. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogVerbose(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_DEBUG. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogDebug(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_INFO. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogInfo(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_WARN. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogWarn(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_ERROR. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogError(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with SDL_LOG_PRIORITY_CRITICAL. + * + * \param category the category of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogCritical(int category, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * Log a message with the specified category and priority. + * + * \param category the category of the message. + * \param priority the priority of the message. + * \param fmt a printf() style message format string. + * \param ... additional parameters matching % tokens in the **fmt** string, + * if any. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessageV + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogMessage(int category, + SDL_LogPriority priority, + SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3); + +/** + * Log a message with the specified category and priority. + * + * \param category the category of the message. + * \param priority the priority of the message. + * \param fmt a printf() style message format string. + * \param ap a variable argument list. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Log + * \sa SDL_LogCritical + * \sa SDL_LogDebug + * \sa SDL_LogError + * \sa SDL_LogInfo + * \sa SDL_LogMessage + * \sa SDL_LogTrace + * \sa SDL_LogVerbose + * \sa SDL_LogWarn + */ +extern SDL_DECLSPEC void SDLCALL SDL_LogMessageV(int category, + SDL_LogPriority priority, + SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3); + +/** + * The prototype for the log output callback function. + * + * This function is called by SDL when there is new text to be logged. A mutex + * is held so that this function is never called by more than one thread at + * once. + * + * \param userdata what was passed as `userdata` to + * SDL_SetLogOutputFunction(). + * \param category the category of the message. + * \param priority the priority of the message. + * \param message the message being output. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void (SDLCALL *SDL_LogOutputFunction)(void *userdata, int category, SDL_LogPriority priority, const char *message); + +/** + * Get the default log output function. + * + * \returns the default log output callback. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetLogOutputFunction + * \sa SDL_GetLogOutputFunction + */ +extern SDL_DECLSPEC SDL_LogOutputFunction SDLCALL SDL_GetDefaultLogOutputFunction(void); + +/** + * Get the current log output function. + * + * \param callback an SDL_LogOutputFunction filled in with the current log + * callback. + * \param userdata a pointer filled in with the pointer that is passed to + * `callback`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDefaultLogOutputFunction + * \sa SDL_SetLogOutputFunction + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetLogOutputFunction(SDL_LogOutputFunction *callback, void **userdata); + +/** + * Replace the default log output function with one of your own. + * + * \param callback an SDL_LogOutputFunction to call instead of the default. + * \param userdata a pointer that is passed to `callback`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDefaultLogOutputFunction + * \sa SDL_GetLogOutputFunction + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetLogOutputFunction(SDL_LogOutputFunction callback, void *userdata); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_log_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_main.h b/modules/imgui-sdl/src/include/SDL3/SDL_main.h new file mode 100644 index 0000000..905d78e --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_main.h @@ -0,0 +1,675 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryMain + * + * Redefine main() if necessary so that it is called by SDL. + * + * In order to make this consistent on all platforms, the application's main() + * should look like this: + * + * ```c + * #include + * #include + * + * int main(int argc, char *argv[]) + * { + * } + * ``` + * + * SDL will take care of platform specific details on how it gets called. + * + * This is also where an app can be configured to use the main callbacks, via + * the SDL_MAIN_USE_CALLBACKS macro. + * + * SDL_main.h is a "single-header library," which is to say that including + * this header inserts code into your program, and you should only include it + * once in most cases. SDL.h does not include this header automatically. + * + * For more information, see: + * + * https://wiki.libsdl.org/SDL3/README/main-functions + */ + +#ifndef SDL_main_h_ +#define SDL_main_h_ + +#include +#include +#include +#include + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Inform SDL that the app is providing an entry point instead of SDL. + * + * SDL does not define this macro, but will check if it is defined when + * including `SDL_main.h`. If defined, SDL will expect the app to provide the + * proper entry point for the platform, and all the other magic details + * needed, like manually calling SDL_SetMainReady. + * + * Please see [README/main-functions](README/main-functions), (or + * docs/README-main-functions.md in the source tree) for a more detailed + * explanation. + * + * \since This macro is used by the headers since SDL 3.2.0. + */ +#define SDL_MAIN_HANDLED 1 + +/** + * Inform SDL to use the main callbacks instead of main. + * + * SDL does not define this macro, but will check if it is defined when + * including `SDL_main.h`. If defined, SDL will expect the app to provide + * several functions: SDL_AppInit, SDL_AppEvent, SDL_AppIterate, and + * SDL_AppQuit. The app should not provide a `main` function in this case, and + * doing so will likely cause the build to fail. + * + * Please see [README/main-functions](README/main-functions), (or + * docs/README-main-functions.md in the source tree) for a more detailed + * explanation. + * + * \since This macro is used by the headers since SDL 3.2.0. + * + * \sa SDL_AppInit + * \sa SDL_AppEvent + * \sa SDL_AppIterate + * \sa SDL_AppQuit + */ +#define SDL_MAIN_USE_CALLBACKS 1 + +/** + * Defined if the target platform offers a special mainline through SDL. + * + * This won't be defined otherwise. If defined, SDL's headers will redefine + * `main` to `SDL_main`. + * + * This macro is defined by `SDL_main.h`, which is not automatically included + * by `SDL.h`. + * + * Even if available, an app can define SDL_MAIN_HANDLED and provide their + * own, if they know what they're doing. + * + * This macro is used internally by SDL, and apps probably shouldn't rely on it. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MAIN_AVAILABLE + +/** + * Defined if the target platform _requires_ a special mainline through SDL. + * + * This won't be defined otherwise. If defined, SDL's headers will redefine + * `main` to `SDL_main`. + * + * This macro is defined by `SDL_main.h`, which is not automatically included + * by `SDL.h`. + * + * Even if required, an app can define SDL_MAIN_HANDLED and provide their + * own, if they know what they're doing. + * + * This macro is used internally by SDL, and apps probably shouldn't rely on it. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MAIN_NEEDED + +#endif + +#if defined(__has_include) + #if __has_include("SDL_main_private.h") && __has_include("SDL_main_impl_private.h") + #define SDL_PLATFORM_PRIVATE_MAIN + #endif +#endif + +#ifndef SDL_MAIN_HANDLED + #if defined(SDL_PLATFORM_PRIVATE_MAIN) + /* Private platforms may have their own ideas about entry points. */ + #include "SDL_main_private.h" + + #elif defined(SDL_PLATFORM_WIN32) + /* On Windows SDL provides WinMain(), which parses the command line and passes + the arguments to your main function. + + If you provide your own WinMain(), you may define SDL_MAIN_HANDLED + */ + #define SDL_MAIN_AVAILABLE + + #elif defined(SDL_PLATFORM_GDK) + /* On GDK, SDL provides a main function that initializes the game runtime. + + If you prefer to write your own WinMain-function instead of having SDL + provide one that calls your main() function, + #define SDL_MAIN_HANDLED before #include'ing SDL_main.h + and call the SDL_RunApp function from your entry point. + */ + #define SDL_MAIN_NEEDED + + #elif defined(SDL_PLATFORM_IOS) + /* On iOS SDL provides a main function that creates an application delegate + and starts the iOS application run loop. + + To use it, just #include SDL_main.h in the source file that contains your + main() function. + + See src/video/uikit/SDL_uikitappdelegate.m for more details. + */ + #define SDL_MAIN_NEEDED + + #elif defined(SDL_PLATFORM_ANDROID) + /* On Android SDL provides a Java class in SDLActivity.java that is the + main activity entry point. + + See docs/README-android.md for more details on extending that class. + */ + #define SDL_MAIN_NEEDED + + /* As this is launched from Java, the real entry point (main() function) + is outside of the the binary built from this code. + This define makes sure that, unlike on other platforms, SDL_main.h + and SDL_main_impl.h export an `SDL_main()` function (to be called + from Java), but don't implement a native `int main(int argc, char* argv[])` + or similar. + */ + #define SDL_MAIN_EXPORTED + + #elif defined(SDL_PLATFORM_EMSCRIPTEN) + /* On Emscripten, SDL provides a main function that converts URL + parameters that start with "SDL_" to environment variables, so + they can be used as SDL hints, etc. + + This is 100% optional, so if you don't want this to happen, you may + define SDL_MAIN_HANDLED + */ + #define SDL_MAIN_AVAILABLE + + #elif defined(SDL_PLATFORM_PSP) + /* On PSP SDL provides a main function that sets the module info, + activates the GPU and starts the thread required to be able to exit + the software. + + If you provide this yourself, you may define SDL_MAIN_HANDLED + */ + #define SDL_MAIN_AVAILABLE + + #elif defined(SDL_PLATFORM_PS2) + #define SDL_MAIN_AVAILABLE + + #define SDL_PS2_SKIP_IOP_RESET() \ + void reset_IOP(); \ + void reset_IOP() {} + + #elif defined(SDL_PLATFORM_3DS) + /* + On N3DS, SDL provides a main function that sets up the screens + and storage. + + If you provide this yourself, you may define SDL_MAIN_HANDLED + */ + #define SDL_MAIN_AVAILABLE + + #endif +#endif /* SDL_MAIN_HANDLED */ + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A macro to tag a main entry point function as exported. + * + * Most platforms don't need this, and the macro will be defined to nothing. + * Some, like Android, keep the entry points in a shared library and need to + * explicitly export the symbols. + * + * External code rarely needs this, and if it needs something, it's almost + * always SDL_DECLSPEC instead. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_DECLSPEC + */ +#define SDLMAIN_DECLSPEC + +#elif defined(SDL_MAIN_EXPORTED) +/* We need to export SDL_main so it can be launched from external code, + like SDLActivity.java on Android */ +#define SDLMAIN_DECLSPEC SDL_DECLSPEC +#else +/* usually this is empty */ +#define SDLMAIN_DECLSPEC +#endif /* SDL_MAIN_EXPORTED */ + +#if defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) || defined(SDL_MAIN_USE_CALLBACKS) +#define main SDL_main +#endif + +#include +#include +#ifdef __cplusplus +extern "C" { +#endif + +/* + * You can (optionally!) define SDL_MAIN_USE_CALLBACKS before including + * SDL_main.h, and then your application will _not_ have a standard + * "main" entry point. Instead, it will operate as a collection of + * functions that are called as necessary by the system. On some + * platforms, this is just a layer where SDL drives your program + * instead of your program driving SDL, on other platforms this might + * hook into the OS to manage the lifecycle. Programs on most platforms + * can use whichever approach they prefer, but the decision boils down + * to: + * + * - Using a standard "main" function: this works like it always has for + * the past 50+ years in C programming, and your app is in control. + * - Using the callback functions: this might clean up some code, + * avoid some #ifdef blocks in your program for some platforms, be more + * resource-friendly to the system, and possibly be the primary way to + * access some future platforms (but none require this at the moment). + * + * This is up to the app; both approaches are considered valid and supported + * ways to write SDL apps. + * + * If using the callbacks, don't define a "main" function. Instead, implement + * the functions listed below in your program. + */ +#ifdef SDL_MAIN_USE_CALLBACKS + +/** + * App-implemented initial entry point for SDL_MAIN_USE_CALLBACKS apps. + * + * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a + * standard "main" function, you should not supply this. + * + * This function is called by SDL once, at startup. The function should + * initialize whatever is necessary, possibly create windows and open audio + * devices, etc. The `argc` and `argv` parameters work like they would with a + * standard "main" function. + * + * This function should not go into an infinite mainloop; it should do any + * one-time setup it requires and then return. + * + * The app may optionally assign a pointer to `*appstate`. This pointer will + * be provided on every future call to the other entry points, to allow + * application state to be preserved between functions without the app needing + * to use a global variable. If this isn't set, the pointer will be NULL in + * future entry points. + * + * If this function returns SDL_APP_CONTINUE, the app will proceed to normal + * operation, and will begin receiving repeated calls to SDL_AppIterate and + * SDL_AppEvent for the life of the program. If this function returns + * SDL_APP_FAILURE, SDL will call SDL_AppQuit and terminate the process with + * an exit code that reports an error to the platform. If it returns + * SDL_APP_SUCCESS, SDL calls SDL_AppQuit and terminates with an exit code + * that reports success to the platform. + * + * This function is called by SDL on the main thread. + * + * \param appstate a place where the app can optionally store a pointer for + * future use. + * \param argc the standard ANSI C main's argc; number of elements in `argv`. + * \param argv the standard ANSI C main's argv; array of command line + * arguments. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AppIterate + * \sa SDL_AppEvent + * \sa SDL_AppQuit + */ +extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppInit(void **appstate, int argc, char *argv[]); + +/** + * App-implemented iteration entry point for SDL_MAIN_USE_CALLBACKS apps. + * + * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a + * standard "main" function, you should not supply this. + * + * This function is called repeatedly by SDL after SDL_AppInit returns 0. The + * function should operate as a single iteration the program's primary loop; + * it should update whatever state it needs and draw a new frame of video, + * usually. + * + * On some platforms, this function will be called at the refresh rate of the + * display (which might change during the life of your app!). There are no + * promises made about what frequency this function might run at. You should + * use SDL's timer functions if you need to see how much time has passed since + * the last iteration. + * + * There is no need to process the SDL event queue during this function; SDL + * will send events as they arrive in SDL_AppEvent, and in most cases the + * event queue will be empty when this function runs anyhow. + * + * This function should not go into an infinite mainloop; it should do one + * iteration of whatever the program does and return. + * + * The `appstate` parameter is an optional pointer provided by the app during + * SDL_AppInit(). If the app never provided a pointer, this will be NULL. + * + * If this function returns SDL_APP_CONTINUE, the app will continue normal + * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for + * the life of the program. If this function returns SDL_APP_FAILURE, SDL will + * call SDL_AppQuit and terminate the process with an exit code that reports + * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls + * SDL_AppQuit and terminates with an exit code that reports success to the + * platform. + * + * This function is called by SDL on the main thread. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \threadsafety This function may get called concurrently with SDL_AppEvent() + * for events not pushed on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AppInit + * \sa SDL_AppEvent + */ +extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppIterate(void *appstate); + +/** + * App-implemented event entry point for SDL_MAIN_USE_CALLBACKS apps. + * + * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a + * standard "main" function, you should not supply this. + * + * This function is called as needed by SDL after SDL_AppInit returns + * SDL_APP_CONTINUE. It is called once for each new event. + * + * There is (currently) no guarantee about what thread this will be called + * from; whatever thread pushes an event onto SDL's queue will trigger this + * function. SDL is responsible for pumping the event queue between each call + * to SDL_AppIterate, so in normal operation one should only get events in a + * serial fashion, but be careful if you have a thread that explicitly calls + * SDL_PushEvent. SDL itself will push events to the queue on the main thread. + * + * Events sent to this function are not owned by the app; if you need to save + * the data, you should copy it. + * + * This function should not go into an infinite mainloop; it should handle the + * provided event appropriately and return. + * + * The `appstate` parameter is an optional pointer provided by the app during + * SDL_AppInit(). If the app never provided a pointer, this will be NULL. + * + * If this function returns SDL_APP_CONTINUE, the app will continue normal + * operation, receiving repeated calls to SDL_AppIterate and SDL_AppEvent for + * the life of the program. If this function returns SDL_APP_FAILURE, SDL will + * call SDL_AppQuit and terminate the process with an exit code that reports + * an error to the platform. If it returns SDL_APP_SUCCESS, SDL calls + * SDL_AppQuit and terminates with an exit code that reports success to the + * platform. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \param event the new event for the app to examine. + * \returns SDL_APP_FAILURE to terminate with an error, SDL_APP_SUCCESS to + * terminate with success, SDL_APP_CONTINUE to continue. + * + * \threadsafety This function may get called concurrently with + * SDL_AppIterate() or SDL_AppQuit() for events not pushed from + * the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AppInit + * \sa SDL_AppIterate + */ +extern SDLMAIN_DECLSPEC SDL_AppResult SDLCALL SDL_AppEvent(void *appstate, SDL_Event *event); + +/** + * App-implemented deinit entry point for SDL_MAIN_USE_CALLBACKS apps. + * + * Apps implement this function when using SDL_MAIN_USE_CALLBACKS. If using a + * standard "main" function, you should not supply this. + * + * This function is called once by SDL before terminating the program. + * + * This function will be called no matter what, even if SDL_AppInit requests + * termination. + * + * This function should not go into an infinite mainloop; it should + * deinitialize any resources necessary, perform whatever shutdown activities, + * and return. + * + * You do not need to call SDL_Quit() in this function, as SDL will call it + * after this function returns and before the process terminates, but it is + * safe to do so. + * + * The `appstate` parameter is an optional pointer provided by the app during + * SDL_AppInit(). If the app never provided a pointer, this will be NULL. This + * function call is the last time this pointer will be provided, so any + * resources to it should be cleaned up here. + * + * This function is called by SDL on the main thread. + * + * \param appstate an optional pointer, provided by the app in SDL_AppInit. + * \param result the result code that terminated the app (success or failure). + * + * \threadsafety SDL_AppEvent() may get called concurrently with this function + * if other threads that push events are still active. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AppInit + */ +extern SDLMAIN_DECLSPEC void SDLCALL SDL_AppQuit(void *appstate, SDL_AppResult result); + +#endif /* SDL_MAIN_USE_CALLBACKS */ + + +/** + * The prototype for the application's main() function + * + * \param argc an ANSI-C style main function's argc. + * \param argv an ANSI-C style main function's argv. + * \returns an ANSI-C main return code; generally 0 is considered successful + * program completion, and small non-zero values are considered + * errors. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef int (SDLCALL *SDL_main_func)(int argc, char *argv[]); + +/** + * An app-supplied function for program entry. + * + * Apps do not directly create this function; they should create a standard + * ANSI-C `main` function instead. If SDL needs to insert some startup code + * before `main` runs, or the platform doesn't actually _use_ a function + * called "main", SDL will do some macro magic to redefine `main` to + * `SDL_main` and provide its own `main`. + * + * Apps should include `SDL_main.h` in the same file as their `main` function, + * and they should not use that symbol for anything else in that file, as it + * might get redefined. + * + * This function is only provided by the app if it isn't using + * SDL_MAIN_USE_CALLBACKS. + * + * Program startup is a surprisingly complex topic. Please see + * [README/main-functions](README/main-functions), (or + * docs/README-main-functions.md in the source tree) for a more detailed + * explanation. + * + * \param argc an ANSI-C style main function's argc. + * \param argv an ANSI-C style main function's argv. + * \returns an ANSI-C main return code; generally 0 is considered successful + * program completion, and small non-zero values are considered + * errors. + * + * \threadsafety This is the program entry point. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDLMAIN_DECLSPEC int SDLCALL SDL_main(int argc, char *argv[]); + +/** + * Circumvent failure of SDL_Init() when not using SDL_main() as an entry + * point. + * + * This function is defined in SDL_main.h, along with the preprocessor rule to + * redefine main() as SDL_main(). Thus to ensure that your main() function + * will not be changed it is necessary to define SDL_MAIN_HANDLED before + * including SDL.h. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Init + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetMainReady(void); + +/** + * Initializes and launches an SDL application, by doing platform-specific + * initialization before calling your mainFunction and cleanups after it + * returns, if that is needed for a specific platform, otherwise it just calls + * mainFunction. + * + * You can use this if you want to use your own main() implementation without + * using SDL_main (like when using SDL_MAIN_HANDLED). When using this, you do + * *not* need SDL_SetMainReady(). + * + * \param argc the argc parameter from the application's main() function, or 0 + * if the platform's main-equivalent has no argc. + * \param argv the argv parameter from the application's main() function, or + * NULL if the platform's main-equivalent has no argv. + * \param mainFunction your SDL app's C-style main(). NOT the function you're + * calling this from! Its name doesn't matter; it doesn't + * literally have to be `main`. + * \param reserved should be NULL (reserved for future use, will probably be + * platform-specific then). + * \returns the return value from mainFunction: 0 on success, otherwise + * failure; SDL_GetError() might have more information on the + * failure. + * + * \threadsafety Generally this is called once, near startup, from the + * process's initial thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_RunApp(int argc, char *argv[], SDL_main_func mainFunction, void *reserved); + +/** + * An entry point for SDL's use in SDL_MAIN_USE_CALLBACKS. + * + * Generally, you should not call this function directly. This only exists to + * hand off work into SDL as soon as possible, where it has a lot more control + * and functionality available, and make the inline code in SDL_main.h as + * small as possible. + * + * Not all platforms use this, it's actual use is hidden in a magic + * header-only library, and you should not call this directly unless you + * _really_ know what you're doing. + * + * \param argc standard Unix main argc. + * \param argv standard Unix main argv. + * \param appinit the application's SDL_AppInit function. + * \param appiter the application's SDL_AppIterate function. + * \param appevent the application's SDL_AppEvent function. + * \param appquit the application's SDL_AppQuit function. + * \returns standard Unix main return value. + * + * \threadsafety It is not safe to call this anywhere except as the only + * function call in SDL_main. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_EnterAppMainCallbacks(int argc, char *argv[], SDL_AppInit_func appinit, SDL_AppIterate_func appiter, SDL_AppEvent_func appevent, SDL_AppQuit_func appquit); + + +#if defined(SDL_PLATFORM_WINDOWS) + +/** + * Register a win32 window class for SDL's use. + * + * This can be called to set the application window class at startup. It is + * safe to call this multiple times, as long as every call is eventually + * paired with a call to SDL_UnregisterApp, but a second registration attempt + * while a previous registration is still active will be ignored, other than + * to increment a counter. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when initializing the video subsystem. + * + * \param name the window class name, in UTF-8 encoding. If NULL, SDL + * currently uses "SDL_app" but this isn't guaranteed. + * \param style the value to use in WNDCLASSEX::style. If `name` is NULL, SDL + * currently uses `(CS_BYTEALIGNCLIENT | CS_OWNDC)` regardless of + * what is specified here. + * \param hInst the HINSTANCE to use in WNDCLASSEX::hInstance. If zero, SDL + * will use `GetModuleHandle(NULL)` instead. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RegisterApp(const char *name, Uint32 style, void *hInst); + +/** + * Deregister the win32 window class from an SDL_RegisterApp call. + * + * This can be called to undo the effects of SDL_RegisterApp. + * + * Most applications do not need to, and should not, call this directly; SDL + * will call it when deinitializing the video subsystem. + * + * It is safe to call this multiple times, as long as every call is eventually + * paired with a prior call to SDL_RegisterApp. The window class will only be + * deregistered when the registration counter in SDL_RegisterApp decrements to + * zero through calls to this function. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnregisterApp(void); + +#endif /* defined(SDL_PLATFORM_WINDOWS) */ + +/** + * Callback from the application to let the suspend continue. + * + * This function is only needed for Xbox GDK support; all other platforms will + * do nothing and set an "unsupported" error message. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_GDKSuspendComplete(void); + +#ifdef __cplusplus +} +#endif + +#include + +#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL) + /* include header-only SDL_main implementations */ + #if defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_NEEDED) || defined(SDL_MAIN_AVAILABLE) + /* platforms which main (-equivalent) can be implemented in plain C */ + #include + #endif +#endif + +#endif /* SDL_main_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_main_impl.h b/modules/imgui-sdl/src/include/SDL3/SDL_main_impl.h new file mode 100644 index 0000000..14ebb42 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_main_impl.h @@ -0,0 +1,151 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: Main */ + +#ifndef SDL_main_impl_h_ +#define SDL_main_impl_h_ + +#ifndef SDL_main_h_ +#error "This header should not be included directly, but only via SDL_main.h!" +#endif + +/* if someone wants to include SDL_main.h but doesn't want the main handing magic, + (maybe to call SDL_RegisterApp()) they can #define SDL_MAIN_HANDLED first. + SDL_MAIN_NOIMPL is for SDL-internal usage (only affects implementation, + not definition of SDL_MAIN_AVAILABLE etc in SDL_main.h) and if the user wants + to have the SDL_main implementation (from this header) in another source file + than their main() function, for example if SDL_main requires C++ + and main() is implemented in plain C */ +#if !defined(SDL_MAIN_HANDLED) && !defined(SDL_MAIN_NOIMPL) + + /* the implementations below must be able to use the implement real main(), nothing renamed + (the user's main() will be renamed to SDL_main so it can be called from here) */ + #ifdef main + #undef main + #endif + + #ifdef SDL_MAIN_USE_CALLBACKS + + #if 0 + /* currently there are no platforms that _need_ a magic entry point here + for callbacks, but if one shows up, implement it here. */ + + #else /* use a standard SDL_main, which the app SHOULD NOT ALSO SUPPLY. */ + + /* this define makes the normal SDL_main entry point stuff work...we just provide SDL_main() instead of the app. */ + #define SDL_MAIN_CALLBACK_STANDARD 1 + + int SDL_main(int argc, char **argv) + { + return SDL_EnterAppMainCallbacks(argc, argv, SDL_AppInit, SDL_AppIterate, SDL_AppEvent, SDL_AppQuit); + } + + #endif /* platform-specific tests */ + + #endif /* SDL_MAIN_USE_CALLBACKS */ + + + /* set up the usual SDL_main stuff if we're not using callbacks or if we are but need the normal entry point, + unless the real entry point needs to be somewhere else entirely, like Android where it's in Java code */ + #if (!defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD)) && !defined(SDL_MAIN_EXPORTED) + + #if defined(SDL_PLATFORM_PRIVATE_MAIN) + /* Private platforms may have their own ideas about entry points. */ + #include "SDL_main_impl_private.h" + + #elif defined(SDL_PLATFORM_WINDOWS) + + /* these defines/typedefs are needed for the WinMain() definition */ + #ifndef WINAPI + #define WINAPI __stdcall + #endif + + typedef struct HINSTANCE__ * HINSTANCE; + typedef char *LPSTR; + typedef wchar_t *PWSTR; + + /* The VC++ compiler needs main/wmain defined, but not for GDK */ + #if defined(_MSC_VER) && !defined(SDL_PLATFORM_GDK) + + /* This is where execution begins [console apps] */ + #if defined(UNICODE) && UNICODE + int wmain(int argc, wchar_t *wargv[], wchar_t *wenvp) + { + (void)argc; + (void)wargv; + (void)wenvp; + return SDL_RunApp(0, NULL, SDL_main, NULL); + } + #else /* ANSI */ + int main(int argc, char *argv[]) + { + (void)argc; + (void)argv; + return SDL_RunApp(0, NULL, SDL_main, NULL); + } + #endif /* UNICODE */ + + #endif /* _MSC_VER && ! SDL_PLATFORM_GDK */ + + /* This is where execution begins [windowed apps and GDK] */ + + #ifdef __cplusplus + extern "C" { + #endif + + #if defined(UNICODE) && UNICODE + int WINAPI wWinMain(HINSTANCE hInst, HINSTANCE hPrev, PWSTR szCmdLine, int sw) + #else /* ANSI */ + int WINAPI WinMain(HINSTANCE hInst, HINSTANCE hPrev, LPSTR szCmdLine, int sw) + #endif + { + (void)hInst; + (void)hPrev; + (void)szCmdLine; + (void)sw; + return SDL_RunApp(0, NULL, SDL_main, NULL); + } + + #ifdef __cplusplus + } /* extern "C" */ + #endif + + /* end of SDL_PLATFORM_WINDOWS impls */ + + #else /* platforms that use a standard main() and just call SDL_RunApp(), like iOS and 3DS */ + int main(int argc, char *argv[]) + { + return SDL_RunApp(argc, argv, SDL_main, NULL); + } + + /* end of impls for standard-conforming platforms */ + + #endif /* SDL_PLATFORM_WIN32 etc */ + + #endif /* !defined(SDL_MAIN_USE_CALLBACKS) || defined(SDL_MAIN_CALLBACK_STANDARD) */ + + /* rename users main() function to SDL_main() so it can be called from the wrappers above */ + #define main SDL_main + +#endif /* SDL_MAIN_HANDLED */ + +#endif /* SDL_main_impl_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_messagebox.h b/modules/imgui-sdl/src/include/SDL3/SDL_messagebox.h new file mode 100644 index 0000000..365ae36 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_messagebox.h @@ -0,0 +1,226 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryMessagebox + * + * SDL offers a simple message box API, which is useful for simple alerts, + * such as informing the user when something fatal happens at startup without + * the need to build a UI for it (or informing the user _before_ your UI is + * ready). + * + * These message boxes are native system dialogs where possible. + * + * There is both a customizable function (SDL_ShowMessageBox()) that offers + * lots of options for what to display and reports on what choice the user + * made, and also a much-simplified version (SDL_ShowSimpleMessageBox()), + * merely takes a text message and title, and waits until the user presses a + * single "OK" UI button. Often, this is all that is necessary. + */ + +#ifndef SDL_messagebox_h_ +#define SDL_messagebox_h_ + +#include +#include +#include /* For SDL_Window */ + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Message box flags. + * + * If supported will display warning icon, etc. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_MessageBoxFlags; + +#define SDL_MESSAGEBOX_ERROR 0x00000010u /**< error dialog */ +#define SDL_MESSAGEBOX_WARNING 0x00000020u /**< warning dialog */ +#define SDL_MESSAGEBOX_INFORMATION 0x00000040u /**< informational dialog */ +#define SDL_MESSAGEBOX_BUTTONS_LEFT_TO_RIGHT 0x00000080u /**< buttons placed left to right */ +#define SDL_MESSAGEBOX_BUTTONS_RIGHT_TO_LEFT 0x00000100u /**< buttons placed right to left */ + +/** + * SDL_MessageBoxButtonData flags. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_MessageBoxButtonFlags; + +#define SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT 0x00000001u /**< Marks the default button when return is hit */ +#define SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT 0x00000002u /**< Marks the default button when escape is hit */ + +/** + * Individual button data. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MessageBoxButtonData +{ + SDL_MessageBoxButtonFlags flags; + int buttonID; /**< User defined button id (value returned via SDL_ShowMessageBox) */ + const char *text; /**< The UTF-8 button text */ +} SDL_MessageBoxButtonData; + +/** + * RGB value used in a message box color scheme + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MessageBoxColor +{ + Uint8 r, g, b; +} SDL_MessageBoxColor; + +/** + * An enumeration of indices inside the colors array of + * SDL_MessageBoxColorScheme. + */ +typedef enum SDL_MessageBoxColorType +{ + SDL_MESSAGEBOX_COLOR_BACKGROUND, + SDL_MESSAGEBOX_COLOR_TEXT, + SDL_MESSAGEBOX_COLOR_BUTTON_BORDER, + SDL_MESSAGEBOX_COLOR_BUTTON_BACKGROUND, + SDL_MESSAGEBOX_COLOR_BUTTON_SELECTED, + SDL_MESSAGEBOX_COLOR_COUNT /**< Size of the colors array of SDL_MessageBoxColorScheme. */ +} SDL_MessageBoxColorType; + +/** + * A set of colors to use for message box dialogs + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MessageBoxColorScheme +{ + SDL_MessageBoxColor colors[SDL_MESSAGEBOX_COLOR_COUNT]; +} SDL_MessageBoxColorScheme; + +/** + * MessageBox structure containing title, text, window, etc. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_MessageBoxData +{ + SDL_MessageBoxFlags flags; + SDL_Window *window; /**< Parent window, can be NULL */ + const char *title; /**< UTF-8 title */ + const char *message; /**< UTF-8 message text */ + + int numbuttons; + const SDL_MessageBoxButtonData *buttons; + + const SDL_MessageBoxColorScheme *colorScheme; /**< SDL_MessageBoxColorScheme, can be NULL to use system settings */ +} SDL_MessageBoxData; + +/** + * Create a modal message box. + * + * If your needs aren't complex, it might be easier to use + * SDL_ShowSimpleMessageBox. + * + * This function should be called on the thread that created the parent + * window, or on the main thread if the messagebox has no parent. It will + * block execution of that thread until the user clicks a button or closes the + * messagebox. + * + * This function may be called at any time, even before SDL_Init(). This makes + * it useful for reporting errors like a failure to create a renderer or + * OpenGL context. + * + * On X11, SDL rolls its own dialog box with X11 primitives instead of a + * formal toolkit like GTK+ or Qt. + * + * Note that if SDL_Init() would fail because there isn't any available video + * target, this function is likely to fail for the same reasons. If this is a + * concern, check the return value from this function and fall back to writing + * to stderr if you can. + * + * \param messageboxdata the SDL_MessageBoxData structure with title, text and + * other options. + * \param buttonid the pointer to which user id of hit button should be + * copied. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ShowSimpleMessageBox + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowMessageBox(const SDL_MessageBoxData *messageboxdata, int *buttonid); + +/** + * Display a simple modal message box. + * + * If your needs aren't complex, this function is preferred over + * SDL_ShowMessageBox. + * + * `flags` may be any of the following: + * + * - `SDL_MESSAGEBOX_ERROR`: error dialog + * - `SDL_MESSAGEBOX_WARNING`: warning dialog + * - `SDL_MESSAGEBOX_INFORMATION`: informational dialog + * + * This function should be called on the thread that created the parent + * window, or on the main thread if the messagebox has no parent. It will + * block execution of that thread until the user clicks a button or closes the + * messagebox. + * + * This function may be called at any time, even before SDL_Init(). This makes + * it useful for reporting errors like a failure to create a renderer or + * OpenGL context. + * + * On X11, SDL rolls its own dialog box with X11 primitives instead of a + * formal toolkit like GTK+ or Qt. + * + * Note that if SDL_Init() would fail because there isn't any available video + * target, this function is likely to fail for the same reasons. If this is a + * concern, check the return value from this function and fall back to writing + * to stderr if you can. + * + * \param flags an SDL_MessageBoxFlags value. + * \param title UTF-8 title text. + * \param message UTF-8 message text. + * \param window the parent window, or NULL for no parent. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ShowMessageBox + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowSimpleMessageBox(SDL_MessageBoxFlags flags, const char *title, const char *message, SDL_Window *window); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_messagebox_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_metal.h b/modules/imgui-sdl/src/include/SDL3/SDL_metal.h new file mode 100644 index 0000000..14b1bc8 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_metal.h @@ -0,0 +1,107 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryMetal + * + * Functions to creating Metal layers and views on SDL windows. + * + * This provides some platform-specific glue for Apple platforms. Most macOS + * and iOS apps can use SDL without these functions, but this API they can be + * useful for specific OS-level integration tasks. + */ + +#ifndef SDL_metal_h_ +#define SDL_metal_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A handle to a CAMetalLayer-backed NSView (macOS) or UIView (iOS/tvOS). + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_MetalView; + +/** + * \name Metal support functions + */ +/* @{ */ + +/** + * Create a CAMetalLayer-backed NSView/UIView and attach it to the specified + * window. + * + * On macOS, this does *not* associate a MTLDevice with the CAMetalLayer on + * its own. It is up to user code to do that. + * + * The returned handle can be casted directly to a NSView or UIView. To access + * the backing CAMetalLayer, call SDL_Metal_GetLayer(). + * + * \param window the window. + * \returns handle NSView or UIView. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Metal_DestroyView + * \sa SDL_Metal_GetLayer + */ +extern SDL_DECLSPEC SDL_MetalView SDLCALL SDL_Metal_CreateView(SDL_Window *window); + +/** + * Destroy an existing SDL_MetalView object. + * + * This should be called before SDL_DestroyWindow, if SDL_Metal_CreateView was + * called after SDL_CreateWindow. + * + * \param view the SDL_MetalView object. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Metal_CreateView + */ +extern SDL_DECLSPEC void SDLCALL SDL_Metal_DestroyView(SDL_MetalView view); + +/** + * Get a pointer to the backing CAMetalLayer for the given view. + * + * \param view the SDL_MetalView object. + * \returns a pointer. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_Metal_GetLayer(SDL_MetalView view); + +/* @} *//* Metal support functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_metal_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_misc.h b/modules/imgui-sdl/src/include/SDL3/SDL_misc.h new file mode 100644 index 0000000..3dd6fcd --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_misc.h @@ -0,0 +1,78 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryMisc + * + * SDL API functions that don't fit elsewhere. + */ + +#ifndef SDL_misc_h_ +#define SDL_misc_h_ + +#include +#include + +#include + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Open a URL/URI in the browser or other appropriate external application. + * + * Open a URL in a separate, system-provided application. How this works will + * vary wildly depending on the platform. This will likely launch what makes + * sense to handle a specific URL's protocol (a web browser for `http://`, + * etc), but it might also be able to launch file managers for directories and + * other things. + * + * What happens when you open a URL varies wildly as well: your game window + * may lose focus (and may or may not lose focus if your game was fullscreen + * or grabbing input at the time). On mobile devices, your app will likely + * move to the background or your process might be paused. Any given platform + * may or may not handle a given URL. + * + * If this is unimplemented (or simply unavailable) for a platform, this will + * fail with an error. A successful result does not mean the URL loaded, just + * that we launched _something_ to handle it (or at least believe we did). + * + * All this to say: this function can be useful, but you should definitely + * test it on every platform you target. + * + * \param url a valid URL/URI to open. Use `file:///full/path/to/file` for + * local files, if supported. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_OpenURL(const char *url); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_misc_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_mouse.h b/modules/imgui-sdl/src/include/SDL3/SDL_mouse.h new file mode 100644 index 0000000..864135d --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_mouse.h @@ -0,0 +1,689 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryMouse + * + * Any GUI application has to deal with the mouse, and SDL provides functions + * to manage mouse input and the displayed cursor. + * + * Most interactions with the mouse will come through the event subsystem. + * Moving a mouse generates an SDL_EVENT_MOUSE_MOTION event, pushing a button + * generates SDL_EVENT_MOUSE_BUTTON_DOWN, etc, but one can also query the + * current state of the mouse at any time with SDL_GetMouseState(). + * + * For certain games, it's useful to disassociate the mouse cursor from mouse + * input. An FPS, for example, would not want the player's motion to stop as + * the mouse hits the edge of the window. For these scenarios, use + * SDL_SetWindowRelativeMouseMode(), which hides the cursor, grabs mouse input + * to the window, and reads mouse input no matter how far it moves. + * + * Games that want the system to track the mouse but want to draw their own + * cursor can use SDL_HideCursor() and SDL_ShowCursor(). It might be more + * efficient to let the system manage the cursor, if possible, using + * SDL_SetCursor() with a custom image made through SDL_CreateColorCursor(), + * or perhaps just a specific system cursor from SDL_CreateSystemCursor(). + * + * SDL can, on many platforms, differentiate between multiple connected mice, + * allowing for interesting input scenarios and multiplayer games. They can be + * enumerated with SDL_GetMice(), and SDL will send SDL_EVENT_MOUSE_ADDED and + * SDL_EVENT_MOUSE_REMOVED events as they are connected and unplugged. + * + * Since many apps only care about basic mouse input, SDL offers a virtual + * mouse device for touch and pen input, which often can make a desktop + * application work on a touchscreen phone without any code changes. Apps that + * care about touch/pen separately from mouse input should filter out events + * with a `which` field of SDL_TOUCH_MOUSEID/SDL_PEN_MOUSEID. + */ + +#ifndef SDL_mouse_h_ +#define SDL_mouse_h_ + +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * This is a unique ID for a mouse for the time it is connected to the system, + * and is never reused for the lifetime of the application. + * + * If the mouse is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_MouseID; + +/** + * The structure used to identify an SDL cursor. + * + * This is opaque data. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Cursor SDL_Cursor; + +/** + * Cursor types for SDL_CreateSystemCursor(). + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_SystemCursor +{ + SDL_SYSTEM_CURSOR_DEFAULT, /**< Default cursor. Usually an arrow. */ + SDL_SYSTEM_CURSOR_TEXT, /**< Text selection. Usually an I-beam. */ + SDL_SYSTEM_CURSOR_WAIT, /**< Wait. Usually an hourglass or watch or spinning ball. */ + SDL_SYSTEM_CURSOR_CROSSHAIR, /**< Crosshair. */ + SDL_SYSTEM_CURSOR_PROGRESS, /**< Program is busy but still interactive. Usually it's WAIT with an arrow. */ + SDL_SYSTEM_CURSOR_NWSE_RESIZE, /**< Double arrow pointing northwest and southeast. */ + SDL_SYSTEM_CURSOR_NESW_RESIZE, /**< Double arrow pointing northeast and southwest. */ + SDL_SYSTEM_CURSOR_EW_RESIZE, /**< Double arrow pointing west and east. */ + SDL_SYSTEM_CURSOR_NS_RESIZE, /**< Double arrow pointing north and south. */ + SDL_SYSTEM_CURSOR_MOVE, /**< Four pointed arrow pointing north, south, east, and west. */ + SDL_SYSTEM_CURSOR_NOT_ALLOWED, /**< Not permitted. Usually a slashed circle or crossbones. */ + SDL_SYSTEM_CURSOR_POINTER, /**< Pointer that indicates a link. Usually a pointing hand. */ + SDL_SYSTEM_CURSOR_NW_RESIZE, /**< Window resize top-left. This may be a single arrow or a double arrow like NWSE_RESIZE. */ + SDL_SYSTEM_CURSOR_N_RESIZE, /**< Window resize top. May be NS_RESIZE. */ + SDL_SYSTEM_CURSOR_NE_RESIZE, /**< Window resize top-right. May be NESW_RESIZE. */ + SDL_SYSTEM_CURSOR_E_RESIZE, /**< Window resize right. May be EW_RESIZE. */ + SDL_SYSTEM_CURSOR_SE_RESIZE, /**< Window resize bottom-right. May be NWSE_RESIZE. */ + SDL_SYSTEM_CURSOR_S_RESIZE, /**< Window resize bottom. May be NS_RESIZE. */ + SDL_SYSTEM_CURSOR_SW_RESIZE, /**< Window resize bottom-left. May be NESW_RESIZE. */ + SDL_SYSTEM_CURSOR_W_RESIZE, /**< Window resize left. May be EW_RESIZE. */ + SDL_SYSTEM_CURSOR_COUNT +} SDL_SystemCursor; + +/** + * Scroll direction types for the Scroll event + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_MouseWheelDirection +{ + SDL_MOUSEWHEEL_NORMAL, /**< The scroll direction is normal */ + SDL_MOUSEWHEEL_FLIPPED /**< The scroll direction is flipped / natural */ +} SDL_MouseWheelDirection; + +/** + * A bitmask of pressed mouse buttons, as reported by SDL_GetMouseState, etc. + * + * - Button 1: Left mouse button + * - Button 2: Middle mouse button + * - Button 3: Right mouse button + * - Button 4: Side mouse button 1 + * - Button 5: Side mouse button 2 + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetMouseState + * \sa SDL_GetGlobalMouseState + * \sa SDL_GetRelativeMouseState + */ +typedef Uint32 SDL_MouseButtonFlags; + +#define SDL_BUTTON_LEFT 1 +#define SDL_BUTTON_MIDDLE 2 +#define SDL_BUTTON_RIGHT 3 +#define SDL_BUTTON_X1 4 +#define SDL_BUTTON_X2 5 + +#define SDL_BUTTON_MASK(X) (1u << ((X)-1)) +#define SDL_BUTTON_LMASK SDL_BUTTON_MASK(SDL_BUTTON_LEFT) +#define SDL_BUTTON_MMASK SDL_BUTTON_MASK(SDL_BUTTON_MIDDLE) +#define SDL_BUTTON_RMASK SDL_BUTTON_MASK(SDL_BUTTON_RIGHT) +#define SDL_BUTTON_X1MASK SDL_BUTTON_MASK(SDL_BUTTON_X1) +#define SDL_BUTTON_X2MASK SDL_BUTTON_MASK(SDL_BUTTON_X2) + + +/* Function prototypes */ + +/** + * Return whether a mouse is currently connected. + * + * \returns true if a mouse is connected, false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMice + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasMouse(void); + +/** + * Get a list of currently connected mice. + * + * Note that this will include any device or virtual driver that includes + * mouse functionality, including some game controllers, KVM switches, etc. + * You should wait for input from a device before you consider it actively in + * use. + * + * \param count a pointer filled in with the number of mice returned, may be + * NULL. + * \returns a 0 terminated array of mouse instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMouseNameForID + * \sa SDL_HasMouse + */ +extern SDL_DECLSPEC SDL_MouseID * SDLCALL SDL_GetMice(int *count); + +/** + * Get the name of a mouse. + * + * This function returns "" if the mouse doesn't have a name. + * + * \param instance_id the mouse instance ID. + * \returns the name of the selected mouse, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMice + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetMouseNameForID(SDL_MouseID instance_id); + +/** + * Get the window which currently has mouse focus. + * + * \returns the window with mouse focus. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetMouseFocus(void); + +/** + * Query SDL's cache for the synchronous mouse button state and the + * window-relative SDL-cursor position. + * + * This function returns the cached synchronous state as SDL understands it + * from the last pump of the event queue. + * + * To query the platform for immediate asynchronous state, use + * SDL_GetGlobalMouseState. + * + * Passing non-NULL pointers to `x` or `y` will write the destination with + * respective x or y coordinates relative to the focused window. + * + * In Relative Mode, the SDL-cursor's position usually contradicts the + * platform-cursor's position as manually calculated from + * SDL_GetGlobalMouseState() and SDL_GetWindowPosition. + * + * \param x a pointer to receive the SDL-cursor's x-position from the focused + * window's top left corner, can be NULL if unused. + * \param y a pointer to receive the SDL-cursor's y-position from the focused + * window's top left corner, can be NULL if unused. + * \returns a 32-bit bitmask of the button state that can be bitwise-compared + * against the SDL_BUTTON_MASK(X) macro. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGlobalMouseState + * \sa SDL_GetRelativeMouseState + */ +extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetMouseState(float *x, float *y); + +/** + * Query the platform for the asynchronous mouse button state and the + * desktop-relative platform-cursor position. + * + * This function immediately queries the platform for the most recent + * asynchronous state, more costly than retrieving SDL's cached state in + * SDL_GetMouseState(). + * + * Passing non-NULL pointers to `x` or `y` will write the destination with + * respective x or y coordinates relative to the desktop. + * + * In Relative Mode, the platform-cursor's position usually contradicts the + * SDL-cursor's position as manually calculated from SDL_GetMouseState() and + * SDL_GetWindowPosition. + * + * This function can be useful if you need to track the mouse outside of a + * specific window and SDL_CaptureMouse() doesn't fit your needs. For example, + * it could be useful if you need to track the mouse while dragging a window, + * where coordinates relative to a window might not be in sync at all times. + * + * \param x a pointer to receive the platform-cursor's x-position from the + * desktop's top left corner, can be NULL if unused. + * \param y a pointer to receive the platform-cursor's y-position from the + * desktop's top left corner, can be NULL if unused. + * \returns a 32-bit bitmask of the button state that can be bitwise-compared + * against the SDL_BUTTON_MASK(X) macro. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CaptureMouse + * \sa SDL_GetMouseState + * \sa SDL_GetGlobalMouseState + */ +extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetGlobalMouseState(float *x, float *y); + +/** + * Query SDL's cache for the synchronous mouse button state and accumulated + * mouse delta since last call. + * + * This function returns the cached synchronous state as SDL understands it + * from the last pump of the event queue. + * + * To query the platform for immediate asynchronous state, use + * SDL_GetGlobalMouseState. + * + * Passing non-NULL pointers to `x` or `y` will write the destination with + * respective x or y deltas accumulated since the last call to this function + * (or since event initialization). + * + * This function is useful for reducing overhead by processing relative mouse + * inputs in one go per-frame instead of individually per-event, at the + * expense of losing the order between events within the frame (e.g. quickly + * pressing and releasing a button within the same frame). + * + * \param x a pointer to receive the x mouse delta accumulated since last + * call, can be NULL if unused. + * \param y a pointer to receive the y mouse delta accumulated since last + * call, can be NULL if unused. + * \returns a 32-bit bitmask of the button state that can be bitwise-compared + * against the SDL_BUTTON_MASK(X) macro. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMouseState + * \sa SDL_GetGlobalMouseState + */ +extern SDL_DECLSPEC SDL_MouseButtonFlags SDLCALL SDL_GetRelativeMouseState(float *x, float *y); + +/** + * Move the mouse cursor to the given position within the window. + * + * This function generates a mouse motion event if relative mode is not + * enabled. If relative mode is enabled, you can force mouse events for the + * warp by setting the SDL_HINT_MOUSE_RELATIVE_WARP_MOTION hint. + * + * Note that this function will appear to succeed, but not actually move the + * mouse when used over Microsoft Remote Desktop. + * + * \param window the window to move the mouse into, or NULL for the current + * mouse focus. + * \param x the x coordinate within the window. + * \param y the y coordinate within the window. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WarpMouseGlobal + */ +extern SDL_DECLSPEC void SDLCALL SDL_WarpMouseInWindow(SDL_Window *window, + float x, float y); + +/** + * Move the mouse to the given position in global screen space. + * + * This function generates a mouse motion event. + * + * A failure of this function usually means that it is unsupported by a + * platform. + * + * Note that this function will appear to succeed, but not actually move the + * mouse when used over Microsoft Remote Desktop. + * + * \param x the x coordinate. + * \param y the y coordinate. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WarpMouseInWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WarpMouseGlobal(float x, float y); + +/** + * Set relative mouse mode for a window. + * + * While the window has focus and relative mouse mode is enabled, the cursor + * is hidden, the mouse position is constrained to the window, and SDL will + * report continuous relative mouse motion even if the mouse is at the edge of + * the window. + * + * If you'd like to keep the mouse position fixed while in relative mode you + * can use SDL_SetWindowMouseRect(). If you'd like the cursor to be at a + * specific location when relative mode ends, you should use + * SDL_WarpMouseInWindow() before disabling relative mode. + * + * This function will flush any pending mouse motion for this window. + * + * \param window the window to change. + * \param enabled true to enable relative mode, false to disable. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowRelativeMouseMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowRelativeMouseMode(SDL_Window *window, bool enabled); + +/** + * Query whether relative mouse mode is enabled for a window. + * + * \param window the window to query. + * \returns true if relative mode is enabled for a window or false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowRelativeMouseMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowRelativeMouseMode(SDL_Window *window); + +/** + * Capture the mouse and to track input outside an SDL window. + * + * Capturing enables your app to obtain mouse events globally, instead of just + * within your window. Not all video targets support this function. When + * capturing is enabled, the current window will get all mouse events, but + * unlike relative mode, no change is made to the cursor and it is not + * restrained to your window. + * + * This function may also deny mouse input to other windows--both those in + * your application and others on the system--so you should use this function + * sparingly, and in small bursts. For example, you might want to track the + * mouse while the user is dragging something, until the user releases a mouse + * button. It is not recommended that you capture the mouse for long periods + * of time, such as the entire time your app is running. For that, you should + * probably use SDL_SetWindowRelativeMouseMode() or SDL_SetWindowMouseGrab(), + * depending on your goals. + * + * While captured, mouse events still report coordinates relative to the + * current (foreground) window, but those coordinates may be outside the + * bounds of the window (including negative values). Capturing is only allowed + * for the foreground window. If the window loses focus while capturing, the + * capture will be disabled automatically. + * + * While capturing is enabled, the current window will have the + * `SDL_WINDOW_MOUSE_CAPTURE` flag set. + * + * Please note that SDL will attempt to "auto capture" the mouse while the + * user is pressing a button; this is to try and make mouse behavior more + * consistent between platforms, and deal with the common case of a user + * dragging the mouse outside of the window. This means that if you are + * calling SDL_CaptureMouse() only to deal with this situation, you do not + * have to (although it is safe to do so). If this causes problems for your + * app, you can disable auto capture by setting the + * `SDL_HINT_MOUSE_AUTO_CAPTURE` hint to zero. + * + * \param enabled true to enable capturing, false to disable. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetGlobalMouseState + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CaptureMouse(bool enabled); + +/** + * Create a cursor using the specified bitmap data and mask (in MSB format). + * + * `mask` has to be in MSB (Most Significant Bit) format. + * + * The cursor width (`w`) must be a multiple of 8 bits. + * + * The cursor is created in black and white according to the following: + * + * - data=0, mask=1: white + * - data=1, mask=1: black + * - data=0, mask=0: transparent + * - data=1, mask=0: inverted color if possible, black if not. + * + * Cursors created with this function must be freed with SDL_DestroyCursor(). + * + * If you want to have a color cursor, or create your cursor from an + * SDL_Surface, you should use SDL_CreateColorCursor(). Alternately, you can + * hide the cursor and draw your own as part of your game's rendering, but it + * will be bound to the framerate. + * + * Also, SDL_CreateSystemCursor() is available, which provides several + * readily-available system cursors to pick from. + * + * \param data the color value for each pixel of the cursor. + * \param mask the mask value for each pixel of the cursor. + * \param w the width of the cursor. + * \param h the height of the cursor. + * \param hot_x the x-axis offset from the left of the cursor image to the + * mouse x position, in the range of 0 to `w` - 1. + * \param hot_y the y-axis offset from the top of the cursor image to the + * mouse y position, in the range of 0 to `h` - 1. + * \returns a new cursor with the specified parameters on success or NULL on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateColorCursor + * \sa SDL_CreateSystemCursor + * \sa SDL_DestroyCursor + * \sa SDL_SetCursor + */ +extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateCursor(const Uint8 *data, + const Uint8 *mask, + int w, int h, int hot_x, + int hot_y); + +/** + * Create a color cursor. + * + * If this function is passed a surface with alternate representations, the + * surface will be interpreted as the content to be used for 100% display + * scale, and the alternate representations will be used for high DPI + * situations. For example, if the original surface is 32x32, then on a 2x + * macOS display or 200% display scale on Windows, a 64x64 version of the + * image will be used, if available. If a matching version of the image isn't + * available, the closest larger size image will be downscaled to the + * appropriate size and be used instead, if available. Otherwise, the closest + * smaller image will be upscaled and be used instead. + * + * \param surface an SDL_Surface structure representing the cursor image. + * \param hot_x the x position of the cursor hot spot. + * \param hot_y the y position of the cursor hot spot. + * \returns the new cursor on success or NULL on failure; call SDL_GetError() + * for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateCursor + * \sa SDL_CreateSystemCursor + * \sa SDL_DestroyCursor + * \sa SDL_SetCursor + */ +extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateColorCursor(SDL_Surface *surface, + int hot_x, + int hot_y); + +/** + * Create a system cursor. + * + * \param id an SDL_SystemCursor enum value. + * \returns a cursor on success or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyCursor + */ +extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_CreateSystemCursor(SDL_SystemCursor id); + +/** + * Set the active cursor. + * + * This function sets the currently active cursor to the specified one. If the + * cursor is currently visible, the change will be immediately represented on + * the display. SDL_SetCursor(NULL) can be used to force cursor redraw, if + * this is desired for any reason. + * + * \param cursor a cursor to make active. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCursor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetCursor(SDL_Cursor *cursor); + +/** + * Get the active cursor. + * + * This function returns a pointer to the current cursor which is owned by the + * library. It is not necessary to free the cursor with SDL_DestroyCursor(). + * + * \returns the active cursor or NULL if there is no mouse. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetCursor + */ +extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetCursor(void); + +/** + * Get the default cursor. + * + * You do not have to call SDL_DestroyCursor() on the return value, but it is + * safe to do so. + * + * \returns the default cursor on success or NULL on failuree; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Cursor * SDLCALL SDL_GetDefaultCursor(void); + +/** + * Free a previously-created cursor. + * + * Use this function to free cursor resources created with SDL_CreateCursor(), + * SDL_CreateColorCursor() or SDL_CreateSystemCursor(). + * + * \param cursor the cursor to free. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateColorCursor + * \sa SDL_CreateCursor + * \sa SDL_CreateSystemCursor + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyCursor(SDL_Cursor *cursor); + +/** + * Show the cursor. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CursorVisible + * \sa SDL_HideCursor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowCursor(void); + +/** + * Hide the cursor. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CursorVisible + * \sa SDL_ShowCursor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HideCursor(void); + +/** + * Return whether the cursor is currently being shown. + * + * \returns `true` if the cursor is being shown, or `false` if the cursor is + * hidden. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HideCursor + * \sa SDL_ShowCursor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CursorVisible(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_mouse_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_mutex.h b/modules/imgui-sdl/src/include/SDL3/SDL_mutex.h new file mode 100644 index 0000000..c88ec15 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_mutex.h @@ -0,0 +1,1073 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_mutex_h_ +#define SDL_mutex_h_ + +/** + * # CategoryMutex + * + * SDL offers several thread synchronization primitives. This document can't + * cover the complicated topic of thread safety, but reading up on what each + * of these primitives are, why they are useful, and how to correctly use them + * is vital to writing correct and safe multithreaded programs. + * + * - Mutexes: SDL_CreateMutex() + * - Read/Write locks: SDL_CreateRWLock() + * - Semaphores: SDL_CreateSemaphore() + * - Condition variables: SDL_CreateCondition() + * + * SDL also offers a datatype, SDL_InitState, which can be used to make sure + * only one thread initializes/deinitializes some resource that several + * threads might try to use for the first time simultaneously. + */ + +#include +#include +#include +#include + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Enable thread safety attributes, only with clang. + * + * The attributes can be safely erased when compiling with other compilers. + * + * To enable analysis, set these environment variables before running cmake: + * + * ```bash + * export CC=clang + * export CFLAGS="-DSDL_THREAD_SAFETY_ANALYSIS -Wthread-safety" + * ``` + */ +#define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) __attribute__((x)) + +#elif defined(SDL_THREAD_SAFETY_ANALYSIS) && defined(__clang__) && (!defined(SWIG)) +#define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) __attribute__((x)) +#else +#define SDL_THREAD_ANNOTATION_ATTRIBUTE__(x) /* no-op */ +#endif + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_CAPABILITY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SCOPED_CAPABILITY \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(scoped_lockable) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_GUARDED_BY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(guarded_by(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PT_GUARDED_BY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(pt_guarded_by(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ACQUIRED_BEFORE(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquired_before(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ACQUIRED_AFTER(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquired_after(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_REQUIRES(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(requires_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_REQUIRES_SHARED(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(requires_shared_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ACQUIRE(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquire_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ACQUIRE_SHARED(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(acquire_shared_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_RELEASE(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_RELEASE_SHARED(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_shared_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_RELEASE_GENERIC(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(release_generic_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_TRY_ACQUIRE(x, y) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(try_acquire_capability(x, y)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_TRY_ACQUIRE_SHARED(x, y) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(try_acquire_shared_capability(x, y)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_EXCLUDES(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(locks_excluded(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ASSERT_CAPABILITY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(assert_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ASSERT_SHARED_CAPABILITY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(assert_shared_capability(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_RETURN_CAPABILITY(x) \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(lock_returned(x)) + +/** + * Wrapper around Clang thread safety analysis annotations. + * + * Please see https://clang.llvm.org/docs/ThreadSafetyAnalysis.html#mutex-h + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NO_THREAD_SAFETY_ANALYSIS \ + SDL_THREAD_ANNOTATION_ATTRIBUTE__(no_thread_safety_analysis) + +/******************************************************************************/ + + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * \name Mutex functions + */ +/* @{ */ + +/** + * A means to serialize access to a resource between threads. + * + * Mutexes (short for "mutual exclusion") are a synchronization primitive that + * allows exactly one thread to proceed at a time. + * + * Wikipedia has a thorough explanation of the concept: + * + * https://en.wikipedia.org/wiki/Mutex + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Mutex SDL_Mutex; + +/** + * Create a new mutex. + * + * All newly-created mutexes begin in the _unlocked_ state. + * + * Calls to SDL_LockMutex() will not return while the mutex is locked by + * another thread. See SDL_TryLockMutex() to attempt to lock without blocking. + * + * SDL mutexes are reentrant. + * + * \returns the initialized and unlocked mutex or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyMutex + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex + */ +extern SDL_DECLSPEC SDL_Mutex * SDLCALL SDL_CreateMutex(void); + +/** + * Lock the mutex. + * + * This will block until the mutex is available, which is to say it is in the + * unlocked state and the OS has chosen the caller as the next thread to lock + * it. Of all threads waiting to lock the mutex, only one may do so at a time. + * + * It is legal for the owning thread to lock an already-locked mutex. It must + * unlock it the same number of times before it is actually made available for + * other threads in the system (this is known as a "recursive mutex"). + * + * This function does not fail; if mutex is NULL, it will return immediately + * having locked nothing. If the mutex is valid, this function will always + * block until it can lock the mutex, and return with it locked. + * + * \param mutex the mutex to lock. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_TryLockMutex + * \sa SDL_UnlockMutex + */ +extern SDL_DECLSPEC void SDLCALL SDL_LockMutex(SDL_Mutex *mutex) SDL_ACQUIRE(mutex); + +/** + * Try to lock a mutex without blocking. + * + * This works just like SDL_LockMutex(), but if the mutex is not available, + * this function returns false immediately. + * + * This technique is useful if you need exclusive access to a resource but + * don't want to wait for it, and will return to it to try again later. + * + * This function returns true if passed a NULL mutex. + * + * \param mutex the mutex to try to lock. + * \returns true on success, false if the mutex would block. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockMutex + * \sa SDL_UnlockMutex + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TryLockMutex(SDL_Mutex *mutex) SDL_TRY_ACQUIRE(0, mutex); + +/** + * Unlock the mutex. + * + * It is legal for the owning thread to lock an already-locked mutex. It must + * unlock it the same number of times before it is actually made available for + * other threads in the system (this is known as a "recursive mutex"). + * + * It is illegal to unlock a mutex that has not been locked by the current + * thread, and doing so results in undefined behavior. + * + * \param mutex the mutex to unlock. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockMutex + * \sa SDL_TryLockMutex + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockMutex(SDL_Mutex *mutex) SDL_RELEASE(mutex); + +/** + * Destroy a mutex created with SDL_CreateMutex(). + * + * This function must be called on any mutex that is no longer needed. Failure + * to destroy a mutex will result in a system memory or resource leak. While + * it is safe to destroy a mutex that is _unlocked_, it is not safe to attempt + * to destroy a locked mutex, and may result in undefined behavior depending + * on the platform. + * + * \param mutex the mutex to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateMutex + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyMutex(SDL_Mutex *mutex); + +/* @} *//* Mutex functions */ + + +/** + * \name Read/write lock functions + */ +/* @{ */ + +/** + * A mutex that allows read-only threads to run in parallel. + * + * A rwlock is roughly the same concept as SDL_Mutex, but allows threads that + * request read-only access to all hold the lock at the same time. If a thread + * requests write access, it will block until all read-only threads have + * released the lock, and no one else can hold the thread (for reading or + * writing) at the same time as the writing thread. + * + * This can be more efficient in cases where several threads need to access + * data frequently, but changes to that data are rare. + * + * There are other rules that apply to rwlocks that don't apply to mutexes, + * about how threads are scheduled and when they can be recursively locked. + * These are documented in the other rwlock functions. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_RWLock SDL_RWLock; + +/** + * Create a new read/write lock. + * + * A read/write lock is useful for situations where you have multiple threads + * trying to access a resource that is rarely updated. All threads requesting + * a read-only lock will be allowed to run in parallel; if a thread requests a + * write lock, it will be provided exclusive access. This makes it safe for + * multiple threads to use a resource at the same time if they promise not to + * change it, and when it has to be changed, the rwlock will serve as a + * gateway to make sure those changes can be made safely. + * + * In the right situation, a rwlock can be more efficient than a mutex, which + * only lets a single thread proceed at a time, even if it won't be modifying + * the data. + * + * All newly-created read/write locks begin in the _unlocked_ state. + * + * Calls to SDL_LockRWLockForReading() and SDL_LockRWLockForWriting will not + * return while the rwlock is locked _for writing_ by another thread. See + * SDL_TryLockRWLockForReading() and SDL_TryLockRWLockForWriting() to attempt + * to lock without blocking. + * + * SDL read/write locks are only recursive for read-only locks! They are not + * guaranteed to be fair, or provide access in a FIFO manner! They are not + * guaranteed to favor writers. You may not lock a rwlock for both read-only + * and write access at the same time from the same thread (so you can't + * promote your read-only lock to a write lock without unlocking first). + * + * \returns the initialized and unlocked read/write lock or NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyRWLock + * \sa SDL_LockRWLockForReading + * \sa SDL_LockRWLockForWriting + * \sa SDL_TryLockRWLockForReading + * \sa SDL_TryLockRWLockForWriting + * \sa SDL_UnlockRWLock + */ +extern SDL_DECLSPEC SDL_RWLock * SDLCALL SDL_CreateRWLock(void); + +/** + * Lock the read/write lock for _read only_ operations. + * + * This will block until the rwlock is available, which is to say it is not + * locked for writing by any other thread. Of all threads waiting to lock the + * rwlock, all may do so at the same time as long as they are requesting + * read-only access; if a thread wants to lock for writing, only one may do so + * at a time, and no other threads, read-only or not, may hold the lock at the + * same time. + * + * It is legal for the owning thread to lock an already-locked rwlock for + * reading. It must unlock it the same number of times before it is actually + * made available for other threads in the system (this is known as a + * "recursive rwlock"). + * + * Note that locking for writing is not recursive (this is only available to + * read-only locks). + * + * It is illegal to request a read-only lock from a thread that already holds + * the write lock. Doing so results in undefined behavior. Unlock the write + * lock before requesting a read-only lock. (But, of course, if you have the + * write lock, you don't need further locks to read in any case.) + * + * This function does not fail; if rwlock is NULL, it will return immediately + * having locked nothing. If the rwlock is valid, this function will always + * block until it can lock the mutex, and return with it locked. + * + * \param rwlock the read/write lock to lock. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockRWLockForWriting + * \sa SDL_TryLockRWLockForReading + * \sa SDL_UnlockRWLock + */ +extern SDL_DECLSPEC void SDLCALL SDL_LockRWLockForReading(SDL_RWLock *rwlock) SDL_ACQUIRE_SHARED(rwlock); + +/** + * Lock the read/write lock for _write_ operations. + * + * This will block until the rwlock is available, which is to say it is not + * locked for reading or writing by any other thread. Only one thread may hold + * the lock when it requests write access; all other threads, whether they + * also want to write or only want read-only access, must wait until the + * writer thread has released the lock. + * + * It is illegal for the owning thread to lock an already-locked rwlock for + * writing (read-only may be locked recursively, writing can not). Doing so + * results in undefined behavior. + * + * It is illegal to request a write lock from a thread that already holds a + * read-only lock. Doing so results in undefined behavior. Unlock the + * read-only lock before requesting a write lock. + * + * This function does not fail; if rwlock is NULL, it will return immediately + * having locked nothing. If the rwlock is valid, this function will always + * block until it can lock the mutex, and return with it locked. + * + * \param rwlock the read/write lock to lock. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockRWLockForReading + * \sa SDL_TryLockRWLockForWriting + * \sa SDL_UnlockRWLock + */ +extern SDL_DECLSPEC void SDLCALL SDL_LockRWLockForWriting(SDL_RWLock *rwlock) SDL_ACQUIRE(rwlock); + +/** + * Try to lock a read/write lock _for reading_ without blocking. + * + * This works just like SDL_LockRWLockForReading(), but if the rwlock is not + * available, then this function returns false immediately. + * + * This technique is useful if you need access to a resource but don't want to + * wait for it, and will return to it to try again later. + * + * Trying to lock for read-only access can succeed if other threads are + * holding read-only locks, as this won't prevent access. + * + * This function returns true if passed a NULL rwlock. + * + * \param rwlock the rwlock to try to lock. + * \returns true on success, false if the lock would block. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockRWLockForReading + * \sa SDL_TryLockRWLockForWriting + * \sa SDL_UnlockRWLock + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TryLockRWLockForReading(SDL_RWLock *rwlock) SDL_TRY_ACQUIRE_SHARED(0, rwlock); + +/** + * Try to lock a read/write lock _for writing_ without blocking. + * + * This works just like SDL_LockRWLockForWriting(), but if the rwlock is not + * available, then this function returns false immediately. + * + * This technique is useful if you need exclusive access to a resource but + * don't want to wait for it, and will return to it to try again later. + * + * It is illegal for the owning thread to lock an already-locked rwlock for + * writing (read-only may be locked recursively, writing can not). Doing so + * results in undefined behavior. + * + * It is illegal to request a write lock from a thread that already holds a + * read-only lock. Doing so results in undefined behavior. Unlock the + * read-only lock before requesting a write lock. + * + * This function returns true if passed a NULL rwlock. + * + * \param rwlock the rwlock to try to lock. + * \returns true on success, false if the lock would block. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockRWLockForWriting + * \sa SDL_TryLockRWLockForReading + * \sa SDL_UnlockRWLock + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TryLockRWLockForWriting(SDL_RWLock *rwlock) SDL_TRY_ACQUIRE(0, rwlock); + +/** + * Unlock the read/write lock. + * + * Use this function to unlock the rwlock, whether it was locked for read-only + * or write operations. + * + * It is legal for the owning thread to lock an already-locked read-only lock. + * It must unlock it the same number of times before it is actually made + * available for other threads in the system (this is known as a "recursive + * rwlock"). + * + * It is illegal to unlock a rwlock that has not been locked by the current + * thread, and doing so results in undefined behavior. + * + * \param rwlock the rwlock to unlock. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockRWLockForReading + * \sa SDL_LockRWLockForWriting + * \sa SDL_TryLockRWLockForReading + * \sa SDL_TryLockRWLockForWriting + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockRWLock(SDL_RWLock *rwlock) SDL_RELEASE_GENERIC(rwlock); + +/** + * Destroy a read/write lock created with SDL_CreateRWLock(). + * + * This function must be called on any read/write lock that is no longer + * needed. Failure to destroy a rwlock will result in a system memory or + * resource leak. While it is safe to destroy a rwlock that is _unlocked_, it + * is not safe to attempt to destroy a locked rwlock, and may result in + * undefined behavior depending on the platform. + * + * \param rwlock the rwlock to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRWLock + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyRWLock(SDL_RWLock *rwlock); + +/* @} *//* Read/write lock functions */ + + +/** + * \name Semaphore functions + */ +/* @{ */ + +/** + * A means to manage access to a resource, by count, between threads. + * + * Semaphores (specifically, "counting semaphores"), let X number of threads + * request access at the same time, each thread granted access decrementing a + * counter. When the counter reaches zero, future requests block until a prior + * thread releases their request, incrementing the counter again. + * + * Wikipedia has a thorough explanation of the concept: + * + * https://en.wikipedia.org/wiki/Semaphore_(programming) + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Semaphore SDL_Semaphore; + +/** + * Create a semaphore. + * + * This function creates a new semaphore and initializes it with the value + * `initial_value`. Each wait operation on the semaphore will atomically + * decrement the semaphore value and potentially block if the semaphore value + * is 0. Each post operation will atomically increment the semaphore value and + * wake waiting threads and allow them to retry the wait operation. + * + * \param initial_value the starting value of the semaphore. + * \returns a new semaphore or NULL on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroySemaphore + * \sa SDL_SignalSemaphore + * \sa SDL_TryWaitSemaphore + * \sa SDL_GetSemaphoreValue + * \sa SDL_WaitSemaphore + * \sa SDL_WaitSemaphoreTimeout + */ +extern SDL_DECLSPEC SDL_Semaphore * SDLCALL SDL_CreateSemaphore(Uint32 initial_value); + +/** + * Destroy a semaphore. + * + * It is not safe to destroy a semaphore if there are threads currently + * waiting on it. + * + * \param sem the semaphore to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateSemaphore + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroySemaphore(SDL_Semaphore *sem); + +/** + * Wait until a semaphore has a positive value and then decrements it. + * + * This function suspends the calling thread until the semaphore pointed to by + * `sem` has a positive value, and then atomically decrement the semaphore + * value. + * + * This function is the equivalent of calling SDL_WaitSemaphoreTimeout() with + * a time length of -1. + * + * \param sem the semaphore wait on. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SignalSemaphore + * \sa SDL_TryWaitSemaphore + * \sa SDL_WaitSemaphoreTimeout + */ +extern SDL_DECLSPEC void SDLCALL SDL_WaitSemaphore(SDL_Semaphore *sem); + +/** + * See if a semaphore has a positive value and decrement it if it does. + * + * This function checks to see if the semaphore pointed to by `sem` has a + * positive value and atomically decrements the semaphore value if it does. If + * the semaphore doesn't have a positive value, the function immediately + * returns false. + * + * \param sem the semaphore to wait on. + * \returns true if the wait succeeds, false if the wait would block. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SignalSemaphore + * \sa SDL_WaitSemaphore + * \sa SDL_WaitSemaphoreTimeout + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TryWaitSemaphore(SDL_Semaphore *sem); + +/** + * Wait until a semaphore has a positive value and then decrements it. + * + * This function suspends the calling thread until either the semaphore + * pointed to by `sem` has a positive value or the specified time has elapsed. + * If the call is successful it will atomically decrement the semaphore value. + * + * \param sem the semaphore to wait on. + * \param timeoutMS the length of the timeout, in milliseconds, or -1 to wait + * indefinitely. + * \returns true if the wait succeeds or false if the wait times out. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SignalSemaphore + * \sa SDL_TryWaitSemaphore + * \sa SDL_WaitSemaphore + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitSemaphoreTimeout(SDL_Semaphore *sem, Sint32 timeoutMS); + +/** + * Atomically increment a semaphore's value and wake waiting threads. + * + * \param sem the semaphore to increment. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_TryWaitSemaphore + * \sa SDL_WaitSemaphore + * \sa SDL_WaitSemaphoreTimeout + */ +extern SDL_DECLSPEC void SDLCALL SDL_SignalSemaphore(SDL_Semaphore *sem); + +/** + * Get the current value of a semaphore. + * + * \param sem the semaphore to query. + * \returns the current value of the semaphore. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetSemaphoreValue(SDL_Semaphore *sem); + +/* @} *//* Semaphore functions */ + + +/** + * \name Condition variable functions + */ +/* @{ */ + +/** + * A means to block multiple threads until a condition is satisfied. + * + * Condition variables, paired with an SDL_Mutex, let an app halt multiple + * threads until a condition has occurred, at which time the app can release + * one or all waiting threads. + * + * Wikipedia has a thorough explanation of the concept: + * + * https://en.wikipedia.org/wiki/Condition_variable + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Condition SDL_Condition; + +/** + * Create a condition variable. + * + * \returns a new condition variable or NULL on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BroadcastCondition + * \sa SDL_SignalCondition + * \sa SDL_WaitCondition + * \sa SDL_WaitConditionTimeout + * \sa SDL_DestroyCondition + */ +extern SDL_DECLSPEC SDL_Condition * SDLCALL SDL_CreateCondition(void); + +/** + * Destroy a condition variable. + * + * \param cond the condition variable to destroy. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateCondition + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyCondition(SDL_Condition *cond); + +/** + * Restart one of the threads that are waiting on the condition variable. + * + * \param cond the condition variable to signal. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BroadcastCondition + * \sa SDL_WaitCondition + * \sa SDL_WaitConditionTimeout + */ +extern SDL_DECLSPEC void SDLCALL SDL_SignalCondition(SDL_Condition *cond); + +/** + * Restart all threads that are waiting on the condition variable. + * + * \param cond the condition variable to signal. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SignalCondition + * \sa SDL_WaitCondition + * \sa SDL_WaitConditionTimeout + */ +extern SDL_DECLSPEC void SDLCALL SDL_BroadcastCondition(SDL_Condition *cond); + +/** + * Wait until a condition variable is signaled. + * + * This function unlocks the specified `mutex` and waits for another thread to + * call SDL_SignalCondition() or SDL_BroadcastCondition() on the condition + * variable `cond`. Once the condition variable is signaled, the mutex is + * re-locked and the function returns. + * + * The mutex must be locked before calling this function. Locking the mutex + * recursively (more than once) is not supported and leads to undefined + * behavior. + * + * This function is the equivalent of calling SDL_WaitConditionTimeout() with + * a time length of -1. + * + * \param cond the condition variable to wait on. + * \param mutex the mutex used to coordinate thread access. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BroadcastCondition + * \sa SDL_SignalCondition + * \sa SDL_WaitConditionTimeout + */ +extern SDL_DECLSPEC void SDLCALL SDL_WaitCondition(SDL_Condition *cond, SDL_Mutex *mutex); + +/** + * Wait until a condition variable is signaled or a certain time has passed. + * + * This function unlocks the specified `mutex` and waits for another thread to + * call SDL_SignalCondition() or SDL_BroadcastCondition() on the condition + * variable `cond`, or for the specified time to elapse. Once the condition + * variable is signaled or the time elapsed, the mutex is re-locked and the + * function returns. + * + * The mutex must be locked before calling this function. Locking the mutex + * recursively (more than once) is not supported and leads to undefined + * behavior. + * + * \param cond the condition variable to wait on. + * \param mutex the mutex used to coordinate thread access. + * \param timeoutMS the maximum time to wait, in milliseconds, or -1 to wait + * indefinitely. + * \returns true if the condition variable is signaled, false if the condition + * is not signaled in the allotted time. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BroadcastCondition + * \sa SDL_SignalCondition + * \sa SDL_WaitCondition + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitConditionTimeout(SDL_Condition *cond, + SDL_Mutex *mutex, Sint32 timeoutMS); + +/* @} *//* Condition variable functions */ + +/** + * \name Thread-safe initialization state functions + */ +/* @{ */ + +/** + * The current status of an SDL_InitState structure. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_InitStatus +{ + SDL_INIT_STATUS_UNINITIALIZED, + SDL_INIT_STATUS_INITIALIZING, + SDL_INIT_STATUS_INITIALIZED, + SDL_INIT_STATUS_UNINITIALIZING +} SDL_InitStatus; + +/** + * A structure used for thread-safe initialization and shutdown. + * + * Here is an example of using this: + * + * ```c + * static SDL_AtomicInitState init; + * + * bool InitSystem(void) + * { + * if (!SDL_ShouldInit(&init)) { + * // The system is initialized + * return true; + * } + * + * // At this point, you should not leave this function without calling SDL_SetInitialized() + * + * bool initialized = DoInitTasks(); + * SDL_SetInitialized(&init, initialized); + * return initialized; + * } + * + * bool UseSubsystem(void) + * { + * if (SDL_ShouldInit(&init)) { + * // Error, the subsystem isn't initialized + * SDL_SetInitialized(&init, false); + * return false; + * } + * + * // Do work using the initialized subsystem + * + * return true; + * } + * + * void QuitSystem(void) + * { + * if (!SDL_ShouldQuit(&init)) { + * // The system is not initialized + * return; + * } + * + * // At this point, you should not leave this function without calling SDL_SetInitialized() + * + * DoQuitTasks(); + * SDL_SetInitialized(&init, false); + * } + * ``` + * + * Note that this doesn't protect any resources created during initialization, + * or guarantee that nobody is using those resources during cleanup. You + * should use other mechanisms to protect those, if that's a concern for your + * code. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_InitState +{ + SDL_AtomicInt status; + SDL_ThreadID thread; + void *reserved; +} SDL_InitState; + +/** + * Return whether initialization should be done. + * + * This function checks the passed in state and if initialization should be + * done, sets the status to `SDL_INIT_STATUS_INITIALIZING` and returns true. + * If another thread is already modifying this state, it will wait until + * that's done before returning. + * + * If this function returns true, the calling code must call + * SDL_SetInitialized() to complete the initialization. + * + * \param state the initialization state to check. + * \returns true if initialization needs to be done, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetInitialized + * \sa SDL_ShouldQuit + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShouldInit(SDL_InitState *state); + +/** + * Return whether cleanup should be done. + * + * This function checks the passed in state and if cleanup should be done, + * sets the status to `SDL_INIT_STATUS_UNINITIALIZING` and returns true. + * + * If this function returns true, the calling code must call + * SDL_SetInitialized() to complete the cleanup. + * + * \param state the initialization state to check. + * \returns true if cleanup needs to be done, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetInitialized + * \sa SDL_ShouldInit + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShouldQuit(SDL_InitState *state); + +/** + * Finish an initialization state transition. + * + * This function sets the status of the passed in state to + * `SDL_INIT_STATUS_INITIALIZED` or `SDL_INIT_STATUS_UNINITIALIZED` and allows + * any threads waiting for the status to proceed. + * + * \param state the initialization state to check. + * \param initialized the new initialization state. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ShouldInit + * \sa SDL_ShouldQuit + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetInitialized(SDL_InitState *state, bool initialized); + +/* @} *//* Thread-safe initialization state functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_mutex_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_oldnames.h b/modules/imgui-sdl/src/include/SDL3/SDL_oldnames.h new file mode 100644 index 0000000..c93607e --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_oldnames.h @@ -0,0 +1,1327 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * Definitions to ease transition from SDL2 code + */ + +#ifndef SDL_oldnames_h_ +#define SDL_oldnames_h_ + +#include + +/* The new function names are recommended, but if you want to have the + * old names available while you are in the process of migrating code + * to SDL3, you can define `SDL_ENABLE_OLD_NAMES` in your project. + * + * You can use https://github.com/libsdl-org/SDL/blob/main/build-scripts/rename_symbols.py to mass rename the symbols defined here in your codebase: + * rename_symbols.py --all-symbols source_code_path + */ +#ifdef SDL_ENABLE_OLD_NAMES + +/* ##SDL_atomic.h */ +#define SDL_AtomicAdd SDL_AddAtomicInt +#define SDL_AtomicCAS SDL_CompareAndSwapAtomicInt +#define SDL_AtomicCASPtr SDL_CompareAndSwapAtomicPointer +#define SDL_AtomicGet SDL_GetAtomicInt +#define SDL_AtomicGetPtr SDL_GetAtomicPointer +#define SDL_AtomicLock SDL_LockSpinlock +#define SDL_AtomicSet SDL_SetAtomicInt +#define SDL_AtomicSetPtr SDL_SetAtomicPointer +#define SDL_AtomicTryLock SDL_TryLockSpinlock +#define SDL_AtomicUnlock SDL_UnlockSpinlock +#define SDL_atomic_t SDL_AtomicInt + +/* ##SDL_audio.h */ +#define AUDIO_F32 SDL_AUDIO_F32LE +#define AUDIO_F32LSB SDL_AUDIO_F32LE +#define AUDIO_F32MSB SDL_AUDIO_F32BE +#define AUDIO_F32SYS SDL_AUDIO_F32 +#define AUDIO_S16 SDL_AUDIO_S16LE +#define AUDIO_S16LSB SDL_AUDIO_S16LE +#define AUDIO_S16MSB SDL_AUDIO_S16BE +#define AUDIO_S16SYS SDL_AUDIO_S16 +#define AUDIO_S32 SDL_AUDIO_S32LE +#define AUDIO_S32LSB SDL_AUDIO_S32LE +#define AUDIO_S32MSB SDL_AUDIO_S32BE +#define AUDIO_S32SYS SDL_AUDIO_S32 +#define AUDIO_S8 SDL_AUDIO_S8 +#define AUDIO_U8 SDL_AUDIO_U8 +#define SDL_AudioStreamAvailable SDL_GetAudioStreamAvailable +#define SDL_AudioStreamClear SDL_ClearAudioStream +#define SDL_AudioStreamFlush SDL_FlushAudioStream +#define SDL_AudioStreamGet SDL_GetAudioStreamData +#define SDL_AudioStreamPut SDL_PutAudioStreamData +#define SDL_FreeAudioStream SDL_DestroyAudioStream +#define SDL_FreeWAV SDL_free +#define SDL_LoadWAV_RW SDL_LoadWAV_IO +#define SDL_MixAudioFormat SDL_MixAudio +#define SDL_NewAudioStream SDL_CreateAudioStream + +/* ##SDL_cpuinfo.h */ +#define SDL_GetCPUCount SDL_GetNumLogicalCPUCores +#define SDL_SIMDGetAlignment SDL_GetSIMDAlignment + +/* ##SDL_endian.h */ +#define SDL_SwapBE16 SDL_Swap16BE +#define SDL_SwapBE32 SDL_Swap32BE +#define SDL_SwapBE64 SDL_Swap64BE +#define SDL_SwapLE16 SDL_Swap16LE +#define SDL_SwapLE32 SDL_Swap32LE +#define SDL_SwapLE64 SDL_Swap64LE + +/* ##SDL_events.h */ +#define SDL_APP_DIDENTERBACKGROUND SDL_EVENT_DID_ENTER_BACKGROUND +#define SDL_APP_DIDENTERFOREGROUND SDL_EVENT_DID_ENTER_FOREGROUND +#define SDL_APP_LOWMEMORY SDL_EVENT_LOW_MEMORY +#define SDL_APP_TERMINATING SDL_EVENT_TERMINATING +#define SDL_APP_WILLENTERBACKGROUND SDL_EVENT_WILL_ENTER_BACKGROUND +#define SDL_APP_WILLENTERFOREGROUND SDL_EVENT_WILL_ENTER_FOREGROUND +#define SDL_AUDIODEVICEADDED SDL_EVENT_AUDIO_DEVICE_ADDED +#define SDL_AUDIODEVICEREMOVED SDL_EVENT_AUDIO_DEVICE_REMOVED +#define SDL_CLIPBOARDUPDATE SDL_EVENT_CLIPBOARD_UPDATE +#define SDL_CONTROLLERAXISMOTION SDL_EVENT_GAMEPAD_AXIS_MOTION +#define SDL_CONTROLLERBUTTONDOWN SDL_EVENT_GAMEPAD_BUTTON_DOWN +#define SDL_CONTROLLERBUTTONUP SDL_EVENT_GAMEPAD_BUTTON_UP +#define SDL_CONTROLLERDEVICEADDED SDL_EVENT_GAMEPAD_ADDED +#define SDL_CONTROLLERDEVICEREMAPPED SDL_EVENT_GAMEPAD_REMAPPED +#define SDL_CONTROLLERDEVICEREMOVED SDL_EVENT_GAMEPAD_REMOVED +#define SDL_CONTROLLERSENSORUPDATE SDL_EVENT_GAMEPAD_SENSOR_UPDATE +#define SDL_CONTROLLERSTEAMHANDLEUPDATED SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED +#define SDL_CONTROLLERTOUCHPADDOWN SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN +#define SDL_CONTROLLERTOUCHPADMOTION SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION +#define SDL_CONTROLLERTOUCHPADUP SDL_EVENT_GAMEPAD_TOUCHPAD_UP +#define SDL_ControllerAxisEvent SDL_GamepadAxisEvent +#define SDL_ControllerButtonEvent SDL_GamepadButtonEvent +#define SDL_ControllerDeviceEvent SDL_GamepadDeviceEvent +#define SDL_ControllerSensorEvent SDL_GamepadSensorEvent +#define SDL_ControllerTouchpadEvent SDL_GamepadTouchpadEvent +#define SDL_DISPLAYEVENT_CONNECTED SDL_EVENT_DISPLAY_ADDED +#define SDL_DISPLAYEVENT_DISCONNECTED SDL_EVENT_DISPLAY_REMOVED +#define SDL_DISPLAYEVENT_MOVED SDL_EVENT_DISPLAY_MOVED +#define SDL_DISPLAYEVENT_ORIENTATION SDL_EVENT_DISPLAY_ORIENTATION +#define SDL_DROPBEGIN SDL_EVENT_DROP_BEGIN +#define SDL_DROPCOMPLETE SDL_EVENT_DROP_COMPLETE +#define SDL_DROPFILE SDL_EVENT_DROP_FILE +#define SDL_DROPTEXT SDL_EVENT_DROP_TEXT +#define SDL_DelEventWatch SDL_RemoveEventWatch +#define SDL_FINGERDOWN SDL_EVENT_FINGER_DOWN +#define SDL_FINGERMOTION SDL_EVENT_FINGER_MOTION +#define SDL_FINGERUP SDL_EVENT_FINGER_UP +#define SDL_FIRSTEVENT SDL_EVENT_FIRST +#define SDL_JOYAXISMOTION SDL_EVENT_JOYSTICK_AXIS_MOTION +#define SDL_JOYBATTERYUPDATED SDL_EVENT_JOYSTICK_BATTERY_UPDATED +#define SDL_JOYBUTTONDOWN SDL_EVENT_JOYSTICK_BUTTON_DOWN +#define SDL_JOYBUTTONUP SDL_EVENT_JOYSTICK_BUTTON_UP +#define SDL_JOYDEVICEADDED SDL_EVENT_JOYSTICK_ADDED +#define SDL_JOYDEVICEREMOVED SDL_EVENT_JOYSTICK_REMOVED +#define SDL_JOYBALLMOTION SDL_EVENT_JOYSTICK_BALL_MOTION +#define SDL_JOYHATMOTION SDL_EVENT_JOYSTICK_HAT_MOTION +#define SDL_KEYDOWN SDL_EVENT_KEY_DOWN +#define SDL_KEYMAPCHANGED SDL_EVENT_KEYMAP_CHANGED +#define SDL_KEYUP SDL_EVENT_KEY_UP +#define SDL_LASTEVENT SDL_EVENT_LAST +#define SDL_LOCALECHANGED SDL_EVENT_LOCALE_CHANGED +#define SDL_MOUSEBUTTONDOWN SDL_EVENT_MOUSE_BUTTON_DOWN +#define SDL_MOUSEBUTTONUP SDL_EVENT_MOUSE_BUTTON_UP +#define SDL_MOUSEMOTION SDL_EVENT_MOUSE_MOTION +#define SDL_MOUSEWHEEL SDL_EVENT_MOUSE_WHEEL +#define SDL_POLLSENTINEL SDL_EVENT_POLL_SENTINEL +#define SDL_QUIT SDL_EVENT_QUIT +#define SDL_RENDER_DEVICE_RESET SDL_EVENT_RENDER_DEVICE_RESET +#define SDL_RENDER_TARGETS_RESET SDL_EVENT_RENDER_TARGETS_RESET +#define SDL_SENSORUPDATE SDL_EVENT_SENSOR_UPDATE +#define SDL_TEXTEDITING SDL_EVENT_TEXT_EDITING +#define SDL_TEXTEDITING_EXT SDL_EVENT_TEXT_EDITING_EXT +#define SDL_TEXTINPUT SDL_EVENT_TEXT_INPUT +#define SDL_USEREVENT SDL_EVENT_USER +#define SDL_WINDOWEVENT_CLOSE SDL_EVENT_WINDOW_CLOSE_REQUESTED +#define SDL_WINDOWEVENT_DISPLAY_CHANGED SDL_EVENT_WINDOW_DISPLAY_CHANGED +#define SDL_WINDOWEVENT_ENTER SDL_EVENT_WINDOW_MOUSE_ENTER +#define SDL_WINDOWEVENT_EXPOSED SDL_EVENT_WINDOW_EXPOSED +#define SDL_WINDOWEVENT_FOCUS_GAINED SDL_EVENT_WINDOW_FOCUS_GAINED +#define SDL_WINDOWEVENT_FOCUS_LOST SDL_EVENT_WINDOW_FOCUS_LOST +#define SDL_WINDOWEVENT_HIDDEN SDL_EVENT_WINDOW_HIDDEN +#define SDL_WINDOWEVENT_HIT_TEST SDL_EVENT_WINDOW_HIT_TEST +#define SDL_WINDOWEVENT_ICCPROF_CHANGED SDL_EVENT_WINDOW_ICCPROF_CHANGED +#define SDL_WINDOWEVENT_LEAVE SDL_EVENT_WINDOW_MOUSE_LEAVE +#define SDL_WINDOWEVENT_MAXIMIZED SDL_EVENT_WINDOW_MAXIMIZED +#define SDL_WINDOWEVENT_MINIMIZED SDL_EVENT_WINDOW_MINIMIZED +#define SDL_WINDOWEVENT_MOVED SDL_EVENT_WINDOW_MOVED +#define SDL_WINDOWEVENT_RESIZED SDL_EVENT_WINDOW_RESIZED +#define SDL_WINDOWEVENT_RESTORED SDL_EVENT_WINDOW_RESTORED +#define SDL_WINDOWEVENT_SHOWN SDL_EVENT_WINDOW_SHOWN +#define SDL_WINDOWEVENT_SIZE_CHANGED SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED +#define SDL_eventaction SDL_EventAction + +/* ##SDL_gamecontroller.h */ +#define SDL_CONTROLLER_AXIS_INVALID SDL_GAMEPAD_AXIS_INVALID +#define SDL_CONTROLLER_AXIS_LEFTX SDL_GAMEPAD_AXIS_LEFTX +#define SDL_CONTROLLER_AXIS_LEFTY SDL_GAMEPAD_AXIS_LEFTY +#define SDL_CONTROLLER_AXIS_MAX SDL_GAMEPAD_AXIS_COUNT +#define SDL_CONTROLLER_AXIS_RIGHTX SDL_GAMEPAD_AXIS_RIGHTX +#define SDL_CONTROLLER_AXIS_RIGHTY SDL_GAMEPAD_AXIS_RIGHTY +#define SDL_CONTROLLER_AXIS_TRIGGERLEFT SDL_GAMEPAD_AXIS_LEFT_TRIGGER +#define SDL_CONTROLLER_AXIS_TRIGGERRIGHT SDL_GAMEPAD_AXIS_RIGHT_TRIGGER +#define SDL_CONTROLLER_BINDTYPE_AXIS SDL_GAMEPAD_BINDTYPE_AXIS +#define SDL_CONTROLLER_BINDTYPE_BUTTON SDL_GAMEPAD_BINDTYPE_BUTTON +#define SDL_CONTROLLER_BINDTYPE_HAT SDL_GAMEPAD_BINDTYPE_HAT +#define SDL_CONTROLLER_BINDTYPE_NONE SDL_GAMEPAD_BINDTYPE_NONE +#define SDL_CONTROLLER_BUTTON_A SDL_GAMEPAD_BUTTON_SOUTH +#define SDL_CONTROLLER_BUTTON_B SDL_GAMEPAD_BUTTON_EAST +#define SDL_CONTROLLER_BUTTON_BACK SDL_GAMEPAD_BUTTON_BACK +#define SDL_CONTROLLER_BUTTON_DPAD_DOWN SDL_GAMEPAD_BUTTON_DPAD_DOWN +#define SDL_CONTROLLER_BUTTON_DPAD_LEFT SDL_GAMEPAD_BUTTON_DPAD_LEFT +#define SDL_CONTROLLER_BUTTON_DPAD_RIGHT SDL_GAMEPAD_BUTTON_DPAD_RIGHT +#define SDL_CONTROLLER_BUTTON_DPAD_UP SDL_GAMEPAD_BUTTON_DPAD_UP +#define SDL_CONTROLLER_BUTTON_GUIDE SDL_GAMEPAD_BUTTON_GUIDE +#define SDL_CONTROLLER_BUTTON_INVALID SDL_GAMEPAD_BUTTON_INVALID +#define SDL_CONTROLLER_BUTTON_LEFTSHOULDER SDL_GAMEPAD_BUTTON_LEFT_SHOULDER +#define SDL_CONTROLLER_BUTTON_LEFTSTICK SDL_GAMEPAD_BUTTON_LEFT_STICK +#define SDL_CONTROLLER_BUTTON_MAX SDL_GAMEPAD_BUTTON_COUNT +#define SDL_CONTROLLER_BUTTON_MISC1 SDL_GAMEPAD_BUTTON_MISC1 +#define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 +#define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 +#define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 +#define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 +#define SDL_CONTROLLER_BUTTON_RIGHTSHOULDER SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER +#define SDL_CONTROLLER_BUTTON_RIGHTSTICK SDL_GAMEPAD_BUTTON_RIGHT_STICK +#define SDL_CONTROLLER_BUTTON_START SDL_GAMEPAD_BUTTON_START +#define SDL_CONTROLLER_BUTTON_TOUCHPAD SDL_GAMEPAD_BUTTON_TOUCHPAD +#define SDL_CONTROLLER_BUTTON_X SDL_GAMEPAD_BUTTON_WEST +#define SDL_CONTROLLER_BUTTON_Y SDL_GAMEPAD_BUTTON_NORTH +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO +#define SDL_CONTROLLER_TYPE_PS3 SDL_GAMEPAD_TYPE_PS3 +#define SDL_CONTROLLER_TYPE_PS4 SDL_GAMEPAD_TYPE_PS4 +#define SDL_CONTROLLER_TYPE_PS5 SDL_GAMEPAD_TYPE_PS5 +#define SDL_CONTROLLER_TYPE_UNKNOWN SDL_GAMEPAD_TYPE_STANDARD +#define SDL_CONTROLLER_TYPE_VIRTUAL SDL_GAMEPAD_TYPE_VIRTUAL +#define SDL_CONTROLLER_TYPE_XBOX360 SDL_GAMEPAD_TYPE_XBOX360 +#define SDL_CONTROLLER_TYPE_XBOXONE SDL_GAMEPAD_TYPE_XBOXONE +#define SDL_GameController SDL_Gamepad +#define SDL_GameControllerAddMapping SDL_AddGamepadMapping +#define SDL_GameControllerAddMappingsFromFile SDL_AddGamepadMappingsFromFile +#define SDL_GameControllerAddMappingsFromRW SDL_AddGamepadMappingsFromIO +#define SDL_GameControllerAxis SDL_GamepadAxis +#define SDL_GameControllerBindType SDL_GamepadBindingType +#define SDL_GameControllerButton SDL_GamepadButton +#define SDL_GameControllerClose SDL_CloseGamepad +#define SDL_GameControllerFromInstanceID SDL_GetGamepadFromID +#define SDL_GameControllerFromPlayerIndex SDL_GetGamepadFromPlayerIndex +#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GetGamepadAppleSFSymbolsNameForAxis +#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GetGamepadAppleSFSymbolsNameForButton +#define SDL_GameControllerGetAttached SDL_GamepadConnected +#define SDL_GameControllerGetAxis SDL_GetGamepadAxis +#define SDL_GameControllerGetAxisFromString SDL_GetGamepadAxisFromString +#define SDL_GameControllerGetButton SDL_GetGamepadButton +#define SDL_GameControllerGetButtonFromString SDL_GetGamepadButtonFromString +#define SDL_GameControllerGetFirmwareVersion SDL_GetGamepadFirmwareVersion +#define SDL_GameControllerGetJoystick SDL_GetGamepadJoystick +#define SDL_GameControllerGetNumTouchpadFingers SDL_GetNumGamepadTouchpadFingers +#define SDL_GameControllerGetNumTouchpads SDL_GetNumGamepadTouchpads +#define SDL_GameControllerGetPlayerIndex SDL_GetGamepadPlayerIndex +#define SDL_GameControllerGetProduct SDL_GetGamepadProduct +#define SDL_GameControllerGetProductVersion SDL_GetGamepadProductVersion +#define SDL_GameControllerGetSensorData SDL_GetGamepadSensorData +#define SDL_GameControllerGetSensorDataRate SDL_GetGamepadSensorDataRate +#define SDL_GameControllerGetSerial SDL_GetGamepadSerial +#define SDL_GameControllerGetSteamHandle SDL_GetGamepadSteamHandle +#define SDL_GameControllerGetStringForAxis SDL_GetGamepadStringForAxis +#define SDL_GameControllerGetStringForButton SDL_GetGamepadStringForButton +#define SDL_GameControllerGetTouchpadFinger SDL_GetGamepadTouchpadFinger +#define SDL_GameControllerGetType SDL_GetGamepadType +#define SDL_GameControllerGetVendor SDL_GetGamepadVendor +#define SDL_GameControllerHasAxis SDL_GamepadHasAxis +#define SDL_GameControllerHasButton SDL_GamepadHasButton +#define SDL_GameControllerHasSensor SDL_GamepadHasSensor +#define SDL_GameControllerIsSensorEnabled SDL_GamepadSensorEnabled +#define SDL_GameControllerMapping SDL_GetGamepadMapping +#define SDL_GameControllerMappingForGUID SDL_GetGamepadMappingForGUID +#define SDL_GameControllerName SDL_GetGamepadName +#define SDL_GameControllerOpen SDL_OpenGamepad +#define SDL_GameControllerPath SDL_GetGamepadPath +#define SDL_GameControllerRumble SDL_RumbleGamepad +#define SDL_GameControllerRumbleTriggers SDL_RumbleGamepadTriggers +#define SDL_GameControllerSendEffect SDL_SendGamepadEffect +#define SDL_GameControllerSetLED SDL_SetGamepadLED +#define SDL_GameControllerSetPlayerIndex SDL_SetGamepadPlayerIndex +#define SDL_GameControllerSetSensorEnabled SDL_SetGamepadSensorEnabled +#define SDL_GameControllerType SDL_GamepadType +#define SDL_GameControllerUpdate SDL_UpdateGamepads +#define SDL_INIT_GAMECONTROLLER SDL_INIT_GAMEPAD +#define SDL_IsGameController SDL_IsGamepad + +/* ##SDL_guid.h */ +#define SDL_GUIDFromString SDL_StringToGUID + +/* ##SDL_haptic.h */ +#define SDL_HapticClose SDL_CloseHaptic +#define SDL_HapticDestroyEffect SDL_DestroyHapticEffect +#define SDL_HapticGetEffectStatus SDL_GetHapticEffectStatus +#define SDL_HapticNewEffect SDL_CreateHapticEffect +#define SDL_HapticNumAxes SDL_GetNumHapticAxes +#define SDL_HapticNumEffects SDL_GetMaxHapticEffects +#define SDL_HapticNumEffectsPlaying SDL_GetMaxHapticEffectsPlaying +#define SDL_HapticOpen SDL_OpenHaptic +#define SDL_HapticOpenFromJoystick SDL_OpenHapticFromJoystick +#define SDL_HapticOpenFromMouse SDL_OpenHapticFromMouse +#define SDL_HapticPause SDL_PauseHaptic +#define SDL_HapticQuery SDL_GetHapticFeatures +#define SDL_HapticRumbleInit SDL_InitHapticRumble +#define SDL_HapticRumblePlay SDL_PlayHapticRumble +#define SDL_HapticRumbleStop SDL_StopHapticRumble +#define SDL_HapticRunEffect SDL_RunHapticEffect +#define SDL_HapticSetAutocenter SDL_SetHapticAutocenter +#define SDL_HapticSetGain SDL_SetHapticGain +#define SDL_HapticStopAll SDL_StopHapticEffects +#define SDL_HapticStopEffect SDL_StopHapticEffect +#define SDL_HapticUnpause SDL_ResumeHaptic +#define SDL_HapticUpdateEffect SDL_UpdateHapticEffect +#define SDL_JoystickIsHaptic SDL_IsJoystickHaptic +#define SDL_MouseIsHaptic SDL_IsMouseHaptic + +/* ##SDL_hints.h */ +#define SDL_DelHintCallback SDL_RemoveHintCallback +#define SDL_HINT_ALLOW_TOPMOST SDL_HINT_WINDOW_ALLOW_TOPMOST +#define SDL_HINT_DIRECTINPUT_ENABLED SDL_HINT_JOYSTICK_DIRECTINPUT +#define SDL_HINT_GDK_TEXTINPUT_DEFAULT SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT +#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE +#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE SDL_HINT_JOYSTICK_ENHANCED_REPORTS +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE SDL_HINT_JOYSTICK_ENHANCED_REPORTS +#define SDL_HINT_LINUX_DIGITAL_HATS SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS +#define SDL_HINT_LINUX_HAT_DEADZONES SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES +#define SDL_HINT_LINUX_JOYSTICK_CLASSIC SDL_HINT_JOYSTICK_LINUX_CLASSIC +#define SDL_HINT_LINUX_JOYSTICK_DEADZONES SDL_HINT_JOYSTICK_LINUX_DEADZONES + +/* ##SDL_joystick.h */ +#define SDL_JOYSTICK_TYPE_GAMECONTROLLER SDL_JOYSTICK_TYPE_GAMEPAD +#define SDL_JoystickAttachVirtualEx SDL_AttachVirtualJoystick +#define SDL_JoystickClose SDL_CloseJoystick +#define SDL_JoystickDetachVirtual SDL_DetachVirtualJoystick +#define SDL_JoystickFromInstanceID SDL_GetJoystickFromID +#define SDL_JoystickFromPlayerIndex SDL_GetJoystickFromPlayerIndex +#define SDL_JoystickGUID SDL_GUID +#define SDL_JoystickGetAttached SDL_JoystickConnected +#define SDL_JoystickGetAxis SDL_GetJoystickAxis +#define SDL_JoystickGetAxisInitialState SDL_GetJoystickAxisInitialState +#define SDL_JoystickGetBall SDL_GetJoystickBall +#define SDL_JoystickGetButton SDL_GetJoystickButton +#define SDL_JoystickGetFirmwareVersion SDL_GetJoystickFirmwareVersion +#define SDL_JoystickGetGUID SDL_GetJoystickGUID +#define SDL_JoystickGetGUIDFromString SDL_StringToGUID +#define SDL_JoystickGetHat SDL_GetJoystickHat +#define SDL_JoystickGetPlayerIndex SDL_GetJoystickPlayerIndex +#define SDL_JoystickGetProduct SDL_GetJoystickProduct +#define SDL_JoystickGetProductVersion SDL_GetJoystickProductVersion +#define SDL_JoystickGetSerial SDL_GetJoystickSerial +#define SDL_JoystickGetType SDL_GetJoystickType +#define SDL_JoystickGetVendor SDL_GetJoystickVendor +#define SDL_JoystickInstanceID SDL_GetJoystickID +#define SDL_JoystickIsVirtual SDL_IsJoystickVirtual +#define SDL_JoystickName SDL_GetJoystickName +#define SDL_JoystickNumAxes SDL_GetNumJoystickAxes +#define SDL_JoystickNumBalls SDL_GetNumJoystickBalls +#define SDL_JoystickNumButtons SDL_GetNumJoystickButtons +#define SDL_JoystickNumHats SDL_GetNumJoystickHats +#define SDL_JoystickOpen SDL_OpenJoystick +#define SDL_JoystickPath SDL_GetJoystickPath +#define SDL_JoystickRumble SDL_RumbleJoystick +#define SDL_JoystickRumbleTriggers SDL_RumbleJoystickTriggers +#define SDL_JoystickSendEffect SDL_SendJoystickEffect +#define SDL_JoystickSetLED SDL_SetJoystickLED +#define SDL_JoystickSetPlayerIndex SDL_SetJoystickPlayerIndex +#define SDL_JoystickSetVirtualAxis SDL_SetJoystickVirtualAxis +#define SDL_JoystickSetVirtualButton SDL_SetJoystickVirtualButton +#define SDL_JoystickSetVirtualHat SDL_SetJoystickVirtualHat +#define SDL_JoystickUpdate SDL_UpdateJoysticks + +/* ##SDL_keyboard.h */ +#define SDL_IsScreenKeyboardShown SDL_ScreenKeyboardShown +#define SDL_IsTextInputActive SDL_TextInputActive + +/* ##SDL_keycode.h */ +#define KMOD_ALT SDL_KMOD_ALT +#define KMOD_CAPS SDL_KMOD_CAPS +#define KMOD_CTRL SDL_KMOD_CTRL +#define KMOD_GUI SDL_KMOD_GUI +#define KMOD_LALT SDL_KMOD_LALT +#define KMOD_LCTRL SDL_KMOD_LCTRL +#define KMOD_LGUI SDL_KMOD_LGUI +#define KMOD_LSHIFT SDL_KMOD_LSHIFT +#define KMOD_MODE SDL_KMOD_MODE +#define KMOD_NONE SDL_KMOD_NONE +#define KMOD_NUM SDL_KMOD_NUM +#define KMOD_RALT SDL_KMOD_RALT +#define KMOD_RCTRL SDL_KMOD_RCTRL +#define KMOD_RGUI SDL_KMOD_RGUI +#define KMOD_RSHIFT SDL_KMOD_RSHIFT +#define KMOD_SCROLL SDL_KMOD_SCROLL +#define KMOD_SHIFT SDL_KMOD_SHIFT +#define SDLK_AUDIOFASTFORWARD SDLK_MEDIA_FAST_FORWARD +#define SDLK_AUDIOMUTE SDLK_MUTE +#define SDLK_AUDIONEXT SDLK_MEDIA_NEXT_TRACK +#define SDLK_AUDIOPLAY SDLK_MEDIA_PLAY +#define SDLK_AUDIOPREV SDLK_MEDIA_PREVIOUS_TRACK +#define SDLK_AUDIOREWIND SDLK_MEDIA_REWIND +#define SDLK_AUDIOSTOP SDLK_MEDIA_STOP +#define SDLK_BACKQUOTE SDLK_GRAVE +#define SDLK_EJECT SDLK_MEDIA_EJECT +#define SDLK_MEDIASELECT SDLK_MEDIA_SELECT +#define SDLK_QUOTE SDLK_APOSTROPHE +#define SDLK_QUOTEDBL SDLK_DBLAPOSTROPHE +#define SDLK_a SDLK_A +#define SDLK_b SDLK_B +#define SDLK_c SDLK_C +#define SDLK_d SDLK_D +#define SDLK_e SDLK_E +#define SDLK_f SDLK_F +#define SDLK_g SDLK_G +#define SDLK_h SDLK_H +#define SDLK_i SDLK_I +#define SDLK_j SDLK_J +#define SDLK_k SDLK_K +#define SDLK_l SDLK_L +#define SDLK_m SDLK_M +#define SDLK_n SDLK_N +#define SDLK_o SDLK_O +#define SDLK_p SDLK_P +#define SDLK_q SDLK_Q +#define SDLK_r SDLK_R +#define SDLK_s SDLK_S +#define SDLK_t SDLK_T +#define SDLK_u SDLK_U +#define SDLK_v SDLK_V +#define SDLK_w SDLK_W +#define SDLK_x SDLK_X +#define SDLK_y SDLK_Y +#define SDLK_z SDLK_Z + +/* ##SDL_log.h */ +#define SDL_LogGetOutputFunction SDL_GetLogOutputFunction +#define SDL_LogGetPriority SDL_GetLogPriority +#define SDL_LogResetPriorities SDL_ResetLogPriorities +#define SDL_LogSetAllPriority SDL_SetLogPriorities +#define SDL_LogSetOutputFunction SDL_SetLogOutputFunction +#define SDL_LogSetPriority SDL_SetLogPriority +#define SDL_NUM_LOG_PRIORITIES SDL_LOG_PRIORITY_COUNT + +/* ##SDL_messagebox.h */ +#define SDL_MESSAGEBOX_COLOR_MAX SDL_MESSAGEBOX_COLOR_COUNT + +/* ##SDL_mouse.h */ +#define SDL_BUTTON SDL_BUTTON_MASK +#define SDL_FreeCursor SDL_DestroyCursor +#define SDL_NUM_SYSTEM_CURSORS SDL_SYSTEM_CURSOR_COUNT +#define SDL_SYSTEM_CURSOR_ARROW SDL_SYSTEM_CURSOR_DEFAULT +#define SDL_SYSTEM_CURSOR_HAND SDL_SYSTEM_CURSOR_POINTER +#define SDL_SYSTEM_CURSOR_IBEAM SDL_SYSTEM_CURSOR_TEXT +#define SDL_SYSTEM_CURSOR_NO SDL_SYSTEM_CURSOR_NOT_ALLOWED +#define SDL_SYSTEM_CURSOR_SIZEALL SDL_SYSTEM_CURSOR_MOVE +#define SDL_SYSTEM_CURSOR_SIZENESW SDL_SYSTEM_CURSOR_NESW_RESIZE +#define SDL_SYSTEM_CURSOR_SIZENS SDL_SYSTEM_CURSOR_NS_RESIZE +#define SDL_SYSTEM_CURSOR_SIZENWSE SDL_SYSTEM_CURSOR_NWSE_RESIZE +#define SDL_SYSTEM_CURSOR_SIZEWE SDL_SYSTEM_CURSOR_EW_RESIZE +#define SDL_SYSTEM_CURSOR_WAITARROW SDL_SYSTEM_CURSOR_PROGRESS +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOM SDL_SYSTEM_CURSOR_S_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT SDL_SYSTEM_CURSOR_SW_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT SDL_SYSTEM_CURSOR_SE_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_LEFT SDL_SYSTEM_CURSOR_W_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_RIGHT SDL_SYSTEM_CURSOR_E_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOP SDL_SYSTEM_CURSOR_N_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT SDL_SYSTEM_CURSOR_NW_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT SDL_SYSTEM_CURSOR_NE_RESIZE + +/* ##SDL_mutex.h */ +#define SDL_CondBroadcast SDL_BroadcastCondition +#define SDL_CondSignal SDL_SignalCondition +#define SDL_CondWait SDL_WaitCondition +#define SDL_CondWaitTimeout SDL_WaitConditionTimeout +#define SDL_CreateCond SDL_CreateCondition +#define SDL_DestroyCond SDL_DestroyCondition +#define SDL_SemPost SDL_SignalSemaphore +#define SDL_SemTryWait SDL_TryWaitSemaphore +#define SDL_SemValue SDL_GetSemaphoreValue +#define SDL_SemWait SDL_WaitSemaphore +#define SDL_SemWaitTimeout SDL_WaitSemaphoreTimeout + +/* ##SDL_mutex.h */ +#define SDL_cond SDL_Condition +#define SDL_mutex SDL_Mutex +#define SDL_sem SDL_Semaphore + +/* ##SDL_pixels.h */ +#define SDL_AllocFormat SDL_GetPixelFormatDetails +#define SDL_AllocPalette SDL_CreatePalette +#define SDL_Colour SDL_Color +#define SDL_FreePalette SDL_DestroyPalette +#define SDL_MasksToPixelFormatEnum SDL_GetPixelFormatForMasks +#define SDL_PIXELFORMAT_BGR444 SDL_PIXELFORMAT_XBGR4444 +#define SDL_PIXELFORMAT_BGR555 SDL_PIXELFORMAT_XBGR1555 +#define SDL_PIXELFORMAT_BGR888 SDL_PIXELFORMAT_XBGR8888 +#define SDL_PIXELFORMAT_RGB444 SDL_PIXELFORMAT_XRGB4444 +#define SDL_PIXELFORMAT_RGB555 SDL_PIXELFORMAT_XRGB1555 +#define SDL_PIXELFORMAT_RGB888 SDL_PIXELFORMAT_XRGB8888 +#define SDL_PixelFormatEnumToMasks SDL_GetMasksForPixelFormat + +/* ##SDL_rect.h */ +#define SDL_EncloseFPoints SDL_GetRectEnclosingPointsFloat +#define SDL_EnclosePoints SDL_GetRectEnclosingPoints +#define SDL_FRectEmpty SDL_RectEmptyFloat +#define SDL_FRectEquals SDL_RectsEqualFloat +#define SDL_FRectEqualsEpsilon SDL_RectsEqualEpsilon +#define SDL_HasIntersection SDL_HasRectIntersection +#define SDL_HasIntersectionF SDL_HasRectIntersectionFloat +#define SDL_IntersectFRect SDL_GetRectIntersectionFloat +#define SDL_IntersectFRectAndLine SDL_GetRectAndLineIntersectionFloat +#define SDL_IntersectRect SDL_GetRectIntersection +#define SDL_IntersectRectAndLine SDL_GetRectAndLineIntersection +#define SDL_PointInFRect SDL_PointInRectFloat +#define SDL_RectEquals SDL_RectsEqual +#define SDL_UnionFRect SDL_GetRectUnionFloat +#define SDL_UnionRect SDL_GetRectUnion + +/* ##SDL_render.h */ +#define SDL_GetRendererOutputSize SDL_GetCurrentRenderOutputSize +#define SDL_RenderCopy SDL_RenderTexture +#define SDL_RenderCopyEx SDL_RenderTextureRotated +#define SDL_RenderCopyExF SDL_RenderTextureRotated +#define SDL_RenderCopyF SDL_RenderTexture +#define SDL_RenderDrawLine SDL_RenderLine +#define SDL_RenderDrawLineF SDL_RenderLine +#define SDL_RenderDrawLines SDL_RenderLines +#define SDL_RenderDrawLinesF SDL_RenderLines +#define SDL_RenderDrawPoint SDL_RenderPoint +#define SDL_RenderDrawPointF SDL_RenderPoint +#define SDL_RenderDrawPoints SDL_RenderPoints +#define SDL_RenderDrawPointsF SDL_RenderPoints +#define SDL_RenderDrawRect SDL_RenderRect +#define SDL_RenderDrawRectF SDL_RenderRect +#define SDL_RenderDrawRects SDL_RenderRects +#define SDL_RenderDrawRectsF SDL_RenderRects +#define SDL_RenderFillRectF SDL_RenderFillRect +#define SDL_RenderFillRectsF SDL_RenderFillRects +#define SDL_RendererFlip SDL_FlipMode +#define SDL_RenderFlush SDL_FlushRenderer +#define SDL_RenderGetClipRect SDL_GetRenderClipRect +#define SDL_RenderGetLogicalSize SDL_GetRenderLogicalPresentation +#define SDL_RenderGetMetalCommandEncoder SDL_GetRenderMetalCommandEncoder +#define SDL_RenderGetMetalLayer SDL_GetRenderMetalLayer +#define SDL_RenderGetScale SDL_GetRenderScale +#define SDL_RenderGetViewport SDL_GetRenderViewport +#define SDL_RenderGetWindow SDL_GetRenderWindow +#define SDL_RenderIsClipEnabled SDL_RenderClipEnabled +#define SDL_RenderLogicalToWindow SDL_RenderCoordinatesToWindow +#define SDL_RenderSetClipRect SDL_SetRenderClipRect +#define SDL_RenderSetLogicalSize SDL_SetRenderLogicalPresentation +#define SDL_RenderSetScale SDL_SetRenderScale +#define SDL_RenderSetVSync SDL_SetRenderVSync +#define SDL_RenderSetViewport SDL_SetRenderViewport +#define SDL_RenderWindowToLogical SDL_RenderCoordinatesFromWindow +#define SDL_ScaleModeLinear SDL_SCALEMODE_LINEAR +#define SDL_ScaleModeNearest SDL_SCALEMODE_NEAREST + +/* ##SDL_rwops.h */ +#define RW_SEEK_CUR SDL_IO_SEEK_CUR +#define RW_SEEK_END SDL_IO_SEEK_END +#define RW_SEEK_SET SDL_IO_SEEK_SET +#define SDL_RWFromConstMem SDL_IOFromConstMem +#define SDL_RWFromFile SDL_IOFromFile +#define SDL_RWFromMem SDL_IOFromMem +#define SDL_RWclose SDL_CloseIO +#define SDL_RWops SDL_IOStream +#define SDL_RWread SDL_ReadIO +#define SDL_RWseek SDL_SeekIO +#define SDL_RWsize SDL_GetIOSize +#define SDL_RWtell SDL_TellIO +#define SDL_RWwrite SDL_WriteIO +#define SDL_ReadBE16 SDL_ReadU16BE +#define SDL_ReadBE32 SDL_ReadU32BE +#define SDL_ReadBE64 SDL_ReadU64BE +#define SDL_ReadLE16 SDL_ReadU16LE +#define SDL_ReadLE32 SDL_ReadU32LE +#define SDL_ReadLE64 SDL_ReadU64LE +#define SDL_WriteBE16 SDL_WriteU16BE +#define SDL_WriteBE32 SDL_WriteU32BE +#define SDL_WriteBE64 SDL_WriteU64BE +#define SDL_WriteLE16 SDL_WriteU16LE +#define SDL_WriteLE32 SDL_WriteU32LE +#define SDL_WriteLE64 SDL_WriteU64LE + +/* ##SDL_scancode.h */ +#define SDL_NUM_SCANCODES SDL_SCANCODE_COUNT +#define SDL_SCANCODE_AUDIOFASTFORWARD SDL_SCANCODE_MEDIA_FAST_FORWARD +#define SDL_SCANCODE_AUDIOMUTE SDL_SCANCODE_MUTE +#define SDL_SCANCODE_AUDIONEXT SDL_SCANCODE_MEDIA_NEXT_TRACK +#define SDL_SCANCODE_AUDIOPLAY SDL_SCANCODE_MEDIA_PLAY +#define SDL_SCANCODE_AUDIOPREV SDL_SCANCODE_MEDIA_PREVIOUS_TRACK +#define SDL_SCANCODE_AUDIOREWIND SDL_SCANCODE_MEDIA_REWIND +#define SDL_SCANCODE_AUDIOSTOP SDL_SCANCODE_MEDIA_STOP +#define SDL_SCANCODE_EJECT SDL_SCANCODE_MEDIA_EJECT +#define SDL_SCANCODE_MEDIASELECT SDL_SCANCODE_MEDIA_SELECT + +/* ##SDL_sensor.h */ +#define SDL_SensorClose SDL_CloseSensor +#define SDL_SensorFromInstanceID SDL_GetSensorFromID +#define SDL_SensorGetData SDL_GetSensorData +#define SDL_SensorGetInstanceID SDL_GetSensorID +#define SDL_SensorGetName SDL_GetSensorName +#define SDL_SensorGetNonPortableType SDL_GetSensorNonPortableType +#define SDL_SensorGetType SDL_GetSensorType +#define SDL_SensorOpen SDL_OpenSensor +#define SDL_SensorUpdate SDL_UpdateSensors + +/* ##SDL_stdinc.h */ +#define SDL_FALSE false +#define SDL_TABLESIZE SDL_arraysize +#define SDL_TRUE true +#define SDL_bool bool +#define SDL_size_add_overflow SDL_size_add_check_overflow +#define SDL_size_mul_overflow SDL_size_mul_check_overflow +#define SDL_strtokr SDL_strtok_r + +/* ##SDL_surface.h */ +#define SDL_BlitScaled SDL_BlitSurfaceScaled +#define SDL_ConvertSurfaceFormat SDL_ConvertSurface +#define SDL_FillRect SDL_FillSurfaceRect +#define SDL_FillRects SDL_FillSurfaceRects +#define SDL_FreeSurface SDL_DestroySurface +#define SDL_GetClipRect SDL_GetSurfaceClipRect +#define SDL_GetColorKey SDL_GetSurfaceColorKey +#define SDL_HasColorKey SDL_SurfaceHasColorKey +#define SDL_HasSurfaceRLE SDL_SurfaceHasRLE +#define SDL_LoadBMP_RW SDL_LoadBMP_IO +#define SDL_LowerBlit SDL_BlitSurfaceUnchecked +#define SDL_LowerBlitScaled SDL_BlitSurfaceUncheckedScaled +#define SDL_PREALLOC SDL_SURFACE_PREALLOCATED +#define SDL_SIMD_ALIGNED SDL_SURFACE_SIMD_ALIGNED +#define SDL_SaveBMP_RW SDL_SaveBMP_IO +#define SDL_SetClipRect SDL_SetSurfaceClipRect +#define SDL_SetColorKey SDL_SetSurfaceColorKey +#define SDL_UpperBlit SDL_BlitSurface +#define SDL_UpperBlitScaled SDL_BlitSurfaceScaled + +/* ##SDL_system.h */ +#define SDL_AndroidBackButton SDL_SendAndroidBackButton +#define SDL_AndroidGetActivity SDL_GetAndroidActivity +#define SDL_AndroidGetExternalStoragePath SDL_GetAndroidExternalStoragePath +#define SDL_AndroidGetExternalStorageState SDL_GetAndroidExternalStorageState +#define SDL_AndroidGetInternalStoragePath SDL_GetAndroidInternalStoragePath +#define SDL_AndroidGetJNIEnv SDL_GetAndroidJNIEnv +#define SDL_AndroidRequestPermission SDL_RequestAndroidPermission +#define SDL_AndroidRequestPermissionCallback SDL_RequestAndroidPermissionCallback +#define SDL_AndroidSendMessage SDL_SendAndroidMessage +#define SDL_AndroidShowToast SDL_ShowAndroidToast +#define SDL_DXGIGetOutputInfo SDL_GetDXGIOutputInfo +#define SDL_Direct3D9GetAdapterIndex SDL_GetDirect3D9AdapterIndex +#define SDL_GDKGetDefaultUser SDL_GetGDKDefaultUser +#define SDL_GDKGetTaskQueue SDL_GetGDKTaskQueue +#define SDL_LinuxSetThreadPriority SDL_SetLinuxThreadPriority +#define SDL_LinuxSetThreadPriorityAndPolicy SDL_SetLinuxThreadPriorityAndPolicy +#define SDL_OnApplicationDidBecomeActive SDL_OnApplicationDidEnterForeground +#define SDL_OnApplicationWillResignActive SDL_OnApplicationWillEnterBackground +#define SDL_iOSSetAnimationCallback SDL_SetiOSAnimationCallback +#define SDL_iOSSetEventPump SDL_SetiOSEventPump +#define SDL_iPhoneSetAnimationCallback SDL_SetiOSAnimationCallback +#define SDL_iPhoneSetEventPump SDL_SetiOSEventPump + +/* ##SDL_thread.h */ +#define SDL_SetThreadPriority SDL_SetCurrentThreadPriority +#define SDL_TLSCleanup SDL_CleanupTLS +#define SDL_TLSGet SDL_GetTLS +#define SDL_TLSSet SDL_SetTLS +#define SDL_threadID SDL_ThreadID + +/* ##SDL_timer.h */ +#define SDL_GetTicks64 SDL_GetTicks + +/* ##SDL_version.h */ +#define SDL_COMPILEDVERSION SDL_VERSION +#define SDL_PATCHLEVEL SDL_MICRO_VERSION + +/* ##SDL_video.h */ +#define SDL_GL_DeleteContext SDL_GL_DestroyContext +#define SDL_GLattr SDL_GLAttr +#define SDL_GLcontextFlag SDL_GLContextFlag +#define SDL_GLcontextReleaseFlag SDL_GLContextReleaseFlag +#define SDL_GLprofile SDL_GLProfile +#define SDL_GetClosestDisplayMode SDL_GetClosestFullscreenDisplayMode +#define SDL_GetDisplayOrientation SDL_GetCurrentDisplayOrientation +#define SDL_GetPointDisplayIndex SDL_GetDisplayForPoint +#define SDL_GetRectDisplayIndex SDL_GetDisplayForRect +#define SDL_GetWindowDisplayIndex SDL_GetDisplayForWindow +#define SDL_GetWindowDisplayMode SDL_GetWindowFullscreenMode +#define SDL_HasWindowSurface SDL_WindowHasSurface +#define SDL_IsScreenSaverEnabled SDL_ScreenSaverEnabled +#define SDL_SetWindowDisplayMode SDL_SetWindowFullscreenMode +#define SDL_WINDOW_ALLOW_HIGHDPI SDL_WINDOW_HIGH_PIXEL_DENSITY +#define SDL_WINDOW_INPUT_GRABBED SDL_WINDOW_MOUSE_GRABBED +#define SDL_WINDOW_SKIP_TASKBAR SDL_WINDOW_UTILITY + +#elif !defined(SDL_DISABLE_OLD_NAMES) + +/* ##SDL_atomic.h */ +#define SDL_AtomicAdd SDL_AtomicAdd_renamed_SDL_AddAtomicInt +#define SDL_AtomicCAS SDL_AtomicCAS_renamed_SDL_CompareAndSwapAtomicInt +#define SDL_AtomicCASPtr SDL_AtomicCASPtr_renamed_SDL_CompareAndSwapAtomicPointer +#define SDL_AtomicGet SDL_AtomicGet_renamed_SDL_GetAtomicInt +#define SDL_AtomicGetPtr SDL_AtomicGetPtr_renamed_SDL_GetAtomicPointer +#define SDL_AtomicLock SDL_AtomicLock_renamed_SDL_LockSpinlock +#define SDL_AtomicSet SDL_AtomicSet_renamed_SDL_SetAtomicInt +#define SDL_AtomicSetPtr SDL_AtomicSetPtr_renamed_SDL_SetAtomicPointer +#define SDL_AtomicTryLock SDL_AtomicTryLock_renamed_SDL_TryLockSpinlock +#define SDL_AtomicUnlock SDL_AtomicUnlock_renamed_SDL_UnlockSpinlock +#define SDL_atomic_t SDL_atomic_t_renamed_SDL_AtomicInt + +/* ##SDL_audio.h */ +#define AUDIO_F32 AUDIO_F32_renamed_SDL_AUDIO_F32LE +#define AUDIO_F32LSB AUDIO_F32LSB_renamed_SDL_AUDIO_F32LE +#define AUDIO_F32MSB AUDIO_F32MSB_renamed_SDL_AUDIO_F32BE +#define AUDIO_F32SYS AUDIO_F32SYS_renamed_SDL_AUDIO_F32 +#define AUDIO_S16 AUDIO_S16_renamed_SDL_AUDIO_S16LE +#define AUDIO_S16LSB AUDIO_S16LSB_renamed_SDL_AUDIO_S16LE +#define AUDIO_S16MSB AUDIO_S16MSB_renamed_SDL_AUDIO_S16BE +#define AUDIO_S16SYS AUDIO_S16SYS_renamed_SDL_AUDIO_S16 +#define AUDIO_S32 AUDIO_S32_renamed_SDL_AUDIO_S32LE +#define AUDIO_S32LSB AUDIO_S32LSB_renamed_SDL_AUDIO_S32LE +#define AUDIO_S32MSB AUDIO_S32MSB_renamed_SDL_AUDIO_S32BE +#define AUDIO_S32SYS AUDIO_S32SYS_renamed_SDL_AUDIO_S32 +#define AUDIO_S8 AUDIO_S8_renamed_SDL_AUDIO_S8 +#define AUDIO_U8 AUDIO_U8_renamed_SDL_AUDIO_U8 +#define SDL_AudioStreamAvailable SDL_AudioStreamAvailable_renamed_SDL_GetAudioStreamAvailable +#define SDL_AudioStreamClear SDL_AudioStreamClear_renamed_SDL_ClearAudioStream +#define SDL_AudioStreamFlush SDL_AudioStreamFlush_renamed_SDL_FlushAudioStream +#define SDL_AudioStreamGet SDL_AudioStreamGet_renamed_SDL_GetAudioStreamData +#define SDL_AudioStreamPut SDL_AudioStreamPut_renamed_SDL_PutAudioStreamData +#define SDL_FreeAudioStream SDL_FreeAudioStream_renamed_SDL_DestroyAudioStream +#define SDL_FreeWAV SDL_FreeWAV_renamed_SDL_free +#define SDL_LoadWAV_RW SDL_LoadWAV_RW_renamed_SDL_LoadWAV_IO +#define SDL_MixAudioFormat SDL_MixAudioFormat_renamed_SDL_MixAudio +#define SDL_NewAudioStream SDL_NewAudioStream_renamed_SDL_CreateAudioStream + +/* ##SDL_cpuinfo.h */ +#define SDL_GetCPUCount SDL_GetCPUCount_renamed_SDL_GetNumLogicalCPUCores +#define SDL_SIMDGetAlignment SDL_SIMDGetAlignment_renamed_SDL_GetSIMDAlignment + +/* ##SDL_endian.h */ +#define SDL_SwapBE16 SDL_SwapBE16_renamed_SDL_Swap16BE +#define SDL_SwapBE32 SDL_SwapBE32_renamed_SDL_Swap32BE +#define SDL_SwapBE64 SDL_SwapBE64_renamed_SDL_Swap64BE +#define SDL_SwapLE16 SDL_SwapLE16_renamed_SDL_Swap16LE +#define SDL_SwapLE32 SDL_SwapLE32_renamed_SDL_Swap32LE +#define SDL_SwapLE64 SDL_SwapLE64_renamed_SDL_Swap64LE + +/* ##SDL_events.h */ +#define SDL_APP_DIDENTERBACKGROUND SDL_APP_DIDENTERBACKGROUND_renamed_SDL_EVENT_DID_ENTER_BACKGROUND +#define SDL_APP_DIDENTERFOREGROUND SDL_APP_DIDENTERFOREGROUND_renamed_SDL_EVENT_DID_ENTER_FOREGROUND +#define SDL_APP_LOWMEMORY SDL_APP_LOWMEMORY_renamed_SDL_EVENT_LOW_MEMORY +#define SDL_APP_TERMINATING SDL_APP_TERMINATING_renamed_SDL_EVENT_TERMINATING +#define SDL_APP_WILLENTERBACKGROUND SDL_APP_WILLENTERBACKGROUND_renamed_SDL_EVENT_WILL_ENTER_BACKGROUND +#define SDL_APP_WILLENTERFOREGROUND SDL_APP_WILLENTERFOREGROUND_renamed_SDL_EVENT_WILL_ENTER_FOREGROUND +#define SDL_AUDIODEVICEADDED SDL_AUDIODEVICEADDED_renamed_SDL_EVENT_AUDIO_DEVICE_ADDED +#define SDL_AUDIODEVICEREMOVED SDL_AUDIODEVICEREMOVED_renamed_SDL_EVENT_AUDIO_DEVICE_REMOVED +#define SDL_CLIPBOARDUPDATE SDL_CLIPBOARDUPDATE_renamed_SDL_EVENT_CLIPBOARD_UPDATE +#define SDL_CONTROLLERAXISMOTION SDL_CONTROLLERAXISMOTION_renamed_SDL_EVENT_GAMEPAD_AXIS_MOTION +#define SDL_CONTROLLERBUTTONDOWN SDL_CONTROLLERBUTTONDOWN_renamed_SDL_EVENT_GAMEPAD_BUTTON_DOWN +#define SDL_CONTROLLERBUTTONUP SDL_CONTROLLERBUTTONUP_renamed_SDL_EVENT_GAMEPAD_BUTTON_UP +#define SDL_CONTROLLERDEVICEADDED SDL_CONTROLLERDEVICEADDED_renamed_SDL_EVENT_GAMEPAD_ADDED +#define SDL_CONTROLLERDEVICEREMAPPED SDL_CONTROLLERDEVICEREMAPPED_renamed_SDL_EVENT_GAMEPAD_REMAPPED +#define SDL_CONTROLLERDEVICEREMOVED SDL_CONTROLLERDEVICEREMOVED_renamed_SDL_EVENT_GAMEPAD_REMOVED +#define SDL_CONTROLLERSENSORUPDATE SDL_CONTROLLERSENSORUPDATE_renamed_SDL_EVENT_GAMEPAD_SENSOR_UPDATE +#define SDL_CONTROLLERSTEAMHANDLEUPDATED SDL_CONTROLLERSTEAMHANDLEUPDATED_renamed_SDL_EVENT_GAMEPAD_STEAM_HANDLE_UPDATED +#define SDL_CONTROLLERTOUCHPADDOWN SDL_CONTROLLERTOUCHPADDOWN_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_DOWN +#define SDL_CONTROLLERTOUCHPADMOTION SDL_CONTROLLERTOUCHPADMOTION_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_MOTION +#define SDL_CONTROLLERTOUCHPADUP SDL_CONTROLLERTOUCHPADUP_renamed_SDL_EVENT_GAMEPAD_TOUCHPAD_UP +#define SDL_ControllerAxisEvent SDL_ControllerAxisEvent_renamed_SDL_GamepadAxisEvent +#define SDL_ControllerButtonEvent SDL_ControllerButtonEvent_renamed_SDL_GamepadButtonEvent +#define SDL_ControllerDeviceEvent SDL_ControllerDeviceEvent_renamed_SDL_GamepadDeviceEvent +#define SDL_ControllerSensorEvent SDL_ControllerSensorEvent_renamed_SDL_GamepadSensorEvent +#define SDL_ControllerTouchpadEvent SDL_ControllerTouchpadEvent_renamed_SDL_GamepadTouchpadEvent +#define SDL_DISPLAYEVENT_CONNECTED SDL_DISPLAYEVENT_CONNECTED_renamed_SDL_EVENT_DISPLAY_ADDED +#define SDL_DISPLAYEVENT_DISCONNECTED SDL_DISPLAYEVENT_DISCONNECTED_renamed_SDL_EVENT_DISPLAY_REMOVED +#define SDL_DISPLAYEVENT_MOVED SDL_DISPLAYEVENT_MOVED_renamed_SDL_EVENT_DISPLAY_MOVED +#define SDL_DISPLAYEVENT_ORIENTATION SDL_DISPLAYEVENT_ORIENTATION_renamed_SDL_EVENT_DISPLAY_ORIENTATION +#define SDL_DROPBEGIN SDL_DROPBEGIN_renamed_SDL_EVENT_DROP_BEGIN +#define SDL_DROPCOMPLETE SDL_DROPCOMPLETE_renamed_SDL_EVENT_DROP_COMPLETE +#define SDL_DROPFILE SDL_DROPFILE_renamed_SDL_EVENT_DROP_FILE +#define SDL_DROPTEXT SDL_DROPTEXT_renamed_SDL_EVENT_DROP_TEXT +#define SDL_DelEventWatch SDL_DelEventWatch_renamed_SDL_RemoveEventWatch +#define SDL_FINGERDOWN SDL_FINGERDOWN_renamed_SDL_EVENT_FINGER_DOWN +#define SDL_FINGERMOTION SDL_FINGERMOTION_renamed_SDL_EVENT_FINGER_MOTION +#define SDL_FINGERUP SDL_FINGERUP_renamed_SDL_EVENT_FINGER_UP +#define SDL_FIRSTEVENT SDL_FIRSTEVENT_renamed_SDL_EVENT_FIRST +#define SDL_JOYAXISMOTION SDL_JOYAXISMOTION_renamed_SDL_EVENT_JOYSTICK_AXIS_MOTION +#define SDL_JOYBATTERYUPDATED SDL_JOYBATTERYUPDATED_renamed_SDL_EVENT_JOYSTICK_BATTERY_UPDATED +#define SDL_JOYBUTTONDOWN SDL_JOYBUTTONDOWN_renamed_SDL_EVENT_JOYSTICK_BUTTON_DOWN +#define SDL_JOYBUTTONUP SDL_JOYBUTTONUP_renamed_SDL_EVENT_JOYSTICK_BUTTON_UP +#define SDL_JOYDEVICEADDED SDL_JOYDEVICEADDED_renamed_SDL_EVENT_JOYSTICK_ADDED +#define SDL_JOYDEVICEREMOVED SDL_JOYDEVICEREMOVED_renamed_SDL_EVENT_JOYSTICK_REMOVED +#define SDL_JOYBALLMOTION SDL_JOYBALLMOTION_renamed_SDL_EVENT_JOYSTICK_BALL_MOTION +#define SDL_JOYHATMOTION SDL_JOYHATMOTION_renamed_SDL_EVENT_JOYSTICK_HAT_MOTION +#define SDL_KEYDOWN SDL_KEYDOWN_renamed_SDL_EVENT_KEY_DOWN +#define SDL_KEYMAPCHANGED SDL_KEYMAPCHANGED_renamed_SDL_EVENT_KEYMAP_CHANGED +#define SDL_KEYUP SDL_KEYUP_renamed_SDL_EVENT_KEY_UP +#define SDL_LASTEVENT SDL_LASTEVENT_renamed_SDL_EVENT_LAST +#define SDL_LOCALECHANGED SDL_LOCALECHANGED_renamed_SDL_EVENT_LOCALE_CHANGED +#define SDL_MOUSEBUTTONDOWN SDL_MOUSEBUTTONDOWN_renamed_SDL_EVENT_MOUSE_BUTTON_DOWN +#define SDL_MOUSEBUTTONUP SDL_MOUSEBUTTONUP_renamed_SDL_EVENT_MOUSE_BUTTON_UP +#define SDL_MOUSEMOTION SDL_MOUSEMOTION_renamed_SDL_EVENT_MOUSE_MOTION +#define SDL_MOUSEWHEEL SDL_MOUSEWHEEL_renamed_SDL_EVENT_MOUSE_WHEEL +#define SDL_POLLSENTINEL SDL_POLLSENTINEL_renamed_SDL_EVENT_POLL_SENTINEL +#define SDL_QUIT SDL_QUIT_renamed_SDL_EVENT_QUIT +#define SDL_RENDER_DEVICE_RESET SDL_RENDER_DEVICE_RESET_renamed_SDL_EVENT_RENDER_DEVICE_RESET +#define SDL_RENDER_TARGETS_RESET SDL_RENDER_TARGETS_RESET_renamed_SDL_EVENT_RENDER_TARGETS_RESET +#define SDL_SENSORUPDATE SDL_SENSORUPDATE_renamed_SDL_EVENT_SENSOR_UPDATE +#define SDL_TEXTEDITING SDL_TEXTEDITING_renamed_SDL_EVENT_TEXT_EDITING +#define SDL_TEXTEDITING_EXT SDL_TEXTEDITING_EXT_renamed_SDL_EVENT_TEXT_EDITING_EXT +#define SDL_TEXTINPUT SDL_TEXTINPUT_renamed_SDL_EVENT_TEXT_INPUT +#define SDL_USEREVENT SDL_USEREVENT_renamed_SDL_EVENT_USER +#define SDL_WINDOWEVENT_CLOSE SDL_WINDOWEVENT_CLOSE_renamed_SDL_EVENT_WINDOW_CLOSE_REQUESTED +#define SDL_WINDOWEVENT_DISPLAY_CHANGED SDL_WINDOWEVENT_DISPLAY_CHANGED_renamed_SDL_EVENT_WINDOW_DISPLAY_CHANGED +#define SDL_WINDOWEVENT_ENTER SDL_WINDOWEVENT_ENTER_renamed_SDL_EVENT_WINDOW_MOUSE_ENTER +#define SDL_WINDOWEVENT_EXPOSED SDL_WINDOWEVENT_EXPOSED_renamed_SDL_EVENT_WINDOW_EXPOSED +#define SDL_WINDOWEVENT_FOCUS_GAINED SDL_WINDOWEVENT_FOCUS_GAINED_renamed_SDL_EVENT_WINDOW_FOCUS_GAINED +#define SDL_WINDOWEVENT_FOCUS_LOST SDL_WINDOWEVENT_FOCUS_LOST_renamed_SDL_EVENT_WINDOW_FOCUS_LOST +#define SDL_WINDOWEVENT_HIDDEN SDL_WINDOWEVENT_HIDDEN_renamed_SDL_EVENT_WINDOW_HIDDEN +#define SDL_WINDOWEVENT_HIT_TEST SDL_WINDOWEVENT_HIT_TEST_renamed_SDL_EVENT_WINDOW_HIT_TEST +#define SDL_WINDOWEVENT_ICCPROF_CHANGED SDL_WINDOWEVENT_ICCPROF_CHANGED_renamed_SDL_EVENT_WINDOW_ICCPROF_CHANGED +#define SDL_WINDOWEVENT_LEAVE SDL_WINDOWEVENT_LEAVE_renamed_SDL_EVENT_WINDOW_MOUSE_LEAVE +#define SDL_WINDOWEVENT_MAXIMIZED SDL_WINDOWEVENT_MAXIMIZED_renamed_SDL_EVENT_WINDOW_MAXIMIZED +#define SDL_WINDOWEVENT_MINIMIZED SDL_WINDOWEVENT_MINIMIZED_renamed_SDL_EVENT_WINDOW_MINIMIZED +#define SDL_WINDOWEVENT_MOVED SDL_WINDOWEVENT_MOVED_renamed_SDL_EVENT_WINDOW_MOVED +#define SDL_WINDOWEVENT_RESIZED SDL_WINDOWEVENT_RESIZED_renamed_SDL_EVENT_WINDOW_RESIZED +#define SDL_WINDOWEVENT_RESTORED SDL_WINDOWEVENT_RESTORED_renamed_SDL_EVENT_WINDOW_RESTORED +#define SDL_WINDOWEVENT_SHOWN SDL_WINDOWEVENT_SHOWN_renamed_SDL_EVENT_WINDOW_SHOWN +#define SDL_WINDOWEVENT_SIZE_CHANGED SDL_WINDOWEVENT_SIZE_CHANGED_renamed_SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED +#define SDL_eventaction SDL_eventaction_renamed_SDL_EventAction + +/* ##SDL_gamecontroller.h */ +#define SDL_CONTROLLER_AXIS_INVALID SDL_CONTROLLER_AXIS_INVALID_renamed_SDL_GAMEPAD_AXIS_INVALID +#define SDL_CONTROLLER_AXIS_LEFTX SDL_CONTROLLER_AXIS_LEFTX_renamed_SDL_GAMEPAD_AXIS_LEFTX +#define SDL_CONTROLLER_AXIS_LEFTY SDL_CONTROLLER_AXIS_LEFTY_renamed_SDL_GAMEPAD_AXIS_LEFTY +#define SDL_CONTROLLER_AXIS_MAX SDL_CONTROLLER_AXIS_MAX_renamed_SDL_GAMEPAD_AXIS_COUNT +#define SDL_CONTROLLER_AXIS_RIGHTX SDL_CONTROLLER_AXIS_RIGHTX_renamed_SDL_GAMEPAD_AXIS_RIGHTX +#define SDL_CONTROLLER_AXIS_RIGHTY SDL_CONTROLLER_AXIS_RIGHTY_renamed_SDL_GAMEPAD_AXIS_RIGHTY +#define SDL_CONTROLLER_AXIS_TRIGGERLEFT SDL_CONTROLLER_AXIS_TRIGGERLEFT_renamed_SDL_GAMEPAD_AXIS_LEFT_TRIGGER +#define SDL_CONTROLLER_AXIS_TRIGGERRIGHT SDL_CONTROLLER_AXIS_TRIGGERRIGHT_renamed_SDL_GAMEPAD_AXIS_RIGHT_TRIGGER +#define SDL_CONTROLLER_BINDTYPE_AXIS SDL_CONTROLLER_BINDTYPE_AXIS_renamed_SDL_GAMEPAD_BINDTYPE_AXIS +#define SDL_CONTROLLER_BINDTYPE_BUTTON SDL_CONTROLLER_BINDTYPE_BUTTON_renamed_SDL_GAMEPAD_BINDTYPE_BUTTON +#define SDL_CONTROLLER_BINDTYPE_HAT SDL_CONTROLLER_BINDTYPE_HAT_renamed_SDL_GAMEPAD_BINDTYPE_HAT +#define SDL_CONTROLLER_BINDTYPE_NONE SDL_CONTROLLER_BINDTYPE_NONE_renamed_SDL_GAMEPAD_BINDTYPE_NONE +#define SDL_CONTROLLER_BUTTON_A SDL_CONTROLLER_BUTTON_A_renamed_SDL_GAMEPAD_BUTTON_SOUTH +#define SDL_CONTROLLER_BUTTON_B SDL_CONTROLLER_BUTTON_B_renamed_SDL_GAMEPAD_BUTTON_EAST +#define SDL_CONTROLLER_BUTTON_BACK SDL_CONTROLLER_BUTTON_BACK_renamed_SDL_GAMEPAD_BUTTON_BACK +#define SDL_CONTROLLER_BUTTON_DPAD_DOWN SDL_CONTROLLER_BUTTON_DPAD_DOWN_renamed_SDL_GAMEPAD_BUTTON_DPAD_DOWN +#define SDL_CONTROLLER_BUTTON_DPAD_LEFT SDL_CONTROLLER_BUTTON_DPAD_LEFT_renamed_SDL_GAMEPAD_BUTTON_DPAD_LEFT +#define SDL_CONTROLLER_BUTTON_DPAD_RIGHT SDL_CONTROLLER_BUTTON_DPAD_RIGHT_renamed_SDL_GAMEPAD_BUTTON_DPAD_RIGHT +#define SDL_CONTROLLER_BUTTON_DPAD_UP SDL_CONTROLLER_BUTTON_DPAD_UP_renamed_SDL_GAMEPAD_BUTTON_DPAD_UP +#define SDL_CONTROLLER_BUTTON_GUIDE SDL_CONTROLLER_BUTTON_GUIDE_renamed_SDL_GAMEPAD_BUTTON_GUIDE +#define SDL_CONTROLLER_BUTTON_INVALID SDL_CONTROLLER_BUTTON_INVALID_renamed_SDL_GAMEPAD_BUTTON_INVALID +#define SDL_CONTROLLER_BUTTON_LEFTSHOULDER SDL_CONTROLLER_BUTTON_LEFTSHOULDER_renamed_SDL_GAMEPAD_BUTTON_LEFT_SHOULDER +#define SDL_CONTROLLER_BUTTON_LEFTSTICK SDL_CONTROLLER_BUTTON_LEFTSTICK_renamed_SDL_GAMEPAD_BUTTON_LEFT_STICK +#define SDL_CONTROLLER_BUTTON_MAX SDL_CONTROLLER_BUTTON_MAX_renamed_SDL_GAMEPAD_BUTTON_COUNT +#define SDL_CONTROLLER_BUTTON_MISC1 SDL_CONTROLLER_BUTTON_MISC1_renamed_SDL_GAMEPAD_BUTTON_MISC1 +#define SDL_CONTROLLER_BUTTON_PADDLE1 SDL_CONTROLLER_BUTTON_PADDLE1_renamed_SDL_GAMEPAD_BUTTON_RIGHT_PADDLE1 +#define SDL_CONTROLLER_BUTTON_PADDLE2 SDL_CONTROLLER_BUTTON_PADDLE2_renamed_SDL_GAMEPAD_BUTTON_LEFT_PADDLE1 +#define SDL_CONTROLLER_BUTTON_PADDLE3 SDL_CONTROLLER_BUTTON_PADDLE3_renamed_SDL_GAMEPAD_BUTTON_RIGHT_PADDLE2 +#define SDL_CONTROLLER_BUTTON_PADDLE4 SDL_CONTROLLER_BUTTON_PADDLE4_renamed_SDL_GAMEPAD_BUTTON_LEFT_PADDLE2 +#define SDL_CONTROLLER_BUTTON_RIGHTSHOULDER SDL_CONTROLLER_BUTTON_RIGHTSHOULDER_renamed_SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER +#define SDL_CONTROLLER_BUTTON_RIGHTSTICK SDL_CONTROLLER_BUTTON_RIGHTSTICK_renamed_SDL_GAMEPAD_BUTTON_RIGHT_STICK +#define SDL_CONTROLLER_BUTTON_START SDL_CONTROLLER_BUTTON_START_renamed_SDL_GAMEPAD_BUTTON_START +#define SDL_CONTROLLER_BUTTON_TOUCHPAD SDL_CONTROLLER_BUTTON_TOUCHPAD_renamed_SDL_GAMEPAD_BUTTON_TOUCHPAD +#define SDL_CONTROLLER_BUTTON_X SDL_CONTROLLER_BUTTON_X_renamed_SDL_GAMEPAD_BUTTON_WEST +#define SDL_CONTROLLER_BUTTON_Y SDL_CONTROLLER_BUTTON_Y_renamed_SDL_GAMEPAD_BUTTON_NORTH +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_LEFT_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_LEFT +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_PAIR_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_PAIR +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_JOYCON_RIGHT +#define SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO_renamed_SDL_GAMEPAD_TYPE_NINTENDO_SWITCH_PRO +#define SDL_CONTROLLER_TYPE_PS3 SDL_CONTROLLER_TYPE_PS3_renamed_SDL_GAMEPAD_TYPE_PS3 +#define SDL_CONTROLLER_TYPE_PS4 SDL_CONTROLLER_TYPE_PS4_renamed_SDL_GAMEPAD_TYPE_PS4 +#define SDL_CONTROLLER_TYPE_PS5 SDL_CONTROLLER_TYPE_PS5_renamed_SDL_GAMEPAD_TYPE_PS5 +#define SDL_CONTROLLER_TYPE_UNKNOWN SDL_CONTROLLER_TYPE_UNKNOWN_renamed_SDL_GAMEPAD_TYPE_STANDARD +#define SDL_CONTROLLER_TYPE_VIRTUAL SDL_CONTROLLER_TYPE_VIRTUAL_renamed_SDL_GAMEPAD_TYPE_VIRTUAL +#define SDL_CONTROLLER_TYPE_XBOX360 SDL_CONTROLLER_TYPE_XBOX360_renamed_SDL_GAMEPAD_TYPE_XBOX360 +#define SDL_CONTROLLER_TYPE_XBOXONE SDL_CONTROLLER_TYPE_XBOXONE_renamed_SDL_GAMEPAD_TYPE_XBOXONE +#define SDL_GameController SDL_GameController_renamed_SDL_Gamepad +#define SDL_GameControllerAddMapping SDL_GameControllerAddMapping_renamed_SDL_AddGamepadMapping +#define SDL_GameControllerAddMappingsFromFile SDL_GameControllerAddMappingsFromFile_renamed_SDL_AddGamepadMappingsFromFile +#define SDL_GameControllerAddMappingsFromRW SDL_GameControllerAddMappingsFromRW_renamed_SDL_AddGamepadMappingsFromIO +#define SDL_GameControllerAxis SDL_GameControllerAxis_renamed_SDL_GamepadAxis +#define SDL_GameControllerBindType SDL_GameControllerBindType_renamed_SDL_GamepadBindingType +#define SDL_GameControllerButton SDL_GameControllerButton_renamed_SDL_GamepadButton +#define SDL_GameControllerClose SDL_GameControllerClose_renamed_SDL_CloseGamepad +#define SDL_GameControllerFromInstanceID SDL_GameControllerFromInstanceID_renamed_SDL_GetGamepadFromID +#define SDL_GameControllerFromPlayerIndex SDL_GameControllerFromPlayerIndex_renamed_SDL_GetGamepadFromPlayerIndex +#define SDL_GameControllerGetAppleSFSymbolsNameForAxis SDL_GameControllerGetAppleSFSymbolsNameForAxis_renamed_SDL_GetGamepadAppleSFSymbolsNameForAxis +#define SDL_GameControllerGetAppleSFSymbolsNameForButton SDL_GameControllerGetAppleSFSymbolsNameForButton_renamed_SDL_GetGamepadAppleSFSymbolsNameForButton +#define SDL_GameControllerGetAttached SDL_GameControllerGetAttached_renamed_SDL_GamepadConnected +#define SDL_GameControllerGetAxis SDL_GameControllerGetAxis_renamed_SDL_GetGamepadAxis +#define SDL_GameControllerGetAxisFromString SDL_GameControllerGetAxisFromString_renamed_SDL_GetGamepadAxisFromString +#define SDL_GameControllerGetButton SDL_GameControllerGetButton_renamed_SDL_GetGamepadButton +#define SDL_GameControllerGetButtonFromString SDL_GameControllerGetButtonFromString_renamed_SDL_GetGamepadButtonFromString +#define SDL_GameControllerGetFirmwareVersion SDL_GameControllerGetFirmwareVersion_renamed_SDL_GetGamepadFirmwareVersion +#define SDL_GameControllerGetJoystick SDL_GameControllerGetJoystick_renamed_SDL_GetGamepadJoystick +#define SDL_GameControllerGetNumTouchpadFingers SDL_GameControllerGetNumTouchpadFingers_renamed_SDL_GetNumGamepadTouchpadFingers +#define SDL_GameControllerGetNumTouchpads SDL_GameControllerGetNumTouchpads_renamed_SDL_GetNumGamepadTouchpads +#define SDL_GameControllerGetPlayerIndex SDL_GameControllerGetPlayerIndex_renamed_SDL_GetGamepadPlayerIndex +#define SDL_GameControllerGetProduct SDL_GameControllerGetProduct_renamed_SDL_GetGamepadProduct +#define SDL_GameControllerGetProductVersion SDL_GameControllerGetProductVersion_renamed_SDL_GetGamepadProductVersion +#define SDL_GameControllerGetSensorData SDL_GameControllerGetSensorData_renamed_SDL_GetGamepadSensorData +#define SDL_GameControllerGetSensorDataRate SDL_GameControllerGetSensorDataRate_renamed_SDL_GetGamepadSensorDataRate +#define SDL_GameControllerGetSerial SDL_GameControllerGetSerial_renamed_SDL_GetGamepadSerial +#define SDL_GameControllerGetSteamHandle SDL_GameControllerGetSteamHandle_renamed_SDL_GetGamepadSteamHandle +#define SDL_GameControllerGetStringForAxis SDL_GameControllerGetStringForAxis_renamed_SDL_GetGamepadStringForAxis +#define SDL_GameControllerGetStringForButton SDL_GameControllerGetStringForButton_renamed_SDL_GetGamepadStringForButton +#define SDL_GameControllerGetTouchpadFinger SDL_GameControllerGetTouchpadFinger_renamed_SDL_GetGamepadTouchpadFinger +#define SDL_GameControllerGetType SDL_GameControllerGetType_renamed_SDL_GetGamepadType +#define SDL_GameControllerGetVendor SDL_GameControllerGetVendor_renamed_SDL_GetGamepadVendor +#define SDL_GameControllerHasAxis SDL_GameControllerHasAxis_renamed_SDL_GamepadHasAxis +#define SDL_GameControllerHasButton SDL_GameControllerHasButton_renamed_SDL_GamepadHasButton +#define SDL_GameControllerHasSensor SDL_GameControllerHasSensor_renamed_SDL_GamepadHasSensor +#define SDL_GameControllerIsSensorEnabled SDL_GameControllerIsSensorEnabled_renamed_SDL_GamepadSensorEnabled +#define SDL_GameControllerMapping SDL_GameControllerMapping_renamed_SDL_GetGamepadMapping +#define SDL_GameControllerMappingForDeviceIndex SDL_GameControllerMappingForDeviceIndex_renamed_SDL_GetGamepadMappingForDeviceIndex +#define SDL_GameControllerMappingForGUID SDL_GameControllerMappingForGUID_renamed_SDL_GetGamepadMappingForGUID +#define SDL_GameControllerName SDL_GameControllerName_renamed_SDL_GetGamepadName +#define SDL_GameControllerOpen SDL_GameControllerOpen_renamed_SDL_OpenGamepad +#define SDL_GameControllerPath SDL_GameControllerPath_renamed_SDL_GetGamepadPath +#define SDL_GameControllerRumble SDL_GameControllerRumble_renamed_SDL_RumbleGamepad +#define SDL_GameControllerRumbleTriggers SDL_GameControllerRumbleTriggers_renamed_SDL_RumbleGamepadTriggers +#define SDL_GameControllerSendEffect SDL_GameControllerSendEffect_renamed_SDL_SendGamepadEffect +#define SDL_GameControllerSetLED SDL_GameControllerSetLED_renamed_SDL_SetGamepadLED +#define SDL_GameControllerSetPlayerIndex SDL_GameControllerSetPlayerIndex_renamed_SDL_SetGamepadPlayerIndex +#define SDL_GameControllerSetSensorEnabled SDL_GameControllerSetSensorEnabled_renamed_SDL_SetGamepadSensorEnabled +#define SDL_GameControllerType SDL_GameControllerType_renamed_SDL_GamepadType +#define SDL_GameControllerUpdate SDL_GameControllerUpdate_renamed_SDL_UpdateGamepads +#define SDL_INIT_GAMECONTROLLER SDL_INIT_GAMECONTROLLER_renamed_SDL_INIT_GAMEPAD +#define SDL_IsGameController SDL_IsGameController_renamed_SDL_IsGamepad + +/* ##SDL_guid.h */ +#define SDL_GUIDFromString SDL_GUIDFromString_renamed_SDL_StringToGUID + +/* ##SDL_haptic.h */ +#define SDL_HapticClose SDL_HapticClose_renamed_SDL_CloseHaptic +#define SDL_HapticDestroyEffect SDL_HapticDestroyEffect_renamed_SDL_DestroyHapticEffect +#define SDL_HapticGetEffectStatus SDL_HapticGetEffectStatus_renamed_SDL_GetHapticEffectStatus +#define SDL_HapticNewEffect SDL_HapticNewEffect_renamed_SDL_CreateHapticEffect +#define SDL_HapticNumAxes SDL_HapticNumAxes_renamed_SDL_GetNumHapticAxes +#define SDL_HapticNumEffects SDL_HapticNumEffects_renamed_SDL_GetMaxHapticEffects +#define SDL_HapticNumEffectsPlaying SDL_HapticNumEffectsPlaying_renamed_SDL_GetMaxHapticEffectsPlaying +#define SDL_HapticOpen SDL_HapticOpen_renamed_SDL_OpenHaptic +#define SDL_HapticOpenFromJoystick SDL_HapticOpenFromJoystick_renamed_SDL_OpenHapticFromJoystick +#define SDL_HapticOpenFromMouse SDL_HapticOpenFromMouse_renamed_SDL_OpenHapticFromMouse +#define SDL_HapticPause SDL_HapticPause_renamed_SDL_PauseHaptic +#define SDL_HapticQuery SDL_HapticQuery_renamed_SDL_GetHapticFeatures +#define SDL_HapticRumbleInit SDL_HapticRumbleInit_renamed_SDL_InitHapticRumble +#define SDL_HapticRumblePlay SDL_HapticRumblePlay_renamed_SDL_PlayHapticRumble +#define SDL_HapticRumbleStop SDL_HapticRumbleStop_renamed_SDL_StopHapticRumble +#define SDL_HapticRunEffect SDL_HapticRunEffect_renamed_SDL_RunHapticEffect +#define SDL_HapticSetAutocenter SDL_HapticSetAutocenter_renamed_SDL_SetHapticAutocenter +#define SDL_HapticSetGain SDL_HapticSetGain_renamed_SDL_SetHapticGain +#define SDL_HapticStopAll SDL_HapticStopAll_renamed_SDL_StopHapticEffects +#define SDL_HapticStopEffect SDL_HapticStopEffect_renamed_SDL_StopHapticEffect +#define SDL_HapticUnpause SDL_HapticUnpause_renamed_SDL_ResumeHaptic +#define SDL_HapticUpdateEffect SDL_HapticUpdateEffect_renamed_SDL_UpdateHapticEffect +#define SDL_JoystickIsHaptic SDL_JoystickIsHaptic_renamed_SDL_IsJoystickHaptic +#define SDL_MouseIsHaptic SDL_MouseIsHaptic_renamed_SDL_IsMouseHaptic + +/* ##SDL_hints.h */ +#define SDL_DelHintCallback SDL_DelHintCallback_renamed_SDL_RemoveHintCallback +#define SDL_HINT_ALLOW_TOPMOST SDL_HINT_ALLOW_TOPMOST_renamed_SDL_HINT_WINDOW_ALLOW_TOPMOST +#define SDL_HINT_DIRECTINPUT_ENABLED SDL_HINT_DIRECTINPUT_ENABLED_renamed_SDL_HINT_JOYSTICK_DIRECTINPUT +#define SDL_HINT_GDK_TEXTINPUT_DEFAULT SDL_HINT_GDK_TEXTINPUT_DEFAULT_renamed_SDL_HINT_GDK_TEXTINPUT_DEFAULT_TEXT +#define SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE SDL_HINT_JOYSTICK_GAMECUBE_RUMBLE_BRAKE_renamed_SDL_HINT_JOYSTICK_HIDAPI_GAMECUBE_RUMBLE_BRAKE +#define SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE SDL_HINT_JOYSTICK_HIDAPI_PS4_RUMBLE_renamed_SDL_HINT_JOYSTICK_ENHANCED_REPORTS +#define SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE SDL_HINT_JOYSTICK_HIDAPI_PS5_RUMBLE_renamed_SDL_HINT_JOYSTICK_ENHANCED_REPORTS +#define SDL_HINT_LINUX_DIGITAL_HATS SDL_HINT_LINUX_DIGITAL_HATS_renamed_SDL_HINT_JOYSTICK_LINUX_DIGITAL_HATS +#define SDL_HINT_LINUX_HAT_DEADZONES SDL_HINT_LINUX_HAT_DEADZONES_renamed_SDL_HINT_JOYSTICK_LINUX_HAT_DEADZONES +#define SDL_HINT_LINUX_JOYSTICK_CLASSIC SDL_HINT_LINUX_JOYSTICK_CLASSIC_renamed_SDL_HINT_JOYSTICK_LINUX_CLASSIC +#define SDL_HINT_LINUX_JOYSTICK_DEADZONES SDL_HINT_LINUX_JOYSTICK_DEADZONES_renamed_SDL_HINT_JOYSTICK_LINUX_DEADZONES + +/* ##SDL_joystick.h */ +#define SDL_JOYSTICK_TYPE_GAMECONTROLLER SDL_JOYSTICK_TYPE_GAMECONTROLLER_renamed_SDL_JOYSTICK_TYPE_GAMEPAD +#define SDL_JoystickAttachVirtualEx SDL_JoystickAttachVirtualEx_renamed_SDL_AttachVirtualJoystick +#define SDL_JoystickClose SDL_JoystickClose_renamed_SDL_CloseJoystick +#define SDL_JoystickDetachVirtual SDL_JoystickDetachVirtual_renamed_SDL_DetachVirtualJoystick +#define SDL_JoystickFromInstanceID SDL_JoystickFromInstanceID_renamed_SDL_GetJoystickFromID +#define SDL_JoystickFromPlayerIndex SDL_JoystickFromPlayerIndex_renamed_SDL_GetJoystickFromPlayerIndex +#define SDL_JoystickGUID SDL_JoystickGUID_renamed_SDL_GUID +#define SDL_JoystickGetAttached SDL_JoystickGetAttached_renamed_SDL_JoystickConnected +#define SDL_JoystickGetAxis SDL_JoystickGetAxis_renamed_SDL_GetJoystickAxis +#define SDL_JoystickGetAxisInitialState SDL_JoystickGetAxisInitialState_renamed_SDL_GetJoystickAxisInitialState +#define SDL_JoystickGetBall SDL_JoystickGetBall_renamed_SDL_GetJoystickBall +#define SDL_JoystickGetButton SDL_JoystickGetButton_renamed_SDL_GetJoystickButton +#define SDL_JoystickGetFirmwareVersion SDL_JoystickGetFirmwareVersion_renamed_SDL_GetJoystickFirmwareVersion +#define SDL_JoystickGetGUID SDL_JoystickGetGUID_renamed_SDL_GetJoystickGUID +#define SDL_JoystickGetGUIDFromString SDL_JoystickGetGUIDFromString_renamed_SDL_GUIDFromString +#define SDL_JoystickGetHat SDL_JoystickGetHat_renamed_SDL_GetJoystickHat +#define SDL_JoystickGetPlayerIndex SDL_JoystickGetPlayerIndex_renamed_SDL_GetJoystickPlayerIndex +#define SDL_JoystickGetProduct SDL_JoystickGetProduct_renamed_SDL_GetJoystickProduct +#define SDL_JoystickGetProductVersion SDL_JoystickGetProductVersion_renamed_SDL_GetJoystickProductVersion +#define SDL_JoystickGetSerial SDL_JoystickGetSerial_renamed_SDL_GetJoystickSerial +#define SDL_JoystickGetType SDL_JoystickGetType_renamed_SDL_GetJoystickType +#define SDL_JoystickGetVendor SDL_JoystickGetVendor_renamed_SDL_GetJoystickVendor +#define SDL_JoystickInstanceID SDL_JoystickInstanceID_renamed_SDL_GetJoystickID +#define SDL_JoystickIsVirtual SDL_JoystickIsVirtual_renamed_SDL_IsJoystickVirtual +#define SDL_JoystickName SDL_JoystickName_renamed_SDL_GetJoystickName +#define SDL_JoystickNumAxes SDL_JoystickNumAxes_renamed_SDL_GetNumJoystickAxes +#define SDL_JoystickNumBalls SDL_JoystickNumBalls_renamed_SDL_GetNumJoystickBalls +#define SDL_JoystickNumButtons SDL_JoystickNumButtons_renamed_SDL_GetNumJoystickButtons +#define SDL_JoystickNumHats SDL_JoystickNumHats_renamed_SDL_GetNumJoystickHats +#define SDL_JoystickOpen SDL_JoystickOpen_renamed_SDL_OpenJoystick +#define SDL_JoystickPath SDL_JoystickPath_renamed_SDL_GetJoystickPath +#define SDL_JoystickRumble SDL_JoystickRumble_renamed_SDL_RumbleJoystick +#define SDL_JoystickRumbleTriggers SDL_JoystickRumbleTriggers_renamed_SDL_RumbleJoystickTriggers +#define SDL_JoystickSendEffect SDL_JoystickSendEffect_renamed_SDL_SendJoystickEffect +#define SDL_JoystickSetLED SDL_JoystickSetLED_renamed_SDL_SetJoystickLED +#define SDL_JoystickSetPlayerIndex SDL_JoystickSetPlayerIndex_renamed_SDL_SetJoystickPlayerIndex +#define SDL_JoystickSetVirtualAxis SDL_JoystickSetVirtualAxis_renamed_SDL_SetJoystickVirtualAxis +#define SDL_JoystickSetVirtualButton SDL_JoystickSetVirtualButton_renamed_SDL_SetJoystickVirtualButton +#define SDL_JoystickSetVirtualHat SDL_JoystickSetVirtualHat_renamed_SDL_SetJoystickVirtualHat +#define SDL_JoystickUpdate SDL_JoystickUpdate_renamed_SDL_UpdateJoysticks + +/* ##SDL_keyboard.h */ +#define SDL_IsScreenKeyboardShown SDL_IsScreenKeyboardShown_renamed_SDL_ScreenKeyboardShown +#define SDL_IsTextInputActive SDL_IsTextInputActive_renamed_SDL_TextInputActive + +/* ##SDL_keycode.h */ +#define KMOD_ALT KMOD_ALT_renamed_SDL_KMOD_ALT +#define KMOD_CAPS KMOD_CAPS_renamed_SDL_KMOD_CAPS +#define KMOD_CTRL KMOD_CTRL_renamed_SDL_KMOD_CTRL +#define KMOD_GUI KMOD_GUI_renamed_SDL_KMOD_GUI +#define KMOD_LALT KMOD_LALT_renamed_SDL_KMOD_LALT +#define KMOD_LCTRL KMOD_LCTRL_renamed_SDL_KMOD_LCTRL +#define KMOD_LGUI KMOD_LGUI_renamed_SDL_KMOD_LGUI +#define KMOD_LSHIFT KMOD_LSHIFT_renamed_SDL_KMOD_LSHIFT +#define KMOD_MODE KMOD_MODE_renamed_SDL_KMOD_MODE +#define KMOD_NONE KMOD_NONE_renamed_SDL_KMOD_NONE +#define KMOD_NUM KMOD_NUM_renamed_SDL_KMOD_NUM +#define KMOD_RALT KMOD_RALT_renamed_SDL_KMOD_RALT +#define KMOD_RCTRL KMOD_RCTRL_renamed_SDL_KMOD_RCTRL +#define KMOD_RGUI KMOD_RGUI_renamed_SDL_KMOD_RGUI +#define KMOD_RSHIFT KMOD_RSHIFT_renamed_SDL_KMOD_RSHIFT +#define KMOD_SCROLL KMOD_SCROLL_renamed_SDL_KMOD_SCROLL +#define KMOD_SHIFT KMOD_SHIFT_renamed_SDL_KMOD_SHIFT +#define SDLK_AUDIOFASTFORWARD SDLK_AUDIOFASTFORWARD_renamed_SDLK_MEDIA_FAST_FORWARD +#define SDLK_AUDIOMUTE SDLK_AUDIOMUTE_renamed_SDLK_MUTE +#define SDLK_AUDIONEXT SDLK_AUDIONEXT_renamed_SDLK_MEDIA_NEXT_TRACK +#define SDLK_AUDIOPLAY SDLK_AUDIOPLAY_renamed_SDLK_MEDIA_PLAY +#define SDLK_AUDIOPREV SDLK_AUDIOPREV_renamed_SDLK_MEDIA_PREVIOUS_TRACK +#define SDLK_AUDIOREWIND SDLK_AUDIOREWIND_renamed_SDLK_MEDIA_REWIND +#define SDLK_AUDIOSTOP SDLK_AUDIOSTOP_renamed_SDLK_MEDIA_STOP +#define SDLK_BACKQUOTE SDLK_BACKQUOTE_renamed_SDLK_GRAVE +#define SDLK_EJECT SDLK_EJECT_renamed_SDLK_MEDIA_EJECT +#define SDLK_MEDIASELECT SDLK_MEDIASELECT_renamed_SDLK_MEDIA_SELECT +#define SDLK_QUOTE SDLK_QUOTE_renamed_SDLK_APOSTROPHE +#define SDLK_QUOTEDBL SDLK_QUOTEDBL_renamed_SDLK_DBLAPOSTROPHE +#define SDLK_a SDLK_a_renamed_SDLK_A +#define SDLK_b SDLK_b_renamed_SDLK_B +#define SDLK_c SDLK_c_renamed_SDLK_C +#define SDLK_d SDLK_d_renamed_SDLK_D +#define SDLK_e SDLK_e_renamed_SDLK_E +#define SDLK_f SDLK_f_renamed_SDLK_F +#define SDLK_g SDLK_g_renamed_SDLK_G +#define SDLK_h SDLK_h_renamed_SDLK_H +#define SDLK_i SDLK_i_renamed_SDLK_I +#define SDLK_j SDLK_j_renamed_SDLK_J +#define SDLK_k SDLK_k_renamed_SDLK_K +#define SDLK_l SDLK_l_renamed_SDLK_L +#define SDLK_m SDLK_m_renamed_SDLK_M +#define SDLK_n SDLK_n_renamed_SDLK_N +#define SDLK_o SDLK_o_renamed_SDLK_O +#define SDLK_p SDLK_p_renamed_SDLK_P +#define SDLK_q SDLK_q_renamed_SDLK_Q +#define SDLK_r SDLK_r_renamed_SDLK_R +#define SDLK_s SDLK_s_renamed_SDLK_S +#define SDLK_t SDLK_t_renamed_SDLK_T +#define SDLK_u SDLK_u_renamed_SDLK_U +#define SDLK_v SDLK_v_renamed_SDLK_V +#define SDLK_w SDLK_w_renamed_SDLK_W +#define SDLK_x SDLK_x_renamed_SDLK_X +#define SDLK_y SDLK_y_renamed_SDLK_Y +#define SDLK_z SDLK_z_renamed_SDLK_Z + +/* ##SDL_log.h */ +#define SDL_LogGetOutputFunction SDL_LogGetOutputFunction_renamed_SDL_GetLogOutputFunction +#define SDL_LogGetPriority SDL_LogGetPriority_renamed_SDL_GetLogPriority +#define SDL_LogResetPriorities SDL_LogResetPriorities_renamed_SDL_ResetLogPriorities +#define SDL_LogSetAllPriority SDL_LogSetAllPriority_renamed_SDL_SetLogPriorities +#define SDL_LogSetOutputFunction SDL_LogSetOutputFunction_renamed_SDL_SetLogOutputFunction +#define SDL_LogSetPriority SDL_LogSetPriority_renamed_SDL_SetLogPriority +#define SDL_NUM_LOG_PRIORITIES SDL_NUM_LOG_PRIORITIES_renamed_SDL_LOG_PRIORITY_COUNT + +/* ##SDL_messagebox.h */ +#define SDL_MESSAGEBOX_COLOR_MAX SDL_MESSAGEBOX_COLOR_MAX_renamed_SDL_MESSAGEBOX_COLOR_COUNT + +/* ##SDL_mouse.h */ +#define SDL_BUTTON SDL_BUTTON_renamed_SDL_BUTTON_MASK +#define SDL_FreeCursor SDL_FreeCursor_renamed_SDL_DestroyCursor +#define SDL_NUM_SYSTEM_CURSORS SDL_NUM_SYSTEM_CURSORS_renamed_SDL_SYSTEM_CURSOR_COUNT +#define SDL_SYSTEM_CURSOR_ARROW SDL_SYSTEM_CURSOR_ARROW_renamed_SDL_SYSTEM_CURSOR_DEFAULT +#define SDL_SYSTEM_CURSOR_HAND SDL_SYSTEM_CURSOR_HAND_renamed_SDL_SYSTEM_CURSOR_POINTER +#define SDL_SYSTEM_CURSOR_IBEAM SDL_SYSTEM_CURSOR_IBEAM_renamed_SDL_SYSTEM_CURSOR_TEXT +#define SDL_SYSTEM_CURSOR_NO SDL_SYSTEM_CURSOR_NO_renamed_SDL_SYSTEM_CURSOR_NOT_ALLOWED +#define SDL_SYSTEM_CURSOR_SIZEALL SDL_SYSTEM_CURSOR_SIZEALL_renamed_SDL_SYSTEM_CURSOR_MOVE +#define SDL_SYSTEM_CURSOR_SIZENESW SDL_SYSTEM_CURSOR_SIZENESW_renamed_SDL_SYSTEM_CURSOR_NESW_RESIZE +#define SDL_SYSTEM_CURSOR_SIZENS SDL_SYSTEM_CURSOR_SIZENS_renamed_SDL_SYSTEM_CURSOR_NS_RESIZE +#define SDL_SYSTEM_CURSOR_SIZENWSE SDL_SYSTEM_CURSOR_SIZENWSE_renamed_SDL_SYSTEM_CURSOR_NWSE_RESIZE +#define SDL_SYSTEM_CURSOR_SIZEWE SDL_SYSTEM_CURSOR_SIZEWE_renamed_SDL_SYSTEM_CURSOR_EW_RESIZE +#define SDL_SYSTEM_CURSOR_WAITARROW SDL_SYSTEM_CURSOR_WAITARROW_renamed_SDL_SYSTEM_CURSOR_PROGRESS +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOM SDL_SYSTEM_CURSOR_WINDOW_BOTTOM_renamed_SDL_SYSTEM_CURSOR_S_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT SDL_SYSTEM_CURSOR_WINDOW_BOTTOMLEFT_renamed_SDL_SYSTEM_CURSOR_SW_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT SDL_SYSTEM_CURSOR_WINDOW_BOTTOMRIGHT_renamed_SDL_SYSTEM_CURSOR_SE_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_LEFT SDL_SYSTEM_CURSOR_WINDOW_LEFT_renamed_SDL_SYSTEM_CURSOR_W_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_RIGHT SDL_SYSTEM_CURSOR_WINDOW_RIGHT_renamed_SDL_SYSTEM_CURSOR_E_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOP SDL_SYSTEM_CURSOR_WINDOW_TOP_renamed_SDL_SYSTEM_CURSOR_N_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT SDL_SYSTEM_CURSOR_WINDOW_TOPLEFT_renamed_SDL_SYSTEM_CURSOR_NW_RESIZE +#define SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT SDL_SYSTEM_CURSOR_WINDOW_TOPRIGHT_renamed_SDL_SYSTEM_CURSOR_NE_RESIZE + +/* ##SDL_mutex.h */ +#define SDL_CondBroadcast SDL_CondBroadcast_renamed_SDL_BroadcastCondition +#define SDL_CondSignal SDL_CondSignal_renamed_SDL_SignalCondition +#define SDL_CondWait SDL_CondWait_renamed_SDL_WaitCondition +#define SDL_CondWaitTimeout SDL_CondWaitTimeout_renamed_SDL_WaitConditionTimeout +#define SDL_CreateCond SDL_CreateCond_renamed_SDL_CreateCondition +#define SDL_DestroyCond SDL_DestroyCond_renamed_SDL_DestroyCondition +#define SDL_SemPost SDL_SemPost_renamed_SDL_SignalSemaphore +#define SDL_SemTryWait SDL_SemTryWait_renamed_SDL_TryWaitSemaphore +#define SDL_SemValue SDL_SemValue_renamed_SDL_GetSemaphoreValue +#define SDL_SemWait SDL_SemWait_renamed_SDL_WaitSemaphore +#define SDL_SemWaitTimeout SDL_SemWaitTimeout_renamed_SDL_WaitSemaphoreTimeout + +/* ##SDL_mutex.h */ +#define SDL_cond SDL_cond_renamed_SDL_Condition +#define SDL_mutex SDL_mutex_renamed_SDL_Mutex +#define SDL_sem SDL_sem_renamed_SDL_Semaphore + +/* ##SDL_pixels.h */ +#define SDL_AllocFormat SDL_AllocFormat_renamed_SDL_GetPixelFormatDetails +#define SDL_AllocPalette SDL_AllocPalette_renamed_SDL_CreatePalette +#define SDL_Colour SDL_Colour_renamed_SDL_Color +#define SDL_FreePalette SDL_FreePalette_renamed_SDL_DestroyPalette +#define SDL_MasksToPixelFormatEnum SDL_MasksToPixelFormatEnum_renamed_SDL_GetPixelFormatForMasks +#define SDL_PIXELFORMAT_BGR444 SDL_PIXELFORMAT_BGR444_renamed_SDL_PIXELFORMAT_XBGR4444 +#define SDL_PIXELFORMAT_BGR555 SDL_PIXELFORMAT_BGR555_renamed_SDL_PIXELFORMAT_XBGR1555 +#define SDL_PIXELFORMAT_BGR888 SDL_PIXELFORMAT_BGR888_renamed_SDL_PIXELFORMAT_XBGR8888 +#define SDL_PIXELFORMAT_RGB444 SDL_PIXELFORMAT_RGB444_renamed_SDL_PIXELFORMAT_XRGB4444 +#define SDL_PIXELFORMAT_RGB555 SDL_PIXELFORMAT_RGB555_renamed_SDL_PIXELFORMAT_XRGB1555 +#define SDL_PIXELFORMAT_RGB888 SDL_PIXELFORMAT_RGB888_renamed_SDL_PIXELFORMAT_XRGB8888 +#define SDL_PixelFormatEnumToMasks SDL_PixelFormatEnumToMasks_renamed_SDL_GetMasksForPixelFormat + +/* ##SDL_rect.h */ +#define SDL_EncloseFPoints SDL_EncloseFPoints_renamed_SDL_GetRectEnclosingPointsFloat +#define SDL_EnclosePoints SDL_EnclosePoints_renamed_SDL_GetRectEnclosingPoints +#define SDL_FRectEmpty SDL_FRectEmpty_renamed_SDL_RectEmptyFloat +#define SDL_FRectEquals SDL_FRectEquals_renamed_SDL_RectsEqualFloat +#define SDL_FRectEqualsEpsilon SDL_FRectEqualsEpsilon_renamed_SDL_RectsEqualEpsilon +#define SDL_HasIntersection SDL_HasIntersection_renamed_SDL_HasRectIntersection +#define SDL_HasIntersectionF SDL_HasIntersectionF_renamed_SDL_HasRectIntersectionFloat +#define SDL_IntersectFRect SDL_IntersectFRect_renamed_SDL_GetRectIntersectionFloat +#define SDL_IntersectFRectAndLine SDL_IntersectFRectAndLine_renamed_SDL_GetRectAndLineIntersectionFloat +#define SDL_IntersectRect SDL_IntersectRect_renamed_SDL_GetRectIntersection +#define SDL_IntersectRectAndLine SDL_IntersectRectAndLine_renamed_SDL_GetRectAndLineIntersection +#define SDL_PointInFRect SDL_PointInFRect_renamed_SDL_PointInRectFloat +#define SDL_RectEquals SDL_RectEquals_renamed_SDL_RectsEqual +#define SDL_UnionFRect SDL_UnionFRect_renamed_SDL_GetRectUnionFloat +#define SDL_UnionRect SDL_UnionRect_renamed_SDL_GetRectUnion + +/* ##SDL_render.h */ +#define SDL_GetRendererOutputSize SDL_GetRendererOutputSize_renamed_SDL_GetCurrentRenderOutputSize +#define SDL_RenderCopy SDL_RenderCopy_renamed_SDL_RenderTexture +#define SDL_RenderCopyEx SDL_RenderCopyEx_renamed_SDL_RenderTextureRotated +#define SDL_RenderCopyExF SDL_RenderCopyExF_renamed_SDL_RenderTextureRotated +#define SDL_RenderCopyF SDL_RenderCopyF_renamed_SDL_RenderTexture +#define SDL_RenderDrawLine SDL_RenderDrawLine_renamed_SDL_RenderLine +#define SDL_RenderDrawLineF SDL_RenderDrawLineF_renamed_SDL_RenderLine +#define SDL_RenderDrawLines SDL_RenderDrawLines_renamed_SDL_RenderLines +#define SDL_RenderDrawLinesF SDL_RenderDrawLinesF_renamed_SDL_RenderLines +#define SDL_RenderDrawPoint SDL_RenderDrawPoint_renamed_SDL_RenderPoint +#define SDL_RenderDrawPointF SDL_RenderDrawPointF_renamed_SDL_RenderPoint +#define SDL_RenderDrawPoints SDL_RenderDrawPoints_renamed_SDL_RenderPoints +#define SDL_RenderDrawPointsF SDL_RenderDrawPointsF_renamed_SDL_RenderPoints +#define SDL_RenderDrawRect SDL_RenderDrawRect_renamed_SDL_RenderRect +#define SDL_RenderDrawRectF SDL_RenderDrawRectF_renamed_SDL_RenderRect +#define SDL_RenderDrawRects SDL_RenderDrawRects_renamed_SDL_RenderRects +#define SDL_RenderDrawRectsF SDL_RenderDrawRectsF_renamed_SDL_RenderRects +#define SDL_RenderFillRectF SDL_RenderFillRectF_renamed_SDL_RenderFillRect +#define SDL_RenderFillRectsF SDL_RenderFillRectsF_renamed_SDL_RenderFillRects +#define SDL_RendererFlip SDL_RendererFlip_renamed_SDL_FlipMode +#define SDL_RenderFlush SDL_RenderFlush_renamed_SDL_FlushRenderer +#define SDL_RenderGetClipRect SDL_RenderGetClipRect_renamed_SDL_GetRenderClipRect +#define SDL_RenderGetLogicalSize SDL_RenderGetLogicalSize_renamed_SDL_GetRenderLogicalPresentation +#define SDL_RenderGetMetalCommandEncoder SDL_RenderGetMetalCommandEncoder_renamed_SDL_GetRenderMetalCommandEncoder +#define SDL_RenderGetMetalLayer SDL_RenderGetMetalLayer_renamed_SDL_GetRenderMetalLayer +#define SDL_RenderGetScale SDL_RenderGetScale_renamed_SDL_GetRenderScale +#define SDL_RenderGetViewport SDL_RenderGetViewport_renamed_SDL_GetRenderViewport +#define SDL_RenderGetWindow SDL_RenderGetWindow_renamed_SDL_GetRenderWindow +#define SDL_RenderIsClipEnabled SDL_RenderIsClipEnabled_renamed_SDL_RenderClipEnabled +#define SDL_RenderLogicalToWindow SDL_RenderLogicalToWindow_renamed_SDL_RenderCoordinatesToWindow +#define SDL_RenderSetClipRect SDL_RenderSetClipRect_renamed_SDL_SetRenderClipRect +#define SDL_RenderSetLogicalSize SDL_RenderSetLogicalSize_renamed_SDL_SetRenderLogicalPresentation +#define SDL_RenderSetScale SDL_RenderSetScale_renamed_SDL_SetRenderScale +#define SDL_RenderSetVSync SDL_RenderSetVSync_renamed_SDL_SetRenderVSync +#define SDL_RenderSetViewport SDL_RenderSetViewport_renamed_SDL_SetRenderViewport +#define SDL_RenderWindowToLogical SDL_RenderWindowToLogical_renamed_SDL_RenderCoordinatesFromWindow +#define SDL_ScaleModeLinear SDL_ScaleModeLinear_renamed_SDL_SCALEMODE_LINEAR +#define SDL_ScaleModeNearest SDL_ScaleModeNearest_renamed_SDL_SCALEMODE_NEAREST + +/* ##SDL_rwops.h */ +#define RW_SEEK_CUR RW_SEEK_CUR_renamed_SDL_IO_SEEK_CUR +#define RW_SEEK_END RW_SEEK_END_renamed_SDL_IO_SEEK_END +#define RW_SEEK_SET RW_SEEK_SET_renamed_SDL_IO_SEEK_SET +#define SDL_RWFromConstMem SDL_RWFromConstMem_renamed_SDL_IOFromConstMem +#define SDL_RWFromFile SDL_RWFromFile_renamed_SDL_IOFromFile +#define SDL_RWFromMem SDL_RWFromMem_renamed_SDL_IOFromMem +#define SDL_RWclose SDL_RWclose_renamed_SDL_CloseIO +#define SDL_RWops SDL_RWops_renamed_SDL_IOStream +#define SDL_RWread SDL_RWread_renamed_SDL_ReadIO +#define SDL_RWseek SDL_RWseek_renamed_SDL_SeekIO +#define SDL_RWsize SDL_RWsize_renamed_SDL_GetIOSize +#define SDL_RWtell SDL_RWtell_renamed_SDL_TellIO +#define SDL_RWwrite SDL_RWwrite_renamed_SDL_WriteIO +#define SDL_ReadBE16 SDL_ReadBE16_renamed_SDL_ReadU16BE +#define SDL_ReadBE32 SDL_ReadBE32_renamed_SDL_ReadU32BE +#define SDL_ReadBE64 SDL_ReadBE64_renamed_SDL_ReadU64BE +#define SDL_ReadLE16 SDL_ReadLE16_renamed_SDL_ReadU16LE +#define SDL_ReadLE32 SDL_ReadLE32_renamed_SDL_ReadU32LE +#define SDL_ReadLE64 SDL_ReadLE64_renamed_SDL_ReadU64LE +#define SDL_WriteBE16 SDL_WriteBE16_renamed_SDL_WriteU16BE +#define SDL_WriteBE32 SDL_WriteBE32_renamed_SDL_WriteU32BE +#define SDL_WriteBE64 SDL_WriteBE64_renamed_SDL_WriteU64BE +#define SDL_WriteLE16 SDL_WriteLE16_renamed_SDL_WriteU16LE +#define SDL_WriteLE32 SDL_WriteLE32_renamed_SDL_WriteU32LE +#define SDL_WriteLE64 SDL_WriteLE64_renamed_SDL_WriteU64LE + +/* ##SDL_scancode.h */ +#define SDL_NUM_SCANCODES SDL_NUM_SCANCODES_renamed_SDL_SCANCODE_COUNT +#define SDL_SCANCODE_AUDIOFASTFORWARD SDL_SCANCODE_AUDIOFASTFORWARD_renamed_SDL_SCANCODE_MEDIA_FAST_FORWARD +#define SDL_SCANCODE_AUDIOMUTE SDL_SCANCODE_AUDIOMUTE_renamed_SDL_SCANCODE_MUTE +#define SDL_SCANCODE_AUDIONEXT SDL_SCANCODE_AUDIONEXT_renamed_SDL_SCANCODE_MEDIA_NEXT_TRACK +#define SDL_SCANCODE_AUDIOPLAY SDL_SCANCODE_AUDIOPLAY_renamed_SDL_SCANCODE_MEDIA_PLAY +#define SDL_SCANCODE_AUDIOPREV SDL_SCANCODE_AUDIOPREV_renamed_SDL_SCANCODE_MEDIA_PREVIOUS_TRACK +#define SDL_SCANCODE_AUDIOREWIND SDL_SCANCODE_AUDIOREWIND_renamed_SDL_SCANCODE_MEDIA_REWIND +#define SDL_SCANCODE_AUDIOSTOP SDL_SCANCODE_AUDIOSTOP_renamed_SDL_SCANCODE_MEDIA_STOP +#define SDL_SCANCODE_EJECT SDL_SCANCODE_EJECT_renamed_SDL_SCANCODE_MEDIA_EJECT +#define SDL_SCANCODE_MEDIASELECT SDL_SCANCODE_MEDIASELECT_renamed_SDL_SCANCODE_MEDIA_SELECT + +/* ##SDL_sensor.h */ +#define SDL_SensorClose SDL_SensorClose_renamed_SDL_CloseSensor +#define SDL_SensorFromInstanceID SDL_SensorFromInstanceID_renamed_SDL_GetSensorFromID +#define SDL_SensorGetData SDL_SensorGetData_renamed_SDL_GetSensorData +#define SDL_SensorGetInstanceID SDL_SensorGetInstanceID_renamed_SDL_GetSensorID +#define SDL_SensorGetName SDL_SensorGetName_renamed_SDL_GetSensorName +#define SDL_SensorGetNonPortableType SDL_SensorGetNonPortableType_renamed_SDL_GetSensorNonPortableType +#define SDL_SensorGetType SDL_SensorGetType_renamed_SDL_GetSensorType +#define SDL_SensorOpen SDL_SensorOpen_renamed_SDL_OpenSensor +#define SDL_SensorUpdate SDL_SensorUpdate_renamed_SDL_UpdateSensors + +/* ##SDL_stdinc.h */ +#define SDL_FALSE SDL_FALSE_renamed_false +#define SDL_TABLESIZE SDL_TABLESIZE_renamed_SDL_arraysize +#define SDL_TRUE SDL_TRUE_renamed_true +#define SDL_bool SDL_bool_renamed_bool +#define SDL_size_add_overflow SDL_size_add_overflow_renamed_SDL_size_add_check_overflow +#define SDL_size_mul_overflow SDL_size_mul_overflow_renamed_SDL_size_mul_check_overflow +#define SDL_strtokr SDL_strtokr_renamed_SDL_strtok_r + +/* ##SDL_surface.h */ +#define SDL_BlitScaled SDL_BlitScaled_renamed_SDL_BlitSurfaceScaled +#define SDL_ConvertSurfaceFormat SDL_ConvertSurfaceFormat_renamed_SDL_ConvertSurface +#define SDL_FillRect SDL_FillRect_renamed_SDL_FillSurfaceRect +#define SDL_FillRects SDL_FillRects_renamed_SDL_FillSurfaceRects +#define SDL_FreeSurface SDL_FreeSurface_renamed_SDL_DestroySurface +#define SDL_GetClipRect SDL_GetClipRect_renamed_SDL_GetSurfaceClipRect +#define SDL_GetColorKey SDL_GetColorKey_renamed_SDL_GetSurfaceColorKey +#define SDL_HasColorKey SDL_HasColorKey_renamed_SDL_SurfaceHasColorKey +#define SDL_HasSurfaceRLE SDL_HasSurfaceRLE_renamed_SDL_SurfaceHasRLE +#define SDL_LoadBMP_RW SDL_LoadBMP_RW_renamed_SDL_LoadBMP_IO +#define SDL_LowerBlit SDL_LowerBlit_renamed_SDL_BlitSurfaceUnchecked +#define SDL_LowerBlitScaled SDL_LowerBlitScaled_renamed_SDL_BlitSurfaceUncheckedScaled +#define SDL_PREALLOC SDL_PREALLOC_renamed_SDL_SURFACE_PREALLOCATED +#define SDL_SIMD_ALIGNED SDL_SIMD_ALIGNED_renamed_SDL_SURFACE_SIMD_ALIGNED +#define SDL_SaveBMP_RW SDL_SaveBMP_RW_renamed_SDL_SaveBMP_IO +#define SDL_SetClipRect SDL_SetClipRect_renamed_SDL_SetSurfaceClipRect +#define SDL_SetColorKey SDL_SetColorKey_renamed_SDL_SetSurfaceColorKey +#define SDL_UpperBlit SDL_UpperBlit_renamed_SDL_BlitSurface +#define SDL_UpperBlitScaled SDL_UpperBlitScaled_renamed_SDL_BlitSurfaceScaled + +/* ##SDL_system.h */ +#define SDL_AndroidBackButton SDL_AndroidBackButton_renamed_SDL_SendAndroidBackButton +#define SDL_AndroidGetActivity SDL_AndroidGetActivity_renamed_SDL_GetAndroidActivity +#define SDL_AndroidGetExternalStoragePath SDL_AndroidGetExternalStoragePath_renamed_SDL_GetAndroidExternalStoragePath +#define SDL_AndroidGetExternalStorageState SDL_AndroidGetExternalStorageState_renamed_SDL_GetAndroidExternalStorageState +#define SDL_AndroidGetInternalStoragePath SDL_AndroidGetInternalStoragePath_renamed_SDL_GetAndroidInternalStoragePath +#define SDL_AndroidGetJNIEnv SDL_AndroidGetJNIEnv_renamed_SDL_GetAndroidJNIEnv +#define SDL_AndroidRequestPermission SDL_AndroidRequestPermission_renamed_SDL_RequestAndroidPermission +#define SDL_AndroidRequestPermissionCallback SDL_AndroidRequestPermissionCallback_renamed_SDL_RequestAndroidPermissionCallback +#define SDL_AndroidSendMessage SDL_AndroidSendMessage_renamed_SDL_SendAndroidMessage +#define SDL_AndroidShowToast SDL_AndroidShowToast_renamed_SDL_ShowAndroidToast +#define SDL_DXGIGetOutputInfo SDL_DXGIGetOutputInfo_renamed_SDL_GetDXGIOutputInfo +#define SDL_Direct3D9GetAdapterIndex SDL_Direct3D9GetAdapterIndex_renamed_SDL_GetDirect3D9AdapterIndex +#define SDL_GDKGetDefaultUser SDL_GDKGetDefaultUser_renamed_SDL_GetGDKDefaultUser +#define SDL_GDKGetTaskQueue SDL_GDKGetTaskQueue_renamed_SDL_GetGDKTaskQueue +#define SDL_LinuxSetThreadPriority SDL_LinuxSetThreadPriority_renamed_SDL_SetLinuxThreadPriority +#define SDL_LinuxSetThreadPriorityAndPolicy SDL_LinuxSetThreadPriorityAndPolicy_renamed_SDL_SetLinuxThreadPriorityAndPolicy +#define SDL_OnApplicationDidBecomeActive SDL_OnApplicationDidBecomeActive_renamed_SDL_OnApplicationDidEnterForeground +#define SDL_OnApplicationWillResignActive SDL_OnApplicationWillResignActive_renamed_SDL_OnApplicationWillEnterBackground +#define SDL_iOSSetAnimationCallback SDL_iOSSetAnimationCallback_renamed_SDL_SetiOSAnimationCallback +#define SDL_iOSSetEventPump SDL_iOSSetEventPump_renamed_SDL_SetiOSEventPump +#define SDL_iPhoneSetAnimationCallback SDL_iPhoneSetAnimationCallback_renamed_SDL_iOSSetAnimationCallback +#define SDL_iPhoneSetEventPump SDL_iPhoneSetEventPump_renamed_SDL_iOSSetEventPump + +/* ##SDL_thread.h */ +#define SDL_SetThreadPriority SDL_SetThreadPriority_renamed_SDL_SetCurrentThreadPriority +#define SDL_TLSCleanup SDL_TLSCleanup_renamed_SDL_CleanupTLS +#define SDL_TLSGet SDL_TLSGet_renamed_SDL_GetTLS +#define SDL_TLSSet SDL_TLSSet_renamed_SDL_SetTLS +#define SDL_threadID SDL_threadID_renamed_SDL_ThreadID + +/* ##SDL_timer.h */ +#define SDL_GetTicks64 SDL_GetTicks64_renamed_SDL_GetTicks + +/* ##SDL_version.h */ +#define SDL_COMPILEDVERSION SDL_COMPILEDVERSION_renamed_SDL_VERSION +#define SDL_PATCHLEVEL SDL_PATCHLEVEL_renamed_SDL_MICRO_VERSION + +/* ##SDL_video.h */ +#define SDL_GL_DeleteContext SDL_GL_DeleteContext_renamed_SDL_GL_DestroyContext +#define SDL_GLattr SDL_GLattr_renamed_SDL_GLAttr +#define SDL_GLcontextFlag SDL_GLcontextFlag_renamed_SDL_GLContextFlag +#define SDL_GLcontextReleaseFlag SDL_GLcontextReleaseFlag_renamed_SDL_GLContextReleaseFlag +#define SDL_GLprofile SDL_GLprofile_renamed_SDL_GLProfile +#define SDL_GetClosestDisplayMode SDL_GetClosestDisplayMode_renamed_SDL_GetClosestFullscreenDisplayMode +#define SDL_GetDisplayOrientation SDL_GetDisplayOrientation_renamed_SDL_GetCurrentDisplayOrientation +#define SDL_GetPointDisplayIndex SDL_GetPointDisplayIndex_renamed_SDL_GetDisplayForPoint +#define SDL_GetRectDisplayIndex SDL_GetRectDisplayIndex_renamed_SDL_GetDisplayForRect +#define SDL_GetWindowDisplayIndex SDL_GetWindowDisplayIndex_renamed_SDL_GetDisplayForWindow +#define SDL_GetWindowDisplayMode SDL_GetWindowDisplayMode_renamed_SDL_GetWindowFullscreenMode +#define SDL_HasWindowSurface SDL_HasWindowSurface_renamed_SDL_WindowHasSurface +#define SDL_IsScreenSaverEnabled SDL_IsScreenSaverEnabled_renamed_SDL_ScreenSaverEnabled +#define SDL_SetWindowDisplayMode SDL_SetWindowDisplayMode_renamed_SDL_SetWindowFullscreenMode +#define SDL_WINDOW_ALLOW_HIGHDPI SDL_WINDOW_ALLOW_HIGHDPI_renamed_SDL_WINDOW_HIGH_PIXEL_DENSITY +#define SDL_WINDOW_INPUT_GRABBED SDL_WINDOW_INPUT_GRABBED_renamed_SDL_WINDOW_MOUSE_GRABBED +#define SDL_WINDOW_SKIP_TASKBAR SDL_WINDOW_SKIP_TASKBAR_renamed_SDL_WINDOW_UTILITY + +#endif /* SDL_ENABLE_OLD_NAMES */ + +#endif /* SDL_oldnames_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_opengl.h b/modules/imgui-sdl/src/include/SDL3/SDL_opengl.h new file mode 100644 index 0000000..d1b8b02 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_opengl.h @@ -0,0 +1,3101 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * This is a simple file to encapsulate the OpenGL API headers. + * + * Define NO_SDL_GLEXT if you have your own version of glext.h and want + * to disable the version included in SDL_opengl.h. + */ + +#ifndef SDL_opengl_h_ +#define SDL_opengl_h_ + +#include + +#ifndef SDL_PLATFORM_IOS /* No OpenGL on iOS. */ + +/* + * Mesa 3-D graphics library + * + * Copyright (C) 1999-2006 Brian Paul All Rights Reserved. + * Copyright (C) 2009 VMware, Inc. All Rights Reserved. + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included + * in all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS + * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + + +#ifndef __gl_h_ +#define __gl_h_ + +#ifdef USE_MGL_NAMESPACE +#include +#endif + + +/********************************************************************** + * Begin system-specific stuff. + */ + +#if defined(_WIN32) && !defined(__CYGWIN__) +# if (defined(_MSC_VER) || defined(__MINGW32__)) && defined(BUILD_GL32) /* tag specify we're building mesa as a DLL */ +# define GLAPI __declspec(dllexport) +# elif (defined(_MSC_VER) || defined(__MINGW32__)) && defined(_DLL) /* tag specifying we're building for DLL runtime support */ +# define GLAPI __declspec(dllimport) +# else /* for use with static link lib build of Win32 edition only */ +# define GLAPI extern +# endif /* _STATIC_MESA support */ +# if defined(__MINGW32__) && defined(GL_NO_STDCALL) || defined(UNDER_CE) /* The generated DLLs by MingW with STDCALL are not compatible with the ones done by Microsoft's compilers */ +# define GLAPIENTRY +# else +# define GLAPIENTRY __stdcall +# endif +#elif defined(__CYGWIN__) && defined(USE_OPENGL32) /* use native windows opengl32 */ +# define GLAPI extern +# define GLAPIENTRY __stdcall +#elif (defined(__GNUC__) && __GNUC__ >= 4) || (defined(__SUNPRO_C) && (__SUNPRO_C >= 0x590)) +# define GLAPI __attribute__((visibility("default"))) +# define GLAPIENTRY +#endif /* WIN32 && !CYGWIN */ + +/* + * WINDOWS: Include windows.h here to define APIENTRY. + * It is also useful when applications include this file by + * including only glut.h, since glut.h depends on windows.h. + * Applications needing to include windows.h with parms other + * than "WIN32_LEAN_AND_MEAN" may include windows.h before + * glut.h or gl.h. + */ +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#ifndef NOMINMAX /* don't define min() and max(). */ +#define NOMINMAX +#endif +#include +#endif + +#ifndef GLAPI +#define GLAPI extern +#endif + +#ifndef GLAPIENTRY +#define GLAPIENTRY +#endif + +#ifndef APIENTRY +#define APIENTRY GLAPIENTRY +#endif + +/* "P" suffix to be used for a pointer to a function */ +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif + +#ifndef GLAPIENTRYP +#define GLAPIENTRYP GLAPIENTRY * +#endif + +#if defined(PRAGMA_EXPORT_SUPPORTED) +#pragma export on +#endif + +/* + * End system-specific stuff. + **********************************************************************/ + + + +#ifdef __cplusplus +extern "C" { +#endif + + + +#define GL_VERSION_1_1 1 +#define GL_VERSION_1_2 1 +#define GL_VERSION_1_3 1 +#define GL_ARB_imaging 1 + + +/* + * Datatypes + */ +typedef unsigned int GLenum; +typedef unsigned char GLboolean; +typedef unsigned int GLbitfield; +typedef void GLvoid; +typedef signed char GLbyte; /* 1-byte signed */ +typedef short GLshort; /* 2-byte signed */ +typedef int GLint; /* 4-byte signed */ +typedef unsigned char GLubyte; /* 1-byte unsigned */ +typedef unsigned short GLushort; /* 2-byte unsigned */ +typedef unsigned int GLuint; /* 4-byte unsigned */ +typedef int GLsizei; /* 4-byte signed */ +typedef float GLfloat; /* single precision float */ +typedef float GLclampf; /* single precision float in [0,1] */ +typedef double GLdouble; /* double precision float */ +typedef double GLclampd; /* double precision float in [0,1] */ + + + +/* + * Constants + */ + +/* Boolean values */ +#define GL_FALSE 0 +#define GL_TRUE 1 + +/* Data types */ +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_2_BYTES 0x1407 +#define GL_3_BYTES 0x1408 +#define GL_4_BYTES 0x1409 +#define GL_DOUBLE 0x140A + +/* Primitives */ +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_QUADS 0x0007 +#define GL_QUAD_STRIP 0x0008 +#define GL_POLYGON 0x0009 + +/* Vertex Arrays */ +#define GL_VERTEX_ARRAY 0x8074 +#define GL_NORMAL_ARRAY 0x8075 +#define GL_COLOR_ARRAY 0x8076 +#define GL_INDEX_ARRAY 0x8077 +#define GL_TEXTURE_COORD_ARRAY 0x8078 +#define GL_EDGE_FLAG_ARRAY 0x8079 +#define GL_VERTEX_ARRAY_SIZE 0x807A +#define GL_VERTEX_ARRAY_TYPE 0x807B +#define GL_VERTEX_ARRAY_STRIDE 0x807C +#define GL_NORMAL_ARRAY_TYPE 0x807E +#define GL_NORMAL_ARRAY_STRIDE 0x807F +#define GL_COLOR_ARRAY_SIZE 0x8081 +#define GL_COLOR_ARRAY_TYPE 0x8082 +#define GL_COLOR_ARRAY_STRIDE 0x8083 +#define GL_INDEX_ARRAY_TYPE 0x8085 +#define GL_INDEX_ARRAY_STRIDE 0x8086 +#define GL_TEXTURE_COORD_ARRAY_SIZE 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE 0x808A +#define GL_EDGE_FLAG_ARRAY_STRIDE 0x808C +#define GL_VERTEX_ARRAY_POINTER 0x808E +#define GL_NORMAL_ARRAY_POINTER 0x808F +#define GL_COLOR_ARRAY_POINTER 0x8090 +#define GL_INDEX_ARRAY_POINTER 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER 0x8093 +#define GL_V2F 0x2A20 +#define GL_V3F 0x2A21 +#define GL_C4UB_V2F 0x2A22 +#define GL_C4UB_V3F 0x2A23 +#define GL_C3F_V3F 0x2A24 +#define GL_N3F_V3F 0x2A25 +#define GL_C4F_N3F_V3F 0x2A26 +#define GL_T2F_V3F 0x2A27 +#define GL_T4F_V4F 0x2A28 +#define GL_T2F_C4UB_V3F 0x2A29 +#define GL_T2F_C3F_V3F 0x2A2A +#define GL_T2F_N3F_V3F 0x2A2B +#define GL_T2F_C4F_N3F_V3F 0x2A2C +#define GL_T4F_C4F_N3F_V4F 0x2A2D + +/* Matrix Mode */ +#define GL_MATRIX_MODE 0x0BA0 +#define GL_MODELVIEW 0x1700 +#define GL_PROJECTION 0x1701 +#define GL_TEXTURE 0x1702 + +/* Points */ +#define GL_POINT_SMOOTH 0x0B10 +#define GL_POINT_SIZE 0x0B11 +#define GL_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_POINT_SIZE_RANGE 0x0B12 + +/* Lines */ +#define GL_LINE_SMOOTH 0x0B20 +#define GL_LINE_STIPPLE 0x0B24 +#define GL_LINE_STIPPLE_PATTERN 0x0B25 +#define GL_LINE_STIPPLE_REPEAT 0x0B26 +#define GL_LINE_WIDTH 0x0B21 +#define GL_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_LINE_WIDTH_RANGE 0x0B22 + +/* Polygons */ +#define GL_POINT 0x1B00 +#define GL_LINE 0x1B01 +#define GL_FILL 0x1B02 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_POLYGON_MODE 0x0B40 +#define GL_POLYGON_SMOOTH 0x0B41 +#define GL_POLYGON_STIPPLE 0x0B42 +#define GL_EDGE_FLAG 0x0B43 +#define GL_CULL_FACE 0x0B44 +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_POINT 0x2A01 +#define GL_POLYGON_OFFSET_LINE 0x2A02 +#define GL_POLYGON_OFFSET_FILL 0x8037 + +/* Display Lists */ +#define GL_COMPILE 0x1300 +#define GL_COMPILE_AND_EXECUTE 0x1301 +#define GL_LIST_BASE 0x0B32 +#define GL_LIST_INDEX 0x0B33 +#define GL_LIST_MODE 0x0B30 + +/* Depth buffer */ +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_DEPTH_TEST 0x0B71 +#define GL_DEPTH_BITS 0x0D56 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_COMPONENT 0x1902 + +/* Lighting */ +#define GL_LIGHTING 0x0B50 +#define GL_LIGHT0 0x4000 +#define GL_LIGHT1 0x4001 +#define GL_LIGHT2 0x4002 +#define GL_LIGHT3 0x4003 +#define GL_LIGHT4 0x4004 +#define GL_LIGHT5 0x4005 +#define GL_LIGHT6 0x4006 +#define GL_LIGHT7 0x4007 +#define GL_SPOT_EXPONENT 0x1205 +#define GL_SPOT_CUTOFF 0x1206 +#define GL_CONSTANT_ATTENUATION 0x1207 +#define GL_LINEAR_ATTENUATION 0x1208 +#define GL_QUADRATIC_ATTENUATION 0x1209 +#define GL_AMBIENT 0x1200 +#define GL_DIFFUSE 0x1201 +#define GL_SPECULAR 0x1202 +#define GL_SHININESS 0x1601 +#define GL_EMISSION 0x1600 +#define GL_POSITION 0x1203 +#define GL_SPOT_DIRECTION 0x1204 +#define GL_AMBIENT_AND_DIFFUSE 0x1602 +#define GL_COLOR_INDEXES 0x1603 +#define GL_LIGHT_MODEL_TWO_SIDE 0x0B52 +#define GL_LIGHT_MODEL_LOCAL_VIEWER 0x0B51 +#define GL_LIGHT_MODEL_AMBIENT 0x0B53 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_SHADE_MODEL 0x0B54 +#define GL_FLAT 0x1D00 +#define GL_SMOOTH 0x1D01 +#define GL_COLOR_MATERIAL 0x0B57 +#define GL_COLOR_MATERIAL_FACE 0x0B55 +#define GL_COLOR_MATERIAL_PARAMETER 0x0B56 +#define GL_NORMALIZE 0x0BA1 + +/* User clipping planes */ +#define GL_CLIP_PLANE0 0x3000 +#define GL_CLIP_PLANE1 0x3001 +#define GL_CLIP_PLANE2 0x3002 +#define GL_CLIP_PLANE3 0x3003 +#define GL_CLIP_PLANE4 0x3004 +#define GL_CLIP_PLANE5 0x3005 + +/* Accumulation buffer */ +#define GL_ACCUM_RED_BITS 0x0D58 +#define GL_ACCUM_GREEN_BITS 0x0D59 +#define GL_ACCUM_BLUE_BITS 0x0D5A +#define GL_ACCUM_ALPHA_BITS 0x0D5B +#define GL_ACCUM_CLEAR_VALUE 0x0B80 +#define GL_ACCUM 0x0100 +#define GL_ADD 0x0104 +#define GL_LOAD 0x0101 +#define GL_MULT 0x0103 +#define GL_RETURN 0x0102 + +/* Alpha testing */ +#define GL_ALPHA_TEST 0x0BC0 +#define GL_ALPHA_TEST_REF 0x0BC2 +#define GL_ALPHA_TEST_FUNC 0x0BC1 + +/* Blending */ +#define GL_BLEND 0x0BE2 +#define GL_BLEND_SRC 0x0BE1 +#define GL_BLEND_DST 0x0BE0 +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 + +/* Render Mode */ +#define GL_FEEDBACK 0x1C01 +#define GL_RENDER 0x1C00 +#define GL_SELECT 0x1C02 + +/* Feedback */ +#define GL_2D 0x0600 +#define GL_3D 0x0601 +#define GL_3D_COLOR 0x0602 +#define GL_3D_COLOR_TEXTURE 0x0603 +#define GL_4D_COLOR_TEXTURE 0x0604 +#define GL_POINT_TOKEN 0x0701 +#define GL_LINE_TOKEN 0x0702 +#define GL_LINE_RESET_TOKEN 0x0707 +#define GL_POLYGON_TOKEN 0x0703 +#define GL_BITMAP_TOKEN 0x0704 +#define GL_DRAW_PIXEL_TOKEN 0x0705 +#define GL_COPY_PIXEL_TOKEN 0x0706 +#define GL_PASS_THROUGH_TOKEN 0x0700 +#define GL_FEEDBACK_BUFFER_POINTER 0x0DF0 +#define GL_FEEDBACK_BUFFER_SIZE 0x0DF1 +#define GL_FEEDBACK_BUFFER_TYPE 0x0DF2 + +/* Selection */ +#define GL_SELECTION_BUFFER_POINTER 0x0DF3 +#define GL_SELECTION_BUFFER_SIZE 0x0DF4 + +/* Fog */ +#define GL_FOG 0x0B60 +#define GL_FOG_MODE 0x0B65 +#define GL_FOG_DENSITY 0x0B62 +#define GL_FOG_COLOR 0x0B66 +#define GL_FOG_INDEX 0x0B61 +#define GL_FOG_START 0x0B63 +#define GL_FOG_END 0x0B64 +#define GL_LINEAR 0x2601 +#define GL_EXP 0x0800 +#define GL_EXP2 0x0801 + +/* Logic Ops */ +#define GL_LOGIC_OP 0x0BF1 +#define GL_INDEX_LOGIC_OP 0x0BF1 +#define GL_COLOR_LOGIC_OP 0x0BF2 +#define GL_LOGIC_OP_MODE 0x0BF0 +#define GL_CLEAR 0x1500 +#define GL_SET 0x150F +#define GL_COPY 0x1503 +#define GL_COPY_INVERTED 0x150C +#define GL_NOOP 0x1505 +#define GL_INVERT 0x150A +#define GL_AND 0x1501 +#define GL_NAND 0x150E +#define GL_OR 0x1507 +#define GL_NOR 0x1508 +#define GL_XOR 0x1506 +#define GL_EQUIV 0x1509 +#define GL_AND_REVERSE 0x1502 +#define GL_AND_INVERTED 0x1504 +#define GL_OR_REVERSE 0x150B +#define GL_OR_INVERTED 0x150D + +/* Stencil */ +#define GL_STENCIL_BITS 0x0D57 +#define GL_STENCIL_TEST 0x0B90 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_STENCIL_INDEX 0x1901 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 + +/* Buffers, Pixel Drawing/Reading */ +#define GL_NONE 0 +#define GL_LEFT 0x0406 +#define GL_RIGHT 0x0407 +/*GL_FRONT 0x0404 */ +/*GL_BACK 0x0405 */ +/*GL_FRONT_AND_BACK 0x0408 */ +#define GL_FRONT_LEFT 0x0400 +#define GL_FRONT_RIGHT 0x0401 +#define GL_BACK_LEFT 0x0402 +#define GL_BACK_RIGHT 0x0403 +#define GL_AUX0 0x0409 +#define GL_AUX1 0x040A +#define GL_AUX2 0x040B +#define GL_AUX3 0x040C +#define GL_COLOR_INDEX 0x1900 +#define GL_RED 0x1903 +#define GL_GREEN 0x1904 +#define GL_BLUE 0x1905 +#define GL_ALPHA 0x1906 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_ALPHA_BITS 0x0D55 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_INDEX_BITS 0x0D51 +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_AUX_BUFFERS 0x0C00 +#define GL_READ_BUFFER 0x0C02 +#define GL_DRAW_BUFFER 0x0C01 +#define GL_DOUBLEBUFFER 0x0C32 +#define GL_STEREO 0x0C33 +#define GL_BITMAP 0x1A00 +#define GL_COLOR 0x1800 +#define GL_DEPTH 0x1801 +#define GL_STENCIL 0x1802 +#define GL_DITHER 0x0BD0 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 + +/* Implementation limits */ +#define GL_MAX_LIST_NESTING 0x0B31 +#define GL_MAX_EVAL_ORDER 0x0D30 +#define GL_MAX_LIGHTS 0x0D31 +#define GL_MAX_CLIP_PLANES 0x0D32 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_PIXEL_MAP_TABLE 0x0D34 +#define GL_MAX_ATTRIB_STACK_DEPTH 0x0D35 +#define GL_MAX_MODELVIEW_STACK_DEPTH 0x0D36 +#define GL_MAX_NAME_STACK_DEPTH 0x0D37 +#define GL_MAX_PROJECTION_STACK_DEPTH 0x0D38 +#define GL_MAX_TEXTURE_STACK_DEPTH 0x0D39 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_MAX_CLIENT_ATTRIB_STACK_DEPTH 0x0D3B + +/* Gets */ +#define GL_ATTRIB_STACK_DEPTH 0x0BB0 +#define GL_CLIENT_ATTRIB_STACK_DEPTH 0x0BB1 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_CURRENT_INDEX 0x0B01 +#define GL_CURRENT_COLOR 0x0B00 +#define GL_CURRENT_NORMAL 0x0B02 +#define GL_CURRENT_RASTER_COLOR 0x0B04 +#define GL_CURRENT_RASTER_DISTANCE 0x0B09 +#define GL_CURRENT_RASTER_INDEX 0x0B05 +#define GL_CURRENT_RASTER_POSITION 0x0B07 +#define GL_CURRENT_RASTER_TEXTURE_COORDS 0x0B06 +#define GL_CURRENT_RASTER_POSITION_VALID 0x0B08 +#define GL_CURRENT_TEXTURE_COORDS 0x0B03 +#define GL_INDEX_CLEAR_VALUE 0x0C20 +#define GL_INDEX_MODE 0x0C30 +#define GL_INDEX_WRITEMASK 0x0C21 +#define GL_MODELVIEW_MATRIX 0x0BA6 +#define GL_MODELVIEW_STACK_DEPTH 0x0BA3 +#define GL_NAME_STACK_DEPTH 0x0D70 +#define GL_PROJECTION_MATRIX 0x0BA7 +#define GL_PROJECTION_STACK_DEPTH 0x0BA4 +#define GL_RENDER_MODE 0x0C40 +#define GL_RGBA_MODE 0x0C31 +#define GL_TEXTURE_MATRIX 0x0BA8 +#define GL_TEXTURE_STACK_DEPTH 0x0BA5 +#define GL_VIEWPORT 0x0BA2 + +/* Evaluators */ +#define GL_AUTO_NORMAL 0x0D80 +#define GL_MAP1_COLOR_4 0x0D90 +#define GL_MAP1_INDEX 0x0D91 +#define GL_MAP1_NORMAL 0x0D92 +#define GL_MAP1_TEXTURE_COORD_1 0x0D93 +#define GL_MAP1_TEXTURE_COORD_2 0x0D94 +#define GL_MAP1_TEXTURE_COORD_3 0x0D95 +#define GL_MAP1_TEXTURE_COORD_4 0x0D96 +#define GL_MAP1_VERTEX_3 0x0D97 +#define GL_MAP1_VERTEX_4 0x0D98 +#define GL_MAP2_COLOR_4 0x0DB0 +#define GL_MAP2_INDEX 0x0DB1 +#define GL_MAP2_NORMAL 0x0DB2 +#define GL_MAP2_TEXTURE_COORD_1 0x0DB3 +#define GL_MAP2_TEXTURE_COORD_2 0x0DB4 +#define GL_MAP2_TEXTURE_COORD_3 0x0DB5 +#define GL_MAP2_TEXTURE_COORD_4 0x0DB6 +#define GL_MAP2_VERTEX_3 0x0DB7 +#define GL_MAP2_VERTEX_4 0x0DB8 +#define GL_MAP1_GRID_DOMAIN 0x0DD0 +#define GL_MAP1_GRID_SEGMENTS 0x0DD1 +#define GL_MAP2_GRID_DOMAIN 0x0DD2 +#define GL_MAP2_GRID_SEGMENTS 0x0DD3 +#define GL_COEFF 0x0A00 +#define GL_ORDER 0x0A01 +#define GL_DOMAIN 0x0A02 + +/* Hints */ +#define GL_PERSPECTIVE_CORRECTION_HINT 0x0C50 +#define GL_POINT_SMOOTH_HINT 0x0C51 +#define GL_LINE_SMOOTH_HINT 0x0C52 +#define GL_POLYGON_SMOOTH_HINT 0x0C53 +#define GL_FOG_HINT 0x0C54 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 + +/* Scissor box */ +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 + +/* Pixel Mode / Transfer */ +#define GL_MAP_COLOR 0x0D10 +#define GL_MAP_STENCIL 0x0D11 +#define GL_INDEX_SHIFT 0x0D12 +#define GL_INDEX_OFFSET 0x0D13 +#define GL_RED_SCALE 0x0D14 +#define GL_RED_BIAS 0x0D15 +#define GL_GREEN_SCALE 0x0D18 +#define GL_GREEN_BIAS 0x0D19 +#define GL_BLUE_SCALE 0x0D1A +#define GL_BLUE_BIAS 0x0D1B +#define GL_ALPHA_SCALE 0x0D1C +#define GL_ALPHA_BIAS 0x0D1D +#define GL_DEPTH_SCALE 0x0D1E +#define GL_DEPTH_BIAS 0x0D1F +#define GL_PIXEL_MAP_S_TO_S_SIZE 0x0CB1 +#define GL_PIXEL_MAP_I_TO_I_SIZE 0x0CB0 +#define GL_PIXEL_MAP_I_TO_R_SIZE 0x0CB2 +#define GL_PIXEL_MAP_I_TO_G_SIZE 0x0CB3 +#define GL_PIXEL_MAP_I_TO_B_SIZE 0x0CB4 +#define GL_PIXEL_MAP_I_TO_A_SIZE 0x0CB5 +#define GL_PIXEL_MAP_R_TO_R_SIZE 0x0CB6 +#define GL_PIXEL_MAP_G_TO_G_SIZE 0x0CB7 +#define GL_PIXEL_MAP_B_TO_B_SIZE 0x0CB8 +#define GL_PIXEL_MAP_A_TO_A_SIZE 0x0CB9 +#define GL_PIXEL_MAP_S_TO_S 0x0C71 +#define GL_PIXEL_MAP_I_TO_I 0x0C70 +#define GL_PIXEL_MAP_I_TO_R 0x0C72 +#define GL_PIXEL_MAP_I_TO_G 0x0C73 +#define GL_PIXEL_MAP_I_TO_B 0x0C74 +#define GL_PIXEL_MAP_I_TO_A 0x0C75 +#define GL_PIXEL_MAP_R_TO_R 0x0C76 +#define GL_PIXEL_MAP_G_TO_G 0x0C77 +#define GL_PIXEL_MAP_B_TO_B 0x0C78 +#define GL_PIXEL_MAP_A_TO_A 0x0C79 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_PACK_LSB_FIRST 0x0D01 +#define GL_PACK_ROW_LENGTH 0x0D02 +#define GL_PACK_SKIP_PIXELS 0x0D04 +#define GL_PACK_SKIP_ROWS 0x0D03 +#define GL_PACK_SWAP_BYTES 0x0D00 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_UNPACK_LSB_FIRST 0x0CF1 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_SKIP_PIXELS 0x0CF4 +#define GL_UNPACK_SKIP_ROWS 0x0CF3 +#define GL_UNPACK_SWAP_BYTES 0x0CF0 +#define GL_ZOOM_X 0x0D16 +#define GL_ZOOM_Y 0x0D17 + +/* Texture mapping */ +#define GL_TEXTURE_ENV 0x2300 +#define GL_TEXTURE_ENV_MODE 0x2200 +#define GL_TEXTURE_1D 0x0DE0 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_ENV_COLOR 0x2201 +#define GL_TEXTURE_GEN_S 0x0C60 +#define GL_TEXTURE_GEN_T 0x0C61 +#define GL_TEXTURE_GEN_R 0x0C62 +#define GL_TEXTURE_GEN_Q 0x0C63 +#define GL_TEXTURE_GEN_MODE 0x2500 +#define GL_TEXTURE_BORDER_COLOR 0x1004 +#define GL_TEXTURE_WIDTH 0x1000 +#define GL_TEXTURE_HEIGHT 0x1001 +#define GL_TEXTURE_BORDER 0x1005 +#define GL_TEXTURE_COMPONENTS 0x1003 +#define GL_TEXTURE_RED_SIZE 0x805C +#define GL_TEXTURE_GREEN_SIZE 0x805D +#define GL_TEXTURE_BLUE_SIZE 0x805E +#define GL_TEXTURE_ALPHA_SIZE 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE 0x8061 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_OBJECT_LINEAR 0x2401 +#define GL_OBJECT_PLANE 0x2501 +#define GL_EYE_LINEAR 0x2400 +#define GL_EYE_PLANE 0x2502 +#define GL_SPHERE_MAP 0x2402 +#define GL_DECAL 0x2101 +#define GL_MODULATE 0x2100 +#define GL_NEAREST 0x2600 +#define GL_REPEAT 0x2901 +#define GL_CLAMP 0x2900 +#define GL_S 0x2000 +#define GL_T 0x2001 +#define GL_R 0x2002 +#define GL_Q 0x2003 + +/* Utility */ +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 + +/* Errors */ +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_STACK_OVERFLOW 0x0503 +#define GL_STACK_UNDERFLOW 0x0504 +#define GL_OUT_OF_MEMORY 0x0505 + +/* glPush/PopAttrib bits */ +#define GL_CURRENT_BIT 0x00000001 +#define GL_POINT_BIT 0x00000002 +#define GL_LINE_BIT 0x00000004 +#define GL_POLYGON_BIT 0x00000008 +#define GL_POLYGON_STIPPLE_BIT 0x00000010 +#define GL_PIXEL_MODE_BIT 0x00000020 +#define GL_LIGHTING_BIT 0x00000040 +#define GL_FOG_BIT 0x00000080 +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_ACCUM_BUFFER_BIT 0x00000200 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_VIEWPORT_BIT 0x00000800 +#define GL_TRANSFORM_BIT 0x00001000 +#define GL_ENABLE_BIT 0x00002000 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_HINT_BIT 0x00008000 +#define GL_EVAL_BIT 0x00010000 +#define GL_LIST_BIT 0x00020000 +#define GL_TEXTURE_BIT 0x00040000 +#define GL_SCISSOR_BIT 0x00080000 +#define GL_ALL_ATTRIB_BITS 0x000FFFFF + + +/* OpenGL 1.1 */ +#define GL_PROXY_TEXTURE_1D 0x8063 +#define GL_PROXY_TEXTURE_2D 0x8064 +#define GL_TEXTURE_PRIORITY 0x8066 +#define GL_TEXTURE_RESIDENT 0x8067 +#define GL_TEXTURE_BINDING_1D 0x8068 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_TEXTURE_INTERNAL_FORMAT 0x1003 +#define GL_ALPHA4 0x803B +#define GL_ALPHA8 0x803C +#define GL_ALPHA12 0x803D +#define GL_ALPHA16 0x803E +#define GL_LUMINANCE4 0x803F +#define GL_LUMINANCE8 0x8040 +#define GL_LUMINANCE12 0x8041 +#define GL_LUMINANCE16 0x8042 +#define GL_LUMINANCE4_ALPHA4 0x8043 +#define GL_LUMINANCE6_ALPHA2 0x8044 +#define GL_LUMINANCE8_ALPHA8 0x8045 +#define GL_LUMINANCE12_ALPHA4 0x8046 +#define GL_LUMINANCE12_ALPHA12 0x8047 +#define GL_LUMINANCE16_ALPHA16 0x8048 +#define GL_INTENSITY 0x8049 +#define GL_INTENSITY4 0x804A +#define GL_INTENSITY8 0x804B +#define GL_INTENSITY12 0x804C +#define GL_INTENSITY16 0x804D +#define GL_R3_G3_B2 0x2A10 +#define GL_RGB4 0x804F +#define GL_RGB5 0x8050 +#define GL_RGB8 0x8051 +#define GL_RGB10 0x8052 +#define GL_RGB12 0x8053 +#define GL_RGB16 0x8054 +#define GL_RGBA2 0x8055 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGBA8 0x8058 +#define GL_RGB10_A2 0x8059 +#define GL_RGBA12 0x805A +#define GL_RGBA16 0x805B +#define GL_CLIENT_PIXEL_STORE_BIT 0x00000001 +#define GL_CLIENT_VERTEX_ARRAY_BIT 0x00000002 +#define GL_ALL_CLIENT_ATTRIB_BITS 0xFFFFFFFF +#define GL_CLIENT_ALL_ATTRIB_BITS 0xFFFFFFFF + + + +/* + * Miscellaneous + */ + +#ifndef SDL_OPENGL_1_NO_PROTOTYPES +GLAPI void GLAPIENTRY glClearIndex( GLfloat c ); + +GLAPI void GLAPIENTRY glClearColor( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); + +GLAPI void GLAPIENTRY glClear( GLbitfield mask ); + +GLAPI void GLAPIENTRY glIndexMask( GLuint mask ); + +GLAPI void GLAPIENTRY glColorMask( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); + +GLAPI void GLAPIENTRY glAlphaFunc( GLenum func, GLclampf ref ); + +GLAPI void GLAPIENTRY glBlendFunc( GLenum sfactor, GLenum dfactor ); + +GLAPI void GLAPIENTRY glLogicOp( GLenum opcode ); + +GLAPI void GLAPIENTRY glCullFace( GLenum mode ); + +GLAPI void GLAPIENTRY glFrontFace( GLenum mode ); + +GLAPI void GLAPIENTRY glPointSize( GLfloat size ); + +GLAPI void GLAPIENTRY glLineWidth( GLfloat width ); + +GLAPI void GLAPIENTRY glLineStipple( GLint factor, GLushort pattern ); + +GLAPI void GLAPIENTRY glPolygonMode( GLenum face, GLenum mode ); + +GLAPI void GLAPIENTRY glPolygonOffset( GLfloat factor, GLfloat units ); + +GLAPI void GLAPIENTRY glPolygonStipple( const GLubyte *mask ); + +GLAPI void GLAPIENTRY glGetPolygonStipple( GLubyte *mask ); + +GLAPI void GLAPIENTRY glEdgeFlag( GLboolean flag ); + +GLAPI void GLAPIENTRY glEdgeFlagv( const GLboolean *flag ); + +GLAPI void GLAPIENTRY glScissor( GLint x, GLint y, GLsizei width, GLsizei height); + +GLAPI void GLAPIENTRY glClipPlane( GLenum plane, const GLdouble *equation ); + +GLAPI void GLAPIENTRY glGetClipPlane( GLenum plane, GLdouble *equation ); + +GLAPI void GLAPIENTRY glDrawBuffer( GLenum mode ); + +GLAPI void GLAPIENTRY glReadBuffer( GLenum mode ); + +GLAPI void GLAPIENTRY glEnable( GLenum cap ); + +GLAPI void GLAPIENTRY glDisable( GLenum cap ); + +GLAPI GLboolean GLAPIENTRY glIsEnabled( GLenum cap ); + + +GLAPI void GLAPIENTRY glEnableClientState( GLenum cap ); /* 1.1 */ + +GLAPI void GLAPIENTRY glDisableClientState( GLenum cap ); /* 1.1 */ + + +GLAPI void GLAPIENTRY glGetBooleanv( GLenum pname, GLboolean *params ); + +GLAPI void GLAPIENTRY glGetDoublev( GLenum pname, GLdouble *params ); + +GLAPI void GLAPIENTRY glGetFloatv( GLenum pname, GLfloat *params ); + +GLAPI void GLAPIENTRY glGetIntegerv( GLenum pname, GLint *params ); + + +GLAPI void GLAPIENTRY glPushAttrib( GLbitfield mask ); + +GLAPI void GLAPIENTRY glPopAttrib( void ); + + +GLAPI void GLAPIENTRY glPushClientAttrib( GLbitfield mask ); /* 1.1 */ + +GLAPI void GLAPIENTRY glPopClientAttrib( void ); /* 1.1 */ + + +GLAPI GLint GLAPIENTRY glRenderMode( GLenum mode ); + +GLAPI GLenum GLAPIENTRY glGetError( void ); + +GLAPI const GLubyte * GLAPIENTRY glGetString( GLenum name ); + +GLAPI void GLAPIENTRY glFinish( void ); + +GLAPI void GLAPIENTRY glFlush( void ); + +GLAPI void GLAPIENTRY glHint( GLenum target, GLenum mode ); + + +/* + * Depth Buffer + */ + +GLAPI void GLAPIENTRY glClearDepth( GLclampd depth ); + +GLAPI void GLAPIENTRY glDepthFunc( GLenum func ); + +GLAPI void GLAPIENTRY glDepthMask( GLboolean flag ); + +GLAPI void GLAPIENTRY glDepthRange( GLclampd near_val, GLclampd far_val ); + + +/* + * Accumulation Buffer + */ + +GLAPI void GLAPIENTRY glClearAccum( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); + +GLAPI void GLAPIENTRY glAccum( GLenum op, GLfloat value ); + + +/* + * Transformation + */ + +GLAPI void GLAPIENTRY glMatrixMode( GLenum mode ); + +GLAPI void GLAPIENTRY glOrtho( GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble near_val, GLdouble far_val ); + +GLAPI void GLAPIENTRY glFrustum( GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble near_val, GLdouble far_val ); + +GLAPI void GLAPIENTRY glViewport( GLint x, GLint y, + GLsizei width, GLsizei height ); + +GLAPI void GLAPIENTRY glPushMatrix( void ); + +GLAPI void GLAPIENTRY glPopMatrix( void ); + +GLAPI void GLAPIENTRY glLoadIdentity( void ); + +GLAPI void GLAPIENTRY glLoadMatrixd( const GLdouble *m ); +GLAPI void GLAPIENTRY glLoadMatrixf( const GLfloat *m ); + +GLAPI void GLAPIENTRY glMultMatrixd( const GLdouble *m ); +GLAPI void GLAPIENTRY glMultMatrixf( const GLfloat *m ); + +GLAPI void GLAPIENTRY glRotated( GLdouble angle, + GLdouble x, GLdouble y, GLdouble z ); +GLAPI void GLAPIENTRY glRotatef( GLfloat angle, + GLfloat x, GLfloat y, GLfloat z ); + +GLAPI void GLAPIENTRY glScaled( GLdouble x, GLdouble y, GLdouble z ); +GLAPI void GLAPIENTRY glScalef( GLfloat x, GLfloat y, GLfloat z ); + +GLAPI void GLAPIENTRY glTranslated( GLdouble x, GLdouble y, GLdouble z ); +GLAPI void GLAPIENTRY glTranslatef( GLfloat x, GLfloat y, GLfloat z ); + + +/* + * Display Lists + */ + +GLAPI GLboolean GLAPIENTRY glIsList( GLuint list ); + +GLAPI void GLAPIENTRY glDeleteLists( GLuint list, GLsizei range ); + +GLAPI GLuint GLAPIENTRY glGenLists( GLsizei range ); + +GLAPI void GLAPIENTRY glNewList( GLuint list, GLenum mode ); + +GLAPI void GLAPIENTRY glEndList( void ); + +GLAPI void GLAPIENTRY glCallList( GLuint list ); + +GLAPI void GLAPIENTRY glCallLists( GLsizei n, GLenum type, + const GLvoid *lists ); + +GLAPI void GLAPIENTRY glListBase( GLuint base ); + + +/* + * Drawing Functions + */ + +GLAPI void GLAPIENTRY glBegin( GLenum mode ); + +GLAPI void GLAPIENTRY glEnd( void ); + + +GLAPI void GLAPIENTRY glVertex2d( GLdouble x, GLdouble y ); +GLAPI void GLAPIENTRY glVertex2f( GLfloat x, GLfloat y ); +GLAPI void GLAPIENTRY glVertex2i( GLint x, GLint y ); +GLAPI void GLAPIENTRY glVertex2s( GLshort x, GLshort y ); + +GLAPI void GLAPIENTRY glVertex3d( GLdouble x, GLdouble y, GLdouble z ); +GLAPI void GLAPIENTRY glVertex3f( GLfloat x, GLfloat y, GLfloat z ); +GLAPI void GLAPIENTRY glVertex3i( GLint x, GLint y, GLint z ); +GLAPI void GLAPIENTRY glVertex3s( GLshort x, GLshort y, GLshort z ); + +GLAPI void GLAPIENTRY glVertex4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); +GLAPI void GLAPIENTRY glVertex4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); +GLAPI void GLAPIENTRY glVertex4i( GLint x, GLint y, GLint z, GLint w ); +GLAPI void GLAPIENTRY glVertex4s( GLshort x, GLshort y, GLshort z, GLshort w ); + +GLAPI void GLAPIENTRY glVertex2dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glVertex2fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glVertex2iv( const GLint *v ); +GLAPI void GLAPIENTRY glVertex2sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glVertex3dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glVertex3fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glVertex3iv( const GLint *v ); +GLAPI void GLAPIENTRY glVertex3sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glVertex4dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glVertex4fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glVertex4iv( const GLint *v ); +GLAPI void GLAPIENTRY glVertex4sv( const GLshort *v ); + + +GLAPI void GLAPIENTRY glNormal3b( GLbyte nx, GLbyte ny, GLbyte nz ); +GLAPI void GLAPIENTRY glNormal3d( GLdouble nx, GLdouble ny, GLdouble nz ); +GLAPI void GLAPIENTRY glNormal3f( GLfloat nx, GLfloat ny, GLfloat nz ); +GLAPI void GLAPIENTRY glNormal3i( GLint nx, GLint ny, GLint nz ); +GLAPI void GLAPIENTRY glNormal3s( GLshort nx, GLshort ny, GLshort nz ); + +GLAPI void GLAPIENTRY glNormal3bv( const GLbyte *v ); +GLAPI void GLAPIENTRY glNormal3dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glNormal3fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glNormal3iv( const GLint *v ); +GLAPI void GLAPIENTRY glNormal3sv( const GLshort *v ); + + +GLAPI void GLAPIENTRY glIndexd( GLdouble c ); +GLAPI void GLAPIENTRY glIndexf( GLfloat c ); +GLAPI void GLAPIENTRY glIndexi( GLint c ); +GLAPI void GLAPIENTRY glIndexs( GLshort c ); +GLAPI void GLAPIENTRY glIndexub( GLubyte c ); /* 1.1 */ + +GLAPI void GLAPIENTRY glIndexdv( const GLdouble *c ); +GLAPI void GLAPIENTRY glIndexfv( const GLfloat *c ); +GLAPI void GLAPIENTRY glIndexiv( const GLint *c ); +GLAPI void GLAPIENTRY glIndexsv( const GLshort *c ); +GLAPI void GLAPIENTRY glIndexubv( const GLubyte *c ); /* 1.1 */ + +GLAPI void GLAPIENTRY glColor3b( GLbyte red, GLbyte green, GLbyte blue ); +GLAPI void GLAPIENTRY glColor3d( GLdouble red, GLdouble green, GLdouble blue ); +GLAPI void GLAPIENTRY glColor3f( GLfloat red, GLfloat green, GLfloat blue ); +GLAPI void GLAPIENTRY glColor3i( GLint red, GLint green, GLint blue ); +GLAPI void GLAPIENTRY glColor3s( GLshort red, GLshort green, GLshort blue ); +GLAPI void GLAPIENTRY glColor3ub( GLubyte red, GLubyte green, GLubyte blue ); +GLAPI void GLAPIENTRY glColor3ui( GLuint red, GLuint green, GLuint blue ); +GLAPI void GLAPIENTRY glColor3us( GLushort red, GLushort green, GLushort blue ); + +GLAPI void GLAPIENTRY glColor4b( GLbyte red, GLbyte green, + GLbyte blue, GLbyte alpha ); +GLAPI void GLAPIENTRY glColor4d( GLdouble red, GLdouble green, + GLdouble blue, GLdouble alpha ); +GLAPI void GLAPIENTRY glColor4f( GLfloat red, GLfloat green, + GLfloat blue, GLfloat alpha ); +GLAPI void GLAPIENTRY glColor4i( GLint red, GLint green, + GLint blue, GLint alpha ); +GLAPI void GLAPIENTRY glColor4s( GLshort red, GLshort green, + GLshort blue, GLshort alpha ); +GLAPI void GLAPIENTRY glColor4ub( GLubyte red, GLubyte green, + GLubyte blue, GLubyte alpha ); +GLAPI void GLAPIENTRY glColor4ui( GLuint red, GLuint green, + GLuint blue, GLuint alpha ); +GLAPI void GLAPIENTRY glColor4us( GLushort red, GLushort green, + GLushort blue, GLushort alpha ); + + +GLAPI void GLAPIENTRY glColor3bv( const GLbyte *v ); +GLAPI void GLAPIENTRY glColor3dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glColor3fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glColor3iv( const GLint *v ); +GLAPI void GLAPIENTRY glColor3sv( const GLshort *v ); +GLAPI void GLAPIENTRY glColor3ubv( const GLubyte *v ); +GLAPI void GLAPIENTRY glColor3uiv( const GLuint *v ); +GLAPI void GLAPIENTRY glColor3usv( const GLushort *v ); + +GLAPI void GLAPIENTRY glColor4bv( const GLbyte *v ); +GLAPI void GLAPIENTRY glColor4dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glColor4fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glColor4iv( const GLint *v ); +GLAPI void GLAPIENTRY glColor4sv( const GLshort *v ); +GLAPI void GLAPIENTRY glColor4ubv( const GLubyte *v ); +GLAPI void GLAPIENTRY glColor4uiv( const GLuint *v ); +GLAPI void GLAPIENTRY glColor4usv( const GLushort *v ); + + +GLAPI void GLAPIENTRY glTexCoord1d( GLdouble s ); +GLAPI void GLAPIENTRY glTexCoord1f( GLfloat s ); +GLAPI void GLAPIENTRY glTexCoord1i( GLint s ); +GLAPI void GLAPIENTRY glTexCoord1s( GLshort s ); + +GLAPI void GLAPIENTRY glTexCoord2d( GLdouble s, GLdouble t ); +GLAPI void GLAPIENTRY glTexCoord2f( GLfloat s, GLfloat t ); +GLAPI void GLAPIENTRY glTexCoord2i( GLint s, GLint t ); +GLAPI void GLAPIENTRY glTexCoord2s( GLshort s, GLshort t ); + +GLAPI void GLAPIENTRY glTexCoord3d( GLdouble s, GLdouble t, GLdouble r ); +GLAPI void GLAPIENTRY glTexCoord3f( GLfloat s, GLfloat t, GLfloat r ); +GLAPI void GLAPIENTRY glTexCoord3i( GLint s, GLint t, GLint r ); +GLAPI void GLAPIENTRY glTexCoord3s( GLshort s, GLshort t, GLshort r ); + +GLAPI void GLAPIENTRY glTexCoord4d( GLdouble s, GLdouble t, GLdouble r, GLdouble q ); +GLAPI void GLAPIENTRY glTexCoord4f( GLfloat s, GLfloat t, GLfloat r, GLfloat q ); +GLAPI void GLAPIENTRY glTexCoord4i( GLint s, GLint t, GLint r, GLint q ); +GLAPI void GLAPIENTRY glTexCoord4s( GLshort s, GLshort t, GLshort r, GLshort q ); + +GLAPI void GLAPIENTRY glTexCoord1dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glTexCoord1fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glTexCoord1iv( const GLint *v ); +GLAPI void GLAPIENTRY glTexCoord1sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glTexCoord2dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glTexCoord2fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glTexCoord2iv( const GLint *v ); +GLAPI void GLAPIENTRY glTexCoord2sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glTexCoord3dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glTexCoord3fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glTexCoord3iv( const GLint *v ); +GLAPI void GLAPIENTRY glTexCoord3sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glTexCoord4dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glTexCoord4fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glTexCoord4iv( const GLint *v ); +GLAPI void GLAPIENTRY glTexCoord4sv( const GLshort *v ); + + +GLAPI void GLAPIENTRY glRasterPos2d( GLdouble x, GLdouble y ); +GLAPI void GLAPIENTRY glRasterPos2f( GLfloat x, GLfloat y ); +GLAPI void GLAPIENTRY glRasterPos2i( GLint x, GLint y ); +GLAPI void GLAPIENTRY glRasterPos2s( GLshort x, GLshort y ); + +GLAPI void GLAPIENTRY glRasterPos3d( GLdouble x, GLdouble y, GLdouble z ); +GLAPI void GLAPIENTRY glRasterPos3f( GLfloat x, GLfloat y, GLfloat z ); +GLAPI void GLAPIENTRY glRasterPos3i( GLint x, GLint y, GLint z ); +GLAPI void GLAPIENTRY glRasterPos3s( GLshort x, GLshort y, GLshort z ); + +GLAPI void GLAPIENTRY glRasterPos4d( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); +GLAPI void GLAPIENTRY glRasterPos4f( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); +GLAPI void GLAPIENTRY glRasterPos4i( GLint x, GLint y, GLint z, GLint w ); +GLAPI void GLAPIENTRY glRasterPos4s( GLshort x, GLshort y, GLshort z, GLshort w ); + +GLAPI void GLAPIENTRY glRasterPos2dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glRasterPos2fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glRasterPos2iv( const GLint *v ); +GLAPI void GLAPIENTRY glRasterPos2sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glRasterPos3dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glRasterPos3fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glRasterPos3iv( const GLint *v ); +GLAPI void GLAPIENTRY glRasterPos3sv( const GLshort *v ); + +GLAPI void GLAPIENTRY glRasterPos4dv( const GLdouble *v ); +GLAPI void GLAPIENTRY glRasterPos4fv( const GLfloat *v ); +GLAPI void GLAPIENTRY glRasterPos4iv( const GLint *v ); +GLAPI void GLAPIENTRY glRasterPos4sv( const GLshort *v ); + + +GLAPI void GLAPIENTRY glRectd( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ); +GLAPI void GLAPIENTRY glRectf( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ); +GLAPI void GLAPIENTRY glRecti( GLint x1, GLint y1, GLint x2, GLint y2 ); +GLAPI void GLAPIENTRY glRects( GLshort x1, GLshort y1, GLshort x2, GLshort y2 ); + + +GLAPI void GLAPIENTRY glRectdv( const GLdouble *v1, const GLdouble *v2 ); +GLAPI void GLAPIENTRY glRectfv( const GLfloat *v1, const GLfloat *v2 ); +GLAPI void GLAPIENTRY glRectiv( const GLint *v1, const GLint *v2 ); +GLAPI void GLAPIENTRY glRectsv( const GLshort *v1, const GLshort *v2 ); + + +/* + * Vertex Arrays (1.1) + */ + +GLAPI void GLAPIENTRY glVertexPointer( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glNormalPointer( GLenum type, GLsizei stride, + const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glColorPointer( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glIndexPointer( GLenum type, GLsizei stride, + const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glTexCoordPointer( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glEdgeFlagPointer( GLsizei stride, const GLvoid *ptr ); + +GLAPI void GLAPIENTRY glGetPointerv( GLenum pname, GLvoid **params ); + +GLAPI void GLAPIENTRY glArrayElement( GLint i ); + +GLAPI void GLAPIENTRY glDrawArrays( GLenum mode, GLint first, GLsizei count ); + +GLAPI void GLAPIENTRY glDrawElements( GLenum mode, GLsizei count, + GLenum type, const GLvoid *indices ); + +GLAPI void GLAPIENTRY glInterleavedArrays( GLenum format, GLsizei stride, + const GLvoid *pointer ); + +/* + * Lighting + */ + +GLAPI void GLAPIENTRY glShadeModel( GLenum mode ); + +GLAPI void GLAPIENTRY glLightf( GLenum light, GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glLighti( GLenum light, GLenum pname, GLint param ); +GLAPI void GLAPIENTRY glLightfv( GLenum light, GLenum pname, + const GLfloat *params ); +GLAPI void GLAPIENTRY glLightiv( GLenum light, GLenum pname, + const GLint *params ); + +GLAPI void GLAPIENTRY glGetLightfv( GLenum light, GLenum pname, + GLfloat *params ); +GLAPI void GLAPIENTRY glGetLightiv( GLenum light, GLenum pname, + GLint *params ); + +GLAPI void GLAPIENTRY glLightModelf( GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glLightModeli( GLenum pname, GLint param ); +GLAPI void GLAPIENTRY glLightModelfv( GLenum pname, const GLfloat *params ); +GLAPI void GLAPIENTRY glLightModeliv( GLenum pname, const GLint *params ); + +GLAPI void GLAPIENTRY glMaterialf( GLenum face, GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glMateriali( GLenum face, GLenum pname, GLint param ); +GLAPI void GLAPIENTRY glMaterialfv( GLenum face, GLenum pname, const GLfloat *params ); +GLAPI void GLAPIENTRY glMaterialiv( GLenum face, GLenum pname, const GLint *params ); + +GLAPI void GLAPIENTRY glGetMaterialfv( GLenum face, GLenum pname, GLfloat *params ); +GLAPI void GLAPIENTRY glGetMaterialiv( GLenum face, GLenum pname, GLint *params ); + +GLAPI void GLAPIENTRY glColorMaterial( GLenum face, GLenum mode ); + + +/* + * Raster functions + */ + +GLAPI void GLAPIENTRY glPixelZoom( GLfloat xfactor, GLfloat yfactor ); + +GLAPI void GLAPIENTRY glPixelStoref( GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glPixelStorei( GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glPixelTransferf( GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glPixelTransferi( GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glPixelMapfv( GLenum map, GLsizei mapsize, + const GLfloat *values ); +GLAPI void GLAPIENTRY glPixelMapuiv( GLenum map, GLsizei mapsize, + const GLuint *values ); +GLAPI void GLAPIENTRY glPixelMapusv( GLenum map, GLsizei mapsize, + const GLushort *values ); + +GLAPI void GLAPIENTRY glGetPixelMapfv( GLenum map, GLfloat *values ); +GLAPI void GLAPIENTRY glGetPixelMapuiv( GLenum map, GLuint *values ); +GLAPI void GLAPIENTRY glGetPixelMapusv( GLenum map, GLushort *values ); + +GLAPI void GLAPIENTRY glBitmap( GLsizei width, GLsizei height, + GLfloat xorig, GLfloat yorig, + GLfloat xmove, GLfloat ymove, + const GLubyte *bitmap ); + +GLAPI void GLAPIENTRY glReadPixels( GLint x, GLint y, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + GLvoid *pixels ); + +GLAPI void GLAPIENTRY glDrawPixels( GLsizei width, GLsizei height, + GLenum format, GLenum type, + const GLvoid *pixels ); + +GLAPI void GLAPIENTRY glCopyPixels( GLint x, GLint y, + GLsizei width, GLsizei height, + GLenum type ); + +/* + * Stenciling + */ + +GLAPI void GLAPIENTRY glStencilFunc( GLenum func, GLint ref, GLuint mask ); + +GLAPI void GLAPIENTRY glStencilMask( GLuint mask ); + +GLAPI void GLAPIENTRY glStencilOp( GLenum fail, GLenum zfail, GLenum zpass ); + +GLAPI void GLAPIENTRY glClearStencil( GLint s ); + + + +/* + * Texture mapping + */ + +GLAPI void GLAPIENTRY glTexGend( GLenum coord, GLenum pname, GLdouble param ); +GLAPI void GLAPIENTRY glTexGenf( GLenum coord, GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glTexGeni( GLenum coord, GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glTexGendv( GLenum coord, GLenum pname, const GLdouble *params ); +GLAPI void GLAPIENTRY glTexGenfv( GLenum coord, GLenum pname, const GLfloat *params ); +GLAPI void GLAPIENTRY glTexGeniv( GLenum coord, GLenum pname, const GLint *params ); + +GLAPI void GLAPIENTRY glGetTexGendv( GLenum coord, GLenum pname, GLdouble *params ); +GLAPI void GLAPIENTRY glGetTexGenfv( GLenum coord, GLenum pname, GLfloat *params ); +GLAPI void GLAPIENTRY glGetTexGeniv( GLenum coord, GLenum pname, GLint *params ); + + +GLAPI void GLAPIENTRY glTexEnvf( GLenum target, GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glTexEnvi( GLenum target, GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glTexEnvfv( GLenum target, GLenum pname, const GLfloat *params ); +GLAPI void GLAPIENTRY glTexEnviv( GLenum target, GLenum pname, const GLint *params ); + +GLAPI void GLAPIENTRY glGetTexEnvfv( GLenum target, GLenum pname, GLfloat *params ); +GLAPI void GLAPIENTRY glGetTexEnviv( GLenum target, GLenum pname, GLint *params ); + + +GLAPI void GLAPIENTRY glTexParameterf( GLenum target, GLenum pname, GLfloat param ); +GLAPI void GLAPIENTRY glTexParameteri( GLenum target, GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glTexParameterfv( GLenum target, GLenum pname, + const GLfloat *params ); +GLAPI void GLAPIENTRY glTexParameteriv( GLenum target, GLenum pname, + const GLint *params ); + +GLAPI void GLAPIENTRY glGetTexParameterfv( GLenum target, + GLenum pname, GLfloat *params); +GLAPI void GLAPIENTRY glGetTexParameteriv( GLenum target, + GLenum pname, GLint *params ); + +GLAPI void GLAPIENTRY glGetTexLevelParameterfv( GLenum target, GLint level, + GLenum pname, GLfloat *params ); +GLAPI void GLAPIENTRY glGetTexLevelParameteriv( GLenum target, GLint level, + GLenum pname, GLint *params ); + + +GLAPI void GLAPIENTRY glTexImage1D( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLint border, + GLenum format, GLenum type, + const GLvoid *pixels ); + +GLAPI void GLAPIENTRY glTexImage2D( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLsizei height, + GLint border, GLenum format, GLenum type, + const GLvoid *pixels ); + +GLAPI void GLAPIENTRY glGetTexImage( GLenum target, GLint level, + GLenum format, GLenum type, + GLvoid *pixels ); + + +/* 1.1 functions */ + +GLAPI void GLAPIENTRY glGenTextures( GLsizei n, GLuint *textures ); + +GLAPI void GLAPIENTRY glDeleteTextures( GLsizei n, const GLuint *textures); + +GLAPI void GLAPIENTRY glBindTexture( GLenum target, GLuint texture ); + +GLAPI void GLAPIENTRY glPrioritizeTextures( GLsizei n, + const GLuint *textures, + const GLclampf *priorities ); + +GLAPI GLboolean GLAPIENTRY glAreTexturesResident( GLsizei n, + const GLuint *textures, + GLboolean *residences ); + +GLAPI GLboolean GLAPIENTRY glIsTexture( GLuint texture ); + + +GLAPI void GLAPIENTRY glTexSubImage1D( GLenum target, GLint level, + GLint xoffset, + GLsizei width, GLenum format, + GLenum type, const GLvoid *pixels ); + + +GLAPI void GLAPIENTRY glTexSubImage2D( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + const GLvoid *pixels ); + + +GLAPI void GLAPIENTRY glCopyTexImage1D( GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, + GLsizei width, GLint border ); + + +GLAPI void GLAPIENTRY glCopyTexImage2D( GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, + GLsizei width, GLsizei height, + GLint border ); + + +GLAPI void GLAPIENTRY glCopyTexSubImage1D( GLenum target, GLint level, + GLint xoffset, GLint x, GLint y, + GLsizei width ); + + +GLAPI void GLAPIENTRY glCopyTexSubImage2D( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint x, GLint y, + GLsizei width, GLsizei height ); + + +/* + * Evaluators + */ + +GLAPI void GLAPIENTRY glMap1d( GLenum target, GLdouble u1, GLdouble u2, + GLint stride, + GLint order, const GLdouble *points ); +GLAPI void GLAPIENTRY glMap1f( GLenum target, GLfloat u1, GLfloat u2, + GLint stride, + GLint order, const GLfloat *points ); + +GLAPI void GLAPIENTRY glMap2d( GLenum target, + GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, + GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, + const GLdouble *points ); +GLAPI void GLAPIENTRY glMap2f( GLenum target, + GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, + GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, + const GLfloat *points ); + +GLAPI void GLAPIENTRY glGetMapdv( GLenum target, GLenum query, GLdouble *v ); +GLAPI void GLAPIENTRY glGetMapfv( GLenum target, GLenum query, GLfloat *v ); +GLAPI void GLAPIENTRY glGetMapiv( GLenum target, GLenum query, GLint *v ); + +GLAPI void GLAPIENTRY glEvalCoord1d( GLdouble u ); +GLAPI void GLAPIENTRY glEvalCoord1f( GLfloat u ); + +GLAPI void GLAPIENTRY glEvalCoord1dv( const GLdouble *u ); +GLAPI void GLAPIENTRY glEvalCoord1fv( const GLfloat *u ); + +GLAPI void GLAPIENTRY glEvalCoord2d( GLdouble u, GLdouble v ); +GLAPI void GLAPIENTRY glEvalCoord2f( GLfloat u, GLfloat v ); + +GLAPI void GLAPIENTRY glEvalCoord2dv( const GLdouble *u ); +GLAPI void GLAPIENTRY glEvalCoord2fv( const GLfloat *u ); + +GLAPI void GLAPIENTRY glMapGrid1d( GLint un, GLdouble u1, GLdouble u2 ); +GLAPI void GLAPIENTRY glMapGrid1f( GLint un, GLfloat u1, GLfloat u2 ); + +GLAPI void GLAPIENTRY glMapGrid2d( GLint un, GLdouble u1, GLdouble u2, + GLint vn, GLdouble v1, GLdouble v2 ); +GLAPI void GLAPIENTRY glMapGrid2f( GLint un, GLfloat u1, GLfloat u2, + GLint vn, GLfloat v1, GLfloat v2 ); + +GLAPI void GLAPIENTRY glEvalPoint1( GLint i ); + +GLAPI void GLAPIENTRY glEvalPoint2( GLint i, GLint j ); + +GLAPI void GLAPIENTRY glEvalMesh1( GLenum mode, GLint i1, GLint i2 ); + +GLAPI void GLAPIENTRY glEvalMesh2( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); + + +/* + * Fog + */ + +GLAPI void GLAPIENTRY glFogf( GLenum pname, GLfloat param ); + +GLAPI void GLAPIENTRY glFogi( GLenum pname, GLint param ); + +GLAPI void GLAPIENTRY glFogfv( GLenum pname, const GLfloat *params ); + +GLAPI void GLAPIENTRY glFogiv( GLenum pname, const GLint *params ); + + +/* + * Selection and Feedback + */ + +GLAPI void GLAPIENTRY glFeedbackBuffer( GLsizei size, GLenum type, GLfloat *buffer ); + +GLAPI void GLAPIENTRY glPassThrough( GLfloat token ); + +GLAPI void GLAPIENTRY glSelectBuffer( GLsizei size, GLuint *buffer ); + +GLAPI void GLAPIENTRY glInitNames( void ); + +GLAPI void GLAPIENTRY glLoadName( GLuint name ); + +GLAPI void GLAPIENTRY glPushName( GLuint name ); + +GLAPI void GLAPIENTRY glPopName( void ); + +#endif +#ifdef SDL_OPENGL_1_FUNCTION_TYPEDEFS + +typedef void (APIENTRYP PFNGLCLEARINDEXPROC) ( GLfloat c ); + +typedef void (APIENTRYP PFNGLCLEARCOLORPROC) ( GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha ); + +typedef void (APIENTRYP PFNGLCLEARPROC) ( GLbitfield mask ); + +typedef void (APIENTRYP PFNGLINDEXMASKPROC) ( GLuint mask ); + +typedef void (APIENTRYP PFNGLCOLORMASKPROC) ( GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha ); + +typedef void (APIENTRYP PFNGLALPHAFUNCPROC) ( GLenum func, GLclampf ref ); + +typedef void (APIENTRYP PFNGLBLENDFUNCPROC) ( GLenum sfactor, GLenum dfactor ); + +typedef void (APIENTRYP PFNGLLOGICOPPROC) ( GLenum opcode ); + +typedef void (APIENTRYP PFNGLCULLFACEPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLFRONTFACEPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLPOINTSIZEPROC) ( GLfloat size ); + +typedef void (APIENTRYP PFNGLLINEWIDTHPROC) ( GLfloat width ); + +typedef void (APIENTRYP PFNGLLINESTIPPLEPROC) ( GLint factor, GLushort pattern ); + +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) ( GLenum face, GLenum mode ); + +typedef void (APIENTRYP PFNGLPOLYGONOFFSETPROC) ( GLfloat factor, GLfloat units ); + +typedef void (APIENTRYP PFNGLPOLYGONSTIPPLEPROC) ( const GLubyte *mask ); + +typedef void (APIENTRYP PFNGLGETPOLYGONSTIPPLEPROC) ( GLubyte *mask ); + +typedef void (APIENTRYP PFNGLEDGEFLAGPROC) ( GLboolean flag ); + +typedef void (APIENTRYP PFNGLEDGEFLAGVPROC) ( const GLboolean *flag ); + +typedef void (APIENTRYP PFNGLSCISSORPROC) ( GLint x, GLint y, GLsizei width, GLsizei height); + +typedef void (APIENTRYP PFNGLCLIPPLANEPROC) ( GLenum plane, const GLdouble *equation ); + +typedef void (APIENTRYP PFNGLGETCLIPPLANEPROC) ( GLenum plane, GLdouble *equation ); + +typedef void (APIENTRYP PFNGLDRAWBUFFERPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLREADBUFFERPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLENABLEPROC) ( GLenum cap ); + +typedef void (APIENTRYP PFNGLDISABLEPROC) ( GLenum cap ); + +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) ( GLenum cap ); + + +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEPROC) ( GLenum cap ); /* 1.1 */ + +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEPROC) ( GLenum cap ); /* 1.1 */ + + +typedef void (APIENTRYP PFNGLGETBOOLEANVPROC) ( GLenum pname, GLboolean *params ); + +typedef void (APIENTRYP PFNGLGETDOUBLEVPROC) ( GLenum pname, GLdouble *params ); + +typedef void (APIENTRYP PFNGLGETFLOATVPROC) ( GLenum pname, GLfloat *params ); + +typedef void (APIENTRYP PFNGLGETINTEGERVPROC) ( GLenum pname, GLint *params ); + + +typedef void (APIENTRYP PFNGLPUSHATTRIBPROC) ( GLbitfield mask ); + +typedef void (APIENTRYP PFNGLPOPATTRIBPROC) ( void ); + + +typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBPROC) ( GLbitfield mask ); /* 1.1 */ + +typedef void (APIENTRYP PFNGLPOPCLIENTATTRIBPROC) ( void ); /* 1.1 */ + + +typedef GLint (APIENTRYP PFNGLRENDERMODEPROC) ( GLenum mode ); + +typedef GLenum (APIENTRYP PFNGLGETERRORPROC) ( void ); + +typedef const GLubyte * (APIENTRYP PFNGLGETSTRINGPROC) ( GLenum name ); + +typedef void (APIENTRYP PFNGLFINISHPROC) ( void ); + +typedef void (APIENTRYP PFNGLFLUSHPROC) ( void ); + +typedef void (APIENTRYP PFNGLHINTPROC) ( GLenum target, GLenum mode ); + + +/* + * Depth Buffer + */ + +typedef void (APIENTRYP PFNGLCLEARDEPTHPROC) ( GLclampd depth ); + +typedef void (APIENTRYP PFNGLDEPTHFUNCPROC) ( GLenum func ); + +typedef void (APIENTRYP PFNGLDEPTHMASKPROC) ( GLboolean flag ); + +typedef void (APIENTRYP PFNGLDEPTHRANGEPROC) ( GLclampd near_val, GLclampd far_val ); + + +/* + * Accumulation Buffer + */ + +typedef void (APIENTRYP PFNGLCLEARACCUMPROC) ( GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha ); + +typedef void (APIENTRYP PFNGLACCUMPROC) ( GLenum op, GLfloat value ); + + +/* + * Transformation + */ + +typedef void (APIENTRYP PFNGLMATRIXMODEPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLORTHOPROC) ( GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble near_val, GLdouble far_val ); + +typedef void (APIENTRYP PFNGLFRUSTUMPROC) ( GLdouble left, GLdouble right, + GLdouble bottom, GLdouble top, + GLdouble near_val, GLdouble far_val ); + +typedef void (APIENTRYP PFNGLVIEWPORTPROC) ( GLint x, GLint y, + GLsizei width, GLsizei height ); + +typedef void (APIENTRYP PFNGLPUSHMATRIXPROC) ( void ); + +typedef void (APIENTRYP PFNGLPOPMATRIXPROC) ( void ); + +typedef void (APIENTRYP PFNGLLOADIDENTITYPROC) ( void ); + +typedef void (APIENTRYP PFNGLLOADMATRIXDPROC) ( const GLdouble *m ); +typedef void (APIENTRYP PFNGLLOADMATRIXFPROC) ( const GLfloat *m ); + +typedef void (APIENTRYP PFNGLMULTMATRIXDPROC) ( const GLdouble *m ); +typedef void (APIENTRYP PFNGLMULTMATRIXFPROC) ( const GLfloat *m ); + +typedef void (APIENTRYP PFNGLROTATEDPROC) ( GLdouble angle, + GLdouble x, GLdouble y, GLdouble z ); +typedef void (APIENTRYP PFNGLROTATEFPROC) ( GLfloat angle, + GLfloat x, GLfloat y, GLfloat z ); + +typedef void (APIENTRYP PFNGLSCALEDPROC) ( GLdouble x, GLdouble y, GLdouble z ); +typedef void (APIENTRYP PFNGLSCALEFPROC) ( GLfloat x, GLfloat y, GLfloat z ); + +typedef void (APIENTRYP PFNGLTRANSLATEDPROC) ( GLdouble x, GLdouble y, GLdouble z ); +typedef void (APIENTRYP PFNGLTRANSLATEFPROC) ( GLfloat x, GLfloat y, GLfloat z ); + + +/* + * Display Lists + */ + +typedef GLboolean (APIENTRYP PFNGLISLISTPROC) ( GLuint list ); + +typedef void (APIENTRYP PFNGLDELETELISTSPROC) ( GLuint list, GLsizei range ); + +typedef GLuint (APIENTRYP PFNGLGENLISTSPROC) ( GLsizei range ); + +typedef void (APIENTRYP PFNGLNEWLISTPROC) ( GLuint list, GLenum mode ); + +typedef void (APIENTRYP PFNGLENDLISTPROC) ( void ); + +typedef void (APIENTRYP PFNGLCALLLISTPROC) ( GLuint list ); + +typedef void (APIENTRYP PFNGLCALLLISTSPROC) ( GLsizei n, GLenum type, + const GLvoid *lists ); + +typedef void (APIENTRYP PFNGLLISTBASEPROC) ( GLuint base ); + + +/* + * Drawing Functions + */ + +typedef void (APIENTRYP PFNGLBEGINPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLENDPROC) ( void ); + + +typedef void (APIENTRYP PFNGLVERTEX2DPROC) ( GLdouble x, GLdouble y ); +typedef void (APIENTRYP PFNGLVERTEX2FPROC) ( GLfloat x, GLfloat y ); +typedef void (APIENTRYP PFNGLVERTEX2IPROC) ( GLint x, GLint y ); +typedef void (APIENTRYP PFNGLVERTEX2SPROC) ( GLshort x, GLshort y ); + +typedef void (APIENTRYP PFNGLVERTEX3DPROC) ( GLdouble x, GLdouble y, GLdouble z ); +typedef void (APIENTRYP PFNGLVERTEX3FPROC) ( GLfloat x, GLfloat y, GLfloat z ); +typedef void (APIENTRYP PFNGLVERTEX3IPROC) ( GLint x, GLint y, GLint z ); +typedef void (APIENTRYP PFNGLVERTEX3SPROC) ( GLshort x, GLshort y, GLshort z ); + +typedef void (APIENTRYP PFNGLVERTEX4DPROC) ( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); +typedef void (APIENTRYP PFNGLVERTEX4FPROC) ( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); +typedef void (APIENTRYP PFNGLVERTEX4IPROC) ( GLint x, GLint y, GLint z, GLint w ); +typedef void (APIENTRYP PFNGLVERTEX4SPROC) ( GLshort x, GLshort y, GLshort z, GLshort w ); + +typedef void (APIENTRYP PFNGLVERTEX2DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLVERTEX2FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLVERTEX2IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLVERTEX2SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLVERTEX3DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLVERTEX3FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLVERTEX3IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLVERTEX3SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLVERTEX4DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLVERTEX4FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLVERTEX4IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLVERTEX4SVPROC) ( const GLshort *v ); + + +typedef void (APIENTRYP PFNGLNORMAL3BPROC) ( GLbyte nx, GLbyte ny, GLbyte nz ); +typedef void (APIENTRYP PFNGLNORMAL3DPROC) ( GLdouble nx, GLdouble ny, GLdouble nz ); +typedef void (APIENTRYP PFNGLNORMAL3FPROC) ( GLfloat nx, GLfloat ny, GLfloat nz ); +typedef void (APIENTRYP PFNGLNORMAL3IPROC) ( GLint nx, GLint ny, GLint nz ); +typedef void (APIENTRYP PFNGLNORMAL3SPROC) ( GLshort nx, GLshort ny, GLshort nz ); + +typedef void (APIENTRYP PFNGLNORMAL3BVPROC) ( const GLbyte *v ); +typedef void (APIENTRYP PFNGLNORMAL3DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLNORMAL3FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLNORMAL3IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLNORMAL3SVPROC) ( const GLshort *v ); + + +typedef void (APIENTRYP PFNGLINDEXDPROC) ( GLdouble c ); +typedef void (APIENTRYP PFNGLINDEXFPROC) ( GLfloat c ); +typedef void (APIENTRYP PFNGLINDEXIPROC) ( GLint c ); +typedef void (APIENTRYP PFNGLINDEXSPROC) ( GLshort c ); +typedef void (APIENTRYP PFNGLINDEXUBPROC) ( GLubyte c ); /* 1.1 */ + +typedef void (APIENTRYP PFNGLINDEXDVPROC) ( const GLdouble *c ); +typedef void (APIENTRYP PFNGLINDEXFVPROC) ( const GLfloat *c ); +typedef void (APIENTRYP PFNGLINDEXIVPROC) ( const GLint *c ); +typedef void (APIENTRYP PFNGLINDEXSVPROC) ( const GLshort *c ); +typedef void (APIENTRYP PFNGLINDEXUBVPROC) ( const GLubyte *c ); /* 1.1 */ + +typedef void (APIENTRYP PFNGLCOLOR3BPROC) ( GLbyte red, GLbyte green, GLbyte blue ); +typedef void (APIENTRYP PFNGLCOLOR3DPROC) ( GLdouble red, GLdouble green, GLdouble blue ); +typedef void (APIENTRYP PFNGLCOLOR3FPROC) ( GLfloat red, GLfloat green, GLfloat blue ); +typedef void (APIENTRYP PFNGLCOLOR3IPROC) ( GLint red, GLint green, GLint blue ); +typedef void (APIENTRYP PFNGLCOLOR3SPROC) ( GLshort red, GLshort green, GLshort blue ); +typedef void (APIENTRYP PFNGLCOLOR3UBPROC) ( GLubyte red, GLubyte green, GLubyte blue ); +typedef void (APIENTRYP PFNGLCOLOR3UIPROC) ( GLuint red, GLuint green, GLuint blue ); +typedef void (APIENTRYP PFNGLCOLOR3USPROC) ( GLushort red, GLushort green, GLushort blue ); + +typedef void (APIENTRYP PFNGLCOLOR4BPROC) ( GLbyte red, GLbyte green, + GLbyte blue, GLbyte alpha ); +typedef void (APIENTRYP PFNGLCOLOR4DPROC) ( GLdouble red, GLdouble green, + GLdouble blue, GLdouble alpha ); +typedef void (APIENTRYP PFNGLCOLOR4FPROC) ( GLfloat red, GLfloat green, + GLfloat blue, GLfloat alpha ); +typedef void (APIENTRYP PFNGLCOLOR4IPROC) ( GLint red, GLint green, + GLint blue, GLint alpha ); +typedef void (APIENTRYP PFNGLCOLOR4SPROC) ( GLshort red, GLshort green, + GLshort blue, GLshort alpha ); +typedef void (APIENTRYP PFNGLCOLOR4UBPROC) ( GLubyte red, GLubyte green, + GLubyte blue, GLubyte alpha ); +typedef void (APIENTRYP PFNGLCOLOR4UIPROC) ( GLuint red, GLuint green, + GLuint blue, GLuint alpha ); +typedef void (APIENTRYP PFNGLCOLOR4USPROC) ( GLushort red, GLushort green, + GLushort blue, GLushort alpha ); + + +typedef void (APIENTRYP PFNGLCOLOR3BVPROC) ( const GLbyte *v ); +typedef void (APIENTRYP PFNGLCOLOR3DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLCOLOR3FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLCOLOR3IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLCOLOR3SVPROC) ( const GLshort *v ); +typedef void (APIENTRYP PFNGLCOLOR3UBVPROC) ( const GLubyte *v ); +typedef void (APIENTRYP PFNGLCOLOR3UIVPROC) ( const GLuint *v ); +typedef void (APIENTRYP PFNGLCOLOR3USVPROC) ( const GLushort *v ); + +typedef void (APIENTRYP PFNGLCOLOR4BVPROC) ( const GLbyte *v ); +typedef void (APIENTRYP PFNGLCOLOR4DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLCOLOR4FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLCOLOR4IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLCOLOR4SVPROC) ( const GLshort *v ); +typedef void (APIENTRYP PFNGLCOLOR4UBVPROC) ( const GLubyte *v ); +typedef void (APIENTRYP PFNGLCOLOR4UIVPROC) ( const GLuint *v ); +typedef void (APIENTRYP PFNGLCOLOR4USVPROC) ( const GLushort *v ); + + +typedef void (APIENTRYP PFNGLTEXCOORD1DPROC) ( GLdouble s ); +typedef void (APIENTRYP PFNGLTEXCOORD1FPROC) ( GLfloat s ); +typedef void (APIENTRYP PFNGLTEXCOORD1IPROC) ( GLint s ); +typedef void (APIENTRYP PFNGLTEXCOORD1SPROC) ( GLshort s ); + +typedef void (APIENTRYP PFNGLTEXCOORD2DPROC) ( GLdouble s, GLdouble t ); +typedef void (APIENTRYP PFNGLTEXCOORD2FPROC) ( GLfloat s, GLfloat t ); +typedef void (APIENTRYP PFNGLTEXCOORD2IPROC) ( GLint s, GLint t ); +typedef void (APIENTRYP PFNGLTEXCOORD2SPROC) ( GLshort s, GLshort t ); + +typedef void (APIENTRYP PFNGLTEXCOORD3DPROC) ( GLdouble s, GLdouble t, GLdouble r ); +typedef void (APIENTRYP PFNGLTEXCOORD3FPROC) ( GLfloat s, GLfloat t, GLfloat r ); +typedef void (APIENTRYP PFNGLTEXCOORD3IPROC) ( GLint s, GLint t, GLint r ); +typedef void (APIENTRYP PFNGLTEXCOORD3SPROC) ( GLshort s, GLshort t, GLshort r ); + +typedef void (APIENTRYP PFNGLTEXCOORD4DPROC) ( GLdouble s, GLdouble t, GLdouble r, GLdouble q ); +typedef void (APIENTRYP PFNGLTEXCOORD4FPROC) ( GLfloat s, GLfloat t, GLfloat r, GLfloat q ); +typedef void (APIENTRYP PFNGLTEXCOORD4IPROC) ( GLint s, GLint t, GLint r, GLint q ); +typedef void (APIENTRYP PFNGLTEXCOORD4SPROC) ( GLshort s, GLshort t, GLshort r, GLshort q ); + +typedef void (APIENTRYP PFNGLTEXCOORD1DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLTEXCOORD1FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLTEXCOORD1IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLTEXCOORD1SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLTEXCOORD2DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLTEXCOORD2FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLTEXCOORD2IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLTEXCOORD2SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLTEXCOORD3DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLTEXCOORD3FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLTEXCOORD3IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLTEXCOORD3SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLTEXCOORD4DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLTEXCOORD4FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLTEXCOORD4IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLTEXCOORD4SVPROC) ( const GLshort *v ); + + +typedef void (APIENTRYP PFNGLRASTERPOS2DPROC) ( GLdouble x, GLdouble y ); +typedef void (APIENTRYP PFNGLRASTERPOS2FPROC) ( GLfloat x, GLfloat y ); +typedef void (APIENTRYP PFNGLRASTERPOS2IPROC) ( GLint x, GLint y ); +typedef void (APIENTRYP PFNGLRASTERPOS2SPROC) ( GLshort x, GLshort y ); + +typedef void (APIENTRYP PFNGLRASTERPOS3DPROC) ( GLdouble x, GLdouble y, GLdouble z ); +typedef void (APIENTRYP PFNGLRASTERPOS3FPROC) ( GLfloat x, GLfloat y, GLfloat z ); +typedef void (APIENTRYP PFNGLRASTERPOS3IPROC) ( GLint x, GLint y, GLint z ); +typedef void (APIENTRYP PFNGLRASTERPOS3SPROC) ( GLshort x, GLshort y, GLshort z ); + +typedef void (APIENTRYP PFNGLRASTERPOS4DPROC) ( GLdouble x, GLdouble y, GLdouble z, GLdouble w ); +typedef void (APIENTRYP PFNGLRASTERPOS4FPROC) ( GLfloat x, GLfloat y, GLfloat z, GLfloat w ); +typedef void (APIENTRYP PFNGLRASTERPOS4IPROC) ( GLint x, GLint y, GLint z, GLint w ); +typedef void (APIENTRYP PFNGLRASTERPOS4SPROC) ( GLshort x, GLshort y, GLshort z, GLshort w ); + +typedef void (APIENTRYP PFNGLRASTERPOS2DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLRASTERPOS2FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLRASTERPOS2IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLRASTERPOS2SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLRASTERPOS3DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLRASTERPOS3FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLRASTERPOS3IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLRASTERPOS3SVPROC) ( const GLshort *v ); + +typedef void (APIENTRYP PFNGLRASTERPOS4DVPROC) ( const GLdouble *v ); +typedef void (APIENTRYP PFNGLRASTERPOS4FVPROC) ( const GLfloat *v ); +typedef void (APIENTRYP PFNGLRASTERPOS4IVPROC) ( const GLint *v ); +typedef void (APIENTRYP PFNGLRASTERPOS4SVPROC) ( const GLshort *v ); + + +typedef void (APIENTRYP PFNGLRECTDPROC) ( GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2 ); +typedef void (APIENTRYP PFNGLRECTFPROC) ( GLfloat x1, GLfloat y1, GLfloat x2, GLfloat y2 ); +typedef void (APIENTRYP PFNGLRECTIPROC) ( GLint x1, GLint y1, GLint x2, GLint y2 ); +typedef void (APIENTRYP PFNGLRECTSPROC) ( GLshort x1, GLshort y1, GLshort x2, GLshort y2 ); + + +typedef void (APIENTRYP PFNGLRECTDVPROC) ( const GLdouble *v1, const GLdouble *v2 ); +typedef void (APIENTRYP PFNGLRECTFVPROC) ( const GLfloat *v1, const GLfloat *v2 ); +typedef void (APIENTRYP PFNGLRECTIVPROC) ( const GLint *v1, const GLint *v2 ); +typedef void (APIENTRYP PFNGLRECTSVPROC) ( const GLshort *v1, const GLshort *v2 ); + + +/* + * Vertex Arrays (1.1) + */ + +typedef void (APIENTRYP PFNGLVERTEXPOINTERPROC) ( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLNORMALPOINTERPROC) ( GLenum type, GLsizei stride, + const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLCOLORPOINTERPROC) ( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLINDEXPOINTERPROC) ( GLenum type, GLsizei stride, + const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERPROC) ( GLint size, GLenum type, + GLsizei stride, const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERPROC) ( GLsizei stride, const GLvoid *ptr ); + +typedef void (APIENTRYP PFNGLGETPOINTERVPROC) ( GLenum pname, GLvoid **params ); + +typedef void (APIENTRYP PFNGLARRAYELEMENTPROC) ( GLint i ); + +typedef void (APIENTRYP PFNGLDRAWARRAYSPROC) ( GLenum mode, GLint first, GLsizei count ); + +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) ( GLenum mode, GLsizei count, + GLenum type, const GLvoid *indices ); + +typedef void (APIENTRYP PFNGLINTERLEAVEDARRAYSPROC) ( GLenum format, GLsizei stride, + const GLvoid *pointer ); + +/* + * Lighting + */ + +typedef void (APIENTRYP PFNGLSHADEMODELPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLLIGHTFPROC) ( GLenum light, GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLLIGHTIPROC) ( GLenum light, GLenum pname, GLint param ); +typedef void (APIENTRYP PFNGLLIGHTFVPROC) ( GLenum light, GLenum pname, + const GLfloat *params ); +typedef void (APIENTRYP PFNGLLIGHTIVPROC) ( GLenum light, GLenum pname, + const GLint *params ); + +typedef void (APIENTRYP PFNGLGETLIGHTFVPROC) ( GLenum light, GLenum pname, + GLfloat *params ); +typedef void (APIENTRYP PFNGLGETLIGHTIVPROC) ( GLenum light, GLenum pname, + GLint *params ); + +typedef void (APIENTRYP PFNGLLIGHTMODELFPROC) ( GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLLIGHTMODELIPROC) ( GLenum pname, GLint param ); +typedef void (APIENTRYP PFNGLLIGHTMODELFVPROC) ( GLenum pname, const GLfloat *params ); +typedef void (APIENTRYP PFNGLLIGHTMODELIVPROC) ( GLenum pname, const GLint *params ); + +typedef void (APIENTRYP PFNGLMATERIALFPROC) ( GLenum face, GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLMATERIALIPROC) ( GLenum face, GLenum pname, GLint param ); +typedef void (APIENTRYP PFNGLMATERIALFVPROC) ( GLenum face, GLenum pname, const GLfloat *params ); +typedef void (APIENTRYP PFNGLMATERIALIVPROC) ( GLenum face, GLenum pname, const GLint *params ); + +typedef void (APIENTRYP PFNGLGETMATERIALFVPROC) ( GLenum face, GLenum pname, GLfloat *params ); +typedef void (APIENTRYP PFNGLGETMATERIALIVPROC) ( GLenum face, GLenum pname, GLint *params ); + +typedef void (APIENTRYP PFNGLCOLORMATERIALPROC) ( GLenum face, GLenum mode ); + + +/* + * Raster functions + */ + +typedef void (APIENTRYP PFNGLPIXELZOOMPROC) ( GLfloat xfactor, GLfloat yfactor ); + +typedef void (APIENTRYP PFNGLPIXELSTOREFPROC) ( GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) ( GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLPIXELTRANSFERFPROC) ( GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLPIXELTRANSFERIPROC) ( GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLPIXELMAPFVPROC) ( GLenum map, GLsizei mapsize, + const GLfloat *values ); +typedef void (APIENTRYP PFNGLPIXELMAPUIVPROC) ( GLenum map, GLsizei mapsize, + const GLuint *values ); +typedef void (APIENTRYP PFNGLPIXELMAPUSVPROC) ( GLenum map, GLsizei mapsize, + const GLushort *values ); + +typedef void (APIENTRYP PFNGLGETPIXELMAPFVPROC) ( GLenum map, GLfloat *values ); +typedef void (APIENTRYP PFNGLGETPIXELMAPUIVPROC) ( GLenum map, GLuint *values ); +typedef void (APIENTRYP PFNGLGETPIXELMAPUSVPROC) ( GLenum map, GLushort *values ); + +typedef void (APIENTRYP PFNGLBITMAPPROC) ( GLsizei width, GLsizei height, + GLfloat xorig, GLfloat yorig, + GLfloat xmove, GLfloat ymove, + const GLubyte *bitmap ); + +typedef void (APIENTRYP PFNGLREADPIXELSPROC) ( GLint x, GLint y, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + GLvoid *pixels ); + +typedef void (APIENTRYP PFNGLDRAWPIXELSPROC) ( GLsizei width, GLsizei height, + GLenum format, GLenum type, + const GLvoid *pixels ); + +typedef void (APIENTRYP PFNGLCOPYPIXELSPROC) ( GLint x, GLint y, + GLsizei width, GLsizei height, + GLenum type ); + +/* + * Stenciling + */ + +typedef void (APIENTRYP PFNGLSTENCILFUNCPROC) ( GLenum func, GLint ref, GLuint mask ); + +typedef void (APIENTRYP PFNGLSTENCILMASKPROC) ( GLuint mask ); + +typedef void (APIENTRYP PFNGLSTENCILOPPROC) ( GLenum fail, GLenum zfail, GLenum zpass ); + +typedef void (APIENTRYP PFNGLCLEARSTENCILPROC) ( GLint s ); + + + +/* + * Texture mapping + */ + +typedef void (APIENTRYP PFNGLTEXGENDPROC) ( GLenum coord, GLenum pname, GLdouble param ); +typedef void (APIENTRYP PFNGLTEXGENFPROC) ( GLenum coord, GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLTEXGENIPROC) ( GLenum coord, GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLTEXGENDVPROC) ( GLenum coord, GLenum pname, const GLdouble *params ); +typedef void (APIENTRYP PFNGLTEXGENFVPROC) ( GLenum coord, GLenum pname, const GLfloat *params ); +typedef void (APIENTRYP PFNGLTEXGENIVPROC) ( GLenum coord, GLenum pname, const GLint *params ); + +typedef void (APIENTRYP PFNGLGETTEXGENDVPROC) ( GLenum coord, GLenum pname, GLdouble *params ); +typedef void (APIENTRYP PFNGLGETTEXGENFVPROC) ( GLenum coord, GLenum pname, GLfloat *params ); +typedef void (APIENTRYP PFNGLGETTEXGENIVPROC) ( GLenum coord, GLenum pname, GLint *params ); + + +typedef void (APIENTRYP PFNGLTEXENVFPROC) ( GLenum target, GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLTEXENVIPROC) ( GLenum target, GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLTEXENVFVPROC) ( GLenum target, GLenum pname, const GLfloat *params ); +typedef void (APIENTRYP PFNGLTEXENVIVPROC) ( GLenum target, GLenum pname, const GLint *params ); + +typedef void (APIENTRYP PFNGLGETTEXENVFVPROC) ( GLenum target, GLenum pname, GLfloat *params ); +typedef void (APIENTRYP PFNGLGETTEXENVIVPROC) ( GLenum target, GLenum pname, GLint *params ); + + +typedef void (APIENTRYP PFNGLTEXPARAMETERFPROC) ( GLenum target, GLenum pname, GLfloat param ); +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) ( GLenum target, GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLTEXPARAMETERFVPROC) ( GLenum target, GLenum pname, + const GLfloat *params ); +typedef void (APIENTRYP PFNGLTEXPARAMETERIVPROC) ( GLenum target, GLenum pname, + const GLint *params ); + +typedef void (APIENTRYP PFNGLGETTEXPARAMETERFVPROC) ( GLenum target, + GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIVPROC) ( GLenum target, + GLenum pname, GLint *params ); + +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERFVPROC) ( GLenum target, GLint level, + GLenum pname, GLfloat *params ); +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERIVPROC) ( GLenum target, GLint level, + GLenum pname, GLint *params ); + + +typedef void (APIENTRYP PFNGLTEXIMAGE1DPROC) ( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLint border, + GLenum format, GLenum type, + const GLvoid *pixels ); + +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) ( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLsizei height, + GLint border, GLenum format, GLenum type, + const GLvoid *pixels ); + +typedef void (APIENTRYP PFNGLGETTEXIMAGEPROC) ( GLenum target, GLint level, + GLenum format, GLenum type, + GLvoid *pixels ); + + +/* 1.1 functions */ + +typedef void (APIENTRYP PFNGLGENTEXTURESPROC) ( GLsizei n, GLuint *textures ); + +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) ( GLsizei n, const GLuint *textures); + +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) ( GLenum target, GLuint texture ); + +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESPROC) ( GLsizei n, + const GLuint *textures, + const GLclampf *priorities ); + +typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTPROC) ( GLsizei n, + const GLuint *textures, + GLboolean *residences ); + +typedef GLboolean (APIENTRYP PFNGLISTEXTUREPROC) ( GLuint texture ); + + +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DPROC) ( GLenum target, GLint level, + GLint xoffset, + GLsizei width, GLenum format, + GLenum type, const GLvoid *pixels ); + + +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) ( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLsizei width, GLsizei height, + GLenum format, GLenum type, + const GLvoid *pixels ); + + +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DPROC) ( GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, + GLsizei width, GLint border ); + + +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) ( GLenum target, GLint level, + GLenum internalformat, + GLint x, GLint y, + GLsizei width, GLsizei height, + GLint border ); + + +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DPROC) ( GLenum target, GLint level, + GLint xoffset, GLint x, GLint y, + GLsizei width ); + + +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) ( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint x, GLint y, + GLsizei width, GLsizei height ); + + +/* + * Evaluators + */ + +typedef void (APIENTRYP PFNGLMAP1DPROC) ( GLenum target, GLdouble u1, GLdouble u2, + GLint stride, + GLint order, const GLdouble *points ); +typedef void (APIENTRYP PFNGLMAP1FPROC) ( GLenum target, GLfloat u1, GLfloat u2, + GLint stride, + GLint order, const GLfloat *points ); + +typedef void (APIENTRYP PFNGLMAP2DPROC) ( GLenum target, + GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, + GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, + const GLdouble *points ); +typedef void (APIENTRYP PFNGLMAP2FPROC) ( GLenum target, + GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, + GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, + const GLfloat *points ); + +typedef void (APIENTRYP PFNGLGETMAPDVPROC) ( GLenum target, GLenum query, GLdouble *v ); +typedef void (APIENTRYP PFNGLGETMAPFVPROC) ( GLenum target, GLenum query, GLfloat *v ); +typedef void (APIENTRYP PFNGLGETMAPIVPROC) ( GLenum target, GLenum query, GLint *v ); + +typedef void (APIENTRYP PFNGLEVALCOORD1DPROC) ( GLdouble u ); +typedef void (APIENTRYP PFNGLEVALCOORD1FPROC) ( GLfloat u ); + +typedef void (APIENTRYP PFNGLEVALCOORD1DVPROC) ( const GLdouble *u ); +typedef void (APIENTRYP PFNGLEVALCOORD1FVPROC) ( const GLfloat *u ); + +typedef void (APIENTRYP PFNGLEVALCOORD2DPROC) ( GLdouble u, GLdouble v ); +typedef void (APIENTRYP PFNGLEVALCOORD2FPROC) ( GLfloat u, GLfloat v ); + +typedef void (APIENTRYP PFNGLEVALCOORD2DVPROC) ( const GLdouble *u ); +typedef void (APIENTRYP PFNGLEVALCOORD2FVPROC) ( const GLfloat *u ); + +typedef void (APIENTRYP PFNGLMAPGRID1DPROC) ( GLint un, GLdouble u1, GLdouble u2 ); +typedef void (APIENTRYP PFNGLMAPGRID1FPROC) ( GLint un, GLfloat u1, GLfloat u2 ); + +typedef void (APIENTRYP PFNGLMAPGRID2DPROC) ( GLint un, GLdouble u1, GLdouble u2, + GLint vn, GLdouble v1, GLdouble v2 ); +typedef void (APIENTRYP PFNGLMAPGRID2FPROC) ( GLint un, GLfloat u1, GLfloat u2, + GLint vn, GLfloat v1, GLfloat v2 ); + +typedef void (APIENTRYP PFNGLEVALPOINT1PROC) ( GLint i ); + +typedef void (APIENTRYP PFNGLEVALPOINT2PROC) ( GLint i, GLint j ); + +typedef void (APIENTRYP PFNGLEVALMESH1PROC) ( GLenum mode, GLint i1, GLint i2 ); + +typedef void (APIENTRYP PFNGLEVALMESH2PROC) ( GLenum mode, GLint i1, GLint i2, GLint j1, GLint j2 ); + + +/* + * Fog + */ + +typedef void (APIENTRYP PFNGLFOGFPROC) ( GLenum pname, GLfloat param ); + +typedef void (APIENTRYP PFNGLFOGIPROC) ( GLenum pname, GLint param ); + +typedef void (APIENTRYP PFNGLFOGFVPROC) ( GLenum pname, const GLfloat *params ); + +typedef void (APIENTRYP PFNGLFOGIVPROC) ( GLenum pname, const GLint *params ); + + +/* + * Selection and Feedback + */ + +typedef void (APIENTRYP PFNGLFEEDBACKBUFFERPROC) ( GLsizei size, GLenum type, GLfloat *buffer ); + +typedef void (APIENTRYP PFNGLPASSTHROUGHPROC) ( GLfloat token ); + +typedef void (APIENTRYP PFNGLSELECTBUFFERPROC) ( GLsizei size, GLuint *buffer ); + +typedef void (APIENTRYP PFNGLINITNAMESPROC) ( void ); + +typedef void (APIENTRYP PFNGLLOADNAMEPROC) ( GLuint name ); + +typedef void (APIENTRYP PFNGLPUSHNAMEPROC) ( GLuint name ); + +typedef void (APIENTRYP PFNGLPOPNAMEPROC) ( void ); +#endif + + +/* + * OpenGL 1.2 + */ + +#define GL_RESCALE_NORMAL 0x803A +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_TEXTURE_BINDING_3D 0x806A + +#ifndef SDL_OPENGL_1_NO_PROTOTYPES + +GLAPI void GLAPIENTRY glDrawRangeElements( GLenum mode, GLuint start, + GLuint end, GLsizei count, GLenum type, const GLvoid *indices ); + +GLAPI void GLAPIENTRY glTexImage3D( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLsizei height, + GLsizei depth, GLint border, + GLenum format, GLenum type, + const GLvoid *pixels ); + +GLAPI void GLAPIENTRY glTexSubImage3D( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint zoffset, GLsizei width, + GLsizei height, GLsizei depth, + GLenum format, + GLenum type, const GLvoid *pixels); + +GLAPI void GLAPIENTRY glCopyTexSubImage3D( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint zoffset, GLint x, + GLint y, GLsizei width, + GLsizei height ); + +#endif +#ifdef SDL_OPENGL_1_FUNCTION_TYPEDEFS + +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) ( GLenum mode, GLuint start, + GLuint end, GLsizei count, GLenum type, const GLvoid *indices ); + +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) ( GLenum target, GLint level, + GLint internalFormat, + GLsizei width, GLsizei height, + GLsizei depth, GLint border, + GLenum format, GLenum type, + const GLvoid *pixels ); + +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) ( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint zoffset, GLsizei width, + GLsizei height, GLsizei depth, + GLenum format, + GLenum type, const GLvoid *pixels); + +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) ( GLenum target, GLint level, + GLint xoffset, GLint yoffset, + GLint zoffset, GLint x, + GLint y, GLsizei width, + GLsizei height ); + +#endif + +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const GLvoid *indices); +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const GLvoid *pixels); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); + + +/* + * GL_ARB_imaging + */ + +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_COLOR_TABLE 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 +#define GL_PROXY_COLOR_TABLE 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 +#define GL_COLOR_TABLE_SCALE 0x80D6 +#define GL_COLOR_TABLE_BIAS 0x80D7 +#define GL_COLOR_TABLE_FORMAT 0x80D8 +#define GL_COLOR_TABLE_WIDTH 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF +#define GL_CONVOLUTION_1D 0x8010 +#define GL_CONVOLUTION_2D 0x8011 +#define GL_SEPARABLE_2D 0x8012 +#define GL_CONVOLUTION_BORDER_MODE 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS 0x8015 +#define GL_REDUCE 0x8016 +#define GL_CONVOLUTION_FORMAT 0x8017 +#define GL_CONVOLUTION_WIDTH 0x8018 +#define GL_CONVOLUTION_HEIGHT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 +#define GL_CONSTANT_BORDER 0x8151 +#define GL_REPLICATE_BORDER 0x8153 +#define GL_CONVOLUTION_BORDER_COLOR 0x8154 +#define GL_COLOR_MATRIX 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB +#define GL_HISTOGRAM 0x8024 +#define GL_PROXY_HISTOGRAM 0x8025 +#define GL_HISTOGRAM_WIDTH 0x8026 +#define GL_HISTOGRAM_FORMAT 0x8027 +#define GL_HISTOGRAM_RED_SIZE 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C +#define GL_HISTOGRAM_SINK 0x802D +#define GL_MINMAX 0x802E +#define GL_MINMAX_FORMAT 0x802F +#define GL_MINMAX_SINK 0x8030 +#define GL_TABLE_TOO_LARGE 0x8031 +#define GL_BLEND_EQUATION 0x8009 +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_SUBTRACT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_BLEND_COLOR 0x8005 + + +#ifndef SDL_OPENGL_1_NO_PROTOTYPES + +GLAPI void GLAPIENTRY glColorTable( GLenum target, GLenum internalformat, + GLsizei width, GLenum format, + GLenum type, const GLvoid *table ); + +GLAPI void GLAPIENTRY glColorSubTable( GLenum target, + GLsizei start, GLsizei count, + GLenum format, GLenum type, + const GLvoid *data ); + +GLAPI void GLAPIENTRY glColorTableParameteriv(GLenum target, GLenum pname, + const GLint *params); + +GLAPI void GLAPIENTRY glColorTableParameterfv(GLenum target, GLenum pname, + const GLfloat *params); + +GLAPI void GLAPIENTRY glCopyColorSubTable( GLenum target, GLsizei start, + GLint x, GLint y, GLsizei width ); + +GLAPI void GLAPIENTRY glCopyColorTable( GLenum target, GLenum internalformat, + GLint x, GLint y, GLsizei width ); + +GLAPI void GLAPIENTRY glGetColorTable( GLenum target, GLenum format, + GLenum type, GLvoid *table ); + +GLAPI void GLAPIENTRY glGetColorTableParameterfv( GLenum target, GLenum pname, + GLfloat *params ); + +GLAPI void GLAPIENTRY glGetColorTableParameteriv( GLenum target, GLenum pname, + GLint *params ); + +GLAPI void GLAPIENTRY glBlendEquation( GLenum mode ); + +GLAPI void GLAPIENTRY glBlendColor( GLclampf red, GLclampf green, + GLclampf blue, GLclampf alpha ); + +GLAPI void GLAPIENTRY glHistogram( GLenum target, GLsizei width, + GLenum internalformat, GLboolean sink ); + +GLAPI void GLAPIENTRY glResetHistogram( GLenum target ); + +GLAPI void GLAPIENTRY glGetHistogram( GLenum target, GLboolean reset, + GLenum format, GLenum type, + GLvoid *values ); + +GLAPI void GLAPIENTRY glGetHistogramParameterfv( GLenum target, GLenum pname, + GLfloat *params ); + +GLAPI void GLAPIENTRY glGetHistogramParameteriv( GLenum target, GLenum pname, + GLint *params ); + +GLAPI void GLAPIENTRY glMinmax( GLenum target, GLenum internalformat, + GLboolean sink ); + +GLAPI void GLAPIENTRY glResetMinmax( GLenum target ); + +GLAPI void GLAPIENTRY glGetMinmax( GLenum target, GLboolean reset, + GLenum format, GLenum types, + GLvoid *values ); + +GLAPI void GLAPIENTRY glGetMinmaxParameterfv( GLenum target, GLenum pname, + GLfloat *params ); + +GLAPI void GLAPIENTRY glGetMinmaxParameteriv( GLenum target, GLenum pname, + GLint *params ); + +GLAPI void GLAPIENTRY glConvolutionFilter1D( GLenum target, + GLenum internalformat, GLsizei width, GLenum format, GLenum type, + const GLvoid *image ); + +GLAPI void GLAPIENTRY glConvolutionFilter2D( GLenum target, + GLenum internalformat, GLsizei width, GLsizei height, GLenum format, + GLenum type, const GLvoid *image ); + +GLAPI void GLAPIENTRY glConvolutionParameterf( GLenum target, GLenum pname, + GLfloat params ); + +GLAPI void GLAPIENTRY glConvolutionParameterfv( GLenum target, GLenum pname, + const GLfloat *params ); + +GLAPI void GLAPIENTRY glConvolutionParameteri( GLenum target, GLenum pname, + GLint params ); + +GLAPI void GLAPIENTRY glConvolutionParameteriv( GLenum target, GLenum pname, + const GLint *params ); + +GLAPI void GLAPIENTRY glCopyConvolutionFilter1D( GLenum target, + GLenum internalformat, GLint x, GLint y, GLsizei width ); + +GLAPI void GLAPIENTRY glCopyConvolutionFilter2D( GLenum target, + GLenum internalformat, GLint x, GLint y, GLsizei width, + GLsizei height); + +GLAPI void GLAPIENTRY glGetConvolutionFilter( GLenum target, GLenum format, + GLenum type, GLvoid *image ); + +GLAPI void GLAPIENTRY glGetConvolutionParameterfv( GLenum target, GLenum pname, + GLfloat *params ); + +GLAPI void GLAPIENTRY glGetConvolutionParameteriv( GLenum target, GLenum pname, + GLint *params ); + +GLAPI void GLAPIENTRY glSeparableFilter2D( GLenum target, + GLenum internalformat, GLsizei width, GLsizei height, GLenum format, + GLenum type, const GLvoid *row, const GLvoid *column ); + +GLAPI void GLAPIENTRY glGetSeparableFilter( GLenum target, GLenum format, + GLenum type, GLvoid *row, GLvoid *column, GLvoid *span ); + +#endif +#ifdef SDL_OPENGL_1_FUNCTION_TYPEDEFS + +typedef void (APIENTRYP PFNGLCOLORTABLEPROC) ( GLenum target, GLenum internalformat, + GLsizei width, GLenum format, + GLenum type, const GLvoid *table ); + +typedef void (APIENTRYP PFNGLCOLORSUBTABLEPROC) ( GLenum target, + GLsizei start, GLsizei count, + GLenum format, GLenum type, + const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, + const GLint *params); + +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, + const GLfloat *params); + +typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEPROC) ( GLenum target, GLsizei start, + GLint x, GLint y, GLsizei width ); + +typedef void (APIENTRYP PFNGLCOPYCOLORTABLEPROC) ( GLenum target, GLenum internalformat, + GLint x, GLint y, GLsizei width ); + +typedef void (APIENTRYP PFNGLGETCOLORTABLEPROC) ( GLenum target, GLenum format, + GLenum type, GLvoid *table ); + +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVPROC) ( GLenum target, GLenum pname, + GLfloat *params ); + +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVPROC) ( GLenum target, GLenum pname, + GLint *params ); + +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) ( GLenum mode ); + +typedef void (APIENTRYP PFNGLBLENDCOLORPROC) ( GLclampf red, GLclampf green, + GLclampf blue, GLclampf alpha ); + +typedef void (APIENTRYP PFNGLHISTOGRAMPROC) ( GLenum target, GLsizei width, + GLenum internalformat, GLboolean sink ); + +typedef void (APIENTRYP PFNGLRESETHISTOGRAMPROC) ( GLenum target ); + +typedef void (APIENTRYP PFNGLGETHISTOGRAMPROC) ( GLenum target, GLboolean reset, + GLenum format, GLenum type, + GLvoid *values ); + +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVPROC) ( GLenum target, GLenum pname, + GLfloat *params ); + +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVPROC) ( GLenum target, GLenum pname, + GLint *params ); + +typedef void (APIENTRYP PFNGLMINMAXPROC) ( GLenum target, GLenum internalformat, + GLboolean sink ); + +typedef void (APIENTRYP PFNGLRESETMINMAXPROC) ( GLenum target ); + +typedef void (APIENTRYP PFNGLGETMINMAXPROC) ( GLenum target, GLboolean reset, + GLenum format, GLenum types, + GLvoid *values ); + +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVPROC) ( GLenum target, GLenum pname, + GLfloat *params ); + +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVPROC) ( GLenum target, GLenum pname, + GLint *params ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DPROC) ( GLenum target, + GLenum internalformat, GLsizei width, GLenum format, GLenum type, + const GLvoid *image ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DPROC) ( GLenum target, + GLenum internalformat, GLsizei width, GLsizei height, GLenum format, + GLenum type, const GLvoid *image ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFPROC) ( GLenum target, GLenum pname, + GLfloat params ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVPROC) ( GLenum target, GLenum pname, + const GLfloat *params ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIPROC) ( GLenum target, GLenum pname, + GLint params ); + +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVPROC) ( GLenum target, GLenum pname, + const GLint *params ); + +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DPROC) ( GLenum target, + GLenum internalformat, GLint x, GLint y, GLsizei width ); + +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DPROC) ( GLenum target, + GLenum internalformat, GLint x, GLint y, GLsizei width, + GLsizei height); + +typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTERPROC) ( GLenum target, GLenum format, + GLenum type, GLvoid *image ); + +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVPROC) ( GLenum target, GLenum pname, + GLfloat *params ); + +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVPROC) ( GLenum target, GLenum pname, + GLint *params ); + +typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DPROC) ( GLenum target, + GLenum internalformat, GLsizei width, GLsizei height, GLenum format, + GLenum type, const GLvoid *row, const GLvoid *column ); + +typedef void (APIENTRYP PFNGLGETSEPARABLEFILTERPROC) ( GLenum target, GLenum format, + GLenum type, GLvoid *row, GLvoid *column, GLvoid *span ); + +#endif + + + + +/* + * OpenGL 1.3 + */ + +/* multitexture */ +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +/* texture_cube_map */ +#define GL_NORMAL_MAP 0x8511 +#define GL_REFLECTION_MAP 0x8512 +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +/* texture_compression */ +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +/* multisample */ +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_MULTISAMPLE_BIT 0x20000000 +/* transpose_matrix */ +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +/* texture_env_combine */ +#define GL_COMBINE 0x8570 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMBINE_ALPHA 0x8572 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE2_RGB 0x8582 +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND2_RGB 0x8592 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_RGB_SCALE 0x8573 +#define GL_ADD_SIGNED 0x8574 +#define GL_INTERPOLATE 0x8575 +#define GL_SUBTRACT 0x84E7 +#define GL_CONSTANT 0x8576 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PREVIOUS 0x8578 +/* texture_env_dot3 */ +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +/* texture_border_clamp */ +#define GL_CLAMP_TO_BORDER 0x812D + +#ifndef SDL_OPENGL_1_NO_PROTOTYPES + +GLAPI void GLAPIENTRY glActiveTexture( GLenum texture ); + +GLAPI void GLAPIENTRY glClientActiveTexture( GLenum texture ); + +GLAPI void GLAPIENTRY glCompressedTexImage1D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glCompressedTexImage2D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glCompressedTexImage3D( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glCompressedTexSubImage1D( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glCompressedTexSubImage2D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glCompressedTexSubImage3D( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data ); + +GLAPI void GLAPIENTRY glGetCompressedTexImage( GLenum target, GLint lod, GLvoid *img ); + +GLAPI void GLAPIENTRY glMultiTexCoord1d( GLenum target, GLdouble s ); + +GLAPI void GLAPIENTRY glMultiTexCoord1dv( GLenum target, const GLdouble *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord1f( GLenum target, GLfloat s ); + +GLAPI void GLAPIENTRY glMultiTexCoord1fv( GLenum target, const GLfloat *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord1i( GLenum target, GLint s ); + +GLAPI void GLAPIENTRY glMultiTexCoord1iv( GLenum target, const GLint *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord1s( GLenum target, GLshort s ); + +GLAPI void GLAPIENTRY glMultiTexCoord1sv( GLenum target, const GLshort *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord2d( GLenum target, GLdouble s, GLdouble t ); + +GLAPI void GLAPIENTRY glMultiTexCoord2dv( GLenum target, const GLdouble *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord2f( GLenum target, GLfloat s, GLfloat t ); + +GLAPI void GLAPIENTRY glMultiTexCoord2fv( GLenum target, const GLfloat *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord2i( GLenum target, GLint s, GLint t ); + +GLAPI void GLAPIENTRY glMultiTexCoord2iv( GLenum target, const GLint *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord2s( GLenum target, GLshort s, GLshort t ); + +GLAPI void GLAPIENTRY glMultiTexCoord2sv( GLenum target, const GLshort *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord3d( GLenum target, GLdouble s, GLdouble t, GLdouble r ); + +GLAPI void GLAPIENTRY glMultiTexCoord3dv( GLenum target, const GLdouble *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord3f( GLenum target, GLfloat s, GLfloat t, GLfloat r ); + +GLAPI void GLAPIENTRY glMultiTexCoord3fv( GLenum target, const GLfloat *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord3i( GLenum target, GLint s, GLint t, GLint r ); + +GLAPI void GLAPIENTRY glMultiTexCoord3iv( GLenum target, const GLint *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord3s( GLenum target, GLshort s, GLshort t, GLshort r ); + +GLAPI void GLAPIENTRY glMultiTexCoord3sv( GLenum target, const GLshort *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord4d( GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q ); + +GLAPI void GLAPIENTRY glMultiTexCoord4dv( GLenum target, const GLdouble *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord4f( GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q ); + +GLAPI void GLAPIENTRY glMultiTexCoord4fv( GLenum target, const GLfloat *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord4i( GLenum target, GLint s, GLint t, GLint r, GLint q ); + +GLAPI void GLAPIENTRY glMultiTexCoord4iv( GLenum target, const GLint *v ); + +GLAPI void GLAPIENTRY glMultiTexCoord4s( GLenum target, GLshort s, GLshort t, GLshort r, GLshort q ); + +GLAPI void GLAPIENTRY glMultiTexCoord4sv( GLenum target, const GLshort *v ); + + +GLAPI void GLAPIENTRY glLoadTransposeMatrixd( const GLdouble m[16] ); + +GLAPI void GLAPIENTRY glLoadTransposeMatrixf( const GLfloat m[16] ); + +GLAPI void GLAPIENTRY glMultTransposeMatrixd( const GLdouble m[16] ); + +GLAPI void GLAPIENTRY glMultTransposeMatrixf( const GLfloat m[16] ); + +GLAPI void GLAPIENTRY glSampleCoverage( GLclampf value, GLboolean invert ); + +#endif +#ifdef SDL_OPENGL_1_FUNCTION_TYPEDEFS + +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) ( GLenum texture ); + +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) ( GLenum texture ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) ( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) ( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) ( GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) ( GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) ( GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data ); + +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) ( GLenum target, GLint lod, GLvoid *img ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC) ( GLenum target, GLdouble s ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC) ( GLenum target, const GLdouble *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC) ( GLenum target, GLfloat s ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC) ( GLenum target, const GLfloat *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC) ( GLenum target, GLint s ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC) ( GLenum target, const GLint *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC) ( GLenum target, GLshort s ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC) ( GLenum target, const GLshort *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC) ( GLenum target, GLdouble s, GLdouble t ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC) ( GLenum target, const GLdouble *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) ( GLenum target, GLfloat s, GLfloat t ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) ( GLenum target, const GLfloat *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC) ( GLenum target, GLint s, GLint t ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC) ( GLenum target, const GLint *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC) ( GLenum target, GLshort s, GLshort t ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC) ( GLenum target, const GLshort *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC) ( GLenum target, GLdouble s, GLdouble t, GLdouble r ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC) ( GLenum target, const GLdouble *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC) ( GLenum target, GLfloat s, GLfloat t, GLfloat r ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC) ( GLenum target, const GLfloat *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC) ( GLenum target, GLint s, GLint t, GLint r ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC) ( GLenum target, const GLint *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC) ( GLenum target, GLshort s, GLshort t, GLshort r ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC) ( GLenum target, const GLshort *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC) ( GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC) ( GLenum target, const GLdouble *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC) ( GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC) ( GLenum target, const GLfloat *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC) ( GLenum target, GLint s, GLint t, GLint r, GLint q ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC) ( GLenum target, const GLint *v ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC) ( GLenum target, GLshort s, GLshort t, GLshort r, GLshort q ); + +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC) ( GLenum target, const GLshort *v ); + + +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC) ( const GLdouble m[16] ); + +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC) ( const GLfloat m[16] ); + +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC) ( const GLdouble m[16] ); + +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC) ( const GLfloat m[16] ); + +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) ( GLclampf value, GLboolean invert ); + +#endif + + +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLclampf value, GLboolean invert); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const GLvoid *data); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, GLvoid *img); + + + +/* + * GL_ARB_multitexture (ARB extension 1 and OpenGL 1.2.1) + */ +#ifndef GL_ARB_multitexture +#define GL_ARB_multitexture 1 + +#define GL_TEXTURE0_ARB 0x84C0 +#define GL_TEXTURE1_ARB 0x84C1 +#define GL_TEXTURE2_ARB 0x84C2 +#define GL_TEXTURE3_ARB 0x84C3 +#define GL_TEXTURE4_ARB 0x84C4 +#define GL_TEXTURE5_ARB 0x84C5 +#define GL_TEXTURE6_ARB 0x84C6 +#define GL_TEXTURE7_ARB 0x84C7 +#define GL_TEXTURE8_ARB 0x84C8 +#define GL_TEXTURE9_ARB 0x84C9 +#define GL_TEXTURE10_ARB 0x84CA +#define GL_TEXTURE11_ARB 0x84CB +#define GL_TEXTURE12_ARB 0x84CC +#define GL_TEXTURE13_ARB 0x84CD +#define GL_TEXTURE14_ARB 0x84CE +#define GL_TEXTURE15_ARB 0x84CF +#define GL_TEXTURE16_ARB 0x84D0 +#define GL_TEXTURE17_ARB 0x84D1 +#define GL_TEXTURE18_ARB 0x84D2 +#define GL_TEXTURE19_ARB 0x84D3 +#define GL_TEXTURE20_ARB 0x84D4 +#define GL_TEXTURE21_ARB 0x84D5 +#define GL_TEXTURE22_ARB 0x84D6 +#define GL_TEXTURE23_ARB 0x84D7 +#define GL_TEXTURE24_ARB 0x84D8 +#define GL_TEXTURE25_ARB 0x84D9 +#define GL_TEXTURE26_ARB 0x84DA +#define GL_TEXTURE27_ARB 0x84DB +#define GL_TEXTURE28_ARB 0x84DC +#define GL_TEXTURE29_ARB 0x84DD +#define GL_TEXTURE30_ARB 0x84DE +#define GL_TEXTURE31_ARB 0x84DF +#define GL_ACTIVE_TEXTURE_ARB 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 +#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 + +#ifndef SDL_OPENGL_1_NO_PROTOTYPES + +GLAPI void GLAPIENTRY glActiveTextureARB(GLenum texture); +GLAPI void GLAPIENTRY glClientActiveTextureARB(GLenum texture); +GLAPI void GLAPIENTRY glMultiTexCoord1dARB(GLenum target, GLdouble s); +GLAPI void GLAPIENTRY glMultiTexCoord1dvARB(GLenum target, const GLdouble *v); +GLAPI void GLAPIENTRY glMultiTexCoord1fARB(GLenum target, GLfloat s); +GLAPI void GLAPIENTRY glMultiTexCoord1fvARB(GLenum target, const GLfloat *v); +GLAPI void GLAPIENTRY glMultiTexCoord1iARB(GLenum target, GLint s); +GLAPI void GLAPIENTRY glMultiTexCoord1ivARB(GLenum target, const GLint *v); +GLAPI void GLAPIENTRY glMultiTexCoord1sARB(GLenum target, GLshort s); +GLAPI void GLAPIENTRY glMultiTexCoord1svARB(GLenum target, const GLshort *v); +GLAPI void GLAPIENTRY glMultiTexCoord2dARB(GLenum target, GLdouble s, GLdouble t); +GLAPI void GLAPIENTRY glMultiTexCoord2dvARB(GLenum target, const GLdouble *v); +GLAPI void GLAPIENTRY glMultiTexCoord2fARB(GLenum target, GLfloat s, GLfloat t); +GLAPI void GLAPIENTRY glMultiTexCoord2fvARB(GLenum target, const GLfloat *v); +GLAPI void GLAPIENTRY glMultiTexCoord2iARB(GLenum target, GLint s, GLint t); +GLAPI void GLAPIENTRY glMultiTexCoord2ivARB(GLenum target, const GLint *v); +GLAPI void GLAPIENTRY glMultiTexCoord2sARB(GLenum target, GLshort s, GLshort t); +GLAPI void GLAPIENTRY glMultiTexCoord2svARB(GLenum target, const GLshort *v); +GLAPI void GLAPIENTRY glMultiTexCoord3dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r); +GLAPI void GLAPIENTRY glMultiTexCoord3dvARB(GLenum target, const GLdouble *v); +GLAPI void GLAPIENTRY glMultiTexCoord3fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r); +GLAPI void GLAPIENTRY glMultiTexCoord3fvARB(GLenum target, const GLfloat *v); +GLAPI void GLAPIENTRY glMultiTexCoord3iARB(GLenum target, GLint s, GLint t, GLint r); +GLAPI void GLAPIENTRY glMultiTexCoord3ivARB(GLenum target, const GLint *v); +GLAPI void GLAPIENTRY glMultiTexCoord3sARB(GLenum target, GLshort s, GLshort t, GLshort r); +GLAPI void GLAPIENTRY glMultiTexCoord3svARB(GLenum target, const GLshort *v); +GLAPI void GLAPIENTRY glMultiTexCoord4dARB(GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI void GLAPIENTRY glMultiTexCoord4dvARB(GLenum target, const GLdouble *v); +GLAPI void GLAPIENTRY glMultiTexCoord4fARB(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI void GLAPIENTRY glMultiTexCoord4fvARB(GLenum target, const GLfloat *v); +GLAPI void GLAPIENTRY glMultiTexCoord4iARB(GLenum target, GLint s, GLint t, GLint r, GLint q); +GLAPI void GLAPIENTRY glMultiTexCoord4ivARB(GLenum target, const GLint *v); +GLAPI void GLAPIENTRY glMultiTexCoord4sARB(GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI void GLAPIENTRY glMultiTexCoord4svARB(GLenum target, const GLshort *v); + +#endif +#ifdef SDL_OPENGL_1_FUNCTION_TYPEDEFS + +typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); + +#endif + +typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); + +#endif /* GL_ARB_multitexture */ + + + +/* + * Define this token if you want "old-style" header file behaviour (extensions + * defined in gl.h). Otherwise, extensions will be included from glext.h. + */ +#if !defined(NO_SDL_GLEXT) && !defined(GL_GLEXT_LEGACY) +#include +#endif /* GL_GLEXT_LEGACY */ + + + +/********************************************************************** + * Begin system-specific stuff + */ +#if defined(PRAGMA_EXPORT_SUPPORTED) +#pragma export off +#endif + +/* + * End system-specific stuff + **********************************************************************/ + + +#ifdef __cplusplus +} +#endif + +#endif /* __gl_h_ */ + +#endif /* !SDL_PLATFORM_IOS */ + +#endif /* SDL_opengl_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_opengl_glext.h b/modules/imgui-sdl/src/include/SDL3/SDL_opengl_glext.h new file mode 100644 index 0000000..fa0f6c2 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_opengl_glext.h @@ -0,0 +1,13213 @@ +/* SDL modified the include guard to be compatible with Mesa and Apple include guards: + * - Mesa uses: __gl_glext_h_ + * - Apple uses: __glext_h_ */ +#if !defined(__glext_h_) && !defined(__gl_glext_h_) +#define __glext_h_ 1 +#define __gl_glext_h_ 1 + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ + +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif +#ifndef GLAPI +#define GLAPI extern +#endif + +#define GL_GLEXT_VERSION 20220530 + +/*#include */ +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 +/* + * To support platform where unsigned long cannot be used interchangeably with + * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. + * Ideally, we could just use (u)intptr_t everywhere, but this could result in + * ABI breakage if khronos_uintptr_t is changed from unsigned long to + * unsigned long long or similar (this results in different C++ name mangling). + * To avoid changes for existing platforms, we restrict usage of intptr_t to + * platforms where the size of a pointer is larger than the size of long. + */ +#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) +#if __SIZEOF_POINTER__ > __SIZEOF_LONG__ +#define KHRONOS_USE_INTPTR_T +#endif +#endif + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef KHRONOS_USE_INTPTR_T +typedef intptr_t khronos_intptr_t; +typedef uintptr_t khronos_uintptr_t; +#elif defined(_WIN64) +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +#endif + +#if defined(_WIN64) +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ + +/* Generated C header for: + * API: gl + * Profile: compatibility + * Versions considered: .* + * Versions emitted: 1\.[2-9]|[234]\.[0-9] + * Default extensions included: gl + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ + +#ifndef GL_VERSION_1_2 +#define GL_VERSION_1_2 1 +#define GL_UNSIGNED_BYTE_3_3_2 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2 0x8036 +#define GL_TEXTURE_BINDING_3D 0x806A +#define GL_PACK_SKIP_IMAGES 0x806B +#define GL_PACK_IMAGE_HEIGHT 0x806C +#define GL_UNPACK_SKIP_IMAGES 0x806D +#define GL_UNPACK_IMAGE_HEIGHT 0x806E +#define GL_TEXTURE_3D 0x806F +#define GL_PROXY_TEXTURE_3D 0x8070 +#define GL_TEXTURE_DEPTH 0x8071 +#define GL_TEXTURE_WRAP_R 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE 0x8073 +#define GL_UNSIGNED_BYTE_2_3_3_REV 0x8362 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_UNSIGNED_SHORT_5_6_5_REV 0x8364 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV 0x8366 +#define GL_UNSIGNED_INT_8_8_8_8_REV 0x8367 +#define GL_UNSIGNED_INT_2_10_10_10_REV 0x8368 +#define GL_BGR 0x80E0 +#define GL_BGRA 0x80E1 +#define GL_MAX_ELEMENTS_VERTICES 0x80E8 +#define GL_MAX_ELEMENTS_INDICES 0x80E9 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_TEXTURE_MIN_LOD 0x813A +#define GL_TEXTURE_MAX_LOD 0x813B +#define GL_TEXTURE_BASE_LEVEL 0x813C +#define GL_TEXTURE_MAX_LEVEL 0x813D +#define GL_SMOOTH_POINT_SIZE_RANGE 0x0B12 +#define GL_SMOOTH_POINT_SIZE_GRANULARITY 0x0B13 +#define GL_SMOOTH_LINE_WIDTH_RANGE 0x0B22 +#define GL_SMOOTH_LINE_WIDTH_GRANULARITY 0x0B23 +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_RESCALE_NORMAL 0x803A +#define GL_LIGHT_MODEL_COLOR_CONTROL 0x81F8 +#define GL_SINGLE_COLOR 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR 0x81FA +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLTEXIMAGE3DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawRangeElements (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glTexImage3D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCopyTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_VERSION_1_2 */ + +#ifndef GL_VERSION_1_3 +#define GL_VERSION_1_3 1 +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_MULTISAMPLE 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE 0x809F +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_COMPRESSED_RGB 0x84ED +#define GL_COMPRESSED_RGBA 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE 0x86A0 +#define GL_TEXTURE_COMPRESSED 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_CLAMP_TO_BORDER 0x812D +#define GL_CLIENT_ACTIVE_TEXTURE 0x84E1 +#define GL_MAX_TEXTURE_UNITS 0x84E2 +#define GL_TRANSPOSE_MODELVIEW_MATRIX 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX 0x84E6 +#define GL_MULTISAMPLE_BIT 0x20000000 +#define GL_NORMAL_MAP 0x8511 +#define GL_REFLECTION_MAP 0x8512 +#define GL_COMPRESSED_ALPHA 0x84E9 +#define GL_COMPRESSED_LUMINANCE 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA 0x84EB +#define GL_COMPRESSED_INTENSITY 0x84EC +#define GL_COMBINE 0x8570 +#define GL_COMBINE_RGB 0x8571 +#define GL_COMBINE_ALPHA 0x8572 +#define GL_SOURCE0_RGB 0x8580 +#define GL_SOURCE1_RGB 0x8581 +#define GL_SOURCE2_RGB 0x8582 +#define GL_SOURCE0_ALPHA 0x8588 +#define GL_SOURCE1_ALPHA 0x8589 +#define GL_SOURCE2_ALPHA 0x858A +#define GL_OPERAND0_RGB 0x8590 +#define GL_OPERAND1_RGB 0x8591 +#define GL_OPERAND2_RGB 0x8592 +#define GL_OPERAND0_ALPHA 0x8598 +#define GL_OPERAND1_ALPHA 0x8599 +#define GL_OPERAND2_ALPHA 0x859A +#define GL_RGB_SCALE 0x8573 +#define GL_ADD_SIGNED 0x8574 +#define GL_INTERPOLATE 0x8575 +#define GL_SUBTRACT 0x84E7 +#define GL_CONSTANT 0x8576 +#define GL_PRIMARY_COLOR 0x8577 +#define GL_PREVIOUS 0x8578 +#define GL_DOT3_RGB 0x86AE +#define GL_DOT3_RGBA 0x86AF +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint level, void *img); +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DPROC) (GLenum target, GLdouble s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FPROC) (GLenum target, GLfloat s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IPROC) (GLenum target, GLint s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SPROC) (GLenum target, GLshort s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DPROC) (GLenum target, GLdouble s, GLdouble t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IPROC) (GLenum target, GLint s, GLint t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SPROC) (GLenum target, GLshort s, GLshort t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IPROC) (GLenum target, GLint s, GLint t, GLint r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SPROC) (GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFPROC) (const GLfloat *m); +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDPROC) (const GLdouble *m); +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFPROC) (const GLfloat *m); +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDPROC) (const GLdouble *m); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveTexture (GLenum texture); +GLAPI void APIENTRY glSampleCoverage (GLfloat value, GLboolean invert); +GLAPI void APIENTRY glCompressedTexImage3D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexImage1D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage3D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage1D (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glGetCompressedTexImage (GLenum target, GLint level, void *img); +GLAPI void APIENTRY glClientActiveTexture (GLenum texture); +GLAPI void APIENTRY glMultiTexCoord1d (GLenum target, GLdouble s); +GLAPI void APIENTRY glMultiTexCoord1dv (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord1f (GLenum target, GLfloat s); +GLAPI void APIENTRY glMultiTexCoord1fv (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord1i (GLenum target, GLint s); +GLAPI void APIENTRY glMultiTexCoord1iv (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord1s (GLenum target, GLshort s); +GLAPI void APIENTRY glMultiTexCoord1sv (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord2d (GLenum target, GLdouble s, GLdouble t); +GLAPI void APIENTRY glMultiTexCoord2dv (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord2f (GLenum target, GLfloat s, GLfloat t); +GLAPI void APIENTRY glMultiTexCoord2fv (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord2i (GLenum target, GLint s, GLint t); +GLAPI void APIENTRY glMultiTexCoord2iv (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord2s (GLenum target, GLshort s, GLshort t); +GLAPI void APIENTRY glMultiTexCoord2sv (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord3d (GLenum target, GLdouble s, GLdouble t, GLdouble r); +GLAPI void APIENTRY glMultiTexCoord3dv (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord3f (GLenum target, GLfloat s, GLfloat t, GLfloat r); +GLAPI void APIENTRY glMultiTexCoord3fv (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord3i (GLenum target, GLint s, GLint t, GLint r); +GLAPI void APIENTRY glMultiTexCoord3iv (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord3s (GLenum target, GLshort s, GLshort t, GLshort r); +GLAPI void APIENTRY glMultiTexCoord3sv (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord4d (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI void APIENTRY glMultiTexCoord4dv (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord4f (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI void APIENTRY glMultiTexCoord4fv (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord4i (GLenum target, GLint s, GLint t, GLint r, GLint q); +GLAPI void APIENTRY glMultiTexCoord4iv (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord4s (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI void APIENTRY glMultiTexCoord4sv (GLenum target, const GLshort *v); +GLAPI void APIENTRY glLoadTransposeMatrixf (const GLfloat *m); +GLAPI void APIENTRY glLoadTransposeMatrixd (const GLdouble *m); +GLAPI void APIENTRY glMultTransposeMatrixf (const GLfloat *m); +GLAPI void APIENTRY glMultTransposeMatrixd (const GLdouble *m); +#endif +#endif /* GL_VERSION_1_3 */ + +#ifndef GL_VERSION_1_4 +#define GL_VERSION_1_4 1 +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_POINT_FADE_THRESHOLD_SIZE 0x8128 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_DEPTH_COMPONENT24 0x81A6 +#define GL_DEPTH_COMPONENT32 0x81A7 +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_MAX_TEXTURE_LOD_BIAS 0x84FD +#define GL_TEXTURE_LOD_BIAS 0x8501 +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_TEXTURE_DEPTH_SIZE 0x884A +#define GL_TEXTURE_COMPARE_MODE 0x884C +#define GL_TEXTURE_COMPARE_FUNC 0x884D +#define GL_POINT_SIZE_MIN 0x8126 +#define GL_POINT_SIZE_MAX 0x8127 +#define GL_POINT_DISTANCE_ATTENUATION 0x8129 +#define GL_GENERATE_MIPMAP 0x8191 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_FOG_COORDINATE_SOURCE 0x8450 +#define GL_FOG_COORDINATE 0x8451 +#define GL_FRAGMENT_DEPTH 0x8452 +#define GL_CURRENT_FOG_COORDINATE 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER 0x8456 +#define GL_FOG_COORDINATE_ARRAY 0x8457 +#define GL_COLOR_SUM 0x8458 +#define GL_CURRENT_SECONDARY_COLOR 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER 0x845D +#define GL_SECONDARY_COLOR_ARRAY 0x845E +#define GL_TEXTURE_FILTER_CONTROL 0x8500 +#define GL_DEPTH_TEXTURE_MODE 0x884B +#define GL_COMPARE_R_TO_TEXTURE 0x884E +#define GL_BLEND_COLOR 0x8005 +#define GL_BLEND_EQUATION 0x8009 +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_FUNC_ADD 0x8006 +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_FUNC_SUBTRACT 0x800A +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLPOINTPARAMETERIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVPROC) (GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLFOGCOORDFPROC) (GLfloat coord); +typedef void (APIENTRYP PFNGLFOGCOORDFVPROC) (const GLfloat *coord); +typedef void (APIENTRYP PFNGLFOGCOORDDPROC) (GLdouble coord); +typedef void (APIENTRYP PFNGLFOGCOORDDVPROC) (const GLdouble *coord); +typedef void (APIENTRYP PFNGLFOGCOORDPOINTERPROC) (GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BPROC) (GLbyte red, GLbyte green, GLbyte blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVPROC) (const GLbyte *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DPROC) (GLdouble red, GLdouble green, GLdouble blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FPROC) (GLfloat red, GLfloat green, GLfloat blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IPROC) (GLint red, GLint green, GLint blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SPROC) (GLshort red, GLshort green, GLshort blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBPROC) (GLubyte red, GLubyte green, GLubyte blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVPROC) (const GLubyte *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIPROC) (GLuint red, GLuint green, GLuint blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVPROC) (const GLuint *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USPROC) (GLushort red, GLushort green, GLushort blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVPROC) (const GLushort *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLWINDOWPOS2DPROC) (GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLWINDOWPOS2DVPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2FPROC) (GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLWINDOWPOS2FVPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2IPROC) (GLint x, GLint y); +typedef void (APIENTRYP PFNGLWINDOWPOS2IVPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2SPROC) (GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLWINDOWPOS2SVPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3DPROC) (GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLWINDOWPOS3DVPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3FPROC) (GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLWINDOWPOS3FVPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3IPROC) (GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLWINDOWPOS3IVPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3SPROC) (GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLWINDOWPOS3SVPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI void APIENTRY glMultiDrawArrays (GLenum mode, const GLint *first, const GLsizei *count, GLsizei drawcount); +GLAPI void APIENTRY glMultiDrawElements (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount); +GLAPI void APIENTRY glPointParameterf (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPointParameterfv (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glPointParameteri (GLenum pname, GLint param); +GLAPI void APIENTRY glPointParameteriv (GLenum pname, const GLint *params); +GLAPI void APIENTRY glFogCoordf (GLfloat coord); +GLAPI void APIENTRY glFogCoordfv (const GLfloat *coord); +GLAPI void APIENTRY glFogCoordd (GLdouble coord); +GLAPI void APIENTRY glFogCoorddv (const GLdouble *coord); +GLAPI void APIENTRY glFogCoordPointer (GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glSecondaryColor3b (GLbyte red, GLbyte green, GLbyte blue); +GLAPI void APIENTRY glSecondaryColor3bv (const GLbyte *v); +GLAPI void APIENTRY glSecondaryColor3d (GLdouble red, GLdouble green, GLdouble blue); +GLAPI void APIENTRY glSecondaryColor3dv (const GLdouble *v); +GLAPI void APIENTRY glSecondaryColor3f (GLfloat red, GLfloat green, GLfloat blue); +GLAPI void APIENTRY glSecondaryColor3fv (const GLfloat *v); +GLAPI void APIENTRY glSecondaryColor3i (GLint red, GLint green, GLint blue); +GLAPI void APIENTRY glSecondaryColor3iv (const GLint *v); +GLAPI void APIENTRY glSecondaryColor3s (GLshort red, GLshort green, GLshort blue); +GLAPI void APIENTRY glSecondaryColor3sv (const GLshort *v); +GLAPI void APIENTRY glSecondaryColor3ub (GLubyte red, GLubyte green, GLubyte blue); +GLAPI void APIENTRY glSecondaryColor3ubv (const GLubyte *v); +GLAPI void APIENTRY glSecondaryColor3ui (GLuint red, GLuint green, GLuint blue); +GLAPI void APIENTRY glSecondaryColor3uiv (const GLuint *v); +GLAPI void APIENTRY glSecondaryColor3us (GLushort red, GLushort green, GLushort blue); +GLAPI void APIENTRY glSecondaryColor3usv (const GLushort *v); +GLAPI void APIENTRY glSecondaryColorPointer (GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glWindowPos2d (GLdouble x, GLdouble y); +GLAPI void APIENTRY glWindowPos2dv (const GLdouble *v); +GLAPI void APIENTRY glWindowPos2f (GLfloat x, GLfloat y); +GLAPI void APIENTRY glWindowPos2fv (const GLfloat *v); +GLAPI void APIENTRY glWindowPos2i (GLint x, GLint y); +GLAPI void APIENTRY glWindowPos2iv (const GLint *v); +GLAPI void APIENTRY glWindowPos2s (GLshort x, GLshort y); +GLAPI void APIENTRY glWindowPos2sv (const GLshort *v); +GLAPI void APIENTRY glWindowPos3d (GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glWindowPos3dv (const GLdouble *v); +GLAPI void APIENTRY glWindowPos3f (GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glWindowPos3fv (const GLfloat *v); +GLAPI void APIENTRY glWindowPos3i (GLint x, GLint y, GLint z); +GLAPI void APIENTRY glWindowPos3iv (const GLint *v); +GLAPI void APIENTRY glWindowPos3s (GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glWindowPos3sv (const GLshort *v); +GLAPI void APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glBlendEquation (GLenum mode); +#endif +#endif /* GL_VERSION_1_4 */ + +#ifndef GL_VERSION_1_5 +#define GL_VERSION_1_5 1 +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_QUERY_COUNTER_BITS 0x8864 +#define GL_CURRENT_QUERY 0x8865 +#define GL_QUERY_RESULT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE 0x8867 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_READ_ONLY 0x88B8 +#define GL_WRITE_ONLY 0x88B9 +#define GL_READ_WRITE 0x88BA +#define GL_BUFFER_ACCESS 0x88BB +#define GL_BUFFER_MAPPED 0x88BC +#define GL_BUFFER_MAP_POINTER 0x88BD +#define GL_STREAM_DRAW 0x88E0 +#define GL_STREAM_READ 0x88E1 +#define GL_STREAM_COPY 0x88E2 +#define GL_STATIC_DRAW 0x88E4 +#define GL_STATIC_READ 0x88E5 +#define GL_STATIC_COPY 0x88E6 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_DYNAMIC_READ 0x88E9 +#define GL_DYNAMIC_COPY 0x88EA +#define GL_SAMPLES_PASSED 0x8914 +#define GL_SRC1_ALPHA 0x8589 +#define GL_VERTEX_ARRAY_BUFFER_BINDING 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING 0x889E +#define GL_FOG_COORD_SRC 0x8450 +#define GL_FOG_COORD 0x8451 +#define GL_CURRENT_FOG_COORD 0x8453 +#define GL_FOG_COORD_ARRAY_TYPE 0x8454 +#define GL_FOG_COORD_ARRAY_STRIDE 0x8455 +#define GL_FOG_COORD_ARRAY_POINTER 0x8456 +#define GL_FOG_COORD_ARRAY 0x8457 +#define GL_FOG_COORD_ARRAY_BUFFER_BINDING 0x889D +#define GL_SRC0_RGB 0x8580 +#define GL_SRC1_RGB 0x8581 +#define GL_SRC2_RGB 0x8582 +#define GL_SRC0_ALPHA 0x8588 +#define GL_SRC2_ALPHA 0x858A +typedef void (APIENTRYP PFNGLGENQUERIESPROC) (GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLDELETEQUERIESPROC) (GLsizei n, const GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISQUERYPROC) (GLuint id); +typedef void (APIENTRYP PFNGLBEGINQUERYPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLENDQUERYPROC) (GLenum target); +typedef void (APIENTRYP PFNGLGETQUERYIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVPROC) (GLuint id, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef GLboolean (APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, void *data); +typedef void *(APIENTRYP PFNGLMAPBUFFERPROC) (GLenum target, GLenum access); +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERPROC) (GLenum target); +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVPROC) (GLenum target, GLenum pname, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenQueries (GLsizei n, GLuint *ids); +GLAPI void APIENTRY glDeleteQueries (GLsizei n, const GLuint *ids); +GLAPI GLboolean APIENTRY glIsQuery (GLuint id); +GLAPI void APIENTRY glBeginQuery (GLenum target, GLuint id); +GLAPI void APIENTRY glEndQuery (GLenum target); +GLAPI void APIENTRY glGetQueryiv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetQueryObjectiv (GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetQueryObjectuiv (GLuint id, GLenum pname, GLuint *params); +GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GLAPI GLboolean APIENTRY glIsBuffer (GLuint buffer); +GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI void APIENTRY glGetBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, void *data); +GLAPI void *APIENTRY glMapBuffer (GLenum target, GLenum access); +GLAPI GLboolean APIENTRY glUnmapBuffer (GLenum target); +GLAPI void APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetBufferPointerv (GLenum target, GLenum pname, void **params); +#endif +#endif /* GL_VERSION_1_5 */ + +#ifndef GL_VERSION_2_0 +#define GL_VERSION_2_0 1 +typedef char GLchar; +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE 0x8642 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_MAX_DRAW_BUFFERS 0x8824 +#define GL_DRAW_BUFFER0 0x8825 +#define GL_DRAW_BUFFER1 0x8826 +#define GL_DRAW_BUFFER2 0x8827 +#define GL_DRAW_BUFFER3 0x8828 +#define GL_DRAW_BUFFER4 0x8829 +#define GL_DRAW_BUFFER5 0x882A +#define GL_DRAW_BUFFER6 0x882B +#define GL_DRAW_BUFFER7 0x882C +#define GL_DRAW_BUFFER8 0x882D +#define GL_DRAW_BUFFER9 0x882E +#define GL_DRAW_BUFFER10 0x882F +#define GL_DRAW_BUFFER11 0x8830 +#define GL_DRAW_BUFFER12 0x8831 +#define GL_DRAW_BUFFER13 0x8832 +#define GL_DRAW_BUFFER14 0x8833 +#define GL_DRAW_BUFFER15 0x8834 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS 0x8B49 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS 0x8B4A +#define GL_MAX_VARYING_FLOATS 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_SHADER_TYPE 0x8B4F +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_1D 0x8B5D +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_3D 0x8B5F +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_SAMPLER_1D_SHADOW 0x8B61 +#define GL_SAMPLER_2D_SHADOW 0x8B62 +#define GL_DELETE_STATUS 0x8B80 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT 0x8B8B +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_POINT_SPRITE_COORD_ORIGIN 0x8CA0 +#define GL_LOWER_LEFT 0x8CA1 +#define GL_UPPER_LEFT 0x8CA2 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_VERTEX_PROGRAM_TWO_SIDE 0x8643 +#define GL_POINT_SPRITE 0x8861 +#define GL_COORD_REPLACE 0x8862 +#define GL_MAX_TEXTURE_COORDS 0x8871 +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLDRAWBUFFERSPROC) (GLsizei n, const GLenum *bufs); +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask); +typedef void (APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); +typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name); +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params); +typedef void (APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); +typedef GLboolean (APIENTRYP PFNGLISSHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); +typedef void (APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); +typedef void (APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SPROC) (GLuint index, GLshort x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SPROC) (GLuint index, GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glDrawBuffers (GLsizei n, const GLenum *bufs); +GLAPI void APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI void APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); +GLAPI void APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); +GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name); +GLAPI void APIENTRY glCompileShader (GLuint shader); +GLAPI GLuint APIENTRY glCreateProgram (void); +GLAPI GLuint APIENTRY glCreateShader (GLenum type); +GLAPI void APIENTRY glDeleteProgram (GLuint program); +GLAPI void APIENTRY glDeleteShader (GLuint shader); +GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params); +GLAPI void APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params); +GLAPI void APIENTRY glGetVertexAttribdv (GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GLAPI GLboolean APIENTRY glIsProgram (GLuint program); +GLAPI GLboolean APIENTRY glIsShader (GLuint shader); +GLAPI void APIENTRY glLinkProgram (GLuint program); +GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI void APIENTRY glUseProgram (GLuint program); +GLAPI void APIENTRY glUniform1f (GLint location, GLfloat v0); +GLAPI void APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1); +GLAPI void APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI void APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); +GLAPI void APIENTRY glUniform2i (GLint location, GLint v0, GLint v1); +GLAPI void APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2); +GLAPI void APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI void APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glValidateProgram (GLuint program); +GLAPI void APIENTRY glVertexAttrib1d (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttrib1dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib1f (GLuint index, GLfloat x); +GLAPI void APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib1s (GLuint index, GLshort x); +GLAPI void APIENTRY glVertexAttrib1sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib2d (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttrib2dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y); +GLAPI void APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib2s (GLuint index, GLshort x, GLshort y); +GLAPI void APIENTRY glVertexAttrib2sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib3d (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttrib3dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib3s (GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glVertexAttrib3sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4Nbv (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttrib4Niv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttrib4Nsv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4Nub (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI void APIENTRY glVertexAttrib4Nubv (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttrib4Nuiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttrib4Nusv (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttrib4bv (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttrib4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttrib4dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib4iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttrib4s (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glVertexAttrib4sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4ubv (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttrib4uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttrib4usv (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#endif +#endif /* GL_VERSION_2_0 */ + +#ifndef GL_VERSION_2_1 +#define GL_VERSION_2_1 1 +#define GL_PIXEL_PACK_BUFFER 0x88EB +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#define GL_FLOAT_MAT2x3 0x8B65 +#define GL_FLOAT_MAT2x4 0x8B66 +#define GL_FLOAT_MAT3x2 0x8B67 +#define GL_FLOAT_MAT3x4 0x8B68 +#define GL_FLOAT_MAT4x2 0x8B69 +#define GL_FLOAT_MAT4x3 0x8B6A +#define GL_SRGB 0x8C40 +#define GL_SRGB8 0x8C41 +#define GL_SRGB_ALPHA 0x8C42 +#define GL_SRGB8_ALPHA8 0x8C43 +#define GL_COMPRESSED_SRGB 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA 0x8C49 +#define GL_CURRENT_RASTER_SECONDARY_COLOR 0x845F +#define GL_SLUMINANCE_ALPHA 0x8C44 +#define GL_SLUMINANCE8_ALPHA8 0x8C45 +#define GL_SLUMINANCE 0x8C46 +#define GL_SLUMINANCE8 0x8C47 +#define GL_COMPRESSED_SLUMINANCE 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA 0x8C4B +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUniformMatrix2x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix2x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4x2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3x4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4x3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#endif +#endif /* GL_VERSION_2_1 */ + +#ifndef GL_VERSION_3_0 +#define GL_VERSION_3_0 1 +typedef khronos_uint16_t GLhalf; +#define GL_COMPARE_REF_TO_TEXTURE 0x884E +#define GL_CLIP_DISTANCE0 0x3000 +#define GL_CLIP_DISTANCE1 0x3001 +#define GL_CLIP_DISTANCE2 0x3002 +#define GL_CLIP_DISTANCE3 0x3003 +#define GL_CLIP_DISTANCE4 0x3004 +#define GL_CLIP_DISTANCE5 0x3005 +#define GL_CLIP_DISTANCE6 0x3006 +#define GL_CLIP_DISTANCE7 0x3007 +#define GL_MAX_CLIP_DISTANCES 0x0D32 +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_CONTEXT_FLAGS 0x821E +#define GL_COMPRESSED_RED 0x8225 +#define GL_COMPRESSED_RG 0x8226 +#define GL_CONTEXT_FLAG_FORWARD_COMPATIBLE_BIT 0x00000001 +#define GL_RGBA32F 0x8814 +#define GL_RGB32F 0x8815 +#define GL_RGBA16F 0x881A +#define GL_RGB16F 0x881B +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER 0x88FD +#define GL_MAX_ARRAY_TEXTURE_LAYERS 0x88FF +#define GL_MIN_PROGRAM_TEXEL_OFFSET 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET 0x8905 +#define GL_CLAMP_READ_COLOR 0x891C +#define GL_FIXED_ONLY 0x891D +#define GL_MAX_VARYING_COMPONENTS 0x8B4B +#define GL_TEXTURE_1D_ARRAY 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY 0x8C19 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY 0x8C1D +#define GL_R11F_G11F_B10F 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV 0x8C3B +#define GL_RGB9_E5 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV 0x8C3E +#define GL_TEXTURE_SHARED_SIZE 0x8C3F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH 0x8C76 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE 0x8C85 +#define GL_PRIMITIVES_GENERATED 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN 0x8C88 +#define GL_RASTERIZER_DISCARD 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS 0x8C8B +#define GL_INTERLEAVED_ATTRIBS 0x8C8C +#define GL_SEPARATE_ATTRIBS 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING 0x8C8F +#define GL_RGBA32UI 0x8D70 +#define GL_RGB32UI 0x8D71 +#define GL_RGBA16UI 0x8D76 +#define GL_RGB16UI 0x8D77 +#define GL_RGBA8UI 0x8D7C +#define GL_RGB8UI 0x8D7D +#define GL_RGBA32I 0x8D82 +#define GL_RGB32I 0x8D83 +#define GL_RGBA16I 0x8D88 +#define GL_RGB16I 0x8D89 +#define GL_RGBA8I 0x8D8E +#define GL_RGB8I 0x8D8F +#define GL_RED_INTEGER 0x8D94 +#define GL_GREEN_INTEGER 0x8D95 +#define GL_BLUE_INTEGER 0x8D96 +#define GL_RGB_INTEGER 0x8D98 +#define GL_RGBA_INTEGER 0x8D99 +#define GL_BGR_INTEGER 0x8D9A +#define GL_BGRA_INTEGER 0x8D9B +#define GL_SAMPLER_1D_ARRAY 0x8DC0 +#define GL_SAMPLER_2D_ARRAY 0x8DC1 +#define GL_SAMPLER_1D_ARRAY_SHADOW 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW 0x8DC5 +#define GL_UNSIGNED_INT_VEC2 0x8DC6 +#define GL_UNSIGNED_INT_VEC3 0x8DC7 +#define GL_UNSIGNED_INT_VEC4 0x8DC8 +#define GL_INT_SAMPLER_1D 0x8DC9 +#define GL_INT_SAMPLER_2D 0x8DCA +#define GL_INT_SAMPLER_3D 0x8DCB +#define GL_INT_SAMPLER_CUBE 0x8DCC +#define GL_INT_SAMPLER_1D_ARRAY 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY 0x8DCF +#define GL_UNSIGNED_INT_SAMPLER_1D 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY 0x8DD7 +#define GL_QUERY_WAIT 0x8E13 +#define GL_QUERY_NO_WAIT 0x8E14 +#define GL_QUERY_BY_REGION_WAIT 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT 0x8E16 +#define GL_BUFFER_ACCESS_FLAGS 0x911F +#define GL_BUFFER_MAP_LENGTH 0x9120 +#define GL_BUFFER_MAP_OFFSET 0x9121 +#define GL_DEPTH_COMPONENT32F 0x8CAC +#define GL_DEPTH32F_STENCIL8 0x8CAD +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV 0x8DAD +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING 0x8210 +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE 0x8211 +#define GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE 0x8212 +#define GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE 0x8213 +#define GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE 0x8214 +#define GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE 0x8215 +#define GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE 0x8216 +#define GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE 0x8217 +#define GL_FRAMEBUFFER_DEFAULT 0x8218 +#define GL_FRAMEBUFFER_UNDEFINED 0x8219 +#define GL_DEPTH_STENCIL_ATTACHMENT 0x821A +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_DEPTH_STENCIL 0x84F9 +#define GL_UNSIGNED_INT_24_8 0x84FA +#define GL_DEPTH24_STENCIL8 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE 0x88F1 +#define GL_TEXTURE_RED_TYPE 0x8C10 +#define GL_TEXTURE_GREEN_TYPE 0x8C11 +#define GL_TEXTURE_BLUE_TYPE 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE 0x8C13 +#define GL_TEXTURE_DEPTH_TYPE 0x8C16 +#define GL_UNSIGNED_NORMALIZED 0x8C17 +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_DRAW_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_READ_FRAMEBUFFER 0x8CA8 +#define GL_DRAW_FRAMEBUFFER 0x8CA9 +#define GL_READ_FRAMEBUFFER_BINDING 0x8CAA +#define GL_RENDERBUFFER_SAMPLES 0x8CAB +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_COLOR_ATTACHMENT1 0x8CE1 +#define GL_COLOR_ATTACHMENT2 0x8CE2 +#define GL_COLOR_ATTACHMENT3 0x8CE3 +#define GL_COLOR_ATTACHMENT4 0x8CE4 +#define GL_COLOR_ATTACHMENT5 0x8CE5 +#define GL_COLOR_ATTACHMENT6 0x8CE6 +#define GL_COLOR_ATTACHMENT7 0x8CE7 +#define GL_COLOR_ATTACHMENT8 0x8CE8 +#define GL_COLOR_ATTACHMENT9 0x8CE9 +#define GL_COLOR_ATTACHMENT10 0x8CEA +#define GL_COLOR_ATTACHMENT11 0x8CEB +#define GL_COLOR_ATTACHMENT12 0x8CEC +#define GL_COLOR_ATTACHMENT13 0x8CED +#define GL_COLOR_ATTACHMENT14 0x8CEE +#define GL_COLOR_ATTACHMENT15 0x8CEF +#define GL_COLOR_ATTACHMENT16 0x8CF0 +#define GL_COLOR_ATTACHMENT17 0x8CF1 +#define GL_COLOR_ATTACHMENT18 0x8CF2 +#define GL_COLOR_ATTACHMENT19 0x8CF3 +#define GL_COLOR_ATTACHMENT20 0x8CF4 +#define GL_COLOR_ATTACHMENT21 0x8CF5 +#define GL_COLOR_ATTACHMENT22 0x8CF6 +#define GL_COLOR_ATTACHMENT23 0x8CF7 +#define GL_COLOR_ATTACHMENT24 0x8CF8 +#define GL_COLOR_ATTACHMENT25 0x8CF9 +#define GL_COLOR_ATTACHMENT26 0x8CFA +#define GL_COLOR_ATTACHMENT27 0x8CFB +#define GL_COLOR_ATTACHMENT28 0x8CFC +#define GL_COLOR_ATTACHMENT29 0x8CFD +#define GL_COLOR_ATTACHMENT30 0x8CFE +#define GL_COLOR_ATTACHMENT31 0x8CFF +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_STENCIL_INDEX1 0x8D46 +#define GL_STENCIL_INDEX4 0x8D47 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_STENCIL_INDEX16 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE 0x8D56 +#define GL_MAX_SAMPLES 0x8D57 +#define GL_INDEX 0x8222 +#define GL_TEXTURE_LUMINANCE_TYPE 0x8C14 +#define GL_TEXTURE_INTENSITY_TYPE 0x8C15 +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_HALF_FLOAT 0x140B +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT 0x0020 +#define GL_COMPRESSED_RED_RGTC1 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1 0x8DBC +#define GL_COMPRESSED_RG_RGTC2 0x8DBD +#define GL_COMPRESSED_SIGNED_RG_RGTC2 0x8DBE +#define GL_RG 0x8227 +#define GL_RG_INTEGER 0x8228 +#define GL_R8 0x8229 +#define GL_R16 0x822A +#define GL_RG8 0x822B +#define GL_RG16 0x822C +#define GL_R16F 0x822D +#define GL_R32F 0x822E +#define GL_RG16F 0x822F +#define GL_RG32F 0x8230 +#define GL_R8I 0x8231 +#define GL_R8UI 0x8232 +#define GL_R16I 0x8233 +#define GL_R16UI 0x8234 +#define GL_R32I 0x8235 +#define GL_R32UI 0x8236 +#define GL_RG8I 0x8237 +#define GL_RG8UI 0x8238 +#define GL_RG16I 0x8239 +#define GL_RG16UI 0x823A +#define GL_RG32I 0x823B +#define GL_RG32UI 0x823C +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +#define GL_CLAMP_VERTEX_COLOR 0x891A +#define GL_CLAMP_FRAGMENT_COLOR 0x891B +#define GL_ALPHA_INTEGER 0x8D97 +typedef void (APIENTRYP PFNGLCOLORMASKIPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); +typedef void (APIENTRYP PFNGLENABLEIPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLDISABLEIPROC) (GLenum target, GLuint index); +typedef GLboolean (APIENTRYP PFNGLISENABLEDIPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKPROC) (GLenum primitiveMode); +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKPROC) (void); +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLBINDBUFFERBASEPROC) (GLenum target, GLuint index, GLuint buffer); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSPROC) (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLCLAMPCOLORPROC) (GLenum target, GLenum clamp); +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERPROC) (GLuint id, GLenum mode); +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERPROC) (void); +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVPROC) (GLuint index, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IPROC) (GLuint index, GLint x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IPROC) (GLuint index, GLint x, GLint y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IPROC) (GLuint index, GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIPROC) (GLuint index, GLuint x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIPROC) (GLuint index, GLuint x, GLuint y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLGETUNIFORMUIVPROC) (GLuint program, GLint location, GLuint *params); +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONPROC) (GLuint program, GLuint color, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLUNIFORM1UIPROC) (GLint location, GLuint v0); +typedef void (APIENTRYP PFNGLUNIFORM2UIPROC) (GLint location, GLuint v0, GLuint v1); +typedef void (APIENTRYP PFNGLUNIFORM3UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (APIENTRYP PFNGLUNIFORM4UIPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (APIENTRYP PFNGLUNIFORM1UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM2UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM3UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM4UIVPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVPROC) (GLenum target, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLCLEARBUFFERIVPROC) (GLenum buffer, GLint drawbuffer, const GLint *value); +typedef void (APIENTRYP PFNGLCLEARBUFFERUIVPROC) (GLenum buffer, GLint drawbuffer, const GLuint *value); +typedef void (APIENTRYP PFNGLCLEARBUFFERFVPROC) (GLenum buffer, GLint drawbuffer, const GLfloat *value); +typedef void (APIENTRYP PFNGLCLEARBUFFERFIPROC) (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer); +typedef void (APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer); +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer); +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers); +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers); +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target); +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFERPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void *(APIENTRYP PFNGLMAPBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEPROC) (GLenum target, GLintptr offset, GLsizeiptr length); +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYPROC) (GLuint array); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorMaski (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GLAPI void APIENTRY glGetBooleani_v (GLenum target, GLuint index, GLboolean *data); +GLAPI void APIENTRY glGetIntegeri_v (GLenum target, GLuint index, GLint *data); +GLAPI void APIENTRY glEnablei (GLenum target, GLuint index); +GLAPI void APIENTRY glDisablei (GLenum target, GLuint index); +GLAPI GLboolean APIENTRY glIsEnabledi (GLenum target, GLuint index); +GLAPI void APIENTRY glBeginTransformFeedback (GLenum primitiveMode); +GLAPI void APIENTRY glEndTransformFeedback (void); +GLAPI void APIENTRY glBindBufferRange (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glBindBufferBase (GLenum target, GLuint index, GLuint buffer); +GLAPI void APIENTRY glTransformFeedbackVaryings (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI void APIENTRY glGetTransformFeedbackVarying (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glClampColor (GLenum target, GLenum clamp); +GLAPI void APIENTRY glBeginConditionalRender (GLuint id, GLenum mode); +GLAPI void APIENTRY glEndConditionalRender (void); +GLAPI void APIENTRY glVertexAttribIPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glGetVertexAttribIiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribIuiv (GLuint index, GLenum pname, GLuint *params); +GLAPI void APIENTRY glVertexAttribI1i (GLuint index, GLint x); +GLAPI void APIENTRY glVertexAttribI2i (GLuint index, GLint x, GLint y); +GLAPI void APIENTRY glVertexAttribI3i (GLuint index, GLint x, GLint y, GLint z); +GLAPI void APIENTRY glVertexAttribI4i (GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glVertexAttribI1ui (GLuint index, GLuint x); +GLAPI void APIENTRY glVertexAttribI2ui (GLuint index, GLuint x, GLuint y); +GLAPI void APIENTRY glVertexAttribI3ui (GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI void APIENTRY glVertexAttribI4ui (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glVertexAttribI1iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI2iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI3iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI4iv (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI1uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI2uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI3uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI4uiv (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI4bv (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttribI4sv (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttribI4ubv (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttribI4usv (GLuint index, const GLushort *v); +GLAPI void APIENTRY glGetUniformuiv (GLuint program, GLint location, GLuint *params); +GLAPI void APIENTRY glBindFragDataLocation (GLuint program, GLuint color, const GLchar *name); +GLAPI GLint APIENTRY glGetFragDataLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glUniform1ui (GLint location, GLuint v0); +GLAPI void APIENTRY glUniform2ui (GLint location, GLuint v0, GLuint v1); +GLAPI void APIENTRY glUniform3ui (GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI void APIENTRY glUniform4ui (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI void APIENTRY glUniform1uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform2uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform3uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform4uiv (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glTexParameterIiv (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTexParameterIuiv (GLenum target, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glGetTexParameterIiv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTexParameterIuiv (GLenum target, GLenum pname, GLuint *params); +GLAPI void APIENTRY glClearBufferiv (GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI void APIENTRY glClearBufferuiv (GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI void APIENTRY glClearBufferfv (GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI void APIENTRY glClearBufferfi (GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); +GLAPI GLboolean APIENTRY glIsRenderbuffer (GLuint renderbuffer); +GLAPI void APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); +GLAPI void APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers); +GLAPI void APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers); +GLAPI void APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI GLboolean APIENTRY glIsFramebuffer (GLuint framebuffer); +GLAPI void APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); +GLAPI void APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers); +GLAPI void APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers); +GLAPI GLenum APIENTRY glCheckFramebufferStatus (GLenum target); +GLAPI void APIENTRY glFramebufferTexture1D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTexture3D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI void APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI void APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI void APIENTRY glGenerateMipmap (GLenum target); +GLAPI void APIENTRY glBlitFramebuffer (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI void APIENTRY glRenderbufferStorageMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glFramebufferTextureLayer (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI void *APIENTRY glMapBufferRange (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI void APIENTRY glFlushMappedBufferRange (GLenum target, GLintptr offset, GLsizeiptr length); +GLAPI void APIENTRY glBindVertexArray (GLuint array); +GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); +GLAPI GLboolean APIENTRY glIsVertexArray (GLuint array); +#endif +#endif /* GL_VERSION_3_0 */ + +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +#define GL_SAMPLER_2D_RECT 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW 0x8B64 +#define GL_SAMPLER_BUFFER 0x8DC2 +#define GL_INT_SAMPLER_2D_RECT 0x8DCD +#define GL_INT_SAMPLER_BUFFER 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER 0x8DD8 +#define GL_TEXTURE_BUFFER 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING 0x8C2D +#define GL_TEXTURE_RECTANGLE 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE 0x84F8 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGB8_SNORM 0x8F96 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM 0x8F98 +#define GL_RG16_SNORM 0x8F99 +#define GL_RGB16_SNORM 0x8F9A +#define GL_RGBA16_SNORM 0x8F9B +#define GL_SIGNED_NORMALIZED 0x8F9C +#define GL_PRIMITIVE_RESTART 0x8F9D +#define GL_PRIMITIVE_RESTART_INDEX 0x8F9E +#define GL_COPY_READ_BUFFER 0x8F36 +#define GL_COPY_WRITE_BUFFER 0x8F37 +#define GL_UNIFORM_BUFFER 0x8A11 +#define GL_UNIFORM_BUFFER_BINDING 0x8A28 +#define GL_UNIFORM_BUFFER_START 0x8A29 +#define GL_UNIFORM_BUFFER_SIZE 0x8A2A +#define GL_MAX_VERTEX_UNIFORM_BLOCKS 0x8A2B +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS 0x8A2C +#define GL_MAX_FRAGMENT_UNIFORM_BLOCKS 0x8A2D +#define GL_MAX_COMBINED_UNIFORM_BLOCKS 0x8A2E +#define GL_MAX_UNIFORM_BUFFER_BINDINGS 0x8A2F +#define GL_MAX_UNIFORM_BLOCK_SIZE 0x8A30 +#define GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS 0x8A31 +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS 0x8A32 +#define GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS 0x8A33 +#define GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT 0x8A34 +#define GL_ACTIVE_UNIFORM_BLOCK_MAX_NAME_LENGTH 0x8A35 +#define GL_ACTIVE_UNIFORM_BLOCKS 0x8A36 +#define GL_UNIFORM_TYPE 0x8A37 +#define GL_UNIFORM_SIZE 0x8A38 +#define GL_UNIFORM_NAME_LENGTH 0x8A39 +#define GL_UNIFORM_BLOCK_INDEX 0x8A3A +#define GL_UNIFORM_OFFSET 0x8A3B +#define GL_UNIFORM_ARRAY_STRIDE 0x8A3C +#define GL_UNIFORM_MATRIX_STRIDE 0x8A3D +#define GL_UNIFORM_IS_ROW_MAJOR 0x8A3E +#define GL_UNIFORM_BLOCK_BINDING 0x8A3F +#define GL_UNIFORM_BLOCK_DATA_SIZE 0x8A40 +#define GL_UNIFORM_BLOCK_NAME_LENGTH 0x8A41 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS 0x8A42 +#define GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES 0x8A43 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER 0x8A44 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_GEOMETRY_SHADER 0x8A45 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER 0x8A46 +#define GL_INVALID_INDEX 0xFFFFFFFFu +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); +typedef void (APIENTRYP PFNGLTEXBUFFERPROC) (GLenum target, GLenum internalformat, GLuint buffer); +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXPROC) (GLuint index); +typedef void (APIENTRYP PFNGLCOPYBUFFERSUBDATAPROC) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLGETUNIFORMINDICESPROC) (GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMSIVPROC) (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMNAMEPROC) (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +typedef GLuint (APIENTRYP PFNGLGETUNIFORMBLOCKINDEXPROC) (GLuint program, const GLchar *uniformBlockName); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKIVPROC) (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMBLOCKNAMEPROC) (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +typedef void (APIENTRYP PFNGLUNIFORMBLOCKBINDINGPROC) (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawArraysInstanced (GLenum mode, GLint first, GLsizei count, GLsizei instancecount); +GLAPI void APIENTRY glDrawElementsInstanced (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount); +GLAPI void APIENTRY glTexBuffer (GLenum target, GLenum internalformat, GLuint buffer); +GLAPI void APIENTRY glPrimitiveRestartIndex (GLuint index); +GLAPI void APIENTRY glCopyBufferSubData (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI void APIENTRY glGetUniformIndices (GLuint program, GLsizei uniformCount, const GLchar *const*uniformNames, GLuint *uniformIndices); +GLAPI void APIENTRY glGetActiveUniformsiv (GLuint program, GLsizei uniformCount, const GLuint *uniformIndices, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetActiveUniformName (GLuint program, GLuint uniformIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformName); +GLAPI GLuint APIENTRY glGetUniformBlockIndex (GLuint program, const GLchar *uniformBlockName); +GLAPI void APIENTRY glGetActiveUniformBlockiv (GLuint program, GLuint uniformBlockIndex, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetActiveUniformBlockName (GLuint program, GLuint uniformBlockIndex, GLsizei bufSize, GLsizei *length, GLchar *uniformBlockName); +GLAPI void APIENTRY glUniformBlockBinding (GLuint program, GLuint uniformBlockIndex, GLuint uniformBlockBinding); +#endif +#endif /* GL_VERSION_3_1 */ + +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +typedef struct __GLsync *GLsync; +typedef khronos_uint64_t GLuint64; +typedef khronos_int64_t GLint64; +#define GL_CONTEXT_CORE_PROFILE_BIT 0x00000001 +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_LINES_ADJACENCY 0x000A +#define GL_LINE_STRIP_ADJACENCY 0x000B +#define GL_TRIANGLES_ADJACENCY 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY 0x000D +#define GL_PROGRAM_POINT_SIZE 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS 0x8DA8 +#define GL_GEOMETRY_SHADER 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT 0x8916 +#define GL_GEOMETRY_INPUT_TYPE 0x8917 +#define GL_GEOMETRY_OUTPUT_TYPE 0x8918 +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS 0x8DE1 +#define GL_MAX_VERTEX_OUTPUT_COMPONENTS 0x9122 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS 0x9124 +#define GL_MAX_FRAGMENT_INPUT_COMPONENTS 0x9125 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +#define GL_DEPTH_CLAMP 0x864F +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION 0x8E4D +#define GL_LAST_VERTEX_CONVENTION 0x8E4E +#define GL_PROVOKING_VERTEX 0x8E4F +#define GL_TEXTURE_CUBE_MAP_SEAMLESS 0x884F +#define GL_MAX_SERVER_WAIT_TIMEOUT 0x9111 +#define GL_OBJECT_TYPE 0x9112 +#define GL_SYNC_CONDITION 0x9113 +#define GL_SYNC_STATUS 0x9114 +#define GL_SYNC_FLAGS 0x9115 +#define GL_SYNC_FENCE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE 0x9117 +#define GL_UNSIGNALED 0x9118 +#define GL_SIGNALED 0x9119 +#define GL_ALREADY_SIGNALED 0x911A +#define GL_TIMEOUT_EXPIRED 0x911B +#define GL_CONDITION_SATISFIED 0x911C +#define GL_WAIT_FAILED 0x911D +#define GL_TIMEOUT_IGNORED 0xFFFFFFFFFFFFFFFFull +#define GL_SYNC_FLUSH_COMMANDS_BIT 0x00000001 +#define GL_SAMPLE_POSITION 0x8E50 +#define GL_SAMPLE_MASK 0x8E51 +#define GL_SAMPLE_MASK_VALUE 0x8E52 +#define GL_MAX_SAMPLE_MASK_WORDS 0x8E59 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE 0x9101 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9103 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE 0x9104 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY 0x9105 +#define GL_TEXTURE_SAMPLES 0x9106 +#define GL_TEXTURE_FIXED_SAMPLE_LOCATIONS 0x9107 +#define GL_SAMPLER_2D_MULTISAMPLE 0x9108 +#define GL_INT_SAMPLER_2D_MULTISAMPLE 0x9109 +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE 0x910A +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY 0x910D +#define GL_MAX_COLOR_TEXTURE_SAMPLES 0x910E +#define GL_MAX_DEPTH_TEXTURE_SAMPLES 0x910F +#define GL_MAX_INTEGER_SAMPLES 0x9110 +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXPROC) (GLenum mode); +typedef GLsync (APIENTRYP PFNGLFENCESYNCPROC) (GLenum condition, GLbitfield flags); +typedef GLboolean (APIENTRYP PFNGLISSYNCPROC) (GLsync sync); +typedef void (APIENTRYP PFNGLDELETESYNCPROC) (GLsync sync); +typedef GLenum (APIENTRYP PFNGLCLIENTWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (APIENTRYP PFNGLWAITSYNCPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (APIENTRYP PFNGLGETINTEGER64VPROC) (GLenum pname, GLint64 *data); +typedef void (APIENTRYP PFNGLGETSYNCIVPROC) (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERI64VPROC) (GLenum target, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVPROC) (GLenum pname, GLuint index, GLfloat *val); +typedef void (APIENTRYP PFNGLSAMPLEMASKIPROC) (GLuint maskNumber, GLbitfield mask); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI void APIENTRY glDrawRangeElementsBaseVertex (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GLAPI void APIENTRY glDrawElementsInstancedBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GLAPI void APIENTRY glMultiDrawElementsBaseVertex (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +GLAPI void APIENTRY glProvokingVertex (GLenum mode); +GLAPI GLsync APIENTRY glFenceSync (GLenum condition, GLbitfield flags); +GLAPI GLboolean APIENTRY glIsSync (GLsync sync); +GLAPI void APIENTRY glDeleteSync (GLsync sync); +GLAPI GLenum APIENTRY glClientWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI void APIENTRY glWaitSync (GLsync sync, GLbitfield flags, GLuint64 timeout); +GLAPI void APIENTRY glGetInteger64v (GLenum pname, GLint64 *data); +GLAPI void APIENTRY glGetSynciv (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +GLAPI void APIENTRY glGetInteger64i_v (GLenum target, GLuint index, GLint64 *data); +GLAPI void APIENTRY glGetBufferParameteri64v (GLenum target, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glFramebufferTexture (GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI void APIENTRY glTexImage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTexImage3DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glGetMultisamplefv (GLenum pname, GLuint index, GLfloat *val); +GLAPI void APIENTRY glSampleMaski (GLuint maskNumber, GLbitfield mask); +#endif +#endif /* GL_VERSION_3_2 */ + +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR 0x88FE +#define GL_SRC1_COLOR 0x88F9 +#define GL_ONE_MINUS_SRC1_COLOR 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA 0x88FB +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS 0x88FC +#define GL_ANY_SAMPLES_PASSED 0x8C2F +#define GL_SAMPLER_BINDING 0x8919 +#define GL_RGB10_A2UI 0x906F +#define GL_TEXTURE_SWIZZLE_R 0x8E42 +#define GL_TEXTURE_SWIZZLE_G 0x8E43 +#define GL_TEXTURE_SWIZZLE_B 0x8E44 +#define GL_TEXTURE_SWIZZLE_A 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA 0x8E46 +#define GL_TIME_ELAPSED 0x88BF +#define GL_TIMESTAMP 0x8E28 +#define GL_INT_2_10_10_10_REV 0x8D9F +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETFRAGDATAINDEXPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers); +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers); +typedef GLboolean (APIENTRYP PFNGLISSAMPLERPROC) (GLuint sampler); +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, const GLint *param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFPROC) (GLuint sampler, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, const GLfloat *param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, const GLint *param); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, const GLuint *param); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIVPROC) (GLuint sampler, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIIVPROC) (GLuint sampler, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERFVPROC) (GLuint sampler, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVPROC) (GLuint sampler, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLQUERYCOUNTERPROC) (GLuint id, GLenum target); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VPROC) (GLuint id, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VPROC) (GLuint id, GLenum pname, GLuint64 *params); +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORPROC) (GLuint index, GLuint divisor); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP1UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP2UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP3UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIPROC) (GLuint index, GLenum type, GLboolean normalized, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBP4UIVPROC) (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXP2UIPROC) (GLenum type, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXP2UIVPROC) (GLenum type, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXP3UIPROC) (GLenum type, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXP3UIVPROC) (GLenum type, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXP4UIPROC) (GLenum type, GLuint value); +typedef void (APIENTRYP PFNGLVERTEXP4UIVPROC) (GLenum type, const GLuint *value); +typedef void (APIENTRYP PFNGLTEXCOORDP1UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP1UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLTEXCOORDP2UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP2UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLTEXCOORDP3UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP3UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLTEXCOORDP4UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLTEXCOORDP4UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP1UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP2UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP3UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIPROC) (GLenum texture, GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORDP4UIVPROC) (GLenum texture, GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLNORMALP3UIPROC) (GLenum type, GLuint coords); +typedef void (APIENTRYP PFNGLNORMALP3UIVPROC) (GLenum type, const GLuint *coords); +typedef void (APIENTRYP PFNGLCOLORP3UIPROC) (GLenum type, GLuint color); +typedef void (APIENTRYP PFNGLCOLORP3UIVPROC) (GLenum type, const GLuint *color); +typedef void (APIENTRYP PFNGLCOLORP4UIPROC) (GLenum type, GLuint color); +typedef void (APIENTRYP PFNGLCOLORP4UIVPROC) (GLenum type, const GLuint *color); +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIPROC) (GLenum type, GLuint color); +typedef void (APIENTRYP PFNGLSECONDARYCOLORP3UIVPROC) (GLenum type, const GLuint *color); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindFragDataLocationIndexed (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GLAPI GLint APIENTRY glGetFragDataIndex (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers); +GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers); +GLAPI GLboolean APIENTRY glIsSampler (GLuint sampler); +GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param); +GLAPI void APIENTRY glSamplerParameteriv (GLuint sampler, GLenum pname, const GLint *param); +GLAPI void APIENTRY glSamplerParameterf (GLuint sampler, GLenum pname, GLfloat param); +GLAPI void APIENTRY glSamplerParameterfv (GLuint sampler, GLenum pname, const GLfloat *param); +GLAPI void APIENTRY glSamplerParameterIiv (GLuint sampler, GLenum pname, const GLint *param); +GLAPI void APIENTRY glSamplerParameterIuiv (GLuint sampler, GLenum pname, const GLuint *param); +GLAPI void APIENTRY glGetSamplerParameteriv (GLuint sampler, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetSamplerParameterIiv (GLuint sampler, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetSamplerParameterfv (GLuint sampler, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetSamplerParameterIuiv (GLuint sampler, GLenum pname, GLuint *params); +GLAPI void APIENTRY glQueryCounter (GLuint id, GLenum target); +GLAPI void APIENTRY glGetQueryObjecti64v (GLuint id, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glGetQueryObjectui64v (GLuint id, GLenum pname, GLuint64 *params); +GLAPI void APIENTRY glVertexAttribDivisor (GLuint index, GLuint divisor); +GLAPI void APIENTRY glVertexAttribP1ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP1uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexAttribP2ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP2uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexAttribP3ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP3uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexAttribP4ui (GLuint index, GLenum type, GLboolean normalized, GLuint value); +GLAPI void APIENTRY glVertexAttribP4uiv (GLuint index, GLenum type, GLboolean normalized, const GLuint *value); +GLAPI void APIENTRY glVertexP2ui (GLenum type, GLuint value); +GLAPI void APIENTRY glVertexP2uiv (GLenum type, const GLuint *value); +GLAPI void APIENTRY glVertexP3ui (GLenum type, GLuint value); +GLAPI void APIENTRY glVertexP3uiv (GLenum type, const GLuint *value); +GLAPI void APIENTRY glVertexP4ui (GLenum type, GLuint value); +GLAPI void APIENTRY glVertexP4uiv (GLenum type, const GLuint *value); +GLAPI void APIENTRY glTexCoordP1ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP1uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glTexCoordP2ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP2uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glTexCoordP3ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP3uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glTexCoordP4ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glTexCoordP4uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP1ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP1uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP2ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP2uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP3ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP3uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glMultiTexCoordP4ui (GLenum texture, GLenum type, GLuint coords); +GLAPI void APIENTRY glMultiTexCoordP4uiv (GLenum texture, GLenum type, const GLuint *coords); +GLAPI void APIENTRY glNormalP3ui (GLenum type, GLuint coords); +GLAPI void APIENTRY glNormalP3uiv (GLenum type, const GLuint *coords); +GLAPI void APIENTRY glColorP3ui (GLenum type, GLuint color); +GLAPI void APIENTRY glColorP3uiv (GLenum type, const GLuint *color); +GLAPI void APIENTRY glColorP4ui (GLenum type, GLuint color); +GLAPI void APIENTRY glColorP4uiv (GLenum type, const GLuint *color); +GLAPI void APIENTRY glSecondaryColorP3ui (GLenum type, GLuint color); +GLAPI void APIENTRY glSecondaryColorP3uiv (GLenum type, const GLuint *color); +#endif +#endif /* GL_VERSION_3_3 */ + +#ifndef GL_VERSION_4_0 +#define GL_VERSION_4_0 1 +#define GL_SAMPLE_SHADING 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE 0x8C37 +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET 0x8E5F +#define GL_TEXTURE_CUBE_MAP_ARRAY 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY 0x900A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY 0x900B +#define GL_SAMPLER_CUBE_MAP_ARRAY 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY 0x900F +#define GL_DRAW_INDIRECT_BUFFER 0x8F3F +#define GL_DRAW_INDIRECT_BUFFER_BINDING 0x8F43 +#define GL_GEOMETRY_SHADER_INVOCATIONS 0x887F +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS 0x8E5A +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET 0x8E5C +#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS 0x8E5D +#define GL_MAX_VERTEX_STREAMS 0x8E71 +#define GL_DOUBLE_VEC2 0x8FFC +#define GL_DOUBLE_VEC3 0x8FFD +#define GL_DOUBLE_VEC4 0x8FFE +#define GL_DOUBLE_MAT2 0x8F46 +#define GL_DOUBLE_MAT3 0x8F47 +#define GL_DOUBLE_MAT4 0x8F48 +#define GL_DOUBLE_MAT2x3 0x8F49 +#define GL_DOUBLE_MAT2x4 0x8F4A +#define GL_DOUBLE_MAT3x2 0x8F4B +#define GL_DOUBLE_MAT3x4 0x8F4C +#define GL_DOUBLE_MAT4x2 0x8F4D +#define GL_DOUBLE_MAT4x3 0x8F4E +#define GL_ACTIVE_SUBROUTINES 0x8DE5 +#define GL_ACTIVE_SUBROUTINE_UNIFORMS 0x8DE6 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_LOCATIONS 0x8E47 +#define GL_ACTIVE_SUBROUTINE_MAX_LENGTH 0x8E48 +#define GL_ACTIVE_SUBROUTINE_UNIFORM_MAX_LENGTH 0x8E49 +#define GL_MAX_SUBROUTINES 0x8DE7 +#define GL_MAX_SUBROUTINE_UNIFORM_LOCATIONS 0x8DE8 +#define GL_NUM_COMPATIBLE_SUBROUTINES 0x8E4A +#define GL_COMPATIBLE_SUBROUTINES 0x8E4B +#define GL_PATCHES 0x000E +#define GL_PATCH_VERTICES 0x8E72 +#define GL_PATCH_DEFAULT_INNER_LEVEL 0x8E73 +#define GL_PATCH_DEFAULT_OUTER_LEVEL 0x8E74 +#define GL_TESS_CONTROL_OUTPUT_VERTICES 0x8E75 +#define GL_TESS_GEN_MODE 0x8E76 +#define GL_TESS_GEN_SPACING 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER 0x8E78 +#define GL_TESS_GEN_POINT_MODE 0x8E79 +#define GL_ISOLINES 0x8E7A +#define GL_FRACTIONAL_ODD 0x8E7B +#define GL_FRACTIONAL_EVEN 0x8E7C +#define GL_MAX_PATCH_VERTICES 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS 0x8E1F +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_CONTROL_SHADER 0x84F0 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TESS_EVALUATION_SHADER 0x84F1 +#define GL_TESS_EVALUATION_SHADER 0x8E87 +#define GL_TESS_CONTROL_SHADER 0x8E88 +#define GL_TRANSFORM_FEEDBACK 0x8E22 +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING 0x8E25 +#define GL_MAX_TRANSFORM_FEEDBACK_BUFFERS 0x8E70 +typedef void (APIENTRYP PFNGLMINSAMPLESHADINGPROC) (GLfloat value); +typedef void (APIENTRYP PFNGLBLENDEQUATIONIPROC) (GLuint buf, GLenum mode); +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLBLENDFUNCIPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (APIENTRYP PFNGLDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect); +typedef void (APIENTRYP PFNGLUNIFORM1DPROC) (GLint location, GLdouble x); +typedef void (APIENTRYP PFNGLUNIFORM2DPROC) (GLint location, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLUNIFORM3DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLUNIFORM4DPROC) (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLUNIFORM1DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORM2DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORM3DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORM4DVPROC) (GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3X4DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X2DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4X3DVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLGETUNIFORMDVPROC) (GLuint program, GLint location, GLdouble *params); +typedef GLint (APIENTRYP PFNGLGETSUBROUTINEUNIFORMLOCATIONPROC) (GLuint program, GLenum shadertype, const GLchar *name); +typedef GLuint (APIENTRYP PFNGLGETSUBROUTINEINDEXPROC) (GLuint program, GLenum shadertype, const GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMIVPROC) (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINEUNIFORMNAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVESUBROUTINENAMEPROC) (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +typedef void (APIENTRYP PFNGLUNIFORMSUBROUTINESUIVPROC) (GLenum shadertype, GLsizei count, const GLuint *indices); +typedef void (APIENTRYP PFNGLGETUNIFORMSUBROUTINEUIVPROC) (GLenum shadertype, GLint location, GLuint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMSTAGEIVPROC) (GLuint program, GLenum shadertype, GLenum pname, GLint *values); +typedef void (APIENTRYP PFNGLPATCHPARAMETERIPROC) (GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLPATCHPARAMETERFVPROC) (GLenum pname, const GLfloat *values); +typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSPROC) (GLsizei n, const GLuint *ids); +typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKPROC) (GLuint id); +typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKPROC) (void); +typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKPROC) (void); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKPROC) (GLenum mode, GLuint id); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMPROC) (GLenum mode, GLuint id, GLuint stream); +typedef void (APIENTRYP PFNGLBEGINQUERYINDEXEDPROC) (GLenum target, GLuint index, GLuint id); +typedef void (APIENTRYP PFNGLENDQUERYINDEXEDPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLGETQUERYINDEXEDIVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMinSampleShading (GLfloat value); +GLAPI void APIENTRY glBlendEquationi (GLuint buf, GLenum mode); +GLAPI void APIENTRY glBlendEquationSeparatei (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glBlendFunci (GLuint buf, GLenum src, GLenum dst); +GLAPI void APIENTRY glBlendFuncSeparatei (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GLAPI void APIENTRY glDrawArraysIndirect (GLenum mode, const void *indirect); +GLAPI void APIENTRY glDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect); +GLAPI void APIENTRY glUniform1d (GLint location, GLdouble x); +GLAPI void APIENTRY glUniform2d (GLint location, GLdouble x, GLdouble y); +GLAPI void APIENTRY glUniform3d (GLint location, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glUniform4d (GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glUniform1dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniform2dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniform3dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniform4dv (GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix2x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix2x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix3x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix3x4dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix4x2dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glUniformMatrix4x3dv (GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glGetUniformdv (GLuint program, GLint location, GLdouble *params); +GLAPI GLint APIENTRY glGetSubroutineUniformLocation (GLuint program, GLenum shadertype, const GLchar *name); +GLAPI GLuint APIENTRY glGetSubroutineIndex (GLuint program, GLenum shadertype, const GLchar *name); +GLAPI void APIENTRY glGetActiveSubroutineUniformiv (GLuint program, GLenum shadertype, GLuint index, GLenum pname, GLint *values); +GLAPI void APIENTRY glGetActiveSubroutineUniformName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI void APIENTRY glGetActiveSubroutineName (GLuint program, GLenum shadertype, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI void APIENTRY glUniformSubroutinesuiv (GLenum shadertype, GLsizei count, const GLuint *indices); +GLAPI void APIENTRY glGetUniformSubroutineuiv (GLenum shadertype, GLint location, GLuint *params); +GLAPI void APIENTRY glGetProgramStageiv (GLuint program, GLenum shadertype, GLenum pname, GLint *values); +GLAPI void APIENTRY glPatchParameteri (GLenum pname, GLint value); +GLAPI void APIENTRY glPatchParameterfv (GLenum pname, const GLfloat *values); +GLAPI void APIENTRY glBindTransformFeedback (GLenum target, GLuint id); +GLAPI void APIENTRY glDeleteTransformFeedbacks (GLsizei n, const GLuint *ids); +GLAPI void APIENTRY glGenTransformFeedbacks (GLsizei n, GLuint *ids); +GLAPI GLboolean APIENTRY glIsTransformFeedback (GLuint id); +GLAPI void APIENTRY glPauseTransformFeedback (void); +GLAPI void APIENTRY glResumeTransformFeedback (void); +GLAPI void APIENTRY glDrawTransformFeedback (GLenum mode, GLuint id); +GLAPI void APIENTRY glDrawTransformFeedbackStream (GLenum mode, GLuint id, GLuint stream); +GLAPI void APIENTRY glBeginQueryIndexed (GLenum target, GLuint index, GLuint id); +GLAPI void APIENTRY glEndQueryIndexed (GLenum target, GLuint index); +GLAPI void APIENTRY glGetQueryIndexediv (GLenum target, GLuint index, GLenum pname, GLint *params); +#endif +#endif /* GL_VERSION_4_0 */ + +#ifndef GL_VERSION_4_1 +#define GL_VERSION_4_1 1 +#define GL_FIXED 0x140C +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_LOW_FLOAT 0x8DF0 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_LOW_INT 0x8DF3 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_HIGH_INT 0x8DF5 +#define GL_SHADER_COMPILER 0x8DFA +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_RGB565 0x8D62 +#define GL_PROGRAM_BINARY_RETRIEVABLE_HINT 0x8257 +#define GL_PROGRAM_BINARY_LENGTH 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS 0x87FE +#define GL_PROGRAM_BINARY_FORMATS 0x87FF +#define GL_VERTEX_SHADER_BIT 0x00000001 +#define GL_FRAGMENT_SHADER_BIT 0x00000002 +#define GL_GEOMETRY_SHADER_BIT 0x00000004 +#define GL_TESS_CONTROL_SHADER_BIT 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT 0x00000010 +#define GL_ALL_SHADER_BITS 0xFFFFFFFF +#define GL_PROGRAM_SEPARABLE 0x8258 +#define GL_ACTIVE_PROGRAM 0x8259 +#define GL_PROGRAM_PIPELINE_BINDING 0x825A +#define GL_MAX_VIEWPORTS 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE 0x825D +#define GL_LAYER_PROVOKING_VERTEX 0x825E +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX 0x825F +#define GL_UNDEFINED_VERTEX 0x8260 +typedef void (APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void); +typedef void (APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); +typedef void (APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +typedef void (APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f); +typedef void (APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d); +typedef void (APIENTRYP PFNGLGETPROGRAMBINARYPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +typedef void (APIENTRYP PFNGLPROGRAMBINARYPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIPROC) (GLuint program, GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLUSEPROGRAMSTAGESPROC) (GLuint pipeline, GLbitfield stages, GLuint program); +typedef void (APIENTRYP PFNGLACTIVESHADERPROGRAMPROC) (GLuint pipeline, GLuint program); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMVPROC) (GLenum type, GLsizei count, const GLchar *const*strings); +typedef void (APIENTRYP PFNGLBINDPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPIPELINESPROC) (GLsizei n, const GLuint *pipelines); +typedef void (APIENTRYP PFNGLGENPROGRAMPIPELINESPROC) (GLsizei n, GLuint *pipelines); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEIVPROC) (GLuint pipeline, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IPROC) (GLuint program, GLint location, GLint v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FPROC) (GLuint program, GLint location, GLfloat v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DPROC) (GLuint program, GLint location, GLdouble v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIPROC) (GLuint program, GLint location, GLuint v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IPROC) (GLuint program, GLint location, GLint v0, GLint v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DPROC) (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEPROC) (GLuint pipeline); +typedef void (APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTERPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLVIEWPORTARRAYVPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +typedef void (APIENTRYP PFNGLVIEWPORTINDEXEDFVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLSCISSORARRAYVPROC) (GLuint first, GLsizei count, const GLint *v); +typedef void (APIENTRYP PFNGLSCISSORINDEXEDPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLSCISSORINDEXEDVPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYVPROC) (GLuint first, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC) (GLuint index, GLdouble n, GLdouble f); +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glReleaseShaderCompiler (void); +GLAPI void APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); +GLAPI void APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +GLAPI void APIENTRY glDepthRangef (GLfloat n, GLfloat f); +GLAPI void APIENTRY glClearDepthf (GLfloat d); +GLAPI void APIENTRY glGetProgramBinary (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +GLAPI void APIENTRY glProgramBinary (GLuint program, GLenum binaryFormat, const void *binary, GLsizei length); +GLAPI void APIENTRY glProgramParameteri (GLuint program, GLenum pname, GLint value); +GLAPI void APIENTRY glUseProgramStages (GLuint pipeline, GLbitfield stages, GLuint program); +GLAPI void APIENTRY glActiveShaderProgram (GLuint pipeline, GLuint program); +GLAPI GLuint APIENTRY glCreateShaderProgramv (GLenum type, GLsizei count, const GLchar *const*strings); +GLAPI void APIENTRY glBindProgramPipeline (GLuint pipeline); +GLAPI void APIENTRY glDeleteProgramPipelines (GLsizei n, const GLuint *pipelines); +GLAPI void APIENTRY glGenProgramPipelines (GLsizei n, GLuint *pipelines); +GLAPI GLboolean APIENTRY glIsProgramPipeline (GLuint pipeline); +GLAPI void APIENTRY glGetProgramPipelineiv (GLuint pipeline, GLenum pname, GLint *params); +GLAPI void APIENTRY glProgramUniform1i (GLuint program, GLint location, GLint v0); +GLAPI void APIENTRY glProgramUniform1iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform1f (GLuint program, GLint location, GLfloat v0); +GLAPI void APIENTRY glProgramUniform1fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform1d (GLuint program, GLint location, GLdouble v0); +GLAPI void APIENTRY glProgramUniform1dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform1ui (GLuint program, GLint location, GLuint v0); +GLAPI void APIENTRY glProgramUniform1uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform2i (GLuint program, GLint location, GLint v0, GLint v1); +GLAPI void APIENTRY glProgramUniform2iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform2f (GLuint program, GLint location, GLfloat v0, GLfloat v1); +GLAPI void APIENTRY glProgramUniform2fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform2d (GLuint program, GLint location, GLdouble v0, GLdouble v1); +GLAPI void APIENTRY glProgramUniform2dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform2ui (GLuint program, GLint location, GLuint v0, GLuint v1); +GLAPI void APIENTRY glProgramUniform2uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform3i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GLAPI void APIENTRY glProgramUniform3iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform3f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI void APIENTRY glProgramUniform3fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform3d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2); +GLAPI void APIENTRY glProgramUniform3dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform3ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI void APIENTRY glProgramUniform3uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform4i (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI void APIENTRY glProgramUniform4iv (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform4f (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI void APIENTRY glProgramUniform4fv (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform4d (GLuint program, GLint location, GLdouble v0, GLdouble v1, GLdouble v2, GLdouble v3); +GLAPI void APIENTRY glProgramUniform4dv (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform4ui (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI void APIENTRY glProgramUniform4uiv (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniformMatrix2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4x2fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3x4fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4x3fv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4x2dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3x4dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4x3dv (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glValidateProgramPipeline (GLuint pipeline); +GLAPI void APIENTRY glGetProgramPipelineInfoLog (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glVertexAttribL1d (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttribL2d (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttribL3d (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttribL4d (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttribL1dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL2dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL3dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL4dv (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribLPointer (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glGetVertexAttribLdv (GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glViewportArrayv (GLuint first, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glViewportIndexedf (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GLAPI void APIENTRY glViewportIndexedfv (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glScissorArrayv (GLuint first, GLsizei count, const GLint *v); +GLAPI void APIENTRY glScissorIndexed (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GLAPI void APIENTRY glScissorIndexedv (GLuint index, const GLint *v); +GLAPI void APIENTRY glDepthRangeArrayv (GLuint first, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glDepthRangeIndexed (GLuint index, GLdouble n, GLdouble f); +GLAPI void APIENTRY glGetFloati_v (GLenum target, GLuint index, GLfloat *data); +GLAPI void APIENTRY glGetDoublei_v (GLenum target, GLuint index, GLdouble *data); +#endif +#endif /* GL_VERSION_4_1 */ + +#ifndef GL_VERSION_4_2 +#define GL_VERSION_4_2 1 +#define GL_COPY_READ_BUFFER_BINDING 0x8F36 +#define GL_COPY_WRITE_BUFFER_BINDING 0x8F37 +#define GL_TRANSFORM_FEEDBACK_ACTIVE 0x8E24 +#define GL_TRANSFORM_FEEDBACK_PAUSED 0x8E23 +#define GL_UNPACK_COMPRESSED_BLOCK_WIDTH 0x9127 +#define GL_UNPACK_COMPRESSED_BLOCK_HEIGHT 0x9128 +#define GL_UNPACK_COMPRESSED_BLOCK_DEPTH 0x9129 +#define GL_UNPACK_COMPRESSED_BLOCK_SIZE 0x912A +#define GL_PACK_COMPRESSED_BLOCK_WIDTH 0x912B +#define GL_PACK_COMPRESSED_BLOCK_HEIGHT 0x912C +#define GL_PACK_COMPRESSED_BLOCK_DEPTH 0x912D +#define GL_PACK_COMPRESSED_BLOCK_SIZE 0x912E +#define GL_NUM_SAMPLE_COUNTS 0x9380 +#define GL_MIN_MAP_BUFFER_ALIGNMENT 0x90BC +#define GL_ATOMIC_COUNTER_BUFFER 0x92C0 +#define GL_ATOMIC_COUNTER_BUFFER_BINDING 0x92C1 +#define GL_ATOMIC_COUNTER_BUFFER_START 0x92C2 +#define GL_ATOMIC_COUNTER_BUFFER_SIZE 0x92C3 +#define GL_ATOMIC_COUNTER_BUFFER_DATA_SIZE 0x92C4 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTERS 0x92C5 +#define GL_ATOMIC_COUNTER_BUFFER_ACTIVE_ATOMIC_COUNTER_INDICES 0x92C6 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_VERTEX_SHADER 0x92C7 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_CONTROL_SHADER 0x92C8 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TESS_EVALUATION_SHADER 0x92C9 +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_GEOMETRY_SHADER 0x92CA +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_FRAGMENT_SHADER 0x92CB +#define GL_MAX_VERTEX_ATOMIC_COUNTER_BUFFERS 0x92CC +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS 0x92CE +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS 0x92CF +#define GL_MAX_FRAGMENT_ATOMIC_COUNTER_BUFFERS 0x92D0 +#define GL_MAX_COMBINED_ATOMIC_COUNTER_BUFFERS 0x92D1 +#define GL_MAX_VERTEX_ATOMIC_COUNTERS 0x92D2 +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS 0x92D4 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS 0x92D5 +#define GL_MAX_FRAGMENT_ATOMIC_COUNTERS 0x92D6 +#define GL_MAX_COMBINED_ATOMIC_COUNTERS 0x92D7 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_SIZE 0x92D8 +#define GL_MAX_ATOMIC_COUNTER_BUFFER_BINDINGS 0x92DC +#define GL_ACTIVE_ATOMIC_COUNTER_BUFFERS 0x92D9 +#define GL_UNIFORM_ATOMIC_COUNTER_BUFFER_INDEX 0x92DA +#define GL_UNSIGNED_INT_ATOMIC_COUNTER 0x92DB +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020 +#define GL_COMMAND_BARRIER_BIT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT 0x00001000 +#define GL_ALL_BARRIER_BITS 0xFFFFFFFF +#define GL_MAX_IMAGE_UNITS 0x8F38 +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS 0x8F39 +#define GL_IMAGE_BINDING_NAME 0x8F3A +#define GL_IMAGE_BINDING_LEVEL 0x8F3B +#define GL_IMAGE_BINDING_LAYERED 0x8F3C +#define GL_IMAGE_BINDING_LAYER 0x8F3D +#define GL_IMAGE_BINDING_ACCESS 0x8F3E +#define GL_IMAGE_1D 0x904C +#define GL_IMAGE_2D 0x904D +#define GL_IMAGE_3D 0x904E +#define GL_IMAGE_2D_RECT 0x904F +#define GL_IMAGE_CUBE 0x9050 +#define GL_IMAGE_BUFFER 0x9051 +#define GL_IMAGE_1D_ARRAY 0x9052 +#define GL_IMAGE_2D_ARRAY 0x9053 +#define GL_IMAGE_CUBE_MAP_ARRAY 0x9054 +#define GL_IMAGE_2D_MULTISAMPLE 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY 0x9056 +#define GL_INT_IMAGE_1D 0x9057 +#define GL_INT_IMAGE_2D 0x9058 +#define GL_INT_IMAGE_3D 0x9059 +#define GL_INT_IMAGE_2D_RECT 0x905A +#define GL_INT_IMAGE_CUBE 0x905B +#define GL_INT_IMAGE_BUFFER 0x905C +#define GL_INT_IMAGE_1D_ARRAY 0x905D +#define GL_INT_IMAGE_2D_ARRAY 0x905E +#define GL_INT_IMAGE_CUBE_MAP_ARRAY 0x905F +#define GL_INT_IMAGE_2D_MULTISAMPLE 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x9061 +#define GL_UNSIGNED_INT_IMAGE_1D 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D 0x9064 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_CUBE 0x9066 +#define GL_UNSIGNED_INT_IMAGE_BUFFER 0x9067 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY 0x9068 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY 0x9069 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY 0x906A +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY 0x906C +#define GL_MAX_IMAGE_SAMPLES 0x906D +#define GL_IMAGE_BINDING_FORMAT 0x906E +#define GL_IMAGE_FORMAT_COMPATIBILITY_TYPE 0x90C7 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_SIZE 0x90C8 +#define GL_IMAGE_FORMAT_COMPATIBILITY_BY_CLASS 0x90C9 +#define GL_MAX_VERTEX_IMAGE_UNIFORMS 0x90CA +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS 0x90CC +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS 0x90CD +#define GL_MAX_FRAGMENT_IMAGE_UNIFORMS 0x90CE +#define GL_MAX_COMBINED_IMAGE_UNIFORMS 0x90CF +#define GL_COMPRESSED_RGBA_BPTC_UNORM 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT 0x8E8F +#define GL_TEXTURE_IMMUTABLE_FORMAT 0x912F +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +typedef void (APIENTRYP PFNGLGETINTERNALFORMATIVPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params); +typedef void (APIENTRYP PFNGLGETACTIVEATOMICCOUNTERBUFFERIVPROC) (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREPROC) (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +typedef void (APIENTRYP PFNGLMEMORYBARRIERPROC) (GLbitfield barriers); +typedef void (APIENTRYP PFNGLTEXSTORAGE1DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (APIENTRYP PFNGLTEXSTORAGE2DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXSTORAGE3DPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDPROC) (GLenum mode, GLuint id, GLsizei instancecount); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKSTREAMINSTANCEDPROC) (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawArraysInstancedBaseInstance (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +GLAPI void APIENTRY glDrawElementsInstancedBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +GLAPI void APIENTRY glDrawElementsInstancedBaseVertexBaseInstance (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +GLAPI void APIENTRY glGetInternalformativ (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint *params); +GLAPI void APIENTRY glGetActiveAtomicCounterBufferiv (GLuint program, GLuint bufferIndex, GLenum pname, GLint *params); +GLAPI void APIENTRY glBindImageTexture (GLuint unit, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLenum format); +GLAPI void APIENTRY glMemoryBarrier (GLbitfield barriers); +GLAPI void APIENTRY glTexStorage1D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI void APIENTRY glTexStorage2D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexStorage3D (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glDrawTransformFeedbackInstanced (GLenum mode, GLuint id, GLsizei instancecount); +GLAPI void APIENTRY glDrawTransformFeedbackStreamInstanced (GLenum mode, GLuint id, GLuint stream, GLsizei instancecount); +#endif +#endif /* GL_VERSION_4_2 */ + +#ifndef GL_VERSION_4_3 +#define GL_VERSION_4_3 1 +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#define GL_NUM_SHADING_LANGUAGE_VERSIONS 0x82E9 +#define GL_VERTEX_ATTRIB_ARRAY_LONG 0x874E +#define GL_COMPRESSED_RGB8_ETC2 0x9274 +#define GL_COMPRESSED_SRGB8_ETC2 0x9275 +#define GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9276 +#define GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 0x9277 +#define GL_COMPRESSED_RGBA8_ETC2_EAC 0x9278 +#define GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC 0x9279 +#define GL_COMPRESSED_R11_EAC 0x9270 +#define GL_COMPRESSED_SIGNED_R11_EAC 0x9271 +#define GL_COMPRESSED_RG11_EAC 0x9272 +#define GL_COMPRESSED_SIGNED_RG11_EAC 0x9273 +#define GL_PRIMITIVE_RESTART_FIXED_INDEX 0x8D69 +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE 0x8D6A +#define GL_MAX_ELEMENT_INDEX 0x8D6B +#define GL_COMPUTE_SHADER 0x91B9 +#define GL_MAX_COMPUTE_UNIFORM_BLOCKS 0x91BB +#define GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS 0x91BC +#define GL_MAX_COMPUTE_IMAGE_UNIFORMS 0x91BD +#define GL_MAX_COMPUTE_SHARED_MEMORY_SIZE 0x8262 +#define GL_MAX_COMPUTE_UNIFORM_COMPONENTS 0x8263 +#define GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS 0x8264 +#define GL_MAX_COMPUTE_ATOMIC_COUNTERS 0x8265 +#define GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS 0x8266 +#define GL_MAX_COMPUTE_WORK_GROUP_INVOCATIONS 0x90EB +#define GL_MAX_COMPUTE_WORK_GROUP_COUNT 0x91BE +#define GL_MAX_COMPUTE_WORK_GROUP_SIZE 0x91BF +#define GL_COMPUTE_WORK_GROUP_SIZE 0x8267 +#define GL_UNIFORM_BLOCK_REFERENCED_BY_COMPUTE_SHADER 0x90EC +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_COMPUTE_SHADER 0x90ED +#define GL_DISPATCH_INDIRECT_BUFFER 0x90EE +#define GL_DISPATCH_INDIRECT_BUFFER_BINDING 0x90EF +#define GL_COMPUTE_SHADER_BIT 0x00000020 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM 0x8245 +#define GL_DEBUG_SOURCE_API 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION 0x824A +#define GL_DEBUG_SOURCE_OTHER 0x824B +#define GL_DEBUG_TYPE_ERROR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE 0x8250 +#define GL_DEBUG_TYPE_OTHER 0x8251 +#define GL_MAX_DEBUG_MESSAGE_LENGTH 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES 0x9145 +#define GL_DEBUG_SEVERITY_HIGH 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM 0x9147 +#define GL_DEBUG_SEVERITY_LOW 0x9148 +#define GL_DEBUG_TYPE_MARKER 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH 0x826D +#define GL_BUFFER 0x82E0 +#define GL_SHADER 0x82E1 +#define GL_PROGRAM 0x82E2 +#define GL_QUERY 0x82E3 +#define GL_PROGRAM_PIPELINE 0x82E4 +#define GL_SAMPLER 0x82E6 +#define GL_MAX_LABEL_LENGTH 0x82E8 +#define GL_DEBUG_OUTPUT 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT 0x00000002 +#define GL_MAX_UNIFORM_LOCATIONS 0x826E +#define GL_FRAMEBUFFER_DEFAULT_WIDTH 0x9310 +#define GL_FRAMEBUFFER_DEFAULT_HEIGHT 0x9311 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS 0x9312 +#define GL_FRAMEBUFFER_DEFAULT_SAMPLES 0x9313 +#define GL_FRAMEBUFFER_DEFAULT_FIXED_SAMPLE_LOCATIONS 0x9314 +#define GL_MAX_FRAMEBUFFER_WIDTH 0x9315 +#define GL_MAX_FRAMEBUFFER_HEIGHT 0x9316 +#define GL_MAX_FRAMEBUFFER_LAYERS 0x9317 +#define GL_MAX_FRAMEBUFFER_SAMPLES 0x9318 +#define GL_INTERNALFORMAT_SUPPORTED 0x826F +#define GL_INTERNALFORMAT_PREFERRED 0x8270 +#define GL_INTERNALFORMAT_RED_SIZE 0x8271 +#define GL_INTERNALFORMAT_GREEN_SIZE 0x8272 +#define GL_INTERNALFORMAT_BLUE_SIZE 0x8273 +#define GL_INTERNALFORMAT_ALPHA_SIZE 0x8274 +#define GL_INTERNALFORMAT_DEPTH_SIZE 0x8275 +#define GL_INTERNALFORMAT_STENCIL_SIZE 0x8276 +#define GL_INTERNALFORMAT_SHARED_SIZE 0x8277 +#define GL_INTERNALFORMAT_RED_TYPE 0x8278 +#define GL_INTERNALFORMAT_GREEN_TYPE 0x8279 +#define GL_INTERNALFORMAT_BLUE_TYPE 0x827A +#define GL_INTERNALFORMAT_ALPHA_TYPE 0x827B +#define GL_INTERNALFORMAT_DEPTH_TYPE 0x827C +#define GL_INTERNALFORMAT_STENCIL_TYPE 0x827D +#define GL_MAX_WIDTH 0x827E +#define GL_MAX_HEIGHT 0x827F +#define GL_MAX_DEPTH 0x8280 +#define GL_MAX_LAYERS 0x8281 +#define GL_MAX_COMBINED_DIMENSIONS 0x8282 +#define GL_COLOR_COMPONENTS 0x8283 +#define GL_DEPTH_COMPONENTS 0x8284 +#define GL_STENCIL_COMPONENTS 0x8285 +#define GL_COLOR_RENDERABLE 0x8286 +#define GL_DEPTH_RENDERABLE 0x8287 +#define GL_STENCIL_RENDERABLE 0x8288 +#define GL_FRAMEBUFFER_RENDERABLE 0x8289 +#define GL_FRAMEBUFFER_RENDERABLE_LAYERED 0x828A +#define GL_FRAMEBUFFER_BLEND 0x828B +#define GL_READ_PIXELS 0x828C +#define GL_READ_PIXELS_FORMAT 0x828D +#define GL_READ_PIXELS_TYPE 0x828E +#define GL_TEXTURE_IMAGE_FORMAT 0x828F +#define GL_TEXTURE_IMAGE_TYPE 0x8290 +#define GL_GET_TEXTURE_IMAGE_FORMAT 0x8291 +#define GL_GET_TEXTURE_IMAGE_TYPE 0x8292 +#define GL_MIPMAP 0x8293 +#define GL_MANUAL_GENERATE_MIPMAP 0x8294 +#define GL_AUTO_GENERATE_MIPMAP 0x8295 +#define GL_COLOR_ENCODING 0x8296 +#define GL_SRGB_READ 0x8297 +#define GL_SRGB_WRITE 0x8298 +#define GL_FILTER 0x829A +#define GL_VERTEX_TEXTURE 0x829B +#define GL_TESS_CONTROL_TEXTURE 0x829C +#define GL_TESS_EVALUATION_TEXTURE 0x829D +#define GL_GEOMETRY_TEXTURE 0x829E +#define GL_FRAGMENT_TEXTURE 0x829F +#define GL_COMPUTE_TEXTURE 0x82A0 +#define GL_TEXTURE_SHADOW 0x82A1 +#define GL_TEXTURE_GATHER 0x82A2 +#define GL_TEXTURE_GATHER_SHADOW 0x82A3 +#define GL_SHADER_IMAGE_LOAD 0x82A4 +#define GL_SHADER_IMAGE_STORE 0x82A5 +#define GL_SHADER_IMAGE_ATOMIC 0x82A6 +#define GL_IMAGE_TEXEL_SIZE 0x82A7 +#define GL_IMAGE_COMPATIBILITY_CLASS 0x82A8 +#define GL_IMAGE_PIXEL_FORMAT 0x82A9 +#define GL_IMAGE_PIXEL_TYPE 0x82AA +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_TEST 0x82AC +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_TEST 0x82AD +#define GL_SIMULTANEOUS_TEXTURE_AND_DEPTH_WRITE 0x82AE +#define GL_SIMULTANEOUS_TEXTURE_AND_STENCIL_WRITE 0x82AF +#define GL_TEXTURE_COMPRESSED_BLOCK_WIDTH 0x82B1 +#define GL_TEXTURE_COMPRESSED_BLOCK_HEIGHT 0x82B2 +#define GL_TEXTURE_COMPRESSED_BLOCK_SIZE 0x82B3 +#define GL_CLEAR_BUFFER 0x82B4 +#define GL_TEXTURE_VIEW 0x82B5 +#define GL_VIEW_COMPATIBILITY_CLASS 0x82B6 +#define GL_FULL_SUPPORT 0x82B7 +#define GL_CAVEAT_SUPPORT 0x82B8 +#define GL_IMAGE_CLASS_4_X_32 0x82B9 +#define GL_IMAGE_CLASS_2_X_32 0x82BA +#define GL_IMAGE_CLASS_1_X_32 0x82BB +#define GL_IMAGE_CLASS_4_X_16 0x82BC +#define GL_IMAGE_CLASS_2_X_16 0x82BD +#define GL_IMAGE_CLASS_1_X_16 0x82BE +#define GL_IMAGE_CLASS_4_X_8 0x82BF +#define GL_IMAGE_CLASS_2_X_8 0x82C0 +#define GL_IMAGE_CLASS_1_X_8 0x82C1 +#define GL_IMAGE_CLASS_11_11_10 0x82C2 +#define GL_IMAGE_CLASS_10_10_10_2 0x82C3 +#define GL_VIEW_CLASS_128_BITS 0x82C4 +#define GL_VIEW_CLASS_96_BITS 0x82C5 +#define GL_VIEW_CLASS_64_BITS 0x82C6 +#define GL_VIEW_CLASS_48_BITS 0x82C7 +#define GL_VIEW_CLASS_32_BITS 0x82C8 +#define GL_VIEW_CLASS_24_BITS 0x82C9 +#define GL_VIEW_CLASS_16_BITS 0x82CA +#define GL_VIEW_CLASS_8_BITS 0x82CB +#define GL_VIEW_CLASS_S3TC_DXT1_RGB 0x82CC +#define GL_VIEW_CLASS_S3TC_DXT1_RGBA 0x82CD +#define GL_VIEW_CLASS_S3TC_DXT3_RGBA 0x82CE +#define GL_VIEW_CLASS_S3TC_DXT5_RGBA 0x82CF +#define GL_VIEW_CLASS_RGTC1_RED 0x82D0 +#define GL_VIEW_CLASS_RGTC2_RG 0x82D1 +#define GL_VIEW_CLASS_BPTC_UNORM 0x82D2 +#define GL_VIEW_CLASS_BPTC_FLOAT 0x82D3 +#define GL_UNIFORM 0x92E1 +#define GL_UNIFORM_BLOCK 0x92E2 +#define GL_PROGRAM_INPUT 0x92E3 +#define GL_PROGRAM_OUTPUT 0x92E4 +#define GL_BUFFER_VARIABLE 0x92E5 +#define GL_SHADER_STORAGE_BLOCK 0x92E6 +#define GL_VERTEX_SUBROUTINE 0x92E8 +#define GL_TESS_CONTROL_SUBROUTINE 0x92E9 +#define GL_TESS_EVALUATION_SUBROUTINE 0x92EA +#define GL_GEOMETRY_SUBROUTINE 0x92EB +#define GL_FRAGMENT_SUBROUTINE 0x92EC +#define GL_COMPUTE_SUBROUTINE 0x92ED +#define GL_VERTEX_SUBROUTINE_UNIFORM 0x92EE +#define GL_TESS_CONTROL_SUBROUTINE_UNIFORM 0x92EF +#define GL_TESS_EVALUATION_SUBROUTINE_UNIFORM 0x92F0 +#define GL_GEOMETRY_SUBROUTINE_UNIFORM 0x92F1 +#define GL_FRAGMENT_SUBROUTINE_UNIFORM 0x92F2 +#define GL_COMPUTE_SUBROUTINE_UNIFORM 0x92F3 +#define GL_TRANSFORM_FEEDBACK_VARYING 0x92F4 +#define GL_ACTIVE_RESOURCES 0x92F5 +#define GL_MAX_NAME_LENGTH 0x92F6 +#define GL_MAX_NUM_ACTIVE_VARIABLES 0x92F7 +#define GL_MAX_NUM_COMPATIBLE_SUBROUTINES 0x92F8 +#define GL_NAME_LENGTH 0x92F9 +#define GL_TYPE 0x92FA +#define GL_ARRAY_SIZE 0x92FB +#define GL_OFFSET 0x92FC +#define GL_BLOCK_INDEX 0x92FD +#define GL_ARRAY_STRIDE 0x92FE +#define GL_MATRIX_STRIDE 0x92FF +#define GL_IS_ROW_MAJOR 0x9300 +#define GL_ATOMIC_COUNTER_BUFFER_INDEX 0x9301 +#define GL_BUFFER_BINDING 0x9302 +#define GL_BUFFER_DATA_SIZE 0x9303 +#define GL_NUM_ACTIVE_VARIABLES 0x9304 +#define GL_ACTIVE_VARIABLES 0x9305 +#define GL_REFERENCED_BY_VERTEX_SHADER 0x9306 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER 0x9308 +#define GL_REFERENCED_BY_GEOMETRY_SHADER 0x9309 +#define GL_REFERENCED_BY_FRAGMENT_SHADER 0x930A +#define GL_REFERENCED_BY_COMPUTE_SHADER 0x930B +#define GL_TOP_LEVEL_ARRAY_SIZE 0x930C +#define GL_TOP_LEVEL_ARRAY_STRIDE 0x930D +#define GL_LOCATION 0x930E +#define GL_LOCATION_INDEX 0x930F +#define GL_IS_PER_PATCH 0x92E7 +#define GL_SHADER_STORAGE_BUFFER 0x90D2 +#define GL_SHADER_STORAGE_BUFFER_BINDING 0x90D3 +#define GL_SHADER_STORAGE_BUFFER_START 0x90D4 +#define GL_SHADER_STORAGE_BUFFER_SIZE 0x90D5 +#define GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS 0x90D6 +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS 0x90D7 +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS 0x90D9 +#define GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS 0x90DA +#define GL_MAX_COMPUTE_SHADER_STORAGE_BLOCKS 0x90DB +#define GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS 0x90DC +#define GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS 0x90DD +#define GL_MAX_SHADER_STORAGE_BLOCK_SIZE 0x90DE +#define GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT 0x90DF +#define GL_SHADER_STORAGE_BARRIER_BIT 0x00002000 +#define GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES 0x8F39 +#define GL_DEPTH_STENCIL_TEXTURE_MODE 0x90EA +#define GL_TEXTURE_BUFFER_OFFSET 0x919D +#define GL_TEXTURE_BUFFER_SIZE 0x919E +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT 0x919F +#define GL_TEXTURE_VIEW_MIN_LEVEL 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS 0x82DE +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF +#define GL_VERTEX_ATTRIB_BINDING 0x82D4 +#define GL_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D5 +#define GL_VERTEX_BINDING_DIVISOR 0x82D6 +#define GL_VERTEX_BINDING_OFFSET 0x82D7 +#define GL_VERTEX_BINDING_STRIDE 0x82D8 +#define GL_MAX_VERTEX_ATTRIB_RELATIVE_OFFSET 0x82D9 +#define GL_MAX_VERTEX_ATTRIB_BINDINGS 0x82DA +#define GL_VERTEX_BINDING_BUFFER 0x8F4F +#define GL_DISPLAY_LIST 0x82E7 +typedef void (APIENTRYP PFNGLCLEARBUFFERDATAPROC) (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARBUFFERSUBDATAPROC) (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEINDIRECTPROC) (GLintptr indirect); +typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATAPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETINTERNALFORMATI64VPROC) (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params); +typedef void (APIENTRYP PFNGLINVALIDATETEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLINVALIDATETEXIMAGEPROC) (GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (APIENTRYP PFNGLINVALIDATEBUFFERDATAPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLINVALIDATEFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments); +typedef void (APIENTRYP PFNGLINVALIDATESUBFRAMEBUFFERPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLGETPROGRAMINTERFACEIVPROC) (GLuint program, GLenum programInterface, GLenum pname, GLint *params); +typedef GLuint (APIENTRYP PFNGLGETPROGRAMRESOURCEINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCENAMEPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEIVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params); +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONPROC) (GLuint program, GLenum programInterface, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXPROC) (GLuint program, GLenum programInterface, const GLchar *name); +typedef void (APIENTRYP PFNGLSHADERSTORAGEBLOCKBINDINGPROC) (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); +typedef void (APIENTRYP PFNGLTEXBUFFERRANGEPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLTEXSTORAGE2DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXTUREVIEWPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERPROC) (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATPROC) (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXATTRIBBINDINGPROC) (GLuint attribindex, GLuint bindingindex); +typedef void (APIENTRYP PFNGLVERTEXBINDINGDIVISORPROC) (GLuint bindingindex, GLuint divisor); +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKPROC) (GLDEBUGPROC callback, const void *userParam); +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGPROC) (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +typedef void (APIENTRYP PFNGLPUSHDEBUGGROUPPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message); +typedef void (APIENTRYP PFNGLPOPDEBUGGROUPPROC) (void); +typedef void (APIENTRYP PFNGLOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +typedef void (APIENTRYP PFNGLGETOBJECTLABELPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +typedef void (APIENTRYP PFNGLOBJECTPTRLABELPROC) (const void *ptr, GLsizei length, const GLchar *label); +typedef void (APIENTRYP PFNGLGETOBJECTPTRLABELPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glClearBufferData (GLenum target, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearBufferSubData (GLenum target, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glDispatchCompute (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z); +GLAPI void APIENTRY glDispatchComputeIndirect (GLintptr indirect); +GLAPI void APIENTRY glCopyImageSubData (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +GLAPI void APIENTRY glFramebufferParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glGetFramebufferParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetInternalformati64v (GLenum target, GLenum internalformat, GLenum pname, GLsizei count, GLint64 *params); +GLAPI void APIENTRY glInvalidateTexSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glInvalidateTexImage (GLuint texture, GLint level); +GLAPI void APIENTRY glInvalidateBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI void APIENTRY glInvalidateBufferData (GLuint buffer); +GLAPI void APIENTRY glInvalidateFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments); +GLAPI void APIENTRY glInvalidateSubFramebuffer (GLenum target, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glMultiDrawArraysIndirect (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawElementsIndirect (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +GLAPI void APIENTRY glGetProgramInterfaceiv (GLuint program, GLenum programInterface, GLenum pname, GLint *params); +GLAPI GLuint APIENTRY glGetProgramResourceIndex (GLuint program, GLenum programInterface, const GLchar *name); +GLAPI void APIENTRY glGetProgramResourceName (GLuint program, GLenum programInterface, GLuint index, GLsizei bufSize, GLsizei *length, GLchar *name); +GLAPI void APIENTRY glGetProgramResourceiv (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLint *params); +GLAPI GLint APIENTRY glGetProgramResourceLocation (GLuint program, GLenum programInterface, const GLchar *name); +GLAPI GLint APIENTRY glGetProgramResourceLocationIndex (GLuint program, GLenum programInterface, const GLchar *name); +GLAPI void APIENTRY glShaderStorageBlockBinding (GLuint program, GLuint storageBlockIndex, GLuint storageBlockBinding); +GLAPI void APIENTRY glTexBufferRange (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glTexStorage2DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTexStorage3DMultisample (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTextureView (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +GLAPI void APIENTRY glBindVertexBuffer (GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI void APIENTRY glVertexAttribFormat (GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI void APIENTRY glVertexAttribIFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexAttribLFormat (GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexAttribBinding (GLuint attribindex, GLuint bindingindex); +GLAPI void APIENTRY glVertexBindingDivisor (GLuint bindingindex, GLuint divisor); +GLAPI void APIENTRY glDebugMessageControl (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI void APIENTRY glDebugMessageInsert (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI void APIENTRY glDebugMessageCallback (GLDEBUGPROC callback, const void *userParam); +GLAPI GLuint APIENTRY glGetDebugMessageLog (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GLAPI void APIENTRY glPushDebugGroup (GLenum source, GLuint id, GLsizei length, const GLchar *message); +GLAPI void APIENTRY glPopDebugGroup (void); +GLAPI void APIENTRY glObjectLabel (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GLAPI void APIENTRY glGetObjectLabel (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GLAPI void APIENTRY glObjectPtrLabel (const void *ptr, GLsizei length, const GLchar *label); +GLAPI void APIENTRY glGetObjectPtrLabel (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +#endif +#endif /* GL_VERSION_4_3 */ + +#ifndef GL_VERSION_4_4 +#define GL_VERSION_4_4 1 +#define GL_MAX_VERTEX_ATTRIB_STRIDE 0x82E5 +#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 +#define GL_TEXTURE_BUFFER_BINDING 0x8C2A +#define GL_MAP_PERSISTENT_BIT 0x0040 +#define GL_MAP_COHERENT_BIT 0x0080 +#define GL_DYNAMIC_STORAGE_BIT 0x0100 +#define GL_CLIENT_STORAGE_BIT 0x0200 +#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT 0x00004000 +#define GL_BUFFER_IMMUTABLE_STORAGE 0x821F +#define GL_BUFFER_STORAGE_FLAGS 0x8220 +#define GL_CLEAR_TEXTURE 0x9365 +#define GL_LOCATION_COMPONENT 0x934A +#define GL_TRANSFORM_FEEDBACK_BUFFER_INDEX 0x934B +#define GL_TRANSFORM_FEEDBACK_BUFFER_STRIDE 0x934C +#define GL_QUERY_BUFFER 0x9192 +#define GL_QUERY_BUFFER_BARRIER_BIT 0x00008000 +#define GL_QUERY_BUFFER_BINDING 0x9193 +#define GL_QUERY_RESULT_NO_WAIT 0x9194 +#define GL_MIRROR_CLAMP_TO_EDGE 0x8743 +typedef void (APIENTRYP PFNGLBUFFERSTORAGEPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +typedef void (APIENTRYP PFNGLCLEARTEXIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARTEXSUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLBINDBUFFERSBASEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint *buffers); +typedef void (APIENTRYP PFNGLBINDBUFFERSRANGEPROC) (GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); +typedef void (APIENTRYP PFNGLBINDTEXTURESPROC) (GLuint first, GLsizei count, const GLuint *textures); +typedef void (APIENTRYP PFNGLBINDSAMPLERSPROC) (GLuint first, GLsizei count, const GLuint *samplers); +typedef void (APIENTRYP PFNGLBINDIMAGETEXTURESPROC) (GLuint first, GLsizei count, const GLuint *textures); +typedef void (APIENTRYP PFNGLBINDVERTEXBUFFERSPROC) (GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferStorage (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI void APIENTRY glClearTexImage (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearTexSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glBindBuffersBase (GLenum target, GLuint first, GLsizei count, const GLuint *buffers); +GLAPI void APIENTRY glBindBuffersRange (GLenum target, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizeiptr *sizes); +GLAPI void APIENTRY glBindTextures (GLuint first, GLsizei count, const GLuint *textures); +GLAPI void APIENTRY glBindSamplers (GLuint first, GLsizei count, const GLuint *samplers); +GLAPI void APIENTRY glBindImageTextures (GLuint first, GLsizei count, const GLuint *textures); +GLAPI void APIENTRY glBindVertexBuffers (GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +#endif +#endif /* GL_VERSION_4_4 */ + +#ifndef GL_VERSION_4_5 +#define GL_VERSION_4_5 1 +#define GL_CONTEXT_LOST 0x0507 +#define GL_NEGATIVE_ONE_TO_ONE 0x935E +#define GL_ZERO_TO_ONE 0x935F +#define GL_CLIP_ORIGIN 0x935C +#define GL_CLIP_DEPTH_MODE 0x935D +#define GL_QUERY_WAIT_INVERTED 0x8E17 +#define GL_QUERY_NO_WAIT_INVERTED 0x8E18 +#define GL_QUERY_BY_REGION_WAIT_INVERTED 0x8E19 +#define GL_QUERY_BY_REGION_NO_WAIT_INVERTED 0x8E1A +#define GL_MAX_CULL_DISTANCES 0x82F9 +#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES 0x82FA +#define GL_TEXTURE_TARGET 0x1006 +#define GL_QUERY_TARGET 0x82EA +#define GL_GUILTY_CONTEXT_RESET 0x8253 +#define GL_INNOCENT_CONTEXT_RESET 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY 0x8256 +#define GL_LOSE_CONTEXT_ON_RESET 0x8252 +#define GL_NO_RESET_NOTIFICATION 0x8261 +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT 0x00000004 +#define GL_COLOR_TABLE 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE 0x80D2 +#define GL_PROXY_COLOR_TABLE 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE 0x80D5 +#define GL_CONVOLUTION_1D 0x8010 +#define GL_CONVOLUTION_2D 0x8011 +#define GL_SEPARABLE_2D 0x8012 +#define GL_HISTOGRAM 0x8024 +#define GL_PROXY_HISTOGRAM 0x8025 +#define GL_MINMAX 0x802E +#define GL_CONTEXT_RELEASE_BEHAVIOR 0x82FB +#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x82FC +typedef void (APIENTRYP PFNGLCLIPCONTROLPROC) (GLenum origin, GLenum depth); +typedef void (APIENTRYP PFNGLCREATETRANSFORMFEEDBACKSPROC) (GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERBASEPROC) (GLuint xfb, GLuint index, GLuint buffer); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKBUFFERRANGEPROC) (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKIVPROC) (GLuint xfb, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +typedef void (APIENTRYP PFNGLCREATEBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (APIENTRYP PFNGLCOPYNAMEDBUFFERSUBDATAPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFERPROC) (GLuint buffer, GLenum access); +typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFERPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVPROC) (GLuint buffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERI64VPROC) (GLuint buffer, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVPROC) (GLuint buffer, GLenum pname, void **params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +typedef void (APIENTRYP PFNGLCREATEFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFERPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIPROC) (GLuint framebuffer, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYERPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERPROC) (GLuint framebuffer, GLenum buf); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERDRAWBUFFERSPROC) (GLuint framebuffer, GLsizei n, const GLenum *bufs); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERREADBUFFERPROC) (GLuint framebuffer, GLenum src); +typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); +typedef void (APIENTRYP PFNGLINVALIDATENAMEDFRAMEBUFFERSUBDATAPROC) (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERUIVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFVPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); +typedef void (APIENTRYP PFNGLCLEARNAMEDFRAMEBUFFERFIPROC) (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +typedef void (APIENTRYP PFNGLBLITNAMEDFRAMEBUFFERPROC) (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSPROC) (GLuint framebuffer, GLenum target); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVPROC) (GLuint framebuffer, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLCREATERENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVPROC) (GLuint renderbuffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLCREATETEXTURESPROC) (GLenum target, GLsizei n, GLuint *textures); +typedef void (APIENTRYP PFNGLTEXTUREBUFFERPROC) (GLuint texture, GLenum internalformat, GLuint buffer); +typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEPROC) (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DPROC) (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEPROC) (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DPROC) (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFPROC) (GLuint texture, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, const GLfloat *param); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIPROC) (GLuint texture, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, const GLint *param); +typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPPROC) (GLuint texture); +typedef void (APIENTRYP PFNGLBINDTEXTUREUNITPROC) (GLuint unit, GLuint texture); +typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEPROC) (GLuint texture, GLint level, GLsizei bufSize, void *pixels); +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVPROC) (GLuint texture, GLint level, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVPROC) (GLuint texture, GLint level, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVPROC) (GLuint texture, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVPROC) (GLuint texture, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVPROC) (GLuint texture, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVPROC) (GLuint texture, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLCREATEVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBPROC) (GLuint vaobj, GLuint index); +typedef void (APIENTRYP PFNGLVERTEXARRAYELEMENTBUFFERPROC) (GLuint vaobj, GLuint buffer); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBUFFERSPROC) (GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBBINDINGPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBIFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYATTRIBLFORMATPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYBINDINGDIVISORPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYIVPROC) (GLuint vaobj, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXEDIVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINDEXED64IVPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); +typedef void (APIENTRYP PFNGLCREATESAMPLERSPROC) (GLsizei n, GLuint *samplers); +typedef void (APIENTRYP PFNGLCREATEPROGRAMPIPELINESPROC) (GLsizei n, GLuint *pipelines); +typedef void (APIENTRYP PFNGLCREATEQUERIESPROC) (GLenum target, GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUI64VPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (APIENTRYP PFNGLGETQUERYBUFFEROBJECTUIVPROC) (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +typedef void (APIENTRYP PFNGLMEMORYBARRIERBYREGIONPROC) (GLbitfield barriers); +typedef void (APIENTRYP PFNGLGETTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTURESUBIMAGEPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); +typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSPROC) (void); +typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEPROC) (GLenum target, GLint lod, GLsizei bufSize, void *pixels); +typedef void (APIENTRYP PFNGLGETNTEXIMAGEPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +typedef void (APIENTRYP PFNGLGETNUNIFORMDVPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMFVPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMUIVPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +typedef void (APIENTRYP PFNGLREADNPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +typedef void (APIENTRYP PFNGLGETNMAPDVPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); +typedef void (APIENTRYP PFNGLGETNMAPFVPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); +typedef void (APIENTRYP PFNGLGETNMAPIVPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint *v); +typedef void (APIENTRYP PFNGLGETNPIXELMAPFVPROC) (GLenum map, GLsizei bufSize, GLfloat *values); +typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVPROC) (GLenum map, GLsizei bufSize, GLuint *values); +typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVPROC) (GLenum map, GLsizei bufSize, GLushort *values); +typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEPROC) (GLsizei bufSize, GLubyte *pattern); +typedef void (APIENTRYP PFNGLGETNCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); +typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); +typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); +typedef void (APIENTRYP PFNGLGETNHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +typedef void (APIENTRYP PFNGLGETNMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +typedef void (APIENTRYP PFNGLTEXTUREBARRIERPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glClipControl (GLenum origin, GLenum depth); +GLAPI void APIENTRY glCreateTransformFeedbacks (GLsizei n, GLuint *ids); +GLAPI void APIENTRY glTransformFeedbackBufferBase (GLuint xfb, GLuint index, GLuint buffer); +GLAPI void APIENTRY glTransformFeedbackBufferRange (GLuint xfb, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glGetTransformFeedbackiv (GLuint xfb, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetTransformFeedbacki_v (GLuint xfb, GLenum pname, GLuint index, GLint *param); +GLAPI void APIENTRY glGetTransformFeedbacki64_v (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +GLAPI void APIENTRY glCreateBuffers (GLsizei n, GLuint *buffers); +GLAPI void APIENTRY glNamedBufferStorage (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI void APIENTRY glNamedBufferData (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glNamedBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI void APIENTRY glCopyNamedBufferSubData (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI void APIENTRY glClearNamedBufferData (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearNamedBufferSubData (GLuint buffer, GLenum internalformat, GLintptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI void *APIENTRY glMapNamedBuffer (GLuint buffer, GLenum access); +GLAPI void *APIENTRY glMapNamedBufferRange (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI GLboolean APIENTRY glUnmapNamedBuffer (GLuint buffer); +GLAPI void APIENTRY glFlushMappedNamedBufferRange (GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI void APIENTRY glGetNamedBufferParameteriv (GLuint buffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetNamedBufferParameteri64v (GLuint buffer, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glGetNamedBufferPointerv (GLuint buffer, GLenum pname, void **params); +GLAPI void APIENTRY glGetNamedBufferSubData (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +GLAPI void APIENTRY glCreateFramebuffers (GLsizei n, GLuint *framebuffers); +GLAPI void APIENTRY glNamedFramebufferRenderbuffer (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI void APIENTRY glNamedFramebufferParameteri (GLuint framebuffer, GLenum pname, GLint param); +GLAPI void APIENTRY glNamedFramebufferTexture (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +GLAPI void APIENTRY glNamedFramebufferTextureLayer (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI void APIENTRY glNamedFramebufferDrawBuffer (GLuint framebuffer, GLenum buf); +GLAPI void APIENTRY glNamedFramebufferDrawBuffers (GLuint framebuffer, GLsizei n, const GLenum *bufs); +GLAPI void APIENTRY glNamedFramebufferReadBuffer (GLuint framebuffer, GLenum src); +GLAPI void APIENTRY glInvalidateNamedFramebufferData (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments); +GLAPI void APIENTRY glInvalidateNamedFramebufferSubData (GLuint framebuffer, GLsizei numAttachments, const GLenum *attachments, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glClearNamedFramebufferiv (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLint *value); +GLAPI void APIENTRY glClearNamedFramebufferuiv (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLuint *value); +GLAPI void APIENTRY glClearNamedFramebufferfv (GLuint framebuffer, GLenum buffer, GLint drawbuffer, const GLfloat *value); +GLAPI void APIENTRY glClearNamedFramebufferfi (GLuint framebuffer, GLenum buffer, GLint drawbuffer, GLfloat depth, GLint stencil); +GLAPI void APIENTRY glBlitNamedFramebuffer (GLuint readFramebuffer, GLuint drawFramebuffer, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI GLenum APIENTRY glCheckNamedFramebufferStatus (GLuint framebuffer, GLenum target); +GLAPI void APIENTRY glGetNamedFramebufferParameteriv (GLuint framebuffer, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetNamedFramebufferAttachmentParameteriv (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +GLAPI void APIENTRY glCreateRenderbuffers (GLsizei n, GLuint *renderbuffers); +GLAPI void APIENTRY glNamedRenderbufferStorage (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glNamedRenderbufferStorageMultisample (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetNamedRenderbufferParameteriv (GLuint renderbuffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glCreateTextures (GLenum target, GLsizei n, GLuint *textures); +GLAPI void APIENTRY glTextureBuffer (GLuint texture, GLenum internalformat, GLuint buffer); +GLAPI void APIENTRY glTextureBufferRange (GLuint texture, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glTextureStorage1D (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI void APIENTRY glTextureStorage2D (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTextureStorage3D (GLuint texture, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glTextureStorage2DMultisample (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTextureStorage3DMultisample (GLuint texture, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTextureSubImage1D (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureSubImage2D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureSubImage3D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCompressedTextureSubImage1D (GLuint texture, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTextureSubImage2D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTextureSubImage3D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCopyTextureSubImage1D (GLuint texture, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyTextureSubImage2D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glCopyTextureSubImage3D (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTextureParameterf (GLuint texture, GLenum pname, GLfloat param); +GLAPI void APIENTRY glTextureParameterfv (GLuint texture, GLenum pname, const GLfloat *param); +GLAPI void APIENTRY glTextureParameteri (GLuint texture, GLenum pname, GLint param); +GLAPI void APIENTRY glTextureParameterIiv (GLuint texture, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTextureParameterIuiv (GLuint texture, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glTextureParameteriv (GLuint texture, GLenum pname, const GLint *param); +GLAPI void APIENTRY glGenerateTextureMipmap (GLuint texture); +GLAPI void APIENTRY glBindTextureUnit (GLuint unit, GLuint texture); +GLAPI void APIENTRY glGetTextureImage (GLuint texture, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI void APIENTRY glGetCompressedTextureImage (GLuint texture, GLint level, GLsizei bufSize, void *pixels); +GLAPI void APIENTRY glGetTextureLevelParameterfv (GLuint texture, GLint level, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetTextureLevelParameteriv (GLuint texture, GLint level, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTextureParameterfv (GLuint texture, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetTextureParameterIiv (GLuint texture, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTextureParameterIuiv (GLuint texture, GLenum pname, GLuint *params); +GLAPI void APIENTRY glGetTextureParameteriv (GLuint texture, GLenum pname, GLint *params); +GLAPI void APIENTRY glCreateVertexArrays (GLsizei n, GLuint *arrays); +GLAPI void APIENTRY glDisableVertexArrayAttrib (GLuint vaobj, GLuint index); +GLAPI void APIENTRY glEnableVertexArrayAttrib (GLuint vaobj, GLuint index); +GLAPI void APIENTRY glVertexArrayElementBuffer (GLuint vaobj, GLuint buffer); +GLAPI void APIENTRY glVertexArrayVertexBuffer (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI void APIENTRY glVertexArrayVertexBuffers (GLuint vaobj, GLuint first, GLsizei count, const GLuint *buffers, const GLintptr *offsets, const GLsizei *strides); +GLAPI void APIENTRY glVertexArrayAttribBinding (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +GLAPI void APIENTRY glVertexArrayAttribFormat (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayAttribIFormat (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayAttribLFormat (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayBindingDivisor (GLuint vaobj, GLuint bindingindex, GLuint divisor); +GLAPI void APIENTRY glGetVertexArrayiv (GLuint vaobj, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetVertexArrayIndexediv (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetVertexArrayIndexed64iv (GLuint vaobj, GLuint index, GLenum pname, GLint64 *param); +GLAPI void APIENTRY glCreateSamplers (GLsizei n, GLuint *samplers); +GLAPI void APIENTRY glCreateProgramPipelines (GLsizei n, GLuint *pipelines); +GLAPI void APIENTRY glCreateQueries (GLenum target, GLsizei n, GLuint *ids); +GLAPI void APIENTRY glGetQueryBufferObjecti64v (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI void APIENTRY glGetQueryBufferObjectiv (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI void APIENTRY glGetQueryBufferObjectui64v (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI void APIENTRY glGetQueryBufferObjectuiv (GLuint id, GLuint buffer, GLenum pname, GLintptr offset); +GLAPI void APIENTRY glMemoryBarrierByRegion (GLbitfield barriers); +GLAPI void APIENTRY glGetTextureSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI void APIENTRY glGetCompressedTextureSubImage (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei bufSize, void *pixels); +GLAPI GLenum APIENTRY glGetGraphicsResetStatus (void); +GLAPI void APIENTRY glGetnCompressedTexImage (GLenum target, GLint lod, GLsizei bufSize, void *pixels); +GLAPI void APIENTRY glGetnTexImage (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *pixels); +GLAPI void APIENTRY glGetnUniformdv (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +GLAPI void APIENTRY glGetnUniformfv (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GLAPI void APIENTRY glGetnUniformiv (GLuint program, GLint location, GLsizei bufSize, GLint *params); +GLAPI void APIENTRY glGetnUniformuiv (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +GLAPI void APIENTRY glReadnPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GLAPI void APIENTRY glGetnMapdv (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); +GLAPI void APIENTRY glGetnMapfv (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); +GLAPI void APIENTRY glGetnMapiv (GLenum target, GLenum query, GLsizei bufSize, GLint *v); +GLAPI void APIENTRY glGetnPixelMapfv (GLenum map, GLsizei bufSize, GLfloat *values); +GLAPI void APIENTRY glGetnPixelMapuiv (GLenum map, GLsizei bufSize, GLuint *values); +GLAPI void APIENTRY glGetnPixelMapusv (GLenum map, GLsizei bufSize, GLushort *values); +GLAPI void APIENTRY glGetnPolygonStipple (GLsizei bufSize, GLubyte *pattern); +GLAPI void APIENTRY glGetnColorTable (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); +GLAPI void APIENTRY glGetnConvolutionFilter (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); +GLAPI void APIENTRY glGetnSeparableFilter (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); +GLAPI void APIENTRY glGetnHistogram (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +GLAPI void APIENTRY glGetnMinmax (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +GLAPI void APIENTRY glTextureBarrier (void); +#endif +#endif /* GL_VERSION_4_5 */ + +#ifndef GL_VERSION_4_6 +#define GL_VERSION_4_6 1 +#define GL_SHADER_BINARY_FORMAT_SPIR_V 0x9551 +#define GL_SPIR_V_BINARY 0x9552 +#define GL_PARAMETER_BUFFER 0x80EE +#define GL_PARAMETER_BUFFER_BINDING 0x80EF +#define GL_CONTEXT_FLAG_NO_ERROR_BIT 0x00000008 +#define GL_VERTICES_SUBMITTED 0x82EE +#define GL_PRIMITIVES_SUBMITTED 0x82EF +#define GL_VERTEX_SHADER_INVOCATIONS 0x82F0 +#define GL_TESS_CONTROL_SHADER_PATCHES 0x82F1 +#define GL_TESS_EVALUATION_SHADER_INVOCATIONS 0x82F2 +#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED 0x82F3 +#define GL_FRAGMENT_SHADER_INVOCATIONS 0x82F4 +#define GL_COMPUTE_SHADER_INVOCATIONS 0x82F5 +#define GL_CLIPPING_INPUT_PRIMITIVES 0x82F6 +#define GL_CLIPPING_OUTPUT_PRIMITIVES 0x82F7 +#define GL_POLYGON_OFFSET_CLAMP 0x8E1B +#define GL_SPIR_V_EXTENSIONS 0x9553 +#define GL_NUM_SPIR_V_EXTENSIONS 0x9554 +#define GL_TEXTURE_MAX_ANISOTROPY 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY 0x84FF +#define GL_TRANSFORM_FEEDBACK_OVERFLOW 0x82EC +#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW 0x82ED +typedef void (APIENTRYP PFNGLSPECIALIZESHADERPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPPROC) (GLfloat factor, GLfloat units, GLfloat clamp); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSpecializeShader (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); +GLAPI void APIENTRY glMultiDrawArraysIndirectCount (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawElementsIndirectCount (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI void APIENTRY glPolygonOffsetClamp (GLfloat factor, GLfloat units, GLfloat clamp); +#endif +#endif /* GL_VERSION_4_6 */ + +#ifndef GL_ARB_ES2_compatibility +#define GL_ARB_ES2_compatibility 1 +#endif /* GL_ARB_ES2_compatibility */ + +#ifndef GL_ARB_ES3_1_compatibility +#define GL_ARB_ES3_1_compatibility 1 +#endif /* GL_ARB_ES3_1_compatibility */ + +#ifndef GL_ARB_ES3_2_compatibility +#define GL_ARB_ES3_2_compatibility 1 +#define GL_PRIMITIVE_BOUNDING_BOX_ARB 0x92BE +#define GL_MULTISAMPLE_LINE_WIDTH_RANGE_ARB 0x9381 +#define GL_MULTISAMPLE_LINE_WIDTH_GRANULARITY_ARB 0x9382 +typedef void (APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXARBPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPrimitiveBoundingBoxARB (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#endif +#endif /* GL_ARB_ES3_2_compatibility */ + +#ifndef GL_ARB_ES3_compatibility +#define GL_ARB_ES3_compatibility 1 +#endif /* GL_ARB_ES3_compatibility */ + +#ifndef GL_ARB_arrays_of_arrays +#define GL_ARB_arrays_of_arrays 1 +#endif /* GL_ARB_arrays_of_arrays */ + +#ifndef GL_ARB_base_instance +#define GL_ARB_base_instance 1 +#endif /* GL_ARB_base_instance */ + +#ifndef GL_ARB_bindless_texture +#define GL_ARB_bindless_texture 1 +typedef khronos_uint64_t GLuint64EXT; +#define GL_UNSIGNED_INT64_ARB 0x140F +typedef GLuint64 (APIENTRYP PFNGLGETTEXTUREHANDLEARBPROC) (GLuint texture); +typedef GLuint64 (APIENTRYP PFNGLGETTEXTURESAMPLERHANDLEARBPROC) (GLuint texture, GLuint sampler); +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTARBPROC) (GLuint64 handle); +typedef GLuint64 (APIENTRYP PFNGLGETIMAGEHANDLEARBPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle, GLenum access); +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTARBPROC) (GLuint64 handle); +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64ARBPROC) (GLint location, GLuint64 value); +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64ARBPROC) (GLuint program, GLint location, GLuint64 value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +typedef GLboolean (APIENTRYP PFNGLISTEXTUREHANDLERESIDENTARBPROC) (GLuint64 handle); +typedef GLboolean (APIENTRYP PFNGLISIMAGEHANDLERESIDENTARBPROC) (GLuint64 handle); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64ARBPROC) (GLuint index, GLuint64EXT x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64VARBPROC) (GLuint index, const GLuint64EXT *v); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLUI64VARBPROC) (GLuint index, GLenum pname, GLuint64EXT *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint64 APIENTRY glGetTextureHandleARB (GLuint texture); +GLAPI GLuint64 APIENTRY glGetTextureSamplerHandleARB (GLuint texture, GLuint sampler); +GLAPI void APIENTRY glMakeTextureHandleResidentARB (GLuint64 handle); +GLAPI void APIENTRY glMakeTextureHandleNonResidentARB (GLuint64 handle); +GLAPI GLuint64 APIENTRY glGetImageHandleARB (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +GLAPI void APIENTRY glMakeImageHandleResidentARB (GLuint64 handle, GLenum access); +GLAPI void APIENTRY glMakeImageHandleNonResidentARB (GLuint64 handle); +GLAPI void APIENTRY glUniformHandleui64ARB (GLint location, GLuint64 value); +GLAPI void APIENTRY glUniformHandleui64vARB (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glProgramUniformHandleui64ARB (GLuint program, GLint location, GLuint64 value); +GLAPI void APIENTRY glProgramUniformHandleui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +GLAPI GLboolean APIENTRY glIsTextureHandleResidentARB (GLuint64 handle); +GLAPI GLboolean APIENTRY glIsImageHandleResidentARB (GLuint64 handle); +GLAPI void APIENTRY glVertexAttribL1ui64ARB (GLuint index, GLuint64EXT x); +GLAPI void APIENTRY glVertexAttribL1ui64vARB (GLuint index, const GLuint64EXT *v); +GLAPI void APIENTRY glGetVertexAttribLui64vARB (GLuint index, GLenum pname, GLuint64EXT *params); +#endif +#endif /* GL_ARB_bindless_texture */ + +#ifndef GL_ARB_blend_func_extended +#define GL_ARB_blend_func_extended 1 +#endif /* GL_ARB_blend_func_extended */ + +#ifndef GL_ARB_buffer_storage +#define GL_ARB_buffer_storage 1 +#endif /* GL_ARB_buffer_storage */ + +#ifndef GL_ARB_cl_event +#define GL_ARB_cl_event 1 +struct _cl_context; +struct _cl_event; +#define GL_SYNC_CL_EVENT_ARB 0x8240 +#define GL_SYNC_CL_EVENT_COMPLETE_ARB 0x8241 +typedef GLsync (APIENTRYP PFNGLCREATESYNCFROMCLEVENTARBPROC) (struct _cl_context *context, struct _cl_event *event, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLsync APIENTRY glCreateSyncFromCLeventARB (struct _cl_context *context, struct _cl_event *event, GLbitfield flags); +#endif +#endif /* GL_ARB_cl_event */ + +#ifndef GL_ARB_clear_buffer_object +#define GL_ARB_clear_buffer_object 1 +#endif /* GL_ARB_clear_buffer_object */ + +#ifndef GL_ARB_clear_texture +#define GL_ARB_clear_texture 1 +#endif /* GL_ARB_clear_texture */ + +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 +#endif /* GL_ARB_clip_control */ + +#ifndef GL_ARB_color_buffer_float +#define GL_ARB_color_buffer_float 1 +#define GL_RGBA_FLOAT_MODE_ARB 0x8820 +#define GL_CLAMP_VERTEX_COLOR_ARB 0x891A +#define GL_CLAMP_FRAGMENT_COLOR_ARB 0x891B +#define GL_CLAMP_READ_COLOR_ARB 0x891C +#define GL_FIXED_ONLY_ARB 0x891D +typedef void (APIENTRYP PFNGLCLAMPCOLORARBPROC) (GLenum target, GLenum clamp); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glClampColorARB (GLenum target, GLenum clamp); +#endif +#endif /* GL_ARB_color_buffer_float */ + +#ifndef GL_ARB_compatibility +#define GL_ARB_compatibility 1 +#endif /* GL_ARB_compatibility */ + +#ifndef GL_ARB_compressed_texture_pixel_storage +#define GL_ARB_compressed_texture_pixel_storage 1 +#endif /* GL_ARB_compressed_texture_pixel_storage */ + +#ifndef GL_ARB_compute_shader +#define GL_ARB_compute_shader 1 +#endif /* GL_ARB_compute_shader */ + +#ifndef GL_ARB_compute_variable_group_size +#define GL_ARB_compute_variable_group_size 1 +#define GL_MAX_COMPUTE_VARIABLE_GROUP_INVOCATIONS_ARB 0x9344 +#define GL_MAX_COMPUTE_FIXED_GROUP_INVOCATIONS_ARB 0x90EB +#define GL_MAX_COMPUTE_VARIABLE_GROUP_SIZE_ARB 0x9345 +#define GL_MAX_COMPUTE_FIXED_GROUP_SIZE_ARB 0x91BF +typedef void (APIENTRYP PFNGLDISPATCHCOMPUTEGROUPSIZEARBPROC) (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDispatchComputeGroupSizeARB (GLuint num_groups_x, GLuint num_groups_y, GLuint num_groups_z, GLuint group_size_x, GLuint group_size_y, GLuint group_size_z); +#endif +#endif /* GL_ARB_compute_variable_group_size */ + +#ifndef GL_ARB_conditional_render_inverted +#define GL_ARB_conditional_render_inverted 1 +#endif /* GL_ARB_conditional_render_inverted */ + +#ifndef GL_ARB_conservative_depth +#define GL_ARB_conservative_depth 1 +#endif /* GL_ARB_conservative_depth */ + +#ifndef GL_ARB_copy_buffer +#define GL_ARB_copy_buffer 1 +#endif /* GL_ARB_copy_buffer */ + +#ifndef GL_ARB_copy_image +#define GL_ARB_copy_image 1 +#endif /* GL_ARB_copy_image */ + +#ifndef GL_ARB_cull_distance +#define GL_ARB_cull_distance 1 +#endif /* GL_ARB_cull_distance */ + +#ifndef GL_ARB_debug_output +#define GL_ARB_debug_output 1 +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_ARB 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION_ARB 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM_ARB 0x8245 +#define GL_DEBUG_SOURCE_API_ARB 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_ARB 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_ARB 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY_ARB 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION_ARB 0x824A +#define GL_DEBUG_SOURCE_OTHER_ARB 0x824B +#define GL_DEBUG_TYPE_ERROR_ARB 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_ARB 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_ARB 0x824E +#define GL_DEBUG_TYPE_PORTABILITY_ARB 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE_ARB 0x8250 +#define GL_DEBUG_TYPE_OTHER_ARB 0x8251 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_ARB 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_ARB 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_ARB 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_ARB 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_ARB 0x9147 +#define GL_DEBUG_SEVERITY_LOW_ARB 0x9148 +typedef void (APIENTRYP PFNGLDEBUGMESSAGECONTROLARBPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTARBPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKARBPROC) (GLDEBUGPROCARB callback, const void *userParam); +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGARBPROC) (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDebugMessageControlARB (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI void APIENTRY glDebugMessageInsertARB (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GLAPI void APIENTRY glDebugMessageCallbackARB (GLDEBUGPROCARB callback, const void *userParam); +GLAPI GLuint APIENTRY glGetDebugMessageLogARB (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +#endif +#endif /* GL_ARB_debug_output */ + +#ifndef GL_ARB_depth_buffer_float +#define GL_ARB_depth_buffer_float 1 +#endif /* GL_ARB_depth_buffer_float */ + +#ifndef GL_ARB_depth_clamp +#define GL_ARB_depth_clamp 1 +#endif /* GL_ARB_depth_clamp */ + +#ifndef GL_ARB_depth_texture +#define GL_ARB_depth_texture 1 +#define GL_DEPTH_COMPONENT16_ARB 0x81A5 +#define GL_DEPTH_COMPONENT24_ARB 0x81A6 +#define GL_DEPTH_COMPONENT32_ARB 0x81A7 +#define GL_TEXTURE_DEPTH_SIZE_ARB 0x884A +#define GL_DEPTH_TEXTURE_MODE_ARB 0x884B +#endif /* GL_ARB_depth_texture */ + +#ifndef GL_ARB_derivative_control +#define GL_ARB_derivative_control 1 +#endif /* GL_ARB_derivative_control */ + +#ifndef GL_ARB_direct_state_access +#define GL_ARB_direct_state_access 1 +#endif /* GL_ARB_direct_state_access */ + +#ifndef GL_ARB_draw_buffers +#define GL_ARB_draw_buffers 1 +#define GL_MAX_DRAW_BUFFERS_ARB 0x8824 +#define GL_DRAW_BUFFER0_ARB 0x8825 +#define GL_DRAW_BUFFER1_ARB 0x8826 +#define GL_DRAW_BUFFER2_ARB 0x8827 +#define GL_DRAW_BUFFER3_ARB 0x8828 +#define GL_DRAW_BUFFER4_ARB 0x8829 +#define GL_DRAW_BUFFER5_ARB 0x882A +#define GL_DRAW_BUFFER6_ARB 0x882B +#define GL_DRAW_BUFFER7_ARB 0x882C +#define GL_DRAW_BUFFER8_ARB 0x882D +#define GL_DRAW_BUFFER9_ARB 0x882E +#define GL_DRAW_BUFFER10_ARB 0x882F +#define GL_DRAW_BUFFER11_ARB 0x8830 +#define GL_DRAW_BUFFER12_ARB 0x8831 +#define GL_DRAW_BUFFER13_ARB 0x8832 +#define GL_DRAW_BUFFER14_ARB 0x8833 +#define GL_DRAW_BUFFER15_ARB 0x8834 +typedef void (APIENTRYP PFNGLDRAWBUFFERSARBPROC) (GLsizei n, const GLenum *bufs); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawBuffersARB (GLsizei n, const GLenum *bufs); +#endif +#endif /* GL_ARB_draw_buffers */ + +#ifndef GL_ARB_draw_buffers_blend +#define GL_ARB_draw_buffers_blend 1 +typedef void (APIENTRYP PFNGLBLENDEQUATIONIARBPROC) (GLuint buf, GLenum mode); +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEIARBPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLBLENDFUNCIARBPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEIARBPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationiARB (GLuint buf, GLenum mode); +GLAPI void APIENTRY glBlendEquationSeparateiARB (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glBlendFunciARB (GLuint buf, GLenum src, GLenum dst); +GLAPI void APIENTRY glBlendFuncSeparateiARB (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +#endif +#endif /* GL_ARB_draw_buffers_blend */ + +#ifndef GL_ARB_draw_elements_base_vertex +#define GL_ARB_draw_elements_base_vertex 1 +#endif /* GL_ARB_draw_elements_base_vertex */ + +#ifndef GL_ARB_draw_indirect +#define GL_ARB_draw_indirect 1 +#endif /* GL_ARB_draw_indirect */ + +#ifndef GL_ARB_draw_instanced +#define GL_ARB_draw_instanced 1 +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDARBPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDARBPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawArraysInstancedARB (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +GLAPI void APIENTRY glDrawElementsInstancedARB (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#endif +#endif /* GL_ARB_draw_instanced */ + +#ifndef GL_ARB_enhanced_layouts +#define GL_ARB_enhanced_layouts 1 +#endif /* GL_ARB_enhanced_layouts */ + +#ifndef GL_ARB_explicit_attrib_location +#define GL_ARB_explicit_attrib_location 1 +#endif /* GL_ARB_explicit_attrib_location */ + +#ifndef GL_ARB_explicit_uniform_location +#define GL_ARB_explicit_uniform_location 1 +#endif /* GL_ARB_explicit_uniform_location */ + +#ifndef GL_ARB_fragment_coord_conventions +#define GL_ARB_fragment_coord_conventions 1 +#endif /* GL_ARB_fragment_coord_conventions */ + +#ifndef GL_ARB_fragment_layer_viewport +#define GL_ARB_fragment_layer_viewport 1 +#endif /* GL_ARB_fragment_layer_viewport */ + +#ifndef GL_ARB_fragment_program +#define GL_ARB_fragment_program 1 +#define GL_FRAGMENT_PROGRAM_ARB 0x8804 +#define GL_PROGRAM_FORMAT_ASCII_ARB 0x8875 +#define GL_PROGRAM_LENGTH_ARB 0x8627 +#define GL_PROGRAM_FORMAT_ARB 0x8876 +#define GL_PROGRAM_BINDING_ARB 0x8677 +#define GL_PROGRAM_INSTRUCTIONS_ARB 0x88A0 +#define GL_MAX_PROGRAM_INSTRUCTIONS_ARB 0x88A1 +#define GL_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A2 +#define GL_MAX_PROGRAM_NATIVE_INSTRUCTIONS_ARB 0x88A3 +#define GL_PROGRAM_TEMPORARIES_ARB 0x88A4 +#define GL_MAX_PROGRAM_TEMPORARIES_ARB 0x88A5 +#define GL_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A6 +#define GL_MAX_PROGRAM_NATIVE_TEMPORARIES_ARB 0x88A7 +#define GL_PROGRAM_PARAMETERS_ARB 0x88A8 +#define GL_MAX_PROGRAM_PARAMETERS_ARB 0x88A9 +#define GL_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AA +#define GL_MAX_PROGRAM_NATIVE_PARAMETERS_ARB 0x88AB +#define GL_PROGRAM_ATTRIBS_ARB 0x88AC +#define GL_MAX_PROGRAM_ATTRIBS_ARB 0x88AD +#define GL_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AE +#define GL_MAX_PROGRAM_NATIVE_ATTRIBS_ARB 0x88AF +#define GL_MAX_PROGRAM_LOCAL_PARAMETERS_ARB 0x88B4 +#define GL_MAX_PROGRAM_ENV_PARAMETERS_ARB 0x88B5 +#define GL_PROGRAM_UNDER_NATIVE_LIMITS_ARB 0x88B6 +#define GL_PROGRAM_ALU_INSTRUCTIONS_ARB 0x8805 +#define GL_PROGRAM_TEX_INSTRUCTIONS_ARB 0x8806 +#define GL_PROGRAM_TEX_INDIRECTIONS_ARB 0x8807 +#define GL_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x8808 +#define GL_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x8809 +#define GL_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x880A +#define GL_MAX_PROGRAM_ALU_INSTRUCTIONS_ARB 0x880B +#define GL_MAX_PROGRAM_TEX_INSTRUCTIONS_ARB 0x880C +#define GL_MAX_PROGRAM_TEX_INDIRECTIONS_ARB 0x880D +#define GL_MAX_PROGRAM_NATIVE_ALU_INSTRUCTIONS_ARB 0x880E +#define GL_MAX_PROGRAM_NATIVE_TEX_INSTRUCTIONS_ARB 0x880F +#define GL_MAX_PROGRAM_NATIVE_TEX_INDIRECTIONS_ARB 0x8810 +#define GL_PROGRAM_STRING_ARB 0x8628 +#define GL_PROGRAM_ERROR_POSITION_ARB 0x864B +#define GL_CURRENT_MATRIX_ARB 0x8641 +#define GL_TRANSPOSE_CURRENT_MATRIX_ARB 0x88B7 +#define GL_CURRENT_MATRIX_STACK_DEPTH_ARB 0x8640 +#define GL_MAX_PROGRAM_MATRICES_ARB 0x862F +#define GL_MAX_PROGRAM_MATRIX_STACK_DEPTH_ARB 0x862E +#define GL_MAX_TEXTURE_COORDS_ARB 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS_ARB 0x8872 +#define GL_PROGRAM_ERROR_STRING_ARB 0x8874 +#define GL_MATRIX0_ARB 0x88C0 +#define GL_MATRIX1_ARB 0x88C1 +#define GL_MATRIX2_ARB 0x88C2 +#define GL_MATRIX3_ARB 0x88C3 +#define GL_MATRIX4_ARB 0x88C4 +#define GL_MATRIX5_ARB 0x88C5 +#define GL_MATRIX6_ARB 0x88C6 +#define GL_MATRIX7_ARB 0x88C7 +#define GL_MATRIX8_ARB 0x88C8 +#define GL_MATRIX9_ARB 0x88C9 +#define GL_MATRIX10_ARB 0x88CA +#define GL_MATRIX11_ARB 0x88CB +#define GL_MATRIX12_ARB 0x88CC +#define GL_MATRIX13_ARB 0x88CD +#define GL_MATRIX14_ARB 0x88CE +#define GL_MATRIX15_ARB 0x88CF +#define GL_MATRIX16_ARB 0x88D0 +#define GL_MATRIX17_ARB 0x88D1 +#define GL_MATRIX18_ARB 0x88D2 +#define GL_MATRIX19_ARB 0x88D3 +#define GL_MATRIX20_ARB 0x88D4 +#define GL_MATRIX21_ARB 0x88D5 +#define GL_MATRIX22_ARB 0x88D6 +#define GL_MATRIX23_ARB 0x88D7 +#define GL_MATRIX24_ARB 0x88D8 +#define GL_MATRIX25_ARB 0x88D9 +#define GL_MATRIX26_ARB 0x88DA +#define GL_MATRIX27_ARB 0x88DB +#define GL_MATRIX28_ARB 0x88DC +#define GL_MATRIX29_ARB 0x88DD +#define GL_MATRIX30_ARB 0x88DE +#define GL_MATRIX31_ARB 0x88DF +typedef void (APIENTRYP PFNGLPROGRAMSTRINGARBPROC) (GLenum target, GLenum format, GLsizei len, const void *string); +typedef void (APIENTRYP PFNGLBINDPROGRAMARBPROC) (GLenum target, GLuint program); +typedef void (APIENTRYP PFNGLDELETEPROGRAMSARBPROC) (GLsizei n, const GLuint *programs); +typedef void (APIENTRYP PFNGLGENPROGRAMSARBPROC) (GLsizei n, GLuint *programs); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DARBPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4DVARBPROC) (GLenum target, GLuint index, const GLdouble *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FARBPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETER4FVARBPROC) (GLenum target, GLuint index, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERDVARBPROC) (GLenum target, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERFVARBPROC) (GLenum target, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETPROGRAMIVARBPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGARBPROC) (GLenum target, GLenum pname, void *string); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMARBPROC) (GLuint program); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramStringARB (GLenum target, GLenum format, GLsizei len, const void *string); +GLAPI void APIENTRY glBindProgramARB (GLenum target, GLuint program); +GLAPI void APIENTRY glDeleteProgramsARB (GLsizei n, const GLuint *programs); +GLAPI void APIENTRY glGenProgramsARB (GLsizei n, GLuint *programs); +GLAPI void APIENTRY glProgramEnvParameter4dARB (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glProgramEnvParameter4dvARB (GLenum target, GLuint index, const GLdouble *params); +GLAPI void APIENTRY glProgramEnvParameter4fARB (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glProgramEnvParameter4fvARB (GLenum target, GLuint index, const GLfloat *params); +GLAPI void APIENTRY glProgramLocalParameter4dARB (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glProgramLocalParameter4dvARB (GLenum target, GLuint index, const GLdouble *params); +GLAPI void APIENTRY glProgramLocalParameter4fARB (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glProgramLocalParameter4fvARB (GLenum target, GLuint index, const GLfloat *params); +GLAPI void APIENTRY glGetProgramEnvParameterdvARB (GLenum target, GLuint index, GLdouble *params); +GLAPI void APIENTRY glGetProgramEnvParameterfvARB (GLenum target, GLuint index, GLfloat *params); +GLAPI void APIENTRY glGetProgramLocalParameterdvARB (GLenum target, GLuint index, GLdouble *params); +GLAPI void APIENTRY glGetProgramLocalParameterfvARB (GLenum target, GLuint index, GLfloat *params); +GLAPI void APIENTRY glGetProgramivARB (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramStringARB (GLenum target, GLenum pname, void *string); +GLAPI GLboolean APIENTRY glIsProgramARB (GLuint program); +#endif +#endif /* GL_ARB_fragment_program */ + +#ifndef GL_ARB_fragment_program_shadow +#define GL_ARB_fragment_program_shadow 1 +#endif /* GL_ARB_fragment_program_shadow */ + +#ifndef GL_ARB_fragment_shader +#define GL_ARB_fragment_shader 1 +#define GL_FRAGMENT_SHADER_ARB 0x8B30 +#define GL_MAX_FRAGMENT_UNIFORM_COMPONENTS_ARB 0x8B49 +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_ARB 0x8B8B +#endif /* GL_ARB_fragment_shader */ + +#ifndef GL_ARB_fragment_shader_interlock +#define GL_ARB_fragment_shader_interlock 1 +#endif /* GL_ARB_fragment_shader_interlock */ + +#ifndef GL_ARB_framebuffer_no_attachments +#define GL_ARB_framebuffer_no_attachments 1 +#endif /* GL_ARB_framebuffer_no_attachments */ + +#ifndef GL_ARB_framebuffer_object +#define GL_ARB_framebuffer_object 1 +#endif /* GL_ARB_framebuffer_object */ + +#ifndef GL_ARB_framebuffer_sRGB +#define GL_ARB_framebuffer_sRGB 1 +#endif /* GL_ARB_framebuffer_sRGB */ + +#ifndef GL_ARB_geometry_shader4 +#define GL_ARB_geometry_shader4 1 +#define GL_LINES_ADJACENCY_ARB 0x000A +#define GL_LINE_STRIP_ADJACENCY_ARB 0x000B +#define GL_TRIANGLES_ADJACENCY_ARB 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_ARB 0x000D +#define GL_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_ARB 0x8C29 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_ARB 0x8DA7 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_ARB 0x8DA9 +#define GL_GEOMETRY_SHADER_ARB 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT_ARB 0x8DDA +#define GL_GEOMETRY_INPUT_TYPE_ARB 0x8DDB +#define GL_GEOMETRY_OUTPUT_TYPE_ARB 0x8DDC +#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_ARB 0x8DDD +#define GL_MAX_VERTEX_VARYING_COMPONENTS_ARB 0x8DDE +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_ARB 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_ARB 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_ARB 0x8DE1 +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIARBPROC) (GLuint program, GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREFACEARBPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramParameteriARB (GLuint program, GLenum pname, GLint value); +GLAPI void APIENTRY glFramebufferTextureARB (GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTextureLayerARB (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI void APIENTRY glFramebufferTextureFaceARB (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +#endif +#endif /* GL_ARB_geometry_shader4 */ + +#ifndef GL_ARB_get_program_binary +#define GL_ARB_get_program_binary 1 +#endif /* GL_ARB_get_program_binary */ + +#ifndef GL_ARB_get_texture_sub_image +#define GL_ARB_get_texture_sub_image 1 +#endif /* GL_ARB_get_texture_sub_image */ + +#ifndef GL_ARB_gl_spirv +#define GL_ARB_gl_spirv 1 +#define GL_SHADER_BINARY_FORMAT_SPIR_V_ARB 0x9551 +#define GL_SPIR_V_BINARY_ARB 0x9552 +typedef void (APIENTRYP PFNGLSPECIALIZESHADERARBPROC) (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSpecializeShaderARB (GLuint shader, const GLchar *pEntryPoint, GLuint numSpecializationConstants, const GLuint *pConstantIndex, const GLuint *pConstantValue); +#endif +#endif /* GL_ARB_gl_spirv */ + +#ifndef GL_ARB_gpu_shader5 +#define GL_ARB_gpu_shader5 1 +#endif /* GL_ARB_gpu_shader5 */ + +#ifndef GL_ARB_gpu_shader_fp64 +#define GL_ARB_gpu_shader_fp64 1 +#endif /* GL_ARB_gpu_shader_fp64 */ + +#ifndef GL_ARB_gpu_shader_int64 +#define GL_ARB_gpu_shader_int64 1 +#define GL_INT64_ARB 0x140E +#define GL_INT64_VEC2_ARB 0x8FE9 +#define GL_INT64_VEC3_ARB 0x8FEA +#define GL_INT64_VEC4_ARB 0x8FEB +#define GL_UNSIGNED_INT64_VEC2_ARB 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_ARB 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_ARB 0x8FF7 +typedef void (APIENTRYP PFNGLUNIFORM1I64ARBPROC) (GLint location, GLint64 x); +typedef void (APIENTRYP PFNGLUNIFORM2I64ARBPROC) (GLint location, GLint64 x, GLint64 y); +typedef void (APIENTRYP PFNGLUNIFORM3I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z); +typedef void (APIENTRYP PFNGLUNIFORM4I64ARBPROC) (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +typedef void (APIENTRYP PFNGLUNIFORM1I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM2I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM3I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM4I64VARBPROC) (GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM1UI64ARBPROC) (GLint location, GLuint64 x); +typedef void (APIENTRYP PFNGLUNIFORM2UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y); +typedef void (APIENTRYP PFNGLUNIFORM3UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +typedef void (APIENTRYP PFNGLUNIFORM4UI64ARBPROC) (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +typedef void (APIENTRYP PFNGLUNIFORM1UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM2UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM3UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLUNIFORM4UI64VARBPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLGETUNIFORMI64VARBPROC) (GLuint program, GLint location, GLint64 *params); +typedef void (APIENTRYP PFNGLGETUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLuint64 *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint64 *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMUI64VARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint64 *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64ARBPROC) (GLuint program, GLint location, GLint64 x); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64ARBPROC) (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64ARBPROC) (GLuint program, GLint location, GLuint64 x); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64ARBPROC) (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64VARBPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUniform1i64ARB (GLint location, GLint64 x); +GLAPI void APIENTRY glUniform2i64ARB (GLint location, GLint64 x, GLint64 y); +GLAPI void APIENTRY glUniform3i64ARB (GLint location, GLint64 x, GLint64 y, GLint64 z); +GLAPI void APIENTRY glUniform4i64ARB (GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +GLAPI void APIENTRY glUniform1i64vARB (GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glUniform2i64vARB (GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glUniform3i64vARB (GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glUniform4i64vARB (GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glUniform1ui64ARB (GLint location, GLuint64 x); +GLAPI void APIENTRY glUniform2ui64ARB (GLint location, GLuint64 x, GLuint64 y); +GLAPI void APIENTRY glUniform3ui64ARB (GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +GLAPI void APIENTRY glUniform4ui64ARB (GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +GLAPI void APIENTRY glUniform1ui64vARB (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glUniform2ui64vARB (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glUniform3ui64vARB (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glUniform4ui64vARB (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glGetUniformi64vARB (GLuint program, GLint location, GLint64 *params); +GLAPI void APIENTRY glGetUniformui64vARB (GLuint program, GLint location, GLuint64 *params); +GLAPI void APIENTRY glGetnUniformi64vARB (GLuint program, GLint location, GLsizei bufSize, GLint64 *params); +GLAPI void APIENTRY glGetnUniformui64vARB (GLuint program, GLint location, GLsizei bufSize, GLuint64 *params); +GLAPI void APIENTRY glProgramUniform1i64ARB (GLuint program, GLint location, GLint64 x); +GLAPI void APIENTRY glProgramUniform2i64ARB (GLuint program, GLint location, GLint64 x, GLint64 y); +GLAPI void APIENTRY glProgramUniform3i64ARB (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z); +GLAPI void APIENTRY glProgramUniform4i64ARB (GLuint program, GLint location, GLint64 x, GLint64 y, GLint64 z, GLint64 w); +GLAPI void APIENTRY glProgramUniform1i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glProgramUniform2i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glProgramUniform3i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glProgramUniform4i64vARB (GLuint program, GLint location, GLsizei count, const GLint64 *value); +GLAPI void APIENTRY glProgramUniform1ui64ARB (GLuint program, GLint location, GLuint64 x); +GLAPI void APIENTRY glProgramUniform2ui64ARB (GLuint program, GLint location, GLuint64 x, GLuint64 y); +GLAPI void APIENTRY glProgramUniform3ui64ARB (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z); +GLAPI void APIENTRY glProgramUniform4ui64ARB (GLuint program, GLint location, GLuint64 x, GLuint64 y, GLuint64 z, GLuint64 w); +GLAPI void APIENTRY glProgramUniform1ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glProgramUniform2ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glProgramUniform3ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glProgramUniform4ui64vARB (GLuint program, GLint location, GLsizei count, const GLuint64 *value); +#endif +#endif /* GL_ARB_gpu_shader_int64 */ + +#ifndef GL_ARB_half_float_pixel +#define GL_ARB_half_float_pixel 1 +typedef khronos_uint16_t GLhalfARB; +#define GL_HALF_FLOAT_ARB 0x140B +#endif /* GL_ARB_half_float_pixel */ + +#ifndef GL_ARB_half_float_vertex +#define GL_ARB_half_float_vertex 1 +#endif /* GL_ARB_half_float_vertex */ + +#ifndef GL_ARB_imaging +#define GL_ARB_imaging 1 +#define GL_CONVOLUTION_BORDER_MODE 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS 0x8015 +#define GL_REDUCE 0x8016 +#define GL_CONVOLUTION_FORMAT 0x8017 +#define GL_CONVOLUTION_WIDTH 0x8018 +#define GL_CONVOLUTION_HEIGHT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS 0x8023 +#define GL_HISTOGRAM_WIDTH 0x8026 +#define GL_HISTOGRAM_FORMAT 0x8027 +#define GL_HISTOGRAM_RED_SIZE 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE 0x802C +#define GL_HISTOGRAM_SINK 0x802D +#define GL_MINMAX_FORMAT 0x802F +#define GL_MINMAX_SINK 0x8030 +#define GL_TABLE_TOO_LARGE 0x8031 +#define GL_COLOR_MATRIX 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS 0x80BB +#define GL_COLOR_TABLE_SCALE 0x80D6 +#define GL_COLOR_TABLE_BIAS 0x80D7 +#define GL_COLOR_TABLE_FORMAT 0x80D8 +#define GL_COLOR_TABLE_WIDTH 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE 0x80DF +#define GL_CONSTANT_BORDER 0x8151 +#define GL_REPLICATE_BORDER 0x8153 +#define GL_CONVOLUTION_BORDER_COLOR 0x8154 +typedef void (APIENTRYP PFNGLCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLCOPYCOLORTABLEPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPROC) (GLenum target, GLenum format, GLenum type, void *table); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIPROC) (GLenum target, GLenum pname, GLint params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTERPROC) (GLenum target, GLenum format, GLenum type, void *image); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSEPARABLEFILTERPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMINMAXPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLHISTOGRAMPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +typedef void (APIENTRYP PFNGLMINMAXPROC) (GLenum target, GLenum internalformat, GLboolean sink); +typedef void (APIENTRYP PFNGLRESETHISTOGRAMPROC) (GLenum target); +typedef void (APIENTRYP PFNGLRESETMINMAXPROC) (GLenum target); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorTable (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +GLAPI void APIENTRY glColorTableParameterfv (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glColorTableParameteriv (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glCopyColorTable (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glGetColorTable (GLenum target, GLenum format, GLenum type, void *table); +GLAPI void APIENTRY glGetColorTableParameterfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetColorTableParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glColorSubTable (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glCopyColorSubTable (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glConvolutionFilter1D (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +GLAPI void APIENTRY glConvolutionFilter2D (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +GLAPI void APIENTRY glConvolutionParameterf (GLenum target, GLenum pname, GLfloat params); +GLAPI void APIENTRY glConvolutionParameterfv (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glConvolutionParameteri (GLenum target, GLenum pname, GLint params); +GLAPI void APIENTRY glConvolutionParameteriv (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glCopyConvolutionFilter1D (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyConvolutionFilter2D (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetConvolutionFilter (GLenum target, GLenum format, GLenum type, void *image); +GLAPI void APIENTRY glGetConvolutionParameterfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetConvolutionParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetSeparableFilter (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +GLAPI void APIENTRY glSeparableFilter2D (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); +GLAPI void APIENTRY glGetHistogram (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI void APIENTRY glGetHistogramParameterfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetHistogramParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMinmax (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI void APIENTRY glGetMinmaxParameterfv (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMinmaxParameteriv (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glHistogram (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +GLAPI void APIENTRY glMinmax (GLenum target, GLenum internalformat, GLboolean sink); +GLAPI void APIENTRY glResetHistogram (GLenum target); +GLAPI void APIENTRY glResetMinmax (GLenum target); +#endif +#endif /* GL_ARB_imaging */ + +#ifndef GL_ARB_indirect_parameters +#define GL_ARB_indirect_parameters 1 +#define GL_PARAMETER_BUFFER_ARB 0x80EE +#define GL_PARAMETER_BUFFER_BINDING_ARB 0x80EF +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTCOUNTARBPROC) (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTCOUNTARBPROC) (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysIndirectCountARB (GLenum mode, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawElementsIndirectCountARB (GLenum mode, GLenum type, const void *indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#endif +#endif /* GL_ARB_indirect_parameters */ + +#ifndef GL_ARB_instanced_arrays +#define GL_ARB_instanced_arrays 1 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ARB 0x88FE +typedef void (APIENTRYP PFNGLVERTEXATTRIBDIVISORARBPROC) (GLuint index, GLuint divisor); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttribDivisorARB (GLuint index, GLuint divisor); +#endif +#endif /* GL_ARB_instanced_arrays */ + +#ifndef GL_ARB_internalformat_query +#define GL_ARB_internalformat_query 1 +#endif /* GL_ARB_internalformat_query */ + +#ifndef GL_ARB_internalformat_query2 +#define GL_ARB_internalformat_query2 1 +#define GL_SRGB_DECODE_ARB 0x8299 +#define GL_VIEW_CLASS_EAC_R11 0x9383 +#define GL_VIEW_CLASS_EAC_RG11 0x9384 +#define GL_VIEW_CLASS_ETC2_RGB 0x9385 +#define GL_VIEW_CLASS_ETC2_RGBA 0x9386 +#define GL_VIEW_CLASS_ETC2_EAC_RGBA 0x9387 +#define GL_VIEW_CLASS_ASTC_4x4_RGBA 0x9388 +#define GL_VIEW_CLASS_ASTC_5x4_RGBA 0x9389 +#define GL_VIEW_CLASS_ASTC_5x5_RGBA 0x938A +#define GL_VIEW_CLASS_ASTC_6x5_RGBA 0x938B +#define GL_VIEW_CLASS_ASTC_6x6_RGBA 0x938C +#define GL_VIEW_CLASS_ASTC_8x5_RGBA 0x938D +#define GL_VIEW_CLASS_ASTC_8x6_RGBA 0x938E +#define GL_VIEW_CLASS_ASTC_8x8_RGBA 0x938F +#define GL_VIEW_CLASS_ASTC_10x5_RGBA 0x9390 +#define GL_VIEW_CLASS_ASTC_10x6_RGBA 0x9391 +#define GL_VIEW_CLASS_ASTC_10x8_RGBA 0x9392 +#define GL_VIEW_CLASS_ASTC_10x10_RGBA 0x9393 +#define GL_VIEW_CLASS_ASTC_12x10_RGBA 0x9394 +#define GL_VIEW_CLASS_ASTC_12x12_RGBA 0x9395 +#endif /* GL_ARB_internalformat_query2 */ + +#ifndef GL_ARB_invalidate_subdata +#define GL_ARB_invalidate_subdata 1 +#endif /* GL_ARB_invalidate_subdata */ + +#ifndef GL_ARB_map_buffer_alignment +#define GL_ARB_map_buffer_alignment 1 +#endif /* GL_ARB_map_buffer_alignment */ + +#ifndef GL_ARB_map_buffer_range +#define GL_ARB_map_buffer_range 1 +#endif /* GL_ARB_map_buffer_range */ + +#ifndef GL_ARB_matrix_palette +#define GL_ARB_matrix_palette 1 +#define GL_MATRIX_PALETTE_ARB 0x8840 +#define GL_MAX_MATRIX_PALETTE_STACK_DEPTH_ARB 0x8841 +#define GL_MAX_PALETTE_MATRICES_ARB 0x8842 +#define GL_CURRENT_PALETTE_MATRIX_ARB 0x8843 +#define GL_MATRIX_INDEX_ARRAY_ARB 0x8844 +#define GL_CURRENT_MATRIX_INDEX_ARB 0x8845 +#define GL_MATRIX_INDEX_ARRAY_SIZE_ARB 0x8846 +#define GL_MATRIX_INDEX_ARRAY_TYPE_ARB 0x8847 +#define GL_MATRIX_INDEX_ARRAY_STRIDE_ARB 0x8848 +#define GL_MATRIX_INDEX_ARRAY_POINTER_ARB 0x8849 +typedef void (APIENTRYP PFNGLCURRENTPALETTEMATRIXARBPROC) (GLint index); +typedef void (APIENTRYP PFNGLMATRIXINDEXUBVARBPROC) (GLint size, const GLubyte *indices); +typedef void (APIENTRYP PFNGLMATRIXINDEXUSVARBPROC) (GLint size, const GLushort *indices); +typedef void (APIENTRYP PFNGLMATRIXINDEXUIVARBPROC) (GLint size, const GLuint *indices); +typedef void (APIENTRYP PFNGLMATRIXINDEXPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCurrentPaletteMatrixARB (GLint index); +GLAPI void APIENTRY glMatrixIndexubvARB (GLint size, const GLubyte *indices); +GLAPI void APIENTRY glMatrixIndexusvARB (GLint size, const GLushort *indices); +GLAPI void APIENTRY glMatrixIndexuivARB (GLint size, const GLuint *indices); +GLAPI void APIENTRY glMatrixIndexPointerARB (GLint size, GLenum type, GLsizei stride, const void *pointer); +#endif +#endif /* GL_ARB_matrix_palette */ + +#ifndef GL_ARB_multi_bind +#define GL_ARB_multi_bind 1 +#endif /* GL_ARB_multi_bind */ + +#ifndef GL_ARB_multi_draw_indirect +#define GL_ARB_multi_draw_indirect 1 +#endif /* GL_ARB_multi_draw_indirect */ + +#ifndef GL_ARB_multisample +#define GL_ARB_multisample 1 +#define GL_MULTISAMPLE_ARB 0x809D +#define GL_SAMPLE_ALPHA_TO_COVERAGE_ARB 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_ARB 0x809F +#define GL_SAMPLE_COVERAGE_ARB 0x80A0 +#define GL_SAMPLE_BUFFERS_ARB 0x80A8 +#define GL_SAMPLES_ARB 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE_ARB 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT_ARB 0x80AB +#define GL_MULTISAMPLE_BIT_ARB 0x20000000 +typedef void (APIENTRYP PFNGLSAMPLECOVERAGEARBPROC) (GLfloat value, GLboolean invert); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSampleCoverageARB (GLfloat value, GLboolean invert); +#endif +#endif /* GL_ARB_multisample */ + +#ifndef GL_ARB_multitexture +#define GL_ARB_multitexture 1 +#define GL_TEXTURE0_ARB 0x84C0 +#define GL_TEXTURE1_ARB 0x84C1 +#define GL_TEXTURE2_ARB 0x84C2 +#define GL_TEXTURE3_ARB 0x84C3 +#define GL_TEXTURE4_ARB 0x84C4 +#define GL_TEXTURE5_ARB 0x84C5 +#define GL_TEXTURE6_ARB 0x84C6 +#define GL_TEXTURE7_ARB 0x84C7 +#define GL_TEXTURE8_ARB 0x84C8 +#define GL_TEXTURE9_ARB 0x84C9 +#define GL_TEXTURE10_ARB 0x84CA +#define GL_TEXTURE11_ARB 0x84CB +#define GL_TEXTURE12_ARB 0x84CC +#define GL_TEXTURE13_ARB 0x84CD +#define GL_TEXTURE14_ARB 0x84CE +#define GL_TEXTURE15_ARB 0x84CF +#define GL_TEXTURE16_ARB 0x84D0 +#define GL_TEXTURE17_ARB 0x84D1 +#define GL_TEXTURE18_ARB 0x84D2 +#define GL_TEXTURE19_ARB 0x84D3 +#define GL_TEXTURE20_ARB 0x84D4 +#define GL_TEXTURE21_ARB 0x84D5 +#define GL_TEXTURE22_ARB 0x84D6 +#define GL_TEXTURE23_ARB 0x84D7 +#define GL_TEXTURE24_ARB 0x84D8 +#define GL_TEXTURE25_ARB 0x84D9 +#define GL_TEXTURE26_ARB 0x84DA +#define GL_TEXTURE27_ARB 0x84DB +#define GL_TEXTURE28_ARB 0x84DC +#define GL_TEXTURE29_ARB 0x84DD +#define GL_TEXTURE30_ARB 0x84DE +#define GL_TEXTURE31_ARB 0x84DF +#define GL_ACTIVE_TEXTURE_ARB 0x84E0 +#define GL_CLIENT_ACTIVE_TEXTURE_ARB 0x84E1 +#define GL_MAX_TEXTURE_UNITS_ARB 0x84E2 +typedef void (APIENTRYP PFNGLACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLCLIENTACTIVETEXTUREARBPROC) (GLenum texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DARBPROC) (GLenum target, GLdouble s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FARBPROC) (GLenum target, GLfloat s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IARBPROC) (GLenum target, GLint s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SARBPROC) (GLenum target, GLshort s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DARBPROC) (GLenum target, GLdouble s, GLdouble t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FARBPROC) (GLenum target, GLfloat s, GLfloat t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IARBPROC) (GLenum target, GLint s, GLint t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SARBPROC) (GLenum target, GLshort s, GLshort t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IARBPROC) (GLenum target, GLint s, GLint t, GLint r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3SVARBPROC) (GLenum target, const GLshort *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DARBPROC) (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4DVARBPROC) (GLenum target, const GLdouble *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FARBPROC) (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4FVARBPROC) (GLenum target, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IARBPROC) (GLenum target, GLint s, GLint t, GLint r, GLint q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4IVARBPROC) (GLenum target, const GLint *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SARBPROC) (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4SVARBPROC) (GLenum target, const GLshort *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveTextureARB (GLenum texture); +GLAPI void APIENTRY glClientActiveTextureARB (GLenum texture); +GLAPI void APIENTRY glMultiTexCoord1dARB (GLenum target, GLdouble s); +GLAPI void APIENTRY glMultiTexCoord1dvARB (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord1fARB (GLenum target, GLfloat s); +GLAPI void APIENTRY glMultiTexCoord1fvARB (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord1iARB (GLenum target, GLint s); +GLAPI void APIENTRY glMultiTexCoord1ivARB (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord1sARB (GLenum target, GLshort s); +GLAPI void APIENTRY glMultiTexCoord1svARB (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord2dARB (GLenum target, GLdouble s, GLdouble t); +GLAPI void APIENTRY glMultiTexCoord2dvARB (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord2fARB (GLenum target, GLfloat s, GLfloat t); +GLAPI void APIENTRY glMultiTexCoord2fvARB (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord2iARB (GLenum target, GLint s, GLint t); +GLAPI void APIENTRY glMultiTexCoord2ivARB (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord2sARB (GLenum target, GLshort s, GLshort t); +GLAPI void APIENTRY glMultiTexCoord2svARB (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord3dARB (GLenum target, GLdouble s, GLdouble t, GLdouble r); +GLAPI void APIENTRY glMultiTexCoord3dvARB (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord3fARB (GLenum target, GLfloat s, GLfloat t, GLfloat r); +GLAPI void APIENTRY glMultiTexCoord3fvARB (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord3iARB (GLenum target, GLint s, GLint t, GLint r); +GLAPI void APIENTRY glMultiTexCoord3ivARB (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord3sARB (GLenum target, GLshort s, GLshort t, GLshort r); +GLAPI void APIENTRY glMultiTexCoord3svARB (GLenum target, const GLshort *v); +GLAPI void APIENTRY glMultiTexCoord4dARB (GLenum target, GLdouble s, GLdouble t, GLdouble r, GLdouble q); +GLAPI void APIENTRY glMultiTexCoord4dvARB (GLenum target, const GLdouble *v); +GLAPI void APIENTRY glMultiTexCoord4fARB (GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q); +GLAPI void APIENTRY glMultiTexCoord4fvARB (GLenum target, const GLfloat *v); +GLAPI void APIENTRY glMultiTexCoord4iARB (GLenum target, GLint s, GLint t, GLint r, GLint q); +GLAPI void APIENTRY glMultiTexCoord4ivARB (GLenum target, const GLint *v); +GLAPI void APIENTRY glMultiTexCoord4sARB (GLenum target, GLshort s, GLshort t, GLshort r, GLshort q); +GLAPI void APIENTRY glMultiTexCoord4svARB (GLenum target, const GLshort *v); +#endif +#endif /* GL_ARB_multitexture */ + +#ifndef GL_ARB_occlusion_query +#define GL_ARB_occlusion_query 1 +#define GL_QUERY_COUNTER_BITS_ARB 0x8864 +#define GL_CURRENT_QUERY_ARB 0x8865 +#define GL_QUERY_RESULT_ARB 0x8866 +#define GL_QUERY_RESULT_AVAILABLE_ARB 0x8867 +#define GL_SAMPLES_PASSED_ARB 0x8914 +typedef void (APIENTRYP PFNGLGENQUERIESARBPROC) (GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLDELETEQUERIESARBPROC) (GLsizei n, const GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISQUERYARBPROC) (GLuint id); +typedef void (APIENTRYP PFNGLBEGINQUERYARBPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLENDQUERYARBPROC) (GLenum target); +typedef void (APIENTRYP PFNGLGETQUERYIVARBPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTIVARBPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUIVARBPROC) (GLuint id, GLenum pname, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenQueriesARB (GLsizei n, GLuint *ids); +GLAPI void APIENTRY glDeleteQueriesARB (GLsizei n, const GLuint *ids); +GLAPI GLboolean APIENTRY glIsQueryARB (GLuint id); +GLAPI void APIENTRY glBeginQueryARB (GLenum target, GLuint id); +GLAPI void APIENTRY glEndQueryARB (GLenum target); +GLAPI void APIENTRY glGetQueryivARB (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetQueryObjectivARB (GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetQueryObjectuivARB (GLuint id, GLenum pname, GLuint *params); +#endif +#endif /* GL_ARB_occlusion_query */ + +#ifndef GL_ARB_occlusion_query2 +#define GL_ARB_occlusion_query2 1 +#endif /* GL_ARB_occlusion_query2 */ + +#ifndef GL_ARB_parallel_shader_compile +#define GL_ARB_parallel_shader_compile 1 +#define GL_MAX_SHADER_COMPILER_THREADS_ARB 0x91B0 +#define GL_COMPLETION_STATUS_ARB 0x91B1 +typedef void (APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSARBPROC) (GLuint count); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMaxShaderCompilerThreadsARB (GLuint count); +#endif +#endif /* GL_ARB_parallel_shader_compile */ + +#ifndef GL_ARB_pipeline_statistics_query +#define GL_ARB_pipeline_statistics_query 1 +#define GL_VERTICES_SUBMITTED_ARB 0x82EE +#define GL_PRIMITIVES_SUBMITTED_ARB 0x82EF +#define GL_VERTEX_SHADER_INVOCATIONS_ARB 0x82F0 +#define GL_TESS_CONTROL_SHADER_PATCHES_ARB 0x82F1 +#define GL_TESS_EVALUATION_SHADER_INVOCATIONS_ARB 0x82F2 +#define GL_GEOMETRY_SHADER_PRIMITIVES_EMITTED_ARB 0x82F3 +#define GL_FRAGMENT_SHADER_INVOCATIONS_ARB 0x82F4 +#define GL_COMPUTE_SHADER_INVOCATIONS_ARB 0x82F5 +#define GL_CLIPPING_INPUT_PRIMITIVES_ARB 0x82F6 +#define GL_CLIPPING_OUTPUT_PRIMITIVES_ARB 0x82F7 +#endif /* GL_ARB_pipeline_statistics_query */ + +#ifndef GL_ARB_pixel_buffer_object +#define GL_ARB_pixel_buffer_object 1 +#define GL_PIXEL_PACK_BUFFER_ARB 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_ARB 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_ARB 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_ARB 0x88EF +#endif /* GL_ARB_pixel_buffer_object */ + +#ifndef GL_ARB_point_parameters +#define GL_ARB_point_parameters 1 +#define GL_POINT_SIZE_MIN_ARB 0x8126 +#define GL_POINT_SIZE_MAX_ARB 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_ARB 0x8128 +#define GL_POINT_DISTANCE_ATTENUATION_ARB 0x8129 +typedef void (APIENTRYP PFNGLPOINTPARAMETERFARBPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVARBPROC) (GLenum pname, const GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPointParameterfARB (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPointParameterfvARB (GLenum pname, const GLfloat *params); +#endif +#endif /* GL_ARB_point_parameters */ + +#ifndef GL_ARB_point_sprite +#define GL_ARB_point_sprite 1 +#define GL_POINT_SPRITE_ARB 0x8861 +#define GL_COORD_REPLACE_ARB 0x8862 +#endif /* GL_ARB_point_sprite */ + +#ifndef GL_ARB_polygon_offset_clamp +#define GL_ARB_polygon_offset_clamp 1 +#endif /* GL_ARB_polygon_offset_clamp */ + +#ifndef GL_ARB_post_depth_coverage +#define GL_ARB_post_depth_coverage 1 +#endif /* GL_ARB_post_depth_coverage */ + +#ifndef GL_ARB_program_interface_query +#define GL_ARB_program_interface_query 1 +#endif /* GL_ARB_program_interface_query */ + +#ifndef GL_ARB_provoking_vertex +#define GL_ARB_provoking_vertex 1 +#endif /* GL_ARB_provoking_vertex */ + +#ifndef GL_ARB_query_buffer_object +#define GL_ARB_query_buffer_object 1 +#endif /* GL_ARB_query_buffer_object */ + +#ifndef GL_ARB_robust_buffer_access_behavior +#define GL_ARB_robust_buffer_access_behavior 1 +#endif /* GL_ARB_robust_buffer_access_behavior */ + +#ifndef GL_ARB_robustness +#define GL_ARB_robustness 1 +#define GL_CONTEXT_FLAG_ROBUST_ACCESS_BIT_ARB 0x00000004 +#define GL_LOSE_CONTEXT_ON_RESET_ARB 0x8252 +#define GL_GUILTY_CONTEXT_RESET_ARB 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_ARB 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_ARB 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY_ARB 0x8256 +#define GL_NO_RESET_NOTIFICATION_ARB 0x8261 +typedef GLenum (APIENTRYP PFNGLGETGRAPHICSRESETSTATUSARBPROC) (void); +typedef void (APIENTRYP PFNGLGETNTEXIMAGEARBPROC) (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *img); +typedef void (APIENTRYP PFNGLREADNPIXELSARBPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +typedef void (APIENTRYP PFNGLGETNCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint lod, GLsizei bufSize, void *img); +typedef void (APIENTRYP PFNGLGETNUNIFORMFVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMUIVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +typedef void (APIENTRYP PFNGLGETNUNIFORMDVARBPROC) (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +typedef void (APIENTRYP PFNGLGETNMAPDVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); +typedef void (APIENTRYP PFNGLGETNMAPFVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); +typedef void (APIENTRYP PFNGLGETNMAPIVARBPROC) (GLenum target, GLenum query, GLsizei bufSize, GLint *v); +typedef void (APIENTRYP PFNGLGETNPIXELMAPFVARBPROC) (GLenum map, GLsizei bufSize, GLfloat *values); +typedef void (APIENTRYP PFNGLGETNPIXELMAPUIVARBPROC) (GLenum map, GLsizei bufSize, GLuint *values); +typedef void (APIENTRYP PFNGLGETNPIXELMAPUSVARBPROC) (GLenum map, GLsizei bufSize, GLushort *values); +typedef void (APIENTRYP PFNGLGETNPOLYGONSTIPPLEARBPROC) (GLsizei bufSize, GLubyte *pattern); +typedef void (APIENTRYP PFNGLGETNCOLORTABLEARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); +typedef void (APIENTRYP PFNGLGETNCONVOLUTIONFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); +typedef void (APIENTRYP PFNGLGETNSEPARABLEFILTERARBPROC) (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); +typedef void (APIENTRYP PFNGLGETNHISTOGRAMARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +typedef void (APIENTRYP PFNGLGETNMINMAXARBPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLenum APIENTRY glGetGraphicsResetStatusARB (void); +GLAPI void APIENTRY glGetnTexImageARB (GLenum target, GLint level, GLenum format, GLenum type, GLsizei bufSize, void *img); +GLAPI void APIENTRY glReadnPixelsARB (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GLAPI void APIENTRY glGetnCompressedTexImageARB (GLenum target, GLint lod, GLsizei bufSize, void *img); +GLAPI void APIENTRY glGetnUniformfvARB (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GLAPI void APIENTRY glGetnUniformivARB (GLuint program, GLint location, GLsizei bufSize, GLint *params); +GLAPI void APIENTRY glGetnUniformuivARB (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +GLAPI void APIENTRY glGetnUniformdvARB (GLuint program, GLint location, GLsizei bufSize, GLdouble *params); +GLAPI void APIENTRY glGetnMapdvARB (GLenum target, GLenum query, GLsizei bufSize, GLdouble *v); +GLAPI void APIENTRY glGetnMapfvARB (GLenum target, GLenum query, GLsizei bufSize, GLfloat *v); +GLAPI void APIENTRY glGetnMapivARB (GLenum target, GLenum query, GLsizei bufSize, GLint *v); +GLAPI void APIENTRY glGetnPixelMapfvARB (GLenum map, GLsizei bufSize, GLfloat *values); +GLAPI void APIENTRY glGetnPixelMapuivARB (GLenum map, GLsizei bufSize, GLuint *values); +GLAPI void APIENTRY glGetnPixelMapusvARB (GLenum map, GLsizei bufSize, GLushort *values); +GLAPI void APIENTRY glGetnPolygonStippleARB (GLsizei bufSize, GLubyte *pattern); +GLAPI void APIENTRY glGetnColorTableARB (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *table); +GLAPI void APIENTRY glGetnConvolutionFilterARB (GLenum target, GLenum format, GLenum type, GLsizei bufSize, void *image); +GLAPI void APIENTRY glGetnSeparableFilterARB (GLenum target, GLenum format, GLenum type, GLsizei rowBufSize, void *row, GLsizei columnBufSize, void *column, void *span); +GLAPI void APIENTRY glGetnHistogramARB (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +GLAPI void APIENTRY glGetnMinmaxARB (GLenum target, GLboolean reset, GLenum format, GLenum type, GLsizei bufSize, void *values); +#endif +#endif /* GL_ARB_robustness */ + +#ifndef GL_ARB_robustness_isolation +#define GL_ARB_robustness_isolation 1 +#endif /* GL_ARB_robustness_isolation */ + +#ifndef GL_ARB_sample_locations +#define GL_ARB_sample_locations 1 +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_ARB 0x933D +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_ARB 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_ARB 0x933F +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_ARB 0x9340 +#define GL_SAMPLE_LOCATION_ARB 0x8E50 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_ARB 0x9341 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_ARB 0x9342 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_ARB 0x9343 +typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVARBPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLEVALUATEDEPTHVALUESARBPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferSampleLocationsfvARB (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glNamedFramebufferSampleLocationsfvARB (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glEvaluateDepthValuesARB (void); +#endif +#endif /* GL_ARB_sample_locations */ + +#ifndef GL_ARB_sample_shading +#define GL_ARB_sample_shading 1 +#define GL_SAMPLE_SHADING_ARB 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE_ARB 0x8C37 +typedef void (APIENTRYP PFNGLMINSAMPLESHADINGARBPROC) (GLfloat value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMinSampleShadingARB (GLfloat value); +#endif +#endif /* GL_ARB_sample_shading */ + +#ifndef GL_ARB_sampler_objects +#define GL_ARB_sampler_objects 1 +#endif /* GL_ARB_sampler_objects */ + +#ifndef GL_ARB_seamless_cube_map +#define GL_ARB_seamless_cube_map 1 +#endif /* GL_ARB_seamless_cube_map */ + +#ifndef GL_ARB_seamless_cubemap_per_texture +#define GL_ARB_seamless_cubemap_per_texture 1 +#endif /* GL_ARB_seamless_cubemap_per_texture */ + +#ifndef GL_ARB_separate_shader_objects +#define GL_ARB_separate_shader_objects 1 +#endif /* GL_ARB_separate_shader_objects */ + +#ifndef GL_ARB_shader_atomic_counter_ops +#define GL_ARB_shader_atomic_counter_ops 1 +#endif /* GL_ARB_shader_atomic_counter_ops */ + +#ifndef GL_ARB_shader_atomic_counters +#define GL_ARB_shader_atomic_counters 1 +#endif /* GL_ARB_shader_atomic_counters */ + +#ifndef GL_ARB_shader_ballot +#define GL_ARB_shader_ballot 1 +#endif /* GL_ARB_shader_ballot */ + +#ifndef GL_ARB_shader_bit_encoding +#define GL_ARB_shader_bit_encoding 1 +#endif /* GL_ARB_shader_bit_encoding */ + +#ifndef GL_ARB_shader_clock +#define GL_ARB_shader_clock 1 +#endif /* GL_ARB_shader_clock */ + +#ifndef GL_ARB_shader_draw_parameters +#define GL_ARB_shader_draw_parameters 1 +#endif /* GL_ARB_shader_draw_parameters */ + +#ifndef GL_ARB_shader_group_vote +#define GL_ARB_shader_group_vote 1 +#endif /* GL_ARB_shader_group_vote */ + +#ifndef GL_ARB_shader_image_load_store +#define GL_ARB_shader_image_load_store 1 +#endif /* GL_ARB_shader_image_load_store */ + +#ifndef GL_ARB_shader_image_size +#define GL_ARB_shader_image_size 1 +#endif /* GL_ARB_shader_image_size */ + +#ifndef GL_ARB_shader_objects +#define GL_ARB_shader_objects 1 +#ifdef __APPLE__ +typedef void *GLhandleARB; +#else +typedef unsigned int GLhandleARB; +#endif +typedef char GLcharARB; +#define GL_PROGRAM_OBJECT_ARB 0x8B40 +#define GL_SHADER_OBJECT_ARB 0x8B48 +#define GL_OBJECT_TYPE_ARB 0x8B4E +#define GL_OBJECT_SUBTYPE_ARB 0x8B4F +#define GL_FLOAT_VEC2_ARB 0x8B50 +#define GL_FLOAT_VEC3_ARB 0x8B51 +#define GL_FLOAT_VEC4_ARB 0x8B52 +#define GL_INT_VEC2_ARB 0x8B53 +#define GL_INT_VEC3_ARB 0x8B54 +#define GL_INT_VEC4_ARB 0x8B55 +#define GL_BOOL_ARB 0x8B56 +#define GL_BOOL_VEC2_ARB 0x8B57 +#define GL_BOOL_VEC3_ARB 0x8B58 +#define GL_BOOL_VEC4_ARB 0x8B59 +#define GL_FLOAT_MAT2_ARB 0x8B5A +#define GL_FLOAT_MAT3_ARB 0x8B5B +#define GL_FLOAT_MAT4_ARB 0x8B5C +#define GL_SAMPLER_1D_ARB 0x8B5D +#define GL_SAMPLER_2D_ARB 0x8B5E +#define GL_SAMPLER_3D_ARB 0x8B5F +#define GL_SAMPLER_CUBE_ARB 0x8B60 +#define GL_SAMPLER_1D_SHADOW_ARB 0x8B61 +#define GL_SAMPLER_2D_SHADOW_ARB 0x8B62 +#define GL_SAMPLER_2D_RECT_ARB 0x8B63 +#define GL_SAMPLER_2D_RECT_SHADOW_ARB 0x8B64 +#define GL_OBJECT_DELETE_STATUS_ARB 0x8B80 +#define GL_OBJECT_COMPILE_STATUS_ARB 0x8B81 +#define GL_OBJECT_LINK_STATUS_ARB 0x8B82 +#define GL_OBJECT_VALIDATE_STATUS_ARB 0x8B83 +#define GL_OBJECT_INFO_LOG_LENGTH_ARB 0x8B84 +#define GL_OBJECT_ATTACHED_OBJECTS_ARB 0x8B85 +#define GL_OBJECT_ACTIVE_UNIFORMS_ARB 0x8B86 +#define GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB 0x8B87 +#define GL_OBJECT_SHADER_SOURCE_LENGTH_ARB 0x8B88 +typedef void (APIENTRYP PFNGLDELETEOBJECTARBPROC) (GLhandleARB obj); +typedef GLhandleARB (APIENTRYP PFNGLGETHANDLEARBPROC) (GLenum pname); +typedef void (APIENTRYP PFNGLDETACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB attachedObj); +typedef GLhandleARB (APIENTRYP PFNGLCREATESHADEROBJECTARBPROC) (GLenum shaderType); +typedef void (APIENTRYP PFNGLSHADERSOURCEARBPROC) (GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length); +typedef void (APIENTRYP PFNGLCOMPILESHADERARBPROC) (GLhandleARB shaderObj); +typedef GLhandleARB (APIENTRYP PFNGLCREATEPROGRAMOBJECTARBPROC) (void); +typedef void (APIENTRYP PFNGLATTACHOBJECTARBPROC) (GLhandleARB containerObj, GLhandleARB obj); +typedef void (APIENTRYP PFNGLLINKPROGRAMARBPROC) (GLhandleARB programObj); +typedef void (APIENTRYP PFNGLUSEPROGRAMOBJECTARBPROC) (GLhandleARB programObj); +typedef void (APIENTRYP PFNGLVALIDATEPROGRAMARBPROC) (GLhandleARB programObj); +typedef void (APIENTRYP PFNGLUNIFORM1FARBPROC) (GLint location, GLfloat v0); +typedef void (APIENTRYP PFNGLUNIFORM2FARBPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (APIENTRYP PFNGLUNIFORM3FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (APIENTRYP PFNGLUNIFORM4FARBPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (APIENTRYP PFNGLUNIFORM1IARBPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORM2IARBPROC) (GLint location, GLint v0, GLint v1); +typedef void (APIENTRYP PFNGLUNIFORM3IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (APIENTRYP PFNGLUNIFORM4IARBPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (APIENTRYP PFNGLUNIFORM1FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM2FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM3FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM4FVARBPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORM1IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM2IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM3IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORM4IVARBPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX2FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX3FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVARBPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERFVARBPROC) (GLhandleARB obj, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVARBPROC) (GLhandleARB obj, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETINFOLOGARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); +typedef void (APIENTRYP PFNGLGETATTACHEDOBJECTSARBPROC) (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name); +typedef void (APIENTRYP PFNGLGETACTIVEUNIFORMARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +typedef void (APIENTRYP PFNGLGETUNIFORMFVARBPROC) (GLhandleARB programObj, GLint location, GLfloat *params); +typedef void (APIENTRYP PFNGLGETUNIFORMIVARBPROC) (GLhandleARB programObj, GLint location, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERSOURCEARBPROC) (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDeleteObjectARB (GLhandleARB obj); +GLAPI GLhandleARB APIENTRY glGetHandleARB (GLenum pname); +GLAPI void APIENTRY glDetachObjectARB (GLhandleARB containerObj, GLhandleARB attachedObj); +GLAPI GLhandleARB APIENTRY glCreateShaderObjectARB (GLenum shaderType); +GLAPI void APIENTRY glShaderSourceARB (GLhandleARB shaderObj, GLsizei count, const GLcharARB **string, const GLint *length); +GLAPI void APIENTRY glCompileShaderARB (GLhandleARB shaderObj); +GLAPI GLhandleARB APIENTRY glCreateProgramObjectARB (void); +GLAPI void APIENTRY glAttachObjectARB (GLhandleARB containerObj, GLhandleARB obj); +GLAPI void APIENTRY glLinkProgramARB (GLhandleARB programObj); +GLAPI void APIENTRY glUseProgramObjectARB (GLhandleARB programObj); +GLAPI void APIENTRY glValidateProgramARB (GLhandleARB programObj); +GLAPI void APIENTRY glUniform1fARB (GLint location, GLfloat v0); +GLAPI void APIENTRY glUniform2fARB (GLint location, GLfloat v0, GLfloat v1); +GLAPI void APIENTRY glUniform3fARB (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI void APIENTRY glUniform4fARB (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI void APIENTRY glUniform1iARB (GLint location, GLint v0); +GLAPI void APIENTRY glUniform2iARB (GLint location, GLint v0, GLint v1); +GLAPI void APIENTRY glUniform3iARB (GLint location, GLint v0, GLint v1, GLint v2); +GLAPI void APIENTRY glUniform4iARB (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI void APIENTRY glUniform1fvARB (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform2fvARB (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform3fvARB (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform4fvARB (GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glUniform1ivARB (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform2ivARB (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform3ivARB (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniform4ivARB (GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glUniformMatrix2fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix3fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glUniformMatrix4fvARB (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glGetObjectParameterfvARB (GLhandleARB obj, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetObjectParameterivARB (GLhandleARB obj, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetInfoLogARB (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *infoLog); +GLAPI void APIENTRY glGetAttachedObjectsARB (GLhandleARB containerObj, GLsizei maxCount, GLsizei *count, GLhandleARB *obj); +GLAPI GLint APIENTRY glGetUniformLocationARB (GLhandleARB programObj, const GLcharARB *name); +GLAPI void APIENTRY glGetActiveUniformARB (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +GLAPI void APIENTRY glGetUniformfvARB (GLhandleARB programObj, GLint location, GLfloat *params); +GLAPI void APIENTRY glGetUniformivARB (GLhandleARB programObj, GLint location, GLint *params); +GLAPI void APIENTRY glGetShaderSourceARB (GLhandleARB obj, GLsizei maxLength, GLsizei *length, GLcharARB *source); +#endif +#endif /* GL_ARB_shader_objects */ + +#ifndef GL_ARB_shader_precision +#define GL_ARB_shader_precision 1 +#endif /* GL_ARB_shader_precision */ + +#ifndef GL_ARB_shader_stencil_export +#define GL_ARB_shader_stencil_export 1 +#endif /* GL_ARB_shader_stencil_export */ + +#ifndef GL_ARB_shader_storage_buffer_object +#define GL_ARB_shader_storage_buffer_object 1 +#endif /* GL_ARB_shader_storage_buffer_object */ + +#ifndef GL_ARB_shader_subroutine +#define GL_ARB_shader_subroutine 1 +#endif /* GL_ARB_shader_subroutine */ + +#ifndef GL_ARB_shader_texture_image_samples +#define GL_ARB_shader_texture_image_samples 1 +#endif /* GL_ARB_shader_texture_image_samples */ + +#ifndef GL_ARB_shader_texture_lod +#define GL_ARB_shader_texture_lod 1 +#endif /* GL_ARB_shader_texture_lod */ + +#ifndef GL_ARB_shader_viewport_layer_array +#define GL_ARB_shader_viewport_layer_array 1 +#endif /* GL_ARB_shader_viewport_layer_array */ + +#ifndef GL_ARB_shading_language_100 +#define GL_ARB_shading_language_100 1 +#define GL_SHADING_LANGUAGE_VERSION_ARB 0x8B8C +#endif /* GL_ARB_shading_language_100 */ + +#ifndef GL_ARB_shading_language_420pack +#define GL_ARB_shading_language_420pack 1 +#endif /* GL_ARB_shading_language_420pack */ + +#ifndef GL_ARB_shading_language_include +#define GL_ARB_shading_language_include 1 +#define GL_SHADER_INCLUDE_ARB 0x8DAE +#define GL_NAMED_STRING_LENGTH_ARB 0x8DE9 +#define GL_NAMED_STRING_TYPE_ARB 0x8DEA +typedef void (APIENTRYP PFNGLNAMEDSTRINGARBPROC) (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string); +typedef void (APIENTRYP PFNGLDELETENAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name); +typedef void (APIENTRYP PFNGLCOMPILESHADERINCLUDEARBPROC) (GLuint shader, GLsizei count, const GLchar *const*path, const GLint *length); +typedef GLboolean (APIENTRYP PFNGLISNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name); +typedef void (APIENTRYP PFNGLGETNAMEDSTRINGARBPROC) (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string); +typedef void (APIENTRYP PFNGLGETNAMEDSTRINGIVARBPROC) (GLint namelen, const GLchar *name, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glNamedStringARB (GLenum type, GLint namelen, const GLchar *name, GLint stringlen, const GLchar *string); +GLAPI void APIENTRY glDeleteNamedStringARB (GLint namelen, const GLchar *name); +GLAPI void APIENTRY glCompileShaderIncludeARB (GLuint shader, GLsizei count, const GLchar *const*path, const GLint *length); +GLAPI GLboolean APIENTRY glIsNamedStringARB (GLint namelen, const GLchar *name); +GLAPI void APIENTRY glGetNamedStringARB (GLint namelen, const GLchar *name, GLsizei bufSize, GLint *stringlen, GLchar *string); +GLAPI void APIENTRY glGetNamedStringivARB (GLint namelen, const GLchar *name, GLenum pname, GLint *params); +#endif +#endif /* GL_ARB_shading_language_include */ + +#ifndef GL_ARB_shading_language_packing +#define GL_ARB_shading_language_packing 1 +#endif /* GL_ARB_shading_language_packing */ + +#ifndef GL_ARB_shadow +#define GL_ARB_shadow 1 +#define GL_TEXTURE_COMPARE_MODE_ARB 0x884C +#define GL_TEXTURE_COMPARE_FUNC_ARB 0x884D +#define GL_COMPARE_R_TO_TEXTURE_ARB 0x884E +#endif /* GL_ARB_shadow */ + +#ifndef GL_ARB_shadow_ambient +#define GL_ARB_shadow_ambient 1 +#define GL_TEXTURE_COMPARE_FAIL_VALUE_ARB 0x80BF +#endif /* GL_ARB_shadow_ambient */ + +#ifndef GL_ARB_sparse_buffer +#define GL_ARB_sparse_buffer 1 +#define GL_SPARSE_STORAGE_BIT_ARB 0x0400 +#define GL_SPARSE_BUFFER_PAGE_SIZE_ARB 0x82F8 +typedef void (APIENTRYP PFNGLBUFFERPAGECOMMITMENTARBPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); +typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTARBPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferPageCommitmentARB (GLenum target, GLintptr offset, GLsizeiptr size, GLboolean commit); +GLAPI void APIENTRY glNamedBufferPageCommitmentEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +GLAPI void APIENTRY glNamedBufferPageCommitmentARB (GLuint buffer, GLintptr offset, GLsizeiptr size, GLboolean commit); +#endif +#endif /* GL_ARB_sparse_buffer */ + +#ifndef GL_ARB_sparse_texture +#define GL_ARB_sparse_texture 1 +#define GL_TEXTURE_SPARSE_ARB 0x91A6 +#define GL_VIRTUAL_PAGE_SIZE_INDEX_ARB 0x91A7 +#define GL_NUM_SPARSE_LEVELS_ARB 0x91AA +#define GL_NUM_VIRTUAL_PAGE_SIZES_ARB 0x91A8 +#define GL_VIRTUAL_PAGE_SIZE_X_ARB 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_ARB 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_ARB 0x9197 +#define GL_MAX_SPARSE_TEXTURE_SIZE_ARB 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB 0x919A +#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_ARB 0x91A9 +typedef void (APIENTRYP PFNGLTEXPAGECOMMITMENTARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexPageCommitmentARB (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +#endif +#endif /* GL_ARB_sparse_texture */ + +#ifndef GL_ARB_sparse_texture2 +#define GL_ARB_sparse_texture2 1 +#endif /* GL_ARB_sparse_texture2 */ + +#ifndef GL_ARB_sparse_texture_clamp +#define GL_ARB_sparse_texture_clamp 1 +#endif /* GL_ARB_sparse_texture_clamp */ + +#ifndef GL_ARB_spirv_extensions +#define GL_ARB_spirv_extensions 1 +#endif /* GL_ARB_spirv_extensions */ + +#ifndef GL_ARB_stencil_texturing +#define GL_ARB_stencil_texturing 1 +#endif /* GL_ARB_stencil_texturing */ + +#ifndef GL_ARB_sync +#define GL_ARB_sync 1 +#endif /* GL_ARB_sync */ + +#ifndef GL_ARB_tessellation_shader +#define GL_ARB_tessellation_shader 1 +#endif /* GL_ARB_tessellation_shader */ + +#ifndef GL_ARB_texture_barrier +#define GL_ARB_texture_barrier 1 +#endif /* GL_ARB_texture_barrier */ + +#ifndef GL_ARB_texture_border_clamp +#define GL_ARB_texture_border_clamp 1 +#define GL_CLAMP_TO_BORDER_ARB 0x812D +#endif /* GL_ARB_texture_border_clamp */ + +#ifndef GL_ARB_texture_buffer_object +#define GL_ARB_texture_buffer_object 1 +#define GL_TEXTURE_BUFFER_ARB 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_ARB 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_ARB 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_ARB 0x8C2D +#define GL_TEXTURE_BUFFER_FORMAT_ARB 0x8C2E +typedef void (APIENTRYP PFNGLTEXBUFFERARBPROC) (GLenum target, GLenum internalformat, GLuint buffer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexBufferARB (GLenum target, GLenum internalformat, GLuint buffer); +#endif +#endif /* GL_ARB_texture_buffer_object */ + +#ifndef GL_ARB_texture_buffer_object_rgb32 +#define GL_ARB_texture_buffer_object_rgb32 1 +#endif /* GL_ARB_texture_buffer_object_rgb32 */ + +#ifndef GL_ARB_texture_buffer_range +#define GL_ARB_texture_buffer_range 1 +#endif /* GL_ARB_texture_buffer_range */ + +#ifndef GL_ARB_texture_compression +#define GL_ARB_texture_compression 1 +#define GL_COMPRESSED_ALPHA_ARB 0x84E9 +#define GL_COMPRESSED_LUMINANCE_ARB 0x84EA +#define GL_COMPRESSED_LUMINANCE_ALPHA_ARB 0x84EB +#define GL_COMPRESSED_INTENSITY_ARB 0x84EC +#define GL_COMPRESSED_RGB_ARB 0x84ED +#define GL_COMPRESSED_RGBA_ARB 0x84EE +#define GL_TEXTURE_COMPRESSION_HINT_ARB 0x84EF +#define GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB 0x86A0 +#define GL_TEXTURE_COMPRESSED_ARB 0x86A1 +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS_ARB 0x86A3 +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXIMAGE1DARBPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE1DARBPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXIMAGEARBPROC) (GLenum target, GLint level, void *img); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCompressedTexImage3DARB (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexImage2DARB (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexImage1DARB (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage3DARB (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage2DARB (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glCompressedTexSubImage1DARB (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *data); +GLAPI void APIENTRY glGetCompressedTexImageARB (GLenum target, GLint level, void *img); +#endif +#endif /* GL_ARB_texture_compression */ + +#ifndef GL_ARB_texture_compression_bptc +#define GL_ARB_texture_compression_bptc 1 +#define GL_COMPRESSED_RGBA_BPTC_UNORM_ARB 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB 0x8E8F +#endif /* GL_ARB_texture_compression_bptc */ + +#ifndef GL_ARB_texture_compression_rgtc +#define GL_ARB_texture_compression_rgtc 1 +#endif /* GL_ARB_texture_compression_rgtc */ + +#ifndef GL_ARB_texture_cube_map +#define GL_ARB_texture_cube_map 1 +#define GL_NORMAL_MAP_ARB 0x8511 +#define GL_REFLECTION_MAP_ARB 0x8512 +#define GL_TEXTURE_CUBE_MAP_ARB 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARB 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARB 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB 0x851C +#endif /* GL_ARB_texture_cube_map */ + +#ifndef GL_ARB_texture_cube_map_array +#define GL_ARB_texture_cube_map_array 1 +#define GL_TEXTURE_CUBE_MAP_ARRAY_ARB 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_ARB 0x900A +#define GL_PROXY_TEXTURE_CUBE_MAP_ARRAY_ARB 0x900B +#define GL_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_ARB 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_ARB 0x900F +#endif /* GL_ARB_texture_cube_map_array */ + +#ifndef GL_ARB_texture_env_add +#define GL_ARB_texture_env_add 1 +#endif /* GL_ARB_texture_env_add */ + +#ifndef GL_ARB_texture_env_combine +#define GL_ARB_texture_env_combine 1 +#define GL_COMBINE_ARB 0x8570 +#define GL_COMBINE_RGB_ARB 0x8571 +#define GL_COMBINE_ALPHA_ARB 0x8572 +#define GL_SOURCE0_RGB_ARB 0x8580 +#define GL_SOURCE1_RGB_ARB 0x8581 +#define GL_SOURCE2_RGB_ARB 0x8582 +#define GL_SOURCE0_ALPHA_ARB 0x8588 +#define GL_SOURCE1_ALPHA_ARB 0x8589 +#define GL_SOURCE2_ALPHA_ARB 0x858A +#define GL_OPERAND0_RGB_ARB 0x8590 +#define GL_OPERAND1_RGB_ARB 0x8591 +#define GL_OPERAND2_RGB_ARB 0x8592 +#define GL_OPERAND0_ALPHA_ARB 0x8598 +#define GL_OPERAND1_ALPHA_ARB 0x8599 +#define GL_OPERAND2_ALPHA_ARB 0x859A +#define GL_RGB_SCALE_ARB 0x8573 +#define GL_ADD_SIGNED_ARB 0x8574 +#define GL_INTERPOLATE_ARB 0x8575 +#define GL_SUBTRACT_ARB 0x84E7 +#define GL_CONSTANT_ARB 0x8576 +#define GL_PRIMARY_COLOR_ARB 0x8577 +#define GL_PREVIOUS_ARB 0x8578 +#endif /* GL_ARB_texture_env_combine */ + +#ifndef GL_ARB_texture_env_crossbar +#define GL_ARB_texture_env_crossbar 1 +#endif /* GL_ARB_texture_env_crossbar */ + +#ifndef GL_ARB_texture_env_dot3 +#define GL_ARB_texture_env_dot3 1 +#define GL_DOT3_RGB_ARB 0x86AE +#define GL_DOT3_RGBA_ARB 0x86AF +#endif /* GL_ARB_texture_env_dot3 */ + +#ifndef GL_ARB_texture_filter_anisotropic +#define GL_ARB_texture_filter_anisotropic 1 +#endif /* GL_ARB_texture_filter_anisotropic */ + +#ifndef GL_ARB_texture_filter_minmax +#define GL_ARB_texture_filter_minmax 1 +#define GL_TEXTURE_REDUCTION_MODE_ARB 0x9366 +#define GL_WEIGHTED_AVERAGE_ARB 0x9367 +#endif /* GL_ARB_texture_filter_minmax */ + +#ifndef GL_ARB_texture_float +#define GL_ARB_texture_float 1 +#define GL_TEXTURE_RED_TYPE_ARB 0x8C10 +#define GL_TEXTURE_GREEN_TYPE_ARB 0x8C11 +#define GL_TEXTURE_BLUE_TYPE_ARB 0x8C12 +#define GL_TEXTURE_ALPHA_TYPE_ARB 0x8C13 +#define GL_TEXTURE_LUMINANCE_TYPE_ARB 0x8C14 +#define GL_TEXTURE_INTENSITY_TYPE_ARB 0x8C15 +#define GL_TEXTURE_DEPTH_TYPE_ARB 0x8C16 +#define GL_UNSIGNED_NORMALIZED_ARB 0x8C17 +#define GL_RGBA32F_ARB 0x8814 +#define GL_RGB32F_ARB 0x8815 +#define GL_ALPHA32F_ARB 0x8816 +#define GL_INTENSITY32F_ARB 0x8817 +#define GL_LUMINANCE32F_ARB 0x8818 +#define GL_LUMINANCE_ALPHA32F_ARB 0x8819 +#define GL_RGBA16F_ARB 0x881A +#define GL_RGB16F_ARB 0x881B +#define GL_ALPHA16F_ARB 0x881C +#define GL_INTENSITY16F_ARB 0x881D +#define GL_LUMINANCE16F_ARB 0x881E +#define GL_LUMINANCE_ALPHA16F_ARB 0x881F +#endif /* GL_ARB_texture_float */ + +#ifndef GL_ARB_texture_gather +#define GL_ARB_texture_gather 1 +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_ARB 0x8E5F +#define GL_MAX_PROGRAM_TEXTURE_GATHER_COMPONENTS_ARB 0x8F9F +#endif /* GL_ARB_texture_gather */ + +#ifndef GL_ARB_texture_mirror_clamp_to_edge +#define GL_ARB_texture_mirror_clamp_to_edge 1 +#endif /* GL_ARB_texture_mirror_clamp_to_edge */ + +#ifndef GL_ARB_texture_mirrored_repeat +#define GL_ARB_texture_mirrored_repeat 1 +#define GL_MIRRORED_REPEAT_ARB 0x8370 +#endif /* GL_ARB_texture_mirrored_repeat */ + +#ifndef GL_ARB_texture_multisample +#define GL_ARB_texture_multisample 1 +#endif /* GL_ARB_texture_multisample */ + +#ifndef GL_ARB_texture_non_power_of_two +#define GL_ARB_texture_non_power_of_two 1 +#endif /* GL_ARB_texture_non_power_of_two */ + +#ifndef GL_ARB_texture_query_levels +#define GL_ARB_texture_query_levels 1 +#endif /* GL_ARB_texture_query_levels */ + +#ifndef GL_ARB_texture_query_lod +#define GL_ARB_texture_query_lod 1 +#endif /* GL_ARB_texture_query_lod */ + +#ifndef GL_ARB_texture_rectangle +#define GL_ARB_texture_rectangle 1 +#define GL_TEXTURE_RECTANGLE_ARB 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE_ARB 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE_ARB 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_ARB 0x84F8 +#endif /* GL_ARB_texture_rectangle */ + +#ifndef GL_ARB_texture_rg +#define GL_ARB_texture_rg 1 +#endif /* GL_ARB_texture_rg */ + +#ifndef GL_ARB_texture_rgb10_a2ui +#define GL_ARB_texture_rgb10_a2ui 1 +#endif /* GL_ARB_texture_rgb10_a2ui */ + +#ifndef GL_ARB_texture_stencil8 +#define GL_ARB_texture_stencil8 1 +#endif /* GL_ARB_texture_stencil8 */ + +#ifndef GL_ARB_texture_storage +#define GL_ARB_texture_storage 1 +#endif /* GL_ARB_texture_storage */ + +#ifndef GL_ARB_texture_storage_multisample +#define GL_ARB_texture_storage_multisample 1 +#endif /* GL_ARB_texture_storage_multisample */ + +#ifndef GL_ARB_texture_swizzle +#define GL_ARB_texture_swizzle 1 +#endif /* GL_ARB_texture_swizzle */ + +#ifndef GL_ARB_texture_view +#define GL_ARB_texture_view 1 +#endif /* GL_ARB_texture_view */ + +#ifndef GL_ARB_timer_query +#define GL_ARB_timer_query 1 +#endif /* GL_ARB_timer_query */ + +#ifndef GL_ARB_transform_feedback2 +#define GL_ARB_transform_feedback2 1 +#endif /* GL_ARB_transform_feedback2 */ + +#ifndef GL_ARB_transform_feedback3 +#define GL_ARB_transform_feedback3 1 +#endif /* GL_ARB_transform_feedback3 */ + +#ifndef GL_ARB_transform_feedback_instanced +#define GL_ARB_transform_feedback_instanced 1 +#endif /* GL_ARB_transform_feedback_instanced */ + +#ifndef GL_ARB_transform_feedback_overflow_query +#define GL_ARB_transform_feedback_overflow_query 1 +#define GL_TRANSFORM_FEEDBACK_OVERFLOW_ARB 0x82EC +#define GL_TRANSFORM_FEEDBACK_STREAM_OVERFLOW_ARB 0x82ED +#endif /* GL_ARB_transform_feedback_overflow_query */ + +#ifndef GL_ARB_transpose_matrix +#define GL_ARB_transpose_matrix 1 +#define GL_TRANSPOSE_MODELVIEW_MATRIX_ARB 0x84E3 +#define GL_TRANSPOSE_PROJECTION_MATRIX_ARB 0x84E4 +#define GL_TRANSPOSE_TEXTURE_MATRIX_ARB 0x84E5 +#define GL_TRANSPOSE_COLOR_MATRIX_ARB 0x84E6 +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXFARBPROC) (const GLfloat *m); +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXDARBPROC) (const GLdouble *m); +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXFARBPROC) (const GLfloat *m); +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXDARBPROC) (const GLdouble *m); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glLoadTransposeMatrixfARB (const GLfloat *m); +GLAPI void APIENTRY glLoadTransposeMatrixdARB (const GLdouble *m); +GLAPI void APIENTRY glMultTransposeMatrixfARB (const GLfloat *m); +GLAPI void APIENTRY glMultTransposeMatrixdARB (const GLdouble *m); +#endif +#endif /* GL_ARB_transpose_matrix */ + +#ifndef GL_ARB_uniform_buffer_object +#define GL_ARB_uniform_buffer_object 1 +#endif /* GL_ARB_uniform_buffer_object */ + +#ifndef GL_ARB_vertex_array_bgra +#define GL_ARB_vertex_array_bgra 1 +#endif /* GL_ARB_vertex_array_bgra */ + +#ifndef GL_ARB_vertex_array_object +#define GL_ARB_vertex_array_object 1 +#endif /* GL_ARB_vertex_array_object */ + +#ifndef GL_ARB_vertex_attrib_64bit +#define GL_ARB_vertex_attrib_64bit 1 +#endif /* GL_ARB_vertex_attrib_64bit */ + +#ifndef GL_ARB_vertex_attrib_binding +#define GL_ARB_vertex_attrib_binding 1 +#endif /* GL_ARB_vertex_attrib_binding */ + +#ifndef GL_ARB_vertex_blend +#define GL_ARB_vertex_blend 1 +#define GL_MAX_VERTEX_UNITS_ARB 0x86A4 +#define GL_ACTIVE_VERTEX_UNITS_ARB 0x86A5 +#define GL_WEIGHT_SUM_UNITY_ARB 0x86A6 +#define GL_VERTEX_BLEND_ARB 0x86A7 +#define GL_CURRENT_WEIGHT_ARB 0x86A8 +#define GL_WEIGHT_ARRAY_TYPE_ARB 0x86A9 +#define GL_WEIGHT_ARRAY_STRIDE_ARB 0x86AA +#define GL_WEIGHT_ARRAY_SIZE_ARB 0x86AB +#define GL_WEIGHT_ARRAY_POINTER_ARB 0x86AC +#define GL_WEIGHT_ARRAY_ARB 0x86AD +#define GL_MODELVIEW0_ARB 0x1700 +#define GL_MODELVIEW1_ARB 0x850A +#define GL_MODELVIEW2_ARB 0x8722 +#define GL_MODELVIEW3_ARB 0x8723 +#define GL_MODELVIEW4_ARB 0x8724 +#define GL_MODELVIEW5_ARB 0x8725 +#define GL_MODELVIEW6_ARB 0x8726 +#define GL_MODELVIEW7_ARB 0x8727 +#define GL_MODELVIEW8_ARB 0x8728 +#define GL_MODELVIEW9_ARB 0x8729 +#define GL_MODELVIEW10_ARB 0x872A +#define GL_MODELVIEW11_ARB 0x872B +#define GL_MODELVIEW12_ARB 0x872C +#define GL_MODELVIEW13_ARB 0x872D +#define GL_MODELVIEW14_ARB 0x872E +#define GL_MODELVIEW15_ARB 0x872F +#define GL_MODELVIEW16_ARB 0x8730 +#define GL_MODELVIEW17_ARB 0x8731 +#define GL_MODELVIEW18_ARB 0x8732 +#define GL_MODELVIEW19_ARB 0x8733 +#define GL_MODELVIEW20_ARB 0x8734 +#define GL_MODELVIEW21_ARB 0x8735 +#define GL_MODELVIEW22_ARB 0x8736 +#define GL_MODELVIEW23_ARB 0x8737 +#define GL_MODELVIEW24_ARB 0x8738 +#define GL_MODELVIEW25_ARB 0x8739 +#define GL_MODELVIEW26_ARB 0x873A +#define GL_MODELVIEW27_ARB 0x873B +#define GL_MODELVIEW28_ARB 0x873C +#define GL_MODELVIEW29_ARB 0x873D +#define GL_MODELVIEW30_ARB 0x873E +#define GL_MODELVIEW31_ARB 0x873F +typedef void (APIENTRYP PFNGLWEIGHTBVARBPROC) (GLint size, const GLbyte *weights); +typedef void (APIENTRYP PFNGLWEIGHTSVARBPROC) (GLint size, const GLshort *weights); +typedef void (APIENTRYP PFNGLWEIGHTIVARBPROC) (GLint size, const GLint *weights); +typedef void (APIENTRYP PFNGLWEIGHTFVARBPROC) (GLint size, const GLfloat *weights); +typedef void (APIENTRYP PFNGLWEIGHTDVARBPROC) (GLint size, const GLdouble *weights); +typedef void (APIENTRYP PFNGLWEIGHTUBVARBPROC) (GLint size, const GLubyte *weights); +typedef void (APIENTRYP PFNGLWEIGHTUSVARBPROC) (GLint size, const GLushort *weights); +typedef void (APIENTRYP PFNGLWEIGHTUIVARBPROC) (GLint size, const GLuint *weights); +typedef void (APIENTRYP PFNGLWEIGHTPOINTERARBPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLVERTEXBLENDARBPROC) (GLint count); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glWeightbvARB (GLint size, const GLbyte *weights); +GLAPI void APIENTRY glWeightsvARB (GLint size, const GLshort *weights); +GLAPI void APIENTRY glWeightivARB (GLint size, const GLint *weights); +GLAPI void APIENTRY glWeightfvARB (GLint size, const GLfloat *weights); +GLAPI void APIENTRY glWeightdvARB (GLint size, const GLdouble *weights); +GLAPI void APIENTRY glWeightubvARB (GLint size, const GLubyte *weights); +GLAPI void APIENTRY glWeightusvARB (GLint size, const GLushort *weights); +GLAPI void APIENTRY glWeightuivARB (GLint size, const GLuint *weights); +GLAPI void APIENTRY glWeightPointerARB (GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glVertexBlendARB (GLint count); +#endif +#endif /* GL_ARB_vertex_blend */ + +#ifndef GL_ARB_vertex_buffer_object +#define GL_ARB_vertex_buffer_object 1 +typedef khronos_ssize_t GLsizeiptrARB; +typedef khronos_intptr_t GLintptrARB; +#define GL_BUFFER_SIZE_ARB 0x8764 +#define GL_BUFFER_USAGE_ARB 0x8765 +#define GL_ARRAY_BUFFER_ARB 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER_ARB 0x8893 +#define GL_ARRAY_BUFFER_BINDING_ARB 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING_ARB 0x8895 +#define GL_VERTEX_ARRAY_BUFFER_BINDING_ARB 0x8896 +#define GL_NORMAL_ARRAY_BUFFER_BINDING_ARB 0x8897 +#define GL_COLOR_ARRAY_BUFFER_BINDING_ARB 0x8898 +#define GL_INDEX_ARRAY_BUFFER_BINDING_ARB 0x8899 +#define GL_TEXTURE_COORD_ARRAY_BUFFER_BINDING_ARB 0x889A +#define GL_EDGE_FLAG_ARRAY_BUFFER_BINDING_ARB 0x889B +#define GL_SECONDARY_COLOR_ARRAY_BUFFER_BINDING_ARB 0x889C +#define GL_FOG_COORDINATE_ARRAY_BUFFER_BINDING_ARB 0x889D +#define GL_WEIGHT_ARRAY_BUFFER_BINDING_ARB 0x889E +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB 0x889F +#define GL_READ_ONLY_ARB 0x88B8 +#define GL_WRITE_ONLY_ARB 0x88B9 +#define GL_READ_WRITE_ARB 0x88BA +#define GL_BUFFER_ACCESS_ARB 0x88BB +#define GL_BUFFER_MAPPED_ARB 0x88BC +#define GL_BUFFER_MAP_POINTER_ARB 0x88BD +#define GL_STREAM_DRAW_ARB 0x88E0 +#define GL_STREAM_READ_ARB 0x88E1 +#define GL_STREAM_COPY_ARB 0x88E2 +#define GL_STATIC_DRAW_ARB 0x88E4 +#define GL_STATIC_READ_ARB 0x88E5 +#define GL_STATIC_COPY_ARB 0x88E6 +#define GL_DYNAMIC_DRAW_ARB 0x88E8 +#define GL_DYNAMIC_READ_ARB 0x88E9 +#define GL_DYNAMIC_COPY_ARB 0x88EA +typedef void (APIENTRYP PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers); +typedef GLboolean (APIENTRYP PFNGLISBUFFERARBPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLBUFFERDATAARBPROC) (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data); +typedef void (APIENTRYP PFNGLGETBUFFERSUBDATAARBPROC) (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data); +typedef void *(APIENTRYP PFNGLMAPBUFFERARBPROC) (GLenum target, GLenum access); +typedef GLboolean (APIENTRYP PFNGLUNMAPBUFFERARBPROC) (GLenum target); +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERIVARBPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETBUFFERPOINTERVARBPROC) (GLenum target, GLenum pname, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindBufferARB (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffersARB (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffersARB (GLsizei n, GLuint *buffers); +GLAPI GLboolean APIENTRY glIsBufferARB (GLuint buffer); +GLAPI void APIENTRY glBufferDataARB (GLenum target, GLsizeiptrARB size, const void *data, GLenum usage); +GLAPI void APIENTRY glBufferSubDataARB (GLenum target, GLintptrARB offset, GLsizeiptrARB size, const void *data); +GLAPI void APIENTRY glGetBufferSubDataARB (GLenum target, GLintptrARB offset, GLsizeiptrARB size, void *data); +GLAPI void *APIENTRY glMapBufferARB (GLenum target, GLenum access); +GLAPI GLboolean APIENTRY glUnmapBufferARB (GLenum target); +GLAPI void APIENTRY glGetBufferParameterivARB (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetBufferPointervARB (GLenum target, GLenum pname, void **params); +#endif +#endif /* GL_ARB_vertex_buffer_object */ + +#ifndef GL_ARB_vertex_program +#define GL_ARB_vertex_program 1 +#define GL_COLOR_SUM_ARB 0x8458 +#define GL_VERTEX_PROGRAM_ARB 0x8620 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED_ARB 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE_ARB 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE_ARB 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE_ARB 0x8625 +#define GL_CURRENT_VERTEX_ATTRIB_ARB 0x8626 +#define GL_VERTEX_PROGRAM_POINT_SIZE_ARB 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE_ARB 0x8643 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER_ARB 0x8645 +#define GL_MAX_VERTEX_ATTRIBS_ARB 0x8869 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED_ARB 0x886A +#define GL_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B0 +#define GL_MAX_PROGRAM_ADDRESS_REGISTERS_ARB 0x88B1 +#define GL_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B2 +#define GL_MAX_PROGRAM_NATIVE_ADDRESS_REGISTERS_ARB 0x88B3 +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DARBPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FARBPROC) (GLuint index, GLfloat x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SARBPROC) (GLuint index, GLshort x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVARBPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DARBPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FARBPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SARBPROC) (GLuint index, GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVARBPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVARBPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NBVARBPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NIVARBPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NSVARBPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBARBPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUBVARBPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUIVARBPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4NUSVARBPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4BVARBPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DARBPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVARBPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FARBPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVARBPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4IVARBPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SARBPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVARBPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVARBPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UIVARBPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4USVARBPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERARBPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYARBPROC) (GLuint index); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVARBPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVARBPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVARBPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVARBPROC) (GLuint index, GLenum pname, void **pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttrib1dARB (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttrib1dvARB (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib1fARB (GLuint index, GLfloat x); +GLAPI void APIENTRY glVertexAttrib1fvARB (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib1sARB (GLuint index, GLshort x); +GLAPI void APIENTRY glVertexAttrib1svARB (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib2dARB (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttrib2dvARB (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib2fARB (GLuint index, GLfloat x, GLfloat y); +GLAPI void APIENTRY glVertexAttrib2fvARB (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib2sARB (GLuint index, GLshort x, GLshort y); +GLAPI void APIENTRY glVertexAttrib2svARB (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib3dARB (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttrib3dvARB (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib3fARB (GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glVertexAttrib3fvARB (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib3sARB (GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glVertexAttrib3svARB (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4NbvARB (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttrib4NivARB (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttrib4NsvARB (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4NubARB (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI void APIENTRY glVertexAttrib4NubvARB (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttrib4NuivARB (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttrib4NusvARB (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttrib4bvARB (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttrib4dARB (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttrib4dvARB (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib4fARB (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glVertexAttrib4fvARB (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib4ivARB (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttrib4sARB (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glVertexAttrib4svARB (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4ubvARB (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttrib4uivARB (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttrib4usvARB (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttribPointerARB (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glEnableVertexAttribArrayARB (GLuint index); +GLAPI void APIENTRY glDisableVertexAttribArrayARB (GLuint index); +GLAPI void APIENTRY glGetVertexAttribdvARB (GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetVertexAttribfvARB (GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVertexAttribivARB (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointervARB (GLuint index, GLenum pname, void **pointer); +#endif +#endif /* GL_ARB_vertex_program */ + +#ifndef GL_ARB_vertex_shader +#define GL_ARB_vertex_shader 1 +#define GL_VERTEX_SHADER_ARB 0x8B31 +#define GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 0x8B4A +#define GL_MAX_VARYING_FLOATS_ARB 0x8B4B +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS_ARB 0x8B4C +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS_ARB 0x8B4D +#define GL_OBJECT_ACTIVE_ATTRIBUTES_ARB 0x8B89 +#define GL_OBJECT_ACTIVE_ATTRIBUTE_MAX_LENGTH_ARB 0x8B8A +typedef void (APIENTRYP PFNGLBINDATTRIBLOCATIONARBPROC) (GLhandleARB programObj, GLuint index, const GLcharARB *name); +typedef void (APIENTRYP PFNGLGETACTIVEATTRIBARBPROC) (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONARBPROC) (GLhandleARB programObj, const GLcharARB *name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindAttribLocationARB (GLhandleARB programObj, GLuint index, const GLcharARB *name); +GLAPI void APIENTRY glGetActiveAttribARB (GLhandleARB programObj, GLuint index, GLsizei maxLength, GLsizei *length, GLint *size, GLenum *type, GLcharARB *name); +GLAPI GLint APIENTRY glGetAttribLocationARB (GLhandleARB programObj, const GLcharARB *name); +#endif +#endif /* GL_ARB_vertex_shader */ + +#ifndef GL_ARB_vertex_type_10f_11f_11f_rev +#define GL_ARB_vertex_type_10f_11f_11f_rev 1 +#endif /* GL_ARB_vertex_type_10f_11f_11f_rev */ + +#ifndef GL_ARB_vertex_type_2_10_10_10_rev +#define GL_ARB_vertex_type_2_10_10_10_rev 1 +#endif /* GL_ARB_vertex_type_2_10_10_10_rev */ + +#ifndef GL_ARB_viewport_array +#define GL_ARB_viewport_array 1 +typedef void (APIENTRYP PFNGLDEPTHRANGEARRAYDVNVPROC) (GLuint first, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDDNVPROC) (GLuint index, GLdouble n, GLdouble f); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDepthRangeArraydvNV (GLuint first, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glDepthRangeIndexeddNV (GLuint index, GLdouble n, GLdouble f); +#endif +#endif /* GL_ARB_viewport_array */ + +#ifndef GL_ARB_window_pos +#define GL_ARB_window_pos 1 +typedef void (APIENTRYP PFNGLWINDOWPOS2DARBPROC) (GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLWINDOWPOS2DVARBPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2FARBPROC) (GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLWINDOWPOS2FVARBPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2IARBPROC) (GLint x, GLint y); +typedef void (APIENTRYP PFNGLWINDOWPOS2IVARBPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2SARBPROC) (GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLWINDOWPOS2SVARBPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3DARBPROC) (GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLWINDOWPOS3DVARBPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3FARBPROC) (GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLWINDOWPOS3FVARBPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3IARBPROC) (GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLWINDOWPOS3IVARBPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3SARBPROC) (GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLWINDOWPOS3SVARBPROC) (const GLshort *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glWindowPos2dARB (GLdouble x, GLdouble y); +GLAPI void APIENTRY glWindowPos2dvARB (const GLdouble *v); +GLAPI void APIENTRY glWindowPos2fARB (GLfloat x, GLfloat y); +GLAPI void APIENTRY glWindowPos2fvARB (const GLfloat *v); +GLAPI void APIENTRY glWindowPos2iARB (GLint x, GLint y); +GLAPI void APIENTRY glWindowPos2ivARB (const GLint *v); +GLAPI void APIENTRY glWindowPos2sARB (GLshort x, GLshort y); +GLAPI void APIENTRY glWindowPos2svARB (const GLshort *v); +GLAPI void APIENTRY glWindowPos3dARB (GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glWindowPos3dvARB (const GLdouble *v); +GLAPI void APIENTRY glWindowPos3fARB (GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glWindowPos3fvARB (const GLfloat *v); +GLAPI void APIENTRY glWindowPos3iARB (GLint x, GLint y, GLint z); +GLAPI void APIENTRY glWindowPos3ivARB (const GLint *v); +GLAPI void APIENTRY glWindowPos3sARB (GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glWindowPos3svARB (const GLshort *v); +#endif +#endif /* GL_ARB_window_pos */ + +#ifndef GL_KHR_blend_equation_advanced +#define GL_KHR_blend_equation_advanced 1 +#define GL_MULTIPLY_KHR 0x9294 +#define GL_SCREEN_KHR 0x9295 +#define GL_OVERLAY_KHR 0x9296 +#define GL_DARKEN_KHR 0x9297 +#define GL_LIGHTEN_KHR 0x9298 +#define GL_COLORDODGE_KHR 0x9299 +#define GL_COLORBURN_KHR 0x929A +#define GL_HARDLIGHT_KHR 0x929B +#define GL_SOFTLIGHT_KHR 0x929C +#define GL_DIFFERENCE_KHR 0x929E +#define GL_EXCLUSION_KHR 0x92A0 +#define GL_HSL_HUE_KHR 0x92AD +#define GL_HSL_SATURATION_KHR 0x92AE +#define GL_HSL_COLOR_KHR 0x92AF +#define GL_HSL_LUMINOSITY_KHR 0x92B0 +typedef void (APIENTRYP PFNGLBLENDBARRIERKHRPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendBarrierKHR (void); +#endif +#endif /* GL_KHR_blend_equation_advanced */ + +#ifndef GL_KHR_blend_equation_advanced_coherent +#define GL_KHR_blend_equation_advanced_coherent 1 +#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 +#endif /* GL_KHR_blend_equation_advanced_coherent */ + +#ifndef GL_KHR_context_flush_control +#define GL_KHR_context_flush_control 1 +#endif /* GL_KHR_context_flush_control */ + +#ifndef GL_KHR_debug +#define GL_KHR_debug 1 +#endif /* GL_KHR_debug */ + +#ifndef GL_KHR_no_error +#define GL_KHR_no_error 1 +#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 +#endif /* GL_KHR_no_error */ + +#ifndef GL_KHR_parallel_shader_compile +#define GL_KHR_parallel_shader_compile 1 +#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 +#define GL_COMPLETION_STATUS_KHR 0x91B1 +typedef void (APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMaxShaderCompilerThreadsKHR (GLuint count); +#endif +#endif /* GL_KHR_parallel_shader_compile */ + +#ifndef GL_KHR_robust_buffer_access_behavior +#define GL_KHR_robust_buffer_access_behavior 1 +#endif /* GL_KHR_robust_buffer_access_behavior */ + +#ifndef GL_KHR_robustness +#define GL_KHR_robustness 1 +#define GL_CONTEXT_ROBUST_ACCESS 0x90F3 +#endif /* GL_KHR_robustness */ + +#ifndef GL_KHR_shader_subgroup +#define GL_KHR_shader_subgroup 1 +#define GL_SUBGROUP_SIZE_KHR 0x9532 +#define GL_SUBGROUP_SUPPORTED_STAGES_KHR 0x9533 +#define GL_SUBGROUP_SUPPORTED_FEATURES_KHR 0x9534 +#define GL_SUBGROUP_QUAD_ALL_STAGES_KHR 0x9535 +#define GL_SUBGROUP_FEATURE_BASIC_BIT_KHR 0x00000001 +#define GL_SUBGROUP_FEATURE_VOTE_BIT_KHR 0x00000002 +#define GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR 0x00000004 +#define GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR 0x00000008 +#define GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR 0x00000010 +#define GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR 0x00000020 +#define GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR 0x00000040 +#define GL_SUBGROUP_FEATURE_QUAD_BIT_KHR 0x00000080 +#endif /* GL_KHR_shader_subgroup */ + +#ifndef GL_KHR_texture_compression_astc_hdr +#define GL_KHR_texture_compression_astc_hdr 1 +#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD +#endif /* GL_KHR_texture_compression_astc_hdr */ + +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_KHR_texture_compression_astc_ldr 1 +#endif /* GL_KHR_texture_compression_astc_ldr */ + +#ifndef GL_KHR_texture_compression_astc_sliced_3d +#define GL_KHR_texture_compression_astc_sliced_3d 1 +#endif /* GL_KHR_texture_compression_astc_sliced_3d */ + +#ifndef GL_OES_byte_coordinates +#define GL_OES_byte_coordinates 1 +typedef void (APIENTRYP PFNGLMULTITEXCOORD1BOESPROC) (GLenum texture, GLbyte s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1BVOESPROC) (GLenum texture, const GLbyte *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2BOESPROC) (GLenum texture, GLbyte s, GLbyte t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2BVOESPROC) (GLenum texture, const GLbyte *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3BOESPROC) (GLenum texture, GLbyte s, GLbyte t, GLbyte r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3BVOESPROC) (GLenum texture, const GLbyte *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4BOESPROC) (GLenum texture, GLbyte s, GLbyte t, GLbyte r, GLbyte q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4BVOESPROC) (GLenum texture, const GLbyte *coords); +typedef void (APIENTRYP PFNGLTEXCOORD1BOESPROC) (GLbyte s); +typedef void (APIENTRYP PFNGLTEXCOORD1BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLTEXCOORD2BOESPROC) (GLbyte s, GLbyte t); +typedef void (APIENTRYP PFNGLTEXCOORD2BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLTEXCOORD3BOESPROC) (GLbyte s, GLbyte t, GLbyte r); +typedef void (APIENTRYP PFNGLTEXCOORD3BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLTEXCOORD4BOESPROC) (GLbyte s, GLbyte t, GLbyte r, GLbyte q); +typedef void (APIENTRYP PFNGLTEXCOORD4BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLVERTEX2BOESPROC) (GLbyte x, GLbyte y); +typedef void (APIENTRYP PFNGLVERTEX2BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLVERTEX3BOESPROC) (GLbyte x, GLbyte y, GLbyte z); +typedef void (APIENTRYP PFNGLVERTEX3BVOESPROC) (const GLbyte *coords); +typedef void (APIENTRYP PFNGLVERTEX4BOESPROC) (GLbyte x, GLbyte y, GLbyte z, GLbyte w); +typedef void (APIENTRYP PFNGLVERTEX4BVOESPROC) (const GLbyte *coords); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiTexCoord1bOES (GLenum texture, GLbyte s); +GLAPI void APIENTRY glMultiTexCoord1bvOES (GLenum texture, const GLbyte *coords); +GLAPI void APIENTRY glMultiTexCoord2bOES (GLenum texture, GLbyte s, GLbyte t); +GLAPI void APIENTRY glMultiTexCoord2bvOES (GLenum texture, const GLbyte *coords); +GLAPI void APIENTRY glMultiTexCoord3bOES (GLenum texture, GLbyte s, GLbyte t, GLbyte r); +GLAPI void APIENTRY glMultiTexCoord3bvOES (GLenum texture, const GLbyte *coords); +GLAPI void APIENTRY glMultiTexCoord4bOES (GLenum texture, GLbyte s, GLbyte t, GLbyte r, GLbyte q); +GLAPI void APIENTRY glMultiTexCoord4bvOES (GLenum texture, const GLbyte *coords); +GLAPI void APIENTRY glTexCoord1bOES (GLbyte s); +GLAPI void APIENTRY glTexCoord1bvOES (const GLbyte *coords); +GLAPI void APIENTRY glTexCoord2bOES (GLbyte s, GLbyte t); +GLAPI void APIENTRY glTexCoord2bvOES (const GLbyte *coords); +GLAPI void APIENTRY glTexCoord3bOES (GLbyte s, GLbyte t, GLbyte r); +GLAPI void APIENTRY glTexCoord3bvOES (const GLbyte *coords); +GLAPI void APIENTRY glTexCoord4bOES (GLbyte s, GLbyte t, GLbyte r, GLbyte q); +GLAPI void APIENTRY glTexCoord4bvOES (const GLbyte *coords); +GLAPI void APIENTRY glVertex2bOES (GLbyte x, GLbyte y); +GLAPI void APIENTRY glVertex2bvOES (const GLbyte *coords); +GLAPI void APIENTRY glVertex3bOES (GLbyte x, GLbyte y, GLbyte z); +GLAPI void APIENTRY glVertex3bvOES (const GLbyte *coords); +GLAPI void APIENTRY glVertex4bOES (GLbyte x, GLbyte y, GLbyte z, GLbyte w); +GLAPI void APIENTRY glVertex4bvOES (const GLbyte *coords); +#endif +#endif /* GL_OES_byte_coordinates */ + +#ifndef GL_OES_compressed_paletted_texture +#define GL_OES_compressed_paletted_texture 1 +#define GL_PALETTE4_RGB8_OES 0x8B90 +#define GL_PALETTE4_RGBA8_OES 0x8B91 +#define GL_PALETTE4_R5_G6_B5_OES 0x8B92 +#define GL_PALETTE4_RGBA4_OES 0x8B93 +#define GL_PALETTE4_RGB5_A1_OES 0x8B94 +#define GL_PALETTE8_RGB8_OES 0x8B95 +#define GL_PALETTE8_RGBA8_OES 0x8B96 +#define GL_PALETTE8_R5_G6_B5_OES 0x8B97 +#define GL_PALETTE8_RGBA4_OES 0x8B98 +#define GL_PALETTE8_RGB5_A1_OES 0x8B99 +#endif /* GL_OES_compressed_paletted_texture */ + +#ifndef GL_OES_fixed_point +#define GL_OES_fixed_point 1 +typedef khronos_int32_t GLfixed; +#define GL_FIXED_OES 0x140C +typedef void (APIENTRYP PFNGLALPHAFUNCXOESPROC) (GLenum func, GLfixed ref); +typedef void (APIENTRYP PFNGLCLEARCOLORXOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (APIENTRYP PFNGLCLEARDEPTHXOESPROC) (GLfixed depth); +typedef void (APIENTRYP PFNGLCLIPPLANEXOESPROC) (GLenum plane, const GLfixed *equation); +typedef void (APIENTRYP PFNGLCOLOR4XOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (APIENTRYP PFNGLDEPTHRANGEXOESPROC) (GLfixed n, GLfixed f); +typedef void (APIENTRYP PFNGLFOGXOESPROC) (GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLFOGXVOESPROC) (GLenum pname, const GLfixed *param); +typedef void (APIENTRYP PFNGLFRUSTUMXOESPROC) (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +typedef void (APIENTRYP PFNGLGETCLIPPLANEXOESPROC) (GLenum plane, GLfixed *equation); +typedef void (APIENTRYP PFNGLGETFIXEDVOESPROC) (GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETTEXENVXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLLIGHTMODELXOESPROC) (GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLLIGHTMODELXVOESPROC) (GLenum pname, const GLfixed *param); +typedef void (APIENTRYP PFNGLLIGHTXOESPROC) (GLenum light, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLLIGHTXVOESPROC) (GLenum light, GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLLINEWIDTHXOESPROC) (GLfixed width); +typedef void (APIENTRYP PFNGLLOADMATRIXXOESPROC) (const GLfixed *m); +typedef void (APIENTRYP PFNGLMATERIALXOESPROC) (GLenum face, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLMATERIALXVOESPROC) (GLenum face, GLenum pname, const GLfixed *param); +typedef void (APIENTRYP PFNGLMULTMATRIXXOESPROC) (const GLfixed *m); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4XOESPROC) (GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q); +typedef void (APIENTRYP PFNGLNORMAL3XOESPROC) (GLfixed nx, GLfixed ny, GLfixed nz); +typedef void (APIENTRYP PFNGLORTHOXOESPROC) (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +typedef void (APIENTRYP PFNGLPOINTPARAMETERXVOESPROC) (GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLPOINTSIZEXOESPROC) (GLfixed size); +typedef void (APIENTRYP PFNGLPOLYGONOFFSETXOESPROC) (GLfixed factor, GLfixed units); +typedef void (APIENTRYP PFNGLROTATEXOESPROC) (GLfixed angle, GLfixed x, GLfixed y, GLfixed z); +typedef void (APIENTRYP PFNGLSCALEXOESPROC) (GLfixed x, GLfixed y, GLfixed z); +typedef void (APIENTRYP PFNGLTEXENVXOESPROC) (GLenum target, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLTEXENVXVOESPROC) (GLenum target, GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLTEXPARAMETERXOESPROC) (GLenum target, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLTEXPARAMETERXVOESPROC) (GLenum target, GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLTRANSLATEXOESPROC) (GLfixed x, GLfixed y, GLfixed z); +typedef void (APIENTRYP PFNGLACCUMXOESPROC) (GLenum op, GLfixed value); +typedef void (APIENTRYP PFNGLBITMAPXOESPROC) (GLsizei width, GLsizei height, GLfixed xorig, GLfixed yorig, GLfixed xmove, GLfixed ymove, const GLubyte *bitmap); +typedef void (APIENTRYP PFNGLBLENDCOLORXOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (APIENTRYP PFNGLCLEARACCUMXOESPROC) (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +typedef void (APIENTRYP PFNGLCOLOR3XOESPROC) (GLfixed red, GLfixed green, GLfixed blue); +typedef void (APIENTRYP PFNGLCOLOR3XVOESPROC) (const GLfixed *components); +typedef void (APIENTRYP PFNGLCOLOR4XVOESPROC) (const GLfixed *components); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERXOESPROC) (GLenum target, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERXVOESPROC) (GLenum target, GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLEVALCOORD1XOESPROC) (GLfixed u); +typedef void (APIENTRYP PFNGLEVALCOORD1XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLEVALCOORD2XOESPROC) (GLfixed u, GLfixed v); +typedef void (APIENTRYP PFNGLEVALCOORD2XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLFEEDBACKBUFFERXOESPROC) (GLsizei n, GLenum type, const GLfixed *buffer); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERXVOESPROC) (GLenum target, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETLIGHTXOESPROC) (GLenum light, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETMAPXVOESPROC) (GLenum target, GLenum query, GLfixed *v); +typedef void (APIENTRYP PFNGLGETMATERIALXOESPROC) (GLenum face, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLGETPIXELMAPXVPROC) (GLenum map, GLint size, GLfixed *values); +typedef void (APIENTRYP PFNGLGETTEXGENXVOESPROC) (GLenum coord, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLGETTEXLEVELPARAMETERXVOESPROC) (GLenum target, GLint level, GLenum pname, GLfixed *params); +typedef void (APIENTRYP PFNGLINDEXXOESPROC) (GLfixed component); +typedef void (APIENTRYP PFNGLINDEXXVOESPROC) (const GLfixed *component); +typedef void (APIENTRYP PFNGLLOADTRANSPOSEMATRIXXOESPROC) (const GLfixed *m); +typedef void (APIENTRYP PFNGLMAP1XOESPROC) (GLenum target, GLfixed u1, GLfixed u2, GLint stride, GLint order, GLfixed points); +typedef void (APIENTRYP PFNGLMAP2XOESPROC) (GLenum target, GLfixed u1, GLfixed u2, GLint ustride, GLint uorder, GLfixed v1, GLfixed v2, GLint vstride, GLint vorder, GLfixed points); +typedef void (APIENTRYP PFNGLMAPGRID1XOESPROC) (GLint n, GLfixed u1, GLfixed u2); +typedef void (APIENTRYP PFNGLMAPGRID2XOESPROC) (GLint n, GLfixed u1, GLfixed u2, GLfixed v1, GLfixed v2); +typedef void (APIENTRYP PFNGLMULTTRANSPOSEMATRIXXOESPROC) (const GLfixed *m); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1XOESPROC) (GLenum texture, GLfixed s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1XVOESPROC) (GLenum texture, const GLfixed *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2XOESPROC) (GLenum texture, GLfixed s, GLfixed t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2XVOESPROC) (GLenum texture, const GLfixed *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3XOESPROC) (GLenum texture, GLfixed s, GLfixed t, GLfixed r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3XVOESPROC) (GLenum texture, const GLfixed *coords); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4XVOESPROC) (GLenum texture, const GLfixed *coords); +typedef void (APIENTRYP PFNGLNORMAL3XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLPASSTHROUGHXOESPROC) (GLfixed token); +typedef void (APIENTRYP PFNGLPIXELMAPXPROC) (GLenum map, GLint size, const GLfixed *values); +typedef void (APIENTRYP PFNGLPIXELSTOREXPROC) (GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLPIXELTRANSFERXOESPROC) (GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLPIXELZOOMXOESPROC) (GLfixed xfactor, GLfixed yfactor); +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESXOESPROC) (GLsizei n, const GLuint *textures, const GLfixed *priorities); +typedef void (APIENTRYP PFNGLRASTERPOS2XOESPROC) (GLfixed x, GLfixed y); +typedef void (APIENTRYP PFNGLRASTERPOS2XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLRASTERPOS3XOESPROC) (GLfixed x, GLfixed y, GLfixed z); +typedef void (APIENTRYP PFNGLRASTERPOS3XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLRASTERPOS4XOESPROC) (GLfixed x, GLfixed y, GLfixed z, GLfixed w); +typedef void (APIENTRYP PFNGLRASTERPOS4XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLRECTXOESPROC) (GLfixed x1, GLfixed y1, GLfixed x2, GLfixed y2); +typedef void (APIENTRYP PFNGLRECTXVOESPROC) (const GLfixed *v1, const GLfixed *v2); +typedef void (APIENTRYP PFNGLTEXCOORD1XOESPROC) (GLfixed s); +typedef void (APIENTRYP PFNGLTEXCOORD1XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLTEXCOORD2XOESPROC) (GLfixed s, GLfixed t); +typedef void (APIENTRYP PFNGLTEXCOORD2XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLTEXCOORD3XOESPROC) (GLfixed s, GLfixed t, GLfixed r); +typedef void (APIENTRYP PFNGLTEXCOORD3XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLTEXCOORD4XOESPROC) (GLfixed s, GLfixed t, GLfixed r, GLfixed q); +typedef void (APIENTRYP PFNGLTEXCOORD4XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLTEXGENXOESPROC) (GLenum coord, GLenum pname, GLfixed param); +typedef void (APIENTRYP PFNGLTEXGENXVOESPROC) (GLenum coord, GLenum pname, const GLfixed *params); +typedef void (APIENTRYP PFNGLVERTEX2XOESPROC) (GLfixed x); +typedef void (APIENTRYP PFNGLVERTEX2XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLVERTEX3XOESPROC) (GLfixed x, GLfixed y); +typedef void (APIENTRYP PFNGLVERTEX3XVOESPROC) (const GLfixed *coords); +typedef void (APIENTRYP PFNGLVERTEX4XOESPROC) (GLfixed x, GLfixed y, GLfixed z); +typedef void (APIENTRYP PFNGLVERTEX4XVOESPROC) (const GLfixed *coords); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glAlphaFuncxOES (GLenum func, GLfixed ref); +GLAPI void APIENTRY glClearColorxOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI void APIENTRY glClearDepthxOES (GLfixed depth); +GLAPI void APIENTRY glClipPlanexOES (GLenum plane, const GLfixed *equation); +GLAPI void APIENTRY glColor4xOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI void APIENTRY glDepthRangexOES (GLfixed n, GLfixed f); +GLAPI void APIENTRY glFogxOES (GLenum pname, GLfixed param); +GLAPI void APIENTRY glFogxvOES (GLenum pname, const GLfixed *param); +GLAPI void APIENTRY glFrustumxOES (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +GLAPI void APIENTRY glGetClipPlanexOES (GLenum plane, GLfixed *equation); +GLAPI void APIENTRY glGetFixedvOES (GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetTexEnvxvOES (GLenum target, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetTexParameterxvOES (GLenum target, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glLightModelxOES (GLenum pname, GLfixed param); +GLAPI void APIENTRY glLightModelxvOES (GLenum pname, const GLfixed *param); +GLAPI void APIENTRY glLightxOES (GLenum light, GLenum pname, GLfixed param); +GLAPI void APIENTRY glLightxvOES (GLenum light, GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glLineWidthxOES (GLfixed width); +GLAPI void APIENTRY glLoadMatrixxOES (const GLfixed *m); +GLAPI void APIENTRY glMaterialxOES (GLenum face, GLenum pname, GLfixed param); +GLAPI void APIENTRY glMaterialxvOES (GLenum face, GLenum pname, const GLfixed *param); +GLAPI void APIENTRY glMultMatrixxOES (const GLfixed *m); +GLAPI void APIENTRY glMultiTexCoord4xOES (GLenum texture, GLfixed s, GLfixed t, GLfixed r, GLfixed q); +GLAPI void APIENTRY glNormal3xOES (GLfixed nx, GLfixed ny, GLfixed nz); +GLAPI void APIENTRY glOrthoxOES (GLfixed l, GLfixed r, GLfixed b, GLfixed t, GLfixed n, GLfixed f); +GLAPI void APIENTRY glPointParameterxvOES (GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glPointSizexOES (GLfixed size); +GLAPI void APIENTRY glPolygonOffsetxOES (GLfixed factor, GLfixed units); +GLAPI void APIENTRY glRotatexOES (GLfixed angle, GLfixed x, GLfixed y, GLfixed z); +GLAPI void APIENTRY glScalexOES (GLfixed x, GLfixed y, GLfixed z); +GLAPI void APIENTRY glTexEnvxOES (GLenum target, GLenum pname, GLfixed param); +GLAPI void APIENTRY glTexEnvxvOES (GLenum target, GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glTexParameterxOES (GLenum target, GLenum pname, GLfixed param); +GLAPI void APIENTRY glTexParameterxvOES (GLenum target, GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glTranslatexOES (GLfixed x, GLfixed y, GLfixed z); +GLAPI void APIENTRY glAccumxOES (GLenum op, GLfixed value); +GLAPI void APIENTRY glBitmapxOES (GLsizei width, GLsizei height, GLfixed xorig, GLfixed yorig, GLfixed xmove, GLfixed ymove, const GLubyte *bitmap); +GLAPI void APIENTRY glBlendColorxOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI void APIENTRY glClearAccumxOES (GLfixed red, GLfixed green, GLfixed blue, GLfixed alpha); +GLAPI void APIENTRY glColor3xOES (GLfixed red, GLfixed green, GLfixed blue); +GLAPI void APIENTRY glColor3xvOES (const GLfixed *components); +GLAPI void APIENTRY glColor4xvOES (const GLfixed *components); +GLAPI void APIENTRY glConvolutionParameterxOES (GLenum target, GLenum pname, GLfixed param); +GLAPI void APIENTRY glConvolutionParameterxvOES (GLenum target, GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glEvalCoord1xOES (GLfixed u); +GLAPI void APIENTRY glEvalCoord1xvOES (const GLfixed *coords); +GLAPI void APIENTRY glEvalCoord2xOES (GLfixed u, GLfixed v); +GLAPI void APIENTRY glEvalCoord2xvOES (const GLfixed *coords); +GLAPI void APIENTRY glFeedbackBufferxOES (GLsizei n, GLenum type, const GLfixed *buffer); +GLAPI void APIENTRY glGetConvolutionParameterxvOES (GLenum target, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetHistogramParameterxvOES (GLenum target, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetLightxOES (GLenum light, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetMapxvOES (GLenum target, GLenum query, GLfixed *v); +GLAPI void APIENTRY glGetMaterialxOES (GLenum face, GLenum pname, GLfixed param); +GLAPI void APIENTRY glGetPixelMapxv (GLenum map, GLint size, GLfixed *values); +GLAPI void APIENTRY glGetTexGenxvOES (GLenum coord, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glGetTexLevelParameterxvOES (GLenum target, GLint level, GLenum pname, GLfixed *params); +GLAPI void APIENTRY glIndexxOES (GLfixed component); +GLAPI void APIENTRY glIndexxvOES (const GLfixed *component); +GLAPI void APIENTRY glLoadTransposeMatrixxOES (const GLfixed *m); +GLAPI void APIENTRY glMap1xOES (GLenum target, GLfixed u1, GLfixed u2, GLint stride, GLint order, GLfixed points); +GLAPI void APIENTRY glMap2xOES (GLenum target, GLfixed u1, GLfixed u2, GLint ustride, GLint uorder, GLfixed v1, GLfixed v2, GLint vstride, GLint vorder, GLfixed points); +GLAPI void APIENTRY glMapGrid1xOES (GLint n, GLfixed u1, GLfixed u2); +GLAPI void APIENTRY glMapGrid2xOES (GLint n, GLfixed u1, GLfixed u2, GLfixed v1, GLfixed v2); +GLAPI void APIENTRY glMultTransposeMatrixxOES (const GLfixed *m); +GLAPI void APIENTRY glMultiTexCoord1xOES (GLenum texture, GLfixed s); +GLAPI void APIENTRY glMultiTexCoord1xvOES (GLenum texture, const GLfixed *coords); +GLAPI void APIENTRY glMultiTexCoord2xOES (GLenum texture, GLfixed s, GLfixed t); +GLAPI void APIENTRY glMultiTexCoord2xvOES (GLenum texture, const GLfixed *coords); +GLAPI void APIENTRY glMultiTexCoord3xOES (GLenum texture, GLfixed s, GLfixed t, GLfixed r); +GLAPI void APIENTRY glMultiTexCoord3xvOES (GLenum texture, const GLfixed *coords); +GLAPI void APIENTRY glMultiTexCoord4xvOES (GLenum texture, const GLfixed *coords); +GLAPI void APIENTRY glNormal3xvOES (const GLfixed *coords); +GLAPI void APIENTRY glPassThroughxOES (GLfixed token); +GLAPI void APIENTRY glPixelMapx (GLenum map, GLint size, const GLfixed *values); +GLAPI void APIENTRY glPixelStorex (GLenum pname, GLfixed param); +GLAPI void APIENTRY glPixelTransferxOES (GLenum pname, GLfixed param); +GLAPI void APIENTRY glPixelZoomxOES (GLfixed xfactor, GLfixed yfactor); +GLAPI void APIENTRY glPrioritizeTexturesxOES (GLsizei n, const GLuint *textures, const GLfixed *priorities); +GLAPI void APIENTRY glRasterPos2xOES (GLfixed x, GLfixed y); +GLAPI void APIENTRY glRasterPos2xvOES (const GLfixed *coords); +GLAPI void APIENTRY glRasterPos3xOES (GLfixed x, GLfixed y, GLfixed z); +GLAPI void APIENTRY glRasterPos3xvOES (const GLfixed *coords); +GLAPI void APIENTRY glRasterPos4xOES (GLfixed x, GLfixed y, GLfixed z, GLfixed w); +GLAPI void APIENTRY glRasterPos4xvOES (const GLfixed *coords); +GLAPI void APIENTRY glRectxOES (GLfixed x1, GLfixed y1, GLfixed x2, GLfixed y2); +GLAPI void APIENTRY glRectxvOES (const GLfixed *v1, const GLfixed *v2); +GLAPI void APIENTRY glTexCoord1xOES (GLfixed s); +GLAPI void APIENTRY glTexCoord1xvOES (const GLfixed *coords); +GLAPI void APIENTRY glTexCoord2xOES (GLfixed s, GLfixed t); +GLAPI void APIENTRY glTexCoord2xvOES (const GLfixed *coords); +GLAPI void APIENTRY glTexCoord3xOES (GLfixed s, GLfixed t, GLfixed r); +GLAPI void APIENTRY glTexCoord3xvOES (const GLfixed *coords); +GLAPI void APIENTRY glTexCoord4xOES (GLfixed s, GLfixed t, GLfixed r, GLfixed q); +GLAPI void APIENTRY glTexCoord4xvOES (const GLfixed *coords); +GLAPI void APIENTRY glTexGenxOES (GLenum coord, GLenum pname, GLfixed param); +GLAPI void APIENTRY glTexGenxvOES (GLenum coord, GLenum pname, const GLfixed *params); +GLAPI void APIENTRY glVertex2xOES (GLfixed x); +GLAPI void APIENTRY glVertex2xvOES (const GLfixed *coords); +GLAPI void APIENTRY glVertex3xOES (GLfixed x, GLfixed y); +GLAPI void APIENTRY glVertex3xvOES (const GLfixed *coords); +GLAPI void APIENTRY glVertex4xOES (GLfixed x, GLfixed y, GLfixed z); +GLAPI void APIENTRY glVertex4xvOES (const GLfixed *coords); +#endif +#endif /* GL_OES_fixed_point */ + +#ifndef GL_OES_query_matrix +#define GL_OES_query_matrix 1 +typedef GLbitfield (APIENTRYP PFNGLQUERYMATRIXXOESPROC) (GLfixed *mantissa, GLint *exponent); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLbitfield APIENTRY glQueryMatrixxOES (GLfixed *mantissa, GLint *exponent); +#endif +#endif /* GL_OES_query_matrix */ + +#ifndef GL_OES_read_format +#define GL_OES_read_format 1 +#define GL_IMPLEMENTATION_COLOR_READ_TYPE_OES 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES 0x8B9B +#endif /* GL_OES_read_format */ + +#ifndef GL_OES_single_precision +#define GL_OES_single_precision 1 +typedef void (APIENTRYP PFNGLCLEARDEPTHFOESPROC) (GLclampf depth); +typedef void (APIENTRYP PFNGLCLIPPLANEFOESPROC) (GLenum plane, const GLfloat *equation); +typedef void (APIENTRYP PFNGLDEPTHRANGEFOESPROC) (GLclampf n, GLclampf f); +typedef void (APIENTRYP PFNGLFRUSTUMFOESPROC) (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +typedef void (APIENTRYP PFNGLGETCLIPPLANEFOESPROC) (GLenum plane, GLfloat *equation); +typedef void (APIENTRYP PFNGLORTHOFOESPROC) (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glClearDepthfOES (GLclampf depth); +GLAPI void APIENTRY glClipPlanefOES (GLenum plane, const GLfloat *equation); +GLAPI void APIENTRY glDepthRangefOES (GLclampf n, GLclampf f); +GLAPI void APIENTRY glFrustumfOES (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +GLAPI void APIENTRY glGetClipPlanefOES (GLenum plane, GLfloat *equation); +GLAPI void APIENTRY glOrthofOES (GLfloat l, GLfloat r, GLfloat b, GLfloat t, GLfloat n, GLfloat f); +#endif +#endif /* GL_OES_single_precision */ + +#ifndef GL_3DFX_multisample +#define GL_3DFX_multisample 1 +#define GL_MULTISAMPLE_3DFX 0x86B2 +#define GL_SAMPLE_BUFFERS_3DFX 0x86B3 +#define GL_SAMPLES_3DFX 0x86B4 +#define GL_MULTISAMPLE_BIT_3DFX 0x20000000 +#endif /* GL_3DFX_multisample */ + +#ifndef GL_3DFX_tbuffer +#define GL_3DFX_tbuffer 1 +typedef void (APIENTRYP PFNGLTBUFFERMASK3DFXPROC) (GLuint mask); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTbufferMask3DFX (GLuint mask); +#endif +#endif /* GL_3DFX_tbuffer */ + +#ifndef GL_3DFX_texture_compression_FXT1 +#define GL_3DFX_texture_compression_FXT1 1 +#define GL_COMPRESSED_RGB_FXT1_3DFX 0x86B0 +#define GL_COMPRESSED_RGBA_FXT1_3DFX 0x86B1 +#endif /* GL_3DFX_texture_compression_FXT1 */ + +#ifndef GL_AMD_blend_minmax_factor +#define GL_AMD_blend_minmax_factor 1 +#define GL_FACTOR_MIN_AMD 0x901C +#define GL_FACTOR_MAX_AMD 0x901D +#endif /* GL_AMD_blend_minmax_factor */ + +#ifndef GL_AMD_conservative_depth +#define GL_AMD_conservative_depth 1 +#endif /* GL_AMD_conservative_depth */ + +#ifndef GL_AMD_debug_output +#define GL_AMD_debug_output 1 +typedef void (APIENTRY *GLDEBUGPROCAMD)(GLuint id,GLenum category,GLenum severity,GLsizei length,const GLchar *message,void *userParam); +#define GL_MAX_DEBUG_MESSAGE_LENGTH_AMD 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_AMD 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_AMD 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_AMD 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_AMD 0x9147 +#define GL_DEBUG_SEVERITY_LOW_AMD 0x9148 +#define GL_DEBUG_CATEGORY_API_ERROR_AMD 0x9149 +#define GL_DEBUG_CATEGORY_WINDOW_SYSTEM_AMD 0x914A +#define GL_DEBUG_CATEGORY_DEPRECATION_AMD 0x914B +#define GL_DEBUG_CATEGORY_UNDEFINED_BEHAVIOR_AMD 0x914C +#define GL_DEBUG_CATEGORY_PERFORMANCE_AMD 0x914D +#define GL_DEBUG_CATEGORY_SHADER_COMPILER_AMD 0x914E +#define GL_DEBUG_CATEGORY_APPLICATION_AMD 0x914F +#define GL_DEBUG_CATEGORY_OTHER_AMD 0x9150 +typedef void (APIENTRYP PFNGLDEBUGMESSAGEENABLEAMDPROC) (GLenum category, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +typedef void (APIENTRYP PFNGLDEBUGMESSAGEINSERTAMDPROC) (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar *buf); +typedef void (APIENTRYP PFNGLDEBUGMESSAGECALLBACKAMDPROC) (GLDEBUGPROCAMD callback, void *userParam); +typedef GLuint (APIENTRYP PFNGLGETDEBUGMESSAGELOGAMDPROC) (GLuint count, GLsizei bufSize, GLenum *categories, GLuint *severities, GLuint *ids, GLsizei *lengths, GLchar *message); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDebugMessageEnableAMD (GLenum category, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GLAPI void APIENTRY glDebugMessageInsertAMD (GLenum category, GLenum severity, GLuint id, GLsizei length, const GLchar *buf); +GLAPI void APIENTRY glDebugMessageCallbackAMD (GLDEBUGPROCAMD callback, void *userParam); +GLAPI GLuint APIENTRY glGetDebugMessageLogAMD (GLuint count, GLsizei bufSize, GLenum *categories, GLuint *severities, GLuint *ids, GLsizei *lengths, GLchar *message); +#endif +#endif /* GL_AMD_debug_output */ + +#ifndef GL_AMD_depth_clamp_separate +#define GL_AMD_depth_clamp_separate 1 +#define GL_DEPTH_CLAMP_NEAR_AMD 0x901E +#define GL_DEPTH_CLAMP_FAR_AMD 0x901F +#endif /* GL_AMD_depth_clamp_separate */ + +#ifndef GL_AMD_draw_buffers_blend +#define GL_AMD_draw_buffers_blend 1 +typedef void (APIENTRYP PFNGLBLENDFUNCINDEXEDAMDPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONINDEXEDAMDPROC) (GLuint buf, GLenum mode); +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEINDEXEDAMDPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncIndexedAMD (GLuint buf, GLenum src, GLenum dst); +GLAPI void APIENTRY glBlendFuncSeparateIndexedAMD (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GLAPI void APIENTRY glBlendEquationIndexedAMD (GLuint buf, GLenum mode); +GLAPI void APIENTRY glBlendEquationSeparateIndexedAMD (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +#endif +#endif /* GL_AMD_draw_buffers_blend */ + +#ifndef GL_AMD_framebuffer_multisample_advanced +#define GL_AMD_framebuffer_multisample_advanced 1 +#define GL_RENDERBUFFER_STORAGE_SAMPLES_AMD 0x91B2 +#define GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD 0x91B3 +#define GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD 0x91B4 +#define GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD 0x91B5 +#define GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B6 +#define GL_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B7 +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glRenderbufferStorageMultisampleAdvancedAMD (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glNamedRenderbufferStorageMultisampleAdvancedAMD (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_AMD_framebuffer_multisample_advanced */ + +#ifndef GL_AMD_framebuffer_sample_positions +#define GL_AMD_framebuffer_sample_positions 1 +#define GL_SUBSAMPLE_DISTANCE_AMD 0x883F +#define GL_PIXELS_PER_SAMPLE_PATTERN_X_AMD 0x91AE +#define GL_PIXELS_PER_SAMPLE_PATTERN_Y_AMD 0x91AF +#define GL_ALL_PIXELS_AMD 0xFFFFFFFF +typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat *values); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLEPOSITIONSFVAMDPROC) (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat *values); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERFVAMDPROC) (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERFVAMDPROC) (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferSamplePositionsfvAMD (GLenum target, GLuint numsamples, GLuint pixelindex, const GLfloat *values); +GLAPI void APIENTRY glNamedFramebufferSamplePositionsfvAMD (GLuint framebuffer, GLuint numsamples, GLuint pixelindex, const GLfloat *values); +GLAPI void APIENTRY glGetFramebufferParameterfvAMD (GLenum target, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); +GLAPI void APIENTRY glGetNamedFramebufferParameterfvAMD (GLuint framebuffer, GLenum pname, GLuint numsamples, GLuint pixelindex, GLsizei size, GLfloat *values); +#endif +#endif /* GL_AMD_framebuffer_sample_positions */ + +#ifndef GL_AMD_gcn_shader +#define GL_AMD_gcn_shader 1 +#endif /* GL_AMD_gcn_shader */ + +#ifndef GL_AMD_gpu_shader_half_float +#define GL_AMD_gpu_shader_half_float 1 +#define GL_FLOAT16_NV 0x8FF8 +#define GL_FLOAT16_VEC2_NV 0x8FF9 +#define GL_FLOAT16_VEC3_NV 0x8FFA +#define GL_FLOAT16_VEC4_NV 0x8FFB +#define GL_FLOAT16_MAT2_AMD 0x91C5 +#define GL_FLOAT16_MAT3_AMD 0x91C6 +#define GL_FLOAT16_MAT4_AMD 0x91C7 +#define GL_FLOAT16_MAT2x3_AMD 0x91C8 +#define GL_FLOAT16_MAT2x4_AMD 0x91C9 +#define GL_FLOAT16_MAT3x2_AMD 0x91CA +#define GL_FLOAT16_MAT3x4_AMD 0x91CB +#define GL_FLOAT16_MAT4x2_AMD 0x91CC +#define GL_FLOAT16_MAT4x3_AMD 0x91CD +#endif /* GL_AMD_gpu_shader_half_float */ + +#ifndef GL_AMD_gpu_shader_int16 +#define GL_AMD_gpu_shader_int16 1 +#endif /* GL_AMD_gpu_shader_int16 */ + +#ifndef GL_AMD_gpu_shader_int64 +#define GL_AMD_gpu_shader_int64 1 +typedef khronos_int64_t GLint64EXT; +#define GL_INT64_NV 0x140E +#define GL_UNSIGNED_INT64_NV 0x140F +#define GL_INT8_NV 0x8FE0 +#define GL_INT8_VEC2_NV 0x8FE1 +#define GL_INT8_VEC3_NV 0x8FE2 +#define GL_INT8_VEC4_NV 0x8FE3 +#define GL_INT16_NV 0x8FE4 +#define GL_INT16_VEC2_NV 0x8FE5 +#define GL_INT16_VEC3_NV 0x8FE6 +#define GL_INT16_VEC4_NV 0x8FE7 +#define GL_INT64_VEC2_NV 0x8FE9 +#define GL_INT64_VEC3_NV 0x8FEA +#define GL_INT64_VEC4_NV 0x8FEB +#define GL_UNSIGNED_INT8_NV 0x8FEC +#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED +#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE +#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF +#define GL_UNSIGNED_INT16_NV 0x8FF0 +#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 +#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 +#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 +#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 +typedef void (APIENTRYP PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x); +typedef void (APIENTRYP PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y); +typedef void (APIENTRYP PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (APIENTRYP PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (APIENTRYP PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x); +typedef void (APIENTRYP PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (APIENTRYP PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (APIENTRYP PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (APIENTRYP PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT *params); +typedef void (APIENTRYP PFNGLGETUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLuint64EXT *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUniform1i64NV (GLint location, GLint64EXT x); +GLAPI void APIENTRY glUniform2i64NV (GLint location, GLint64EXT x, GLint64EXT y); +GLAPI void APIENTRY glUniform3i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GLAPI void APIENTRY glUniform4i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GLAPI void APIENTRY glUniform1i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glUniform2i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glUniform3i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glUniform4i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glUniform1ui64NV (GLint location, GLuint64EXT x); +GLAPI void APIENTRY glUniform2ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y); +GLAPI void APIENTRY glUniform3ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GLAPI void APIENTRY glUniform4ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GLAPI void APIENTRY glUniform1ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glUniform2ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glUniform3ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glUniform4ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glGetUniformi64vNV (GLuint program, GLint location, GLint64EXT *params); +GLAPI void APIENTRY glGetUniformui64vNV (GLuint program, GLint location, GLuint64EXT *params); +GLAPI void APIENTRY glProgramUniform1i64NV (GLuint program, GLint location, GLint64EXT x); +GLAPI void APIENTRY glProgramUniform2i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +GLAPI void APIENTRY glProgramUniform3i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GLAPI void APIENTRY glProgramUniform4i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GLAPI void APIENTRY glProgramUniform1i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glProgramUniform2i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glProgramUniform3i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glProgramUniform4i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GLAPI void APIENTRY glProgramUniform1ui64NV (GLuint program, GLint location, GLuint64EXT x); +GLAPI void APIENTRY glProgramUniform2ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +GLAPI void APIENTRY glProgramUniform3ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GLAPI void APIENTRY glProgramUniform4ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GLAPI void APIENTRY glProgramUniform1ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glProgramUniform2ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glProgramUniform3ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glProgramUniform4ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#endif +#endif /* GL_AMD_gpu_shader_int64 */ + +#ifndef GL_AMD_interleaved_elements +#define GL_AMD_interleaved_elements 1 +#define GL_VERTEX_ELEMENT_SWIZZLE_AMD 0x91A4 +#define GL_VERTEX_ID_SWIZZLE_AMD 0x91A5 +typedef void (APIENTRYP PFNGLVERTEXATTRIBPARAMETERIAMDPROC) (GLuint index, GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttribParameteriAMD (GLuint index, GLenum pname, GLint param); +#endif +#endif /* GL_AMD_interleaved_elements */ + +#ifndef GL_AMD_multi_draw_indirect +#define GL_AMD_multi_draw_indirect 1 +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTAMDPROC) (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTAMDPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysIndirectAMD (GLenum mode, const void *indirect, GLsizei primcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawElementsIndirectAMD (GLenum mode, GLenum type, const void *indirect, GLsizei primcount, GLsizei stride); +#endif +#endif /* GL_AMD_multi_draw_indirect */ + +#ifndef GL_AMD_name_gen_delete +#define GL_AMD_name_gen_delete 1 +#define GL_DATA_BUFFER_AMD 0x9151 +#define GL_PERFORMANCE_MONITOR_AMD 0x9152 +#define GL_QUERY_OBJECT_AMD 0x9153 +#define GL_VERTEX_ARRAY_OBJECT_AMD 0x9154 +#define GL_SAMPLER_OBJECT_AMD 0x9155 +typedef void (APIENTRYP PFNGLGENNAMESAMDPROC) (GLenum identifier, GLuint num, GLuint *names); +typedef void (APIENTRYP PFNGLDELETENAMESAMDPROC) (GLenum identifier, GLuint num, const GLuint *names); +typedef GLboolean (APIENTRYP PFNGLISNAMEAMDPROC) (GLenum identifier, GLuint name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenNamesAMD (GLenum identifier, GLuint num, GLuint *names); +GLAPI void APIENTRY glDeleteNamesAMD (GLenum identifier, GLuint num, const GLuint *names); +GLAPI GLboolean APIENTRY glIsNameAMD (GLenum identifier, GLuint name); +#endif +#endif /* GL_AMD_name_gen_delete */ + +#ifndef GL_AMD_occlusion_query_event +#define GL_AMD_occlusion_query_event 1 +#define GL_OCCLUSION_QUERY_EVENT_MASK_AMD 0x874F +#define GL_QUERY_DEPTH_PASS_EVENT_BIT_AMD 0x00000001 +#define GL_QUERY_DEPTH_FAIL_EVENT_BIT_AMD 0x00000002 +#define GL_QUERY_STENCIL_FAIL_EVENT_BIT_AMD 0x00000004 +#define GL_QUERY_DEPTH_BOUNDS_FAIL_EVENT_BIT_AMD 0x00000008 +#define GL_QUERY_ALL_EVENT_BITS_AMD 0xFFFFFFFF +typedef void (APIENTRYP PFNGLQUERYOBJECTPARAMETERUIAMDPROC) (GLenum target, GLuint id, GLenum pname, GLuint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glQueryObjectParameteruiAMD (GLenum target, GLuint id, GLenum pname, GLuint param); +#endif +#endif /* GL_AMD_occlusion_query_event */ + +#ifndef GL_AMD_performance_monitor +#define GL_AMD_performance_monitor 1 +#define GL_COUNTER_TYPE_AMD 0x8BC0 +#define GL_COUNTER_RANGE_AMD 0x8BC1 +#define GL_UNSIGNED_INT64_AMD 0x8BC2 +#define GL_PERCENTAGE_AMD 0x8BC3 +#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 +#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 +#define GL_PERFMON_RESULT_AMD 0x8BC6 +typedef void (APIENTRYP PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint *numGroups, GLsizei groupsSize, GLuint *groups); +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); +typedef void (APIENTRYP PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data); +typedef void (APIENTRYP PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); +typedef void (APIENTRYP PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); +typedef void (APIENTRYP PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); +typedef void (APIENTRYP PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor); +typedef void (APIENTRYP PFNGLENDPERFMONITORAMDPROC) (GLuint monitor); +typedef void (APIENTRYP PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetPerfMonitorGroupsAMD (GLint *numGroups, GLsizei groupsSize, GLuint *groups); +GLAPI void APIENTRY glGetPerfMonitorCountersAMD (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); +GLAPI void APIENTRY glGetPerfMonitorGroupStringAMD (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); +GLAPI void APIENTRY glGetPerfMonitorCounterStringAMD (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); +GLAPI void APIENTRY glGetPerfMonitorCounterInfoAMD (GLuint group, GLuint counter, GLenum pname, void *data); +GLAPI void APIENTRY glGenPerfMonitorsAMD (GLsizei n, GLuint *monitors); +GLAPI void APIENTRY glDeletePerfMonitorsAMD (GLsizei n, GLuint *monitors); +GLAPI void APIENTRY glSelectPerfMonitorCountersAMD (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); +GLAPI void APIENTRY glBeginPerfMonitorAMD (GLuint monitor); +GLAPI void APIENTRY glEndPerfMonitorAMD (GLuint monitor); +GLAPI void APIENTRY glGetPerfMonitorCounterDataAMD (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); +#endif +#endif /* GL_AMD_performance_monitor */ + +#ifndef GL_AMD_pinned_memory +#define GL_AMD_pinned_memory 1 +#define GL_EXTERNAL_VIRTUAL_MEMORY_BUFFER_AMD 0x9160 +#endif /* GL_AMD_pinned_memory */ + +#ifndef GL_AMD_query_buffer_object +#define GL_AMD_query_buffer_object 1 +#define GL_QUERY_BUFFER_AMD 0x9192 +#define GL_QUERY_BUFFER_BINDING_AMD 0x9193 +#define GL_QUERY_RESULT_NO_WAIT_AMD 0x9194 +#endif /* GL_AMD_query_buffer_object */ + +#ifndef GL_AMD_sample_positions +#define GL_AMD_sample_positions 1 +typedef void (APIENTRYP PFNGLSETMULTISAMPLEFVAMDPROC) (GLenum pname, GLuint index, const GLfloat *val); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSetMultisamplefvAMD (GLenum pname, GLuint index, const GLfloat *val); +#endif +#endif /* GL_AMD_sample_positions */ + +#ifndef GL_AMD_seamless_cubemap_per_texture +#define GL_AMD_seamless_cubemap_per_texture 1 +#endif /* GL_AMD_seamless_cubemap_per_texture */ + +#ifndef GL_AMD_shader_atomic_counter_ops +#define GL_AMD_shader_atomic_counter_ops 1 +#endif /* GL_AMD_shader_atomic_counter_ops */ + +#ifndef GL_AMD_shader_ballot +#define GL_AMD_shader_ballot 1 +#endif /* GL_AMD_shader_ballot */ + +#ifndef GL_AMD_shader_explicit_vertex_parameter +#define GL_AMD_shader_explicit_vertex_parameter 1 +#endif /* GL_AMD_shader_explicit_vertex_parameter */ + +#ifndef GL_AMD_shader_gpu_shader_half_float_fetch +#define GL_AMD_shader_gpu_shader_half_float_fetch 1 +#endif /* GL_AMD_shader_gpu_shader_half_float_fetch */ + +#ifndef GL_AMD_shader_image_load_store_lod +#define GL_AMD_shader_image_load_store_lod 1 +#endif /* GL_AMD_shader_image_load_store_lod */ + +#ifndef GL_AMD_shader_stencil_export +#define GL_AMD_shader_stencil_export 1 +#endif /* GL_AMD_shader_stencil_export */ + +#ifndef GL_AMD_shader_trinary_minmax +#define GL_AMD_shader_trinary_minmax 1 +#endif /* GL_AMD_shader_trinary_minmax */ + +#ifndef GL_AMD_sparse_texture +#define GL_AMD_sparse_texture 1 +#define GL_VIRTUAL_PAGE_SIZE_X_AMD 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_AMD 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_AMD 0x9197 +#define GL_MAX_SPARSE_TEXTURE_SIZE_AMD 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_AMD 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS 0x919A +#define GL_MIN_SPARSE_LEVEL_AMD 0x919B +#define GL_MIN_LOD_WARNING_AMD 0x919C +#define GL_TEXTURE_STORAGE_SPARSE_BIT_AMD 0x00000001 +typedef void (APIENTRYP PFNGLTEXSTORAGESPARSEAMDPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +typedef void (APIENTRYP PFNGLTEXTURESTORAGESPARSEAMDPROC) (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexStorageSparseAMD (GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +GLAPI void APIENTRY glTextureStorageSparseAMD (GLuint texture, GLenum target, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLsizei layers, GLbitfield flags); +#endif +#endif /* GL_AMD_sparse_texture */ + +#ifndef GL_AMD_stencil_operation_extended +#define GL_AMD_stencil_operation_extended 1 +#define GL_SET_AMD 0x874A +#define GL_REPLACE_VALUE_AMD 0x874B +#define GL_STENCIL_OP_VALUE_AMD 0x874C +#define GL_STENCIL_BACK_OP_VALUE_AMD 0x874D +typedef void (APIENTRYP PFNGLSTENCILOPVALUEAMDPROC) (GLenum face, GLuint value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glStencilOpValueAMD (GLenum face, GLuint value); +#endif +#endif /* GL_AMD_stencil_operation_extended */ + +#ifndef GL_AMD_texture_gather_bias_lod +#define GL_AMD_texture_gather_bias_lod 1 +#endif /* GL_AMD_texture_gather_bias_lod */ + +#ifndef GL_AMD_texture_texture4 +#define GL_AMD_texture_texture4 1 +#endif /* GL_AMD_texture_texture4 */ + +#ifndef GL_AMD_transform_feedback3_lines_triangles +#define GL_AMD_transform_feedback3_lines_triangles 1 +#endif /* GL_AMD_transform_feedback3_lines_triangles */ + +#ifndef GL_AMD_transform_feedback4 +#define GL_AMD_transform_feedback4 1 +#define GL_STREAM_RASTERIZATION_AMD 0x91A0 +#endif /* GL_AMD_transform_feedback4 */ + +#ifndef GL_AMD_vertex_shader_layer +#define GL_AMD_vertex_shader_layer 1 +#endif /* GL_AMD_vertex_shader_layer */ + +#ifndef GL_AMD_vertex_shader_tessellator +#define GL_AMD_vertex_shader_tessellator 1 +#define GL_SAMPLER_BUFFER_AMD 0x9001 +#define GL_INT_SAMPLER_BUFFER_AMD 0x9002 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_AMD 0x9003 +#define GL_TESSELLATION_MODE_AMD 0x9004 +#define GL_TESSELLATION_FACTOR_AMD 0x9005 +#define GL_DISCRETE_AMD 0x9006 +#define GL_CONTINUOUS_AMD 0x9007 +typedef void (APIENTRYP PFNGLTESSELLATIONFACTORAMDPROC) (GLfloat factor); +typedef void (APIENTRYP PFNGLTESSELLATIONMODEAMDPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTessellationFactorAMD (GLfloat factor); +GLAPI void APIENTRY glTessellationModeAMD (GLenum mode); +#endif +#endif /* GL_AMD_vertex_shader_tessellator */ + +#ifndef GL_AMD_vertex_shader_viewport_index +#define GL_AMD_vertex_shader_viewport_index 1 +#endif /* GL_AMD_vertex_shader_viewport_index */ + +#ifndef GL_APPLE_aux_depth_stencil +#define GL_APPLE_aux_depth_stencil 1 +#define GL_AUX_DEPTH_STENCIL_APPLE 0x8A14 +#endif /* GL_APPLE_aux_depth_stencil */ + +#ifndef GL_APPLE_client_storage +#define GL_APPLE_client_storage 1 +#define GL_UNPACK_CLIENT_STORAGE_APPLE 0x85B2 +#endif /* GL_APPLE_client_storage */ + +#ifndef GL_APPLE_element_array +#define GL_APPLE_element_array 1 +#define GL_ELEMENT_ARRAY_APPLE 0x8A0C +#define GL_ELEMENT_ARRAY_TYPE_APPLE 0x8A0D +#define GL_ELEMENT_ARRAY_POINTER_APPLE 0x8A0E +typedef void (APIENTRYP PFNGLELEMENTPOINTERAPPLEPROC) (GLenum type, const void *pointer); +typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, GLint first, GLsizei count); +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTARRAYAPPLEPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +typedef void (APIENTRYP PFNGLMULTIDRAWRANGEELEMENTARRAYAPPLEPROC) (GLenum mode, GLuint start, GLuint end, const GLint *first, const GLsizei *count, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glElementPointerAPPLE (GLenum type, const void *pointer); +GLAPI void APIENTRY glDrawElementArrayAPPLE (GLenum mode, GLint first, GLsizei count); +GLAPI void APIENTRY glDrawRangeElementArrayAPPLE (GLenum mode, GLuint start, GLuint end, GLint first, GLsizei count); +GLAPI void APIENTRY glMultiDrawElementArrayAPPLE (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +GLAPI void APIENTRY glMultiDrawRangeElementArrayAPPLE (GLenum mode, GLuint start, GLuint end, const GLint *first, const GLsizei *count, GLsizei primcount); +#endif +#endif /* GL_APPLE_element_array */ + +#ifndef GL_APPLE_fence +#define GL_APPLE_fence 1 +#define GL_DRAW_PIXELS_APPLE 0x8A0A +#define GL_FENCE_APPLE 0x8A0B +typedef void (APIENTRYP PFNGLGENFENCESAPPLEPROC) (GLsizei n, GLuint *fences); +typedef void (APIENTRYP PFNGLDELETEFENCESAPPLEPROC) (GLsizei n, const GLuint *fences); +typedef void (APIENTRYP PFNGLSETFENCEAPPLEPROC) (GLuint fence); +typedef GLboolean (APIENTRYP PFNGLISFENCEAPPLEPROC) (GLuint fence); +typedef GLboolean (APIENTRYP PFNGLTESTFENCEAPPLEPROC) (GLuint fence); +typedef void (APIENTRYP PFNGLFINISHFENCEAPPLEPROC) (GLuint fence); +typedef GLboolean (APIENTRYP PFNGLTESTOBJECTAPPLEPROC) (GLenum object, GLuint name); +typedef void (APIENTRYP PFNGLFINISHOBJECTAPPLEPROC) (GLenum object, GLint name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenFencesAPPLE (GLsizei n, GLuint *fences); +GLAPI void APIENTRY glDeleteFencesAPPLE (GLsizei n, const GLuint *fences); +GLAPI void APIENTRY glSetFenceAPPLE (GLuint fence); +GLAPI GLboolean APIENTRY glIsFenceAPPLE (GLuint fence); +GLAPI GLboolean APIENTRY glTestFenceAPPLE (GLuint fence); +GLAPI void APIENTRY glFinishFenceAPPLE (GLuint fence); +GLAPI GLboolean APIENTRY glTestObjectAPPLE (GLenum object, GLuint name); +GLAPI void APIENTRY glFinishObjectAPPLE (GLenum object, GLint name); +#endif +#endif /* GL_APPLE_fence */ + +#ifndef GL_APPLE_float_pixels +#define GL_APPLE_float_pixels 1 +#define GL_HALF_APPLE 0x140B +#define GL_RGBA_FLOAT32_APPLE 0x8814 +#define GL_RGB_FLOAT32_APPLE 0x8815 +#define GL_ALPHA_FLOAT32_APPLE 0x8816 +#define GL_INTENSITY_FLOAT32_APPLE 0x8817 +#define GL_LUMINANCE_FLOAT32_APPLE 0x8818 +#define GL_LUMINANCE_ALPHA_FLOAT32_APPLE 0x8819 +#define GL_RGBA_FLOAT16_APPLE 0x881A +#define GL_RGB_FLOAT16_APPLE 0x881B +#define GL_ALPHA_FLOAT16_APPLE 0x881C +#define GL_INTENSITY_FLOAT16_APPLE 0x881D +#define GL_LUMINANCE_FLOAT16_APPLE 0x881E +#define GL_LUMINANCE_ALPHA_FLOAT16_APPLE 0x881F +#define GL_COLOR_FLOAT_APPLE 0x8A0F +#endif /* GL_APPLE_float_pixels */ + +#ifndef GL_APPLE_flush_buffer_range +#define GL_APPLE_flush_buffer_range 1 +#define GL_BUFFER_SERIALIZED_MODIFY_APPLE 0x8A12 +#define GL_BUFFER_FLUSHING_UNMAP_APPLE 0x8A13 +typedef void (APIENTRYP PFNGLBUFFERPARAMETERIAPPLEPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEAPPLEPROC) (GLenum target, GLintptr offset, GLsizeiptr size); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferParameteriAPPLE (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glFlushMappedBufferRangeAPPLE (GLenum target, GLintptr offset, GLsizeiptr size); +#endif +#endif /* GL_APPLE_flush_buffer_range */ + +#ifndef GL_APPLE_object_purgeable +#define GL_APPLE_object_purgeable 1 +#define GL_BUFFER_OBJECT_APPLE 0x85B3 +#define GL_RELEASED_APPLE 0x8A19 +#define GL_VOLATILE_APPLE 0x8A1A +#define GL_RETAINED_APPLE 0x8A1B +#define GL_UNDEFINED_APPLE 0x8A1C +#define GL_PURGEABLE_APPLE 0x8A1D +typedef GLenum (APIENTRYP PFNGLOBJECTPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); +typedef GLenum (APIENTRYP PFNGLOBJECTUNPURGEABLEAPPLEPROC) (GLenum objectType, GLuint name, GLenum option); +typedef void (APIENTRYP PFNGLGETOBJECTPARAMETERIVAPPLEPROC) (GLenum objectType, GLuint name, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLenum APIENTRY glObjectPurgeableAPPLE (GLenum objectType, GLuint name, GLenum option); +GLAPI GLenum APIENTRY glObjectUnpurgeableAPPLE (GLenum objectType, GLuint name, GLenum option); +GLAPI void APIENTRY glGetObjectParameterivAPPLE (GLenum objectType, GLuint name, GLenum pname, GLint *params); +#endif +#endif /* GL_APPLE_object_purgeable */ + +#ifndef GL_APPLE_rgb_422 +#define GL_APPLE_rgb_422 1 +#define GL_RGB_422_APPLE 0x8A1F +#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB +#define GL_RGB_RAW_422_APPLE 0x8A51 +#endif /* GL_APPLE_rgb_422 */ + +#ifndef GL_APPLE_row_bytes +#define GL_APPLE_row_bytes 1 +#define GL_PACK_ROW_BYTES_APPLE 0x8A15 +#define GL_UNPACK_ROW_BYTES_APPLE 0x8A16 +#endif /* GL_APPLE_row_bytes */ + +#ifndef GL_APPLE_specular_vector +#define GL_APPLE_specular_vector 1 +#define GL_LIGHT_MODEL_SPECULAR_VECTOR_APPLE 0x85B0 +#endif /* GL_APPLE_specular_vector */ + +#ifndef GL_APPLE_texture_range +#define GL_APPLE_texture_range 1 +#define GL_TEXTURE_RANGE_LENGTH_APPLE 0x85B7 +#define GL_TEXTURE_RANGE_POINTER_APPLE 0x85B8 +#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC +#define GL_STORAGE_PRIVATE_APPLE 0x85BD +#define GL_STORAGE_CACHED_APPLE 0x85BE +#define GL_STORAGE_SHARED_APPLE 0x85BF +typedef void (APIENTRYP PFNGLTEXTURERANGEAPPLEPROC) (GLenum target, GLsizei length, const void *pointer); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERPOINTERVAPPLEPROC) (GLenum target, GLenum pname, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTextureRangeAPPLE (GLenum target, GLsizei length, const void *pointer); +GLAPI void APIENTRY glGetTexParameterPointervAPPLE (GLenum target, GLenum pname, void **params); +#endif +#endif /* GL_APPLE_texture_range */ + +#ifndef GL_APPLE_transform_hint +#define GL_APPLE_transform_hint 1 +#define GL_TRANSFORM_HINT_APPLE 0x85B1 +#endif /* GL_APPLE_transform_hint */ + +#ifndef GL_APPLE_vertex_array_object +#define GL_APPLE_vertex_array_object 1 +#define GL_VERTEX_ARRAY_BINDING_APPLE 0x85B5 +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYAPPLEPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSAPPLEPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSAPPLEPROC) (GLsizei n, GLuint *arrays); +typedef GLboolean (APIENTRYP PFNGLISVERTEXARRAYAPPLEPROC) (GLuint array); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindVertexArrayAPPLE (GLuint array); +GLAPI void APIENTRY glDeleteVertexArraysAPPLE (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArraysAPPLE (GLsizei n, GLuint *arrays); +GLAPI GLboolean APIENTRY glIsVertexArrayAPPLE (GLuint array); +#endif +#endif /* GL_APPLE_vertex_array_object */ + +#ifndef GL_APPLE_vertex_array_range +#define GL_APPLE_vertex_array_range 1 +#define GL_VERTEX_ARRAY_RANGE_APPLE 0x851D +#define GL_VERTEX_ARRAY_RANGE_LENGTH_APPLE 0x851E +#define GL_VERTEX_ARRAY_STORAGE_HINT_APPLE 0x851F +#define GL_VERTEX_ARRAY_RANGE_POINTER_APPLE 0x8521 +#define GL_STORAGE_CLIENT_APPLE 0x85B4 +typedef void (APIENTRYP PFNGLVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); +typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGEAPPLEPROC) (GLsizei length, void *pointer); +typedef void (APIENTRYP PFNGLVERTEXARRAYPARAMETERIAPPLEPROC) (GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexArrayRangeAPPLE (GLsizei length, void *pointer); +GLAPI void APIENTRY glFlushVertexArrayRangeAPPLE (GLsizei length, void *pointer); +GLAPI void APIENTRY glVertexArrayParameteriAPPLE (GLenum pname, GLint param); +#endif +#endif /* GL_APPLE_vertex_array_range */ + +#ifndef GL_APPLE_vertex_program_evaluators +#define GL_APPLE_vertex_program_evaluators 1 +#define GL_VERTEX_ATTRIB_MAP1_APPLE 0x8A00 +#define GL_VERTEX_ATTRIB_MAP2_APPLE 0x8A01 +#define GL_VERTEX_ATTRIB_MAP1_SIZE_APPLE 0x8A02 +#define GL_VERTEX_ATTRIB_MAP1_COEFF_APPLE 0x8A03 +#define GL_VERTEX_ATTRIB_MAP1_ORDER_APPLE 0x8A04 +#define GL_VERTEX_ATTRIB_MAP1_DOMAIN_APPLE 0x8A05 +#define GL_VERTEX_ATTRIB_MAP2_SIZE_APPLE 0x8A06 +#define GL_VERTEX_ATTRIB_MAP2_COEFF_APPLE 0x8A07 +#define GL_VERTEX_ATTRIB_MAP2_ORDER_APPLE 0x8A08 +#define GL_VERTEX_ATTRIB_MAP2_DOMAIN_APPLE 0x8A09 +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBAPPLEPROC) (GLuint index, GLenum pname); +typedef GLboolean (APIENTRYP PFNGLISVERTEXATTRIBENABLEDAPPLEPROC) (GLuint index, GLenum pname); +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB1DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB1FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB2DAPPLEPROC) (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); +typedef void (APIENTRYP PFNGLMAPVERTEXATTRIB2FAPPLEPROC) (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glEnableVertexAttribAPPLE (GLuint index, GLenum pname); +GLAPI void APIENTRY glDisableVertexAttribAPPLE (GLuint index, GLenum pname); +GLAPI GLboolean APIENTRY glIsVertexAttribEnabledAPPLE (GLuint index, GLenum pname); +GLAPI void APIENTRY glMapVertexAttrib1dAPPLE (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint stride, GLint order, const GLdouble *points); +GLAPI void APIENTRY glMapVertexAttrib1fAPPLE (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint stride, GLint order, const GLfloat *points); +GLAPI void APIENTRY glMapVertexAttrib2dAPPLE (GLuint index, GLuint size, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, const GLdouble *points); +GLAPI void APIENTRY glMapVertexAttrib2fAPPLE (GLuint index, GLuint size, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, const GLfloat *points); +#endif +#endif /* GL_APPLE_vertex_program_evaluators */ + +#ifndef GL_APPLE_ycbcr_422 +#define GL_APPLE_ycbcr_422 1 +#define GL_YCBCR_422_APPLE 0x85B9 +#endif /* GL_APPLE_ycbcr_422 */ + +#ifndef GL_ATI_draw_buffers +#define GL_ATI_draw_buffers 1 +#define GL_MAX_DRAW_BUFFERS_ATI 0x8824 +#define GL_DRAW_BUFFER0_ATI 0x8825 +#define GL_DRAW_BUFFER1_ATI 0x8826 +#define GL_DRAW_BUFFER2_ATI 0x8827 +#define GL_DRAW_BUFFER3_ATI 0x8828 +#define GL_DRAW_BUFFER4_ATI 0x8829 +#define GL_DRAW_BUFFER5_ATI 0x882A +#define GL_DRAW_BUFFER6_ATI 0x882B +#define GL_DRAW_BUFFER7_ATI 0x882C +#define GL_DRAW_BUFFER8_ATI 0x882D +#define GL_DRAW_BUFFER9_ATI 0x882E +#define GL_DRAW_BUFFER10_ATI 0x882F +#define GL_DRAW_BUFFER11_ATI 0x8830 +#define GL_DRAW_BUFFER12_ATI 0x8831 +#define GL_DRAW_BUFFER13_ATI 0x8832 +#define GL_DRAW_BUFFER14_ATI 0x8833 +#define GL_DRAW_BUFFER15_ATI 0x8834 +typedef void (APIENTRYP PFNGLDRAWBUFFERSATIPROC) (GLsizei n, const GLenum *bufs); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawBuffersATI (GLsizei n, const GLenum *bufs); +#endif +#endif /* GL_ATI_draw_buffers */ + +#ifndef GL_ATI_element_array +#define GL_ATI_element_array 1 +#define GL_ELEMENT_ARRAY_ATI 0x8768 +#define GL_ELEMENT_ARRAY_TYPE_ATI 0x8769 +#define GL_ELEMENT_ARRAY_POINTER_ATI 0x876A +typedef void (APIENTRYP PFNGLELEMENTPOINTERATIPROC) (GLenum type, const void *pointer); +typedef void (APIENTRYP PFNGLDRAWELEMENTARRAYATIPROC) (GLenum mode, GLsizei count); +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTARRAYATIPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glElementPointerATI (GLenum type, const void *pointer); +GLAPI void APIENTRY glDrawElementArrayATI (GLenum mode, GLsizei count); +GLAPI void APIENTRY glDrawRangeElementArrayATI (GLenum mode, GLuint start, GLuint end, GLsizei count); +#endif +#endif /* GL_ATI_element_array */ + +#ifndef GL_ATI_envmap_bumpmap +#define GL_ATI_envmap_bumpmap 1 +#define GL_BUMP_ROT_MATRIX_ATI 0x8775 +#define GL_BUMP_ROT_MATRIX_SIZE_ATI 0x8776 +#define GL_BUMP_NUM_TEX_UNITS_ATI 0x8777 +#define GL_BUMP_TEX_UNITS_ATI 0x8778 +#define GL_DUDV_ATI 0x8779 +#define GL_DU8DV8_ATI 0x877A +#define GL_BUMP_ENVMAP_ATI 0x877B +#define GL_BUMP_TARGET_ATI 0x877C +typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERIVATIPROC) (GLenum pname, const GLint *param); +typedef void (APIENTRYP PFNGLTEXBUMPPARAMETERFVATIPROC) (GLenum pname, const GLfloat *param); +typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERIVATIPROC) (GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETTEXBUMPPARAMETERFVATIPROC) (GLenum pname, GLfloat *param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexBumpParameterivATI (GLenum pname, const GLint *param); +GLAPI void APIENTRY glTexBumpParameterfvATI (GLenum pname, const GLfloat *param); +GLAPI void APIENTRY glGetTexBumpParameterivATI (GLenum pname, GLint *param); +GLAPI void APIENTRY glGetTexBumpParameterfvATI (GLenum pname, GLfloat *param); +#endif +#endif /* GL_ATI_envmap_bumpmap */ + +#ifndef GL_ATI_fragment_shader +#define GL_ATI_fragment_shader 1 +#define GL_FRAGMENT_SHADER_ATI 0x8920 +#define GL_REG_0_ATI 0x8921 +#define GL_REG_1_ATI 0x8922 +#define GL_REG_2_ATI 0x8923 +#define GL_REG_3_ATI 0x8924 +#define GL_REG_4_ATI 0x8925 +#define GL_REG_5_ATI 0x8926 +#define GL_REG_6_ATI 0x8927 +#define GL_REG_7_ATI 0x8928 +#define GL_REG_8_ATI 0x8929 +#define GL_REG_9_ATI 0x892A +#define GL_REG_10_ATI 0x892B +#define GL_REG_11_ATI 0x892C +#define GL_REG_12_ATI 0x892D +#define GL_REG_13_ATI 0x892E +#define GL_REG_14_ATI 0x892F +#define GL_REG_15_ATI 0x8930 +#define GL_REG_16_ATI 0x8931 +#define GL_REG_17_ATI 0x8932 +#define GL_REG_18_ATI 0x8933 +#define GL_REG_19_ATI 0x8934 +#define GL_REG_20_ATI 0x8935 +#define GL_REG_21_ATI 0x8936 +#define GL_REG_22_ATI 0x8937 +#define GL_REG_23_ATI 0x8938 +#define GL_REG_24_ATI 0x8939 +#define GL_REG_25_ATI 0x893A +#define GL_REG_26_ATI 0x893B +#define GL_REG_27_ATI 0x893C +#define GL_REG_28_ATI 0x893D +#define GL_REG_29_ATI 0x893E +#define GL_REG_30_ATI 0x893F +#define GL_REG_31_ATI 0x8940 +#define GL_CON_0_ATI 0x8941 +#define GL_CON_1_ATI 0x8942 +#define GL_CON_2_ATI 0x8943 +#define GL_CON_3_ATI 0x8944 +#define GL_CON_4_ATI 0x8945 +#define GL_CON_5_ATI 0x8946 +#define GL_CON_6_ATI 0x8947 +#define GL_CON_7_ATI 0x8948 +#define GL_CON_8_ATI 0x8949 +#define GL_CON_9_ATI 0x894A +#define GL_CON_10_ATI 0x894B +#define GL_CON_11_ATI 0x894C +#define GL_CON_12_ATI 0x894D +#define GL_CON_13_ATI 0x894E +#define GL_CON_14_ATI 0x894F +#define GL_CON_15_ATI 0x8950 +#define GL_CON_16_ATI 0x8951 +#define GL_CON_17_ATI 0x8952 +#define GL_CON_18_ATI 0x8953 +#define GL_CON_19_ATI 0x8954 +#define GL_CON_20_ATI 0x8955 +#define GL_CON_21_ATI 0x8956 +#define GL_CON_22_ATI 0x8957 +#define GL_CON_23_ATI 0x8958 +#define GL_CON_24_ATI 0x8959 +#define GL_CON_25_ATI 0x895A +#define GL_CON_26_ATI 0x895B +#define GL_CON_27_ATI 0x895C +#define GL_CON_28_ATI 0x895D +#define GL_CON_29_ATI 0x895E +#define GL_CON_30_ATI 0x895F +#define GL_CON_31_ATI 0x8960 +#define GL_MOV_ATI 0x8961 +#define GL_ADD_ATI 0x8963 +#define GL_MUL_ATI 0x8964 +#define GL_SUB_ATI 0x8965 +#define GL_DOT3_ATI 0x8966 +#define GL_DOT4_ATI 0x8967 +#define GL_MAD_ATI 0x8968 +#define GL_LERP_ATI 0x8969 +#define GL_CND_ATI 0x896A +#define GL_CND0_ATI 0x896B +#define GL_DOT2_ADD_ATI 0x896C +#define GL_SECONDARY_INTERPOLATOR_ATI 0x896D +#define GL_NUM_FRAGMENT_REGISTERS_ATI 0x896E +#define GL_NUM_FRAGMENT_CONSTANTS_ATI 0x896F +#define GL_NUM_PASSES_ATI 0x8970 +#define GL_NUM_INSTRUCTIONS_PER_PASS_ATI 0x8971 +#define GL_NUM_INSTRUCTIONS_TOTAL_ATI 0x8972 +#define GL_NUM_INPUT_INTERPOLATOR_COMPONENTS_ATI 0x8973 +#define GL_NUM_LOOPBACK_COMPONENTS_ATI 0x8974 +#define GL_COLOR_ALPHA_PAIRING_ATI 0x8975 +#define GL_SWIZZLE_STR_ATI 0x8976 +#define GL_SWIZZLE_STQ_ATI 0x8977 +#define GL_SWIZZLE_STR_DR_ATI 0x8978 +#define GL_SWIZZLE_STQ_DQ_ATI 0x8979 +#define GL_SWIZZLE_STRQ_ATI 0x897A +#define GL_SWIZZLE_STRQ_DQ_ATI 0x897B +#define GL_RED_BIT_ATI 0x00000001 +#define GL_GREEN_BIT_ATI 0x00000002 +#define GL_BLUE_BIT_ATI 0x00000004 +#define GL_2X_BIT_ATI 0x00000001 +#define GL_4X_BIT_ATI 0x00000002 +#define GL_8X_BIT_ATI 0x00000004 +#define GL_HALF_BIT_ATI 0x00000008 +#define GL_QUARTER_BIT_ATI 0x00000010 +#define GL_EIGHTH_BIT_ATI 0x00000020 +#define GL_SATURATE_BIT_ATI 0x00000040 +#define GL_COMP_BIT_ATI 0x00000002 +#define GL_NEGATE_BIT_ATI 0x00000004 +#define GL_BIAS_BIT_ATI 0x00000008 +typedef GLuint (APIENTRYP PFNGLGENFRAGMENTSHADERSATIPROC) (GLuint range); +typedef void (APIENTRYP PFNGLBINDFRAGMENTSHADERATIPROC) (GLuint id); +typedef void (APIENTRYP PFNGLDELETEFRAGMENTSHADERATIPROC) (GLuint id); +typedef void (APIENTRYP PFNGLBEGINFRAGMENTSHADERATIPROC) (void); +typedef void (APIENTRYP PFNGLENDFRAGMENTSHADERATIPROC) (void); +typedef void (APIENTRYP PFNGLPASSTEXCOORDATIPROC) (GLuint dst, GLuint coord, GLenum swizzle); +typedef void (APIENTRYP PFNGLSAMPLEMAPATIPROC) (GLuint dst, GLuint interp, GLenum swizzle); +typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +typedef void (APIENTRYP PFNGLCOLORFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP1ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP2ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +typedef void (APIENTRYP PFNGLALPHAFRAGMENTOP3ATIPROC) (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +typedef void (APIENTRYP PFNGLSETFRAGMENTSHADERCONSTANTATIPROC) (GLuint dst, const GLfloat *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint APIENTRY glGenFragmentShadersATI (GLuint range); +GLAPI void APIENTRY glBindFragmentShaderATI (GLuint id); +GLAPI void APIENTRY glDeleteFragmentShaderATI (GLuint id); +GLAPI void APIENTRY glBeginFragmentShaderATI (void); +GLAPI void APIENTRY glEndFragmentShaderATI (void); +GLAPI void APIENTRY glPassTexCoordATI (GLuint dst, GLuint coord, GLenum swizzle); +GLAPI void APIENTRY glSampleMapATI (GLuint dst, GLuint interp, GLenum swizzle); +GLAPI void APIENTRY glColorFragmentOp1ATI (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +GLAPI void APIENTRY glColorFragmentOp2ATI (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +GLAPI void APIENTRY glColorFragmentOp3ATI (GLenum op, GLuint dst, GLuint dstMask, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +GLAPI void APIENTRY glAlphaFragmentOp1ATI (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod); +GLAPI void APIENTRY glAlphaFragmentOp2ATI (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod); +GLAPI void APIENTRY glAlphaFragmentOp3ATI (GLenum op, GLuint dst, GLuint dstMod, GLuint arg1, GLuint arg1Rep, GLuint arg1Mod, GLuint arg2, GLuint arg2Rep, GLuint arg2Mod, GLuint arg3, GLuint arg3Rep, GLuint arg3Mod); +GLAPI void APIENTRY glSetFragmentShaderConstantATI (GLuint dst, const GLfloat *value); +#endif +#endif /* GL_ATI_fragment_shader */ + +#ifndef GL_ATI_map_object_buffer +#define GL_ATI_map_object_buffer 1 +typedef void *(APIENTRYP PFNGLMAPOBJECTBUFFERATIPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLUNMAPOBJECTBUFFERATIPROC) (GLuint buffer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void *APIENTRY glMapObjectBufferATI (GLuint buffer); +GLAPI void APIENTRY glUnmapObjectBufferATI (GLuint buffer); +#endif +#endif /* GL_ATI_map_object_buffer */ + +#ifndef GL_ATI_meminfo +#define GL_ATI_meminfo 1 +#define GL_VBO_FREE_MEMORY_ATI 0x87FB +#define GL_TEXTURE_FREE_MEMORY_ATI 0x87FC +#define GL_RENDERBUFFER_FREE_MEMORY_ATI 0x87FD +#endif /* GL_ATI_meminfo */ + +#ifndef GL_ATI_pixel_format_float +#define GL_ATI_pixel_format_float 1 +#define GL_RGBA_FLOAT_MODE_ATI 0x8820 +#define GL_COLOR_CLEAR_UNCLAMPED_VALUE_ATI 0x8835 +#endif /* GL_ATI_pixel_format_float */ + +#ifndef GL_ATI_pn_triangles +#define GL_ATI_pn_triangles 1 +#define GL_PN_TRIANGLES_ATI 0x87F0 +#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1 +#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2 +#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3 +#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4 +#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5 +#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6 +#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7 +#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8 +typedef void (APIENTRYP PFNGLPNTRIANGLESIATIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPNTRIANGLESFATIPROC) (GLenum pname, GLfloat param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPNTrianglesiATI (GLenum pname, GLint param); +GLAPI void APIENTRY glPNTrianglesfATI (GLenum pname, GLfloat param); +#endif +#endif /* GL_ATI_pn_triangles */ + +#ifndef GL_ATI_separate_stencil +#define GL_ATI_separate_stencil 1 +#define GL_STENCIL_BACK_FUNC_ATI 0x8800 +#define GL_STENCIL_BACK_FAIL_ATI 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL_ATI 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS_ATI 0x8803 +typedef void (APIENTRYP PFNGLSTENCILOPSEPARATEATIPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (APIENTRYP PFNGLSTENCILFUNCSEPARATEATIPROC) (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glStencilOpSeparateATI (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GLAPI void APIENTRY glStencilFuncSeparateATI (GLenum frontfunc, GLenum backfunc, GLint ref, GLuint mask); +#endif +#endif /* GL_ATI_separate_stencil */ + +#ifndef GL_ATI_text_fragment_shader +#define GL_ATI_text_fragment_shader 1 +#define GL_TEXT_FRAGMENT_SHADER_ATI 0x8200 +#endif /* GL_ATI_text_fragment_shader */ + +#ifndef GL_ATI_texture_env_combine3 +#define GL_ATI_texture_env_combine3 1 +#define GL_MODULATE_ADD_ATI 0x8744 +#define GL_MODULATE_SIGNED_ADD_ATI 0x8745 +#define GL_MODULATE_SUBTRACT_ATI 0x8746 +#endif /* GL_ATI_texture_env_combine3 */ + +#ifndef GL_ATI_texture_float +#define GL_ATI_texture_float 1 +#define GL_RGBA_FLOAT32_ATI 0x8814 +#define GL_RGB_FLOAT32_ATI 0x8815 +#define GL_ALPHA_FLOAT32_ATI 0x8816 +#define GL_INTENSITY_FLOAT32_ATI 0x8817 +#define GL_LUMINANCE_FLOAT32_ATI 0x8818 +#define GL_LUMINANCE_ALPHA_FLOAT32_ATI 0x8819 +#define GL_RGBA_FLOAT16_ATI 0x881A +#define GL_RGB_FLOAT16_ATI 0x881B +#define GL_ALPHA_FLOAT16_ATI 0x881C +#define GL_INTENSITY_FLOAT16_ATI 0x881D +#define GL_LUMINANCE_FLOAT16_ATI 0x881E +#define GL_LUMINANCE_ALPHA_FLOAT16_ATI 0x881F +#endif /* GL_ATI_texture_float */ + +#ifndef GL_ATI_texture_mirror_once +#define GL_ATI_texture_mirror_once 1 +#define GL_MIRROR_CLAMP_ATI 0x8742 +#define GL_MIRROR_CLAMP_TO_EDGE_ATI 0x8743 +#endif /* GL_ATI_texture_mirror_once */ + +#ifndef GL_ATI_vertex_array_object +#define GL_ATI_vertex_array_object 1 +#define GL_STATIC_ATI 0x8760 +#define GL_DYNAMIC_ATI 0x8761 +#define GL_PRESERVE_ATI 0x8762 +#define GL_DISCARD_ATI 0x8763 +#define GL_OBJECT_BUFFER_SIZE_ATI 0x8764 +#define GL_OBJECT_BUFFER_USAGE_ATI 0x8765 +#define GL_ARRAY_OBJECT_BUFFER_ATI 0x8766 +#define GL_ARRAY_OBJECT_OFFSET_ATI 0x8767 +typedef GLuint (APIENTRYP PFNGLNEWOBJECTBUFFERATIPROC) (GLsizei size, const void *pointer, GLenum usage); +typedef GLboolean (APIENTRYP PFNGLISOBJECTBUFFERATIPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLUPDATEOBJECTBUFFERATIPROC) (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve); +typedef void (APIENTRYP PFNGLGETOBJECTBUFFERFVATIPROC) (GLuint buffer, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETOBJECTBUFFERIVATIPROC) (GLuint buffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLFREEOBJECTBUFFERATIPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLARRAYOBJECTATIPROC) (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +typedef void (APIENTRYP PFNGLGETARRAYOBJECTFVATIPROC) (GLenum array, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETARRAYOBJECTIVATIPROC) (GLenum array, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLVARIANTARRAYOBJECTATIPROC) (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTFVATIPROC) (GLuint id, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVARIANTARRAYOBJECTIVATIPROC) (GLuint id, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint APIENTRY glNewObjectBufferATI (GLsizei size, const void *pointer, GLenum usage); +GLAPI GLboolean APIENTRY glIsObjectBufferATI (GLuint buffer); +GLAPI void APIENTRY glUpdateObjectBufferATI (GLuint buffer, GLuint offset, GLsizei size, const void *pointer, GLenum preserve); +GLAPI void APIENTRY glGetObjectBufferfvATI (GLuint buffer, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetObjectBufferivATI (GLuint buffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glFreeObjectBufferATI (GLuint buffer); +GLAPI void APIENTRY glArrayObjectATI (GLenum array, GLint size, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +GLAPI void APIENTRY glGetArrayObjectfvATI (GLenum array, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetArrayObjectivATI (GLenum array, GLenum pname, GLint *params); +GLAPI void APIENTRY glVariantArrayObjectATI (GLuint id, GLenum type, GLsizei stride, GLuint buffer, GLuint offset); +GLAPI void APIENTRY glGetVariantArrayObjectfvATI (GLuint id, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVariantArrayObjectivATI (GLuint id, GLenum pname, GLint *params); +#endif +#endif /* GL_ATI_vertex_array_object */ + +#ifndef GL_ATI_vertex_attrib_array_object +#define GL_ATI_vertex_attrib_array_object 1 +typedef void (APIENTRYP PFNGLVERTEXATTRIBARRAYOBJECTATIPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTFVATIPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBARRAYOBJECTIVATIPROC) (GLuint index, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttribArrayObjectATI (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLuint buffer, GLuint offset); +GLAPI void APIENTRY glGetVertexAttribArrayObjectfvATI (GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVertexAttribArrayObjectivATI (GLuint index, GLenum pname, GLint *params); +#endif +#endif /* GL_ATI_vertex_attrib_array_object */ + +#ifndef GL_ATI_vertex_streams +#define GL_ATI_vertex_streams 1 +#define GL_MAX_VERTEX_STREAMS_ATI 0x876B +#define GL_VERTEX_STREAM0_ATI 0x876C +#define GL_VERTEX_STREAM1_ATI 0x876D +#define GL_VERTEX_STREAM2_ATI 0x876E +#define GL_VERTEX_STREAM3_ATI 0x876F +#define GL_VERTEX_STREAM4_ATI 0x8770 +#define GL_VERTEX_STREAM5_ATI 0x8771 +#define GL_VERTEX_STREAM6_ATI 0x8772 +#define GL_VERTEX_STREAM7_ATI 0x8773 +#define GL_VERTEX_SOURCE_ATI 0x8774 +typedef void (APIENTRYP PFNGLVERTEXSTREAM1SATIPROC) (GLenum stream, GLshort x); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1IATIPROC) (GLenum stream, GLint x); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1FATIPROC) (GLenum stream, GLfloat x); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1DATIPROC) (GLenum stream, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXSTREAM1DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2SATIPROC) (GLenum stream, GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2IATIPROC) (GLenum stream, GLint x, GLint y); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2FATIPROC) (GLenum stream, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2DATIPROC) (GLenum stream, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXSTREAM2DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3IATIPROC) (GLenum stream, GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4SATIPROC) (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4IATIPROC) (GLenum stream, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4FATIPROC) (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4DATIPROC) (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXSTREAM4DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (APIENTRYP PFNGLNORMALSTREAM3BATIPROC) (GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz); +typedef void (APIENTRYP PFNGLNORMALSTREAM3BVATIPROC) (GLenum stream, const GLbyte *coords); +typedef void (APIENTRYP PFNGLNORMALSTREAM3SATIPROC) (GLenum stream, GLshort nx, GLshort ny, GLshort nz); +typedef void (APIENTRYP PFNGLNORMALSTREAM3SVATIPROC) (GLenum stream, const GLshort *coords); +typedef void (APIENTRYP PFNGLNORMALSTREAM3IATIPROC) (GLenum stream, GLint nx, GLint ny, GLint nz); +typedef void (APIENTRYP PFNGLNORMALSTREAM3IVATIPROC) (GLenum stream, const GLint *coords); +typedef void (APIENTRYP PFNGLNORMALSTREAM3FATIPROC) (GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz); +typedef void (APIENTRYP PFNGLNORMALSTREAM3FVATIPROC) (GLenum stream, const GLfloat *coords); +typedef void (APIENTRYP PFNGLNORMALSTREAM3DATIPROC) (GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz); +typedef void (APIENTRYP PFNGLNORMALSTREAM3DVATIPROC) (GLenum stream, const GLdouble *coords); +typedef void (APIENTRYP PFNGLCLIENTACTIVEVERTEXSTREAMATIPROC) (GLenum stream); +typedef void (APIENTRYP PFNGLVERTEXBLENDENVIATIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLVERTEXBLENDENVFATIPROC) (GLenum pname, GLfloat param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexStream1sATI (GLenum stream, GLshort x); +GLAPI void APIENTRY glVertexStream1svATI (GLenum stream, const GLshort *coords); +GLAPI void APIENTRY glVertexStream1iATI (GLenum stream, GLint x); +GLAPI void APIENTRY glVertexStream1ivATI (GLenum stream, const GLint *coords); +GLAPI void APIENTRY glVertexStream1fATI (GLenum stream, GLfloat x); +GLAPI void APIENTRY glVertexStream1fvATI (GLenum stream, const GLfloat *coords); +GLAPI void APIENTRY glVertexStream1dATI (GLenum stream, GLdouble x); +GLAPI void APIENTRY glVertexStream1dvATI (GLenum stream, const GLdouble *coords); +GLAPI void APIENTRY glVertexStream2sATI (GLenum stream, GLshort x, GLshort y); +GLAPI void APIENTRY glVertexStream2svATI (GLenum stream, const GLshort *coords); +GLAPI void APIENTRY glVertexStream2iATI (GLenum stream, GLint x, GLint y); +GLAPI void APIENTRY glVertexStream2ivATI (GLenum stream, const GLint *coords); +GLAPI void APIENTRY glVertexStream2fATI (GLenum stream, GLfloat x, GLfloat y); +GLAPI void APIENTRY glVertexStream2fvATI (GLenum stream, const GLfloat *coords); +GLAPI void APIENTRY glVertexStream2dATI (GLenum stream, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexStream2dvATI (GLenum stream, const GLdouble *coords); +GLAPI void APIENTRY glVertexStream3sATI (GLenum stream, GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glVertexStream3svATI (GLenum stream, const GLshort *coords); +GLAPI void APIENTRY glVertexStream3iATI (GLenum stream, GLint x, GLint y, GLint z); +GLAPI void APIENTRY glVertexStream3ivATI (GLenum stream, const GLint *coords); +GLAPI void APIENTRY glVertexStream3fATI (GLenum stream, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glVertexStream3fvATI (GLenum stream, const GLfloat *coords); +GLAPI void APIENTRY glVertexStream3dATI (GLenum stream, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexStream3dvATI (GLenum stream, const GLdouble *coords); +GLAPI void APIENTRY glVertexStream4sATI (GLenum stream, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glVertexStream4svATI (GLenum stream, const GLshort *coords); +GLAPI void APIENTRY glVertexStream4iATI (GLenum stream, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glVertexStream4ivATI (GLenum stream, const GLint *coords); +GLAPI void APIENTRY glVertexStream4fATI (GLenum stream, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glVertexStream4fvATI (GLenum stream, const GLfloat *coords); +GLAPI void APIENTRY glVertexStream4dATI (GLenum stream, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexStream4dvATI (GLenum stream, const GLdouble *coords); +GLAPI void APIENTRY glNormalStream3bATI (GLenum stream, GLbyte nx, GLbyte ny, GLbyte nz); +GLAPI void APIENTRY glNormalStream3bvATI (GLenum stream, const GLbyte *coords); +GLAPI void APIENTRY glNormalStream3sATI (GLenum stream, GLshort nx, GLshort ny, GLshort nz); +GLAPI void APIENTRY glNormalStream3svATI (GLenum stream, const GLshort *coords); +GLAPI void APIENTRY glNormalStream3iATI (GLenum stream, GLint nx, GLint ny, GLint nz); +GLAPI void APIENTRY glNormalStream3ivATI (GLenum stream, const GLint *coords); +GLAPI void APIENTRY glNormalStream3fATI (GLenum stream, GLfloat nx, GLfloat ny, GLfloat nz); +GLAPI void APIENTRY glNormalStream3fvATI (GLenum stream, const GLfloat *coords); +GLAPI void APIENTRY glNormalStream3dATI (GLenum stream, GLdouble nx, GLdouble ny, GLdouble nz); +GLAPI void APIENTRY glNormalStream3dvATI (GLenum stream, const GLdouble *coords); +GLAPI void APIENTRY glClientActiveVertexStreamATI (GLenum stream); +GLAPI void APIENTRY glVertexBlendEnviATI (GLenum pname, GLint param); +GLAPI void APIENTRY glVertexBlendEnvfATI (GLenum pname, GLfloat param); +#endif +#endif /* GL_ATI_vertex_streams */ + +#ifndef GL_EXT_422_pixels +#define GL_EXT_422_pixels 1 +#define GL_422_EXT 0x80CC +#define GL_422_REV_EXT 0x80CD +#define GL_422_AVERAGE_EXT 0x80CE +#define GL_422_REV_AVERAGE_EXT 0x80CF +#endif /* GL_EXT_422_pixels */ + +#ifndef GL_EXT_EGL_image_storage +#define GL_EXT_EGL_image_storage 1 +typedef void *GLeglImageOES; +typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC) (GLenum target, GLeglImageOES image, const GLint* attrib_list); +typedef void (APIENTRYP PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC) (GLuint texture, GLeglImageOES image, const GLint* attrib_list); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glEGLImageTargetTexStorageEXT (GLenum target, GLeglImageOES image, const GLint* attrib_list); +GLAPI void APIENTRY glEGLImageTargetTextureStorageEXT (GLuint texture, GLeglImageOES image, const GLint* attrib_list); +#endif +#endif /* GL_EXT_EGL_image_storage */ + +#ifndef GL_EXT_EGL_sync +#define GL_EXT_EGL_sync 1 +#endif /* GL_EXT_EGL_sync */ + +#ifndef GL_EXT_abgr +#define GL_EXT_abgr 1 +#define GL_ABGR_EXT 0x8000 +#endif /* GL_EXT_abgr */ + +#ifndef GL_EXT_bgra +#define GL_EXT_bgra 1 +#define GL_BGR_EXT 0x80E0 +#define GL_BGRA_EXT 0x80E1 +#endif /* GL_EXT_bgra */ + +#ifndef GL_EXT_bindable_uniform +#define GL_EXT_bindable_uniform 1 +#define GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT 0x8DE2 +#define GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT 0x8DE3 +#define GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT 0x8DE4 +#define GL_MAX_BINDABLE_UNIFORM_SIZE_EXT 0x8DED +#define GL_UNIFORM_BUFFER_EXT 0x8DEE +#define GL_UNIFORM_BUFFER_BINDING_EXT 0x8DEF +typedef void (APIENTRYP PFNGLUNIFORMBUFFEREXTPROC) (GLuint program, GLint location, GLuint buffer); +typedef GLint (APIENTRYP PFNGLGETUNIFORMBUFFERSIZEEXTPROC) (GLuint program, GLint location); +typedef GLintptr (APIENTRYP PFNGLGETUNIFORMOFFSETEXTPROC) (GLuint program, GLint location); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUniformBufferEXT (GLuint program, GLint location, GLuint buffer); +GLAPI GLint APIENTRY glGetUniformBufferSizeEXT (GLuint program, GLint location); +GLAPI GLintptr APIENTRY glGetUniformOffsetEXT (GLuint program, GLint location); +#endif +#endif /* GL_EXT_bindable_uniform */ + +#ifndef GL_EXT_blend_color +#define GL_EXT_blend_color 1 +#define GL_CONSTANT_COLOR_EXT 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR_EXT 0x8002 +#define GL_CONSTANT_ALPHA_EXT 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA_EXT 0x8004 +#define GL_BLEND_COLOR_EXT 0x8005 +typedef void (APIENTRYP PFNGLBLENDCOLOREXTPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendColorEXT (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +#endif +#endif /* GL_EXT_blend_color */ + +#ifndef GL_EXT_blend_equation_separate +#define GL_EXT_blend_equation_separate 1 +#define GL_BLEND_EQUATION_RGB_EXT 0x8009 +#define GL_BLEND_EQUATION_ALPHA_EXT 0x883D +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEEXTPROC) (GLenum modeRGB, GLenum modeAlpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparateEXT (GLenum modeRGB, GLenum modeAlpha); +#endif +#endif /* GL_EXT_blend_equation_separate */ + +#ifndef GL_EXT_blend_func_separate +#define GL_EXT_blend_func_separate 1 +#define GL_BLEND_DST_RGB_EXT 0x80C8 +#define GL_BLEND_SRC_RGB_EXT 0x80C9 +#define GL_BLEND_DST_ALPHA_EXT 0x80CA +#define GL_BLEND_SRC_ALPHA_EXT 0x80CB +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEEXTPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparateEXT (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +#endif +#endif /* GL_EXT_blend_func_separate */ + +#ifndef GL_EXT_blend_logic_op +#define GL_EXT_blend_logic_op 1 +#endif /* GL_EXT_blend_logic_op */ + +#ifndef GL_EXT_blend_minmax +#define GL_EXT_blend_minmax 1 +#define GL_MIN_EXT 0x8007 +#define GL_MAX_EXT 0x8008 +#define GL_FUNC_ADD_EXT 0x8006 +#define GL_BLEND_EQUATION_EXT 0x8009 +typedef void (APIENTRYP PFNGLBLENDEQUATIONEXTPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationEXT (GLenum mode); +#endif +#endif /* GL_EXT_blend_minmax */ + +#ifndef GL_EXT_blend_subtract +#define GL_EXT_blend_subtract 1 +#define GL_FUNC_SUBTRACT_EXT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT_EXT 0x800B +#endif /* GL_EXT_blend_subtract */ + +#ifndef GL_EXT_clip_volume_hint +#define GL_EXT_clip_volume_hint 1 +#define GL_CLIP_VOLUME_CLIPPING_HINT_EXT 0x80F0 +#endif /* GL_EXT_clip_volume_hint */ + +#ifndef GL_EXT_cmyka +#define GL_EXT_cmyka 1 +#define GL_CMYK_EXT 0x800C +#define GL_CMYKA_EXT 0x800D +#define GL_PACK_CMYK_HINT_EXT 0x800E +#define GL_UNPACK_CMYK_HINT_EXT 0x800F +#endif /* GL_EXT_cmyka */ + +#ifndef GL_EXT_color_subtable +#define GL_EXT_color_subtable 1 +typedef void (APIENTRYP PFNGLCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCOPYCOLORSUBTABLEEXTPROC) (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorSubTableEXT (GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glCopyColorSubTableEXT (GLenum target, GLsizei start, GLint x, GLint y, GLsizei width); +#endif +#endif /* GL_EXT_color_subtable */ + +#ifndef GL_EXT_compiled_vertex_array +#define GL_EXT_compiled_vertex_array 1 +#define GL_ARRAY_ELEMENT_LOCK_FIRST_EXT 0x81A8 +#define GL_ARRAY_ELEMENT_LOCK_COUNT_EXT 0x81A9 +typedef void (APIENTRYP PFNGLLOCKARRAYSEXTPROC) (GLint first, GLsizei count); +typedef void (APIENTRYP PFNGLUNLOCKARRAYSEXTPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glLockArraysEXT (GLint first, GLsizei count); +GLAPI void APIENTRY glUnlockArraysEXT (void); +#endif +#endif /* GL_EXT_compiled_vertex_array */ + +#ifndef GL_EXT_convolution +#define GL_EXT_convolution 1 +#define GL_CONVOLUTION_1D_EXT 0x8010 +#define GL_CONVOLUTION_2D_EXT 0x8011 +#define GL_SEPARABLE_2D_EXT 0x8012 +#define GL_CONVOLUTION_BORDER_MODE_EXT 0x8013 +#define GL_CONVOLUTION_FILTER_SCALE_EXT 0x8014 +#define GL_CONVOLUTION_FILTER_BIAS_EXT 0x8015 +#define GL_REDUCE_EXT 0x8016 +#define GL_CONVOLUTION_FORMAT_EXT 0x8017 +#define GL_CONVOLUTION_WIDTH_EXT 0x8018 +#define GL_CONVOLUTION_HEIGHT_EXT 0x8019 +#define GL_MAX_CONVOLUTION_WIDTH_EXT 0x801A +#define GL_MAX_CONVOLUTION_HEIGHT_EXT 0x801B +#define GL_POST_CONVOLUTION_RED_SCALE_EXT 0x801C +#define GL_POST_CONVOLUTION_GREEN_SCALE_EXT 0x801D +#define GL_POST_CONVOLUTION_BLUE_SCALE_EXT 0x801E +#define GL_POST_CONVOLUTION_ALPHA_SCALE_EXT 0x801F +#define GL_POST_CONVOLUTION_RED_BIAS_EXT 0x8020 +#define GL_POST_CONVOLUTION_GREEN_BIAS_EXT 0x8021 +#define GL_POST_CONVOLUTION_BLUE_BIAS_EXT 0x8022 +#define GL_POST_CONVOLUTION_ALPHA_BIAS_EXT 0x8023 +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +typedef void (APIENTRYP PFNGLCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint params); +typedef void (APIENTRYP PFNGLCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER1DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYCONVOLUTIONFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *image); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCONVOLUTIONPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSEPARABLEFILTEREXTPROC) (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +typedef void (APIENTRYP PFNGLSEPARABLEFILTER2DEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glConvolutionFilter1DEXT (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *image); +GLAPI void APIENTRY glConvolutionFilter2DEXT (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *image); +GLAPI void APIENTRY glConvolutionParameterfEXT (GLenum target, GLenum pname, GLfloat params); +GLAPI void APIENTRY glConvolutionParameterfvEXT (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glConvolutionParameteriEXT (GLenum target, GLenum pname, GLint params); +GLAPI void APIENTRY glConvolutionParameterivEXT (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glCopyConvolutionFilter1DEXT (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyConvolutionFilter2DEXT (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetConvolutionFilterEXT (GLenum target, GLenum format, GLenum type, void *image); +GLAPI void APIENTRY glGetConvolutionParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetConvolutionParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetSeparableFilterEXT (GLenum target, GLenum format, GLenum type, void *row, void *column, void *span); +GLAPI void APIENTRY glSeparableFilter2DEXT (GLenum target, GLenum internalformat, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *row, const void *column); +#endif +#endif /* GL_EXT_convolution */ + +#ifndef GL_EXT_coordinate_frame +#define GL_EXT_coordinate_frame 1 +#define GL_TANGENT_ARRAY_EXT 0x8439 +#define GL_BINORMAL_ARRAY_EXT 0x843A +#define GL_CURRENT_TANGENT_EXT 0x843B +#define GL_CURRENT_BINORMAL_EXT 0x843C +#define GL_TANGENT_ARRAY_TYPE_EXT 0x843E +#define GL_TANGENT_ARRAY_STRIDE_EXT 0x843F +#define GL_BINORMAL_ARRAY_TYPE_EXT 0x8440 +#define GL_BINORMAL_ARRAY_STRIDE_EXT 0x8441 +#define GL_TANGENT_ARRAY_POINTER_EXT 0x8442 +#define GL_BINORMAL_ARRAY_POINTER_EXT 0x8443 +#define GL_MAP1_TANGENT_EXT 0x8444 +#define GL_MAP2_TANGENT_EXT 0x8445 +#define GL_MAP1_BINORMAL_EXT 0x8446 +#define GL_MAP2_BINORMAL_EXT 0x8447 +typedef void (APIENTRYP PFNGLTANGENT3BEXTPROC) (GLbyte tx, GLbyte ty, GLbyte tz); +typedef void (APIENTRYP PFNGLTANGENT3BVEXTPROC) (const GLbyte *v); +typedef void (APIENTRYP PFNGLTANGENT3DEXTPROC) (GLdouble tx, GLdouble ty, GLdouble tz); +typedef void (APIENTRYP PFNGLTANGENT3DVEXTPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLTANGENT3FEXTPROC) (GLfloat tx, GLfloat ty, GLfloat tz); +typedef void (APIENTRYP PFNGLTANGENT3FVEXTPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLTANGENT3IEXTPROC) (GLint tx, GLint ty, GLint tz); +typedef void (APIENTRYP PFNGLTANGENT3IVEXTPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLTANGENT3SEXTPROC) (GLshort tx, GLshort ty, GLshort tz); +typedef void (APIENTRYP PFNGLTANGENT3SVEXTPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLBINORMAL3BEXTPROC) (GLbyte bx, GLbyte by, GLbyte bz); +typedef void (APIENTRYP PFNGLBINORMAL3BVEXTPROC) (const GLbyte *v); +typedef void (APIENTRYP PFNGLBINORMAL3DEXTPROC) (GLdouble bx, GLdouble by, GLdouble bz); +typedef void (APIENTRYP PFNGLBINORMAL3DVEXTPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLBINORMAL3FEXTPROC) (GLfloat bx, GLfloat by, GLfloat bz); +typedef void (APIENTRYP PFNGLBINORMAL3FVEXTPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLBINORMAL3IEXTPROC) (GLint bx, GLint by, GLint bz); +typedef void (APIENTRYP PFNGLBINORMAL3IVEXTPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLBINORMAL3SEXTPROC) (GLshort bx, GLshort by, GLshort bz); +typedef void (APIENTRYP PFNGLBINORMAL3SVEXTPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLTANGENTPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLBINORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTangent3bEXT (GLbyte tx, GLbyte ty, GLbyte tz); +GLAPI void APIENTRY glTangent3bvEXT (const GLbyte *v); +GLAPI void APIENTRY glTangent3dEXT (GLdouble tx, GLdouble ty, GLdouble tz); +GLAPI void APIENTRY glTangent3dvEXT (const GLdouble *v); +GLAPI void APIENTRY glTangent3fEXT (GLfloat tx, GLfloat ty, GLfloat tz); +GLAPI void APIENTRY glTangent3fvEXT (const GLfloat *v); +GLAPI void APIENTRY glTangent3iEXT (GLint tx, GLint ty, GLint tz); +GLAPI void APIENTRY glTangent3ivEXT (const GLint *v); +GLAPI void APIENTRY glTangent3sEXT (GLshort tx, GLshort ty, GLshort tz); +GLAPI void APIENTRY glTangent3svEXT (const GLshort *v); +GLAPI void APIENTRY glBinormal3bEXT (GLbyte bx, GLbyte by, GLbyte bz); +GLAPI void APIENTRY glBinormal3bvEXT (const GLbyte *v); +GLAPI void APIENTRY glBinormal3dEXT (GLdouble bx, GLdouble by, GLdouble bz); +GLAPI void APIENTRY glBinormal3dvEXT (const GLdouble *v); +GLAPI void APIENTRY glBinormal3fEXT (GLfloat bx, GLfloat by, GLfloat bz); +GLAPI void APIENTRY glBinormal3fvEXT (const GLfloat *v); +GLAPI void APIENTRY glBinormal3iEXT (GLint bx, GLint by, GLint bz); +GLAPI void APIENTRY glBinormal3ivEXT (const GLint *v); +GLAPI void APIENTRY glBinormal3sEXT (GLshort bx, GLshort by, GLshort bz); +GLAPI void APIENTRY glBinormal3svEXT (const GLshort *v); +GLAPI void APIENTRY glTangentPointerEXT (GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glBinormalPointerEXT (GLenum type, GLsizei stride, const void *pointer); +#endif +#endif /* GL_EXT_coordinate_frame */ + +#ifndef GL_EXT_copy_texture +#define GL_EXT_copy_texture 1 +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE1DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (APIENTRYP PFNGLCOPYTEXIMAGE2DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLCOPYTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCopyTexImage1DEXT (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI void APIENTRY glCopyTexImage2DEXT (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI void APIENTRY glCopyTexSubImage1DEXT (GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyTexSubImage2DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glCopyTexSubImage3DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_EXT_copy_texture */ + +#ifndef GL_EXT_cull_vertex +#define GL_EXT_cull_vertex 1 +#define GL_CULL_VERTEX_EXT 0x81AA +#define GL_CULL_VERTEX_EYE_POSITION_EXT 0x81AB +#define GL_CULL_VERTEX_OBJECT_POSITION_EXT 0x81AC +typedef void (APIENTRYP PFNGLCULLPARAMETERDVEXTPROC) (GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLCULLPARAMETERFVEXTPROC) (GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCullParameterdvEXT (GLenum pname, GLdouble *params); +GLAPI void APIENTRY glCullParameterfvEXT (GLenum pname, GLfloat *params); +#endif +#endif /* GL_EXT_cull_vertex */ + +#ifndef GL_EXT_debug_label +#define GL_EXT_debug_label 1 +#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F +#define GL_PROGRAM_OBJECT_EXT 0x8B40 +#define GL_SHADER_OBJECT_EXT 0x8B48 +#define GL_BUFFER_OBJECT_EXT 0x9151 +#define GL_QUERY_OBJECT_EXT 0x9153 +#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 +typedef void (APIENTRYP PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar *label); +typedef void (APIENTRYP PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glLabelObjectEXT (GLenum type, GLuint object, GLsizei length, const GLchar *label); +GLAPI void APIENTRY glGetObjectLabelEXT (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); +#endif +#endif /* GL_EXT_debug_label */ + +#ifndef GL_EXT_debug_marker +#define GL_EXT_debug_marker 1 +typedef void (APIENTRYP PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar *marker); +typedef void (APIENTRYP PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar *marker); +typedef void (APIENTRYP PFNGLPOPGROUPMARKEREXTPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glInsertEventMarkerEXT (GLsizei length, const GLchar *marker); +GLAPI void APIENTRY glPushGroupMarkerEXT (GLsizei length, const GLchar *marker); +GLAPI void APIENTRY glPopGroupMarkerEXT (void); +#endif +#endif /* GL_EXT_debug_marker */ + +#ifndef GL_EXT_depth_bounds_test +#define GL_EXT_depth_bounds_test 1 +#define GL_DEPTH_BOUNDS_TEST_EXT 0x8890 +#define GL_DEPTH_BOUNDS_EXT 0x8891 +typedef void (APIENTRYP PFNGLDEPTHBOUNDSEXTPROC) (GLclampd zmin, GLclampd zmax); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDepthBoundsEXT (GLclampd zmin, GLclampd zmax); +#endif +#endif /* GL_EXT_depth_bounds_test */ + +#ifndef GL_EXT_direct_state_access +#define GL_EXT_direct_state_access 1 +#define GL_PROGRAM_MATRIX_EXT 0x8E2D +#define GL_TRANSPOSE_PROGRAM_MATRIX_EXT 0x8E2E +#define GL_PROGRAM_MATRIX_STACK_DEPTH_EXT 0x8E2F +typedef void (APIENTRYP PFNGLMATRIXLOADFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXLOADDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (APIENTRYP PFNGLMATRIXMULTFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXMULTDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (APIENTRYP PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLMATRIXROTATEFEXTPROC) (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLMATRIXROTATEDEXTPROC) (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLMATRIXSCALEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLMATRIXSCALEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLMATRIXFRUSTUMEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (APIENTRYP PFNGLMATRIXORTHOEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (APIENTRYP PFNGLMATRIXPOPEXTPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLMATRIXPUSHEXTPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLPUSHCLIENTATTRIBDEFAULTEXTPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOPYTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (APIENTRYP PFNGLCOPYTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERFVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETTEXTURELEVELPARAMETERIVEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOPYTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLBINDMULTITEXTUREEXTPROC) (GLenum texunit, GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLMULTITEXCOORDPOINTEREXTPROC) (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLMULTITEXENVFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLMULTITEXENVIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLMULTITEXGENDEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble param); +typedef void (APIENTRYP PFNGLMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLdouble *params); +typedef void (APIENTRYP PFNGLMULTITEXGENFEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLMULTITEXGENIEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLGETMULTITEXENVFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMULTITEXENVIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMULTITEXGENDVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETMULTITEXGENFVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMULTITEXGENIVEXTPROC) (GLenum texunit, GLenum coord, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERFEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOPYMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +typedef void (APIENTRYP PFNGLCOPYMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMULTITEXLEVELPARAMETERFVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMULTITEXLEVELPARAMETERIVEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCOPYMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEINDEXEDEXTPROC) (GLenum array, GLuint index); +typedef void (APIENTRYP PFNGLGETFLOATINDEXEDVEXTPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEINDEXEDVEXTPROC) (GLenum target, GLuint index, GLdouble *data); +typedef void (APIENTRYP PFNGLGETPOINTERINDEXEDVEXTPROC) (GLenum target, GLuint index, void **data); +typedef void (APIENTRYP PFNGLENABLEINDEXEDEXTPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLDISABLEINDEXEDEXTPROC) (GLenum target, GLuint index); +typedef GLboolean (APIENTRYP PFNGLISENABLEDINDEXEDEXTPROC) (GLenum target, GLuint index); +typedef void (APIENTRYP PFNGLGETINTEGERINDEXEDVEXTPROC) (GLenum target, GLuint index, GLint *data); +typedef void (APIENTRYP PFNGLGETBOOLEANINDEXEDVEXTPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTUREIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE3DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE2DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDTEXTURESUBIMAGE1DEXTPROC) (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDTEXTUREIMAGEEXTPROC) (GLuint texture, GLenum target, GLint lod, void *img); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE3DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE2DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLCOMPRESSEDMULTITEXSUBIMAGE1DEXTPROC) (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); +typedef void (APIENTRYP PFNGLGETCOMPRESSEDMULTITEXIMAGEEXTPROC) (GLenum texunit, GLenum target, GLint lod, void *img); +typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (APIENTRYP PFNGLNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFEREXTPROC) (GLuint buffer, GLenum access); +typedef GLboolean (APIENTRYP PFNGLUNMAPNAMEDBUFFEREXTPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERIVEXTPROC) (GLuint buffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPOINTERVEXTPROC) (GLuint buffer, GLenum pname, void **params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLTEXTUREBUFFEREXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); +typedef void (APIENTRYP PFNGLMULTITEXBUFFEREXTPROC) (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXTUREPARAMETERIUIVEXTPROC) (GLuint texture, GLenum target, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMULTITEXPARAMETERIUIVEXTPROC) (GLenum texunit, GLenum target, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat *params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4IEXTPROC) (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLint *params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERSI4IVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint *params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLuint *params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETERSI4UIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERIIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLint *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERIUIVEXTPROC) (GLuint program, GLenum target, GLuint index, GLuint *params); +typedef void (APIENTRYP PFNGLENABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); +typedef void (APIENTRYP PFNGLDISABLECLIENTSTATEIEXTPROC) (GLenum array, GLuint index); +typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4DEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4DVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLdouble *params); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4FEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLNAMEDPROGRAMLOCALPARAMETER4FVEXTPROC) (GLuint program, GLenum target, GLuint index, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERDVEXTPROC) (GLuint program, GLenum target, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMLOCALPARAMETERFVEXTPROC) (GLuint program, GLenum target, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMIVEXTPROC) (GLuint program, GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETNAMEDPROGRAMSTRINGEXTPROC) (GLuint program, GLenum target, GLenum pname, void *string); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEEXTPROC) (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETNAMEDRENDERBUFFERPARAMETERIVEXTPROC) (GLuint renderbuffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLECOVERAGEEXTPROC) (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef GLenum (APIENTRYP PFNGLCHECKNAMEDFRAMEBUFFERSTATUSEXTPROC) (GLuint framebuffer, GLenum target); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE1DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE2DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURE3DEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERRENDERBUFFEREXTPROC) (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGENERATETEXTUREMIPMAPEXTPROC) (GLuint texture, GLenum target); +typedef void (APIENTRYP PFNGLGENERATEMULTITEXMIPMAPEXTPROC) (GLenum texunit, GLenum target); +typedef void (APIENTRYP PFNGLFRAMEBUFFERDRAWBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); +typedef void (APIENTRYP PFNGLFRAMEBUFFERDRAWBUFFERSEXTPROC) (GLuint framebuffer, GLsizei n, const GLenum *bufs); +typedef void (APIENTRYP PFNGLFRAMEBUFFERREADBUFFEREXTPROC) (GLuint framebuffer, GLenum mode); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLNAMEDCOPYBUFFERSUBDATAEXTPROC) (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTURELAYEREXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERTEXTUREFACEEXTPROC) (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); +typedef void (APIENTRYP PFNGLTEXTURERENDERBUFFEREXTPROC) (GLuint texture, GLenum target, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLMULTITEXRENDERBUFFEREXTPROC) (GLenum texunit, GLenum target, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYEDGEFLAGOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYINDEXOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYNORMALOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYTEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYMULTITEXCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYFOGCOORDOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYSECONDARYCOLOROFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); +typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYEXTPROC) (GLuint vaobj, GLenum array); +typedef void (APIENTRYP PFNGLENABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); +typedef void (APIENTRYP PFNGLDISABLEVERTEXARRAYATTRIBEXTPROC) (GLuint vaobj, GLuint index); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERVEXTPROC) (GLuint vaobj, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERVEXTPROC) (GLuint vaobj, GLenum pname, void **param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); +typedef void *(APIENTRYP PFNGLMAPNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (APIENTRYP PFNGLFLUSHMAPPEDNAMEDBUFFERRANGEEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr length); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTPROC) (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLCLEARNAMEDBUFFERSUBDATAEXTPROC) (GLuint buffer, GLenum internalformat, GLsizeiptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERPARAMETERIEXTPROC) (GLuint framebuffer, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLGETNAMEDFRAMEBUFFERPARAMETERIVEXTPROC) (GLuint framebuffer, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DEXTPROC) (GLuint program, GLint location, GLdouble x); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DEXTPROC) (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM1DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM2DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM3DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORM4DVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3DVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +typedef void (APIENTRYP PFNGLTEXTUREBUFFERRANGEEXTPROC) (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE2DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLTEXTURESTORAGE3DMULTISAMPLEEXTPROC) (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +typedef void (APIENTRYP PFNGLVERTEXARRAYBINDVERTEXBUFFEREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBIFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLFORMATEXTPROC) (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBBINDINGEXTPROC) (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXBINDINGDIVISOREXTPROC) (GLuint vaobj, GLuint bindingindex, GLuint divisor); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBLOFFSETEXTPROC) (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +typedef void (APIENTRYP PFNGLTEXTUREPAGECOMMITMENTEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +typedef void (APIENTRYP PFNGLVERTEXARRAYVERTEXATTRIBDIVISOREXTPROC) (GLuint vaobj, GLuint index, GLuint divisor); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMatrixLoadfEXT (GLenum mode, const GLfloat *m); +GLAPI void APIENTRY glMatrixLoaddEXT (GLenum mode, const GLdouble *m); +GLAPI void APIENTRY glMatrixMultfEXT (GLenum mode, const GLfloat *m); +GLAPI void APIENTRY glMatrixMultdEXT (GLenum mode, const GLdouble *m); +GLAPI void APIENTRY glMatrixLoadIdentityEXT (GLenum mode); +GLAPI void APIENTRY glMatrixRotatefEXT (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glMatrixRotatedEXT (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glMatrixScalefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glMatrixScaledEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glMatrixTranslatefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glMatrixTranslatedEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glMatrixFrustumEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI void APIENTRY glMatrixOrthoEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GLAPI void APIENTRY glMatrixPopEXT (GLenum mode); +GLAPI void APIENTRY glMatrixPushEXT (GLenum mode); +GLAPI void APIENTRY glClientAttribDefaultEXT (GLbitfield mask); +GLAPI void APIENTRY glPushClientAttribDefaultEXT (GLbitfield mask); +GLAPI void APIENTRY glTextureParameterfEXT (GLuint texture, GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glTextureParameterfvEXT (GLuint texture, GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glTextureParameteriEXT (GLuint texture, GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glTextureParameterivEXT (GLuint texture, GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTextureImage1DEXT (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureImage2DEXT (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureSubImage1DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureSubImage2DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCopyTextureImage1DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI void APIENTRY glCopyTextureImage2DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI void APIENTRY glCopyTextureSubImage1DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyTextureSubImage2DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetTextureImageEXT (GLuint texture, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI void APIENTRY glGetTextureParameterfvEXT (GLuint texture, GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetTextureParameterivEXT (GLuint texture, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTextureLevelParameterfvEXT (GLuint texture, GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetTextureLevelParameterivEXT (GLuint texture, GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI void APIENTRY glTextureImage3DEXT (GLuint texture, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTextureSubImage3DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCopyTextureSubImage3DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glBindMultiTextureEXT (GLenum texunit, GLenum target, GLuint texture); +GLAPI void APIENTRY glMultiTexCoordPointerEXT (GLenum texunit, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glMultiTexEnvfEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glMultiTexEnvfvEXT (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glMultiTexEnviEXT (GLenum texunit, GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glMultiTexEnvivEXT (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glMultiTexGendEXT (GLenum texunit, GLenum coord, GLenum pname, GLdouble param); +GLAPI void APIENTRY glMultiTexGendvEXT (GLenum texunit, GLenum coord, GLenum pname, const GLdouble *params); +GLAPI void APIENTRY glMultiTexGenfEXT (GLenum texunit, GLenum coord, GLenum pname, GLfloat param); +GLAPI void APIENTRY glMultiTexGenfvEXT (GLenum texunit, GLenum coord, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glMultiTexGeniEXT (GLenum texunit, GLenum coord, GLenum pname, GLint param); +GLAPI void APIENTRY glMultiTexGenivEXT (GLenum texunit, GLenum coord, GLenum pname, const GLint *params); +GLAPI void APIENTRY glGetMultiTexEnvfvEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMultiTexEnvivEXT (GLenum texunit, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMultiTexGendvEXT (GLenum texunit, GLenum coord, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetMultiTexGenfvEXT (GLenum texunit, GLenum coord, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMultiTexGenivEXT (GLenum texunit, GLenum coord, GLenum pname, GLint *params); +GLAPI void APIENTRY glMultiTexParameteriEXT (GLenum texunit, GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glMultiTexParameterivEXT (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glMultiTexParameterfEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glMultiTexParameterfvEXT (GLenum texunit, GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glMultiTexImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glMultiTexImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glMultiTexSubImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glMultiTexSubImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCopyMultiTexImage1DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLint border); +GLAPI void APIENTRY glCopyMultiTexImage2DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GLAPI void APIENTRY glCopyMultiTexSubImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glCopyMultiTexSubImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetMultiTexImageEXT (GLenum texunit, GLenum target, GLint level, GLenum format, GLenum type, void *pixels); +GLAPI void APIENTRY glGetMultiTexParameterfvEXT (GLenum texunit, GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMultiTexParameterivEXT (GLenum texunit, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMultiTexLevelParameterfvEXT (GLenum texunit, GLenum target, GLint level, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMultiTexLevelParameterivEXT (GLenum texunit, GLenum target, GLint level, GLenum pname, GLint *params); +GLAPI void APIENTRY glMultiTexImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glMultiTexSubImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glCopyMultiTexSubImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glEnableClientStateIndexedEXT (GLenum array, GLuint index); +GLAPI void APIENTRY glDisableClientStateIndexedEXT (GLenum array, GLuint index); +GLAPI void APIENTRY glGetFloatIndexedvEXT (GLenum target, GLuint index, GLfloat *data); +GLAPI void APIENTRY glGetDoubleIndexedvEXT (GLenum target, GLuint index, GLdouble *data); +GLAPI void APIENTRY glGetPointerIndexedvEXT (GLenum target, GLuint index, void **data); +GLAPI void APIENTRY glEnableIndexedEXT (GLenum target, GLuint index); +GLAPI void APIENTRY glDisableIndexedEXT (GLenum target, GLuint index); +GLAPI GLboolean APIENTRY glIsEnabledIndexedEXT (GLenum target, GLuint index); +GLAPI void APIENTRY glGetIntegerIndexedvEXT (GLenum target, GLuint index, GLint *data); +GLAPI void APIENTRY glGetBooleanIndexedvEXT (GLenum target, GLuint index, GLboolean *data); +GLAPI void APIENTRY glCompressedTextureImage3DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedTextureImage2DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedTextureImage1DEXT (GLuint texture, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedTextureSubImage3DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedTextureSubImage2DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedTextureSubImage1DEXT (GLuint texture, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glGetCompressedTextureImageEXT (GLuint texture, GLenum target, GLint lod, void *img); +GLAPI void APIENTRY glCompressedMultiTexImage3DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedMultiTexImage2DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedMultiTexImage1DEXT (GLenum texunit, GLenum target, GLint level, GLenum internalformat, GLsizei width, GLint border, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedMultiTexSubImage3DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedMultiTexSubImage2DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glCompressedMultiTexSubImage1DEXT (GLenum texunit, GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLsizei imageSize, const void *bits); +GLAPI void APIENTRY glGetCompressedMultiTexImageEXT (GLenum texunit, GLenum target, GLint lod, void *img); +GLAPI void APIENTRY glMatrixLoadTransposefEXT (GLenum mode, const GLfloat *m); +GLAPI void APIENTRY glMatrixLoadTransposedEXT (GLenum mode, const GLdouble *m); +GLAPI void APIENTRY glMatrixMultTransposefEXT (GLenum mode, const GLfloat *m); +GLAPI void APIENTRY glMatrixMultTransposedEXT (GLenum mode, const GLdouble *m); +GLAPI void APIENTRY glNamedBufferDataEXT (GLuint buffer, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glNamedBufferSubDataEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI void *APIENTRY glMapNamedBufferEXT (GLuint buffer, GLenum access); +GLAPI GLboolean APIENTRY glUnmapNamedBufferEXT (GLuint buffer); +GLAPI void APIENTRY glGetNamedBufferParameterivEXT (GLuint buffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetNamedBufferPointervEXT (GLuint buffer, GLenum pname, void **params); +GLAPI void APIENTRY glGetNamedBufferSubDataEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, void *data); +GLAPI void APIENTRY glProgramUniform1fEXT (GLuint program, GLint location, GLfloat v0); +GLAPI void APIENTRY glProgramUniform2fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1); +GLAPI void APIENTRY glProgramUniform3fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GLAPI void APIENTRY glProgramUniform4fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GLAPI void APIENTRY glProgramUniform1iEXT (GLuint program, GLint location, GLint v0); +GLAPI void APIENTRY glProgramUniform2iEXT (GLuint program, GLint location, GLint v0, GLint v1); +GLAPI void APIENTRY glProgramUniform3iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GLAPI void APIENTRY glProgramUniform4iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GLAPI void APIENTRY glProgramUniform1fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform2fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform3fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform4fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GLAPI void APIENTRY glProgramUniform1ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform2ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform3ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniform4ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GLAPI void APIENTRY glProgramUniformMatrix2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix2x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix3x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glProgramUniformMatrix4x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glTextureBufferEXT (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer); +GLAPI void APIENTRY glMultiTexBufferEXT (GLenum texunit, GLenum target, GLenum internalformat, GLuint buffer); +GLAPI void APIENTRY glTextureParameterIivEXT (GLuint texture, GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTextureParameterIuivEXT (GLuint texture, GLenum target, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glGetTextureParameterIivEXT (GLuint texture, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTextureParameterIuivEXT (GLuint texture, GLenum target, GLenum pname, GLuint *params); +GLAPI void APIENTRY glMultiTexParameterIivEXT (GLenum texunit, GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glMultiTexParameterIuivEXT (GLenum texunit, GLenum target, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glGetMultiTexParameterIivEXT (GLenum texunit, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMultiTexParameterIuivEXT (GLenum texunit, GLenum target, GLenum pname, GLuint *params); +GLAPI void APIENTRY glProgramUniform1uiEXT (GLuint program, GLint location, GLuint v0); +GLAPI void APIENTRY glProgramUniform2uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1); +GLAPI void APIENTRY glProgramUniform3uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI void APIENTRY glProgramUniform4uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI void APIENTRY glProgramUniform1uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform2uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform3uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glProgramUniform4uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glNamedProgramLocalParameters4fvEXT (GLuint program, GLenum target, GLuint index, GLsizei count, const GLfloat *params); +GLAPI void APIENTRY glNamedProgramLocalParameterI4iEXT (GLuint program, GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glNamedProgramLocalParameterI4ivEXT (GLuint program, GLenum target, GLuint index, const GLint *params); +GLAPI void APIENTRY glNamedProgramLocalParametersI4ivEXT (GLuint program, GLenum target, GLuint index, GLsizei count, const GLint *params); +GLAPI void APIENTRY glNamedProgramLocalParameterI4uiEXT (GLuint program, GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glNamedProgramLocalParameterI4uivEXT (GLuint program, GLenum target, GLuint index, const GLuint *params); +GLAPI void APIENTRY glNamedProgramLocalParametersI4uivEXT (GLuint program, GLenum target, GLuint index, GLsizei count, const GLuint *params); +GLAPI void APIENTRY glGetNamedProgramLocalParameterIivEXT (GLuint program, GLenum target, GLuint index, GLint *params); +GLAPI void APIENTRY glGetNamedProgramLocalParameterIuivEXT (GLuint program, GLenum target, GLuint index, GLuint *params); +GLAPI void APIENTRY glEnableClientStateiEXT (GLenum array, GLuint index); +GLAPI void APIENTRY glDisableClientStateiEXT (GLenum array, GLuint index); +GLAPI void APIENTRY glGetFloati_vEXT (GLenum pname, GLuint index, GLfloat *params); +GLAPI void APIENTRY glGetDoublei_vEXT (GLenum pname, GLuint index, GLdouble *params); +GLAPI void APIENTRY glGetPointeri_vEXT (GLenum pname, GLuint index, void **params); +GLAPI void APIENTRY glNamedProgramStringEXT (GLuint program, GLenum target, GLenum format, GLsizei len, const void *string); +GLAPI void APIENTRY glNamedProgramLocalParameter4dEXT (GLuint program, GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glNamedProgramLocalParameter4dvEXT (GLuint program, GLenum target, GLuint index, const GLdouble *params); +GLAPI void APIENTRY glNamedProgramLocalParameter4fEXT (GLuint program, GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glNamedProgramLocalParameter4fvEXT (GLuint program, GLenum target, GLuint index, const GLfloat *params); +GLAPI void APIENTRY glGetNamedProgramLocalParameterdvEXT (GLuint program, GLenum target, GLuint index, GLdouble *params); +GLAPI void APIENTRY glGetNamedProgramLocalParameterfvEXT (GLuint program, GLenum target, GLuint index, GLfloat *params); +GLAPI void APIENTRY glGetNamedProgramivEXT (GLuint program, GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetNamedProgramStringEXT (GLuint program, GLenum target, GLenum pname, void *string); +GLAPI void APIENTRY glNamedRenderbufferStorageEXT (GLuint renderbuffer, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetNamedRenderbufferParameterivEXT (GLuint renderbuffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glNamedRenderbufferStorageMultisampleEXT (GLuint renderbuffer, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glNamedRenderbufferStorageMultisampleCoverageEXT (GLuint renderbuffer, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI GLenum APIENTRY glCheckNamedFramebufferStatusEXT (GLuint framebuffer, GLenum target); +GLAPI void APIENTRY glNamedFramebufferTexture1DEXT (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glNamedFramebufferTexture2DEXT (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glNamedFramebufferTexture3DEXT (GLuint framebuffer, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI void APIENTRY glNamedFramebufferRenderbufferEXT (GLuint framebuffer, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI void APIENTRY glGetNamedFramebufferAttachmentParameterivEXT (GLuint framebuffer, GLenum attachment, GLenum pname, GLint *params); +GLAPI void APIENTRY glGenerateTextureMipmapEXT (GLuint texture, GLenum target); +GLAPI void APIENTRY glGenerateMultiTexMipmapEXT (GLenum texunit, GLenum target); +GLAPI void APIENTRY glFramebufferDrawBufferEXT (GLuint framebuffer, GLenum mode); +GLAPI void APIENTRY glFramebufferDrawBuffersEXT (GLuint framebuffer, GLsizei n, const GLenum *bufs); +GLAPI void APIENTRY glFramebufferReadBufferEXT (GLuint framebuffer, GLenum mode); +GLAPI void APIENTRY glGetFramebufferParameterivEXT (GLuint framebuffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glNamedCopyBufferSubDataEXT (GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI void APIENTRY glNamedFramebufferTextureEXT (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level); +GLAPI void APIENTRY glNamedFramebufferTextureLayerEXT (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLint layer); +GLAPI void APIENTRY glNamedFramebufferTextureFaceEXT (GLuint framebuffer, GLenum attachment, GLuint texture, GLint level, GLenum face); +GLAPI void APIENTRY glTextureRenderbufferEXT (GLuint texture, GLenum target, GLuint renderbuffer); +GLAPI void APIENTRY glMultiTexRenderbufferEXT (GLenum texunit, GLenum target, GLuint renderbuffer); +GLAPI void APIENTRY glVertexArrayVertexOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayColorOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayEdgeFlagOffsetEXT (GLuint vaobj, GLuint buffer, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayIndexOffsetEXT (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayNormalOffsetEXT (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayTexCoordOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayMultiTexCoordOffsetEXT (GLuint vaobj, GLuint buffer, GLenum texunit, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayFogCoordOffsetEXT (GLuint vaobj, GLuint buffer, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArraySecondaryColorOffsetEXT (GLuint vaobj, GLuint buffer, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayVertexAttribOffsetEXT (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glVertexArrayVertexAttribIOffsetEXT (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glEnableVertexArrayEXT (GLuint vaobj, GLenum array); +GLAPI void APIENTRY glDisableVertexArrayEXT (GLuint vaobj, GLenum array); +GLAPI void APIENTRY glEnableVertexArrayAttribEXT (GLuint vaobj, GLuint index); +GLAPI void APIENTRY glDisableVertexArrayAttribEXT (GLuint vaobj, GLuint index); +GLAPI void APIENTRY glGetVertexArrayIntegervEXT (GLuint vaobj, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetVertexArrayPointervEXT (GLuint vaobj, GLenum pname, void **param); +GLAPI void APIENTRY glGetVertexArrayIntegeri_vEXT (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +GLAPI void APIENTRY glGetVertexArrayPointeri_vEXT (GLuint vaobj, GLuint index, GLenum pname, void **param); +GLAPI void *APIENTRY glMapNamedBufferRangeEXT (GLuint buffer, GLintptr offset, GLsizeiptr length, GLbitfield access); +GLAPI void APIENTRY glFlushMappedNamedBufferRangeEXT (GLuint buffer, GLintptr offset, GLsizeiptr length); +GLAPI void APIENTRY glNamedBufferStorageEXT (GLuint buffer, GLsizeiptr size, const void *data, GLbitfield flags); +GLAPI void APIENTRY glClearNamedBufferDataEXT (GLuint buffer, GLenum internalformat, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glClearNamedBufferSubDataEXT (GLuint buffer, GLenum internalformat, GLsizeiptr offset, GLsizeiptr size, GLenum format, GLenum type, const void *data); +GLAPI void APIENTRY glNamedFramebufferParameteriEXT (GLuint framebuffer, GLenum pname, GLint param); +GLAPI void APIENTRY glGetNamedFramebufferParameterivEXT (GLuint framebuffer, GLenum pname, GLint *params); +GLAPI void APIENTRY glProgramUniform1dEXT (GLuint program, GLint location, GLdouble x); +GLAPI void APIENTRY glProgramUniform2dEXT (GLuint program, GLint location, GLdouble x, GLdouble y); +GLAPI void APIENTRY glProgramUniform3dEXT (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glProgramUniform4dEXT (GLuint program, GLint location, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glProgramUniform1dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform2dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform3dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniform4dvEXT (GLuint program, GLint location, GLsizei count, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2x3dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix2x4dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3x2dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix3x4dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4x2dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glProgramUniformMatrix4x3dvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLdouble *value); +GLAPI void APIENTRY glTextureBufferRangeEXT (GLuint texture, GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI void APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glTextureStorage2DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glTextureStorage3DMultisampleEXT (GLuint texture, GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +GLAPI void APIENTRY glVertexArrayBindVertexBufferEXT (GLuint vaobj, GLuint bindingindex, GLuint buffer, GLintptr offset, GLsizei stride); +GLAPI void APIENTRY glVertexArrayVertexAttribFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLboolean normalized, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayVertexAttribIFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayVertexAttribLFormatEXT (GLuint vaobj, GLuint attribindex, GLint size, GLenum type, GLuint relativeoffset); +GLAPI void APIENTRY glVertexArrayVertexAttribBindingEXT (GLuint vaobj, GLuint attribindex, GLuint bindingindex); +GLAPI void APIENTRY glVertexArrayVertexBindingDivisorEXT (GLuint vaobj, GLuint bindingindex, GLuint divisor); +GLAPI void APIENTRY glVertexArrayVertexAttribLOffsetEXT (GLuint vaobj, GLuint buffer, GLuint index, GLint size, GLenum type, GLsizei stride, GLintptr offset); +GLAPI void APIENTRY glTexturePageCommitmentEXT (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +GLAPI void APIENTRY glVertexArrayVertexAttribDivisorEXT (GLuint vaobj, GLuint index, GLuint divisor); +#endif +#endif /* GL_EXT_direct_state_access */ + +#ifndef GL_EXT_draw_buffers2 +#define GL_EXT_draw_buffers2 1 +typedef void (APIENTRYP PFNGLCOLORMASKINDEXEDEXTPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorMaskIndexedEXT (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +#endif +#endif /* GL_EXT_draw_buffers2 */ + +#ifndef GL_EXT_draw_instanced +#define GL_EXT_draw_instanced 1 +typedef void (APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); +typedef void (APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawArraysInstancedEXT (GLenum mode, GLint start, GLsizei count, GLsizei primcount); +GLAPI void APIENTRY glDrawElementsInstancedEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#endif +#endif /* GL_EXT_draw_instanced */ + +#ifndef GL_EXT_draw_range_elements +#define GL_EXT_draw_range_elements 1 +#define GL_MAX_ELEMENTS_VERTICES_EXT 0x80E8 +#define GL_MAX_ELEMENTS_INDICES_EXT 0x80E9 +typedef void (APIENTRYP PFNGLDRAWRANGEELEMENTSEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawRangeElementsEXT (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices); +#endif +#endif /* GL_EXT_draw_range_elements */ + +#ifndef GL_EXT_external_buffer +#define GL_EXT_external_buffer 1 +typedef void *GLeglClientBufferEXT; +typedef void (APIENTRYP PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferStorageExternalEXT (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +GLAPI void APIENTRY glNamedBufferStorageExternalEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +#endif +#endif /* GL_EXT_external_buffer */ + +#ifndef GL_EXT_fog_coord +#define GL_EXT_fog_coord 1 +#define GL_FOG_COORDINATE_SOURCE_EXT 0x8450 +#define GL_FOG_COORDINATE_EXT 0x8451 +#define GL_FRAGMENT_DEPTH_EXT 0x8452 +#define GL_CURRENT_FOG_COORDINATE_EXT 0x8453 +#define GL_FOG_COORDINATE_ARRAY_TYPE_EXT 0x8454 +#define GL_FOG_COORDINATE_ARRAY_STRIDE_EXT 0x8455 +#define GL_FOG_COORDINATE_ARRAY_POINTER_EXT 0x8456 +#define GL_FOG_COORDINATE_ARRAY_EXT 0x8457 +typedef void (APIENTRYP PFNGLFOGCOORDFEXTPROC) (GLfloat coord); +typedef void (APIENTRYP PFNGLFOGCOORDFVEXTPROC) (const GLfloat *coord); +typedef void (APIENTRYP PFNGLFOGCOORDDEXTPROC) (GLdouble coord); +typedef void (APIENTRYP PFNGLFOGCOORDDVEXTPROC) (const GLdouble *coord); +typedef void (APIENTRYP PFNGLFOGCOORDPOINTEREXTPROC) (GLenum type, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFogCoordfEXT (GLfloat coord); +GLAPI void APIENTRY glFogCoordfvEXT (const GLfloat *coord); +GLAPI void APIENTRY glFogCoorddEXT (GLdouble coord); +GLAPI void APIENTRY glFogCoorddvEXT (const GLdouble *coord); +GLAPI void APIENTRY glFogCoordPointerEXT (GLenum type, GLsizei stride, const void *pointer); +#endif +#endif /* GL_EXT_fog_coord */ + +#ifndef GL_EXT_framebuffer_blit +#define GL_EXT_framebuffer_blit 1 +#define GL_READ_FRAMEBUFFER_EXT 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_EXT 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_EXT 0x8CAA +typedef void (APIENTRYP PFNGLBLITFRAMEBUFFEREXTPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlitFramebufferEXT (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#endif +#endif /* GL_EXT_framebuffer_blit */ + +#ifndef GL_EXT_framebuffer_multisample +#define GL_EXT_framebuffer_multisample 1 +#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 +#define GL_MAX_SAMPLES_EXT 0x8D57 +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glRenderbufferStorageMultisampleEXT (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_EXT_framebuffer_multisample */ + +#ifndef GL_EXT_framebuffer_multisample_blit_scaled +#define GL_EXT_framebuffer_multisample_blit_scaled 1 +#define GL_SCALED_RESOLVE_FASTEST_EXT 0x90BA +#define GL_SCALED_RESOLVE_NICEST_EXT 0x90BB +#endif /* GL_EXT_framebuffer_multisample_blit_scaled */ + +#ifndef GL_EXT_framebuffer_object +#define GL_EXT_framebuffer_object 1 +#define GL_INVALID_FRAMEBUFFER_OPERATION_EXT 0x0506 +#define GL_MAX_RENDERBUFFER_SIZE_EXT 0x84E8 +#define GL_FRAMEBUFFER_BINDING_EXT 0x8CA6 +#define GL_RENDERBUFFER_BINDING_EXT 0x8CA7 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE_EXT 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME_EXT 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL_EXT 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE_EXT 0x8CD3 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_EXT 0x8CD4 +#define GL_FRAMEBUFFER_COMPLETE_EXT 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT_EXT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT_EXT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT 0x8CD9 +#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT 0x8CDA +#define GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER_EXT 0x8CDB +#define GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER_EXT 0x8CDC +#define GL_FRAMEBUFFER_UNSUPPORTED_EXT 0x8CDD +#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF +#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 +#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 +#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 +#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 +#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 +#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 +#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 +#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 +#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 +#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 +#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA +#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB +#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC +#define GL_COLOR_ATTACHMENT13_EXT 0x8CED +#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE +#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF +#define GL_DEPTH_ATTACHMENT_EXT 0x8D00 +#define GL_STENCIL_ATTACHMENT_EXT 0x8D20 +#define GL_FRAMEBUFFER_EXT 0x8D40 +#define GL_RENDERBUFFER_EXT 0x8D41 +#define GL_RENDERBUFFER_WIDTH_EXT 0x8D42 +#define GL_RENDERBUFFER_HEIGHT_EXT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT_EXT 0x8D44 +#define GL_STENCIL_INDEX1_EXT 0x8D46 +#define GL_STENCIL_INDEX4_EXT 0x8D47 +#define GL_STENCIL_INDEX8_EXT 0x8D48 +#define GL_STENCIL_INDEX16_EXT 0x8D49 +#define GL_RENDERBUFFER_RED_SIZE_EXT 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE_EXT 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE_EXT 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE_EXT 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE_EXT 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE_EXT 0x8D55 +typedef GLboolean (APIENTRYP PFNGLISRENDERBUFFEREXTPROC) (GLuint renderbuffer); +typedef void (APIENTRYP PFNGLBINDRENDERBUFFEREXTPROC) (GLenum target, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLDELETERENDERBUFFERSEXTPROC) (GLsizei n, const GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLGENRENDERBUFFERSEXTPROC) (GLsizei n, GLuint *renderbuffers); +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEEXTPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef GLboolean (APIENTRYP PFNGLISFRAMEBUFFEREXTPROC) (GLuint framebuffer); +typedef void (APIENTRYP PFNGLBINDFRAMEBUFFEREXTPROC) (GLenum target, GLuint framebuffer); +typedef void (APIENTRYP PFNGLDELETEFRAMEBUFFERSEXTPROC) (GLsizei n, const GLuint *framebuffers); +typedef void (APIENTRYP PFNGLGENFRAMEBUFFERSEXTPROC) (GLsizei n, GLuint *framebuffers); +typedef GLenum (APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSEXTPROC) (GLenum target); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE1DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +typedef void (APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFEREXTPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVEXTPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGENERATEMIPMAPEXTPROC) (GLenum target); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLboolean APIENTRY glIsRenderbufferEXT (GLuint renderbuffer); +GLAPI void APIENTRY glBindRenderbufferEXT (GLenum target, GLuint renderbuffer); +GLAPI void APIENTRY glDeleteRenderbuffersEXT (GLsizei n, const GLuint *renderbuffers); +GLAPI void APIENTRY glGenRenderbuffersEXT (GLsizei n, GLuint *renderbuffers); +GLAPI void APIENTRY glRenderbufferStorageEXT (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glGetRenderbufferParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI GLboolean APIENTRY glIsFramebufferEXT (GLuint framebuffer); +GLAPI void APIENTRY glBindFramebufferEXT (GLenum target, GLuint framebuffer); +GLAPI void APIENTRY glDeleteFramebuffersEXT (GLsizei n, const GLuint *framebuffers); +GLAPI void APIENTRY glGenFramebuffersEXT (GLsizei n, GLuint *framebuffers); +GLAPI GLenum APIENTRY glCheckFramebufferStatusEXT (GLenum target); +GLAPI void APIENTRY glFramebufferTexture1DEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTexture2DEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTexture3DEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +GLAPI void APIENTRY glFramebufferRenderbufferEXT (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GLAPI void APIENTRY glGetFramebufferAttachmentParameterivEXT (GLenum target, GLenum attachment, GLenum pname, GLint *params); +GLAPI void APIENTRY glGenerateMipmapEXT (GLenum target); +#endif +#endif /* GL_EXT_framebuffer_object */ + +#ifndef GL_EXT_framebuffer_sRGB +#define GL_EXT_framebuffer_sRGB 1 +#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 +#define GL_FRAMEBUFFER_SRGB_CAPABLE_EXT 0x8DBA +#endif /* GL_EXT_framebuffer_sRGB */ + +#ifndef GL_EXT_geometry_shader4 +#define GL_EXT_geometry_shader4 1 +#define GL_GEOMETRY_SHADER_EXT 0x8DD9 +#define GL_GEOMETRY_VERTICES_OUT_EXT 0x8DDA +#define GL_GEOMETRY_INPUT_TYPE_EXT 0x8DDB +#define GL_GEOMETRY_OUTPUT_TYPE_EXT 0x8DDC +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 +#define GL_MAX_GEOMETRY_VARYING_COMPONENTS_EXT 0x8DDD +#define GL_MAX_VERTEX_VARYING_COMPONENTS_EXT 0x8DDE +#define GL_MAX_VARYING_COMPONENTS_EXT 0x8B4B +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 +#define GL_LINES_ADJACENCY_EXT 0x000A +#define GL_LINE_STRIP_ADJACENCY_EXT 0x000B +#define GL_TRIANGLES_ADJACENCY_EXT 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_COUNT_EXT 0x8DA9 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER_EXT 0x8CD4 +#define GL_PROGRAM_POINT_SIZE_EXT 0x8642 +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramParameteriEXT (GLuint program, GLenum pname, GLint value); +#endif +#endif /* GL_EXT_geometry_shader4 */ + +#ifndef GL_EXT_gpu_program_parameters +#define GL_EXT_gpu_program_parameters 1 +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERS4FVEXTPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramEnvParameters4fvEXT (GLenum target, GLuint index, GLsizei count, const GLfloat *params); +GLAPI void APIENTRY glProgramLocalParameters4fvEXT (GLenum target, GLuint index, GLsizei count, const GLfloat *params); +#endif +#endif /* GL_EXT_gpu_program_parameters */ + +#ifndef GL_EXT_gpu_shader4 +#define GL_EXT_gpu_shader4 1 +#define GL_SAMPLER_1D_ARRAY_EXT 0x8DC0 +#define GL_SAMPLER_2D_ARRAY_EXT 0x8DC1 +#define GL_SAMPLER_BUFFER_EXT 0x8DC2 +#define GL_SAMPLER_1D_ARRAY_SHADOW_EXT 0x8DC3 +#define GL_SAMPLER_2D_ARRAY_SHADOW_EXT 0x8DC4 +#define GL_SAMPLER_CUBE_SHADOW_EXT 0x8DC5 +#define GL_UNSIGNED_INT_VEC2_EXT 0x8DC6 +#define GL_UNSIGNED_INT_VEC3_EXT 0x8DC7 +#define GL_UNSIGNED_INT_VEC4_EXT 0x8DC8 +#define GL_INT_SAMPLER_1D_EXT 0x8DC9 +#define GL_INT_SAMPLER_2D_EXT 0x8DCA +#define GL_INT_SAMPLER_3D_EXT 0x8DCB +#define GL_INT_SAMPLER_CUBE_EXT 0x8DCC +#define GL_INT_SAMPLER_2D_RECT_EXT 0x8DCD +#define GL_INT_SAMPLER_1D_ARRAY_EXT 0x8DCE +#define GL_INT_SAMPLER_2D_ARRAY_EXT 0x8DCF +#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_1D_EXT 0x8DD1 +#define GL_UNSIGNED_INT_SAMPLER_2D_EXT 0x8DD2 +#define GL_UNSIGNED_INT_SAMPLER_3D_EXT 0x8DD3 +#define GL_UNSIGNED_INT_SAMPLER_CUBE_EXT 0x8DD4 +#define GL_UNSIGNED_INT_SAMPLER_2D_RECT_EXT 0x8DD5 +#define GL_UNSIGNED_INT_SAMPLER_1D_ARRAY_EXT 0x8DD6 +#define GL_UNSIGNED_INT_SAMPLER_2D_ARRAY_EXT 0x8DD7 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 +#define GL_MIN_PROGRAM_TEXEL_OFFSET_EXT 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET_EXT 0x8905 +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_EXT 0x88FD +typedef void (APIENTRYP PFNGLGETUNIFORMUIVEXTPROC) (GLuint program, GLint location, GLuint *params); +typedef void (APIENTRYP PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETFRAGDATALOCATIONEXTPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLUNIFORM1UIEXTPROC) (GLint location, GLuint v0); +typedef void (APIENTRYP PFNGLUNIFORM2UIEXTPROC) (GLint location, GLuint v0, GLuint v1); +typedef void (APIENTRYP PFNGLUNIFORM3UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (APIENTRYP PFNGLUNIFORM4UIEXTPROC) (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (APIENTRYP PFNGLUNIFORM1UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM2UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM3UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLUNIFORM4UIVEXTPROC) (GLint location, GLsizei count, const GLuint *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IEXTPROC) (GLuint index, GLint x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IEXTPROC) (GLuint index, GLint x, GLint y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IEXTPROC) (GLuint index, GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IEXTPROC) (GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIEXTPROC) (GLuint index, GLuint x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIEXTPROC) (GLuint index, GLuint x, GLuint y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIEXTPROC) (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1IVEXTPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2IVEXTPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3IVEXTPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4IVEXTPROC) (GLuint index, const GLint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI1UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI2UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI3UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UIVEXTPROC) (GLuint index, const GLuint *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4BVEXTPROC) (GLuint index, const GLbyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4SVEXTPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4UBVEXTPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBI4USVEXTPROC) (GLuint index, const GLushort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBIPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIIVEXTPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIUIVEXTPROC) (GLuint index, GLenum pname, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetUniformuivEXT (GLuint program, GLint location, GLuint *params); +GLAPI void APIENTRY glBindFragDataLocationEXT (GLuint program, GLuint color, const GLchar *name); +GLAPI GLint APIENTRY glGetFragDataLocationEXT (GLuint program, const GLchar *name); +GLAPI void APIENTRY glUniform1uiEXT (GLint location, GLuint v0); +GLAPI void APIENTRY glUniform2uiEXT (GLint location, GLuint v0, GLuint v1); +GLAPI void APIENTRY glUniform3uiEXT (GLint location, GLuint v0, GLuint v1, GLuint v2); +GLAPI void APIENTRY glUniform4uiEXT (GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GLAPI void APIENTRY glUniform1uivEXT (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform2uivEXT (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform3uivEXT (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glUniform4uivEXT (GLint location, GLsizei count, const GLuint *value); +GLAPI void APIENTRY glVertexAttribI1iEXT (GLuint index, GLint x); +GLAPI void APIENTRY glVertexAttribI2iEXT (GLuint index, GLint x, GLint y); +GLAPI void APIENTRY glVertexAttribI3iEXT (GLuint index, GLint x, GLint y, GLint z); +GLAPI void APIENTRY glVertexAttribI4iEXT (GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glVertexAttribI1uiEXT (GLuint index, GLuint x); +GLAPI void APIENTRY glVertexAttribI2uiEXT (GLuint index, GLuint x, GLuint y); +GLAPI void APIENTRY glVertexAttribI3uiEXT (GLuint index, GLuint x, GLuint y, GLuint z); +GLAPI void APIENTRY glVertexAttribI4uiEXT (GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glVertexAttribI1ivEXT (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI2ivEXT (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI3ivEXT (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI4ivEXT (GLuint index, const GLint *v); +GLAPI void APIENTRY glVertexAttribI1uivEXT (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI2uivEXT (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI3uivEXT (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI4uivEXT (GLuint index, const GLuint *v); +GLAPI void APIENTRY glVertexAttribI4bvEXT (GLuint index, const GLbyte *v); +GLAPI void APIENTRY glVertexAttribI4svEXT (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttribI4ubvEXT (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttribI4usvEXT (GLuint index, const GLushort *v); +GLAPI void APIENTRY glVertexAttribIPointerEXT (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glGetVertexAttribIivEXT (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribIuivEXT (GLuint index, GLenum pname, GLuint *params); +#endif +#endif /* GL_EXT_gpu_shader4 */ + +#ifndef GL_EXT_histogram +#define GL_EXT_histogram 1 +#define GL_HISTOGRAM_EXT 0x8024 +#define GL_PROXY_HISTOGRAM_EXT 0x8025 +#define GL_HISTOGRAM_WIDTH_EXT 0x8026 +#define GL_HISTOGRAM_FORMAT_EXT 0x8027 +#define GL_HISTOGRAM_RED_SIZE_EXT 0x8028 +#define GL_HISTOGRAM_GREEN_SIZE_EXT 0x8029 +#define GL_HISTOGRAM_BLUE_SIZE_EXT 0x802A +#define GL_HISTOGRAM_ALPHA_SIZE_EXT 0x802B +#define GL_HISTOGRAM_LUMINANCE_SIZE_EXT 0x802C +#define GL_HISTOGRAM_SINK_EXT 0x802D +#define GL_MINMAX_EXT 0x802E +#define GL_MINMAX_FORMAT_EXT 0x802F +#define GL_MINMAX_SINK_EXT 0x8030 +#define GL_TABLE_TOO_LARGE_EXT 0x8031 +typedef void (APIENTRYP PFNGLGETHISTOGRAMEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETHISTOGRAMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMINMAXEXTPROC) (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMINMAXPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLHISTOGRAMEXTPROC) (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +typedef void (APIENTRYP PFNGLMINMAXEXTPROC) (GLenum target, GLenum internalformat, GLboolean sink); +typedef void (APIENTRYP PFNGLRESETHISTOGRAMEXTPROC) (GLenum target); +typedef void (APIENTRYP PFNGLRESETMINMAXEXTPROC) (GLenum target); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetHistogramEXT (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI void APIENTRY glGetHistogramParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetHistogramParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMinmaxEXT (GLenum target, GLboolean reset, GLenum format, GLenum type, void *values); +GLAPI void APIENTRY glGetMinmaxParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMinmaxParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glHistogramEXT (GLenum target, GLsizei width, GLenum internalformat, GLboolean sink); +GLAPI void APIENTRY glMinmaxEXT (GLenum target, GLenum internalformat, GLboolean sink); +GLAPI void APIENTRY glResetHistogramEXT (GLenum target); +GLAPI void APIENTRY glResetMinmaxEXT (GLenum target); +#endif +#endif /* GL_EXT_histogram */ + +#ifndef GL_EXT_index_array_formats +#define GL_EXT_index_array_formats 1 +#define GL_IUI_V2F_EXT 0x81AD +#define GL_IUI_V3F_EXT 0x81AE +#define GL_IUI_N3F_V2F_EXT 0x81AF +#define GL_IUI_N3F_V3F_EXT 0x81B0 +#define GL_T2F_IUI_V2F_EXT 0x81B1 +#define GL_T2F_IUI_V3F_EXT 0x81B2 +#define GL_T2F_IUI_N3F_V2F_EXT 0x81B3 +#define GL_T2F_IUI_N3F_V3F_EXT 0x81B4 +#endif /* GL_EXT_index_array_formats */ + +#ifndef GL_EXT_index_func +#define GL_EXT_index_func 1 +#define GL_INDEX_TEST_EXT 0x81B5 +#define GL_INDEX_TEST_FUNC_EXT 0x81B6 +#define GL_INDEX_TEST_REF_EXT 0x81B7 +typedef void (APIENTRYP PFNGLINDEXFUNCEXTPROC) (GLenum func, GLclampf ref); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glIndexFuncEXT (GLenum func, GLclampf ref); +#endif +#endif /* GL_EXT_index_func */ + +#ifndef GL_EXT_index_material +#define GL_EXT_index_material 1 +#define GL_INDEX_MATERIAL_EXT 0x81B8 +#define GL_INDEX_MATERIAL_PARAMETER_EXT 0x81B9 +#define GL_INDEX_MATERIAL_FACE_EXT 0x81BA +typedef void (APIENTRYP PFNGLINDEXMATERIALEXTPROC) (GLenum face, GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glIndexMaterialEXT (GLenum face, GLenum mode); +#endif +#endif /* GL_EXT_index_material */ + +#ifndef GL_EXT_index_texture +#define GL_EXT_index_texture 1 +#endif /* GL_EXT_index_texture */ + +#ifndef GL_EXT_light_texture +#define GL_EXT_light_texture 1 +#define GL_FRAGMENT_MATERIAL_EXT 0x8349 +#define GL_FRAGMENT_NORMAL_EXT 0x834A +#define GL_FRAGMENT_COLOR_EXT 0x834C +#define GL_ATTENUATION_EXT 0x834D +#define GL_SHADOW_ATTENUATION_EXT 0x834E +#define GL_TEXTURE_APPLICATION_MODE_EXT 0x834F +#define GL_TEXTURE_LIGHT_EXT 0x8350 +#define GL_TEXTURE_MATERIAL_FACE_EXT 0x8351 +#define GL_TEXTURE_MATERIAL_PARAMETER_EXT 0x8352 +typedef void (APIENTRYP PFNGLAPPLYTEXTUREEXTPROC) (GLenum mode); +typedef void (APIENTRYP PFNGLTEXTURELIGHTEXTPROC) (GLenum pname); +typedef void (APIENTRYP PFNGLTEXTUREMATERIALEXTPROC) (GLenum face, GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glApplyTextureEXT (GLenum mode); +GLAPI void APIENTRY glTextureLightEXT (GLenum pname); +GLAPI void APIENTRY glTextureMaterialEXT (GLenum face, GLenum mode); +#endif +#endif /* GL_EXT_light_texture */ + +#ifndef GL_EXT_memory_object +#define GL_EXT_memory_object 1 +#define GL_TEXTURE_TILING_EXT 0x9580 +#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 +#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B +#define GL_NUM_TILING_TYPES_EXT 0x9582 +#define GL_TILING_TYPES_EXT 0x9583 +#define GL_OPTIMAL_TILING_EXT 0x9584 +#define GL_LINEAR_TILING_EXT 0x9585 +#define GL_NUM_DEVICE_UUIDS_EXT 0x9596 +#define GL_DEVICE_UUID_EXT 0x9597 +#define GL_DRIVER_UUID_EXT 0x9598 +#define GL_UUID_SIZE_EXT 16 +typedef void (APIENTRYP PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte *data); +typedef void (APIENTRYP PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte *data); +typedef void (APIENTRYP PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint *memoryObjects); +typedef GLboolean (APIENTRYP PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject); +typedef void (APIENTRYP PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint *memoryObjects); +typedef void (APIENTRYP PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXSTORAGEMEM1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTURESTORAGEMEM1DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetUnsignedBytevEXT (GLenum pname, GLubyte *data); +GLAPI void APIENTRY glGetUnsignedBytei_vEXT (GLenum target, GLuint index, GLubyte *data); +GLAPI void APIENTRY glDeleteMemoryObjectsEXT (GLsizei n, const GLuint *memoryObjects); +GLAPI GLboolean APIENTRY glIsMemoryObjectEXT (GLuint memoryObject); +GLAPI void APIENTRY glCreateMemoryObjectsEXT (GLsizei n, GLuint *memoryObjects); +GLAPI void APIENTRY glMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, const GLint *params); +GLAPI void APIENTRY glGetMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, GLint *params); +GLAPI void APIENTRY glTexStorageMem2DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTexStorageMem2DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTexStorageMem3DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTexStorageMem3DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glBufferStorageMemEXT (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureStorageMem2DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureStorageMem2DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureStorageMem3DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureStorageMem3DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glNamedBufferStorageMemEXT (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTexStorageMem1DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureStorageMem1DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLuint memory, GLuint64 offset); +#endif +#endif /* GL_EXT_memory_object */ + +#ifndef GL_EXT_memory_object_fd +#define GL_EXT_memory_object_fd 1 +#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 +typedef void (APIENTRYP PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glImportMemoryFdEXT (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); +#endif +#endif /* GL_EXT_memory_object_fd */ + +#ifndef GL_EXT_memory_object_win32 +#define GL_EXT_memory_object_win32 1 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 +#define GL_DEVICE_LUID_EXT 0x9599 +#define GL_DEVICE_NODE_MASK_EXT 0x959A +#define GL_LUID_SIZE_EXT 8 +#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 +#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A +#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B +#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C +typedef void (APIENTRYP PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle); +typedef void (APIENTRYP PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glImportMemoryWin32HandleEXT (GLuint memory, GLuint64 size, GLenum handleType, void *handle); +GLAPI void APIENTRY glImportMemoryWin32NameEXT (GLuint memory, GLuint64 size, GLenum handleType, const void *name); +#endif +#endif /* GL_EXT_memory_object_win32 */ + +#ifndef GL_EXT_misc_attribute +#define GL_EXT_misc_attribute 1 +#endif /* GL_EXT_misc_attribute */ + +#ifndef GL_EXT_multi_draw_arrays +#define GL_EXT_multi_draw_arrays 1 +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysEXT (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +GLAPI void APIENTRY glMultiDrawElementsEXT (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); +#endif +#endif /* GL_EXT_multi_draw_arrays */ + +#ifndef GL_EXT_multisample +#define GL_EXT_multisample 1 +#define GL_MULTISAMPLE_EXT 0x809D +#define GL_SAMPLE_ALPHA_TO_MASK_EXT 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F +#define GL_SAMPLE_MASK_EXT 0x80A0 +#define GL_1PASS_EXT 0x80A1 +#define GL_2PASS_0_EXT 0x80A2 +#define GL_2PASS_1_EXT 0x80A3 +#define GL_4PASS_0_EXT 0x80A4 +#define GL_4PASS_1_EXT 0x80A5 +#define GL_4PASS_2_EXT 0x80A6 +#define GL_4PASS_3_EXT 0x80A7 +#define GL_SAMPLE_BUFFERS_EXT 0x80A8 +#define GL_SAMPLES_EXT 0x80A9 +#define GL_SAMPLE_MASK_VALUE_EXT 0x80AA +#define GL_SAMPLE_MASK_INVERT_EXT 0x80AB +#define GL_SAMPLE_PATTERN_EXT 0x80AC +#define GL_MULTISAMPLE_BIT_EXT 0x20000000 +typedef void (APIENTRYP PFNGLSAMPLEMASKEXTPROC) (GLclampf value, GLboolean invert); +typedef void (APIENTRYP PFNGLSAMPLEPATTERNEXTPROC) (GLenum pattern); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSampleMaskEXT (GLclampf value, GLboolean invert); +GLAPI void APIENTRY glSamplePatternEXT (GLenum pattern); +#endif +#endif /* GL_EXT_multisample */ + +#ifndef GL_EXT_multiview_tessellation_geometry_shader +#define GL_EXT_multiview_tessellation_geometry_shader 1 +#endif /* GL_EXT_multiview_tessellation_geometry_shader */ + +#ifndef GL_EXT_multiview_texture_multisample +#define GL_EXT_multiview_texture_multisample 1 +#endif /* GL_EXT_multiview_texture_multisample */ + +#ifndef GL_EXT_multiview_timer_query +#define GL_EXT_multiview_timer_query 1 +#endif /* GL_EXT_multiview_timer_query */ + +#ifndef GL_EXT_packed_depth_stencil +#define GL_EXT_packed_depth_stencil 1 +#define GL_DEPTH_STENCIL_EXT 0x84F9 +#define GL_UNSIGNED_INT_24_8_EXT 0x84FA +#define GL_DEPTH24_STENCIL8_EXT 0x88F0 +#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1 +#endif /* GL_EXT_packed_depth_stencil */ + +#ifndef GL_EXT_packed_float +#define GL_EXT_packed_float 1 +#define GL_R11F_G11F_B10F_EXT 0x8C3A +#define GL_UNSIGNED_INT_10F_11F_11F_REV_EXT 0x8C3B +#define GL_RGBA_SIGNED_COMPONENTS_EXT 0x8C3C +#endif /* GL_EXT_packed_float */ + +#ifndef GL_EXT_packed_pixels +#define GL_EXT_packed_pixels 1 +#define GL_UNSIGNED_BYTE_3_3_2_EXT 0x8032 +#define GL_UNSIGNED_SHORT_4_4_4_4_EXT 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1_EXT 0x8034 +#define GL_UNSIGNED_INT_8_8_8_8_EXT 0x8035 +#define GL_UNSIGNED_INT_10_10_10_2_EXT 0x8036 +#endif /* GL_EXT_packed_pixels */ + +#ifndef GL_EXT_paletted_texture +#define GL_EXT_paletted_texture 1 +#define GL_COLOR_INDEX1_EXT 0x80E2 +#define GL_COLOR_INDEX2_EXT 0x80E3 +#define GL_COLOR_INDEX4_EXT 0x80E4 +#define GL_COLOR_INDEX8_EXT 0x80E5 +#define GL_COLOR_INDEX12_EXT 0x80E6 +#define GL_COLOR_INDEX16_EXT 0x80E7 +#define GL_TEXTURE_INDEX_SIZE_EXT 0x80ED +typedef void (APIENTRYP PFNGLCOLORTABLEEXTPROC) (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *table); +typedef void (APIENTRYP PFNGLGETCOLORTABLEEXTPROC) (GLenum target, GLenum format, GLenum type, void *data); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorTableEXT (GLenum target, GLenum internalFormat, GLsizei width, GLenum format, GLenum type, const void *table); +GLAPI void APIENTRY glGetColorTableEXT (GLenum target, GLenum format, GLenum type, void *data); +GLAPI void APIENTRY glGetColorTableParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetColorTableParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); +#endif +#endif /* GL_EXT_paletted_texture */ + +#ifndef GL_EXT_pixel_buffer_object +#define GL_EXT_pixel_buffer_object 1 +#define GL_PIXEL_PACK_BUFFER_EXT 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_EXT 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_EXT 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_EXT 0x88EF +#endif /* GL_EXT_pixel_buffer_object */ + +#ifndef GL_EXT_pixel_transform +#define GL_EXT_pixel_transform 1 +#define GL_PIXEL_TRANSFORM_2D_EXT 0x8330 +#define GL_PIXEL_MAG_FILTER_EXT 0x8331 +#define GL_PIXEL_MIN_FILTER_EXT 0x8332 +#define GL_PIXEL_CUBIC_WEIGHT_EXT 0x8333 +#define GL_CUBIC_EXT 0x8334 +#define GL_AVERAGE_EXT 0x8335 +#define GL_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8336 +#define GL_MAX_PIXEL_TRANSFORM_2D_STACK_DEPTH_EXT 0x8337 +#define GL_PIXEL_TRANSFORM_2D_MATRIX_EXT 0x8338 +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIEXTPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFEXTPROC) (GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETPIXELTRANSFORMPARAMETERIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPIXELTRANSFORMPARAMETERFVEXTPROC) (GLenum target, GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPixelTransformParameteriEXT (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glPixelTransformParameterfEXT (GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glPixelTransformParameterivEXT (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glPixelTransformParameterfvEXT (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glGetPixelTransformParameterivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetPixelTransformParameterfvEXT (GLenum target, GLenum pname, GLfloat *params); +#endif +#endif /* GL_EXT_pixel_transform */ + +#ifndef GL_EXT_pixel_transform_color_table +#define GL_EXT_pixel_transform_color_table 1 +#endif /* GL_EXT_pixel_transform_color_table */ + +#ifndef GL_EXT_point_parameters +#define GL_EXT_point_parameters 1 +#define GL_POINT_SIZE_MIN_EXT 0x8126 +#define GL_POINT_SIZE_MAX_EXT 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_EXT 0x8128 +#define GL_DISTANCE_ATTENUATION_EXT 0x8129 +typedef void (APIENTRYP PFNGLPOINTPARAMETERFEXTPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVEXTPROC) (GLenum pname, const GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPointParameterfEXT (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPointParameterfvEXT (GLenum pname, const GLfloat *params); +#endif +#endif /* GL_EXT_point_parameters */ + +#ifndef GL_EXT_polygon_offset +#define GL_EXT_polygon_offset 1 +#define GL_POLYGON_OFFSET_EXT 0x8037 +#define GL_POLYGON_OFFSET_FACTOR_EXT 0x8038 +#define GL_POLYGON_OFFSET_BIAS_EXT 0x8039 +typedef void (APIENTRYP PFNGLPOLYGONOFFSETEXTPROC) (GLfloat factor, GLfloat bias); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPolygonOffsetEXT (GLfloat factor, GLfloat bias); +#endif +#endif /* GL_EXT_polygon_offset */ + +#ifndef GL_EXT_polygon_offset_clamp +#define GL_EXT_polygon_offset_clamp 1 +#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B +typedef void (APIENTRYP PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPolygonOffsetClampEXT (GLfloat factor, GLfloat units, GLfloat clamp); +#endif +#endif /* GL_EXT_polygon_offset_clamp */ + +#ifndef GL_EXT_post_depth_coverage +#define GL_EXT_post_depth_coverage 1 +#endif /* GL_EXT_post_depth_coverage */ + +#ifndef GL_EXT_provoking_vertex +#define GL_EXT_provoking_vertex 1 +#define GL_QUADS_FOLLOW_PROVOKING_VERTEX_CONVENTION_EXT 0x8E4C +#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E +#define GL_PROVOKING_VERTEX_EXT 0x8E4F +typedef void (APIENTRYP PFNGLPROVOKINGVERTEXEXTPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProvokingVertexEXT (GLenum mode); +#endif +#endif /* GL_EXT_provoking_vertex */ + +#ifndef GL_EXT_raster_multisample +#define GL_EXT_raster_multisample 1 +#define GL_RASTER_MULTISAMPLE_EXT 0x9327 +#define GL_RASTER_SAMPLES_EXT 0x9328 +#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 +#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A +#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B +#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C +typedef void (APIENTRYP PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glRasterSamplesEXT (GLuint samples, GLboolean fixedsamplelocations); +#endif +#endif /* GL_EXT_raster_multisample */ + +#ifndef GL_EXT_rescale_normal +#define GL_EXT_rescale_normal 1 +#define GL_RESCALE_NORMAL_EXT 0x803A +#endif /* GL_EXT_rescale_normal */ + +#ifndef GL_EXT_secondary_color +#define GL_EXT_secondary_color 1 +#define GL_COLOR_SUM_EXT 0x8458 +#define GL_CURRENT_SECONDARY_COLOR_EXT 0x8459 +#define GL_SECONDARY_COLOR_ARRAY_SIZE_EXT 0x845A +#define GL_SECONDARY_COLOR_ARRAY_TYPE_EXT 0x845B +#define GL_SECONDARY_COLOR_ARRAY_STRIDE_EXT 0x845C +#define GL_SECONDARY_COLOR_ARRAY_POINTER_EXT 0x845D +#define GL_SECONDARY_COLOR_ARRAY_EXT 0x845E +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BEXTPROC) (GLbyte red, GLbyte green, GLbyte blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3BVEXTPROC) (const GLbyte *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DEXTPROC) (GLdouble red, GLdouble green, GLdouble blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3DVEXTPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FEXTPROC) (GLfloat red, GLfloat green, GLfloat blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3FVEXTPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IEXTPROC) (GLint red, GLint green, GLint blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3IVEXTPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SEXTPROC) (GLshort red, GLshort green, GLshort blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3SVEXTPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBEXTPROC) (GLubyte red, GLubyte green, GLubyte blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UBVEXTPROC) (const GLubyte *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIEXTPROC) (GLuint red, GLuint green, GLuint blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3UIVEXTPROC) (const GLuint *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USEXTPROC) (GLushort red, GLushort green, GLushort blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3USVEXTPROC) (const GLushort *v); +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSecondaryColor3bEXT (GLbyte red, GLbyte green, GLbyte blue); +GLAPI void APIENTRY glSecondaryColor3bvEXT (const GLbyte *v); +GLAPI void APIENTRY glSecondaryColor3dEXT (GLdouble red, GLdouble green, GLdouble blue); +GLAPI void APIENTRY glSecondaryColor3dvEXT (const GLdouble *v); +GLAPI void APIENTRY glSecondaryColor3fEXT (GLfloat red, GLfloat green, GLfloat blue); +GLAPI void APIENTRY glSecondaryColor3fvEXT (const GLfloat *v); +GLAPI void APIENTRY glSecondaryColor3iEXT (GLint red, GLint green, GLint blue); +GLAPI void APIENTRY glSecondaryColor3ivEXT (const GLint *v); +GLAPI void APIENTRY glSecondaryColor3sEXT (GLshort red, GLshort green, GLshort blue); +GLAPI void APIENTRY glSecondaryColor3svEXT (const GLshort *v); +GLAPI void APIENTRY glSecondaryColor3ubEXT (GLubyte red, GLubyte green, GLubyte blue); +GLAPI void APIENTRY glSecondaryColor3ubvEXT (const GLubyte *v); +GLAPI void APIENTRY glSecondaryColor3uiEXT (GLuint red, GLuint green, GLuint blue); +GLAPI void APIENTRY glSecondaryColor3uivEXT (const GLuint *v); +GLAPI void APIENTRY glSecondaryColor3usEXT (GLushort red, GLushort green, GLushort blue); +GLAPI void APIENTRY glSecondaryColor3usvEXT (const GLushort *v); +GLAPI void APIENTRY glSecondaryColorPointerEXT (GLint size, GLenum type, GLsizei stride, const void *pointer); +#endif +#endif /* GL_EXT_secondary_color */ + +#ifndef GL_EXT_semaphore +#define GL_EXT_semaphore 1 +#define GL_LAYOUT_GENERAL_EXT 0x958D +#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E +#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F +#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 +#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 +#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 +#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 +#define GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT 0x9530 +#define GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT 0x9531 +typedef void (APIENTRYP PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint *semaphores); +typedef void (APIENTRYP PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint *semaphores); +typedef GLboolean (APIENTRYP PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore); +typedef void (APIENTRYP PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64 *params); +typedef void (APIENTRYP PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64 *params); +typedef void (APIENTRYP PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); +typedef void (APIENTRYP PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenSemaphoresEXT (GLsizei n, GLuint *semaphores); +GLAPI void APIENTRY glDeleteSemaphoresEXT (GLsizei n, const GLuint *semaphores); +GLAPI GLboolean APIENTRY glIsSemaphoreEXT (GLuint semaphore); +GLAPI void APIENTRY glSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, const GLuint64 *params); +GLAPI void APIENTRY glGetSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, GLuint64 *params); +GLAPI void APIENTRY glWaitSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); +GLAPI void APIENTRY glSignalSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); +#endif +#endif /* GL_EXT_semaphore */ + +#ifndef GL_EXT_semaphore_fd +#define GL_EXT_semaphore_fd 1 +typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glImportSemaphoreFdEXT (GLuint semaphore, GLenum handleType, GLint fd); +#endif +#endif /* GL_EXT_semaphore_fd */ + +#ifndef GL_EXT_semaphore_win32 +#define GL_EXT_semaphore_win32 1 +#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 +#define GL_D3D12_FENCE_VALUE_EXT 0x9595 +typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle); +typedef void (APIENTRYP PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glImportSemaphoreWin32HandleEXT (GLuint semaphore, GLenum handleType, void *handle); +GLAPI void APIENTRY glImportSemaphoreWin32NameEXT (GLuint semaphore, GLenum handleType, const void *name); +#endif +#endif /* GL_EXT_semaphore_win32 */ + +#ifndef GL_EXT_separate_shader_objects +#define GL_EXT_separate_shader_objects 1 +#define GL_ACTIVE_PROGRAM_EXT 0x8B8D +typedef void (APIENTRYP PFNGLUSESHADERPROGRAMEXTPROC) (GLenum type, GLuint program); +typedef void (APIENTRYP PFNGLACTIVEPROGRAMEXTPROC) (GLuint program); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROGRAMEXTPROC) (GLenum type, const GLchar *string); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUseShaderProgramEXT (GLenum type, GLuint program); +GLAPI void APIENTRY glActiveProgramEXT (GLuint program); +GLAPI GLuint APIENTRY glCreateShaderProgramEXT (GLenum type, const GLchar *string); +#endif +#endif /* GL_EXT_separate_shader_objects */ + +#ifndef GL_EXT_separate_specular_color +#define GL_EXT_separate_specular_color 1 +#define GL_LIGHT_MODEL_COLOR_CONTROL_EXT 0x81F8 +#define GL_SINGLE_COLOR_EXT 0x81F9 +#define GL_SEPARATE_SPECULAR_COLOR_EXT 0x81FA +#endif /* GL_EXT_separate_specular_color */ + +#ifndef GL_EXT_shader_framebuffer_fetch +#define GL_EXT_shader_framebuffer_fetch 1 +#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 +#endif /* GL_EXT_shader_framebuffer_fetch */ + +#ifndef GL_EXT_shader_framebuffer_fetch_non_coherent +#define GL_EXT_shader_framebuffer_fetch_non_coherent 1 +typedef void (APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferFetchBarrierEXT (void); +#endif +#endif /* GL_EXT_shader_framebuffer_fetch_non_coherent */ + +#ifndef GL_EXT_shader_image_load_formatted +#define GL_EXT_shader_image_load_formatted 1 +#endif /* GL_EXT_shader_image_load_formatted */ + +#ifndef GL_EXT_shader_image_load_store +#define GL_EXT_shader_image_load_store 1 +#define GL_MAX_IMAGE_UNITS_EXT 0x8F38 +#define GL_MAX_COMBINED_IMAGE_UNITS_AND_FRAGMENT_OUTPUTS_EXT 0x8F39 +#define GL_IMAGE_BINDING_NAME_EXT 0x8F3A +#define GL_IMAGE_BINDING_LEVEL_EXT 0x8F3B +#define GL_IMAGE_BINDING_LAYERED_EXT 0x8F3C +#define GL_IMAGE_BINDING_LAYER_EXT 0x8F3D +#define GL_IMAGE_BINDING_ACCESS_EXT 0x8F3E +#define GL_IMAGE_1D_EXT 0x904C +#define GL_IMAGE_2D_EXT 0x904D +#define GL_IMAGE_3D_EXT 0x904E +#define GL_IMAGE_2D_RECT_EXT 0x904F +#define GL_IMAGE_CUBE_EXT 0x9050 +#define GL_IMAGE_BUFFER_EXT 0x9051 +#define GL_IMAGE_1D_ARRAY_EXT 0x9052 +#define GL_IMAGE_2D_ARRAY_EXT 0x9053 +#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 +#define GL_IMAGE_2D_MULTISAMPLE_EXT 0x9055 +#define GL_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9056 +#define GL_INT_IMAGE_1D_EXT 0x9057 +#define GL_INT_IMAGE_2D_EXT 0x9058 +#define GL_INT_IMAGE_3D_EXT 0x9059 +#define GL_INT_IMAGE_2D_RECT_EXT 0x905A +#define GL_INT_IMAGE_CUBE_EXT 0x905B +#define GL_INT_IMAGE_BUFFER_EXT 0x905C +#define GL_INT_IMAGE_1D_ARRAY_EXT 0x905D +#define GL_INT_IMAGE_2D_ARRAY_EXT 0x905E +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F +#define GL_INT_IMAGE_2D_MULTISAMPLE_EXT 0x9060 +#define GL_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x9061 +#define GL_UNSIGNED_INT_IMAGE_1D_EXT 0x9062 +#define GL_UNSIGNED_INT_IMAGE_2D_EXT 0x9063 +#define GL_UNSIGNED_INT_IMAGE_3D_EXT 0x9064 +#define GL_UNSIGNED_INT_IMAGE_2D_RECT_EXT 0x9065 +#define GL_UNSIGNED_INT_IMAGE_CUBE_EXT 0x9066 +#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 +#define GL_UNSIGNED_INT_IMAGE_1D_ARRAY_EXT 0x9068 +#define GL_UNSIGNED_INT_IMAGE_2D_ARRAY_EXT 0x9069 +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_EXT 0x906B +#define GL_UNSIGNED_INT_IMAGE_2D_MULTISAMPLE_ARRAY_EXT 0x906C +#define GL_MAX_IMAGE_SAMPLES_EXT 0x906D +#define GL_IMAGE_BINDING_FORMAT_EXT 0x906E +#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT_EXT 0x00000001 +#define GL_ELEMENT_ARRAY_BARRIER_BIT_EXT 0x00000002 +#define GL_UNIFORM_BARRIER_BIT_EXT 0x00000004 +#define GL_TEXTURE_FETCH_BARRIER_BIT_EXT 0x00000008 +#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT_EXT 0x00000020 +#define GL_COMMAND_BARRIER_BIT_EXT 0x00000040 +#define GL_PIXEL_BUFFER_BARRIER_BIT_EXT 0x00000080 +#define GL_TEXTURE_UPDATE_BARRIER_BIT_EXT 0x00000100 +#define GL_BUFFER_UPDATE_BARRIER_BIT_EXT 0x00000200 +#define GL_FRAMEBUFFER_BARRIER_BIT_EXT 0x00000400 +#define GL_TRANSFORM_FEEDBACK_BARRIER_BIT_EXT 0x00000800 +#define GL_ATOMIC_COUNTER_BARRIER_BIT_EXT 0x00001000 +#define GL_ALL_BARRIER_BITS_EXT 0xFFFFFFFF +typedef void (APIENTRYP PFNGLBINDIMAGETEXTUREEXTPROC) (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); +typedef void (APIENTRYP PFNGLMEMORYBARRIEREXTPROC) (GLbitfield barriers); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindImageTextureEXT (GLuint index, GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum access, GLint format); +GLAPI void APIENTRY glMemoryBarrierEXT (GLbitfield barriers); +#endif +#endif /* GL_EXT_shader_image_load_store */ + +#ifndef GL_EXT_shader_integer_mix +#define GL_EXT_shader_integer_mix 1 +#endif /* GL_EXT_shader_integer_mix */ + +#ifndef GL_EXT_shader_samples_identical +#define GL_EXT_shader_samples_identical 1 +#endif /* GL_EXT_shader_samples_identical */ + +#ifndef GL_EXT_shadow_funcs +#define GL_EXT_shadow_funcs 1 +#endif /* GL_EXT_shadow_funcs */ + +#ifndef GL_EXT_shared_texture_palette +#define GL_EXT_shared_texture_palette 1 +#define GL_SHARED_TEXTURE_PALETTE_EXT 0x81FB +#endif /* GL_EXT_shared_texture_palette */ + +#ifndef GL_EXT_sparse_texture2 +#define GL_EXT_sparse_texture2 1 +#endif /* GL_EXT_sparse_texture2 */ + +#ifndef GL_EXT_stencil_clear_tag +#define GL_EXT_stencil_clear_tag 1 +#define GL_STENCIL_TAG_BITS_EXT 0x88F2 +#define GL_STENCIL_CLEAR_TAG_VALUE_EXT 0x88F3 +typedef void (APIENTRYP PFNGLSTENCILCLEARTAGEXTPROC) (GLsizei stencilTagBits, GLuint stencilClearTag); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glStencilClearTagEXT (GLsizei stencilTagBits, GLuint stencilClearTag); +#endif +#endif /* GL_EXT_stencil_clear_tag */ + +#ifndef GL_EXT_stencil_two_side +#define GL_EXT_stencil_two_side 1 +#define GL_STENCIL_TEST_TWO_SIDE_EXT 0x8910 +#define GL_ACTIVE_STENCIL_FACE_EXT 0x8911 +typedef void (APIENTRYP PFNGLACTIVESTENCILFACEEXTPROC) (GLenum face); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveStencilFaceEXT (GLenum face); +#endif +#endif /* GL_EXT_stencil_two_side */ + +#ifndef GL_EXT_stencil_wrap +#define GL_EXT_stencil_wrap 1 +#define GL_INCR_WRAP_EXT 0x8507 +#define GL_DECR_WRAP_EXT 0x8508 +#endif /* GL_EXT_stencil_wrap */ + +#ifndef GL_EXT_subtexture +#define GL_EXT_subtexture 1 +typedef void (APIENTRYP PFNGLTEXSUBIMAGE1DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexSubImage1DEXT (GLenum target, GLint level, GLint xoffset, GLsizei width, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTexSubImage2DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +#endif +#endif /* GL_EXT_subtexture */ + +#ifndef GL_EXT_texture +#define GL_EXT_texture 1 +#define GL_ALPHA4_EXT 0x803B +#define GL_ALPHA8_EXT 0x803C +#define GL_ALPHA12_EXT 0x803D +#define GL_ALPHA16_EXT 0x803E +#define GL_LUMINANCE4_EXT 0x803F +#define GL_LUMINANCE8_EXT 0x8040 +#define GL_LUMINANCE12_EXT 0x8041 +#define GL_LUMINANCE16_EXT 0x8042 +#define GL_LUMINANCE4_ALPHA4_EXT 0x8043 +#define GL_LUMINANCE6_ALPHA2_EXT 0x8044 +#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 +#define GL_LUMINANCE12_ALPHA4_EXT 0x8046 +#define GL_LUMINANCE12_ALPHA12_EXT 0x8047 +#define GL_LUMINANCE16_ALPHA16_EXT 0x8048 +#define GL_INTENSITY_EXT 0x8049 +#define GL_INTENSITY4_EXT 0x804A +#define GL_INTENSITY8_EXT 0x804B +#define GL_INTENSITY12_EXT 0x804C +#define GL_INTENSITY16_EXT 0x804D +#define GL_RGB2_EXT 0x804E +#define GL_RGB4_EXT 0x804F +#define GL_RGB5_EXT 0x8050 +#define GL_RGB8_EXT 0x8051 +#define GL_RGB10_EXT 0x8052 +#define GL_RGB12_EXT 0x8053 +#define GL_RGB16_EXT 0x8054 +#define GL_RGBA2_EXT 0x8055 +#define GL_RGBA4_EXT 0x8056 +#define GL_RGB5_A1_EXT 0x8057 +#define GL_RGBA8_EXT 0x8058 +#define GL_RGB10_A2_EXT 0x8059 +#define GL_RGBA12_EXT 0x805A +#define GL_RGBA16_EXT 0x805B +#define GL_TEXTURE_RED_SIZE_EXT 0x805C +#define GL_TEXTURE_GREEN_SIZE_EXT 0x805D +#define GL_TEXTURE_BLUE_SIZE_EXT 0x805E +#define GL_TEXTURE_ALPHA_SIZE_EXT 0x805F +#define GL_TEXTURE_LUMINANCE_SIZE_EXT 0x8060 +#define GL_TEXTURE_INTENSITY_SIZE_EXT 0x8061 +#define GL_REPLACE_EXT 0x8062 +#define GL_PROXY_TEXTURE_1D_EXT 0x8063 +#define GL_PROXY_TEXTURE_2D_EXT 0x8064 +#define GL_TEXTURE_TOO_LARGE_EXT 0x8065 +#endif /* GL_EXT_texture */ + +#ifndef GL_EXT_texture3D +#define GL_EXT_texture3D 1 +#define GL_PACK_SKIP_IMAGES_EXT 0x806B +#define GL_PACK_IMAGE_HEIGHT_EXT 0x806C +#define GL_UNPACK_SKIP_IMAGES_EXT 0x806D +#define GL_UNPACK_IMAGE_HEIGHT_EXT 0x806E +#define GL_TEXTURE_3D_EXT 0x806F +#define GL_PROXY_TEXTURE_3D_EXT 0x8070 +#define GL_TEXTURE_DEPTH_EXT 0x8071 +#define GL_TEXTURE_WRAP_R_EXT 0x8072 +#define GL_MAX_3D_TEXTURE_SIZE_EXT 0x8073 +typedef void (APIENTRYP PFNGLTEXIMAGE3DEXTPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE3DEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexImage3DEXT (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTexSubImage3DEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +#endif +#endif /* GL_EXT_texture3D */ + +#ifndef GL_EXT_texture_array +#define GL_EXT_texture_array 1 +#define GL_TEXTURE_1D_ARRAY_EXT 0x8C18 +#define GL_PROXY_TEXTURE_1D_ARRAY_EXT 0x8C19 +#define GL_TEXTURE_2D_ARRAY_EXT 0x8C1A +#define GL_PROXY_TEXTURE_2D_ARRAY_EXT 0x8C1B +#define GL_TEXTURE_BINDING_1D_ARRAY_EXT 0x8C1C +#define GL_TEXTURE_BINDING_2D_ARRAY_EXT 0x8C1D +#define GL_MAX_ARRAY_TEXTURE_LAYERS_EXT 0x88FF +#define GL_COMPARE_REF_DEPTH_TO_TEXTURE_EXT 0x884E +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYEREXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferTextureLayerEXT (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer); +#endif +#endif /* GL_EXT_texture_array */ + +#ifndef GL_EXT_texture_buffer_object +#define GL_EXT_texture_buffer_object 1 +#define GL_TEXTURE_BUFFER_EXT 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D +#define GL_TEXTURE_BUFFER_FORMAT_EXT 0x8C2E +typedef void (APIENTRYP PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexBufferEXT (GLenum target, GLenum internalformat, GLuint buffer); +#endif +#endif /* GL_EXT_texture_buffer_object */ + +#ifndef GL_EXT_texture_compression_latc +#define GL_EXT_texture_compression_latc 1 +#define GL_COMPRESSED_LUMINANCE_LATC1_EXT 0x8C70 +#define GL_COMPRESSED_SIGNED_LUMINANCE_LATC1_EXT 0x8C71 +#define GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT 0x8C72 +#define GL_COMPRESSED_SIGNED_LUMINANCE_ALPHA_LATC2_EXT 0x8C73 +#endif /* GL_EXT_texture_compression_latc */ + +#ifndef GL_EXT_texture_compression_rgtc +#define GL_EXT_texture_compression_rgtc 1 +#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE +#endif /* GL_EXT_texture_compression_rgtc */ + +#ifndef GL_EXT_texture_compression_s3tc +#define GL_EXT_texture_compression_s3tc 1 +#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#endif /* GL_EXT_texture_compression_s3tc */ + +#ifndef GL_EXT_texture_cube_map +#define GL_EXT_texture_cube_map 1 +#define GL_NORMAL_MAP_EXT 0x8511 +#define GL_REFLECTION_MAP_EXT 0x8512 +#define GL_TEXTURE_CUBE_MAP_EXT 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP_EXT 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X_EXT 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y_EXT 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_EXT 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z_EXT 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_EXT 0x851A +#define GL_PROXY_TEXTURE_CUBE_MAP_EXT 0x851B +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE_EXT 0x851C +#endif /* GL_EXT_texture_cube_map */ + +#ifndef GL_EXT_texture_env_add +#define GL_EXT_texture_env_add 1 +#endif /* GL_EXT_texture_env_add */ + +#ifndef GL_EXT_texture_env_combine +#define GL_EXT_texture_env_combine 1 +#define GL_COMBINE_EXT 0x8570 +#define GL_COMBINE_RGB_EXT 0x8571 +#define GL_COMBINE_ALPHA_EXT 0x8572 +#define GL_RGB_SCALE_EXT 0x8573 +#define GL_ADD_SIGNED_EXT 0x8574 +#define GL_INTERPOLATE_EXT 0x8575 +#define GL_CONSTANT_EXT 0x8576 +#define GL_PRIMARY_COLOR_EXT 0x8577 +#define GL_PREVIOUS_EXT 0x8578 +#define GL_SOURCE0_RGB_EXT 0x8580 +#define GL_SOURCE1_RGB_EXT 0x8581 +#define GL_SOURCE2_RGB_EXT 0x8582 +#define GL_SOURCE0_ALPHA_EXT 0x8588 +#define GL_SOURCE1_ALPHA_EXT 0x8589 +#define GL_SOURCE2_ALPHA_EXT 0x858A +#define GL_OPERAND0_RGB_EXT 0x8590 +#define GL_OPERAND1_RGB_EXT 0x8591 +#define GL_OPERAND2_RGB_EXT 0x8592 +#define GL_OPERAND0_ALPHA_EXT 0x8598 +#define GL_OPERAND1_ALPHA_EXT 0x8599 +#define GL_OPERAND2_ALPHA_EXT 0x859A +#endif /* GL_EXT_texture_env_combine */ + +#ifndef GL_EXT_texture_env_dot3 +#define GL_EXT_texture_env_dot3 1 +#define GL_DOT3_RGB_EXT 0x8740 +#define GL_DOT3_RGBA_EXT 0x8741 +#endif /* GL_EXT_texture_env_dot3 */ + +#ifndef GL_EXT_texture_filter_anisotropic +#define GL_EXT_texture_filter_anisotropic 1 +#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#endif /* GL_EXT_texture_filter_anisotropic */ + +#ifndef GL_EXT_texture_filter_minmax +#define GL_EXT_texture_filter_minmax 1 +#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 +#define GL_WEIGHTED_AVERAGE_EXT 0x9367 +#endif /* GL_EXT_texture_filter_minmax */ + +#ifndef GL_EXT_texture_integer +#define GL_EXT_texture_integer 1 +#define GL_RGBA32UI_EXT 0x8D70 +#define GL_RGB32UI_EXT 0x8D71 +#define GL_ALPHA32UI_EXT 0x8D72 +#define GL_INTENSITY32UI_EXT 0x8D73 +#define GL_LUMINANCE32UI_EXT 0x8D74 +#define GL_LUMINANCE_ALPHA32UI_EXT 0x8D75 +#define GL_RGBA16UI_EXT 0x8D76 +#define GL_RGB16UI_EXT 0x8D77 +#define GL_ALPHA16UI_EXT 0x8D78 +#define GL_INTENSITY16UI_EXT 0x8D79 +#define GL_LUMINANCE16UI_EXT 0x8D7A +#define GL_LUMINANCE_ALPHA16UI_EXT 0x8D7B +#define GL_RGBA8UI_EXT 0x8D7C +#define GL_RGB8UI_EXT 0x8D7D +#define GL_ALPHA8UI_EXT 0x8D7E +#define GL_INTENSITY8UI_EXT 0x8D7F +#define GL_LUMINANCE8UI_EXT 0x8D80 +#define GL_LUMINANCE_ALPHA8UI_EXT 0x8D81 +#define GL_RGBA32I_EXT 0x8D82 +#define GL_RGB32I_EXT 0x8D83 +#define GL_ALPHA32I_EXT 0x8D84 +#define GL_INTENSITY32I_EXT 0x8D85 +#define GL_LUMINANCE32I_EXT 0x8D86 +#define GL_LUMINANCE_ALPHA32I_EXT 0x8D87 +#define GL_RGBA16I_EXT 0x8D88 +#define GL_RGB16I_EXT 0x8D89 +#define GL_ALPHA16I_EXT 0x8D8A +#define GL_INTENSITY16I_EXT 0x8D8B +#define GL_LUMINANCE16I_EXT 0x8D8C +#define GL_LUMINANCE_ALPHA16I_EXT 0x8D8D +#define GL_RGBA8I_EXT 0x8D8E +#define GL_RGB8I_EXT 0x8D8F +#define GL_ALPHA8I_EXT 0x8D90 +#define GL_INTENSITY8I_EXT 0x8D91 +#define GL_LUMINANCE8I_EXT 0x8D92 +#define GL_LUMINANCE_ALPHA8I_EXT 0x8D93 +#define GL_RED_INTEGER_EXT 0x8D94 +#define GL_GREEN_INTEGER_EXT 0x8D95 +#define GL_BLUE_INTEGER_EXT 0x8D96 +#define GL_ALPHA_INTEGER_EXT 0x8D97 +#define GL_RGB_INTEGER_EXT 0x8D98 +#define GL_RGBA_INTEGER_EXT 0x8D99 +#define GL_BGR_INTEGER_EXT 0x8D9A +#define GL_BGRA_INTEGER_EXT 0x8D9B +#define GL_LUMINANCE_INTEGER_EXT 0x8D9C +#define GL_LUMINANCE_ALPHA_INTEGER_EXT 0x8D9D +#define GL_RGBA_INTEGER_MODE_EXT 0x8D9E +typedef void (APIENTRYP PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLCLEARCOLORIIEXTPROC) (GLint red, GLint green, GLint blue, GLint alpha); +typedef void (APIENTRYP PFNGLCLEARCOLORIUIEXTPROC) (GLuint red, GLuint green, GLuint blue, GLuint alpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexParameterIivEXT (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glTexParameterIuivEXT (GLenum target, GLenum pname, const GLuint *params); +GLAPI void APIENTRY glGetTexParameterIivEXT (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetTexParameterIuivEXT (GLenum target, GLenum pname, GLuint *params); +GLAPI void APIENTRY glClearColorIiEXT (GLint red, GLint green, GLint blue, GLint alpha); +GLAPI void APIENTRY glClearColorIuiEXT (GLuint red, GLuint green, GLuint blue, GLuint alpha); +#endif +#endif /* GL_EXT_texture_integer */ + +#ifndef GL_EXT_texture_lod_bias +#define GL_EXT_texture_lod_bias 1 +#define GL_MAX_TEXTURE_LOD_BIAS_EXT 0x84FD +#define GL_TEXTURE_FILTER_CONTROL_EXT 0x8500 +#define GL_TEXTURE_LOD_BIAS_EXT 0x8501 +#endif /* GL_EXT_texture_lod_bias */ + +#ifndef GL_EXT_texture_mirror_clamp +#define GL_EXT_texture_mirror_clamp 1 +#define GL_MIRROR_CLAMP_EXT 0x8742 +#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 +#define GL_MIRROR_CLAMP_TO_BORDER_EXT 0x8912 +#endif /* GL_EXT_texture_mirror_clamp */ + +#ifndef GL_EXT_texture_object +#define GL_EXT_texture_object 1 +#define GL_TEXTURE_PRIORITY_EXT 0x8066 +#define GL_TEXTURE_RESIDENT_EXT 0x8067 +#define GL_TEXTURE_1D_BINDING_EXT 0x8068 +#define GL_TEXTURE_2D_BINDING_EXT 0x8069 +#define GL_TEXTURE_3D_BINDING_EXT 0x806A +typedef GLboolean (APIENTRYP PFNGLARETEXTURESRESIDENTEXTPROC) (GLsizei n, const GLuint *textures, GLboolean *residences); +typedef void (APIENTRYP PFNGLBINDTEXTUREEXTPROC) (GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLDELETETEXTURESEXTPROC) (GLsizei n, const GLuint *textures); +typedef void (APIENTRYP PFNGLGENTEXTURESEXTPROC) (GLsizei n, GLuint *textures); +typedef GLboolean (APIENTRYP PFNGLISTEXTUREEXTPROC) (GLuint texture); +typedef void (APIENTRYP PFNGLPRIORITIZETEXTURESEXTPROC) (GLsizei n, const GLuint *textures, const GLclampf *priorities); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLboolean APIENTRY glAreTexturesResidentEXT (GLsizei n, const GLuint *textures, GLboolean *residences); +GLAPI void APIENTRY glBindTextureEXT (GLenum target, GLuint texture); +GLAPI void APIENTRY glDeleteTexturesEXT (GLsizei n, const GLuint *textures); +GLAPI void APIENTRY glGenTexturesEXT (GLsizei n, GLuint *textures); +GLAPI GLboolean APIENTRY glIsTextureEXT (GLuint texture); +GLAPI void APIENTRY glPrioritizeTexturesEXT (GLsizei n, const GLuint *textures, const GLclampf *priorities); +#endif +#endif /* GL_EXT_texture_object */ + +#ifndef GL_EXT_texture_perturb_normal +#define GL_EXT_texture_perturb_normal 1 +#define GL_PERTURB_EXT 0x85AE +#define GL_TEXTURE_NORMAL_EXT 0x85AF +typedef void (APIENTRYP PFNGLTEXTURENORMALEXTPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTextureNormalEXT (GLenum mode); +#endif +#endif /* GL_EXT_texture_perturb_normal */ + +#ifndef GL_EXT_texture_sRGB +#define GL_EXT_texture_sRGB 1 +#define GL_SRGB_EXT 0x8C40 +#define GL_SRGB8_EXT 0x8C41 +#define GL_SRGB_ALPHA_EXT 0x8C42 +#define GL_SRGB8_ALPHA8_EXT 0x8C43 +#define GL_SLUMINANCE_ALPHA_EXT 0x8C44 +#define GL_SLUMINANCE8_ALPHA8_EXT 0x8C45 +#define GL_SLUMINANCE_EXT 0x8C46 +#define GL_SLUMINANCE8_EXT 0x8C47 +#define GL_COMPRESSED_SRGB_EXT 0x8C48 +#define GL_COMPRESSED_SRGB_ALPHA_EXT 0x8C49 +#define GL_COMPRESSED_SLUMINANCE_EXT 0x8C4A +#define GL_COMPRESSED_SLUMINANCE_ALPHA_EXT 0x8C4B +#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F +#endif /* GL_EXT_texture_sRGB */ + +#ifndef GL_EXT_texture_sRGB_R8 +#define GL_EXT_texture_sRGB_R8 1 +#define GL_SR8_EXT 0x8FBD +#endif /* GL_EXT_texture_sRGB_R8 */ + +#ifndef GL_EXT_texture_sRGB_RG8 +#define GL_EXT_texture_sRGB_RG8 1 +#define GL_SRG8_EXT 0x8FBE +#endif /* GL_EXT_texture_sRGB_RG8 */ + +#ifndef GL_EXT_texture_sRGB_decode +#define GL_EXT_texture_sRGB_decode 1 +#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 +#define GL_DECODE_EXT 0x8A49 +#define GL_SKIP_DECODE_EXT 0x8A4A +#endif /* GL_EXT_texture_sRGB_decode */ + +#ifndef GL_EXT_texture_shadow_lod +#define GL_EXT_texture_shadow_lod 1 +#endif /* GL_EXT_texture_shadow_lod */ + +#ifndef GL_EXT_texture_shared_exponent +#define GL_EXT_texture_shared_exponent 1 +#define GL_RGB9_E5_EXT 0x8C3D +#define GL_UNSIGNED_INT_5_9_9_9_REV_EXT 0x8C3E +#define GL_TEXTURE_SHARED_SIZE_EXT 0x8C3F +#endif /* GL_EXT_texture_shared_exponent */ + +#ifndef GL_EXT_texture_snorm +#define GL_EXT_texture_snorm 1 +#define GL_ALPHA_SNORM 0x9010 +#define GL_LUMINANCE_SNORM 0x9011 +#define GL_LUMINANCE_ALPHA_SNORM 0x9012 +#define GL_INTENSITY_SNORM 0x9013 +#define GL_ALPHA8_SNORM 0x9014 +#define GL_LUMINANCE8_SNORM 0x9015 +#define GL_LUMINANCE8_ALPHA8_SNORM 0x9016 +#define GL_INTENSITY8_SNORM 0x9017 +#define GL_ALPHA16_SNORM 0x9018 +#define GL_LUMINANCE16_SNORM 0x9019 +#define GL_LUMINANCE16_ALPHA16_SNORM 0x901A +#define GL_INTENSITY16_SNORM 0x901B +#define GL_RED_SNORM 0x8F90 +#define GL_RG_SNORM 0x8F91 +#define GL_RGB_SNORM 0x8F92 +#define GL_RGBA_SNORM 0x8F93 +#endif /* GL_EXT_texture_snorm */ + +#ifndef GL_EXT_texture_storage +#define GL_EXT_texture_storage 1 +#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F +#define GL_RGBA32F_EXT 0x8814 +#define GL_RGB32F_EXT 0x8815 +#define GL_ALPHA32F_EXT 0x8816 +#define GL_LUMINANCE32F_EXT 0x8818 +#define GL_LUMINANCE_ALPHA32F_EXT 0x8819 +#define GL_RGBA16F_EXT 0x881A +#define GL_RGB16F_EXT 0x881B +#define GL_ALPHA16F_EXT 0x881C +#define GL_LUMINANCE16F_EXT 0x881E +#define GL_LUMINANCE_ALPHA16F_EXT 0x881F +#define GL_BGRA8_EXT 0x93A1 +#define GL_R8_EXT 0x8229 +#define GL_RG8_EXT 0x822B +#define GL_R32F_EXT 0x822E +#define GL_RG32F_EXT 0x8230 +#define GL_R16F_EXT 0x822D +#define GL_RG16F_EXT 0x822F +typedef void (APIENTRYP PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (APIENTRYP PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexStorage1DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GLAPI void APIENTRY glTexStorage2DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexStorage3DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +#endif +#endif /* GL_EXT_texture_storage */ + +#ifndef GL_EXT_texture_swizzle +#define GL_EXT_texture_swizzle 1 +#define GL_TEXTURE_SWIZZLE_R_EXT 0x8E42 +#define GL_TEXTURE_SWIZZLE_G_EXT 0x8E43 +#define GL_TEXTURE_SWIZZLE_B_EXT 0x8E44 +#define GL_TEXTURE_SWIZZLE_A_EXT 0x8E45 +#define GL_TEXTURE_SWIZZLE_RGBA_EXT 0x8E46 +#endif /* GL_EXT_texture_swizzle */ + +#ifndef GL_EXT_timer_query +#define GL_EXT_timer_query 1 +#define GL_TIME_ELAPSED_EXT 0x88BF +typedef void (APIENTRYP PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64 *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetQueryObjecti64vEXT (GLuint id, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glGetQueryObjectui64vEXT (GLuint id, GLenum pname, GLuint64 *params); +#endif +#endif /* GL_EXT_timer_query */ + +#ifndef GL_EXT_transform_feedback +#define GL_EXT_transform_feedback 1 +#define GL_TRANSFORM_FEEDBACK_BUFFER_EXT 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_START_EXT 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_EXT 0x8C85 +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_EXT 0x8C8F +#define GL_INTERLEAVED_ATTRIBS_EXT 0x8C8C +#define GL_SEPARATE_ATTRIBS_EXT 0x8C8D +#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_EXT 0x8C88 +#define GL_RASTERIZER_DISCARD_EXT 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_EXT 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_EXT 0x8C8B +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_EXT 0x8C80 +#define GL_TRANSFORM_FEEDBACK_VARYINGS_EXT 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_EXT 0x8C7F +#define GL_TRANSFORM_FEEDBACK_VARYING_MAX_LENGTH_EXT 0x8C76 +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKEXTPROC) (GLenum primitiveMode); +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKEXTPROC) (void); +typedef void (APIENTRYP PFNGLBINDBUFFERRANGEEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLBINDBUFFEROFFSETEXTPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); +typedef void (APIENTRYP PFNGLBINDBUFFERBASEEXTPROC) (GLenum target, GLuint index, GLuint buffer); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSEXTPROC) (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGEXTPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginTransformFeedbackEXT (GLenum primitiveMode); +GLAPI void APIENTRY glEndTransformFeedbackEXT (void); +GLAPI void APIENTRY glBindBufferRangeEXT (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glBindBufferOffsetEXT (GLenum target, GLuint index, GLuint buffer, GLintptr offset); +GLAPI void APIENTRY glBindBufferBaseEXT (GLenum target, GLuint index, GLuint buffer); +GLAPI void APIENTRY glTransformFeedbackVaryingsEXT (GLuint program, GLsizei count, const GLchar *const*varyings, GLenum bufferMode); +GLAPI void APIENTRY glGetTransformFeedbackVaryingEXT (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +#endif +#endif /* GL_EXT_transform_feedback */ + +#ifndef GL_EXT_vertex_array +#define GL_EXT_vertex_array 1 +#define GL_VERTEX_ARRAY_EXT 0x8074 +#define GL_NORMAL_ARRAY_EXT 0x8075 +#define GL_COLOR_ARRAY_EXT 0x8076 +#define GL_INDEX_ARRAY_EXT 0x8077 +#define GL_TEXTURE_COORD_ARRAY_EXT 0x8078 +#define GL_EDGE_FLAG_ARRAY_EXT 0x8079 +#define GL_VERTEX_ARRAY_SIZE_EXT 0x807A +#define GL_VERTEX_ARRAY_TYPE_EXT 0x807B +#define GL_VERTEX_ARRAY_STRIDE_EXT 0x807C +#define GL_VERTEX_ARRAY_COUNT_EXT 0x807D +#define GL_NORMAL_ARRAY_TYPE_EXT 0x807E +#define GL_NORMAL_ARRAY_STRIDE_EXT 0x807F +#define GL_NORMAL_ARRAY_COUNT_EXT 0x8080 +#define GL_COLOR_ARRAY_SIZE_EXT 0x8081 +#define GL_COLOR_ARRAY_TYPE_EXT 0x8082 +#define GL_COLOR_ARRAY_STRIDE_EXT 0x8083 +#define GL_COLOR_ARRAY_COUNT_EXT 0x8084 +#define GL_INDEX_ARRAY_TYPE_EXT 0x8085 +#define GL_INDEX_ARRAY_STRIDE_EXT 0x8086 +#define GL_INDEX_ARRAY_COUNT_EXT 0x8087 +#define GL_TEXTURE_COORD_ARRAY_SIZE_EXT 0x8088 +#define GL_TEXTURE_COORD_ARRAY_TYPE_EXT 0x8089 +#define GL_TEXTURE_COORD_ARRAY_STRIDE_EXT 0x808A +#define GL_TEXTURE_COORD_ARRAY_COUNT_EXT 0x808B +#define GL_EDGE_FLAG_ARRAY_STRIDE_EXT 0x808C +#define GL_EDGE_FLAG_ARRAY_COUNT_EXT 0x808D +#define GL_VERTEX_ARRAY_POINTER_EXT 0x808E +#define GL_NORMAL_ARRAY_POINTER_EXT 0x808F +#define GL_COLOR_ARRAY_POINTER_EXT 0x8090 +#define GL_INDEX_ARRAY_POINTER_EXT 0x8091 +#define GL_TEXTURE_COORD_ARRAY_POINTER_EXT 0x8092 +#define GL_EDGE_FLAG_ARRAY_POINTER_EXT 0x8093 +typedef void (APIENTRYP PFNGLARRAYELEMENTEXTPROC) (GLint i); +typedef void (APIENTRYP PFNGLCOLORPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (APIENTRYP PFNGLDRAWARRAYSEXTPROC) (GLenum mode, GLint first, GLsizei count); +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTEREXTPROC) (GLsizei stride, GLsizei count, const GLboolean *pointer); +typedef void (APIENTRYP PFNGLGETPOINTERVEXTPROC) (GLenum pname, void **params); +typedef void (APIENTRYP PFNGLINDEXPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (APIENTRYP PFNGLNORMALPOINTEREXTPROC) (GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (APIENTRYP PFNGLTEXCOORDPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +typedef void (APIENTRYP PFNGLVERTEXPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glArrayElementEXT (GLint i); +GLAPI void APIENTRY glColorPointerEXT (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI void APIENTRY glDrawArraysEXT (GLenum mode, GLint first, GLsizei count); +GLAPI void APIENTRY glEdgeFlagPointerEXT (GLsizei stride, GLsizei count, const GLboolean *pointer); +GLAPI void APIENTRY glGetPointervEXT (GLenum pname, void **params); +GLAPI void APIENTRY glIndexPointerEXT (GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI void APIENTRY glNormalPointerEXT (GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI void APIENTRY glTexCoordPointerEXT (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +GLAPI void APIENTRY glVertexPointerEXT (GLint size, GLenum type, GLsizei stride, GLsizei count, const void *pointer); +#endif +#endif /* GL_EXT_vertex_array */ + +#ifndef GL_EXT_vertex_array_bgra +#define GL_EXT_vertex_array_bgra 1 +#endif /* GL_EXT_vertex_array_bgra */ + +#ifndef GL_EXT_vertex_attrib_64bit +#define GL_EXT_vertex_attrib_64bit 1 +#define GL_DOUBLE_VEC2_EXT 0x8FFC +#define GL_DOUBLE_VEC3_EXT 0x8FFD +#define GL_DOUBLE_VEC4_EXT 0x8FFE +#define GL_DOUBLE_MAT2_EXT 0x8F46 +#define GL_DOUBLE_MAT3_EXT 0x8F47 +#define GL_DOUBLE_MAT4_EXT 0x8F48 +#define GL_DOUBLE_MAT2x3_EXT 0x8F49 +#define GL_DOUBLE_MAT2x4_EXT 0x8F4A +#define GL_DOUBLE_MAT3x2_EXT 0x8F4B +#define GL_DOUBLE_MAT3x4_EXT 0x8F4C +#define GL_DOUBLE_MAT4x2_EXT 0x8F4D +#define GL_DOUBLE_MAT4x3_EXT 0x8F4E +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DEXTPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DEXTPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DEXTPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1DVEXTPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2DVEXTPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3DVEXTPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4DVEXTPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBLPOINTEREXTPROC) (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLDVEXTPROC) (GLuint index, GLenum pname, GLdouble *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttribL1dEXT (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttribL2dEXT (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttribL3dEXT (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttribL4dEXT (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttribL1dvEXT (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL2dvEXT (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL3dvEXT (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribL4dvEXT (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribLPointerEXT (GLuint index, GLint size, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glGetVertexAttribLdvEXT (GLuint index, GLenum pname, GLdouble *params); +#endif +#endif /* GL_EXT_vertex_attrib_64bit */ + +#ifndef GL_EXT_vertex_shader +#define GL_EXT_vertex_shader 1 +#define GL_VERTEX_SHADER_EXT 0x8780 +#define GL_VERTEX_SHADER_BINDING_EXT 0x8781 +#define GL_OP_INDEX_EXT 0x8782 +#define GL_OP_NEGATE_EXT 0x8783 +#define GL_OP_DOT3_EXT 0x8784 +#define GL_OP_DOT4_EXT 0x8785 +#define GL_OP_MUL_EXT 0x8786 +#define GL_OP_ADD_EXT 0x8787 +#define GL_OP_MADD_EXT 0x8788 +#define GL_OP_FRAC_EXT 0x8789 +#define GL_OP_MAX_EXT 0x878A +#define GL_OP_MIN_EXT 0x878B +#define GL_OP_SET_GE_EXT 0x878C +#define GL_OP_SET_LT_EXT 0x878D +#define GL_OP_CLAMP_EXT 0x878E +#define GL_OP_FLOOR_EXT 0x878F +#define GL_OP_ROUND_EXT 0x8790 +#define GL_OP_EXP_BASE_2_EXT 0x8791 +#define GL_OP_LOG_BASE_2_EXT 0x8792 +#define GL_OP_POWER_EXT 0x8793 +#define GL_OP_RECIP_EXT 0x8794 +#define GL_OP_RECIP_SQRT_EXT 0x8795 +#define GL_OP_SUB_EXT 0x8796 +#define GL_OP_CROSS_PRODUCT_EXT 0x8797 +#define GL_OP_MULTIPLY_MATRIX_EXT 0x8798 +#define GL_OP_MOV_EXT 0x8799 +#define GL_OUTPUT_VERTEX_EXT 0x879A +#define GL_OUTPUT_COLOR0_EXT 0x879B +#define GL_OUTPUT_COLOR1_EXT 0x879C +#define GL_OUTPUT_TEXTURE_COORD0_EXT 0x879D +#define GL_OUTPUT_TEXTURE_COORD1_EXT 0x879E +#define GL_OUTPUT_TEXTURE_COORD2_EXT 0x879F +#define GL_OUTPUT_TEXTURE_COORD3_EXT 0x87A0 +#define GL_OUTPUT_TEXTURE_COORD4_EXT 0x87A1 +#define GL_OUTPUT_TEXTURE_COORD5_EXT 0x87A2 +#define GL_OUTPUT_TEXTURE_COORD6_EXT 0x87A3 +#define GL_OUTPUT_TEXTURE_COORD7_EXT 0x87A4 +#define GL_OUTPUT_TEXTURE_COORD8_EXT 0x87A5 +#define GL_OUTPUT_TEXTURE_COORD9_EXT 0x87A6 +#define GL_OUTPUT_TEXTURE_COORD10_EXT 0x87A7 +#define GL_OUTPUT_TEXTURE_COORD11_EXT 0x87A8 +#define GL_OUTPUT_TEXTURE_COORD12_EXT 0x87A9 +#define GL_OUTPUT_TEXTURE_COORD13_EXT 0x87AA +#define GL_OUTPUT_TEXTURE_COORD14_EXT 0x87AB +#define GL_OUTPUT_TEXTURE_COORD15_EXT 0x87AC +#define GL_OUTPUT_TEXTURE_COORD16_EXT 0x87AD +#define GL_OUTPUT_TEXTURE_COORD17_EXT 0x87AE +#define GL_OUTPUT_TEXTURE_COORD18_EXT 0x87AF +#define GL_OUTPUT_TEXTURE_COORD19_EXT 0x87B0 +#define GL_OUTPUT_TEXTURE_COORD20_EXT 0x87B1 +#define GL_OUTPUT_TEXTURE_COORD21_EXT 0x87B2 +#define GL_OUTPUT_TEXTURE_COORD22_EXT 0x87B3 +#define GL_OUTPUT_TEXTURE_COORD23_EXT 0x87B4 +#define GL_OUTPUT_TEXTURE_COORD24_EXT 0x87B5 +#define GL_OUTPUT_TEXTURE_COORD25_EXT 0x87B6 +#define GL_OUTPUT_TEXTURE_COORD26_EXT 0x87B7 +#define GL_OUTPUT_TEXTURE_COORD27_EXT 0x87B8 +#define GL_OUTPUT_TEXTURE_COORD28_EXT 0x87B9 +#define GL_OUTPUT_TEXTURE_COORD29_EXT 0x87BA +#define GL_OUTPUT_TEXTURE_COORD30_EXT 0x87BB +#define GL_OUTPUT_TEXTURE_COORD31_EXT 0x87BC +#define GL_OUTPUT_FOG_EXT 0x87BD +#define GL_SCALAR_EXT 0x87BE +#define GL_VECTOR_EXT 0x87BF +#define GL_MATRIX_EXT 0x87C0 +#define GL_VARIANT_EXT 0x87C1 +#define GL_INVARIANT_EXT 0x87C2 +#define GL_LOCAL_CONSTANT_EXT 0x87C3 +#define GL_LOCAL_EXT 0x87C4 +#define GL_MAX_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87C5 +#define GL_MAX_VERTEX_SHADER_VARIANTS_EXT 0x87C6 +#define GL_MAX_VERTEX_SHADER_INVARIANTS_EXT 0x87C7 +#define GL_MAX_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87C8 +#define GL_MAX_VERTEX_SHADER_LOCALS_EXT 0x87C9 +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CA +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_VARIANTS_EXT 0x87CB +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87CC +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_INVARIANTS_EXT 0x87CD +#define GL_MAX_OPTIMIZED_VERTEX_SHADER_LOCALS_EXT 0x87CE +#define GL_VERTEX_SHADER_INSTRUCTIONS_EXT 0x87CF +#define GL_VERTEX_SHADER_VARIANTS_EXT 0x87D0 +#define GL_VERTEX_SHADER_INVARIANTS_EXT 0x87D1 +#define GL_VERTEX_SHADER_LOCAL_CONSTANTS_EXT 0x87D2 +#define GL_VERTEX_SHADER_LOCALS_EXT 0x87D3 +#define GL_VERTEX_SHADER_OPTIMIZED_EXT 0x87D4 +#define GL_X_EXT 0x87D5 +#define GL_Y_EXT 0x87D6 +#define GL_Z_EXT 0x87D7 +#define GL_W_EXT 0x87D8 +#define GL_NEGATIVE_X_EXT 0x87D9 +#define GL_NEGATIVE_Y_EXT 0x87DA +#define GL_NEGATIVE_Z_EXT 0x87DB +#define GL_NEGATIVE_W_EXT 0x87DC +#define GL_ZERO_EXT 0x87DD +#define GL_ONE_EXT 0x87DE +#define GL_NEGATIVE_ONE_EXT 0x87DF +#define GL_NORMALIZED_RANGE_EXT 0x87E0 +#define GL_FULL_RANGE_EXT 0x87E1 +#define GL_CURRENT_VERTEX_EXT 0x87E2 +#define GL_MVP_MATRIX_EXT 0x87E3 +#define GL_VARIANT_VALUE_EXT 0x87E4 +#define GL_VARIANT_DATATYPE_EXT 0x87E5 +#define GL_VARIANT_ARRAY_STRIDE_EXT 0x87E6 +#define GL_VARIANT_ARRAY_TYPE_EXT 0x87E7 +#define GL_VARIANT_ARRAY_EXT 0x87E8 +#define GL_VARIANT_ARRAY_POINTER_EXT 0x87E9 +#define GL_INVARIANT_VALUE_EXT 0x87EA +#define GL_INVARIANT_DATATYPE_EXT 0x87EB +#define GL_LOCAL_CONSTANT_VALUE_EXT 0x87EC +#define GL_LOCAL_CONSTANT_DATATYPE_EXT 0x87ED +typedef void (APIENTRYP PFNGLBEGINVERTEXSHADEREXTPROC) (void); +typedef void (APIENTRYP PFNGLENDVERTEXSHADEREXTPROC) (void); +typedef void (APIENTRYP PFNGLBINDVERTEXSHADEREXTPROC) (GLuint id); +typedef GLuint (APIENTRYP PFNGLGENVERTEXSHADERSEXTPROC) (GLuint range); +typedef void (APIENTRYP PFNGLDELETEVERTEXSHADEREXTPROC) (GLuint id); +typedef void (APIENTRYP PFNGLSHADEROP1EXTPROC) (GLenum op, GLuint res, GLuint arg1); +typedef void (APIENTRYP PFNGLSHADEROP2EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2); +typedef void (APIENTRYP PFNGLSHADEROP3EXTPROC) (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); +typedef void (APIENTRYP PFNGLSWIZZLEEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +typedef void (APIENTRYP PFNGLWRITEMASKEXTPROC) (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +typedef void (APIENTRYP PFNGLINSERTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); +typedef void (APIENTRYP PFNGLEXTRACTCOMPONENTEXTPROC) (GLuint res, GLuint src, GLuint num); +typedef GLuint (APIENTRYP PFNGLGENSYMBOLSEXTPROC) (GLenum datatype, GLenum storagetype, GLenum range, GLuint components); +typedef void (APIENTRYP PFNGLSETINVARIANTEXTPROC) (GLuint id, GLenum type, const void *addr); +typedef void (APIENTRYP PFNGLSETLOCALCONSTANTEXTPROC) (GLuint id, GLenum type, const void *addr); +typedef void (APIENTRYP PFNGLVARIANTBVEXTPROC) (GLuint id, const GLbyte *addr); +typedef void (APIENTRYP PFNGLVARIANTSVEXTPROC) (GLuint id, const GLshort *addr); +typedef void (APIENTRYP PFNGLVARIANTIVEXTPROC) (GLuint id, const GLint *addr); +typedef void (APIENTRYP PFNGLVARIANTFVEXTPROC) (GLuint id, const GLfloat *addr); +typedef void (APIENTRYP PFNGLVARIANTDVEXTPROC) (GLuint id, const GLdouble *addr); +typedef void (APIENTRYP PFNGLVARIANTUBVEXTPROC) (GLuint id, const GLubyte *addr); +typedef void (APIENTRYP PFNGLVARIANTUSVEXTPROC) (GLuint id, const GLushort *addr); +typedef void (APIENTRYP PFNGLVARIANTUIVEXTPROC) (GLuint id, const GLuint *addr); +typedef void (APIENTRYP PFNGLVARIANTPOINTEREXTPROC) (GLuint id, GLenum type, GLuint stride, const void *addr); +typedef void (APIENTRYP PFNGLENABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); +typedef void (APIENTRYP PFNGLDISABLEVARIANTCLIENTSTATEEXTPROC) (GLuint id); +typedef GLuint (APIENTRYP PFNGLBINDLIGHTPARAMETEREXTPROC) (GLenum light, GLenum value); +typedef GLuint (APIENTRYP PFNGLBINDMATERIALPARAMETEREXTPROC) (GLenum face, GLenum value); +typedef GLuint (APIENTRYP PFNGLBINDTEXGENPARAMETEREXTPROC) (GLenum unit, GLenum coord, GLenum value); +typedef GLuint (APIENTRYP PFNGLBINDTEXTUREUNITPARAMETEREXTPROC) (GLenum unit, GLenum value); +typedef GLuint (APIENTRYP PFNGLBINDPARAMETEREXTPROC) (GLenum value); +typedef GLboolean (APIENTRYP PFNGLISVARIANTENABLEDEXTPROC) (GLuint id, GLenum cap); +typedef void (APIENTRYP PFNGLGETVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); +typedef void (APIENTRYP PFNGLGETVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); +typedef void (APIENTRYP PFNGLGETVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); +typedef void (APIENTRYP PFNGLGETVARIANTPOINTERVEXTPROC) (GLuint id, GLenum value, void **data); +typedef void (APIENTRYP PFNGLGETINVARIANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINVARIANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); +typedef void (APIENTRYP PFNGLGETINVARIANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); +typedef void (APIENTRYP PFNGLGETLOCALCONSTANTBOOLEANVEXTPROC) (GLuint id, GLenum value, GLboolean *data); +typedef void (APIENTRYP PFNGLGETLOCALCONSTANTINTEGERVEXTPROC) (GLuint id, GLenum value, GLint *data); +typedef void (APIENTRYP PFNGLGETLOCALCONSTANTFLOATVEXTPROC) (GLuint id, GLenum value, GLfloat *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginVertexShaderEXT (void); +GLAPI void APIENTRY glEndVertexShaderEXT (void); +GLAPI void APIENTRY glBindVertexShaderEXT (GLuint id); +GLAPI GLuint APIENTRY glGenVertexShadersEXT (GLuint range); +GLAPI void APIENTRY glDeleteVertexShaderEXT (GLuint id); +GLAPI void APIENTRY glShaderOp1EXT (GLenum op, GLuint res, GLuint arg1); +GLAPI void APIENTRY glShaderOp2EXT (GLenum op, GLuint res, GLuint arg1, GLuint arg2); +GLAPI void APIENTRY glShaderOp3EXT (GLenum op, GLuint res, GLuint arg1, GLuint arg2, GLuint arg3); +GLAPI void APIENTRY glSwizzleEXT (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +GLAPI void APIENTRY glWriteMaskEXT (GLuint res, GLuint in, GLenum outX, GLenum outY, GLenum outZ, GLenum outW); +GLAPI void APIENTRY glInsertComponentEXT (GLuint res, GLuint src, GLuint num); +GLAPI void APIENTRY glExtractComponentEXT (GLuint res, GLuint src, GLuint num); +GLAPI GLuint APIENTRY glGenSymbolsEXT (GLenum datatype, GLenum storagetype, GLenum range, GLuint components); +GLAPI void APIENTRY glSetInvariantEXT (GLuint id, GLenum type, const void *addr); +GLAPI void APIENTRY glSetLocalConstantEXT (GLuint id, GLenum type, const void *addr); +GLAPI void APIENTRY glVariantbvEXT (GLuint id, const GLbyte *addr); +GLAPI void APIENTRY glVariantsvEXT (GLuint id, const GLshort *addr); +GLAPI void APIENTRY glVariantivEXT (GLuint id, const GLint *addr); +GLAPI void APIENTRY glVariantfvEXT (GLuint id, const GLfloat *addr); +GLAPI void APIENTRY glVariantdvEXT (GLuint id, const GLdouble *addr); +GLAPI void APIENTRY glVariantubvEXT (GLuint id, const GLubyte *addr); +GLAPI void APIENTRY glVariantusvEXT (GLuint id, const GLushort *addr); +GLAPI void APIENTRY glVariantuivEXT (GLuint id, const GLuint *addr); +GLAPI void APIENTRY glVariantPointerEXT (GLuint id, GLenum type, GLuint stride, const void *addr); +GLAPI void APIENTRY glEnableVariantClientStateEXT (GLuint id); +GLAPI void APIENTRY glDisableVariantClientStateEXT (GLuint id); +GLAPI GLuint APIENTRY glBindLightParameterEXT (GLenum light, GLenum value); +GLAPI GLuint APIENTRY glBindMaterialParameterEXT (GLenum face, GLenum value); +GLAPI GLuint APIENTRY glBindTexGenParameterEXT (GLenum unit, GLenum coord, GLenum value); +GLAPI GLuint APIENTRY glBindTextureUnitParameterEXT (GLenum unit, GLenum value); +GLAPI GLuint APIENTRY glBindParameterEXT (GLenum value); +GLAPI GLboolean APIENTRY glIsVariantEnabledEXT (GLuint id, GLenum cap); +GLAPI void APIENTRY glGetVariantBooleanvEXT (GLuint id, GLenum value, GLboolean *data); +GLAPI void APIENTRY glGetVariantIntegervEXT (GLuint id, GLenum value, GLint *data); +GLAPI void APIENTRY glGetVariantFloatvEXT (GLuint id, GLenum value, GLfloat *data); +GLAPI void APIENTRY glGetVariantPointervEXT (GLuint id, GLenum value, void **data); +GLAPI void APIENTRY glGetInvariantBooleanvEXT (GLuint id, GLenum value, GLboolean *data); +GLAPI void APIENTRY glGetInvariantIntegervEXT (GLuint id, GLenum value, GLint *data); +GLAPI void APIENTRY glGetInvariantFloatvEXT (GLuint id, GLenum value, GLfloat *data); +GLAPI void APIENTRY glGetLocalConstantBooleanvEXT (GLuint id, GLenum value, GLboolean *data); +GLAPI void APIENTRY glGetLocalConstantIntegervEXT (GLuint id, GLenum value, GLint *data); +GLAPI void APIENTRY glGetLocalConstantFloatvEXT (GLuint id, GLenum value, GLfloat *data); +#endif +#endif /* GL_EXT_vertex_shader */ + +#ifndef GL_EXT_vertex_weighting +#define GL_EXT_vertex_weighting 1 +#define GL_MODELVIEW0_STACK_DEPTH_EXT 0x0BA3 +#define GL_MODELVIEW1_STACK_DEPTH_EXT 0x8502 +#define GL_MODELVIEW0_MATRIX_EXT 0x0BA6 +#define GL_MODELVIEW1_MATRIX_EXT 0x8506 +#define GL_VERTEX_WEIGHTING_EXT 0x8509 +#define GL_MODELVIEW0_EXT 0x1700 +#define GL_MODELVIEW1_EXT 0x850A +#define GL_CURRENT_VERTEX_WEIGHT_EXT 0x850B +#define GL_VERTEX_WEIGHT_ARRAY_EXT 0x850C +#define GL_VERTEX_WEIGHT_ARRAY_SIZE_EXT 0x850D +#define GL_VERTEX_WEIGHT_ARRAY_TYPE_EXT 0x850E +#define GL_VERTEX_WEIGHT_ARRAY_STRIDE_EXT 0x850F +#define GL_VERTEX_WEIGHT_ARRAY_POINTER_EXT 0x8510 +typedef void (APIENTRYP PFNGLVERTEXWEIGHTFEXTPROC) (GLfloat weight); +typedef void (APIENTRYP PFNGLVERTEXWEIGHTFVEXTPROC) (const GLfloat *weight); +typedef void (APIENTRYP PFNGLVERTEXWEIGHTPOINTEREXTPROC) (GLint size, GLenum type, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexWeightfEXT (GLfloat weight); +GLAPI void APIENTRY glVertexWeightfvEXT (const GLfloat *weight); +GLAPI void APIENTRY glVertexWeightPointerEXT (GLint size, GLenum type, GLsizei stride, const void *pointer); +#endif +#endif /* GL_EXT_vertex_weighting */ + +#ifndef GL_EXT_win32_keyed_mutex +#define GL_EXT_win32_keyed_mutex 1 +typedef GLboolean (APIENTRYP PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout); +typedef GLboolean (APIENTRYP PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLboolean APIENTRY glAcquireKeyedMutexWin32EXT (GLuint memory, GLuint64 key, GLuint timeout); +GLAPI GLboolean APIENTRY glReleaseKeyedMutexWin32EXT (GLuint memory, GLuint64 key); +#endif +#endif /* GL_EXT_win32_keyed_mutex */ + +#ifndef GL_EXT_window_rectangles +#define GL_EXT_window_rectangles 1 +#define GL_INCLUSIVE_EXT 0x8F10 +#define GL_EXCLUSIVE_EXT 0x8F11 +#define GL_WINDOW_RECTANGLE_EXT 0x8F12 +#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 +#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 +#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 +typedef void (APIENTRYP PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint *box); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glWindowRectanglesEXT (GLenum mode, GLsizei count, const GLint *box); +#endif +#endif /* GL_EXT_window_rectangles */ + +#ifndef GL_EXT_x11_sync_object +#define GL_EXT_x11_sync_object 1 +#define GL_SYNC_X11_FENCE_EXT 0x90E1 +typedef GLsync (APIENTRYP PFNGLIMPORTSYNCEXTPROC) (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLsync APIENTRY glImportSyncEXT (GLenum external_sync_type, GLintptr external_sync, GLbitfield flags); +#endif +#endif /* GL_EXT_x11_sync_object */ + +#ifndef GL_GREMEDY_frame_terminator +#define GL_GREMEDY_frame_terminator 1 +typedef void (APIENTRYP PFNGLFRAMETERMINATORGREMEDYPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFrameTerminatorGREMEDY (void); +#endif +#endif /* GL_GREMEDY_frame_terminator */ + +#ifndef GL_GREMEDY_string_marker +#define GL_GREMEDY_string_marker 1 +typedef void (APIENTRYP PFNGLSTRINGMARKERGREMEDYPROC) (GLsizei len, const void *string); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glStringMarkerGREMEDY (GLsizei len, const void *string); +#endif +#endif /* GL_GREMEDY_string_marker */ + +#ifndef GL_HP_convolution_border_modes +#define GL_HP_convolution_border_modes 1 +#define GL_IGNORE_BORDER_HP 0x8150 +#define GL_CONSTANT_BORDER_HP 0x8151 +#define GL_REPLICATE_BORDER_HP 0x8153 +#define GL_CONVOLUTION_BORDER_COLOR_HP 0x8154 +#endif /* GL_HP_convolution_border_modes */ + +#ifndef GL_HP_image_transform +#define GL_HP_image_transform 1 +#define GL_IMAGE_SCALE_X_HP 0x8155 +#define GL_IMAGE_SCALE_Y_HP 0x8156 +#define GL_IMAGE_TRANSLATE_X_HP 0x8157 +#define GL_IMAGE_TRANSLATE_Y_HP 0x8158 +#define GL_IMAGE_ROTATE_ANGLE_HP 0x8159 +#define GL_IMAGE_ROTATE_ORIGIN_X_HP 0x815A +#define GL_IMAGE_ROTATE_ORIGIN_Y_HP 0x815B +#define GL_IMAGE_MAG_FILTER_HP 0x815C +#define GL_IMAGE_MIN_FILTER_HP 0x815D +#define GL_IMAGE_CUBIC_WEIGHT_HP 0x815E +#define GL_CUBIC_HP 0x815F +#define GL_AVERAGE_HP 0x8160 +#define GL_IMAGE_TRANSFORM_2D_HP 0x8161 +#define GL_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8162 +#define GL_PROXY_POST_IMAGE_TRANSFORM_COLOR_TABLE_HP 0x8163 +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIHPPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFHPPROC) (GLenum target, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERIVHPPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETIMAGETRANSFORMPARAMETERFVHPPROC) (GLenum target, GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glImageTransformParameteriHP (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glImageTransformParameterfHP (GLenum target, GLenum pname, GLfloat param); +GLAPI void APIENTRY glImageTransformParameterivHP (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glImageTransformParameterfvHP (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glGetImageTransformParameterivHP (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetImageTransformParameterfvHP (GLenum target, GLenum pname, GLfloat *params); +#endif +#endif /* GL_HP_image_transform */ + +#ifndef GL_HP_occlusion_test +#define GL_HP_occlusion_test 1 +#define GL_OCCLUSION_TEST_HP 0x8165 +#define GL_OCCLUSION_TEST_RESULT_HP 0x8166 +#endif /* GL_HP_occlusion_test */ + +#ifndef GL_HP_texture_lighting +#define GL_HP_texture_lighting 1 +#define GL_TEXTURE_LIGHTING_MODE_HP 0x8167 +#define GL_TEXTURE_POST_SPECULAR_HP 0x8168 +#define GL_TEXTURE_PRE_SPECULAR_HP 0x8169 +#endif /* GL_HP_texture_lighting */ + +#ifndef GL_IBM_cull_vertex +#define GL_IBM_cull_vertex 1 +#define GL_CULL_VERTEX_IBM 103050 +#endif /* GL_IBM_cull_vertex */ + +#ifndef GL_IBM_multimode_draw_arrays +#define GL_IBM_multimode_draw_arrays 1 +typedef void (APIENTRYP PFNGLMULTIMODEDRAWARRAYSIBMPROC) (const GLenum *mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); +typedef void (APIENTRYP PFNGLMULTIMODEDRAWELEMENTSIBMPROC) (const GLenum *mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount, GLint modestride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiModeDrawArraysIBM (const GLenum *mode, const GLint *first, const GLsizei *count, GLsizei primcount, GLint modestride); +GLAPI void APIENTRY glMultiModeDrawElementsIBM (const GLenum *mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount, GLint modestride); +#endif +#endif /* GL_IBM_multimode_draw_arrays */ + +#ifndef GL_IBM_rasterpos_clip +#define GL_IBM_rasterpos_clip 1 +#define GL_RASTER_POSITION_UNCLIPPED_IBM 0x19262 +#endif /* GL_IBM_rasterpos_clip */ + +#ifndef GL_IBM_static_data +#define GL_IBM_static_data 1 +#define GL_ALL_STATIC_DATA_IBM 103060 +#define GL_STATIC_VERTEX_ARRAY_IBM 103061 +typedef void (APIENTRYP PFNGLFLUSHSTATICDATAIBMPROC) (GLenum target); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFlushStaticDataIBM (GLenum target); +#endif +#endif /* GL_IBM_static_data */ + +#ifndef GL_IBM_texture_mirrored_repeat +#define GL_IBM_texture_mirrored_repeat 1 +#define GL_MIRRORED_REPEAT_IBM 0x8370 +#endif /* GL_IBM_texture_mirrored_repeat */ + +#ifndef GL_IBM_vertex_array_lists +#define GL_IBM_vertex_array_lists 1 +#define GL_VERTEX_ARRAY_LIST_IBM 103070 +#define GL_NORMAL_ARRAY_LIST_IBM 103071 +#define GL_COLOR_ARRAY_LIST_IBM 103072 +#define GL_INDEX_ARRAY_LIST_IBM 103073 +#define GL_TEXTURE_COORD_ARRAY_LIST_IBM 103074 +#define GL_EDGE_FLAG_ARRAY_LIST_IBM 103075 +#define GL_FOG_COORDINATE_ARRAY_LIST_IBM 103076 +#define GL_SECONDARY_COLOR_ARRAY_LIST_IBM 103077 +#define GL_VERTEX_ARRAY_LIST_STRIDE_IBM 103080 +#define GL_NORMAL_ARRAY_LIST_STRIDE_IBM 103081 +#define GL_COLOR_ARRAY_LIST_STRIDE_IBM 103082 +#define GL_INDEX_ARRAY_LIST_STRIDE_IBM 103083 +#define GL_TEXTURE_COORD_ARRAY_LIST_STRIDE_IBM 103084 +#define GL_EDGE_FLAG_ARRAY_LIST_STRIDE_IBM 103085 +#define GL_FOG_COORDINATE_ARRAY_LIST_STRIDE_IBM 103086 +#define GL_SECONDARY_COLOR_ARRAY_LIST_STRIDE_IBM 103087 +typedef void (APIENTRYP PFNGLCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLSECONDARYCOLORPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLEDGEFLAGPOINTERLISTIBMPROC) (GLint stride, const GLboolean **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLFOGCOORDPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLINDEXPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLNORMALPOINTERLISTIBMPROC) (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +typedef void (APIENTRYP PFNGLVERTEXPOINTERLISTIBMPROC) (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glSecondaryColorPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glEdgeFlagPointerListIBM (GLint stride, const GLboolean **pointer, GLint ptrstride); +GLAPI void APIENTRY glFogCoordPointerListIBM (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glIndexPointerListIBM (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glNormalPointerListIBM (GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glTexCoordPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +GLAPI void APIENTRY glVertexPointerListIBM (GLint size, GLenum type, GLint stride, const void **pointer, GLint ptrstride); +#endif +#endif /* GL_IBM_vertex_array_lists */ + +#ifndef GL_INGR_blend_func_separate +#define GL_INGR_blend_func_separate 1 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEINGRPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparateINGR (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +#endif +#endif /* GL_INGR_blend_func_separate */ + +#ifndef GL_INGR_color_clamp +#define GL_INGR_color_clamp 1 +#define GL_RED_MIN_CLAMP_INGR 0x8560 +#define GL_GREEN_MIN_CLAMP_INGR 0x8561 +#define GL_BLUE_MIN_CLAMP_INGR 0x8562 +#define GL_ALPHA_MIN_CLAMP_INGR 0x8563 +#define GL_RED_MAX_CLAMP_INGR 0x8564 +#define GL_GREEN_MAX_CLAMP_INGR 0x8565 +#define GL_BLUE_MAX_CLAMP_INGR 0x8566 +#define GL_ALPHA_MAX_CLAMP_INGR 0x8567 +#endif /* GL_INGR_color_clamp */ + +#ifndef GL_INGR_interlace_read +#define GL_INGR_interlace_read 1 +#define GL_INTERLACE_READ_INGR 0x8568 +#endif /* GL_INGR_interlace_read */ + +#ifndef GL_INTEL_blackhole_render +#define GL_INTEL_blackhole_render 1 +#define GL_BLACKHOLE_RENDER_INTEL 0x83FC +#endif /* GL_INTEL_blackhole_render */ + +#ifndef GL_INTEL_conservative_rasterization +#define GL_INTEL_conservative_rasterization 1 +#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE +#endif /* GL_INTEL_conservative_rasterization */ + +#ifndef GL_INTEL_fragment_shader_ordering +#define GL_INTEL_fragment_shader_ordering 1 +#endif /* GL_INTEL_fragment_shader_ordering */ + +#ifndef GL_INTEL_framebuffer_CMAA +#define GL_INTEL_framebuffer_CMAA 1 +typedef void (APIENTRYP PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glApplyFramebufferAttachmentCMAAINTEL (void); +#endif +#endif /* GL_INTEL_framebuffer_CMAA */ + +#ifndef GL_INTEL_map_texture +#define GL_INTEL_map_texture 1 +#define GL_TEXTURE_MEMORY_LAYOUT_INTEL 0x83FF +#define GL_LAYOUT_DEFAULT_INTEL 0 +#define GL_LAYOUT_LINEAR_INTEL 1 +#define GL_LAYOUT_LINEAR_CPU_CACHED_INTEL 2 +typedef void (APIENTRYP PFNGLSYNCTEXTUREINTELPROC) (GLuint texture); +typedef void (APIENTRYP PFNGLUNMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level); +typedef void *(APIENTRYP PFNGLMAPTEXTURE2DINTELPROC) (GLuint texture, GLint level, GLbitfield access, GLint *stride, GLenum *layout); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSyncTextureINTEL (GLuint texture); +GLAPI void APIENTRY glUnmapTexture2DINTEL (GLuint texture, GLint level); +GLAPI void *APIENTRY glMapTexture2DINTEL (GLuint texture, GLint level, GLbitfield access, GLint *stride, GLenum *layout); +#endif +#endif /* GL_INTEL_map_texture */ + +#ifndef GL_INTEL_parallel_arrays +#define GL_INTEL_parallel_arrays 1 +#define GL_PARALLEL_ARRAYS_INTEL 0x83F4 +#define GL_VERTEX_ARRAY_PARALLEL_POINTERS_INTEL 0x83F5 +#define GL_NORMAL_ARRAY_PARALLEL_POINTERS_INTEL 0x83F6 +#define GL_COLOR_ARRAY_PARALLEL_POINTERS_INTEL 0x83F7 +#define GL_TEXTURE_COORD_ARRAY_PARALLEL_POINTERS_INTEL 0x83F8 +typedef void (APIENTRYP PFNGLVERTEXPOINTERVINTELPROC) (GLint size, GLenum type, const void **pointer); +typedef void (APIENTRYP PFNGLNORMALPOINTERVINTELPROC) (GLenum type, const void **pointer); +typedef void (APIENTRYP PFNGLCOLORPOINTERVINTELPROC) (GLint size, GLenum type, const void **pointer); +typedef void (APIENTRYP PFNGLTEXCOORDPOINTERVINTELPROC) (GLint size, GLenum type, const void **pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexPointervINTEL (GLint size, GLenum type, const void **pointer); +GLAPI void APIENTRY glNormalPointervINTEL (GLenum type, const void **pointer); +GLAPI void APIENTRY glColorPointervINTEL (GLint size, GLenum type, const void **pointer); +GLAPI void APIENTRY glTexCoordPointervINTEL (GLint size, GLenum type, const void **pointer); +#endif +#endif /* GL_INTEL_parallel_arrays */ + +#ifndef GL_INTEL_performance_query +#define GL_INTEL_performance_query 1 +#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000 +#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x00000001 +#define GL_PERFQUERY_WAIT_INTEL 0x83FB +#define GL_PERFQUERY_FLUSH_INTEL 0x83FA +#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 +#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 +#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 +#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 +#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 +#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 +#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 +#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 +#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 +#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA +#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB +#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC +#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD +#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE +#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF +#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 +typedef void (APIENTRYP PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (APIENTRYP PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint *queryHandle); +typedef void (APIENTRYP PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (APIENTRYP PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (APIENTRYP PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint *queryId); +typedef void (APIENTRYP PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint *nextQueryId); +typedef void (APIENTRYP PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); +typedef void (APIENTRYP PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); +typedef void (APIENTRYP PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar *queryName, GLuint *queryId); +typedef void (APIENTRYP PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginPerfQueryINTEL (GLuint queryHandle); +GLAPI void APIENTRY glCreatePerfQueryINTEL (GLuint queryId, GLuint *queryHandle); +GLAPI void APIENTRY glDeletePerfQueryINTEL (GLuint queryHandle); +GLAPI void APIENTRY glEndPerfQueryINTEL (GLuint queryHandle); +GLAPI void APIENTRY glGetFirstPerfQueryIdINTEL (GLuint *queryId); +GLAPI void APIENTRY glGetNextPerfQueryIdINTEL (GLuint queryId, GLuint *nextQueryId); +GLAPI void APIENTRY glGetPerfCounterInfoINTEL (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); +GLAPI void APIENTRY glGetPerfQueryDataINTEL (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); +GLAPI void APIENTRY glGetPerfQueryIdByNameINTEL (GLchar *queryName, GLuint *queryId); +GLAPI void APIENTRY glGetPerfQueryInfoINTEL (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); +#endif +#endif /* GL_INTEL_performance_query */ + +#ifndef GL_MESAX_texture_stack +#define GL_MESAX_texture_stack 1 +#define GL_TEXTURE_1D_STACK_MESAX 0x8759 +#define GL_TEXTURE_2D_STACK_MESAX 0x875A +#define GL_PROXY_TEXTURE_1D_STACK_MESAX 0x875B +#define GL_PROXY_TEXTURE_2D_STACK_MESAX 0x875C +#define GL_TEXTURE_1D_STACK_BINDING_MESAX 0x875D +#define GL_TEXTURE_2D_STACK_BINDING_MESAX 0x875E +#endif /* GL_MESAX_texture_stack */ + +#ifndef GL_MESA_framebuffer_flip_x +#define GL_MESA_framebuffer_flip_x 1 +#define GL_FRAMEBUFFER_FLIP_X_MESA 0x8BBC +#endif /* GL_MESA_framebuffer_flip_x */ + +#ifndef GL_MESA_framebuffer_flip_y +#define GL_MESA_framebuffer_flip_y 1 +#define GL_FRAMEBUFFER_FLIP_Y_MESA 0x8BBB +typedef void (APIENTRYP PFNGLFRAMEBUFFERPARAMETERIMESAPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC) (GLenum target, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferParameteriMESA (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glGetFramebufferParameterivMESA (GLenum target, GLenum pname, GLint *params); +#endif +#endif /* GL_MESA_framebuffer_flip_y */ + +#ifndef GL_MESA_framebuffer_swap_xy +#define GL_MESA_framebuffer_swap_xy 1 +#define GL_FRAMEBUFFER_SWAP_XY_MESA 0x8BBD +#endif /* GL_MESA_framebuffer_swap_xy */ + +#ifndef GL_MESA_pack_invert +#define GL_MESA_pack_invert 1 +#define GL_PACK_INVERT_MESA 0x8758 +#endif /* GL_MESA_pack_invert */ + +#ifndef GL_MESA_program_binary_formats +#define GL_MESA_program_binary_formats 1 +#define GL_PROGRAM_BINARY_FORMAT_MESA 0x875F +#endif /* GL_MESA_program_binary_formats */ + +#ifndef GL_MESA_resize_buffers +#define GL_MESA_resize_buffers 1 +typedef void (APIENTRYP PFNGLRESIZEBUFFERSMESAPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glResizeBuffersMESA (void); +#endif +#endif /* GL_MESA_resize_buffers */ + +#ifndef GL_MESA_shader_integer_functions +#define GL_MESA_shader_integer_functions 1 +#endif /* GL_MESA_shader_integer_functions */ + +#ifndef GL_MESA_tile_raster_order +#define GL_MESA_tile_raster_order 1 +#define GL_TILE_RASTER_ORDER_FIXED_MESA 0x8BB8 +#define GL_TILE_RASTER_ORDER_INCREASING_X_MESA 0x8BB9 +#define GL_TILE_RASTER_ORDER_INCREASING_Y_MESA 0x8BBA +#endif /* GL_MESA_tile_raster_order */ + +#ifndef GL_MESA_window_pos +#define GL_MESA_window_pos 1 +typedef void (APIENTRYP PFNGLWINDOWPOS2DMESAPROC) (GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLWINDOWPOS2DVMESAPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2FMESAPROC) (GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLWINDOWPOS2FVMESAPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2IMESAPROC) (GLint x, GLint y); +typedef void (APIENTRYP PFNGLWINDOWPOS2IVMESAPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS2SMESAPROC) (GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLWINDOWPOS2SVMESAPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3DMESAPROC) (GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLWINDOWPOS3DVMESAPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3FMESAPROC) (GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLWINDOWPOS3FVMESAPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3IMESAPROC) (GLint x, GLint y, GLint z); +typedef void (APIENTRYP PFNGLWINDOWPOS3IVMESAPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS3SMESAPROC) (GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLWINDOWPOS3SVMESAPROC) (const GLshort *v); +typedef void (APIENTRYP PFNGLWINDOWPOS4DMESAPROC) (GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLWINDOWPOS4DVMESAPROC) (const GLdouble *v); +typedef void (APIENTRYP PFNGLWINDOWPOS4FMESAPROC) (GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLWINDOWPOS4FVMESAPROC) (const GLfloat *v); +typedef void (APIENTRYP PFNGLWINDOWPOS4IMESAPROC) (GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLWINDOWPOS4IVMESAPROC) (const GLint *v); +typedef void (APIENTRYP PFNGLWINDOWPOS4SMESAPROC) (GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLWINDOWPOS4SVMESAPROC) (const GLshort *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glWindowPos2dMESA (GLdouble x, GLdouble y); +GLAPI void APIENTRY glWindowPos2dvMESA (const GLdouble *v); +GLAPI void APIENTRY glWindowPos2fMESA (GLfloat x, GLfloat y); +GLAPI void APIENTRY glWindowPos2fvMESA (const GLfloat *v); +GLAPI void APIENTRY glWindowPos2iMESA (GLint x, GLint y); +GLAPI void APIENTRY glWindowPos2ivMESA (const GLint *v); +GLAPI void APIENTRY glWindowPos2sMESA (GLshort x, GLshort y); +GLAPI void APIENTRY glWindowPos2svMESA (const GLshort *v); +GLAPI void APIENTRY glWindowPos3dMESA (GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glWindowPos3dvMESA (const GLdouble *v); +GLAPI void APIENTRY glWindowPos3fMESA (GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glWindowPos3fvMESA (const GLfloat *v); +GLAPI void APIENTRY glWindowPos3iMESA (GLint x, GLint y, GLint z); +GLAPI void APIENTRY glWindowPos3ivMESA (const GLint *v); +GLAPI void APIENTRY glWindowPos3sMESA (GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glWindowPos3svMESA (const GLshort *v); +GLAPI void APIENTRY glWindowPos4dMESA (GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glWindowPos4dvMESA (const GLdouble *v); +GLAPI void APIENTRY glWindowPos4fMESA (GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glWindowPos4fvMESA (const GLfloat *v); +GLAPI void APIENTRY glWindowPos4iMESA (GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glWindowPos4ivMESA (const GLint *v); +GLAPI void APIENTRY glWindowPos4sMESA (GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glWindowPos4svMESA (const GLshort *v); +#endif +#endif /* GL_MESA_window_pos */ + +#ifndef GL_MESA_ycbcr_texture +#define GL_MESA_ycbcr_texture 1 +#define GL_UNSIGNED_SHORT_8_8_MESA 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_MESA 0x85BB +#define GL_YCBCR_MESA 0x8757 +#endif /* GL_MESA_ycbcr_texture */ + +#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers +#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 +#endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */ + +#ifndef GL_NVX_conditional_render +#define GL_NVX_conditional_render 1 +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERNVXPROC) (GLuint id); +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERNVXPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginConditionalRenderNVX (GLuint id); +GLAPI void APIENTRY glEndConditionalRenderNVX (void); +#endif +#endif /* GL_NVX_conditional_render */ + +#ifndef GL_NVX_gpu_memory_info +#define GL_NVX_gpu_memory_info 1 +#define GL_GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX 0x9047 +#define GL_GPU_MEMORY_INFO_TOTAL_AVAILABLE_MEMORY_NVX 0x9048 +#define GL_GPU_MEMORY_INFO_CURRENT_AVAILABLE_VIDMEM_NVX 0x9049 +#define GL_GPU_MEMORY_INFO_EVICTION_COUNT_NVX 0x904A +#define GL_GPU_MEMORY_INFO_EVICTED_MEMORY_NVX 0x904B +#endif /* GL_NVX_gpu_memory_info */ + +#ifndef GL_NVX_gpu_multicast2 +#define GL_NVX_gpu_multicast2 1 +#define GL_UPLOAD_GPU_MASK_NVX 0x954A +typedef void (APIENTRYP PFNGLUPLOADGPUMASKNVXPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLMULTICASTVIEWPORTARRAYVNVXPROC) (GLuint gpu, GLuint first, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTICASTVIEWPORTPOSITIONWSCALENVXPROC) (GLuint gpu, GLuint index, GLfloat xcoeff, GLfloat ycoeff); +typedef void (APIENTRYP PFNGLMULTICASTSCISSORARRAYVNVXPROC) (GLuint gpu, GLuint first, GLsizei count, const GLint *v); +typedef GLuint (APIENTRYP PFNGLASYNCCOPYBUFFERSUBDATANVXPROC) (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); +typedef GLuint (APIENTRYP PFNGLASYNCCOPYIMAGESUBDATANVXPROC) (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glUploadGPUMaskNVX (GLbitfield mask); +GLAPI void APIENTRY glMulticastViewportArrayvNVX (GLuint gpu, GLuint first, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glMulticastViewportPositionWScaleNVX (GLuint gpu, GLuint index, GLfloat xcoeff, GLfloat ycoeff); +GLAPI void APIENTRY glMulticastScissorArrayvNVX (GLuint gpu, GLuint first, GLsizei count, const GLint *v); +GLAPI GLuint APIENTRY glAsyncCopyBufferSubDataNVX (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *fenceValueArray, GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); +GLAPI GLuint APIENTRY glAsyncCopyImageSubDataNVX (GLsizei waitSemaphoreCount, const GLuint *waitSemaphoreArray, const GLuint64 *waitValueArray, GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth, GLsizei signalSemaphoreCount, const GLuint *signalSemaphoreArray, const GLuint64 *signalValueArray); +#endif +#endif /* GL_NVX_gpu_multicast2 */ + +#ifndef GL_NVX_linked_gpu_multicast +#define GL_NVX_linked_gpu_multicast 1 +#define GL_LGPU_SEPARATE_STORAGE_BIT_NVX 0x0800 +#define GL_MAX_LGPU_GPUS_NVX 0x92BA +typedef void (APIENTRYP PFNGLLGPUNAMEDBUFFERSUBDATANVXPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (APIENTRYP PFNGLLGPUCOPYIMAGESUBDATANVXPROC) (GLuint sourceGPU, GLbitfield destinationGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +typedef void (APIENTRYP PFNGLLGPUINTERLOCKNVXPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glLGPUNamedBufferSubDataNVX (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI void APIENTRY glLGPUCopyImageSubDataNVX (GLuint sourceGPU, GLbitfield destinationGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srxY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +GLAPI void APIENTRY glLGPUInterlockNVX (void); +#endif +#endif /* GL_NVX_linked_gpu_multicast */ + +#ifndef GL_NVX_progress_fence +#define GL_NVX_progress_fence 1 +typedef GLuint (APIENTRYP PFNGLCREATEPROGRESSFENCENVXPROC) (void); +typedef void (APIENTRYP PFNGLSIGNALSEMAPHOREUI64NVXPROC) (GLuint signalGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +typedef void (APIENTRYP PFNGLWAITSEMAPHOREUI64NVXPROC) (GLuint waitGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +typedef void (APIENTRYP PFNGLCLIENTWAITSEMAPHOREUI64NVXPROC) (GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint APIENTRY glCreateProgressFenceNVX (void); +GLAPI void APIENTRY glSignalSemaphoreui64NVX (GLuint signalGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +GLAPI void APIENTRY glWaitSemaphoreui64NVX (GLuint waitGPU, GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +GLAPI void APIENTRY glClientWaitSemaphoreui64NVX (GLsizei fenceObjectCount, const GLuint *semaphoreArray, const GLuint64 *fenceValueArray); +#endif +#endif /* GL_NVX_progress_fence */ + +#ifndef GL_NV_alpha_to_coverage_dither_control +#define GL_NV_alpha_to_coverage_dither_control 1 +#define GL_ALPHA_TO_COVERAGE_DITHER_DEFAULT_NV 0x934D +#define GL_ALPHA_TO_COVERAGE_DITHER_ENABLE_NV 0x934E +#define GL_ALPHA_TO_COVERAGE_DITHER_DISABLE_NV 0x934F +#define GL_ALPHA_TO_COVERAGE_DITHER_MODE_NV 0x92BF +typedef void (APIENTRYP PFNGLALPHATOCOVERAGEDITHERCONTROLNVPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glAlphaToCoverageDitherControlNV (GLenum mode); +#endif +#endif /* GL_NV_alpha_to_coverage_dither_control */ + +#ifndef GL_NV_bindless_multi_draw_indirect +#define GL_NV_bindless_multi_draw_indirect 1 +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysIndirectBindlessNV (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +GLAPI void APIENTRY glMultiDrawElementsIndirectBindlessNV (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei stride, GLint vertexBufferCount); +#endif +#endif /* GL_NV_bindless_multi_draw_indirect */ + +#ifndef GL_NV_bindless_multi_draw_indirect_count +#define GL_NV_bindless_multi_draw_indirect_count 1 +typedef void (APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +typedef void (APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTBINDLESSCOUNTNVPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMultiDrawArraysIndirectBindlessCountNV (GLenum mode, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +GLAPI void APIENTRY glMultiDrawElementsIndirectBindlessCountNV (GLenum mode, GLenum type, const void *indirect, GLsizei drawCount, GLsizei maxDrawCount, GLsizei stride, GLint vertexBufferCount); +#endif +#endif /* GL_NV_bindless_multi_draw_indirect_count */ + +#ifndef GL_NV_bindless_texture +#define GL_NV_bindless_texture 1 +typedef GLuint64 (APIENTRYP PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture); +typedef GLuint64 (APIENTRYP PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler); +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef void (APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle); +typedef GLuint64 (APIENTRYP PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access); +typedef void (APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle); +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value); +typedef void (APIENTRYP PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +typedef GLboolean (APIENTRYP PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef GLboolean (APIENTRYP PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint64 APIENTRY glGetTextureHandleNV (GLuint texture); +GLAPI GLuint64 APIENTRY glGetTextureSamplerHandleNV (GLuint texture, GLuint sampler); +GLAPI void APIENTRY glMakeTextureHandleResidentNV (GLuint64 handle); +GLAPI void APIENTRY glMakeTextureHandleNonResidentNV (GLuint64 handle); +GLAPI GLuint64 APIENTRY glGetImageHandleNV (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +GLAPI void APIENTRY glMakeImageHandleResidentNV (GLuint64 handle, GLenum access); +GLAPI void APIENTRY glMakeImageHandleNonResidentNV (GLuint64 handle); +GLAPI void APIENTRY glUniformHandleui64NV (GLint location, GLuint64 value); +GLAPI void APIENTRY glUniformHandleui64vNV (GLint location, GLsizei count, const GLuint64 *value); +GLAPI void APIENTRY glProgramUniformHandleui64NV (GLuint program, GLint location, GLuint64 value); +GLAPI void APIENTRY glProgramUniformHandleui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +GLAPI GLboolean APIENTRY glIsTextureHandleResidentNV (GLuint64 handle); +GLAPI GLboolean APIENTRY glIsImageHandleResidentNV (GLuint64 handle); +#endif +#endif /* GL_NV_bindless_texture */ + +#ifndef GL_NV_blend_equation_advanced +#define GL_NV_blend_equation_advanced 1 +#define GL_BLEND_OVERLAP_NV 0x9281 +#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 +#define GL_BLUE_NV 0x1905 +#define GL_COLORBURN_NV 0x929A +#define GL_COLORDODGE_NV 0x9299 +#define GL_CONJOINT_NV 0x9284 +#define GL_CONTRAST_NV 0x92A1 +#define GL_DARKEN_NV 0x9297 +#define GL_DIFFERENCE_NV 0x929E +#define GL_DISJOINT_NV 0x9283 +#define GL_DST_ATOP_NV 0x928F +#define GL_DST_IN_NV 0x928B +#define GL_DST_NV 0x9287 +#define GL_DST_OUT_NV 0x928D +#define GL_DST_OVER_NV 0x9289 +#define GL_EXCLUSION_NV 0x92A0 +#define GL_GREEN_NV 0x1904 +#define GL_HARDLIGHT_NV 0x929B +#define GL_HARDMIX_NV 0x92A9 +#define GL_HSL_COLOR_NV 0x92AF +#define GL_HSL_HUE_NV 0x92AD +#define GL_HSL_LUMINOSITY_NV 0x92B0 +#define GL_HSL_SATURATION_NV 0x92AE +#define GL_INVERT_OVG_NV 0x92B4 +#define GL_INVERT_RGB_NV 0x92A3 +#define GL_LIGHTEN_NV 0x9298 +#define GL_LINEARBURN_NV 0x92A5 +#define GL_LINEARDODGE_NV 0x92A4 +#define GL_LINEARLIGHT_NV 0x92A7 +#define GL_MINUS_CLAMPED_NV 0x92B3 +#define GL_MINUS_NV 0x929F +#define GL_MULTIPLY_NV 0x9294 +#define GL_OVERLAY_NV 0x9296 +#define GL_PINLIGHT_NV 0x92A8 +#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 +#define GL_PLUS_CLAMPED_NV 0x92B1 +#define GL_PLUS_DARKER_NV 0x9292 +#define GL_PLUS_NV 0x9291 +#define GL_RED_NV 0x1903 +#define GL_SCREEN_NV 0x9295 +#define GL_SOFTLIGHT_NV 0x929C +#define GL_SRC_ATOP_NV 0x928E +#define GL_SRC_IN_NV 0x928A +#define GL_SRC_NV 0x9286 +#define GL_SRC_OUT_NV 0x928C +#define GL_SRC_OVER_NV 0x9288 +#define GL_UNCORRELATED_NV 0x9282 +#define GL_VIVIDLIGHT_NV 0x92A6 +#define GL_XOR_NV 0x1506 +typedef void (APIENTRYP PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLBLENDBARRIERNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendParameteriNV (GLenum pname, GLint value); +GLAPI void APIENTRY glBlendBarrierNV (void); +#endif +#endif /* GL_NV_blend_equation_advanced */ + +#ifndef GL_NV_blend_equation_advanced_coherent +#define GL_NV_blend_equation_advanced_coherent 1 +#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 +#endif /* GL_NV_blend_equation_advanced_coherent */ + +#ifndef GL_NV_blend_minmax_factor +#define GL_NV_blend_minmax_factor 1 +#endif /* GL_NV_blend_minmax_factor */ + +#ifndef GL_NV_blend_square +#define GL_NV_blend_square 1 +#endif /* GL_NV_blend_square */ + +#ifndef GL_NV_clip_space_w_scaling +#define GL_NV_clip_space_w_scaling 1 +#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C +#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D +#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E +typedef void (APIENTRYP PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glViewportPositionWScaleNV (GLuint index, GLfloat xcoeff, GLfloat ycoeff); +#endif +#endif /* GL_NV_clip_space_w_scaling */ + +#ifndef GL_NV_command_list +#define GL_NV_command_list 1 +#define GL_TERMINATE_SEQUENCE_COMMAND_NV 0x0000 +#define GL_NOP_COMMAND_NV 0x0001 +#define GL_DRAW_ELEMENTS_COMMAND_NV 0x0002 +#define GL_DRAW_ARRAYS_COMMAND_NV 0x0003 +#define GL_DRAW_ELEMENTS_STRIP_COMMAND_NV 0x0004 +#define GL_DRAW_ARRAYS_STRIP_COMMAND_NV 0x0005 +#define GL_DRAW_ELEMENTS_INSTANCED_COMMAND_NV 0x0006 +#define GL_DRAW_ARRAYS_INSTANCED_COMMAND_NV 0x0007 +#define GL_ELEMENT_ADDRESS_COMMAND_NV 0x0008 +#define GL_ATTRIBUTE_ADDRESS_COMMAND_NV 0x0009 +#define GL_UNIFORM_ADDRESS_COMMAND_NV 0x000A +#define GL_BLEND_COLOR_COMMAND_NV 0x000B +#define GL_STENCIL_REF_COMMAND_NV 0x000C +#define GL_LINE_WIDTH_COMMAND_NV 0x000D +#define GL_POLYGON_OFFSET_COMMAND_NV 0x000E +#define GL_ALPHA_REF_COMMAND_NV 0x000F +#define GL_VIEWPORT_COMMAND_NV 0x0010 +#define GL_SCISSOR_COMMAND_NV 0x0011 +#define GL_FRONT_FACE_COMMAND_NV 0x0012 +typedef void (APIENTRYP PFNGLCREATESTATESNVPROC) (GLsizei n, GLuint *states); +typedef void (APIENTRYP PFNGLDELETESTATESNVPROC) (GLsizei n, const GLuint *states); +typedef GLboolean (APIENTRYP PFNGLISSTATENVPROC) (GLuint state); +typedef void (APIENTRYP PFNGLSTATECAPTURENVPROC) (GLuint state, GLenum mode); +typedef GLuint (APIENTRYP PFNGLGETCOMMANDHEADERNVPROC) (GLenum tokenID, GLuint size); +typedef GLushort (APIENTRYP PFNGLGETSTAGEINDEXNVPROC) (GLenum shadertype); +typedef void (APIENTRYP PFNGLDRAWCOMMANDSNVPROC) (GLenum primitiveMode, GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, GLuint count); +typedef void (APIENTRYP PFNGLDRAWCOMMANDSADDRESSNVPROC) (GLenum primitiveMode, const GLuint64 *indirects, const GLsizei *sizes, GLuint count); +typedef void (APIENTRYP PFNGLDRAWCOMMANDSSTATESNVPROC) (GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +typedef void (APIENTRYP PFNGLDRAWCOMMANDSSTATESADDRESSNVPROC) (const GLuint64 *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +typedef void (APIENTRYP PFNGLCREATECOMMANDLISTSNVPROC) (GLsizei n, GLuint *lists); +typedef void (APIENTRYP PFNGLDELETECOMMANDLISTSNVPROC) (GLsizei n, const GLuint *lists); +typedef GLboolean (APIENTRYP PFNGLISCOMMANDLISTNVPROC) (GLuint list); +typedef void (APIENTRYP PFNGLLISTDRAWCOMMANDSSTATESCLIENTNVPROC) (GLuint list, GLuint segment, const void **indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +typedef void (APIENTRYP PFNGLCOMMANDLISTSEGMENTSNVPROC) (GLuint list, GLuint segments); +typedef void (APIENTRYP PFNGLCOMPILECOMMANDLISTNVPROC) (GLuint list); +typedef void (APIENTRYP PFNGLCALLCOMMANDLISTNVPROC) (GLuint list); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCreateStatesNV (GLsizei n, GLuint *states); +GLAPI void APIENTRY glDeleteStatesNV (GLsizei n, const GLuint *states); +GLAPI GLboolean APIENTRY glIsStateNV (GLuint state); +GLAPI void APIENTRY glStateCaptureNV (GLuint state, GLenum mode); +GLAPI GLuint APIENTRY glGetCommandHeaderNV (GLenum tokenID, GLuint size); +GLAPI GLushort APIENTRY glGetStageIndexNV (GLenum shadertype); +GLAPI void APIENTRY glDrawCommandsNV (GLenum primitiveMode, GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, GLuint count); +GLAPI void APIENTRY glDrawCommandsAddressNV (GLenum primitiveMode, const GLuint64 *indirects, const GLsizei *sizes, GLuint count); +GLAPI void APIENTRY glDrawCommandsStatesNV (GLuint buffer, const GLintptr *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +GLAPI void APIENTRY glDrawCommandsStatesAddressNV (const GLuint64 *indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +GLAPI void APIENTRY glCreateCommandListsNV (GLsizei n, GLuint *lists); +GLAPI void APIENTRY glDeleteCommandListsNV (GLsizei n, const GLuint *lists); +GLAPI GLboolean APIENTRY glIsCommandListNV (GLuint list); +GLAPI void APIENTRY glListDrawCommandsStatesClientNV (GLuint list, GLuint segment, const void **indirects, const GLsizei *sizes, const GLuint *states, const GLuint *fbos, GLuint count); +GLAPI void APIENTRY glCommandListSegmentsNV (GLuint list, GLuint segments); +GLAPI void APIENTRY glCompileCommandListNV (GLuint list); +GLAPI void APIENTRY glCallCommandListNV (GLuint list); +#endif +#endif /* GL_NV_command_list */ + +#ifndef GL_NV_compute_program5 +#define GL_NV_compute_program5 1 +#define GL_COMPUTE_PROGRAM_NV 0x90FB +#define GL_COMPUTE_PROGRAM_PARAMETER_BUFFER_NV 0x90FC +#endif /* GL_NV_compute_program5 */ + +#ifndef GL_NV_compute_shader_derivatives +#define GL_NV_compute_shader_derivatives 1 +#endif /* GL_NV_compute_shader_derivatives */ + +#ifndef GL_NV_conditional_render +#define GL_NV_conditional_render 1 +#define GL_QUERY_WAIT_NV 0x8E13 +#define GL_QUERY_NO_WAIT_NV 0x8E14 +#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 +typedef void (APIENTRYP PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode); +typedef void (APIENTRYP PFNGLENDCONDITIONALRENDERNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginConditionalRenderNV (GLuint id, GLenum mode); +GLAPI void APIENTRY glEndConditionalRenderNV (void); +#endif +#endif /* GL_NV_conditional_render */ + +#ifndef GL_NV_conservative_raster +#define GL_NV_conservative_raster 1 +#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 +#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 +#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 +#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 +typedef void (APIENTRYP PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSubpixelPrecisionBiasNV (GLuint xbits, GLuint ybits); +#endif +#endif /* GL_NV_conservative_raster */ + +#ifndef GL_NV_conservative_raster_dilate +#define GL_NV_conservative_raster_dilate 1 +#define GL_CONSERVATIVE_RASTER_DILATE_NV 0x9379 +#define GL_CONSERVATIVE_RASTER_DILATE_RANGE_NV 0x937A +#define GL_CONSERVATIVE_RASTER_DILATE_GRANULARITY_NV 0x937B +typedef void (APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERFNVPROC) (GLenum pname, GLfloat value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glConservativeRasterParameterfNV (GLenum pname, GLfloat value); +#endif +#endif /* GL_NV_conservative_raster_dilate */ + +#ifndef GL_NV_conservative_raster_pre_snap +#define GL_NV_conservative_raster_pre_snap 1 +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV 0x9550 +#endif /* GL_NV_conservative_raster_pre_snap */ + +#ifndef GL_NV_conservative_raster_pre_snap_triangles +#define GL_NV_conservative_raster_pre_snap_triangles 1 +#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D +#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F +typedef void (APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glConservativeRasterParameteriNV (GLenum pname, GLint param); +#endif +#endif /* GL_NV_conservative_raster_pre_snap_triangles */ + +#ifndef GL_NV_conservative_raster_underestimation +#define GL_NV_conservative_raster_underestimation 1 +#endif /* GL_NV_conservative_raster_underestimation */ + +#ifndef GL_NV_copy_depth_to_color +#define GL_NV_copy_depth_to_color 1 +#define GL_DEPTH_STENCIL_TO_RGBA_NV 0x886E +#define GL_DEPTH_STENCIL_TO_BGRA_NV 0x886F +#endif /* GL_NV_copy_depth_to_color */ + +#ifndef GL_NV_copy_image +#define GL_NV_copy_image 1 +typedef void (APIENTRYP PFNGLCOPYIMAGESUBDATANVPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCopyImageSubDataNV (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei width, GLsizei height, GLsizei depth); +#endif +#endif /* GL_NV_copy_image */ + +#ifndef GL_NV_deep_texture3D +#define GL_NV_deep_texture3D 1 +#define GL_MAX_DEEP_3D_TEXTURE_WIDTH_HEIGHT_NV 0x90D0 +#define GL_MAX_DEEP_3D_TEXTURE_DEPTH_NV 0x90D1 +#endif /* GL_NV_deep_texture3D */ + +#ifndef GL_NV_depth_buffer_float +#define GL_NV_depth_buffer_float 1 +#define GL_DEPTH_COMPONENT32F_NV 0x8DAB +#define GL_DEPTH32F_STENCIL8_NV 0x8DAC +#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD +#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF +typedef void (APIENTRYP PFNGLDEPTHRANGEDNVPROC) (GLdouble zNear, GLdouble zFar); +typedef void (APIENTRYP PFNGLCLEARDEPTHDNVPROC) (GLdouble depth); +typedef void (APIENTRYP PFNGLDEPTHBOUNDSDNVPROC) (GLdouble zmin, GLdouble zmax); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDepthRangedNV (GLdouble zNear, GLdouble zFar); +GLAPI void APIENTRY glClearDepthdNV (GLdouble depth); +GLAPI void APIENTRY glDepthBoundsdNV (GLdouble zmin, GLdouble zmax); +#endif +#endif /* GL_NV_depth_buffer_float */ + +#ifndef GL_NV_depth_clamp +#define GL_NV_depth_clamp 1 +#define GL_DEPTH_CLAMP_NV 0x864F +#endif /* GL_NV_depth_clamp */ + +#ifndef GL_NV_draw_texture +#define GL_NV_draw_texture 1 +typedef void (APIENTRYP PFNGLDRAWTEXTURENVPROC) (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawTextureNV (GLuint texture, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +#endif +#endif /* GL_NV_draw_texture */ + +#ifndef GL_NV_draw_vulkan_image +#define GL_NV_draw_vulkan_image 1 +typedef void (APIENTRY *GLVULKANPROCNV)(void); +typedef void (APIENTRYP PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +typedef GLVULKANPROCNV (APIENTRYP PFNGLGETVKPROCADDRNVPROC) (const GLchar *name); +typedef void (APIENTRYP PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); +typedef void (APIENTRYP PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); +typedef void (APIENTRYP PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawVkImageNV (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +GLAPI GLVULKANPROCNV APIENTRY glGetVkProcAddrNV (const GLchar *name); +GLAPI void APIENTRY glWaitVkSemaphoreNV (GLuint64 vkSemaphore); +GLAPI void APIENTRY glSignalVkSemaphoreNV (GLuint64 vkSemaphore); +GLAPI void APIENTRY glSignalVkFenceNV (GLuint64 vkFence); +#endif +#endif /* GL_NV_draw_vulkan_image */ + +#ifndef GL_NV_evaluators +#define GL_NV_evaluators 1 +#define GL_EVAL_2D_NV 0x86C0 +#define GL_EVAL_TRIANGULAR_2D_NV 0x86C1 +#define GL_MAP_TESSELLATION_NV 0x86C2 +#define GL_MAP_ATTRIB_U_ORDER_NV 0x86C3 +#define GL_MAP_ATTRIB_V_ORDER_NV 0x86C4 +#define GL_EVAL_FRACTIONAL_TESSELLATION_NV 0x86C5 +#define GL_EVAL_VERTEX_ATTRIB0_NV 0x86C6 +#define GL_EVAL_VERTEX_ATTRIB1_NV 0x86C7 +#define GL_EVAL_VERTEX_ATTRIB2_NV 0x86C8 +#define GL_EVAL_VERTEX_ATTRIB3_NV 0x86C9 +#define GL_EVAL_VERTEX_ATTRIB4_NV 0x86CA +#define GL_EVAL_VERTEX_ATTRIB5_NV 0x86CB +#define GL_EVAL_VERTEX_ATTRIB6_NV 0x86CC +#define GL_EVAL_VERTEX_ATTRIB7_NV 0x86CD +#define GL_EVAL_VERTEX_ATTRIB8_NV 0x86CE +#define GL_EVAL_VERTEX_ATTRIB9_NV 0x86CF +#define GL_EVAL_VERTEX_ATTRIB10_NV 0x86D0 +#define GL_EVAL_VERTEX_ATTRIB11_NV 0x86D1 +#define GL_EVAL_VERTEX_ATTRIB12_NV 0x86D2 +#define GL_EVAL_VERTEX_ATTRIB13_NV 0x86D3 +#define GL_EVAL_VERTEX_ATTRIB14_NV 0x86D4 +#define GL_EVAL_VERTEX_ATTRIB15_NV 0x86D5 +#define GL_MAX_MAP_TESSELLATION_NV 0x86D6 +#define GL_MAX_RATIONAL_EVAL_ORDER_NV 0x86D7 +typedef void (APIENTRYP PFNGLMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points); +typedef void (APIENTRYP PFNGLMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETMAPCONTROLPOINTSNVPROC) (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points); +typedef void (APIENTRYP PFNGLGETMAPPARAMETERIVNVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMAPPARAMETERFVNVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERIVNVPROC) (GLenum target, GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETMAPATTRIBPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLEVALMAPSNVPROC) (GLenum target, GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMapControlPointsNV (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLint uorder, GLint vorder, GLboolean packed, const void *points); +GLAPI void APIENTRY glMapParameterivNV (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glMapParameterfvNV (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glGetMapControlPointsNV (GLenum target, GLuint index, GLenum type, GLsizei ustride, GLsizei vstride, GLboolean packed, void *points); +GLAPI void APIENTRY glGetMapParameterivNV (GLenum target, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMapParameterfvNV (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetMapAttribParameterivNV (GLenum target, GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetMapAttribParameterfvNV (GLenum target, GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glEvalMapsNV (GLenum target, GLenum mode); +#endif +#endif /* GL_NV_evaluators */ + +#ifndef GL_NV_explicit_multisample +#define GL_NV_explicit_multisample 1 +#define GL_SAMPLE_POSITION_NV 0x8E50 +#define GL_SAMPLE_MASK_NV 0x8E51 +#define GL_SAMPLE_MASK_VALUE_NV 0x8E52 +#define GL_TEXTURE_BINDING_RENDERBUFFER_NV 0x8E53 +#define GL_TEXTURE_RENDERBUFFER_DATA_STORE_BINDING_NV 0x8E54 +#define GL_TEXTURE_RENDERBUFFER_NV 0x8E55 +#define GL_SAMPLER_RENDERBUFFER_NV 0x8E56 +#define GL_INT_SAMPLER_RENDERBUFFER_NV 0x8E57 +#define GL_UNSIGNED_INT_SAMPLER_RENDERBUFFER_NV 0x8E58 +#define GL_MAX_SAMPLE_MASK_WORDS_NV 0x8E59 +typedef void (APIENTRYP PFNGLGETMULTISAMPLEFVNVPROC) (GLenum pname, GLuint index, GLfloat *val); +typedef void (APIENTRYP PFNGLSAMPLEMASKINDEXEDNVPROC) (GLuint index, GLbitfield mask); +typedef void (APIENTRYP PFNGLTEXRENDERBUFFERNVPROC) (GLenum target, GLuint renderbuffer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetMultisamplefvNV (GLenum pname, GLuint index, GLfloat *val); +GLAPI void APIENTRY glSampleMaskIndexedNV (GLuint index, GLbitfield mask); +GLAPI void APIENTRY glTexRenderbufferNV (GLenum target, GLuint renderbuffer); +#endif +#endif /* GL_NV_explicit_multisample */ + +#ifndef GL_NV_fence +#define GL_NV_fence 1 +#define GL_ALL_COMPLETED_NV 0x84F2 +#define GL_FENCE_STATUS_NV 0x84F3 +#define GL_FENCE_CONDITION_NV 0x84F4 +typedef void (APIENTRYP PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint *fences); +typedef void (APIENTRYP PFNGLGENFENCESNVPROC) (GLsizei n, GLuint *fences); +typedef GLboolean (APIENTRYP PFNGLISFENCENVPROC) (GLuint fence); +typedef GLboolean (APIENTRYP PFNGLTESTFENCENVPROC) (GLuint fence); +typedef void (APIENTRYP PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLFINISHFENCENVPROC) (GLuint fence); +typedef void (APIENTRYP PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDeleteFencesNV (GLsizei n, const GLuint *fences); +GLAPI void APIENTRY glGenFencesNV (GLsizei n, GLuint *fences); +GLAPI GLboolean APIENTRY glIsFenceNV (GLuint fence); +GLAPI GLboolean APIENTRY glTestFenceNV (GLuint fence); +GLAPI void APIENTRY glGetFenceivNV (GLuint fence, GLenum pname, GLint *params); +GLAPI void APIENTRY glFinishFenceNV (GLuint fence); +GLAPI void APIENTRY glSetFenceNV (GLuint fence, GLenum condition); +#endif +#endif /* GL_NV_fence */ + +#ifndef GL_NV_fill_rectangle +#define GL_NV_fill_rectangle 1 +#define GL_FILL_RECTANGLE_NV 0x933C +#endif /* GL_NV_fill_rectangle */ + +#ifndef GL_NV_float_buffer +#define GL_NV_float_buffer 1 +#define GL_FLOAT_R_NV 0x8880 +#define GL_FLOAT_RG_NV 0x8881 +#define GL_FLOAT_RGB_NV 0x8882 +#define GL_FLOAT_RGBA_NV 0x8883 +#define GL_FLOAT_R16_NV 0x8884 +#define GL_FLOAT_R32_NV 0x8885 +#define GL_FLOAT_RG16_NV 0x8886 +#define GL_FLOAT_RG32_NV 0x8887 +#define GL_FLOAT_RGB16_NV 0x8888 +#define GL_FLOAT_RGB32_NV 0x8889 +#define GL_FLOAT_RGBA16_NV 0x888A +#define GL_FLOAT_RGBA32_NV 0x888B +#define GL_TEXTURE_FLOAT_COMPONENTS_NV 0x888C +#define GL_FLOAT_CLEAR_COLOR_VALUE_NV 0x888D +#define GL_FLOAT_RGBA_MODE_NV 0x888E +#endif /* GL_NV_float_buffer */ + +#ifndef GL_NV_fog_distance +#define GL_NV_fog_distance 1 +#define GL_FOG_DISTANCE_MODE_NV 0x855A +#define GL_EYE_RADIAL_NV 0x855B +#define GL_EYE_PLANE_ABSOLUTE_NV 0x855C +#endif /* GL_NV_fog_distance */ + +#ifndef GL_NV_fragment_coverage_to_color +#define GL_NV_fragment_coverage_to_color 1 +#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD +#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE +typedef void (APIENTRYP PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFragmentCoverageColorNV (GLuint color); +#endif +#endif /* GL_NV_fragment_coverage_to_color */ + +#ifndef GL_NV_fragment_program +#define GL_NV_fragment_program 1 +#define GL_MAX_FRAGMENT_PROGRAM_LOCAL_PARAMETERS_NV 0x8868 +#define GL_FRAGMENT_PROGRAM_NV 0x8870 +#define GL_MAX_TEXTURE_COORDS_NV 0x8871 +#define GL_MAX_TEXTURE_IMAGE_UNITS_NV 0x8872 +#define GL_FRAGMENT_PROGRAM_BINDING_NV 0x8873 +#define GL_PROGRAM_ERROR_STRING_NV 0x8874 +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4FVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLfloat *v); +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLPROGRAMNAMEDPARAMETER4DVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, const GLdouble *v); +typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERFVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params); +typedef void (APIENTRYP PFNGLGETPROGRAMNAMEDPARAMETERDVNVPROC) (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramNamedParameter4fNV (GLuint id, GLsizei len, const GLubyte *name, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glProgramNamedParameter4fvNV (GLuint id, GLsizei len, const GLubyte *name, const GLfloat *v); +GLAPI void APIENTRY glProgramNamedParameter4dNV (GLuint id, GLsizei len, const GLubyte *name, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glProgramNamedParameter4dvNV (GLuint id, GLsizei len, const GLubyte *name, const GLdouble *v); +GLAPI void APIENTRY glGetProgramNamedParameterfvNV (GLuint id, GLsizei len, const GLubyte *name, GLfloat *params); +GLAPI void APIENTRY glGetProgramNamedParameterdvNV (GLuint id, GLsizei len, const GLubyte *name, GLdouble *params); +#endif +#endif /* GL_NV_fragment_program */ + +#ifndef GL_NV_fragment_program2 +#define GL_NV_fragment_program2 1 +#define GL_MAX_PROGRAM_EXEC_INSTRUCTIONS_NV 0x88F4 +#define GL_MAX_PROGRAM_CALL_DEPTH_NV 0x88F5 +#define GL_MAX_PROGRAM_IF_DEPTH_NV 0x88F6 +#define GL_MAX_PROGRAM_LOOP_DEPTH_NV 0x88F7 +#define GL_MAX_PROGRAM_LOOP_COUNT_NV 0x88F8 +#endif /* GL_NV_fragment_program2 */ + +#ifndef GL_NV_fragment_program4 +#define GL_NV_fragment_program4 1 +#endif /* GL_NV_fragment_program4 */ + +#ifndef GL_NV_fragment_program_option +#define GL_NV_fragment_program_option 1 +#endif /* GL_NV_fragment_program_option */ + +#ifndef GL_NV_fragment_shader_barycentric +#define GL_NV_fragment_shader_barycentric 1 +#endif /* GL_NV_fragment_shader_barycentric */ + +#ifndef GL_NV_fragment_shader_interlock +#define GL_NV_fragment_shader_interlock 1 +#endif /* GL_NV_fragment_shader_interlock */ + +#ifndef GL_NV_framebuffer_mixed_samples +#define GL_NV_framebuffer_mixed_samples 1 +#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 +#define GL_COLOR_SAMPLES_NV 0x8E20 +#define GL_DEPTH_SAMPLES_NV 0x932D +#define GL_STENCIL_SAMPLES_NV 0x932E +#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F +#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 +#define GL_COVERAGE_MODULATION_NV 0x9332 +#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 +typedef void (APIENTRYP PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat *v); +typedef void (APIENTRYP PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufSize, GLfloat *v); +typedef void (APIENTRYP PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCoverageModulationTableNV (GLsizei n, const GLfloat *v); +GLAPI void APIENTRY glGetCoverageModulationTableNV (GLsizei bufSize, GLfloat *v); +GLAPI void APIENTRY glCoverageModulationNV (GLenum components); +#endif +#endif /* GL_NV_framebuffer_mixed_samples */ + +#ifndef GL_NV_framebuffer_multisample_coverage +#define GL_NV_framebuffer_multisample_coverage 1 +#define GL_RENDERBUFFER_COVERAGE_SAMPLES_NV 0x8CAB +#define GL_RENDERBUFFER_COLOR_SAMPLES_NV 0x8E10 +#define GL_MAX_MULTISAMPLE_COVERAGE_MODES_NV 0x8E11 +#define GL_MULTISAMPLE_COVERAGE_MODES_NV 0x8E12 +typedef void (APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glRenderbufferStorageMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_NV_framebuffer_multisample_coverage */ + +#ifndef GL_NV_geometry_program4 +#define GL_NV_geometry_program4 1 +#define GL_GEOMETRY_PROGRAM_NV 0x8C26 +#define GL_MAX_PROGRAM_OUTPUT_VERTICES_NV 0x8C27 +#define GL_MAX_PROGRAM_TOTAL_OUTPUT_COMPONENTS_NV 0x8C28 +typedef void (APIENTRYP PFNGLPROGRAMVERTEXLIMITNVPROC) (GLenum target, GLint limit); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREFACEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramVertexLimitNV (GLenum target, GLint limit); +GLAPI void APIENTRY glFramebufferTextureEXT (GLenum target, GLenum attachment, GLuint texture, GLint level); +GLAPI void APIENTRY glFramebufferTextureFaceEXT (GLenum target, GLenum attachment, GLuint texture, GLint level, GLenum face); +#endif +#endif /* GL_NV_geometry_program4 */ + +#ifndef GL_NV_geometry_shader4 +#define GL_NV_geometry_shader4 1 +#endif /* GL_NV_geometry_shader4 */ + +#ifndef GL_NV_geometry_shader_passthrough +#define GL_NV_geometry_shader_passthrough 1 +#endif /* GL_NV_geometry_shader_passthrough */ + +#ifndef GL_NV_gpu_multicast +#define GL_NV_gpu_multicast 1 +#define GL_PER_GPU_STORAGE_BIT_NV 0x0800 +#define GL_MULTICAST_GPUS_NV 0x92BA +#define GL_RENDER_GPU_MASK_NV 0x9558 +#define GL_PER_GPU_STORAGE_NV 0x9548 +#define GL_MULTICAST_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9549 +typedef void (APIENTRYP PFNGLRENDERGPUMASKNVPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLMULTICASTBUFFERSUBDATANVPROC) (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +typedef void (APIENTRYP PFNGLMULTICASTCOPYBUFFERSUBDATANVPROC) (GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLMULTICASTCOPYIMAGESUBDATANVPROC) (GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +typedef void (APIENTRYP PFNGLMULTICASTBLITFRAMEBUFFERNVPROC) (GLuint srcGPU, GLuint dstGPU, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +typedef void (APIENTRYP PFNGLMULTICASTFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLMULTICASTBARRIERNVPROC) (void); +typedef void (APIENTRYP PFNGLMULTICASTWAITSYNCNVPROC) (GLuint signalGPU, GLbitfield waitGPUMask); +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTUIVNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLint64 *params); +typedef void (APIENTRYP PFNGLMULTICASTGETQUERYOBJECTUI64VNVPROC) (GLuint gpu, GLuint id, GLenum pname, GLuint64 *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glRenderGPUMaskNV (GLbitfield mask); +GLAPI void APIENTRY glMulticastBufferSubDataNV (GLbitfield gpuMask, GLuint buffer, GLintptr offset, GLsizeiptr size, const void *data); +GLAPI void APIENTRY glMulticastCopyBufferSubDataNV (GLuint readGPU, GLbitfield writeGPUMask, GLuint readBuffer, GLuint writeBuffer, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +GLAPI void APIENTRY glMulticastCopyImageSubDataNV (GLuint srcGPU, GLbitfield dstGPUMask, GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +GLAPI void APIENTRY glMulticastBlitFramebufferNV (GLuint srcGPU, GLuint dstGPU, GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +GLAPI void APIENTRY glMulticastFramebufferSampleLocationsfvNV (GLuint gpu, GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glMulticastBarrierNV (void); +GLAPI void APIENTRY glMulticastWaitSyncNV (GLuint signalGPU, GLbitfield waitGPUMask); +GLAPI void APIENTRY glMulticastGetQueryObjectivNV (GLuint gpu, GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glMulticastGetQueryObjectuivNV (GLuint gpu, GLuint id, GLenum pname, GLuint *params); +GLAPI void APIENTRY glMulticastGetQueryObjecti64vNV (GLuint gpu, GLuint id, GLenum pname, GLint64 *params); +GLAPI void APIENTRY glMulticastGetQueryObjectui64vNV (GLuint gpu, GLuint id, GLenum pname, GLuint64 *params); +#endif +#endif /* GL_NV_gpu_multicast */ + +#ifndef GL_NV_gpu_program4 +#define GL_NV_gpu_program4 1 +#define GL_MIN_PROGRAM_TEXEL_OFFSET_NV 0x8904 +#define GL_MAX_PROGRAM_TEXEL_OFFSET_NV 0x8905 +#define GL_PROGRAM_ATTRIB_COMPONENTS_NV 0x8906 +#define GL_PROGRAM_RESULT_COMPONENTS_NV 0x8907 +#define GL_MAX_PROGRAM_ATTRIB_COMPONENTS_NV 0x8908 +#define GL_MAX_PROGRAM_RESULT_COMPONENTS_NV 0x8909 +#define GL_MAX_PROGRAM_GENERIC_ATTRIBS_NV 0x8DA5 +#define GL_MAX_PROGRAM_GENERIC_RESULTS_NV 0x8DA6 +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); +typedef void (APIENTRYP PFNGLPROGRAMLOCALPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4INVPROC) (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4IVNVPROC) (GLenum target, GLuint index, const GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERSI4IVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4UINVPROC) (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERI4UIVNVPROC) (GLenum target, GLuint index, const GLuint *params); +typedef void (APIENTRYP PFNGLPROGRAMENVPARAMETERSI4UIVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLuint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERIIVNVPROC) (GLenum target, GLuint index, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMLOCALPARAMETERIUIVNVPROC) (GLenum target, GLuint index, GLuint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERIIVNVPROC) (GLenum target, GLuint index, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMENVPARAMETERIUIVNVPROC) (GLenum target, GLuint index, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramLocalParameterI4iNV (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glProgramLocalParameterI4ivNV (GLenum target, GLuint index, const GLint *params); +GLAPI void APIENTRY glProgramLocalParametersI4ivNV (GLenum target, GLuint index, GLsizei count, const GLint *params); +GLAPI void APIENTRY glProgramLocalParameterI4uiNV (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glProgramLocalParameterI4uivNV (GLenum target, GLuint index, const GLuint *params); +GLAPI void APIENTRY glProgramLocalParametersI4uivNV (GLenum target, GLuint index, GLsizei count, const GLuint *params); +GLAPI void APIENTRY glProgramEnvParameterI4iNV (GLenum target, GLuint index, GLint x, GLint y, GLint z, GLint w); +GLAPI void APIENTRY glProgramEnvParameterI4ivNV (GLenum target, GLuint index, const GLint *params); +GLAPI void APIENTRY glProgramEnvParametersI4ivNV (GLenum target, GLuint index, GLsizei count, const GLint *params); +GLAPI void APIENTRY glProgramEnvParameterI4uiNV (GLenum target, GLuint index, GLuint x, GLuint y, GLuint z, GLuint w); +GLAPI void APIENTRY glProgramEnvParameterI4uivNV (GLenum target, GLuint index, const GLuint *params); +GLAPI void APIENTRY glProgramEnvParametersI4uivNV (GLenum target, GLuint index, GLsizei count, const GLuint *params); +GLAPI void APIENTRY glGetProgramLocalParameterIivNV (GLenum target, GLuint index, GLint *params); +GLAPI void APIENTRY glGetProgramLocalParameterIuivNV (GLenum target, GLuint index, GLuint *params); +GLAPI void APIENTRY glGetProgramEnvParameterIivNV (GLenum target, GLuint index, GLint *params); +GLAPI void APIENTRY glGetProgramEnvParameterIuivNV (GLenum target, GLuint index, GLuint *params); +#endif +#endif /* GL_NV_gpu_program4 */ + +#ifndef GL_NV_gpu_program5 +#define GL_NV_gpu_program5 1 +#define GL_MAX_GEOMETRY_PROGRAM_INVOCATIONS_NV 0x8E5A +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_NV 0x8E5C +#define GL_FRAGMENT_PROGRAM_INTERPOLATION_OFFSET_BITS_NV 0x8E5D +#define GL_MIN_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5E +#define GL_MAX_PROGRAM_TEXTURE_GATHER_OFFSET_NV 0x8E5F +#define GL_MAX_PROGRAM_SUBROUTINE_PARAMETERS_NV 0x8F44 +#define GL_MAX_PROGRAM_SUBROUTINE_NUM_NV 0x8F45 +typedef void (APIENTRYP PFNGLPROGRAMSUBROUTINEPARAMETERSUIVNVPROC) (GLenum target, GLsizei count, const GLuint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMSUBROUTINEPARAMETERUIVNVPROC) (GLenum target, GLuint index, GLuint *param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramSubroutineParametersuivNV (GLenum target, GLsizei count, const GLuint *params); +GLAPI void APIENTRY glGetProgramSubroutineParameteruivNV (GLenum target, GLuint index, GLuint *param); +#endif +#endif /* GL_NV_gpu_program5 */ + +#ifndef GL_NV_gpu_program5_mem_extended +#define GL_NV_gpu_program5_mem_extended 1 +#endif /* GL_NV_gpu_program5_mem_extended */ + +#ifndef GL_NV_gpu_shader5 +#define GL_NV_gpu_shader5 1 +#endif /* GL_NV_gpu_shader5 */ + +#ifndef GL_NV_half_float +#define GL_NV_half_float 1 +typedef unsigned short GLhalfNV; +#define GL_HALF_FLOAT_NV 0x140B +typedef void (APIENTRYP PFNGLVERTEX2HNVPROC) (GLhalfNV x, GLhalfNV y); +typedef void (APIENTRYP PFNGLVERTEX2HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEX3HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z); +typedef void (APIENTRYP PFNGLVERTEX3HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEX4HNVPROC) (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +typedef void (APIENTRYP PFNGLVERTEX4HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLNORMAL3HNVPROC) (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz); +typedef void (APIENTRYP PFNGLNORMAL3HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue); +typedef void (APIENTRYP PFNGLCOLOR3HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLCOLOR4HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha); +typedef void (APIENTRYP PFNGLCOLOR4HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLTEXCOORD1HNVPROC) (GLhalfNV s); +typedef void (APIENTRYP PFNGLTEXCOORD1HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLTEXCOORD2HNVPROC) (GLhalfNV s, GLhalfNV t); +typedef void (APIENTRYP PFNGLTEXCOORD2HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLTEXCOORD3HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r); +typedef void (APIENTRYP PFNGLTEXCOORD3HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLTEXCOORD4HNVPROC) (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +typedef void (APIENTRYP PFNGLTEXCOORD4HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1HNVPROC) (GLenum target, GLhalfNV s); +typedef void (APIENTRYP PFNGLMULTITEXCOORD1HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t); +typedef void (APIENTRYP PFNGLMULTITEXCOORD2HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r); +typedef void (APIENTRYP PFNGLMULTITEXCOORD3HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4HNVPROC) (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +typedef void (APIENTRYP PFNGLMULTITEXCOORD4HVNVPROC) (GLenum target, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLFOGCOORDHNVPROC) (GLhalfNV fog); +typedef void (APIENTRYP PFNGLFOGCOORDHVNVPROC) (const GLhalfNV *fog); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HNVPROC) (GLhalfNV red, GLhalfNV green, GLhalfNV blue); +typedef void (APIENTRYP PFNGLSECONDARYCOLOR3HVNVPROC) (const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXWEIGHTHNVPROC) (GLhalfNV weight); +typedef void (APIENTRYP PFNGLVERTEXWEIGHTHVNVPROC) (const GLhalfNV *weight); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1HNVPROC) (GLuint index, GLhalfNV x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4HNVPROC) (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4HVNVPROC) (GLuint index, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4HVNVPROC) (GLuint index, GLsizei n, const GLhalfNV *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertex2hNV (GLhalfNV x, GLhalfNV y); +GLAPI void APIENTRY glVertex2hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glVertex3hNV (GLhalfNV x, GLhalfNV y, GLhalfNV z); +GLAPI void APIENTRY glVertex3hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glVertex4hNV (GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +GLAPI void APIENTRY glVertex4hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glNormal3hNV (GLhalfNV nx, GLhalfNV ny, GLhalfNV nz); +GLAPI void APIENTRY glNormal3hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glColor3hNV (GLhalfNV red, GLhalfNV green, GLhalfNV blue); +GLAPI void APIENTRY glColor3hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glColor4hNV (GLhalfNV red, GLhalfNV green, GLhalfNV blue, GLhalfNV alpha); +GLAPI void APIENTRY glColor4hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glTexCoord1hNV (GLhalfNV s); +GLAPI void APIENTRY glTexCoord1hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glTexCoord2hNV (GLhalfNV s, GLhalfNV t); +GLAPI void APIENTRY glTexCoord2hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glTexCoord3hNV (GLhalfNV s, GLhalfNV t, GLhalfNV r); +GLAPI void APIENTRY glTexCoord3hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glTexCoord4hNV (GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +GLAPI void APIENTRY glTexCoord4hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glMultiTexCoord1hNV (GLenum target, GLhalfNV s); +GLAPI void APIENTRY glMultiTexCoord1hvNV (GLenum target, const GLhalfNV *v); +GLAPI void APIENTRY glMultiTexCoord2hNV (GLenum target, GLhalfNV s, GLhalfNV t); +GLAPI void APIENTRY glMultiTexCoord2hvNV (GLenum target, const GLhalfNV *v); +GLAPI void APIENTRY glMultiTexCoord3hNV (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r); +GLAPI void APIENTRY glMultiTexCoord3hvNV (GLenum target, const GLhalfNV *v); +GLAPI void APIENTRY glMultiTexCoord4hNV (GLenum target, GLhalfNV s, GLhalfNV t, GLhalfNV r, GLhalfNV q); +GLAPI void APIENTRY glMultiTexCoord4hvNV (GLenum target, const GLhalfNV *v); +GLAPI void APIENTRY glFogCoordhNV (GLhalfNV fog); +GLAPI void APIENTRY glFogCoordhvNV (const GLhalfNV *fog); +GLAPI void APIENTRY glSecondaryColor3hNV (GLhalfNV red, GLhalfNV green, GLhalfNV blue); +GLAPI void APIENTRY glSecondaryColor3hvNV (const GLhalfNV *v); +GLAPI void APIENTRY glVertexWeighthNV (GLhalfNV weight); +GLAPI void APIENTRY glVertexWeighthvNV (const GLhalfNV *weight); +GLAPI void APIENTRY glVertexAttrib1hNV (GLuint index, GLhalfNV x); +GLAPI void APIENTRY glVertexAttrib1hvNV (GLuint index, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttrib2hNV (GLuint index, GLhalfNV x, GLhalfNV y); +GLAPI void APIENTRY glVertexAttrib2hvNV (GLuint index, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttrib3hNV (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z); +GLAPI void APIENTRY glVertexAttrib3hvNV (GLuint index, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttrib4hNV (GLuint index, GLhalfNV x, GLhalfNV y, GLhalfNV z, GLhalfNV w); +GLAPI void APIENTRY glVertexAttrib4hvNV (GLuint index, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttribs1hvNV (GLuint index, GLsizei n, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttribs2hvNV (GLuint index, GLsizei n, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttribs3hvNV (GLuint index, GLsizei n, const GLhalfNV *v); +GLAPI void APIENTRY glVertexAttribs4hvNV (GLuint index, GLsizei n, const GLhalfNV *v); +#endif +#endif /* GL_NV_half_float */ + +#ifndef GL_NV_internalformat_sample_query +#define GL_NV_internalformat_sample_query 1 +#define GL_MULTISAMPLES_NV 0x9371 +#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 +#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 +#define GL_CONFORMANT_NV 0x9374 +typedef void (APIENTRYP PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetInternalformatSampleivNV (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); +#endif +#endif /* GL_NV_internalformat_sample_query */ + +#ifndef GL_NV_light_max_exponent +#define GL_NV_light_max_exponent 1 +#define GL_MAX_SHININESS_NV 0x8504 +#define GL_MAX_SPOT_EXPONENT_NV 0x8505 +#endif /* GL_NV_light_max_exponent */ + +#ifndef GL_NV_memory_attachment +#define GL_NV_memory_attachment 1 +#define GL_ATTACHED_MEMORY_OBJECT_NV 0x95A4 +#define GL_ATTACHED_MEMORY_OFFSET_NV 0x95A5 +#define GL_MEMORY_ATTACHABLE_ALIGNMENT_NV 0x95A6 +#define GL_MEMORY_ATTACHABLE_SIZE_NV 0x95A7 +#define GL_MEMORY_ATTACHABLE_NV 0x95A8 +#define GL_DETACHED_MEMORY_INCARNATION_NV 0x95A9 +#define GL_DETACHED_TEXTURES_NV 0x95AA +#define GL_DETACHED_BUFFERS_NV 0x95AB +#define GL_MAX_DETACHED_TEXTURES_NV 0x95AC +#define GL_MAX_DETACHED_BUFFERS_NV 0x95AD +typedef void (APIENTRYP PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC) (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); +typedef void (APIENTRYP PFNGLRESETMEMORYOBJECTPARAMETERNVPROC) (GLuint memory, GLenum pname); +typedef void (APIENTRYP PFNGLTEXATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLBUFFERATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLTEXTUREATTACHMEMORYNVPROC) (GLuint texture, GLuint memory, GLuint64 offset); +typedef void (APIENTRYP PFNGLNAMEDBUFFERATTACHMEMORYNVPROC) (GLuint buffer, GLuint memory, GLuint64 offset); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetMemoryObjectDetachedResourcesuivNV (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); +GLAPI void APIENTRY glResetMemoryObjectParameterNV (GLuint memory, GLenum pname); +GLAPI void APIENTRY glTexAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glBufferAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glTextureAttachMemoryNV (GLuint texture, GLuint memory, GLuint64 offset); +GLAPI void APIENTRY glNamedBufferAttachMemoryNV (GLuint buffer, GLuint memory, GLuint64 offset); +#endif +#endif /* GL_NV_memory_attachment */ + +#ifndef GL_NV_memory_object_sparse +#define GL_NV_memory_object_sparse 1 +typedef void (APIENTRYP PFNGLBUFFERPAGECOMMITMENTMEMNVPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +typedef void (APIENTRYP PFNGLTEXPAGECOMMITMENTMEMNVPROC) (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +typedef void (APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTMEMNVPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +typedef void (APIENTRYP PFNGLTEXTUREPAGECOMMITMENTMEMNVPROC) (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferPageCommitmentMemNV (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +GLAPI void APIENTRY glTexPageCommitmentMemNV (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +GLAPI void APIENTRY glNamedBufferPageCommitmentMemNV (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +GLAPI void APIENTRY glTexturePageCommitmentMemNV (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +#endif +#endif /* GL_NV_memory_object_sparse */ + +#ifndef GL_NV_mesh_shader +#define GL_NV_mesh_shader 1 +#define GL_MESH_SHADER_NV 0x9559 +#define GL_TASK_SHADER_NV 0x955A +#define GL_MAX_MESH_UNIFORM_BLOCKS_NV 0x8E60 +#define GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV 0x8E61 +#define GL_MAX_MESH_IMAGE_UNIFORMS_NV 0x8E62 +#define GL_MAX_MESH_UNIFORM_COMPONENTS_NV 0x8E63 +#define GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV 0x8E64 +#define GL_MAX_MESH_ATOMIC_COUNTERS_NV 0x8E65 +#define GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV 0x8E66 +#define GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV 0x8E67 +#define GL_MAX_TASK_UNIFORM_BLOCKS_NV 0x8E68 +#define GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV 0x8E69 +#define GL_MAX_TASK_IMAGE_UNIFORMS_NV 0x8E6A +#define GL_MAX_TASK_UNIFORM_COMPONENTS_NV 0x8E6B +#define GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV 0x8E6C +#define GL_MAX_TASK_ATOMIC_COUNTERS_NV 0x8E6D +#define GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV 0x8E6E +#define GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV 0x8E6F +#define GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV 0x95A2 +#define GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV 0x95A3 +#define GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV 0x9536 +#define GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV 0x9537 +#define GL_MAX_MESH_OUTPUT_VERTICES_NV 0x9538 +#define GL_MAX_MESH_OUTPUT_PRIMITIVES_NV 0x9539 +#define GL_MAX_TASK_OUTPUT_COUNT_NV 0x953A +#define GL_MAX_DRAW_MESH_TASKS_COUNT_NV 0x953D +#define GL_MAX_MESH_VIEWS_NV 0x9557 +#define GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV 0x92DF +#define GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV 0x9543 +#define GL_MAX_MESH_WORK_GROUP_SIZE_NV 0x953B +#define GL_MAX_TASK_WORK_GROUP_SIZE_NV 0x953C +#define GL_MESH_WORK_GROUP_SIZE_NV 0x953E +#define GL_TASK_WORK_GROUP_SIZE_NV 0x953F +#define GL_MESH_VERTICES_OUT_NV 0x9579 +#define GL_MESH_PRIMITIVES_OUT_NV 0x957A +#define GL_MESH_OUTPUT_TYPE_NV 0x957B +#define GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV 0x959C +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV 0x959D +#define GL_REFERENCED_BY_MESH_SHADER_NV 0x95A0 +#define GL_REFERENCED_BY_TASK_SHADER_NV 0x95A1 +#define GL_MESH_SHADER_BIT_NV 0x00000040 +#define GL_TASK_SHADER_BIT_NV 0x00000080 +#define GL_MESH_SUBROUTINE_NV 0x957C +#define GL_TASK_SUBROUTINE_NV 0x957D +#define GL_MESH_SUBROUTINE_UNIFORM_NV 0x957E +#define GL_TASK_SUBROUTINE_UNIFORM_NV 0x957F +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV 0x959E +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV 0x959F +typedef void (APIENTRYP PFNGLDRAWMESHTASKSNVPROC) (GLuint first, GLuint count); +typedef void (APIENTRYP PFNGLDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect); +typedef void (APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect, GLsizei drawcount, GLsizei stride); +typedef void (APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC) (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawMeshTasksNV (GLuint first, GLuint count); +GLAPI void APIENTRY glDrawMeshTasksIndirectNV (GLintptr indirect); +GLAPI void APIENTRY glMultiDrawMeshTasksIndirectNV (GLintptr indirect, GLsizei drawcount, GLsizei stride); +GLAPI void APIENTRY glMultiDrawMeshTasksIndirectCountNV (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#endif +#endif /* GL_NV_mesh_shader */ + +#ifndef GL_NV_multisample_coverage +#define GL_NV_multisample_coverage 1 +#endif /* GL_NV_multisample_coverage */ + +#ifndef GL_NV_multisample_filter_hint +#define GL_NV_multisample_filter_hint 1 +#define GL_MULTISAMPLE_FILTER_HINT_NV 0x8534 +#endif /* GL_NV_multisample_filter_hint */ + +#ifndef GL_NV_occlusion_query +#define GL_NV_occlusion_query 1 +#define GL_PIXEL_COUNTER_BITS_NV 0x8864 +#define GL_CURRENT_OCCLUSION_QUERY_ID_NV 0x8865 +#define GL_PIXEL_COUNT_NV 0x8866 +#define GL_PIXEL_COUNT_AVAILABLE_NV 0x8867 +typedef void (APIENTRYP PFNGLGENOCCLUSIONQUERIESNVPROC) (GLsizei n, GLuint *ids); +typedef void (APIENTRYP PFNGLDELETEOCCLUSIONQUERIESNVPROC) (GLsizei n, const GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISOCCLUSIONQUERYNVPROC) (GLuint id); +typedef void (APIENTRYP PFNGLBEGINOCCLUSIONQUERYNVPROC) (GLuint id); +typedef void (APIENTRYP PFNGLENDOCCLUSIONQUERYNVPROC) (void); +typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYIVNVPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETOCCLUSIONQUERYUIVNVPROC) (GLuint id, GLenum pname, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenOcclusionQueriesNV (GLsizei n, GLuint *ids); +GLAPI void APIENTRY glDeleteOcclusionQueriesNV (GLsizei n, const GLuint *ids); +GLAPI GLboolean APIENTRY glIsOcclusionQueryNV (GLuint id); +GLAPI void APIENTRY glBeginOcclusionQueryNV (GLuint id); +GLAPI void APIENTRY glEndOcclusionQueryNV (void); +GLAPI void APIENTRY glGetOcclusionQueryivNV (GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetOcclusionQueryuivNV (GLuint id, GLenum pname, GLuint *params); +#endif +#endif /* GL_NV_occlusion_query */ + +#ifndef GL_NV_packed_depth_stencil +#define GL_NV_packed_depth_stencil 1 +#define GL_DEPTH_STENCIL_NV 0x84F9 +#define GL_UNSIGNED_INT_24_8_NV 0x84FA +#endif /* GL_NV_packed_depth_stencil */ + +#ifndef GL_NV_parameter_buffer_object +#define GL_NV_parameter_buffer_object 1 +#define GL_MAX_PROGRAM_PARAMETER_BUFFER_BINDINGS_NV 0x8DA0 +#define GL_MAX_PROGRAM_PARAMETER_BUFFER_SIZE_NV 0x8DA1 +#define GL_VERTEX_PROGRAM_PARAMETER_BUFFER_NV 0x8DA2 +#define GL_GEOMETRY_PROGRAM_PARAMETER_BUFFER_NV 0x8DA3 +#define GL_FRAGMENT_PROGRAM_PARAMETER_BUFFER_NV 0x8DA4 +typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSFVNVPROC) (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLfloat *params); +typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSIIVNVPROC) (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLint *params); +typedef void (APIENTRYP PFNGLPROGRAMBUFFERPARAMETERSIUIVNVPROC) (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glProgramBufferParametersfvNV (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLfloat *params); +GLAPI void APIENTRY glProgramBufferParametersIivNV (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLint *params); +GLAPI void APIENTRY glProgramBufferParametersIuivNV (GLenum target, GLuint bindingIndex, GLuint wordIndex, GLsizei count, const GLuint *params); +#endif +#endif /* GL_NV_parameter_buffer_object */ + +#ifndef GL_NV_parameter_buffer_object2 +#define GL_NV_parameter_buffer_object2 1 +#endif /* GL_NV_parameter_buffer_object2 */ + +#ifndef GL_NV_path_rendering +#define GL_NV_path_rendering 1 +#define GL_PATH_FORMAT_SVG_NV 0x9070 +#define GL_PATH_FORMAT_PS_NV 0x9071 +#define GL_STANDARD_FONT_NAME_NV 0x9072 +#define GL_SYSTEM_FONT_NAME_NV 0x9073 +#define GL_FILE_NAME_NV 0x9074 +#define GL_PATH_STROKE_WIDTH_NV 0x9075 +#define GL_PATH_END_CAPS_NV 0x9076 +#define GL_PATH_INITIAL_END_CAP_NV 0x9077 +#define GL_PATH_TERMINAL_END_CAP_NV 0x9078 +#define GL_PATH_JOIN_STYLE_NV 0x9079 +#define GL_PATH_MITER_LIMIT_NV 0x907A +#define GL_PATH_DASH_CAPS_NV 0x907B +#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C +#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D +#define GL_PATH_DASH_OFFSET_NV 0x907E +#define GL_PATH_CLIENT_LENGTH_NV 0x907F +#define GL_PATH_FILL_MODE_NV 0x9080 +#define GL_PATH_FILL_MASK_NV 0x9081 +#define GL_PATH_FILL_COVER_MODE_NV 0x9082 +#define GL_PATH_STROKE_COVER_MODE_NV 0x9083 +#define GL_PATH_STROKE_MASK_NV 0x9084 +#define GL_COUNT_UP_NV 0x9088 +#define GL_COUNT_DOWN_NV 0x9089 +#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A +#define GL_CONVEX_HULL_NV 0x908B +#define GL_BOUNDING_BOX_NV 0x908D +#define GL_TRANSLATE_X_NV 0x908E +#define GL_TRANSLATE_Y_NV 0x908F +#define GL_TRANSLATE_2D_NV 0x9090 +#define GL_TRANSLATE_3D_NV 0x9091 +#define GL_AFFINE_2D_NV 0x9092 +#define GL_AFFINE_3D_NV 0x9094 +#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 +#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 +#define GL_UTF8_NV 0x909A +#define GL_UTF16_NV 0x909B +#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C +#define GL_PATH_COMMAND_COUNT_NV 0x909D +#define GL_PATH_COORD_COUNT_NV 0x909E +#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F +#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 +#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 +#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 +#define GL_SQUARE_NV 0x90A3 +#define GL_ROUND_NV 0x90A4 +#define GL_TRIANGULAR_NV 0x90A5 +#define GL_BEVEL_NV 0x90A6 +#define GL_MITER_REVERT_NV 0x90A7 +#define GL_MITER_TRUNCATE_NV 0x90A8 +#define GL_SKIP_MISSING_GLYPH_NV 0x90A9 +#define GL_USE_MISSING_GLYPH_NV 0x90AA +#define GL_PATH_ERROR_POSITION_NV 0x90AB +#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD +#define GL_ADJACENT_PAIRS_NV 0x90AE +#define GL_FIRST_TO_REST_NV 0x90AF +#define GL_PATH_GEN_MODE_NV 0x90B0 +#define GL_PATH_GEN_COEFF_NV 0x90B1 +#define GL_PATH_GEN_COMPONENTS_NV 0x90B3 +#define GL_PATH_STENCIL_FUNC_NV 0x90B7 +#define GL_PATH_STENCIL_REF_NV 0x90B8 +#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 +#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD +#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE +#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF +#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 +#define GL_MOVE_TO_RESETS_NV 0x90B5 +#define GL_MOVE_TO_CONTINUES_NV 0x90B6 +#define GL_CLOSE_PATH_NV 0x00 +#define GL_MOVE_TO_NV 0x02 +#define GL_RELATIVE_MOVE_TO_NV 0x03 +#define GL_LINE_TO_NV 0x04 +#define GL_RELATIVE_LINE_TO_NV 0x05 +#define GL_HORIZONTAL_LINE_TO_NV 0x06 +#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 +#define GL_VERTICAL_LINE_TO_NV 0x08 +#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 +#define GL_QUADRATIC_CURVE_TO_NV 0x0A +#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B +#define GL_CUBIC_CURVE_TO_NV 0x0C +#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D +#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E +#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F +#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 +#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 +#define GL_SMALL_CCW_ARC_TO_NV 0x12 +#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 +#define GL_SMALL_CW_ARC_TO_NV 0x14 +#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 +#define GL_LARGE_CCW_ARC_TO_NV 0x16 +#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 +#define GL_LARGE_CW_ARC_TO_NV 0x18 +#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 +#define GL_RESTART_PATH_NV 0xF0 +#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 +#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 +#define GL_RECT_NV 0xF6 +#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 +#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA +#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC +#define GL_ARC_TO_NV 0xFE +#define GL_RELATIVE_ARC_TO_NV 0xFF +#define GL_BOLD_BIT_NV 0x01 +#define GL_ITALIC_BIT_NV 0x02 +#define GL_GLYPH_WIDTH_BIT_NV 0x01 +#define GL_GLYPH_HEIGHT_BIT_NV 0x02 +#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 +#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 +#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 +#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 +#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 +#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 +#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 +#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 +#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 +#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 +#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 +#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 +#define GL_FONT_ASCENDER_BIT_NV 0x00200000 +#define GL_FONT_DESCENDER_BIT_NV 0x00400000 +#define GL_FONT_HEIGHT_BIT_NV 0x00800000 +#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 +#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 +#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 +#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 +#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 +#define GL_ROUNDED_RECT_NV 0xE8 +#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 +#define GL_ROUNDED_RECT2_NV 0xEA +#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB +#define GL_ROUNDED_RECT4_NV 0xEC +#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED +#define GL_ROUNDED_RECT8_NV 0xEE +#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF +#define GL_RELATIVE_RECT_NV 0xF7 +#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 +#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 +#define GL_FONT_UNAVAILABLE_NV 0x936A +#define GL_FONT_UNINTELLIGIBLE_NV 0x936B +#define GL_CONIC_CURVE_TO_NV 0x1A +#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B +#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 +#define GL_STANDARD_FONT_FORMAT_NV 0x936C +#define GL_2_BYTES_NV 0x1407 +#define GL_3_BYTES_NV 0x1408 +#define GL_4_BYTES_NV 0x1409 +#define GL_EYE_LINEAR_NV 0x2400 +#define GL_OBJECT_LINEAR_NV 0x2401 +#define GL_CONSTANT_NV 0x8576 +#define GL_PATH_FOG_GEN_MODE_NV 0x90AC +#define GL_PRIMARY_COLOR_NV 0x852C +#define GL_SECONDARY_COLOR_NV 0x852D +#define GL_PATH_GEN_COLOR_FORMAT_NV 0x90B2 +#define GL_PATH_PROJECTION_NV 0x1701 +#define GL_PATH_MODELVIEW_NV 0x1700 +#define GL_PATH_MODELVIEW_STACK_DEPTH_NV 0x0BA3 +#define GL_PATH_MODELVIEW_MATRIX_NV 0x0BA6 +#define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV 0x0D36 +#define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV 0x84E3 +#define GL_PATH_PROJECTION_STACK_DEPTH_NV 0x0BA4 +#define GL_PATH_PROJECTION_MATRIX_NV 0x0BA7 +#define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV 0x0D38 +#define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV 0x84E4 +#define GL_FRAGMENT_INPUT_NV 0x936D +typedef GLuint (APIENTRYP PFNGLGENPATHSNVPROC) (GLsizei range); +typedef void (APIENTRYP PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range); +typedef GLboolean (APIENTRYP PFNGLISPATHNVPROC) (GLuint path); +typedef void (APIENTRYP PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (APIENTRYP PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (APIENTRYP PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (APIENTRYP PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (APIENTRYP PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString); +typedef void (APIENTRYP PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (APIENTRYP PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (APIENTRYP PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); +typedef void (APIENTRYP PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath); +typedef void (APIENTRYP PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +typedef void (APIENTRYP PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint *value); +typedef void (APIENTRYP PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value); +typedef void (APIENTRYP PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat *value); +typedef void (APIENTRYP PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value); +typedef void (APIENTRYP PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat *dashArray); +typedef void (APIENTRYP PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask); +typedef void (APIENTRYP PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units); +typedef void (APIENTRYP PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask); +typedef void (APIENTRYP PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask); +typedef void (APIENTRYP PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum func); +typedef void (APIENTRYP PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode); +typedef void (APIENTRYP PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode); +typedef void (APIENTRYP PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint *value); +typedef void (APIENTRYP PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat *value); +typedef void (APIENTRYP PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte *commands); +typedef void (APIENTRYP PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat *coords); +typedef void (APIENTRYP PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat *dashArray); +typedef void (APIENTRYP PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); +typedef void (APIENTRYP PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); +typedef void (APIENTRYP PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); +typedef GLboolean (APIENTRYP PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y); +typedef GLboolean (APIENTRYP PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y); +typedef GLfloat (APIENTRYP PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments); +typedef GLboolean (APIENTRYP PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); +typedef void (APIENTRYP PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode); +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef GLenum (APIENTRYP PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); +typedef GLenum (APIENTRYP PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef GLenum (APIENTRYP PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (APIENTRYP PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); +typedef void (APIENTRYP PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); +typedef void (APIENTRYP PFNGLPATHCOLORGENNVPROC) (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat *coeffs); +typedef void (APIENTRYP PFNGLPATHTEXGENNVPROC) (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat *coeffs); +typedef void (APIENTRYP PFNGLPATHFOGGENNVPROC) (GLenum genMode); +typedef void (APIENTRYP PFNGLGETPATHCOLORGENIVNVPROC) (GLenum color, GLenum pname, GLint *value); +typedef void (APIENTRYP PFNGLGETPATHCOLORGENFVNVPROC) (GLenum color, GLenum pname, GLfloat *value); +typedef void (APIENTRYP PFNGLGETPATHTEXGENIVNVPROC) (GLenum texCoordSet, GLenum pname, GLint *value); +typedef void (APIENTRYP PFNGLGETPATHTEXGENFVNVPROC) (GLenum texCoordSet, GLenum pname, GLfloat *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLuint APIENTRY glGenPathsNV (GLsizei range); +GLAPI void APIENTRY glDeletePathsNV (GLuint path, GLsizei range); +GLAPI GLboolean APIENTRY glIsPathNV (GLuint path); +GLAPI void APIENTRY glPathCommandsNV (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI void APIENTRY glPathCoordsNV (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI void APIENTRY glPathSubCommandsNV (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI void APIENTRY glPathSubCoordsNV (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); +GLAPI void APIENTRY glPathStringNV (GLuint path, GLenum format, GLsizei length, const void *pathString); +GLAPI void APIENTRY glPathGlyphsNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI void APIENTRY glPathGlyphRangeNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI void APIENTRY glWeightPathsNV (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); +GLAPI void APIENTRY glCopyPathNV (GLuint resultPath, GLuint srcPath); +GLAPI void APIENTRY glInterpolatePathsNV (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +GLAPI void APIENTRY glTransformPathNV (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glPathParameterivNV (GLuint path, GLenum pname, const GLint *value); +GLAPI void APIENTRY glPathParameteriNV (GLuint path, GLenum pname, GLint value); +GLAPI void APIENTRY glPathParameterfvNV (GLuint path, GLenum pname, const GLfloat *value); +GLAPI void APIENTRY glPathParameterfNV (GLuint path, GLenum pname, GLfloat value); +GLAPI void APIENTRY glPathDashArrayNV (GLuint path, GLsizei dashCount, const GLfloat *dashArray); +GLAPI void APIENTRY glPathStencilFuncNV (GLenum func, GLint ref, GLuint mask); +GLAPI void APIENTRY glPathStencilDepthOffsetNV (GLfloat factor, GLfloat units); +GLAPI void APIENTRY glStencilFillPathNV (GLuint path, GLenum fillMode, GLuint mask); +GLAPI void APIENTRY glStencilStrokePathNV (GLuint path, GLint reference, GLuint mask); +GLAPI void APIENTRY glStencilFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glStencilStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glPathCoverDepthFuncNV (GLenum func); +GLAPI void APIENTRY glCoverFillPathNV (GLuint path, GLenum coverMode); +GLAPI void APIENTRY glCoverStrokePathNV (GLuint path, GLenum coverMode); +GLAPI void APIENTRY glCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glGetPathParameterivNV (GLuint path, GLenum pname, GLint *value); +GLAPI void APIENTRY glGetPathParameterfvNV (GLuint path, GLenum pname, GLfloat *value); +GLAPI void APIENTRY glGetPathCommandsNV (GLuint path, GLubyte *commands); +GLAPI void APIENTRY glGetPathCoordsNV (GLuint path, GLfloat *coords); +GLAPI void APIENTRY glGetPathDashArrayNV (GLuint path, GLfloat *dashArray); +GLAPI void APIENTRY glGetPathMetricsNV (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); +GLAPI void APIENTRY glGetPathMetricRangeNV (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); +GLAPI void APIENTRY glGetPathSpacingNV (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); +GLAPI GLboolean APIENTRY glIsPointInFillPathNV (GLuint path, GLuint mask, GLfloat x, GLfloat y); +GLAPI GLboolean APIENTRY glIsPointInStrokePathNV (GLuint path, GLfloat x, GLfloat y); +GLAPI GLfloat APIENTRY glGetPathLengthNV (GLuint path, GLsizei startSegment, GLsizei numSegments); +GLAPI GLboolean APIENTRY glPointAlongPathNV (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); +GLAPI void APIENTRY glMatrixLoad3x2fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glMatrixLoad3x3fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glMatrixLoadTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glMatrixMult3x2fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glMatrixMult3x3fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glMatrixMultTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); +GLAPI void APIENTRY glStencilThenCoverFillPathNV (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +GLAPI void APIENTRY glStencilThenCoverStrokePathNV (GLuint path, GLint reference, GLuint mask, GLenum coverMode); +GLAPI void APIENTRY glStencilThenCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI void APIENTRY glStencilThenCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GLAPI GLenum APIENTRY glPathGlyphIndexRangeNV (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); +GLAPI GLenum APIENTRY glPathGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI GLenum APIENTRY glPathMemoryGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GLAPI void APIENTRY glProgramPathFragmentInputGenNV (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); +GLAPI void APIENTRY glGetProgramResourcefvNV (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); +GLAPI void APIENTRY glPathColorGenNV (GLenum color, GLenum genMode, GLenum colorFormat, const GLfloat *coeffs); +GLAPI void APIENTRY glPathTexGenNV (GLenum texCoordSet, GLenum genMode, GLint components, const GLfloat *coeffs); +GLAPI void APIENTRY glPathFogGenNV (GLenum genMode); +GLAPI void APIENTRY glGetPathColorGenivNV (GLenum color, GLenum pname, GLint *value); +GLAPI void APIENTRY glGetPathColorGenfvNV (GLenum color, GLenum pname, GLfloat *value); +GLAPI void APIENTRY glGetPathTexGenivNV (GLenum texCoordSet, GLenum pname, GLint *value); +GLAPI void APIENTRY glGetPathTexGenfvNV (GLenum texCoordSet, GLenum pname, GLfloat *value); +#endif +#endif /* GL_NV_path_rendering */ + +#ifndef GL_NV_path_rendering_shared_edge +#define GL_NV_path_rendering_shared_edge 1 +#define GL_SHARED_EDGE_NV 0xC0 +#endif /* GL_NV_path_rendering_shared_edge */ + +#ifndef GL_NV_pixel_data_range +#define GL_NV_pixel_data_range 1 +#define GL_WRITE_PIXEL_DATA_RANGE_NV 0x8878 +#define GL_READ_PIXEL_DATA_RANGE_NV 0x8879 +#define GL_WRITE_PIXEL_DATA_RANGE_LENGTH_NV 0x887A +#define GL_READ_PIXEL_DATA_RANGE_LENGTH_NV 0x887B +#define GL_WRITE_PIXEL_DATA_RANGE_POINTER_NV 0x887C +#define GL_READ_PIXEL_DATA_RANGE_POINTER_NV 0x887D +typedef void (APIENTRYP PFNGLPIXELDATARANGENVPROC) (GLenum target, GLsizei length, const void *pointer); +typedef void (APIENTRYP PFNGLFLUSHPIXELDATARANGENVPROC) (GLenum target); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPixelDataRangeNV (GLenum target, GLsizei length, const void *pointer); +GLAPI void APIENTRY glFlushPixelDataRangeNV (GLenum target); +#endif +#endif /* GL_NV_pixel_data_range */ + +#ifndef GL_NV_point_sprite +#define GL_NV_point_sprite 1 +#define GL_POINT_SPRITE_NV 0x8861 +#define GL_COORD_REPLACE_NV 0x8862 +#define GL_POINT_SPRITE_R_MODE_NV 0x8863 +typedef void (APIENTRYP PFNGLPOINTPARAMETERINVPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERIVNVPROC) (GLenum pname, const GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPointParameteriNV (GLenum pname, GLint param); +GLAPI void APIENTRY glPointParameterivNV (GLenum pname, const GLint *params); +#endif +#endif /* GL_NV_point_sprite */ + +#ifndef GL_NV_present_video +#define GL_NV_present_video 1 +#define GL_FRAME_NV 0x8E26 +#define GL_FIELDS_NV 0x8E27 +#define GL_CURRENT_TIME_NV 0x8E28 +#define GL_NUM_FILL_STREAMS_NV 0x8E29 +#define GL_PRESENT_TIME_NV 0x8E2A +#define GL_PRESENT_DURATION_NV 0x8E2B +typedef void (APIENTRYP PFNGLPRESENTFRAMEKEYEDNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); +typedef void (APIENTRYP PFNGLPRESENTFRAMEDUALFILLNVPROC) (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); +typedef void (APIENTRYP PFNGLGETVIDEOIVNVPROC) (GLuint video_slot, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVIDEOUIVNVPROC) (GLuint video_slot, GLenum pname, GLuint *params); +typedef void (APIENTRYP PFNGLGETVIDEOI64VNVPROC) (GLuint video_slot, GLenum pname, GLint64EXT *params); +typedef void (APIENTRYP PFNGLGETVIDEOUI64VNVPROC) (GLuint video_slot, GLenum pname, GLuint64EXT *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPresentFrameKeyedNV (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLuint key0, GLenum target1, GLuint fill1, GLuint key1); +GLAPI void APIENTRY glPresentFrameDualFillNV (GLuint video_slot, GLuint64EXT minPresentTime, GLuint beginPresentTimeId, GLuint presentDurationId, GLenum type, GLenum target0, GLuint fill0, GLenum target1, GLuint fill1, GLenum target2, GLuint fill2, GLenum target3, GLuint fill3); +GLAPI void APIENTRY glGetVideoivNV (GLuint video_slot, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVideouivNV (GLuint video_slot, GLenum pname, GLuint *params); +GLAPI void APIENTRY glGetVideoi64vNV (GLuint video_slot, GLenum pname, GLint64EXT *params); +GLAPI void APIENTRY glGetVideoui64vNV (GLuint video_slot, GLenum pname, GLuint64EXT *params); +#endif +#endif /* GL_NV_present_video */ + +#ifndef GL_NV_primitive_restart +#define GL_NV_primitive_restart 1 +#define GL_PRIMITIVE_RESTART_NV 0x8558 +#define GL_PRIMITIVE_RESTART_INDEX_NV 0x8559 +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTNVPROC) (void); +typedef void (APIENTRYP PFNGLPRIMITIVERESTARTINDEXNVPROC) (GLuint index); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPrimitiveRestartNV (void); +GLAPI void APIENTRY glPrimitiveRestartIndexNV (GLuint index); +#endif +#endif /* GL_NV_primitive_restart */ + +#ifndef GL_NV_primitive_shading_rate +#define GL_NV_primitive_shading_rate 1 +#define GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV 0x95B1 +#define GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV 0x95B2 +#endif /* GL_NV_primitive_shading_rate */ + +#ifndef GL_NV_query_resource +#define GL_NV_query_resource 1 +#define GL_QUERY_RESOURCE_TYPE_VIDMEM_ALLOC_NV 0x9540 +#define GL_QUERY_RESOURCE_MEMTYPE_VIDMEM_NV 0x9542 +#define GL_QUERY_RESOURCE_SYS_RESERVED_NV 0x9544 +#define GL_QUERY_RESOURCE_TEXTURE_NV 0x9545 +#define GL_QUERY_RESOURCE_RENDERBUFFER_NV 0x9546 +#define GL_QUERY_RESOURCE_BUFFEROBJECT_NV 0x9547 +typedef GLint (APIENTRYP PFNGLQUERYRESOURCENVPROC) (GLenum queryType, GLint tagId, GLuint count, GLint *buffer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLint APIENTRY glQueryResourceNV (GLenum queryType, GLint tagId, GLuint count, GLint *buffer); +#endif +#endif /* GL_NV_query_resource */ + +#ifndef GL_NV_query_resource_tag +#define GL_NV_query_resource_tag 1 +typedef void (APIENTRYP PFNGLGENQUERYRESOURCETAGNVPROC) (GLsizei n, GLint *tagIds); +typedef void (APIENTRYP PFNGLDELETEQUERYRESOURCETAGNVPROC) (GLsizei n, const GLint *tagIds); +typedef void (APIENTRYP PFNGLQUERYRESOURCETAGNVPROC) (GLint tagId, const GLchar *tagString); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenQueryResourceTagNV (GLsizei n, GLint *tagIds); +GLAPI void APIENTRY glDeleteQueryResourceTagNV (GLsizei n, const GLint *tagIds); +GLAPI void APIENTRY glQueryResourceTagNV (GLint tagId, const GLchar *tagString); +#endif +#endif /* GL_NV_query_resource_tag */ + +#ifndef GL_NV_register_combiners +#define GL_NV_register_combiners 1 +#define GL_REGISTER_COMBINERS_NV 0x8522 +#define GL_VARIABLE_A_NV 0x8523 +#define GL_VARIABLE_B_NV 0x8524 +#define GL_VARIABLE_C_NV 0x8525 +#define GL_VARIABLE_D_NV 0x8526 +#define GL_VARIABLE_E_NV 0x8527 +#define GL_VARIABLE_F_NV 0x8528 +#define GL_VARIABLE_G_NV 0x8529 +#define GL_CONSTANT_COLOR0_NV 0x852A +#define GL_CONSTANT_COLOR1_NV 0x852B +#define GL_SPARE0_NV 0x852E +#define GL_SPARE1_NV 0x852F +#define GL_DISCARD_NV 0x8530 +#define GL_E_TIMES_F_NV 0x8531 +#define GL_SPARE0_PLUS_SECONDARY_COLOR_NV 0x8532 +#define GL_UNSIGNED_IDENTITY_NV 0x8536 +#define GL_UNSIGNED_INVERT_NV 0x8537 +#define GL_EXPAND_NORMAL_NV 0x8538 +#define GL_EXPAND_NEGATE_NV 0x8539 +#define GL_HALF_BIAS_NORMAL_NV 0x853A +#define GL_HALF_BIAS_NEGATE_NV 0x853B +#define GL_SIGNED_IDENTITY_NV 0x853C +#define GL_SIGNED_NEGATE_NV 0x853D +#define GL_SCALE_BY_TWO_NV 0x853E +#define GL_SCALE_BY_FOUR_NV 0x853F +#define GL_SCALE_BY_ONE_HALF_NV 0x8540 +#define GL_BIAS_BY_NEGATIVE_ONE_HALF_NV 0x8541 +#define GL_COMBINER_INPUT_NV 0x8542 +#define GL_COMBINER_MAPPING_NV 0x8543 +#define GL_COMBINER_COMPONENT_USAGE_NV 0x8544 +#define GL_COMBINER_AB_DOT_PRODUCT_NV 0x8545 +#define GL_COMBINER_CD_DOT_PRODUCT_NV 0x8546 +#define GL_COMBINER_MUX_SUM_NV 0x8547 +#define GL_COMBINER_SCALE_NV 0x8548 +#define GL_COMBINER_BIAS_NV 0x8549 +#define GL_COMBINER_AB_OUTPUT_NV 0x854A +#define GL_COMBINER_CD_OUTPUT_NV 0x854B +#define GL_COMBINER_SUM_OUTPUT_NV 0x854C +#define GL_MAX_GENERAL_COMBINERS_NV 0x854D +#define GL_NUM_GENERAL_COMBINERS_NV 0x854E +#define GL_COLOR_SUM_CLAMP_NV 0x854F +#define GL_COMBINER0_NV 0x8550 +#define GL_COMBINER1_NV 0x8551 +#define GL_COMBINER2_NV 0x8552 +#define GL_COMBINER3_NV 0x8553 +#define GL_COMBINER4_NV 0x8554 +#define GL_COMBINER5_NV 0x8555 +#define GL_COMBINER6_NV 0x8556 +#define GL_COMBINER7_NV 0x8557 +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFVNVPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERFNVPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERIVNVPROC) (GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLCOMBINERPARAMETERINVPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLCOMBINERINPUTNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +typedef void (APIENTRYP PFNGLCOMBINEROUTPUTNVPROC) (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); +typedef void (APIENTRYP PFNGLFINALCOMBINERINPUTNVPROC) (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCOMBINERINPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERFVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCOMBINEROUTPUTPARAMETERIVNVPROC) (GLenum stage, GLenum portion, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERFVNVPROC) (GLenum variable, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETFINALCOMBINERINPUTPARAMETERIVNVPROC) (GLenum variable, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCombinerParameterfvNV (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glCombinerParameterfNV (GLenum pname, GLfloat param); +GLAPI void APIENTRY glCombinerParameterivNV (GLenum pname, const GLint *params); +GLAPI void APIENTRY glCombinerParameteriNV (GLenum pname, GLint param); +GLAPI void APIENTRY glCombinerInputNV (GLenum stage, GLenum portion, GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +GLAPI void APIENTRY glCombinerOutputNV (GLenum stage, GLenum portion, GLenum abOutput, GLenum cdOutput, GLenum sumOutput, GLenum scale, GLenum bias, GLboolean abDotProduct, GLboolean cdDotProduct, GLboolean muxSum); +GLAPI void APIENTRY glFinalCombinerInputNV (GLenum variable, GLenum input, GLenum mapping, GLenum componentUsage); +GLAPI void APIENTRY glGetCombinerInputParameterfvNV (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetCombinerInputParameterivNV (GLenum stage, GLenum portion, GLenum variable, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetCombinerOutputParameterfvNV (GLenum stage, GLenum portion, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetCombinerOutputParameterivNV (GLenum stage, GLenum portion, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetFinalCombinerInputParameterfvNV (GLenum variable, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetFinalCombinerInputParameterivNV (GLenum variable, GLenum pname, GLint *params); +#endif +#endif /* GL_NV_register_combiners */ + +#ifndef GL_NV_register_combiners2 +#define GL_NV_register_combiners2 1 +#define GL_PER_STAGE_CONSTANTS_NV 0x8535 +typedef void (APIENTRYP PFNGLCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETCOMBINERSTAGEPARAMETERFVNVPROC) (GLenum stage, GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCombinerStageParameterfvNV (GLenum stage, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glGetCombinerStageParameterfvNV (GLenum stage, GLenum pname, GLfloat *params); +#endif +#endif /* GL_NV_register_combiners2 */ + +#ifndef GL_NV_representative_fragment_test +#define GL_NV_representative_fragment_test 1 +#define GL_REPRESENTATIVE_FRAGMENT_TEST_NV 0x937F +#endif /* GL_NV_representative_fragment_test */ + +#ifndef GL_NV_robustness_video_memory_purge +#define GL_NV_robustness_video_memory_purge 1 +#define GL_PURGED_CONTEXT_RESET_NV 0x92BB +#endif /* GL_NV_robustness_video_memory_purge */ + +#ifndef GL_NV_sample_locations +#define GL_NV_sample_locations 1 +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 +#define GL_SAMPLE_LOCATION_NV 0x8E50 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 +typedef void (APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLRESOLVEDEPTHVALUESNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferSampleLocationsfvNV (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glNamedFramebufferSampleLocationsfvNV (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glResolveDepthValuesNV (void); +#endif +#endif /* GL_NV_sample_locations */ + +#ifndef GL_NV_sample_mask_override_coverage +#define GL_NV_sample_mask_override_coverage 1 +#endif /* GL_NV_sample_mask_override_coverage */ + +#ifndef GL_NV_scissor_exclusive +#define GL_NV_scissor_exclusive 1 +#define GL_SCISSOR_TEST_EXCLUSIVE_NV 0x9555 +#define GL_SCISSOR_BOX_EXCLUSIVE_NV 0x9556 +typedef void (APIENTRYP PFNGLSCISSOREXCLUSIVENVPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLSCISSOREXCLUSIVEARRAYVNVPROC) (GLuint first, GLsizei count, const GLint *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glScissorExclusiveNV (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glScissorExclusiveArrayvNV (GLuint first, GLsizei count, const GLint *v); +#endif +#endif /* GL_NV_scissor_exclusive */ + +#ifndef GL_NV_shader_atomic_counters +#define GL_NV_shader_atomic_counters 1 +#endif /* GL_NV_shader_atomic_counters */ + +#ifndef GL_NV_shader_atomic_float +#define GL_NV_shader_atomic_float 1 +#endif /* GL_NV_shader_atomic_float */ + +#ifndef GL_NV_shader_atomic_float64 +#define GL_NV_shader_atomic_float64 1 +#endif /* GL_NV_shader_atomic_float64 */ + +#ifndef GL_NV_shader_atomic_fp16_vector +#define GL_NV_shader_atomic_fp16_vector 1 +#endif /* GL_NV_shader_atomic_fp16_vector */ + +#ifndef GL_NV_shader_atomic_int64 +#define GL_NV_shader_atomic_int64 1 +#endif /* GL_NV_shader_atomic_int64 */ + +#ifndef GL_NV_shader_buffer_load +#define GL_NV_shader_buffer_load 1 +#define GL_BUFFER_GPU_ADDRESS_NV 0x8F1D +#define GL_GPU_ADDRESS_NV 0x8F34 +#define GL_MAX_SHADER_BUFFER_ADDRESS_NV 0x8F35 +typedef void (APIENTRYP PFNGLMAKEBUFFERRESIDENTNVPROC) (GLenum target, GLenum access); +typedef void (APIENTRYP PFNGLMAKEBUFFERNONRESIDENTNVPROC) (GLenum target); +typedef GLboolean (APIENTRYP PFNGLISBUFFERRESIDENTNVPROC) (GLenum target); +typedef void (APIENTRYP PFNGLMAKENAMEDBUFFERRESIDENTNVPROC) (GLuint buffer, GLenum access); +typedef void (APIENTRYP PFNGLMAKENAMEDBUFFERNONRESIDENTNVPROC) (GLuint buffer); +typedef GLboolean (APIENTRYP PFNGLISNAMEDBUFFERRESIDENTNVPROC) (GLuint buffer); +typedef void (APIENTRYP PFNGLGETBUFFERPARAMETERUI64VNVPROC) (GLenum target, GLenum pname, GLuint64EXT *params); +typedef void (APIENTRYP PFNGLGETNAMEDBUFFERPARAMETERUI64VNVPROC) (GLuint buffer, GLenum pname, GLuint64EXT *params); +typedef void (APIENTRYP PFNGLGETINTEGERUI64VNVPROC) (GLenum value, GLuint64EXT *result); +typedef void (APIENTRYP PFNGLUNIFORMUI64NVPROC) (GLint location, GLuint64EXT value); +typedef void (APIENTRYP PFNGLUNIFORMUI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMUI64NVPROC) (GLuint program, GLint location, GLuint64EXT value); +typedef void (APIENTRYP PFNGLPROGRAMUNIFORMUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glMakeBufferResidentNV (GLenum target, GLenum access); +GLAPI void APIENTRY glMakeBufferNonResidentNV (GLenum target); +GLAPI GLboolean APIENTRY glIsBufferResidentNV (GLenum target); +GLAPI void APIENTRY glMakeNamedBufferResidentNV (GLuint buffer, GLenum access); +GLAPI void APIENTRY glMakeNamedBufferNonResidentNV (GLuint buffer); +GLAPI GLboolean APIENTRY glIsNamedBufferResidentNV (GLuint buffer); +GLAPI void APIENTRY glGetBufferParameterui64vNV (GLenum target, GLenum pname, GLuint64EXT *params); +GLAPI void APIENTRY glGetNamedBufferParameterui64vNV (GLuint buffer, GLenum pname, GLuint64EXT *params); +GLAPI void APIENTRY glGetIntegerui64vNV (GLenum value, GLuint64EXT *result); +GLAPI void APIENTRY glUniformui64NV (GLint location, GLuint64EXT value); +GLAPI void APIENTRY glUniformui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GLAPI void APIENTRY glProgramUniformui64NV (GLuint program, GLint location, GLuint64EXT value); +GLAPI void APIENTRY glProgramUniformui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#endif +#endif /* GL_NV_shader_buffer_load */ + +#ifndef GL_NV_shader_buffer_store +#define GL_NV_shader_buffer_store 1 +#define GL_SHADER_GLOBAL_ACCESS_BARRIER_BIT_NV 0x00000010 +#endif /* GL_NV_shader_buffer_store */ + +#ifndef GL_NV_shader_storage_buffer_object +#define GL_NV_shader_storage_buffer_object 1 +#endif /* GL_NV_shader_storage_buffer_object */ + +#ifndef GL_NV_shader_subgroup_partitioned +#define GL_NV_shader_subgroup_partitioned 1 +#define GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV 0x00000100 +#endif /* GL_NV_shader_subgroup_partitioned */ + +#ifndef GL_NV_shader_texture_footprint +#define GL_NV_shader_texture_footprint 1 +#endif /* GL_NV_shader_texture_footprint */ + +#ifndef GL_NV_shader_thread_group +#define GL_NV_shader_thread_group 1 +#define GL_WARP_SIZE_NV 0x9339 +#define GL_WARPS_PER_SM_NV 0x933A +#define GL_SM_COUNT_NV 0x933B +#endif /* GL_NV_shader_thread_group */ + +#ifndef GL_NV_shader_thread_shuffle +#define GL_NV_shader_thread_shuffle 1 +#endif /* GL_NV_shader_thread_shuffle */ + +#ifndef GL_NV_shading_rate_image +#define GL_NV_shading_rate_image 1 +#define GL_SHADING_RATE_IMAGE_NV 0x9563 +#define GL_SHADING_RATE_NO_INVOCATIONS_NV 0x9564 +#define GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV 0x9565 +#define GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV 0x9566 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV 0x9567 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV 0x9568 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV 0x9569 +#define GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV 0x956A +#define GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV 0x956B +#define GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV 0x956C +#define GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV 0x956D +#define GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV 0x956E +#define GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV 0x956F +#define GL_SHADING_RATE_IMAGE_BINDING_NV 0x955B +#define GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV 0x955C +#define GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV 0x955D +#define GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV 0x955E +#define GL_MAX_COARSE_FRAGMENT_SAMPLES_NV 0x955F +#define GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV 0x95AE +#define GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV 0x95AF +#define GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV 0x95B0 +typedef void (APIENTRYP PFNGLBINDSHADINGRATEIMAGENVPROC) (GLuint texture); +typedef void (APIENTRYP PFNGLGETSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint entry, GLenum *rate); +typedef void (APIENTRYP PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC) (GLenum rate, GLuint samples, GLuint index, GLint *location); +typedef void (APIENTRYP PFNGLSHADINGRATEIMAGEBARRIERNVPROC) (GLboolean synchronize); +typedef void (APIENTRYP PFNGLSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); +typedef void (APIENTRYP PFNGLSHADINGRATESAMPLEORDERNVPROC) (GLenum order); +typedef void (APIENTRYP PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC) (GLenum rate, GLuint samples, const GLint *locations); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindShadingRateImageNV (GLuint texture); +GLAPI void APIENTRY glGetShadingRateImagePaletteNV (GLuint viewport, GLuint entry, GLenum *rate); +GLAPI void APIENTRY glGetShadingRateSampleLocationivNV (GLenum rate, GLuint samples, GLuint index, GLint *location); +GLAPI void APIENTRY glShadingRateImageBarrierNV (GLboolean synchronize); +GLAPI void APIENTRY glShadingRateImagePaletteNV (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); +GLAPI void APIENTRY glShadingRateSampleOrderNV (GLenum order); +GLAPI void APIENTRY glShadingRateSampleOrderCustomNV (GLenum rate, GLuint samples, const GLint *locations); +#endif +#endif /* GL_NV_shading_rate_image */ + +#ifndef GL_NV_stereo_view_rendering +#define GL_NV_stereo_view_rendering 1 +#endif /* GL_NV_stereo_view_rendering */ + +#ifndef GL_NV_tessellation_program5 +#define GL_NV_tessellation_program5 1 +#define GL_MAX_PROGRAM_PATCH_ATTRIBS_NV 0x86D8 +#define GL_TESS_CONTROL_PROGRAM_NV 0x891E +#define GL_TESS_EVALUATION_PROGRAM_NV 0x891F +#define GL_TESS_CONTROL_PROGRAM_PARAMETER_BUFFER_NV 0x8C74 +#define GL_TESS_EVALUATION_PROGRAM_PARAMETER_BUFFER_NV 0x8C75 +#endif /* GL_NV_tessellation_program5 */ + +#ifndef GL_NV_texgen_emboss +#define GL_NV_texgen_emboss 1 +#define GL_EMBOSS_LIGHT_NV 0x855D +#define GL_EMBOSS_CONSTANT_NV 0x855E +#define GL_EMBOSS_MAP_NV 0x855F +#endif /* GL_NV_texgen_emboss */ + +#ifndef GL_NV_texgen_reflection +#define GL_NV_texgen_reflection 1 +#define GL_NORMAL_MAP_NV 0x8511 +#define GL_REFLECTION_MAP_NV 0x8512 +#endif /* GL_NV_texgen_reflection */ + +#ifndef GL_NV_texture_barrier +#define GL_NV_texture_barrier 1 +typedef void (APIENTRYP PFNGLTEXTUREBARRIERNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTextureBarrierNV (void); +#endif +#endif /* GL_NV_texture_barrier */ + +#ifndef GL_NV_texture_compression_vtc +#define GL_NV_texture_compression_vtc 1 +#endif /* GL_NV_texture_compression_vtc */ + +#ifndef GL_NV_texture_env_combine4 +#define GL_NV_texture_env_combine4 1 +#define GL_COMBINE4_NV 0x8503 +#define GL_SOURCE3_RGB_NV 0x8583 +#define GL_SOURCE3_ALPHA_NV 0x858B +#define GL_OPERAND3_RGB_NV 0x8593 +#define GL_OPERAND3_ALPHA_NV 0x859B +#endif /* GL_NV_texture_env_combine4 */ + +#ifndef GL_NV_texture_expand_normal +#define GL_NV_texture_expand_normal 1 +#define GL_TEXTURE_UNSIGNED_REMAP_MODE_NV 0x888F +#endif /* GL_NV_texture_expand_normal */ + +#ifndef GL_NV_texture_multisample +#define GL_NV_texture_multisample 1 +#define GL_TEXTURE_COVERAGE_SAMPLES_NV 0x9045 +#define GL_TEXTURE_COLOR_SAMPLES_NV 0x9046 +typedef void (APIENTRYP PFNGLTEXIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (APIENTRYP PFNGLTEXIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DMULTISAMPLENVPROC) (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE2DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +typedef void (APIENTRYP PFNGLTEXTUREIMAGE3DMULTISAMPLECOVERAGENVPROC) (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexImage2DMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +GLAPI void APIENTRY glTexImage3DMultisampleCoverageNV (GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +GLAPI void APIENTRY glTextureImage2DMultisampleNV (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +GLAPI void APIENTRY glTextureImage3DMultisampleNV (GLuint texture, GLenum target, GLsizei samples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +GLAPI void APIENTRY glTextureImage2DMultisampleCoverageNV (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations); +GLAPI void APIENTRY glTextureImage3DMultisampleCoverageNV (GLuint texture, GLenum target, GLsizei coverageSamples, GLsizei colorSamples, GLint internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations); +#endif +#endif /* GL_NV_texture_multisample */ + +#ifndef GL_NV_texture_rectangle +#define GL_NV_texture_rectangle 1 +#define GL_TEXTURE_RECTANGLE_NV 0x84F5 +#define GL_TEXTURE_BINDING_RECTANGLE_NV 0x84F6 +#define GL_PROXY_TEXTURE_RECTANGLE_NV 0x84F7 +#define GL_MAX_RECTANGLE_TEXTURE_SIZE_NV 0x84F8 +#endif /* GL_NV_texture_rectangle */ + +#ifndef GL_NV_texture_rectangle_compressed +#define GL_NV_texture_rectangle_compressed 1 +#endif /* GL_NV_texture_rectangle_compressed */ + +#ifndef GL_NV_texture_shader +#define GL_NV_texture_shader 1 +#define GL_OFFSET_TEXTURE_RECTANGLE_NV 0x864C +#define GL_OFFSET_TEXTURE_RECTANGLE_SCALE_NV 0x864D +#define GL_DOT_PRODUCT_TEXTURE_RECTANGLE_NV 0x864E +#define GL_RGBA_UNSIGNED_DOT_PRODUCT_MAPPING_NV 0x86D9 +#define GL_UNSIGNED_INT_S8_S8_8_8_NV 0x86DA +#define GL_UNSIGNED_INT_8_8_S8_S8_REV_NV 0x86DB +#define GL_DSDT_MAG_INTENSITY_NV 0x86DC +#define GL_SHADER_CONSISTENT_NV 0x86DD +#define GL_TEXTURE_SHADER_NV 0x86DE +#define GL_SHADER_OPERATION_NV 0x86DF +#define GL_CULL_MODES_NV 0x86E0 +#define GL_OFFSET_TEXTURE_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_SCALE_NV 0x86E2 +#define GL_OFFSET_TEXTURE_BIAS_NV 0x86E3 +#define GL_OFFSET_TEXTURE_2D_MATRIX_NV 0x86E1 +#define GL_OFFSET_TEXTURE_2D_SCALE_NV 0x86E2 +#define GL_OFFSET_TEXTURE_2D_BIAS_NV 0x86E3 +#define GL_PREVIOUS_TEXTURE_INPUT_NV 0x86E4 +#define GL_CONST_EYE_NV 0x86E5 +#define GL_PASS_THROUGH_NV 0x86E6 +#define GL_CULL_FRAGMENT_NV 0x86E7 +#define GL_OFFSET_TEXTURE_2D_NV 0x86E8 +#define GL_DEPENDENT_AR_TEXTURE_2D_NV 0x86E9 +#define GL_DEPENDENT_GB_TEXTURE_2D_NV 0x86EA +#define GL_DOT_PRODUCT_NV 0x86EC +#define GL_DOT_PRODUCT_DEPTH_REPLACE_NV 0x86ED +#define GL_DOT_PRODUCT_TEXTURE_2D_NV 0x86EE +#define GL_DOT_PRODUCT_TEXTURE_CUBE_MAP_NV 0x86F0 +#define GL_DOT_PRODUCT_DIFFUSE_CUBE_MAP_NV 0x86F1 +#define GL_DOT_PRODUCT_REFLECT_CUBE_MAP_NV 0x86F2 +#define GL_DOT_PRODUCT_CONST_EYE_REFLECT_CUBE_MAP_NV 0x86F3 +#define GL_HILO_NV 0x86F4 +#define GL_DSDT_NV 0x86F5 +#define GL_DSDT_MAG_NV 0x86F6 +#define GL_DSDT_MAG_VIB_NV 0x86F7 +#define GL_HILO16_NV 0x86F8 +#define GL_SIGNED_HILO_NV 0x86F9 +#define GL_SIGNED_HILO16_NV 0x86FA +#define GL_SIGNED_RGBA_NV 0x86FB +#define GL_SIGNED_RGBA8_NV 0x86FC +#define GL_SIGNED_RGB_NV 0x86FE +#define GL_SIGNED_RGB8_NV 0x86FF +#define GL_SIGNED_LUMINANCE_NV 0x8701 +#define GL_SIGNED_LUMINANCE8_NV 0x8702 +#define GL_SIGNED_LUMINANCE_ALPHA_NV 0x8703 +#define GL_SIGNED_LUMINANCE8_ALPHA8_NV 0x8704 +#define GL_SIGNED_ALPHA_NV 0x8705 +#define GL_SIGNED_ALPHA8_NV 0x8706 +#define GL_SIGNED_INTENSITY_NV 0x8707 +#define GL_SIGNED_INTENSITY8_NV 0x8708 +#define GL_DSDT8_NV 0x8709 +#define GL_DSDT8_MAG8_NV 0x870A +#define GL_DSDT8_MAG8_INTENSITY8_NV 0x870B +#define GL_SIGNED_RGB_UNSIGNED_ALPHA_NV 0x870C +#define GL_SIGNED_RGB8_UNSIGNED_ALPHA8_NV 0x870D +#define GL_HI_SCALE_NV 0x870E +#define GL_LO_SCALE_NV 0x870F +#define GL_DS_SCALE_NV 0x8710 +#define GL_DT_SCALE_NV 0x8711 +#define GL_MAGNITUDE_SCALE_NV 0x8712 +#define GL_VIBRANCE_SCALE_NV 0x8713 +#define GL_HI_BIAS_NV 0x8714 +#define GL_LO_BIAS_NV 0x8715 +#define GL_DS_BIAS_NV 0x8716 +#define GL_DT_BIAS_NV 0x8717 +#define GL_MAGNITUDE_BIAS_NV 0x8718 +#define GL_VIBRANCE_BIAS_NV 0x8719 +#define GL_TEXTURE_BORDER_VALUES_NV 0x871A +#define GL_TEXTURE_HI_SIZE_NV 0x871B +#define GL_TEXTURE_LO_SIZE_NV 0x871C +#define GL_TEXTURE_DS_SIZE_NV 0x871D +#define GL_TEXTURE_DT_SIZE_NV 0x871E +#define GL_TEXTURE_MAG_SIZE_NV 0x871F +#endif /* GL_NV_texture_shader */ + +#ifndef GL_NV_texture_shader2 +#define GL_NV_texture_shader2 1 +#define GL_DOT_PRODUCT_TEXTURE_3D_NV 0x86EF +#endif /* GL_NV_texture_shader2 */ + +#ifndef GL_NV_texture_shader3 +#define GL_NV_texture_shader3 1 +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_NV 0x8850 +#define GL_OFFSET_PROJECTIVE_TEXTURE_2D_SCALE_NV 0x8851 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8852 +#define GL_OFFSET_PROJECTIVE_TEXTURE_RECTANGLE_SCALE_NV 0x8853 +#define GL_OFFSET_HILO_TEXTURE_2D_NV 0x8854 +#define GL_OFFSET_HILO_TEXTURE_RECTANGLE_NV 0x8855 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_2D_NV 0x8856 +#define GL_OFFSET_HILO_PROJECTIVE_TEXTURE_RECTANGLE_NV 0x8857 +#define GL_DEPENDENT_HILO_TEXTURE_2D_NV 0x8858 +#define GL_DEPENDENT_RGB_TEXTURE_3D_NV 0x8859 +#define GL_DEPENDENT_RGB_TEXTURE_CUBE_MAP_NV 0x885A +#define GL_DOT_PRODUCT_PASS_THROUGH_NV 0x885B +#define GL_DOT_PRODUCT_TEXTURE_1D_NV 0x885C +#define GL_DOT_PRODUCT_AFFINE_DEPTH_REPLACE_NV 0x885D +#define GL_HILO8_NV 0x885E +#define GL_SIGNED_HILO8_NV 0x885F +#define GL_FORCE_BLUE_TO_ONE_NV 0x8860 +#endif /* GL_NV_texture_shader3 */ + +#ifndef GL_NV_timeline_semaphore +#define GL_NV_timeline_semaphore 1 +#define GL_TIMELINE_SEMAPHORE_VALUE_NV 0x9595 +#define GL_SEMAPHORE_TYPE_NV 0x95B3 +#define GL_SEMAPHORE_TYPE_BINARY_NV 0x95B4 +#define GL_SEMAPHORE_TYPE_TIMELINE_NV 0x95B5 +#define GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV 0x95B6 +typedef void (APIENTRYP PFNGLCREATESEMAPHORESNVPROC) (GLsizei n, GLuint *semaphores); +typedef void (APIENTRYP PFNGLSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLGETSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glCreateSemaphoresNV (GLsizei n, GLuint *semaphores); +GLAPI void APIENTRY glSemaphoreParameterivNV (GLuint semaphore, GLenum pname, const GLint *params); +GLAPI void APIENTRY glGetSemaphoreParameterivNV (GLuint semaphore, GLenum pname, GLint *params); +#endif +#endif /* GL_NV_timeline_semaphore */ + +#ifndef GL_NV_transform_feedback +#define GL_NV_transform_feedback 1 +#define GL_BACK_PRIMARY_COLOR_NV 0x8C77 +#define GL_BACK_SECONDARY_COLOR_NV 0x8C78 +#define GL_TEXTURE_COORD_NV 0x8C79 +#define GL_CLIP_DISTANCE_NV 0x8C7A +#define GL_VERTEX_ID_NV 0x8C7B +#define GL_PRIMITIVE_ID_NV 0x8C7C +#define GL_GENERIC_ATTRIB_NV 0x8C7D +#define GL_TRANSFORM_FEEDBACK_ATTRIBS_NV 0x8C7E +#define GL_TRANSFORM_FEEDBACK_BUFFER_MODE_NV 0x8C7F +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS_NV 0x8C80 +#define GL_ACTIVE_VARYINGS_NV 0x8C81 +#define GL_ACTIVE_VARYING_MAX_LENGTH_NV 0x8C82 +#define GL_TRANSFORM_FEEDBACK_VARYINGS_NV 0x8C83 +#define GL_TRANSFORM_FEEDBACK_BUFFER_START_NV 0x8C84 +#define GL_TRANSFORM_FEEDBACK_BUFFER_SIZE_NV 0x8C85 +#define GL_TRANSFORM_FEEDBACK_RECORD_NV 0x8C86 +#define GL_PRIMITIVES_GENERATED_NV 0x8C87 +#define GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN_NV 0x8C88 +#define GL_RASTERIZER_DISCARD_NV 0x8C89 +#define GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS_NV 0x8C8A +#define GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS_NV 0x8C8B +#define GL_INTERLEAVED_ATTRIBS_NV 0x8C8C +#define GL_SEPARATE_ATTRIBS_NV 0x8C8D +#define GL_TRANSFORM_FEEDBACK_BUFFER_NV 0x8C8E +#define GL_TRANSFORM_FEEDBACK_BUFFER_BINDING_NV 0x8C8F +#define GL_LAYER_NV 0x8DAA +#define GL_NEXT_BUFFER_NV -2 +#define GL_SKIP_COMPONENTS4_NV -3 +#define GL_SKIP_COMPONENTS3_NV -4 +#define GL_SKIP_COMPONENTS2_NV -5 +#define GL_SKIP_COMPONENTS1_NV -6 +typedef void (APIENTRYP PFNGLBEGINTRANSFORMFEEDBACKNVPROC) (GLenum primitiveMode); +typedef void (APIENTRYP PFNGLENDTRANSFORMFEEDBACKNVPROC) (void); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKATTRIBSNVPROC) (GLsizei count, const GLint *attribs, GLenum bufferMode); +typedef void (APIENTRYP PFNGLBINDBUFFERRANGENVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +typedef void (APIENTRYP PFNGLBINDBUFFEROFFSETNVPROC) (GLenum target, GLuint index, GLuint buffer, GLintptr offset); +typedef void (APIENTRYP PFNGLBINDBUFFERBASENVPROC) (GLenum target, GLuint index, GLuint buffer); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKVARYINGSNVPROC) (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); +typedef void (APIENTRYP PFNGLACTIVEVARYINGNVPROC) (GLuint program, const GLchar *name); +typedef GLint (APIENTRYP PFNGLGETVARYINGLOCATIONNVPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETACTIVEVARYINGNVPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKVARYINGNVPROC) (GLuint program, GLuint index, GLint *location); +typedef void (APIENTRYP PFNGLTRANSFORMFEEDBACKSTREAMATTRIBSNVPROC) (GLsizei count, const GLint *attribs, GLsizei nbuffers, const GLint *bufstreams, GLenum bufferMode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginTransformFeedbackNV (GLenum primitiveMode); +GLAPI void APIENTRY glEndTransformFeedbackNV (void); +GLAPI void APIENTRY glTransformFeedbackAttribsNV (GLsizei count, const GLint *attribs, GLenum bufferMode); +GLAPI void APIENTRY glBindBufferRangeNV (GLenum target, GLuint index, GLuint buffer, GLintptr offset, GLsizeiptr size); +GLAPI void APIENTRY glBindBufferOffsetNV (GLenum target, GLuint index, GLuint buffer, GLintptr offset); +GLAPI void APIENTRY glBindBufferBaseNV (GLenum target, GLuint index, GLuint buffer); +GLAPI void APIENTRY glTransformFeedbackVaryingsNV (GLuint program, GLsizei count, const GLint *locations, GLenum bufferMode); +GLAPI void APIENTRY glActiveVaryingNV (GLuint program, const GLchar *name); +GLAPI GLint APIENTRY glGetVaryingLocationNV (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetActiveVaryingNV (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLsizei *size, GLenum *type, GLchar *name); +GLAPI void APIENTRY glGetTransformFeedbackVaryingNV (GLuint program, GLuint index, GLint *location); +GLAPI void APIENTRY glTransformFeedbackStreamAttribsNV (GLsizei count, const GLint *attribs, GLsizei nbuffers, const GLint *bufstreams, GLenum bufferMode); +#endif +#endif /* GL_NV_transform_feedback */ + +#ifndef GL_NV_transform_feedback2 +#define GL_NV_transform_feedback2 1 +#define GL_TRANSFORM_FEEDBACK_NV 0x8E22 +#define GL_TRANSFORM_FEEDBACK_BUFFER_PAUSED_NV 0x8E23 +#define GL_TRANSFORM_FEEDBACK_BUFFER_ACTIVE_NV 0x8E24 +#define GL_TRANSFORM_FEEDBACK_BINDING_NV 0x8E25 +typedef void (APIENTRYP PFNGLBINDTRANSFORMFEEDBACKNVPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLDELETETRANSFORMFEEDBACKSNVPROC) (GLsizei n, const GLuint *ids); +typedef void (APIENTRYP PFNGLGENTRANSFORMFEEDBACKSNVPROC) (GLsizei n, GLuint *ids); +typedef GLboolean (APIENTRYP PFNGLISTRANSFORMFEEDBACKNVPROC) (GLuint id); +typedef void (APIENTRYP PFNGLPAUSETRANSFORMFEEDBACKNVPROC) (void); +typedef void (APIENTRYP PFNGLRESUMETRANSFORMFEEDBACKNVPROC) (void); +typedef void (APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKNVPROC) (GLenum mode, GLuint id); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindTransformFeedbackNV (GLenum target, GLuint id); +GLAPI void APIENTRY glDeleteTransformFeedbacksNV (GLsizei n, const GLuint *ids); +GLAPI void APIENTRY glGenTransformFeedbacksNV (GLsizei n, GLuint *ids); +GLAPI GLboolean APIENTRY glIsTransformFeedbackNV (GLuint id); +GLAPI void APIENTRY glPauseTransformFeedbackNV (void); +GLAPI void APIENTRY glResumeTransformFeedbackNV (void); +GLAPI void APIENTRY glDrawTransformFeedbackNV (GLenum mode, GLuint id); +#endif +#endif /* GL_NV_transform_feedback2 */ + +#ifndef GL_NV_uniform_buffer_unified_memory +#define GL_NV_uniform_buffer_unified_memory 1 +#define GL_UNIFORM_BUFFER_UNIFIED_NV 0x936E +#define GL_UNIFORM_BUFFER_ADDRESS_NV 0x936F +#define GL_UNIFORM_BUFFER_LENGTH_NV 0x9370 +#endif /* GL_NV_uniform_buffer_unified_memory */ + +#ifndef GL_NV_vdpau_interop +#define GL_NV_vdpau_interop 1 +typedef GLintptr GLvdpauSurfaceNV; +#define GL_SURFACE_STATE_NV 0x86EB +#define GL_SURFACE_REGISTERED_NV 0x86FD +#define GL_SURFACE_MAPPED_NV 0x8700 +#define GL_WRITE_DISCARD_NV 0x88BE +typedef void (APIENTRYP PFNGLVDPAUINITNVPROC) (const void *vdpDevice, const void *getProcAddress); +typedef void (APIENTRYP PFNGLVDPAUFININVPROC) (void); +typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTERVIDEOSURFACENVPROC) (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTEROUTPUTSURFACENVPROC) (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +typedef GLboolean (APIENTRYP PFNGLVDPAUISSURFACENVPROC) (GLvdpauSurfaceNV surface); +typedef void (APIENTRYP PFNGLVDPAUUNREGISTERSURFACENVPROC) (GLvdpauSurfaceNV surface); +typedef void (APIENTRYP PFNGLVDPAUGETSURFACEIVNVPROC) (GLvdpauSurfaceNV surface, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +typedef void (APIENTRYP PFNGLVDPAUSURFACEACCESSNVPROC) (GLvdpauSurfaceNV surface, GLenum access); +typedef void (APIENTRYP PFNGLVDPAUMAPSURFACESNVPROC) (GLsizei numSurfaces, const GLvdpauSurfaceNV *surfaces); +typedef void (APIENTRYP PFNGLVDPAUUNMAPSURFACESNVPROC) (GLsizei numSurface, const GLvdpauSurfaceNV *surfaces); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVDPAUInitNV (const void *vdpDevice, const void *getProcAddress); +GLAPI void APIENTRY glVDPAUFiniNV (void); +GLAPI GLvdpauSurfaceNV APIENTRY glVDPAURegisterVideoSurfaceNV (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +GLAPI GLvdpauSurfaceNV APIENTRY glVDPAURegisterOutputSurfaceNV (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames); +GLAPI GLboolean APIENTRY glVDPAUIsSurfaceNV (GLvdpauSurfaceNV surface); +GLAPI void APIENTRY glVDPAUUnregisterSurfaceNV (GLvdpauSurfaceNV surface); +GLAPI void APIENTRY glVDPAUGetSurfaceivNV (GLvdpauSurfaceNV surface, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +GLAPI void APIENTRY glVDPAUSurfaceAccessNV (GLvdpauSurfaceNV surface, GLenum access); +GLAPI void APIENTRY glVDPAUMapSurfacesNV (GLsizei numSurfaces, const GLvdpauSurfaceNV *surfaces); +GLAPI void APIENTRY glVDPAUUnmapSurfacesNV (GLsizei numSurface, const GLvdpauSurfaceNV *surfaces); +#endif +#endif /* GL_NV_vdpau_interop */ + +#ifndef GL_NV_vdpau_interop2 +#define GL_NV_vdpau_interop2 1 +typedef GLvdpauSurfaceNV (APIENTRYP PFNGLVDPAUREGISTERVIDEOSURFACEWITHPICTURESTRUCTURENVPROC) (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames, GLboolean isFrameStructure); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLvdpauSurfaceNV APIENTRY glVDPAURegisterVideoSurfaceWithPictureStructureNV (const void *vdpSurface, GLenum target, GLsizei numTextureNames, const GLuint *textureNames, GLboolean isFrameStructure); +#endif +#endif /* GL_NV_vdpau_interop2 */ + +#ifndef GL_NV_vertex_array_range +#define GL_NV_vertex_array_range 1 +#define GL_VERTEX_ARRAY_RANGE_NV 0x851D +#define GL_VERTEX_ARRAY_RANGE_LENGTH_NV 0x851E +#define GL_VERTEX_ARRAY_RANGE_VALID_NV 0x851F +#define GL_MAX_VERTEX_ARRAY_RANGE_ELEMENT_NV 0x8520 +#define GL_VERTEX_ARRAY_RANGE_POINTER_NV 0x8521 +typedef void (APIENTRYP PFNGLFLUSHVERTEXARRAYRANGENVPROC) (void); +typedef void (APIENTRYP PFNGLVERTEXARRAYRANGENVPROC) (GLsizei length, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFlushVertexArrayRangeNV (void); +GLAPI void APIENTRY glVertexArrayRangeNV (GLsizei length, const void *pointer); +#endif +#endif /* GL_NV_vertex_array_range */ + +#ifndef GL_NV_vertex_array_range2 +#define GL_NV_vertex_array_range2 1 +#define GL_VERTEX_ARRAY_RANGE_WITHOUT_FLUSH_NV 0x8533 +#endif /* GL_NV_vertex_array_range2 */ + +#ifndef GL_NV_vertex_attrib_integer_64bit +#define GL_NV_vertex_attrib_integer_64bit 1 +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1I64NVPROC) (GLuint index, GLint64EXT x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4I64NVPROC) (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1I64VNVPROC) (GLuint index, const GLint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2I64VNVPROC) (GLuint index, const GLint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3I64VNVPROC) (GLuint index, const GLint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4I64VNVPROC) (GLuint index, const GLint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64NVPROC) (GLuint index, GLuint64EXT x); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4UI64NVPROC) (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL1UI64VNVPROC) (GLuint index, const GLuint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL2UI64VNVPROC) (GLuint index, const GLuint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL3UI64VNVPROC) (GLuint index, const GLuint64EXT *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBL4UI64VNVPROC) (GLuint index, const GLuint64EXT *v); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLI64VNVPROC) (GLuint index, GLenum pname, GLint64EXT *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBLUI64VNVPROC) (GLuint index, GLenum pname, GLuint64EXT *params); +typedef void (APIENTRYP PFNGLVERTEXATTRIBLFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glVertexAttribL1i64NV (GLuint index, GLint64EXT x); +GLAPI void APIENTRY glVertexAttribL2i64NV (GLuint index, GLint64EXT x, GLint64EXT y); +GLAPI void APIENTRY glVertexAttribL3i64NV (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GLAPI void APIENTRY glVertexAttribL4i64NV (GLuint index, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GLAPI void APIENTRY glVertexAttribL1i64vNV (GLuint index, const GLint64EXT *v); +GLAPI void APIENTRY glVertexAttribL2i64vNV (GLuint index, const GLint64EXT *v); +GLAPI void APIENTRY glVertexAttribL3i64vNV (GLuint index, const GLint64EXT *v); +GLAPI void APIENTRY glVertexAttribL4i64vNV (GLuint index, const GLint64EXT *v); +GLAPI void APIENTRY glVertexAttribL1ui64NV (GLuint index, GLuint64EXT x); +GLAPI void APIENTRY glVertexAttribL2ui64NV (GLuint index, GLuint64EXT x, GLuint64EXT y); +GLAPI void APIENTRY glVertexAttribL3ui64NV (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GLAPI void APIENTRY glVertexAttribL4ui64NV (GLuint index, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GLAPI void APIENTRY glVertexAttribL1ui64vNV (GLuint index, const GLuint64EXT *v); +GLAPI void APIENTRY glVertexAttribL2ui64vNV (GLuint index, const GLuint64EXT *v); +GLAPI void APIENTRY glVertexAttribL3ui64vNV (GLuint index, const GLuint64EXT *v); +GLAPI void APIENTRY glVertexAttribL4ui64vNV (GLuint index, const GLuint64EXT *v); +GLAPI void APIENTRY glGetVertexAttribLi64vNV (GLuint index, GLenum pname, GLint64EXT *params); +GLAPI void APIENTRY glGetVertexAttribLui64vNV (GLuint index, GLenum pname, GLuint64EXT *params); +GLAPI void APIENTRY glVertexAttribLFormatNV (GLuint index, GLint size, GLenum type, GLsizei stride); +#endif +#endif /* GL_NV_vertex_attrib_integer_64bit */ + +#ifndef GL_NV_vertex_buffer_unified_memory +#define GL_NV_vertex_buffer_unified_memory 1 +#define GL_VERTEX_ATTRIB_ARRAY_UNIFIED_NV 0x8F1E +#define GL_ELEMENT_ARRAY_UNIFIED_NV 0x8F1F +#define GL_VERTEX_ATTRIB_ARRAY_ADDRESS_NV 0x8F20 +#define GL_VERTEX_ARRAY_ADDRESS_NV 0x8F21 +#define GL_NORMAL_ARRAY_ADDRESS_NV 0x8F22 +#define GL_COLOR_ARRAY_ADDRESS_NV 0x8F23 +#define GL_INDEX_ARRAY_ADDRESS_NV 0x8F24 +#define GL_TEXTURE_COORD_ARRAY_ADDRESS_NV 0x8F25 +#define GL_EDGE_FLAG_ARRAY_ADDRESS_NV 0x8F26 +#define GL_SECONDARY_COLOR_ARRAY_ADDRESS_NV 0x8F27 +#define GL_FOG_COORD_ARRAY_ADDRESS_NV 0x8F28 +#define GL_ELEMENT_ARRAY_ADDRESS_NV 0x8F29 +#define GL_VERTEX_ATTRIB_ARRAY_LENGTH_NV 0x8F2A +#define GL_VERTEX_ARRAY_LENGTH_NV 0x8F2B +#define GL_NORMAL_ARRAY_LENGTH_NV 0x8F2C +#define GL_COLOR_ARRAY_LENGTH_NV 0x8F2D +#define GL_INDEX_ARRAY_LENGTH_NV 0x8F2E +#define GL_TEXTURE_COORD_ARRAY_LENGTH_NV 0x8F2F +#define GL_EDGE_FLAG_ARRAY_LENGTH_NV 0x8F30 +#define GL_SECONDARY_COLOR_ARRAY_LENGTH_NV 0x8F31 +#define GL_FOG_COORD_ARRAY_LENGTH_NV 0x8F32 +#define GL_ELEMENT_ARRAY_LENGTH_NV 0x8F33 +#define GL_DRAW_INDIRECT_UNIFIED_NV 0x8F40 +#define GL_DRAW_INDIRECT_ADDRESS_NV 0x8F41 +#define GL_DRAW_INDIRECT_LENGTH_NV 0x8F42 +typedef void (APIENTRYP PFNGLBUFFERADDRESSRANGENVPROC) (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); +typedef void (APIENTRYP PFNGLVERTEXFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLNORMALFORMATNVPROC) (GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLINDEXFORMATNVPROC) (GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLTEXCOORDFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLEDGEFLAGFORMATNVPROC) (GLsizei stride); +typedef void (APIENTRYP PFNGLSECONDARYCOLORFORMATNVPROC) (GLint size, GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLFOGCOORDFORMATNVPROC) (GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXATTRIBFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); +typedef void (APIENTRYP PFNGLVERTEXATTRIBIFORMATNVPROC) (GLuint index, GLint size, GLenum type, GLsizei stride); +typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBufferAddressRangeNV (GLenum pname, GLuint index, GLuint64EXT address, GLsizeiptr length); +GLAPI void APIENTRY glVertexFormatNV (GLint size, GLenum type, GLsizei stride); +GLAPI void APIENTRY glNormalFormatNV (GLenum type, GLsizei stride); +GLAPI void APIENTRY glColorFormatNV (GLint size, GLenum type, GLsizei stride); +GLAPI void APIENTRY glIndexFormatNV (GLenum type, GLsizei stride); +GLAPI void APIENTRY glTexCoordFormatNV (GLint size, GLenum type, GLsizei stride); +GLAPI void APIENTRY glEdgeFlagFormatNV (GLsizei stride); +GLAPI void APIENTRY glSecondaryColorFormatNV (GLint size, GLenum type, GLsizei stride); +GLAPI void APIENTRY glFogCoordFormatNV (GLenum type, GLsizei stride); +GLAPI void APIENTRY glVertexAttribFormatNV (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride); +GLAPI void APIENTRY glVertexAttribIFormatNV (GLuint index, GLint size, GLenum type, GLsizei stride); +GLAPI void APIENTRY glGetIntegerui64i_vNV (GLenum value, GLuint index, GLuint64EXT *result); +#endif +#endif /* GL_NV_vertex_buffer_unified_memory */ + +#ifndef GL_NV_vertex_program +#define GL_NV_vertex_program 1 +#define GL_VERTEX_PROGRAM_NV 0x8620 +#define GL_VERTEX_STATE_PROGRAM_NV 0x8621 +#define GL_ATTRIB_ARRAY_SIZE_NV 0x8623 +#define GL_ATTRIB_ARRAY_STRIDE_NV 0x8624 +#define GL_ATTRIB_ARRAY_TYPE_NV 0x8625 +#define GL_CURRENT_ATTRIB_NV 0x8626 +#define GL_PROGRAM_LENGTH_NV 0x8627 +#define GL_PROGRAM_STRING_NV 0x8628 +#define GL_MODELVIEW_PROJECTION_NV 0x8629 +#define GL_IDENTITY_NV 0x862A +#define GL_INVERSE_NV 0x862B +#define GL_TRANSPOSE_NV 0x862C +#define GL_INVERSE_TRANSPOSE_NV 0x862D +#define GL_MAX_TRACK_MATRIX_STACK_DEPTH_NV 0x862E +#define GL_MAX_TRACK_MATRICES_NV 0x862F +#define GL_MATRIX0_NV 0x8630 +#define GL_MATRIX1_NV 0x8631 +#define GL_MATRIX2_NV 0x8632 +#define GL_MATRIX3_NV 0x8633 +#define GL_MATRIX4_NV 0x8634 +#define GL_MATRIX5_NV 0x8635 +#define GL_MATRIX6_NV 0x8636 +#define GL_MATRIX7_NV 0x8637 +#define GL_CURRENT_MATRIX_STACK_DEPTH_NV 0x8640 +#define GL_CURRENT_MATRIX_NV 0x8641 +#define GL_VERTEX_PROGRAM_POINT_SIZE_NV 0x8642 +#define GL_VERTEX_PROGRAM_TWO_SIDE_NV 0x8643 +#define GL_PROGRAM_PARAMETER_NV 0x8644 +#define GL_ATTRIB_ARRAY_POINTER_NV 0x8645 +#define GL_PROGRAM_TARGET_NV 0x8646 +#define GL_PROGRAM_RESIDENT_NV 0x8647 +#define GL_TRACK_MATRIX_NV 0x8648 +#define GL_TRACK_MATRIX_TRANSFORM_NV 0x8649 +#define GL_VERTEX_PROGRAM_BINDING_NV 0x864A +#define GL_PROGRAM_ERROR_POSITION_NV 0x864B +#define GL_VERTEX_ATTRIB_ARRAY0_NV 0x8650 +#define GL_VERTEX_ATTRIB_ARRAY1_NV 0x8651 +#define GL_VERTEX_ATTRIB_ARRAY2_NV 0x8652 +#define GL_VERTEX_ATTRIB_ARRAY3_NV 0x8653 +#define GL_VERTEX_ATTRIB_ARRAY4_NV 0x8654 +#define GL_VERTEX_ATTRIB_ARRAY5_NV 0x8655 +#define GL_VERTEX_ATTRIB_ARRAY6_NV 0x8656 +#define GL_VERTEX_ATTRIB_ARRAY7_NV 0x8657 +#define GL_VERTEX_ATTRIB_ARRAY8_NV 0x8658 +#define GL_VERTEX_ATTRIB_ARRAY9_NV 0x8659 +#define GL_VERTEX_ATTRIB_ARRAY10_NV 0x865A +#define GL_VERTEX_ATTRIB_ARRAY11_NV 0x865B +#define GL_VERTEX_ATTRIB_ARRAY12_NV 0x865C +#define GL_VERTEX_ATTRIB_ARRAY13_NV 0x865D +#define GL_VERTEX_ATTRIB_ARRAY14_NV 0x865E +#define GL_VERTEX_ATTRIB_ARRAY15_NV 0x865F +#define GL_MAP1_VERTEX_ATTRIB0_4_NV 0x8660 +#define GL_MAP1_VERTEX_ATTRIB1_4_NV 0x8661 +#define GL_MAP1_VERTEX_ATTRIB2_4_NV 0x8662 +#define GL_MAP1_VERTEX_ATTRIB3_4_NV 0x8663 +#define GL_MAP1_VERTEX_ATTRIB4_4_NV 0x8664 +#define GL_MAP1_VERTEX_ATTRIB5_4_NV 0x8665 +#define GL_MAP1_VERTEX_ATTRIB6_4_NV 0x8666 +#define GL_MAP1_VERTEX_ATTRIB7_4_NV 0x8667 +#define GL_MAP1_VERTEX_ATTRIB8_4_NV 0x8668 +#define GL_MAP1_VERTEX_ATTRIB9_4_NV 0x8669 +#define GL_MAP1_VERTEX_ATTRIB10_4_NV 0x866A +#define GL_MAP1_VERTEX_ATTRIB11_4_NV 0x866B +#define GL_MAP1_VERTEX_ATTRIB12_4_NV 0x866C +#define GL_MAP1_VERTEX_ATTRIB13_4_NV 0x866D +#define GL_MAP1_VERTEX_ATTRIB14_4_NV 0x866E +#define GL_MAP1_VERTEX_ATTRIB15_4_NV 0x866F +#define GL_MAP2_VERTEX_ATTRIB0_4_NV 0x8670 +#define GL_MAP2_VERTEX_ATTRIB1_4_NV 0x8671 +#define GL_MAP2_VERTEX_ATTRIB2_4_NV 0x8672 +#define GL_MAP2_VERTEX_ATTRIB3_4_NV 0x8673 +#define GL_MAP2_VERTEX_ATTRIB4_4_NV 0x8674 +#define GL_MAP2_VERTEX_ATTRIB5_4_NV 0x8675 +#define GL_MAP2_VERTEX_ATTRIB6_4_NV 0x8676 +#define GL_MAP2_VERTEX_ATTRIB7_4_NV 0x8677 +#define GL_MAP2_VERTEX_ATTRIB8_4_NV 0x8678 +#define GL_MAP2_VERTEX_ATTRIB9_4_NV 0x8679 +#define GL_MAP2_VERTEX_ATTRIB10_4_NV 0x867A +#define GL_MAP2_VERTEX_ATTRIB11_4_NV 0x867B +#define GL_MAP2_VERTEX_ATTRIB12_4_NV 0x867C +#define GL_MAP2_VERTEX_ATTRIB13_4_NV 0x867D +#define GL_MAP2_VERTEX_ATTRIB14_4_NV 0x867E +#define GL_MAP2_VERTEX_ATTRIB15_4_NV 0x867F +typedef GLboolean (APIENTRYP PFNGLAREPROGRAMSRESIDENTNVPROC) (GLsizei n, const GLuint *programs, GLboolean *residences); +typedef void (APIENTRYP PFNGLBINDPROGRAMNVPROC) (GLenum target, GLuint id); +typedef void (APIENTRYP PFNGLDELETEPROGRAMSNVPROC) (GLsizei n, const GLuint *programs); +typedef void (APIENTRYP PFNGLEXECUTEPROGRAMNVPROC) (GLenum target, GLuint id, const GLfloat *params); +typedef void (APIENTRYP PFNGLGENPROGRAMSNVPROC) (GLsizei n, GLuint *programs); +typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERDVNVPROC) (GLenum target, GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPROGRAMPARAMETERFVNVPROC) (GLenum target, GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETPROGRAMIVNVPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMSTRINGNVPROC) (GLuint id, GLenum pname, GLubyte *program); +typedef void (APIENTRYP PFNGLGETTRACKMATRIXIVNVPROC) (GLenum target, GLuint address, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBDVNVPROC) (GLuint index, GLenum pname, GLdouble *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBFVNVPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVNVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVNVPROC) (GLuint index, GLenum pname, void **pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMNVPROC) (GLuint id); +typedef void (APIENTRYP PFNGLLOADPROGRAMNVPROC) (GLenum target, GLuint id, GLsizei len, const GLubyte *program); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DNVPROC) (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4DVNVPROC) (GLenum target, GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FNVPROC) (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETER4FVNVPROC) (GLenum target, GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4DVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLPROGRAMPARAMETERS4FVNVPROC) (GLenum target, GLuint index, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLREQUESTRESIDENTPROGRAMSNVPROC) (GLsizei n, const GLuint *programs); +typedef void (APIENTRYP PFNGLTRACKMATRIXNVPROC) (GLenum target, GLuint address, GLenum matrix, GLenum transform); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERNVPROC) (GLuint index, GLint fsize, GLenum type, GLsizei stride, const void *pointer); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DNVPROC) (GLuint index, GLdouble x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1DVNVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FNVPROC) (GLuint index, GLfloat x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1FVNVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SNVPROC) (GLuint index, GLshort x); +typedef void (APIENTRYP PFNGLVERTEXATTRIB1SVNVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DNVPROC) (GLuint index, GLdouble x, GLdouble y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2DVNVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FNVPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2FVNVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SNVPROC) (GLuint index, GLshort x, GLshort y); +typedef void (APIENTRYP PFNGLVERTEXATTRIB2SVNVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3DVNVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3FVNVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z); +typedef void (APIENTRYP PFNGLVERTEXATTRIB3SVNVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DNVPROC) (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4DVNVPROC) (GLuint index, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4FVNVPROC) (GLuint index, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SNVPROC) (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4SVNVPROC) (GLuint index, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBNVPROC) (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +typedef void (APIENTRYP PFNGLVERTEXATTRIB4UBVNVPROC) (GLuint index, const GLubyte *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS1SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS2SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS3SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4DVNVPROC) (GLuint index, GLsizei count, const GLdouble *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4FVNVPROC) (GLuint index, GLsizei count, const GLfloat *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4SVNVPROC) (GLuint index, GLsizei count, const GLshort *v); +typedef void (APIENTRYP PFNGLVERTEXATTRIBS4UBVNVPROC) (GLuint index, GLsizei count, const GLubyte *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLboolean APIENTRY glAreProgramsResidentNV (GLsizei n, const GLuint *programs, GLboolean *residences); +GLAPI void APIENTRY glBindProgramNV (GLenum target, GLuint id); +GLAPI void APIENTRY glDeleteProgramsNV (GLsizei n, const GLuint *programs); +GLAPI void APIENTRY glExecuteProgramNV (GLenum target, GLuint id, const GLfloat *params); +GLAPI void APIENTRY glGenProgramsNV (GLsizei n, GLuint *programs); +GLAPI void APIENTRY glGetProgramParameterdvNV (GLenum target, GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetProgramParameterfvNV (GLenum target, GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetProgramivNV (GLuint id, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramStringNV (GLuint id, GLenum pname, GLubyte *program); +GLAPI void APIENTRY glGetTrackMatrixivNV (GLenum target, GLuint address, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribdvNV (GLuint index, GLenum pname, GLdouble *params); +GLAPI void APIENTRY glGetVertexAttribfvNV (GLuint index, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVertexAttribivNV (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointervNV (GLuint index, GLenum pname, void **pointer); +GLAPI GLboolean APIENTRY glIsProgramNV (GLuint id); +GLAPI void APIENTRY glLoadProgramNV (GLenum target, GLuint id, GLsizei len, const GLubyte *program); +GLAPI void APIENTRY glProgramParameter4dNV (GLenum target, GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glProgramParameter4dvNV (GLenum target, GLuint index, const GLdouble *v); +GLAPI void APIENTRY glProgramParameter4fNV (GLenum target, GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glProgramParameter4fvNV (GLenum target, GLuint index, const GLfloat *v); +GLAPI void APIENTRY glProgramParameters4dvNV (GLenum target, GLuint index, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glProgramParameters4fvNV (GLenum target, GLuint index, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glRequestResidentProgramsNV (GLsizei n, const GLuint *programs); +GLAPI void APIENTRY glTrackMatrixNV (GLenum target, GLuint address, GLenum matrix, GLenum transform); +GLAPI void APIENTRY glVertexAttribPointerNV (GLuint index, GLint fsize, GLenum type, GLsizei stride, const void *pointer); +GLAPI void APIENTRY glVertexAttrib1dNV (GLuint index, GLdouble x); +GLAPI void APIENTRY glVertexAttrib1dvNV (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib1fNV (GLuint index, GLfloat x); +GLAPI void APIENTRY glVertexAttrib1fvNV (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib1sNV (GLuint index, GLshort x); +GLAPI void APIENTRY glVertexAttrib1svNV (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib2dNV (GLuint index, GLdouble x, GLdouble y); +GLAPI void APIENTRY glVertexAttrib2dvNV (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib2fNV (GLuint index, GLfloat x, GLfloat y); +GLAPI void APIENTRY glVertexAttrib2fvNV (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib2sNV (GLuint index, GLshort x, GLshort y); +GLAPI void APIENTRY glVertexAttrib2svNV (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib3dNV (GLuint index, GLdouble x, GLdouble y, GLdouble z); +GLAPI void APIENTRY glVertexAttrib3dvNV (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib3fNV (GLuint index, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glVertexAttrib3fvNV (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib3sNV (GLuint index, GLshort x, GLshort y, GLshort z); +GLAPI void APIENTRY glVertexAttrib3svNV (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4dNV (GLuint index, GLdouble x, GLdouble y, GLdouble z, GLdouble w); +GLAPI void APIENTRY glVertexAttrib4dvNV (GLuint index, const GLdouble *v); +GLAPI void APIENTRY glVertexAttrib4fNV (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glVertexAttrib4fvNV (GLuint index, const GLfloat *v); +GLAPI void APIENTRY glVertexAttrib4sNV (GLuint index, GLshort x, GLshort y, GLshort z, GLshort w); +GLAPI void APIENTRY glVertexAttrib4svNV (GLuint index, const GLshort *v); +GLAPI void APIENTRY glVertexAttrib4ubNV (GLuint index, GLubyte x, GLubyte y, GLubyte z, GLubyte w); +GLAPI void APIENTRY glVertexAttrib4ubvNV (GLuint index, const GLubyte *v); +GLAPI void APIENTRY glVertexAttribs1dvNV (GLuint index, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribs1fvNV (GLuint index, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glVertexAttribs1svNV (GLuint index, GLsizei count, const GLshort *v); +GLAPI void APIENTRY glVertexAttribs2dvNV (GLuint index, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribs2fvNV (GLuint index, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glVertexAttribs2svNV (GLuint index, GLsizei count, const GLshort *v); +GLAPI void APIENTRY glVertexAttribs3dvNV (GLuint index, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribs3fvNV (GLuint index, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glVertexAttribs3svNV (GLuint index, GLsizei count, const GLshort *v); +GLAPI void APIENTRY glVertexAttribs4dvNV (GLuint index, GLsizei count, const GLdouble *v); +GLAPI void APIENTRY glVertexAttribs4fvNV (GLuint index, GLsizei count, const GLfloat *v); +GLAPI void APIENTRY glVertexAttribs4svNV (GLuint index, GLsizei count, const GLshort *v); +GLAPI void APIENTRY glVertexAttribs4ubvNV (GLuint index, GLsizei count, const GLubyte *v); +#endif +#endif /* GL_NV_vertex_program */ + +#ifndef GL_NV_vertex_program1_1 +#define GL_NV_vertex_program1_1 1 +#endif /* GL_NV_vertex_program1_1 */ + +#ifndef GL_NV_vertex_program2 +#define GL_NV_vertex_program2 1 +#endif /* GL_NV_vertex_program2 */ + +#ifndef GL_NV_vertex_program2_option +#define GL_NV_vertex_program2_option 1 +#endif /* GL_NV_vertex_program2_option */ + +#ifndef GL_NV_vertex_program3 +#define GL_NV_vertex_program3 1 +#endif /* GL_NV_vertex_program3 */ + +#ifndef GL_NV_vertex_program4 +#define GL_NV_vertex_program4 1 +#define GL_VERTEX_ATTRIB_ARRAY_INTEGER_NV 0x88FD +#endif /* GL_NV_vertex_program4 */ + +#ifndef GL_NV_video_capture +#define GL_NV_video_capture 1 +#define GL_VIDEO_BUFFER_NV 0x9020 +#define GL_VIDEO_BUFFER_BINDING_NV 0x9021 +#define GL_FIELD_UPPER_NV 0x9022 +#define GL_FIELD_LOWER_NV 0x9023 +#define GL_NUM_VIDEO_CAPTURE_STREAMS_NV 0x9024 +#define GL_NEXT_VIDEO_CAPTURE_BUFFER_STATUS_NV 0x9025 +#define GL_VIDEO_CAPTURE_TO_422_SUPPORTED_NV 0x9026 +#define GL_LAST_VIDEO_CAPTURE_STATUS_NV 0x9027 +#define GL_VIDEO_BUFFER_PITCH_NV 0x9028 +#define GL_VIDEO_COLOR_CONVERSION_MATRIX_NV 0x9029 +#define GL_VIDEO_COLOR_CONVERSION_MAX_NV 0x902A +#define GL_VIDEO_COLOR_CONVERSION_MIN_NV 0x902B +#define GL_VIDEO_COLOR_CONVERSION_OFFSET_NV 0x902C +#define GL_VIDEO_BUFFER_INTERNAL_FORMAT_NV 0x902D +#define GL_PARTIAL_SUCCESS_NV 0x902E +#define GL_SUCCESS_NV 0x902F +#define GL_FAILURE_NV 0x9030 +#define GL_YCBYCR8_422_NV 0x9031 +#define GL_YCBAYCR8A_4224_NV 0x9032 +#define GL_Z6Y10Z6CB10Z6Y10Z6CR10_422_NV 0x9033 +#define GL_Z6Y10Z6CB10Z6A10Z6Y10Z6CR10Z6A10_4224_NV 0x9034 +#define GL_Z4Y12Z4CB12Z4Y12Z4CR12_422_NV 0x9035 +#define GL_Z4Y12Z4CB12Z4A12Z4Y12Z4CR12Z4A12_4224_NV 0x9036 +#define GL_Z4Y12Z4CB12Z4CR12_444_NV 0x9037 +#define GL_VIDEO_CAPTURE_FRAME_WIDTH_NV 0x9038 +#define GL_VIDEO_CAPTURE_FRAME_HEIGHT_NV 0x9039 +#define GL_VIDEO_CAPTURE_FIELD_UPPER_HEIGHT_NV 0x903A +#define GL_VIDEO_CAPTURE_FIELD_LOWER_HEIGHT_NV 0x903B +#define GL_VIDEO_CAPTURE_SURFACE_ORIGIN_NV 0x903C +typedef void (APIENTRYP PFNGLBEGINVIDEOCAPTURENVPROC) (GLuint video_capture_slot); +typedef void (APIENTRYP PFNGLBINDVIDEOCAPTURESTREAMBUFFERNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); +typedef void (APIENTRYP PFNGLBINDVIDEOCAPTURESTREAMTEXTURENVPROC) (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLENDVIDEOCAPTURENVPROC) (GLuint video_capture_slot); +typedef void (APIENTRYP PFNGLGETVIDEOCAPTUREIVNVPROC) (GLuint video_capture_slot, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETVIDEOCAPTURESTREAMDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble *params); +typedef GLenum (APIENTRYP PFNGLVIDEOCAPTURENVPROC) (GLuint video_capture_slot, GLuint *sequence_num, GLuint64EXT *capture_time); +typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERIVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERFVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLVIDEOCAPTURESTREAMPARAMETERDVNVPROC) (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBeginVideoCaptureNV (GLuint video_capture_slot); +GLAPI void APIENTRY glBindVideoCaptureStreamBufferNV (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLintptrARB offset); +GLAPI void APIENTRY glBindVideoCaptureStreamTextureNV (GLuint video_capture_slot, GLuint stream, GLenum frame_region, GLenum target, GLuint texture); +GLAPI void APIENTRY glEndVideoCaptureNV (GLuint video_capture_slot); +GLAPI void APIENTRY glGetVideoCaptureivNV (GLuint video_capture_slot, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVideoCaptureStreamivNV (GLuint video_capture_slot, GLuint stream, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVideoCaptureStreamfvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetVideoCaptureStreamdvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, GLdouble *params); +GLAPI GLenum APIENTRY glVideoCaptureNV (GLuint video_capture_slot, GLuint *sequence_num, GLuint64EXT *capture_time); +GLAPI void APIENTRY glVideoCaptureStreamParameterivNV (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLint *params); +GLAPI void APIENTRY glVideoCaptureStreamParameterfvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glVideoCaptureStreamParameterdvNV (GLuint video_capture_slot, GLuint stream, GLenum pname, const GLdouble *params); +#endif +#endif /* GL_NV_video_capture */ + +#ifndef GL_NV_viewport_array2 +#define GL_NV_viewport_array2 1 +#endif /* GL_NV_viewport_array2 */ + +#ifndef GL_NV_viewport_swizzle +#define GL_NV_viewport_swizzle 1 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 +#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 +#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 +#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A +#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B +typedef void (APIENTRYP PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glViewportSwizzleNV (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); +#endif +#endif /* GL_NV_viewport_swizzle */ + +#ifndef GL_OML_interlace +#define GL_OML_interlace 1 +#define GL_INTERLACE_OML 0x8980 +#define GL_INTERLACE_READ_OML 0x8981 +#endif /* GL_OML_interlace */ + +#ifndef GL_OML_resample +#define GL_OML_resample 1 +#define GL_PACK_RESAMPLE_OML 0x8984 +#define GL_UNPACK_RESAMPLE_OML 0x8985 +#define GL_RESAMPLE_REPLICATE_OML 0x8986 +#define GL_RESAMPLE_ZERO_FILL_OML 0x8987 +#define GL_RESAMPLE_AVERAGE_OML 0x8988 +#define GL_RESAMPLE_DECIMATE_OML 0x8989 +#endif /* GL_OML_resample */ + +#ifndef GL_OML_subsample +#define GL_OML_subsample 1 +#define GL_FORMAT_SUBSAMPLE_24_24_OML 0x8982 +#define GL_FORMAT_SUBSAMPLE_244_244_OML 0x8983 +#endif /* GL_OML_subsample */ + +#ifndef GL_OVR_multiview +#define GL_OVR_multiview 1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 +#define GL_MAX_VIEWS_OVR 0x9631 +#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 +typedef void (APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFramebufferTextureMultiviewOVR (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); +#endif +#endif /* GL_OVR_multiview */ + +#ifndef GL_OVR_multiview2 +#define GL_OVR_multiview2 1 +#endif /* GL_OVR_multiview2 */ + +#ifndef GL_PGI_misc_hints +#define GL_PGI_misc_hints 1 +#define GL_PREFER_DOUBLEBUFFER_HINT_PGI 0x1A1F8 +#define GL_CONSERVE_MEMORY_HINT_PGI 0x1A1FD +#define GL_RECLAIM_MEMORY_HINT_PGI 0x1A1FE +#define GL_NATIVE_GRAPHICS_HANDLE_PGI 0x1A202 +#define GL_NATIVE_GRAPHICS_BEGIN_HINT_PGI 0x1A203 +#define GL_NATIVE_GRAPHICS_END_HINT_PGI 0x1A204 +#define GL_ALWAYS_FAST_HINT_PGI 0x1A20C +#define GL_ALWAYS_SOFT_HINT_PGI 0x1A20D +#define GL_ALLOW_DRAW_OBJ_HINT_PGI 0x1A20E +#define GL_ALLOW_DRAW_WIN_HINT_PGI 0x1A20F +#define GL_ALLOW_DRAW_FRG_HINT_PGI 0x1A210 +#define GL_ALLOW_DRAW_MEM_HINT_PGI 0x1A211 +#define GL_STRICT_DEPTHFUNC_HINT_PGI 0x1A216 +#define GL_STRICT_LIGHTING_HINT_PGI 0x1A217 +#define GL_STRICT_SCISSOR_HINT_PGI 0x1A218 +#define GL_FULL_STIPPLE_HINT_PGI 0x1A219 +#define GL_CLIP_NEAR_HINT_PGI 0x1A220 +#define GL_CLIP_FAR_HINT_PGI 0x1A221 +#define GL_WIDE_LINE_HINT_PGI 0x1A222 +#define GL_BACK_NORMALS_HINT_PGI 0x1A223 +typedef void (APIENTRYP PFNGLHINTPGIPROC) (GLenum target, GLint mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glHintPGI (GLenum target, GLint mode); +#endif +#endif /* GL_PGI_misc_hints */ + +#ifndef GL_PGI_vertex_hints +#define GL_PGI_vertex_hints 1 +#define GL_VERTEX_DATA_HINT_PGI 0x1A22A +#define GL_VERTEX_CONSISTENT_HINT_PGI 0x1A22B +#define GL_MATERIAL_SIDE_HINT_PGI 0x1A22C +#define GL_MAX_VERTEX_HINT_PGI 0x1A22D +#define GL_COLOR3_BIT_PGI 0x00010000 +#define GL_COLOR4_BIT_PGI 0x00020000 +#define GL_EDGEFLAG_BIT_PGI 0x00040000 +#define GL_INDEX_BIT_PGI 0x00080000 +#define GL_MAT_AMBIENT_BIT_PGI 0x00100000 +#define GL_MAT_AMBIENT_AND_DIFFUSE_BIT_PGI 0x00200000 +#define GL_MAT_DIFFUSE_BIT_PGI 0x00400000 +#define GL_MAT_EMISSION_BIT_PGI 0x00800000 +#define GL_MAT_COLOR_INDEXES_BIT_PGI 0x01000000 +#define GL_MAT_SHININESS_BIT_PGI 0x02000000 +#define GL_MAT_SPECULAR_BIT_PGI 0x04000000 +#define GL_NORMAL_BIT_PGI 0x08000000 +#define GL_TEXCOORD1_BIT_PGI 0x10000000 +#define GL_TEXCOORD2_BIT_PGI 0x20000000 +#define GL_TEXCOORD3_BIT_PGI 0x40000000 +#define GL_TEXCOORD4_BIT_PGI 0x80000000 +#define GL_VERTEX23_BIT_PGI 0x00000004 +#define GL_VERTEX4_BIT_PGI 0x00000008 +#endif /* GL_PGI_vertex_hints */ + +#ifndef GL_REND_screen_coordinates +#define GL_REND_screen_coordinates 1 +#define GL_SCREEN_COORDINATES_REND 0x8490 +#define GL_INVERTED_SCREEN_W_REND 0x8491 +#endif /* GL_REND_screen_coordinates */ + +#ifndef GL_S3_s3tc +#define GL_S3_s3tc 1 +#define GL_RGB_S3TC 0x83A0 +#define GL_RGB4_S3TC 0x83A1 +#define GL_RGBA_S3TC 0x83A2 +#define GL_RGBA4_S3TC 0x83A3 +#define GL_RGBA_DXT5_S3TC 0x83A4 +#define GL_RGBA4_DXT5_S3TC 0x83A5 +#endif /* GL_S3_s3tc */ + +#ifndef GL_SGIS_detail_texture +#define GL_SGIS_detail_texture 1 +#define GL_DETAIL_TEXTURE_2D_SGIS 0x8095 +#define GL_DETAIL_TEXTURE_2D_BINDING_SGIS 0x8096 +#define GL_LINEAR_DETAIL_SGIS 0x8097 +#define GL_LINEAR_DETAIL_ALPHA_SGIS 0x8098 +#define GL_LINEAR_DETAIL_COLOR_SGIS 0x8099 +#define GL_DETAIL_TEXTURE_LEVEL_SGIS 0x809A +#define GL_DETAIL_TEXTURE_MODE_SGIS 0x809B +#define GL_DETAIL_TEXTURE_FUNC_POINTS_SGIS 0x809C +typedef void (APIENTRYP PFNGLDETAILTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points); +typedef void (APIENTRYP PFNGLGETDETAILTEXFUNCSGISPROC) (GLenum target, GLfloat *points); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDetailTexFuncSGIS (GLenum target, GLsizei n, const GLfloat *points); +GLAPI void APIENTRY glGetDetailTexFuncSGIS (GLenum target, GLfloat *points); +#endif +#endif /* GL_SGIS_detail_texture */ + +#ifndef GL_SGIS_fog_function +#define GL_SGIS_fog_function 1 +#define GL_FOG_FUNC_SGIS 0x812A +#define GL_FOG_FUNC_POINTS_SGIS 0x812B +#define GL_MAX_FOG_FUNC_POINTS_SGIS 0x812C +typedef void (APIENTRYP PFNGLFOGFUNCSGISPROC) (GLsizei n, const GLfloat *points); +typedef void (APIENTRYP PFNGLGETFOGFUNCSGISPROC) (GLfloat *points); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFogFuncSGIS (GLsizei n, const GLfloat *points); +GLAPI void APIENTRY glGetFogFuncSGIS (GLfloat *points); +#endif +#endif /* GL_SGIS_fog_function */ + +#ifndef GL_SGIS_generate_mipmap +#define GL_SGIS_generate_mipmap 1 +#define GL_GENERATE_MIPMAP_SGIS 0x8191 +#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192 +#endif /* GL_SGIS_generate_mipmap */ + +#ifndef GL_SGIS_multisample +#define GL_SGIS_multisample 1 +#define GL_MULTISAMPLE_SGIS 0x809D +#define GL_SAMPLE_ALPHA_TO_MASK_SGIS 0x809E +#define GL_SAMPLE_ALPHA_TO_ONE_SGIS 0x809F +#define GL_SAMPLE_MASK_SGIS 0x80A0 +#define GL_1PASS_SGIS 0x80A1 +#define GL_2PASS_0_SGIS 0x80A2 +#define GL_2PASS_1_SGIS 0x80A3 +#define GL_4PASS_0_SGIS 0x80A4 +#define GL_4PASS_1_SGIS 0x80A5 +#define GL_4PASS_2_SGIS 0x80A6 +#define GL_4PASS_3_SGIS 0x80A7 +#define GL_SAMPLE_BUFFERS_SGIS 0x80A8 +#define GL_SAMPLES_SGIS 0x80A9 +#define GL_SAMPLE_MASK_VALUE_SGIS 0x80AA +#define GL_SAMPLE_MASK_INVERT_SGIS 0x80AB +#define GL_SAMPLE_PATTERN_SGIS 0x80AC +typedef void (APIENTRYP PFNGLSAMPLEMASKSGISPROC) (GLclampf value, GLboolean invert); +typedef void (APIENTRYP PFNGLSAMPLEPATTERNSGISPROC) (GLenum pattern); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSampleMaskSGIS (GLclampf value, GLboolean invert); +GLAPI void APIENTRY glSamplePatternSGIS (GLenum pattern); +#endif +#endif /* GL_SGIS_multisample */ + +#ifndef GL_SGIS_pixel_texture +#define GL_SGIS_pixel_texture 1 +#define GL_PIXEL_TEXTURE_SGIS 0x8353 +#define GL_PIXEL_FRAGMENT_RGB_SOURCE_SGIS 0x8354 +#define GL_PIXEL_FRAGMENT_ALPHA_SOURCE_SGIS 0x8355 +#define GL_PIXEL_GROUP_COLOR_SGIS 0x8356 +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERISGISPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFSGISPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERIVSGISPROC) (GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPIXELTEXGENPARAMETERFVSGISPROC) (GLenum pname, GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPixelTexGenParameteriSGIS (GLenum pname, GLint param); +GLAPI void APIENTRY glPixelTexGenParameterivSGIS (GLenum pname, const GLint *params); +GLAPI void APIENTRY glPixelTexGenParameterfSGIS (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPixelTexGenParameterfvSGIS (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glGetPixelTexGenParameterivSGIS (GLenum pname, GLint *params); +GLAPI void APIENTRY glGetPixelTexGenParameterfvSGIS (GLenum pname, GLfloat *params); +#endif +#endif /* GL_SGIS_pixel_texture */ + +#ifndef GL_SGIS_point_line_texgen +#define GL_SGIS_point_line_texgen 1 +#define GL_EYE_DISTANCE_TO_POINT_SGIS 0x81F0 +#define GL_OBJECT_DISTANCE_TO_POINT_SGIS 0x81F1 +#define GL_EYE_DISTANCE_TO_LINE_SGIS 0x81F2 +#define GL_OBJECT_DISTANCE_TO_LINE_SGIS 0x81F3 +#define GL_EYE_POINT_SGIS 0x81F4 +#define GL_OBJECT_POINT_SGIS 0x81F5 +#define GL_EYE_LINE_SGIS 0x81F6 +#define GL_OBJECT_LINE_SGIS 0x81F7 +#endif /* GL_SGIS_point_line_texgen */ + +#ifndef GL_SGIS_point_parameters +#define GL_SGIS_point_parameters 1 +#define GL_POINT_SIZE_MIN_SGIS 0x8126 +#define GL_POINT_SIZE_MAX_SGIS 0x8127 +#define GL_POINT_FADE_THRESHOLD_SIZE_SGIS 0x8128 +#define GL_DISTANCE_ATTENUATION_SGIS 0x8129 +typedef void (APIENTRYP PFNGLPOINTPARAMETERFSGISPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLPOINTPARAMETERFVSGISPROC) (GLenum pname, const GLfloat *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPointParameterfSGIS (GLenum pname, GLfloat param); +GLAPI void APIENTRY glPointParameterfvSGIS (GLenum pname, const GLfloat *params); +#endif +#endif /* GL_SGIS_point_parameters */ + +#ifndef GL_SGIS_sharpen_texture +#define GL_SGIS_sharpen_texture 1 +#define GL_LINEAR_SHARPEN_SGIS 0x80AD +#define GL_LINEAR_SHARPEN_ALPHA_SGIS 0x80AE +#define GL_LINEAR_SHARPEN_COLOR_SGIS 0x80AF +#define GL_SHARPEN_TEXTURE_FUNC_POINTS_SGIS 0x80B0 +typedef void (APIENTRYP PFNGLSHARPENTEXFUNCSGISPROC) (GLenum target, GLsizei n, const GLfloat *points); +typedef void (APIENTRYP PFNGLGETSHARPENTEXFUNCSGISPROC) (GLenum target, GLfloat *points); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSharpenTexFuncSGIS (GLenum target, GLsizei n, const GLfloat *points); +GLAPI void APIENTRY glGetSharpenTexFuncSGIS (GLenum target, GLfloat *points); +#endif +#endif /* GL_SGIS_sharpen_texture */ + +#ifndef GL_SGIS_texture4D +#define GL_SGIS_texture4D 1 +#define GL_PACK_SKIP_VOLUMES_SGIS 0x8130 +#define GL_PACK_IMAGE_DEPTH_SGIS 0x8131 +#define GL_UNPACK_SKIP_VOLUMES_SGIS 0x8132 +#define GL_UNPACK_IMAGE_DEPTH_SGIS 0x8133 +#define GL_TEXTURE_4D_SGIS 0x8134 +#define GL_PROXY_TEXTURE_4D_SGIS 0x8135 +#define GL_TEXTURE_4DSIZE_SGIS 0x8136 +#define GL_TEXTURE_WRAP_Q_SGIS 0x8137 +#define GL_MAX_4D_TEXTURE_SIZE_SGIS 0x8138 +#define GL_TEXTURE_4D_BINDING_SGIS 0x814F +typedef void (APIENTRYP PFNGLTEXIMAGE4DSGISPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE4DSGISPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const void *pixels); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTexImage4DSGIS (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glTexSubImage4DSGIS (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint woffset, GLsizei width, GLsizei height, GLsizei depth, GLsizei size4d, GLenum format, GLenum type, const void *pixels); +#endif +#endif /* GL_SGIS_texture4D */ + +#ifndef GL_SGIS_texture_border_clamp +#define GL_SGIS_texture_border_clamp 1 +#define GL_CLAMP_TO_BORDER_SGIS 0x812D +#endif /* GL_SGIS_texture_border_clamp */ + +#ifndef GL_SGIS_texture_color_mask +#define GL_SGIS_texture_color_mask 1 +#define GL_TEXTURE_COLOR_WRITEMASK_SGIS 0x81EF +typedef void (APIENTRYP PFNGLTEXTURECOLORMASKSGISPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTextureColorMaskSGIS (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +#endif +#endif /* GL_SGIS_texture_color_mask */ + +#ifndef GL_SGIS_texture_edge_clamp +#define GL_SGIS_texture_edge_clamp 1 +#define GL_CLAMP_TO_EDGE_SGIS 0x812F +#endif /* GL_SGIS_texture_edge_clamp */ + +#ifndef GL_SGIS_texture_filter4 +#define GL_SGIS_texture_filter4 1 +#define GL_FILTER4_SGIS 0x8146 +#define GL_TEXTURE_FILTER4_SIZE_SGIS 0x8147 +typedef void (APIENTRYP PFNGLGETTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLfloat *weights); +typedef void (APIENTRYP PFNGLTEXFILTERFUNCSGISPROC) (GLenum target, GLenum filter, GLsizei n, const GLfloat *weights); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetTexFilterFuncSGIS (GLenum target, GLenum filter, GLfloat *weights); +GLAPI void APIENTRY glTexFilterFuncSGIS (GLenum target, GLenum filter, GLsizei n, const GLfloat *weights); +#endif +#endif /* GL_SGIS_texture_filter4 */ + +#ifndef GL_SGIS_texture_lod +#define GL_SGIS_texture_lod 1 +#define GL_TEXTURE_MIN_LOD_SGIS 0x813A +#define GL_TEXTURE_MAX_LOD_SGIS 0x813B +#define GL_TEXTURE_BASE_LEVEL_SGIS 0x813C +#define GL_TEXTURE_MAX_LEVEL_SGIS 0x813D +#endif /* GL_SGIS_texture_lod */ + +#ifndef GL_SGIS_texture_select +#define GL_SGIS_texture_select 1 +#define GL_DUAL_ALPHA4_SGIS 0x8110 +#define GL_DUAL_ALPHA8_SGIS 0x8111 +#define GL_DUAL_ALPHA12_SGIS 0x8112 +#define GL_DUAL_ALPHA16_SGIS 0x8113 +#define GL_DUAL_LUMINANCE4_SGIS 0x8114 +#define GL_DUAL_LUMINANCE8_SGIS 0x8115 +#define GL_DUAL_LUMINANCE12_SGIS 0x8116 +#define GL_DUAL_LUMINANCE16_SGIS 0x8117 +#define GL_DUAL_INTENSITY4_SGIS 0x8118 +#define GL_DUAL_INTENSITY8_SGIS 0x8119 +#define GL_DUAL_INTENSITY12_SGIS 0x811A +#define GL_DUAL_INTENSITY16_SGIS 0x811B +#define GL_DUAL_LUMINANCE_ALPHA4_SGIS 0x811C +#define GL_DUAL_LUMINANCE_ALPHA8_SGIS 0x811D +#define GL_QUAD_ALPHA4_SGIS 0x811E +#define GL_QUAD_ALPHA8_SGIS 0x811F +#define GL_QUAD_LUMINANCE4_SGIS 0x8120 +#define GL_QUAD_LUMINANCE8_SGIS 0x8121 +#define GL_QUAD_INTENSITY4_SGIS 0x8122 +#define GL_QUAD_INTENSITY8_SGIS 0x8123 +#define GL_DUAL_TEXTURE_SELECT_SGIS 0x8124 +#define GL_QUAD_TEXTURE_SELECT_SGIS 0x8125 +#endif /* GL_SGIS_texture_select */ + +#ifndef GL_SGIX_async +#define GL_SGIX_async 1 +#define GL_ASYNC_MARKER_SGIX 0x8329 +typedef void (APIENTRYP PFNGLASYNCMARKERSGIXPROC) (GLuint marker); +typedef GLint (APIENTRYP PFNGLFINISHASYNCSGIXPROC) (GLuint *markerp); +typedef GLint (APIENTRYP PFNGLPOLLASYNCSGIXPROC) (GLuint *markerp); +typedef GLuint (APIENTRYP PFNGLGENASYNCMARKERSSGIXPROC) (GLsizei range); +typedef void (APIENTRYP PFNGLDELETEASYNCMARKERSSGIXPROC) (GLuint marker, GLsizei range); +typedef GLboolean (APIENTRYP PFNGLISASYNCMARKERSGIXPROC) (GLuint marker); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glAsyncMarkerSGIX (GLuint marker); +GLAPI GLint APIENTRY glFinishAsyncSGIX (GLuint *markerp); +GLAPI GLint APIENTRY glPollAsyncSGIX (GLuint *markerp); +GLAPI GLuint APIENTRY glGenAsyncMarkersSGIX (GLsizei range); +GLAPI void APIENTRY glDeleteAsyncMarkersSGIX (GLuint marker, GLsizei range); +GLAPI GLboolean APIENTRY glIsAsyncMarkerSGIX (GLuint marker); +#endif +#endif /* GL_SGIX_async */ + +#ifndef GL_SGIX_async_histogram +#define GL_SGIX_async_histogram 1 +#define GL_ASYNC_HISTOGRAM_SGIX 0x832C +#define GL_MAX_ASYNC_HISTOGRAM_SGIX 0x832D +#endif /* GL_SGIX_async_histogram */ + +#ifndef GL_SGIX_async_pixel +#define GL_SGIX_async_pixel 1 +#define GL_ASYNC_TEX_IMAGE_SGIX 0x835C +#define GL_ASYNC_DRAW_PIXELS_SGIX 0x835D +#define GL_ASYNC_READ_PIXELS_SGIX 0x835E +#define GL_MAX_ASYNC_TEX_IMAGE_SGIX 0x835F +#define GL_MAX_ASYNC_DRAW_PIXELS_SGIX 0x8360 +#define GL_MAX_ASYNC_READ_PIXELS_SGIX 0x8361 +#endif /* GL_SGIX_async_pixel */ + +#ifndef GL_SGIX_blend_alpha_minmax +#define GL_SGIX_blend_alpha_minmax 1 +#define GL_ALPHA_MIN_SGIX 0x8320 +#define GL_ALPHA_MAX_SGIX 0x8321 +#endif /* GL_SGIX_blend_alpha_minmax */ + +#ifndef GL_SGIX_calligraphic_fragment +#define GL_SGIX_calligraphic_fragment 1 +#define GL_CALLIGRAPHIC_FRAGMENT_SGIX 0x8183 +#endif /* GL_SGIX_calligraphic_fragment */ + +#ifndef GL_SGIX_clipmap +#define GL_SGIX_clipmap 1 +#define GL_LINEAR_CLIPMAP_LINEAR_SGIX 0x8170 +#define GL_TEXTURE_CLIPMAP_CENTER_SGIX 0x8171 +#define GL_TEXTURE_CLIPMAP_FRAME_SGIX 0x8172 +#define GL_TEXTURE_CLIPMAP_OFFSET_SGIX 0x8173 +#define GL_TEXTURE_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8174 +#define GL_TEXTURE_CLIPMAP_LOD_OFFSET_SGIX 0x8175 +#define GL_TEXTURE_CLIPMAP_DEPTH_SGIX 0x8176 +#define GL_MAX_CLIPMAP_DEPTH_SGIX 0x8177 +#define GL_MAX_CLIPMAP_VIRTUAL_DEPTH_SGIX 0x8178 +#define GL_NEAREST_CLIPMAP_NEAREST_SGIX 0x844D +#define GL_NEAREST_CLIPMAP_LINEAR_SGIX 0x844E +#define GL_LINEAR_CLIPMAP_NEAREST_SGIX 0x844F +#endif /* GL_SGIX_clipmap */ + +#ifndef GL_SGIX_convolution_accuracy +#define GL_SGIX_convolution_accuracy 1 +#define GL_CONVOLUTION_HINT_SGIX 0x8316 +#endif /* GL_SGIX_convolution_accuracy */ + +#ifndef GL_SGIX_depth_pass_instrument +#define GL_SGIX_depth_pass_instrument 1 +#endif /* GL_SGIX_depth_pass_instrument */ + +#ifndef GL_SGIX_depth_texture +#define GL_SGIX_depth_texture 1 +#define GL_DEPTH_COMPONENT16_SGIX 0x81A5 +#define GL_DEPTH_COMPONENT24_SGIX 0x81A6 +#define GL_DEPTH_COMPONENT32_SGIX 0x81A7 +#endif /* GL_SGIX_depth_texture */ + +#ifndef GL_SGIX_flush_raster +#define GL_SGIX_flush_raster 1 +typedef void (APIENTRYP PFNGLFLUSHRASTERSGIXPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFlushRasterSGIX (void); +#endif +#endif /* GL_SGIX_flush_raster */ + +#ifndef GL_SGIX_fog_offset +#define GL_SGIX_fog_offset 1 +#define GL_FOG_OFFSET_SGIX 0x8198 +#define GL_FOG_OFFSET_VALUE_SGIX 0x8199 +#endif /* GL_SGIX_fog_offset */ + +#ifndef GL_SGIX_fragment_lighting +#define GL_SGIX_fragment_lighting 1 +#define GL_FRAGMENT_LIGHTING_SGIX 0x8400 +#define GL_FRAGMENT_COLOR_MATERIAL_SGIX 0x8401 +#define GL_FRAGMENT_COLOR_MATERIAL_FACE_SGIX 0x8402 +#define GL_FRAGMENT_COLOR_MATERIAL_PARAMETER_SGIX 0x8403 +#define GL_MAX_FRAGMENT_LIGHTS_SGIX 0x8404 +#define GL_MAX_ACTIVE_LIGHTS_SGIX 0x8405 +#define GL_CURRENT_RASTER_NORMAL_SGIX 0x8406 +#define GL_LIGHT_ENV_MODE_SGIX 0x8407 +#define GL_FRAGMENT_LIGHT_MODEL_LOCAL_VIEWER_SGIX 0x8408 +#define GL_FRAGMENT_LIGHT_MODEL_TWO_SIDE_SGIX 0x8409 +#define GL_FRAGMENT_LIGHT_MODEL_AMBIENT_SGIX 0x840A +#define GL_FRAGMENT_LIGHT_MODEL_NORMAL_INTERPOLATION_SGIX 0x840B +#define GL_FRAGMENT_LIGHT0_SGIX 0x840C +#define GL_FRAGMENT_LIGHT1_SGIX 0x840D +#define GL_FRAGMENT_LIGHT2_SGIX 0x840E +#define GL_FRAGMENT_LIGHT3_SGIX 0x840F +#define GL_FRAGMENT_LIGHT4_SGIX 0x8410 +#define GL_FRAGMENT_LIGHT5_SGIX 0x8411 +#define GL_FRAGMENT_LIGHT6_SGIX 0x8412 +#define GL_FRAGMENT_LIGHT7_SGIX 0x8413 +typedef void (APIENTRYP PFNGLFRAGMENTCOLORMATERIALSGIXPROC) (GLenum face, GLenum mode); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFSGIXPROC) (GLenum light, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTISGIXPROC) (GLenum light, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFSGIXPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELFVSGIXPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELISGIXPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLFRAGMENTLIGHTMODELIVSGIXPROC) (GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFSGIXPROC) (GLenum face, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALISGIXPROC) (GLenum face, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTFVSGIXPROC) (GLenum light, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETFRAGMENTLIGHTIVSGIXPROC) (GLenum light, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALFVSGIXPROC) (GLenum face, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETFRAGMENTMATERIALIVSGIXPROC) (GLenum face, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLLIGHTENVISGIXPROC) (GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFragmentColorMaterialSGIX (GLenum face, GLenum mode); +GLAPI void APIENTRY glFragmentLightfSGIX (GLenum light, GLenum pname, GLfloat param); +GLAPI void APIENTRY glFragmentLightfvSGIX (GLenum light, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glFragmentLightiSGIX (GLenum light, GLenum pname, GLint param); +GLAPI void APIENTRY glFragmentLightivSGIX (GLenum light, GLenum pname, const GLint *params); +GLAPI void APIENTRY glFragmentLightModelfSGIX (GLenum pname, GLfloat param); +GLAPI void APIENTRY glFragmentLightModelfvSGIX (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glFragmentLightModeliSGIX (GLenum pname, GLint param); +GLAPI void APIENTRY glFragmentLightModelivSGIX (GLenum pname, const GLint *params); +GLAPI void APIENTRY glFragmentMaterialfSGIX (GLenum face, GLenum pname, GLfloat param); +GLAPI void APIENTRY glFragmentMaterialfvSGIX (GLenum face, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glFragmentMaterialiSGIX (GLenum face, GLenum pname, GLint param); +GLAPI void APIENTRY glFragmentMaterialivSGIX (GLenum face, GLenum pname, const GLint *params); +GLAPI void APIENTRY glGetFragmentLightfvSGIX (GLenum light, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetFragmentLightivSGIX (GLenum light, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetFragmentMaterialfvSGIX (GLenum face, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetFragmentMaterialivSGIX (GLenum face, GLenum pname, GLint *params); +GLAPI void APIENTRY glLightEnviSGIX (GLenum pname, GLint param); +#endif +#endif /* GL_SGIX_fragment_lighting */ + +#ifndef GL_SGIX_framezoom +#define GL_SGIX_framezoom 1 +#define GL_FRAMEZOOM_SGIX 0x818B +#define GL_FRAMEZOOM_FACTOR_SGIX 0x818C +#define GL_MAX_FRAMEZOOM_FACTOR_SGIX 0x818D +typedef void (APIENTRYP PFNGLFRAMEZOOMSGIXPROC) (GLint factor); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFrameZoomSGIX (GLint factor); +#endif +#endif /* GL_SGIX_framezoom */ + +#ifndef GL_SGIX_igloo_interface +#define GL_SGIX_igloo_interface 1 +typedef void (APIENTRYP PFNGLIGLOOINTERFACESGIXPROC) (GLenum pname, const void *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glIglooInterfaceSGIX (GLenum pname, const void *params); +#endif +#endif /* GL_SGIX_igloo_interface */ + +#ifndef GL_SGIX_instruments +#define GL_SGIX_instruments 1 +#define GL_INSTRUMENT_BUFFER_POINTER_SGIX 0x8180 +#define GL_INSTRUMENT_MEASUREMENTS_SGIX 0x8181 +typedef GLint (APIENTRYP PFNGLGETINSTRUMENTSSGIXPROC) (void); +typedef void (APIENTRYP PFNGLINSTRUMENTSBUFFERSGIXPROC) (GLsizei size, GLint *buffer); +typedef GLint (APIENTRYP PFNGLPOLLINSTRUMENTSSGIXPROC) (GLint *marker_p); +typedef void (APIENTRYP PFNGLREADINSTRUMENTSSGIXPROC) (GLint marker); +typedef void (APIENTRYP PFNGLSTARTINSTRUMENTSSGIXPROC) (void); +typedef void (APIENTRYP PFNGLSTOPINSTRUMENTSSGIXPROC) (GLint marker); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI GLint APIENTRY glGetInstrumentsSGIX (void); +GLAPI void APIENTRY glInstrumentsBufferSGIX (GLsizei size, GLint *buffer); +GLAPI GLint APIENTRY glPollInstrumentsSGIX (GLint *marker_p); +GLAPI void APIENTRY glReadInstrumentsSGIX (GLint marker); +GLAPI void APIENTRY glStartInstrumentsSGIX (void); +GLAPI void APIENTRY glStopInstrumentsSGIX (GLint marker); +#endif +#endif /* GL_SGIX_instruments */ + +#ifndef GL_SGIX_interlace +#define GL_SGIX_interlace 1 +#define GL_INTERLACE_SGIX 0x8094 +#endif /* GL_SGIX_interlace */ + +#ifndef GL_SGIX_ir_instrument1 +#define GL_SGIX_ir_instrument1 1 +#define GL_IR_INSTRUMENT1_SGIX 0x817F +#endif /* GL_SGIX_ir_instrument1 */ + +#ifndef GL_SGIX_list_priority +#define GL_SGIX_list_priority 1 +#define GL_LIST_PRIORITY_SGIX 0x8182 +typedef void (APIENTRYP PFNGLGETLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLLISTPARAMETERFSGIXPROC) (GLuint list, GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLLISTPARAMETERFVSGIXPROC) (GLuint list, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLLISTPARAMETERISGIXPROC) (GLuint list, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLLISTPARAMETERIVSGIXPROC) (GLuint list, GLenum pname, const GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGetListParameterfvSGIX (GLuint list, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetListParameterivSGIX (GLuint list, GLenum pname, GLint *params); +GLAPI void APIENTRY glListParameterfSGIX (GLuint list, GLenum pname, GLfloat param); +GLAPI void APIENTRY glListParameterfvSGIX (GLuint list, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glListParameteriSGIX (GLuint list, GLenum pname, GLint param); +GLAPI void APIENTRY glListParameterivSGIX (GLuint list, GLenum pname, const GLint *params); +#endif +#endif /* GL_SGIX_list_priority */ + +#ifndef GL_SGIX_pixel_texture +#define GL_SGIX_pixel_texture 1 +#define GL_PIXEL_TEX_GEN_SGIX 0x8139 +#define GL_PIXEL_TEX_GEN_MODE_SGIX 0x832B +typedef void (APIENTRYP PFNGLPIXELTEXGENSGIXPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPixelTexGenSGIX (GLenum mode); +#endif +#endif /* GL_SGIX_pixel_texture */ + +#ifndef GL_SGIX_pixel_tiles +#define GL_SGIX_pixel_tiles 1 +#define GL_PIXEL_TILE_BEST_ALIGNMENT_SGIX 0x813E +#define GL_PIXEL_TILE_CACHE_INCREMENT_SGIX 0x813F +#define GL_PIXEL_TILE_WIDTH_SGIX 0x8140 +#define GL_PIXEL_TILE_HEIGHT_SGIX 0x8141 +#define GL_PIXEL_TILE_GRID_WIDTH_SGIX 0x8142 +#define GL_PIXEL_TILE_GRID_HEIGHT_SGIX 0x8143 +#define GL_PIXEL_TILE_GRID_DEPTH_SGIX 0x8144 +#define GL_PIXEL_TILE_CACHE_SIZE_SGIX 0x8145 +#endif /* GL_SGIX_pixel_tiles */ + +#ifndef GL_SGIX_polynomial_ffd +#define GL_SGIX_polynomial_ffd 1 +#define GL_TEXTURE_DEFORMATION_BIT_SGIX 0x00000001 +#define GL_GEOMETRY_DEFORMATION_BIT_SGIX 0x00000002 +#define GL_GEOMETRY_DEFORMATION_SGIX 0x8194 +#define GL_TEXTURE_DEFORMATION_SGIX 0x8195 +#define GL_DEFORMATIONS_MASK_SGIX 0x8196 +#define GL_MAX_DEFORMATION_ORDER_SGIX 0x8197 +typedef void (APIENTRYP PFNGLDEFORMATIONMAP3DSGIXPROC) (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble *points); +typedef void (APIENTRYP PFNGLDEFORMATIONMAP3FSGIXPROC) (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat *points); +typedef void (APIENTRYP PFNGLDEFORMSGIXPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLLOADIDENTITYDEFORMATIONMAPSGIXPROC) (GLbitfield mask); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDeformationMap3dSGIX (GLenum target, GLdouble u1, GLdouble u2, GLint ustride, GLint uorder, GLdouble v1, GLdouble v2, GLint vstride, GLint vorder, GLdouble w1, GLdouble w2, GLint wstride, GLint worder, const GLdouble *points); +GLAPI void APIENTRY glDeformationMap3fSGIX (GLenum target, GLfloat u1, GLfloat u2, GLint ustride, GLint uorder, GLfloat v1, GLfloat v2, GLint vstride, GLint vorder, GLfloat w1, GLfloat w2, GLint wstride, GLint worder, const GLfloat *points); +GLAPI void APIENTRY glDeformSGIX (GLbitfield mask); +GLAPI void APIENTRY glLoadIdentityDeformationMapSGIX (GLbitfield mask); +#endif +#endif /* GL_SGIX_polynomial_ffd */ + +#ifndef GL_SGIX_reference_plane +#define GL_SGIX_reference_plane 1 +#define GL_REFERENCE_PLANE_SGIX 0x817D +#define GL_REFERENCE_PLANE_EQUATION_SGIX 0x817E +typedef void (APIENTRYP PFNGLREFERENCEPLANESGIXPROC) (const GLdouble *equation); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glReferencePlaneSGIX (const GLdouble *equation); +#endif +#endif /* GL_SGIX_reference_plane */ + +#ifndef GL_SGIX_resample +#define GL_SGIX_resample 1 +#define GL_PACK_RESAMPLE_SGIX 0x842E +#define GL_UNPACK_RESAMPLE_SGIX 0x842F +#define GL_RESAMPLE_REPLICATE_SGIX 0x8433 +#define GL_RESAMPLE_ZERO_FILL_SGIX 0x8434 +#define GL_RESAMPLE_DECIMATE_SGIX 0x8430 +#endif /* GL_SGIX_resample */ + +#ifndef GL_SGIX_scalebias_hint +#define GL_SGIX_scalebias_hint 1 +#define GL_SCALEBIAS_HINT_SGIX 0x8322 +#endif /* GL_SGIX_scalebias_hint */ + +#ifndef GL_SGIX_shadow +#define GL_SGIX_shadow 1 +#define GL_TEXTURE_COMPARE_SGIX 0x819A +#define GL_TEXTURE_COMPARE_OPERATOR_SGIX 0x819B +#define GL_TEXTURE_LEQUAL_R_SGIX 0x819C +#define GL_TEXTURE_GEQUAL_R_SGIX 0x819D +#endif /* GL_SGIX_shadow */ + +#ifndef GL_SGIX_shadow_ambient +#define GL_SGIX_shadow_ambient 1 +#define GL_SHADOW_AMBIENT_SGIX 0x80BF +#endif /* GL_SGIX_shadow_ambient */ + +#ifndef GL_SGIX_sprite +#define GL_SGIX_sprite 1 +#define GL_SPRITE_SGIX 0x8148 +#define GL_SPRITE_MODE_SGIX 0x8149 +#define GL_SPRITE_AXIS_SGIX 0x814A +#define GL_SPRITE_TRANSLATION_SGIX 0x814B +#define GL_SPRITE_AXIAL_SGIX 0x814C +#define GL_SPRITE_OBJECT_ALIGNED_SGIX 0x814D +#define GL_SPRITE_EYE_ALIGNED_SGIX 0x814E +typedef void (APIENTRYP PFNGLSPRITEPARAMETERFSGIXPROC) (GLenum pname, GLfloat param); +typedef void (APIENTRYP PFNGLSPRITEPARAMETERFVSGIXPROC) (GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLSPRITEPARAMETERISGIXPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLSPRITEPARAMETERIVSGIXPROC) (GLenum pname, const GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glSpriteParameterfSGIX (GLenum pname, GLfloat param); +GLAPI void APIENTRY glSpriteParameterfvSGIX (GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glSpriteParameteriSGIX (GLenum pname, GLint param); +GLAPI void APIENTRY glSpriteParameterivSGIX (GLenum pname, const GLint *params); +#endif +#endif /* GL_SGIX_sprite */ + +#ifndef GL_SGIX_subsample +#define GL_SGIX_subsample 1 +#define GL_PACK_SUBSAMPLE_RATE_SGIX 0x85A0 +#define GL_UNPACK_SUBSAMPLE_RATE_SGIX 0x85A1 +#define GL_PIXEL_SUBSAMPLE_4444_SGIX 0x85A2 +#define GL_PIXEL_SUBSAMPLE_2424_SGIX 0x85A3 +#define GL_PIXEL_SUBSAMPLE_4242_SGIX 0x85A4 +#endif /* GL_SGIX_subsample */ + +#ifndef GL_SGIX_tag_sample_buffer +#define GL_SGIX_tag_sample_buffer 1 +typedef void (APIENTRYP PFNGLTAGSAMPLEBUFFERSGIXPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glTagSampleBufferSGIX (void); +#endif +#endif /* GL_SGIX_tag_sample_buffer */ + +#ifndef GL_SGIX_texture_add_env +#define GL_SGIX_texture_add_env 1 +#define GL_TEXTURE_ENV_BIAS_SGIX 0x80BE +#endif /* GL_SGIX_texture_add_env */ + +#ifndef GL_SGIX_texture_coordinate_clamp +#define GL_SGIX_texture_coordinate_clamp 1 +#define GL_TEXTURE_MAX_CLAMP_S_SGIX 0x8369 +#define GL_TEXTURE_MAX_CLAMP_T_SGIX 0x836A +#define GL_TEXTURE_MAX_CLAMP_R_SGIX 0x836B +#endif /* GL_SGIX_texture_coordinate_clamp */ + +#ifndef GL_SGIX_texture_lod_bias +#define GL_SGIX_texture_lod_bias 1 +#define GL_TEXTURE_LOD_BIAS_S_SGIX 0x818E +#define GL_TEXTURE_LOD_BIAS_T_SGIX 0x818F +#define GL_TEXTURE_LOD_BIAS_R_SGIX 0x8190 +#endif /* GL_SGIX_texture_lod_bias */ + +#ifndef GL_SGIX_texture_multi_buffer +#define GL_SGIX_texture_multi_buffer 1 +#define GL_TEXTURE_MULTI_BUFFER_HINT_SGIX 0x812E +#endif /* GL_SGIX_texture_multi_buffer */ + +#ifndef GL_SGIX_texture_scale_bias +#define GL_SGIX_texture_scale_bias 1 +#define GL_POST_TEXTURE_FILTER_BIAS_SGIX 0x8179 +#define GL_POST_TEXTURE_FILTER_SCALE_SGIX 0x817A +#define GL_POST_TEXTURE_FILTER_BIAS_RANGE_SGIX 0x817B +#define GL_POST_TEXTURE_FILTER_SCALE_RANGE_SGIX 0x817C +#endif /* GL_SGIX_texture_scale_bias */ + +#ifndef GL_SGIX_vertex_preclip +#define GL_SGIX_vertex_preclip 1 +#define GL_VERTEX_PRECLIP_SGIX 0x83EE +#define GL_VERTEX_PRECLIP_HINT_SGIX 0x83EF +#endif /* GL_SGIX_vertex_preclip */ + +#ifndef GL_SGIX_ycrcb +#define GL_SGIX_ycrcb 1 +#define GL_YCRCB_422_SGIX 0x81BB +#define GL_YCRCB_444_SGIX 0x81BC +#endif /* GL_SGIX_ycrcb */ + +#ifndef GL_SGIX_ycrcb_subsample +#define GL_SGIX_ycrcb_subsample 1 +#endif /* GL_SGIX_ycrcb_subsample */ + +#ifndef GL_SGIX_ycrcba +#define GL_SGIX_ycrcba 1 +#define GL_YCRCB_SGIX 0x8318 +#define GL_YCRCBA_SGIX 0x8319 +#endif /* GL_SGIX_ycrcba */ + +#ifndef GL_SGI_color_matrix +#define GL_SGI_color_matrix 1 +#define GL_COLOR_MATRIX_SGI 0x80B1 +#define GL_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B2 +#define GL_MAX_COLOR_MATRIX_STACK_DEPTH_SGI 0x80B3 +#define GL_POST_COLOR_MATRIX_RED_SCALE_SGI 0x80B4 +#define GL_POST_COLOR_MATRIX_GREEN_SCALE_SGI 0x80B5 +#define GL_POST_COLOR_MATRIX_BLUE_SCALE_SGI 0x80B6 +#define GL_POST_COLOR_MATRIX_ALPHA_SCALE_SGI 0x80B7 +#define GL_POST_COLOR_MATRIX_RED_BIAS_SGI 0x80B8 +#define GL_POST_COLOR_MATRIX_GREEN_BIAS_SGI 0x80B9 +#define GL_POST_COLOR_MATRIX_BLUE_BIAS_SGI 0x80BA +#define GL_POST_COLOR_MATRIX_ALPHA_BIAS_SGI 0x80BB +#endif /* GL_SGI_color_matrix */ + +#ifndef GL_SGI_color_table +#define GL_SGI_color_table 1 +#define GL_COLOR_TABLE_SGI 0x80D0 +#define GL_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D1 +#define GL_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D2 +#define GL_PROXY_COLOR_TABLE_SGI 0x80D3 +#define GL_PROXY_POST_CONVOLUTION_COLOR_TABLE_SGI 0x80D4 +#define GL_PROXY_POST_COLOR_MATRIX_COLOR_TABLE_SGI 0x80D5 +#define GL_COLOR_TABLE_SCALE_SGI 0x80D6 +#define GL_COLOR_TABLE_BIAS_SGI 0x80D7 +#define GL_COLOR_TABLE_FORMAT_SGI 0x80D8 +#define GL_COLOR_TABLE_WIDTH_SGI 0x80D9 +#define GL_COLOR_TABLE_RED_SIZE_SGI 0x80DA +#define GL_COLOR_TABLE_GREEN_SIZE_SGI 0x80DB +#define GL_COLOR_TABLE_BLUE_SIZE_SGI 0x80DC +#define GL_COLOR_TABLE_ALPHA_SIZE_SGI 0x80DD +#define GL_COLOR_TABLE_LUMINANCE_SIZE_SGI 0x80DE +#define GL_COLOR_TABLE_INTENSITY_SIZE_SGI 0x80DF +typedef void (APIENTRYP PFNGLCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (APIENTRYP PFNGLCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (APIENTRYP PFNGLCOPYCOLORTABLESGIPROC) (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +typedef void (APIENTRYP PFNGLGETCOLORTABLESGIPROC) (GLenum target, GLenum format, GLenum type, void *table); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERFVSGIPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (APIENTRYP PFNGLGETCOLORTABLEPARAMETERIVSGIPROC) (GLenum target, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColorTableSGI (GLenum target, GLenum internalformat, GLsizei width, GLenum format, GLenum type, const void *table); +GLAPI void APIENTRY glColorTableParameterfvSGI (GLenum target, GLenum pname, const GLfloat *params); +GLAPI void APIENTRY glColorTableParameterivSGI (GLenum target, GLenum pname, const GLint *params); +GLAPI void APIENTRY glCopyColorTableSGI (GLenum target, GLenum internalformat, GLint x, GLint y, GLsizei width); +GLAPI void APIENTRY glGetColorTableSGI (GLenum target, GLenum format, GLenum type, void *table); +GLAPI void APIENTRY glGetColorTableParameterfvSGI (GLenum target, GLenum pname, GLfloat *params); +GLAPI void APIENTRY glGetColorTableParameterivSGI (GLenum target, GLenum pname, GLint *params); +#endif +#endif /* GL_SGI_color_table */ + +#ifndef GL_SGI_texture_color_table +#define GL_SGI_texture_color_table 1 +#define GL_TEXTURE_COLOR_TABLE_SGI 0x80BC +#define GL_PROXY_TEXTURE_COLOR_TABLE_SGI 0x80BD +#endif /* GL_SGI_texture_color_table */ + +#ifndef GL_SUNX_constant_data +#define GL_SUNX_constant_data 1 +#define GL_UNPACK_CONSTANT_DATA_SUNX 0x81D5 +#define GL_TEXTURE_CONSTANT_DATA_SUNX 0x81D6 +typedef void (APIENTRYP PFNGLFINISHTEXTURESUNXPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glFinishTextureSUNX (void); +#endif +#endif /* GL_SUNX_constant_data */ + +#ifndef GL_SUN_convolution_border_modes +#define GL_SUN_convolution_border_modes 1 +#define GL_WRAP_BORDER_SUN 0x81D4 +#endif /* GL_SUN_convolution_border_modes */ + +#ifndef GL_SUN_global_alpha +#define GL_SUN_global_alpha 1 +#define GL_GLOBAL_ALPHA_SUN 0x81D9 +#define GL_GLOBAL_ALPHA_FACTOR_SUN 0x81DA +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORBSUNPROC) (GLbyte factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORSSUNPROC) (GLshort factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORISUNPROC) (GLint factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORFSUNPROC) (GLfloat factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORDSUNPROC) (GLdouble factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUBSUNPROC) (GLubyte factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUSSUNPROC) (GLushort factor); +typedef void (APIENTRYP PFNGLGLOBALALPHAFACTORUISUNPROC) (GLuint factor); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGlobalAlphaFactorbSUN (GLbyte factor); +GLAPI void APIENTRY glGlobalAlphaFactorsSUN (GLshort factor); +GLAPI void APIENTRY glGlobalAlphaFactoriSUN (GLint factor); +GLAPI void APIENTRY glGlobalAlphaFactorfSUN (GLfloat factor); +GLAPI void APIENTRY glGlobalAlphaFactordSUN (GLdouble factor); +GLAPI void APIENTRY glGlobalAlphaFactorubSUN (GLubyte factor); +GLAPI void APIENTRY glGlobalAlphaFactorusSUN (GLushort factor); +GLAPI void APIENTRY glGlobalAlphaFactoruiSUN (GLuint factor); +#endif +#endif /* GL_SUN_global_alpha */ + +#ifndef GL_SUN_mesh_array +#define GL_SUN_mesh_array 1 +#define GL_QUAD_MESH_SUN 0x8614 +#define GL_TRIANGLE_MESH_SUN 0x8615 +typedef void (APIENTRYP PFNGLDRAWMESHARRAYSSUNPROC) (GLenum mode, GLint first, GLsizei count, GLsizei width); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawMeshArraysSUN (GLenum mode, GLint first, GLsizei count, GLsizei width); +#endif +#endif /* GL_SUN_mesh_array */ + +#ifndef GL_SUN_slice_accum +#define GL_SUN_slice_accum 1 +#define GL_SLICE_ACCUM_SUN 0x85CC +#endif /* GL_SUN_slice_accum */ + +#ifndef GL_SUN_triangle_list +#define GL_SUN_triangle_list 1 +#define GL_RESTART_SUN 0x0001 +#define GL_REPLACE_MIDDLE_SUN 0x0002 +#define GL_REPLACE_OLDEST_SUN 0x0003 +#define GL_TRIANGLE_LIST_SUN 0x81D7 +#define GL_REPLACEMENT_CODE_SUN 0x81D8 +#define GL_REPLACEMENT_CODE_ARRAY_SUN 0x85C0 +#define GL_REPLACEMENT_CODE_ARRAY_TYPE_SUN 0x85C1 +#define GL_REPLACEMENT_CODE_ARRAY_STRIDE_SUN 0x85C2 +#define GL_REPLACEMENT_CODE_ARRAY_POINTER_SUN 0x85C3 +#define GL_R1UI_V3F_SUN 0x85C4 +#define GL_R1UI_C4UB_V3F_SUN 0x85C5 +#define GL_R1UI_C3F_V3F_SUN 0x85C6 +#define GL_R1UI_N3F_V3F_SUN 0x85C7 +#define GL_R1UI_C4F_N3F_V3F_SUN 0x85C8 +#define GL_R1UI_T2F_V3F_SUN 0x85C9 +#define GL_R1UI_T2F_N3F_V3F_SUN 0x85CA +#define GL_R1UI_T2F_C4F_N3F_V3F_SUN 0x85CB +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUISUNPROC) (GLuint code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSSUNPROC) (GLushort code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBSUNPROC) (GLubyte code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVSUNPROC) (const GLuint *code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUSVSUNPROC) (const GLushort *code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUBVSUNPROC) (const GLubyte *code); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEPOINTERSUNPROC) (GLenum type, GLsizei stride, const void **pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glReplacementCodeuiSUN (GLuint code); +GLAPI void APIENTRY glReplacementCodeusSUN (GLushort code); +GLAPI void APIENTRY glReplacementCodeubSUN (GLubyte code); +GLAPI void APIENTRY glReplacementCodeuivSUN (const GLuint *code); +GLAPI void APIENTRY glReplacementCodeusvSUN (const GLushort *code); +GLAPI void APIENTRY glReplacementCodeubvSUN (const GLubyte *code); +GLAPI void APIENTRY glReplacementCodePointerSUN (GLenum type, GLsizei stride, const void **pointer); +#endif +#endif /* GL_SUN_triangle_list */ + +#ifndef GL_SUN_vertex +#define GL_SUN_vertex 1 +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX2FVSUNPROC) (const GLubyte *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FSUNPROC) (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLCOLOR4UBVERTEX3FVSUNPROC) (const GLubyte *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FSUNPROC) (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLTEXCOORD2FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLTEXCOORD4FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4UBVERTEX3FVSUNPROC) (const GLfloat *tc, const GLubyte *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLTEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLTEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FSUNPROC) (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (APIENTRYP PFNGLTEXCOORD4FCOLOR4FNORMAL3FVERTEX4FVSUNPROC) (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FSUNPROC) (GLuint rc, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUIVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FSUNPROC) (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4UBVERTEX3FVSUNPROC) (const GLuint *rc, const GLubyte *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUINORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUICOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FSUNPROC) (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +typedef void (APIENTRYP PFNGLREPLACEMENTCODEUITEXCOORD2FCOLOR4FNORMAL3FVERTEX3FVSUNPROC) (const GLuint *rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glColor4ubVertex2fSUN (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y); +GLAPI void APIENTRY glColor4ubVertex2fvSUN (const GLubyte *c, const GLfloat *v); +GLAPI void APIENTRY glColor4ubVertex3fSUN (GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glColor4ubVertex3fvSUN (const GLubyte *c, const GLfloat *v); +GLAPI void APIENTRY glColor3fVertex3fSUN (GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glColor3fVertex3fvSUN (const GLfloat *c, const GLfloat *v); +GLAPI void APIENTRY glNormal3fVertex3fSUN (GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glNormal3fVertex3fvSUN (const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glColor4fNormal3fVertex3fSUN (GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glColor4fNormal3fVertex3fvSUN (const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glTexCoord2fVertex3fSUN (GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glTexCoord2fVertex3fvSUN (const GLfloat *tc, const GLfloat *v); +GLAPI void APIENTRY glTexCoord4fVertex4fSUN (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glTexCoord4fVertex4fvSUN (const GLfloat *tc, const GLfloat *v); +GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fSUN (GLfloat s, GLfloat t, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glTexCoord2fColor4ubVertex3fvSUN (const GLfloat *tc, const GLubyte *c, const GLfloat *v); +GLAPI void APIENTRY glTexCoord2fColor3fVertex3fSUN (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glTexCoord2fColor3fVertex3fvSUN (const GLfloat *tc, const GLfloat *c, const GLfloat *v); +GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fSUN (GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glTexCoord2fNormal3fVertex3fvSUN (const GLfloat *tc, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fSUN (GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glTexCoord2fColor4fNormal3fVertex3fvSUN (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fSUN (GLfloat s, GLfloat t, GLfloat p, GLfloat q, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GLAPI void APIENTRY glTexCoord4fColor4fNormal3fVertex4fvSUN (const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiVertex3fSUN (GLuint rc, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiVertex3fvSUN (const GLuint *rc, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fSUN (GLuint rc, GLubyte r, GLubyte g, GLubyte b, GLubyte a, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiColor4ubVertex3fvSUN (const GLuint *rc, const GLubyte *c, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fSUN (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiColor3fVertex3fvSUN (const GLuint *rc, const GLfloat *c, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fSUN (GLuint rc, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fSUN (GLuint rc, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiColor4fNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fSUN (GLuint rc, GLfloat s, GLfloat t, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fVertex3fvSUN (const GLuint *rc, const GLfloat *tc, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fSUN (GLuint rc, GLfloat s, GLfloat t, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *tc, const GLfloat *n, const GLfloat *v); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fSUN (GLuint rc, GLfloat s, GLfloat t, GLfloat r, GLfloat g, GLfloat b, GLfloat a, GLfloat nx, GLfloat ny, GLfloat nz, GLfloat x, GLfloat y, GLfloat z); +GLAPI void APIENTRY glReplacementCodeuiTexCoord2fColor4fNormal3fVertex3fvSUN (const GLuint *rc, const GLfloat *tc, const GLfloat *c, const GLfloat *n, const GLfloat *v); +#endif +#endif /* GL_SUN_vertex */ + +#ifndef GL_WIN_phong_shading +#define GL_WIN_phong_shading 1 +#define GL_PHONG_WIN 0x80EA +#define GL_PHONG_HINT_WIN 0x80EB +#endif /* GL_WIN_phong_shading */ + +#ifndef GL_WIN_specular_fog +#define GL_WIN_specular_fog 1 +#define GL_FOG_SPECULAR_TEXTURE_WIN 0x80EC +#endif /* GL_WIN_specular_fog */ + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_opengles.h b/modules/imgui-sdl/src/include/SDL3/SDL_opengles.h new file mode 100644 index 0000000..4fb9a4b --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_opengles.h @@ -0,0 +1,38 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * This is a simple file to encapsulate the OpenGL ES 1.X API headers. + */ + +#include + +#ifdef SDL_PLATFORM_IOS +#include +#include +#else +#include +#include +#endif + +#ifndef APIENTRY +#define APIENTRY +#endif diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_opengles2.h b/modules/imgui-sdl/src/include/SDL3/SDL_opengles2.h new file mode 100644 index 0000000..365898a --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_opengles2.h @@ -0,0 +1,51 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * This is a simple file to encapsulate the OpenGL ES 2.0 API headers. + */ + +#include + +#if !defined(_MSC_VER) && !defined(SDL_USE_BUILTIN_OPENGL_DEFINITIONS) + +#ifdef SDL_PLATFORM_IOS +#include +#include +#else +#include +#include +#include +#endif + +#else /* _MSC_VER */ + +/* OpenGL ES2 headers for Visual Studio */ +#include +#include +#include +#include + +#endif /* _MSC_VER */ + +#ifndef APIENTRY +#define APIENTRY GL_APIENTRY +#endif diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_gl2.h b/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_gl2.h new file mode 100644 index 0000000..d13622a --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_gl2.h @@ -0,0 +1,656 @@ +#ifndef __gles2_gl2_h_ +#define __gles2_gl2_h_ 1 + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ + +/*#include */ + +#ifndef GL_APIENTRYP +#define GL_APIENTRYP GL_APIENTRY* +#endif + +#ifndef GL_GLES_PROTOTYPES +#define GL_GLES_PROTOTYPES 1 +#endif + +/* Generated on date 20220530 */ + +/* Generated C header for: + * API: gles2 + * Profile: common + * Versions considered: 2\.[0-9] + * Versions emitted: .* + * Default extensions included: None + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ + +#ifndef GL_ES_VERSION_2_0 +#define GL_ES_VERSION_2_0 1 +/*#include */ +typedef khronos_int8_t GLbyte; +typedef khronos_float_t GLclampf; +typedef khronos_int32_t GLfixed; +typedef khronos_int16_t GLshort; +typedef khronos_uint16_t GLushort; +typedef void GLvoid; +typedef struct __GLsync *GLsync; +typedef khronos_int64_t GLint64; +typedef khronos_uint64_t GLuint64; +typedef unsigned int GLenum; +typedef unsigned int GLuint; +typedef char GLchar; +typedef khronos_float_t GLfloat; +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +typedef unsigned int GLbitfield; +typedef int GLint; +typedef unsigned char GLboolean; +typedef int GLsizei; +typedef khronos_uint8_t GLubyte; +#define GL_DEPTH_BUFFER_BIT 0x00000100 +#define GL_STENCIL_BUFFER_BIT 0x00000400 +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_POINTS 0x0000 +#define GL_LINES 0x0001 +#define GL_LINE_LOOP 0x0002 +#define GL_LINE_STRIP 0x0003 +#define GL_TRIANGLES 0x0004 +#define GL_TRIANGLE_STRIP 0x0005 +#define GL_TRIANGLE_FAN 0x0006 +#define GL_ZERO 0 +#define GL_ONE 1 +#define GL_SRC_COLOR 0x0300 +#define GL_ONE_MINUS_SRC_COLOR 0x0301 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_DST_ALPHA 0x0304 +#define GL_ONE_MINUS_DST_ALPHA 0x0305 +#define GL_DST_COLOR 0x0306 +#define GL_ONE_MINUS_DST_COLOR 0x0307 +#define GL_SRC_ALPHA_SATURATE 0x0308 +#define GL_FUNC_ADD 0x8006 +#define GL_BLEND_EQUATION 0x8009 +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_FUNC_SUBTRACT 0x800A +#define GL_FUNC_REVERSE_SUBTRACT 0x800B +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_CONSTANT_COLOR 0x8001 +#define GL_ONE_MINUS_CONSTANT_COLOR 0x8002 +#define GL_CONSTANT_ALPHA 0x8003 +#define GL_ONE_MINUS_CONSTANT_ALPHA 0x8004 +#define GL_BLEND_COLOR 0x8005 +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_STREAM_DRAW 0x88E0 +#define GL_STATIC_DRAW 0x88E4 +#define GL_DYNAMIC_DRAW 0x88E8 +#define GL_BUFFER_SIZE 0x8764 +#define GL_BUFFER_USAGE 0x8765 +#define GL_CURRENT_VERTEX_ATTRIB 0x8626 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_CULL_FACE 0x0B44 +#define GL_BLEND 0x0BE2 +#define GL_DITHER 0x0BD0 +#define GL_STENCIL_TEST 0x0B90 +#define GL_DEPTH_TEST 0x0B71 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_POLYGON_OFFSET_FILL 0x8037 +#define GL_SAMPLE_ALPHA_TO_COVERAGE 0x809E +#define GL_SAMPLE_COVERAGE 0x80A0 +#define GL_NO_ERROR 0 +#define GL_INVALID_ENUM 0x0500 +#define GL_INVALID_VALUE 0x0501 +#define GL_INVALID_OPERATION 0x0502 +#define GL_OUT_OF_MEMORY 0x0505 +#define GL_CW 0x0900 +#define GL_CCW 0x0901 +#define GL_LINE_WIDTH 0x0B21 +#define GL_ALIASED_POINT_SIZE_RANGE 0x846D +#define GL_ALIASED_LINE_WIDTH_RANGE 0x846E +#define GL_CULL_FACE_MODE 0x0B45 +#define GL_FRONT_FACE 0x0B46 +#define GL_DEPTH_RANGE 0x0B70 +#define GL_DEPTH_WRITEMASK 0x0B72 +#define GL_DEPTH_CLEAR_VALUE 0x0B73 +#define GL_DEPTH_FUNC 0x0B74 +#define GL_STENCIL_CLEAR_VALUE 0x0B91 +#define GL_STENCIL_FUNC 0x0B92 +#define GL_STENCIL_FAIL 0x0B94 +#define GL_STENCIL_PASS_DEPTH_FAIL 0x0B95 +#define GL_STENCIL_PASS_DEPTH_PASS 0x0B96 +#define GL_STENCIL_REF 0x0B97 +#define GL_STENCIL_VALUE_MASK 0x0B93 +#define GL_STENCIL_WRITEMASK 0x0B98 +#define GL_STENCIL_BACK_FUNC 0x8800 +#define GL_STENCIL_BACK_FAIL 0x8801 +#define GL_STENCIL_BACK_PASS_DEPTH_FAIL 0x8802 +#define GL_STENCIL_BACK_PASS_DEPTH_PASS 0x8803 +#define GL_STENCIL_BACK_REF 0x8CA3 +#define GL_STENCIL_BACK_VALUE_MASK 0x8CA4 +#define GL_STENCIL_BACK_WRITEMASK 0x8CA5 +#define GL_VIEWPORT 0x0BA2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_COLOR_CLEAR_VALUE 0x0C22 +#define GL_COLOR_WRITEMASK 0x0C23 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_MAX_VIEWPORT_DIMS 0x0D3A +#define GL_SUBPIXEL_BITS 0x0D50 +#define GL_RED_BITS 0x0D52 +#define GL_GREEN_BITS 0x0D53 +#define GL_BLUE_BITS 0x0D54 +#define GL_ALPHA_BITS 0x0D55 +#define GL_DEPTH_BITS 0x0D56 +#define GL_STENCIL_BITS 0x0D57 +#define GL_POLYGON_OFFSET_UNITS 0x2A00 +#define GL_POLYGON_OFFSET_FACTOR 0x8038 +#define GL_TEXTURE_BINDING_2D 0x8069 +#define GL_SAMPLE_BUFFERS 0x80A8 +#define GL_SAMPLES 0x80A9 +#define GL_SAMPLE_COVERAGE_VALUE 0x80AA +#define GL_SAMPLE_COVERAGE_INVERT 0x80AB +#define GL_NUM_COMPRESSED_TEXTURE_FORMATS 0x86A2 +#define GL_COMPRESSED_TEXTURE_FORMATS 0x86A3 +#define GL_DONT_CARE 0x1100 +#define GL_FASTEST 0x1101 +#define GL_NICEST 0x1102 +#define GL_GENERATE_MIPMAP_HINT 0x8192 +#define GL_BYTE 0x1400 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_SHORT 0x1402 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_INT 0x1404 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_FIXED 0x140C +#define GL_DEPTH_COMPONENT 0x1902 +#define GL_ALPHA 0x1906 +#define GL_RGB 0x1907 +#define GL_RGBA 0x1908 +#define GL_LUMINANCE 0x1909 +#define GL_LUMINANCE_ALPHA 0x190A +#define GL_UNSIGNED_SHORT_4_4_4_4 0x8033 +#define GL_UNSIGNED_SHORT_5_5_5_1 0x8034 +#define GL_UNSIGNED_SHORT_5_6_5 0x8363 +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_MAX_VERTEX_ATTRIBS 0x8869 +#define GL_MAX_VERTEX_UNIFORM_VECTORS 0x8DFB +#define GL_MAX_VARYING_VECTORS 0x8DFC +#define GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS 0x8B4D +#define GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS 0x8B4C +#define GL_MAX_TEXTURE_IMAGE_UNITS 0x8872 +#define GL_MAX_FRAGMENT_UNIFORM_VECTORS 0x8DFD +#define GL_SHADER_TYPE 0x8B4F +#define GL_DELETE_STATUS 0x8B80 +#define GL_LINK_STATUS 0x8B82 +#define GL_VALIDATE_STATUS 0x8B83 +#define GL_ATTACHED_SHADERS 0x8B85 +#define GL_ACTIVE_UNIFORMS 0x8B86 +#define GL_ACTIVE_UNIFORM_MAX_LENGTH 0x8B87 +#define GL_ACTIVE_ATTRIBUTES 0x8B89 +#define GL_ACTIVE_ATTRIBUTE_MAX_LENGTH 0x8B8A +#define GL_SHADING_LANGUAGE_VERSION 0x8B8C +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_NEVER 0x0200 +#define GL_LESS 0x0201 +#define GL_EQUAL 0x0202 +#define GL_LEQUAL 0x0203 +#define GL_GREATER 0x0204 +#define GL_NOTEQUAL 0x0205 +#define GL_GEQUAL 0x0206 +#define GL_ALWAYS 0x0207 +#define GL_KEEP 0x1E00 +#define GL_REPLACE 0x1E01 +#define GL_INCR 0x1E02 +#define GL_DECR 0x1E03 +#define GL_INVERT 0x150A +#define GL_INCR_WRAP 0x8507 +#define GL_DECR_WRAP 0x8508 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 +#define GL_NEAREST_MIPMAP_NEAREST 0x2700 +#define GL_LINEAR_MIPMAP_NEAREST 0x2701 +#define GL_NEAREST_MIPMAP_LINEAR 0x2702 +#define GL_LINEAR_MIPMAP_LINEAR 0x2703 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_TEXTURE 0x1702 +#define GL_TEXTURE_CUBE_MAP 0x8513 +#define GL_TEXTURE_BINDING_CUBE_MAP 0x8514 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_X 0x8515 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_X 0x8516 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Y 0x8517 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Y 0x8518 +#define GL_TEXTURE_CUBE_MAP_POSITIVE_Z 0x8519 +#define GL_TEXTURE_CUBE_MAP_NEGATIVE_Z 0x851A +#define GL_MAX_CUBE_MAP_TEXTURE_SIZE 0x851C +#define GL_TEXTURE0 0x84C0 +#define GL_TEXTURE1 0x84C1 +#define GL_TEXTURE2 0x84C2 +#define GL_TEXTURE3 0x84C3 +#define GL_TEXTURE4 0x84C4 +#define GL_TEXTURE5 0x84C5 +#define GL_TEXTURE6 0x84C6 +#define GL_TEXTURE7 0x84C7 +#define GL_TEXTURE8 0x84C8 +#define GL_TEXTURE9 0x84C9 +#define GL_TEXTURE10 0x84CA +#define GL_TEXTURE11 0x84CB +#define GL_TEXTURE12 0x84CC +#define GL_TEXTURE13 0x84CD +#define GL_TEXTURE14 0x84CE +#define GL_TEXTURE15 0x84CF +#define GL_TEXTURE16 0x84D0 +#define GL_TEXTURE17 0x84D1 +#define GL_TEXTURE18 0x84D2 +#define GL_TEXTURE19 0x84D3 +#define GL_TEXTURE20 0x84D4 +#define GL_TEXTURE21 0x84D5 +#define GL_TEXTURE22 0x84D6 +#define GL_TEXTURE23 0x84D7 +#define GL_TEXTURE24 0x84D8 +#define GL_TEXTURE25 0x84D9 +#define GL_TEXTURE26 0x84DA +#define GL_TEXTURE27 0x84DB +#define GL_TEXTURE28 0x84DC +#define GL_TEXTURE29 0x84DD +#define GL_TEXTURE30 0x84DE +#define GL_TEXTURE31 0x84DF +#define GL_ACTIVE_TEXTURE 0x84E0 +#define GL_REPEAT 0x2901 +#define GL_CLAMP_TO_EDGE 0x812F +#define GL_MIRRORED_REPEAT 0x8370 +#define GL_FLOAT_VEC2 0x8B50 +#define GL_FLOAT_VEC3 0x8B51 +#define GL_FLOAT_VEC4 0x8B52 +#define GL_INT_VEC2 0x8B53 +#define GL_INT_VEC3 0x8B54 +#define GL_INT_VEC4 0x8B55 +#define GL_BOOL 0x8B56 +#define GL_BOOL_VEC2 0x8B57 +#define GL_BOOL_VEC3 0x8B58 +#define GL_BOOL_VEC4 0x8B59 +#define GL_FLOAT_MAT2 0x8B5A +#define GL_FLOAT_MAT3 0x8B5B +#define GL_FLOAT_MAT4 0x8B5C +#define GL_SAMPLER_2D 0x8B5E +#define GL_SAMPLER_CUBE 0x8B60 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING 0x889F +#define GL_IMPLEMENTATION_COLOR_READ_TYPE 0x8B9A +#define GL_IMPLEMENTATION_COLOR_READ_FORMAT 0x8B9B +#define GL_COMPILE_STATUS 0x8B81 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_SHADER_SOURCE_LENGTH 0x8B88 +#define GL_SHADER_COMPILER 0x8DFA +#define GL_SHADER_BINARY_FORMATS 0x8DF8 +#define GL_NUM_SHADER_BINARY_FORMATS 0x8DF9 +#define GL_LOW_FLOAT 0x8DF0 +#define GL_MEDIUM_FLOAT 0x8DF1 +#define GL_HIGH_FLOAT 0x8DF2 +#define GL_LOW_INT 0x8DF3 +#define GL_MEDIUM_INT 0x8DF4 +#define GL_HIGH_INT 0x8DF5 +#define GL_FRAMEBUFFER 0x8D40 +#define GL_RENDERBUFFER 0x8D41 +#define GL_RGBA4 0x8056 +#define GL_RGB5_A1 0x8057 +#define GL_RGB565 0x8D62 +#define GL_DEPTH_COMPONENT16 0x81A5 +#define GL_STENCIL_INDEX8 0x8D48 +#define GL_RENDERBUFFER_WIDTH 0x8D42 +#define GL_RENDERBUFFER_HEIGHT 0x8D43 +#define GL_RENDERBUFFER_INTERNAL_FORMAT 0x8D44 +#define GL_RENDERBUFFER_RED_SIZE 0x8D50 +#define GL_RENDERBUFFER_GREEN_SIZE 0x8D51 +#define GL_RENDERBUFFER_BLUE_SIZE 0x8D52 +#define GL_RENDERBUFFER_ALPHA_SIZE 0x8D53 +#define GL_RENDERBUFFER_DEPTH_SIZE 0x8D54 +#define GL_RENDERBUFFER_STENCIL_SIZE 0x8D55 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE 0x8CD0 +#define GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME 0x8CD1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL 0x8CD2 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE 0x8CD3 +#define GL_COLOR_ATTACHMENT0 0x8CE0 +#define GL_DEPTH_ATTACHMENT 0x8D00 +#define GL_STENCIL_ATTACHMENT 0x8D20 +#define GL_NONE 0 +#define GL_FRAMEBUFFER_COMPLETE 0x8CD5 +#define GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT 0x8CD6 +#define GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT 0x8CD7 +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS 0x8CD9 +#define GL_FRAMEBUFFER_UNSUPPORTED 0x8CDD +#define GL_FRAMEBUFFER_BINDING 0x8CA6 +#define GL_RENDERBUFFER_BINDING 0x8CA7 +#define GL_MAX_RENDERBUFFER_SIZE 0x84E8 +#define GL_INVALID_FRAMEBUFFER_OPERATION 0x0506 +typedef void (GL_APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +typedef void (GL_APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (GL_APIENTRYP PFNGLBINDATTRIBLOCATIONPROC) (GLuint program, GLuint index, const GLchar *name); +typedef void (GL_APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (GL_APIENTRYP PFNGLBINDFRAMEBUFFERPROC) (GLenum target, GLuint framebuffer); +typedef void (GL_APIENTRYP PFNGLBINDRENDERBUFFERPROC) (GLenum target, GLuint renderbuffer); +typedef void (GL_APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); +typedef void (GL_APIENTRYP PFNGLBLENDCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCPROC) (GLenum sfactor, GLenum dfactor); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (GL_APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (GL_APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +typedef GLenum (GL_APIENTRYP PFNGLCHECKFRAMEBUFFERSTATUSPROC) (GLenum target); +typedef void (GL_APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); +typedef void (GL_APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (GL_APIENTRYP PFNGLCLEARDEPTHFPROC) (GLfloat d); +typedef void (GL_APIENTRYP PFNGLCLEARSTENCILPROC) (GLint s); +typedef void (GL_APIENTRYP PFNGLCOLORMASKPROC) (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +typedef void (GL_APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +typedef void (GL_APIENTRYP PFNGLCOPYTEXIMAGE2DPROC) (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +typedef void (GL_APIENTRYP PFNGLCOPYTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef GLuint (GL_APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (GL_APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (GL_APIENTRYP PFNGLCULLFACEPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (GL_APIENTRYP PFNGLDELETEFRAMEBUFFERSPROC) (GLsizei n, const GLuint *framebuffers); +typedef void (GL_APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (GL_APIENTRYP PFNGLDELETERENDERBUFFERSPROC) (GLsizei n, const GLuint *renderbuffers); +typedef void (GL_APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (GL_APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); +typedef void (GL_APIENTRYP PFNGLDEPTHFUNCPROC) (GLenum func); +typedef void (GL_APIENTRYP PFNGLDEPTHMASKPROC) (GLboolean flag); +typedef void (GL_APIENTRYP PFNGLDEPTHRANGEFPROC) (GLfloat n, GLfloat f); +typedef void (GL_APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (GL_APIENTRYP PFNGLDISABLEPROC) (GLenum cap); +typedef void (GL_APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (GL_APIENTRYP PFNGLDRAWARRAYSPROC) (GLenum mode, GLint first, GLsizei count); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (GL_APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (GL_APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (GL_APIENTRYP PFNGLFINISHPROC) (void); +typedef void (GL_APIENTRYP PFNGLFLUSHPROC) (void); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERRENDERBUFFERPROC) (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +typedef void (GL_APIENTRYP PFNGLFRONTFACEPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (GL_APIENTRYP PFNGLGENERATEMIPMAPPROC) (GLenum target); +typedef void (GL_APIENTRYP PFNGLGENFRAMEBUFFERSPROC) (GLsizei n, GLuint *framebuffers); +typedef void (GL_APIENTRYP PFNGLGENRENDERBUFFERSPROC) (GLsizei n, GLuint *renderbuffers); +typedef void (GL_APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); +typedef void (GL_APIENTRYP PFNGLGETACTIVEATTRIBPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (GL_APIENTRYP PFNGLGETACTIVEUNIFORMPROC) (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +typedef void (GL_APIENTRYP PFNGLGETATTACHEDSHADERSPROC) (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +typedef GLint (GL_APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (GL_APIENTRYP PFNGLGETBOOLEANVPROC) (GLenum pname, GLboolean *data); +typedef void (GL_APIENTRYP PFNGLGETBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef GLenum (GL_APIENTRYP PFNGLGETERRORPROC) (void); +typedef void (GL_APIENTRYP PFNGLGETFLOATVPROC) (GLenum pname, GLfloat *data); +typedef void (GL_APIENTRYP PFNGLGETFRAMEBUFFERATTACHMENTPARAMETERIVPROC) (GLenum target, GLenum attachment, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); +typedef void (GL_APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (GL_APIENTRYP PFNGLGETRENDERBUFFERPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (GL_APIENTRYP PFNGLGETSHADERPRECISIONFORMATPROC) (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +typedef void (GL_APIENTRYP PFNGLGETSHADERSOURCEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +typedef const GLubyte *(GL_APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERFVPROC) (GLenum target, GLenum pname, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIVPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETUNIFORMFVPROC) (GLuint program, GLint location, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLGETUNIFORMIVPROC) (GLuint program, GLint location, GLint *params); +typedef GLint (GL_APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBFVPROC) (GLuint index, GLenum pname, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef void (GL_APIENTRYP PFNGLHINTPROC) (GLenum target, GLenum mode); +typedef GLboolean (GL_APIENTRYP PFNGLISBUFFERPROC) (GLuint buffer); +typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); +typedef GLboolean (GL_APIENTRYP PFNGLISFRAMEBUFFERPROC) (GLuint framebuffer); +typedef GLboolean (GL_APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); +typedef GLboolean (GL_APIENTRYP PFNGLISRENDERBUFFERPROC) (GLuint renderbuffer); +typedef GLboolean (GL_APIENTRYP PFNGLISSHADERPROC) (GLuint shader); +typedef GLboolean (GL_APIENTRYP PFNGLISTEXTUREPROC) (GLuint texture); +typedef void (GL_APIENTRYP PFNGLLINEWIDTHPROC) (GLfloat width); +typedef void (GL_APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (GL_APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); +typedef void (GL_APIENTRYP PFNGLPOLYGONOFFSETPROC) (GLfloat factor, GLfloat units); +typedef void (GL_APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +typedef void (GL_APIENTRYP PFNGLRELEASESHADERCOMPILERPROC) (void); +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEPROC) (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLSAMPLECOVERAGEPROC) (GLfloat value, GLboolean invert); +typedef void (GL_APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLSHADERBINARYPROC) (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); +typedef void (GL_APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (GL_APIENTRYP PFNGLSTENCILFUNCPROC) (GLenum func, GLint ref, GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILFUNCSEPARATEPROC) (GLenum face, GLenum func, GLint ref, GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILMASKPROC) (GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILMASKSEPARATEPROC) (GLenum face, GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILOPPROC) (GLenum fail, GLenum zfail, GLenum zpass); +typedef void (GL_APIENTRYP PFNGLSTENCILOPSEPARATEPROC) (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +typedef void (GL_APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERFPROC) (GLenum target, GLenum pname, GLfloat param); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERFVPROC) (GLenum target, GLenum pname, const GLfloat *params); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIVPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (GL_APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (GL_APIENTRYP PFNGLUNIFORM1FPROC) (GLint location, GLfloat v0); +typedef void (GL_APIENTRYP PFNGLUNIFORM1FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (GL_APIENTRYP PFNGLUNIFORM1IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM2FPROC) (GLint location, GLfloat v0, GLfloat v1); +typedef void (GL_APIENTRYP PFNGLUNIFORM2FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM2IPROC) (GLint location, GLint v0, GLint v1); +typedef void (GL_APIENTRYP PFNGLUNIFORM2IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM3FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GL_APIENTRYP PFNGLUNIFORM3FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM3IPROC) (GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GL_APIENTRYP PFNGLUNIFORM3IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM4FPROC) (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GL_APIENTRYP PFNGLUNIFORM4FVPROC) (GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM4IPROC) (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GL_APIENTRYP PFNGLUNIFORM4IVPROC) (GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (GL_APIENTRYP PFNGLVALIDATEPROGRAMPROC) (GLuint program); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB1FPROC) (GLuint index, GLfloat x); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB1FVPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB2FPROC) (GLuint index, GLfloat x, GLfloat y); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB2FVPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB3FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB3FVPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB4FPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIB4FVPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +typedef void (GL_APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +#if GL_GLES_PROTOTYPES +GL_APICALL void GL_APIENTRY glActiveTexture (GLenum texture); +GL_APICALL void GL_APIENTRY glAttachShader (GLuint program, GLuint shader); +GL_APICALL void GL_APIENTRY glBindAttribLocation (GLuint program, GLuint index, const GLchar *name); +GL_APICALL void GL_APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GL_APICALL void GL_APIENTRY glBindFramebuffer (GLenum target, GLuint framebuffer); +GL_APICALL void GL_APIENTRY glBindRenderbuffer (GLenum target, GLuint renderbuffer); +GL_APICALL void GL_APIENTRY glBindTexture (GLenum target, GLuint texture); +GL_APICALL void GL_APIENTRY glBlendColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GL_APICALL void GL_APIENTRY glBlendEquation (GLenum mode); +GL_APICALL void GL_APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GL_APICALL void GL_APIENTRY glBlendFunc (GLenum sfactor, GLenum dfactor); +GL_APICALL void GL_APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GL_APICALL void GL_APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GL_APICALL void GL_APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +GL_APICALL GLenum GL_APIENTRY glCheckFramebufferStatus (GLenum target); +GL_APICALL void GL_APIENTRY glClear (GLbitfield mask); +GL_APICALL void GL_APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GL_APICALL void GL_APIENTRY glClearDepthf (GLfloat d); +GL_APICALL void GL_APIENTRY glClearStencil (GLint s); +GL_APICALL void GL_APIENTRY glColorMask (GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha); +GL_APICALL void GL_APIENTRY glCompileShader (GLuint shader); +GL_APICALL void GL_APIENTRY glCompressedTexImage2D (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, const void *data); +GL_APICALL void GL_APIENTRY glCompressedTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, const void *data); +GL_APICALL void GL_APIENTRY glCopyTexImage2D (GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border); +GL_APICALL void GL_APIENTRY glCopyTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL GLuint GL_APIENTRY glCreateProgram (void); +GL_APICALL GLuint GL_APIENTRY glCreateShader (GLenum type); +GL_APICALL void GL_APIENTRY glCullFace (GLenum mode); +GL_APICALL void GL_APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GL_APICALL void GL_APIENTRY glDeleteFramebuffers (GLsizei n, const GLuint *framebuffers); +GL_APICALL void GL_APIENTRY glDeleteProgram (GLuint program); +GL_APICALL void GL_APIENTRY glDeleteRenderbuffers (GLsizei n, const GLuint *renderbuffers); +GL_APICALL void GL_APIENTRY glDeleteShader (GLuint shader); +GL_APICALL void GL_APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); +GL_APICALL void GL_APIENTRY glDepthFunc (GLenum func); +GL_APICALL void GL_APIENTRY glDepthMask (GLboolean flag); +GL_APICALL void GL_APIENTRY glDepthRangef (GLfloat n, GLfloat f); +GL_APICALL void GL_APIENTRY glDetachShader (GLuint program, GLuint shader); +GL_APICALL void GL_APIENTRY glDisable (GLenum cap); +GL_APICALL void GL_APIENTRY glDisableVertexAttribArray (GLuint index); +GL_APICALL void GL_APIENTRY glDrawArrays (GLenum mode, GLint first, GLsizei count); +GL_APICALL void GL_APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GL_APICALL void GL_APIENTRY glEnable (GLenum cap); +GL_APICALL void GL_APIENTRY glEnableVertexAttribArray (GLuint index); +GL_APICALL void GL_APIENTRY glFinish (void); +GL_APICALL void GL_APIENTRY glFlush (void); +GL_APICALL void GL_APIENTRY glFramebufferRenderbuffer (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer); +GL_APICALL void GL_APIENTRY glFramebufferTexture2D (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level); +GL_APICALL void GL_APIENTRY glFrontFace (GLenum mode); +GL_APICALL void GL_APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GL_APICALL void GL_APIENTRY glGenerateMipmap (GLenum target); +GL_APICALL void GL_APIENTRY glGenFramebuffers (GLsizei n, GLuint *framebuffers); +GL_APICALL void GL_APIENTRY glGenRenderbuffers (GLsizei n, GLuint *renderbuffers); +GL_APICALL void GL_APIENTRY glGenTextures (GLsizei n, GLuint *textures); +GL_APICALL void GL_APIENTRY glGetActiveAttrib (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GL_APICALL void GL_APIENTRY glGetActiveUniform (GLuint program, GLuint index, GLsizei bufSize, GLsizei *length, GLint *size, GLenum *type, GLchar *name); +GL_APICALL void GL_APIENTRY glGetAttachedShaders (GLuint program, GLsizei maxCount, GLsizei *count, GLuint *shaders); +GL_APICALL GLint GL_APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GL_APICALL void GL_APIENTRY glGetBooleanv (GLenum pname, GLboolean *data); +GL_APICALL void GL_APIENTRY glGetBufferParameteriv (GLenum target, GLenum pname, GLint *params); +GL_APICALL GLenum GL_APIENTRY glGetError (void); +GL_APICALL void GL_APIENTRY glGetFloatv (GLenum pname, GLfloat *data); +GL_APICALL void GL_APIENTRY glGetFramebufferAttachmentParameteriv (GLenum target, GLenum attachment, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetIntegerv (GLenum pname, GLint *data); +GL_APICALL void GL_APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GL_APICALL void GL_APIENTRY glGetRenderbufferParameteriv (GLenum target, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GL_APICALL void GL_APIENTRY glGetShaderPrecisionFormat (GLenum shadertype, GLenum precisiontype, GLint *range, GLint *precision); +GL_APICALL void GL_APIENTRY glGetShaderSource (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +GL_APICALL const GLubyte *GL_APIENTRY glGetString (GLenum name); +GL_APICALL void GL_APIENTRY glGetTexParameterfv (GLenum target, GLenum pname, GLfloat *params); +GL_APICALL void GL_APIENTRY glGetTexParameteriv (GLenum target, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetUniformfv (GLuint program, GLint location, GLfloat *params); +GL_APICALL void GL_APIENTRY glGetUniformiv (GLuint program, GLint location, GLint *params); +GL_APICALL GLint GL_APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GL_APICALL void GL_APIENTRY glGetVertexAttribfv (GLuint index, GLenum pname, GLfloat *params); +GL_APICALL void GL_APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GL_APICALL void GL_APIENTRY glHint (GLenum target, GLenum mode); +GL_APICALL GLboolean GL_APIENTRY glIsBuffer (GLuint buffer); +GL_APICALL GLboolean GL_APIENTRY glIsEnabled (GLenum cap); +GL_APICALL GLboolean GL_APIENTRY glIsFramebuffer (GLuint framebuffer); +GL_APICALL GLboolean GL_APIENTRY glIsProgram (GLuint program); +GL_APICALL GLboolean GL_APIENTRY glIsRenderbuffer (GLuint renderbuffer); +GL_APICALL GLboolean GL_APIENTRY glIsShader (GLuint shader); +GL_APICALL GLboolean GL_APIENTRY glIsTexture (GLuint texture); +GL_APICALL void GL_APIENTRY glLineWidth (GLfloat width); +GL_APICALL void GL_APIENTRY glLinkProgram (GLuint program); +GL_APICALL void GL_APIENTRY glPixelStorei (GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glPolygonOffset (GLfloat factor, GLfloat units); +GL_APICALL void GL_APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GL_APICALL void GL_APIENTRY glReleaseShaderCompiler (void); +GL_APICALL void GL_APIENTRY glRenderbufferStorage (GLenum target, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glSampleCoverage (GLfloat value, GLboolean invert); +GL_APICALL void GL_APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glShaderBinary (GLsizei count, const GLuint *shaders, GLenum binaryFormat, const void *binary, GLsizei length); +GL_APICALL void GL_APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GL_APICALL void GL_APIENTRY glStencilFunc (GLenum func, GLint ref, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilFuncSeparate (GLenum face, GLenum func, GLint ref, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilMask (GLuint mask); +GL_APICALL void GL_APIENTRY glStencilMaskSeparate (GLenum face, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilOp (GLenum fail, GLenum zfail, GLenum zpass); +GL_APICALL void GL_APIENTRY glStencilOpSeparate (GLenum face, GLenum sfail, GLenum dpfail, GLenum dppass); +GL_APICALL void GL_APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GL_APICALL void GL_APIENTRY glTexParameterf (GLenum target, GLenum pname, GLfloat param); +GL_APICALL void GL_APIENTRY glTexParameterfv (GLenum target, GLenum pname, const GLfloat *params); +GL_APICALL void GL_APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glTexParameteriv (GLenum target, GLenum pname, const GLint *params); +GL_APICALL void GL_APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GL_APICALL void GL_APIENTRY glUniform1f (GLint location, GLfloat v0); +GL_APICALL void GL_APIENTRY glUniform1fv (GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniform1i (GLint location, GLint v0); +GL_APICALL void GL_APIENTRY glUniform1iv (GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glUniform2f (GLint location, GLfloat v0, GLfloat v1); +GL_APICALL void GL_APIENTRY glUniform2fv (GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniform2i (GLint location, GLint v0, GLint v1); +GL_APICALL void GL_APIENTRY glUniform2iv (GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glUniform3f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GL_APICALL void GL_APIENTRY glUniform3fv (GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniform3i (GLint location, GLint v0, GLint v1, GLint v2); +GL_APICALL void GL_APIENTRY glUniform3iv (GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glUniform4f (GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GL_APICALL void GL_APIENTRY glUniform4fv (GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniform4i (GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GL_APICALL void GL_APIENTRY glUniform4iv (GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glUniformMatrix2fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix3fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUseProgram (GLuint program); +GL_APICALL void GL_APIENTRY glValidateProgram (GLuint program); +GL_APICALL void GL_APIENTRY glVertexAttrib1f (GLuint index, GLfloat x); +GL_APICALL void GL_APIENTRY glVertexAttrib1fv (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glVertexAttrib2f (GLuint index, GLfloat x, GLfloat y); +GL_APICALL void GL_APIENTRY glVertexAttrib2fv (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glVertexAttrib3f (GLuint index, GLfloat x, GLfloat y, GLfloat z); +GL_APICALL void GL_APIENTRY glVertexAttrib3fv (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glVertexAttrib4f (GLuint index, GLfloat x, GLfloat y, GLfloat z, GLfloat w); +GL_APICALL void GL_APIENTRY glVertexAttrib4fv (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +GL_APICALL void GL_APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_ES_VERSION_2_0 */ + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_gl2ext.h b/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_gl2ext.h new file mode 100644 index 0000000..9448ce0 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_gl2ext.h @@ -0,0 +1,4033 @@ +#ifndef __gles2_gl2ext_h_ +#define __gles2_gl2ext_h_ 1 + +#ifdef __cplusplus +extern "C" { +#endif + +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ + +#ifndef GL_APIENTRYP +#define GL_APIENTRYP GL_APIENTRY* +#endif + +/* Generated on date 20220530 */ + +/* Generated C header for: + * API: gles2 + * Profile: common + * Versions considered: 2\.[0-9] + * Versions emitted: _nomatch_^ + * Default extensions included: gles2 + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ + +#ifndef GL_KHR_blend_equation_advanced +#define GL_KHR_blend_equation_advanced 1 +#define GL_MULTIPLY_KHR 0x9294 +#define GL_SCREEN_KHR 0x9295 +#define GL_OVERLAY_KHR 0x9296 +#define GL_DARKEN_KHR 0x9297 +#define GL_LIGHTEN_KHR 0x9298 +#define GL_COLORDODGE_KHR 0x9299 +#define GL_COLORBURN_KHR 0x929A +#define GL_HARDLIGHT_KHR 0x929B +#define GL_SOFTLIGHT_KHR 0x929C +#define GL_DIFFERENCE_KHR 0x929E +#define GL_EXCLUSION_KHR 0x92A0 +#define GL_HSL_HUE_KHR 0x92AD +#define GL_HSL_SATURATION_KHR 0x92AE +#define GL_HSL_COLOR_KHR 0x92AF +#define GL_HSL_LUMINOSITY_KHR 0x92B0 +typedef void (GL_APIENTRYP PFNGLBLENDBARRIERKHRPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBlendBarrierKHR (void); +#endif +#endif /* GL_KHR_blend_equation_advanced */ + +#ifndef GL_KHR_blend_equation_advanced_coherent +#define GL_KHR_blend_equation_advanced_coherent 1 +#define GL_BLEND_ADVANCED_COHERENT_KHR 0x9285 +#endif /* GL_KHR_blend_equation_advanced_coherent */ + +#ifndef GL_KHR_context_flush_control +#define GL_KHR_context_flush_control 1 +#define GL_CONTEXT_RELEASE_BEHAVIOR_KHR 0x82FB +#define GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH_KHR 0x82FC +#endif /* GL_KHR_context_flush_control */ + +#ifndef GL_KHR_debug +#define GL_KHR_debug 1 +typedef void (GL_APIENTRY *GLDEBUGPROCKHR)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#define GL_SAMPLER 0x82E6 +#define GL_DEBUG_OUTPUT_SYNCHRONOUS_KHR 0x8242 +#define GL_DEBUG_NEXT_LOGGED_MESSAGE_LENGTH_KHR 0x8243 +#define GL_DEBUG_CALLBACK_FUNCTION_KHR 0x8244 +#define GL_DEBUG_CALLBACK_USER_PARAM_KHR 0x8245 +#define GL_DEBUG_SOURCE_API_KHR 0x8246 +#define GL_DEBUG_SOURCE_WINDOW_SYSTEM_KHR 0x8247 +#define GL_DEBUG_SOURCE_SHADER_COMPILER_KHR 0x8248 +#define GL_DEBUG_SOURCE_THIRD_PARTY_KHR 0x8249 +#define GL_DEBUG_SOURCE_APPLICATION_KHR 0x824A +#define GL_DEBUG_SOURCE_OTHER_KHR 0x824B +#define GL_DEBUG_TYPE_ERROR_KHR 0x824C +#define GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR_KHR 0x824D +#define GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR_KHR 0x824E +#define GL_DEBUG_TYPE_PORTABILITY_KHR 0x824F +#define GL_DEBUG_TYPE_PERFORMANCE_KHR 0x8250 +#define GL_DEBUG_TYPE_OTHER_KHR 0x8251 +#define GL_DEBUG_TYPE_MARKER_KHR 0x8268 +#define GL_DEBUG_TYPE_PUSH_GROUP_KHR 0x8269 +#define GL_DEBUG_TYPE_POP_GROUP_KHR 0x826A +#define GL_DEBUG_SEVERITY_NOTIFICATION_KHR 0x826B +#define GL_MAX_DEBUG_GROUP_STACK_DEPTH_KHR 0x826C +#define GL_DEBUG_GROUP_STACK_DEPTH_KHR 0x826D +#define GL_BUFFER_KHR 0x82E0 +#define GL_SHADER_KHR 0x82E1 +#define GL_PROGRAM_KHR 0x82E2 +#define GL_VERTEX_ARRAY_KHR 0x8074 +#define GL_QUERY_KHR 0x82E3 +#define GL_PROGRAM_PIPELINE_KHR 0x82E4 +#define GL_SAMPLER_KHR 0x82E6 +#define GL_MAX_LABEL_LENGTH_KHR 0x82E8 +#define GL_MAX_DEBUG_MESSAGE_LENGTH_KHR 0x9143 +#define GL_MAX_DEBUG_LOGGED_MESSAGES_KHR 0x9144 +#define GL_DEBUG_LOGGED_MESSAGES_KHR 0x9145 +#define GL_DEBUG_SEVERITY_HIGH_KHR 0x9146 +#define GL_DEBUG_SEVERITY_MEDIUM_KHR 0x9147 +#define GL_DEBUG_SEVERITY_LOW_KHR 0x9148 +#define GL_DEBUG_OUTPUT_KHR 0x92E0 +#define GL_CONTEXT_FLAG_DEBUG_BIT_KHR 0x00000002 +#define GL_STACK_OVERFLOW_KHR 0x0503 +#define GL_STACK_UNDERFLOW_KHR 0x0504 +typedef void (GL_APIENTRYP PFNGLDEBUGMESSAGECONTROLKHRPROC) (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +typedef void (GL_APIENTRYP PFNGLDEBUGMESSAGEINSERTKHRPROC) (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +typedef void (GL_APIENTRYP PFNGLDEBUGMESSAGECALLBACKKHRPROC) (GLDEBUGPROCKHR callback, const void *userParam); +typedef GLuint (GL_APIENTRYP PFNGLGETDEBUGMESSAGELOGKHRPROC) (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +typedef void (GL_APIENTRYP PFNGLPUSHDEBUGGROUPKHRPROC) (GLenum source, GLuint id, GLsizei length, const GLchar *message); +typedef void (GL_APIENTRYP PFNGLPOPDEBUGGROUPKHRPROC) (void); +typedef void (GL_APIENTRYP PFNGLOBJECTLABELKHRPROC) (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +typedef void (GL_APIENTRYP PFNGLGETOBJECTLABELKHRPROC) (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +typedef void (GL_APIENTRYP PFNGLOBJECTPTRLABELKHRPROC) (const void *ptr, GLsizei length, const GLchar *label); +typedef void (GL_APIENTRYP PFNGLGETOBJECTPTRLABELKHRPROC) (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +typedef void (GL_APIENTRYP PFNGLGETPOINTERVKHRPROC) (GLenum pname, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDebugMessageControlKHR (GLenum source, GLenum type, GLenum severity, GLsizei count, const GLuint *ids, GLboolean enabled); +GL_APICALL void GL_APIENTRY glDebugMessageInsertKHR (GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *buf); +GL_APICALL void GL_APIENTRY glDebugMessageCallbackKHR (GLDEBUGPROCKHR callback, const void *userParam); +GL_APICALL GLuint GL_APIENTRY glGetDebugMessageLogKHR (GLuint count, GLsizei bufSize, GLenum *sources, GLenum *types, GLuint *ids, GLenum *severities, GLsizei *lengths, GLchar *messageLog); +GL_APICALL void GL_APIENTRY glPushDebugGroupKHR (GLenum source, GLuint id, GLsizei length, const GLchar *message); +GL_APICALL void GL_APIENTRY glPopDebugGroupKHR (void); +GL_APICALL void GL_APIENTRY glObjectLabelKHR (GLenum identifier, GLuint name, GLsizei length, const GLchar *label); +GL_APICALL void GL_APIENTRY glGetObjectLabelKHR (GLenum identifier, GLuint name, GLsizei bufSize, GLsizei *length, GLchar *label); +GL_APICALL void GL_APIENTRY glObjectPtrLabelKHR (const void *ptr, GLsizei length, const GLchar *label); +GL_APICALL void GL_APIENTRY glGetObjectPtrLabelKHR (const void *ptr, GLsizei bufSize, GLsizei *length, GLchar *label); +GL_APICALL void GL_APIENTRY glGetPointervKHR (GLenum pname, void **params); +#endif +#endif /* GL_KHR_debug */ + +#ifndef GL_KHR_no_error +#define GL_KHR_no_error 1 +#define GL_CONTEXT_FLAG_NO_ERROR_BIT_KHR 0x00000008 +#endif /* GL_KHR_no_error */ + +#ifndef GL_KHR_parallel_shader_compile +#define GL_KHR_parallel_shader_compile 1 +#define GL_MAX_SHADER_COMPILER_THREADS_KHR 0x91B0 +#define GL_COMPLETION_STATUS_KHR 0x91B1 +typedef void (GL_APIENTRYP PFNGLMAXSHADERCOMPILERTHREADSKHRPROC) (GLuint count); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glMaxShaderCompilerThreadsKHR (GLuint count); +#endif +#endif /* GL_KHR_parallel_shader_compile */ + +#ifndef GL_KHR_robust_buffer_access_behavior +#define GL_KHR_robust_buffer_access_behavior 1 +#endif /* GL_KHR_robust_buffer_access_behavior */ + +#ifndef GL_KHR_robustness +#define GL_KHR_robustness 1 +#define GL_CONTEXT_ROBUST_ACCESS_KHR 0x90F3 +#define GL_LOSE_CONTEXT_ON_RESET_KHR 0x8252 +#define GL_GUILTY_CONTEXT_RESET_KHR 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_KHR 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_KHR 0x8255 +#define GL_RESET_NOTIFICATION_STRATEGY_KHR 0x8256 +#define GL_NO_RESET_NOTIFICATION_KHR 0x8261 +#define GL_CONTEXT_LOST_KHR 0x0507 +typedef GLenum (GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSKHRPROC) (void); +typedef void (GL_APIENTRYP PFNGLREADNPIXELSKHRPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +typedef void (GL_APIENTRYP PFNGLGETNUNIFORMFVKHRPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLGETNUNIFORMIVKHRPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETNUNIFORMUIVKHRPROC) (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusKHR (void); +GL_APICALL void GL_APIENTRY glReadnPixelsKHR (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GL_APICALL void GL_APIENTRY glGetnUniformfvKHR (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GL_APICALL void GL_APIENTRY glGetnUniformivKHR (GLuint program, GLint location, GLsizei bufSize, GLint *params); +GL_APICALL void GL_APIENTRY glGetnUniformuivKHR (GLuint program, GLint location, GLsizei bufSize, GLuint *params); +#endif +#endif /* GL_KHR_robustness */ + +#ifndef GL_KHR_shader_subgroup +#define GL_KHR_shader_subgroup 1 +#define GL_SUBGROUP_SIZE_KHR 0x9532 +#define GL_SUBGROUP_SUPPORTED_STAGES_KHR 0x9533 +#define GL_SUBGROUP_SUPPORTED_FEATURES_KHR 0x9534 +#define GL_SUBGROUP_QUAD_ALL_STAGES_KHR 0x9535 +#define GL_SUBGROUP_FEATURE_BASIC_BIT_KHR 0x00000001 +#define GL_SUBGROUP_FEATURE_VOTE_BIT_KHR 0x00000002 +#define GL_SUBGROUP_FEATURE_ARITHMETIC_BIT_KHR 0x00000004 +#define GL_SUBGROUP_FEATURE_BALLOT_BIT_KHR 0x00000008 +#define GL_SUBGROUP_FEATURE_SHUFFLE_BIT_KHR 0x00000010 +#define GL_SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT_KHR 0x00000020 +#define GL_SUBGROUP_FEATURE_CLUSTERED_BIT_KHR 0x00000040 +#define GL_SUBGROUP_FEATURE_QUAD_BIT_KHR 0x00000080 +#endif /* GL_KHR_shader_subgroup */ + +#ifndef GL_KHR_texture_compression_astc_hdr +#define GL_KHR_texture_compression_astc_hdr 1 +#define GL_COMPRESSED_RGBA_ASTC_4x4_KHR 0x93B0 +#define GL_COMPRESSED_RGBA_ASTC_5x4_KHR 0x93B1 +#define GL_COMPRESSED_RGBA_ASTC_5x5_KHR 0x93B2 +#define GL_COMPRESSED_RGBA_ASTC_6x5_KHR 0x93B3 +#define GL_COMPRESSED_RGBA_ASTC_6x6_KHR 0x93B4 +#define GL_COMPRESSED_RGBA_ASTC_8x5_KHR 0x93B5 +#define GL_COMPRESSED_RGBA_ASTC_8x6_KHR 0x93B6 +#define GL_COMPRESSED_RGBA_ASTC_8x8_KHR 0x93B7 +#define GL_COMPRESSED_RGBA_ASTC_10x5_KHR 0x93B8 +#define GL_COMPRESSED_RGBA_ASTC_10x6_KHR 0x93B9 +#define GL_COMPRESSED_RGBA_ASTC_10x8_KHR 0x93BA +#define GL_COMPRESSED_RGBA_ASTC_10x10_KHR 0x93BB +#define GL_COMPRESSED_RGBA_ASTC_12x10_KHR 0x93BC +#define GL_COMPRESSED_RGBA_ASTC_12x12_KHR 0x93BD +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR 0x93D0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR 0x93D1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR 0x93D2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR 0x93D3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR 0x93D4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR 0x93D5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR 0x93D6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR 0x93D7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR 0x93D8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR 0x93D9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR 0x93DA +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR 0x93DB +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR 0x93DC +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR 0x93DD +#endif /* GL_KHR_texture_compression_astc_hdr */ + +#ifndef GL_KHR_texture_compression_astc_ldr +#define GL_KHR_texture_compression_astc_ldr 1 +#endif /* GL_KHR_texture_compression_astc_ldr */ + +#ifndef GL_KHR_texture_compression_astc_sliced_3d +#define GL_KHR_texture_compression_astc_sliced_3d 1 +#endif /* GL_KHR_texture_compression_astc_sliced_3d */ + +#ifndef GL_OES_EGL_image +#define GL_OES_EGL_image 1 +typedef void *GLeglImageOES; +typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETTEXTURE2DOESPROC) (GLenum target, GLeglImageOES image); +typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETRENDERBUFFERSTORAGEOESPROC) (GLenum target, GLeglImageOES image); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glEGLImageTargetTexture2DOES (GLenum target, GLeglImageOES image); +GL_APICALL void GL_APIENTRY glEGLImageTargetRenderbufferStorageOES (GLenum target, GLeglImageOES image); +#endif +#endif /* GL_OES_EGL_image */ + +#ifndef GL_OES_EGL_image_external +#define GL_OES_EGL_image_external 1 +#define GL_TEXTURE_EXTERNAL_OES 0x8D65 +#define GL_TEXTURE_BINDING_EXTERNAL_OES 0x8D67 +#define GL_REQUIRED_TEXTURE_IMAGE_UNITS_OES 0x8D68 +#define GL_SAMPLER_EXTERNAL_OES 0x8D66 +#endif /* GL_OES_EGL_image_external */ + +#ifndef GL_OES_EGL_image_external_essl3 +#define GL_OES_EGL_image_external_essl3 1 +#endif /* GL_OES_EGL_image_external_essl3 */ + +#ifndef GL_OES_compressed_ETC1_RGB8_sub_texture +#define GL_OES_compressed_ETC1_RGB8_sub_texture 1 +#endif /* GL_OES_compressed_ETC1_RGB8_sub_texture */ + +#ifndef GL_OES_compressed_ETC1_RGB8_texture +#define GL_OES_compressed_ETC1_RGB8_texture 1 +#define GL_ETC1_RGB8_OES 0x8D64 +#endif /* GL_OES_compressed_ETC1_RGB8_texture */ + +#ifndef GL_OES_compressed_paletted_texture +#define GL_OES_compressed_paletted_texture 1 +#define GL_PALETTE4_RGB8_OES 0x8B90 +#define GL_PALETTE4_RGBA8_OES 0x8B91 +#define GL_PALETTE4_R5_G6_B5_OES 0x8B92 +#define GL_PALETTE4_RGBA4_OES 0x8B93 +#define GL_PALETTE4_RGB5_A1_OES 0x8B94 +#define GL_PALETTE8_RGB8_OES 0x8B95 +#define GL_PALETTE8_RGBA8_OES 0x8B96 +#define GL_PALETTE8_R5_G6_B5_OES 0x8B97 +#define GL_PALETTE8_RGBA4_OES 0x8B98 +#define GL_PALETTE8_RGB5_A1_OES 0x8B99 +#endif /* GL_OES_compressed_paletted_texture */ + +#ifndef GL_OES_copy_image +#define GL_OES_copy_image 1 +typedef void (GL_APIENTRYP PFNGLCOPYIMAGESUBDATAOESPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCopyImageSubDataOES (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +#endif +#endif /* GL_OES_copy_image */ + +#ifndef GL_OES_depth24 +#define GL_OES_depth24 1 +#define GL_DEPTH_COMPONENT24_OES 0x81A6 +#endif /* GL_OES_depth24 */ + +#ifndef GL_OES_depth32 +#define GL_OES_depth32 1 +#define GL_DEPTH_COMPONENT32_OES 0x81A7 +#endif /* GL_OES_depth32 */ + +#ifndef GL_OES_depth_texture +#define GL_OES_depth_texture 1 +#endif /* GL_OES_depth_texture */ + +#ifndef GL_OES_draw_buffers_indexed +#define GL_OES_draw_buffers_indexed 1 +#define GL_MIN 0x8007 +#define GL_MAX 0x8008 +typedef void (GL_APIENTRYP PFNGLENABLEIOESPROC) (GLenum target, GLuint index); +typedef void (GL_APIENTRYP PFNGLDISABLEIOESPROC) (GLenum target, GLuint index); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONIOESPROC) (GLuint buf, GLenum mode); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEIOESPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCIOESPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEIOESPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (GL_APIENTRYP PFNGLCOLORMASKIOESPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDIOESPROC) (GLenum target, GLuint index); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glEnableiOES (GLenum target, GLuint index); +GL_APICALL void GL_APIENTRY glDisableiOES (GLenum target, GLuint index); +GL_APICALL void GL_APIENTRY glBlendEquationiOES (GLuint buf, GLenum mode); +GL_APICALL void GL_APIENTRY glBlendEquationSeparateiOES (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GL_APICALL void GL_APIENTRY glBlendFunciOES (GLuint buf, GLenum src, GLenum dst); +GL_APICALL void GL_APIENTRY glBlendFuncSeparateiOES (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GL_APICALL void GL_APIENTRY glColorMaskiOES (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GL_APICALL GLboolean GL_APIENTRY glIsEnablediOES (GLenum target, GLuint index); +#endif +#endif /* GL_OES_draw_buffers_indexed */ + +#ifndef GL_OES_draw_elements_base_vertex +#define GL_OES_draw_elements_base_vertex 1 +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXOESPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (GL_APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXOESPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXOESPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +typedef void (GL_APIENTRYP PFNGLMULTIDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawElementsBaseVertexOES (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GL_APICALL void GL_APIENTRY glDrawRangeElementsBaseVertexOES (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseVertexOES (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +GL_APICALL void GL_APIENTRY glMultiDrawElementsBaseVertexEXT (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei drawcount, const GLint *basevertex); +#endif +#endif /* GL_OES_draw_elements_base_vertex */ + +#ifndef GL_OES_element_index_uint +#define GL_OES_element_index_uint 1 +#endif /* GL_OES_element_index_uint */ + +#ifndef GL_OES_fbo_render_mipmap +#define GL_OES_fbo_render_mipmap 1 +#endif /* GL_OES_fbo_render_mipmap */ + +#ifndef GL_OES_fragment_precision_high +#define GL_OES_fragment_precision_high 1 +#endif /* GL_OES_fragment_precision_high */ + +#ifndef GL_OES_geometry_point_size +#define GL_OES_geometry_point_size 1 +#endif /* GL_OES_geometry_point_size */ + +#ifndef GL_OES_geometry_shader +#define GL_OES_geometry_shader 1 +#define GL_GEOMETRY_SHADER_OES 0x8DD9 +#define GL_GEOMETRY_SHADER_BIT_OES 0x00000004 +#define GL_GEOMETRY_LINKED_VERTICES_OUT_OES 0x8916 +#define GL_GEOMETRY_LINKED_INPUT_TYPE_OES 0x8917 +#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_OES 0x8918 +#define GL_GEOMETRY_SHADER_INVOCATIONS_OES 0x887F +#define GL_LAYER_PROVOKING_VERTEX_OES 0x825E +#define GL_LINES_ADJACENCY_OES 0x000A +#define GL_LINE_STRIP_ADJACENCY_OES 0x000B +#define GL_TRIANGLES_ADJACENCY_OES 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_OES 0x000D +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8DDF +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_OES 0x8A2C +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_OES 0x8A32 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_OES 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_OES 0x9124 +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_OES 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_OES 0x8DE1 +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_OES 0x8E5A +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_OES 0x8C29 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_OES 0x92CF +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_OES 0x92D5 +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_OES 0x90CD +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_OES 0x90D7 +#define GL_FIRST_VERTEX_CONVENTION_OES 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_OES 0x8E4E +#define GL_UNDEFINED_VERTEX_OES 0x8260 +#define GL_PRIMITIVES_GENERATED_OES 0x8C87 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS_OES 0x9312 +#define GL_MAX_FRAMEBUFFER_LAYERS_OES 0x9317 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_OES 0x8DA8 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_OES 0x8DA7 +#define GL_REFERENCED_BY_GEOMETRY_SHADER_OES 0x9309 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREOESPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferTextureOES (GLenum target, GLenum attachment, GLuint texture, GLint level); +#endif +#endif /* GL_OES_geometry_shader */ + +#ifndef GL_OES_get_program_binary +#define GL_OES_get_program_binary 1 +#define GL_PROGRAM_BINARY_LENGTH_OES 0x8741 +#define GL_NUM_PROGRAM_BINARY_FORMATS_OES 0x87FE +#define GL_PROGRAM_BINARY_FORMATS_OES 0x87FF +typedef void (GL_APIENTRYP PFNGLGETPROGRAMBINARYOESPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +typedef void (GL_APIENTRYP PFNGLPROGRAMBINARYOESPROC) (GLuint program, GLenum binaryFormat, const void *binary, GLint length); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetProgramBinaryOES (GLuint program, GLsizei bufSize, GLsizei *length, GLenum *binaryFormat, void *binary); +GL_APICALL void GL_APIENTRY glProgramBinaryOES (GLuint program, GLenum binaryFormat, const void *binary, GLint length); +#endif +#endif /* GL_OES_get_program_binary */ + +#ifndef GL_OES_gpu_shader5 +#define GL_OES_gpu_shader5 1 +#endif /* GL_OES_gpu_shader5 */ + +#ifndef GL_OES_mapbuffer +#define GL_OES_mapbuffer 1 +#define GL_WRITE_ONLY_OES 0x88B9 +#define GL_BUFFER_ACCESS_OES 0x88BB +#define GL_BUFFER_MAPPED_OES 0x88BC +#define GL_BUFFER_MAP_POINTER_OES 0x88BD +typedef void *(GL_APIENTRYP PFNGLMAPBUFFEROESPROC) (GLenum target, GLenum access); +typedef GLboolean (GL_APIENTRYP PFNGLUNMAPBUFFEROESPROC) (GLenum target); +typedef void (GL_APIENTRYP PFNGLGETBUFFERPOINTERVOESPROC) (GLenum target, GLenum pname, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void *GL_APIENTRY glMapBufferOES (GLenum target, GLenum access); +GL_APICALL GLboolean GL_APIENTRY glUnmapBufferOES (GLenum target); +GL_APICALL void GL_APIENTRY glGetBufferPointervOES (GLenum target, GLenum pname, void **params); +#endif +#endif /* GL_OES_mapbuffer */ + +#ifndef GL_OES_packed_depth_stencil +#define GL_OES_packed_depth_stencil 1 +#define GL_DEPTH_STENCIL_OES 0x84F9 +#define GL_UNSIGNED_INT_24_8_OES 0x84FA +#define GL_DEPTH24_STENCIL8_OES 0x88F0 +#endif /* GL_OES_packed_depth_stencil */ + +#ifndef GL_OES_primitive_bounding_box +#define GL_OES_primitive_bounding_box 1 +#define GL_PRIMITIVE_BOUNDING_BOX_OES 0x92BE +typedef void (GL_APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXOESPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPrimitiveBoundingBoxOES (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#endif +#endif /* GL_OES_primitive_bounding_box */ + +#ifndef GL_OES_required_internalformat +#define GL_OES_required_internalformat 1 +#define GL_ALPHA8_OES 0x803C +#define GL_DEPTH_COMPONENT16_OES 0x81A5 +#define GL_LUMINANCE4_ALPHA4_OES 0x8043 +#define GL_LUMINANCE8_ALPHA8_OES 0x8045 +#define GL_LUMINANCE8_OES 0x8040 +#define GL_RGBA4_OES 0x8056 +#define GL_RGB5_A1_OES 0x8057 +#define GL_RGB565_OES 0x8D62 +#define GL_RGB8_OES 0x8051 +#define GL_RGBA8_OES 0x8058 +#define GL_RGB10_EXT 0x8052 +#define GL_RGB10_A2_EXT 0x8059 +#endif /* GL_OES_required_internalformat */ + +#ifndef GL_OES_rgb8_rgba8 +#define GL_OES_rgb8_rgba8 1 +#endif /* GL_OES_rgb8_rgba8 */ + +#ifndef GL_OES_sample_shading +#define GL_OES_sample_shading 1 +#define GL_SAMPLE_SHADING_OES 0x8C36 +#define GL_MIN_SAMPLE_SHADING_VALUE_OES 0x8C37 +typedef void (GL_APIENTRYP PFNGLMINSAMPLESHADINGOESPROC) (GLfloat value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glMinSampleShadingOES (GLfloat value); +#endif +#endif /* GL_OES_sample_shading */ + +#ifndef GL_OES_sample_variables +#define GL_OES_sample_variables 1 +#endif /* GL_OES_sample_variables */ + +#ifndef GL_OES_shader_image_atomic +#define GL_OES_shader_image_atomic 1 +#endif /* GL_OES_shader_image_atomic */ + +#ifndef GL_OES_shader_io_blocks +#define GL_OES_shader_io_blocks 1 +#endif /* GL_OES_shader_io_blocks */ + +#ifndef GL_OES_shader_multisample_interpolation +#define GL_OES_shader_multisample_interpolation 1 +#define GL_MIN_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5B +#define GL_MAX_FRAGMENT_INTERPOLATION_OFFSET_OES 0x8E5C +#define GL_FRAGMENT_INTERPOLATION_OFFSET_BITS_OES 0x8E5D +#endif /* GL_OES_shader_multisample_interpolation */ + +#ifndef GL_OES_standard_derivatives +#define GL_OES_standard_derivatives 1 +#define GL_FRAGMENT_SHADER_DERIVATIVE_HINT_OES 0x8B8B +#endif /* GL_OES_standard_derivatives */ + +#ifndef GL_OES_stencil1 +#define GL_OES_stencil1 1 +#define GL_STENCIL_INDEX1_OES 0x8D46 +#endif /* GL_OES_stencil1 */ + +#ifndef GL_OES_stencil4 +#define GL_OES_stencil4 1 +#define GL_STENCIL_INDEX4_OES 0x8D47 +#endif /* GL_OES_stencil4 */ + +#ifndef GL_OES_surfaceless_context +#define GL_OES_surfaceless_context 1 +#define GL_FRAMEBUFFER_UNDEFINED_OES 0x8219 +#endif /* GL_OES_surfaceless_context */ + +#ifndef GL_OES_tessellation_point_size +#define GL_OES_tessellation_point_size 1 +#endif /* GL_OES_tessellation_point_size */ + +#ifndef GL_OES_tessellation_shader +#define GL_OES_tessellation_shader 1 +#define GL_PATCHES_OES 0x000E +#define GL_PATCH_VERTICES_OES 0x8E72 +#define GL_TESS_CONTROL_OUTPUT_VERTICES_OES 0x8E75 +#define GL_TESS_GEN_MODE_OES 0x8E76 +#define GL_TESS_GEN_SPACING_OES 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER_OES 0x8E78 +#define GL_TESS_GEN_POINT_MODE_OES 0x8E79 +#define GL_ISOLINES_OES 0x8E7A +#define GL_QUADS_OES 0x0007 +#define GL_FRACTIONAL_ODD_OES 0x8E7B +#define GL_FRACTIONAL_EVEN_OES 0x8E7C +#define GL_MAX_PATCH_VERTICES_OES 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL_OES 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_OES 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_OES 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_OES 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS_OES 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_OES 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_OES 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_OES 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_OES 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_OES 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_OES 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_OES 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_OES 0x8E1F +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_OES 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_OES 0x92CE +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_OES 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_OES 0x92D4 +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_OES 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_OES 0x90CC +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_OES 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_OES 0x90D9 +#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED_OES 0x8221 +#define GL_IS_PER_PATCH_OES 0x92E7 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_OES 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_OES 0x9308 +#define GL_TESS_CONTROL_SHADER_OES 0x8E88 +#define GL_TESS_EVALUATION_SHADER_OES 0x8E87 +#define GL_TESS_CONTROL_SHADER_BIT_OES 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT_OES 0x00000010 +typedef void (GL_APIENTRYP PFNGLPATCHPARAMETERIOESPROC) (GLenum pname, GLint value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPatchParameteriOES (GLenum pname, GLint value); +#endif +#endif /* GL_OES_tessellation_shader */ + +#ifndef GL_OES_texture_3D +#define GL_OES_texture_3D 1 +#define GL_TEXTURE_WRAP_R_OES 0x8072 +#define GL_TEXTURE_3D_OES 0x806F +#define GL_TEXTURE_BINDING_3D_OES 0x806A +#define GL_MAX_3D_TEXTURE_SIZE_OES 0x8073 +#define GL_SAMPLER_3D_OES 0x8B5F +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_3D_ZOFFSET_OES 0x8CD4 +typedef void (GL_APIENTRYP PFNGLTEXIMAGE3DOESPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (GL_APIENTRYP PFNGLTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +typedef void (GL_APIENTRYP PFNGLCOPYTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXIMAGE3DOESPROC) (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +typedef void (GL_APIENTRYP PFNGLCOMPRESSEDTEXSUBIMAGE3DOESPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE3DOESPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexImage3DOES (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLenum format, GLenum type, const void *pixels); +GL_APICALL void GL_APIENTRY glTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *pixels); +GL_APICALL void GL_APIENTRY glCopyTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glCompressedTexImage3DOES (GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLint border, GLsizei imageSize, const void *data); +GL_APICALL void GL_APIENTRY glCompressedTexSubImage3DOES (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLsizei imageSize, const void *data); +GL_APICALL void GL_APIENTRY glFramebufferTexture3DOES (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset); +#endif +#endif /* GL_OES_texture_3D */ + +#ifndef GL_OES_texture_border_clamp +#define GL_OES_texture_border_clamp 1 +#define GL_TEXTURE_BORDER_COLOR_OES 0x1004 +#define GL_CLAMP_TO_BORDER_OES 0x812D +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIIVOESPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIUIVOESPROC) (GLenum target, GLenum pname, const GLuint *params); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIIVOESPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIUIVOESPROC) (GLenum target, GLenum pname, GLuint *params); +typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIIVOESPROC) (GLuint sampler, GLenum pname, const GLint *param); +typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIUIVOESPROC) (GLuint sampler, GLenum pname, const GLuint *param); +typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIIVOESPROC) (GLuint sampler, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVOESPROC) (GLuint sampler, GLenum pname, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexParameterIivOES (GLenum target, GLenum pname, const GLint *params); +GL_APICALL void GL_APIENTRY glTexParameterIuivOES (GLenum target, GLenum pname, const GLuint *params); +GL_APICALL void GL_APIENTRY glGetTexParameterIivOES (GLenum target, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetTexParameterIuivOES (GLenum target, GLenum pname, GLuint *params); +GL_APICALL void GL_APIENTRY glSamplerParameterIivOES (GLuint sampler, GLenum pname, const GLint *param); +GL_APICALL void GL_APIENTRY glSamplerParameterIuivOES (GLuint sampler, GLenum pname, const GLuint *param); +GL_APICALL void GL_APIENTRY glGetSamplerParameterIivOES (GLuint sampler, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetSamplerParameterIuivOES (GLuint sampler, GLenum pname, GLuint *params); +#endif +#endif /* GL_OES_texture_border_clamp */ + +#ifndef GL_OES_texture_buffer +#define GL_OES_texture_buffer 1 +#define GL_TEXTURE_BUFFER_OES 0x8C2A +#define GL_TEXTURE_BUFFER_BINDING_OES 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_OES 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_OES 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_OES 0x8C2D +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_OES 0x919F +#define GL_SAMPLER_BUFFER_OES 0x8DC2 +#define GL_INT_SAMPLER_BUFFER_OES 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_OES 0x8DD8 +#define GL_IMAGE_BUFFER_OES 0x9051 +#define GL_INT_IMAGE_BUFFER_OES 0x905C +#define GL_UNSIGNED_INT_IMAGE_BUFFER_OES 0x9067 +#define GL_TEXTURE_BUFFER_OFFSET_OES 0x919D +#define GL_TEXTURE_BUFFER_SIZE_OES 0x919E +typedef void (GL_APIENTRYP PFNGLTEXBUFFEROESPROC) (GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GL_APIENTRYP PFNGLTEXBUFFERRANGEOESPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexBufferOES (GLenum target, GLenum internalformat, GLuint buffer); +GL_APICALL void GL_APIENTRY glTexBufferRangeOES (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +#endif +#endif /* GL_OES_texture_buffer */ + +#ifndef GL_OES_texture_compression_astc +#define GL_OES_texture_compression_astc 1 +#define GL_COMPRESSED_RGBA_ASTC_3x3x3_OES 0x93C0 +#define GL_COMPRESSED_RGBA_ASTC_4x3x3_OES 0x93C1 +#define GL_COMPRESSED_RGBA_ASTC_4x4x3_OES 0x93C2 +#define GL_COMPRESSED_RGBA_ASTC_4x4x4_OES 0x93C3 +#define GL_COMPRESSED_RGBA_ASTC_5x4x4_OES 0x93C4 +#define GL_COMPRESSED_RGBA_ASTC_5x5x4_OES 0x93C5 +#define GL_COMPRESSED_RGBA_ASTC_5x5x5_OES 0x93C6 +#define GL_COMPRESSED_RGBA_ASTC_6x5x5_OES 0x93C7 +#define GL_COMPRESSED_RGBA_ASTC_6x6x5_OES 0x93C8 +#define GL_COMPRESSED_RGBA_ASTC_6x6x6_OES 0x93C9 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_3x3x3_OES 0x93E0 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x3x3_OES 0x93E1 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x3_OES 0x93E2 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4x4_OES 0x93E3 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4x4_OES 0x93E4 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x4_OES 0x93E5 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5x5_OES 0x93E6 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5x5_OES 0x93E7 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x5_OES 0x93E8 +#define GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6x6_OES 0x93E9 +#endif /* GL_OES_texture_compression_astc */ + +#ifndef GL_OES_texture_cube_map_array +#define GL_OES_texture_cube_map_array 1 +#define GL_TEXTURE_CUBE_MAP_ARRAY_OES 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_OES 0x900A +#define GL_SAMPLER_CUBE_MAP_ARRAY_OES 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_OES 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_OES 0x900F +#define GL_IMAGE_CUBE_MAP_ARRAY_OES 0x9054 +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x905F +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_OES 0x906A +#endif /* GL_OES_texture_cube_map_array */ + +#ifndef GL_OES_texture_float +#define GL_OES_texture_float 1 +#endif /* GL_OES_texture_float */ + +#ifndef GL_OES_texture_float_linear +#define GL_OES_texture_float_linear 1 +#endif /* GL_OES_texture_float_linear */ + +#ifndef GL_OES_texture_half_float +#define GL_OES_texture_half_float 1 +#define GL_HALF_FLOAT_OES 0x8D61 +#endif /* GL_OES_texture_half_float */ + +#ifndef GL_OES_texture_half_float_linear +#define GL_OES_texture_half_float_linear 1 +#endif /* GL_OES_texture_half_float_linear */ + +#ifndef GL_OES_texture_npot +#define GL_OES_texture_npot 1 +#endif /* GL_OES_texture_npot */ + +#ifndef GL_OES_texture_stencil8 +#define GL_OES_texture_stencil8 1 +#define GL_STENCIL_INDEX_OES 0x1901 +#define GL_STENCIL_INDEX8_OES 0x8D48 +#endif /* GL_OES_texture_stencil8 */ + +#ifndef GL_OES_texture_storage_multisample_2d_array +#define GL_OES_texture_storage_multisample_2d_array 1 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY_OES 0x9102 +#define GL_TEXTURE_BINDING_2D_MULTISAMPLE_ARRAY_OES 0x9105 +#define GL_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910B +#define GL_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910C +#define GL_UNSIGNED_INT_SAMPLER_2D_MULTISAMPLE_ARRAY_OES 0x910D +typedef void (GL_APIENTRYP PFNGLTEXSTORAGE3DMULTISAMPLEOESPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexStorage3DMultisampleOES (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedsamplelocations); +#endif +#endif /* GL_OES_texture_storage_multisample_2d_array */ + +#ifndef GL_OES_texture_view +#define GL_OES_texture_view 1 +#define GL_TEXTURE_VIEW_MIN_LEVEL_OES 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS_OES 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER_OES 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS_OES 0x82DE +#define GL_TEXTURE_IMMUTABLE_LEVELS 0x82DF +typedef void (GL_APIENTRYP PFNGLTEXTUREVIEWOESPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTextureViewOES (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +#endif +#endif /* GL_OES_texture_view */ + +#ifndef GL_OES_vertex_array_object +#define GL_OES_vertex_array_object 1 +#define GL_VERTEX_ARRAY_BINDING_OES 0x85B5 +typedef void (GL_APIENTRYP PFNGLBINDVERTEXARRAYOESPROC) (GLuint array); +typedef void (GL_APIENTRYP PFNGLDELETEVERTEXARRAYSOESPROC) (GLsizei n, const GLuint *arrays); +typedef void (GL_APIENTRYP PFNGLGENVERTEXARRAYSOESPROC) (GLsizei n, GLuint *arrays); +typedef GLboolean (GL_APIENTRYP PFNGLISVERTEXARRAYOESPROC) (GLuint array); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBindVertexArrayOES (GLuint array); +GL_APICALL void GL_APIENTRY glDeleteVertexArraysOES (GLsizei n, const GLuint *arrays); +GL_APICALL void GL_APIENTRY glGenVertexArraysOES (GLsizei n, GLuint *arrays); +GL_APICALL GLboolean GL_APIENTRY glIsVertexArrayOES (GLuint array); +#endif +#endif /* GL_OES_vertex_array_object */ + +#ifndef GL_OES_vertex_half_float +#define GL_OES_vertex_half_float 1 +#endif /* GL_OES_vertex_half_float */ + +#ifndef GL_OES_vertex_type_10_10_10_2 +#define GL_OES_vertex_type_10_10_10_2 1 +#define GL_UNSIGNED_INT_10_10_10_2_OES 0x8DF6 +#define GL_INT_10_10_10_2_OES 0x8DF7 +#endif /* GL_OES_vertex_type_10_10_10_2 */ + +#ifndef GL_OES_viewport_array +#define GL_OES_viewport_array 1 +#define GL_MAX_VIEWPORTS_OES 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS_OES 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE_OES 0x825D +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_OES 0x825F +typedef void (GL_APIENTRYP PFNGLVIEWPORTARRAYVOESPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFOESPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFVOESPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLSCISSORARRAYVOESPROC) (GLuint first, GLsizei count, const GLint *v); +typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDOESPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDVOESPROC) (GLuint index, const GLint *v); +typedef void (GL_APIENTRYP PFNGLDEPTHRANGEARRAYFVOESPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLDEPTHRANGEINDEXEDFOESPROC) (GLuint index, GLfloat n, GLfloat f); +typedef void (GL_APIENTRYP PFNGLGETFLOATI_VOESPROC) (GLenum target, GLuint index, GLfloat *data); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glViewportArrayvOES (GLuint first, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glViewportIndexedfOES (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GL_APICALL void GL_APIENTRY glViewportIndexedfvOES (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glScissorArrayvOES (GLuint first, GLsizei count, const GLint *v); +GL_APICALL void GL_APIENTRY glScissorIndexedOES (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glScissorIndexedvOES (GLuint index, const GLint *v); +GL_APICALL void GL_APIENTRY glDepthRangeArrayfvOES (GLuint first, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glDepthRangeIndexedfOES (GLuint index, GLfloat n, GLfloat f); +GL_APICALL void GL_APIENTRY glGetFloati_vOES (GLenum target, GLuint index, GLfloat *data); +#endif +#endif /* GL_OES_viewport_array */ + +#ifndef GL_AMD_compressed_3DC_texture +#define GL_AMD_compressed_3DC_texture 1 +#define GL_3DC_X_AMD 0x87F9 +#define GL_3DC_XY_AMD 0x87FA +#endif /* GL_AMD_compressed_3DC_texture */ + +#ifndef GL_AMD_compressed_ATC_texture +#define GL_AMD_compressed_ATC_texture 1 +#define GL_ATC_RGB_AMD 0x8C92 +#define GL_ATC_RGBA_EXPLICIT_ALPHA_AMD 0x8C93 +#define GL_ATC_RGBA_INTERPOLATED_ALPHA_AMD 0x87EE +#endif /* GL_AMD_compressed_ATC_texture */ + +#ifndef GL_AMD_framebuffer_multisample_advanced +#define GL_AMD_framebuffer_multisample_advanced 1 +#define GL_RENDERBUFFER_STORAGE_SAMPLES_AMD 0x91B2 +#define GL_MAX_COLOR_FRAMEBUFFER_SAMPLES_AMD 0x91B3 +#define GL_MAX_COLOR_FRAMEBUFFER_STORAGE_SAMPLES_AMD 0x91B4 +#define GL_MAX_DEPTH_STENCIL_FRAMEBUFFER_SAMPLES_AMD 0x91B5 +#define GL_NUM_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B6 +#define GL_SUPPORTED_MULTISAMPLE_MODES_AMD 0x91B7 +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLNAMEDRENDERBUFFERSTORAGEMULTISAMPLEADVANCEDAMDPROC) (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleAdvancedAMD (GLenum target, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glNamedRenderbufferStorageMultisampleAdvancedAMD (GLuint renderbuffer, GLsizei samples, GLsizei storageSamples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_AMD_framebuffer_multisample_advanced */ + +#ifndef GL_AMD_performance_monitor +#define GL_AMD_performance_monitor 1 +#define GL_COUNTER_TYPE_AMD 0x8BC0 +#define GL_COUNTER_RANGE_AMD 0x8BC1 +#define GL_UNSIGNED_INT64_AMD 0x8BC2 +#define GL_PERCENTAGE_AMD 0x8BC3 +#define GL_PERFMON_RESULT_AVAILABLE_AMD 0x8BC4 +#define GL_PERFMON_RESULT_SIZE_AMD 0x8BC5 +#define GL_PERFMON_RESULT_AMD 0x8BC6 +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORGROUPSAMDPROC) (GLint *numGroups, GLsizei groupsSize, GLuint *groups); +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERSAMDPROC) (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORGROUPSTRINGAMDPROC) (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERSTRINGAMDPROC) (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERINFOAMDPROC) (GLuint group, GLuint counter, GLenum pname, void *data); +typedef void (GL_APIENTRYP PFNGLGENPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); +typedef void (GL_APIENTRYP PFNGLDELETEPERFMONITORSAMDPROC) (GLsizei n, GLuint *monitors); +typedef void (GL_APIENTRYP PFNGLSELECTPERFMONITORCOUNTERSAMDPROC) (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); +typedef void (GL_APIENTRYP PFNGLBEGINPERFMONITORAMDPROC) (GLuint monitor); +typedef void (GL_APIENTRYP PFNGLENDPERFMONITORAMDPROC) (GLuint monitor); +typedef void (GL_APIENTRYP PFNGLGETPERFMONITORCOUNTERDATAAMDPROC) (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetPerfMonitorGroupsAMD (GLint *numGroups, GLsizei groupsSize, GLuint *groups); +GL_APICALL void GL_APIENTRY glGetPerfMonitorCountersAMD (GLuint group, GLint *numCounters, GLint *maxActiveCounters, GLsizei counterSize, GLuint *counters); +GL_APICALL void GL_APIENTRY glGetPerfMonitorGroupStringAMD (GLuint group, GLsizei bufSize, GLsizei *length, GLchar *groupString); +GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterStringAMD (GLuint group, GLuint counter, GLsizei bufSize, GLsizei *length, GLchar *counterString); +GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterInfoAMD (GLuint group, GLuint counter, GLenum pname, void *data); +GL_APICALL void GL_APIENTRY glGenPerfMonitorsAMD (GLsizei n, GLuint *monitors); +GL_APICALL void GL_APIENTRY glDeletePerfMonitorsAMD (GLsizei n, GLuint *monitors); +GL_APICALL void GL_APIENTRY glSelectPerfMonitorCountersAMD (GLuint monitor, GLboolean enable, GLuint group, GLint numCounters, GLuint *counterList); +GL_APICALL void GL_APIENTRY glBeginPerfMonitorAMD (GLuint monitor); +GL_APICALL void GL_APIENTRY glEndPerfMonitorAMD (GLuint monitor); +GL_APICALL void GL_APIENTRY glGetPerfMonitorCounterDataAMD (GLuint monitor, GLenum pname, GLsizei dataSize, GLuint *data, GLint *bytesWritten); +#endif +#endif /* GL_AMD_performance_monitor */ + +#ifndef GL_AMD_program_binary_Z400 +#define GL_AMD_program_binary_Z400 1 +#define GL_Z400_BINARY_AMD 0x8740 +#endif /* GL_AMD_program_binary_Z400 */ + +#ifndef GL_ANDROID_extension_pack_es31a +#define GL_ANDROID_extension_pack_es31a 1 +#endif /* GL_ANDROID_extension_pack_es31a */ + +#ifndef GL_ANGLE_depth_texture +#define GL_ANGLE_depth_texture 1 +#endif /* GL_ANGLE_depth_texture */ + +#ifndef GL_ANGLE_framebuffer_blit +#define GL_ANGLE_framebuffer_blit 1 +#define GL_READ_FRAMEBUFFER_ANGLE 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_ANGLE 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_ANGLE 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_ANGLE 0x8CAA +typedef void (GL_APIENTRYP PFNGLBLITFRAMEBUFFERANGLEPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBlitFramebufferANGLE (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#endif +#endif /* GL_ANGLE_framebuffer_blit */ + +#ifndef GL_ANGLE_framebuffer_multisample +#define GL_ANGLE_framebuffer_multisample 1 +#define GL_RENDERBUFFER_SAMPLES_ANGLE 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_ANGLE 0x8D56 +#define GL_MAX_SAMPLES_ANGLE 0x8D57 +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEANGLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleANGLE (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_ANGLE_framebuffer_multisample */ + +#ifndef GL_ANGLE_instanced_arrays +#define GL_ANGLE_instanced_arrays 1 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_ANGLE 0x88FE +typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDANGLEPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDANGLEPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISORANGLEPROC) (GLuint index, GLuint divisor); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawArraysInstancedANGLE (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedANGLE (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +GL_APICALL void GL_APIENTRY glVertexAttribDivisorANGLE (GLuint index, GLuint divisor); +#endif +#endif /* GL_ANGLE_instanced_arrays */ + +#ifndef GL_ANGLE_pack_reverse_row_order +#define GL_ANGLE_pack_reverse_row_order 1 +#define GL_PACK_REVERSE_ROW_ORDER_ANGLE 0x93A4 +#endif /* GL_ANGLE_pack_reverse_row_order */ + +#ifndef GL_ANGLE_program_binary +#define GL_ANGLE_program_binary 1 +#define GL_PROGRAM_BINARY_ANGLE 0x93A6 +#endif /* GL_ANGLE_program_binary */ + +#ifndef GL_ANGLE_texture_compression_dxt3 +#define GL_ANGLE_texture_compression_dxt3 1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_ANGLE 0x83F2 +#endif /* GL_ANGLE_texture_compression_dxt3 */ + +#ifndef GL_ANGLE_texture_compression_dxt5 +#define GL_ANGLE_texture_compression_dxt5 1 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_ANGLE 0x83F3 +#endif /* GL_ANGLE_texture_compression_dxt5 */ + +#ifndef GL_ANGLE_texture_usage +#define GL_ANGLE_texture_usage 1 +#define GL_TEXTURE_USAGE_ANGLE 0x93A2 +#define GL_FRAMEBUFFER_ATTACHMENT_ANGLE 0x93A3 +#endif /* GL_ANGLE_texture_usage */ + +#ifndef GL_ANGLE_translated_shader_source +#define GL_ANGLE_translated_shader_source 1 +#define GL_TRANSLATED_SHADER_SOURCE_LENGTH_ANGLE 0x93A0 +typedef void (GL_APIENTRYP PFNGLGETTRANSLATEDSHADERSOURCEANGLEPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetTranslatedShaderSourceANGLE (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *source); +#endif +#endif /* GL_ANGLE_translated_shader_source */ + +#ifndef GL_APPLE_clip_distance +#define GL_APPLE_clip_distance 1 +#define GL_MAX_CLIP_DISTANCES_APPLE 0x0D32 +#define GL_CLIP_DISTANCE0_APPLE 0x3000 +#define GL_CLIP_DISTANCE1_APPLE 0x3001 +#define GL_CLIP_DISTANCE2_APPLE 0x3002 +#define GL_CLIP_DISTANCE3_APPLE 0x3003 +#define GL_CLIP_DISTANCE4_APPLE 0x3004 +#define GL_CLIP_DISTANCE5_APPLE 0x3005 +#define GL_CLIP_DISTANCE6_APPLE 0x3006 +#define GL_CLIP_DISTANCE7_APPLE 0x3007 +#endif /* GL_APPLE_clip_distance */ + +#ifndef GL_APPLE_color_buffer_packed_float +#define GL_APPLE_color_buffer_packed_float 1 +#endif /* GL_APPLE_color_buffer_packed_float */ + +#ifndef GL_APPLE_copy_texture_levels +#define GL_APPLE_copy_texture_levels 1 +typedef void (GL_APIENTRYP PFNGLCOPYTEXTURELEVELSAPPLEPROC) (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCopyTextureLevelsAPPLE (GLuint destinationTexture, GLuint sourceTexture, GLint sourceBaseLevel, GLsizei sourceLevelCount); +#endif +#endif /* GL_APPLE_copy_texture_levels */ + +#ifndef GL_APPLE_framebuffer_multisample +#define GL_APPLE_framebuffer_multisample 1 +#define GL_RENDERBUFFER_SAMPLES_APPLE 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_APPLE 0x8D56 +#define GL_MAX_SAMPLES_APPLE 0x8D57 +#define GL_READ_FRAMEBUFFER_APPLE 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_APPLE 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_APPLE 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_APPLE 0x8CAA +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEAPPLEPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLRESOLVEMULTISAMPLEFRAMEBUFFERAPPLEPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleAPPLE (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glResolveMultisampleFramebufferAPPLE (void); +#endif +#endif /* GL_APPLE_framebuffer_multisample */ + +#ifndef GL_APPLE_rgb_422 +#define GL_APPLE_rgb_422 1 +#define GL_RGB_422_APPLE 0x8A1F +#define GL_UNSIGNED_SHORT_8_8_APPLE 0x85BA +#define GL_UNSIGNED_SHORT_8_8_REV_APPLE 0x85BB +#define GL_RGB_RAW_422_APPLE 0x8A51 +#endif /* GL_APPLE_rgb_422 */ + +#ifndef GL_APPLE_sync +#define GL_APPLE_sync 1 +#define GL_SYNC_OBJECT_APPLE 0x8A53 +#define GL_MAX_SERVER_WAIT_TIMEOUT_APPLE 0x9111 +#define GL_OBJECT_TYPE_APPLE 0x9112 +#define GL_SYNC_CONDITION_APPLE 0x9113 +#define GL_SYNC_STATUS_APPLE 0x9114 +#define GL_SYNC_FLAGS_APPLE 0x9115 +#define GL_SYNC_FENCE_APPLE 0x9116 +#define GL_SYNC_GPU_COMMANDS_COMPLETE_APPLE 0x9117 +#define GL_UNSIGNALED_APPLE 0x9118 +#define GL_SIGNALED_APPLE 0x9119 +#define GL_ALREADY_SIGNALED_APPLE 0x911A +#define GL_TIMEOUT_EXPIRED_APPLE 0x911B +#define GL_CONDITION_SATISFIED_APPLE 0x911C +#define GL_WAIT_FAILED_APPLE 0x911D +#define GL_SYNC_FLUSH_COMMANDS_BIT_APPLE 0x00000001 +#define GL_TIMEOUT_IGNORED_APPLE 0xFFFFFFFFFFFFFFFFull +typedef GLsync (GL_APIENTRYP PFNGLFENCESYNCAPPLEPROC) (GLenum condition, GLbitfield flags); +typedef GLboolean (GL_APIENTRYP PFNGLISSYNCAPPLEPROC) (GLsync sync); +typedef void (GL_APIENTRYP PFNGLDELETESYNCAPPLEPROC) (GLsync sync); +typedef GLenum (GL_APIENTRYP PFNGLCLIENTWAITSYNCAPPLEPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (GL_APIENTRYP PFNGLWAITSYNCAPPLEPROC) (GLsync sync, GLbitfield flags, GLuint64 timeout); +typedef void (GL_APIENTRYP PFNGLGETINTEGER64VAPPLEPROC) (GLenum pname, GLint64 *params); +typedef void (GL_APIENTRYP PFNGLGETSYNCIVAPPLEPROC) (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLsync GL_APIENTRY glFenceSyncAPPLE (GLenum condition, GLbitfield flags); +GL_APICALL GLboolean GL_APIENTRY glIsSyncAPPLE (GLsync sync); +GL_APICALL void GL_APIENTRY glDeleteSyncAPPLE (GLsync sync); +GL_APICALL GLenum GL_APIENTRY glClientWaitSyncAPPLE (GLsync sync, GLbitfield flags, GLuint64 timeout); +GL_APICALL void GL_APIENTRY glWaitSyncAPPLE (GLsync sync, GLbitfield flags, GLuint64 timeout); +GL_APICALL void GL_APIENTRY glGetInteger64vAPPLE (GLenum pname, GLint64 *params); +GL_APICALL void GL_APIENTRY glGetSyncivAPPLE (GLsync sync, GLenum pname, GLsizei count, GLsizei *length, GLint *values); +#endif +#endif /* GL_APPLE_sync */ + +#ifndef GL_APPLE_texture_format_BGRA8888 +#define GL_APPLE_texture_format_BGRA8888 1 +#define GL_BGRA_EXT 0x80E1 +#define GL_BGRA8_EXT 0x93A1 +#endif /* GL_APPLE_texture_format_BGRA8888 */ + +#ifndef GL_APPLE_texture_max_level +#define GL_APPLE_texture_max_level 1 +#define GL_TEXTURE_MAX_LEVEL_APPLE 0x813D +#endif /* GL_APPLE_texture_max_level */ + +#ifndef GL_APPLE_texture_packed_float +#define GL_APPLE_texture_packed_float 1 +#define GL_UNSIGNED_INT_10F_11F_11F_REV_APPLE 0x8C3B +#define GL_UNSIGNED_INT_5_9_9_9_REV_APPLE 0x8C3E +#define GL_R11F_G11F_B10F_APPLE 0x8C3A +#define GL_RGB9_E5_APPLE 0x8C3D +#endif /* GL_APPLE_texture_packed_float */ + +#ifndef GL_ARM_mali_program_binary +#define GL_ARM_mali_program_binary 1 +#define GL_MALI_PROGRAM_BINARY_ARM 0x8F61 +#endif /* GL_ARM_mali_program_binary */ + +#ifndef GL_ARM_mali_shader_binary +#define GL_ARM_mali_shader_binary 1 +#define GL_MALI_SHADER_BINARY_ARM 0x8F60 +#endif /* GL_ARM_mali_shader_binary */ + +#ifndef GL_ARM_rgba8 +#define GL_ARM_rgba8 1 +#endif /* GL_ARM_rgba8 */ + +#ifndef GL_ARM_shader_framebuffer_fetch +#define GL_ARM_shader_framebuffer_fetch 1 +#define GL_FETCH_PER_SAMPLE_ARM 0x8F65 +#define GL_FRAGMENT_SHADER_FRAMEBUFFER_FETCH_MRT_ARM 0x8F66 +#endif /* GL_ARM_shader_framebuffer_fetch */ + +#ifndef GL_ARM_shader_framebuffer_fetch_depth_stencil +#define GL_ARM_shader_framebuffer_fetch_depth_stencil 1 +#endif /* GL_ARM_shader_framebuffer_fetch_depth_stencil */ + +#ifndef GL_ARM_texture_unnormalized_coordinates +#define GL_ARM_texture_unnormalized_coordinates 1 +#define GL_TEXTURE_UNNORMALIZED_COORDINATES_ARM 0x8F6A +#endif /* GL_ARM_texture_unnormalized_coordinates */ + +#ifndef GL_DMP_program_binary +#define GL_DMP_program_binary 1 +#define GL_SMAPHS30_PROGRAM_BINARY_DMP 0x9251 +#define GL_SMAPHS_PROGRAM_BINARY_DMP 0x9252 +#define GL_DMP_PROGRAM_BINARY_DMP 0x9253 +#endif /* GL_DMP_program_binary */ + +#ifndef GL_DMP_shader_binary +#define GL_DMP_shader_binary 1 +#define GL_SHADER_BINARY_DMP 0x9250 +#endif /* GL_DMP_shader_binary */ + +#ifndef GL_EXT_EGL_image_array +#define GL_EXT_EGL_image_array 1 +#endif /* GL_EXT_EGL_image_array */ + +#ifndef GL_EXT_EGL_image_storage +#define GL_EXT_EGL_image_storage 1 +typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETTEXSTORAGEEXTPROC) (GLenum target, GLeglImageOES image, const GLint* attrib_list); +typedef void (GL_APIENTRYP PFNGLEGLIMAGETARGETTEXTURESTORAGEEXTPROC) (GLuint texture, GLeglImageOES image, const GLint* attrib_list); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glEGLImageTargetTexStorageEXT (GLenum target, GLeglImageOES image, const GLint* attrib_list); +GL_APICALL void GL_APIENTRY glEGLImageTargetTextureStorageEXT (GLuint texture, GLeglImageOES image, const GLint* attrib_list); +#endif +#endif /* GL_EXT_EGL_image_storage */ + +#ifndef GL_EXT_EGL_image_storage_compression +#define GL_EXT_EGL_image_storage_compression 1 +#define GL_SURFACE_COMPRESSION_EXT 0x96C0 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_NONE_EXT 0x96C1 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_DEFAULT_EXT 0x96C2 +#endif /* GL_EXT_EGL_image_storage_compression */ + +#ifndef GL_EXT_YUV_target +#define GL_EXT_YUV_target 1 +#define GL_SAMPLER_EXTERNAL_2D_Y2Y_EXT 0x8BE7 +#endif /* GL_EXT_YUV_target */ + +#ifndef GL_EXT_base_instance +#define GL_EXT_base_instance 1 +typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXBASEINSTANCEEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawArraysInstancedBaseInstanceEXT (GLenum mode, GLint first, GLsizei count, GLsizei instancecount, GLuint baseinstance); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseInstanceEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLuint baseinstance); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseVertexBaseInstanceEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex, GLuint baseinstance); +#endif +#endif /* GL_EXT_base_instance */ + +#ifndef GL_EXT_blend_func_extended +#define GL_EXT_blend_func_extended 1 +#define GL_SRC1_COLOR_EXT 0x88F9 +#define GL_SRC1_ALPHA_EXT 0x8589 +#define GL_ONE_MINUS_SRC1_COLOR_EXT 0x88FA +#define GL_ONE_MINUS_SRC1_ALPHA_EXT 0x88FB +#define GL_SRC_ALPHA_SATURATE_EXT 0x0308 +#define GL_LOCATION_INDEX_EXT 0x930F +#define GL_MAX_DUAL_SOURCE_DRAW_BUFFERS_EXT 0x88FC +typedef void (GL_APIENTRYP PFNGLBINDFRAGDATALOCATIONINDEXEDEXTPROC) (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +typedef void (GL_APIENTRYP PFNGLBINDFRAGDATALOCATIONEXTPROC) (GLuint program, GLuint color, const GLchar *name); +typedef GLint (GL_APIENTRYP PFNGLGETPROGRAMRESOURCELOCATIONINDEXEXTPROC) (GLuint program, GLenum programInterface, const GLchar *name); +typedef GLint (GL_APIENTRYP PFNGLGETFRAGDATAINDEXEXTPROC) (GLuint program, const GLchar *name); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBindFragDataLocationIndexedEXT (GLuint program, GLuint colorNumber, GLuint index, const GLchar *name); +GL_APICALL void GL_APIENTRY glBindFragDataLocationEXT (GLuint program, GLuint color, const GLchar *name); +GL_APICALL GLint GL_APIENTRY glGetProgramResourceLocationIndexEXT (GLuint program, GLenum programInterface, const GLchar *name); +GL_APICALL GLint GL_APIENTRY glGetFragDataIndexEXT (GLuint program, const GLchar *name); +#endif +#endif /* GL_EXT_blend_func_extended */ + +#ifndef GL_EXT_blend_minmax +#define GL_EXT_blend_minmax 1 +#define GL_MIN_EXT 0x8007 +#define GL_MAX_EXT 0x8008 +#endif /* GL_EXT_blend_minmax */ + +#ifndef GL_EXT_buffer_storage +#define GL_EXT_buffer_storage 1 +#define GL_MAP_READ_BIT 0x0001 +#define GL_MAP_WRITE_BIT 0x0002 +#define GL_MAP_PERSISTENT_BIT_EXT 0x0040 +#define GL_MAP_COHERENT_BIT_EXT 0x0080 +#define GL_DYNAMIC_STORAGE_BIT_EXT 0x0100 +#define GL_CLIENT_STORAGE_BIT_EXT 0x0200 +#define GL_CLIENT_MAPPED_BUFFER_BARRIER_BIT_EXT 0x00004000 +#define GL_BUFFER_IMMUTABLE_STORAGE_EXT 0x821F +#define GL_BUFFER_STORAGE_FLAGS_EXT 0x8220 +typedef void (GL_APIENTRYP PFNGLBUFFERSTORAGEEXTPROC) (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBufferStorageEXT (GLenum target, GLsizeiptr size, const void *data, GLbitfield flags); +#endif +#endif /* GL_EXT_buffer_storage */ + +#ifndef GL_EXT_clear_texture +#define GL_EXT_clear_texture 1 +typedef void (GL_APIENTRYP PFNGLCLEARTEXIMAGEEXTPROC) (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +typedef void (GL_APIENTRYP PFNGLCLEARTEXSUBIMAGEEXTPROC) (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glClearTexImageEXT (GLuint texture, GLint level, GLenum format, GLenum type, const void *data); +GL_APICALL void GL_APIENTRY glClearTexSubImageEXT (GLuint texture, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, const void *data); +#endif +#endif /* GL_EXT_clear_texture */ + +#ifndef GL_EXT_clip_control +#define GL_EXT_clip_control 1 +#define GL_LOWER_LEFT_EXT 0x8CA1 +#define GL_UPPER_LEFT_EXT 0x8CA2 +#define GL_NEGATIVE_ONE_TO_ONE_EXT 0x935E +#define GL_ZERO_TO_ONE_EXT 0x935F +#define GL_CLIP_ORIGIN_EXT 0x935C +#define GL_CLIP_DEPTH_MODE_EXT 0x935D +typedef void (GL_APIENTRYP PFNGLCLIPCONTROLEXTPROC) (GLenum origin, GLenum depth); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glClipControlEXT (GLenum origin, GLenum depth); +#endif +#endif /* GL_EXT_clip_control */ + +#ifndef GL_EXT_clip_cull_distance +#define GL_EXT_clip_cull_distance 1 +#define GL_MAX_CLIP_DISTANCES_EXT 0x0D32 +#define GL_MAX_CULL_DISTANCES_EXT 0x82F9 +#define GL_MAX_COMBINED_CLIP_AND_CULL_DISTANCES_EXT 0x82FA +#define GL_CLIP_DISTANCE0_EXT 0x3000 +#define GL_CLIP_DISTANCE1_EXT 0x3001 +#define GL_CLIP_DISTANCE2_EXT 0x3002 +#define GL_CLIP_DISTANCE3_EXT 0x3003 +#define GL_CLIP_DISTANCE4_EXT 0x3004 +#define GL_CLIP_DISTANCE5_EXT 0x3005 +#define GL_CLIP_DISTANCE6_EXT 0x3006 +#define GL_CLIP_DISTANCE7_EXT 0x3007 +#endif /* GL_EXT_clip_cull_distance */ + +#ifndef GL_EXT_color_buffer_float +#define GL_EXT_color_buffer_float 1 +#endif /* GL_EXT_color_buffer_float */ + +#ifndef GL_EXT_color_buffer_half_float +#define GL_EXT_color_buffer_half_float 1 +#define GL_RGBA16F_EXT 0x881A +#define GL_RGB16F_EXT 0x881B +#define GL_RG16F_EXT 0x822F +#define GL_R16F_EXT 0x822D +#define GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE_EXT 0x8211 +#define GL_UNSIGNED_NORMALIZED_EXT 0x8C17 +#endif /* GL_EXT_color_buffer_half_float */ + +#ifndef GL_EXT_conservative_depth +#define GL_EXT_conservative_depth 1 +#endif /* GL_EXT_conservative_depth */ + +#ifndef GL_EXT_copy_image +#define GL_EXT_copy_image 1 +typedef void (GL_APIENTRYP PFNGLCOPYIMAGESUBDATAEXTPROC) (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCopyImageSubDataEXT (GLuint srcName, GLenum srcTarget, GLint srcLevel, GLint srcX, GLint srcY, GLint srcZ, GLuint dstName, GLenum dstTarget, GLint dstLevel, GLint dstX, GLint dstY, GLint dstZ, GLsizei srcWidth, GLsizei srcHeight, GLsizei srcDepth); +#endif +#endif /* GL_EXT_copy_image */ + +#ifndef GL_EXT_debug_label +#define GL_EXT_debug_label 1 +#define GL_PROGRAM_PIPELINE_OBJECT_EXT 0x8A4F +#define GL_PROGRAM_OBJECT_EXT 0x8B40 +#define GL_SHADER_OBJECT_EXT 0x8B48 +#define GL_BUFFER_OBJECT_EXT 0x9151 +#define GL_QUERY_OBJECT_EXT 0x9153 +#define GL_VERTEX_ARRAY_OBJECT_EXT 0x9154 +#define GL_TRANSFORM_FEEDBACK 0x8E22 +typedef void (GL_APIENTRYP PFNGLLABELOBJECTEXTPROC) (GLenum type, GLuint object, GLsizei length, const GLchar *label); +typedef void (GL_APIENTRYP PFNGLGETOBJECTLABELEXTPROC) (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glLabelObjectEXT (GLenum type, GLuint object, GLsizei length, const GLchar *label); +GL_APICALL void GL_APIENTRY glGetObjectLabelEXT (GLenum type, GLuint object, GLsizei bufSize, GLsizei *length, GLchar *label); +#endif +#endif /* GL_EXT_debug_label */ + +#ifndef GL_EXT_debug_marker +#define GL_EXT_debug_marker 1 +typedef void (GL_APIENTRYP PFNGLINSERTEVENTMARKEREXTPROC) (GLsizei length, const GLchar *marker); +typedef void (GL_APIENTRYP PFNGLPUSHGROUPMARKEREXTPROC) (GLsizei length, const GLchar *marker); +typedef void (GL_APIENTRYP PFNGLPOPGROUPMARKEREXTPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glInsertEventMarkerEXT (GLsizei length, const GLchar *marker); +GL_APICALL void GL_APIENTRY glPushGroupMarkerEXT (GLsizei length, const GLchar *marker); +GL_APICALL void GL_APIENTRY glPopGroupMarkerEXT (void); +#endif +#endif /* GL_EXT_debug_marker */ + +#ifndef GL_EXT_depth_clamp +#define GL_EXT_depth_clamp 1 +#define GL_DEPTH_CLAMP_EXT 0x864F +#endif /* GL_EXT_depth_clamp */ + +#ifndef GL_EXT_discard_framebuffer +#define GL_EXT_discard_framebuffer 1 +#define GL_COLOR_EXT 0x1800 +#define GL_DEPTH_EXT 0x1801 +#define GL_STENCIL_EXT 0x1802 +typedef void (GL_APIENTRYP PFNGLDISCARDFRAMEBUFFEREXTPROC) (GLenum target, GLsizei numAttachments, const GLenum *attachments); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDiscardFramebufferEXT (GLenum target, GLsizei numAttachments, const GLenum *attachments); +#endif +#endif /* GL_EXT_discard_framebuffer */ + +#ifndef GL_EXT_disjoint_timer_query +#define GL_EXT_disjoint_timer_query 1 +#define GL_QUERY_COUNTER_BITS_EXT 0x8864 +#define GL_CURRENT_QUERY_EXT 0x8865 +#define GL_QUERY_RESULT_EXT 0x8866 +#define GL_QUERY_RESULT_AVAILABLE_EXT 0x8867 +#define GL_TIME_ELAPSED_EXT 0x88BF +#define GL_TIMESTAMP_EXT 0x8E28 +#define GL_GPU_DISJOINT_EXT 0x8FBB +typedef void (GL_APIENTRYP PFNGLGENQUERIESEXTPROC) (GLsizei n, GLuint *ids); +typedef void (GL_APIENTRYP PFNGLDELETEQUERIESEXTPROC) (GLsizei n, const GLuint *ids); +typedef GLboolean (GL_APIENTRYP PFNGLISQUERYEXTPROC) (GLuint id); +typedef void (GL_APIENTRYP PFNGLBEGINQUERYEXTPROC) (GLenum target, GLuint id); +typedef void (GL_APIENTRYP PFNGLENDQUERYEXTPROC) (GLenum target); +typedef void (GL_APIENTRYP PFNGLQUERYCOUNTEREXTPROC) (GLuint id, GLenum target); +typedef void (GL_APIENTRYP PFNGLGETQUERYIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTIVEXTPROC) (GLuint id, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTUIVEXTPROC) (GLuint id, GLenum pname, GLuint *params); +typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTI64VEXTPROC) (GLuint id, GLenum pname, GLint64 *params); +typedef void (GL_APIENTRYP PFNGLGETQUERYOBJECTUI64VEXTPROC) (GLuint id, GLenum pname, GLuint64 *params); +typedef void (GL_APIENTRYP PFNGLGETINTEGER64VEXTPROC) (GLenum pname, GLint64 *data); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGenQueriesEXT (GLsizei n, GLuint *ids); +GL_APICALL void GL_APIENTRY glDeleteQueriesEXT (GLsizei n, const GLuint *ids); +GL_APICALL GLboolean GL_APIENTRY glIsQueryEXT (GLuint id); +GL_APICALL void GL_APIENTRY glBeginQueryEXT (GLenum target, GLuint id); +GL_APICALL void GL_APIENTRY glEndQueryEXT (GLenum target); +GL_APICALL void GL_APIENTRY glQueryCounterEXT (GLuint id, GLenum target); +GL_APICALL void GL_APIENTRY glGetQueryivEXT (GLenum target, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetQueryObjectivEXT (GLuint id, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetQueryObjectuivEXT (GLuint id, GLenum pname, GLuint *params); +GL_APICALL void GL_APIENTRY glGetQueryObjecti64vEXT (GLuint id, GLenum pname, GLint64 *params); +GL_APICALL void GL_APIENTRY glGetQueryObjectui64vEXT (GLuint id, GLenum pname, GLuint64 *params); +GL_APICALL void GL_APIENTRY glGetInteger64vEXT (GLenum pname, GLint64 *data); +#endif +#endif /* GL_EXT_disjoint_timer_query */ + +#ifndef GL_EXT_draw_buffers +#define GL_EXT_draw_buffers 1 +#define GL_MAX_COLOR_ATTACHMENTS_EXT 0x8CDF +#define GL_MAX_DRAW_BUFFERS_EXT 0x8824 +#define GL_DRAW_BUFFER0_EXT 0x8825 +#define GL_DRAW_BUFFER1_EXT 0x8826 +#define GL_DRAW_BUFFER2_EXT 0x8827 +#define GL_DRAW_BUFFER3_EXT 0x8828 +#define GL_DRAW_BUFFER4_EXT 0x8829 +#define GL_DRAW_BUFFER5_EXT 0x882A +#define GL_DRAW_BUFFER6_EXT 0x882B +#define GL_DRAW_BUFFER7_EXT 0x882C +#define GL_DRAW_BUFFER8_EXT 0x882D +#define GL_DRAW_BUFFER9_EXT 0x882E +#define GL_DRAW_BUFFER10_EXT 0x882F +#define GL_DRAW_BUFFER11_EXT 0x8830 +#define GL_DRAW_BUFFER12_EXT 0x8831 +#define GL_DRAW_BUFFER13_EXT 0x8832 +#define GL_DRAW_BUFFER14_EXT 0x8833 +#define GL_DRAW_BUFFER15_EXT 0x8834 +#define GL_COLOR_ATTACHMENT0_EXT 0x8CE0 +#define GL_COLOR_ATTACHMENT1_EXT 0x8CE1 +#define GL_COLOR_ATTACHMENT2_EXT 0x8CE2 +#define GL_COLOR_ATTACHMENT3_EXT 0x8CE3 +#define GL_COLOR_ATTACHMENT4_EXT 0x8CE4 +#define GL_COLOR_ATTACHMENT5_EXT 0x8CE5 +#define GL_COLOR_ATTACHMENT6_EXT 0x8CE6 +#define GL_COLOR_ATTACHMENT7_EXT 0x8CE7 +#define GL_COLOR_ATTACHMENT8_EXT 0x8CE8 +#define GL_COLOR_ATTACHMENT9_EXT 0x8CE9 +#define GL_COLOR_ATTACHMENT10_EXT 0x8CEA +#define GL_COLOR_ATTACHMENT11_EXT 0x8CEB +#define GL_COLOR_ATTACHMENT12_EXT 0x8CEC +#define GL_COLOR_ATTACHMENT13_EXT 0x8CED +#define GL_COLOR_ATTACHMENT14_EXT 0x8CEE +#define GL_COLOR_ATTACHMENT15_EXT 0x8CEF +typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSEXTPROC) (GLsizei n, const GLenum *bufs); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawBuffersEXT (GLsizei n, const GLenum *bufs); +#endif +#endif /* GL_EXT_draw_buffers */ + +#ifndef GL_EXT_draw_buffers_indexed +#define GL_EXT_draw_buffers_indexed 1 +typedef void (GL_APIENTRYP PFNGLENABLEIEXTPROC) (GLenum target, GLuint index); +typedef void (GL_APIENTRYP PFNGLDISABLEIEXTPROC) (GLenum target, GLuint index); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONIEXTPROC) (GLuint buf, GLenum mode); +typedef void (GL_APIENTRYP PFNGLBLENDEQUATIONSEPARATEIEXTPROC) (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCIEXTPROC) (GLuint buf, GLenum src, GLenum dst); +typedef void (GL_APIENTRYP PFNGLBLENDFUNCSEPARATEIEXTPROC) (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +typedef void (GL_APIENTRYP PFNGLCOLORMASKIEXTPROC) (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDIEXTPROC) (GLenum target, GLuint index); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glEnableiEXT (GLenum target, GLuint index); +GL_APICALL void GL_APIENTRY glDisableiEXT (GLenum target, GLuint index); +GL_APICALL void GL_APIENTRY glBlendEquationiEXT (GLuint buf, GLenum mode); +GL_APICALL void GL_APIENTRY glBlendEquationSeparateiEXT (GLuint buf, GLenum modeRGB, GLenum modeAlpha); +GL_APICALL void GL_APIENTRY glBlendFunciEXT (GLuint buf, GLenum src, GLenum dst); +GL_APICALL void GL_APIENTRY glBlendFuncSeparateiEXT (GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha); +GL_APICALL void GL_APIENTRY glColorMaskiEXT (GLuint index, GLboolean r, GLboolean g, GLboolean b, GLboolean a); +GL_APICALL GLboolean GL_APIENTRY glIsEnablediEXT (GLenum target, GLuint index); +#endif +#endif /* GL_EXT_draw_buffers_indexed */ + +#ifndef GL_EXT_draw_elements_base_vertex +#define GL_EXT_draw_elements_base_vertex 1 +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (GL_APIENTRYP PFNGLDRAWRANGEELEMENTSBASEVERTEXEXTPROC) (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDBASEVERTEXEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawElementsBaseVertexEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GL_APICALL void GL_APIENTRY glDrawRangeElementsBaseVertexEXT (GLenum mode, GLuint start, GLuint end, GLsizei count, GLenum type, const void *indices, GLint basevertex); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedBaseVertexEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount, GLint basevertex); +#endif +#endif /* GL_EXT_draw_elements_base_vertex */ + +#ifndef GL_EXT_draw_instanced +#define GL_EXT_draw_instanced 1 +typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDEXTPROC) (GLenum mode, GLint start, GLsizei count, GLsizei primcount); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDEXTPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawArraysInstancedEXT (GLenum mode, GLint start, GLsizei count, GLsizei primcount); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedEXT (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#endif +#endif /* GL_EXT_draw_instanced */ + +#ifndef GL_EXT_draw_transform_feedback +#define GL_EXT_draw_transform_feedback 1 +typedef void (GL_APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKEXTPROC) (GLenum mode, GLuint id); +typedef void (GL_APIENTRYP PFNGLDRAWTRANSFORMFEEDBACKINSTANCEDEXTPROC) (GLenum mode, GLuint id, GLsizei instancecount); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawTransformFeedbackEXT (GLenum mode, GLuint id); +GL_APICALL void GL_APIENTRY glDrawTransformFeedbackInstancedEXT (GLenum mode, GLuint id, GLsizei instancecount); +#endif +#endif /* GL_EXT_draw_transform_feedback */ + +#ifndef GL_EXT_external_buffer +#define GL_EXT_external_buffer 1 +typedef void *GLeglClientBufferEXT; +typedef void (GL_APIENTRYP PFNGLBUFFERSTORAGEEXTERNALEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERSTORAGEEXTERNALEXTPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBufferStorageExternalEXT (GLenum target, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +GL_APICALL void GL_APIENTRY glNamedBufferStorageExternalEXT (GLuint buffer, GLintptr offset, GLsizeiptr size, GLeglClientBufferEXT clientBuffer, GLbitfield flags); +#endif +#endif /* GL_EXT_external_buffer */ + +#ifndef GL_EXT_float_blend +#define GL_EXT_float_blend 1 +#endif /* GL_EXT_float_blend */ + +#ifndef GL_EXT_fragment_shading_rate +#define GL_EXT_fragment_shading_rate 1 +#define GL_SHADING_RATE_1X1_PIXELS_EXT 0x96A6 +#define GL_SHADING_RATE_1X2_PIXELS_EXT 0x96A7 +#define GL_SHADING_RATE_2X1_PIXELS_EXT 0x96A8 +#define GL_SHADING_RATE_2X2_PIXELS_EXT 0x96A9 +#define GL_SHADING_RATE_1X4_PIXELS_EXT 0x96AA +#define GL_SHADING_RATE_4X1_PIXELS_EXT 0x96AB +#define GL_SHADING_RATE_4X2_PIXELS_EXT 0x96AC +#define GL_SHADING_RATE_2X4_PIXELS_EXT 0x96AD +#define GL_SHADING_RATE_4X4_PIXELS_EXT 0x96AE +#define GL_SHADING_RATE_EXT 0x96D0 +#define GL_SHADING_RATE_ATTACHMENT_EXT 0x96D1 +#define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_KEEP_EXT 0x96D2 +#define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_REPLACE_EXT 0x96D3 +#define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MIN_EXT 0x96D4 +#define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MAX_EXT 0x96D5 +#define GL_FRAGMENT_SHADING_RATE_COMBINER_OP_MUL_EXT 0x96D6 +#define GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT 0x96D7 +#define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_WIDTH_EXT 0x96D8 +#define GL_MIN_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT 0x96D9 +#define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_HEIGHT_EXT 0x96DA +#define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_TEXEL_ASPECT_RATIO_EXT 0x96DB +#define GL_MAX_FRAGMENT_SHADING_RATE_ATTACHMENT_LAYERS_EXT 0x96DC +#define GL_FRAGMENT_SHADING_RATE_WITH_SHADER_DEPTH_STENCIL_WRITES_SUPPORTED_EXT 0x96DD +#define GL_FRAGMENT_SHADING_RATE_WITH_SAMPLE_MASK_SUPPORTED_EXT 0x96DE +#define GL_FRAGMENT_SHADING_RATE_ATTACHMENT_WITH_DEFAULT_FRAMEBUFFER_SUPPORTED_EXT 0x96DF +#define GL_FRAGMENT_SHADING_RATE_NON_TRIVIAL_COMBINERS_SUPPORTED_EXT 0x8F6F +typedef void (GL_APIENTRYP PFNGLGETFRAGMENTSHADINGRATESEXTPROC) (GLsizei samples, GLsizei maxCount, GLsizei *count, GLenum *shadingRates); +typedef void (GL_APIENTRYP PFNGLSHADINGRATEEXTPROC) (GLenum rate); +typedef void (GL_APIENTRYP PFNGLSHADINGRATECOMBINEROPSEXTPROC) (GLenum combinerOp0, GLenum combinerOp1); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERSHADINGRATEEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint baseLayer, GLsizei numLayers, GLsizei texelWidth, GLsizei texelHeight); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetFragmentShadingRatesEXT (GLsizei samples, GLsizei maxCount, GLsizei *count, GLenum *shadingRates); +GL_APICALL void GL_APIENTRY glShadingRateEXT (GLenum rate); +GL_APICALL void GL_APIENTRY glShadingRateCombinerOpsEXT (GLenum combinerOp0, GLenum combinerOp1); +GL_APICALL void GL_APIENTRY glFramebufferShadingRateEXT (GLenum target, GLenum attachment, GLuint texture, GLint baseLayer, GLsizei numLayers, GLsizei texelWidth, GLsizei texelHeight); +#endif +#endif /* GL_EXT_fragment_shading_rate */ + +#ifndef GL_EXT_geometry_point_size +#define GL_EXT_geometry_point_size 1 +#endif /* GL_EXT_geometry_point_size */ + +#ifndef GL_EXT_geometry_shader +#define GL_EXT_geometry_shader 1 +#define GL_GEOMETRY_SHADER_EXT 0x8DD9 +#define GL_GEOMETRY_SHADER_BIT_EXT 0x00000004 +#define GL_GEOMETRY_LINKED_VERTICES_OUT_EXT 0x8916 +#define GL_GEOMETRY_LINKED_INPUT_TYPE_EXT 0x8917 +#define GL_GEOMETRY_LINKED_OUTPUT_TYPE_EXT 0x8918 +#define GL_GEOMETRY_SHADER_INVOCATIONS_EXT 0x887F +#define GL_LAYER_PROVOKING_VERTEX_EXT 0x825E +#define GL_LINES_ADJACENCY_EXT 0x000A +#define GL_LINE_STRIP_ADJACENCY_EXT 0x000B +#define GL_TRIANGLES_ADJACENCY_EXT 0x000C +#define GL_TRIANGLE_STRIP_ADJACENCY_EXT 0x000D +#define GL_MAX_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8DDF +#define GL_MAX_GEOMETRY_UNIFORM_BLOCKS_EXT 0x8A2C +#define GL_MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS_EXT 0x8A32 +#define GL_MAX_GEOMETRY_INPUT_COMPONENTS_EXT 0x9123 +#define GL_MAX_GEOMETRY_OUTPUT_COMPONENTS_EXT 0x9124 +#define GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT 0x8DE0 +#define GL_MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS_EXT 0x8DE1 +#define GL_MAX_GEOMETRY_SHADER_INVOCATIONS_EXT 0x8E5A +#define GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS_EXT 0x8C29 +#define GL_MAX_GEOMETRY_ATOMIC_COUNTER_BUFFERS_EXT 0x92CF +#define GL_MAX_GEOMETRY_ATOMIC_COUNTERS_EXT 0x92D5 +#define GL_MAX_GEOMETRY_IMAGE_UNIFORMS_EXT 0x90CD +#define GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS_EXT 0x90D7 +#define GL_FIRST_VERTEX_CONVENTION_EXT 0x8E4D +#define GL_LAST_VERTEX_CONVENTION_EXT 0x8E4E +#define GL_UNDEFINED_VERTEX_EXT 0x8260 +#define GL_PRIMITIVES_GENERATED_EXT 0x8C87 +#define GL_FRAMEBUFFER_DEFAULT_LAYERS_EXT 0x9312 +#define GL_MAX_FRAMEBUFFER_LAYERS_EXT 0x9317 +#define GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_EXT 0x8DA8 +#define GL_FRAMEBUFFER_ATTACHMENT_LAYERED_EXT 0x8DA7 +#define GL_REFERENCED_BY_GEOMETRY_SHADER_EXT 0x9309 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREEXTPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferTextureEXT (GLenum target, GLenum attachment, GLuint texture, GLint level); +#endif +#endif /* GL_EXT_geometry_shader */ + +#ifndef GL_EXT_gpu_shader5 +#define GL_EXT_gpu_shader5 1 +#endif /* GL_EXT_gpu_shader5 */ + +#ifndef GL_EXT_instanced_arrays +#define GL_EXT_instanced_arrays 1 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_EXT 0x88FE +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISOREXTPROC) (GLuint index, GLuint divisor); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glVertexAttribDivisorEXT (GLuint index, GLuint divisor); +#endif +#endif /* GL_EXT_instanced_arrays */ + +#ifndef GL_EXT_map_buffer_range +#define GL_EXT_map_buffer_range 1 +#define GL_MAP_READ_BIT_EXT 0x0001 +#define GL_MAP_WRITE_BIT_EXT 0x0002 +#define GL_MAP_INVALIDATE_RANGE_BIT_EXT 0x0004 +#define GL_MAP_INVALIDATE_BUFFER_BIT_EXT 0x0008 +#define GL_MAP_FLUSH_EXPLICIT_BIT_EXT 0x0010 +#define GL_MAP_UNSYNCHRONIZED_BIT_EXT 0x0020 +typedef void *(GL_APIENTRYP PFNGLMAPBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +typedef void (GL_APIENTRYP PFNGLFLUSHMAPPEDBUFFERRANGEEXTPROC) (GLenum target, GLintptr offset, GLsizeiptr length); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void *GL_APIENTRY glMapBufferRangeEXT (GLenum target, GLintptr offset, GLsizeiptr length, GLbitfield access); +GL_APICALL void GL_APIENTRY glFlushMappedBufferRangeEXT (GLenum target, GLintptr offset, GLsizeiptr length); +#endif +#endif /* GL_EXT_map_buffer_range */ + +#ifndef GL_EXT_memory_object +#define GL_EXT_memory_object 1 +#define GL_TEXTURE_TILING_EXT 0x9580 +#define GL_DEDICATED_MEMORY_OBJECT_EXT 0x9581 +#define GL_PROTECTED_MEMORY_OBJECT_EXT 0x959B +#define GL_NUM_TILING_TYPES_EXT 0x9582 +#define GL_TILING_TYPES_EXT 0x9583 +#define GL_OPTIMAL_TILING_EXT 0x9584 +#define GL_LINEAR_TILING_EXT 0x9585 +#define GL_NUM_DEVICE_UUIDS_EXT 0x9596 +#define GL_DEVICE_UUID_EXT 0x9597 +#define GL_DRIVER_UUID_EXT 0x9598 +#define GL_UUID_SIZE_EXT 16 +typedef void (GL_APIENTRYP PFNGLGETUNSIGNEDBYTEVEXTPROC) (GLenum pname, GLubyte *data); +typedef void (GL_APIENTRYP PFNGLGETUNSIGNEDBYTEI_VEXTPROC) (GLenum target, GLuint index, GLubyte *data); +typedef void (GL_APIENTRYP PFNGLDELETEMEMORYOBJECTSEXTPROC) (GLsizei n, const GLuint *memoryObjects); +typedef GLboolean (GL_APIENTRYP PFNGLISMEMORYOBJECTEXTPROC) (GLuint memoryObject); +typedef void (GL_APIENTRYP PFNGLCREATEMEMORYOBJECTSEXTPROC) (GLsizei n, GLuint *memoryObjects); +typedef void (GL_APIENTRYP PFNGLMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, const GLint *params); +typedef void (GL_APIENTRYP PFNGLGETMEMORYOBJECTPARAMETERIVEXTPROC) (GLuint memoryObject, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM2DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEMEM3DMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLBUFFERSTORAGEMEMEXTPROC) (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM2DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM2DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM3DEXTPROC) (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGEMEM3DMULTISAMPLEEXTPROC) (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERSTORAGEMEMEXTPROC) (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetUnsignedBytevEXT (GLenum pname, GLubyte *data); +GL_APICALL void GL_APIENTRY glGetUnsignedBytei_vEXT (GLenum target, GLuint index, GLubyte *data); +GL_APICALL void GL_APIENTRY glDeleteMemoryObjectsEXT (GLsizei n, const GLuint *memoryObjects); +GL_APICALL GLboolean GL_APIENTRY glIsMemoryObjectEXT (GLuint memoryObject); +GL_APICALL void GL_APIENTRY glCreateMemoryObjectsEXT (GLsizei n, GLuint *memoryObjects); +GL_APICALL void GL_APIENTRY glMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, const GLint *params); +GL_APICALL void GL_APIENTRY glGetMemoryObjectParameterivEXT (GLuint memoryObject, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glTexStorageMem2DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTexStorageMem2DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTexStorageMem3DEXT (GLenum target, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTexStorageMem3DMultisampleEXT (GLenum target, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glBufferStorageMemEXT (GLenum target, GLsizeiptr size, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTextureStorageMem2DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTextureStorageMem2DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTextureStorageMem3DEXT (GLuint texture, GLsizei levels, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTextureStorageMem3DMultisampleEXT (GLuint texture, GLsizei samples, GLenum internalFormat, GLsizei width, GLsizei height, GLsizei depth, GLboolean fixedSampleLocations, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glNamedBufferStorageMemEXT (GLuint buffer, GLsizeiptr size, GLuint memory, GLuint64 offset); +#endif +#endif /* GL_EXT_memory_object */ + +#ifndef GL_EXT_memory_object_fd +#define GL_EXT_memory_object_fd 1 +#define GL_HANDLE_TYPE_OPAQUE_FD_EXT 0x9586 +typedef void (GL_APIENTRYP PFNGLIMPORTMEMORYFDEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glImportMemoryFdEXT (GLuint memory, GLuint64 size, GLenum handleType, GLint fd); +#endif +#endif /* GL_EXT_memory_object_fd */ + +#ifndef GL_EXT_memory_object_win32 +#define GL_EXT_memory_object_win32 1 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_EXT 0x9587 +#define GL_HANDLE_TYPE_OPAQUE_WIN32_KMT_EXT 0x9588 +#define GL_DEVICE_LUID_EXT 0x9599 +#define GL_DEVICE_NODE_MASK_EXT 0x959A +#define GL_LUID_SIZE_EXT 8 +#define GL_HANDLE_TYPE_D3D12_TILEPOOL_EXT 0x9589 +#define GL_HANDLE_TYPE_D3D12_RESOURCE_EXT 0x958A +#define GL_HANDLE_TYPE_D3D11_IMAGE_EXT 0x958B +#define GL_HANDLE_TYPE_D3D11_IMAGE_KMT_EXT 0x958C +typedef void (GL_APIENTRYP PFNGLIMPORTMEMORYWIN32HANDLEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, void *handle); +typedef void (GL_APIENTRYP PFNGLIMPORTMEMORYWIN32NAMEEXTPROC) (GLuint memory, GLuint64 size, GLenum handleType, const void *name); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glImportMemoryWin32HandleEXT (GLuint memory, GLuint64 size, GLenum handleType, void *handle); +GL_APICALL void GL_APIENTRY glImportMemoryWin32NameEXT (GLuint memory, GLuint64 size, GLenum handleType, const void *name); +#endif +#endif /* GL_EXT_memory_object_win32 */ + +#ifndef GL_EXT_multi_draw_arrays +#define GL_EXT_multi_draw_arrays 1 +typedef void (GL_APIENTRYP PFNGLMULTIDRAWARRAYSEXTPROC) (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +typedef void (GL_APIENTRYP PFNGLMULTIDRAWELEMENTSEXTPROC) (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glMultiDrawArraysEXT (GLenum mode, const GLint *first, const GLsizei *count, GLsizei primcount); +GL_APICALL void GL_APIENTRY glMultiDrawElementsEXT (GLenum mode, const GLsizei *count, GLenum type, const void *const*indices, GLsizei primcount); +#endif +#endif /* GL_EXT_multi_draw_arrays */ + +#ifndef GL_EXT_multi_draw_indirect +#define GL_EXT_multi_draw_indirect 1 +typedef void (GL_APIENTRYP PFNGLMULTIDRAWARRAYSINDIRECTEXTPROC) (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +typedef void (GL_APIENTRYP PFNGLMULTIDRAWELEMENTSINDIRECTEXTPROC) (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glMultiDrawArraysIndirectEXT (GLenum mode, const void *indirect, GLsizei drawcount, GLsizei stride); +GL_APICALL void GL_APIENTRY glMultiDrawElementsIndirectEXT (GLenum mode, GLenum type, const void *indirect, GLsizei drawcount, GLsizei stride); +#endif +#endif /* GL_EXT_multi_draw_indirect */ + +#ifndef GL_EXT_multisampled_compatibility +#define GL_EXT_multisampled_compatibility 1 +#define GL_MULTISAMPLE_EXT 0x809D +#define GL_SAMPLE_ALPHA_TO_ONE_EXT 0x809F +#endif /* GL_EXT_multisampled_compatibility */ + +#ifndef GL_EXT_multisampled_render_to_texture +#define GL_EXT_multisampled_render_to_texture 1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SAMPLES_EXT 0x8D6C +#define GL_RENDERBUFFER_SAMPLES_EXT 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_EXT 0x8D56 +#define GL_MAX_SAMPLES_EXT 0x8D57 +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEEXTPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEEXTPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleEXT (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glFramebufferTexture2DMultisampleEXT (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); +#endif +#endif /* GL_EXT_multisampled_render_to_texture */ + +#ifndef GL_EXT_multisampled_render_to_texture2 +#define GL_EXT_multisampled_render_to_texture2 1 +#endif /* GL_EXT_multisampled_render_to_texture2 */ + +#ifndef GL_EXT_multiview_draw_buffers +#define GL_EXT_multiview_draw_buffers 1 +#define GL_COLOR_ATTACHMENT_EXT 0x90F0 +#define GL_MULTIVIEW_EXT 0x90F1 +#define GL_DRAW_BUFFER_EXT 0x0C01 +#define GL_READ_BUFFER_EXT 0x0C02 +#define GL_MAX_MULTIVIEW_BUFFERS_EXT 0x90F2 +typedef void (GL_APIENTRYP PFNGLREADBUFFERINDEXEDEXTPROC) (GLenum src, GLint index); +typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSINDEXEDEXTPROC) (GLint n, const GLenum *location, const GLint *indices); +typedef void (GL_APIENTRYP PFNGLGETINTEGERI_VEXTPROC) (GLenum target, GLuint index, GLint *data); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glReadBufferIndexedEXT (GLenum src, GLint index); +GL_APICALL void GL_APIENTRY glDrawBuffersIndexedEXT (GLint n, const GLenum *location, const GLint *indices); +GL_APICALL void GL_APIENTRY glGetIntegeri_vEXT (GLenum target, GLuint index, GLint *data); +#endif +#endif /* GL_EXT_multiview_draw_buffers */ + +#ifndef GL_EXT_multiview_tessellation_geometry_shader +#define GL_EXT_multiview_tessellation_geometry_shader 1 +#endif /* GL_EXT_multiview_tessellation_geometry_shader */ + +#ifndef GL_EXT_multiview_texture_multisample +#define GL_EXT_multiview_texture_multisample 1 +#endif /* GL_EXT_multiview_texture_multisample */ + +#ifndef GL_EXT_multiview_timer_query +#define GL_EXT_multiview_timer_query 1 +#endif /* GL_EXT_multiview_timer_query */ + +#ifndef GL_EXT_occlusion_query_boolean +#define GL_EXT_occlusion_query_boolean 1 +#define GL_ANY_SAMPLES_PASSED_EXT 0x8C2F +#define GL_ANY_SAMPLES_PASSED_CONSERVATIVE_EXT 0x8D6A +#endif /* GL_EXT_occlusion_query_boolean */ + +#ifndef GL_EXT_polygon_offset_clamp +#define GL_EXT_polygon_offset_clamp 1 +#define GL_POLYGON_OFFSET_CLAMP_EXT 0x8E1B +typedef void (GL_APIENTRYP PFNGLPOLYGONOFFSETCLAMPEXTPROC) (GLfloat factor, GLfloat units, GLfloat clamp); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPolygonOffsetClampEXT (GLfloat factor, GLfloat units, GLfloat clamp); +#endif +#endif /* GL_EXT_polygon_offset_clamp */ + +#ifndef GL_EXT_post_depth_coverage +#define GL_EXT_post_depth_coverage 1 +#endif /* GL_EXT_post_depth_coverage */ + +#ifndef GL_EXT_primitive_bounding_box +#define GL_EXT_primitive_bounding_box 1 +#define GL_PRIMITIVE_BOUNDING_BOX_EXT 0x92BE +typedef void (GL_APIENTRYP PFNGLPRIMITIVEBOUNDINGBOXEXTPROC) (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPrimitiveBoundingBoxEXT (GLfloat minX, GLfloat minY, GLfloat minZ, GLfloat minW, GLfloat maxX, GLfloat maxY, GLfloat maxZ, GLfloat maxW); +#endif +#endif /* GL_EXT_primitive_bounding_box */ + +#ifndef GL_EXT_protected_textures +#define GL_EXT_protected_textures 1 +#define GL_CONTEXT_FLAG_PROTECTED_CONTENT_BIT_EXT 0x00000010 +#define GL_TEXTURE_PROTECTED_EXT 0x8BFA +#endif /* GL_EXT_protected_textures */ + +#ifndef GL_EXT_pvrtc_sRGB +#define GL_EXT_pvrtc_sRGB 1 +#define GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT 0x8A54 +#define GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT 0x8A55 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT 0x8A56 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT 0x8A57 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV2_IMG 0x93F0 +#define GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV2_IMG 0x93F1 +#endif /* GL_EXT_pvrtc_sRGB */ + +#ifndef GL_EXT_raster_multisample +#define GL_EXT_raster_multisample 1 +#define GL_RASTER_MULTISAMPLE_EXT 0x9327 +#define GL_RASTER_SAMPLES_EXT 0x9328 +#define GL_MAX_RASTER_SAMPLES_EXT 0x9329 +#define GL_RASTER_FIXED_SAMPLE_LOCATIONS_EXT 0x932A +#define GL_MULTISAMPLE_RASTERIZATION_ALLOWED_EXT 0x932B +#define GL_EFFECTIVE_RASTER_SAMPLES_EXT 0x932C +typedef void (GL_APIENTRYP PFNGLRASTERSAMPLESEXTPROC) (GLuint samples, GLboolean fixedsamplelocations); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRasterSamplesEXT (GLuint samples, GLboolean fixedsamplelocations); +#endif +#endif /* GL_EXT_raster_multisample */ + +#ifndef GL_EXT_read_format_bgra +#define GL_EXT_read_format_bgra 1 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT 0x8365 +#define GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT 0x8366 +#endif /* GL_EXT_read_format_bgra */ + +#ifndef GL_EXT_render_snorm +#define GL_EXT_render_snorm 1 +#define GL_R8_SNORM 0x8F94 +#define GL_RG8_SNORM 0x8F95 +#define GL_RGBA8_SNORM 0x8F97 +#define GL_R16_SNORM_EXT 0x8F98 +#define GL_RG16_SNORM_EXT 0x8F99 +#define GL_RGBA16_SNORM_EXT 0x8F9B +#endif /* GL_EXT_render_snorm */ + +#ifndef GL_EXT_robustness +#define GL_EXT_robustness 1 +#define GL_GUILTY_CONTEXT_RESET_EXT 0x8253 +#define GL_INNOCENT_CONTEXT_RESET_EXT 0x8254 +#define GL_UNKNOWN_CONTEXT_RESET_EXT 0x8255 +#define GL_CONTEXT_ROBUST_ACCESS_EXT 0x90F3 +#define GL_RESET_NOTIFICATION_STRATEGY_EXT 0x8256 +#define GL_LOSE_CONTEXT_ON_RESET_EXT 0x8252 +#define GL_NO_RESET_NOTIFICATION_EXT 0x8261 +typedef GLenum (GL_APIENTRYP PFNGLGETGRAPHICSRESETSTATUSEXTPROC) (void); +typedef void (GL_APIENTRYP PFNGLREADNPIXELSEXTPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +typedef void (GL_APIENTRYP PFNGLGETNUNIFORMFVEXTPROC) (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLGETNUNIFORMIVEXTPROC) (GLuint program, GLint location, GLsizei bufSize, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLenum GL_APIENTRY glGetGraphicsResetStatusEXT (void); +GL_APICALL void GL_APIENTRY glReadnPixelsEXT (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLsizei bufSize, void *data); +GL_APICALL void GL_APIENTRY glGetnUniformfvEXT (GLuint program, GLint location, GLsizei bufSize, GLfloat *params); +GL_APICALL void GL_APIENTRY glGetnUniformivEXT (GLuint program, GLint location, GLsizei bufSize, GLint *params); +#endif +#endif /* GL_EXT_robustness */ + +#ifndef GL_EXT_sRGB +#define GL_EXT_sRGB 1 +#define GL_SRGB_EXT 0x8C40 +#define GL_SRGB_ALPHA_EXT 0x8C42 +#define GL_SRGB8_ALPHA8_EXT 0x8C43 +#define GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING_EXT 0x8210 +#endif /* GL_EXT_sRGB */ + +#ifndef GL_EXT_sRGB_write_control +#define GL_EXT_sRGB_write_control 1 +#define GL_FRAMEBUFFER_SRGB_EXT 0x8DB9 +#endif /* GL_EXT_sRGB_write_control */ + +#ifndef GL_EXT_semaphore +#define GL_EXT_semaphore 1 +#define GL_LAYOUT_GENERAL_EXT 0x958D +#define GL_LAYOUT_COLOR_ATTACHMENT_EXT 0x958E +#define GL_LAYOUT_DEPTH_STENCIL_ATTACHMENT_EXT 0x958F +#define GL_LAYOUT_DEPTH_STENCIL_READ_ONLY_EXT 0x9590 +#define GL_LAYOUT_SHADER_READ_ONLY_EXT 0x9591 +#define GL_LAYOUT_TRANSFER_SRC_EXT 0x9592 +#define GL_LAYOUT_TRANSFER_DST_EXT 0x9593 +#define GL_LAYOUT_DEPTH_READ_ONLY_STENCIL_ATTACHMENT_EXT 0x9530 +#define GL_LAYOUT_DEPTH_ATTACHMENT_STENCIL_READ_ONLY_EXT 0x9531 +typedef void (GL_APIENTRYP PFNGLGENSEMAPHORESEXTPROC) (GLsizei n, GLuint *semaphores); +typedef void (GL_APIENTRYP PFNGLDELETESEMAPHORESEXTPROC) (GLsizei n, const GLuint *semaphores); +typedef GLboolean (GL_APIENTRYP PFNGLISSEMAPHOREEXTPROC) (GLuint semaphore); +typedef void (GL_APIENTRYP PFNGLSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, const GLuint64 *params); +typedef void (GL_APIENTRYP PFNGLGETSEMAPHOREPARAMETERUI64VEXTPROC) (GLuint semaphore, GLenum pname, GLuint64 *params); +typedef void (GL_APIENTRYP PFNGLWAITSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); +typedef void (GL_APIENTRYP PFNGLSIGNALSEMAPHOREEXTPROC) (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGenSemaphoresEXT (GLsizei n, GLuint *semaphores); +GL_APICALL void GL_APIENTRY glDeleteSemaphoresEXT (GLsizei n, const GLuint *semaphores); +GL_APICALL GLboolean GL_APIENTRY glIsSemaphoreEXT (GLuint semaphore); +GL_APICALL void GL_APIENTRY glSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, const GLuint64 *params); +GL_APICALL void GL_APIENTRY glGetSemaphoreParameterui64vEXT (GLuint semaphore, GLenum pname, GLuint64 *params); +GL_APICALL void GL_APIENTRY glWaitSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *srcLayouts); +GL_APICALL void GL_APIENTRY glSignalSemaphoreEXT (GLuint semaphore, GLuint numBufferBarriers, const GLuint *buffers, GLuint numTextureBarriers, const GLuint *textures, const GLenum *dstLayouts); +#endif +#endif /* GL_EXT_semaphore */ + +#ifndef GL_EXT_semaphore_fd +#define GL_EXT_semaphore_fd 1 +typedef void (GL_APIENTRYP PFNGLIMPORTSEMAPHOREFDEXTPROC) (GLuint semaphore, GLenum handleType, GLint fd); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glImportSemaphoreFdEXT (GLuint semaphore, GLenum handleType, GLint fd); +#endif +#endif /* GL_EXT_semaphore_fd */ + +#ifndef GL_EXT_semaphore_win32 +#define GL_EXT_semaphore_win32 1 +#define GL_HANDLE_TYPE_D3D12_FENCE_EXT 0x9594 +#define GL_D3D12_FENCE_VALUE_EXT 0x9595 +typedef void (GL_APIENTRYP PFNGLIMPORTSEMAPHOREWIN32HANDLEEXTPROC) (GLuint semaphore, GLenum handleType, void *handle); +typedef void (GL_APIENTRYP PFNGLIMPORTSEMAPHOREWIN32NAMEEXTPROC) (GLuint semaphore, GLenum handleType, const void *name); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glImportSemaphoreWin32HandleEXT (GLuint semaphore, GLenum handleType, void *handle); +GL_APICALL void GL_APIENTRY glImportSemaphoreWin32NameEXT (GLuint semaphore, GLenum handleType, const void *name); +#endif +#endif /* GL_EXT_semaphore_win32 */ + +#ifndef GL_EXT_separate_depth_stencil +#define GL_EXT_separate_depth_stencil 1 +#endif /* GL_EXT_separate_depth_stencil */ + +#ifndef GL_EXT_separate_shader_objects +#define GL_EXT_separate_shader_objects 1 +#define GL_ACTIVE_PROGRAM_EXT 0x8259 +#define GL_VERTEX_SHADER_BIT_EXT 0x00000001 +#define GL_FRAGMENT_SHADER_BIT_EXT 0x00000002 +#define GL_ALL_SHADER_BITS_EXT 0xFFFFFFFF +#define GL_PROGRAM_SEPARABLE_EXT 0x8258 +#define GL_PROGRAM_PIPELINE_BINDING_EXT 0x825A +typedef void (GL_APIENTRYP PFNGLACTIVESHADERPROGRAMEXTPROC) (GLuint pipeline, GLuint program); +typedef void (GL_APIENTRYP PFNGLBINDPROGRAMPIPELINEEXTPROC) (GLuint pipeline); +typedef GLuint (GL_APIENTRYP PFNGLCREATESHADERPROGRAMVEXTPROC) (GLenum type, GLsizei count, const GLchar **strings); +typedef void (GL_APIENTRYP PFNGLDELETEPROGRAMPIPELINESEXTPROC) (GLsizei n, const GLuint *pipelines); +typedef void (GL_APIENTRYP PFNGLGENPROGRAMPIPELINESEXTPROC) (GLsizei n, GLuint *pipelines); +typedef void (GL_APIENTRYP PFNGLGETPROGRAMPIPELINEINFOLOGEXTPROC) (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (GL_APIENTRYP PFNGLGETPROGRAMPIPELINEIVEXTPROC) (GLuint pipeline, GLenum pname, GLint *params); +typedef GLboolean (GL_APIENTRYP PFNGLISPROGRAMPIPELINEEXTPROC) (GLuint pipeline); +typedef void (GL_APIENTRYP PFNGLPROGRAMPARAMETERIEXTPROC) (GLuint program, GLenum pname, GLint value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1FEXTPROC) (GLuint program, GLint location, GLfloat v0); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1IEXTPROC) (GLuint program, GLint location, GLint v0); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4FEXTPROC) (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4FVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4IEXTPROC) (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4IVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUSEPROGRAMSTAGESEXTPROC) (GLuint pipeline, GLbitfield stages, GLuint program); +typedef void (GL_APIENTRYP PFNGLVALIDATEPROGRAMPIPELINEEXTPROC) (GLuint pipeline); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UIEXTPROC) (GLuint program, GLint location, GLuint v0); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UIEXTPROC) (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UIVEXTPROC) (GLuint program, GLint location, GLsizei count, const GLuint *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX2X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X2FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX3X4FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMMATRIX4X3FVEXTPROC) (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glActiveShaderProgramEXT (GLuint pipeline, GLuint program); +GL_APICALL void GL_APIENTRY glBindProgramPipelineEXT (GLuint pipeline); +GL_APICALL GLuint GL_APIENTRY glCreateShaderProgramvEXT (GLenum type, GLsizei count, const GLchar **strings); +GL_APICALL void GL_APIENTRY glDeleteProgramPipelinesEXT (GLsizei n, const GLuint *pipelines); +GL_APICALL void GL_APIENTRY glGenProgramPipelinesEXT (GLsizei n, GLuint *pipelines); +GL_APICALL void GL_APIENTRY glGetProgramPipelineInfoLogEXT (GLuint pipeline, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GL_APICALL void GL_APIENTRY glGetProgramPipelineivEXT (GLuint pipeline, GLenum pname, GLint *params); +GL_APICALL GLboolean GL_APIENTRY glIsProgramPipelineEXT (GLuint pipeline); +GL_APICALL void GL_APIENTRY glProgramParameteriEXT (GLuint program, GLenum pname, GLint value); +GL_APICALL void GL_APIENTRY glProgramUniform1fEXT (GLuint program, GLint location, GLfloat v0); +GL_APICALL void GL_APIENTRY glProgramUniform1fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniform1iEXT (GLuint program, GLint location, GLint v0); +GL_APICALL void GL_APIENTRY glProgramUniform1ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glProgramUniform2fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1); +GL_APICALL void GL_APIENTRY glProgramUniform2fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniform2iEXT (GLuint program, GLint location, GLint v0, GLint v1); +GL_APICALL void GL_APIENTRY glProgramUniform2ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glProgramUniform3fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2); +GL_APICALL void GL_APIENTRY glProgramUniform3fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniform3iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2); +GL_APICALL void GL_APIENTRY glProgramUniform3ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glProgramUniform4fEXT (GLuint program, GLint location, GLfloat v0, GLfloat v1, GLfloat v2, GLfloat v3); +GL_APICALL void GL_APIENTRY glProgramUniform4fvEXT (GLuint program, GLint location, GLsizei count, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniform4iEXT (GLuint program, GLint location, GLint v0, GLint v1, GLint v2, GLint v3); +GL_APICALL void GL_APIENTRY glProgramUniform4ivEXT (GLuint program, GLint location, GLsizei count, const GLint *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUseProgramStagesEXT (GLuint pipeline, GLbitfield stages, GLuint program); +GL_APICALL void GL_APIENTRY glValidateProgramPipelineEXT (GLuint pipeline); +GL_APICALL void GL_APIENTRY glProgramUniform1uiEXT (GLuint program, GLint location, GLuint v0); +GL_APICALL void GL_APIENTRY glProgramUniform2uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1); +GL_APICALL void GL_APIENTRY glProgramUniform3uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2); +GL_APICALL void GL_APIENTRY glProgramUniform4uiEXT (GLuint program, GLint location, GLuint v0, GLuint v1, GLuint v2, GLuint v3); +GL_APICALL void GL_APIENTRY glProgramUniform1uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GL_APICALL void GL_APIENTRY glProgramUniform2uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GL_APICALL void GL_APIENTRY glProgramUniform3uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GL_APICALL void GL_APIENTRY glProgramUniform4uivEXT (GLuint program, GLint location, GLsizei count, const GLuint *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix2x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix3x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix2x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix4x2fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix3x4fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glProgramUniformMatrix4x3fvEXT (GLuint program, GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#endif +#endif /* GL_EXT_separate_shader_objects */ + +#ifndef GL_EXT_shader_framebuffer_fetch +#define GL_EXT_shader_framebuffer_fetch 1 +#define GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT 0x8A52 +#endif /* GL_EXT_shader_framebuffer_fetch */ + +#ifndef GL_EXT_shader_framebuffer_fetch_non_coherent +#define GL_EXT_shader_framebuffer_fetch_non_coherent 1 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIEREXTPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferFetchBarrierEXT (void); +#endif +#endif /* GL_EXT_shader_framebuffer_fetch_non_coherent */ + +#ifndef GL_EXT_shader_group_vote +#define GL_EXT_shader_group_vote 1 +#endif /* GL_EXT_shader_group_vote */ + +#ifndef GL_EXT_shader_implicit_conversions +#define GL_EXT_shader_implicit_conversions 1 +#endif /* GL_EXT_shader_implicit_conversions */ + +#ifndef GL_EXT_shader_integer_mix +#define GL_EXT_shader_integer_mix 1 +#endif /* GL_EXT_shader_integer_mix */ + +#ifndef GL_EXT_shader_io_blocks +#define GL_EXT_shader_io_blocks 1 +#endif /* GL_EXT_shader_io_blocks */ + +#ifndef GL_EXT_shader_non_constant_global_initializers +#define GL_EXT_shader_non_constant_global_initializers 1 +#endif /* GL_EXT_shader_non_constant_global_initializers */ + +#ifndef GL_EXT_shader_pixel_local_storage +#define GL_EXT_shader_pixel_local_storage 1 +#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT 0x8F63 +#define GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_SIZE_EXT 0x8F67 +#define GL_SHADER_PIXEL_LOCAL_STORAGE_EXT 0x8F64 +#endif /* GL_EXT_shader_pixel_local_storage */ + +#ifndef GL_EXT_shader_pixel_local_storage2 +#define GL_EXT_shader_pixel_local_storage2 1 +#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_FAST_SIZE_EXT 0x9650 +#define GL_MAX_SHADER_COMBINED_LOCAL_STORAGE_SIZE_EXT 0x9651 +#define GL_FRAMEBUFFER_INCOMPLETE_INSUFFICIENT_SHADER_COMBINED_LOCAL_STORAGE_EXT 0x9652 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target, GLsizei size); +typedef GLsizei (GL_APIENTRYP PFNGLGETFRAMEBUFFERPIXELLOCALSTORAGESIZEEXTPROC) (GLuint target); +typedef void (GL_APIENTRYP PFNGLCLEARPIXELLOCALSTORAGEUIEXTPROC) (GLsizei offset, GLsizei n, const GLuint *values); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferPixelLocalStorageSizeEXT (GLuint target, GLsizei size); +GL_APICALL GLsizei GL_APIENTRY glGetFramebufferPixelLocalStorageSizeEXT (GLuint target); +GL_APICALL void GL_APIENTRY glClearPixelLocalStorageuiEXT (GLsizei offset, GLsizei n, const GLuint *values); +#endif +#endif /* GL_EXT_shader_pixel_local_storage2 */ + +#ifndef GL_EXT_shader_samples_identical +#define GL_EXT_shader_samples_identical 1 +#endif /* GL_EXT_shader_samples_identical */ + +#ifndef GL_EXT_shader_texture_lod +#define GL_EXT_shader_texture_lod 1 +#endif /* GL_EXT_shader_texture_lod */ + +#ifndef GL_EXT_shadow_samplers +#define GL_EXT_shadow_samplers 1 +#define GL_TEXTURE_COMPARE_MODE_EXT 0x884C +#define GL_TEXTURE_COMPARE_FUNC_EXT 0x884D +#define GL_COMPARE_REF_TO_TEXTURE_EXT 0x884E +#define GL_SAMPLER_2D_SHADOW_EXT 0x8B62 +#endif /* GL_EXT_shadow_samplers */ + +#ifndef GL_EXT_sparse_texture +#define GL_EXT_sparse_texture 1 +#define GL_TEXTURE_SPARSE_EXT 0x91A6 +#define GL_VIRTUAL_PAGE_SIZE_INDEX_EXT 0x91A7 +#define GL_NUM_SPARSE_LEVELS_EXT 0x91AA +#define GL_NUM_VIRTUAL_PAGE_SIZES_EXT 0x91A8 +#define GL_VIRTUAL_PAGE_SIZE_X_EXT 0x9195 +#define GL_VIRTUAL_PAGE_SIZE_Y_EXT 0x9196 +#define GL_VIRTUAL_PAGE_SIZE_Z_EXT 0x9197 +#define GL_TEXTURE_2D_ARRAY 0x8C1A +#define GL_TEXTURE_3D 0x806F +#define GL_MAX_SPARSE_TEXTURE_SIZE_EXT 0x9198 +#define GL_MAX_SPARSE_3D_TEXTURE_SIZE_EXT 0x9199 +#define GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_EXT 0x919A +#define GL_SPARSE_TEXTURE_FULL_ARRAY_CUBE_MIPMAPS_EXT 0x91A9 +typedef void (GL_APIENTRYP PFNGLTEXPAGECOMMITMENTEXTPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexPageCommitmentEXT (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLboolean commit); +#endif +#endif /* GL_EXT_sparse_texture */ + +#ifndef GL_EXT_sparse_texture2 +#define GL_EXT_sparse_texture2 1 +#endif /* GL_EXT_sparse_texture2 */ + +#ifndef GL_EXT_tessellation_point_size +#define GL_EXT_tessellation_point_size 1 +#endif /* GL_EXT_tessellation_point_size */ + +#ifndef GL_EXT_tessellation_shader +#define GL_EXT_tessellation_shader 1 +#define GL_PATCHES_EXT 0x000E +#define GL_PATCH_VERTICES_EXT 0x8E72 +#define GL_TESS_CONTROL_OUTPUT_VERTICES_EXT 0x8E75 +#define GL_TESS_GEN_MODE_EXT 0x8E76 +#define GL_TESS_GEN_SPACING_EXT 0x8E77 +#define GL_TESS_GEN_VERTEX_ORDER_EXT 0x8E78 +#define GL_TESS_GEN_POINT_MODE_EXT 0x8E79 +#define GL_ISOLINES_EXT 0x8E7A +#define GL_QUADS_EXT 0x0007 +#define GL_FRACTIONAL_ODD_EXT 0x8E7B +#define GL_FRACTIONAL_EVEN_EXT 0x8E7C +#define GL_MAX_PATCH_VERTICES_EXT 0x8E7D +#define GL_MAX_TESS_GEN_LEVEL_EXT 0x8E7E +#define GL_MAX_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E7F +#define GL_MAX_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E80 +#define GL_MAX_TESS_CONTROL_TEXTURE_IMAGE_UNITS_EXT 0x8E81 +#define GL_MAX_TESS_EVALUATION_TEXTURE_IMAGE_UNITS_EXT 0x8E82 +#define GL_MAX_TESS_CONTROL_OUTPUT_COMPONENTS_EXT 0x8E83 +#define GL_MAX_TESS_PATCH_COMPONENTS_EXT 0x8E84 +#define GL_MAX_TESS_CONTROL_TOTAL_OUTPUT_COMPONENTS_EXT 0x8E85 +#define GL_MAX_TESS_EVALUATION_OUTPUT_COMPONENTS_EXT 0x8E86 +#define GL_MAX_TESS_CONTROL_UNIFORM_BLOCKS_EXT 0x8E89 +#define GL_MAX_TESS_EVALUATION_UNIFORM_BLOCKS_EXT 0x8E8A +#define GL_MAX_TESS_CONTROL_INPUT_COMPONENTS_EXT 0x886C +#define GL_MAX_TESS_EVALUATION_INPUT_COMPONENTS_EXT 0x886D +#define GL_MAX_COMBINED_TESS_CONTROL_UNIFORM_COMPONENTS_EXT 0x8E1E +#define GL_MAX_COMBINED_TESS_EVALUATION_UNIFORM_COMPONENTS_EXT 0x8E1F +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTER_BUFFERS_EXT 0x92CD +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTER_BUFFERS_EXT 0x92CE +#define GL_MAX_TESS_CONTROL_ATOMIC_COUNTERS_EXT 0x92D3 +#define GL_MAX_TESS_EVALUATION_ATOMIC_COUNTERS_EXT 0x92D4 +#define GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS_EXT 0x90CB +#define GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS_EXT 0x90CC +#define GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS_EXT 0x90D8 +#define GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS_EXT 0x90D9 +#define GL_PRIMITIVE_RESTART_FOR_PATCHES_SUPPORTED 0x8221 +#define GL_IS_PER_PATCH_EXT 0x92E7 +#define GL_REFERENCED_BY_TESS_CONTROL_SHADER_EXT 0x9307 +#define GL_REFERENCED_BY_TESS_EVALUATION_SHADER_EXT 0x9308 +#define GL_TESS_CONTROL_SHADER_EXT 0x8E88 +#define GL_TESS_EVALUATION_SHADER_EXT 0x8E87 +#define GL_TESS_CONTROL_SHADER_BIT_EXT 0x00000008 +#define GL_TESS_EVALUATION_SHADER_BIT_EXT 0x00000010 +typedef void (GL_APIENTRYP PFNGLPATCHPARAMETERIEXTPROC) (GLenum pname, GLint value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPatchParameteriEXT (GLenum pname, GLint value); +#endif +#endif /* GL_EXT_tessellation_shader */ + +#ifndef GL_EXT_texture_border_clamp +#define GL_EXT_texture_border_clamp 1 +#define GL_TEXTURE_BORDER_COLOR_EXT 0x1004 +#define GL_CLAMP_TO_BORDER_EXT 0x812D +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, const GLint *params); +typedef void (GL_APIENTRYP PFNGLTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, const GLuint *params); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIIVEXTPROC) (GLenum target, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETTEXPARAMETERIUIVEXTPROC) (GLenum target, GLenum pname, GLuint *params); +typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIIVEXTPROC) (GLuint sampler, GLenum pname, const GLint *param); +typedef void (GL_APIENTRYP PFNGLSAMPLERPARAMETERIUIVEXTPROC) (GLuint sampler, GLenum pname, const GLuint *param); +typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIIVEXTPROC) (GLuint sampler, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLGETSAMPLERPARAMETERIUIVEXTPROC) (GLuint sampler, GLenum pname, GLuint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexParameterIivEXT (GLenum target, GLenum pname, const GLint *params); +GL_APICALL void GL_APIENTRY glTexParameterIuivEXT (GLenum target, GLenum pname, const GLuint *params); +GL_APICALL void GL_APIENTRY glGetTexParameterIivEXT (GLenum target, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetTexParameterIuivEXT (GLenum target, GLenum pname, GLuint *params); +GL_APICALL void GL_APIENTRY glSamplerParameterIivEXT (GLuint sampler, GLenum pname, const GLint *param); +GL_APICALL void GL_APIENTRY glSamplerParameterIuivEXT (GLuint sampler, GLenum pname, const GLuint *param); +GL_APICALL void GL_APIENTRY glGetSamplerParameterIivEXT (GLuint sampler, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glGetSamplerParameterIuivEXT (GLuint sampler, GLenum pname, GLuint *params); +#endif +#endif /* GL_EXT_texture_border_clamp */ + +#ifndef GL_EXT_texture_buffer +#define GL_EXT_texture_buffer 1 +#define GL_TEXTURE_BUFFER_EXT 0x8C2A +#define GL_TEXTURE_BUFFER_BINDING_EXT 0x8C2A +#define GL_MAX_TEXTURE_BUFFER_SIZE_EXT 0x8C2B +#define GL_TEXTURE_BINDING_BUFFER_EXT 0x8C2C +#define GL_TEXTURE_BUFFER_DATA_STORE_BINDING_EXT 0x8C2D +#define GL_TEXTURE_BUFFER_OFFSET_ALIGNMENT_EXT 0x919F +#define GL_SAMPLER_BUFFER_EXT 0x8DC2 +#define GL_INT_SAMPLER_BUFFER_EXT 0x8DD0 +#define GL_UNSIGNED_INT_SAMPLER_BUFFER_EXT 0x8DD8 +#define GL_IMAGE_BUFFER_EXT 0x9051 +#define GL_INT_IMAGE_BUFFER_EXT 0x905C +#define GL_UNSIGNED_INT_IMAGE_BUFFER_EXT 0x9067 +#define GL_TEXTURE_BUFFER_OFFSET_EXT 0x919D +#define GL_TEXTURE_BUFFER_SIZE_EXT 0x919E +typedef void (GL_APIENTRYP PFNGLTEXBUFFEREXTPROC) (GLenum target, GLenum internalformat, GLuint buffer); +typedef void (GL_APIENTRYP PFNGLTEXBUFFERRANGEEXTPROC) (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexBufferEXT (GLenum target, GLenum internalformat, GLuint buffer); +GL_APICALL void GL_APIENTRY glTexBufferRangeEXT (GLenum target, GLenum internalformat, GLuint buffer, GLintptr offset, GLsizeiptr size); +#endif +#endif /* GL_EXT_texture_buffer */ + +#ifndef GL_EXT_texture_compression_astc_decode_mode +#define GL_EXT_texture_compression_astc_decode_mode 1 +#define GL_TEXTURE_ASTC_DECODE_PRECISION_EXT 0x8F69 +#endif /* GL_EXT_texture_compression_astc_decode_mode */ + +#ifndef GL_EXT_texture_compression_bptc +#define GL_EXT_texture_compression_bptc 1 +#define GL_COMPRESSED_RGBA_BPTC_UNORM_EXT 0x8E8C +#define GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT 0x8E8D +#define GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT 0x8E8E +#define GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT 0x8E8F +#endif /* GL_EXT_texture_compression_bptc */ + +#ifndef GL_EXT_texture_compression_dxt1 +#define GL_EXT_texture_compression_dxt1 1 +#define GL_COMPRESSED_RGB_S3TC_DXT1_EXT 0x83F0 +#define GL_COMPRESSED_RGBA_S3TC_DXT1_EXT 0x83F1 +#endif /* GL_EXT_texture_compression_dxt1 */ + +#ifndef GL_EXT_texture_compression_rgtc +#define GL_EXT_texture_compression_rgtc 1 +#define GL_COMPRESSED_RED_RGTC1_EXT 0x8DBB +#define GL_COMPRESSED_SIGNED_RED_RGTC1_EXT 0x8DBC +#define GL_COMPRESSED_RED_GREEN_RGTC2_EXT 0x8DBD +#define GL_COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT 0x8DBE +#endif /* GL_EXT_texture_compression_rgtc */ + +#ifndef GL_EXT_texture_compression_s3tc +#define GL_EXT_texture_compression_s3tc 1 +#define GL_COMPRESSED_RGBA_S3TC_DXT3_EXT 0x83F2 +#define GL_COMPRESSED_RGBA_S3TC_DXT5_EXT 0x83F3 +#endif /* GL_EXT_texture_compression_s3tc */ + +#ifndef GL_EXT_texture_compression_s3tc_srgb +#define GL_EXT_texture_compression_s3tc_srgb 1 +#define GL_COMPRESSED_SRGB_S3TC_DXT1_EXT 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT 0x8C4F +#endif /* GL_EXT_texture_compression_s3tc_srgb */ + +#ifndef GL_EXT_texture_cube_map_array +#define GL_EXT_texture_cube_map_array 1 +#define GL_TEXTURE_CUBE_MAP_ARRAY_EXT 0x9009 +#define GL_TEXTURE_BINDING_CUBE_MAP_ARRAY_EXT 0x900A +#define GL_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900C +#define GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW_EXT 0x900D +#define GL_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900E +#define GL_UNSIGNED_INT_SAMPLER_CUBE_MAP_ARRAY_EXT 0x900F +#define GL_IMAGE_CUBE_MAP_ARRAY_EXT 0x9054 +#define GL_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x905F +#define GL_UNSIGNED_INT_IMAGE_CUBE_MAP_ARRAY_EXT 0x906A +#endif /* GL_EXT_texture_cube_map_array */ + +#ifndef GL_EXT_texture_filter_anisotropic +#define GL_EXT_texture_filter_anisotropic 1 +#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE +#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF +#endif /* GL_EXT_texture_filter_anisotropic */ + +#ifndef GL_EXT_texture_filter_minmax +#define GL_EXT_texture_filter_minmax 1 +#define GL_TEXTURE_REDUCTION_MODE_EXT 0x9366 +#define GL_WEIGHTED_AVERAGE_EXT 0x9367 +#endif /* GL_EXT_texture_filter_minmax */ + +#ifndef GL_EXT_texture_format_BGRA8888 +#define GL_EXT_texture_format_BGRA8888 1 +#endif /* GL_EXT_texture_format_BGRA8888 */ + +#ifndef GL_EXT_texture_format_sRGB_override +#define GL_EXT_texture_format_sRGB_override 1 +#define GL_TEXTURE_FORMAT_SRGB_OVERRIDE_EXT 0x8FBF +#endif /* GL_EXT_texture_format_sRGB_override */ + +#ifndef GL_EXT_texture_mirror_clamp_to_edge +#define GL_EXT_texture_mirror_clamp_to_edge 1 +#define GL_MIRROR_CLAMP_TO_EDGE_EXT 0x8743 +#endif /* GL_EXT_texture_mirror_clamp_to_edge */ + +#ifndef GL_EXT_texture_norm16 +#define GL_EXT_texture_norm16 1 +#define GL_R16_EXT 0x822A +#define GL_RG16_EXT 0x822C +#define GL_RGBA16_EXT 0x805B +#define GL_RGB16_EXT 0x8054 +#define GL_RGB16_SNORM_EXT 0x8F9A +#endif /* GL_EXT_texture_norm16 */ + +#ifndef GL_EXT_texture_query_lod +#define GL_EXT_texture_query_lod 1 +#endif /* GL_EXT_texture_query_lod */ + +#ifndef GL_EXT_texture_rg +#define GL_EXT_texture_rg 1 +#define GL_RED_EXT 0x1903 +#define GL_RG_EXT 0x8227 +#define GL_R8_EXT 0x8229 +#define GL_RG8_EXT 0x822B +#endif /* GL_EXT_texture_rg */ + +#ifndef GL_EXT_texture_sRGB_R8 +#define GL_EXT_texture_sRGB_R8 1 +#define GL_SR8_EXT 0x8FBD +#endif /* GL_EXT_texture_sRGB_R8 */ + +#ifndef GL_EXT_texture_sRGB_RG8 +#define GL_EXT_texture_sRGB_RG8 1 +#define GL_SRG8_EXT 0x8FBE +#endif /* GL_EXT_texture_sRGB_RG8 */ + +#ifndef GL_EXT_texture_sRGB_decode +#define GL_EXT_texture_sRGB_decode 1 +#define GL_TEXTURE_SRGB_DECODE_EXT 0x8A48 +#define GL_DECODE_EXT 0x8A49 +#define GL_SKIP_DECODE_EXT 0x8A4A +#endif /* GL_EXT_texture_sRGB_decode */ + +#ifndef GL_EXT_texture_shadow_lod +#define GL_EXT_texture_shadow_lod 1 +#endif /* GL_EXT_texture_shadow_lod */ + +#ifndef GL_EXT_texture_storage +#define GL_EXT_texture_storage 1 +#define GL_TEXTURE_IMMUTABLE_FORMAT_EXT 0x912F +#define GL_ALPHA8_EXT 0x803C +#define GL_LUMINANCE8_EXT 0x8040 +#define GL_LUMINANCE8_ALPHA8_EXT 0x8045 +#define GL_RGBA32F_EXT 0x8814 +#define GL_RGB32F_EXT 0x8815 +#define GL_ALPHA32F_EXT 0x8816 +#define GL_LUMINANCE32F_EXT 0x8818 +#define GL_LUMINANCE_ALPHA32F_EXT 0x8819 +#define GL_ALPHA16F_EXT 0x881C +#define GL_LUMINANCE16F_EXT 0x881E +#define GL_LUMINANCE_ALPHA16F_EXT 0x881F +#define GL_R32F_EXT 0x822E +#define GL_RG32F_EXT 0x8230 +typedef void (GL_APIENTRYP PFNGLTEXSTORAGE1DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGE2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGE3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE1DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE2DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLTEXTURESTORAGE3DEXTPROC) (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexStorage1DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GL_APICALL void GL_APIENTRY glTexStorage2DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glTexStorage3DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +GL_APICALL void GL_APIENTRY glTextureStorage1DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width); +GL_APICALL void GL_APIENTRY glTextureStorage2DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glTextureStorage3DEXT (GLuint texture, GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth); +#endif +#endif /* GL_EXT_texture_storage */ + +#ifndef GL_EXT_texture_storage_compression +#define GL_EXT_texture_storage_compression 1 +#define GL_NUM_SURFACE_COMPRESSION_FIXED_RATES_EXT 0x8F6E +#define GL_SURFACE_COMPRESSION_FIXED_RATE_1BPC_EXT 0x96C4 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_2BPC_EXT 0x96C5 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_3BPC_EXT 0x96C6 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_4BPC_EXT 0x96C7 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_5BPC_EXT 0x96C8 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_6BPC_EXT 0x96C9 +#define GL_SURFACE_COMPRESSION_FIXED_RATE_7BPC_EXT 0x96CA +#define GL_SURFACE_COMPRESSION_FIXED_RATE_8BPC_EXT 0x96CB +#define GL_SURFACE_COMPRESSION_FIXED_RATE_9BPC_EXT 0x96CC +#define GL_SURFACE_COMPRESSION_FIXED_RATE_10BPC_EXT 0x96CD +#define GL_SURFACE_COMPRESSION_FIXED_RATE_11BPC_EXT 0x96CE +#define GL_SURFACE_COMPRESSION_FIXED_RATE_12BPC_EXT 0x96CF +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEATTRIBS2DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, const GLint* attrib_list); +typedef void (GL_APIENTRYP PFNGLTEXSTORAGEATTRIBS3DEXTPROC) (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, const GLint* attrib_list); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexStorageAttribs2DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, const GLint* attrib_list); +GL_APICALL void GL_APIENTRY glTexStorageAttribs3DEXT (GLenum target, GLsizei levels, GLenum internalformat, GLsizei width, GLsizei height, GLsizei depth, const GLint* attrib_list); +#endif +#endif /* GL_EXT_texture_storage_compression */ + +#ifndef GL_EXT_texture_type_2_10_10_10_REV +#define GL_EXT_texture_type_2_10_10_10_REV 1 +#define GL_UNSIGNED_INT_2_10_10_10_REV_EXT 0x8368 +#endif /* GL_EXT_texture_type_2_10_10_10_REV */ + +#ifndef GL_EXT_texture_view +#define GL_EXT_texture_view 1 +#define GL_TEXTURE_VIEW_MIN_LEVEL_EXT 0x82DB +#define GL_TEXTURE_VIEW_NUM_LEVELS_EXT 0x82DC +#define GL_TEXTURE_VIEW_MIN_LAYER_EXT 0x82DD +#define GL_TEXTURE_VIEW_NUM_LAYERS_EXT 0x82DE +typedef void (GL_APIENTRYP PFNGLTEXTUREVIEWEXTPROC) (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTextureViewEXT (GLuint texture, GLenum target, GLuint origtexture, GLenum internalformat, GLuint minlevel, GLuint numlevels, GLuint minlayer, GLuint numlayers); +#endif +#endif /* GL_EXT_texture_view */ + +#ifndef GL_EXT_unpack_subimage +#define GL_EXT_unpack_subimage 1 +#define GL_UNPACK_ROW_LENGTH_EXT 0x0CF2 +#define GL_UNPACK_SKIP_ROWS_EXT 0x0CF3 +#define GL_UNPACK_SKIP_PIXELS_EXT 0x0CF4 +#endif /* GL_EXT_unpack_subimage */ + +#ifndef GL_EXT_win32_keyed_mutex +#define GL_EXT_win32_keyed_mutex 1 +typedef GLboolean (GL_APIENTRYP PFNGLACQUIREKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key, GLuint timeout); +typedef GLboolean (GL_APIENTRYP PFNGLRELEASEKEYEDMUTEXWIN32EXTPROC) (GLuint memory, GLuint64 key); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLboolean GL_APIENTRY glAcquireKeyedMutexWin32EXT (GLuint memory, GLuint64 key, GLuint timeout); +GL_APICALL GLboolean GL_APIENTRY glReleaseKeyedMutexWin32EXT (GLuint memory, GLuint64 key); +#endif +#endif /* GL_EXT_win32_keyed_mutex */ + +#ifndef GL_EXT_window_rectangles +#define GL_EXT_window_rectangles 1 +#define GL_INCLUSIVE_EXT 0x8F10 +#define GL_EXCLUSIVE_EXT 0x8F11 +#define GL_WINDOW_RECTANGLE_EXT 0x8F12 +#define GL_WINDOW_RECTANGLE_MODE_EXT 0x8F13 +#define GL_MAX_WINDOW_RECTANGLES_EXT 0x8F14 +#define GL_NUM_WINDOW_RECTANGLES_EXT 0x8F15 +typedef void (GL_APIENTRYP PFNGLWINDOWRECTANGLESEXTPROC) (GLenum mode, GLsizei count, const GLint *box); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glWindowRectanglesEXT (GLenum mode, GLsizei count, const GLint *box); +#endif +#endif /* GL_EXT_window_rectangles */ + +#ifndef GL_FJ_shader_binary_GCCSO +#define GL_FJ_shader_binary_GCCSO 1 +#define GL_GCCSO_SHADER_BINARY_FJ 0x9260 +#endif /* GL_FJ_shader_binary_GCCSO */ + +#ifndef GL_IMG_bindless_texture +#define GL_IMG_bindless_texture 1 +typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTUREHANDLEIMGPROC) (GLuint texture); +typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTURESAMPLERHANDLEIMGPROC) (GLuint texture, GLuint sampler); +typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64IMGPROC) (GLint location, GLuint64 value); +typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64VIMGPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64IMGPROC) (GLuint program, GLint location, GLuint64 value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VIMGPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLuint64 GL_APIENTRY glGetTextureHandleIMG (GLuint texture); +GL_APICALL GLuint64 GL_APIENTRY glGetTextureSamplerHandleIMG (GLuint texture, GLuint sampler); +GL_APICALL void GL_APIENTRY glUniformHandleui64IMG (GLint location, GLuint64 value); +GL_APICALL void GL_APIENTRY glUniformHandleui64vIMG (GLint location, GLsizei count, const GLuint64 *value); +GL_APICALL void GL_APIENTRY glProgramUniformHandleui64IMG (GLuint program, GLint location, GLuint64 value); +GL_APICALL void GL_APIENTRY glProgramUniformHandleui64vIMG (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +#endif +#endif /* GL_IMG_bindless_texture */ + +#ifndef GL_IMG_framebuffer_downsample +#define GL_IMG_framebuffer_downsample 1 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_AND_DOWNSAMPLE_IMG 0x913C +#define GL_NUM_DOWNSAMPLE_SCALES_IMG 0x913D +#define GL_DOWNSAMPLE_SCALES_IMG 0x913E +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_SCALE_IMG 0x913F +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DDOWNSAMPLEIMGPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint xscale, GLint yscale); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURELAYERDOWNSAMPLEIMGPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer, GLint xscale, GLint yscale); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferTexture2DDownsampleIMG (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint xscale, GLint yscale); +GL_APICALL void GL_APIENTRY glFramebufferTextureLayerDownsampleIMG (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint layer, GLint xscale, GLint yscale); +#endif +#endif /* GL_IMG_framebuffer_downsample */ + +#ifndef GL_IMG_multisampled_render_to_texture +#define GL_IMG_multisampled_render_to_texture 1 +#define GL_RENDERBUFFER_SAMPLES_IMG 0x9133 +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_IMG 0x9134 +#define GL_MAX_SAMPLES_IMG 0x9135 +#define GL_TEXTURE_SAMPLES_IMG 0x9136 +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLEIMGPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTURE2DMULTISAMPLEIMGPROC) (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleIMG (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glFramebufferTexture2DMultisampleIMG (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLsizei samples); +#endif +#endif /* GL_IMG_multisampled_render_to_texture */ + +#ifndef GL_IMG_program_binary +#define GL_IMG_program_binary 1 +#define GL_SGX_PROGRAM_BINARY_IMG 0x9130 +#endif /* GL_IMG_program_binary */ + +#ifndef GL_IMG_read_format +#define GL_IMG_read_format 1 +#define GL_BGRA_IMG 0x80E1 +#define GL_UNSIGNED_SHORT_4_4_4_4_REV_IMG 0x8365 +#endif /* GL_IMG_read_format */ + +#ifndef GL_IMG_shader_binary +#define GL_IMG_shader_binary 1 +#define GL_SGX_BINARY_IMG 0x8C0A +#endif /* GL_IMG_shader_binary */ + +#ifndef GL_IMG_texture_compression_pvrtc +#define GL_IMG_texture_compression_pvrtc 1 +#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG 0x8C00 +#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG 0x8C01 +#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG 0x8C02 +#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG 0x8C03 +#endif /* GL_IMG_texture_compression_pvrtc */ + +#ifndef GL_IMG_texture_compression_pvrtc2 +#define GL_IMG_texture_compression_pvrtc2 1 +#define GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG 0x9137 +#define GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG 0x9138 +#endif /* GL_IMG_texture_compression_pvrtc2 */ + +#ifndef GL_IMG_texture_filter_cubic +#define GL_IMG_texture_filter_cubic 1 +#define GL_CUBIC_IMG 0x9139 +#define GL_CUBIC_MIPMAP_NEAREST_IMG 0x913A +#define GL_CUBIC_MIPMAP_LINEAR_IMG 0x913B +#endif /* GL_IMG_texture_filter_cubic */ + +#ifndef GL_INTEL_blackhole_render +#define GL_INTEL_blackhole_render 1 +#define GL_BLACKHOLE_RENDER_INTEL 0x83FC +#endif /* GL_INTEL_blackhole_render */ + +#ifndef GL_INTEL_conservative_rasterization +#define GL_INTEL_conservative_rasterization 1 +#define GL_CONSERVATIVE_RASTERIZATION_INTEL 0x83FE +#endif /* GL_INTEL_conservative_rasterization */ + +#ifndef GL_INTEL_framebuffer_CMAA +#define GL_INTEL_framebuffer_CMAA 1 +typedef void (GL_APIENTRYP PFNGLAPPLYFRAMEBUFFERATTACHMENTCMAAINTELPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glApplyFramebufferAttachmentCMAAINTEL (void); +#endif +#endif /* GL_INTEL_framebuffer_CMAA */ + +#ifndef GL_INTEL_performance_query +#define GL_INTEL_performance_query 1 +#define GL_PERFQUERY_SINGLE_CONTEXT_INTEL 0x00000000 +#define GL_PERFQUERY_GLOBAL_CONTEXT_INTEL 0x00000001 +#define GL_PERFQUERY_WAIT_INTEL 0x83FB +#define GL_PERFQUERY_FLUSH_INTEL 0x83FA +#define GL_PERFQUERY_DONOT_FLUSH_INTEL 0x83F9 +#define GL_PERFQUERY_COUNTER_EVENT_INTEL 0x94F0 +#define GL_PERFQUERY_COUNTER_DURATION_NORM_INTEL 0x94F1 +#define GL_PERFQUERY_COUNTER_DURATION_RAW_INTEL 0x94F2 +#define GL_PERFQUERY_COUNTER_THROUGHPUT_INTEL 0x94F3 +#define GL_PERFQUERY_COUNTER_RAW_INTEL 0x94F4 +#define GL_PERFQUERY_COUNTER_TIMESTAMP_INTEL 0x94F5 +#define GL_PERFQUERY_COUNTER_DATA_UINT32_INTEL 0x94F8 +#define GL_PERFQUERY_COUNTER_DATA_UINT64_INTEL 0x94F9 +#define GL_PERFQUERY_COUNTER_DATA_FLOAT_INTEL 0x94FA +#define GL_PERFQUERY_COUNTER_DATA_DOUBLE_INTEL 0x94FB +#define GL_PERFQUERY_COUNTER_DATA_BOOL32_INTEL 0x94FC +#define GL_PERFQUERY_QUERY_NAME_LENGTH_MAX_INTEL 0x94FD +#define GL_PERFQUERY_COUNTER_NAME_LENGTH_MAX_INTEL 0x94FE +#define GL_PERFQUERY_COUNTER_DESC_LENGTH_MAX_INTEL 0x94FF +#define GL_PERFQUERY_GPA_EXTENDED_COUNTERS_INTEL 0x9500 +typedef void (GL_APIENTRYP PFNGLBEGINPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (GL_APIENTRYP PFNGLCREATEPERFQUERYINTELPROC) (GLuint queryId, GLuint *queryHandle); +typedef void (GL_APIENTRYP PFNGLDELETEPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (GL_APIENTRYP PFNGLENDPERFQUERYINTELPROC) (GLuint queryHandle); +typedef void (GL_APIENTRYP PFNGLGETFIRSTPERFQUERYIDINTELPROC) (GLuint *queryId); +typedef void (GL_APIENTRYP PFNGLGETNEXTPERFQUERYIDINTELPROC) (GLuint queryId, GLuint *nextQueryId); +typedef void (GL_APIENTRYP PFNGLGETPERFCOUNTERINFOINTELPROC) (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); +typedef void (GL_APIENTRYP PFNGLGETPERFQUERYDATAINTELPROC) (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); +typedef void (GL_APIENTRYP PFNGLGETPERFQUERYIDBYNAMEINTELPROC) (GLchar *queryName, GLuint *queryId); +typedef void (GL_APIENTRYP PFNGLGETPERFQUERYINFOINTELPROC) (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBeginPerfQueryINTEL (GLuint queryHandle); +GL_APICALL void GL_APIENTRY glCreatePerfQueryINTEL (GLuint queryId, GLuint *queryHandle); +GL_APICALL void GL_APIENTRY glDeletePerfQueryINTEL (GLuint queryHandle); +GL_APICALL void GL_APIENTRY glEndPerfQueryINTEL (GLuint queryHandle); +GL_APICALL void GL_APIENTRY glGetFirstPerfQueryIdINTEL (GLuint *queryId); +GL_APICALL void GL_APIENTRY glGetNextPerfQueryIdINTEL (GLuint queryId, GLuint *nextQueryId); +GL_APICALL void GL_APIENTRY glGetPerfCounterInfoINTEL (GLuint queryId, GLuint counterId, GLuint counterNameLength, GLchar *counterName, GLuint counterDescLength, GLchar *counterDesc, GLuint *counterOffset, GLuint *counterDataSize, GLuint *counterTypeEnum, GLuint *counterDataTypeEnum, GLuint64 *rawCounterMaxValue); +GL_APICALL void GL_APIENTRY glGetPerfQueryDataINTEL (GLuint queryHandle, GLuint flags, GLsizei dataSize, void *data, GLuint *bytesWritten); +GL_APICALL void GL_APIENTRY glGetPerfQueryIdByNameINTEL (GLchar *queryName, GLuint *queryId); +GL_APICALL void GL_APIENTRY glGetPerfQueryInfoINTEL (GLuint queryId, GLuint queryNameLength, GLchar *queryName, GLuint *dataSize, GLuint *noCounters, GLuint *noInstances, GLuint *capsMask); +#endif +#endif /* GL_INTEL_performance_query */ + +#ifndef GL_MESA_bgra +#define GL_MESA_bgra 1 +#define GL_BGR_EXT 0x80E0 +#endif /* GL_MESA_bgra */ + +#ifndef GL_MESA_framebuffer_flip_x +#define GL_MESA_framebuffer_flip_x 1 +#define GL_FRAMEBUFFER_FLIP_X_MESA 0x8BBC +#endif /* GL_MESA_framebuffer_flip_x */ + +#ifndef GL_MESA_framebuffer_flip_y +#define GL_MESA_framebuffer_flip_y 1 +#define GL_FRAMEBUFFER_FLIP_Y_MESA 0x8BBB +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERPARAMETERIMESAPROC) (GLenum target, GLenum pname, GLint param); +typedef void (GL_APIENTRYP PFNGLGETFRAMEBUFFERPARAMETERIVMESAPROC) (GLenum target, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferParameteriMESA (GLenum target, GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glGetFramebufferParameterivMESA (GLenum target, GLenum pname, GLint *params); +#endif +#endif /* GL_MESA_framebuffer_flip_y */ + +#ifndef GL_MESA_framebuffer_swap_xy +#define GL_MESA_framebuffer_swap_xy 1 +#define GL_FRAMEBUFFER_SWAP_XY_MESA 0x8BBD +#endif /* GL_MESA_framebuffer_swap_xy */ + +#ifndef GL_MESA_program_binary_formats +#define GL_MESA_program_binary_formats 1 +#define GL_PROGRAM_BINARY_FORMAT_MESA 0x875F +#endif /* GL_MESA_program_binary_formats */ + +#ifndef GL_MESA_shader_integer_functions +#define GL_MESA_shader_integer_functions 1 +#endif /* GL_MESA_shader_integer_functions */ + +#ifndef GL_NVX_blend_equation_advanced_multi_draw_buffers +#define GL_NVX_blend_equation_advanced_multi_draw_buffers 1 +#endif /* GL_NVX_blend_equation_advanced_multi_draw_buffers */ + +#ifndef GL_NV_bindless_texture +#define GL_NV_bindless_texture 1 +typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTUREHANDLENVPROC) (GLuint texture); +typedef GLuint64 (GL_APIENTRYP PFNGLGETTEXTURESAMPLERHANDLENVPROC) (GLuint texture, GLuint sampler); +typedef void (GL_APIENTRYP PFNGLMAKETEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef void (GL_APIENTRYP PFNGLMAKETEXTUREHANDLENONRESIDENTNVPROC) (GLuint64 handle); +typedef GLuint64 (GL_APIENTRYP PFNGLGETIMAGEHANDLENVPROC) (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +typedef void (GL_APIENTRYP PFNGLMAKEIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle, GLenum access); +typedef void (GL_APIENTRYP PFNGLMAKEIMAGEHANDLENONRESIDENTNVPROC) (GLuint64 handle); +typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64NVPROC) (GLint location, GLuint64 value); +typedef void (GL_APIENTRYP PFNGLUNIFORMHANDLEUI64VNVPROC) (GLint location, GLsizei count, const GLuint64 *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64NVPROC) (GLuint program, GLint location, GLuint64 value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORMHANDLEUI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +typedef GLboolean (GL_APIENTRYP PFNGLISTEXTUREHANDLERESIDENTNVPROC) (GLuint64 handle); +typedef GLboolean (GL_APIENTRYP PFNGLISIMAGEHANDLERESIDENTNVPROC) (GLuint64 handle); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLuint64 GL_APIENTRY glGetTextureHandleNV (GLuint texture); +GL_APICALL GLuint64 GL_APIENTRY glGetTextureSamplerHandleNV (GLuint texture, GLuint sampler); +GL_APICALL void GL_APIENTRY glMakeTextureHandleResidentNV (GLuint64 handle); +GL_APICALL void GL_APIENTRY glMakeTextureHandleNonResidentNV (GLuint64 handle); +GL_APICALL GLuint64 GL_APIENTRY glGetImageHandleNV (GLuint texture, GLint level, GLboolean layered, GLint layer, GLenum format); +GL_APICALL void GL_APIENTRY glMakeImageHandleResidentNV (GLuint64 handle, GLenum access); +GL_APICALL void GL_APIENTRY glMakeImageHandleNonResidentNV (GLuint64 handle); +GL_APICALL void GL_APIENTRY glUniformHandleui64NV (GLint location, GLuint64 value); +GL_APICALL void GL_APIENTRY glUniformHandleui64vNV (GLint location, GLsizei count, const GLuint64 *value); +GL_APICALL void GL_APIENTRY glProgramUniformHandleui64NV (GLuint program, GLint location, GLuint64 value); +GL_APICALL void GL_APIENTRY glProgramUniformHandleui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64 *values); +GL_APICALL GLboolean GL_APIENTRY glIsTextureHandleResidentNV (GLuint64 handle); +GL_APICALL GLboolean GL_APIENTRY glIsImageHandleResidentNV (GLuint64 handle); +#endif +#endif /* GL_NV_bindless_texture */ + +#ifndef GL_NV_blend_equation_advanced +#define GL_NV_blend_equation_advanced 1 +#define GL_BLEND_OVERLAP_NV 0x9281 +#define GL_BLEND_PREMULTIPLIED_SRC_NV 0x9280 +#define GL_BLUE_NV 0x1905 +#define GL_COLORBURN_NV 0x929A +#define GL_COLORDODGE_NV 0x9299 +#define GL_CONJOINT_NV 0x9284 +#define GL_CONTRAST_NV 0x92A1 +#define GL_DARKEN_NV 0x9297 +#define GL_DIFFERENCE_NV 0x929E +#define GL_DISJOINT_NV 0x9283 +#define GL_DST_ATOP_NV 0x928F +#define GL_DST_IN_NV 0x928B +#define GL_DST_NV 0x9287 +#define GL_DST_OUT_NV 0x928D +#define GL_DST_OVER_NV 0x9289 +#define GL_EXCLUSION_NV 0x92A0 +#define GL_GREEN_NV 0x1904 +#define GL_HARDLIGHT_NV 0x929B +#define GL_HARDMIX_NV 0x92A9 +#define GL_HSL_COLOR_NV 0x92AF +#define GL_HSL_HUE_NV 0x92AD +#define GL_HSL_LUMINOSITY_NV 0x92B0 +#define GL_HSL_SATURATION_NV 0x92AE +#define GL_INVERT_OVG_NV 0x92B4 +#define GL_INVERT_RGB_NV 0x92A3 +#define GL_LIGHTEN_NV 0x9298 +#define GL_LINEARBURN_NV 0x92A5 +#define GL_LINEARDODGE_NV 0x92A4 +#define GL_LINEARLIGHT_NV 0x92A7 +#define GL_MINUS_CLAMPED_NV 0x92B3 +#define GL_MINUS_NV 0x929F +#define GL_MULTIPLY_NV 0x9294 +#define GL_OVERLAY_NV 0x9296 +#define GL_PINLIGHT_NV 0x92A8 +#define GL_PLUS_CLAMPED_ALPHA_NV 0x92B2 +#define GL_PLUS_CLAMPED_NV 0x92B1 +#define GL_PLUS_DARKER_NV 0x9292 +#define GL_PLUS_NV 0x9291 +#define GL_RED_NV 0x1903 +#define GL_SCREEN_NV 0x9295 +#define GL_SOFTLIGHT_NV 0x929C +#define GL_SRC_ATOP_NV 0x928E +#define GL_SRC_IN_NV 0x928A +#define GL_SRC_NV 0x9286 +#define GL_SRC_OUT_NV 0x928C +#define GL_SRC_OVER_NV 0x9288 +#define GL_UNCORRELATED_NV 0x9282 +#define GL_VIVIDLIGHT_NV 0x92A6 +#define GL_XOR_NV 0x1506 +typedef void (GL_APIENTRYP PFNGLBLENDPARAMETERINVPROC) (GLenum pname, GLint value); +typedef void (GL_APIENTRYP PFNGLBLENDBARRIERNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBlendParameteriNV (GLenum pname, GLint value); +GL_APICALL void GL_APIENTRY glBlendBarrierNV (void); +#endif +#endif /* GL_NV_blend_equation_advanced */ + +#ifndef GL_NV_blend_equation_advanced_coherent +#define GL_NV_blend_equation_advanced_coherent 1 +#define GL_BLEND_ADVANCED_COHERENT_NV 0x9285 +#endif /* GL_NV_blend_equation_advanced_coherent */ + +#ifndef GL_NV_blend_minmax_factor +#define GL_NV_blend_minmax_factor 1 +#define GL_FACTOR_MIN_AMD 0x901C +#define GL_FACTOR_MAX_AMD 0x901D +#endif /* GL_NV_blend_minmax_factor */ + +#ifndef GL_NV_clip_space_w_scaling +#define GL_NV_clip_space_w_scaling 1 +#define GL_VIEWPORT_POSITION_W_SCALE_NV 0x937C +#define GL_VIEWPORT_POSITION_W_SCALE_X_COEFF_NV 0x937D +#define GL_VIEWPORT_POSITION_W_SCALE_Y_COEFF_NV 0x937E +typedef void (GL_APIENTRYP PFNGLVIEWPORTPOSITIONWSCALENVPROC) (GLuint index, GLfloat xcoeff, GLfloat ycoeff); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glViewportPositionWScaleNV (GLuint index, GLfloat xcoeff, GLfloat ycoeff); +#endif +#endif /* GL_NV_clip_space_w_scaling */ + +#ifndef GL_NV_compute_shader_derivatives +#define GL_NV_compute_shader_derivatives 1 +#endif /* GL_NV_compute_shader_derivatives */ + +#ifndef GL_NV_conditional_render +#define GL_NV_conditional_render 1 +#define GL_QUERY_WAIT_NV 0x8E13 +#define GL_QUERY_NO_WAIT_NV 0x8E14 +#define GL_QUERY_BY_REGION_WAIT_NV 0x8E15 +#define GL_QUERY_BY_REGION_NO_WAIT_NV 0x8E16 +typedef void (GL_APIENTRYP PFNGLBEGINCONDITIONALRENDERNVPROC) (GLuint id, GLenum mode); +typedef void (GL_APIENTRYP PFNGLENDCONDITIONALRENDERNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBeginConditionalRenderNV (GLuint id, GLenum mode); +GL_APICALL void GL_APIENTRY glEndConditionalRenderNV (void); +#endif +#endif /* GL_NV_conditional_render */ + +#ifndef GL_NV_conservative_raster +#define GL_NV_conservative_raster 1 +#define GL_CONSERVATIVE_RASTERIZATION_NV 0x9346 +#define GL_SUBPIXEL_PRECISION_BIAS_X_BITS_NV 0x9347 +#define GL_SUBPIXEL_PRECISION_BIAS_Y_BITS_NV 0x9348 +#define GL_MAX_SUBPIXEL_PRECISION_BIAS_BITS_NV 0x9349 +typedef void (GL_APIENTRYP PFNGLSUBPIXELPRECISIONBIASNVPROC) (GLuint xbits, GLuint ybits); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glSubpixelPrecisionBiasNV (GLuint xbits, GLuint ybits); +#endif +#endif /* GL_NV_conservative_raster */ + +#ifndef GL_NV_conservative_raster_pre_snap +#define GL_NV_conservative_raster_pre_snap 1 +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_NV 0x9550 +#endif /* GL_NV_conservative_raster_pre_snap */ + +#ifndef GL_NV_conservative_raster_pre_snap_triangles +#define GL_NV_conservative_raster_pre_snap_triangles 1 +#define GL_CONSERVATIVE_RASTER_MODE_NV 0x954D +#define GL_CONSERVATIVE_RASTER_MODE_POST_SNAP_NV 0x954E +#define GL_CONSERVATIVE_RASTER_MODE_PRE_SNAP_TRIANGLES_NV 0x954F +typedef void (GL_APIENTRYP PFNGLCONSERVATIVERASTERPARAMETERINVPROC) (GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glConservativeRasterParameteriNV (GLenum pname, GLint param); +#endif +#endif /* GL_NV_conservative_raster_pre_snap_triangles */ + +#ifndef GL_NV_copy_buffer +#define GL_NV_copy_buffer 1 +#define GL_COPY_READ_BUFFER_NV 0x8F36 +#define GL_COPY_WRITE_BUFFER_NV 0x8F37 +typedef void (GL_APIENTRYP PFNGLCOPYBUFFERSUBDATANVPROC) (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCopyBufferSubDataNV (GLenum readTarget, GLenum writeTarget, GLintptr readOffset, GLintptr writeOffset, GLsizeiptr size); +#endif +#endif /* GL_NV_copy_buffer */ + +#ifndef GL_NV_coverage_sample +#define GL_NV_coverage_sample 1 +#define GL_COVERAGE_COMPONENT_NV 0x8ED0 +#define GL_COVERAGE_COMPONENT4_NV 0x8ED1 +#define GL_COVERAGE_ATTACHMENT_NV 0x8ED2 +#define GL_COVERAGE_BUFFERS_NV 0x8ED3 +#define GL_COVERAGE_SAMPLES_NV 0x8ED4 +#define GL_COVERAGE_ALL_FRAGMENTS_NV 0x8ED5 +#define GL_COVERAGE_EDGE_FRAGMENTS_NV 0x8ED6 +#define GL_COVERAGE_AUTOMATIC_NV 0x8ED7 +#define GL_COVERAGE_BUFFER_BIT_NV 0x00008000 +typedef void (GL_APIENTRYP PFNGLCOVERAGEMASKNVPROC) (GLboolean mask); +typedef void (GL_APIENTRYP PFNGLCOVERAGEOPERATIONNVPROC) (GLenum operation); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCoverageMaskNV (GLboolean mask); +GL_APICALL void GL_APIENTRY glCoverageOperationNV (GLenum operation); +#endif +#endif /* GL_NV_coverage_sample */ + +#ifndef GL_NV_depth_nonlinear +#define GL_NV_depth_nonlinear 1 +#define GL_DEPTH_COMPONENT16_NONLINEAR_NV 0x8E2C +#endif /* GL_NV_depth_nonlinear */ + +#ifndef GL_NV_draw_buffers +#define GL_NV_draw_buffers 1 +#define GL_MAX_DRAW_BUFFERS_NV 0x8824 +#define GL_DRAW_BUFFER0_NV 0x8825 +#define GL_DRAW_BUFFER1_NV 0x8826 +#define GL_DRAW_BUFFER2_NV 0x8827 +#define GL_DRAW_BUFFER3_NV 0x8828 +#define GL_DRAW_BUFFER4_NV 0x8829 +#define GL_DRAW_BUFFER5_NV 0x882A +#define GL_DRAW_BUFFER6_NV 0x882B +#define GL_DRAW_BUFFER7_NV 0x882C +#define GL_DRAW_BUFFER8_NV 0x882D +#define GL_DRAW_BUFFER9_NV 0x882E +#define GL_DRAW_BUFFER10_NV 0x882F +#define GL_DRAW_BUFFER11_NV 0x8830 +#define GL_DRAW_BUFFER12_NV 0x8831 +#define GL_DRAW_BUFFER13_NV 0x8832 +#define GL_DRAW_BUFFER14_NV 0x8833 +#define GL_DRAW_BUFFER15_NV 0x8834 +#define GL_COLOR_ATTACHMENT0_NV 0x8CE0 +#define GL_COLOR_ATTACHMENT1_NV 0x8CE1 +#define GL_COLOR_ATTACHMENT2_NV 0x8CE2 +#define GL_COLOR_ATTACHMENT3_NV 0x8CE3 +#define GL_COLOR_ATTACHMENT4_NV 0x8CE4 +#define GL_COLOR_ATTACHMENT5_NV 0x8CE5 +#define GL_COLOR_ATTACHMENT6_NV 0x8CE6 +#define GL_COLOR_ATTACHMENT7_NV 0x8CE7 +#define GL_COLOR_ATTACHMENT8_NV 0x8CE8 +#define GL_COLOR_ATTACHMENT9_NV 0x8CE9 +#define GL_COLOR_ATTACHMENT10_NV 0x8CEA +#define GL_COLOR_ATTACHMENT11_NV 0x8CEB +#define GL_COLOR_ATTACHMENT12_NV 0x8CEC +#define GL_COLOR_ATTACHMENT13_NV 0x8CED +#define GL_COLOR_ATTACHMENT14_NV 0x8CEE +#define GL_COLOR_ATTACHMENT15_NV 0x8CEF +typedef void (GL_APIENTRYP PFNGLDRAWBUFFERSNVPROC) (GLsizei n, const GLenum *bufs); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawBuffersNV (GLsizei n, const GLenum *bufs); +#endif +#endif /* GL_NV_draw_buffers */ + +#ifndef GL_NV_draw_instanced +#define GL_NV_draw_instanced 1 +typedef void (GL_APIENTRYP PFNGLDRAWARRAYSINSTANCEDNVPROC) (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +typedef void (GL_APIENTRYP PFNGLDRAWELEMENTSINSTANCEDNVPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawArraysInstancedNV (GLenum mode, GLint first, GLsizei count, GLsizei primcount); +GL_APICALL void GL_APIENTRY glDrawElementsInstancedNV (GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount); +#endif +#endif /* GL_NV_draw_instanced */ + +#ifndef GL_NV_draw_vulkan_image +#define GL_NV_draw_vulkan_image 1 +typedef void (GL_APIENTRY *GLVULKANPROCNV)(void); +typedef void (GL_APIENTRYP PFNGLDRAWVKIMAGENVPROC) (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +typedef GLVULKANPROCNV (GL_APIENTRYP PFNGLGETVKPROCADDRNVPROC) (const GLchar *name); +typedef void (GL_APIENTRYP PFNGLWAITVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); +typedef void (GL_APIENTRYP PFNGLSIGNALVKSEMAPHORENVPROC) (GLuint64 vkSemaphore); +typedef void (GL_APIENTRYP PFNGLSIGNALVKFENCENVPROC) (GLuint64 vkFence); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawVkImageNV (GLuint64 vkImage, GLuint sampler, GLfloat x0, GLfloat y0, GLfloat x1, GLfloat y1, GLfloat z, GLfloat s0, GLfloat t0, GLfloat s1, GLfloat t1); +GL_APICALL GLVULKANPROCNV GL_APIENTRY glGetVkProcAddrNV (const GLchar *name); +GL_APICALL void GL_APIENTRY glWaitVkSemaphoreNV (GLuint64 vkSemaphore); +GL_APICALL void GL_APIENTRY glSignalVkSemaphoreNV (GLuint64 vkSemaphore); +GL_APICALL void GL_APIENTRY glSignalVkFenceNV (GLuint64 vkFence); +#endif +#endif /* GL_NV_draw_vulkan_image */ + +#ifndef GL_NV_explicit_attrib_location +#define GL_NV_explicit_attrib_location 1 +#endif /* GL_NV_explicit_attrib_location */ + +#ifndef GL_NV_fbo_color_attachments +#define GL_NV_fbo_color_attachments 1 +#define GL_MAX_COLOR_ATTACHMENTS_NV 0x8CDF +#endif /* GL_NV_fbo_color_attachments */ + +#ifndef GL_NV_fence +#define GL_NV_fence 1 +#define GL_ALL_COMPLETED_NV 0x84F2 +#define GL_FENCE_STATUS_NV 0x84F3 +#define GL_FENCE_CONDITION_NV 0x84F4 +typedef void (GL_APIENTRYP PFNGLDELETEFENCESNVPROC) (GLsizei n, const GLuint *fences); +typedef void (GL_APIENTRYP PFNGLGENFENCESNVPROC) (GLsizei n, GLuint *fences); +typedef GLboolean (GL_APIENTRYP PFNGLISFENCENVPROC) (GLuint fence); +typedef GLboolean (GL_APIENTRYP PFNGLTESTFENCENVPROC) (GLuint fence); +typedef void (GL_APIENTRYP PFNGLGETFENCEIVNVPROC) (GLuint fence, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLFINISHFENCENVPROC) (GLuint fence); +typedef void (GL_APIENTRYP PFNGLSETFENCENVPROC) (GLuint fence, GLenum condition); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDeleteFencesNV (GLsizei n, const GLuint *fences); +GL_APICALL void GL_APIENTRY glGenFencesNV (GLsizei n, GLuint *fences); +GL_APICALL GLboolean GL_APIENTRY glIsFenceNV (GLuint fence); +GL_APICALL GLboolean GL_APIENTRY glTestFenceNV (GLuint fence); +GL_APICALL void GL_APIENTRY glGetFenceivNV (GLuint fence, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glFinishFenceNV (GLuint fence); +GL_APICALL void GL_APIENTRY glSetFenceNV (GLuint fence, GLenum condition); +#endif +#endif /* GL_NV_fence */ + +#ifndef GL_NV_fill_rectangle +#define GL_NV_fill_rectangle 1 +#define GL_FILL_RECTANGLE_NV 0x933C +#endif /* GL_NV_fill_rectangle */ + +#ifndef GL_NV_fragment_coverage_to_color +#define GL_NV_fragment_coverage_to_color 1 +#define GL_FRAGMENT_COVERAGE_TO_COLOR_NV 0x92DD +#define GL_FRAGMENT_COVERAGE_COLOR_NV 0x92DE +typedef void (GL_APIENTRYP PFNGLFRAGMENTCOVERAGECOLORNVPROC) (GLuint color); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFragmentCoverageColorNV (GLuint color); +#endif +#endif /* GL_NV_fragment_coverage_to_color */ + +#ifndef GL_NV_fragment_shader_barycentric +#define GL_NV_fragment_shader_barycentric 1 +#endif /* GL_NV_fragment_shader_barycentric */ + +#ifndef GL_NV_fragment_shader_interlock +#define GL_NV_fragment_shader_interlock 1 +#endif /* GL_NV_fragment_shader_interlock */ + +#ifndef GL_NV_framebuffer_blit +#define GL_NV_framebuffer_blit 1 +#define GL_READ_FRAMEBUFFER_NV 0x8CA8 +#define GL_DRAW_FRAMEBUFFER_NV 0x8CA9 +#define GL_DRAW_FRAMEBUFFER_BINDING_NV 0x8CA6 +#define GL_READ_FRAMEBUFFER_BINDING_NV 0x8CAA +typedef void (GL_APIENTRYP PFNGLBLITFRAMEBUFFERNVPROC) (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBlitFramebufferNV (GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1, GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1, GLbitfield mask, GLenum filter); +#endif +#endif /* GL_NV_framebuffer_blit */ + +#ifndef GL_NV_framebuffer_mixed_samples +#define GL_NV_framebuffer_mixed_samples 1 +#define GL_COVERAGE_MODULATION_TABLE_NV 0x9331 +#define GL_COLOR_SAMPLES_NV 0x8E20 +#define GL_DEPTH_SAMPLES_NV 0x932D +#define GL_STENCIL_SAMPLES_NV 0x932E +#define GL_MIXED_DEPTH_SAMPLES_SUPPORTED_NV 0x932F +#define GL_MIXED_STENCIL_SAMPLES_SUPPORTED_NV 0x9330 +#define GL_COVERAGE_MODULATION_NV 0x9332 +#define GL_COVERAGE_MODULATION_TABLE_SIZE_NV 0x9333 +typedef void (GL_APIENTRYP PFNGLCOVERAGEMODULATIONTABLENVPROC) (GLsizei n, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLGETCOVERAGEMODULATIONTABLENVPROC) (GLsizei bufSize, GLfloat *v); +typedef void (GL_APIENTRYP PFNGLCOVERAGEMODULATIONNVPROC) (GLenum components); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCoverageModulationTableNV (GLsizei n, const GLfloat *v); +GL_APICALL void GL_APIENTRY glGetCoverageModulationTableNV (GLsizei bufSize, GLfloat *v); +GL_APICALL void GL_APIENTRY glCoverageModulationNV (GLenum components); +#endif +#endif /* GL_NV_framebuffer_mixed_samples */ + +#ifndef GL_NV_framebuffer_multisample +#define GL_NV_framebuffer_multisample 1 +#define GL_RENDERBUFFER_SAMPLES_NV 0x8CAB +#define GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE_NV 0x8D56 +#define GL_MAX_SAMPLES_NV 0x8D57 +typedef void (GL_APIENTRYP PFNGLRENDERBUFFERSTORAGEMULTISAMPLENVPROC) (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glRenderbufferStorageMultisampleNV (GLenum target, GLsizei samples, GLenum internalformat, GLsizei width, GLsizei height); +#endif +#endif /* GL_NV_framebuffer_multisample */ + +#ifndef GL_NV_generate_mipmap_sRGB +#define GL_NV_generate_mipmap_sRGB 1 +#endif /* GL_NV_generate_mipmap_sRGB */ + +#ifndef GL_NV_geometry_shader_passthrough +#define GL_NV_geometry_shader_passthrough 1 +#endif /* GL_NV_geometry_shader_passthrough */ + +#ifndef GL_NV_gpu_shader5 +#define GL_NV_gpu_shader5 1 +typedef khronos_int64_t GLint64EXT; +typedef khronos_uint64_t GLuint64EXT; +#define GL_INT64_NV 0x140E +#define GL_UNSIGNED_INT64_NV 0x140F +#define GL_INT8_NV 0x8FE0 +#define GL_INT8_VEC2_NV 0x8FE1 +#define GL_INT8_VEC3_NV 0x8FE2 +#define GL_INT8_VEC4_NV 0x8FE3 +#define GL_INT16_NV 0x8FE4 +#define GL_INT16_VEC2_NV 0x8FE5 +#define GL_INT16_VEC3_NV 0x8FE6 +#define GL_INT16_VEC4_NV 0x8FE7 +#define GL_INT64_VEC2_NV 0x8FE9 +#define GL_INT64_VEC3_NV 0x8FEA +#define GL_INT64_VEC4_NV 0x8FEB +#define GL_UNSIGNED_INT8_NV 0x8FEC +#define GL_UNSIGNED_INT8_VEC2_NV 0x8FED +#define GL_UNSIGNED_INT8_VEC3_NV 0x8FEE +#define GL_UNSIGNED_INT8_VEC4_NV 0x8FEF +#define GL_UNSIGNED_INT16_NV 0x8FF0 +#define GL_UNSIGNED_INT16_VEC2_NV 0x8FF1 +#define GL_UNSIGNED_INT16_VEC3_NV 0x8FF2 +#define GL_UNSIGNED_INT16_VEC4_NV 0x8FF3 +#define GL_UNSIGNED_INT64_VEC2_NV 0x8FF5 +#define GL_UNSIGNED_INT64_VEC3_NV 0x8FF6 +#define GL_UNSIGNED_INT64_VEC4_NV 0x8FF7 +#define GL_FLOAT16_NV 0x8FF8 +#define GL_FLOAT16_VEC2_NV 0x8FF9 +#define GL_FLOAT16_VEC3_NV 0x8FFA +#define GL_FLOAT16_VEC4_NV 0x8FFB +#define GL_PATCHES 0x000E +typedef void (GL_APIENTRYP PFNGLUNIFORM1I64NVPROC) (GLint location, GLint64EXT x); +typedef void (GL_APIENTRYP PFNGLUNIFORM2I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y); +typedef void (GL_APIENTRYP PFNGLUNIFORM3I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (GL_APIENTRYP PFNGLUNIFORM4I64NVPROC) (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (GL_APIENTRYP PFNGLUNIFORM1I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM2I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM3I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM4I64VNVPROC) (GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM1UI64NVPROC) (GLint location, GLuint64EXT x); +typedef void (GL_APIENTRYP PFNGLUNIFORM2UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (GL_APIENTRYP PFNGLUNIFORM3UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (GL_APIENTRYP PFNGLUNIFORM4UI64NVPROC) (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (GL_APIENTRYP PFNGLUNIFORM1UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM2UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM3UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLUNIFORM4UI64VNVPROC) (GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLGETUNIFORMI64VNVPROC) (GLuint program, GLint location, GLint64EXT *params); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1I64NVPROC) (GLuint program, GLint location, GLint64EXT x); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4I64NVPROC) (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4I64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UI64NVPROC) (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM1UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM2UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM3UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +typedef void (GL_APIENTRYP PFNGLPROGRAMUNIFORM4UI64VNVPROC) (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glUniform1i64NV (GLint location, GLint64EXT x); +GL_APICALL void GL_APIENTRY glUniform2i64NV (GLint location, GLint64EXT x, GLint64EXT y); +GL_APICALL void GL_APIENTRY glUniform3i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GL_APICALL void GL_APIENTRY glUniform4i64NV (GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GL_APICALL void GL_APIENTRY glUniform1i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform2i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform3i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform4i64vNV (GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform1ui64NV (GLint location, GLuint64EXT x); +GL_APICALL void GL_APIENTRY glUniform2ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y); +GL_APICALL void GL_APIENTRY glUniform3ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GL_APICALL void GL_APIENTRY glUniform4ui64NV (GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GL_APICALL void GL_APIENTRY glUniform1ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform2ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform3ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glUniform4ui64vNV (GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glGetUniformi64vNV (GLuint program, GLint location, GLint64EXT *params); +GL_APICALL void GL_APIENTRY glProgramUniform1i64NV (GLuint program, GLint location, GLint64EXT x); +GL_APICALL void GL_APIENTRY glProgramUniform2i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y); +GL_APICALL void GL_APIENTRY glProgramUniform3i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z); +GL_APICALL void GL_APIENTRY glProgramUniform4i64NV (GLuint program, GLint location, GLint64EXT x, GLint64EXT y, GLint64EXT z, GLint64EXT w); +GL_APICALL void GL_APIENTRY glProgramUniform1i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform2i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform3i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform4i64vNV (GLuint program, GLint location, GLsizei count, const GLint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform1ui64NV (GLuint program, GLint location, GLuint64EXT x); +GL_APICALL void GL_APIENTRY glProgramUniform2ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y); +GL_APICALL void GL_APIENTRY glProgramUniform3ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z); +GL_APICALL void GL_APIENTRY glProgramUniform4ui64NV (GLuint program, GLint location, GLuint64EXT x, GLuint64EXT y, GLuint64EXT z, GLuint64EXT w); +GL_APICALL void GL_APIENTRY glProgramUniform1ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform2ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform3ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +GL_APICALL void GL_APIENTRY glProgramUniform4ui64vNV (GLuint program, GLint location, GLsizei count, const GLuint64EXT *value); +#endif +#endif /* GL_NV_gpu_shader5 */ + +#ifndef GL_NV_image_formats +#define GL_NV_image_formats 1 +#endif /* GL_NV_image_formats */ + +#ifndef GL_NV_instanced_arrays +#define GL_NV_instanced_arrays 1 +#define GL_VERTEX_ATTRIB_ARRAY_DIVISOR_NV 0x88FE +typedef void (GL_APIENTRYP PFNGLVERTEXATTRIBDIVISORNVPROC) (GLuint index, GLuint divisor); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glVertexAttribDivisorNV (GLuint index, GLuint divisor); +#endif +#endif /* GL_NV_instanced_arrays */ + +#ifndef GL_NV_internalformat_sample_query +#define GL_NV_internalformat_sample_query 1 +#define GL_TEXTURE_2D_MULTISAMPLE 0x9100 +#define GL_TEXTURE_2D_MULTISAMPLE_ARRAY 0x9102 +#define GL_MULTISAMPLES_NV 0x9371 +#define GL_SUPERSAMPLE_SCALE_X_NV 0x9372 +#define GL_SUPERSAMPLE_SCALE_Y_NV 0x9373 +#define GL_CONFORMANT_NV 0x9374 +typedef void (GL_APIENTRYP PFNGLGETINTERNALFORMATSAMPLEIVNVPROC) (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetInternalformatSampleivNV (GLenum target, GLenum internalformat, GLsizei samples, GLenum pname, GLsizei count, GLint *params); +#endif +#endif /* GL_NV_internalformat_sample_query */ + +#ifndef GL_NV_memory_attachment +#define GL_NV_memory_attachment 1 +#define GL_ATTACHED_MEMORY_OBJECT_NV 0x95A4 +#define GL_ATTACHED_MEMORY_OFFSET_NV 0x95A5 +#define GL_MEMORY_ATTACHABLE_ALIGNMENT_NV 0x95A6 +#define GL_MEMORY_ATTACHABLE_SIZE_NV 0x95A7 +#define GL_MEMORY_ATTACHABLE_NV 0x95A8 +#define GL_DETACHED_MEMORY_INCARNATION_NV 0x95A9 +#define GL_DETACHED_TEXTURES_NV 0x95AA +#define GL_DETACHED_BUFFERS_NV 0x95AB +#define GL_MAX_DETACHED_TEXTURES_NV 0x95AC +#define GL_MAX_DETACHED_BUFFERS_NV 0x95AD +typedef void (GL_APIENTRYP PFNGLGETMEMORYOBJECTDETACHEDRESOURCESUIVNVPROC) (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); +typedef void (GL_APIENTRYP PFNGLRESETMEMORYOBJECTPARAMETERNVPROC) (GLuint memory, GLenum pname); +typedef void (GL_APIENTRYP PFNGLTEXATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLBUFFERATTACHMEMORYNVPROC) (GLenum target, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLTEXTUREATTACHMEMORYNVPROC) (GLuint texture, GLuint memory, GLuint64 offset); +typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERATTACHMEMORYNVPROC) (GLuint buffer, GLuint memory, GLuint64 offset); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetMemoryObjectDetachedResourcesuivNV (GLuint memory, GLenum pname, GLint first, GLsizei count, GLuint *params); +GL_APICALL void GL_APIENTRY glResetMemoryObjectParameterNV (GLuint memory, GLenum pname); +GL_APICALL void GL_APIENTRY glTexAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glBufferAttachMemoryNV (GLenum target, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glTextureAttachMemoryNV (GLuint texture, GLuint memory, GLuint64 offset); +GL_APICALL void GL_APIENTRY glNamedBufferAttachMemoryNV (GLuint buffer, GLuint memory, GLuint64 offset); +#endif +#endif /* GL_NV_memory_attachment */ + +#ifndef GL_NV_memory_object_sparse +#define GL_NV_memory_object_sparse 1 +typedef void (GL_APIENTRYP PFNGLBUFFERPAGECOMMITMENTMEMNVPROC) (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +typedef void (GL_APIENTRYP PFNGLTEXPAGECOMMITMENTMEMNVPROC) (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +typedef void (GL_APIENTRYP PFNGLNAMEDBUFFERPAGECOMMITMENTMEMNVPROC) (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +typedef void (GL_APIENTRYP PFNGLTEXTUREPAGECOMMITMENTMEMNVPROC) (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBufferPageCommitmentMemNV (GLenum target, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +GL_APICALL void GL_APIENTRY glTexPageCommitmentMemNV (GLenum target, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +GL_APICALL void GL_APIENTRY glNamedBufferPageCommitmentMemNV (GLuint buffer, GLintptr offset, GLsizeiptr size, GLuint memory, GLuint64 memOffset, GLboolean commit); +GL_APICALL void GL_APIENTRY glTexturePageCommitmentMemNV (GLuint texture, GLint layer, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLuint memory, GLuint64 offset, GLboolean commit); +#endif +#endif /* GL_NV_memory_object_sparse */ + +#ifndef GL_NV_mesh_shader +#define GL_NV_mesh_shader 1 +#define GL_MESH_SHADER_NV 0x9559 +#define GL_TASK_SHADER_NV 0x955A +#define GL_MAX_MESH_UNIFORM_BLOCKS_NV 0x8E60 +#define GL_MAX_MESH_TEXTURE_IMAGE_UNITS_NV 0x8E61 +#define GL_MAX_MESH_IMAGE_UNIFORMS_NV 0x8E62 +#define GL_MAX_MESH_UNIFORM_COMPONENTS_NV 0x8E63 +#define GL_MAX_MESH_ATOMIC_COUNTER_BUFFERS_NV 0x8E64 +#define GL_MAX_MESH_ATOMIC_COUNTERS_NV 0x8E65 +#define GL_MAX_MESH_SHADER_STORAGE_BLOCKS_NV 0x8E66 +#define GL_MAX_COMBINED_MESH_UNIFORM_COMPONENTS_NV 0x8E67 +#define GL_MAX_TASK_UNIFORM_BLOCKS_NV 0x8E68 +#define GL_MAX_TASK_TEXTURE_IMAGE_UNITS_NV 0x8E69 +#define GL_MAX_TASK_IMAGE_UNIFORMS_NV 0x8E6A +#define GL_MAX_TASK_UNIFORM_COMPONENTS_NV 0x8E6B +#define GL_MAX_TASK_ATOMIC_COUNTER_BUFFERS_NV 0x8E6C +#define GL_MAX_TASK_ATOMIC_COUNTERS_NV 0x8E6D +#define GL_MAX_TASK_SHADER_STORAGE_BLOCKS_NV 0x8E6E +#define GL_MAX_COMBINED_TASK_UNIFORM_COMPONENTS_NV 0x8E6F +#define GL_MAX_MESH_WORK_GROUP_INVOCATIONS_NV 0x95A2 +#define GL_MAX_TASK_WORK_GROUP_INVOCATIONS_NV 0x95A3 +#define GL_MAX_MESH_TOTAL_MEMORY_SIZE_NV 0x9536 +#define GL_MAX_TASK_TOTAL_MEMORY_SIZE_NV 0x9537 +#define GL_MAX_MESH_OUTPUT_VERTICES_NV 0x9538 +#define GL_MAX_MESH_OUTPUT_PRIMITIVES_NV 0x9539 +#define GL_MAX_TASK_OUTPUT_COUNT_NV 0x953A +#define GL_MAX_DRAW_MESH_TASKS_COUNT_NV 0x953D +#define GL_MAX_MESH_VIEWS_NV 0x9557 +#define GL_MESH_OUTPUT_PER_VERTEX_GRANULARITY_NV 0x92DF +#define GL_MESH_OUTPUT_PER_PRIMITIVE_GRANULARITY_NV 0x9543 +#define GL_MAX_MESH_WORK_GROUP_SIZE_NV 0x953B +#define GL_MAX_TASK_WORK_GROUP_SIZE_NV 0x953C +#define GL_MESH_WORK_GROUP_SIZE_NV 0x953E +#define GL_TASK_WORK_GROUP_SIZE_NV 0x953F +#define GL_MESH_VERTICES_OUT_NV 0x9579 +#define GL_MESH_PRIMITIVES_OUT_NV 0x957A +#define GL_MESH_OUTPUT_TYPE_NV 0x957B +#define GL_UNIFORM_BLOCK_REFERENCED_BY_MESH_SHADER_NV 0x959C +#define GL_UNIFORM_BLOCK_REFERENCED_BY_TASK_SHADER_NV 0x959D +#define GL_REFERENCED_BY_MESH_SHADER_NV 0x95A0 +#define GL_REFERENCED_BY_TASK_SHADER_NV 0x95A1 +#define GL_MESH_SHADER_BIT_NV 0x00000040 +#define GL_TASK_SHADER_BIT_NV 0x00000080 +#define GL_MESH_SUBROUTINE_NV 0x957C +#define GL_TASK_SUBROUTINE_NV 0x957D +#define GL_MESH_SUBROUTINE_UNIFORM_NV 0x957E +#define GL_TASK_SUBROUTINE_UNIFORM_NV 0x957F +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_MESH_SHADER_NV 0x959E +#define GL_ATOMIC_COUNTER_BUFFER_REFERENCED_BY_TASK_SHADER_NV 0x959F +typedef void (GL_APIENTRYP PFNGLDRAWMESHTASKSNVPROC) (GLuint first, GLuint count); +typedef void (GL_APIENTRYP PFNGLDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect); +typedef void (GL_APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTNVPROC) (GLintptr indirect, GLsizei drawcount, GLsizei stride); +typedef void (GL_APIENTRYP PFNGLMULTIDRAWMESHTASKSINDIRECTCOUNTNVPROC) (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glDrawMeshTasksNV (GLuint first, GLuint count); +GL_APICALL void GL_APIENTRY glDrawMeshTasksIndirectNV (GLintptr indirect); +GL_APICALL void GL_APIENTRY glMultiDrawMeshTasksIndirectNV (GLintptr indirect, GLsizei drawcount, GLsizei stride); +GL_APICALL void GL_APIENTRY glMultiDrawMeshTasksIndirectCountNV (GLintptr indirect, GLintptr drawcount, GLsizei maxdrawcount, GLsizei stride); +#endif +#endif /* GL_NV_mesh_shader */ + +#ifndef GL_NV_non_square_matrices +#define GL_NV_non_square_matrices 1 +#define GL_FLOAT_MAT2x3_NV 0x8B65 +#define GL_FLOAT_MAT2x4_NV 0x8B66 +#define GL_FLOAT_MAT3x2_NV 0x8B67 +#define GL_FLOAT_MAT3x4_NV 0x8B68 +#define GL_FLOAT_MAT4x2_NV 0x8B69 +#define GL_FLOAT_MAT4x3_NV 0x8B6A +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX2X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4X2FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX3X4FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLUNIFORMMATRIX4X3FVNVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glUniformMatrix2x3fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix3x2fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix2x4fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix4x2fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix3x4fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GL_APICALL void GL_APIENTRY glUniformMatrix4x3fvNV (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +#endif +#endif /* GL_NV_non_square_matrices */ + +#ifndef GL_NV_path_rendering +#define GL_NV_path_rendering 1 +typedef double GLdouble; +#define GL_PATH_FORMAT_SVG_NV 0x9070 +#define GL_PATH_FORMAT_PS_NV 0x9071 +#define GL_STANDARD_FONT_NAME_NV 0x9072 +#define GL_SYSTEM_FONT_NAME_NV 0x9073 +#define GL_FILE_NAME_NV 0x9074 +#define GL_PATH_STROKE_WIDTH_NV 0x9075 +#define GL_PATH_END_CAPS_NV 0x9076 +#define GL_PATH_INITIAL_END_CAP_NV 0x9077 +#define GL_PATH_TERMINAL_END_CAP_NV 0x9078 +#define GL_PATH_JOIN_STYLE_NV 0x9079 +#define GL_PATH_MITER_LIMIT_NV 0x907A +#define GL_PATH_DASH_CAPS_NV 0x907B +#define GL_PATH_INITIAL_DASH_CAP_NV 0x907C +#define GL_PATH_TERMINAL_DASH_CAP_NV 0x907D +#define GL_PATH_DASH_OFFSET_NV 0x907E +#define GL_PATH_CLIENT_LENGTH_NV 0x907F +#define GL_PATH_FILL_MODE_NV 0x9080 +#define GL_PATH_FILL_MASK_NV 0x9081 +#define GL_PATH_FILL_COVER_MODE_NV 0x9082 +#define GL_PATH_STROKE_COVER_MODE_NV 0x9083 +#define GL_PATH_STROKE_MASK_NV 0x9084 +#define GL_COUNT_UP_NV 0x9088 +#define GL_COUNT_DOWN_NV 0x9089 +#define GL_PATH_OBJECT_BOUNDING_BOX_NV 0x908A +#define GL_CONVEX_HULL_NV 0x908B +#define GL_BOUNDING_BOX_NV 0x908D +#define GL_TRANSLATE_X_NV 0x908E +#define GL_TRANSLATE_Y_NV 0x908F +#define GL_TRANSLATE_2D_NV 0x9090 +#define GL_TRANSLATE_3D_NV 0x9091 +#define GL_AFFINE_2D_NV 0x9092 +#define GL_AFFINE_3D_NV 0x9094 +#define GL_TRANSPOSE_AFFINE_2D_NV 0x9096 +#define GL_TRANSPOSE_AFFINE_3D_NV 0x9098 +#define GL_UTF8_NV 0x909A +#define GL_UTF16_NV 0x909B +#define GL_BOUNDING_BOX_OF_BOUNDING_BOXES_NV 0x909C +#define GL_PATH_COMMAND_COUNT_NV 0x909D +#define GL_PATH_COORD_COUNT_NV 0x909E +#define GL_PATH_DASH_ARRAY_COUNT_NV 0x909F +#define GL_PATH_COMPUTED_LENGTH_NV 0x90A0 +#define GL_PATH_FILL_BOUNDING_BOX_NV 0x90A1 +#define GL_PATH_STROKE_BOUNDING_BOX_NV 0x90A2 +#define GL_SQUARE_NV 0x90A3 +#define GL_ROUND_NV 0x90A4 +#define GL_TRIANGULAR_NV 0x90A5 +#define GL_BEVEL_NV 0x90A6 +#define GL_MITER_REVERT_NV 0x90A7 +#define GL_MITER_TRUNCATE_NV 0x90A8 +#define GL_SKIP_MISSING_GLYPH_NV 0x90A9 +#define GL_USE_MISSING_GLYPH_NV 0x90AA +#define GL_PATH_ERROR_POSITION_NV 0x90AB +#define GL_ACCUM_ADJACENT_PAIRS_NV 0x90AD +#define GL_ADJACENT_PAIRS_NV 0x90AE +#define GL_FIRST_TO_REST_NV 0x90AF +#define GL_PATH_GEN_MODE_NV 0x90B0 +#define GL_PATH_GEN_COEFF_NV 0x90B1 +#define GL_PATH_GEN_COMPONENTS_NV 0x90B3 +#define GL_PATH_STENCIL_FUNC_NV 0x90B7 +#define GL_PATH_STENCIL_REF_NV 0x90B8 +#define GL_PATH_STENCIL_VALUE_MASK_NV 0x90B9 +#define GL_PATH_STENCIL_DEPTH_OFFSET_FACTOR_NV 0x90BD +#define GL_PATH_STENCIL_DEPTH_OFFSET_UNITS_NV 0x90BE +#define GL_PATH_COVER_DEPTH_FUNC_NV 0x90BF +#define GL_PATH_DASH_OFFSET_RESET_NV 0x90B4 +#define GL_MOVE_TO_RESETS_NV 0x90B5 +#define GL_MOVE_TO_CONTINUES_NV 0x90B6 +#define GL_CLOSE_PATH_NV 0x00 +#define GL_MOVE_TO_NV 0x02 +#define GL_RELATIVE_MOVE_TO_NV 0x03 +#define GL_LINE_TO_NV 0x04 +#define GL_RELATIVE_LINE_TO_NV 0x05 +#define GL_HORIZONTAL_LINE_TO_NV 0x06 +#define GL_RELATIVE_HORIZONTAL_LINE_TO_NV 0x07 +#define GL_VERTICAL_LINE_TO_NV 0x08 +#define GL_RELATIVE_VERTICAL_LINE_TO_NV 0x09 +#define GL_QUADRATIC_CURVE_TO_NV 0x0A +#define GL_RELATIVE_QUADRATIC_CURVE_TO_NV 0x0B +#define GL_CUBIC_CURVE_TO_NV 0x0C +#define GL_RELATIVE_CUBIC_CURVE_TO_NV 0x0D +#define GL_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0E +#define GL_RELATIVE_SMOOTH_QUADRATIC_CURVE_TO_NV 0x0F +#define GL_SMOOTH_CUBIC_CURVE_TO_NV 0x10 +#define GL_RELATIVE_SMOOTH_CUBIC_CURVE_TO_NV 0x11 +#define GL_SMALL_CCW_ARC_TO_NV 0x12 +#define GL_RELATIVE_SMALL_CCW_ARC_TO_NV 0x13 +#define GL_SMALL_CW_ARC_TO_NV 0x14 +#define GL_RELATIVE_SMALL_CW_ARC_TO_NV 0x15 +#define GL_LARGE_CCW_ARC_TO_NV 0x16 +#define GL_RELATIVE_LARGE_CCW_ARC_TO_NV 0x17 +#define GL_LARGE_CW_ARC_TO_NV 0x18 +#define GL_RELATIVE_LARGE_CW_ARC_TO_NV 0x19 +#define GL_RESTART_PATH_NV 0xF0 +#define GL_DUP_FIRST_CUBIC_CURVE_TO_NV 0xF2 +#define GL_DUP_LAST_CUBIC_CURVE_TO_NV 0xF4 +#define GL_RECT_NV 0xF6 +#define GL_CIRCULAR_CCW_ARC_TO_NV 0xF8 +#define GL_CIRCULAR_CW_ARC_TO_NV 0xFA +#define GL_CIRCULAR_TANGENT_ARC_TO_NV 0xFC +#define GL_ARC_TO_NV 0xFE +#define GL_RELATIVE_ARC_TO_NV 0xFF +#define GL_BOLD_BIT_NV 0x01 +#define GL_ITALIC_BIT_NV 0x02 +#define GL_GLYPH_WIDTH_BIT_NV 0x01 +#define GL_GLYPH_HEIGHT_BIT_NV 0x02 +#define GL_GLYPH_HORIZONTAL_BEARING_X_BIT_NV 0x04 +#define GL_GLYPH_HORIZONTAL_BEARING_Y_BIT_NV 0x08 +#define GL_GLYPH_HORIZONTAL_BEARING_ADVANCE_BIT_NV 0x10 +#define GL_GLYPH_VERTICAL_BEARING_X_BIT_NV 0x20 +#define GL_GLYPH_VERTICAL_BEARING_Y_BIT_NV 0x40 +#define GL_GLYPH_VERTICAL_BEARING_ADVANCE_BIT_NV 0x80 +#define GL_GLYPH_HAS_KERNING_BIT_NV 0x100 +#define GL_FONT_X_MIN_BOUNDS_BIT_NV 0x00010000 +#define GL_FONT_Y_MIN_BOUNDS_BIT_NV 0x00020000 +#define GL_FONT_X_MAX_BOUNDS_BIT_NV 0x00040000 +#define GL_FONT_Y_MAX_BOUNDS_BIT_NV 0x00080000 +#define GL_FONT_UNITS_PER_EM_BIT_NV 0x00100000 +#define GL_FONT_ASCENDER_BIT_NV 0x00200000 +#define GL_FONT_DESCENDER_BIT_NV 0x00400000 +#define GL_FONT_HEIGHT_BIT_NV 0x00800000 +#define GL_FONT_MAX_ADVANCE_WIDTH_BIT_NV 0x01000000 +#define GL_FONT_MAX_ADVANCE_HEIGHT_BIT_NV 0x02000000 +#define GL_FONT_UNDERLINE_POSITION_BIT_NV 0x04000000 +#define GL_FONT_UNDERLINE_THICKNESS_BIT_NV 0x08000000 +#define GL_FONT_HAS_KERNING_BIT_NV 0x10000000 +#define GL_ROUNDED_RECT_NV 0xE8 +#define GL_RELATIVE_ROUNDED_RECT_NV 0xE9 +#define GL_ROUNDED_RECT2_NV 0xEA +#define GL_RELATIVE_ROUNDED_RECT2_NV 0xEB +#define GL_ROUNDED_RECT4_NV 0xEC +#define GL_RELATIVE_ROUNDED_RECT4_NV 0xED +#define GL_ROUNDED_RECT8_NV 0xEE +#define GL_RELATIVE_ROUNDED_RECT8_NV 0xEF +#define GL_RELATIVE_RECT_NV 0xF7 +#define GL_FONT_GLYPHS_AVAILABLE_NV 0x9368 +#define GL_FONT_TARGET_UNAVAILABLE_NV 0x9369 +#define GL_FONT_UNAVAILABLE_NV 0x936A +#define GL_FONT_UNINTELLIGIBLE_NV 0x936B +#define GL_CONIC_CURVE_TO_NV 0x1A +#define GL_RELATIVE_CONIC_CURVE_TO_NV 0x1B +#define GL_FONT_NUM_GLYPH_INDICES_BIT_NV 0x20000000 +#define GL_STANDARD_FONT_FORMAT_NV 0x936C +#define GL_PATH_PROJECTION_NV 0x1701 +#define GL_PATH_MODELVIEW_NV 0x1700 +#define GL_PATH_MODELVIEW_STACK_DEPTH_NV 0x0BA3 +#define GL_PATH_MODELVIEW_MATRIX_NV 0x0BA6 +#define GL_PATH_MAX_MODELVIEW_STACK_DEPTH_NV 0x0D36 +#define GL_PATH_TRANSPOSE_MODELVIEW_MATRIX_NV 0x84E3 +#define GL_PATH_PROJECTION_STACK_DEPTH_NV 0x0BA4 +#define GL_PATH_PROJECTION_MATRIX_NV 0x0BA7 +#define GL_PATH_MAX_PROJECTION_STACK_DEPTH_NV 0x0D38 +#define GL_PATH_TRANSPOSE_PROJECTION_MATRIX_NV 0x84E4 +#define GL_FRAGMENT_INPUT_NV 0x936D +typedef GLuint (GL_APIENTRYP PFNGLGENPATHSNVPROC) (GLsizei range); +typedef void (GL_APIENTRYP PFNGLDELETEPATHSNVPROC) (GLuint path, GLsizei range); +typedef GLboolean (GL_APIENTRYP PFNGLISPATHNVPROC) (GLuint path); +typedef void (GL_APIENTRYP PFNGLPATHCOMMANDSNVPROC) (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (GL_APIENTRYP PFNGLPATHCOORDSNVPROC) (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (GL_APIENTRYP PFNGLPATHSUBCOMMANDSNVPROC) (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (GL_APIENTRYP PFNGLPATHSUBCOORDSNVPROC) (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); +typedef void (GL_APIENTRYP PFNGLPATHSTRINGNVPROC) (GLuint path, GLenum format, GLsizei length, const void *pathString); +typedef void (GL_APIENTRYP PFNGLPATHGLYPHSNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (GL_APIENTRYP PFNGLPATHGLYPHRANGENVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (GL_APIENTRYP PFNGLWEIGHTPATHSNVPROC) (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); +typedef void (GL_APIENTRYP PFNGLCOPYPATHNVPROC) (GLuint resultPath, GLuint srcPath); +typedef void (GL_APIENTRYP PFNGLINTERPOLATEPATHSNVPROC) (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +typedef void (GL_APIENTRYP PFNGLTRANSFORMPATHNVPROC) (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, const GLint *value); +typedef void (GL_APIENTRYP PFNGLPATHPARAMETERINVPROC) (GLuint path, GLenum pname, GLint value); +typedef void (GL_APIENTRYP PFNGLPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, const GLfloat *value); +typedef void (GL_APIENTRYP PFNGLPATHPARAMETERFNVPROC) (GLuint path, GLenum pname, GLfloat value); +typedef void (GL_APIENTRYP PFNGLPATHDASHARRAYNVPROC) (GLuint path, GLsizei dashCount, const GLfloat *dashArray); +typedef void (GL_APIENTRYP PFNGLPATHSTENCILFUNCNVPROC) (GLenum func, GLint ref, GLuint mask); +typedef void (GL_APIENTRYP PFNGLPATHSTENCILDEPTHOFFSETNVPROC) (GLfloat factor, GLfloat units); +typedef void (GL_APIENTRYP PFNGLSTENCILFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask); +typedef void (GL_APIENTRYP PFNGLSTENCILFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLSTENCILSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLPATHCOVERDEPTHFUNCNVPROC) (GLenum func); +typedef void (GL_APIENTRYP PFNGLCOVERFILLPATHNVPROC) (GLuint path, GLenum coverMode); +typedef void (GL_APIENTRYP PFNGLCOVERSTROKEPATHNVPROC) (GLuint path, GLenum coverMode); +typedef void (GL_APIENTRYP PFNGLCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLGETPATHPARAMETERIVNVPROC) (GLuint path, GLenum pname, GLint *value); +typedef void (GL_APIENTRYP PFNGLGETPATHPARAMETERFVNVPROC) (GLuint path, GLenum pname, GLfloat *value); +typedef void (GL_APIENTRYP PFNGLGETPATHCOMMANDSNVPROC) (GLuint path, GLubyte *commands); +typedef void (GL_APIENTRYP PFNGLGETPATHCOORDSNVPROC) (GLuint path, GLfloat *coords); +typedef void (GL_APIENTRYP PFNGLGETPATHDASHARRAYNVPROC) (GLuint path, GLfloat *dashArray); +typedef void (GL_APIENTRYP PFNGLGETPATHMETRICSNVPROC) (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); +typedef void (GL_APIENTRYP PFNGLGETPATHMETRICRANGENVPROC) (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); +typedef void (GL_APIENTRYP PFNGLGETPATHSPACINGNVPROC) (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); +typedef GLboolean (GL_APIENTRYP PFNGLISPOINTINFILLPATHNVPROC) (GLuint path, GLuint mask, GLfloat x, GLfloat y); +typedef GLboolean (GL_APIENTRYP PFNGLISPOINTINSTROKEPATHNVPROC) (GLuint path, GLfloat x, GLfloat y); +typedef GLfloat (GL_APIENTRYP PFNGLGETPATHLENGTHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments); +typedef GLboolean (GL_APIENTRYP PFNGLPOINTALONGPATHNVPROC) (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); +typedef void (GL_APIENTRYP PFNGLMATRIXLOAD3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXLOAD3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULT3X2FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULT3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULTTRANSPOSE3X3FNVPROC) (GLenum matrixMode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHNVPROC) (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHNVPROC) (GLuint path, GLint reference, GLuint mask, GLenum coverMode); +typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERFILLPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef void (GL_APIENTRYP PFNGLSTENCILTHENCOVERSTROKEPATHINSTANCEDNVPROC) (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +typedef GLenum (GL_APIENTRYP PFNGLPATHGLYPHINDEXRANGENVPROC) (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); +typedef GLenum (GL_APIENTRYP PFNGLPATHGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef GLenum (GL_APIENTRYP PFNGLPATHMEMORYGLYPHINDEXARRAYNVPROC) (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +typedef void (GL_APIENTRYP PFNGLPROGRAMPATHFRAGMENTINPUTGENNVPROC) (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); +typedef void (GL_APIENTRYP PFNGLGETPROGRAMRESOURCEFVNVPROC) (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); +typedef void (GL_APIENTRYP PFNGLMATRIXFRUSTUMEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADIDENTITYEXTPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXLOADDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULTTRANSPOSEFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULTTRANSPOSEDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULTFEXTPROC) (GLenum mode, const GLfloat *m); +typedef void (GL_APIENTRYP PFNGLMATRIXMULTDEXTPROC) (GLenum mode, const GLdouble *m); +typedef void (GL_APIENTRYP PFNGLMATRIXORTHOEXTPROC) (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +typedef void (GL_APIENTRYP PFNGLMATRIXPOPEXTPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLMATRIXPUSHEXTPROC) (GLenum mode); +typedef void (GL_APIENTRYP PFNGLMATRIXROTATEFEXTPROC) (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +typedef void (GL_APIENTRYP PFNGLMATRIXROTATEDEXTPROC) (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +typedef void (GL_APIENTRYP PFNGLMATRIXSCALEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +typedef void (GL_APIENTRYP PFNGLMATRIXSCALEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +typedef void (GL_APIENTRYP PFNGLMATRIXTRANSLATEFEXTPROC) (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +typedef void (GL_APIENTRYP PFNGLMATRIXTRANSLATEDEXTPROC) (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL GLuint GL_APIENTRY glGenPathsNV (GLsizei range); +GL_APICALL void GL_APIENTRY glDeletePathsNV (GLuint path, GLsizei range); +GL_APICALL GLboolean GL_APIENTRY glIsPathNV (GLuint path); +GL_APICALL void GL_APIENTRY glPathCommandsNV (GLuint path, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +GL_APICALL void GL_APIENTRY glPathCoordsNV (GLuint path, GLsizei numCoords, GLenum coordType, const void *coords); +GL_APICALL void GL_APIENTRY glPathSubCommandsNV (GLuint path, GLsizei commandStart, GLsizei commandsToDelete, GLsizei numCommands, const GLubyte *commands, GLsizei numCoords, GLenum coordType, const void *coords); +GL_APICALL void GL_APIENTRY glPathSubCoordsNV (GLuint path, GLsizei coordStart, GLsizei numCoords, GLenum coordType, const void *coords); +GL_APICALL void GL_APIENTRY glPathStringNV (GLuint path, GLenum format, GLsizei length, const void *pathString); +GL_APICALL void GL_APIENTRY glPathGlyphsNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLsizei numGlyphs, GLenum type, const void *charcodes, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GL_APICALL void GL_APIENTRY glPathGlyphRangeNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyph, GLsizei numGlyphs, GLenum handleMissingGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GL_APICALL void GL_APIENTRY glWeightPathsNV (GLuint resultPath, GLsizei numPaths, const GLuint *paths, const GLfloat *weights); +GL_APICALL void GL_APIENTRY glCopyPathNV (GLuint resultPath, GLuint srcPath); +GL_APICALL void GL_APIENTRY glInterpolatePathsNV (GLuint resultPath, GLuint pathA, GLuint pathB, GLfloat weight); +GL_APICALL void GL_APIENTRY glTransformPathNV (GLuint resultPath, GLuint srcPath, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glPathParameterivNV (GLuint path, GLenum pname, const GLint *value); +GL_APICALL void GL_APIENTRY glPathParameteriNV (GLuint path, GLenum pname, GLint value); +GL_APICALL void GL_APIENTRY glPathParameterfvNV (GLuint path, GLenum pname, const GLfloat *value); +GL_APICALL void GL_APIENTRY glPathParameterfNV (GLuint path, GLenum pname, GLfloat value); +GL_APICALL void GL_APIENTRY glPathDashArrayNV (GLuint path, GLsizei dashCount, const GLfloat *dashArray); +GL_APICALL void GL_APIENTRY glPathStencilFuncNV (GLenum func, GLint ref, GLuint mask); +GL_APICALL void GL_APIENTRY glPathStencilDepthOffsetNV (GLfloat factor, GLfloat units); +GL_APICALL void GL_APIENTRY glStencilFillPathNV (GLuint path, GLenum fillMode, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilStrokePathNV (GLuint path, GLint reference, GLuint mask); +GL_APICALL void GL_APIENTRY glStencilFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glStencilStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glPathCoverDepthFuncNV (GLenum func); +GL_APICALL void GL_APIENTRY glCoverFillPathNV (GLuint path, GLenum coverMode); +GL_APICALL void GL_APIENTRY glCoverStrokePathNV (GLuint path, GLenum coverMode); +GL_APICALL void GL_APIENTRY glCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glGetPathParameterivNV (GLuint path, GLenum pname, GLint *value); +GL_APICALL void GL_APIENTRY glGetPathParameterfvNV (GLuint path, GLenum pname, GLfloat *value); +GL_APICALL void GL_APIENTRY glGetPathCommandsNV (GLuint path, GLubyte *commands); +GL_APICALL void GL_APIENTRY glGetPathCoordsNV (GLuint path, GLfloat *coords); +GL_APICALL void GL_APIENTRY glGetPathDashArrayNV (GLuint path, GLfloat *dashArray); +GL_APICALL void GL_APIENTRY glGetPathMetricsNV (GLbitfield metricQueryMask, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLsizei stride, GLfloat *metrics); +GL_APICALL void GL_APIENTRY glGetPathMetricRangeNV (GLbitfield metricQueryMask, GLuint firstPathName, GLsizei numPaths, GLsizei stride, GLfloat *metrics); +GL_APICALL void GL_APIENTRY glGetPathSpacingNV (GLenum pathListMode, GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLfloat advanceScale, GLfloat kerningScale, GLenum transformType, GLfloat *returnedSpacing); +GL_APICALL GLboolean GL_APIENTRY glIsPointInFillPathNV (GLuint path, GLuint mask, GLfloat x, GLfloat y); +GL_APICALL GLboolean GL_APIENTRY glIsPointInStrokePathNV (GLuint path, GLfloat x, GLfloat y); +GL_APICALL GLfloat GL_APIENTRY glGetPathLengthNV (GLuint path, GLsizei startSegment, GLsizei numSegments); +GL_APICALL GLboolean GL_APIENTRY glPointAlongPathNV (GLuint path, GLsizei startSegment, GLsizei numSegments, GLfloat distance, GLfloat *x, GLfloat *y, GLfloat *tangentX, GLfloat *tangentY); +GL_APICALL void GL_APIENTRY glMatrixLoad3x2fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixLoad3x3fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixLoadTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixMult3x2fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixMult3x3fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixMultTranspose3x3fNV (GLenum matrixMode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glStencilThenCoverFillPathNV (GLuint path, GLenum fillMode, GLuint mask, GLenum coverMode); +GL_APICALL void GL_APIENTRY glStencilThenCoverStrokePathNV (GLuint path, GLint reference, GLuint mask, GLenum coverMode); +GL_APICALL void GL_APIENTRY glStencilThenCoverFillPathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLenum fillMode, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GL_APICALL void GL_APIENTRY glStencilThenCoverStrokePathInstancedNV (GLsizei numPaths, GLenum pathNameType, const void *paths, GLuint pathBase, GLint reference, GLuint mask, GLenum coverMode, GLenum transformType, const GLfloat *transformValues); +GL_APICALL GLenum GL_APIENTRY glPathGlyphIndexRangeNV (GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint pathParameterTemplate, GLfloat emScale, GLuint *baseAndCount); +GL_APICALL GLenum GL_APIENTRY glPathGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, const void *fontName, GLbitfield fontStyle, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GL_APICALL GLenum GL_APIENTRY glPathMemoryGlyphIndexArrayNV (GLuint firstPathName, GLenum fontTarget, GLsizeiptr fontSize, const void *fontData, GLsizei faceIndex, GLuint firstGlyphIndex, GLsizei numGlyphs, GLuint pathParameterTemplate, GLfloat emScale); +GL_APICALL void GL_APIENTRY glProgramPathFragmentInputGenNV (GLuint program, GLint location, GLenum genMode, GLint components, const GLfloat *coeffs); +GL_APICALL void GL_APIENTRY glGetProgramResourcefvNV (GLuint program, GLenum programInterface, GLuint index, GLsizei propCount, const GLenum *props, GLsizei count, GLsizei *length, GLfloat *params); +GL_APICALL void GL_APIENTRY glMatrixFrustumEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GL_APICALL void GL_APIENTRY glMatrixLoadIdentityEXT (GLenum mode); +GL_APICALL void GL_APIENTRY glMatrixLoadTransposefEXT (GLenum mode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixLoadTransposedEXT (GLenum mode, const GLdouble *m); +GL_APICALL void GL_APIENTRY glMatrixLoadfEXT (GLenum mode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixLoaddEXT (GLenum mode, const GLdouble *m); +GL_APICALL void GL_APIENTRY glMatrixMultTransposefEXT (GLenum mode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixMultTransposedEXT (GLenum mode, const GLdouble *m); +GL_APICALL void GL_APIENTRY glMatrixMultfEXT (GLenum mode, const GLfloat *m); +GL_APICALL void GL_APIENTRY glMatrixMultdEXT (GLenum mode, const GLdouble *m); +GL_APICALL void GL_APIENTRY glMatrixOrthoEXT (GLenum mode, GLdouble left, GLdouble right, GLdouble bottom, GLdouble top, GLdouble zNear, GLdouble zFar); +GL_APICALL void GL_APIENTRY glMatrixPopEXT (GLenum mode); +GL_APICALL void GL_APIENTRY glMatrixPushEXT (GLenum mode); +GL_APICALL void GL_APIENTRY glMatrixRotatefEXT (GLenum mode, GLfloat angle, GLfloat x, GLfloat y, GLfloat z); +GL_APICALL void GL_APIENTRY glMatrixRotatedEXT (GLenum mode, GLdouble angle, GLdouble x, GLdouble y, GLdouble z); +GL_APICALL void GL_APIENTRY glMatrixScalefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +GL_APICALL void GL_APIENTRY glMatrixScaledEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +GL_APICALL void GL_APIENTRY glMatrixTranslatefEXT (GLenum mode, GLfloat x, GLfloat y, GLfloat z); +GL_APICALL void GL_APIENTRY glMatrixTranslatedEXT (GLenum mode, GLdouble x, GLdouble y, GLdouble z); +#endif +#endif /* GL_NV_path_rendering */ + +#ifndef GL_NV_path_rendering_shared_edge +#define GL_NV_path_rendering_shared_edge 1 +#define GL_SHARED_EDGE_NV 0xC0 +#endif /* GL_NV_path_rendering_shared_edge */ + +#ifndef GL_NV_pixel_buffer_object +#define GL_NV_pixel_buffer_object 1 +#define GL_PIXEL_PACK_BUFFER_NV 0x88EB +#define GL_PIXEL_UNPACK_BUFFER_NV 0x88EC +#define GL_PIXEL_PACK_BUFFER_BINDING_NV 0x88ED +#define GL_PIXEL_UNPACK_BUFFER_BINDING_NV 0x88EF +#endif /* GL_NV_pixel_buffer_object */ + +#ifndef GL_NV_polygon_mode +#define GL_NV_polygon_mode 1 +#define GL_POLYGON_MODE_NV 0x0B40 +#define GL_POLYGON_OFFSET_POINT_NV 0x2A01 +#define GL_POLYGON_OFFSET_LINE_NV 0x2A02 +#define GL_POINT_NV 0x1B00 +#define GL_LINE_NV 0x1B01 +#define GL_FILL_NV 0x1B02 +typedef void (GL_APIENTRYP PFNGLPOLYGONMODENVPROC) (GLenum face, GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glPolygonModeNV (GLenum face, GLenum mode); +#endif +#endif /* GL_NV_polygon_mode */ + +#ifndef GL_NV_primitive_shading_rate +#define GL_NV_primitive_shading_rate 1 +#define GL_SHADING_RATE_IMAGE_PER_PRIMITIVE_NV 0x95B1 +#define GL_SHADING_RATE_IMAGE_PALETTE_COUNT_NV 0x95B2 +#endif /* GL_NV_primitive_shading_rate */ + +#ifndef GL_NV_read_buffer +#define GL_NV_read_buffer 1 +#define GL_READ_BUFFER_NV 0x0C02 +typedef void (GL_APIENTRYP PFNGLREADBUFFERNVPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glReadBufferNV (GLenum mode); +#endif +#endif /* GL_NV_read_buffer */ + +#ifndef GL_NV_read_buffer_front +#define GL_NV_read_buffer_front 1 +#endif /* GL_NV_read_buffer_front */ + +#ifndef GL_NV_read_depth +#define GL_NV_read_depth 1 +#endif /* GL_NV_read_depth */ + +#ifndef GL_NV_read_depth_stencil +#define GL_NV_read_depth_stencil 1 +#endif /* GL_NV_read_depth_stencil */ + +#ifndef GL_NV_read_stencil +#define GL_NV_read_stencil 1 +#endif /* GL_NV_read_stencil */ + +#ifndef GL_NV_representative_fragment_test +#define GL_NV_representative_fragment_test 1 +#define GL_REPRESENTATIVE_FRAGMENT_TEST_NV 0x937F +#endif /* GL_NV_representative_fragment_test */ + +#ifndef GL_NV_sRGB_formats +#define GL_NV_sRGB_formats 1 +#define GL_SLUMINANCE_NV 0x8C46 +#define GL_SLUMINANCE_ALPHA_NV 0x8C44 +#define GL_SRGB8_NV 0x8C41 +#define GL_SLUMINANCE8_NV 0x8C47 +#define GL_SLUMINANCE8_ALPHA8_NV 0x8C45 +#define GL_COMPRESSED_SRGB_S3TC_DXT1_NV 0x8C4C +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_NV 0x8C4D +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_NV 0x8C4E +#define GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_NV 0x8C4F +#define GL_ETC1_SRGB8_NV 0x88EE +#endif /* GL_NV_sRGB_formats */ + +#ifndef GL_NV_sample_locations +#define GL_NV_sample_locations 1 +#define GL_SAMPLE_LOCATION_SUBPIXEL_BITS_NV 0x933D +#define GL_SAMPLE_LOCATION_PIXEL_GRID_WIDTH_NV 0x933E +#define GL_SAMPLE_LOCATION_PIXEL_GRID_HEIGHT_NV 0x933F +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_TABLE_SIZE_NV 0x9340 +#define GL_SAMPLE_LOCATION_NV 0x8E50 +#define GL_PROGRAMMABLE_SAMPLE_LOCATION_NV 0x9341 +#define GL_FRAMEBUFFER_PROGRAMMABLE_SAMPLE_LOCATIONS_NV 0x9342 +#define GL_FRAMEBUFFER_SAMPLE_LOCATION_PIXEL_GRID_NV 0x9343 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLNAMEDFRAMEBUFFERSAMPLELOCATIONSFVNVPROC) (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLRESOLVEDEPTHVALUESNVPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferSampleLocationsfvNV (GLenum target, GLuint start, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glNamedFramebufferSampleLocationsfvNV (GLuint framebuffer, GLuint start, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glResolveDepthValuesNV (void); +#endif +#endif /* GL_NV_sample_locations */ + +#ifndef GL_NV_sample_mask_override_coverage +#define GL_NV_sample_mask_override_coverage 1 +#endif /* GL_NV_sample_mask_override_coverage */ + +#ifndef GL_NV_scissor_exclusive +#define GL_NV_scissor_exclusive 1 +#define GL_SCISSOR_TEST_EXCLUSIVE_NV 0x9555 +#define GL_SCISSOR_BOX_EXCLUSIVE_NV 0x9556 +typedef void (GL_APIENTRYP PFNGLSCISSOREXCLUSIVENVPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLSCISSOREXCLUSIVEARRAYVNVPROC) (GLuint first, GLsizei count, const GLint *v); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glScissorExclusiveNV (GLint x, GLint y, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glScissorExclusiveArrayvNV (GLuint first, GLsizei count, const GLint *v); +#endif +#endif /* GL_NV_scissor_exclusive */ + +#ifndef GL_NV_shader_atomic_fp16_vector +#define GL_NV_shader_atomic_fp16_vector 1 +#endif /* GL_NV_shader_atomic_fp16_vector */ + +#ifndef GL_NV_shader_noperspective_interpolation +#define GL_NV_shader_noperspective_interpolation 1 +#endif /* GL_NV_shader_noperspective_interpolation */ + +#ifndef GL_NV_shader_subgroup_partitioned +#define GL_NV_shader_subgroup_partitioned 1 +#define GL_SUBGROUP_FEATURE_PARTITIONED_BIT_NV 0x00000100 +#endif /* GL_NV_shader_subgroup_partitioned */ + +#ifndef GL_NV_shader_texture_footprint +#define GL_NV_shader_texture_footprint 1 +#endif /* GL_NV_shader_texture_footprint */ + +#ifndef GL_NV_shading_rate_image +#define GL_NV_shading_rate_image 1 +#define GL_SHADING_RATE_IMAGE_NV 0x9563 +#define GL_SHADING_RATE_NO_INVOCATIONS_NV 0x9564 +#define GL_SHADING_RATE_1_INVOCATION_PER_PIXEL_NV 0x9565 +#define GL_SHADING_RATE_1_INVOCATION_PER_1X2_PIXELS_NV 0x9566 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X1_PIXELS_NV 0x9567 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X2_PIXELS_NV 0x9568 +#define GL_SHADING_RATE_1_INVOCATION_PER_2X4_PIXELS_NV 0x9569 +#define GL_SHADING_RATE_1_INVOCATION_PER_4X2_PIXELS_NV 0x956A +#define GL_SHADING_RATE_1_INVOCATION_PER_4X4_PIXELS_NV 0x956B +#define GL_SHADING_RATE_2_INVOCATIONS_PER_PIXEL_NV 0x956C +#define GL_SHADING_RATE_4_INVOCATIONS_PER_PIXEL_NV 0x956D +#define GL_SHADING_RATE_8_INVOCATIONS_PER_PIXEL_NV 0x956E +#define GL_SHADING_RATE_16_INVOCATIONS_PER_PIXEL_NV 0x956F +#define GL_SHADING_RATE_IMAGE_BINDING_NV 0x955B +#define GL_SHADING_RATE_IMAGE_TEXEL_WIDTH_NV 0x955C +#define GL_SHADING_RATE_IMAGE_TEXEL_HEIGHT_NV 0x955D +#define GL_SHADING_RATE_IMAGE_PALETTE_SIZE_NV 0x955E +#define GL_MAX_COARSE_FRAGMENT_SAMPLES_NV 0x955F +#define GL_SHADING_RATE_SAMPLE_ORDER_DEFAULT_NV 0x95AE +#define GL_SHADING_RATE_SAMPLE_ORDER_PIXEL_MAJOR_NV 0x95AF +#define GL_SHADING_RATE_SAMPLE_ORDER_SAMPLE_MAJOR_NV 0x95B0 +typedef void (GL_APIENTRYP PFNGLBINDSHADINGRATEIMAGENVPROC) (GLuint texture); +typedef void (GL_APIENTRYP PFNGLGETSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint entry, GLenum *rate); +typedef void (GL_APIENTRYP PFNGLGETSHADINGRATESAMPLELOCATIONIVNVPROC) (GLenum rate, GLuint samples, GLuint index, GLint *location); +typedef void (GL_APIENTRYP PFNGLSHADINGRATEIMAGEBARRIERNVPROC) (GLboolean synchronize); +typedef void (GL_APIENTRYP PFNGLSHADINGRATEIMAGEPALETTENVPROC) (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); +typedef void (GL_APIENTRYP PFNGLSHADINGRATESAMPLEORDERNVPROC) (GLenum order); +typedef void (GL_APIENTRYP PFNGLSHADINGRATESAMPLEORDERCUSTOMNVPROC) (GLenum rate, GLuint samples, const GLint *locations); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glBindShadingRateImageNV (GLuint texture); +GL_APICALL void GL_APIENTRY glGetShadingRateImagePaletteNV (GLuint viewport, GLuint entry, GLenum *rate); +GL_APICALL void GL_APIENTRY glGetShadingRateSampleLocationivNV (GLenum rate, GLuint samples, GLuint index, GLint *location); +GL_APICALL void GL_APIENTRY glShadingRateImageBarrierNV (GLboolean synchronize); +GL_APICALL void GL_APIENTRY glShadingRateImagePaletteNV (GLuint viewport, GLuint first, GLsizei count, const GLenum *rates); +GL_APICALL void GL_APIENTRY glShadingRateSampleOrderNV (GLenum order); +GL_APICALL void GL_APIENTRY glShadingRateSampleOrderCustomNV (GLenum rate, GLuint samples, const GLint *locations); +#endif +#endif /* GL_NV_shading_rate_image */ + +#ifndef GL_NV_shadow_samplers_array +#define GL_NV_shadow_samplers_array 1 +#define GL_SAMPLER_2D_ARRAY_SHADOW_NV 0x8DC4 +#endif /* GL_NV_shadow_samplers_array */ + +#ifndef GL_NV_shadow_samplers_cube +#define GL_NV_shadow_samplers_cube 1 +#define GL_SAMPLER_CUBE_SHADOW_NV 0x8DC5 +#endif /* GL_NV_shadow_samplers_cube */ + +#ifndef GL_NV_stereo_view_rendering +#define GL_NV_stereo_view_rendering 1 +#endif /* GL_NV_stereo_view_rendering */ + +#ifndef GL_NV_texture_border_clamp +#define GL_NV_texture_border_clamp 1 +#define GL_TEXTURE_BORDER_COLOR_NV 0x1004 +#define GL_CLAMP_TO_BORDER_NV 0x812D +#endif /* GL_NV_texture_border_clamp */ + +#ifndef GL_NV_texture_compression_s3tc_update +#define GL_NV_texture_compression_s3tc_update 1 +#endif /* GL_NV_texture_compression_s3tc_update */ + +#ifndef GL_NV_texture_npot_2D_mipmap +#define GL_NV_texture_npot_2D_mipmap 1 +#endif /* GL_NV_texture_npot_2D_mipmap */ + +#ifndef GL_NV_timeline_semaphore +#define GL_NV_timeline_semaphore 1 +#define GL_TIMELINE_SEMAPHORE_VALUE_NV 0x9595 +#define GL_SEMAPHORE_TYPE_NV 0x95B3 +#define GL_SEMAPHORE_TYPE_BINARY_NV 0x95B4 +#define GL_SEMAPHORE_TYPE_TIMELINE_NV 0x95B5 +#define GL_MAX_TIMELINE_SEMAPHORE_VALUE_DIFFERENCE_NV 0x95B6 +typedef void (GL_APIENTRYP PFNGLCREATESEMAPHORESNVPROC) (GLsizei n, GLuint *semaphores); +typedef void (GL_APIENTRYP PFNGLSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, const GLint *params); +typedef void (GL_APIENTRYP PFNGLGETSEMAPHOREPARAMETERIVNVPROC) (GLuint semaphore, GLenum pname, GLint *params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glCreateSemaphoresNV (GLsizei n, GLuint *semaphores); +GL_APICALL void GL_APIENTRY glSemaphoreParameterivNV (GLuint semaphore, GLenum pname, const GLint *params); +GL_APICALL void GL_APIENTRY glGetSemaphoreParameterivNV (GLuint semaphore, GLenum pname, GLint *params); +#endif +#endif /* GL_NV_timeline_semaphore */ + +#ifndef GL_NV_viewport_array +#define GL_NV_viewport_array 1 +#define GL_MAX_VIEWPORTS_NV 0x825B +#define GL_VIEWPORT_SUBPIXEL_BITS_NV 0x825C +#define GL_VIEWPORT_BOUNDS_RANGE_NV 0x825D +#define GL_VIEWPORT_INDEX_PROVOKING_VERTEX_NV 0x825F +typedef void (GL_APIENTRYP PFNGLVIEWPORTARRAYVNVPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFNVPROC) (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +typedef void (GL_APIENTRYP PFNGLVIEWPORTINDEXEDFVNVPROC) (GLuint index, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLSCISSORARRAYVNVPROC) (GLuint first, GLsizei count, const GLint *v); +typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDNVPROC) (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +typedef void (GL_APIENTRYP PFNGLSCISSORINDEXEDVNVPROC) (GLuint index, const GLint *v); +typedef void (GL_APIENTRYP PFNGLDEPTHRANGEARRAYFVNVPROC) (GLuint first, GLsizei count, const GLfloat *v); +typedef void (GL_APIENTRYP PFNGLDEPTHRANGEINDEXEDFNVPROC) (GLuint index, GLfloat n, GLfloat f); +typedef void (GL_APIENTRYP PFNGLGETFLOATI_VNVPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (GL_APIENTRYP PFNGLENABLEINVPROC) (GLenum target, GLuint index); +typedef void (GL_APIENTRYP PFNGLDISABLEINVPROC) (GLenum target, GLuint index); +typedef GLboolean (GL_APIENTRYP PFNGLISENABLEDINVPROC) (GLenum target, GLuint index); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glViewportArrayvNV (GLuint first, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glViewportIndexedfNV (GLuint index, GLfloat x, GLfloat y, GLfloat w, GLfloat h); +GL_APICALL void GL_APIENTRY glViewportIndexedfvNV (GLuint index, const GLfloat *v); +GL_APICALL void GL_APIENTRY glScissorArrayvNV (GLuint first, GLsizei count, const GLint *v); +GL_APICALL void GL_APIENTRY glScissorIndexedNV (GLuint index, GLint left, GLint bottom, GLsizei width, GLsizei height); +GL_APICALL void GL_APIENTRY glScissorIndexedvNV (GLuint index, const GLint *v); +GL_APICALL void GL_APIENTRY glDepthRangeArrayfvNV (GLuint first, GLsizei count, const GLfloat *v); +GL_APICALL void GL_APIENTRY glDepthRangeIndexedfNV (GLuint index, GLfloat n, GLfloat f); +GL_APICALL void GL_APIENTRY glGetFloati_vNV (GLenum target, GLuint index, GLfloat *data); +GL_APICALL void GL_APIENTRY glEnableiNV (GLenum target, GLuint index); +GL_APICALL void GL_APIENTRY glDisableiNV (GLenum target, GLuint index); +GL_APICALL GLboolean GL_APIENTRY glIsEnablediNV (GLenum target, GLuint index); +#endif +#endif /* GL_NV_viewport_array */ + +#ifndef GL_NV_viewport_array2 +#define GL_NV_viewport_array2 1 +#endif /* GL_NV_viewport_array2 */ + +#ifndef GL_NV_viewport_swizzle +#define GL_NV_viewport_swizzle 1 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_X_NV 0x9350 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_X_NV 0x9351 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Y_NV 0x9352 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Y_NV 0x9353 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_Z_NV 0x9354 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_Z_NV 0x9355 +#define GL_VIEWPORT_SWIZZLE_POSITIVE_W_NV 0x9356 +#define GL_VIEWPORT_SWIZZLE_NEGATIVE_W_NV 0x9357 +#define GL_VIEWPORT_SWIZZLE_X_NV 0x9358 +#define GL_VIEWPORT_SWIZZLE_Y_NV 0x9359 +#define GL_VIEWPORT_SWIZZLE_Z_NV 0x935A +#define GL_VIEWPORT_SWIZZLE_W_NV 0x935B +typedef void (GL_APIENTRYP PFNGLVIEWPORTSWIZZLENVPROC) (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glViewportSwizzleNV (GLuint index, GLenum swizzlex, GLenum swizzley, GLenum swizzlez, GLenum swizzlew); +#endif +#endif /* GL_NV_viewport_swizzle */ + +#ifndef GL_OVR_multiview +#define GL_OVR_multiview 1 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_NUM_VIEWS_OVR 0x9630 +#define GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_BASE_VIEW_INDEX_OVR 0x9632 +#define GL_MAX_VIEWS_OVR 0x9631 +#define GL_FRAMEBUFFER_INCOMPLETE_VIEW_TARGETS_OVR 0x9633 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferTextureMultiviewOVR (GLenum target, GLenum attachment, GLuint texture, GLint level, GLint baseViewIndex, GLsizei numViews); +#endif +#endif /* GL_OVR_multiview */ + +#ifndef GL_OVR_multiview2 +#define GL_OVR_multiview2 1 +#endif /* GL_OVR_multiview2 */ + +#ifndef GL_OVR_multiview_multisampled_render_to_texture +#define GL_OVR_multiview_multisampled_render_to_texture 1 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERTEXTUREMULTISAMPLEMULTIVIEWOVRPROC) (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferTextureMultisampleMultiviewOVR (GLenum target, GLenum attachment, GLuint texture, GLint level, GLsizei samples, GLint baseViewIndex, GLsizei numViews); +#endif +#endif /* GL_OVR_multiview_multisampled_render_to_texture */ + +#ifndef GL_QCOM_YUV_texture_gather +#define GL_QCOM_YUV_texture_gather 1 +#endif /* GL_QCOM_YUV_texture_gather */ + +#ifndef GL_QCOM_alpha_test +#define GL_QCOM_alpha_test 1 +#define GL_ALPHA_TEST_QCOM 0x0BC0 +#define GL_ALPHA_TEST_FUNC_QCOM 0x0BC1 +#define GL_ALPHA_TEST_REF_QCOM 0x0BC2 +typedef void (GL_APIENTRYP PFNGLALPHAFUNCQCOMPROC) (GLenum func, GLclampf ref); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glAlphaFuncQCOM (GLenum func, GLclampf ref); +#endif +#endif /* GL_QCOM_alpha_test */ + +#ifndef GL_QCOM_binning_control +#define GL_QCOM_binning_control 1 +#define GL_BINNING_CONTROL_HINT_QCOM 0x8FB0 +#define GL_CPU_OPTIMIZED_QCOM 0x8FB1 +#define GL_GPU_OPTIMIZED_QCOM 0x8FB2 +#define GL_RENDER_DIRECT_TO_FRAMEBUFFER_QCOM 0x8FB3 +#endif /* GL_QCOM_binning_control */ + +#ifndef GL_QCOM_driver_control +#define GL_QCOM_driver_control 1 +typedef void (GL_APIENTRYP PFNGLGETDRIVERCONTROLSQCOMPROC) (GLint *num, GLsizei size, GLuint *driverControls); +typedef void (GL_APIENTRYP PFNGLGETDRIVERCONTROLSTRINGQCOMPROC) (GLuint driverControl, GLsizei bufSize, GLsizei *length, GLchar *driverControlString); +typedef void (GL_APIENTRYP PFNGLENABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); +typedef void (GL_APIENTRYP PFNGLDISABLEDRIVERCONTROLQCOMPROC) (GLuint driverControl); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glGetDriverControlsQCOM (GLint *num, GLsizei size, GLuint *driverControls); +GL_APICALL void GL_APIENTRY glGetDriverControlStringQCOM (GLuint driverControl, GLsizei bufSize, GLsizei *length, GLchar *driverControlString); +GL_APICALL void GL_APIENTRY glEnableDriverControlQCOM (GLuint driverControl); +GL_APICALL void GL_APIENTRY glDisableDriverControlQCOM (GLuint driverControl); +#endif +#endif /* GL_QCOM_driver_control */ + +#ifndef GL_QCOM_extended_get +#define GL_QCOM_extended_get 1 +#define GL_TEXTURE_WIDTH_QCOM 0x8BD2 +#define GL_TEXTURE_HEIGHT_QCOM 0x8BD3 +#define GL_TEXTURE_DEPTH_QCOM 0x8BD4 +#define GL_TEXTURE_INTERNAL_FORMAT_QCOM 0x8BD5 +#define GL_TEXTURE_FORMAT_QCOM 0x8BD6 +#define GL_TEXTURE_TYPE_QCOM 0x8BD7 +#define GL_TEXTURE_IMAGE_VALID_QCOM 0x8BD8 +#define GL_TEXTURE_NUM_LEVELS_QCOM 0x8BD9 +#define GL_TEXTURE_TARGET_QCOM 0x8BDA +#define GL_TEXTURE_OBJECT_VALID_QCOM 0x8BDB +#define GL_STATE_RESTORE 0x8BDC +typedef void (GL_APIENTRYP PFNGLEXTGETTEXTURESQCOMPROC) (GLuint *textures, GLint maxTextures, GLint *numTextures); +typedef void (GL_APIENTRYP PFNGLEXTGETBUFFERSQCOMPROC) (GLuint *buffers, GLint maxBuffers, GLint *numBuffers); +typedef void (GL_APIENTRYP PFNGLEXTGETRENDERBUFFERSQCOMPROC) (GLuint *renderbuffers, GLint maxRenderbuffers, GLint *numRenderbuffers); +typedef void (GL_APIENTRYP PFNGLEXTGETFRAMEBUFFERSQCOMPROC) (GLuint *framebuffers, GLint maxFramebuffers, GLint *numFramebuffers); +typedef void (GL_APIENTRYP PFNGLEXTGETTEXLEVELPARAMETERIVQCOMPROC) (GLuint texture, GLenum face, GLint level, GLenum pname, GLint *params); +typedef void (GL_APIENTRYP PFNGLEXTTEXOBJECTSTATEOVERRIDEIQCOMPROC) (GLenum target, GLenum pname, GLint param); +typedef void (GL_APIENTRYP PFNGLEXTGETTEXSUBIMAGEQCOMPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels); +typedef void (GL_APIENTRYP PFNGLEXTGETBUFFERPOINTERVQCOMPROC) (GLenum target, void **params); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glExtGetTexturesQCOM (GLuint *textures, GLint maxTextures, GLint *numTextures); +GL_APICALL void GL_APIENTRY glExtGetBuffersQCOM (GLuint *buffers, GLint maxBuffers, GLint *numBuffers); +GL_APICALL void GL_APIENTRY glExtGetRenderbuffersQCOM (GLuint *renderbuffers, GLint maxRenderbuffers, GLint *numRenderbuffers); +GL_APICALL void GL_APIENTRY glExtGetFramebuffersQCOM (GLuint *framebuffers, GLint maxFramebuffers, GLint *numFramebuffers); +GL_APICALL void GL_APIENTRY glExtGetTexLevelParameterivQCOM (GLuint texture, GLenum face, GLint level, GLenum pname, GLint *params); +GL_APICALL void GL_APIENTRY glExtTexObjectStateOverrideiQCOM (GLenum target, GLenum pname, GLint param); +GL_APICALL void GL_APIENTRY glExtGetTexSubImageQCOM (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint zoffset, GLsizei width, GLsizei height, GLsizei depth, GLenum format, GLenum type, void *texels); +GL_APICALL void GL_APIENTRY glExtGetBufferPointervQCOM (GLenum target, void **params); +#endif +#endif /* GL_QCOM_extended_get */ + +#ifndef GL_QCOM_extended_get2 +#define GL_QCOM_extended_get2 1 +typedef void (GL_APIENTRYP PFNGLEXTGETSHADERSQCOMPROC) (GLuint *shaders, GLint maxShaders, GLint *numShaders); +typedef void (GL_APIENTRYP PFNGLEXTGETPROGRAMSQCOMPROC) (GLuint *programs, GLint maxPrograms, GLint *numPrograms); +typedef GLboolean (GL_APIENTRYP PFNGLEXTISPROGRAMBINARYQCOMPROC) (GLuint program); +typedef void (GL_APIENTRYP PFNGLEXTGETPROGRAMBINARYSOURCEQCOMPROC) (GLuint program, GLenum shadertype, GLchar *source, GLint *length); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glExtGetShadersQCOM (GLuint *shaders, GLint maxShaders, GLint *numShaders); +GL_APICALL void GL_APIENTRY glExtGetProgramsQCOM (GLuint *programs, GLint maxPrograms, GLint *numPrograms); +GL_APICALL GLboolean GL_APIENTRY glExtIsProgramBinaryQCOM (GLuint program); +GL_APICALL void GL_APIENTRY glExtGetProgramBinarySourceQCOM (GLuint program, GLenum shadertype, GLchar *source, GLint *length); +#endif +#endif /* GL_QCOM_extended_get2 */ + +#ifndef GL_QCOM_frame_extrapolation +#define GL_QCOM_frame_extrapolation 1 +typedef void (GL_APIENTRYP PFNGLEXTRAPOLATETEX2DQCOMPROC) (GLuint src1, GLuint src2, GLuint output, GLfloat scaleFactor); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glExtrapolateTex2DQCOM (GLuint src1, GLuint src2, GLuint output, GLfloat scaleFactor); +#endif +#endif /* GL_QCOM_frame_extrapolation */ + +#ifndef GL_QCOM_framebuffer_foveated +#define GL_QCOM_framebuffer_foveated 1 +#define GL_FOVEATION_ENABLE_BIT_QCOM 0x00000001 +#define GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM 0x00000002 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFOVEATIONCONFIGQCOMPROC) (GLuint framebuffer, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint *providedFeatures); +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFOVEATIONPARAMETERSQCOMPROC) (GLuint framebuffer, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferFoveationConfigQCOM (GLuint framebuffer, GLuint numLayers, GLuint focalPointsPerLayer, GLuint requestedFeatures, GLuint *providedFeatures); +GL_APICALL void GL_APIENTRY glFramebufferFoveationParametersQCOM (GLuint framebuffer, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); +#endif +#endif /* GL_QCOM_framebuffer_foveated */ + +#ifndef GL_QCOM_motion_estimation +#define GL_QCOM_motion_estimation 1 +#define GL_MOTION_ESTIMATION_SEARCH_BLOCK_X_QCOM 0x8C90 +#define GL_MOTION_ESTIMATION_SEARCH_BLOCK_Y_QCOM 0x8C91 +typedef void (GL_APIENTRYP PFNGLTEXESTIMATEMOTIONQCOMPROC) (GLuint ref, GLuint target, GLuint output); +typedef void (GL_APIENTRYP PFNGLTEXESTIMATEMOTIONREGIONSQCOMPROC) (GLuint ref, GLuint target, GLuint output, GLuint mask); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTexEstimateMotionQCOM (GLuint ref, GLuint target, GLuint output); +GL_APICALL void GL_APIENTRY glTexEstimateMotionRegionsQCOM (GLuint ref, GLuint target, GLuint output, GLuint mask); +#endif +#endif /* GL_QCOM_motion_estimation */ + +#ifndef GL_QCOM_perfmon_global_mode +#define GL_QCOM_perfmon_global_mode 1 +#define GL_PERFMON_GLOBAL_MODE_QCOM 0x8FA0 +#endif /* GL_QCOM_perfmon_global_mode */ + +#ifndef GL_QCOM_render_shared_exponent +#define GL_QCOM_render_shared_exponent 1 +#endif /* GL_QCOM_render_shared_exponent */ + +#ifndef GL_QCOM_shader_framebuffer_fetch_noncoherent +#define GL_QCOM_shader_framebuffer_fetch_noncoherent 1 +#define GL_FRAMEBUFFER_FETCH_NONCOHERENT_QCOM 0x96A2 +typedef void (GL_APIENTRYP PFNGLFRAMEBUFFERFETCHBARRIERQCOMPROC) (void); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glFramebufferFetchBarrierQCOM (void); +#endif +#endif /* GL_QCOM_shader_framebuffer_fetch_noncoherent */ + +#ifndef GL_QCOM_shader_framebuffer_fetch_rate +#define GL_QCOM_shader_framebuffer_fetch_rate 1 +#endif /* GL_QCOM_shader_framebuffer_fetch_rate */ + +#ifndef GL_QCOM_shading_rate +#define GL_QCOM_shading_rate 1 +#define GL_SHADING_RATE_QCOM 0x96A4 +#define GL_SHADING_RATE_PRESERVE_ASPECT_RATIO_QCOM 0x96A5 +#define GL_SHADING_RATE_1X1_PIXELS_QCOM 0x96A6 +#define GL_SHADING_RATE_1X2_PIXELS_QCOM 0x96A7 +#define GL_SHADING_RATE_2X1_PIXELS_QCOM 0x96A8 +#define GL_SHADING_RATE_2X2_PIXELS_QCOM 0x96A9 +#define GL_SHADING_RATE_4X2_PIXELS_QCOM 0x96AC +#define GL_SHADING_RATE_4X4_PIXELS_QCOM 0x96AE +typedef void (GL_APIENTRYP PFNGLSHADINGRATEQCOMPROC) (GLenum rate); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glShadingRateQCOM (GLenum rate); +#endif +#endif /* GL_QCOM_shading_rate */ + +#ifndef GL_QCOM_texture_foveated +#define GL_QCOM_texture_foveated 1 +#define GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM 0x8BFB +#define GL_TEXTURE_FOVEATED_MIN_PIXEL_DENSITY_QCOM 0x8BFC +#define GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM 0x8BFD +#define GL_TEXTURE_FOVEATED_NUM_FOCAL_POINTS_QUERY_QCOM 0x8BFE +#define GL_FRAMEBUFFER_INCOMPLETE_FOVEATION_QCOM 0x8BFF +typedef void (GL_APIENTRYP PFNGLTEXTUREFOVEATIONPARAMETERSQCOMPROC) (GLuint texture, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glTextureFoveationParametersQCOM (GLuint texture, GLuint layer, GLuint focalPoint, GLfloat focalX, GLfloat focalY, GLfloat gainX, GLfloat gainY, GLfloat foveaArea); +#endif +#endif /* GL_QCOM_texture_foveated */ + +#ifndef GL_QCOM_texture_foveated2 +#define GL_QCOM_texture_foveated2 1 +#define GL_TEXTURE_FOVEATED_CUTOFF_DENSITY_QCOM 0x96A0 +#endif /* GL_QCOM_texture_foveated2 */ + +#ifndef GL_QCOM_texture_foveated_subsampled_layout +#define GL_QCOM_texture_foveated_subsampled_layout 1 +#define GL_FOVEATION_SUBSAMPLED_LAYOUT_METHOD_BIT_QCOM 0x00000004 +#define GL_MAX_SHADER_SUBSAMPLED_IMAGE_UNITS_QCOM 0x8FA1 +#endif /* GL_QCOM_texture_foveated_subsampled_layout */ + +#ifndef GL_QCOM_tiled_rendering +#define GL_QCOM_tiled_rendering 1 +#define GL_COLOR_BUFFER_BIT0_QCOM 0x00000001 +#define GL_COLOR_BUFFER_BIT1_QCOM 0x00000002 +#define GL_COLOR_BUFFER_BIT2_QCOM 0x00000004 +#define GL_COLOR_BUFFER_BIT3_QCOM 0x00000008 +#define GL_COLOR_BUFFER_BIT4_QCOM 0x00000010 +#define GL_COLOR_BUFFER_BIT5_QCOM 0x00000020 +#define GL_COLOR_BUFFER_BIT6_QCOM 0x00000040 +#define GL_COLOR_BUFFER_BIT7_QCOM 0x00000080 +#define GL_DEPTH_BUFFER_BIT0_QCOM 0x00000100 +#define GL_DEPTH_BUFFER_BIT1_QCOM 0x00000200 +#define GL_DEPTH_BUFFER_BIT2_QCOM 0x00000400 +#define GL_DEPTH_BUFFER_BIT3_QCOM 0x00000800 +#define GL_DEPTH_BUFFER_BIT4_QCOM 0x00001000 +#define GL_DEPTH_BUFFER_BIT5_QCOM 0x00002000 +#define GL_DEPTH_BUFFER_BIT6_QCOM 0x00004000 +#define GL_DEPTH_BUFFER_BIT7_QCOM 0x00008000 +#define GL_STENCIL_BUFFER_BIT0_QCOM 0x00010000 +#define GL_STENCIL_BUFFER_BIT1_QCOM 0x00020000 +#define GL_STENCIL_BUFFER_BIT2_QCOM 0x00040000 +#define GL_STENCIL_BUFFER_BIT3_QCOM 0x00080000 +#define GL_STENCIL_BUFFER_BIT4_QCOM 0x00100000 +#define GL_STENCIL_BUFFER_BIT5_QCOM 0x00200000 +#define GL_STENCIL_BUFFER_BIT6_QCOM 0x00400000 +#define GL_STENCIL_BUFFER_BIT7_QCOM 0x00800000 +#define GL_MULTISAMPLE_BUFFER_BIT0_QCOM 0x01000000 +#define GL_MULTISAMPLE_BUFFER_BIT1_QCOM 0x02000000 +#define GL_MULTISAMPLE_BUFFER_BIT2_QCOM 0x04000000 +#define GL_MULTISAMPLE_BUFFER_BIT3_QCOM 0x08000000 +#define GL_MULTISAMPLE_BUFFER_BIT4_QCOM 0x10000000 +#define GL_MULTISAMPLE_BUFFER_BIT5_QCOM 0x20000000 +#define GL_MULTISAMPLE_BUFFER_BIT6_QCOM 0x40000000 +#define GL_MULTISAMPLE_BUFFER_BIT7_QCOM 0x80000000 +typedef void (GL_APIENTRYP PFNGLSTARTTILINGQCOMPROC) (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); +typedef void (GL_APIENTRYP PFNGLENDTILINGQCOMPROC) (GLbitfield preserveMask); +#ifdef GL_GLEXT_PROTOTYPES +GL_APICALL void GL_APIENTRY glStartTilingQCOM (GLuint x, GLuint y, GLuint width, GLuint height, GLbitfield preserveMask); +GL_APICALL void GL_APIENTRY glEndTilingQCOM (GLbitfield preserveMask); +#endif +#endif /* GL_QCOM_tiled_rendering */ + +#ifndef GL_QCOM_writeonly_rendering +#define GL_QCOM_writeonly_rendering 1 +#define GL_WRITEONLY_RENDERING_QCOM 0x8823 +#endif /* GL_QCOM_writeonly_rendering */ + +#ifndef GL_VIV_shader_binary +#define GL_VIV_shader_binary 1 +#define GL_SHADER_BINARY_VIV 0x8FC4 +#endif /* GL_VIV_shader_binary */ + +#ifdef __cplusplus +} +#endif + +#endif diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_gl2platform.h b/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_gl2platform.h new file mode 100644 index 0000000..426796e --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_gl2platform.h @@ -0,0 +1,27 @@ +#ifndef __gl2platform_h_ +#define __gl2platform_h_ + +/* +** Copyright 2017-2020 The Khronos Group Inc. +** SPDX-License-Identifier: Apache-2.0 +*/ + +/* Platform-specific types and definitions for OpenGL ES 2.X gl2.h + * + * Adopters may modify khrplatform.h and this file to suit their platform. + * Please contribute modifications back to Khronos as pull requests on the + * public github repository: + * https://github.com/KhronosGroup/OpenGL-Registry + */ + +/*#include */ + +#ifndef GL_APICALL +#define GL_APICALL KHRONOS_APICALL +#endif + +#ifndef GL_APIENTRY +#define GL_APIENTRY KHRONOS_APIENTRY +#endif + +#endif /* __gl2platform_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_khrplatform.h b/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_khrplatform.h new file mode 100644 index 0000000..0164644 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_opengles2_khrplatform.h @@ -0,0 +1,311 @@ +#ifndef __khrplatform_h_ +#define __khrplatform_h_ + +/* +** Copyright (c) 2008-2018 The Khronos Group Inc. +** +** Permission is hereby granted, free of charge, to any person obtaining a +** copy of this software and/or associated documentation files (the +** "Materials"), to deal in the Materials without restriction, including +** without limitation the rights to use, copy, modify, merge, publish, +** distribute, sublicense, and/or sell copies of the Materials, and to +** permit persons to whom the Materials are furnished to do so, subject to +** the following conditions: +** +** The above copyright notice and this permission notice shall be included +** in all copies or substantial portions of the Materials. +** +** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS. +*/ + +/* Khronos platform-specific types and definitions. + * + * The master copy of khrplatform.h is maintained in the Khronos EGL + * Registry repository at https://github.com/KhronosGroup/EGL-Registry + * The last semantic modification to khrplatform.h was at commit ID: + * 67a3e0864c2d75ea5287b9f3d2eb74a745936692 + * + * Adopters may modify this file to suit their platform. Adopters are + * encouraged to submit platform specific modifications to the Khronos + * group so that they can be included in future versions of this file. + * Please submit changes by filing pull requests or issues on + * the EGL Registry repository linked above. + * + * + * See the Implementer's Guidelines for information about where this file + * should be located on your system and for more details of its use: + * http://www.khronos.org/registry/implementers_guide.pdf + * + * This file should be included as + * #include + * by Khronos client API header files that use its types and defines. + * + * The types in khrplatform.h should only be used to define API-specific types. + * + * Types defined in khrplatform.h: + * khronos_int8_t signed 8 bit + * khronos_uint8_t unsigned 8 bit + * khronos_int16_t signed 16 bit + * khronos_uint16_t unsigned 16 bit + * khronos_int32_t signed 32 bit + * khronos_uint32_t unsigned 32 bit + * khronos_int64_t signed 64 bit + * khronos_uint64_t unsigned 64 bit + * khronos_intptr_t signed same number of bits as a pointer + * khronos_uintptr_t unsigned same number of bits as a pointer + * khronos_ssize_t signed size + * khronos_usize_t unsigned size + * khronos_float_t signed 32 bit floating point + * khronos_time_ns_t unsigned 64 bit time in nanoseconds + * khronos_utime_nanoseconds_t unsigned time interval or absolute time in + * nanoseconds + * khronos_stime_nanoseconds_t signed time interval in nanoseconds + * khronos_boolean_enum_t enumerated boolean type. This should + * only be used as a base type when a client API's boolean type is + * an enum. Client APIs which use an integer or other type for + * booleans cannot use this as the base type for their boolean. + * + * Tokens defined in khrplatform.h: + * + * KHRONOS_FALSE, KHRONOS_TRUE Enumerated boolean false/true values. + * + * KHRONOS_SUPPORT_INT64 is 1 if 64 bit integers are supported; otherwise 0. + * KHRONOS_SUPPORT_FLOAT is 1 if floats are supported; otherwise 0. + * + * Calling convention macros defined in this file: + * KHRONOS_APICALL + * KHRONOS_APIENTRY + * KHRONOS_APIATTRIBUTES + * + * These may be used in function prototypes as: + * + * KHRONOS_APICALL void KHRONOS_APIENTRY funcname( + * int arg1, + * int arg2) KHRONOS_APIATTRIBUTES; + */ + +#if defined(__SCITECH_SNAP__) && !defined(KHRONOS_STATIC) +# define KHRONOS_STATIC 1 +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APICALL + *------------------------------------------------------------------------- + * This precedes the return type of the function in the function prototype. + */ +#if defined(KHRONOS_STATIC) + /* If the preprocessor constant KHRONOS_STATIC is defined, make the + * header compatible with static linking. */ +# define KHRONOS_APICALL +#elif defined(_WIN32) +# define KHRONOS_APICALL __declspec(dllimport) +#elif defined (__SYMBIAN32__) +# define KHRONOS_APICALL IMPORT_C +#elif defined(__ANDROID__) +# define KHRONOS_APICALL __attribute__((visibility("default"))) +#else +# define KHRONOS_APICALL +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIENTRY + *------------------------------------------------------------------------- + * This follows the return type of the function and precedes the function + * name in the function prototype. + */ +#if defined(_WIN32) && !defined(_WIN32_WCE) && !defined(__SCITECH_SNAP__) + /* Win32 but not WinCE */ +# define KHRONOS_APIENTRY __stdcall +#else +# define KHRONOS_APIENTRY +#endif + +/*------------------------------------------------------------------------- + * Definition of KHRONOS_APIATTRIBUTES + *------------------------------------------------------------------------- + * This follows the closing parenthesis of the function prototype arguments. + */ +#if defined (__ARMCC_2__) +#define KHRONOS_APIATTRIBUTES __softfp +#else +#define KHRONOS_APIATTRIBUTES +#endif + +/*------------------------------------------------------------------------- + * basic type definitions + *-----------------------------------------------------------------------*/ +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || defined(__GNUC__) || defined(__SCO__) || defined(__USLC__) + + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 +/* + * To support platform where unsigned long cannot be used interchangeably with + * inptr_t (e.g. CHERI-extended ISAs), we can use the stdint.h intptr_t. + * Ideally, we could just use (u)intptr_t everywhere, but this could result in + * ABI breakage if khronos_uintptr_t is changed from unsigned long to + * unsigned long long or similar (this results in different C++ name mangling). + * To avoid changes for existing platforms, we restrict usage of intptr_t to + * platforms where the size of a pointer is larger than the size of long. + */ +#if defined(__SIZEOF_LONG__) && defined(__SIZEOF_POINTER__) +#if __SIZEOF_POINTER__ > __SIZEOF_LONG__ +#define KHRONOS_USE_INTPTR_T +#endif +#endif + +#elif defined(__VMS ) || defined(__sgi) + +/* + * Using + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(_WIN32) && !defined(__SCITECH_SNAP__) + +/* + * Win32 + */ +typedef __int32 khronos_int32_t; +typedef unsigned __int32 khronos_uint32_t; +typedef __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif defined(__sun__) || defined(__digital__) + +/* + * Sun or Digital + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#if defined(__arch64__) || defined(_LP64) +typedef long int khronos_int64_t; +typedef unsigned long int khronos_uint64_t; +#else +typedef long long int khronos_int64_t; +typedef unsigned long long int khronos_uint64_t; +#endif /* __arch64__ */ +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#elif 0 + +/* + * Hypothetical platform with no float or int64 support + */ +typedef int khronos_int32_t; +typedef unsigned int khronos_uint32_t; +#define KHRONOS_SUPPORT_INT64 0 +#define KHRONOS_SUPPORT_FLOAT 0 + +#else + +/* + * Generic fallback + */ +#include +typedef int32_t khronos_int32_t; +typedef uint32_t khronos_uint32_t; +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#define KHRONOS_SUPPORT_INT64 1 +#define KHRONOS_SUPPORT_FLOAT 1 + +#endif + + +/* + * Types that are (so far) the same on all platforms + */ +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; + +/* + * Types that differ between LLP64 and LP64 architectures - in LLP64, + * pointers are 64 bits, but 'long' is still 32 bits. Win64 appears + * to be the only LLP64 architecture in current use. + */ +#ifdef KHRONOS_USE_INTPTR_T +typedef intptr_t khronos_intptr_t; +typedef uintptr_t khronos_uintptr_t; +#elif defined(_WIN64) +typedef signed long long int khronos_intptr_t; +typedef unsigned long long int khronos_uintptr_t; +#else +typedef signed long int khronos_intptr_t; +typedef unsigned long int khronos_uintptr_t; +#endif + +#if defined(_WIN64) +typedef signed long long int khronos_ssize_t; +typedef unsigned long long int khronos_usize_t; +#else +typedef signed long int khronos_ssize_t; +typedef unsigned long int khronos_usize_t; +#endif + +#if KHRONOS_SUPPORT_FLOAT +/* + * Float type + */ +typedef float khronos_float_t; +#endif + +#if KHRONOS_SUPPORT_INT64 +/* Time types + * + * These types can be used to represent a time interval in nanoseconds or + * an absolute Unadjusted System Time. Unadjusted System Time is the number + * of nanoseconds since some arbitrary system event (e.g. since the last + * time the system booted). The Unadjusted System Time is an unsigned + * 64 bit value that wraps back to 0 every 584 years. Time intervals + * may be either signed or unsigned. + */ +typedef khronos_uint64_t khronos_utime_nanoseconds_t; +typedef khronos_int64_t khronos_stime_nanoseconds_t; +#endif + +/* + * Dummy value used to pad enum types to 32 bits. + */ +#ifndef KHRONOS_MAX_ENUM +#define KHRONOS_MAX_ENUM 0x7FFFFFFF +#endif + +/* + * Enumerated boolean type + * + * Values other than zero should be considered to be true. Therefore + * comparisons should not be made against KHRONOS_TRUE. + */ +typedef enum { + KHRONOS_FALSE = 0, + KHRONOS_TRUE = 1, + KHRONOS_BOOLEAN_ENUM_FORCE_SIZE = KHRONOS_MAX_ENUM +} khronos_boolean_enum_t; + +#endif /* __khrplatform_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_pen.h b/modules/imgui-sdl/src/include/SDL3/SDL_pen.h new file mode 100644 index 0000000..5182eeb --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_pen.h @@ -0,0 +1,127 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryPen + * + * SDL pen event handling. + * + * SDL provides an API for pressure-sensitive pen (stylus and/or eraser) + * handling, e.g., for input and drawing tablets or suitably equipped mobile / + * tablet devices. + * + * To get started with pens, simply handle SDL_EVENT_PEN_* events. When a pen + * starts providing input, SDL will assign it a unique SDL_PenID, which will + * remain for the life of the process, as long as the pen stays connected. + * + * Pens may provide more than simple touch input; they might have other axes, + * such as pressure, tilt, rotation, etc. + */ + +#ifndef SDL_pen_h_ +#define SDL_pen_h_ + +#include +#include +#include + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * SDL pen instance IDs. + * + * Zero is used to signify an invalid/null device. + * + * These show up in pen events when SDL sees input from them. They remain + * consistent as long as SDL can recognize a tool to be the same pen; but if a + * pen physically leaves the area and returns, it might get a new ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_PenID; + +/** + * The SDL_MouseID for mouse events simulated with pen input. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PEN_MOUSEID ((SDL_MouseID)-2) + +/** + * The SDL_TouchID for touch events simulated with pen input. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PEN_TOUCHID ((SDL_TouchID)-2) + + +/** + * Pen input flags, as reported by various pen events' `pen_state` field. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_PenInputFlags; + +#define SDL_PEN_INPUT_DOWN (1u << 0) /**< pen is pressed down */ +#define SDL_PEN_INPUT_BUTTON_1 (1u << 1) /**< button 1 is pressed */ +#define SDL_PEN_INPUT_BUTTON_2 (1u << 2) /**< button 2 is pressed */ +#define SDL_PEN_INPUT_BUTTON_3 (1u << 3) /**< button 3 is pressed */ +#define SDL_PEN_INPUT_BUTTON_4 (1u << 4) /**< button 4 is pressed */ +#define SDL_PEN_INPUT_BUTTON_5 (1u << 5) /**< button 5 is pressed */ +#define SDL_PEN_INPUT_ERASER_TIP (1u << 30) /**< eraser tip is used */ + +/** + * Pen axis indices. + * + * These are the valid values for the `axis` field in SDL_PenAxisEvent. All + * axes are either normalised to 0..1 or report a (positive or negative) angle + * in degrees, with 0.0 representing the centre. Not all pens/backends support + * all axes: unsupported axes are always zero. + * + * To convert angles for tilt and rotation into vector representation, use + * SDL_sinf on the XTILT, YTILT, or ROTATION component, for example: + * + * `SDL_sinf(xtilt * SDL_PI_F / 180.0)`. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PenAxis +{ + SDL_PEN_AXIS_PRESSURE, /**< Pen pressure. Unidirectional: 0 to 1.0 */ + SDL_PEN_AXIS_XTILT, /**< Pen horizontal tilt angle. Bidirectional: -90.0 to 90.0 (left-to-right). */ + SDL_PEN_AXIS_YTILT, /**< Pen vertical tilt angle. Bidirectional: -90.0 to 90.0 (top-to-down). */ + SDL_PEN_AXIS_DISTANCE, /**< Pen distance to drawing surface. Unidirectional: 0.0 to 1.0 */ + SDL_PEN_AXIS_ROTATION, /**< Pen barrel rotation. Bidirectional: -180 to 179.9 (clockwise, 0 is facing up, -180.0 is facing down). */ + SDL_PEN_AXIS_SLIDER, /**< Pen finger wheel or slider (e.g., Airbrush Pen). Unidirectional: 0 to 1.0 */ + SDL_PEN_AXIS_TANGENTIAL_PRESSURE, /**< Pressure from squeezing the pen ("barrel pressure"). */ + SDL_PEN_AXIS_COUNT /**< Total known pen axis types in this version of SDL. This number may grow in future releases! */ +} SDL_PenAxis; + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif + +#endif /* SDL_pen_h_ */ + diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_pixels.h b/modules/imgui-sdl/src/include/SDL3/SDL_pixels.h new file mode 100644 index 0000000..4127ac0 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_pixels.h @@ -0,0 +1,1441 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryPixels + * + * SDL offers facilities for pixel management. + * + * Largely these facilities deal with pixel _format_: what does this set of + * bits represent? + * + * If you mostly want to think of a pixel as some combination of red, green, + * blue, and maybe alpha intensities, this is all pretty straightforward, and + * in many cases, is enough information to build a perfectly fine game. + * + * However, the actual definition of a pixel is more complex than that: + * + * Pixels are a representation of a color in a particular color space. + * + * The first characteristic of a color space is the color type. SDL + * understands two different color types, RGB and YCbCr, or in SDL also + * referred to as YUV. + * + * RGB colors consist of red, green, and blue channels of color that are added + * together to represent the colors we see on the screen. + * + * https://en.wikipedia.org/wiki/RGB_color_model + * + * YCbCr colors represent colors as a Y luma brightness component and red and + * blue chroma color offsets. This color representation takes advantage of the + * fact that the human eye is more sensitive to brightness than the color in + * an image. The Cb and Cr components are often compressed and have lower + * resolution than the luma component. + * + * https://en.wikipedia.org/wiki/YCbCr + * + * When the color information in YCbCr is compressed, the Y pixels are left at + * full resolution and each Cr and Cb pixel represents an average of the color + * information in a block of Y pixels. The chroma location determines where in + * that block of pixels the color information is coming from. + * + * The color range defines how much of the pixel to use when converting a + * pixel into a color on the display. When the full color range is used, the + * entire numeric range of the pixel bits is significant. When narrow color + * range is used, for historical reasons, the pixel uses only a portion of the + * numeric range to represent colors. + * + * The color primaries and white point are a definition of the colors in the + * color space relative to the standard XYZ color space. + * + * https://en.wikipedia.org/wiki/CIE_1931_color_space + * + * The transfer characteristic, or opto-electrical transfer function (OETF), + * is the way a color is converted from mathematically linear space into a + * non-linear output signals. + * + * https://en.wikipedia.org/wiki/Rec._709#Transfer_characteristics + * + * The matrix coefficients are used to convert between YCbCr and RGB colors. + */ + +#ifndef SDL_pixels_h_ +#define SDL_pixels_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A fully opaque 8-bit alpha value. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_ALPHA_TRANSPARENT + */ +#define SDL_ALPHA_OPAQUE 255 + +/** + * A fully opaque floating point alpha value. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_ALPHA_TRANSPARENT_FLOAT + */ +#define SDL_ALPHA_OPAQUE_FLOAT 1.0f + +/** + * A fully transparent 8-bit alpha value. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_ALPHA_OPAQUE + */ +#define SDL_ALPHA_TRANSPARENT 0 + +/** + * A fully transparent floating point alpha value. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_ALPHA_OPAQUE_FLOAT + */ +#define SDL_ALPHA_TRANSPARENT_FLOAT 0.0f + +/** + * Pixel type. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PixelType +{ + SDL_PIXELTYPE_UNKNOWN, + SDL_PIXELTYPE_INDEX1, + SDL_PIXELTYPE_INDEX4, + SDL_PIXELTYPE_INDEX8, + SDL_PIXELTYPE_PACKED8, + SDL_PIXELTYPE_PACKED16, + SDL_PIXELTYPE_PACKED32, + SDL_PIXELTYPE_ARRAYU8, + SDL_PIXELTYPE_ARRAYU16, + SDL_PIXELTYPE_ARRAYU32, + SDL_PIXELTYPE_ARRAYF16, + SDL_PIXELTYPE_ARRAYF32, + /* appended at the end for compatibility with sdl2-compat: */ + SDL_PIXELTYPE_INDEX2 +} SDL_PixelType; + +/** + * Bitmap pixel order, high bit -> low bit. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_BitmapOrder +{ + SDL_BITMAPORDER_NONE, + SDL_BITMAPORDER_4321, + SDL_BITMAPORDER_1234 +} SDL_BitmapOrder; + +/** + * Packed component order, high bit -> low bit. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PackedOrder +{ + SDL_PACKEDORDER_NONE, + SDL_PACKEDORDER_XRGB, + SDL_PACKEDORDER_RGBX, + SDL_PACKEDORDER_ARGB, + SDL_PACKEDORDER_RGBA, + SDL_PACKEDORDER_XBGR, + SDL_PACKEDORDER_BGRX, + SDL_PACKEDORDER_ABGR, + SDL_PACKEDORDER_BGRA +} SDL_PackedOrder; + +/** + * Array component order, low byte -> high byte. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ArrayOrder +{ + SDL_ARRAYORDER_NONE, + SDL_ARRAYORDER_RGB, + SDL_ARRAYORDER_RGBA, + SDL_ARRAYORDER_ARGB, + SDL_ARRAYORDER_BGR, + SDL_ARRAYORDER_BGRA, + SDL_ARRAYORDER_ABGR +} SDL_ArrayOrder; + +/** + * Packed component layout. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PackedLayout +{ + SDL_PACKEDLAYOUT_NONE, + SDL_PACKEDLAYOUT_332, + SDL_PACKEDLAYOUT_4444, + SDL_PACKEDLAYOUT_1555, + SDL_PACKEDLAYOUT_5551, + SDL_PACKEDLAYOUT_565, + SDL_PACKEDLAYOUT_8888, + SDL_PACKEDLAYOUT_2101010, + SDL_PACKEDLAYOUT_1010102 +} SDL_PackedLayout; + +/** + * A macro for defining custom FourCC pixel formats. + * + * For example, defining SDL_PIXELFORMAT_YV12 looks like this: + * + * ```c + * SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2') + * ``` + * + * \param A the first character of the FourCC code. + * \param B the second character of the FourCC code. + * \param C the third character of the FourCC code. + * \param D the fourth character of the FourCC code. + * \returns a format value in the style of SDL_PixelFormat. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DEFINE_PIXELFOURCC(A, B, C, D) SDL_FOURCC(A, B, C, D) + +/** + * A macro for defining custom non-FourCC pixel formats. + * + * For example, defining SDL_PIXELFORMAT_RGBA8888 looks like this: + * + * ```c + * SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_8888, 32, 4) + * ``` + * + * \param type the type of the new format, probably a SDL_PixelType value. + * \param order the order of the new format, probably a SDL_BitmapOrder, + * SDL_PackedOrder, or SDL_ArrayOrder value. + * \param layout the layout of the new format, probably an SDL_PackedLayout + * value or zero. + * \param bits the number of bits per pixel of the new format. + * \param bytes the number of bytes per pixel of the new format. + * \returns a format value in the style of SDL_PixelFormat. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DEFINE_PIXELFORMAT(type, order, layout, bits, bytes) \ + ((1 << 28) | ((type) << 24) | ((order) << 20) | ((layout) << 16) | \ + ((bits) << 8) | ((bytes) << 0)) + +/** + * A macro to retrieve the flags of an SDL_PixelFormat. + * + * This macro is generally not needed directly by an app, which should use + * specific tests, like SDL_ISPIXELFORMAT_FOURCC, instead. + * + * \param format an SDL_PixelFormat to check. + * \returns the flags of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PIXELFLAG(format) (((format) >> 28) & 0x0F) + +/** + * A macro to retrieve the type of an SDL_PixelFormat. + * + * This is usually a value from the SDL_PixelType enumeration. + * + * \param format an SDL_PixelFormat to check. + * \returns the type of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PIXELTYPE(format) (((format) >> 24) & 0x0F) + +/** + * A macro to retrieve the order of an SDL_PixelFormat. + * + * This is usually a value from the SDL_BitmapOrder, SDL_PackedOrder, or + * SDL_ArrayOrder enumerations, depending on the format type. + * + * \param format an SDL_PixelFormat to check. + * \returns the order of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PIXELORDER(format) (((format) >> 20) & 0x0F) + +/** + * A macro to retrieve the layout of an SDL_PixelFormat. + * + * This is usually a value from the SDL_PackedLayout enumeration, or zero if a + * layout doesn't make sense for the format type. + * + * \param format an SDL_PixelFormat to check. + * \returns the layout of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PIXELLAYOUT(format) (((format) >> 16) & 0x0F) + +/** + * A macro to determine an SDL_PixelFormat's bits per pixel. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * FourCC formats will report zero here, as it rarely makes sense to measure + * them per-pixel. + * + * \param format an SDL_PixelFormat to check. + * \returns the bits-per-pixel of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_BYTESPERPIXEL + */ +#define SDL_BITSPERPIXEL(format) \ + (SDL_ISPIXELFORMAT_FOURCC(format) ? 0 : (((format) >> 8) & 0xFF)) + +/** + * A macro to determine an SDL_PixelFormat's bytes per pixel. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * FourCC formats do their best here, but many of them don't have a meaningful + * measurement of bytes per pixel. + * + * \param format an SDL_PixelFormat to check. + * \returns the bytes-per-pixel of `format`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_BITSPERPIXEL + */ +#define SDL_BYTESPERPIXEL(format) \ + (SDL_ISPIXELFORMAT_FOURCC(format) ? \ + ((((format) == SDL_PIXELFORMAT_YUY2) || \ + ((format) == SDL_PIXELFORMAT_UYVY) || \ + ((format) == SDL_PIXELFORMAT_YVYU) || \ + ((format) == SDL_PIXELFORMAT_P010)) ? 2 : 1) : (((format) >> 0) & 0xFF)) + + +/** + * A macro to determine if an SDL_PixelFormat is an indexed format. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format is indexed, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_INDEXED(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX1) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX2) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX4) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_INDEX8))) + +/** + * A macro to determine if an SDL_PixelFormat is a packed format. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format is packed, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_PACKED(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED8) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32))) + +/** + * A macro to determine if an SDL_PixelFormat is an array format. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format is an array, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_ARRAY(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU8) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYU32) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32))) + +/** + * A macro to determine if an SDL_PixelFormat is a 10-bit format. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format is 10-bit, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_10BIT(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_PACKED32) && \ + (SDL_PIXELLAYOUT(format) == SDL_PACKEDLAYOUT_2101010))) + +/** + * A macro to determine if an SDL_PixelFormat is a floating point format. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format is 10-bit, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_FLOAT(format) \ + (!SDL_ISPIXELFORMAT_FOURCC(format) && \ + ((SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF16) || \ + (SDL_PIXELTYPE(format) == SDL_PIXELTYPE_ARRAYF32))) + +/** + * A macro to determine if an SDL_PixelFormat has an alpha channel. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format has alpha, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_ALPHA(format) \ + ((SDL_ISPIXELFORMAT_PACKED(format) && \ + ((SDL_PIXELORDER(format) == SDL_PACKEDORDER_ARGB) || \ + (SDL_PIXELORDER(format) == SDL_PACKEDORDER_RGBA) || \ + (SDL_PIXELORDER(format) == SDL_PACKEDORDER_ABGR) || \ + (SDL_PIXELORDER(format) == SDL_PACKEDORDER_BGRA))) || \ + (SDL_ISPIXELFORMAT_ARRAY(format) && \ + ((SDL_PIXELORDER(format) == SDL_ARRAYORDER_ARGB) || \ + (SDL_PIXELORDER(format) == SDL_ARRAYORDER_RGBA) || \ + (SDL_PIXELORDER(format) == SDL_ARRAYORDER_ABGR) || \ + (SDL_PIXELORDER(format) == SDL_ARRAYORDER_BGRA)))) + + +/** + * A macro to determine if an SDL_PixelFormat is a "FourCC" format. + * + * This covers custom and other unusual formats. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param format an SDL_PixelFormat to check. + * \returns true if the format has alpha, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISPIXELFORMAT_FOURCC(format) /* The flag is set to 1 because 0x1? is not in the printable ASCII range */ \ + ((format) && (SDL_PIXELFLAG(format) != 1)) + +/* Note: If you modify this enum, update SDL_GetPixelFormatName() */ + +/** + * Pixel format. + * + * SDL's pixel formats have the following naming convention: + * + * - Names with a list of components and a single bit count, such as RGB24 and + * ABGR32, define a platform-independent encoding into bytes in the order + * specified. For example, in RGB24 data, each pixel is encoded in 3 bytes + * (red, green, blue) in that order, and in ABGR32 data, each pixel is + * encoded in 4 bytes alpha, blue, green, red) in that order. Use these + * names if the property of a format that is important to you is the order + * of the bytes in memory or on disk. + * - Names with a bit count per component, such as ARGB8888 and XRGB1555, are + * "packed" into an appropriately-sized integer in the platform's native + * endianness. For example, ARGB8888 is a sequence of 32-bit integers; in + * each integer, the most significant bits are alpha, and the least + * significant bits are blue. On a little-endian CPU such as x86, the least + * significant bits of each integer are arranged first in memory, but on a + * big-endian CPU such as s390x, the most significant bits are arranged + * first. Use these names if the property of a format that is important to + * you is the meaning of each bit position within a native-endianness + * integer. + * - In indexed formats such as INDEX4LSB, each pixel is represented by + * encoding an index into the palette into the indicated number of bits, + * with multiple pixels packed into each byte if appropriate. In LSB + * formats, the first (leftmost) pixel is stored in the least-significant + * bits of the byte; in MSB formats, it's stored in the most-significant + * bits. INDEX8 does not need LSB/MSB variants, because each pixel exactly + * fills one byte. + * + * The 32-bit byte-array encodings such as RGBA32 are aliases for the + * appropriate 8888 encoding for the current platform. For example, RGBA32 is + * an alias for ABGR8888 on little-endian CPUs like x86, or an alias for + * RGBA8888 on big-endian CPUs. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PixelFormat +{ + SDL_PIXELFORMAT_UNKNOWN = 0, + SDL_PIXELFORMAT_INDEX1LSB = 0x11100100u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_4321, 0, 1, 0), */ + SDL_PIXELFORMAT_INDEX1MSB = 0x11200100u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX1, SDL_BITMAPORDER_1234, 0, 1, 0), */ + SDL_PIXELFORMAT_INDEX2LSB = 0x1c100200u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_4321, 0, 2, 0), */ + SDL_PIXELFORMAT_INDEX2MSB = 0x1c200200u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX2, SDL_BITMAPORDER_1234, 0, 2, 0), */ + SDL_PIXELFORMAT_INDEX4LSB = 0x12100400u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_4321, 0, 4, 0), */ + SDL_PIXELFORMAT_INDEX4MSB = 0x12200400u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX4, SDL_BITMAPORDER_1234, 0, 4, 0), */ + SDL_PIXELFORMAT_INDEX8 = 0x13000801u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_INDEX8, 0, 0, 8, 1), */ + SDL_PIXELFORMAT_RGB332 = 0x14110801u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED8, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_332, 8, 1), */ + SDL_PIXELFORMAT_XRGB4444 = 0x15120c02u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_4444, 12, 2), */ + SDL_PIXELFORMAT_XBGR4444 = 0x15520c02u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_4444, 12, 2), */ + SDL_PIXELFORMAT_XRGB1555 = 0x15130f02u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_1555, 15, 2), */ + SDL_PIXELFORMAT_XBGR1555 = 0x15530f02u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_1555, 15, 2), */ + SDL_PIXELFORMAT_ARGB4444 = 0x15321002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_4444, 16, 2), */ + SDL_PIXELFORMAT_RGBA4444 = 0x15421002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_4444, 16, 2), */ + SDL_PIXELFORMAT_ABGR4444 = 0x15721002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_4444, 16, 2), */ + SDL_PIXELFORMAT_BGRA4444 = 0x15821002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA, SDL_PACKEDLAYOUT_4444, 16, 2), */ + SDL_PIXELFORMAT_ARGB1555 = 0x15331002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_1555, 16, 2), */ + SDL_PIXELFORMAT_RGBA5551 = 0x15441002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_5551, 16, 2), */ + SDL_PIXELFORMAT_ABGR1555 = 0x15731002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_1555, 16, 2), */ + SDL_PIXELFORMAT_BGRA5551 = 0x15841002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_BGRA, SDL_PACKEDLAYOUT_5551, 16, 2), */ + SDL_PIXELFORMAT_RGB565 = 0x15151002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_565, 16, 2), */ + SDL_PIXELFORMAT_BGR565 = 0x15551002u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED16, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_565, 16, 2), */ + SDL_PIXELFORMAT_RGB24 = 0x17101803u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_RGB, 0, 24, 3), */ + SDL_PIXELFORMAT_BGR24 = 0x17401803u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU8, SDL_ARRAYORDER_BGR, 0, 24, 3), */ + SDL_PIXELFORMAT_XRGB8888 = 0x16161804u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_8888, 24, 4), */ + SDL_PIXELFORMAT_RGBX8888 = 0x16261804u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBX, SDL_PACKEDLAYOUT_8888, 24, 4), */ + SDL_PIXELFORMAT_XBGR8888 = 0x16561804u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_8888, 24, 4), */ + SDL_PIXELFORMAT_BGRX8888 = 0x16661804u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRX, SDL_PACKEDLAYOUT_8888, 24, 4), */ + SDL_PIXELFORMAT_ARGB8888 = 0x16362004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_8888, 32, 4), */ + SDL_PIXELFORMAT_RGBA8888 = 0x16462004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_RGBA, SDL_PACKEDLAYOUT_8888, 32, 4), */ + SDL_PIXELFORMAT_ABGR8888 = 0x16762004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_8888, 32, 4), */ + SDL_PIXELFORMAT_BGRA8888 = 0x16862004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_BGRA, SDL_PACKEDLAYOUT_8888, 32, 4), */ + SDL_PIXELFORMAT_XRGB2101010 = 0x16172004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XRGB, SDL_PACKEDLAYOUT_2101010, 32, 4), */ + SDL_PIXELFORMAT_XBGR2101010 = 0x16572004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_XBGR, SDL_PACKEDLAYOUT_2101010, 32, 4), */ + SDL_PIXELFORMAT_ARGB2101010 = 0x16372004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ARGB, SDL_PACKEDLAYOUT_2101010, 32, 4), */ + SDL_PIXELFORMAT_ABGR2101010 = 0x16772004u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_PACKED32, SDL_PACKEDORDER_ABGR, SDL_PACKEDLAYOUT_2101010, 32, 4), */ + SDL_PIXELFORMAT_RGB48 = 0x18103006u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_RGB, 0, 48, 6), */ + SDL_PIXELFORMAT_BGR48 = 0x18403006u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_BGR, 0, 48, 6), */ + SDL_PIXELFORMAT_RGBA64 = 0x18204008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_RGBA, 0, 64, 8), */ + SDL_PIXELFORMAT_ARGB64 = 0x18304008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_ARGB, 0, 64, 8), */ + SDL_PIXELFORMAT_BGRA64 = 0x18504008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_BGRA, 0, 64, 8), */ + SDL_PIXELFORMAT_ABGR64 = 0x18604008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYU16, SDL_ARRAYORDER_ABGR, 0, 64, 8), */ + SDL_PIXELFORMAT_RGB48_FLOAT = 0x1a103006u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_RGB, 0, 48, 6), */ + SDL_PIXELFORMAT_BGR48_FLOAT = 0x1a403006u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_BGR, 0, 48, 6), */ + SDL_PIXELFORMAT_RGBA64_FLOAT = 0x1a204008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_RGBA, 0, 64, 8), */ + SDL_PIXELFORMAT_ARGB64_FLOAT = 0x1a304008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_ARGB, 0, 64, 8), */ + SDL_PIXELFORMAT_BGRA64_FLOAT = 0x1a504008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_BGRA, 0, 64, 8), */ + SDL_PIXELFORMAT_ABGR64_FLOAT = 0x1a604008u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF16, SDL_ARRAYORDER_ABGR, 0, 64, 8), */ + SDL_PIXELFORMAT_RGB96_FLOAT = 0x1b10600cu, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_RGB, 0, 96, 12), */ + SDL_PIXELFORMAT_BGR96_FLOAT = 0x1b40600cu, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_BGR, 0, 96, 12), */ + SDL_PIXELFORMAT_RGBA128_FLOAT = 0x1b208010u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_RGBA, 0, 128, 16), */ + SDL_PIXELFORMAT_ARGB128_FLOAT = 0x1b308010u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_ARGB, 0, 128, 16), */ + SDL_PIXELFORMAT_BGRA128_FLOAT = 0x1b508010u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_BGRA, 0, 128, 16), */ + SDL_PIXELFORMAT_ABGR128_FLOAT = 0x1b608010u, + /* SDL_DEFINE_PIXELFORMAT(SDL_PIXELTYPE_ARRAYF32, SDL_ARRAYORDER_ABGR, 0, 128, 16), */ + + SDL_PIXELFORMAT_YV12 = 0x32315659u, /**< Planar mode: Y + V + U (3 planes) */ + /* SDL_DEFINE_PIXELFOURCC('Y', 'V', '1', '2'), */ + SDL_PIXELFORMAT_IYUV = 0x56555949u, /**< Planar mode: Y + U + V (3 planes) */ + /* SDL_DEFINE_PIXELFOURCC('I', 'Y', 'U', 'V'), */ + SDL_PIXELFORMAT_YUY2 = 0x32595559u, /**< Packed mode: Y0+U0+Y1+V0 (1 plane) */ + /* SDL_DEFINE_PIXELFOURCC('Y', 'U', 'Y', '2'), */ + SDL_PIXELFORMAT_UYVY = 0x59565955u, /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */ + /* SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'), */ + SDL_PIXELFORMAT_YVYU = 0x55595659u, /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */ + /* SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'), */ + SDL_PIXELFORMAT_NV12 = 0x3231564eu, /**< Planar mode: Y + U/V interleaved (2 planes) */ + /* SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'), */ + SDL_PIXELFORMAT_NV21 = 0x3132564eu, /**< Planar mode: Y + V/U interleaved (2 planes) */ + /* SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1'), */ + SDL_PIXELFORMAT_P010 = 0x30313050u, /**< Planar mode: Y + U/V interleaved (2 planes) */ + /* SDL_DEFINE_PIXELFOURCC('P', '0', '1', '0'), */ + SDL_PIXELFORMAT_EXTERNAL_OES = 0x2053454fu, /**< Android video texture format */ + /* SDL_DEFINE_PIXELFOURCC('O', 'E', 'S', ' ') */ + + SDL_PIXELFORMAT_MJPG = 0x47504a4du, /**< Motion JPEG */ + /* SDL_DEFINE_PIXELFOURCC('M', 'J', 'P', 'G') */ + + /* Aliases for RGBA byte arrays of color data, for the current platform */ + #if SDL_BYTEORDER == SDL_BIG_ENDIAN + SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_RGBA8888, + SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_ARGB8888, + SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_BGRA8888, + SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_ABGR8888, + SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_RGBX8888, + SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_XRGB8888, + SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_BGRX8888, + SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_XBGR8888 + #else + SDL_PIXELFORMAT_RGBA32 = SDL_PIXELFORMAT_ABGR8888, + SDL_PIXELFORMAT_ARGB32 = SDL_PIXELFORMAT_BGRA8888, + SDL_PIXELFORMAT_BGRA32 = SDL_PIXELFORMAT_ARGB8888, + SDL_PIXELFORMAT_ABGR32 = SDL_PIXELFORMAT_RGBA8888, + SDL_PIXELFORMAT_RGBX32 = SDL_PIXELFORMAT_XBGR8888, + SDL_PIXELFORMAT_XRGB32 = SDL_PIXELFORMAT_BGRX8888, + SDL_PIXELFORMAT_BGRX32 = SDL_PIXELFORMAT_XRGB8888, + SDL_PIXELFORMAT_XBGR32 = SDL_PIXELFORMAT_RGBX8888 + #endif +} SDL_PixelFormat; + +/** + * Colorspace color type. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ColorType +{ + SDL_COLOR_TYPE_UNKNOWN = 0, + SDL_COLOR_TYPE_RGB = 1, + SDL_COLOR_TYPE_YCBCR = 2 +} SDL_ColorType; + +/** + * Colorspace color range, as described by + * https://www.itu.int/rec/R-REC-BT.2100-2-201807-I/en + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ColorRange +{ + SDL_COLOR_RANGE_UNKNOWN = 0, + SDL_COLOR_RANGE_LIMITED = 1, /**< Narrow range, e.g. 16-235 for 8-bit RGB and luma, and 16-240 for 8-bit chroma */ + SDL_COLOR_RANGE_FULL = 2 /**< Full range, e.g. 0-255 for 8-bit RGB and luma, and 1-255 for 8-bit chroma */ +} SDL_ColorRange; + +/** + * Colorspace color primaries, as described by + * https://www.itu.int/rec/T-REC-H.273-201612-S/en + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ColorPrimaries +{ + SDL_COLOR_PRIMARIES_UNKNOWN = 0, + SDL_COLOR_PRIMARIES_BT709 = 1, /**< ITU-R BT.709-6 */ + SDL_COLOR_PRIMARIES_UNSPECIFIED = 2, + SDL_COLOR_PRIMARIES_BT470M = 4, /**< ITU-R BT.470-6 System M */ + SDL_COLOR_PRIMARIES_BT470BG = 5, /**< ITU-R BT.470-6 System B, G / ITU-R BT.601-7 625 */ + SDL_COLOR_PRIMARIES_BT601 = 6, /**< ITU-R BT.601-7 525, SMPTE 170M */ + SDL_COLOR_PRIMARIES_SMPTE240 = 7, /**< SMPTE 240M, functionally the same as SDL_COLOR_PRIMARIES_BT601 */ + SDL_COLOR_PRIMARIES_GENERIC_FILM = 8, /**< Generic film (color filters using Illuminant C) */ + SDL_COLOR_PRIMARIES_BT2020 = 9, /**< ITU-R BT.2020-2 / ITU-R BT.2100-0 */ + SDL_COLOR_PRIMARIES_XYZ = 10, /**< SMPTE ST 428-1 */ + SDL_COLOR_PRIMARIES_SMPTE431 = 11, /**< SMPTE RP 431-2 */ + SDL_COLOR_PRIMARIES_SMPTE432 = 12, /**< SMPTE EG 432-1 / DCI P3 */ + SDL_COLOR_PRIMARIES_EBU3213 = 22, /**< EBU Tech. 3213-E */ + SDL_COLOR_PRIMARIES_CUSTOM = 31 +} SDL_ColorPrimaries; + +/** + * Colorspace transfer characteristics. + * + * These are as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_TransferCharacteristics +{ + SDL_TRANSFER_CHARACTERISTICS_UNKNOWN = 0, + SDL_TRANSFER_CHARACTERISTICS_BT709 = 1, /**< Rec. ITU-R BT.709-6 / ITU-R BT1361 */ + SDL_TRANSFER_CHARACTERISTICS_UNSPECIFIED = 2, + SDL_TRANSFER_CHARACTERISTICS_GAMMA22 = 4, /**< ITU-R BT.470-6 System M / ITU-R BT1700 625 PAL & SECAM */ + SDL_TRANSFER_CHARACTERISTICS_GAMMA28 = 5, /**< ITU-R BT.470-6 System B, G */ + SDL_TRANSFER_CHARACTERISTICS_BT601 = 6, /**< SMPTE ST 170M / ITU-R BT.601-7 525 or 625 */ + SDL_TRANSFER_CHARACTERISTICS_SMPTE240 = 7, /**< SMPTE ST 240M */ + SDL_TRANSFER_CHARACTERISTICS_LINEAR = 8, + SDL_TRANSFER_CHARACTERISTICS_LOG100 = 9, + SDL_TRANSFER_CHARACTERISTICS_LOG100_SQRT10 = 10, + SDL_TRANSFER_CHARACTERISTICS_IEC61966 = 11, /**< IEC 61966-2-4 */ + SDL_TRANSFER_CHARACTERISTICS_BT1361 = 12, /**< ITU-R BT1361 Extended Colour Gamut */ + SDL_TRANSFER_CHARACTERISTICS_SRGB = 13, /**< IEC 61966-2-1 (sRGB or sYCC) */ + SDL_TRANSFER_CHARACTERISTICS_BT2020_10BIT = 14, /**< ITU-R BT2020 for 10-bit system */ + SDL_TRANSFER_CHARACTERISTICS_BT2020_12BIT = 15, /**< ITU-R BT2020 for 12-bit system */ + SDL_TRANSFER_CHARACTERISTICS_PQ = 16, /**< SMPTE ST 2084 for 10-, 12-, 14- and 16-bit systems */ + SDL_TRANSFER_CHARACTERISTICS_SMPTE428 = 17, /**< SMPTE ST 428-1 */ + SDL_TRANSFER_CHARACTERISTICS_HLG = 18, /**< ARIB STD-B67, known as "hybrid log-gamma" (HLG) */ + SDL_TRANSFER_CHARACTERISTICS_CUSTOM = 31 +} SDL_TransferCharacteristics; + +/** + * Colorspace matrix coefficients. + * + * These are as described by https://www.itu.int/rec/T-REC-H.273-201612-S/en + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_MatrixCoefficients +{ + SDL_MATRIX_COEFFICIENTS_IDENTITY = 0, + SDL_MATRIX_COEFFICIENTS_BT709 = 1, /**< ITU-R BT.709-6 */ + SDL_MATRIX_COEFFICIENTS_UNSPECIFIED = 2, + SDL_MATRIX_COEFFICIENTS_FCC = 4, /**< US FCC Title 47 */ + SDL_MATRIX_COEFFICIENTS_BT470BG = 5, /**< ITU-R BT.470-6 System B, G / ITU-R BT.601-7 625, functionally the same as SDL_MATRIX_COEFFICIENTS_BT601 */ + SDL_MATRIX_COEFFICIENTS_BT601 = 6, /**< ITU-R BT.601-7 525 */ + SDL_MATRIX_COEFFICIENTS_SMPTE240 = 7, /**< SMPTE 240M */ + SDL_MATRIX_COEFFICIENTS_YCGCO = 8, + SDL_MATRIX_COEFFICIENTS_BT2020_NCL = 9, /**< ITU-R BT.2020-2 non-constant luminance */ + SDL_MATRIX_COEFFICIENTS_BT2020_CL = 10, /**< ITU-R BT.2020-2 constant luminance */ + SDL_MATRIX_COEFFICIENTS_SMPTE2085 = 11, /**< SMPTE ST 2085 */ + SDL_MATRIX_COEFFICIENTS_CHROMA_DERIVED_NCL = 12, + SDL_MATRIX_COEFFICIENTS_CHROMA_DERIVED_CL = 13, + SDL_MATRIX_COEFFICIENTS_ICTCP = 14, /**< ITU-R BT.2100-0 ICTCP */ + SDL_MATRIX_COEFFICIENTS_CUSTOM = 31 +} SDL_MatrixCoefficients; + +/** + * Colorspace chroma sample location. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ChromaLocation +{ + SDL_CHROMA_LOCATION_NONE = 0, /**< RGB, no chroma sampling */ + SDL_CHROMA_LOCATION_LEFT = 1, /**< In MPEG-2, MPEG-4, and AVC, Cb and Cr are taken on midpoint of the left-edge of the 2x2 square. In other words, they have the same horizontal location as the top-left pixel, but is shifted one-half pixel down vertically. */ + SDL_CHROMA_LOCATION_CENTER = 2, /**< In JPEG/JFIF, H.261, and MPEG-1, Cb and Cr are taken at the center of the 2x2 square. In other words, they are offset one-half pixel to the right and one-half pixel down compared to the top-left pixel. */ + SDL_CHROMA_LOCATION_TOPLEFT = 3 /**< In HEVC for BT.2020 and BT.2100 content (in particular on Blu-rays), Cb and Cr are sampled at the same location as the group's top-left Y pixel ("co-sited", "co-located"). */ +} SDL_ChromaLocation; + + +/* Colorspace definition */ + +/** + * A macro for defining custom SDL_Colorspace formats. + * + * For example, defining SDL_COLORSPACE_SRGB looks like this: + * + * ```c + * SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, + * SDL_COLOR_RANGE_FULL, + * SDL_COLOR_PRIMARIES_BT709, + * SDL_TRANSFER_CHARACTERISTICS_SRGB, + * SDL_MATRIX_COEFFICIENTS_IDENTITY, + * SDL_CHROMA_LOCATION_NONE) + * ``` + * + * \param type the type of the new format, probably an SDL_ColorType value. + * \param range the range of the new format, probably a SDL_ColorRange value. + * \param primaries the primaries of the new format, probably an + * SDL_ColorPrimaries value. + * \param transfer the transfer characteristics of the new format, probably an + * SDL_TransferCharacteristics value. + * \param matrix the matrix coefficients of the new format, probably an + * SDL_MatrixCoefficients value. + * \param chroma the chroma sample location of the new format, probably an + * SDL_ChromaLocation value. + * \returns a format value in the style of SDL_Colorspace. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_DEFINE_COLORSPACE(type, range, primaries, transfer, matrix, chroma) \ + (((Uint32)(type) << 28) | ((Uint32)(range) << 24) | ((Uint32)(chroma) << 20) | \ + ((Uint32)(primaries) << 10) | ((Uint32)(transfer) << 5) | ((Uint32)(matrix) << 0)) + +/** + * A macro to retrieve the type of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_ColorType for `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACETYPE(cspace) (SDL_ColorType)(((cspace) >> 28) & 0x0F) + +/** + * A macro to retrieve the range of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_ColorRange of `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACERANGE(cspace) (SDL_ColorRange)(((cspace) >> 24) & 0x0F) + +/** + * A macro to retrieve the chroma sample location of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_ChromaLocation of `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACECHROMA(cspace) (SDL_ChromaLocation)(((cspace) >> 20) & 0x0F) + +/** + * A macro to retrieve the primaries of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_ColorPrimaries of `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACEPRIMARIES(cspace) (SDL_ColorPrimaries)(((cspace) >> 10) & 0x1F) + +/** + * A macro to retrieve the transfer characteristics of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_TransferCharacteristics of `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACETRANSFER(cspace) (SDL_TransferCharacteristics)(((cspace) >> 5) & 0x1F) + +/** + * A macro to retrieve the matrix coefficients of an SDL_Colorspace. + * + * \param cspace an SDL_Colorspace to check. + * \returns the SDL_MatrixCoefficients of `cspace`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_COLORSPACEMATRIX(cspace) (SDL_MatrixCoefficients)((cspace) & 0x1F) + +/** + * A macro to determine if an SDL_Colorspace uses BT601 (or BT470BG) matrix + * coefficients. + * + * Note that this macro double-evaluates its parameter, so do not use + * expressions with side-effects here. + * + * \param cspace an SDL_Colorspace to check. + * \returns true if BT601 or BT470BG, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISCOLORSPACE_MATRIX_BT601(cspace) (SDL_COLORSPACEMATRIX(cspace) == SDL_MATRIX_COEFFICIENTS_BT601 || SDL_COLORSPACEMATRIX(cspace) == SDL_MATRIX_COEFFICIENTS_BT470BG) + +/** + * A macro to determine if an SDL_Colorspace uses BT709 matrix coefficients. + * + * \param cspace an SDL_Colorspace to check. + * \returns true if BT709, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISCOLORSPACE_MATRIX_BT709(cspace) (SDL_COLORSPACEMATRIX(cspace) == SDL_MATRIX_COEFFICIENTS_BT709) + +/** + * A macro to determine if an SDL_Colorspace uses BT2020_NCL matrix + * coefficients. + * + * \param cspace an SDL_Colorspace to check. + * \returns true if BT2020_NCL, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISCOLORSPACE_MATRIX_BT2020_NCL(cspace) (SDL_COLORSPACEMATRIX(cspace) == SDL_MATRIX_COEFFICIENTS_BT2020_NCL) + +/** + * A macro to determine if an SDL_Colorspace has a limited range. + * + * \param cspace an SDL_Colorspace to check. + * \returns true if limited range, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISCOLORSPACE_LIMITED_RANGE(cspace) (SDL_COLORSPACERANGE(cspace) != SDL_COLOR_RANGE_FULL) + +/** + * A macro to determine if an SDL_Colorspace has a full range. + * + * \param cspace an SDL_Colorspace to check. + * \returns true if full range, false otherwise. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ISCOLORSPACE_FULL_RANGE(cspace) (SDL_COLORSPACERANGE(cspace) == SDL_COLOR_RANGE_FULL) + +/** + * Colorspace definitions. + * + * Since similar colorspaces may vary in their details (matrix, transfer + * function, etc.), this is not an exhaustive list, but rather a + * representative sample of the kinds of colorspaces supported in SDL. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_ColorPrimaries + * \sa SDL_ColorRange + * \sa SDL_ColorType + * \sa SDL_MatrixCoefficients + * \sa SDL_TransferCharacteristics + */ +typedef enum SDL_Colorspace +{ + SDL_COLORSPACE_UNKNOWN = 0, + + /* sRGB is a gamma corrected colorspace, and the default colorspace for SDL rendering and 8-bit RGB surfaces */ + SDL_COLORSPACE_SRGB = 0x120005a0u, /**< Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G22_NONE_P709 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT709, + SDL_TRANSFER_CHARACTERISTICS_SRGB, + SDL_MATRIX_COEFFICIENTS_IDENTITY, + SDL_CHROMA_LOCATION_NONE), */ + + /* This is a linear colorspace and the default colorspace for floating point surfaces. On Windows this is the scRGB colorspace, and on Apple platforms this is kCGColorSpaceExtendedLinearSRGB for EDR content */ + SDL_COLORSPACE_SRGB_LINEAR = 0x12000500u, /**< Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G10_NONE_P709 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT709, + SDL_TRANSFER_CHARACTERISTICS_LINEAR, + SDL_MATRIX_COEFFICIENTS_IDENTITY, + SDL_CHROMA_LOCATION_NONE), */ + + /* HDR10 is a non-linear HDR colorspace and the default colorspace for 10-bit surfaces */ + SDL_COLORSPACE_HDR10 = 0x12002600u, /**< Equivalent to DXGI_COLOR_SPACE_RGB_FULL_G2084_NONE_P2020 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_RGB, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT2020, + SDL_TRANSFER_CHARACTERISTICS_PQ, + SDL_MATRIX_COEFFICIENTS_IDENTITY, + SDL_CHROMA_LOCATION_NONE), */ + + SDL_COLORSPACE_JPEG = 0x220004c6u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_FULL_G22_NONE_P709_X601 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT709, + SDL_TRANSFER_CHARACTERISTICS_BT601, + SDL_MATRIX_COEFFICIENTS_BT601, + SDL_CHROMA_LOCATION_NONE), */ + + SDL_COLORSPACE_BT601_LIMITED = 0x211018c6u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_LIMITED, + SDL_COLOR_PRIMARIES_BT601, + SDL_TRANSFER_CHARACTERISTICS_BT601, + SDL_MATRIX_COEFFICIENTS_BT601, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_BT601_FULL = 0x221018c6u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P601 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT601, + SDL_TRANSFER_CHARACTERISTICS_BT601, + SDL_MATRIX_COEFFICIENTS_BT601, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_BT709_LIMITED = 0x21100421u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_LIMITED, + SDL_COLOR_PRIMARIES_BT709, + SDL_TRANSFER_CHARACTERISTICS_BT709, + SDL_MATRIX_COEFFICIENTS_BT709, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_BT709_FULL = 0x22100421u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P709 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT709, + SDL_TRANSFER_CHARACTERISTICS_BT709, + SDL_MATRIX_COEFFICIENTS_BT709, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_BT2020_LIMITED = 0x21102609u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_STUDIO_G22_LEFT_P2020 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_LIMITED, + SDL_COLOR_PRIMARIES_BT2020, + SDL_TRANSFER_CHARACTERISTICS_PQ, + SDL_MATRIX_COEFFICIENTS_BT2020_NCL, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_BT2020_FULL = 0x22102609u, /**< Equivalent to DXGI_COLOR_SPACE_YCBCR_FULL_G22_LEFT_P2020 */ + /* SDL_DEFINE_COLORSPACE(SDL_COLOR_TYPE_YCBCR, + SDL_COLOR_RANGE_FULL, + SDL_COLOR_PRIMARIES_BT2020, + SDL_TRANSFER_CHARACTERISTICS_PQ, + SDL_MATRIX_COEFFICIENTS_BT2020_NCL, + SDL_CHROMA_LOCATION_LEFT), */ + + SDL_COLORSPACE_RGB_DEFAULT = SDL_COLORSPACE_SRGB, /**< The default colorspace for RGB surfaces if no colorspace is specified */ + SDL_COLORSPACE_YUV_DEFAULT = SDL_COLORSPACE_JPEG /**< The default colorspace for YUV surfaces if no colorspace is specified */ +} SDL_Colorspace; + +/** + * A structure that represents a color as RGBA components. + * + * The bits of this structure can be directly reinterpreted as an + * integer-packed color which uses the SDL_PIXELFORMAT_RGBA32 format + * (SDL_PIXELFORMAT_ABGR8888 on little-endian systems and + * SDL_PIXELFORMAT_RGBA8888 on big-endian systems). + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Color +{ + Uint8 r; + Uint8 g; + Uint8 b; + Uint8 a; +} SDL_Color; + +/** + * The bits of this structure can be directly reinterpreted as a float-packed + * color which uses the SDL_PIXELFORMAT_RGBA128_FLOAT format + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_FColor +{ + float r; + float g; + float b; + float a; +} SDL_FColor; + +/** + * A set of indexed colors representing a palette. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_SetPaletteColors + */ +typedef struct SDL_Palette +{ + int ncolors; /**< number of elements in `colors`. */ + SDL_Color *colors; /**< an array of colors, `ncolors` long. */ + Uint32 version; /**< internal use only, do not touch. */ + int refcount; /**< internal use only, do not touch. */ +} SDL_Palette; + +/** + * Details about the format of a pixel. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_PixelFormatDetails +{ + SDL_PixelFormat format; + Uint8 bits_per_pixel; + Uint8 bytes_per_pixel; + Uint8 padding[2]; + Uint32 Rmask; + Uint32 Gmask; + Uint32 Bmask; + Uint32 Amask; + Uint8 Rbits; + Uint8 Gbits; + Uint8 Bbits; + Uint8 Abits; + Uint8 Rshift; + Uint8 Gshift; + Uint8 Bshift; + Uint8 Ashift; +} SDL_PixelFormatDetails; + +/** + * Get the human readable name of a pixel format. + * + * \param format the pixel format to query. + * \returns the human readable name of the specified pixel format or + * "SDL_PIXELFORMAT_UNKNOWN" if the format isn't recognized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetPixelFormatName(SDL_PixelFormat format); + +/** + * Convert one of the enumerated pixel formats to a bpp value and RGBA masks. + * + * \param format one of the SDL_PixelFormat values. + * \param bpp a bits per pixel value; usually 15, 16, or 32. + * \param Rmask a pointer filled in with the red mask for the format. + * \param Gmask a pointer filled in with the green mask for the format. + * \param Bmask a pointer filled in with the blue mask for the format. + * \param Amask a pointer filled in with the alpha mask for the format. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPixelFormatForMasks + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetMasksForPixelFormat(SDL_PixelFormat format, int *bpp, Uint32 *Rmask, Uint32 *Gmask, Uint32 *Bmask, Uint32 *Amask); + +/** + * Convert a bpp value and RGBA masks to an enumerated pixel format. + * + * This will return `SDL_PIXELFORMAT_UNKNOWN` if the conversion wasn't + * possible. + * + * \param bpp a bits per pixel value; usually 15, 16, or 32. + * \param Rmask the red mask for the format. + * \param Gmask the green mask for the format. + * \param Bmask the blue mask for the format. + * \param Amask the alpha mask for the format. + * \returns the SDL_PixelFormat value corresponding to the format masks, or + * SDL_PIXELFORMAT_UNKNOWN if there isn't a match. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMasksForPixelFormat + */ +extern SDL_DECLSPEC SDL_PixelFormat SDLCALL SDL_GetPixelFormatForMasks(int bpp, Uint32 Rmask, Uint32 Gmask, Uint32 Bmask, Uint32 Amask); + +/** + * Create an SDL_PixelFormatDetails structure corresponding to a pixel format. + * + * Returned structure may come from a shared global cache (i.e. not newly + * allocated), and hence should not be modified, especially the palette. Weird + * errors such as `Blit combination not supported` may occur. + * + * \param format one of the SDL_PixelFormat values. + * \returns a pointer to a SDL_PixelFormatDetails structure or NULL on + * failure; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const SDL_PixelFormatDetails * SDLCALL SDL_GetPixelFormatDetails(SDL_PixelFormat format); + +/** + * Create a palette structure with the specified number of color entries. + * + * The palette entries are initialized to white. + * + * \param ncolors represents the number of color entries in the color palette. + * \returns a new SDL_Palette structure on success or NULL on failure (e.g. if + * there wasn't enough memory); call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyPalette + * \sa SDL_SetPaletteColors + * \sa SDL_SetSurfacePalette + */ +extern SDL_DECLSPEC SDL_Palette * SDLCALL SDL_CreatePalette(int ncolors); + +/** + * Set a range of colors in a palette. + * + * \param palette the SDL_Palette structure to modify. + * \param colors an array of SDL_Color structures to copy into the palette. + * \param firstcolor the index of the first palette entry to modify. + * \param ncolors the number of entries to modify. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified or destroyed in another thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetPaletteColors(SDL_Palette *palette, const SDL_Color *colors, int firstcolor, int ncolors); + +/** + * Free a palette created with SDL_CreatePalette(). + * + * \param palette the SDL_Palette structure to be freed. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified or destroyed in another thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreatePalette + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyPalette(SDL_Palette *palette); + +/** + * Map an RGB triple to an opaque pixel value for a given pixel format. + * + * This function maps the RGB color value to the specified pixel format and + * returns the pixel value best approximating the given RGB color value for + * the given pixel format. + * + * If the format has a palette (8-bit) the index of the closest matching color + * in the palette will be returned. + * + * If the specified pixel format has an alpha component it will be returned as + * all 1 bits (fully opaque). + * + * If the pixel format bpp (color depth) is less than 32-bpp then the unused + * upper bits of the return value can safely be ignored (e.g., with a 16-bpp + * format the return value can be assigned to a Uint16, and similarly a Uint8 + * for an 8-bpp format). + * + * \param format a pointer to SDL_PixelFormatDetails describing the pixel + * format. + * \param palette an optional palette for indexed formats, may be NULL. + * \param r the red component of the pixel in the range 0-255. + * \param g the green component of the pixel in the range 0-255. + * \param b the blue component of the pixel in the range 0-255. + * \returns a pixel value. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPixelFormatDetails + * \sa SDL_GetRGB + * \sa SDL_MapRGBA + * \sa SDL_MapSurfaceRGB + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_MapRGB(const SDL_PixelFormatDetails *format, const SDL_Palette *palette, Uint8 r, Uint8 g, Uint8 b); + +/** + * Map an RGBA quadruple to a pixel value for a given pixel format. + * + * This function maps the RGBA color value to the specified pixel format and + * returns the pixel value best approximating the given RGBA color value for + * the given pixel format. + * + * If the specified pixel format has no alpha component the alpha value will + * be ignored (as it will be in formats with a palette). + * + * If the format has a palette (8-bit) the index of the closest matching color + * in the palette will be returned. + * + * If the pixel format bpp (color depth) is less than 32-bpp then the unused + * upper bits of the return value can safely be ignored (e.g., with a 16-bpp + * format the return value can be assigned to a Uint16, and similarly a Uint8 + * for an 8-bpp format). + * + * \param format a pointer to SDL_PixelFormatDetails describing the pixel + * format. + * \param palette an optional palette for indexed formats, may be NULL. + * \param r the red component of the pixel in the range 0-255. + * \param g the green component of the pixel in the range 0-255. + * \param b the blue component of the pixel in the range 0-255. + * \param a the alpha component of the pixel in the range 0-255. + * \returns a pixel value. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPixelFormatDetails + * \sa SDL_GetRGBA + * \sa SDL_MapRGB + * \sa SDL_MapSurfaceRGBA + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_MapRGBA(const SDL_PixelFormatDetails *format, const SDL_Palette *palette, Uint8 r, Uint8 g, Uint8 b, Uint8 a); + +/** + * Get RGB values from a pixel in the specified format. + * + * This function uses the entire 8-bit [0..255] range when converting color + * components from pixel formats with less than 8-bits per RGB component + * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, + * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). + * + * \param pixel a pixel value. + * \param format a pointer to SDL_PixelFormatDetails describing the pixel + * format. + * \param palette an optional palette for indexed formats, may be NULL. + * \param r a pointer filled in with the red component, may be NULL. + * \param g a pointer filled in with the green component, may be NULL. + * \param b a pointer filled in with the blue component, may be NULL. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPixelFormatDetails + * \sa SDL_GetRGBA + * \sa SDL_MapRGB + * \sa SDL_MapRGBA + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetRGB(Uint32 pixel, const SDL_PixelFormatDetails *format, const SDL_Palette *palette, Uint8 *r, Uint8 *g, Uint8 *b); + +/** + * Get RGBA values from a pixel in the specified format. + * + * This function uses the entire 8-bit [0..255] range when converting color + * components from pixel formats with less than 8-bits per RGB component + * (e.g., a completely white pixel in 16-bit RGB565 format would return [0xff, + * 0xff, 0xff] not [0xf8, 0xfc, 0xf8]). + * + * If the surface has no alpha component, the alpha will be returned as 0xff + * (100% opaque). + * + * \param pixel a pixel value. + * \param format a pointer to SDL_PixelFormatDetails describing the pixel + * format. + * \param palette an optional palette for indexed formats, may be NULL. + * \param r a pointer filled in with the red component, may be NULL. + * \param g a pointer filled in with the green component, may be NULL. + * \param b a pointer filled in with the blue component, may be NULL. + * \param a a pointer filled in with the alpha component, may be NULL. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the palette is not modified. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPixelFormatDetails + * \sa SDL_GetRGB + * \sa SDL_MapRGB + * \sa SDL_MapRGBA + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetRGBA(Uint32 pixel, const SDL_PixelFormatDetails *format, const SDL_Palette *palette, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_pixels_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_platform.h b/modules/imgui-sdl/src/include/SDL3/SDL_platform.h new file mode 100644 index 0000000..e40f009 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_platform.h @@ -0,0 +1,64 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryPlatform + * + * SDL provides a means to identify the app's platform, both at compile time + * and runtime. + */ + +#ifndef SDL_platform_h_ +#define SDL_platform_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Get the name of the platform. + * + * Here are the names returned for some (but not all) supported platforms: + * + * - "Windows" + * - "macOS" + * - "Linux" + * - "iOS" + * - "Android" + * + * \returns the name of the platform. If the correct platform name is not + * available, returns a string beginning with the text "Unknown". + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetPlatform(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_platform_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_platform_defines.h b/modules/imgui-sdl/src/include/SDL3/SDL_platform_defines.h new file mode 100644 index 0000000..6b240a8 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_platform_defines.h @@ -0,0 +1,476 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: Platform */ + +/* + * SDL_platform_defines.h tries to get a standard set of platform defines. + */ + +#ifndef SDL_platform_defines_h_ +#define SDL_platform_defines_h_ + +#ifdef _AIX + +/** + * A preprocessor macro that is only defined if compiling for AIX. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_AIX 1 +#endif + +#ifdef __HAIKU__ + +/** + * A preprocessor macro that is only defined if compiling for Haiku OS. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_HAIKU 1 +#endif + +#if defined(bsdi) || defined(__bsdi) || defined(__bsdi__) + +/** + * A preprocessor macro that is only defined if compiling for BSDi + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_BSDI 1 +#endif + +#if defined(__FreeBSD__) || defined(__FreeBSD_kernel__) || defined(__DragonFly__) + +/** + * A preprocessor macro that is only defined if compiling for FreeBSD. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_FREEBSD 1 +#endif + +#if defined(hpux) || defined(__hpux) || defined(__hpux__) + +/** + * A preprocessor macro that is only defined if compiling for HP-UX. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_HPUX 1 +#endif + +#if defined(sgi) || defined(__sgi) || defined(__sgi__) || defined(_SGI_SOURCE) + +/** + * A preprocessor macro that is only defined if compiling for IRIX. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_IRIX 1 +#endif + +#if (defined(linux) || defined(__linux) || defined(__linux__)) + +/** + * A preprocessor macro that is only defined if compiling for Linux. + * + * Note that Android, although ostensibly a Linux-based system, will not + * define this. It defines SDL_PLATFORM_ANDROID instead. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_LINUX 1 +#endif + +#if defined(ANDROID) || defined(__ANDROID__) + +/** + * A preprocessor macro that is only defined if compiling for Android. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_ANDROID 1 +#undef SDL_PLATFORM_LINUX +#endif + +#if defined(__unix__) || defined(__unix) || defined(unix) + +/** + * A preprocessor macro that is only defined if compiling for a Unix-like + * system. + * + * Other platforms, like Linux, might define this in addition to their primary + * define. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_UNIX 1 +#endif + +#ifdef __APPLE__ + +/** + * A preprocessor macro that is only defined if compiling for Apple platforms. + * + * iOS, macOS, etc will additionally define a more specific platform macro. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_MACOS + * \sa SDL_PLATFORM_IOS + * \sa SDL_PLATFORM_TVOS + * \sa SDL_PLATFORM_VISIONOS + */ +#define SDL_PLATFORM_APPLE 1 + +/* lets us know what version of macOS we're compiling on */ +#include +#ifndef __has_extension /* Older compilers don't support this */ + #define __has_extension(x) 0 + #include + #undef __has_extension +#else + #include +#endif + +/* Fix building with older SDKs that don't define these + See this for more information: + https://stackoverflow.com/questions/12132933/preprocessor-macro-for-os-x-targets +*/ +#ifndef TARGET_OS_MACCATALYST + #define TARGET_OS_MACCATALYST 0 +#endif +#ifndef TARGET_OS_IOS + #define TARGET_OS_IOS 0 +#endif +#ifndef TARGET_OS_IPHONE + #define TARGET_OS_IPHONE 0 +#endif +#ifndef TARGET_OS_TV + #define TARGET_OS_TV 0 +#endif +#ifndef TARGET_OS_SIMULATOR + #define TARGET_OS_SIMULATOR 0 +#endif +#ifndef TARGET_OS_VISION + #define TARGET_OS_VISION 0 +#endif + +#if TARGET_OS_TV + +/** + * A preprocessor macro that is only defined if compiling for tvOS. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_APPLE + */ +#define SDL_PLATFORM_TVOS 1 +#endif + +#if TARGET_OS_VISION + +/** + * A preprocessor macro that is only defined if compiling for VisionOS. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_APPLE + */ +#define SDL_PLATFORM_VISIONOS 1 +#endif + +#if TARGET_OS_IPHONE + +/** + * A preprocessor macro that is only defined if compiling for iOS. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_APPLE + */ +#define SDL_PLATFORM_IOS 1 + +#else + +/** + * A preprocessor macro that is only defined if compiling for macOS. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_APPLE + */ +#define SDL_PLATFORM_MACOS 1 + +#if MAC_OS_X_VERSION_MIN_REQUIRED < 1070 + #error SDL for macOS only supports deploying on 10.7 and above. +#endif /* MAC_OS_X_VERSION_MIN_REQUIRED < 1070 */ +#endif /* TARGET_OS_IPHONE */ +#endif /* defined(__APPLE__) */ + +#ifdef __EMSCRIPTEN__ + +/** + * A preprocessor macro that is only defined if compiling for Emscripten. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_EMSCRIPTEN 1 +#endif + +#ifdef __NetBSD__ + +/** + * A preprocessor macro that is only defined if compiling for NetBSD. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_NETBSD 1 +#endif + +#ifdef __OpenBSD__ + +/** + * A preprocessor macro that is only defined if compiling for OpenBSD. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_OPENBSD 1 +#endif + +#if defined(__OS2__) || defined(__EMX__) + +/** + * A preprocessor macro that is only defined if compiling for OS/2. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_OS2 1 +#endif + +#if defined(osf) || defined(__osf) || defined(__osf__) || defined(_OSF_SOURCE) + +/** + * A preprocessor macro that is only defined if compiling for Tru64 (OSF/1). + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_OSF 1 +#endif + +#ifdef __QNXNTO__ + +/** + * A preprocessor macro that is only defined if compiling for QNX Neutrino. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_QNXNTO 1 +#endif + +#if defined(riscos) || defined(__riscos) || defined(__riscos__) + +/** + * A preprocessor macro that is only defined if compiling for RISC OS. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_RISCOS 1 +#endif + +#if defined(__sun) && defined(__SVR4) + +/** + * A preprocessor macro that is only defined if compiling for SunOS/Solaris. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_SOLARIS 1 +#endif + +#if defined(__CYGWIN__) + +/** + * A preprocessor macro that is only defined if compiling for Cygwin. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_CYGWIN 1 +#endif + +#if defined(_WIN32) || defined(SDL_PLATFORM_CYGWIN) + +/** + * A preprocessor macro that is only defined if compiling for Windows. + * + * This also covers several other platforms, like Microsoft GDK, Xbox, WinRT, + * etc. Each will have their own more-specific platform macros, too. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PLATFORM_WIN32 + * \sa SDL_PLATFORM_XBOXONE + * \sa SDL_PLATFORM_XBOXSERIES + * \sa SDL_PLATFORM_WINGDK + * \sa SDL_PLATFORM_GDK + */ +#define SDL_PLATFORM_WINDOWS 1 + +/* Try to find out if we're compiling for WinRT, GDK or non-WinRT/GDK */ +#if defined(_MSC_VER) && defined(__has_include) + #if __has_include() + #define HAVE_WINAPIFAMILY_H 1 + #else + #define HAVE_WINAPIFAMILY_H 0 + #endif + + /* If _USING_V110_SDK71_ is defined it means we are using the Windows XP toolset. */ +#elif defined(_MSC_VER) && (_MSC_VER >= 1700 && !_USING_V110_SDK71_) /* _MSC_VER == 1700 for Visual Studio 2012 */ + #define HAVE_WINAPIFAMILY_H 1 +#else + #define HAVE_WINAPIFAMILY_H 0 +#endif + +#if HAVE_WINAPIFAMILY_H + #include + #define WINAPI_FAMILY_WINRT (!WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_DESKTOP) && WINAPI_FAMILY_PARTITION(WINAPI_PARTITION_APP)) +#else + #define WINAPI_FAMILY_WINRT 0 +#endif /* HAVE_WINAPIFAMILY_H */ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A preprocessor macro that defined to 1 if compiling for Windows Phone. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINAPI_FAMILY_PHONE (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) + +#elif defined(HAVE_WINAPIFAMILY_H) && HAVE_WINAPIFAMILY_H + #define SDL_WINAPI_FAMILY_PHONE (WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP) +#else + #define SDL_WINAPI_FAMILY_PHONE 0 +#endif + +#if WINAPI_FAMILY_WINRT +#error Windows RT/UWP is no longer supported in SDL + +#elif defined(_GAMING_DESKTOP) /* GDK project configuration always defines _GAMING_XXX */ + +/** + * A preprocessor macro that is only defined if compiling for Microsoft GDK + * for Windows. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_WINGDK 1 + +#elif defined(_GAMING_XBOX_XBOXONE) + +/** + * A preprocessor macro that is only defined if compiling for Xbox One. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_XBOXONE 1 + +#elif defined(_GAMING_XBOX_SCARLETT) + +/** + * A preprocessor macro that is only defined if compiling for Xbox Series. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_XBOXSERIES 1 + +#else + +/** + * A preprocessor macro that is only defined if compiling for desktop Windows. + * + * Despite the "32", this also covers 64-bit Windows; as an informal + * convention, its system layer tends to still be referred to as "the Win32 + * API." + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_WIN32 1 + +#endif +#endif /* defined(_WIN32) || defined(SDL_PLATFORM_CYGWIN) */ + + +/* This is to support generic "any GDK" separate from a platform-specific GDK */ +#if defined(SDL_PLATFORM_WINGDK) || defined(SDL_PLATFORM_XBOXONE) || defined(SDL_PLATFORM_XBOXSERIES) + +/** + * A preprocessor macro that is only defined if compiling for Microsoft GDK on + * any platform. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_GDK 1 +#endif + +#if defined(__PSP__) || defined(__psp__) + +/** + * A preprocessor macro that is only defined if compiling for Sony PSP. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_PSP 1 +#endif + +#if defined(__PS2__) || defined(PS2) + +/** + * A preprocessor macro that is only defined if compiling for Sony PlayStation + * 2. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_PS2 1 +#endif + +#if defined(__vita__) || defined(__psp2__) + +/** + * A preprocessor macro that is only defined if compiling for Sony Vita. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_VITA 1 +#endif + +#ifdef __3DS__ + +/** + * A preprocessor macro that is only defined if compiling for Nintendo 3DS. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PLATFORM_3DS 1 +#endif + +#endif /* SDL_platform_defines_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_power.h b/modules/imgui-sdl/src/include/SDL3/SDL_power.h new file mode 100644 index 0000000..694fb09 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_power.h @@ -0,0 +1,106 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_power_h_ +#define SDL_power_h_ + +/** + * # CategoryPower + * + * SDL power management routines. + * + * There is a single function in this category: SDL_GetPowerInfo(). + * + * This function is useful for games on the go. This allows an app to know if + * it's running on a draining battery, which can be useful if the app wants to + * reduce processing, or perhaps framerate, to extend the duration of the + * battery's charge. Perhaps the app just wants to show a battery meter when + * fullscreen, or alert the user when the power is getting extremely low, so + * they can save their game. + */ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The basic state for the system's power supply. + * + * These are results returned by SDL_GetPowerInfo(). + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PowerState +{ + SDL_POWERSTATE_ERROR = -1, /**< error determining power status */ + SDL_POWERSTATE_UNKNOWN, /**< cannot determine power status */ + SDL_POWERSTATE_ON_BATTERY, /**< Not plugged in, running on the battery */ + SDL_POWERSTATE_NO_BATTERY, /**< Plugged in, no battery available */ + SDL_POWERSTATE_CHARGING, /**< Plugged in, charging battery */ + SDL_POWERSTATE_CHARGED /**< Plugged in, battery charged */ +} SDL_PowerState; + +/** + * Get the current power supply details. + * + * You should never take a battery status as absolute truth. Batteries + * (especially failing batteries) are delicate hardware, and the values + * reported here are best estimates based on what that hardware reports. It's + * not uncommon for older batteries to lose stored power much faster than it + * reports, or completely drain when reporting it has 20 percent left, etc. + * + * Battery status can change at any time; if you are concerned with power + * state, you should call this function frequently, and perhaps ignore changes + * until they seem to be stable for a few seconds. + * + * It's possible a platform can only report battery percentage or time left + * but not both. + * + * On some platforms, retrieving power supply details might be expensive. If + * you want to display continuous status you could call this function every + * minute or so. + * + * \param seconds a pointer filled in with the seconds of battery life left, + * or NULL to ignore. This will be filled in with -1 if we + * can't determine a value or there is no battery. + * \param percent a pointer filled in with the percentage of battery life + * left, between 0 and 100, or NULL to ignore. This will be + * filled in with -1 we can't determine a value or there is no + * battery. + * \returns the current battery state or `SDL_POWERSTATE_ERROR` on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PowerState SDLCALL SDL_GetPowerInfo(int *seconds, int *percent); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_power_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_process.h b/modules/imgui-sdl/src/include/SDL3/SDL_process.h new file mode 100644 index 0000000..511b2f9 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_process.h @@ -0,0 +1,430 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryProcess + * + * Process control support. + * + * These functions provide a cross-platform way to spawn and manage OS-level + * processes. + * + * You can create a new subprocess with SDL_CreateProcess() and optionally + * read and write to it using SDL_ReadProcess() or SDL_GetProcessInput() and + * SDL_GetProcessOutput(). If more advanced functionality like chaining input + * between processes is necessary, you can use + * SDL_CreateProcessWithProperties(). + * + * You can get the status of a created process with SDL_WaitProcess(), or + * terminate the process with SDL_KillProcess(). + * + * Don't forget to call SDL_DestroyProcess() to clean up, whether the process + * process was killed, terminated on its own, or is still running! + */ + +#ifndef SDL_process_h_ +#define SDL_process_h_ + +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An opaque handle representing a system process. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + */ +typedef struct SDL_Process SDL_Process; + +/** + * Create a new process. + * + * The path to the executable is supplied in args[0]. args[1..N] are + * additional arguments passed on the command line of the new process, and the + * argument list should be terminated with a NULL, e.g.: + * + * ```c + * const char *args[] = { "myprogram", "argument", NULL }; + * ``` + * + * Setting pipe_stdio to true is equivalent to setting + * `SDL_PROP_PROCESS_CREATE_STDIN_NUMBER` and + * `SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER` to `SDL_PROCESS_STDIO_APP`, and + * will allow the use of SDL_ReadProcess() or SDL_GetProcessInput() and + * SDL_GetProcessOutput(). + * + * See SDL_CreateProcessWithProperties() for more details. + * + * \param args the path and arguments for the new process. + * \param pipe_stdio true to create pipes to the process's standard input and + * from the process's standard output, false for the process + * to have no input and inherit the application's standard + * output. + * \returns the newly created and running process, or NULL if the process + * couldn't be created. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcessWithProperties + * \sa SDL_GetProcessProperties + * \sa SDL_ReadProcess + * \sa SDL_GetProcessInput + * \sa SDL_GetProcessOutput + * \sa SDL_KillProcess + * \sa SDL_WaitProcess + * \sa SDL_DestroyProcess + */ +extern SDL_DECLSPEC SDL_Process * SDLCALL SDL_CreateProcess(const char * const *args, bool pipe_stdio); + +/** + * Description of where standard I/O should be directed when creating a + * process. + * + * If a standard I/O stream is set to SDL_PROCESS_STDIO_INHERITED, it will go + * to the same place as the application's I/O stream. This is the default for + * standard output and standard error. + * + * If a standard I/O stream is set to SDL_PROCESS_STDIO_NULL, it is connected + * to `NUL:` on Windows and `/dev/null` on POSIX systems. This is the default + * for standard input. + * + * If a standard I/O stream is set to SDL_PROCESS_STDIO_APP, it is connected + * to a new SDL_IOStream that is available to the application. Standard input + * will be available as `SDL_PROP_PROCESS_STDIN_POINTER` and allows + * SDL_GetProcessInput(), standard output will be available as + * `SDL_PROP_PROCESS_STDOUT_POINTER` and allows SDL_ReadProcess() and + * SDL_GetProcessOutput(), and standard error will be available as + * `SDL_PROP_PROCESS_STDERR_POINTER` in the properties for the created + * process. + * + * If a standard I/O stream is set to SDL_PROCESS_STDIO_REDIRECT, it is + * connected to an existing SDL_IOStream provided by the application. Standard + * input is provided using `SDL_PROP_PROCESS_CREATE_STDIN_POINTER`, standard + * output is provided using `SDL_PROP_PROCESS_CREATE_STDOUT_POINTER`, and + * standard error is provided using `SDL_PROP_PROCESS_CREATE_STDERR_POINTER` + * in the creation properties. These existing streams should be closed by the + * application once the new process is created. + * + * In order to use an SDL_IOStream with SDL_PROCESS_STDIO_REDIRECT, it must + * have `SDL_PROP_IOSTREAM_WINDOWS_HANDLE_POINTER` or + * `SDL_PROP_IOSTREAM_FILE_DESCRIPTOR_NUMBER` set. This is true for streams + * representing files and process I/O. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_CreateProcessWithProperties + * \sa SDL_GetProcessProperties + * \sa SDL_ReadProcess + * \sa SDL_GetProcessInput + * \sa SDL_GetProcessOutput + */ +typedef enum SDL_ProcessIO +{ + SDL_PROCESS_STDIO_INHERITED, /**< The I/O stream is inherited from the application. */ + SDL_PROCESS_STDIO_NULL, /**< The I/O stream is ignored. */ + SDL_PROCESS_STDIO_APP, /**< The I/O stream is connected to a new SDL_IOStream that the application can read or write */ + SDL_PROCESS_STDIO_REDIRECT /**< The I/O stream is redirected to an existing SDL_IOStream. */ +} SDL_ProcessIO; + +/** + * Create a new process with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_PROCESS_CREATE_ARGS_POINTER`: an array of strings containing + * the program to run, any arguments, and a NULL pointer, e.g. const char + * *args[] = { "myprogram", "argument", NULL }. This is a required property. + * - `SDL_PROP_PROCESS_CREATE_ENVIRONMENT_POINTER`: an SDL_Environment + * pointer. If this property is set, it will be the entire environment for + * the process, otherwise the current environment is used. + * - `SDL_PROP_PROCESS_CREATE_STDIN_NUMBER`: an SDL_ProcessIO value describing + * where standard input for the process comes from, defaults to + * `SDL_PROCESS_STDIO_NULL`. + * - `SDL_PROP_PROCESS_CREATE_STDIN_POINTER`: an SDL_IOStream pointer used for + * standard input when `SDL_PROP_PROCESS_CREATE_STDIN_NUMBER` is set to + * `SDL_PROCESS_STDIO_REDIRECT`. + * - `SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER`: an SDL_ProcessIO value + * describing where standard output for the process goes to, defaults to + * `SDL_PROCESS_STDIO_INHERITED`. + * - `SDL_PROP_PROCESS_CREATE_STDOUT_POINTER`: an SDL_IOStream pointer used + * for standard output when `SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER` is set + * to `SDL_PROCESS_STDIO_REDIRECT`. + * - `SDL_PROP_PROCESS_CREATE_STDERR_NUMBER`: an SDL_ProcessIO value + * describing where standard error for the process goes to, defaults to + * `SDL_PROCESS_STDIO_INHERITED`. + * - `SDL_PROP_PROCESS_CREATE_STDERR_POINTER`: an SDL_IOStream pointer used + * for standard error when `SDL_PROP_PROCESS_CREATE_STDERR_NUMBER` is set to + * `SDL_PROCESS_STDIO_REDIRECT`. + * - `SDL_PROP_PROCESS_CREATE_STDERR_TO_STDOUT_BOOLEAN`: true if the error + * output of the process should be redirected into the standard output of + * the process. This property has no effect if + * `SDL_PROP_PROCESS_CREATE_STDERR_NUMBER` is set. + * - `SDL_PROP_PROCESS_CREATE_BACKGROUND_BOOLEAN`: true if the process should + * run in the background. In this case the default input and output is + * `SDL_PROCESS_STDIO_NULL` and the exitcode of the process is not + * available, and will always be 0. + * + * On POSIX platforms, wait() and waitpid(-1, ...) should not be called, and + * SIGCHLD should not be ignored or handled because those would prevent SDL + * from properly tracking the lifetime of the underlying process. You should + * use SDL_WaitProcess() instead. + * + * \param props the properties to use. + * \returns the newly created and running process, or NULL if the process + * couldn't be created. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_GetProcessProperties + * \sa SDL_ReadProcess + * \sa SDL_GetProcessInput + * \sa SDL_GetProcessOutput + * \sa SDL_KillProcess + * \sa SDL_WaitProcess + * \sa SDL_DestroyProcess + */ +extern SDL_DECLSPEC SDL_Process * SDLCALL SDL_CreateProcessWithProperties(SDL_PropertiesID props); + +#define SDL_PROP_PROCESS_CREATE_ARGS_POINTER "SDL.process.create.args" +#define SDL_PROP_PROCESS_CREATE_ENVIRONMENT_POINTER "SDL.process.create.environment" +#define SDL_PROP_PROCESS_CREATE_STDIN_NUMBER "SDL.process.create.stdin_option" +#define SDL_PROP_PROCESS_CREATE_STDIN_POINTER "SDL.process.create.stdin_source" +#define SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER "SDL.process.create.stdout_option" +#define SDL_PROP_PROCESS_CREATE_STDOUT_POINTER "SDL.process.create.stdout_source" +#define SDL_PROP_PROCESS_CREATE_STDERR_NUMBER "SDL.process.create.stderr_option" +#define SDL_PROP_PROCESS_CREATE_STDERR_POINTER "SDL.process.create.stderr_source" +#define SDL_PROP_PROCESS_CREATE_STDERR_TO_STDOUT_BOOLEAN "SDL.process.create.stderr_to_stdout" +#define SDL_PROP_PROCESS_CREATE_BACKGROUND_BOOLEAN "SDL.process.create.background" + +/** + * Get the properties associated with a process. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_PROCESS_PID_NUMBER`: the process ID of the process. + * - `SDL_PROP_PROCESS_STDIN_POINTER`: an SDL_IOStream that can be used to + * write input to the process, if it was created with + * `SDL_PROP_PROCESS_CREATE_STDIN_NUMBER` set to `SDL_PROCESS_STDIO_APP`. + * - `SDL_PROP_PROCESS_STDOUT_POINTER`: a non-blocking SDL_IOStream that can + * be used to read output from the process, if it was created with + * `SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER` set to `SDL_PROCESS_STDIO_APP`. + * - `SDL_PROP_PROCESS_STDERR_POINTER`: a non-blocking SDL_IOStream that can + * be used to read error output from the process, if it was created with + * `SDL_PROP_PROCESS_CREATE_STDERR_NUMBER` set to `SDL_PROCESS_STDIO_APP`. + * - `SDL_PROP_PROCESS_BACKGROUND_BOOLEAN`: true if the process is running in + * the background. + * + * \param process the process to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetProcessProperties(SDL_Process *process); + +#define SDL_PROP_PROCESS_PID_NUMBER "SDL.process.pid" +#define SDL_PROP_PROCESS_STDIN_POINTER "SDL.process.stdin" +#define SDL_PROP_PROCESS_STDOUT_POINTER "SDL.process.stdout" +#define SDL_PROP_PROCESS_STDERR_POINTER "SDL.process.stderr" +#define SDL_PROP_PROCESS_BACKGROUND_BOOLEAN "SDL.process.background" + +/** + * Read all the output from a process. + * + * If a process was created with I/O enabled, you can use this function to + * read the output. This function blocks until the process is complete, + * capturing all output, and providing the process exit code. + * + * The data is allocated with a zero byte at the end (null terminated) for + * convenience. This extra byte is not included in the value reported via + * `datasize`. + * + * The data should be freed with SDL_free(). + * + * \param process The process to read. + * \param datasize a pointer filled in with the number of bytes read, may be + * NULL. + * \param exitcode a pointer filled in with the process exit code if the + * process has exited, may be NULL. + * \returns the data or NULL on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_DestroyProcess + */ +extern SDL_DECLSPEC void * SDLCALL SDL_ReadProcess(SDL_Process *process, size_t *datasize, int *exitcode); + +/** + * Get the SDL_IOStream associated with process standard input. + * + * The process must have been created with SDL_CreateProcess() and pipe_stdio + * set to true, or with SDL_CreateProcessWithProperties() and + * `SDL_PROP_PROCESS_CREATE_STDIN_NUMBER` set to `SDL_PROCESS_STDIO_APP`. + * + * Writing to this stream can return less data than expected if the process + * hasn't read its input. It may be blocked waiting for its output to be read, + * if so you may need to call SDL_GetProcessOutput() and read the output in + * parallel with writing input. + * + * \param process The process to get the input stream for. + * \returns the input stream or NULL on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_GetProcessOutput + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_GetProcessInput(SDL_Process *process); + +/** + * Get the SDL_IOStream associated with process standard output. + * + * The process must have been created with SDL_CreateProcess() and pipe_stdio + * set to true, or with SDL_CreateProcessWithProperties() and + * `SDL_PROP_PROCESS_CREATE_STDOUT_NUMBER` set to `SDL_PROCESS_STDIO_APP`. + * + * Reading from this stream can return 0 with SDL_GetIOStatus() returning + * SDL_IO_STATUS_NOT_READY if no output is available yet. + * + * \param process The process to get the output stream for. + * \returns the output stream or NULL on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_GetProcessInput + */ +extern SDL_DECLSPEC SDL_IOStream * SDLCALL SDL_GetProcessOutput(SDL_Process *process); + +/** + * Stop a process. + * + * \param process The process to stop. + * \param force true to terminate the process immediately, false to try to + * stop the process gracefully. In general you should try to stop + * the process gracefully first as terminating a process may + * leave it with half-written data or in some other unstable + * state. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_WaitProcess + * \sa SDL_DestroyProcess + */ +extern SDL_DECLSPEC bool SDLCALL SDL_KillProcess(SDL_Process *process, bool force); + +/** + * Wait for a process to finish. + * + * This can be called multiple times to get the status of a process. + * + * The exit code will be the exit code of the process if it terminates + * normally, a negative signal if it terminated due to a signal, or -255 + * otherwise. It will not be changed if the process is still running. + * + * If you create a process with standard output piped to the application + * (`pipe_stdio` being true) then you should read all of the process output + * before calling SDL_WaitProcess(). If you don't do this the process might be + * blocked indefinitely waiting for output to be read and SDL_WaitProcess() + * will never return true; + * + * \param process The process to wait for. + * \param block If true, block until the process finishes; otherwise, report + * on the process' status. + * \param exitcode a pointer filled in with the process exit code if the + * process has exited, may be NULL. + * \returns true if the process exited, false otherwise. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_KillProcess + * \sa SDL_DestroyProcess + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WaitProcess(SDL_Process *process, bool block, int *exitcode); + +/** + * Destroy a previously created process object. + * + * Note that this does not stop the process, just destroys the SDL object used + * to track it. If you want to stop the process you should use + * SDL_KillProcess(). + * + * \param process The process object to destroy. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProcess + * \sa SDL_CreateProcessWithProperties + * \sa SDL_KillProcess + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyProcess(SDL_Process *process); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_process_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_properties.h b/modules/imgui-sdl/src/include/SDL3/SDL_properties.h new file mode 100644 index 0000000..1f47d5f --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_properties.h @@ -0,0 +1,543 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryProperties + * + * A property is a variable that can be created and retrieved by name at + * runtime. + * + * All properties are part of a property group (SDL_PropertiesID). A property + * group can be created with the SDL_CreateProperties function and destroyed + * with the SDL_DestroyProperties function. + * + * Properties can be added to and retrieved from a property group through the + * following functions: + * + * - SDL_SetPointerProperty and SDL_GetPointerProperty operate on `void*` + * pointer types. + * - SDL_SetStringProperty and SDL_GetStringProperty operate on string types. + * - SDL_SetNumberProperty and SDL_GetNumberProperty operate on signed 64-bit + * integer types. + * - SDL_SetFloatProperty and SDL_GetFloatProperty operate on floating point + * types. + * - SDL_SetBooleanProperty and SDL_GetBooleanProperty operate on boolean + * types. + * + * Properties can be removed from a group by using SDL_ClearProperty. + */ + + +#ifndef SDL_properties_h_ +#define SDL_properties_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * SDL properties ID + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_PropertiesID; + +/** + * SDL property type + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_PropertyType +{ + SDL_PROPERTY_TYPE_INVALID, + SDL_PROPERTY_TYPE_POINTER, + SDL_PROPERTY_TYPE_STRING, + SDL_PROPERTY_TYPE_NUMBER, + SDL_PROPERTY_TYPE_FLOAT, + SDL_PROPERTY_TYPE_BOOLEAN +} SDL_PropertyType; + +/** + * Get the global SDL properties. + * + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetGlobalProperties(void); + +/** + * Create a group of properties. + * + * All properties are automatically destroyed when SDL_Quit() is called. + * + * \returns an ID for a new group of properties, or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyProperties + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_CreateProperties(void); + +/** + * Copy a group of properties. + * + * Copy all the properties from one group of properties to another, with the + * exception of properties requiring cleanup (set using + * SDL_SetPointerPropertyWithCleanup()), which will not be copied. Any + * property that already exists on `dst` will be overwritten. + * + * \param src the properties to copy. + * \param dst the destination properties. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CopyProperties(SDL_PropertiesID src, SDL_PropertiesID dst); + +/** + * Lock a group of properties. + * + * Obtain a multi-threaded lock for these properties. Other threads will wait + * while trying to lock these properties until they are unlocked. Properties + * must be unlocked before they are destroyed. + * + * The lock is automatically taken when setting individual properties, this + * function is only needed when you want to set several properties atomically + * or want to guarantee that properties being queried aren't freed in another + * thread. + * + * \param props the properties to lock. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UnlockProperties + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LockProperties(SDL_PropertiesID props); + +/** + * Unlock a group of properties. + * + * \param props the properties to unlock. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockProperties(SDL_PropertiesID props); + +/** + * A callback used to free resources when a property is deleted. + * + * This should release any resources associated with `value` that are no + * longer needed. + * + * This callback is set per-property. Different properties in the same group + * can have different cleanup callbacks. + * + * This callback will be called _during_ SDL_SetPointerPropertyWithCleanup if + * the function fails for any reason. + * + * \param userdata an app-defined pointer passed to the callback. + * \param value the pointer assigned to the property to clean up. + * + * \threadsafety This callback may fire without any locks held; if this is a + * concern, the app should provide its own locking. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetPointerPropertyWithCleanup + */ +typedef void (SDLCALL *SDL_CleanupPropertyCallback)(void *userdata, void *value); + +/** + * Set a pointer property in a group of properties with a cleanup function + * that is called when the property is deleted. + * + * The cleanup function is also called if setting the property fails for any + * reason. + * + * For simply setting basic data types, like numbers, bools, or strings, use + * SDL_SetNumberProperty, SDL_SetBooleanProperty, or SDL_SetStringProperty + * instead, as those functions will handle cleanup on your behalf. This + * function is only for more complex, custom data. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property, or NULL to delete the property. + * \param cleanup the function to call when this property is deleted, or NULL + * if no cleanup is necessary. + * \param userdata a pointer that is passed to the cleanup function. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPointerProperty + * \sa SDL_SetPointerProperty + * \sa SDL_CleanupPropertyCallback + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetPointerPropertyWithCleanup(SDL_PropertiesID props, const char *name, void *value, SDL_CleanupPropertyCallback cleanup, void *userdata); + +/** + * Set a pointer property in a group of properties. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property, or NULL to delete the property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPointerProperty + * \sa SDL_HasProperty + * \sa SDL_SetBooleanProperty + * \sa SDL_SetFloatProperty + * \sa SDL_SetNumberProperty + * \sa SDL_SetPointerPropertyWithCleanup + * \sa SDL_SetStringProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetPointerProperty(SDL_PropertiesID props, const char *name, void *value); + +/** + * Set a string property in a group of properties. + * + * This function makes a copy of the string; the caller does not have to + * preserve the data after this call completes. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property, or NULL to delete the property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetStringProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetStringProperty(SDL_PropertiesID props, const char *name, const char *value); + +/** + * Set an integer property in a group of properties. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumberProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetNumberProperty(SDL_PropertiesID props, const char *name, Sint64 value); + +/** + * Set a floating point property in a group of properties. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetFloatProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetFloatProperty(SDL_PropertiesID props, const char *name, float value); + +/** + * Set a boolean property in a group of properties. + * + * \param props the properties to modify. + * \param name the name of the property to modify. + * \param value the new value of the property. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetBooleanProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetBooleanProperty(SDL_PropertiesID props, const char *name, bool value); + +/** + * Return whether a property exists in a group of properties. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \returns true if the property exists, or false if it doesn't. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPropertyType + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasProperty(SDL_PropertiesID props, const char *name); + +/** + * Get the type of a property in a group of properties. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \returns the type of the property, or SDL_PROPERTY_TYPE_INVALID if it is + * not set. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasProperty + */ +extern SDL_DECLSPEC SDL_PropertyType SDLCALL SDL_GetPropertyType(SDL_PropertiesID props, const char *name); + +/** + * Get a pointer property from a group of properties. + * + * By convention, the names of properties that SDL exposes on objects will + * start with "SDL.", and properties that SDL uses internally will start with + * "SDL.internal.". These should be considered read-only and should not be + * modified by applications. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \param default_value the default value of the property. + * \returns the value of the property, or `default_value` if it is not set or + * not a pointer property. + * + * \threadsafety It is safe to call this function from any thread, although + * the data returned is not protected and could potentially be + * freed if you call SDL_SetPointerProperty() or + * SDL_ClearProperty() on these properties from another thread. + * If you need to avoid this, use SDL_LockProperties() and + * SDL_UnlockProperties(). + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetBooleanProperty + * \sa SDL_GetFloatProperty + * \sa SDL_GetNumberProperty + * \sa SDL_GetPropertyType + * \sa SDL_GetStringProperty + * \sa SDL_HasProperty + * \sa SDL_SetPointerProperty + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetPointerProperty(SDL_PropertiesID props, const char *name, void *default_value); + +/** + * Get a string property from a group of properties. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \param default_value the default value of the property. + * \returns the value of the property, or `default_value` if it is not set or + * not a string property. + * + * \threadsafety It is safe to call this function from any thread, although + * the data returned is not protected and could potentially be + * freed if you call SDL_SetStringProperty() or + * SDL_ClearProperty() on these properties from another thread. + * If you need to avoid this, use SDL_LockProperties() and + * SDL_UnlockProperties(). + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPropertyType + * \sa SDL_HasProperty + * \sa SDL_SetStringProperty + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetStringProperty(SDL_PropertiesID props, const char *name, const char *default_value); + +/** + * Get a number property from a group of properties. + * + * You can use SDL_GetPropertyType() to query whether the property exists and + * is a number property. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \param default_value the default value of the property. + * \returns the value of the property, or `default_value` if it is not set or + * not a number property. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPropertyType + * \sa SDL_HasProperty + * \sa SDL_SetNumberProperty + */ +extern SDL_DECLSPEC Sint64 SDLCALL SDL_GetNumberProperty(SDL_PropertiesID props, const char *name, Sint64 default_value); + +/** + * Get a floating point property from a group of properties. + * + * You can use SDL_GetPropertyType() to query whether the property exists and + * is a floating point property. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \param default_value the default value of the property. + * \returns the value of the property, or `default_value` if it is not set or + * not a float property. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPropertyType + * \sa SDL_HasProperty + * \sa SDL_SetFloatProperty + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetFloatProperty(SDL_PropertiesID props, const char *name, float default_value); + +/** + * Get a boolean property from a group of properties. + * + * You can use SDL_GetPropertyType() to query whether the property exists and + * is a boolean property. + * + * \param props the properties to query. + * \param name the name of the property to query. + * \param default_value the default value of the property. + * \returns the value of the property, or `default_value` if it is not set or + * not a boolean property. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPropertyType + * \sa SDL_HasProperty + * \sa SDL_SetBooleanProperty + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetBooleanProperty(SDL_PropertiesID props, const char *name, bool default_value); + +/** + * Clear a property from a group of properties. + * + * \param props the properties to modify. + * \param name the name of the property to clear. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearProperty(SDL_PropertiesID props, const char *name); + +/** + * A callback used to enumerate all the properties in a group of properties. + * + * This callback is called from SDL_EnumerateProperties(), and is called once + * per property in the set. + * + * \param userdata an app-defined pointer passed to the callback. + * \param props the SDL_PropertiesID that is being enumerated. + * \param name the next property name in the enumeration. + * + * \threadsafety SDL_EnumerateProperties holds a lock on `props` during this + * callback. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_EnumerateProperties + */ +typedef void (SDLCALL *SDL_EnumeratePropertiesCallback)(void *userdata, SDL_PropertiesID props, const char *name); + +/** + * Enumerate the properties contained in a group of properties. + * + * The callback function is called for each property in the group of + * properties. The properties are locked during enumeration. + * + * \param props the properties to query. + * \param callback the function to call for each property. + * \param userdata a pointer that is passed to `callback`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateProperties(SDL_PropertiesID props, SDL_EnumeratePropertiesCallback callback, void *userdata); + +/** + * Destroy a group of properties. + * + * All properties are deleted and their cleanup functions will be called, if + * any. + * + * \param props the properties to destroy. + * + * \threadsafety This function should not be called while these properties are + * locked or other threads might be setting or getting values + * from these properties. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyProperties(SDL_PropertiesID props); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_properties_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_rect.h b/modules/imgui-sdl/src/include/SDL3/SDL_rect.h new file mode 100644 index 0000000..eb2d34a --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_rect.h @@ -0,0 +1,507 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryRect + * + * Some helper functions for managing rectangles and 2D points, in both + * integer and floating point versions. + */ + +#ifndef SDL_rect_h_ +#define SDL_rect_h_ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The structure that defines a point (using integers). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetRectEnclosingPoints + * \sa SDL_PointInRect + */ +typedef struct SDL_Point +{ + int x; + int y; +} SDL_Point; + +/** + * The structure that defines a point (using floating point values). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetRectEnclosingPointsFloat + * \sa SDL_PointInRectFloat + */ +typedef struct SDL_FPoint +{ + float x; + float y; +} SDL_FPoint; + + +/** + * A rectangle, with the origin at the upper left (using integers). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_RectEmpty + * \sa SDL_RectsEqual + * \sa SDL_HasRectIntersection + * \sa SDL_GetRectIntersection + * \sa SDL_GetRectAndLineIntersection + * \sa SDL_GetRectUnion + * \sa SDL_GetRectEnclosingPoints + */ +typedef struct SDL_Rect +{ + int x, y; + int w, h; +} SDL_Rect; + + +/** + * A rectangle, with the origin at the upper left (using floating point + * values). + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_RectEmptyFloat + * \sa SDL_RectsEqualFloat + * \sa SDL_RectsEqualEpsilon + * \sa SDL_HasRectIntersectionFloat + * \sa SDL_GetRectIntersectionFloat + * \sa SDL_GetRectAndLineIntersectionFloat + * \sa SDL_GetRectUnionFloat + * \sa SDL_GetRectEnclosingPointsFloat + * \sa SDL_PointInRectFloat + */ +typedef struct SDL_FRect +{ + float x; + float y; + float w; + float h; +} SDL_FRect; + + +/** + * Convert an SDL_Rect to SDL_FRect + * + * \param rect a pointer to an SDL_Rect. + * \param frect a pointer filled in with the floating point representation of + * `rect`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE void SDL_RectToFRect(const SDL_Rect *rect, SDL_FRect *frect) +{ + frect->x = (float)rect->x; + frect->y = (float)rect->y; + frect->w = (float)rect->w; + frect->h = (float)rect->h; +} + +/** + * Determine whether a point resides inside a rectangle. + * + * A point is considered part of a rectangle if both `p` and `r` are not NULL, + * and `p`'s x and y coordinates are >= to the rectangle's top left corner, + * and < the rectangle's x+w and y+h. So a 1x1 rectangle considers point (0,0) + * as "inside" and (0,1) as not. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param p the point to test. + * \param r the rectangle to test. + * \returns true if `p` is contained by `r`, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_PointInRect(const SDL_Point *p, const SDL_Rect *r) +{ + return ( p && r && (p->x >= r->x) && (p->x < (r->x + r->w)) && + (p->y >= r->y) && (p->y < (r->y + r->h)) ) ? true : false; +} + +/** + * Determine whether a rectangle has no area. + * + * A rectangle is considered "empty" for this function if `r` is NULL, or if + * `r`'s width and/or height are <= 0. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param r the rectangle to test. + * \returns true if the rectangle is "empty", false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_RectEmpty(const SDL_Rect *r) +{ + return ((!r) || (r->w <= 0) || (r->h <= 0)) ? true : false; +} + +/** + * Determine whether two rectangles are equal. + * + * Rectangles are considered equal if both are not NULL and each of their x, + * y, width and height match. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param a the first rectangle to test. + * \param b the second rectangle to test. + * \returns true if the rectangles are equal, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_RectsEqual(const SDL_Rect *a, const SDL_Rect *b) +{ + return (a && b && (a->x == b->x) && (a->y == b->y) && + (a->w == b->w) && (a->h == b->h)) ? true : false; +} + +/** + * Determine whether two rectangles intersect. + * + * If either pointer is NULL the function will return false. + * + * \param A an SDL_Rect structure representing the first rectangle. + * \param B an SDL_Rect structure representing the second rectangle. + * \returns true if there is an intersection, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRectIntersection + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasRectIntersection(const SDL_Rect *A, const SDL_Rect *B); + +/** + * Calculate the intersection of two rectangles. + * + * If `result` is NULL then this function will return false. + * + * \param A an SDL_Rect structure representing the first rectangle. + * \param B an SDL_Rect structure representing the second rectangle. + * \param result an SDL_Rect structure filled in with the intersection of + * rectangles `A` and `B`. + * \returns true if there is an intersection, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasRectIntersection + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectIntersection(const SDL_Rect *A, const SDL_Rect *B, SDL_Rect *result); + +/** + * Calculate the union of two rectangles. + * + * \param A an SDL_Rect structure representing the first rectangle. + * \param B an SDL_Rect structure representing the second rectangle. + * \param result an SDL_Rect structure filled in with the union of rectangles + * `A` and `B`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectUnion(const SDL_Rect *A, const SDL_Rect *B, SDL_Rect *result); + +/** + * Calculate a minimal rectangle enclosing a set of points. + * + * If `clip` is not NULL then only points inside of the clipping rectangle are + * considered. + * + * \param points an array of SDL_Point structures representing points to be + * enclosed. + * \param count the number of structures in the `points` array. + * \param clip an SDL_Rect used for clipping or NULL to enclose all points. + * \param result an SDL_Rect structure filled in with the minimal enclosing + * rectangle. + * \returns true if any points were enclosed or false if all the points were + * outside of the clipping rectangle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectEnclosingPoints(const SDL_Point *points, int count, const SDL_Rect *clip, SDL_Rect *result); + +/** + * Calculate the intersection of a rectangle and line segment. + * + * This function is used to clip a line segment to a rectangle. A line segment + * contained entirely within the rectangle or that does not intersect will + * remain unchanged. A line segment that crosses the rectangle at either or + * both ends will be clipped to the boundary of the rectangle and the new + * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. + * + * \param rect an SDL_Rect structure representing the rectangle to intersect. + * \param X1 a pointer to the starting X-coordinate of the line. + * \param Y1 a pointer to the starting Y-coordinate of the line. + * \param X2 a pointer to the ending X-coordinate of the line. + * \param Y2 a pointer to the ending Y-coordinate of the line. + * \returns true if there is an intersection, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectAndLineIntersection(const SDL_Rect *rect, int *X1, int *Y1, int *X2, int *Y2); + + +/* SDL_FRect versions... */ + +/** + * Determine whether a point resides inside a floating point rectangle. + * + * A point is considered part of a rectangle if both `p` and `r` are not NULL, + * and `p`'s x and y coordinates are >= to the rectangle's top left corner, + * and <= the rectangle's x+w and y+h. So a 1x1 rectangle considers point + * (0,0) and (0,1) as "inside" and (0,2) as not. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param p the point to test. + * \param r the rectangle to test. + * \returns true if `p` is contained by `r`, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_PointInRectFloat(const SDL_FPoint *p, const SDL_FRect *r) +{ + return ( p && r && (p->x >= r->x) && (p->x <= (r->x + r->w)) && + (p->y >= r->y) && (p->y <= (r->y + r->h)) ) ? true : false; +} + +/** + * Determine whether a floating point rectangle can contain any point. + * + * A rectangle is considered "empty" for this function if `r` is NULL, or if + * `r`'s width and/or height are < 0.0f. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param r the rectangle to test. + * \returns true if the rectangle is "empty", false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_RectEmptyFloat(const SDL_FRect *r) +{ + return ((!r) || (r->w < 0.0f) || (r->h < 0.0f)) ? true : false; +} + +/** + * Determine whether two floating point rectangles are equal, within some + * given epsilon. + * + * Rectangles are considered equal if both are not NULL and each of their x, + * y, width and height are within `epsilon` of each other. If you don't know + * what value to use for `epsilon`, you should call the SDL_RectsEqualFloat + * function instead. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param a the first rectangle to test. + * \param b the second rectangle to test. + * \param epsilon the epsilon value for comparison. + * \returns true if the rectangles are equal, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RectsEqualFloat + */ +SDL_FORCE_INLINE bool SDL_RectsEqualEpsilon(const SDL_FRect *a, const SDL_FRect *b, float epsilon) +{ + return (a && b && ((a == b) || + ((SDL_fabsf(a->x - b->x) <= epsilon) && + (SDL_fabsf(a->y - b->y) <= epsilon) && + (SDL_fabsf(a->w - b->w) <= epsilon) && + (SDL_fabsf(a->h - b->h) <= epsilon)))) + ? true : false; +} + +/** + * Determine whether two floating point rectangles are equal, within a default + * epsilon. + * + * Rectangles are considered equal if both are not NULL and each of their x, + * y, width and height are within SDL_FLT_EPSILON of each other. This is often + * a reasonable way to compare two floating point rectangles and deal with the + * slight precision variations in floating point calculations that tend to pop + * up. + * + * Note that this is a forced-inline function in a header, and not a public + * API function available in the SDL library (which is to say, the code is + * embedded in the calling program and the linker and dynamic loader will not + * be able to find this function inside SDL itself). + * + * \param a the first rectangle to test. + * \param b the second rectangle to test. + * \returns true if the rectangles are equal, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RectsEqualEpsilon + */ +SDL_FORCE_INLINE bool SDL_RectsEqualFloat(const SDL_FRect *a, const SDL_FRect *b) +{ + return SDL_RectsEqualEpsilon(a, b, SDL_FLT_EPSILON); +} + +/** + * Determine whether two rectangles intersect with float precision. + * + * If either pointer is NULL the function will return false. + * + * \param A an SDL_FRect structure representing the first rectangle. + * \param B an SDL_FRect structure representing the second rectangle. + * \returns true if there is an intersection, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRectIntersection + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HasRectIntersectionFloat(const SDL_FRect *A, const SDL_FRect *B); + +/** + * Calculate the intersection of two rectangles with float precision. + * + * If `result` is NULL then this function will return false. + * + * \param A an SDL_FRect structure representing the first rectangle. + * \param B an SDL_FRect structure representing the second rectangle. + * \param result an SDL_FRect structure filled in with the intersection of + * rectangles `A` and `B`. + * \returns true if there is an intersection, false otherwise. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HasRectIntersectionFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectIntersectionFloat(const SDL_FRect *A, const SDL_FRect *B, SDL_FRect *result); + +/** + * Calculate the union of two rectangles with float precision. + * + * \param A an SDL_FRect structure representing the first rectangle. + * \param B an SDL_FRect structure representing the second rectangle. + * \param result an SDL_FRect structure filled in with the union of rectangles + * `A` and `B`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectUnionFloat(const SDL_FRect *A, const SDL_FRect *B, SDL_FRect *result); + +/** + * Calculate a minimal rectangle enclosing a set of points with float + * precision. + * + * If `clip` is not NULL then only points inside of the clipping rectangle are + * considered. + * + * \param points an array of SDL_FPoint structures representing points to be + * enclosed. + * \param count the number of structures in the `points` array. + * \param clip an SDL_FRect used for clipping or NULL to enclose all points. + * \param result an SDL_FRect structure filled in with the minimal enclosing + * rectangle. + * \returns true if any points were enclosed or false if all the points were + * outside of the clipping rectangle. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectEnclosingPointsFloat(const SDL_FPoint *points, int count, const SDL_FRect *clip, SDL_FRect *result); + +/** + * Calculate the intersection of a rectangle and line segment with float + * precision. + * + * This function is used to clip a line segment to a rectangle. A line segment + * contained entirely within the rectangle or that does not intersect will + * remain unchanged. A line segment that crosses the rectangle at either or + * both ends will be clipped to the boundary of the rectangle and the new + * coordinates saved in `X1`, `Y1`, `X2`, and/or `Y2` as necessary. + * + * \param rect an SDL_FRect structure representing the rectangle to intersect. + * \param X1 a pointer to the starting X-coordinate of the line. + * \param Y1 a pointer to the starting Y-coordinate of the line. + * \param X2 a pointer to the ending X-coordinate of the line. + * \param Y2 a pointer to the ending Y-coordinate of the line. + * \returns true if there is an intersection, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRectAndLineIntersectionFloat(const SDL_FRect *rect, float *X1, float *Y1, float *X2, float *Y2); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_rect_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_render.h b/modules/imgui-sdl/src/include/SDL3/SDL_render.h new file mode 100644 index 0000000..c9d184c --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_render.h @@ -0,0 +1,2645 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryRender + * + * Header file for SDL 2D rendering functions. + * + * This API supports the following features: + * + * - single pixel points + * - single pixel lines + * - filled rectangles + * - texture images + * - 2D polygons + * + * The primitives may be drawn in opaque, blended, or additive modes. + * + * The texture images may be drawn in opaque, blended, or additive modes. They + * can have an additional color tint or alpha modulation applied to them, and + * may also be stretched with linear interpolation. + * + * This API is designed to accelerate simple 2D operations. You may want more + * functionality such as polygons and particle effects and in that case you + * should use SDL's OpenGL/Direct3D support, the SDL3 GPU API, or one of the + * many good 3D engines. + * + * These functions must be called from the main thread. See this bug for + * details: https://github.com/libsdl-org/SDL/issues/986 + */ + +#ifndef SDL_render_h_ +#define SDL_render_h_ + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The name of the software renderer. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SOFTWARE_RENDERER "software" + +/** + * Vertex structure. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Vertex +{ + SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */ + SDL_FColor color; /**< Vertex color */ + SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */ +} SDL_Vertex; + +/** + * The access pattern allowed for a texture. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_TextureAccess +{ + SDL_TEXTUREACCESS_STATIC, /**< Changes rarely, not lockable */ + SDL_TEXTUREACCESS_STREAMING, /**< Changes frequently, lockable */ + SDL_TEXTUREACCESS_TARGET /**< Texture can be used as a render target */ +} SDL_TextureAccess; + +/** + * How the logical size is mapped to the output. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_RendererLogicalPresentation +{ + SDL_LOGICAL_PRESENTATION_DISABLED, /**< There is no logical size in effect */ + SDL_LOGICAL_PRESENTATION_STRETCH, /**< The rendered content is stretched to the output resolution */ + SDL_LOGICAL_PRESENTATION_LETTERBOX, /**< The rendered content is fit to the largest dimension and the other dimension is letterboxed with black bars */ + SDL_LOGICAL_PRESENTATION_OVERSCAN, /**< The rendered content is fit to the smallest dimension and the other dimension extends beyond the output bounds */ + SDL_LOGICAL_PRESENTATION_INTEGER_SCALE /**< The rendered content is scaled up by integer multiples to fit the output resolution */ +} SDL_RendererLogicalPresentation; + +/** + * A structure representing rendering state + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Renderer SDL_Renderer; + +#ifndef SDL_INTERNAL + +/** + * An efficient driver-specific representation of pixel data + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureFromSurface + * \sa SDL_CreateTextureWithProperties + * \sa SDL_DestroyTexture + */ +struct SDL_Texture +{ + SDL_PixelFormat format; /**< The format of the texture, read-only */ + int w; /**< The width of the texture, read-only. */ + int h; /**< The height of the texture, read-only. */ + + int refcount; /**< Application reference count, used when freeing texture */ +}; +#endif /* !SDL_INTERNAL */ + +typedef struct SDL_Texture SDL_Texture; + +/* Function prototypes */ + +/** + * Get the number of 2D rendering drivers available for the current display. + * + * A render driver is a set of code that handles rendering and texture + * management on a particular display. Normally there is only one, but some + * drivers may have several available with different capabilities. + * + * There may be none if SDL was compiled without render support. + * + * \returns the number of built in render drivers. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_GetRenderDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumRenderDrivers(void); + +/** + * Use this function to get the name of a built in 2D rendering driver. + * + * The list of rendering drivers is given in the order that they are normally + * initialized by default; the drivers that seem more reasonable to choose + * first (as far as the SDL developers believe) are earlier in the list. + * + * The names of drivers are all simple, low-ASCII identifiers, like "opengl", + * "direct3d12" or "metal". These never have Unicode characters, and are not + * meant to be proper names. + * + * \param index the index of the rendering driver; the value ranges from 0 to + * SDL_GetNumRenderDrivers() - 1. + * \returns the name of the rendering driver at the requested index, or NULL + * if an invalid index was specified. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumRenderDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetRenderDriver(int index); + +/** + * Create a window and default renderer. + * + * \param title the title of the window, in UTF-8 encoding. + * \param width the width of the window. + * \param height the height of the window. + * \param window_flags the flags used to create the window (see + * SDL_CreateWindow()). + * \param window a pointer filled with the window, or NULL on error. + * \param renderer a pointer filled with the renderer, or NULL on error. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_CreateWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CreateWindowAndRenderer(const char *title, int width, int height, SDL_WindowFlags window_flags, SDL_Window **window, SDL_Renderer **renderer); + +/** + * Create a 2D rendering context for a window. + * + * If you want a specific renderer, you can specify its name here. A list of + * available renderers can be obtained by calling SDL_GetRenderDriver() + * multiple times, with indices from 0 to SDL_GetNumRenderDrivers()-1. If you + * don't need a specific renderer, specify NULL and SDL will attempt to choose + * the best option for you, based on what is available on the user's system. + * + * If `name` is a comma-separated list, SDL will try each name, in the order + * listed, until one succeeds or all of them fail. + * + * By default the rendering size matches the window size in pixels, but you + * can call SDL_SetRenderLogicalPresentation() to change the content size and + * scaling options. + * + * \param window the window where rendering is displayed. + * \param name the name of the rendering driver to initialize, or NULL to let + * SDL choose one. + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRendererWithProperties + * \sa SDL_CreateSoftwareRenderer + * \sa SDL_DestroyRenderer + * \sa SDL_GetNumRenderDrivers + * \sa SDL_GetRenderDriver + * \sa SDL_GetRendererName + */ +extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRenderer(SDL_Window *window, const char *name); + +/** + * Create a 2D rendering context for a window, with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_RENDERER_CREATE_NAME_STRING`: the name of the rendering driver + * to use, if a specific one is desired + * - `SDL_PROP_RENDERER_CREATE_WINDOW_POINTER`: the window where rendering is + * displayed, required if this isn't a software renderer using a surface + * - `SDL_PROP_RENDERER_CREATE_SURFACE_POINTER`: the surface where rendering + * is displayed, if you want a software renderer without a window + * - `SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace + * value describing the colorspace for output to the display, defaults to + * SDL_COLORSPACE_SRGB. The direct3d11, direct3d12, and metal renderers + * support SDL_COLORSPACE_SRGB_LINEAR, which is a linear color space and + * supports HDR output. If you select SDL_COLORSPACE_SRGB_LINEAR, drawing + * still uses the sRGB colorspace, but values can go beyond 1.0 and float + * (linear) format textures can be used for HDR content. + * - `SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER`: non-zero if you want + * present synchronized with the refresh rate. This property can take any + * value that is supported by SDL_SetRenderVSync() for the renderer. + * + * With the vulkan renderer: + * + * - `SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER`: the VkInstance to use + * with the renderer, optional. + * - `SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR to use + * with the renderer, optional. + * - `SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER`: the + * VkPhysicalDevice to use with the renderer, optional. + * - `SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER`: the VkDevice to use + * with the renderer, optional. + * - `SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the + * queue family index used for rendering. + * - `SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the + * queue family index used for presentation. + * + * \param props the properties to use. + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProperties + * \sa SDL_CreateRenderer + * \sa SDL_CreateSoftwareRenderer + * \sa SDL_DestroyRenderer + * \sa SDL_GetRendererName + */ +extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateRendererWithProperties(SDL_PropertiesID props); + +#define SDL_PROP_RENDERER_CREATE_NAME_STRING "SDL.renderer.create.name" +#define SDL_PROP_RENDERER_CREATE_WINDOW_POINTER "SDL.renderer.create.window" +#define SDL_PROP_RENDERER_CREATE_SURFACE_POINTER "SDL.renderer.create.surface" +#define SDL_PROP_RENDERER_CREATE_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.create.output_colorspace" +#define SDL_PROP_RENDERER_CREATE_PRESENT_VSYNC_NUMBER "SDL.renderer.create.present_vsync" +#define SDL_PROP_RENDERER_CREATE_VULKAN_INSTANCE_POINTER "SDL.renderer.create.vulkan.instance" +#define SDL_PROP_RENDERER_CREATE_VULKAN_SURFACE_NUMBER "SDL.renderer.create.vulkan.surface" +#define SDL_PROP_RENDERER_CREATE_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.create.vulkan.physical_device" +#define SDL_PROP_RENDERER_CREATE_VULKAN_DEVICE_POINTER "SDL.renderer.create.vulkan.device" +#define SDL_PROP_RENDERER_CREATE_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.graphics_queue_family_index" +#define SDL_PROP_RENDERER_CREATE_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.create.vulkan.present_queue_family_index" + +/** + * Create a 2D software rendering context for a surface. + * + * Two other API which can be used to create SDL_Renderer: + * SDL_CreateRenderer() and SDL_CreateWindowAndRenderer(). These can _also_ + * create a software renderer, but they are intended to be used with an + * SDL_Window as the final destination and not an SDL_Surface. + * + * \param surface the SDL_Surface structure representing the surface where + * rendering is done. + * \returns a valid rendering context or NULL if there was an error; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyRenderer + */ +extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_CreateSoftwareRenderer(SDL_Surface *surface); + +/** + * Get the renderer associated with a window. + * + * \param window the window to query. + * \returns the rendering context on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRenderer(SDL_Window *window); + +/** + * Get the window associated with a renderer. + * + * \param renderer the renderer to query. + * \returns the window on success or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetRenderWindow(SDL_Renderer *renderer); + +/** + * Get the name of a renderer. + * + * \param renderer the rendering context. + * \returns the name of the selected renderer, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_CreateRendererWithProperties + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetRendererName(SDL_Renderer *renderer); + +/** + * Get the properties associated with a renderer. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_RENDERER_NAME_STRING`: the name of the rendering driver + * - `SDL_PROP_RENDERER_WINDOW_POINTER`: the window where rendering is + * displayed, if any + * - `SDL_PROP_RENDERER_SURFACE_POINTER`: the surface where rendering is + * displayed, if this is a software renderer without a window + * - `SDL_PROP_RENDERER_VSYNC_NUMBER`: the current vsync setting + * - `SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER`: the maximum texture width + * and height + * - `SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER`: a (const SDL_PixelFormat *) + * array of pixel formats, terminated with SDL_PIXELFORMAT_UNKNOWN, + * representing the available texture formats for this renderer. + * - `SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER`: an SDL_Colorspace value + * describing the colorspace for output to the display, defaults to + * SDL_COLORSPACE_SRGB. + * - `SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN`: true if the output colorspace is + * SDL_COLORSPACE_SRGB_LINEAR and the renderer is showing on a display with + * HDR enabled. This property can change dynamically when + * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * - `SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT`: the value of SDR white in the + * SDL_COLORSPACE_SRGB_LINEAR colorspace. When HDR is enabled, this value is + * automatically multiplied into the color scale. This property can change + * dynamically when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * - `SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT`: the additional high dynamic range + * that can be displayed, in terms of the SDR white point. When HDR is not + * enabled, this will be 1.0. This property can change dynamically when + * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * + * With the direct3d renderer: + * + * - `SDL_PROP_RENDERER_D3D9_DEVICE_POINTER`: the IDirect3DDevice9 associated + * with the renderer + * + * With the direct3d11 renderer: + * + * - `SDL_PROP_RENDERER_D3D11_DEVICE_POINTER`: the ID3D11Device associated + * with the renderer + * - `SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER`: the IDXGISwapChain1 + * associated with the renderer. This may change when the window is resized. + * + * With the direct3d12 renderer: + * + * - `SDL_PROP_RENDERER_D3D12_DEVICE_POINTER`: the ID3D12Device associated + * with the renderer + * - `SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER`: the IDXGISwapChain4 + * associated with the renderer. + * - `SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER`: the ID3D12CommandQueue + * associated with the renderer + * + * With the vulkan renderer: + * + * - `SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER`: the VkInstance associated + * with the renderer + * - `SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER`: the VkSurfaceKHR associated + * with the renderer + * - `SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER`: the VkPhysicalDevice + * associated with the renderer + * - `SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER`: the VkDevice associated with + * the renderer + * - `SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER`: the queue + * family index used for rendering + * - `SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER`: the queue + * family index used for presentation + * - `SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER`: the number of + * swapchain images, or potential frames in flight, used by the Vulkan + * renderer + * + * With the gpu renderer: + * + * - `SDL_PROP_RENDERER_GPU_DEVICE_POINTER`: the SDL_GPUDevice associated with + * the renderer + * + * \param renderer the rendering context. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetRendererProperties(SDL_Renderer *renderer); + +#define SDL_PROP_RENDERER_NAME_STRING "SDL.renderer.name" +#define SDL_PROP_RENDERER_WINDOW_POINTER "SDL.renderer.window" +#define SDL_PROP_RENDERER_SURFACE_POINTER "SDL.renderer.surface" +#define SDL_PROP_RENDERER_VSYNC_NUMBER "SDL.renderer.vsync" +#define SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER "SDL.renderer.max_texture_size" +#define SDL_PROP_RENDERER_TEXTURE_FORMATS_POINTER "SDL.renderer.texture_formats" +#define SDL_PROP_RENDERER_OUTPUT_COLORSPACE_NUMBER "SDL.renderer.output_colorspace" +#define SDL_PROP_RENDERER_HDR_ENABLED_BOOLEAN "SDL.renderer.HDR_enabled" +#define SDL_PROP_RENDERER_SDR_WHITE_POINT_FLOAT "SDL.renderer.SDR_white_point" +#define SDL_PROP_RENDERER_HDR_HEADROOM_FLOAT "SDL.renderer.HDR_headroom" +#define SDL_PROP_RENDERER_D3D9_DEVICE_POINTER "SDL.renderer.d3d9.device" +#define SDL_PROP_RENDERER_D3D11_DEVICE_POINTER "SDL.renderer.d3d11.device" +#define SDL_PROP_RENDERER_D3D11_SWAPCHAIN_POINTER "SDL.renderer.d3d11.swap_chain" +#define SDL_PROP_RENDERER_D3D12_DEVICE_POINTER "SDL.renderer.d3d12.device" +#define SDL_PROP_RENDERER_D3D12_SWAPCHAIN_POINTER "SDL.renderer.d3d12.swap_chain" +#define SDL_PROP_RENDERER_D3D12_COMMAND_QUEUE_POINTER "SDL.renderer.d3d12.command_queue" +#define SDL_PROP_RENDERER_VULKAN_INSTANCE_POINTER "SDL.renderer.vulkan.instance" +#define SDL_PROP_RENDERER_VULKAN_SURFACE_NUMBER "SDL.renderer.vulkan.surface" +#define SDL_PROP_RENDERER_VULKAN_PHYSICAL_DEVICE_POINTER "SDL.renderer.vulkan.physical_device" +#define SDL_PROP_RENDERER_VULKAN_DEVICE_POINTER "SDL.renderer.vulkan.device" +#define SDL_PROP_RENDERER_VULKAN_GRAPHICS_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.graphics_queue_family_index" +#define SDL_PROP_RENDERER_VULKAN_PRESENT_QUEUE_FAMILY_INDEX_NUMBER "SDL.renderer.vulkan.present_queue_family_index" +#define SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER "SDL.renderer.vulkan.swapchain_image_count" +#define SDL_PROP_RENDERER_GPU_DEVICE_POINTER "SDL.renderer.gpu.device" + +/** + * Get the output size in pixels of a rendering context. + * + * This returns the true output size in pixels, ignoring any render targets or + * logical size and presentation. + * + * For the output size of the current rendering target, with logical size + * adjustments, use SDL_GetCurrentRenderOutputSize() instead. + * + * \param renderer the rendering context. + * \param w a pointer filled in with the width in pixels. + * \param h a pointer filled in with the height in pixels. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCurrentRenderOutputSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); + +/** + * Get the current output size in pixels of a rendering context. + * + * If a rendering target is active, this will return the size of the rendering + * target in pixels, otherwise return the value of SDL_GetRenderOutputSize(). + * + * Rendering target or not, the output will be adjusted by the current logical + * presentation state, dictated by SDL_SetRenderLogicalPresentation(). + * + * \param renderer the rendering context. + * \param w a pointer filled in with the current width. + * \param h a pointer filled in with the current height. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderOutputSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentRenderOutputSize(SDL_Renderer *renderer, int *w, int *h); + +/** + * Create a texture for a rendering context. + * + * The contents of a texture when first created are not defined. + * + * \param renderer the rendering context. + * \param format one of the enumerated values in SDL_PixelFormat. + * \param access one of the enumerated values in SDL_TextureAccess. + * \param w the width of the texture in pixels. + * \param h the height of the texture in pixels. + * \returns the created texture or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTextureFromSurface + * \sa SDL_CreateTextureWithProperties + * \sa SDL_DestroyTexture + * \sa SDL_GetTextureSize + * \sa SDL_UpdateTexture + */ +extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTexture(SDL_Renderer *renderer, SDL_PixelFormat format, SDL_TextureAccess access, int w, int h); + +/** + * Create a texture from an existing surface. + * + * The surface is not modified or freed by this function. + * + * The SDL_TextureAccess hint for the created texture is + * `SDL_TEXTUREACCESS_STATIC`. + * + * The pixel format of the created texture may be different from the pixel + * format of the surface, and can be queried using the + * SDL_PROP_TEXTURE_FORMAT_NUMBER property. + * + * \param renderer the rendering context. + * \param surface the SDL_Surface structure containing pixel data used to fill + * the texture. + * \returns the created texture or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureWithProperties + * \sa SDL_DestroyTexture + */ +extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureFromSurface(SDL_Renderer *renderer, SDL_Surface *surface); + +/** + * Create a texture for a rendering context with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER`: an SDL_Colorspace value + * describing the texture colorspace, defaults to SDL_COLORSPACE_SRGB_LINEAR + * for floating point textures, SDL_COLORSPACE_HDR10 for 10-bit textures, + * SDL_COLORSPACE_SRGB for other RGB textures and SDL_COLORSPACE_JPEG for + * YUV textures. + * - `SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER`: one of the enumerated values in + * SDL_PixelFormat, defaults to the best RGBA format for the renderer + * - `SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER`: one of the enumerated values in + * SDL_TextureAccess, defaults to SDL_TEXTUREACCESS_STATIC + * - `SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER`: the width of the texture in + * pixels, required + * - `SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER`: the height of the texture in + * pixels, required + * - `SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating + * point textures, this defines the value of 100% diffuse white, with higher + * values being displayed in the High Dynamic Range headroom. This defaults + * to 100 for HDR10 textures and 1.0 for floating point textures. + * - `SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT`: for HDR10 and floating + * point textures, this defines the maximum dynamic range used by the + * content, in terms of the SDR white point. This would be equivalent to + * maxCLL / SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT for HDR10 content. + * If this is defined, any values outside the range supported by the display + * will be scaled into the available HDR headroom, otherwise they are + * clipped. + * + * With the direct3d11 renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D + * associated with the texture, if you want to wrap an existing texture. + * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D + * associated with the U plane of a YUV texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D + * associated with the V plane of a YUV texture, if you want to wrap an + * existing texture. + * + * With the direct3d12 renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER`: the ID3D12Resource + * associated with the texture, if you want to wrap an existing texture. + * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource + * associated with the U plane of a YUV texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource + * associated with the V plane of a YUV texture, if you want to wrap an + * existing texture. + * + * With the metal renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER`: the CVPixelBufferRef + * associated with the texture, if you want to create a texture from an + * existing pixel buffer. + * + * With the opengl renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER`: the GLuint texture + * associated with the texture, if you want to wrap an existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture + * associated with the UV plane of an NV12 texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture + * associated with the U plane of a YUV texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture + * associated with the V plane of a YUV texture, if you want to wrap an + * existing texture. + * + * With the opengles2 renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture + * associated with the texture, if you want to wrap an existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture + * associated with the texture, if you want to wrap an existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture + * associated with the UV plane of an NV12 texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture + * associated with the U plane of a YUV texture, if you want to wrap an + * existing texture. + * - `SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture + * associated with the V plane of a YUV texture, if you want to wrap an + * existing texture. + * + * With the vulkan renderer: + * + * - `SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER`: the VkImage with layout + * VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL associated with the texture, if + * you want to wrap an existing texture. + * + * \param renderer the rendering context. + * \param props the properties to use. + * \returns the created texture or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProperties + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureFromSurface + * \sa SDL_DestroyTexture + * \sa SDL_GetTextureSize + * \sa SDL_UpdateTexture + */ +extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_CreateTextureWithProperties(SDL_Renderer *renderer, SDL_PropertiesID props); + +#define SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER "SDL.texture.create.colorspace" +#define SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER "SDL.texture.create.format" +#define SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER "SDL.texture.create.access" +#define SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER "SDL.texture.create.width" +#define SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER "SDL.texture.create.height" +#define SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT "SDL.texture.create.SDR_white_point" +#define SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT "SDL.texture.create.HDR_headroom" +#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_POINTER "SDL.texture.create.d3d11.texture" +#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_U_POINTER "SDL.texture.create.d3d11.texture_u" +#define SDL_PROP_TEXTURE_CREATE_D3D11_TEXTURE_V_POINTER "SDL.texture.create.d3d11.texture_v" +#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_POINTER "SDL.texture.create.d3d12.texture" +#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_U_POINTER "SDL.texture.create.d3d12.texture_u" +#define SDL_PROP_TEXTURE_CREATE_D3D12_TEXTURE_V_POINTER "SDL.texture.create.d3d12.texture_v" +#define SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER "SDL.texture.create.metal.pixelbuffer" +#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_NUMBER "SDL.texture.create.opengl.texture" +#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.create.opengl.texture_uv" +#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.create.opengl.texture_u" +#define SDL_PROP_TEXTURE_CREATE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.create.opengl.texture_v" +#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.create.opengles2.texture" +#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.create.opengles2.texture_uv" +#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.create.opengles2.texture_u" +#define SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.create.opengles2.texture_v" +#define SDL_PROP_TEXTURE_CREATE_VULKAN_TEXTURE_NUMBER "SDL.texture.create.vulkan.texture" + +/** + * Get the properties associated with a texture. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_TEXTURE_COLORSPACE_NUMBER`: an SDL_Colorspace value describing + * the texture colorspace. + * - `SDL_PROP_TEXTURE_FORMAT_NUMBER`: one of the enumerated values in + * SDL_PixelFormat. + * - `SDL_PROP_TEXTURE_ACCESS_NUMBER`: one of the enumerated values in + * SDL_TextureAccess. + * - `SDL_PROP_TEXTURE_WIDTH_NUMBER`: the width of the texture in pixels. + * - `SDL_PROP_TEXTURE_HEIGHT_NUMBER`: the height of the texture in pixels. + * - `SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point + * textures, this defines the value of 100% diffuse white, with higher + * values being displayed in the High Dynamic Range headroom. This defaults + * to 100 for HDR10 textures and 1.0 for other textures. + * - `SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point + * textures, this defines the maximum dynamic range used by the content, in + * terms of the SDR white point. If this is defined, any values outside the + * range supported by the display will be scaled into the available HDR + * headroom, otherwise they are clipped. This defaults to 1.0 for SDR + * textures, 4.0 for HDR10 textures, and no default for floating point + * textures. + * + * With the direct3d11 renderer: + * + * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER`: the ID3D11Texture2D associated + * with the texture + * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER`: the ID3D11Texture2D + * associated with the U plane of a YUV texture + * - `SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER`: the ID3D11Texture2D + * associated with the V plane of a YUV texture + * + * With the direct3d12 renderer: + * + * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER`: the ID3D12Resource associated + * with the texture + * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER`: the ID3D12Resource associated + * with the U plane of a YUV texture + * - `SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER`: the ID3D12Resource associated + * with the V plane of a YUV texture + * + * With the vulkan renderer: + * + * - `SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER`: the VkImage associated with the + * texture + * + * With the opengl renderer: + * + * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER`: the GLuint texture associated + * with the texture + * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER`: the GLuint texture + * associated with the UV plane of an NV12 texture + * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER`: the GLuint texture associated + * with the U plane of a YUV texture + * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER`: the GLuint texture associated + * with the V plane of a YUV texture + * - `SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER`: the GLenum for the + * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_RECTANGLE_ARB`, etc) + * - `SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT`: the texture coordinate width of + * the texture (0.0 - 1.0) + * - `SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT`: the texture coordinate height of + * the texture (0.0 - 1.0) + * + * With the opengles2 renderer: + * + * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER`: the GLuint texture + * associated with the texture + * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER`: the GLuint texture + * associated with the UV plane of an NV12 texture + * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER`: the GLuint texture + * associated with the U plane of a YUV texture + * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER`: the GLuint texture + * associated with the V plane of a YUV texture + * - `SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER`: the GLenum for the + * texture target (`GL_TEXTURE_2D`, `GL_TEXTURE_EXTERNAL_OES`, etc) + * + * \param texture the texture to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetTextureProperties(SDL_Texture *texture); + +#define SDL_PROP_TEXTURE_COLORSPACE_NUMBER "SDL.texture.colorspace" +#define SDL_PROP_TEXTURE_FORMAT_NUMBER "SDL.texture.format" +#define SDL_PROP_TEXTURE_ACCESS_NUMBER "SDL.texture.access" +#define SDL_PROP_TEXTURE_WIDTH_NUMBER "SDL.texture.width" +#define SDL_PROP_TEXTURE_HEIGHT_NUMBER "SDL.texture.height" +#define SDL_PROP_TEXTURE_SDR_WHITE_POINT_FLOAT "SDL.texture.SDR_white_point" +#define SDL_PROP_TEXTURE_HDR_HEADROOM_FLOAT "SDL.texture.HDR_headroom" +#define SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER "SDL.texture.d3d11.texture" +#define SDL_PROP_TEXTURE_D3D11_TEXTURE_U_POINTER "SDL.texture.d3d11.texture_u" +#define SDL_PROP_TEXTURE_D3D11_TEXTURE_V_POINTER "SDL.texture.d3d11.texture_v" +#define SDL_PROP_TEXTURE_D3D12_TEXTURE_POINTER "SDL.texture.d3d12.texture" +#define SDL_PROP_TEXTURE_D3D12_TEXTURE_U_POINTER "SDL.texture.d3d12.texture_u" +#define SDL_PROP_TEXTURE_D3D12_TEXTURE_V_POINTER "SDL.texture.d3d12.texture_v" +#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_NUMBER "SDL.texture.opengl.texture" +#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_UV_NUMBER "SDL.texture.opengl.texture_uv" +#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_U_NUMBER "SDL.texture.opengl.texture_u" +#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_V_NUMBER "SDL.texture.opengl.texture_v" +#define SDL_PROP_TEXTURE_OPENGL_TEXTURE_TARGET_NUMBER "SDL.texture.opengl.target" +#define SDL_PROP_TEXTURE_OPENGL_TEX_W_FLOAT "SDL.texture.opengl.tex_w" +#define SDL_PROP_TEXTURE_OPENGL_TEX_H_FLOAT "SDL.texture.opengl.tex_h" +#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER "SDL.texture.opengles2.texture" +#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER "SDL.texture.opengles2.texture_uv" +#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER "SDL.texture.opengles2.texture_u" +#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER "SDL.texture.opengles2.texture_v" +#define SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER "SDL.texture.opengles2.target" +#define SDL_PROP_TEXTURE_VULKAN_TEXTURE_NUMBER "SDL.texture.vulkan.texture" + +/** + * Get the renderer that created an SDL_Texture. + * + * \param texture the texture to query. + * \returns a pointer to the SDL_Renderer that created the texture, or NULL on + * failure; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Renderer * SDLCALL SDL_GetRendererFromTexture(SDL_Texture *texture); + +/** + * Get the size of a texture, as floating point values. + * + * \param texture the texture to query. + * \param w a pointer filled in with the width of the texture in pixels. This + * argument can be NULL if you don't need this information. + * \param h a pointer filled in with the height of the texture in pixels. This + * argument can be NULL if you don't need this information. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureSize(SDL_Texture *texture, float *w, float *h); + +/** + * Set an additional color value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: + * + * `srcC = srcC * (color / 255)` + * + * Color modulation is not always supported by the renderer; it will return + * false if color modulation is not supported. + * + * \param texture the texture to update. + * \param r the red color value multiplied into copy operations. + * \param g the green color value multiplied into copy operations. + * \param b the blue color value multiplied into copy operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureColorModFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorMod(SDL_Texture *texture, Uint8 r, Uint8 g, Uint8 b); + + +/** + * Set an additional color value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: + * + * `srcC = srcC * color` + * + * Color modulation is not always supported by the renderer; it will return + * false if color modulation is not supported. + * + * \param texture the texture to update. + * \param r the red color value multiplied into copy operations. + * \param g the green color value multiplied into copy operations. + * \param b the blue color value multiplied into copy operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureColorModFloat + * \sa SDL_SetTextureAlphaModFloat + * \sa SDL_SetTextureColorMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureColorModFloat(SDL_Texture *texture, float r, float g, float b); + + +/** + * Get the additional color value multiplied into render copy operations. + * + * \param texture the texture to query. + * \param r a pointer filled in with the current red color value. + * \param g a pointer filled in with the current green color value. + * \param b a pointer filled in with the current blue color value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_GetTextureColorModFloat + * \sa SDL_SetTextureColorMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorMod(SDL_Texture *texture, Uint8 *r, Uint8 *g, Uint8 *b); + +/** + * Get the additional color value multiplied into render copy operations. + * + * \param texture the texture to query. + * \param r a pointer filled in with the current red color value. + * \param g a pointer filled in with the current green color value. + * \param b a pointer filled in with the current blue color value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaModFloat + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureColorModFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureColorModFloat(SDL_Texture *texture, float *r, float *g, float *b); + +/** + * Set an additional alpha value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * (alpha / 255)` + * + * Alpha modulation is not always supported by the renderer; it will return + * false if alpha modulation is not supported. + * + * \param texture the texture to update. + * \param alpha the source alpha value multiplied into copy operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_SetTextureAlphaModFloat + * \sa SDL_SetTextureColorMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaMod(SDL_Texture *texture, Uint8 alpha); + +/** + * Set an additional alpha value multiplied into render copy operations. + * + * When this texture is rendered, during the copy operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * alpha` + * + * Alpha modulation is not always supported by the renderer; it will return + * false if alpha modulation is not supported. + * + * \param texture the texture to update. + * \param alpha the source alpha value multiplied into copy operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaModFloat + * \sa SDL_SetTextureAlphaMod + * \sa SDL_SetTextureColorModFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureAlphaModFloat(SDL_Texture *texture, float alpha); + +/** + * Get the additional alpha value multiplied into render copy operations. + * + * \param texture the texture to query. + * \param alpha a pointer filled in with the current alpha value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaModFloat + * \sa SDL_GetTextureColorMod + * \sa SDL_SetTextureAlphaMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaMod(SDL_Texture *texture, Uint8 *alpha); + +/** + * Get the additional alpha value multiplied into render copy operations. + * + * \param texture the texture to query. + * \param alpha a pointer filled in with the current alpha value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureAlphaMod + * \sa SDL_GetTextureColorModFloat + * \sa SDL_SetTextureAlphaModFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureAlphaModFloat(SDL_Texture *texture, float *alpha); + +/** + * Set the blend mode for a texture, used by SDL_RenderTexture(). + * + * If the blend mode is not supported, the closest supported mode is chosen + * and this function returns false. + * + * \param texture the texture to update. + * \param blendMode the SDL_BlendMode to use for texture blending. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode blendMode); + +/** + * Get the blend mode used for texture copy operations. + * + * \param texture the texture to query. + * \param blendMode a pointer filled in with the current SDL_BlendMode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTextureBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureBlendMode(SDL_Texture *texture, SDL_BlendMode *blendMode); + +/** + * Set the scale mode used for texture scale operations. + * + * The default texture scale mode is SDL_SCALEMODE_LINEAR. + * + * If the scale mode is not supported, the closest supported mode is chosen. + * + * \param texture the texture to update. + * \param scaleMode the SDL_ScaleMode to use for texture scaling. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTextureScaleMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode); + +/** + * Get the scale mode used for texture scale operations. + * + * \param texture the texture to query. + * \param scaleMode a pointer filled in with the current scale mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTextureScaleMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode *scaleMode); + +/** + * Update the given texture rectangle with new pixel data. + * + * The pixel data must be in the pixel format of the texture, which can be + * queried using the SDL_PROP_TEXTURE_FORMAT_NUMBER property. + * + * This is a fairly slow function, intended for use with static textures that + * do not change often. + * + * If the texture is intended to be updated often, it is preferred to create + * the texture as streaming and use the locking functions referenced below. + * While this function will work with streaming textures, for optimization + * reasons you may not get the pixels back if you lock the texture afterward. + * + * \param texture the texture to update. + * \param rect an SDL_Rect structure representing the area to update, or NULL + * to update the entire texture. + * \param pixels the raw pixel data in the format of the texture. + * \param pitch the number of bytes in a row of pixel data, including padding + * between lines. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture + * \sa SDL_UpdateNVTexture + * \sa SDL_UpdateYUVTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateTexture(SDL_Texture *texture, const SDL_Rect *rect, const void *pixels, int pitch); + +/** + * Update a rectangle within a planar YV12 or IYUV texture with new pixel + * data. + * + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of Y and U/V planes in the proper order, but this function is + * available if your pixel data is not contiguous. + * + * \param texture the texture to update. + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture. + * \param Yplane the raw pixel data for the Y plane. + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane. + * \param Uplane the raw pixel data for the U plane. + * \param Upitch the number of bytes between rows of pixel data for the U + * plane. + * \param Vplane the raw pixel data for the V plane. + * \param Vpitch the number of bytes between rows of pixel data for the V + * plane. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UpdateNVTexture + * \sa SDL_UpdateTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateYUVTexture(SDL_Texture *texture, + const SDL_Rect *rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch); + +/** + * Update a rectangle within a planar NV12 or NV21 texture with new pixels. + * + * You can use SDL_UpdateTexture() as long as your pixel data is a contiguous + * block of NV12/21 planes in the proper order, but this function is available + * if your pixel data is not contiguous. + * + * \param texture the texture to update. + * \param rect a pointer to the rectangle of pixels to update, or NULL to + * update the entire texture. + * \param Yplane the raw pixel data for the Y plane. + * \param Ypitch the number of bytes between rows of pixel data for the Y + * plane. + * \param UVplane the raw pixel data for the UV plane. + * \param UVpitch the number of bytes between rows of pixel data for the UV + * plane. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UpdateTexture + * \sa SDL_UpdateYUVTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateNVTexture(SDL_Texture *texture, + const SDL_Rect *rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *UVplane, int UVpitch); + +/** + * Lock a portion of the texture for **write-only** pixel access. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * \param texture the texture to lock for access, which was created with + * `SDL_TEXTUREACCESS_STREAMING`. + * \param rect an SDL_Rect structure representing the area to lock for access; + * NULL to lock the entire texture. + * \param pixels this is filled in with a pointer to the locked pixels, + * appropriately offset by the locked area. + * \param pitch this is filled in with the pitch of the locked pixels; the + * pitch is the length of one row in bytes. + * \returns true on success or false if the texture is not valid or was not + * created with `SDL_TEXTUREACCESS_STREAMING`; call SDL_GetError() + * for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockTextureToSurface + * \sa SDL_UnlockTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LockTexture(SDL_Texture *texture, + const SDL_Rect *rect, + void **pixels, int *pitch); + +/** + * Lock a portion of the texture for **write-only** pixel access, and expose + * it as a SDL surface. + * + * Besides providing an SDL_Surface instead of raw pixel data, this function + * operates like SDL_LockTexture. + * + * As an optimization, the pixels made available for editing don't necessarily + * contain the old texture data. This is a write-only operation, and if you + * need to keep a copy of the texture data you should do that at the + * application level. + * + * You must use SDL_UnlockTexture() to unlock the pixels and apply any + * changes. + * + * The returned surface is freed internally after calling SDL_UnlockTexture() + * or SDL_DestroyTexture(). The caller should not free it. + * + * \param texture the texture to lock for access, which must be created with + * `SDL_TEXTUREACCESS_STREAMING`. + * \param rect a pointer to the rectangle to lock for access. If the rect is + * NULL, the entire texture will be locked. + * \param surface a pointer to an SDL surface of size **rect**. Don't assume + * any specific pixel content. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockTexture + * \sa SDL_UnlockTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LockTextureToSurface(SDL_Texture *texture, const SDL_Rect *rect, SDL_Surface **surface); + +/** + * Unlock a texture, uploading the changes to video memory, if needed. + * + * **Warning**: Please note that SDL_LockTexture() is intended to be + * write-only; it will not guarantee the previous contents of the texture will + * be provided. You must fully initialize any area of a texture that you lock + * before unlocking it, as the pixels might otherwise be uninitialized memory. + * + * Which is to say: locking and immediately unlocking a texture can result in + * corrupted textures, depending on the renderer in use. + * + * \param texture a texture locked by SDL_LockTexture(). + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockTexture + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture *texture); + +/** + * Set a texture as the current rendering target. + * + * The default render target is the window for which the renderer was created. + * To stop rendering to a texture and render to the window again, call this + * function with a NULL `texture`. + * + * Viewport, cliprect, scale, and logical presentation are unique to each + * render target. Get and set functions for these states apply to the current + * render target set by this function, and those states persist on each target + * when the current render target changes. + * + * \param renderer the rendering context. + * \param texture the targeted texture, which must be created with the + * `SDL_TEXTUREACCESS_TARGET` flag, or NULL to render to the + * window instead of a texture. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderTarget + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture); + +/** + * Get the current render target. + * + * The default render target is the window for which the renderer was created, + * and is reported a NULL here. + * + * \param renderer the rendering context. + * \returns the current render target or NULL for the default render target. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderTarget + */ +extern SDL_DECLSPEC SDL_Texture * SDLCALL SDL_GetRenderTarget(SDL_Renderer *renderer); + +/** + * Set a device-independent resolution and presentation mode for rendering. + * + * This function sets the width and height of the logical rendering output. + * The renderer will act as if the current render target is always the + * requested dimensions, scaling to the actual resolution as necessary. + * + * This can be useful for games that expect a fixed size, but would like to + * scale the output to whatever is available, regardless of how a user resizes + * a window, or if the display is high DPI. + * + * Logical presentation can be used with both render target textures and the + * renderer's window; the state is unique to each render target, and this + * function sets the state for the current render target. It might be useful + * to draw to a texture that matches the window dimensions with logical + * presentation enabled, and then draw that texture across the entire window + * with logical presentation disabled. Be careful not to render both with + * logical presentation enabled, however, as this could produce + * double-letterboxing, etc. + * + * You can disable logical coordinates by setting the mode to + * SDL_LOGICAL_PRESENTATION_DISABLED, and in that case you get the full pixel + * resolution of the render target; it is safe to toggle logical presentation + * during the rendering of a frame: perhaps most of the rendering is done to + * specific dimensions but to make fonts look sharp, the app turns off logical + * presentation while drawing text, for example. + * + * For the renderer's window, letterboxing is drawn into the framebuffer if + * logical presentation is enabled during SDL_RenderPresent; be sure to + * reenable it before presenting if you were toggling it, otherwise the + * letterbox areas might have artifacts from previous frames (or artifacts + * from external overlays, etc). Letterboxing is never drawn into texture + * render targets; be sure to call SDL_RenderClear() before drawing into the + * texture so the letterboxing areas are cleared, if appropriate. + * + * You can convert coordinates in an event into rendering coordinates using + * SDL_ConvertEventToRenderCoordinates(). + * + * \param renderer the rendering context. + * \param w the width of the logical resolution. + * \param h the height of the logical resolution. + * \param mode the presentation mode used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ConvertEventToRenderCoordinates + * \sa SDL_GetRenderLogicalPresentation + * \sa SDL_GetRenderLogicalPresentationRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderLogicalPresentation(SDL_Renderer *renderer, int w, int h, SDL_RendererLogicalPresentation mode); + +/** + * Get device independent resolution and presentation mode for rendering. + * + * This function gets the width and height of the logical rendering output, or + * the output size in pixels if a logical resolution is not enabled. + * + * Each render target has its own logical presentation state. This function + * gets the state for the current render target. + * + * \param renderer the rendering context. + * \param w an int to be filled with the width. + * \param h an int to be filled with the height. + * \param mode the presentation mode used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderLogicalPresentation + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentation(SDL_Renderer *renderer, int *w, int *h, SDL_RendererLogicalPresentation *mode); + +/** + * Get the final presentation rectangle for rendering. + * + * This function returns the calculated rectangle used for logical + * presentation, based on the presentation mode and output size. If logical + * presentation is disabled, it will fill the rectangle with the output size, + * in pixels. + * + * Each render target has its own logical presentation state. This function + * gets the rectangle for the current render target. + * + * \param renderer the rendering context. + * \param rect a pointer filled in with the final presentation rectangle, may + * be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderLogicalPresentation + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderLogicalPresentationRect(SDL_Renderer *renderer, SDL_FRect *rect); + +/** + * Get a point in render coordinates when given a point in window coordinates. + * + * This takes into account several states: + * + * - The window dimensions. + * - The logical presentation settings (SDL_SetRenderLogicalPresentation) + * - The scale (SDL_SetRenderScale) + * - The viewport (SDL_SetRenderViewport) + * + * \param renderer the rendering context. + * \param window_x the x coordinate in window coordinates. + * \param window_y the y coordinate in window coordinates. + * \param x a pointer filled with the x coordinate in render coordinates. + * \param y a pointer filled with the y coordinate in render coordinates. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderLogicalPresentation + * \sa SDL_SetRenderScale + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, float window_y, float *x, float *y); + +/** + * Get a point in window coordinates when given a point in render coordinates. + * + * This takes into account several states: + * + * - The window dimensions. + * - The logical presentation settings (SDL_SetRenderLogicalPresentation) + * - The scale (SDL_SetRenderScale) + * - The viewport (SDL_SetRenderViewport) + * + * \param renderer the rendering context. + * \param x the x coordinate in render coordinates. + * \param y the y coordinate in render coordinates. + * \param window_x a pointer filled with the x coordinate in window + * coordinates. + * \param window_y a pointer filled with the y coordinate in window + * coordinates. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderLogicalPresentation + * \sa SDL_SetRenderScale + * \sa SDL_SetRenderViewport + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, float *window_x, float *window_y); + +/** + * Convert the coordinates in an event to render coordinates. + * + * This takes into account several states: + * + * - The window dimensions. + * - The logical presentation settings (SDL_SetRenderLogicalPresentation) + * - The scale (SDL_SetRenderScale) + * - The viewport (SDL_SetRenderViewport) + * + * Various event types are converted with this function: mouse, touch, pen, + * etc. + * + * Touch coordinates are converted from normalized coordinates in the window + * to non-normalized rendering coordinates. + * + * Relative mouse coordinates (xrel and yrel event fields) are _also_ + * converted. Applications that do not want these fields converted should use + * SDL_RenderCoordinatesFromWindow() on the specific event fields instead of + * converting the entire event structure. + * + * Once converted, coordinates may be outside the rendering area. + * + * \param renderer the rendering context. + * \param event the event to modify. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderCoordinatesFromWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event); + +/** + * Set the drawing area for rendering on the current target. + * + * Drawing will clip to this area (separately from any clipping done with + * SDL_SetRenderClipRect), and the top left of the area will become coordinate + * (0, 0) for future drawing commands. + * + * The area's width and height must be >= 0. + * + * Each render target has its own viewport. This function sets the viewport + * for the current render target. + * + * \param renderer the rendering context. + * \param rect the SDL_Rect structure representing the drawing area, or NULL + * to set the viewport to the entire target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderViewport + * \sa SDL_RenderViewportSet + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderViewport(SDL_Renderer *renderer, const SDL_Rect *rect); + +/** + * Get the drawing area for the current target. + * + * Each render target has its own viewport. This function gets the viewport + * for the current render target. + * + * \param renderer the rendering context. + * \param rect an SDL_Rect structure filled in with the current drawing area. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderViewportSet + * \sa SDL_SetRenderViewport + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderViewport(SDL_Renderer *renderer, SDL_Rect *rect); + +/** + * Return whether an explicit rectangle was set as the viewport. + * + * This is useful if you're saving and restoring the viewport and want to know + * whether you should restore a specific rectangle or NULL. + * + * Each render target has its own viewport. This function checks the viewport + * for the current render target. + * + * \param renderer the rendering context. + * \returns true if the viewport was set to a specific rectangle, or false if + * it was set to NULL (the entire target). + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderViewport + * \sa SDL_SetRenderViewport + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderViewportSet(SDL_Renderer *renderer); + +/** + * Get the safe area for rendering within the current viewport. + * + * Some devices have portions of the screen which are partially obscured or + * not interactive, possibly due to on-screen controls, curved edges, camera + * notches, TV overscan, etc. This function provides the area of the current + * viewport which is safe to have interactible content. You should continue + * rendering into the rest of the render target, but it should not contain + * visually important or interactible content. + * + * \param renderer the rendering context. + * \param rect a pointer filled in with the area that is safe for interactive + * content. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderSafeArea(SDL_Renderer *renderer, SDL_Rect *rect); + +/** + * Set the clip rectangle for rendering on the specified target. + * + * Each render target has its own clip rectangle. This function sets the + * cliprect for the current render target. + * + * \param renderer the rendering context. + * \param rect an SDL_Rect structure representing the clip area, relative to + * the viewport, or NULL to disable clipping. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderClipRect + * \sa SDL_RenderClipEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderClipRect(SDL_Renderer *renderer, const SDL_Rect *rect); + +/** + * Get the clip rectangle for the current target. + * + * Each render target has its own clip rectangle. This function gets the + * cliprect for the current render target. + * + * \param renderer the rendering context. + * \param rect an SDL_Rect structure filled in with the current clipping area + * or an empty rectangle if clipping is disabled. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderClipEnabled + * \sa SDL_SetRenderClipRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderClipRect(SDL_Renderer *renderer, SDL_Rect *rect); + +/** + * Get whether clipping is enabled on the given render target. + * + * Each render target has its own clip rectangle. This function checks the + * cliprect for the current render target. + * + * \param renderer the rendering context. + * \returns true if clipping is enabled or false if not; call SDL_GetError() + * for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderClipRect + * \sa SDL_SetRenderClipRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderClipEnabled(SDL_Renderer *renderer); + +/** + * Set the drawing scale for rendering on the current target. + * + * The drawing coordinates are scaled by the x/y scaling factors before they + * are used by the renderer. This allows resolution independent drawing with a + * single coordinate system. + * + * If this results in scaling or subpixel drawing by the rendering backend, it + * will be handled using the appropriate quality hints. For best results use + * integer scaling factors. + * + * Each render target has its own scale. This function sets the scale for the + * current render target. + * + * \param renderer the rendering context. + * \param scaleX the horizontal scaling factor. + * \param scaleY the vertical scaling factor. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderScale + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderScale(SDL_Renderer *renderer, float scaleX, float scaleY); + +/** + * Get the drawing scale for the current target. + * + * Each render target has its own scale. This function gets the scale for the + * current render target. + * + * \param renderer the rendering context. + * \param scaleX a pointer filled in with the horizontal scaling factor. + * \param scaleY a pointer filled in with the vertical scaling factor. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderScale + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderScale(SDL_Renderer *renderer, float *scaleX, float *scaleY); + +/** + * Set the color used for drawing operations. + * + * Set the color for drawing or filling rectangles, lines, and points, and for + * SDL_RenderClear(). + * + * \param renderer the rendering context. + * \param r the red value used to draw on the rendering target. + * \param g the green value used to draw on the rendering target. + * \param b the blue value used to draw on the rendering target. + * \param a the alpha value used to draw on the rendering target; usually + * `SDL_ALPHA_OPAQUE` (255). Use SDL_SetRenderDrawBlendMode to + * specify how the alpha channel is used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderDrawColor + * \sa SDL_SetRenderDrawColorFloat + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColor(SDL_Renderer *renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a); + +/** + * Set the color used for drawing operations (Rect, Line and Clear). + * + * Set the color for drawing or filling rectangles, lines, and points, and for + * SDL_RenderClear(). + * + * \param renderer the rendering context. + * \param r the red value used to draw on the rendering target. + * \param g the green value used to draw on the rendering target. + * \param b the blue value used to draw on the rendering target. + * \param a the alpha value used to draw on the rendering target. Use + * SDL_SetRenderDrawBlendMode to specify how the alpha channel is + * used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderDrawColorFloat + * \sa SDL_SetRenderDrawColor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawColorFloat(SDL_Renderer *renderer, float r, float g, float b, float a); + +/** + * Get the color used for drawing operations (Rect, Line and Clear). + * + * \param renderer the rendering context. + * \param r a pointer filled in with the red value used to draw on the + * rendering target. + * \param g a pointer filled in with the green value used to draw on the + * rendering target. + * \param b a pointer filled in with the blue value used to draw on the + * rendering target. + * \param a a pointer filled in with the alpha value used to draw on the + * rendering target; usually `SDL_ALPHA_OPAQUE` (255). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderDrawColorFloat + * \sa SDL_SetRenderDrawColor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColor(SDL_Renderer *renderer, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); + +/** + * Get the color used for drawing operations (Rect, Line and Clear). + * + * \param renderer the rendering context. + * \param r a pointer filled in with the red value used to draw on the + * rendering target. + * \param g a pointer filled in with the green value used to draw on the + * rendering target. + * \param b a pointer filled in with the blue value used to draw on the + * rendering target. + * \param a a pointer filled in with the alpha value used to draw on the + * rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderDrawColorFloat + * \sa SDL_GetRenderDrawColor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawColorFloat(SDL_Renderer *renderer, float *r, float *g, float *b, float *a); + +/** + * Set the color scale used for render operations. + * + * The color scale is an additional scale multiplied into the pixel color + * value while rendering. This can be used to adjust the brightness of colors + * during HDR rendering, or changing HDR video brightness when playing on an + * SDR display. + * + * The color scale does not affect the alpha channel, only the color + * brightness. + * + * \param renderer the rendering context. + * \param scale the color scale value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderColorScale + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderColorScale(SDL_Renderer *renderer, float scale); + +/** + * Get the color scale used for render operations. + * + * \param renderer the rendering context. + * \param scale a pointer filled in with the current color scale value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderColorScale + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderColorScale(SDL_Renderer *renderer, float *scale); + +/** + * Set the blend mode used for drawing operations (Fill and Line). + * + * If the blend mode is not supported, the closest supported mode is chosen. + * + * \param renderer the rendering context. + * \param blendMode the SDL_BlendMode to use for blending. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderDrawBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode); + +/** + * Get the blend mode used for drawing operations. + * + * \param renderer the rendering context. + * \param blendMode a pointer filled in with the current SDL_BlendMode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderDrawBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer *renderer, SDL_BlendMode *blendMode); + +/** + * Clear the current rendering target with the drawing color. + * + * This function clears the entire rendering target, ignoring the viewport and + * the clip rectangle. Note, that clearing will also set/fill all pixels of + * the rendering target to current renderer draw color, so make sure to invoke + * SDL_SetRenderDrawColor() when needed. + * + * \param renderer the rendering context. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderDrawColor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderClear(SDL_Renderer *renderer); + +/** + * Draw a point on the current rendering target at subpixel precision. + * + * \param renderer the renderer which should draw a point. + * \param x the x coordinate of the point. + * \param y the y coordinate of the point. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderPoints + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoint(SDL_Renderer *renderer, float x, float y); + +/** + * Draw multiple points on the current rendering target at subpixel precision. + * + * \param renderer the renderer which should draw multiple points. + * \param points the points to draw. + * \param count the number of points to draw. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderPoint + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderPoints(SDL_Renderer *renderer, const SDL_FPoint *points, int count); + +/** + * Draw a line on the current rendering target at subpixel precision. + * + * \param renderer the renderer which should draw a line. + * \param x1 the x coordinate of the start point. + * \param y1 the y coordinate of the start point. + * \param x2 the x coordinate of the end point. + * \param y2 the y coordinate of the end point. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderLines + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderLine(SDL_Renderer *renderer, float x1, float y1, float x2, float y2); + +/** + * Draw a series of connected lines on the current rendering target at + * subpixel precision. + * + * \param renderer the renderer which should draw multiple lines. + * \param points the points along the lines. + * \param count the number of points, drawing count-1 lines. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderLine + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderLines(SDL_Renderer *renderer, const SDL_FPoint *points, int count); + +/** + * Draw a rectangle on the current rendering target at subpixel precision. + * + * \param renderer the renderer which should draw a rectangle. + * \param rect a pointer to the destination rectangle, or NULL to outline the + * entire rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderRects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderRect(SDL_Renderer *renderer, const SDL_FRect *rect); + +/** + * Draw some number of rectangles on the current rendering target at subpixel + * precision. + * + * \param renderer the renderer which should draw multiple rectangles. + * \param rects a pointer to an array of destination rectangles. + * \param count the number of rectangles. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); + +/** + * Fill a rectangle on the current rendering target with the drawing color at + * subpixel precision. + * + * \param renderer the renderer which should fill a rectangle. + * \param rect a pointer to the destination rectangle, or NULL for the entire + * rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderFillRects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRect(SDL_Renderer *renderer, const SDL_FRect *rect); + +/** + * Fill some number of rectangles on the current rendering target with the + * drawing color at subpixel precision. + * + * \param renderer the renderer which should fill multiple rectangles. + * \param rects a pointer to an array of destination rectangles. + * \param count the number of rectangles. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderFillRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count); + +/** + * Copy a portion of the texture to the current rendering target at subpixel + * precision. + * + * \param renderer the renderer which should copy parts of a texture. + * \param texture the source texture. + * \param srcrect a pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect a pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderTextureRotated + * \sa SDL_RenderTextureTiled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect); + +/** + * Copy a portion of the source texture to the current rendering target, with + * rotation and flipping, at subpixel precision. + * + * \param renderer the renderer which should copy parts of a texture. + * \param texture the source texture. + * \param srcrect a pointer to the source rectangle, or NULL for the entire + * texture. + * \param dstrect a pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \param angle an angle in degrees that indicates the rotation that will be + * applied to dstrect, rotating it in a clockwise direction. + * \param center a pointer to a point indicating the point around which + * dstrect will be rotated (if NULL, rotation will be done + * around dstrect.w/2, dstrect.h/2). + * \param flip an SDL_FlipMode value stating which flipping actions should be + * performed on the texture. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_FRect *srcrect, const SDL_FRect *dstrect, + double angle, const SDL_FPoint *center, + SDL_FlipMode flip); + +/** + * Copy a portion of the source texture to the current rendering target, with + * affine transform, at subpixel precision. + * + * \param renderer the renderer which should copy parts of a texture. + * \param texture the source texture. + * \param srcrect a pointer to the source rectangle, or NULL for the entire + * texture. + * \param origin a pointer to a point indicating where the top-left corner of + * srcrect should be mapped to, or NULL for the rendering + * target's origin. + * \param right a pointer to a point indicating where the top-right corner of + * srcrect should be mapped to, or NULL for the rendering + * target's top-right corner. + * \param down a pointer to a point indicating where the bottom-left corner of + * srcrect should be mapped to, or NULL for the rendering target's + * bottom-left corner. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety You may only call this function from the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureAffine(SDL_Renderer *renderer, SDL_Texture *texture, + const SDL_FRect *srcrect, const SDL_FPoint *origin, + const SDL_FPoint *right, const SDL_FPoint *down); + +/** + * Tile a portion of the texture to the current rendering target at subpixel + * precision. + * + * The pixels in `srcrect` will be repeated as many times as needed to + * completely fill `dstrect`. + * + * \param renderer the renderer which should copy parts of a texture. + * \param texture the source texture. + * \param srcrect a pointer to the source rectangle, or NULL for the entire + * texture. + * \param scale the scale used to transform srcrect into the destination + * rectangle, e.g. a 32x32 texture with a scale of 2 would fill + * 64x64 tiles. + * \param dstrect a pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderTextureTiled(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float scale, const SDL_FRect *dstrect); + +/** + * Perform a scaled copy using the 9-grid algorithm to the current rendering + * target at subpixel precision. + * + * The pixels in the texture are split into a 3x3 grid, using the different + * corner sizes for each corner, and the sides and center making up the + * remaining pixels. The corners are then scaled using `scale` and fit into + * the corners of the destination rectangle. The sides and center are then + * stretched into place to cover the remaining destination rectangle. + * + * \param renderer the renderer which should copy parts of a texture. + * \param texture the source texture. + * \param srcrect the SDL_Rect structure representing the rectangle to be used + * for the 9-grid, or NULL to use the entire texture. + * \param left_width the width, in pixels, of the left corners in `srcrect`. + * \param right_width the width, in pixels, of the right corners in `srcrect`. + * \param top_height the height, in pixels, of the top corners in `srcrect`. + * \param bottom_height the height, in pixels, of the bottom corners in + * `srcrect`. + * \param scale the scale used to transform the corner of `srcrect` into the + * corner of `dstrect`, or 0.0f for an unscaled copy. + * \param dstrect a pointer to the destination rectangle, or NULL for the + * entire rendering target. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderTexture + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderTexture9Grid(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, float left_width, float right_width, float top_height, float bottom_height, float scale, const SDL_FRect *dstrect); + +/** + * Render a list of triangles, optionally using a texture and indices into the + * vertex array Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param renderer the rendering context. + * \param texture (optional) The SDL texture to use. + * \param vertices vertices. + * \param num_vertices number of vertices. + * \param indices (optional) An array of integer indices into the 'vertices' + * array, if NULL all vertices will be rendered in sequential + * order. + * \param num_indices number of indices. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderGeometryRaw + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer, + SDL_Texture *texture, + const SDL_Vertex *vertices, int num_vertices, + const int *indices, int num_indices); + +/** + * Render a list of triangles, optionally using a texture and indices into the + * vertex arrays Color and alpha modulation is done per vertex + * (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored). + * + * \param renderer the rendering context. + * \param texture (optional) The SDL texture to use. + * \param xy vertex positions. + * \param xy_stride byte size to move from one element to the next element. + * \param color vertex colors (as SDL_FColor). + * \param color_stride byte size to move from one element to the next element. + * \param uv vertex normalized texture coordinates. + * \param uv_stride byte size to move from one element to the next element. + * \param num_vertices number of vertices. + * \param indices (optional) An array of indices into the 'vertices' arrays, + * if NULL all vertices will be rendered in sequential order. + * \param num_indices number of indices. + * \param size_indices index size: 1 (byte), 2 (short), 4 (int). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderGeometry + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderGeometryRaw(SDL_Renderer *renderer, + SDL_Texture *texture, + const float *xy, int xy_stride, + const SDL_FColor *color, int color_stride, + const float *uv, int uv_stride, + int num_vertices, + const void *indices, int num_indices, int size_indices); + +/** + * Read pixels from the current rendering target. + * + * The returned surface contains pixels inside the desired area clipped to the + * current viewport, and should be freed with SDL_DestroySurface(). + * + * Note that this returns the actual pixels on the screen, so if you are using + * logical presentation you should use SDL_GetRenderLogicalPresentationRect() + * to get the area containing your content. + * + * **WARNING**: This is a very slow operation, and should not be used + * frequently. If you're using this on the main rendering target, it should be + * called after rendering and before SDL_RenderPresent(). + * + * \param renderer the rendering context. + * \param rect an SDL_Rect structure representing the area to read, which will + * be clipped to the current viewport, or NULL for the entire + * viewport. + * \returns a new SDL_Surface on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect); + +/** + * Update the screen with any rendering performed since the previous call. + * + * SDL's rendering functions operate on a backbuffer; that is, calling a + * rendering function such as SDL_RenderLine() does not directly put a line on + * the screen, but rather updates the backbuffer. As such, you compose your + * entire scene and *present* the composed backbuffer to the screen as a + * complete picture. + * + * Therefore, when using SDL's rendering API, one does all drawing intended + * for the frame, and then calls this function once per frame to present the + * final drawing to the user. + * + * The backbuffer should be considered invalidated after each present; do not + * assume that previous contents will exist between frames. You are strongly + * encouraged to call SDL_RenderClear() to initialize the backbuffer before + * starting each new frame's drawing, even if you plan to overwrite every + * pixel. + * + * Please note, that in case of rendering to a texture - there is **no need** + * to call `SDL_RenderPresent` after drawing needed objects to a texture, and + * should not be done; you are only required to change back the rendering + * target to default via `SDL_SetRenderTarget(renderer, NULL)` afterwards, as + * textures by themselves do not have a concept of backbuffers. Calling + * SDL_RenderPresent while rendering to a texture will still update the screen + * with any current drawing that has been done _to the window itself_. + * + * \param renderer the rendering context. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRenderer + * \sa SDL_RenderClear + * \sa SDL_RenderFillRect + * \sa SDL_RenderFillRects + * \sa SDL_RenderLine + * \sa SDL_RenderLines + * \sa SDL_RenderPoint + * \sa SDL_RenderPoints + * \sa SDL_RenderRect + * \sa SDL_RenderRects + * \sa SDL_SetRenderDrawBlendMode + * \sa SDL_SetRenderDrawColor + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderPresent(SDL_Renderer *renderer); + +/** + * Destroy the specified texture. + * + * Passing NULL or an otherwise invalid texture will set the SDL error message + * to "Invalid texture". + * + * \param texture the texture to destroy. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTexture + * \sa SDL_CreateTextureFromSurface + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyTexture(SDL_Texture *texture); + +/** + * Destroy the rendering context for a window and free all associated + * textures. + * + * This should be called before destroying the associated window. + * + * \param renderer the rendering context. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateRenderer + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyRenderer(SDL_Renderer *renderer); + +/** + * Force the rendering context to flush any pending commands and state. + * + * You do not need to (and in fact, shouldn't) call this function unless you + * are planning to call into OpenGL/Direct3D/Metal/whatever directly, in + * addition to using an SDL_Renderer. + * + * This is for a very-specific case: if you are using SDL's render API, and + * you plan to make OpenGL/D3D/whatever calls in addition to SDL render API + * calls. If this applies, you should call this function between calls to + * SDL's render API and the low-level API you're using in cooperation. + * + * In all other cases, you can ignore this function. + * + * This call makes SDL flush any pending rendering work it was queueing up to + * do later in a single batch, and marks any internal cached state as invalid, + * so it'll prepare all its state again later, from scratch. + * + * This means you do not need to save state in your rendering code to protect + * the SDL renderer. However, there lots of arbitrary pieces of Direct3D and + * OpenGL state that can confuse things; you should use your best judgment and + * be prepared to make changes if specific state needs to be protected. + * + * \param renderer the rendering context. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlushRenderer(SDL_Renderer *renderer); + +/** + * Get the CAMetalLayer associated with the given Metal renderer. + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to a `CAMetalLayer *`. + * + * \param renderer the renderer to query. + * \returns a `CAMetalLayer *` on success, or NULL if the renderer isn't a + * Metal renderer. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderMetalCommandEncoder + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalLayer(SDL_Renderer *renderer); + +/** + * Get the Metal command encoder for the current frame. + * + * This function returns `void *`, so SDL doesn't have to include Metal's + * headers, but it can be safely cast to an `id`. + * + * This will return NULL if Metal refuses to give SDL a drawable to render to, + * which might happen if the window is hidden/minimized/offscreen. This + * doesn't apply to command encoders for render targets, just the window's + * backbuffer. Check your return values! + * + * \param renderer the renderer to query. + * \returns an `id` on success, or NULL if the + * renderer isn't a Metal renderer or there was an error. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderMetalLayer + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetRenderMetalCommandEncoder(SDL_Renderer *renderer); + + +/** + * Add a set of synchronization semaphores for the current frame. + * + * The Vulkan renderer will wait for `wait_semaphore` before submitting + * rendering commands and signal `signal_semaphore` after rendering commands + * are complete for this frame. + * + * This should be called each frame that you want semaphore synchronization. + * The Vulkan renderer may have multiple frames in flight on the GPU, so you + * should have multiple semaphores that are used for synchronization. Querying + * SDL_PROP_RENDERER_VULKAN_SWAPCHAIN_IMAGE_COUNT_NUMBER will give you the + * maximum number of semaphores you'll need. + * + * \param renderer the rendering context. + * \param wait_stage_mask the VkPipelineStageFlags for the wait. + * \param wait_semaphore a VkSempahore to wait on before rendering the current + * frame, or 0 if not needed. + * \param signal_semaphore a VkSempahore that SDL will signal when rendering + * for the current frame is complete, or 0 if not + * needed. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is **NOT** safe to call this function from two threads at + * once. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AddVulkanRenderSemaphores(SDL_Renderer *renderer, Uint32 wait_stage_mask, Sint64 wait_semaphore, Sint64 signal_semaphore); + +/** + * Toggle VSync of the given renderer. + * + * When a renderer is created, vsync defaults to SDL_RENDERER_VSYNC_DISABLED. + * + * The `vsync` parameter can be 1 to synchronize present with every vertical + * refresh, 2 to synchronize present with every second vertical refresh, etc., + * SDL_RENDERER_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), or + * SDL_RENDERER_VSYNC_DISABLED to disable. Not every value is supported by + * every driver, so you should check the return value to see whether the + * requested setting is supported. + * + * \param renderer the renderer to toggle. + * \param vsync the vertical refresh sync interval. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderVSync + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetRenderVSync(SDL_Renderer *renderer, int vsync); + +#define SDL_RENDERER_VSYNC_DISABLED 0 +#define SDL_RENDERER_VSYNC_ADAPTIVE (-1) + +/** + * Get VSync of the given renderer. + * + * \param renderer the renderer to toggle. + * \param vsync an int filled with the current vertical refresh sync interval. + * See SDL_SetRenderVSync() for the meaning of the value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetRenderVSync + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetRenderVSync(SDL_Renderer *renderer, int *vsync); + +/** + * The size, in pixels, of a single SDL_RenderDebugText() character. + * + * The font is monospaced and square, so this applies to all characters. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_RenderDebugText + */ +#define SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE 8 + +/** + * Draw debug text to an SDL_Renderer. + * + * This function will render a string of text to an SDL_Renderer. Note that + * this is a convenience function for debugging, with severe limitations, and + * not intended to be used for production apps and games. + * + * Among these limitations: + * + * - It accepts UTF-8 strings, but will only renders ASCII characters. + * - It has a single, tiny size (8x8 pixels). One can use logical presentation + * or scaling to adjust it, but it will be blurry. + * - It uses a simple, hardcoded bitmap font. It does not allow different font + * selections and it does not support truetype, for proper scaling. + * - It does no word-wrapping and does not treat newline characters as a line + * break. If the text goes out of the window, it's gone. + * + * For serious text rendering, there are several good options, such as + * SDL_ttf, stb_truetype, or other external libraries. + * + * On first use, this will create an internal texture for rendering glyphs. + * This texture will live until the renderer is destroyed. + * + * The text is drawn in the color specified by SDL_SetRenderDrawColor(). + * + * \param renderer the renderer which should draw a line of text. + * \param x the x coordinate where the top-left corner of the text will draw. + * \param y the y coordinate where the top-left corner of the text will draw. + * \param str the string to render. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderDebugTextFormat + * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugText(SDL_Renderer *renderer, float x, float y, const char *str); + +/** + * Draw debug text to an SDL_Renderer. + * + * This function will render a printf()-style format string to a renderer. + * Note that this is a convinence function for debugging, with severe + * limitations, and is not intended to be used for production apps and games. + * + * For the full list of limitations and other useful information, see + * SDL_RenderDebugText. + * + * \param renderer the renderer which should draw the text. + * \param x the x coordinate where the top-left corner of the text will draw. + * \param y the y coordinate where the top-left corner of the text will draw. + * \param fmt the format string to draw. + * \param ... additional parameters matching % tokens in the `fmt` string, if + * any. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RenderDebugText + * \sa SDL_DEBUG_TEXT_FONT_CHARACTER_SIZE + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenderDebugTextFormat(SDL_Renderer *renderer, float x, float y, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(4); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_render_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_revision.h b/modules/imgui-sdl/src/include/SDL3/SDL_revision.h new file mode 100644 index 0000000..d4b1d1b --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_revision.h @@ -0,0 +1,56 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* WIKI CATEGORY: Version */ + +/* + * SDL_revision.h contains the SDL revision, which might be defined on the + * compiler command line, or generated right into the header itself by the + * build system. + */ + +#ifndef SDL_revision_h_ +#define SDL_revision_h_ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * This macro is a string describing the source at a particular point in + * development. + * + * This string is often generated from revision control's state at build time. + * + * This string can be quite complex and does not follow any standard. For + * example, it might be something like "SDL-prerelease-3.1.1-47-gf687e0732". + * It might also be user-defined at build time, so it's best to treat it as a + * clue in debugging forensics and not something the app will parse in any + * way. + * + * \since This macro is available since SDL 3.0.0. + */ +#define SDL_REVISION "Some arbitrary string decided at SDL build time" +#elif defined(SDL_VENDOR_INFO) +#define SDL_REVISION "release-3.2.14-0-g8d604353a (" SDL_VENDOR_INFO ")" +#else +#define SDL_REVISION "release-3.2.14-0-g8d604353a" +#endif + +#endif /* SDL_revision_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_scancode.h b/modules/imgui-sdl/src/include/SDL3/SDL_scancode.h new file mode 100644 index 0000000..9650a6c --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_scancode.h @@ -0,0 +1,429 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryScancode + * + * Defines keyboard scancodes. + * + * Please refer to the Best Keyboard Practices document for details on what + * this information means and how best to use it. + * + * https://wiki.libsdl.org/SDL3/BestKeyboardPractices + */ + +#ifndef SDL_scancode_h_ +#define SDL_scancode_h_ + +#include + +/** + * The SDL keyboard scancode representation. + * + * An SDL scancode is the physical representation of a key on the keyboard, + * independent of language and keyboard mapping. + * + * Values of this type are used to represent keyboard keys, among other places + * in the `scancode` field of the SDL_KeyboardEvent structure. + * + * The values in this enumeration are based on the USB usage page standard: + * https://usb.org/sites/default/files/hut1_5.pdf + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_Scancode +{ + SDL_SCANCODE_UNKNOWN = 0, + + /** + * \name Usage page 0x07 + * + * These values are from usage page 0x07 (USB keyboard page). + */ + /* @{ */ + + SDL_SCANCODE_A = 4, + SDL_SCANCODE_B = 5, + SDL_SCANCODE_C = 6, + SDL_SCANCODE_D = 7, + SDL_SCANCODE_E = 8, + SDL_SCANCODE_F = 9, + SDL_SCANCODE_G = 10, + SDL_SCANCODE_H = 11, + SDL_SCANCODE_I = 12, + SDL_SCANCODE_J = 13, + SDL_SCANCODE_K = 14, + SDL_SCANCODE_L = 15, + SDL_SCANCODE_M = 16, + SDL_SCANCODE_N = 17, + SDL_SCANCODE_O = 18, + SDL_SCANCODE_P = 19, + SDL_SCANCODE_Q = 20, + SDL_SCANCODE_R = 21, + SDL_SCANCODE_S = 22, + SDL_SCANCODE_T = 23, + SDL_SCANCODE_U = 24, + SDL_SCANCODE_V = 25, + SDL_SCANCODE_W = 26, + SDL_SCANCODE_X = 27, + SDL_SCANCODE_Y = 28, + SDL_SCANCODE_Z = 29, + + SDL_SCANCODE_1 = 30, + SDL_SCANCODE_2 = 31, + SDL_SCANCODE_3 = 32, + SDL_SCANCODE_4 = 33, + SDL_SCANCODE_5 = 34, + SDL_SCANCODE_6 = 35, + SDL_SCANCODE_7 = 36, + SDL_SCANCODE_8 = 37, + SDL_SCANCODE_9 = 38, + SDL_SCANCODE_0 = 39, + + SDL_SCANCODE_RETURN = 40, + SDL_SCANCODE_ESCAPE = 41, + SDL_SCANCODE_BACKSPACE = 42, + SDL_SCANCODE_TAB = 43, + SDL_SCANCODE_SPACE = 44, + + SDL_SCANCODE_MINUS = 45, + SDL_SCANCODE_EQUALS = 46, + SDL_SCANCODE_LEFTBRACKET = 47, + SDL_SCANCODE_RIGHTBRACKET = 48, + SDL_SCANCODE_BACKSLASH = 49, /**< Located at the lower left of the return + * key on ISO keyboards and at the right end + * of the QWERTY row on ANSI keyboards. + * Produces REVERSE SOLIDUS (backslash) and + * VERTICAL LINE in a US layout, REVERSE + * SOLIDUS and VERTICAL LINE in a UK Mac + * layout, NUMBER SIGN and TILDE in a UK + * Windows layout, DOLLAR SIGN and POUND SIGN + * in a Swiss German layout, NUMBER SIGN and + * APOSTROPHE in a German layout, GRAVE + * ACCENT and POUND SIGN in a French Mac + * layout, and ASTERISK and MICRO SIGN in a + * French Windows layout. + */ + SDL_SCANCODE_NONUSHASH = 50, /**< ISO USB keyboards actually use this code + * instead of 49 for the same key, but all + * OSes I've seen treat the two codes + * identically. So, as an implementor, unless + * your keyboard generates both of those + * codes and your OS treats them differently, + * you should generate SDL_SCANCODE_BACKSLASH + * instead of this code. As a user, you + * should not rely on this code because SDL + * will never generate it with most (all?) + * keyboards. + */ + SDL_SCANCODE_SEMICOLON = 51, + SDL_SCANCODE_APOSTROPHE = 52, + SDL_SCANCODE_GRAVE = 53, /**< Located in the top left corner (on both ANSI + * and ISO keyboards). Produces GRAVE ACCENT and + * TILDE in a US Windows layout and in US and UK + * Mac layouts on ANSI keyboards, GRAVE ACCENT + * and NOT SIGN in a UK Windows layout, SECTION + * SIGN and PLUS-MINUS SIGN in US and UK Mac + * layouts on ISO keyboards, SECTION SIGN and + * DEGREE SIGN in a Swiss German layout (Mac: + * only on ISO keyboards), CIRCUMFLEX ACCENT and + * DEGREE SIGN in a German layout (Mac: only on + * ISO keyboards), SUPERSCRIPT TWO and TILDE in a + * French Windows layout, COMMERCIAL AT and + * NUMBER SIGN in a French Mac layout on ISO + * keyboards, and LESS-THAN SIGN and GREATER-THAN + * SIGN in a Swiss German, German, or French Mac + * layout on ANSI keyboards. + */ + SDL_SCANCODE_COMMA = 54, + SDL_SCANCODE_PERIOD = 55, + SDL_SCANCODE_SLASH = 56, + + SDL_SCANCODE_CAPSLOCK = 57, + + SDL_SCANCODE_F1 = 58, + SDL_SCANCODE_F2 = 59, + SDL_SCANCODE_F3 = 60, + SDL_SCANCODE_F4 = 61, + SDL_SCANCODE_F5 = 62, + SDL_SCANCODE_F6 = 63, + SDL_SCANCODE_F7 = 64, + SDL_SCANCODE_F8 = 65, + SDL_SCANCODE_F9 = 66, + SDL_SCANCODE_F10 = 67, + SDL_SCANCODE_F11 = 68, + SDL_SCANCODE_F12 = 69, + + SDL_SCANCODE_PRINTSCREEN = 70, + SDL_SCANCODE_SCROLLLOCK = 71, + SDL_SCANCODE_PAUSE = 72, + SDL_SCANCODE_INSERT = 73, /**< insert on PC, help on some Mac keyboards (but + does send code 73, not 117) */ + SDL_SCANCODE_HOME = 74, + SDL_SCANCODE_PAGEUP = 75, + SDL_SCANCODE_DELETE = 76, + SDL_SCANCODE_END = 77, + SDL_SCANCODE_PAGEDOWN = 78, + SDL_SCANCODE_RIGHT = 79, + SDL_SCANCODE_LEFT = 80, + SDL_SCANCODE_DOWN = 81, + SDL_SCANCODE_UP = 82, + + SDL_SCANCODE_NUMLOCKCLEAR = 83, /**< num lock on PC, clear on Mac keyboards + */ + SDL_SCANCODE_KP_DIVIDE = 84, + SDL_SCANCODE_KP_MULTIPLY = 85, + SDL_SCANCODE_KP_MINUS = 86, + SDL_SCANCODE_KP_PLUS = 87, + SDL_SCANCODE_KP_ENTER = 88, + SDL_SCANCODE_KP_1 = 89, + SDL_SCANCODE_KP_2 = 90, + SDL_SCANCODE_KP_3 = 91, + SDL_SCANCODE_KP_4 = 92, + SDL_SCANCODE_KP_5 = 93, + SDL_SCANCODE_KP_6 = 94, + SDL_SCANCODE_KP_7 = 95, + SDL_SCANCODE_KP_8 = 96, + SDL_SCANCODE_KP_9 = 97, + SDL_SCANCODE_KP_0 = 98, + SDL_SCANCODE_KP_PERIOD = 99, + + SDL_SCANCODE_NONUSBACKSLASH = 100, /**< This is the additional key that ISO + * keyboards have over ANSI ones, + * located between left shift and Y. + * Produces GRAVE ACCENT and TILDE in a + * US or UK Mac layout, REVERSE SOLIDUS + * (backslash) and VERTICAL LINE in a + * US or UK Windows layout, and + * LESS-THAN SIGN and GREATER-THAN SIGN + * in a Swiss German, German, or French + * layout. */ + SDL_SCANCODE_APPLICATION = 101, /**< windows contextual menu, compose */ + SDL_SCANCODE_POWER = 102, /**< The USB document says this is a status flag, + * not a physical key - but some Mac keyboards + * do have a power key. */ + SDL_SCANCODE_KP_EQUALS = 103, + SDL_SCANCODE_F13 = 104, + SDL_SCANCODE_F14 = 105, + SDL_SCANCODE_F15 = 106, + SDL_SCANCODE_F16 = 107, + SDL_SCANCODE_F17 = 108, + SDL_SCANCODE_F18 = 109, + SDL_SCANCODE_F19 = 110, + SDL_SCANCODE_F20 = 111, + SDL_SCANCODE_F21 = 112, + SDL_SCANCODE_F22 = 113, + SDL_SCANCODE_F23 = 114, + SDL_SCANCODE_F24 = 115, + SDL_SCANCODE_EXECUTE = 116, + SDL_SCANCODE_HELP = 117, /**< AL Integrated Help Center */ + SDL_SCANCODE_MENU = 118, /**< Menu (show menu) */ + SDL_SCANCODE_SELECT = 119, + SDL_SCANCODE_STOP = 120, /**< AC Stop */ + SDL_SCANCODE_AGAIN = 121, /**< AC Redo/Repeat */ + SDL_SCANCODE_UNDO = 122, /**< AC Undo */ + SDL_SCANCODE_CUT = 123, /**< AC Cut */ + SDL_SCANCODE_COPY = 124, /**< AC Copy */ + SDL_SCANCODE_PASTE = 125, /**< AC Paste */ + SDL_SCANCODE_FIND = 126, /**< AC Find */ + SDL_SCANCODE_MUTE = 127, + SDL_SCANCODE_VOLUMEUP = 128, + SDL_SCANCODE_VOLUMEDOWN = 129, +/* not sure whether there's a reason to enable these */ +/* SDL_SCANCODE_LOCKINGCAPSLOCK = 130, */ +/* SDL_SCANCODE_LOCKINGNUMLOCK = 131, */ +/* SDL_SCANCODE_LOCKINGSCROLLLOCK = 132, */ + SDL_SCANCODE_KP_COMMA = 133, + SDL_SCANCODE_KP_EQUALSAS400 = 134, + + SDL_SCANCODE_INTERNATIONAL1 = 135, /**< used on Asian keyboards, see + footnotes in USB doc */ + SDL_SCANCODE_INTERNATIONAL2 = 136, + SDL_SCANCODE_INTERNATIONAL3 = 137, /**< Yen */ + SDL_SCANCODE_INTERNATIONAL4 = 138, + SDL_SCANCODE_INTERNATIONAL5 = 139, + SDL_SCANCODE_INTERNATIONAL6 = 140, + SDL_SCANCODE_INTERNATIONAL7 = 141, + SDL_SCANCODE_INTERNATIONAL8 = 142, + SDL_SCANCODE_INTERNATIONAL9 = 143, + SDL_SCANCODE_LANG1 = 144, /**< Hangul/English toggle */ + SDL_SCANCODE_LANG2 = 145, /**< Hanja conversion */ + SDL_SCANCODE_LANG3 = 146, /**< Katakana */ + SDL_SCANCODE_LANG4 = 147, /**< Hiragana */ + SDL_SCANCODE_LANG5 = 148, /**< Zenkaku/Hankaku */ + SDL_SCANCODE_LANG6 = 149, /**< reserved */ + SDL_SCANCODE_LANG7 = 150, /**< reserved */ + SDL_SCANCODE_LANG8 = 151, /**< reserved */ + SDL_SCANCODE_LANG9 = 152, /**< reserved */ + + SDL_SCANCODE_ALTERASE = 153, /**< Erase-Eaze */ + SDL_SCANCODE_SYSREQ = 154, + SDL_SCANCODE_CANCEL = 155, /**< AC Cancel */ + SDL_SCANCODE_CLEAR = 156, + SDL_SCANCODE_PRIOR = 157, + SDL_SCANCODE_RETURN2 = 158, + SDL_SCANCODE_SEPARATOR = 159, + SDL_SCANCODE_OUT = 160, + SDL_SCANCODE_OPER = 161, + SDL_SCANCODE_CLEARAGAIN = 162, + SDL_SCANCODE_CRSEL = 163, + SDL_SCANCODE_EXSEL = 164, + + SDL_SCANCODE_KP_00 = 176, + SDL_SCANCODE_KP_000 = 177, + SDL_SCANCODE_THOUSANDSSEPARATOR = 178, + SDL_SCANCODE_DECIMALSEPARATOR = 179, + SDL_SCANCODE_CURRENCYUNIT = 180, + SDL_SCANCODE_CURRENCYSUBUNIT = 181, + SDL_SCANCODE_KP_LEFTPAREN = 182, + SDL_SCANCODE_KP_RIGHTPAREN = 183, + SDL_SCANCODE_KP_LEFTBRACE = 184, + SDL_SCANCODE_KP_RIGHTBRACE = 185, + SDL_SCANCODE_KP_TAB = 186, + SDL_SCANCODE_KP_BACKSPACE = 187, + SDL_SCANCODE_KP_A = 188, + SDL_SCANCODE_KP_B = 189, + SDL_SCANCODE_KP_C = 190, + SDL_SCANCODE_KP_D = 191, + SDL_SCANCODE_KP_E = 192, + SDL_SCANCODE_KP_F = 193, + SDL_SCANCODE_KP_XOR = 194, + SDL_SCANCODE_KP_POWER = 195, + SDL_SCANCODE_KP_PERCENT = 196, + SDL_SCANCODE_KP_LESS = 197, + SDL_SCANCODE_KP_GREATER = 198, + SDL_SCANCODE_KP_AMPERSAND = 199, + SDL_SCANCODE_KP_DBLAMPERSAND = 200, + SDL_SCANCODE_KP_VERTICALBAR = 201, + SDL_SCANCODE_KP_DBLVERTICALBAR = 202, + SDL_SCANCODE_KP_COLON = 203, + SDL_SCANCODE_KP_HASH = 204, + SDL_SCANCODE_KP_SPACE = 205, + SDL_SCANCODE_KP_AT = 206, + SDL_SCANCODE_KP_EXCLAM = 207, + SDL_SCANCODE_KP_MEMSTORE = 208, + SDL_SCANCODE_KP_MEMRECALL = 209, + SDL_SCANCODE_KP_MEMCLEAR = 210, + SDL_SCANCODE_KP_MEMADD = 211, + SDL_SCANCODE_KP_MEMSUBTRACT = 212, + SDL_SCANCODE_KP_MEMMULTIPLY = 213, + SDL_SCANCODE_KP_MEMDIVIDE = 214, + SDL_SCANCODE_KP_PLUSMINUS = 215, + SDL_SCANCODE_KP_CLEAR = 216, + SDL_SCANCODE_KP_CLEARENTRY = 217, + SDL_SCANCODE_KP_BINARY = 218, + SDL_SCANCODE_KP_OCTAL = 219, + SDL_SCANCODE_KP_DECIMAL = 220, + SDL_SCANCODE_KP_HEXADECIMAL = 221, + + SDL_SCANCODE_LCTRL = 224, + SDL_SCANCODE_LSHIFT = 225, + SDL_SCANCODE_LALT = 226, /**< alt, option */ + SDL_SCANCODE_LGUI = 227, /**< windows, command (apple), meta */ + SDL_SCANCODE_RCTRL = 228, + SDL_SCANCODE_RSHIFT = 229, + SDL_SCANCODE_RALT = 230, /**< alt gr, option */ + SDL_SCANCODE_RGUI = 231, /**< windows, command (apple), meta */ + + SDL_SCANCODE_MODE = 257, /**< I'm not sure if this is really not covered + * by any of the above, but since there's a + * special SDL_KMOD_MODE for it I'm adding it here + */ + + /* @} *//* Usage page 0x07 */ + + /** + * \name Usage page 0x0C + * + * These values are mapped from usage page 0x0C (USB consumer page). + * + * There are way more keys in the spec than we can represent in the + * current scancode range, so pick the ones that commonly come up in + * real world usage. + */ + /* @{ */ + + SDL_SCANCODE_SLEEP = 258, /**< Sleep */ + SDL_SCANCODE_WAKE = 259, /**< Wake */ + + SDL_SCANCODE_CHANNEL_INCREMENT = 260, /**< Channel Increment */ + SDL_SCANCODE_CHANNEL_DECREMENT = 261, /**< Channel Decrement */ + + SDL_SCANCODE_MEDIA_PLAY = 262, /**< Play */ + SDL_SCANCODE_MEDIA_PAUSE = 263, /**< Pause */ + SDL_SCANCODE_MEDIA_RECORD = 264, /**< Record */ + SDL_SCANCODE_MEDIA_FAST_FORWARD = 265, /**< Fast Forward */ + SDL_SCANCODE_MEDIA_REWIND = 266, /**< Rewind */ + SDL_SCANCODE_MEDIA_NEXT_TRACK = 267, /**< Next Track */ + SDL_SCANCODE_MEDIA_PREVIOUS_TRACK = 268, /**< Previous Track */ + SDL_SCANCODE_MEDIA_STOP = 269, /**< Stop */ + SDL_SCANCODE_MEDIA_EJECT = 270, /**< Eject */ + SDL_SCANCODE_MEDIA_PLAY_PAUSE = 271, /**< Play / Pause */ + SDL_SCANCODE_MEDIA_SELECT = 272, /* Media Select */ + + SDL_SCANCODE_AC_NEW = 273, /**< AC New */ + SDL_SCANCODE_AC_OPEN = 274, /**< AC Open */ + SDL_SCANCODE_AC_CLOSE = 275, /**< AC Close */ + SDL_SCANCODE_AC_EXIT = 276, /**< AC Exit */ + SDL_SCANCODE_AC_SAVE = 277, /**< AC Save */ + SDL_SCANCODE_AC_PRINT = 278, /**< AC Print */ + SDL_SCANCODE_AC_PROPERTIES = 279, /**< AC Properties */ + + SDL_SCANCODE_AC_SEARCH = 280, /**< AC Search */ + SDL_SCANCODE_AC_HOME = 281, /**< AC Home */ + SDL_SCANCODE_AC_BACK = 282, /**< AC Back */ + SDL_SCANCODE_AC_FORWARD = 283, /**< AC Forward */ + SDL_SCANCODE_AC_STOP = 284, /**< AC Stop */ + SDL_SCANCODE_AC_REFRESH = 285, /**< AC Refresh */ + SDL_SCANCODE_AC_BOOKMARKS = 286, /**< AC Bookmarks */ + + /* @} *//* Usage page 0x0C */ + + + /** + * \name Mobile keys + * + * These are values that are often used on mobile phones. + */ + /* @{ */ + + SDL_SCANCODE_SOFTLEFT = 287, /**< Usually situated below the display on phones and + used as a multi-function feature key for selecting + a software defined function shown on the bottom left + of the display. */ + SDL_SCANCODE_SOFTRIGHT = 288, /**< Usually situated below the display on phones and + used as a multi-function feature key for selecting + a software defined function shown on the bottom right + of the display. */ + SDL_SCANCODE_CALL = 289, /**< Used for accepting phone calls. */ + SDL_SCANCODE_ENDCALL = 290, /**< Used for rejecting phone calls. */ + + /* @} *//* Mobile keys */ + + /* Add any other keys here. */ + + SDL_SCANCODE_RESERVED = 400, /**< 400-500 reserved for dynamic keycodes */ + + SDL_SCANCODE_COUNT = 512 /**< not a key, just marks the number of scancodes for array bounds */ + +} SDL_Scancode; + +#endif /* SDL_scancode_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_sensor.h b/modules/imgui-sdl/src/include/SDL3/SDL_sensor.h new file mode 100644 index 0000000..b220f05 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_sensor.h @@ -0,0 +1,320 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategorySensor + * + * SDL sensor management. + * + * These APIs grant access to gyros and accelerometers on various platforms. + * + * In order to use these functions, SDL_Init() must have been called with the + * SDL_INIT_SENSOR flag. This causes SDL to scan the system for sensors, and + * load appropriate drivers. + */ + +#ifndef SDL_sensor_h_ +#define SDL_sensor_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +extern "C" { +/* *INDENT-ON* */ +#endif + +/** + * The opaque structure used to identify an opened SDL sensor. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Sensor SDL_Sensor; + +/** + * This is a unique ID for a sensor for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_SensorID; + +/** + * A constant to represent standard gravity for accelerometer sensors. + * + * The accelerometer returns the current acceleration in SI meters per second + * squared. This measurement includes the force of gravity, so a device at + * rest will have an value of SDL_STANDARD_GRAVITY away from the center of the + * earth, which is a positive Y value. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_STANDARD_GRAVITY 9.80665f + +/** + * The different sensors defined by SDL. + * + * Additional sensors may be available, using platform dependent semantics. + * + * Here are the additional Android sensors: + * + * https://developer.android.com/reference/android/hardware/SensorEvent.html#values + * + * Accelerometer sensor notes: + * + * The accelerometer returns the current acceleration in SI meters per second + * squared. This measurement includes the force of gravity, so a device at + * rest will have an value of SDL_STANDARD_GRAVITY away from the center of the + * earth, which is a positive Y value. + * + * - `values[0]`: Acceleration on the x axis + * - `values[1]`: Acceleration on the y axis + * - `values[2]`: Acceleration on the z axis + * + * For phones and tablets held in natural orientation and game controllers + * held in front of you, the axes are defined as follows: + * + * - -X ... +X : left ... right + * - -Y ... +Y : bottom ... top + * - -Z ... +Z : farther ... closer + * + * The accelerometer axis data is not changed when the device is rotated. + * + * Gyroscope sensor notes: + * + * The gyroscope returns the current rate of rotation in radians per second. + * The rotation is positive in the counter-clockwise direction. That is, an + * observer looking from a positive location on one of the axes would see + * positive rotation on that axis when it appeared to be rotating + * counter-clockwise. + * + * - `values[0]`: Angular speed around the x axis (pitch) + * - `values[1]`: Angular speed around the y axis (yaw) + * - `values[2]`: Angular speed around the z axis (roll) + * + * For phones and tablets held in natural orientation and game controllers + * held in front of you, the axes are defined as follows: + * + * - -X ... +X : left ... right + * - -Y ... +Y : bottom ... top + * - -Z ... +Z : farther ... closer + * + * The gyroscope axis data is not changed when the device is rotated. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetCurrentDisplayOrientation + */ +typedef enum SDL_SensorType +{ + SDL_SENSOR_INVALID = -1, /**< Returned for an invalid sensor */ + SDL_SENSOR_UNKNOWN, /**< Unknown sensor type */ + SDL_SENSOR_ACCEL, /**< Accelerometer */ + SDL_SENSOR_GYRO, /**< Gyroscope */ + SDL_SENSOR_ACCEL_L, /**< Accelerometer for left Joy-Con controller and Wii nunchuk */ + SDL_SENSOR_GYRO_L, /**< Gyroscope for left Joy-Con controller */ + SDL_SENSOR_ACCEL_R, /**< Accelerometer for right Joy-Con controller */ + SDL_SENSOR_GYRO_R /**< Gyroscope for right Joy-Con controller */ +} SDL_SensorType; + + +/* Function prototypes */ + +/** + * Get a list of currently connected sensors. + * + * \param count a pointer filled in with the number of sensors returned, may + * be NULL. + * \returns a 0 terminated array of sensor instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SensorID * SDLCALL SDL_GetSensors(int *count); + +/** + * Get the implementation dependent name of a sensor. + * + * This can be called before any sensors are opened. + * + * \param instance_id the sensor instance ID. + * \returns the sensor name, or NULL if `instance_id` is not valid. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetSensorNameForID(SDL_SensorID instance_id); + +/** + * Get the type of a sensor. + * + * This can be called before any sensors are opened. + * + * \param instance_id the sensor instance ID. + * \returns the SDL_SensorType, or `SDL_SENSOR_INVALID` if `instance_id` is + * not valid. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SensorType SDLCALL SDL_GetSensorTypeForID(SDL_SensorID instance_id); + +/** + * Get the platform dependent type of a sensor. + * + * This can be called before any sensors are opened. + * + * \param instance_id the sensor instance ID. + * \returns the sensor platform dependent type, or -1 if `instance_id` is not + * valid. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetSensorNonPortableTypeForID(SDL_SensorID instance_id); + +/** + * Open a sensor for use. + * + * \param instance_id the sensor instance ID. + * \returns an SDL_Sensor object or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Sensor * SDLCALL SDL_OpenSensor(SDL_SensorID instance_id); + +/** + * Return the SDL_Sensor associated with an instance ID. + * + * \param instance_id the sensor instance ID. + * \returns an SDL_Sensor object or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Sensor * SDLCALL SDL_GetSensorFromID(SDL_SensorID instance_id); + +/** + * Get the properties associated with a sensor. + * + * \param sensor the SDL_Sensor object. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetSensorProperties(SDL_Sensor *sensor); + +/** + * Get the implementation dependent name of a sensor. + * + * \param sensor the SDL_Sensor object. + * \returns the sensor name or NULL on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetSensorName(SDL_Sensor *sensor); + +/** + * Get the type of a sensor. + * + * \param sensor the SDL_Sensor object to inspect. + * \returns the SDL_SensorType type, or `SDL_SENSOR_INVALID` if `sensor` is + * NULL. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SensorType SDLCALL SDL_GetSensorType(SDL_Sensor *sensor); + +/** + * Get the platform dependent type of a sensor. + * + * \param sensor the SDL_Sensor object to inspect. + * \returns the sensor platform dependent type, or -1 if `sensor` is NULL. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetSensorNonPortableType(SDL_Sensor *sensor); + +/** + * Get the instance ID of a sensor. + * + * \param sensor the SDL_Sensor object to inspect. + * \returns the sensor instance ID, or 0 on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SensorID SDLCALL SDL_GetSensorID(SDL_Sensor *sensor); + +/** + * Get the current state of an opened sensor. + * + * The number of values and interpretation of the data is sensor dependent. + * + * \param sensor the SDL_Sensor object to query. + * \param data a pointer filled with the current sensor state. + * \param num_values the number of values to write to data. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSensorData(SDL_Sensor *sensor, float *data, int num_values); + +/** + * Close a sensor previously opened with SDL_OpenSensor(). + * + * \param sensor the SDL_Sensor object to close. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_CloseSensor(SDL_Sensor *sensor); + +/** + * Update the current state of the open sensors. + * + * This is called automatically by the event loop if sensor events are + * enabled. + * + * This needs to be called from the thread that initialized the sensor + * subsystem. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UpdateSensors(void); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +/* *INDENT-OFF* */ +} +/* *INDENT-ON* */ +#endif +#include + +#endif /* SDL_sensor_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_stdinc.h b/modules/imgui-sdl/src/include/SDL3/SDL_stdinc.h new file mode 100644 index 0000000..8c54747 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_stdinc.h @@ -0,0 +1,6137 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryStdinc + * + * SDL provides its own implementation of some of the most important C runtime + * functions. + * + * Using these functions allows an app to have access to common C + * functionality without depending on a specific C runtime (or a C runtime at + * all). More importantly, the SDL implementations work identically across + * platforms, so apps can avoid surprises like snprintf() behaving differently + * between Windows and Linux builds, or itoa() only existing on some + * platforms. + * + * For many of the most common functions, like SDL_memcpy, SDL might just call + * through to the usual C runtime behind the scenes, if it makes sense to do + * so (if it's faster and always available/reliable on a given platform), + * reducing library size and offering the most optimized option. + * + * SDL also offers other C-runtime-adjacent functionality in this header that + * either isn't, strictly speaking, part of any C runtime standards, like + * SDL_crc32() and SDL_reinterpret_cast, etc. It also offers a few better + * options, like SDL_strlcpy(), which functions as a safer form of strcpy(). + */ + +#ifndef SDL_stdinc_h_ +#define SDL_stdinc_h_ + +#include + +#include +#include +#include +#include + +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || \ + defined(SDL_INCLUDE_INTTYPES_H) +#include +#endif + +#ifndef __cplusplus +#if defined(__has_include) && !defined(SDL_INCLUDE_STDBOOL_H) +#if __has_include() +#define SDL_INCLUDE_STDBOOL_H +#endif +#endif +#if (defined(__STDC_VERSION__) && __STDC_VERSION__ >= 199901L) || \ + (defined(_MSC_VER) && (_MSC_VER >= 1910 /* Visual Studio 2017 */)) || \ + defined(SDL_INCLUDE_STDBOOL_H) +#include +#elif !defined(__bool_true_false_are_defined) && !defined(bool) +#define bool unsigned char +#define false 0 +#define true 1 +#define __bool_true_false_are_defined 1 +#endif +#endif /* !__cplusplus */ + +#ifndef SDL_DISABLE_ALLOCA +# ifndef alloca +# ifdef HAVE_ALLOCA_H +# include +# elif defined(SDL_PLATFORM_NETBSD) +# if defined(__STRICT_ANSI__) +# define SDL_DISABLE_ALLOCA +# else +# include +# endif +# elif defined(__GNUC__) +# define alloca __builtin_alloca +# elif defined(_MSC_VER) +# include +# define alloca _alloca +# elif defined(__WATCOMC__) +# include +# elif defined(__BORLANDC__) +# include +# elif defined(__DMC__) +# include +# elif defined(SDL_PLATFORM_AIX) +# pragma alloca +# elif defined(__MRC__) +void *alloca(unsigned); +# else +void *alloca(size_t); +# endif +# endif +#endif + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Don't let SDL use "long long" C types. + * + * SDL will define this if it believes the compiler doesn't understand the + * "long long" syntax for C datatypes. This can happen on older compilers. + * + * If _your_ compiler doesn't support "long long" but SDL doesn't know it, it + * is safe to define this yourself to build against the SDL headers. + * + * If this is defined, it will remove access to some C runtime support + * functions, like SDL_ulltoa and SDL_strtoll that refer to this datatype + * explicitly. The rest of SDL will still be available. + * + * SDL's own source code cannot be built with a compiler that has this + * defined, for various technical reasons. + */ +#define SDL_NOLONGLONG 1 + +#elif defined(_MSC_VER) && (_MSC_VER < 1310) /* long long introduced in Visual Studio.NET 2003 */ +# define SDL_NOLONGLONG 1 +#endif + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * The largest value that a `size_t` can hold for the target platform. + * + * `size_t` is generally the same size as a pointer in modern times, but this + * can get weird on very old and very esoteric machines. For example, on a + * 16-bit Intel 286, you might have a 32-bit "far" pointer (16-bit segment + * plus 16-bit offset), but `size_t` is 16 bits, because it can only deal with + * the offset into an individual segment. + * + * In modern times, it's generally expected to cover an entire linear address + * space. But be careful! + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SIZE_MAX SIZE_MAX + +#elif defined(SIZE_MAX) +# define SDL_SIZE_MAX SIZE_MAX +#else +# define SDL_SIZE_MAX ((size_t) -1) +#endif + +#ifndef SDL_COMPILE_TIME_ASSERT +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A compile-time assertion. + * + * This can check constant values _known to the compiler at build time_ for + * correctness, and end the compile with the error if they fail. + * + * Often times these are used to verify basic truths, like the size of a + * datatype is what is expected: + * + * ```c + * SDL_COMPILE_TIME_ASSERT(uint32_size, sizeof(Uint32) == 4); + * ``` + * + * The `name` parameter must be a valid C symbol, and must be unique across + * all compile-time asserts in the same compilation unit (one run of the + * compiler), or the build might fail with cryptic errors on some targets. + * This is used with a C language trick that works on older compilers that + * don't support better assertion techniques. + * + * If you need an assertion that operates at runtime, on variable data, you + * should try SDL_assert instead. + * + * \param name a unique identifier for this assertion. + * \param x the value to test. Must be a boolean value. + * + * \threadsafety This macro doesn't generate any code to run. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_assert + */ +#define SDL_COMPILE_TIME_ASSERT(name, x) FailToCompileIf_x_IsFalse(x) +#elif defined(__cplusplus) +/* Keep C++ case alone: Some versions of gcc will define __STDC_VERSION__ even when compiling in C++ mode. */ +#if (__cplusplus >= 201103L) +#define SDL_COMPILE_TIME_ASSERT(name, x) static_assert(x, #x) +#endif +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 202311L) +#define SDL_COMPILE_TIME_ASSERT(name, x) static_assert(x, #x) +#elif defined(__STDC_VERSION__) && (__STDC_VERSION__ >= 201112L) +#define SDL_COMPILE_TIME_ASSERT(name, x) _Static_assert(x, #x) +#endif +#endif /* !SDL_COMPILE_TIME_ASSERT */ + +#ifndef SDL_COMPILE_TIME_ASSERT +/* universal, but may trigger -Wunused-local-typedefs */ +#define SDL_COMPILE_TIME_ASSERT(name, x) \ + typedef int SDL_compile_time_assert_ ## name[(x) * 2 - 1] +#endif + +/** + * The number of elements in a static array. + * + * This will compile but return incorrect results for a pointer to an array; + * it has to be an array the compiler knows the size of. + * + * This macro looks like it double-evaluates the argument, but it does so + * inside of `sizeof`, so there are no side-effects here, as expressions do + * not actually run any code in these cases. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_arraysize(array) (sizeof(array)/sizeof(array[0])) + +/** + * Macro useful for building other macros with strings in them. + * + * For example: + * + * ```c + * #define LOG_ERROR(X) OutputDebugString(SDL_STRINGIFY_ARG(__FUNCTION__) ": " X "\n")` + * ``` + * + * \param arg the text to turn into a string literal. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_STRINGIFY_ARG(arg) #arg + +/** + * \name Cast operators + * + * Use proper C++ casts when compiled as C++ to be compatible with the option + * -Wold-style-cast of GCC (and -Werror=old-style-cast in GCC 4.2 and above). + */ +/* @{ */ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Handle a Reinterpret Cast properly whether using C or C++. + * + * If compiled as C++, this macro offers a proper C++ reinterpret_cast<>. + * + * If compiled as C, this macro does a normal C-style cast. + * + * This is helpful to avoid compiler warnings in C++. + * + * \param type the type to cast the expression to. + * \param expression the expression to cast to a different type. + * \returns `expression`, cast to `type`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_static_cast + * \sa SDL_const_cast + */ +#define SDL_reinterpret_cast(type, expression) reinterpret_cast(expression) /* or `((type)(expression))` in C */ + +/** + * Handle a Static Cast properly whether using C or C++. + * + * If compiled as C++, this macro offers a proper C++ static_cast<>. + * + * If compiled as C, this macro does a normal C-style cast. + * + * This is helpful to avoid compiler warnings in C++. + * + * \param type the type to cast the expression to. + * \param expression the expression to cast to a different type. + * \returns `expression`, cast to `type`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_reinterpret_cast + * \sa SDL_const_cast + */ +#define SDL_static_cast(type, expression) static_cast(expression) /* or `((type)(expression))` in C */ + +/** + * Handle a Const Cast properly whether using C or C++. + * + * If compiled as C++, this macro offers a proper C++ const_cast<>. + * + * If compiled as C, this macro does a normal C-style cast. + * + * This is helpful to avoid compiler warnings in C++. + * + * \param type the type to cast the expression to. + * \param expression the expression to cast to a different type. + * \returns `expression`, cast to `type`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_reinterpret_cast + * \sa SDL_static_cast + */ +#define SDL_const_cast(type, expression) const_cast(expression) /* or `((type)(expression))` in C */ + +#elif defined(__cplusplus) +#define SDL_reinterpret_cast(type, expression) reinterpret_cast(expression) +#define SDL_static_cast(type, expression) static_cast(expression) +#define SDL_const_cast(type, expression) const_cast(expression) +#else +#define SDL_reinterpret_cast(type, expression) ((type)(expression)) +#define SDL_static_cast(type, expression) ((type)(expression)) +#define SDL_const_cast(type, expression) ((type)(expression)) +#endif + +/* @} *//* Cast operators */ + +/** + * Define a four character code as a Uint32. + * + * \param A the first ASCII character. + * \param B the second ASCII character. + * \param C the third ASCII character. + * \param D the fourth ASCII character. + * \returns the four characters converted into a Uint32, one character + * per-byte. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FOURCC(A, B, C, D) \ + ((SDL_static_cast(Uint32, SDL_static_cast(Uint8, (A))) << 0) | \ + (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (B))) << 8) | \ + (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (C))) << 16) | \ + (SDL_static_cast(Uint32, SDL_static_cast(Uint8, (D))) << 24)) + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Append the 64 bit integer suffix to a signed integer literal. + * + * This helps compilers that might believe a integer literal larger than + * 0xFFFFFFFF is overflowing a 32-bit value. Use `SDL_SINT64_C(0xFFFFFFFF1)` + * instead of `0xFFFFFFFF1` by itself. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_UINT64_C + */ +#define SDL_SINT64_C(c) c ## LL /* or whatever the current compiler uses. */ + +/** + * Append the 64 bit integer suffix to an unsigned integer literal. + * + * This helps compilers that might believe a integer literal larger than + * 0xFFFFFFFF is overflowing a 32-bit value. Use `SDL_UINT64_C(0xFFFFFFFF1)` + * instead of `0xFFFFFFFF1` by itself. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SINT64_C + */ +#define SDL_UINT64_C(c) c ## ULL /* or whatever the current compiler uses. */ + +#else /* !SDL_WIKI_DOCUMENTATION_SECTION */ + +#ifndef SDL_SINT64_C +#if defined(INT64_C) +#define SDL_SINT64_C(c) INT64_C(c) +#elif defined(_MSC_VER) +#define SDL_SINT64_C(c) c ## i64 +#elif defined(__LP64__) || defined(_LP64) +#define SDL_SINT64_C(c) c ## L +#else +#define SDL_SINT64_C(c) c ## LL +#endif +#endif /* !SDL_SINT64_C */ + +#ifndef SDL_UINT64_C +#if defined(UINT64_C) +#define SDL_UINT64_C(c) UINT64_C(c) +#elif defined(_MSC_VER) +#define SDL_UINT64_C(c) c ## ui64 +#elif defined(__LP64__) || defined(_LP64) +#define SDL_UINT64_C(c) c ## UL +#else +#define SDL_UINT64_C(c) c ## ULL +#endif +#endif /* !SDL_UINT64_C */ + +#endif /* !SDL_WIKI_DOCUMENTATION_SECTION */ + +/** + * \name Basic data types + */ +/* @{ */ + +/** + * A signed 8-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef int8_t Sint8; +#define SDL_MAX_SINT8 ((Sint8)0x7F) /* 127 */ +#define SDL_MIN_SINT8 ((Sint8)(~0x7F)) /* -128 */ + +/** + * An unsigned 8-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef uint8_t Uint8; +#define SDL_MAX_UINT8 ((Uint8)0xFF) /* 255 */ +#define SDL_MIN_UINT8 ((Uint8)0x00) /* 0 */ + +/** + * A signed 16-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef int16_t Sint16; +#define SDL_MAX_SINT16 ((Sint16)0x7FFF) /* 32767 */ +#define SDL_MIN_SINT16 ((Sint16)(~0x7FFF)) /* -32768 */ + +/** + * An unsigned 16-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef uint16_t Uint16; +#define SDL_MAX_UINT16 ((Uint16)0xFFFF) /* 65535 */ +#define SDL_MIN_UINT16 ((Uint16)0x0000) /* 0 */ + +/** + * A signed 32-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef int32_t Sint32; +#define SDL_MAX_SINT32 ((Sint32)0x7FFFFFFF) /* 2147483647 */ +#define SDL_MIN_SINT32 ((Sint32)(~0x7FFFFFFF)) /* -2147483648 */ + +/** + * An unsigned 32-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + */ +typedef uint32_t Uint32; +#define SDL_MAX_UINT32 ((Uint32)0xFFFFFFFFu) /* 4294967295 */ +#define SDL_MIN_UINT32 ((Uint32)0x00000000) /* 0 */ + +/** + * A signed 64-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_SINT64_C + */ +typedef int64_t Sint64; +#define SDL_MAX_SINT64 SDL_SINT64_C(0x7FFFFFFFFFFFFFFF) /* 9223372036854775807 */ +#define SDL_MIN_SINT64 ~SDL_SINT64_C(0x7FFFFFFFFFFFFFFF) /* -9223372036854775808 */ + +/** + * An unsigned 64-bit integer type. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_UINT64_C + */ +typedef uint64_t Uint64; +#define SDL_MAX_UINT64 SDL_UINT64_C(0xFFFFFFFFFFFFFFFF) /* 18446744073709551615 */ +#define SDL_MIN_UINT64 SDL_UINT64_C(0x0000000000000000) /* 0 */ + +/** + * SDL times are signed, 64-bit integers representing nanoseconds since the + * Unix epoch (Jan 1, 1970). + * + * They can be converted between POSIX time_t values with SDL_NS_TO_SECONDS() + * and SDL_SECONDS_TO_NS(), and between Windows FILETIME values with + * SDL_TimeToWindows() and SDL_TimeFromWindows(). + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_MAX_SINT64 + * \sa SDL_MIN_SINT64 + */ +typedef Sint64 SDL_Time; +#define SDL_MAX_TIME SDL_MAX_SINT64 +#define SDL_MIN_TIME SDL_MIN_SINT64 + +/* @} *//* Basic data types */ + +/** + * \name Floating-point constants + */ +/* @{ */ + +#ifdef FLT_EPSILON +#define SDL_FLT_EPSILON FLT_EPSILON +#else + +/** + * Epsilon constant, used for comparing floating-point numbers. + * + * Equals by default to platform-defined `FLT_EPSILON`, or + * `1.1920928955078125e-07F` if that's not available. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_FLT_EPSILON 1.1920928955078125e-07F /* 0x0.000002p0 */ +#endif + +/* @} *//* Floating-point constants */ + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A printf-formatting string for an Sint64 value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIs64 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIs64 "lld" + +/** + * A printf-formatting string for a Uint64 value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIu64 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIu64 "llu" + +/** + * A printf-formatting string for a Uint64 value as lower-case hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIx64 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIx64 "llx" + +/** + * A printf-formatting string for a Uint64 value as upper-case hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIX64 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIX64 "llX" + +/** + * A printf-formatting string for an Sint32 value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIs32 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIs32 "d" + +/** + * A printf-formatting string for a Uint32 value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIu32 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIu32 "u" + +/** + * A printf-formatting string for a Uint32 value as lower-case hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIx32 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIx32 "x" + +/** + * A printf-formatting string for a Uint32 value as upper-case hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRIX32 " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRIX32 "X" + +/** + * A printf-formatting string prefix for a `long long` value. + * + * This is just the prefix! You probably actually want SDL_PRILLd, SDL_PRILLu, + * SDL_PRILLx, or SDL_PRILLX instead. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRILL_PREFIX "d bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRILL_PREFIX "ll" + +/** + * A printf-formatting string for a `long long` value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRILLd " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRILLd SDL_PRILL_PREFIX "d" + +/** + * A printf-formatting string for a `unsigned long long` value. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRILLu " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRILLu SDL_PRILL_PREFIX "u" + +/** + * A printf-formatting string for an `unsigned long long` value as lower-case + * hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRILLx " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRILLx SDL_PRILL_PREFIX "x" + +/** + * A printf-formatting string for an `unsigned long long` value as upper-case + * hexadecimal. + * + * Use it like this: + * + * ```c + * SDL_Log("There are %" SDL_PRILLX " bottles of beer on the wall.", bottles); + * ``` + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRILLX SDL_PRILL_PREFIX "X" +#endif /* SDL_WIKI_DOCUMENTATION_SECTION */ + +/* Make sure we have macros for printing width-based integers. + * should define these but this is not true all platforms. + * (for example win32) */ +#ifndef SDL_PRIs64 +#if defined(SDL_PLATFORM_WINDOWS) +#define SDL_PRIs64 "I64d" +#elif defined(PRId64) +#define SDL_PRIs64 PRId64 +#elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) && !defined(__EMSCRIPTEN__) +#define SDL_PRIs64 "ld" +#else +#define SDL_PRIs64 "lld" +#endif +#endif +#ifndef SDL_PRIu64 +#if defined(SDL_PLATFORM_WINDOWS) +#define SDL_PRIu64 "I64u" +#elif defined(PRIu64) +#define SDL_PRIu64 PRIu64 +#elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) && !defined(__EMSCRIPTEN__) +#define SDL_PRIu64 "lu" +#else +#define SDL_PRIu64 "llu" +#endif +#endif +#ifndef SDL_PRIx64 +#if defined(SDL_PLATFORM_WINDOWS) +#define SDL_PRIx64 "I64x" +#elif defined(PRIx64) +#define SDL_PRIx64 PRIx64 +#elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) +#define SDL_PRIx64 "lx" +#else +#define SDL_PRIx64 "llx" +#endif +#endif +#ifndef SDL_PRIX64 +#if defined(SDL_PLATFORM_WINDOWS) +#define SDL_PRIX64 "I64X" +#elif defined(PRIX64) +#define SDL_PRIX64 PRIX64 +#elif defined(__LP64__) && !defined(SDL_PLATFORM_APPLE) +#define SDL_PRIX64 "lX" +#else +#define SDL_PRIX64 "llX" +#endif +#endif +#ifndef SDL_PRIs32 +#ifdef PRId32 +#define SDL_PRIs32 PRId32 +#else +#define SDL_PRIs32 "d" +#endif +#endif +#ifndef SDL_PRIu32 +#ifdef PRIu32 +#define SDL_PRIu32 PRIu32 +#else +#define SDL_PRIu32 "u" +#endif +#endif +#ifndef SDL_PRIx32 +#ifdef PRIx32 +#define SDL_PRIx32 PRIx32 +#else +#define SDL_PRIx32 "x" +#endif +#endif +#ifndef SDL_PRIX32 +#ifdef PRIX32 +#define SDL_PRIX32 PRIX32 +#else +#define SDL_PRIX32 "X" +#endif +#endif +/* Specifically for the `long long` -- SDL-specific. */ +#ifdef SDL_PLATFORM_WINDOWS +#ifndef SDL_NOLONGLONG +SDL_COMPILE_TIME_ASSERT(longlong_size64, sizeof(long long) == 8); /* using I64 for windows - make sure `long long` is 64 bits. */ +#endif +#define SDL_PRILL_PREFIX "I64" +#else +#define SDL_PRILL_PREFIX "ll" +#endif +#ifndef SDL_PRILLd +#define SDL_PRILLd SDL_PRILL_PREFIX "d" +#endif +#ifndef SDL_PRILLu +#define SDL_PRILLu SDL_PRILL_PREFIX "u" +#endif +#ifndef SDL_PRILLx +#define SDL_PRILLx SDL_PRILL_PREFIX "x" +#endif +#ifndef SDL_PRILLX +#define SDL_PRILLX SDL_PRILL_PREFIX "X" +#endif + +/* Annotations to help code analysis tools */ +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Macro that annotates function params with input buffer size. + * + * If we were to annotate `memcpy`: + * + * ```c + * void *memcpy(void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); + * ``` + * + * This notes that `src` should be `len` bytes in size and is only read by the + * function. The compiler or other analysis tools can warn when this doesn't + * appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_IN_BYTECAP(x) _In_bytecount_(x) + +/** + * Macro that annotates function params with input/output string buffer size. + * + * If we were to annotate `strlcat`: + * + * ```c + * size_t strlcat(SDL_INOUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); + * ``` + * + * This notes that `dst` is a null-terminated C string, should be `maxlen` + * bytes in size, and is both read from and written to by the function. The + * compiler or other analysis tools can warn when this doesn't appear to be + * the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_INOUT_Z_CAP(x) _Inout_z_cap_(x) + +/** + * Macro that annotates function params with output string buffer size. + * + * If we were to annotate `snprintf`: + * + * ```c + * int snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, const char *fmt, ...); + * ``` + * + * This notes that `text` is a null-terminated C string, should be `maxlen` + * bytes in size, and is only written to by the function. The compiler or + * other analysis tools can warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_OUT_Z_CAP(x) _Out_z_cap_(x) + +/** + * Macro that annotates function params with output buffer size. + * + * If we were to annotate `wcsncpy`: + * + * ```c + * char *wcscpy(SDL_OUT_CAP(bufsize) wchar_t *dst, const wchar_t *src, size_t bufsize); + * ``` + * + * This notes that `dst` should have a capacity of `bufsize` wchar_t in size, + * and is only written to by the function. The compiler or other analysis + * tools can warn when this doesn't appear to be the case. + * + * This operates on counts of objects, not bytes. Use SDL_OUT_BYTECAP for + * bytes. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_OUT_CAP(x) _Out_cap_(x) + +/** + * Macro that annotates function params with output buffer size. + * + * If we were to annotate `memcpy`: + * + * ```c + * void *memcpy(SDL_OUT_BYTECAP(bufsize) void *dst, const void *src, size_t bufsize); + * ``` + * + * This notes that `dst` should have a capacity of `bufsize` bytes in size, + * and is only written to by the function. The compiler or other analysis + * tools can warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_OUT_BYTECAP(x) _Out_bytecap_(x) + +/** + * Macro that annotates function params with output buffer string size. + * + * If we were to annotate `strcpy`: + * + * ```c + * char *strcpy(SDL_OUT_Z_BYTECAP(bufsize) char *dst, const char *src, size_t bufsize); + * ``` + * + * This notes that `dst` should have a capacity of `bufsize` bytes in size, + * and a zero-terminated string is written to it by the function. The compiler + * or other analysis tools can warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_OUT_Z_BYTECAP(x) _Out_z_bytecap_(x) + +/** + * Macro that annotates function params as printf-style format strings. + * + * If we were to annotate `fprintf`: + * + * ```c + * int fprintf(FILE *f, SDL_PRINTF_FORMAT_STRING const char *fmt, ...); + * ``` + * + * This notes that `fmt` should be a printf-style format string. The compiler + * or other analysis tools can warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRINTF_FORMAT_STRING _Printf_format_string_ + +/** + * Macro that annotates function params as scanf-style format strings. + * + * If we were to annotate `fscanf`: + * + * ```c + * int fscanf(FILE *f, SDL_SCANF_FORMAT_STRING const char *fmt, ...); + * ``` + * + * This notes that `fmt` should be a scanf-style format string. The compiler + * or other analysis tools can warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SCANF_FORMAT_STRING _Scanf_format_string_impl_ + +/** + * Macro that annotates a vararg function that operates like printf. + * + * If we were to annotate `fprintf`: + * + * ```c + * int fprintf(FILE *f, const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + * ``` + * + * This notes that the second parameter should be a printf-style format + * string, followed by `...`. The compiler or other analysis tools can warn + * when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_PRINTF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __printf__, fmtargnumber, fmtargnumber+1 ))) + +/** + * Macro that annotates a va_list function that operates like printf. + * + * If we were to annotate `vfprintf`: + * + * ```c + * int vfprintf(FILE *f, const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); + * ``` + * + * This notes that the second parameter should be a printf-style format + * string, followed by a va_list. The compiler or other analysis tools can + * warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_PRINTF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __printf__, fmtargnumber, 0 ))) + +/** + * Macro that annotates a vararg function that operates like scanf. + * + * If we were to annotate `fscanf`: + * + * ```c + * int fscanf(FILE *f, const char *fmt, ...) SDL_PRINTF_VARARG_FUNCV(2); + * ``` + * + * This notes that the second parameter should be a scanf-style format string, + * followed by `...`. The compiler or other analysis tools can warn when this + * doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_SCANF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __scanf__, fmtargnumber, fmtargnumber+1 ))) + +/** + * Macro that annotates a va_list function that operates like scanf. + * + * If we were to annotate `vfscanf`: + * + * ```c + * int vfscanf(FILE *f, const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); + * ``` + * + * This notes that the second parameter should be a scanf-style format string, + * followed by a va_list. The compiler or other analysis tools can warn when + * this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_SCANF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __scanf__, fmtargnumber, 0 ))) + +/** + * Macro that annotates a vararg function that operates like wprintf. + * + * If we were to annotate `fwprintf`: + * + * ```c + * int fwprintf(FILE *f, const wchar_t *fmt, ...) SDL_WPRINTF_VARARG_FUNC(2); + * ``` + * + * This notes that the second parameter should be a wprintf-style format wide + * string, followed by `...`. The compiler or other analysis tools can warn + * when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_PRINTF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) /* __attribute__ (( format( __wprintf__, fmtargnumber, fmtargnumber+1 ))) */ + +/** + * Macro that annotates a va_list function that operates like wprintf. + * + * If we were to annotate `vfwprintf`: + * + * ```c + * int vfwprintf(FILE *f, const wchar_t *fmt, va_list ap) SDL_WPRINTF_VARARG_FUNC(2); + * ``` + * + * This notes that the second parameter should be a wprintf-style format wide + * string, followed by a va_list. The compiler or other analysis tools can + * warn when this doesn't appear to be the case. + * + * On compilers without this annotation mechanism, this is defined to nothing. + * + * This can (and should) be used with SDL_PRINTF_FORMAT_STRING as well, which + * between them will cover at least Visual Studio, GCC, and Clang. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WPRINTF_VARARG_FUNCV( fmtargnumber ) /* __attribute__ (( format( __wprintf__, fmtargnumber, 0 ))) */ + +#elif defined(SDL_DISABLE_ANALYZE_MACROS) +#define SDL_IN_BYTECAP(x) +#define SDL_INOUT_Z_CAP(x) +#define SDL_OUT_Z_CAP(x) +#define SDL_OUT_CAP(x) +#define SDL_OUT_BYTECAP(x) +#define SDL_OUT_Z_BYTECAP(x) +#define SDL_PRINTF_FORMAT_STRING +#define SDL_SCANF_FORMAT_STRING +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) +#define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) +#define SDL_WPRINTF_VARARG_FUNCV( fmtargnumber ) +#else +#if defined(_MSC_VER) && (_MSC_VER >= 1600) /* VS 2010 and above */ +#include + +#define SDL_IN_BYTECAP(x) _In_bytecount_(x) +#define SDL_INOUT_Z_CAP(x) _Inout_z_cap_(x) +#define SDL_OUT_Z_CAP(x) _Out_z_cap_(x) +#define SDL_OUT_CAP(x) _Out_cap_(x) +#define SDL_OUT_BYTECAP(x) _Out_bytecap_(x) +#define SDL_OUT_Z_BYTECAP(x) _Out_z_bytecap_(x) + +#define SDL_PRINTF_FORMAT_STRING _Printf_format_string_ +#define SDL_SCANF_FORMAT_STRING _Scanf_format_string_impl_ +#else +#define SDL_IN_BYTECAP(x) +#define SDL_INOUT_Z_CAP(x) +#define SDL_OUT_Z_CAP(x) +#define SDL_OUT_CAP(x) +#define SDL_OUT_BYTECAP(x) +#define SDL_OUT_Z_BYTECAP(x) +#define SDL_PRINTF_FORMAT_STRING +#define SDL_SCANF_FORMAT_STRING +#endif +#if defined(__GNUC__) || defined(__clang__) +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __printf__, fmtargnumber, fmtargnumber+1 ))) +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __printf__, fmtargnumber, 0 ))) +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) __attribute__ (( format( __scanf__, fmtargnumber, fmtargnumber+1 ))) +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) __attribute__(( format( __scanf__, fmtargnumber, 0 ))) +#define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) /* __attribute__ (( format( __wprintf__, fmtargnumber, fmtargnumber+1 ))) */ +#define SDL_WPRINTF_VARARG_FUNCV( fmtargnumber ) /* __attribute__ (( format( __wprintf__, fmtargnumber, 0 ))) */ +#else +#define SDL_PRINTF_VARARG_FUNC( fmtargnumber ) +#define SDL_PRINTF_VARARG_FUNCV( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNC( fmtargnumber ) +#define SDL_SCANF_VARARG_FUNCV( fmtargnumber ) +#define SDL_WPRINTF_VARARG_FUNC( fmtargnumber ) +#define SDL_WPRINTF_VARARG_FUNCV( fmtargnumber ) +#endif +#endif /* SDL_DISABLE_ANALYZE_MACROS */ + +/** \cond */ +#ifndef DOXYGEN_SHOULD_IGNORE_THIS +SDL_COMPILE_TIME_ASSERT(bool_size, sizeof(bool) == 1); +SDL_COMPILE_TIME_ASSERT(uint8_size, sizeof(Uint8) == 1); +SDL_COMPILE_TIME_ASSERT(sint8_size, sizeof(Sint8) == 1); +SDL_COMPILE_TIME_ASSERT(uint16_size, sizeof(Uint16) == 2); +SDL_COMPILE_TIME_ASSERT(sint16_size, sizeof(Sint16) == 2); +SDL_COMPILE_TIME_ASSERT(uint32_size, sizeof(Uint32) == 4); +SDL_COMPILE_TIME_ASSERT(sint32_size, sizeof(Sint32) == 4); +SDL_COMPILE_TIME_ASSERT(uint64_size, sizeof(Uint64) == 8); +SDL_COMPILE_TIME_ASSERT(sint64_size, sizeof(Sint64) == 8); +#ifndef SDL_NOLONGLONG +SDL_COMPILE_TIME_ASSERT(uint64_longlong, sizeof(Uint64) <= sizeof(unsigned long long)); +SDL_COMPILE_TIME_ASSERT(size_t_longlong, sizeof(size_t) <= sizeof(unsigned long long)); +#endif +typedef struct SDL_alignment_test +{ + Uint8 a; + void *b; +} SDL_alignment_test; +SDL_COMPILE_TIME_ASSERT(struct_alignment, sizeof(SDL_alignment_test) == (2 * sizeof(void *))); +SDL_COMPILE_TIME_ASSERT(two_s_complement, (int)~(int)0 == (int)(-1)); +#endif /* DOXYGEN_SHOULD_IGNORE_THIS */ +/** \endcond */ + +/* Check to make sure enums are the size of ints, for structure packing. + For both Watcom C/C++ and Borland C/C++ the compiler option that makes + enums having the size of an int must be enabled. + This is "-b" for Borland C/C++ and "-ei" for Watcom C/C++ (v11). +*/ + +/** \cond */ +#ifndef DOXYGEN_SHOULD_IGNORE_THIS +#if !defined(SDL_PLATFORM_VITA) && !defined(SDL_PLATFORM_3DS) +/* TODO: include/SDL_stdinc.h:390: error: size of array 'SDL_dummy_enum' is negative */ +typedef enum SDL_DUMMY_ENUM +{ + DUMMY_ENUM_VALUE +} SDL_DUMMY_ENUM; + +SDL_COMPILE_TIME_ASSERT(enum, sizeof(SDL_DUMMY_ENUM) == sizeof(int)); +#endif +#endif /* DOXYGEN_SHOULD_IGNORE_THIS */ +/** \endcond */ + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A macro to initialize an SDL interface. + * + * This macro will initialize an SDL interface structure and should be called + * before you fill out the fields with your implementation. + * + * You can use it like this: + * + * ```c + * SDL_IOStreamInterface iface; + * + * SDL_INIT_INTERFACE(&iface); + * + * // Fill in the interface function pointers with your implementation + * iface.seek = ... + * + * stream = SDL_OpenIO(&iface, NULL); + * ``` + * + * If you are using designated initializers, you can use the size of the + * interface as the version, e.g. + * + * ```c + * SDL_IOStreamInterface iface = { + * .version = sizeof(iface), + * .seek = ... + * }; + * stream = SDL_OpenIO(&iface, NULL); + * ``` + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_IOStreamInterface + * \sa SDL_StorageInterface + * \sa SDL_VirtualJoystickDesc + */ +#define SDL_INIT_INTERFACE(iface) \ + do { \ + SDL_zerop(iface); \ + (iface)->version = sizeof(*(iface)); \ + } while (0) + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * Allocate memory on the stack (maybe). + * + * If SDL knows how to access alloca() on the current platform, it will use it + * to stack-allocate memory here. If it doesn't, it will use SDL_malloc() to + * heap-allocate memory. + * + * Since this might not be stack memory at all, it's important that you check + * the returned pointer for NULL, and that you call SDL_stack_free on the + * memory when done with it. Since this might be stack memory, it's important + * that you don't allocate large amounts of it, or allocate in a loop without + * returning from the function, so the stack doesn't overflow. + * + * \param type the datatype of the memory to allocate. + * \param count the number of `type` objects to allocate. + * \returns newly-allocated memory, or NULL on failure. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_stack_free + */ +#define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count)) + +/** + * Free memory previously allocated with SDL_stack_alloc. + * + * If SDL used alloca() to allocate this memory, this macro does nothing and + * the allocated memory will be automatically released when the function that + * called SDL_stack_alloc() returns. If SDL used SDL_malloc(), it will + * SDL_free the memory immediately. + * + * \param data the pointer, from SDL_stack_alloc(), to free. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_stack_alloc + */ +#define SDL_stack_free(data) +#elif !defined(SDL_DISABLE_ALLOCA) +#define SDL_stack_alloc(type, count) (type*)alloca(sizeof(type)*(count)) +#define SDL_stack_free(data) +#else +#define SDL_stack_alloc(type, count) (type*)SDL_malloc(sizeof(type)*(count)) +#define SDL_stack_free(data) SDL_free(data) +#endif + +/** + * Allocate uninitialized memory. + * + * The allocated memory returned by this function must be freed with + * SDL_free(). + * + * If `size` is 0, it will be set to 1. + * + * If the allocation is successful, the returned pointer is guaranteed to be + * aligned to either the *fundamental alignment* (`alignof(max_align_t)` in + * C11 and later) or `2 * sizeof(void *)`, whichever is smaller. Use + * SDL_aligned_alloc() if you need to allocate memory aligned to an alignment + * greater than this guarantee. + * + * \param size the size to allocate. + * \returns a pointer to the allocated memory, or NULL if allocation failed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_calloc + * \sa SDL_realloc + * \sa SDL_aligned_alloc + */ +extern SDL_DECLSPEC SDL_MALLOC void * SDLCALL SDL_malloc(size_t size); + +/** + * Allocate a zero-initialized array. + * + * The memory returned by this function must be freed with SDL_free(). + * + * If either of `nmemb` or `size` is 0, they will both be set to 1. + * + * If the allocation is successful, the returned pointer is guaranteed to be + * aligned to either the *fundamental alignment* (`alignof(max_align_t)` in + * C11 and later) or `2 * sizeof(void *)`, whichever is smaller. + * + * \param nmemb the number of elements in the array. + * \param size the size of each element of the array. + * \returns a pointer to the allocated array, or NULL if allocation failed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_malloc + * \sa SDL_realloc + */ +extern SDL_DECLSPEC SDL_MALLOC SDL_ALLOC_SIZE2(1, 2) void * SDLCALL SDL_calloc(size_t nmemb, size_t size); + +/** + * Change the size of allocated memory. + * + * The memory returned by this function must be freed with SDL_free(). + * + * If `size` is 0, it will be set to 1. Note that this is unlike some other C + * runtime `realloc` implementations, which may treat `realloc(mem, 0)` the + * same way as `free(mem)`. + * + * If `mem` is NULL, the behavior of this function is equivalent to + * SDL_malloc(). Otherwise, the function can have one of three possible + * outcomes: + * + * - If it returns the same pointer as `mem`, it means that `mem` was resized + * in place without freeing. + * - If it returns a different non-NULL pointer, it means that `mem` was freed + * and cannot be dereferenced anymore. + * - If it returns NULL (indicating failure), then `mem` will remain valid and + * must still be freed with SDL_free(). + * + * If the allocation is successfully resized, the returned pointer is + * guaranteed to be aligned to either the *fundamental alignment* + * (`alignof(max_align_t)` in C11 and later) or `2 * sizeof(void *)`, + * whichever is smaller. + * + * \param mem a pointer to allocated memory to reallocate, or NULL. + * \param size the new size of the memory. + * \returns a pointer to the newly allocated memory, or NULL if allocation + * failed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_malloc + * \sa SDL_calloc + */ +extern SDL_DECLSPEC SDL_ALLOC_SIZE(2) void * SDLCALL SDL_realloc(void *mem, size_t size); + +/** + * Free allocated memory. + * + * The pointer is no longer valid after this call and cannot be dereferenced + * anymore. + * + * If `mem` is NULL, this function does nothing. + * + * \param mem a pointer to allocated memory, or NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_malloc + * \sa SDL_calloc + * \sa SDL_realloc + */ +extern SDL_DECLSPEC void SDLCALL SDL_free(void *mem); + +/** + * A callback used to implement SDL_malloc(). + * + * SDL will always ensure that the passed `size` is greater than 0. + * + * \param size the size to allocate. + * \returns a pointer to the allocated memory, or NULL if allocation failed. + * + * \threadsafety It should be safe to call this callback from any thread. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_malloc + * \sa SDL_GetOriginalMemoryFunctions + * \sa SDL_GetMemoryFunctions + * \sa SDL_SetMemoryFunctions + */ +typedef void *(SDLCALL *SDL_malloc_func)(size_t size); + +/** + * A callback used to implement SDL_calloc(). + * + * SDL will always ensure that the passed `nmemb` and `size` are both greater + * than 0. + * + * \param nmemb the number of elements in the array. + * \param size the size of each element of the array. + * \returns a pointer to the allocated array, or NULL if allocation failed. + * + * \threadsafety It should be safe to call this callback from any thread. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_calloc + * \sa SDL_GetOriginalMemoryFunctions + * \sa SDL_GetMemoryFunctions + * \sa SDL_SetMemoryFunctions + */ +typedef void *(SDLCALL *SDL_calloc_func)(size_t nmemb, size_t size); + +/** + * A callback used to implement SDL_realloc(). + * + * SDL will always ensure that the passed `size` is greater than 0. + * + * \param mem a pointer to allocated memory to reallocate, or NULL. + * \param size the new size of the memory. + * \returns a pointer to the newly allocated memory, or NULL if allocation + * failed. + * + * \threadsafety It should be safe to call this callback from any thread. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_realloc + * \sa SDL_GetOriginalMemoryFunctions + * \sa SDL_GetMemoryFunctions + * \sa SDL_SetMemoryFunctions + */ +typedef void *(SDLCALL *SDL_realloc_func)(void *mem, size_t size); + +/** + * A callback used to implement SDL_free(). + * + * SDL will always ensure that the passed `mem` is a non-NULL pointer. + * + * \param mem a pointer to allocated memory. + * + * \threadsafety It should be safe to call this callback from any thread. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_free + * \sa SDL_GetOriginalMemoryFunctions + * \sa SDL_GetMemoryFunctions + * \sa SDL_SetMemoryFunctions + */ +typedef void (SDLCALL *SDL_free_func)(void *mem); + +/** + * Get the original set of SDL memory functions. + * + * This is what SDL_malloc and friends will use by default, if there has been + * no call to SDL_SetMemoryFunctions. This is not necessarily using the C + * runtime's `malloc` functions behind the scenes! Different platforms and + * build configurations might do any number of unexpected things. + * + * \param malloc_func filled with malloc function. + * \param calloc_func filled with calloc function. + * \param realloc_func filled with realloc function. + * \param free_func filled with free function. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetOriginalMemoryFunctions(SDL_malloc_func *malloc_func, + SDL_calloc_func *calloc_func, + SDL_realloc_func *realloc_func, + SDL_free_func *free_func); + +/** + * Get the current set of SDL memory functions. + * + * \param malloc_func filled with malloc function. + * \param calloc_func filled with calloc function. + * \param realloc_func filled with realloc function. + * \param free_func filled with free function. + * + * \threadsafety This does not hold a lock, so do not call this in the + * unlikely event of a background thread calling + * SDL_SetMemoryFunctions simultaneously. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetMemoryFunctions + * \sa SDL_GetOriginalMemoryFunctions + */ +extern SDL_DECLSPEC void SDLCALL SDL_GetMemoryFunctions(SDL_malloc_func *malloc_func, + SDL_calloc_func *calloc_func, + SDL_realloc_func *realloc_func, + SDL_free_func *free_func); + +/** + * Replace SDL's memory allocation functions with a custom set. + * + * It is not safe to call this function once any allocations have been made, + * as future calls to SDL_free will use the new allocator, even if they came + * from an SDL_malloc made with the old one! + * + * If used, usually this needs to be the first call made into the SDL library, + * if not the very first thing done at program startup time. + * + * \param malloc_func custom malloc function. + * \param calloc_func custom calloc function. + * \param realloc_func custom realloc function. + * \param free_func custom free function. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread, but one + * should not replace the memory functions once any allocations + * are made! + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetMemoryFunctions + * \sa SDL_GetOriginalMemoryFunctions + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetMemoryFunctions(SDL_malloc_func malloc_func, + SDL_calloc_func calloc_func, + SDL_realloc_func realloc_func, + SDL_free_func free_func); + +/** + * Allocate memory aligned to a specific alignment. + * + * The memory returned by this function must be freed with SDL_aligned_free(), + * _not_ SDL_free(). + * + * If `alignment` is less than the size of `void *`, it will be increased to + * match that. + * + * The returned memory address will be a multiple of the alignment value, and + * the size of the memory allocated will be a multiple of the alignment value. + * + * \param alignment the alignment of the memory. + * \param size the size to allocate. + * \returns a pointer to the aligned memory, or NULL if allocation failed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_aligned_free + */ +extern SDL_DECLSPEC SDL_MALLOC void * SDLCALL SDL_aligned_alloc(size_t alignment, size_t size); + +/** + * Free memory allocated by SDL_aligned_alloc(). + * + * The pointer is no longer valid after this call and cannot be dereferenced + * anymore. + * + * If `mem` is NULL, this function does nothing. + * + * \param mem a pointer previously returned by SDL_aligned_alloc(), or NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_aligned_alloc + */ +extern SDL_DECLSPEC void SDLCALL SDL_aligned_free(void *mem); + +/** + * Get the number of outstanding (unfreed) allocations. + * + * \returns the number of allocations or -1 if allocation counting is + * disabled. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumAllocations(void); + +/** + * A thread-safe set of environment variables + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironment + * \sa SDL_CreateEnvironment + * \sa SDL_GetEnvironmentVariable + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + * \sa SDL_DestroyEnvironment + */ +typedef struct SDL_Environment SDL_Environment; + +/** + * Get the process environment. + * + * This is initialized at application start and is not affected by setenv() + * and unsetenv() calls after that point. Use SDL_SetEnvironmentVariable() and + * SDL_UnsetEnvironmentVariable() if you want to modify this environment, or + * SDL_setenv_unsafe() or SDL_unsetenv_unsafe() if you want changes to persist + * in the C runtime environment after SDL_Quit(). + * + * \returns a pointer to the environment for the process or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironmentVariable + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC SDL_Environment * SDLCALL SDL_GetEnvironment(void); + +/** + * Create a set of environment variables + * + * \param populated true to initialize it from the C runtime environment, + * false to create an empty environment. + * \returns a pointer to the new environment or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety If `populated` is false, it is safe to call this function + * from any thread, otherwise it is safe if no other threads are + * calling setenv() or unsetenv() + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironmentVariable + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + * \sa SDL_DestroyEnvironment + */ +extern SDL_DECLSPEC SDL_Environment * SDLCALL SDL_CreateEnvironment(bool populated); + +/** + * Get the value of a variable in the environment. + * + * \param env the environment to query. + * \param name the name of the variable to get. + * \returns a pointer to the value of the variable or NULL if it can't be + * found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironment + * \sa SDL_CreateEnvironment + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetEnvironmentVariable(SDL_Environment *env, const char *name); + +/** + * Get all variables in the environment. + * + * \param env the environment to query. + * \returns a NULL terminated array of pointers to environment variables in + * the form "variable=value" or NULL on failure; call SDL_GetError() + * for more information. This is a single allocation that should be + * freed with SDL_free() when it is no longer needed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironment + * \sa SDL_CreateEnvironment + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC char ** SDLCALL SDL_GetEnvironmentVariables(SDL_Environment *env); + +/** + * Set the value of a variable in the environment. + * + * \param env the environment to modify. + * \param name the name of the variable to set. + * \param value the value of the variable to set. + * \param overwrite true to overwrite the variable if it exists, false to + * return success without setting the variable if it already + * exists. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironment + * \sa SDL_CreateEnvironment + * \sa SDL_GetEnvironmentVariable + * \sa SDL_GetEnvironmentVariables + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetEnvironmentVariable(SDL_Environment *env, const char *name, const char *value, bool overwrite); + +/** + * Clear a variable from the environment. + * + * \param env the environment to modify. + * \param name the name of the variable to unset. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetEnvironment + * \sa SDL_CreateEnvironment + * \sa SDL_GetEnvironmentVariable + * \sa SDL_GetEnvironmentVariables + * \sa SDL_SetEnvironmentVariable + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UnsetEnvironmentVariable(SDL_Environment *env, const char *name); + +/** + * Destroy a set of environment variables. + * + * \param env the environment to destroy. + * + * \threadsafety It is safe to call this function from any thread, as long as + * the environment is no longer in use. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateEnvironment + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyEnvironment(SDL_Environment *env); + +/** + * Get the value of a variable in the environment. + * + * This function uses SDL's cached copy of the environment and is thread-safe. + * + * \param name the name of the variable to get. + * \returns a pointer to the value of the variable or NULL if it can't be + * found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_getenv(const char *name); + +/** + * Get the value of a variable in the environment. + * + * This function bypasses SDL's cached copy of the environment and is not + * thread-safe. + * + * \param name the name of the variable to get. + * \returns a pointer to the value of the variable or NULL if it can't be + * found. + * + * \threadsafety This function is not thread safe, consider using SDL_getenv() + * instead. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_getenv + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_getenv_unsafe(const char *name); + +/** + * Set the value of a variable in the environment. + * + * \param name the name of the variable to set. + * \param value the value of the variable to set. + * \param overwrite 1 to overwrite the variable if it exists, 0 to return + * success without setting the variable if it already exists. + * \returns 0 on success, -1 on error. + * + * \threadsafety This function is not thread safe, consider using + * SDL_SetEnvironmentVariable() instead. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetEnvironmentVariable + */ +extern SDL_DECLSPEC int SDLCALL SDL_setenv_unsafe(const char *name, const char *value, int overwrite); + +/** + * Clear a variable from the environment. + * + * \param name the name of the variable to unset. + * \returns 0 on success, -1 on error. + * + * \threadsafety This function is not thread safe, consider using + * SDL_UnsetEnvironmentVariable() instead. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_UnsetEnvironmentVariable + */ +extern SDL_DECLSPEC int SDLCALL SDL_unsetenv_unsafe(const char *name); + +/** + * A callback used with SDL sorting and binary search functions. + * + * \param a a pointer to the first element being compared. + * \param b a pointer to the second element being compared. + * \returns -1 if `a` should be sorted before `b`, 1 if `b` should be sorted + * before `a`, 0 if they are equal. If two elements are equal, their + * order in the sorted array is undefined. + * + * \since This callback is available since SDL 3.2.0. + * + * \sa SDL_bsearch + * \sa SDL_qsort + */ +typedef int (SDLCALL *SDL_CompareCallback)(const void *a, const void *b); + +/** + * Sort an array. + * + * For example: + * + * ```c + * typedef struct { + * int key; + * const char *string; + * } data; + * + * int SDLCALL compare(const void *a, const void *b) + * { + * const data *A = (const data *)a; + * const data *B = (const data *)b; + * + * if (A->n < B->n) { + * return -1; + * } else if (B->n < A->n) { + * return 1; + * } else { + * return 0; + * } + * } + * + * data values[] = { + * { 3, "third" }, { 1, "first" }, { 2, "second" } + * }; + * + * SDL_qsort(values, SDL_arraysize(values), sizeof(values[0]), compare); + * ``` + * + * \param base a pointer to the start of the array. + * \param nmemb the number of elements in the array. + * \param size the size of the elements in the array. + * \param compare a function used to compare elements in the array. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_bsearch + * \sa SDL_qsort_r + */ +extern SDL_DECLSPEC void SDLCALL SDL_qsort(void *base, size_t nmemb, size_t size, SDL_CompareCallback compare); + +/** + * Perform a binary search on a previously sorted array. + * + * For example: + * + * ```c + * typedef struct { + * int key; + * const char *string; + * } data; + * + * int SDLCALL compare(const void *a, const void *b) + * { + * const data *A = (const data *)a; + * const data *B = (const data *)b; + * + * if (A->n < B->n) { + * return -1; + * } else if (B->n < A->n) { + * return 1; + * } else { + * return 0; + * } + * } + * + * data values[] = { + * { 1, "first" }, { 2, "second" }, { 3, "third" } + * }; + * data key = { 2, NULL }; + * + * data *result = SDL_bsearch(&key, values, SDL_arraysize(values), sizeof(values[0]), compare); + * ``` + * + * \param key a pointer to a key equal to the element being searched for. + * \param base a pointer to the start of the array. + * \param nmemb the number of elements in the array. + * \param size the size of the elements in the array. + * \param compare a function used to compare elements in the array. + * \returns a pointer to the matching element in the array, or NULL if not + * found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_bsearch_r + * \sa SDL_qsort + */ +extern SDL_DECLSPEC void * SDLCALL SDL_bsearch(const void *key, const void *base, size_t nmemb, size_t size, SDL_CompareCallback compare); + +/** + * A callback used with SDL sorting and binary search functions. + * + * \param userdata the `userdata` pointer passed to the sort function. + * \param a a pointer to the first element being compared. + * \param b a pointer to the second element being compared. + * \returns -1 if `a` should be sorted before `b`, 1 if `b` should be sorted + * before `a`, 0 if they are equal. If two elements are equal, their + * order in the sorted array is undefined. + * + * \since This callback is available since SDL 3.2.0. + * + * \sa SDL_qsort_r + * \sa SDL_bsearch_r + */ +typedef int (SDLCALL *SDL_CompareCallback_r)(void *userdata, const void *a, const void *b); + +/** + * Sort an array, passing a userdata pointer to the compare function. + * + * For example: + * + * ```c + * typedef enum { + * sort_increasing, + * sort_decreasing, + * } sort_method; + * + * typedef struct { + * int key; + * const char *string; + * } data; + * + * int SDLCALL compare(const void *userdata, const void *a, const void *b) + * { + * sort_method method = (sort_method)(uintptr_t)userdata; + * const data *A = (const data *)a; + * const data *B = (const data *)b; + * + * if (A->key < B->key) { + * return (method == sort_increasing) ? -1 : 1; + * } else if (B->key < A->key) { + * return (method == sort_increasing) ? 1 : -1; + * } else { + * return 0; + * } + * } + * + * data values[] = { + * { 3, "third" }, { 1, "first" }, { 2, "second" } + * }; + * + * SDL_qsort_r(values, SDL_arraysize(values), sizeof(values[0]), compare, (const void *)(uintptr_t)sort_increasing); + * ``` + * + * \param base a pointer to the start of the array. + * \param nmemb the number of elements in the array. + * \param size the size of the elements in the array. + * \param compare a function used to compare elements in the array. + * \param userdata a pointer to pass to the compare function. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_bsearch_r + * \sa SDL_qsort + */ +extern SDL_DECLSPEC void SDLCALL SDL_qsort_r(void *base, size_t nmemb, size_t size, SDL_CompareCallback_r compare, void *userdata); + +/** + * Perform a binary search on a previously sorted array, passing a userdata + * pointer to the compare function. + * + * For example: + * + * ```c + * typedef enum { + * sort_increasing, + * sort_decreasing, + * } sort_method; + * + * typedef struct { + * int key; + * const char *string; + * } data; + * + * int SDLCALL compare(const void *userdata, const void *a, const void *b) + * { + * sort_method method = (sort_method)(uintptr_t)userdata; + * const data *A = (const data *)a; + * const data *B = (const data *)b; + * + * if (A->key < B->key) { + * return (method == sort_increasing) ? -1 : 1; + * } else if (B->key < A->key) { + * return (method == sort_increasing) ? 1 : -1; + * } else { + * return 0; + * } + * } + * + * data values[] = { + * { 1, "first" }, { 2, "second" }, { 3, "third" } + * }; + * data key = { 2, NULL }; + * + * data *result = SDL_bsearch_r(&key, values, SDL_arraysize(values), sizeof(values[0]), compare, (const void *)(uintptr_t)sort_increasing); + * ``` + * + * \param key a pointer to a key equal to the element being searched for. + * \param base a pointer to the start of the array. + * \param nmemb the number of elements in the array. + * \param size the size of the elements in the array. + * \param compare a function used to compare elements in the array. + * \param userdata a pointer to pass to the compare function. + * \returns a pointer to the matching element in the array, or NULL if not + * found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_bsearch + * \sa SDL_qsort_r + */ +extern SDL_DECLSPEC void * SDLCALL SDL_bsearch_r(const void *key, const void *base, size_t nmemb, size_t size, SDL_CompareCallback_r compare, void *userdata); + +/** + * Compute the absolute value of `x`. + * + * \param x an integer value. + * \returns the absolute value of x. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_abs(int x); + +/** + * Return the lesser of two values. + * + * This is a helper macro that might be more clear than writing out the + * comparisons directly, and works with any type that can be compared with the + * `<` operator. However, it double-evaluates both its parameters, so do not + * use expressions with side-effects here. + * + * \param x the first value to compare. + * \param y the second value to compare. + * \returns the lesser of `x` and `y`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_min(x, y) (((x) < (y)) ? (x) : (y)) + +/** + * Return the greater of two values. + * + * This is a helper macro that might be more clear than writing out the + * comparisons directly, and works with any type that can be compared with the + * `>` operator. However, it double-evaluates both its parameters, so do not + * use expressions with side-effects here. + * + * \param x the first value to compare. + * \param y the second value to compare. + * \returns the lesser of `x` and `y`. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_max(x, y) (((x) > (y)) ? (x) : (y)) + +/** + * Return a value clamped to a range. + * + * If `x` is outside the range a values between `a` and `b`, the returned + * value will be `a` or `b` as appropriate. Otherwise, `x` is returned. + * + * This macro will produce incorrect results if `b` is less than `a`. + * + * This is a helper macro that might be more clear than writing out the + * comparisons directly, and works with any type that can be compared with the + * `<` and `>` operators. However, it double-evaluates all its parameters, so + * do not use expressions with side-effects here. + * + * \param x the value to compare. + * \param a the low end value. + * \param b the high end value. + * \returns x, clamped between a and b. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_clamp(x, a, b) (((x) < (a)) ? (a) : (((x) > (b)) ? (b) : (x))) + +/** + * Query if a character is alphabetic (a letter). + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * for English 'a-z' and 'A-Z' as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isalpha(int x); + +/** + * Query if a character is alphabetic (a letter) or a number. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * for English 'a-z', 'A-Z', and '0-9' as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isalnum(int x); + +/** + * Report if a character is blank (a space or tab). + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * 0x20 (space) or 0x9 (tab) as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isblank(int x); + +/** + * Report if a character is a control character. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * 0 through 0x1F, and 0x7F, as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_iscntrl(int x); + +/** + * Report if a character is a numeric digit. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * '0' (0x30) through '9' (0x39), as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isdigit(int x); + +/** + * Report if a character is a hexadecimal digit. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * 'A' through 'F', 'a' through 'f', and '0' through '9', as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isxdigit(int x); + +/** + * Report if a character is a punctuation mark. + * + * **WARNING**: Regardless of system locale, this is equivalent to + * `((SDL_isgraph(x)) && (!SDL_isalnum(x)))`. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isgraph + * \sa SDL_isalnum + */ +extern SDL_DECLSPEC int SDLCALL SDL_ispunct(int x); + +/** + * Report if a character is whitespace. + * + * **WARNING**: Regardless of system locale, this will only treat the + * following ASCII values as true: + * + * - space (0x20) + * - tab (0x09) + * - newline (0x0A) + * - vertical tab (0x0B) + * - form feed (0x0C) + * - return (0x0D) + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isspace(int x); + +/** + * Report if a character is upper case. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * 'A' through 'Z' as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isupper(int x); + +/** + * Report if a character is lower case. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * 'a' through 'z' as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_islower(int x); + +/** + * Report if a character is "printable". + * + * Be advised that "printable" has a definition that goes back to text + * terminals from the dawn of computing, making this a sort of special case + * function that is not suitable for Unicode (or most any) text management. + * + * **WARNING**: Regardless of system locale, this will only treat ASCII values + * ' ' (0x20) through '~' (0x7E) as true. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_isprint(int x); + +/** + * Report if a character is any "printable" except space. + * + * Be advised that "printable" has a definition that goes back to text + * terminals from the dawn of computing, making this a sort of special case + * function that is not suitable for Unicode (or most any) text management. + * + * **WARNING**: Regardless of system locale, this is equivalent to + * `(SDL_isprint(x)) && ((x) != ' ')`. + * + * \param x character value to check. + * \returns non-zero if x falls within the character class, zero otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isprint + */ +extern SDL_DECLSPEC int SDLCALL SDL_isgraph(int x); + +/** + * Convert low-ASCII English letters to uppercase. + * + * **WARNING**: Regardless of system locale, this will only convert ASCII + * values 'a' through 'z' to uppercase. + * + * This function returns the uppercase equivalent of `x`. If a character + * cannot be converted, or is already uppercase, this function returns `x`. + * + * \param x character value to check. + * \returns capitalized version of x, or x if no conversion available. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_toupper(int x); + +/** + * Convert low-ASCII English letters to lowercase. + * + * **WARNING**: Regardless of system locale, this will only convert ASCII + * values 'A' through 'Z' to lowercase. + * + * This function returns the lowercase equivalent of `x`. If a character + * cannot be converted, or is already lowercase, this function returns `x`. + * + * \param x character value to check. + * \returns lowercase version of x, or x if no conversion available. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_tolower(int x); + +/** + * Calculate a CRC-16 value. + * + * https://en.wikipedia.org/wiki/Cyclic_redundancy_check + * + * This function can be called multiple times, to stream data to be + * checksummed in blocks. Each call must provide the previous CRC-16 return + * value to be updated with the next block. The first call to this function + * for a set of blocks should pass in a zero CRC value. + * + * \param crc the current checksum for this data set, or 0 for a new data set. + * \param data a new block of data to add to the checksum. + * \param len the size, in bytes, of the new block of data. + * \returns a CRC-16 checksum value of all blocks in the data set. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint16 SDLCALL SDL_crc16(Uint16 crc, const void *data, size_t len); + +/** + * Calculate a CRC-32 value. + * + * https://en.wikipedia.org/wiki/Cyclic_redundancy_check + * + * This function can be called multiple times, to stream data to be + * checksummed in blocks. Each call must provide the previous CRC-32 return + * value to be updated with the next block. The first call to this function + * for a set of blocks should pass in a zero CRC value. + * + * \param crc the current checksum for this data set, or 0 for a new data set. + * \param data a new block of data to add to the checksum. + * \param len the size, in bytes, of the new block of data. + * \returns a CRC-32 checksum value of all blocks in the data set. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_crc32(Uint32 crc, const void *data, size_t len); + +/** + * Calculate a 32-bit MurmurHash3 value for a block of data. + * + * https://en.wikipedia.org/wiki/MurmurHash + * + * A seed may be specified, which changes the final results consistently, but + * this does not work like SDL_crc16 and SDL_crc32: you can't feed a previous + * result from this function back into itself as the next seed value to + * calculate a hash in chunks; it won't produce the same hash as it would if + * the same data was provided in a single call. + * + * If you aren't sure what to provide for a seed, zero is fine. Murmur3 is not + * cryptographically secure, so it shouldn't be used for hashing top-secret + * data. + * + * \param data the data to be hashed. + * \param len the size of data, in bytes. + * \param seed a value that alters the final hash value. + * \returns a Murmur3 32-bit hash value. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_murmur3_32(const void *data, size_t len, Uint32 seed); + +/** + * Copy non-overlapping memory. + * + * The memory regions must not overlap. If they do, use SDL_memmove() instead. + * + * \param dst The destination memory region. Must not be NULL, and must not + * overlap with `src`. + * \param src The source memory region. Must not be NULL, and must not overlap + * with `dst`. + * \param len The length in bytes of both `dst` and `src`. + * \returns `dst`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_memmove + */ +extern SDL_DECLSPEC void * SDLCALL SDL_memcpy(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); + +/* Take advantage of compiler optimizations for memcpy */ +#ifndef SDL_SLOW_MEMCPY +#ifdef SDL_memcpy +#undef SDL_memcpy +#endif +#define SDL_memcpy memcpy +#endif + + +/** + * A macro to copy memory between objects, with basic type checking. + * + * SDL_memcpy and SDL_memmove do not care where you copy memory to and from, + * which can lead to bugs. This macro aims to avoid most of those bugs by + * making sure that the source and destination are both pointers to objects + * that are the same size. It does not check that the objects are the same + * _type_, just that the copy will not overflow either object. + * + * The size check happens at compile time, and the compiler will throw an + * error if the objects are different sizes. + * + * Generally this is intended to copy a single object, not an array. + * + * This macro looks like it double-evaluates its parameters, but the extras + * them are in `sizeof` sections, which generate no code nor side-effects. + * + * \param dst a pointer to the destination object. Must not be NULL. + * \param src a pointer to the source object. Must not be NULL. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +#define SDL_copyp(dst, src) \ + { SDL_COMPILE_TIME_ASSERT(SDL_copyp, sizeof (*(dst)) == sizeof (*(src))); } \ + SDL_memcpy((dst), (src), sizeof(*(src))) + +/** + * Copy memory ranges that might overlap. + * + * It is okay for the memory regions to overlap. If you are confident that the + * regions never overlap, using SDL_memcpy() may improve performance. + * + * \param dst The destination memory region. Must not be NULL. + * \param src The source memory region. Must not be NULL. + * \param len The length in bytes of both `dst` and `src`. + * \returns `dst`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_memcpy + */ +extern SDL_DECLSPEC void * SDLCALL SDL_memmove(SDL_OUT_BYTECAP(len) void *dst, SDL_IN_BYTECAP(len) const void *src, size_t len); + +/* Take advantage of compiler optimizations for memmove */ +#ifndef SDL_SLOW_MEMMOVE +#ifdef SDL_memmove +#undef SDL_memmove +#endif +#define SDL_memmove memmove +#endif + +/** + * Initialize all bytes of buffer of memory to a specific value. + * + * This function will set `len` bytes, pointed to by `dst`, to the value + * specified in `c`. + * + * Despite `c` being an `int` instead of a `char`, this only operates on + * bytes; `c` must be a value between 0 and 255, inclusive. + * + * \param dst the destination memory region. Must not be NULL. + * \param c the byte value to set. + * \param len the length, in bytes, to set in `dst`. + * \returns `dst`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_memset(SDL_OUT_BYTECAP(len) void *dst, int c, size_t len); + +/** + * Initialize all 32-bit words of buffer of memory to a specific value. + * + * This function will set a buffer of `dwords` Uint32 values, pointed to by + * `dst`, to the value specified in `val`. + * + * Unlike SDL_memset, this sets 32-bit values, not bytes, so it's not limited + * to a range of 0-255. + * + * \param dst the destination memory region. Must not be NULL. + * \param val the Uint32 value to set. + * \param dwords the number of Uint32 values to set in `dst`. + * \returns `dst`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_memset4(void *dst, Uint32 val, size_t dwords); + +/* Take advantage of compiler optimizations for memset */ +#ifndef SDL_SLOW_MEMSET +#ifdef SDL_memset +#undef SDL_memset +#endif +#define SDL_memset memset +#endif + +/** + * Clear an object's memory to zero. + * + * This is wrapper over SDL_memset that handles calculating the object size, + * so there's no chance of copy/paste errors, and the code is cleaner. + * + * This requires an object, not a pointer to an object, nor an array. + * + * \param x the object to clear. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_zerop + * \sa SDL_zeroa + */ +#define SDL_zero(x) SDL_memset(&(x), 0, sizeof((x))) + +/** + * Clear an object's memory to zero, using a pointer. + * + * This is wrapper over SDL_memset that handles calculating the object size, + * so there's no chance of copy/paste errors, and the code is cleaner. + * + * This requires a pointer to an object, not an object itself, nor an array. + * + * \param x a pointer to the object to clear. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_zero + * \sa SDL_zeroa + */ +#define SDL_zerop(x) SDL_memset((x), 0, sizeof(*(x))) + +/** + * Clear an array's memory to zero. + * + * This is wrapper over SDL_memset that handles calculating the array size, so + * there's no chance of copy/paste errors, and the code is cleaner. + * + * This requires an array, not an object, nor a pointer to an object. + * + * \param x an array to clear. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_zero + * \sa SDL_zeroa + */ +#define SDL_zeroa(x) SDL_memset((x), 0, sizeof((x))) + + +/** + * Compare two buffers of memory. + * + * \param s1 the first buffer to compare. NULL is not permitted! + * \param s2 the second buffer to compare. NULL is not permitted! + * \param len the number of bytes to compare between the buffers. + * \returns less than zero if s1 is "less than" s2, greater than zero if s1 is + * "greater than" s2, and zero if the buffers match exactly for `len` + * bytes. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_memcmp(const void *s1, const void *s2, size_t len); + +/** + * This works exactly like wcslen() but doesn't require access to a C runtime. + * + * Counts the number of wchar_t values in `wstr`, excluding the null + * terminator. + * + * Like SDL_strlen only counts bytes and not codepoints in a UTF-8 string, + * this counts wchar_t values in a string, even if the string's encoding is of + * variable width, like UTF-16. + * + * Also be aware that wchar_t is different sizes on different platforms (4 + * bytes on Linux, 2 on Windows, etc). + * + * \param wstr The null-terminated wide string to read. Must not be NULL. + * \returns the length (in wchar_t values, excluding the null terminator) of + * `wstr`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_wcsnlen + * \sa SDL_utf8strlen + * \sa SDL_utf8strnlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_wcslen(const wchar_t *wstr); + +/** + * This works exactly like wcsnlen() but doesn't require access to a C + * runtime. + * + * Counts up to a maximum of `maxlen` wchar_t values in `wstr`, excluding the + * null terminator. + * + * Like SDL_strnlen only counts bytes and not codepoints in a UTF-8 string, + * this counts wchar_t values in a string, even if the string's encoding is of + * variable width, like UTF-16. + * + * Also be aware that wchar_t is different sizes on different platforms (4 + * bytes on Linux, 2 on Windows, etc). + * + * Also, `maxlen` is a count of wide characters, not bytes! + * + * \param wstr The null-terminated wide string to read. Must not be NULL. + * \param maxlen The maximum amount of wide characters to count. + * \returns the length (in wide characters, excluding the null terminator) of + * `wstr` but never more than `maxlen`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_wcslen + * \sa SDL_utf8strlen + * \sa SDL_utf8strnlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_wcsnlen(const wchar_t *wstr, size_t maxlen); + +/** + * Copy a wide string. + * + * This function copies `maxlen` - 1 wide characters from `src` to `dst`, then + * appends a null terminator. + * + * `src` and `dst` must not overlap. + * + * If `maxlen` is 0, no wide characters are copied and no null terminator is + * written. + * + * \param dst The destination buffer. Must not be NULL, and must not overlap + * with `src`. + * \param src The null-terminated wide string to copy. Must not be NULL, and + * must not overlap with `dst`. + * \param maxlen The length (in wide characters) of the destination buffer. + * \returns the length (in wide characters, excluding the null terminator) of + * `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_wcslcat + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_wcslcpy(SDL_OUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen); + +/** + * Concatenate wide strings. + * + * This function appends up to `maxlen` - SDL_wcslen(dst) - 1 wide characters + * from `src` to the end of the wide string in `dst`, then appends a null + * terminator. + * + * `src` and `dst` must not overlap. + * + * If `maxlen` - SDL_wcslen(dst) - 1 is less than or equal to 0, then `dst` is + * unmodified. + * + * \param dst The destination buffer already containing the first + * null-terminated wide string. Must not be NULL and must not + * overlap with `src`. + * \param src The second null-terminated wide string. Must not be NULL, and + * must not overlap with `dst`. + * \param maxlen The length (in wide characters) of the destination buffer. + * \returns the length (in wide characters, excluding the null terminator) of + * the string in `dst` plus the length of `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_wcslcpy + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_wcslcat(SDL_INOUT_Z_CAP(maxlen) wchar_t *dst, const wchar_t *src, size_t maxlen); + +/** + * Allocate a copy of a wide string. + * + * This allocates enough space for a null-terminated copy of `wstr`, using + * SDL_malloc, and then makes a copy of the string into this space. + * + * The returned string is owned by the caller, and should be passed to + * SDL_free when no longer needed. + * + * \param wstr the string to copy. + * \returns a pointer to the newly-allocated wide string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC wchar_t * SDLCALL SDL_wcsdup(const wchar_t *wstr); + +/** + * Search a wide string for the first instance of a specific substring. + * + * The search ends once it finds the requested substring, or a null terminator + * byte to end the string. + * + * Note that this looks for strings of _wide characters_, not _codepoints_, so + * it's legal to search for malformed and incomplete UTF-16 sequences. + * + * \param haystack the wide string to search. Must not be NULL. + * \param needle the wide string to search for. Must not be NULL. + * \returns a pointer to the first instance of `needle` in the string, or NULL + * if not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC wchar_t * SDLCALL SDL_wcsstr(const wchar_t *haystack, const wchar_t *needle); + +/** + * Search a wide string, up to n wide chars, for the first instance of a + * specific substring. + * + * The search ends once it finds the requested substring, or a null terminator + * value to end the string, or `maxlen` wide character have been examined. It + * is possible to use this function on a wide string without a null + * terminator. + * + * Note that this looks for strings of _wide characters_, not _codepoints_, so + * it's legal to search for malformed and incomplete UTF-16 sequences. + * + * \param haystack the wide string to search. Must not be NULL. + * \param needle the wide string to search for. Must not be NULL. + * \param maxlen the maximum number of wide characters to search in + * `haystack`. + * \returns a pointer to the first instance of `needle` in the string, or NULL + * if not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC wchar_t * SDLCALL SDL_wcsnstr(const wchar_t *haystack, const wchar_t *needle, size_t maxlen); + +/** + * Compare two null-terminated wide strings. + * + * This only compares wchar_t values until it hits a null-terminating + * character; it does not care if the string is well-formed UTF-16 (or UTF-32, + * depending on your platform's wchar_t size), or uses valid Unicode values. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_wcscmp(const wchar_t *str1, const wchar_t *str2); + +/** + * Compare two wide strings up to a number of wchar_t values. + * + * This only compares wchar_t values; it does not care if the string is + * well-formed UTF-16 (or UTF-32, depending on your platform's wchar_t size), + * or uses valid Unicode values. + * + * Note that while this function is intended to be used with UTF-16 (or + * UTF-32, depending on your platform's definition of wchar_t), it is + * comparing raw wchar_t values and not Unicode codepoints: `maxlen` specifies + * a wchar_t limit! If the limit lands in the middle of a multi-wchar UTF-16 + * sequence, it will only compare a portion of the final character. + * + * `maxlen` specifies a maximum number of wchar_t to compare; if the strings + * match to this number of wide chars (or both have matched to a + * null-terminator character before this count), they will be considered + * equal. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \param maxlen the maximum number of wchar_t to compare. + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_wcsncmp(const wchar_t *str1, const wchar_t *str2, size_t maxlen); + +/** + * Compare two null-terminated wide strings, case-insensitively. + * + * This will work with Unicode strings, using a technique called + * "case-folding" to handle the vast majority of case-sensitive human + * languages regardless of system locale. It can deal with expanding values: a + * German Eszett character can compare against two ASCII 's' chars and be + * considered a match, for example. A notable exception: it does not handle + * the Turkish 'i' character; human language is complicated! + * + * Depending on your platform, "wchar_t" might be 2 bytes, and expected to be + * UTF-16 encoded (like Windows), or 4 bytes in UTF-32 format. Since this + * handles Unicode, it expects the string to be well-formed and not a + * null-terminated string of arbitrary bytes. Characters that are not valid + * UTF-16 (or UTF-32) are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), which is to say two strings of random bits may turn out to + * match if they convert to the same amount of replacement characters. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_wcscasecmp(const wchar_t *str1, const wchar_t *str2); + +/** + * Compare two wide strings, case-insensitively, up to a number of wchar_t. + * + * This will work with Unicode strings, using a technique called + * "case-folding" to handle the vast majority of case-sensitive human + * languages regardless of system locale. It can deal with expanding values: a + * German Eszett character can compare against two ASCII 's' chars and be + * considered a match, for example. A notable exception: it does not handle + * the Turkish 'i' character; human language is complicated! + * + * Depending on your platform, "wchar_t" might be 2 bytes, and expected to be + * UTF-16 encoded (like Windows), or 4 bytes in UTF-32 format. Since this + * handles Unicode, it expects the string to be well-formed and not a + * null-terminated string of arbitrary bytes. Characters that are not valid + * UTF-16 (or UTF-32) are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), which is to say two strings of random bits may turn out to + * match if they convert to the same amount of replacement characters. + * + * Note that while this function might deal with variable-sized characters, + * `maxlen` specifies a _wchar_ limit! If the limit lands in the middle of a + * multi-byte UTF-16 sequence, it may convert a portion of the final character + * to one or more Unicode character U+FFFD (REPLACEMENT CHARACTER) so as not + * to overflow a buffer. + * + * `maxlen` specifies a maximum number of wchar_t values to compare; if the + * strings match to this number of wchar_t (or both have matched to a + * null-terminator character before this number of bytes), they will be + * considered equal. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \param maxlen the maximum number of wchar_t values to compare. + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_wcsncasecmp(const wchar_t *str1, const wchar_t *str2, size_t maxlen); + +/** + * Parse a `long` from a wide string. + * + * If `str` starts with whitespace, then those whitespace characters are + * skipped before attempting to parse the number. + * + * If the parsed number does not fit inside a `long`, the result is clamped to + * the minimum and maximum representable `long` values. + * + * \param str The null-terminated wide string to read. Must not be NULL. + * \param endp If not NULL, the address of the first invalid wide character + * (i.e. the next character after the parsed number) will be + * written to this pointer. + * \param base The base of the integer to read. Supported values are 0 and 2 + * to 36 inclusive. If 0, the base will be inferred from the + * number's prefix (0x for hexadecimal, 0 for octal, decimal + * otherwise). + * \returns the parsed `long`, or 0 if no number could be parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strtol + */ +extern SDL_DECLSPEC long SDLCALL SDL_wcstol(const wchar_t *str, wchar_t **endp, int base); + +/** + * This works exactly like strlen() but doesn't require access to a C runtime. + * + * Counts the bytes in `str`, excluding the null terminator. + * + * If you need the length of a UTF-8 string, consider using SDL_utf8strlen(). + * + * \param str The null-terminated string to read. Must not be NULL. + * \returns the length (in bytes, excluding the null terminator) of `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strnlen + * \sa SDL_utf8strlen + * \sa SDL_utf8strnlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_strlen(const char *str); + +/** + * This works exactly like strnlen() but doesn't require access to a C + * runtime. + * + * Counts up to a maximum of `maxlen` bytes in `str`, excluding the null + * terminator. + * + * If you need the length of a UTF-8 string, consider using SDL_utf8strnlen(). + * + * \param str The null-terminated string to read. Must not be NULL. + * \param maxlen The maximum amount of bytes to count. + * \returns the length (in bytes, excluding the null terminator) of `src` but + * never more than `maxlen`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strlen + * \sa SDL_utf8strlen + * \sa SDL_utf8strnlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_strnlen(const char *str, size_t maxlen); + +/** + * Copy a string. + * + * This function copies up to `maxlen` - 1 characters from `src` to `dst`, + * then appends a null terminator. + * + * If `maxlen` is 0, no characters are copied and no null terminator is + * written. + * + * If you want to copy an UTF-8 string but need to ensure that multi-byte + * sequences are not truncated, consider using SDL_utf8strlcpy(). + * + * \param dst The destination buffer. Must not be NULL, and must not overlap + * with `src`. + * \param src The null-terminated string to copy. Must not be NULL, and must + * not overlap with `dst`. + * \param maxlen The length (in characters) of the destination buffer. + * \returns the length (in characters, excluding the null terminator) of + * `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strlcat + * \sa SDL_utf8strlcpy + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_strlcpy(SDL_OUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); + +/** + * Copy an UTF-8 string. + * + * This function copies up to `dst_bytes` - 1 bytes from `src` to `dst` while + * also ensuring that the string written to `dst` does not end in a truncated + * multi-byte sequence. Finally, it appends a null terminator. + * + * `src` and `dst` must not overlap. + * + * Note that unlike SDL_strlcpy(), this function returns the number of bytes + * written, not the length of `src`. + * + * \param dst The destination buffer. Must not be NULL, and must not overlap + * with `src`. + * \param src The null-terminated UTF-8 string to copy. Must not be NULL, and + * must not overlap with `dst`. + * \param dst_bytes The length (in bytes) of the destination buffer. Must not + * be 0. + * \returns the number of bytes written, excluding the null terminator. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strlcpy + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_utf8strlcpy(SDL_OUT_Z_CAP(dst_bytes) char *dst, const char *src, size_t dst_bytes); + +/** + * Concatenate strings. + * + * This function appends up to `maxlen` - SDL_strlen(dst) - 1 characters from + * `src` to the end of the string in `dst`, then appends a null terminator. + * + * `src` and `dst` must not overlap. + * + * If `maxlen` - SDL_strlen(dst) - 1 is less than or equal to 0, then `dst` is + * unmodified. + * + * \param dst The destination buffer already containing the first + * null-terminated string. Must not be NULL and must not overlap + * with `src`. + * \param src The second null-terminated string. Must not be NULL, and must + * not overlap with `dst`. + * \param maxlen The length (in characters) of the destination buffer. + * \returns the length (in characters, excluding the null terminator) of the + * string in `dst` plus the length of `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strlcpy + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_strlcat(SDL_INOUT_Z_CAP(maxlen) char *dst, const char *src, size_t maxlen); + +/** + * Allocate a copy of a string. + * + * This allocates enough space for a null-terminated copy of `str`, using + * SDL_malloc, and then makes a copy of the string into this space. + * + * The returned string is owned by the caller, and should be passed to + * SDL_free when no longer needed. + * + * \param str the string to copy. + * \returns a pointer to the newly-allocated string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_MALLOC char * SDLCALL SDL_strdup(const char *str); + +/** + * Allocate a copy of a string, up to n characters. + * + * This allocates enough space for a null-terminated copy of `str`, up to + * `maxlen` bytes, using SDL_malloc, and then makes a copy of the string into + * this space. + * + * If the string is longer than `maxlen` bytes, the returned string will be + * `maxlen` bytes long, plus a null-terminator character that isn't included + * in the count. + * + * The returned string is owned by the caller, and should be passed to + * SDL_free when no longer needed. + * + * \param str the string to copy. + * \param maxlen the maximum length of the copied string, not counting the + * null-terminator character. + * \returns a pointer to the newly-allocated string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_MALLOC char * SDLCALL SDL_strndup(const char *str, size_t maxlen); + +/** + * Reverse a string's contents. + * + * This reverses a null-terminated string in-place. Only the content of the + * string is reversed; the null-terminator character remains at the end of the + * reversed string. + * + * **WARNING**: This function reverses the _bytes_ of the string, not the + * codepoints. If `str` is a UTF-8 string with Unicode codepoints > 127, this + * will ruin the string data. You should only use this function on strings + * that are completely comprised of low ASCII characters. + * + * \param str the string to reverse. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strrev(char *str); + +/** + * Convert a string to uppercase. + * + * **WARNING**: Regardless of system locale, this will only convert ASCII + * values 'A' through 'Z' to uppercase. + * + * This function operates on a null-terminated string of bytes--even if it is + * malformed UTF-8!--and converts ASCII characters 'a' through 'z' to their + * uppercase equivalents in-place, returning the original `str` pointer. + * + * \param str the string to convert in-place. Can not be NULL. + * \returns the `str` pointer passed into this function. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strlwr + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strupr(char *str); + +/** + * Convert a string to lowercase. + * + * **WARNING**: Regardless of system locale, this will only convert ASCII + * values 'A' through 'Z' to lowercase. + * + * This function operates on a null-terminated string of bytes--even if it is + * malformed UTF-8!--and converts ASCII characters 'A' through 'Z' to their + * lowercase equivalents in-place, returning the original `str` pointer. + * + * \param str the string to convert in-place. Can not be NULL. + * \returns the `str` pointer passed into this function. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_strupr + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strlwr(char *str); + +/** + * Search a string for the first instance of a specific byte. + * + * The search ends once it finds the requested byte value, or a null + * terminator byte to end the string. + * + * Note that this looks for _bytes_, not _characters_, so you cannot match + * against a Unicode codepoint > 255, regardless of character encoding. + * + * \param str the string to search. Must not be NULL. + * \param c the byte value to search for. + * \returns a pointer to the first instance of `c` in the string, or NULL if + * not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strchr(const char *str, int c); + +/** + * Search a string for the last instance of a specific byte. + * + * The search must go until it finds a null terminator byte to end the string. + * + * Note that this looks for _bytes_, not _characters_, so you cannot match + * against a Unicode codepoint > 255, regardless of character encoding. + * + * \param str the string to search. Must not be NULL. + * \param c the byte value to search for. + * \returns a pointer to the last instance of `c` in the string, or NULL if + * not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strrchr(const char *str, int c); + +/** + * Search a string for the first instance of a specific substring. + * + * The search ends once it finds the requested substring, or a null terminator + * byte to end the string. + * + * Note that this looks for strings of _bytes_, not _characters_, so it's + * legal to search for malformed and incomplete UTF-8 sequences. + * + * \param haystack the string to search. Must not be NULL. + * \param needle the string to search for. Must not be NULL. + * \returns a pointer to the first instance of `needle` in the string, or NULL + * if not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strstr(const char *haystack, const char *needle); + +/** + * Search a string, up to n bytes, for the first instance of a specific + * substring. + * + * The search ends once it finds the requested substring, or a null terminator + * byte to end the string, or `maxlen` bytes have been examined. It is + * possible to use this function on a string without a null terminator. + * + * Note that this looks for strings of _bytes_, not _characters_, so it's + * legal to search for malformed and incomplete UTF-8 sequences. + * + * \param haystack the string to search. Must not be NULL. + * \param needle the string to search for. Must not be NULL. + * \param maxlen the maximum number of bytes to search in `haystack`. + * \returns a pointer to the first instance of `needle` in the string, or NULL + * if not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strnstr(const char *haystack, const char *needle, size_t maxlen); + +/** + * Search a UTF-8 string for the first instance of a specific substring, + * case-insensitively. + * + * This will work with Unicode strings, using a technique called + * "case-folding" to handle the vast majority of case-sensitive human + * languages regardless of system locale. It can deal with expanding values: a + * German Eszett character can compare against two ASCII 's' chars and be + * considered a match, for example. A notable exception: it does not handle + * the Turkish 'i' character; human language is complicated! + * + * Since this handles Unicode, it expects the strings to be well-formed UTF-8 + * and not a null-terminated string of arbitrary bytes. Bytes that are not + * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), which is to say two strings of random bits may turn out to + * match if they convert to the same amount of replacement characters. + * + * \param haystack the string to search. Must not be NULL. + * \param needle the string to search for. Must not be NULL. + * \returns a pointer to the first instance of `needle` in the string, or NULL + * if not found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strcasestr(const char *haystack, const char *needle); + +/** + * This works exactly like strtok_r() but doesn't require access to a C + * runtime. + * + * Break a string up into a series of tokens. + * + * To start tokenizing a new string, `str` should be the non-NULL address of + * the string to start tokenizing. Future calls to get the next token from the + * same string should specify a NULL. + * + * Note that this function will overwrite pieces of `str` with null chars to + * split it into tokens. This function cannot be used with const/read-only + * strings! + * + * `saveptr` just needs to point to a `char *` that can be overwritten; SDL + * will use this to save tokenizing state between calls. It is initialized if + * `str` is non-NULL, and used to resume tokenizing when `str` is NULL. + * + * \param str the string to tokenize, or NULL to continue tokenizing. + * \param delim the delimiter string that separates tokens. + * \param saveptr pointer to a char *, used for ongoing state. + * \returns A pointer to the next token, or NULL if no tokens remain. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strtok_r(char *str, const char *delim, char **saveptr); + +/** + * Count the number of codepoints in a UTF-8 string. + * + * Counts the _codepoints_, not _bytes_, in `str`, excluding the null + * terminator. + * + * If you need to count the bytes in a string instead, consider using + * SDL_strlen(). + * + * Since this handles Unicode, it expects the strings to be well-formed UTF-8 + * and not a null-terminated string of arbitrary bytes. Bytes that are not + * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), so a malformed or incomplete UTF-8 sequence might increase the + * count by several replacement characters. + * + * \param str The null-terminated UTF-8 string to read. Must not be NULL. + * \returns The length (in codepoints, excluding the null terminator) of + * `src`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_utf8strnlen + * \sa SDL_strlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_utf8strlen(const char *str); + +/** + * Count the number of codepoints in a UTF-8 string, up to n bytes. + * + * Counts the _codepoints_, not _bytes_, in `str`, excluding the null + * terminator. + * + * If you need to count the bytes in a string instead, consider using + * SDL_strnlen(). + * + * The counting stops at `bytes` bytes (not codepoints!). This seems + * counterintuitive, but makes it easy to express the total size of the + * string's buffer. + * + * Since this handles Unicode, it expects the strings to be well-formed UTF-8 + * and not a null-terminated string of arbitrary bytes. Bytes that are not + * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), so a malformed or incomplete UTF-8 sequence might increase the + * count by several replacement characters. + * + * \param str The null-terminated UTF-8 string to read. Must not be NULL. + * \param bytes The maximum amount of bytes to count. + * \returns The length (in codepoints, excluding the null terminator) of `src` + * but never more than `maxlen`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_utf8strlen + * \sa SDL_strnlen + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_utf8strnlen(const char *str, size_t bytes); + +/** + * Convert an integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget possible negative + * signs, null terminator bytes, etc). + * + * \param value the integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_uitoa + * \sa SDL_ltoa + * \sa SDL_lltoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_itoa(int value, char *str, int radix); + +/** + * Convert an unsigned integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget null terminator + * bytes, etc). + * + * \param value the unsigned integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_itoa + * \sa SDL_ultoa + * \sa SDL_ulltoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_uitoa(unsigned int value, char *str, int radix); + +/** + * Convert a long integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget possible negative + * signs, null terminator bytes, etc). + * + * \param value the long integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ultoa + * \sa SDL_itoa + * \sa SDL_lltoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_ltoa(long value, char *str, int radix); + +/** + * Convert an unsigned long integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget null terminator + * bytes, etc). + * + * \param value the unsigned long integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ltoa + * \sa SDL_uitoa + * \sa SDL_ulltoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_ultoa(unsigned long value, char *str, int radix); + +#ifndef SDL_NOLONGLONG + +/** + * Convert a long long integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget possible negative + * signs, null terminator bytes, etc). + * + * \param value the long long integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ulltoa + * \sa SDL_itoa + * \sa SDL_ltoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_lltoa(long long value, char *str, int radix); + +/** + * Convert an unsigned long long integer into a string. + * + * This requires a radix to specified for string format. Specifying 10 + * produces a decimal number, 16 hexidecimal, etc. Must be in the range of 2 + * to 36. + * + * Note that this function will overflow a buffer if `str` is not large enough + * to hold the output! It may be safer to use SDL_snprintf to clamp output, or + * SDL_asprintf to allocate a buffer. Otherwise, it doesn't hurt to allocate + * much more space than you expect to use (and don't forget null terminator + * bytes, etc). + * + * \param value the unsigned long long integer to convert. + * \param str the buffer to write the string into. + * \param radix the radix to use for string generation. + * \returns `str`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_lltoa + * \sa SDL_uitoa + * \sa SDL_ultoa + */ +extern SDL_DECLSPEC char * SDLCALL SDL_ulltoa(unsigned long long value, char *str, int radix); +#endif + +/** + * Parse an `int` from a string. + * + * The result of calling `SDL_atoi(str)` is equivalent to + * `(int)SDL_strtol(str, NULL, 10)`. + * + * \param str The null-terminated string to read. Must not be NULL. + * \returns the parsed `int`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atof + * \sa SDL_strtol + * \sa SDL_strtoul + * \sa SDL_strtoll + * \sa SDL_strtoull + * \sa SDL_strtod + * \sa SDL_itoa + */ +extern SDL_DECLSPEC int SDLCALL SDL_atoi(const char *str); + +/** + * Parse a `double` from a string. + * + * The result of calling `SDL_atof(str)` is equivalent to `SDL_strtod(str, + * NULL)`. + * + * \param str The null-terminated string to read. Must not be NULL. + * \returns the parsed `double`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_strtol + * \sa SDL_strtoul + * \sa SDL_strtoll + * \sa SDL_strtoull + * \sa SDL_strtod + */ +extern SDL_DECLSPEC double SDLCALL SDL_atof(const char *str); + +/** + * Parse a `long` from a string. + * + * If `str` starts with whitespace, then those whitespace characters are + * skipped before attempting to parse the number. + * + * If the parsed number does not fit inside a `long`, the result is clamped to + * the minimum and maximum representable `long` values. + * + * \param str The null-terminated string to read. Must not be NULL. + * \param endp If not NULL, the address of the first invalid character (i.e. + * the next character after the parsed number) will be written to + * this pointer. + * \param base The base of the integer to read. Supported values are 0 and 2 + * to 36 inclusive. If 0, the base will be inferred from the + * number's prefix (0x for hexadecimal, 0 for octal, decimal + * otherwise). + * \returns the parsed `long`, or 0 if no number could be parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_atof + * \sa SDL_strtoul + * \sa SDL_strtoll + * \sa SDL_strtoull + * \sa SDL_strtod + * \sa SDL_ltoa + * \sa SDL_wcstol + */ +extern SDL_DECLSPEC long SDLCALL SDL_strtol(const char *str, char **endp, int base); + +/** + * Parse an `unsigned long` from a string. + * + * If `str` starts with whitespace, then those whitespace characters are + * skipped before attempting to parse the number. + * + * If the parsed number does not fit inside an `unsigned long`, the result is + * clamped to the maximum representable `unsigned long` value. + * + * \param str The null-terminated string to read. Must not be NULL. + * \param endp If not NULL, the address of the first invalid character (i.e. + * the next character after the parsed number) will be written to + * this pointer. + * \param base The base of the integer to read. Supported values are 0 and 2 + * to 36 inclusive. If 0, the base will be inferred from the + * number's prefix (0x for hexadecimal, 0 for octal, decimal + * otherwise). + * \returns the parsed `unsigned long`, or 0 if no number could be parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_atof + * \sa SDL_strtol + * \sa SDL_strtoll + * \sa SDL_strtoull + * \sa SDL_strtod + * \sa SDL_ultoa + */ +extern SDL_DECLSPEC unsigned long SDLCALL SDL_strtoul(const char *str, char **endp, int base); + +#ifndef SDL_NOLONGLONG + +/** + * Parse a `long long` from a string. + * + * If `str` starts with whitespace, then those whitespace characters are + * skipped before attempting to parse the number. + * + * If the parsed number does not fit inside a `long long`, the result is + * clamped to the minimum and maximum representable `long long` values. + * + * \param str The null-terminated string to read. Must not be NULL. + * \param endp If not NULL, the address of the first invalid character (i.e. + * the next character after the parsed number) will be written to + * this pointer. + * \param base The base of the integer to read. Supported values are 0 and 2 + * to 36 inclusive. If 0, the base will be inferred from the + * number's prefix (0x for hexadecimal, 0 for octal, decimal + * otherwise). + * \returns the parsed `long long`, or 0 if no number could be parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_atof + * \sa SDL_strtol + * \sa SDL_strtoul + * \sa SDL_strtoull + * \sa SDL_strtod + * \sa SDL_lltoa + */ +extern SDL_DECLSPEC long long SDLCALL SDL_strtoll(const char *str, char **endp, int base); + +/** + * Parse an `unsigned long long` from a string. + * + * If `str` starts with whitespace, then those whitespace characters are + * skipped before attempting to parse the number. + * + * If the parsed number does not fit inside an `unsigned long long`, the + * result is clamped to the maximum representable `unsigned long long` value. + * + * \param str The null-terminated string to read. Must not be NULL. + * \param endp If not NULL, the address of the first invalid character (i.e. + * the next character after the parsed number) will be written to + * this pointer. + * \param base The base of the integer to read. Supported values are 0 and 2 + * to 36 inclusive. If 0, the base will be inferred from the + * number's prefix (0x for hexadecimal, 0 for octal, decimal + * otherwise). + * \returns the parsed `unsigned long long`, or 0 if no number could be + * parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_atof + * \sa SDL_strtol + * \sa SDL_strtoll + * \sa SDL_strtoul + * \sa SDL_strtod + * \sa SDL_ulltoa + */ +extern SDL_DECLSPEC unsigned long long SDLCALL SDL_strtoull(const char *str, char **endp, int base); +#endif + +/** + * Parse a `double` from a string. + * + * This function makes fewer guarantees than the C runtime `strtod`: + * + * - Only decimal notation is guaranteed to be supported. The handling of + * scientific and hexadecimal notation is unspecified. + * - Whether or not INF and NAN can be parsed is unspecified. + * - The precision of the result is unspecified. + * + * \param str the null-terminated string to read. Must not be NULL. + * \param endp if not NULL, the address of the first invalid character (i.e. + * the next character after the parsed number) will be written to + * this pointer. + * \returns the parsed `double`, or 0 if no number could be parsed. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atoi + * \sa SDL_atof + * \sa SDL_strtol + * \sa SDL_strtoll + * \sa SDL_strtoul + * \sa SDL_strtoull + */ +extern SDL_DECLSPEC double SDLCALL SDL_strtod(const char *str, char **endp); + +/** + * Compare two null-terminated UTF-8 strings. + * + * Due to the nature of UTF-8 encoding, this will work with Unicode strings, + * since effectively this function just compares bytes until it hits a + * null-terminating character. Also due to the nature of UTF-8, this can be + * used with SDL_qsort() to put strings in (roughly) alphabetical order. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_strcmp(const char *str1, const char *str2); + +/** + * Compare two UTF-8 strings up to a number of bytes. + * + * Due to the nature of UTF-8 encoding, this will work with Unicode strings, + * since effectively this function just compares bytes until it hits a + * null-terminating character. Also due to the nature of UTF-8, this can be + * used with SDL_qsort() to put strings in (roughly) alphabetical order. + * + * Note that while this function is intended to be used with UTF-8, it is + * doing a bytewise comparison, and `maxlen` specifies a _byte_ limit! If the + * limit lands in the middle of a multi-byte UTF-8 sequence, it will only + * compare a portion of the final character. + * + * `maxlen` specifies a maximum number of bytes to compare; if the strings + * match to this number of bytes (or both have matched to a null-terminator + * character before this number of bytes), they will be considered equal. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \param maxlen the maximum number of _bytes_ to compare. + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_strncmp(const char *str1, const char *str2, size_t maxlen); + +/** + * Compare two null-terminated UTF-8 strings, case-insensitively. + * + * This will work with Unicode strings, using a technique called + * "case-folding" to handle the vast majority of case-sensitive human + * languages regardless of system locale. It can deal with expanding values: a + * German Eszett character can compare against two ASCII 's' chars and be + * considered a match, for example. A notable exception: it does not handle + * the Turkish 'i' character; human language is complicated! + * + * Since this handles Unicode, it expects the string to be well-formed UTF-8 + * and not a null-terminated string of arbitrary bytes. Bytes that are not + * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), which is to say two strings of random bits may turn out to + * match if they convert to the same amount of replacement characters. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_strcasecmp(const char *str1, const char *str2); + + +/** + * Compare two UTF-8 strings, case-insensitively, up to a number of bytes. + * + * This will work with Unicode strings, using a technique called + * "case-folding" to handle the vast majority of case-sensitive human + * languages regardless of system locale. It can deal with expanding values: a + * German Eszett character can compare against two ASCII 's' chars and be + * considered a match, for example. A notable exception: it does not handle + * the Turkish 'i' character; human language is complicated! + * + * Since this handles Unicode, it expects the string to be well-formed UTF-8 + * and not a null-terminated string of arbitrary bytes. Bytes that are not + * valid UTF-8 are treated as Unicode character U+FFFD (REPLACEMENT + * CHARACTER), which is to say two strings of random bits may turn out to + * match if they convert to the same amount of replacement characters. + * + * Note that while this function is intended to be used with UTF-8, `maxlen` + * specifies a _byte_ limit! If the limit lands in the middle of a multi-byte + * UTF-8 sequence, it may convert a portion of the final character to one or + * more Unicode character U+FFFD (REPLACEMENT CHARACTER) so as not to overflow + * a buffer. + * + * `maxlen` specifies a maximum number of bytes to compare; if the strings + * match to this number of bytes (or both have matched to a null-terminator + * character before this number of bytes), they will be considered equal. + * + * \param str1 the first string to compare. NULL is not permitted! + * \param str2 the second string to compare. NULL is not permitted! + * \param maxlen the maximum number of bytes to compare. + * \returns less than zero if str1 is "less than" str2, greater than zero if + * str1 is "greater than" str2, and zero if the strings match + * exactly. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_strncasecmp(const char *str1, const char *str2, size_t maxlen); + +/** + * Searches a string for the first occurence of any character contained in a + * breakset, and returns a pointer from the string to that character. + * + * \param str The null-terminated string to be searched. Must not be NULL, and + * must not overlap with `breakset`. + * \param breakset A null-terminated string containing the list of characters + * to look for. Must not be NULL, and must not overlap with + * `str`. + * \returns A pointer to the location, in str, of the first occurence of a + * character present in the breakset, or NULL if none is found. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_strpbrk(const char *str, const char *breakset); + +/** + * The Unicode REPLACEMENT CHARACTER codepoint. + * + * SDL_StepUTF8() and SDL_StepBackUTF8() report this codepoint when they + * encounter a UTF-8 string with encoding errors. + * + * This tends to render as something like a question mark in most places. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_StepBackUTF8 + * \sa SDL_StepUTF8 + */ +#define SDL_INVALID_UNICODE_CODEPOINT 0xFFFD + +/** + * Decode a UTF-8 string, one Unicode codepoint at a time. + * + * This will return the first Unicode codepoint in the UTF-8 encoded string in + * `*pstr`, and then advance `*pstr` past any consumed bytes before returning. + * + * It will not access more than `*pslen` bytes from the string. `*pslen` will + * be adjusted, as well, subtracting the number of bytes consumed. + * + * `pslen` is allowed to be NULL, in which case the string _must_ be + * NULL-terminated, as the function will blindly read until it sees the NULL + * char. + * + * if `*pslen` is zero, it assumes the end of string is reached and returns a + * zero codepoint regardless of the contents of the string buffer. + * + * If the resulting codepoint is zero (a NULL terminator), or `*pslen` is + * zero, it will not advance `*pstr` or `*pslen` at all. + * + * Generally this function is called in a loop until it returns zero, + * adjusting its parameters each iteration. + * + * If an invalid UTF-8 sequence is encountered, this function returns + * SDL_INVALID_UNICODE_CODEPOINT and advances the string/length by one byte + * (which is to say, a multibyte sequence might produce several + * SDL_INVALID_UNICODE_CODEPOINT returns before it syncs to the next valid + * UTF-8 sequence). + * + * Several things can generate invalid UTF-8 sequences, including overlong + * encodings, the use of UTF-16 surrogate values, and truncated data. Please + * refer to + * [RFC3629](https://www.ietf.org/rfc/rfc3629.txt) + * for details. + * + * \param pstr a pointer to a UTF-8 string pointer to be read and adjusted. + * \param pslen a pointer to the number of bytes in the string, to be read and + * adjusted. NULL is allowed. + * \returns the first Unicode codepoint in the string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_StepUTF8(const char **pstr, size_t *pslen); + +/** + * Decode a UTF-8 string in reverse, one Unicode codepoint at a time. + * + * This will go to the start of the previous Unicode codepoint in the string, + * move `*pstr` to that location and return that codepoint. + * + * If `*pstr` is already at the start of the string), it will not advance + * `*pstr` at all. + * + * Generally this function is called in a loop until it returns zero, + * adjusting its parameter each iteration. + * + * If an invalid UTF-8 sequence is encountered, this function returns + * SDL_INVALID_UNICODE_CODEPOINT. + * + * Several things can generate invalid UTF-8 sequences, including overlong + * encodings, the use of UTF-16 surrogate values, and truncated data. Please + * refer to + * [RFC3629](https://www.ietf.org/rfc/rfc3629.txt) + * for details. + * + * \param start a pointer to the beginning of the UTF-8 string. + * \param pstr a pointer to a UTF-8 string pointer to be read and adjusted. + * \returns the previous Unicode codepoint in the string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_StepBackUTF8(const char *start, const char **pstr); + +/** + * Convert a single Unicode codepoint to UTF-8. + * + * The buffer pointed to by `dst` must be at least 4 bytes long, as this + * function may generate between 1 and 4 bytes of output. + * + * This function returns the first byte _after_ the newly-written UTF-8 + * sequence, which is useful for encoding multiple codepoints in a loop, or + * knowing where to write a NULL-terminator character to end the string (in + * either case, plan to have a buffer of _more_ than 4 bytes!). + * + * If `codepoint` is an invalid value (outside the Unicode range, or a UTF-16 + * surrogate value, etc), this will use U+FFFD (REPLACEMENT CHARACTER) for the + * codepoint instead, and not set an error. + * + * If `dst` is NULL, this returns NULL immediately without writing to the + * pointer and without setting an error. + * + * \param codepoint a Unicode codepoint to convert to UTF-8. + * \param dst the location to write the encoded UTF-8. Must point to at least + * 4 bytes! + * \returns the first byte past the newly-written UTF-8 sequence. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char * SDLCALL SDL_UCS4ToUTF8(Uint32 codepoint, char *dst); + +/** + * This works exactly like sscanf() but doesn't require access to a C runtime. + * + * Scan a string, matching a format string, converting each '%' item and + * storing it to pointers provided through variable arguments. + * + * \param text the string to scan. Must not be NULL. + * \param fmt a printf-style format string. Must not be NULL. + * \param ... a list of pointers to values to be filled in with scanned items. + * \returns the number of items that matched the format string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_sscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, ...) SDL_SCANF_VARARG_FUNC(2); + +/** + * This works exactly like vsscanf() but doesn't require access to a C + * runtime. + * + * Functions identically to SDL_sscanf(), except it takes a `va_list` instead + * of using `...` variable arguments. + * + * \param text the string to scan. Must not be NULL. + * \param fmt a printf-style format string. Must not be NULL. + * \param ap a `va_list` of pointers to values to be filled in with scanned + * items. + * \returns the number of items that matched the format string. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_vsscanf(const char *text, SDL_SCANF_FORMAT_STRING const char *fmt, va_list ap) SDL_SCANF_VARARG_FUNCV(2); + +/** + * This works exactly like snprintf() but doesn't require access to a C + * runtime. + * + * Format a string of up to `maxlen`-1 bytes, converting each '%' item with + * values provided through variable arguments. + * + * While some C runtimes differ on how to deal with too-large strings, this + * function null-terminates the output, by treating the null-terminator as + * part of the `maxlen` count. Note that if `maxlen` is zero, however, no + * bytes will be written at all. + * + * This function returns the number of _bytes_ (not _characters_) that should + * be written, excluding the null-terminator character. If this returns a + * number >= `maxlen`, it means the output string was truncated. A negative + * return value means an error occurred. + * + * Referencing the output string's pointer with a format item is undefined + * behavior. + * + * \param text the buffer to write the string into. Must not be NULL. + * \param maxlen the maximum bytes to write, including the null-terminator. + * \param fmt a printf-style format string. Must not be NULL. + * \param ... a list of values to be used with the format string. + * \returns the number of bytes that should be written, not counting the + * null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_snprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(3); + +/** + * This works exactly like swprintf() but doesn't require access to a C + * runtime. + * + * Format a wide string of up to `maxlen`-1 wchar_t values, converting each + * '%' item with values provided through variable arguments. + * + * While some C runtimes differ on how to deal with too-large strings, this + * function null-terminates the output, by treating the null-terminator as + * part of the `maxlen` count. Note that if `maxlen` is zero, however, no wide + * characters will be written at all. + * + * This function returns the number of _wide characters_ (not _codepoints_) + * that should be written, excluding the null-terminator character. If this + * returns a number >= `maxlen`, it means the output string was truncated. A + * negative return value means an error occurred. + * + * Referencing the output string's pointer with a format item is undefined + * behavior. + * + * \param text the buffer to write the wide string into. Must not be NULL. + * \param maxlen the maximum wchar_t values to write, including the + * null-terminator. + * \param fmt a printf-style format string. Must not be NULL. + * \param ... a list of values to be used with the format string. + * \returns the number of wide characters that should be written, not counting + * the null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_swprintf(SDL_OUT_Z_CAP(maxlen) wchar_t *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const wchar_t *fmt, ...) SDL_WPRINTF_VARARG_FUNC(3); + +/** + * This works exactly like vsnprintf() but doesn't require access to a C + * runtime. + * + * Functions identically to SDL_snprintf(), except it takes a `va_list` + * instead of using `...` variable arguments. + * + * \param text the buffer to write the string into. Must not be NULL. + * \param maxlen the maximum bytes to write, including the null-terminator. + * \param fmt a printf-style format string. Must not be NULL. + * \param ap a `va_list` values to be used with the format string. + * \returns the number of bytes that should be written, not counting the + * null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_vsnprintf(SDL_OUT_Z_CAP(maxlen) char *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(3); + +/** + * This works exactly like vswprintf() but doesn't require access to a C + * runtime. + * + * Functions identically to SDL_swprintf(), except it takes a `va_list` + * instead of using `...` variable arguments. + * + * \param text the buffer to write the string into. Must not be NULL. + * \param maxlen the maximum wide characters to write, including the + * null-terminator. + * \param fmt a printf-style format wide string. Must not be NULL. + * \param ap a `va_list` values to be used with the format string. + * \returns the number of wide characters that should be written, not counting + * the null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_vswprintf(SDL_OUT_Z_CAP(maxlen) wchar_t *text, size_t maxlen, SDL_PRINTF_FORMAT_STRING const wchar_t *fmt, va_list ap) SDL_WPRINTF_VARARG_FUNCV(3); + +/** + * This works exactly like asprintf() but doesn't require access to a C + * runtime. + * + * Functions identically to SDL_snprintf(), except it allocates a buffer large + * enough to hold the output string on behalf of the caller. + * + * On success, this function returns the number of bytes (not characters) + * comprising the output string, not counting the null-terminator character, + * and sets `*strp` to the newly-allocated string. + * + * On error, this function returns a negative number, and the value of `*strp` + * is undefined. + * + * The returned string is owned by the caller, and should be passed to + * SDL_free when no longer needed. + * + * \param strp on output, is set to the new string. Must not be NULL. + * \param fmt a printf-style format string. Must not be NULL. + * \param ... a list of values to be used with the format string. + * \returns the number of bytes in the newly-allocated string, not counting + * the null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_asprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/** + * This works exactly like vasprintf() but doesn't require access to a C + * runtime. + * + * Functions identically to SDL_asprintf(), except it takes a `va_list` + * instead of using `...` variable arguments. + * + * \param strp on output, is set to the new string. Must not be NULL. + * \param fmt a printf-style format string. Must not be NULL. + * \param ap a `va_list` values to be used with the format string. + * \returns the number of bytes in the newly-allocated string, not counting + * the null-terminator char, or a negative value on error. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_vasprintf(char **strp, SDL_PRINTF_FORMAT_STRING const char *fmt, va_list ap) SDL_PRINTF_VARARG_FUNCV(2); + +/** + * Seeds the pseudo-random number generator. + * + * Reusing the seed number will cause SDL_rand() to repeat the same stream of + * 'random' numbers. + * + * \param seed the value to use as a random number seed, or 0 to use + * SDL_GetPerformanceCounter(). + * + * \threadsafety This should be called on the same thread that calls + * SDL_rand() + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_rand + * \sa SDL_rand_bits + * \sa SDL_randf + */ +extern SDL_DECLSPEC void SDLCALL SDL_srand(Uint64 seed); + +/** + * Generate a pseudo-random number less than n for positive n + * + * The method used is faster and of better quality than `rand() % n`. Odds are + * roughly 99.9% even for n = 1 million. Evenness is better for smaller n, and + * much worse as n gets bigger. + * + * Example: to simulate a d6 use `SDL_rand(6) + 1` The +1 converts 0..5 to + * 1..6 + * + * If you want to generate a pseudo-random number in the full range of Sint32, + * you should use: (Sint32)SDL_rand_bits() + * + * If you want reproducible output, be sure to initialize with SDL_srand() + * first. + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \param n the number of possible outcomes. n must be positive. + * \returns a random value in the range of [0 .. n-1]. + * + * \threadsafety All calls should be made from a single thread + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_srand + * \sa SDL_randf + */ +extern SDL_DECLSPEC Sint32 SDLCALL SDL_rand(Sint32 n); + +/** + * Generate a uniform pseudo-random floating point number less than 1.0 + * + * If you want reproducible output, be sure to initialize with SDL_srand() + * first. + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \returns a random value in the range of [0.0, 1.0). + * + * \threadsafety All calls should be made from a single thread + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_srand + * \sa SDL_rand + */ +extern SDL_DECLSPEC float SDLCALL SDL_randf(void); + +/** + * Generate 32 pseudo-random bits. + * + * You likely want to use SDL_rand() to get a psuedo-random number instead. + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \returns a random value in the range of [0-SDL_MAX_UINT32]. + * + * \threadsafety All calls should be made from a single thread + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_rand + * \sa SDL_randf + * \sa SDL_srand + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits(void); + +/** + * Generate a pseudo-random number less than n for positive n + * + * The method used is faster and of better quality than `rand() % n`. Odds are + * roughly 99.9% even for n = 1 million. Evenness is better for smaller n, and + * much worse as n gets bigger. + * + * Example: to simulate a d6 use `SDL_rand_r(state, 6) + 1` The +1 converts + * 0..5 to 1..6 + * + * If you want to generate a pseudo-random number in the full range of Sint32, + * you should use: (Sint32)SDL_rand_bits_r(state) + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \param state a pointer to the current random number state, this may not be + * NULL. + * \param n the number of possible outcomes. n must be positive. + * \returns a random value in the range of [0 .. n-1]. + * + * \threadsafety This function is thread-safe, as long as the state pointer + * isn't shared between threads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_rand + * \sa SDL_rand_bits_r + * \sa SDL_randf_r + */ +extern SDL_DECLSPEC Sint32 SDLCALL SDL_rand_r(Uint64 *state, Sint32 n); + +/** + * Generate a uniform pseudo-random floating point number less than 1.0 + * + * If you want reproducible output, be sure to initialize with SDL_srand() + * first. + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \param state a pointer to the current random number state, this may not be + * NULL. + * \returns a random value in the range of [0.0, 1.0). + * + * \threadsafety This function is thread-safe, as long as the state pointer + * isn't shared between threads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_rand_bits_r + * \sa SDL_rand_r + * \sa SDL_randf + */ +extern SDL_DECLSPEC float SDLCALL SDL_randf_r(Uint64 *state); + +/** + * Generate 32 pseudo-random bits. + * + * You likely want to use SDL_rand_r() to get a psuedo-random number instead. + * + * There are no guarantees as to the quality of the random sequence produced, + * and this should not be used for security (cryptography, passwords) or where + * money is on the line (loot-boxes, casinos). There are many random number + * libraries available with different characteristics and you should pick one + * of those to meet any serious needs. + * + * \param state a pointer to the current random number state, this may not be + * NULL. + * \returns a random value in the range of [0-SDL_MAX_UINT32]. + * + * \threadsafety This function is thread-safe, as long as the state pointer + * isn't shared between threads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_rand_r + * \sa SDL_randf_r + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_rand_bits_r(Uint64 *state); + +#ifndef SDL_PI_D + +/** + * The value of Pi, as a double-precision floating point literal. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PI_F + */ +#define SDL_PI_D 3.141592653589793238462643383279502884 /**< pi (double) */ +#endif + +#ifndef SDL_PI_F + +/** + * The value of Pi, as a single-precision floating point literal. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_PI_D + */ +#define SDL_PI_F 3.141592653589793238462643383279502884F /**< pi (float) */ +#endif + +/** + * Compute the arc cosine of `x`. + * + * The definition of `y = acos(x)` is `x = cos(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `0 <= y <= Pi` + * + * This function operates on double-precision floating point values, use + * SDL_acosf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc cosine of `x`, in radians. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_acosf + * \sa SDL_asin + * \sa SDL_cos + */ +extern SDL_DECLSPEC double SDLCALL SDL_acos(double x); + +/** + * Compute the arc cosine of `x`. + * + * The definition of `y = acos(x)` is `x = cos(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `0 <= y <= Pi` + * + * This function operates on single-precision floating point values, use + * SDL_acos for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc cosine of `x`, in radians. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_acos + * \sa SDL_asinf + * \sa SDL_cosf + */ +extern SDL_DECLSPEC float SDLCALL SDL_acosf(float x); + +/** + * Compute the arc sine of `x`. + * + * The definition of `y = asin(x)` is `x = sin(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on double-precision floating point values, use + * SDL_asinf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc sine of `x`, in radians. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_asinf + * \sa SDL_acos + * \sa SDL_sin + */ +extern SDL_DECLSPEC double SDLCALL SDL_asin(double x); + +/** + * Compute the arc sine of `x`. + * + * The definition of `y = asin(x)` is `x = sin(y)`. + * + * Domain: `-1 <= x <= 1` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on single-precision floating point values, use + * SDL_asin for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc sine of `x`, in radians. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_asin + * \sa SDL_acosf + * \sa SDL_sinf + */ +extern SDL_DECLSPEC float SDLCALL SDL_asinf(float x); + +/** + * Compute the arc tangent of `x`. + * + * The definition of `y = atan(x)` is `x = tan(y)`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on double-precision floating point values, use + * SDL_atanf for single-precision floats. + * + * To calculate the arc tangent of y / x, use SDL_atan2. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc tangent of of `x` in radians, or 0 if `x = 0`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atanf + * \sa SDL_atan2 + * \sa SDL_tan + */ +extern SDL_DECLSPEC double SDLCALL SDL_atan(double x); + +/** + * Compute the arc tangent of `x`. + * + * The definition of `y = atan(x)` is `x = tan(y)`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on single-precision floating point values, use + * SDL_atan for dboule-precision floats. + * + * To calculate the arc tangent of y / x, use SDL_atan2f. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns arc tangent of of `x` in radians, or 0 if `x = 0`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atan + * \sa SDL_atan2f + * \sa SDL_tanf + */ +extern SDL_DECLSPEC float SDLCALL SDL_atanf(float x); + +/** + * Compute the arc tangent of `y / x`, using the signs of x and y to adjust + * the result's quadrant. + * + * The definition of `z = atan2(x, y)` is `y = x tan(z)`, where the quadrant + * of z is determined based on the signs of x and y. + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on double-precision floating point values, use + * SDL_atan2f for single-precision floats. + * + * To calculate the arc tangent of a single value, use SDL_atan. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param y floating point value of the numerator (y coordinate). + * \param x floating point value of the denominator (x coordinate). + * \returns arc tangent of of `y / x` in radians, or, if `x = 0`, either + * `-Pi/2`, `0`, or `Pi/2`, depending on the value of `y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atan2f + * \sa SDL_atan + * \sa SDL_tan + */ +extern SDL_DECLSPEC double SDLCALL SDL_atan2(double y, double x); + +/** + * Compute the arc tangent of `y / x`, using the signs of x and y to adjust + * the result's quadrant. + * + * The definition of `z = atan2(x, y)` is `y = x tan(z)`, where the quadrant + * of z is determined based on the signs of x and y. + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` + * + * Range: `-Pi/2 <= y <= Pi/2` + * + * This function operates on single-precision floating point values, use + * SDL_atan2 for double-precision floats. + * + * To calculate the arc tangent of a single value, use SDL_atanf. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param y floating point value of the numerator (y coordinate). + * \param x floating point value of the denominator (x coordinate). + * \returns arc tangent of of `y / x` in radians, or, if `x = 0`, either + * `-Pi/2`, `0`, or `Pi/2`, depending on the value of `y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_atan2 + * \sa SDL_atan + * \sa SDL_tan + */ +extern SDL_DECLSPEC float SDLCALL SDL_atan2f(float y, float x); + +/** + * Compute the ceiling of `x`. + * + * The ceiling of `x` is the smallest integer `y` such that `y > x`, i.e `x` + * rounded up to the nearest integer. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on double-precision floating point values, use + * SDL_ceilf for single-precision floats. + * + * \param x floating point value. + * \returns the ceiling of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ceilf + * \sa SDL_floor + * \sa SDL_trunc + * \sa SDL_round + * \sa SDL_lround + */ +extern SDL_DECLSPEC double SDLCALL SDL_ceil(double x); + +/** + * Compute the ceiling of `x`. + * + * The ceiling of `x` is the smallest integer `y` such that `y > x`, i.e `x` + * rounded up to the nearest integer. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on single-precision floating point values, use + * SDL_ceil for double-precision floats. + * + * \param x floating point value. + * \returns the ceiling of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ceil + * \sa SDL_floorf + * \sa SDL_truncf + * \sa SDL_roundf + * \sa SDL_lroundf + */ +extern SDL_DECLSPEC float SDLCALL SDL_ceilf(float x); + +/** + * Copy the sign of one floating-point value to another. + * + * The definition of copysign is that ``copysign(x, y) = abs(x) * sign(y)``. + * + * Domain: `-INF <= x <= INF`, ``-INF <= y <= f`` + * + * Range: `-INF <= z <= INF` + * + * This function operates on double-precision floating point values, use + * SDL_copysignf for single-precision floats. + * + * \param x floating point value to use as the magnitude. + * \param y floating point value to use as the sign. + * \returns the floating point value with the sign of y and the magnitude of + * x. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_copysignf + * \sa SDL_fabs + */ +extern SDL_DECLSPEC double SDLCALL SDL_copysign(double x, double y); + +/** + * Copy the sign of one floating-point value to another. + * + * The definition of copysign is that ``copysign(x, y) = abs(x) * sign(y)``. + * + * Domain: `-INF <= x <= INF`, ``-INF <= y <= f`` + * + * Range: `-INF <= z <= INF` + * + * This function operates on single-precision floating point values, use + * SDL_copysign for double-precision floats. + * + * \param x floating point value to use as the magnitude. + * \param y floating point value to use as the sign. + * \returns the floating point value with the sign of y and the magnitude of + * x. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_copysign + * \sa SDL_fabsf + */ +extern SDL_DECLSPEC float SDLCALL SDL_copysignf(float x, float y); + +/** + * Compute the cosine of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-1 <= y <= 1` + * + * This function operates on double-precision floating point values, use + * SDL_cosf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns cosine of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_cosf + * \sa SDL_acos + * \sa SDL_sin + */ +extern SDL_DECLSPEC double SDLCALL SDL_cos(double x); + +/** + * Compute the cosine of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-1 <= y <= 1` + * + * This function operates on single-precision floating point values, use + * SDL_cos for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns cosine of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_cos + * \sa SDL_acosf + * \sa SDL_sinf + */ +extern SDL_DECLSPEC float SDLCALL SDL_cosf(float x); + +/** + * Compute the exponential of `x`. + * + * The definition of `y = exp(x)` is `y = e^x`, where `e` is the base of the + * natural logarithm. The inverse is the natural logarithm, SDL_log. + * + * Domain: `-INF <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * The output will overflow if `exp(x)` is too large to be represented. + * + * This function operates on double-precision floating point values, use + * SDL_expf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns value of `e^x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_expf + * \sa SDL_log + */ +extern SDL_DECLSPEC double SDLCALL SDL_exp(double x); + +/** + * Compute the exponential of `x`. + * + * The definition of `y = exp(x)` is `y = e^x`, where `e` is the base of the + * natural logarithm. The inverse is the natural logarithm, SDL_logf. + * + * Domain: `-INF <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * The output will overflow if `exp(x)` is too large to be represented. + * + * This function operates on single-precision floating point values, use + * SDL_exp for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. + * \returns value of `e^x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_exp + * \sa SDL_logf + */ +extern SDL_DECLSPEC float SDLCALL SDL_expf(float x); + +/** + * Compute the absolute value of `x` + * + * Domain: `-INF <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * This function operates on double-precision floating point values, use + * SDL_fabsf for single-precision floats. + * + * \param x floating point value to use as the magnitude. + * \returns the absolute value of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_fabsf + */ +extern SDL_DECLSPEC double SDLCALL SDL_fabs(double x); + +/** + * Compute the absolute value of `x` + * + * Domain: `-INF <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * This function operates on single-precision floating point values, use + * SDL_fabs for double-precision floats. + * + * \param x floating point value to use as the magnitude. + * \returns the absolute value of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_fabs + */ +extern SDL_DECLSPEC float SDLCALL SDL_fabsf(float x); + +/** + * Compute the floor of `x`. + * + * The floor of `x` is the largest integer `y` such that `y > x`, i.e `x` + * rounded down to the nearest integer. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on double-precision floating point values, use + * SDL_floorf for single-precision floats. + * + * \param x floating point value. + * \returns the floor of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_floorf + * \sa SDL_ceil + * \sa SDL_trunc + * \sa SDL_round + * \sa SDL_lround + */ +extern SDL_DECLSPEC double SDLCALL SDL_floor(double x); + +/** + * Compute the floor of `x`. + * + * The floor of `x` is the largest integer `y` such that `y > x`, i.e `x` + * rounded down to the nearest integer. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on single-precision floating point values, use + * SDL_floor for double-precision floats. + * + * \param x floating point value. + * \returns the floor of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_floor + * \sa SDL_ceilf + * \sa SDL_truncf + * \sa SDL_roundf + * \sa SDL_lroundf + */ +extern SDL_DECLSPEC float SDLCALL SDL_floorf(float x); + +/** + * Truncate `x` to an integer. + * + * Rounds `x` to the next closest integer to 0. This is equivalent to removing + * the fractional part of `x`, leaving only the integer part. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on double-precision floating point values, use + * SDL_truncf for single-precision floats. + * + * \param x floating point value. + * \returns `x` truncated to an integer. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_truncf + * \sa SDL_fmod + * \sa SDL_ceil + * \sa SDL_floor + * \sa SDL_round + * \sa SDL_lround + */ +extern SDL_DECLSPEC double SDLCALL SDL_trunc(double x); + +/** + * Truncate `x` to an integer. + * + * Rounds `x` to the next closest integer to 0. This is equivalent to removing + * the fractional part of `x`, leaving only the integer part. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on single-precision floating point values, use + * SDL_trunc for double-precision floats. + * + * \param x floating point value. + * \returns `x` truncated to an integer. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_trunc + * \sa SDL_fmodf + * \sa SDL_ceilf + * \sa SDL_floorf + * \sa SDL_roundf + * \sa SDL_lroundf + */ +extern SDL_DECLSPEC float SDLCALL SDL_truncf(float x); + +/** + * Return the floating-point remainder of `x / y` + * + * Divides `x` by `y`, and returns the remainder. + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF`, `y != 0` + * + * Range: `-y <= z <= y` + * + * This function operates on double-precision floating point values, use + * SDL_fmodf for single-precision floats. + * + * \param x the numerator. + * \param y the denominator. Must not be 0. + * \returns the remainder of `x / y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_fmodf + * \sa SDL_modf + * \sa SDL_trunc + * \sa SDL_ceil + * \sa SDL_floor + * \sa SDL_round + * \sa SDL_lround + */ +extern SDL_DECLSPEC double SDLCALL SDL_fmod(double x, double y); + +/** + * Return the floating-point remainder of `x / y` + * + * Divides `x` by `y`, and returns the remainder. + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF`, `y != 0` + * + * Range: `-y <= z <= y` + * + * This function operates on single-precision floating point values, use + * SDL_fmod for double-precision floats. + * + * \param x the numerator. + * \param y the denominator. Must not be 0. + * \returns the remainder of `x / y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_fmod + * \sa SDL_truncf + * \sa SDL_modff + * \sa SDL_ceilf + * \sa SDL_floorf + * \sa SDL_roundf + * \sa SDL_lroundf + */ +extern SDL_DECLSPEC float SDLCALL SDL_fmodf(float x, float y); + +/** + * Return whether the value is infinity. + * + * \param x double-precision floating point value. + * \returns non-zero if the value is infinity, 0 otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isinff + */ +extern SDL_DECLSPEC int SDLCALL SDL_isinf(double x); + +/** + * Return whether the value is infinity. + * + * \param x floating point value. + * \returns non-zero if the value is infinity, 0 otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isinf + */ +extern SDL_DECLSPEC int SDLCALL SDL_isinff(float x); + +/** + * Return whether the value is NaN. + * + * \param x double-precision floating point value. + * \returns non-zero if the value is NaN, 0 otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isnanf + */ +extern SDL_DECLSPEC int SDLCALL SDL_isnan(double x); + +/** + * Return whether the value is NaN. + * + * \param x floating point value. + * \returns non-zero if the value is NaN, 0 otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_isnan + */ +extern SDL_DECLSPEC int SDLCALL SDL_isnanf(float x); + +/** + * Compute the natural logarithm of `x`. + * + * Domain: `0 < x <= INF` + * + * Range: `-INF <= y <= INF` + * + * It is an error for `x` to be less than or equal to 0. + * + * This function operates on double-precision floating point values, use + * SDL_logf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than 0. + * \returns the natural logarithm of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_logf + * \sa SDL_log10 + * \sa SDL_exp + */ +extern SDL_DECLSPEC double SDLCALL SDL_log(double x); + +/** + * Compute the natural logarithm of `x`. + * + * Domain: `0 < x <= INF` + * + * Range: `-INF <= y <= INF` + * + * It is an error for `x` to be less than or equal to 0. + * + * This function operates on single-precision floating point values, use + * SDL_log for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than 0. + * \returns the natural logarithm of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_log + * \sa SDL_expf + */ +extern SDL_DECLSPEC float SDLCALL SDL_logf(float x); + +/** + * Compute the base-10 logarithm of `x`. + * + * Domain: `0 < x <= INF` + * + * Range: `-INF <= y <= INF` + * + * It is an error for `x` to be less than or equal to 0. + * + * This function operates on double-precision floating point values, use + * SDL_log10f for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than 0. + * \returns the logarithm of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_log10f + * \sa SDL_log + * \sa SDL_pow + */ +extern SDL_DECLSPEC double SDLCALL SDL_log10(double x); + +/** + * Compute the base-10 logarithm of `x`. + * + * Domain: `0 < x <= INF` + * + * Range: `-INF <= y <= INF` + * + * It is an error for `x` to be less than or equal to 0. + * + * This function operates on single-precision floating point values, use + * SDL_log10 for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than 0. + * \returns the logarithm of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_log10 + * \sa SDL_logf + * \sa SDL_powf + */ +extern SDL_DECLSPEC float SDLCALL SDL_log10f(float x); + +/** + * Split `x` into integer and fractional parts + * + * This function operates on double-precision floating point values, use + * SDL_modff for single-precision floats. + * + * \param x floating point value. + * \param y output pointer to store the integer part of `x`. + * \returns the fractional part of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_modff + * \sa SDL_trunc + * \sa SDL_fmod + */ +extern SDL_DECLSPEC double SDLCALL SDL_modf(double x, double *y); + +/** + * Split `x` into integer and fractional parts + * + * This function operates on single-precision floating point values, use + * SDL_modf for double-precision floats. + * + * \param x floating point value. + * \param y output pointer to store the integer part of `x`. + * \returns the fractional part of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_modf + * \sa SDL_truncf + * \sa SDL_fmodf + */ +extern SDL_DECLSPEC float SDLCALL SDL_modff(float x, float *y); + +/** + * Raise `x` to the power `y` + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` + * + * Range: `-INF <= z <= INF` + * + * If `y` is the base of the natural logarithm (e), consider using SDL_exp + * instead. + * + * This function operates on double-precision floating point values, use + * SDL_powf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x the base. + * \param y the exponent. + * \returns `x` raised to the power `y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_powf + * \sa SDL_exp + * \sa SDL_log + */ +extern SDL_DECLSPEC double SDLCALL SDL_pow(double x, double y); + +/** + * Raise `x` to the power `y` + * + * Domain: `-INF <= x <= INF`, `-INF <= y <= INF` + * + * Range: `-INF <= z <= INF` + * + * If `y` is the base of the natural logarithm (e), consider using SDL_exp + * instead. + * + * This function operates on single-precision floating point values, use + * SDL_pow for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x the base. + * \param y the exponent. + * \returns `x` raised to the power `y`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_pow + * \sa SDL_expf + * \sa SDL_logf + */ +extern SDL_DECLSPEC float SDLCALL SDL_powf(float x, float y); + +/** + * Round `x` to the nearest integer. + * + * Rounds `x` to the nearest integer. Values halfway between integers will be + * rounded away from zero. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on double-precision floating point values, use + * SDL_roundf for single-precision floats. To get the result as an integer + * type, use SDL_lround. + * + * \param x floating point value. + * \returns the nearest integer to `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_roundf + * \sa SDL_lround + * \sa SDL_floor + * \sa SDL_ceil + * \sa SDL_trunc + */ +extern SDL_DECLSPEC double SDLCALL SDL_round(double x); + +/** + * Round `x` to the nearest integer. + * + * Rounds `x` to the nearest integer. Values halfway between integers will be + * rounded away from zero. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF`, y integer + * + * This function operates on single-precision floating point values, use + * SDL_round for double-precision floats. To get the result as an integer + * type, use SDL_lroundf. + * + * \param x floating point value. + * \returns the nearest integer to `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_round + * \sa SDL_lroundf + * \sa SDL_floorf + * \sa SDL_ceilf + * \sa SDL_truncf + */ +extern SDL_DECLSPEC float SDLCALL SDL_roundf(float x); + +/** + * Round `x` to the nearest integer representable as a long + * + * Rounds `x` to the nearest integer. Values halfway between integers will be + * rounded away from zero. + * + * Domain: `-INF <= x <= INF` + * + * Range: `MIN_LONG <= y <= MAX_LONG` + * + * This function operates on double-precision floating point values, use + * SDL_lroundf for single-precision floats. To get the result as a + * floating-point type, use SDL_round. + * + * \param x floating point value. + * \returns the nearest integer to `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_lroundf + * \sa SDL_round + * \sa SDL_floor + * \sa SDL_ceil + * \sa SDL_trunc + */ +extern SDL_DECLSPEC long SDLCALL SDL_lround(double x); + +/** + * Round `x` to the nearest integer representable as a long + * + * Rounds `x` to the nearest integer. Values halfway between integers will be + * rounded away from zero. + * + * Domain: `-INF <= x <= INF` + * + * Range: `MIN_LONG <= y <= MAX_LONG` + * + * This function operates on single-precision floating point values, use + * SDL_lround for double-precision floats. To get the result as a + * floating-point type, use SDL_roundf. + * + * \param x floating point value. + * \returns the nearest integer to `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_lround + * \sa SDL_roundf + * \sa SDL_floorf + * \sa SDL_ceilf + * \sa SDL_truncf + */ +extern SDL_DECLSPEC long SDLCALL SDL_lroundf(float x); + +/** + * Scale `x` by an integer power of two. + * + * Multiplies `x` by the `n`th power of the floating point radix (always 2). + * + * Domain: `-INF <= x <= INF`, `n` integer + * + * Range: `-INF <= y <= INF` + * + * This function operates on double-precision floating point values, use + * SDL_scalbnf for single-precision floats. + * + * \param x floating point value to be scaled. + * \param n integer exponent. + * \returns `x * 2^n`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_scalbnf + * \sa SDL_pow + */ +extern SDL_DECLSPEC double SDLCALL SDL_scalbn(double x, int n); + +/** + * Scale `x` by an integer power of two. + * + * Multiplies `x` by the `n`th power of the floating point radix (always 2). + * + * Domain: `-INF <= x <= INF`, `n` integer + * + * Range: `-INF <= y <= INF` + * + * This function operates on single-precision floating point values, use + * SDL_scalbn for double-precision floats. + * + * \param x floating point value to be scaled. + * \param n integer exponent. + * \returns `x * 2^n`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_scalbn + * \sa SDL_powf + */ +extern SDL_DECLSPEC float SDLCALL SDL_scalbnf(float x, int n); + +/** + * Compute the sine of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-1 <= y <= 1` + * + * This function operates on double-precision floating point values, use + * SDL_sinf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns sine of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_sinf + * \sa SDL_asin + * \sa SDL_cos + */ +extern SDL_DECLSPEC double SDLCALL SDL_sin(double x); + +/** + * Compute the sine of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-1 <= y <= 1` + * + * This function operates on single-precision floating point values, use + * SDL_sin for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns sine of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_sin + * \sa SDL_asinf + * \sa SDL_cosf + */ +extern SDL_DECLSPEC float SDLCALL SDL_sinf(float x); + +/** + * Compute the square root of `x`. + * + * Domain: `0 <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * This function operates on double-precision floating point values, use + * SDL_sqrtf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than or equal to 0. + * \returns square root of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_sqrtf + */ +extern SDL_DECLSPEC double SDLCALL SDL_sqrt(double x); + +/** + * Compute the square root of `x`. + * + * Domain: `0 <= x <= INF` + * + * Range: `0 <= y <= INF` + * + * This function operates on single-precision floating point values, use + * SDL_sqrt for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value. Must be greater than or equal to 0. + * \returns square root of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_sqrt + */ +extern SDL_DECLSPEC float SDLCALL SDL_sqrtf(float x); + +/** + * Compute the tangent of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF` + * + * This function operates on double-precision floating point values, use + * SDL_tanf for single-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns tangent of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_tanf + * \sa SDL_sin + * \sa SDL_cos + * \sa SDL_atan + * \sa SDL_atan2 + */ +extern SDL_DECLSPEC double SDLCALL SDL_tan(double x); + +/** + * Compute the tangent of `x`. + * + * Domain: `-INF <= x <= INF` + * + * Range: `-INF <= y <= INF` + * + * This function operates on single-precision floating point values, use + * SDL_tan for double-precision floats. + * + * This function may use a different approximation across different versions, + * platforms and configurations. i.e, it can return a different value given + * the same input on different machines or operating systems, or if SDL is + * updated. + * + * \param x floating point value, in radians. + * \returns tangent of `x`. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_tan + * \sa SDL_sinf + * \sa SDL_cosf + * \sa SDL_atanf + * \sa SDL_atan2f + */ +extern SDL_DECLSPEC float SDLCALL SDL_tanf(float x); + +/** + * An opaque handle representing string encoding conversion state. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_iconv_open + */ +typedef struct SDL_iconv_data_t *SDL_iconv_t; + +/** + * This function allocates a context for the specified character set + * conversion. + * + * \param tocode The target character encoding, must not be NULL. + * \param fromcode The source character encoding, must not be NULL. + * \returns a handle that must be freed with SDL_iconv_close, or + * SDL_ICONV_ERROR on failure. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_iconv + * \sa SDL_iconv_close + * \sa SDL_iconv_string + */ +extern SDL_DECLSPEC SDL_iconv_t SDLCALL SDL_iconv_open(const char *tocode, + const char *fromcode); + +/** + * This function frees a context used for character set conversion. + * + * \param cd The character set conversion handle. + * \returns 0 on success, or -1 on failure. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_iconv + * \sa SDL_iconv_open + * \sa SDL_iconv_string + */ +extern SDL_DECLSPEC int SDLCALL SDL_iconv_close(SDL_iconv_t cd); + +/** + * This function converts text between encodings, reading from and writing to + * a buffer. + * + * It returns the number of succesful conversions on success. On error, + * SDL_ICONV_E2BIG is returned when the output buffer is too small, or + * SDL_ICONV_EILSEQ is returned when an invalid input sequence is encountered, + * or SDL_ICONV_EINVAL is returned when an incomplete input sequence is + * encountered. + * + * On exit: + * + * - inbuf will point to the beginning of the next multibyte sequence. On + * error, this is the location of the problematic input sequence. On + * success, this is the end of the input sequence. + * - inbytesleft will be set to the number of bytes left to convert, which + * will be 0 on success. + * - outbuf will point to the location where to store the next output byte. + * - outbytesleft will be set to the number of bytes left in the output + * buffer. + * + * \param cd The character set conversion context, created in + * SDL_iconv_open(). + * \param inbuf Address of variable that points to the first character of the + * input sequence. + * \param inbytesleft The number of bytes in the input buffer. + * \param outbuf Address of variable that points to the output buffer. + * \param outbytesleft The number of bytes in the output buffer. + * \returns the number of conversions on success, or a negative error code. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_iconv_open + * \sa SDL_iconv_close + * \sa SDL_iconv_string + */ +extern SDL_DECLSPEC size_t SDLCALL SDL_iconv(SDL_iconv_t cd, const char **inbuf, + size_t *inbytesleft, char **outbuf, + size_t *outbytesleft); + +#define SDL_ICONV_ERROR (size_t)-1 /**< Generic error. Check SDL_GetError()? */ +#define SDL_ICONV_E2BIG (size_t)-2 /**< Output buffer was too small. */ +#define SDL_ICONV_EILSEQ (size_t)-3 /**< Invalid input sequence was encountered. */ +#define SDL_ICONV_EINVAL (size_t)-4 /**< Incomplete input sequence was encountered. */ + + +/** + * Helper function to convert a string's encoding in one call. + * + * This function converts a buffer or string between encodings in one pass. + * + * The string does not need to be NULL-terminated; this function operates on + * the number of bytes specified in `inbytesleft` whether there is a NULL + * character anywhere in the buffer. + * + * The returned string is owned by the caller, and should be passed to + * SDL_free when no longer needed. + * + * \param tocode the character encoding of the output string. Examples are + * "UTF-8", "UCS-4", etc. + * \param fromcode the character encoding of data in `inbuf`. + * \param inbuf the string to convert to a different encoding. + * \param inbytesleft the size of the input string _in bytes_. + * \returns a new string, converted to the new encoding, or NULL on error. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_iconv_open + * \sa SDL_iconv_close + * \sa SDL_iconv + */ +extern SDL_DECLSPEC char * SDLCALL SDL_iconv_string(const char *tocode, + const char *fromcode, + const char *inbuf, + size_t inbytesleft); + +/* Some helper macros for common SDL_iconv_string cases... */ + +/** + * Convert a UTF-8 string to the current locale's character encoding. + * + * This is a helper macro that might be more clear than calling + * SDL_iconv_string directly. However, it double-evaluates its parameter, so + * do not use an expression with side-effects here. + * + * \param S the string to convert. + * \returns a new string, converted to the new encoding, or NULL on error. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_iconv_utf8_locale(S) SDL_iconv_string("", "UTF-8", S, SDL_strlen(S)+1) + +/** + * Convert a UTF-8 string to UCS-2. + * + * This is a helper macro that might be more clear than calling + * SDL_iconv_string directly. However, it double-evaluates its parameter, so + * do not use an expression with side-effects here. + * + * \param S the string to convert. + * \returns a new string, converted to the new encoding, or NULL on error. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_iconv_utf8_ucs2(S) (Uint16 *)SDL_iconv_string("UCS-2", "UTF-8", S, SDL_strlen(S)+1) + +/** + * Convert a UTF-8 string to UCS-4. + * + * This is a helper macro that might be more clear than calling + * SDL_iconv_string directly. However, it double-evaluates its parameter, so + * do not use an expression with side-effects here. + * + * \param S the string to convert. + * \returns a new string, converted to the new encoding, or NULL on error. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_iconv_utf8_ucs4(S) (Uint32 *)SDL_iconv_string("UCS-4", "UTF-8", S, SDL_strlen(S)+1) + +/** + * Convert a wchar_t string to UTF-8. + * + * This is a helper macro that might be more clear than calling + * SDL_iconv_string directly. However, it double-evaluates its parameter, so + * do not use an expression with side-effects here. + * + * \param S the string to convert. + * \returns a new string, converted to the new encoding, or NULL on error. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_iconv_wchar_utf8(S) SDL_iconv_string("UTF-8", "WCHAR_T", (char *)S, (SDL_wcslen(S)+1)*sizeof(wchar_t)) + + +/* force builds using Clang's static analysis tools to use literal C runtime + here, since there are possibly tests that are ineffective otherwise. */ +#if defined(__clang_analyzer__) && !defined(SDL_DISABLE_ANALYZE_MACROS) + +/* The analyzer knows about strlcpy even when the system doesn't provide it */ +#if !defined(HAVE_STRLCPY) && !defined(strlcpy) +size_t strlcpy(char *dst, const char *src, size_t size); +#endif + +/* The analyzer knows about strlcat even when the system doesn't provide it */ +#if !defined(HAVE_STRLCAT) && !defined(strlcat) +size_t strlcat(char *dst, const char *src, size_t size); +#endif + +#if !defined(HAVE_WCSLCPY) && !defined(wcslcpy) +size_t wcslcpy(wchar_t *dst, const wchar_t *src, size_t size); +#endif + +#if !defined(HAVE_WCSLCAT) && !defined(wcslcat) +size_t wcslcat(wchar_t *dst, const wchar_t *src, size_t size); +#endif + +#ifndef _WIN32 +/* strdup is not ANSI but POSIX, and its prototype might be hidden... */ +/* not for windows: might conflict with string.h where strdup may have + * dllimport attribute: https://github.com/libsdl-org/SDL/issues/12948 */ +char *strdup(const char *str); +#endif + +/* Starting LLVM 16, the analyser errors out if these functions do not have + their prototype defined (clang-diagnostic-implicit-function-declaration) */ +#include +#include + +#define SDL_malloc malloc +#define SDL_calloc calloc +#define SDL_realloc realloc +#define SDL_free free +#ifndef SDL_memcpy +#define SDL_memcpy memcpy +#endif +#ifndef SDL_memmove +#define SDL_memmove memmove +#endif +#ifndef SDL_memset +#define SDL_memset memset +#endif +#define SDL_memcmp memcmp +#define SDL_strlcpy strlcpy +#define SDL_strlcat strlcat +#define SDL_strlen strlen +#define SDL_wcslen wcslen +#define SDL_wcslcpy wcslcpy +#define SDL_wcslcat wcslcat +#define SDL_strdup strdup +#define SDL_wcsdup wcsdup +#define SDL_strchr strchr +#define SDL_strrchr strrchr +#define SDL_strstr strstr +#define SDL_wcsstr wcsstr +#define SDL_strtok_r strtok_r +#define SDL_strcmp strcmp +#define SDL_wcscmp wcscmp +#define SDL_strncmp strncmp +#define SDL_wcsncmp wcsncmp +#define SDL_strcasecmp strcasecmp +#define SDL_strncasecmp strncasecmp +#define SDL_strpbrk strpbrk +#define SDL_sscanf sscanf +#define SDL_vsscanf vsscanf +#define SDL_snprintf snprintf +#define SDL_vsnprintf vsnprintf +#endif + +/** + * Multiply two integers, checking for overflow. + * + * If `a * b` would overflow, return false. + * + * Otherwise store `a * b` via ret and return true. + * + * \param a the multiplicand. + * \param b the multiplier. + * \param ret on non-overflow output, stores the multiplication result, may + * not be NULL. + * \returns false on overflow, true if result is multiplied without overflow. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_size_mul_check_overflow(size_t a, size_t b, size_t *ret) +{ + if (a != 0 && b > SDL_SIZE_MAX / a) { + return false; + } + *ret = a * b; + return true; +} + +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +#if SDL_HAS_BUILTIN(__builtin_mul_overflow) +/* This needs to be wrapped in an inline rather than being a direct #define, + * because __builtin_mul_overflow() is type-generic, but we want to be + * consistent about interpreting a and b as size_t. */ +SDL_FORCE_INLINE bool SDL_size_mul_check_overflow_builtin(size_t a, size_t b, size_t *ret) +{ + return (__builtin_mul_overflow(a, b, ret) == 0); +} +#define SDL_size_mul_check_overflow(a, b, ret) SDL_size_mul_check_overflow_builtin(a, b, ret) +#endif +#endif + +/** + * Add two integers, checking for overflow. + * + * If `a + b` would overflow, return false. + * + * Otherwise store `a + b` via ret and return true. + * + * \param a the first addend. + * \param b the second addend. + * \param ret on non-overflow output, stores the addition result, may not be + * NULL. + * \returns false on overflow, true if result is added without overflow. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +SDL_FORCE_INLINE bool SDL_size_add_check_overflow(size_t a, size_t b, size_t *ret) +{ + if (b > SDL_SIZE_MAX - a) { + return false; + } + *ret = a + b; + return true; +} + +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +#if SDL_HAS_BUILTIN(__builtin_add_overflow) +/* This needs to be wrapped in an inline rather than being a direct #define, + * the same as the call to __builtin_mul_overflow() above. */ +SDL_FORCE_INLINE bool SDL_size_add_check_overflow_builtin(size_t a, size_t b, size_t *ret) +{ + return (__builtin_add_overflow(a, b, ret) == 0); +} +#define SDL_size_add_check_overflow(a, b, ret) SDL_size_add_check_overflow_builtin(a, b, ret) +#endif +#endif + +/* This is a generic function pointer which should be cast to the type you expect */ +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/** + * A generic function pointer. + * + * In theory, generic function pointers should use this, instead of `void *`, + * since some platforms could treat code addresses differently than data + * addresses. Although in current times no popular platforms make this + * distinction, it is more correct and portable to use the correct type for a + * generic pointer. + * + * If for some reason you need to force this typedef to be an actual `void *`, + * perhaps to work around a compiler or existing code, you can define + * `SDL_FUNCTION_POINTER_IS_VOID_POINTER` before including any SDL headers. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void (*SDL_FunctionPointer)(void); +#elif defined(SDL_FUNCTION_POINTER_IS_VOID_POINTER) +typedef void *SDL_FunctionPointer; +#else +typedef void (*SDL_FunctionPointer)(void); +#endif + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_stdinc_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_storage.h b/modules/imgui-sdl/src/include/SDL3/SDL_storage.h new file mode 100644 index 0000000..6837eba --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_storage.h @@ -0,0 +1,682 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryStorage + * + * The storage API is a high-level API designed to abstract away the + * portability issues that come up when using something lower-level (in SDL's + * case, this sits on top of the [Filesystem](CategoryFilesystem) and + * [IOStream](CategoryIOStream) subsystems). It is significantly more + * restrictive than a typical filesystem API, for a number of reasons: + * + * 1. **What to Access:** A common pitfall with existing filesystem APIs is + * the assumption that all storage is monolithic. However, many other + * platforms (game consoles in particular) are more strict about what _type_ + * of filesystem is being accessed; for example, game content and user data + * are usually two separate storage devices with entirely different + * characteristics (and possibly different low-level APIs altogether!). + * + * 2. **How to Access:** Another common mistake is applications assuming that + * all storage is universally writeable - again, many platforms treat game + * content and user data as two separate storage devices, and only user data + * is writeable while game content is read-only. + * + * 3. **When to Access:** The most common portability issue with filesystem + * access is _timing_ - you cannot always assume that the storage device is + * always accessible all of the time, nor can you assume that there are no + * limits to how long you have access to a particular device. + * + * Consider the following example: + * + * ```c + * void ReadGameData(void) + * { + * extern char** fileNames; + * extern size_t numFiles; + * for (size_t i = 0; i < numFiles; i += 1) { + * FILE *data = fopen(fileNames[i], "rwb"); + * if (data == NULL) { + * // Something bad happened! + * } else { + * // A bunch of stuff happens here + * fclose(data); + * } + * } + * } + * + * void ReadSave(void) + * { + * FILE *save = fopen("saves/save0.sav", "rb"); + * if (save == NULL) { + * // Something bad happened! + * } else { + * // A bunch of stuff happens here + * fclose(save); + * } + * } + * + * void WriteSave(void) + * { + * FILE *save = fopen("saves/save0.sav", "wb"); + * if (save == NULL) { + * // Something bad happened! + * } else { + * // A bunch of stuff happens here + * fclose(save); + * } + * } + * ``` + * + * Going over the bullet points again: + * + * 1. **What to Access:** This code accesses a global filesystem; game data + * and saves are all presumed to be in the current working directory (which + * may or may not be the game's installation folder!). + * + * 2. **How to Access:** This code assumes that content paths are writeable, + * and that save data is also writeable despite being in the same location as + * the game data. + * + * 3. **When to Access:** This code assumes that they can be called at any + * time, since the filesystem is always accessible and has no limits on how + * long the filesystem is being accessed. + * + * Due to these assumptions, the filesystem code is not portable and will fail + * under these common scenarios: + * + * - The game is installed on a device that is read-only, both content loading + * and game saves will fail or crash outright + * - Game/User storage is not implicitly mounted, so no files will be found + * for either scenario when a platform requires explicitly mounting + * filesystems + * - Save data may not be safe since the I/O is not being flushed or + * validated, so an error occurring elsewhere in the program may result in + * missing/corrupted save data + * + * When using SDL_Storage, these types of problems are virtually impossible to + * trip over: + * + * ```c + * void ReadGameData(void) + * { + * extern char** fileNames; + * extern size_t numFiles; + * + * SDL_Storage *title = SDL_OpenTitleStorage(NULL, 0); + * if (title == NULL) { + * // Something bad happened! + * } + * while (!SDL_StorageReady(title)) { + * SDL_Delay(1); + * } + * + * for (size_t i = 0; i < numFiles; i += 1) { + * void* dst; + * Uint64 dstLen = 0; + * + * if (SDL_GetStorageFileSize(title, fileNames[i], &dstLen) && dstLen > 0) { + * dst = SDL_malloc(dstLen); + * if (SDL_ReadStorageFile(title, fileNames[i], dst, dstLen)) { + * // A bunch of stuff happens here + * } else { + * // Something bad happened! + * } + * SDL_free(dst); + * } else { + * // Something bad happened! + * } + * } + * + * SDL_CloseStorage(title); + * } + * + * void ReadSave(void) + * { + * SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0); + * if (user == NULL) { + * // Something bad happened! + * } + * while (!SDL_StorageReady(user)) { + * SDL_Delay(1); + * } + * + * Uint64 saveLen = 0; + * if (SDL_GetStorageFileSize(user, "save0.sav", &saveLen) && saveLen > 0) { + * void* dst = SDL_malloc(saveLen); + * if (SDL_ReadStorageFile(user, "save0.sav", dst, saveLen)) { + * // A bunch of stuff happens here + * } else { + * // Something bad happened! + * } + * SDL_free(dst); + * } else { + * // Something bad happened! + * } + * + * SDL_CloseStorage(user); + * } + * + * void WriteSave(void) + * { + * SDL_Storage *user = SDL_OpenUserStorage("libsdl", "Storage Example", 0); + * if (user == NULL) { + * // Something bad happened! + * } + * while (!SDL_StorageReady(user)) { + * SDL_Delay(1); + * } + * + * extern void *saveData; // A bunch of stuff happened here... + * extern Uint64 saveLen; + * if (!SDL_WriteStorageFile(user, "save0.sav", saveData, saveLen)) { + * // Something bad happened! + * } + * + * SDL_CloseStorage(user); + * } + * ``` + * + * Note the improvements that SDL_Storage makes: + * + * 1. **What to Access:** This code explicitly reads from a title or user + * storage device based on the context of the function. + * + * 2. **How to Access:** This code explicitly uses either a read or write + * function based on the context of the function. + * + * 3. **When to Access:** This code explicitly opens the device when it needs + * to, and closes it when it is finished working with the filesystem. + * + * The result is an application that is significantly more robust against the + * increasing demands of platforms and their filesystems! + * + * A publicly available example of an SDL_Storage backend is the + * [Steam Cloud](https://partner.steamgames.com/doc/features/cloud) + * backend - you can initialize Steamworks when starting the program, and then + * SDL will recognize that Steamworks is initialized and automatically use + * ISteamRemoteStorage when the application opens user storage. More + * importantly, when you _open_ storage it knows to begin a "batch" of + * filesystem operations, and when you _close_ storage it knows to end and + * flush the batch. This is used by Steam to support + * [Dynamic Cloud Sync](https://steamcommunity.com/groups/steamworks/announcements/detail/3142949576401813670) + * ; users can save data on one PC, put the device to sleep, and then continue + * playing on another PC (and vice versa) with the save data fully + * synchronized across all devices, allowing for a seamless experience without + * having to do full restarts of the program. + * + * ## Notes on valid paths + * + * All paths in the Storage API use Unix-style path separators ('/'). Using a + * different path separator will not work, even if the underlying platform + * would otherwise accept it. This is to keep code using the Storage API + * portable between platforms and Storage implementations and simplify app + * code. + * + * Paths with relative directories ("." and "..") are forbidden by the Storage + * API. + * + * All valid UTF-8 strings (discounting the NULL terminator character and the + * '/' path separator) are usable for filenames, however, an underlying + * Storage implementation may not support particularly strange sequences and + * refuse to create files with those names, etc. + */ + +#ifndef SDL_storage_h_ +#define SDL_storage_h_ + +#include +#include +#include +#include + +#include + +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Function interface for SDL_Storage. + * + * Apps that want to supply a custom implementation of SDL_Storage will fill + * in all the functions in this struct, and then pass it to SDL_OpenStorage to + * create a custom SDL_Storage object. + * + * It is not usually necessary to do this; SDL provides standard + * implementations for many things you might expect to do with an SDL_Storage. + * + * This structure should be initialized using SDL_INIT_INTERFACE() + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_INIT_INTERFACE + */ +typedef struct SDL_StorageInterface +{ + /* The version of this interface */ + Uint32 version; + + /* Called when the storage is closed */ + bool (SDLCALL *close)(void *userdata); + + /* Optional, returns whether the storage is currently ready for access */ + bool (SDLCALL *ready)(void *userdata); + + /* Enumerate a directory, optional for write-only storage */ + bool (SDLCALL *enumerate)(void *userdata, const char *path, SDL_EnumerateDirectoryCallback callback, void *callback_userdata); + + /* Get path information, optional for write-only storage */ + bool (SDLCALL *info)(void *userdata, const char *path, SDL_PathInfo *info); + + /* Read a file from storage, optional for write-only storage */ + bool (SDLCALL *read_file)(void *userdata, const char *path, void *destination, Uint64 length); + + /* Write a file to storage, optional for read-only storage */ + bool (SDLCALL *write_file)(void *userdata, const char *path, const void *source, Uint64 length); + + /* Create a directory, optional for read-only storage */ + bool (SDLCALL *mkdir)(void *userdata, const char *path); + + /* Remove a file or empty directory, optional for read-only storage */ + bool (SDLCALL *remove)(void *userdata, const char *path); + + /* Rename a path, optional for read-only storage */ + bool (SDLCALL *rename)(void *userdata, const char *oldpath, const char *newpath); + + /* Copy a file, optional for read-only storage */ + bool (SDLCALL *copy)(void *userdata, const char *oldpath, const char *newpath); + + /* Get the space remaining, optional for read-only storage */ + Uint64 (SDLCALL *space_remaining)(void *userdata); +} SDL_StorageInterface; + +/* Check the size of SDL_StorageInterface + * + * If this assert fails, either the compiler is padding to an unexpected size, + * or the interface has been updated and this should be updated to match and + * the code using this interface should be updated to handle the old version. + */ +SDL_COMPILE_TIME_ASSERT(SDL_StorageInterface_SIZE, + (sizeof(void *) == 4 && sizeof(SDL_StorageInterface) == 48) || + (sizeof(void *) == 8 && sizeof(SDL_StorageInterface) == 96)); + +/** + * An abstract interface for filesystem access. + * + * This is an opaque datatype. One can create this object using standard SDL + * functions like SDL_OpenTitleStorage or SDL_OpenUserStorage, etc, or create + * an object with a custom implementation using SDL_OpenStorage. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Storage SDL_Storage; + +/** + * Opens up a read-only container for the application's filesystem. + * + * \param override a path to override the backend's default title root. + * \param props a property list that may contain backend-specific information. + * \returns a title storage container on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseStorage + * \sa SDL_GetStorageFileSize + * \sa SDL_OpenUserStorage + * \sa SDL_ReadStorageFile + */ +extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenTitleStorage(const char *override, SDL_PropertiesID props); + +/** + * Opens up a container for a user's unique read/write filesystem. + * + * While title storage can generally be kept open throughout runtime, user + * storage should only be opened when the client is ready to read/write files. + * This allows the backend to properly batch file operations and flush them + * when the container has been closed; ensuring safe and optimal save I/O. + * + * \param org the name of your organization. + * \param app the name of your application. + * \param props a property list that may contain backend-specific information. + * \returns a user storage container on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseStorage + * \sa SDL_GetStorageFileSize + * \sa SDL_GetStorageSpaceRemaining + * \sa SDL_OpenTitleStorage + * \sa SDL_ReadStorageFile + * \sa SDL_StorageReady + * \sa SDL_WriteStorageFile + */ +extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenUserStorage(const char *org, const char *app, SDL_PropertiesID props); + +/** + * Opens up a container for local filesystem storage. + * + * This is provided for development and tools. Portable applications should + * use SDL_OpenTitleStorage() for access to game data and + * SDL_OpenUserStorage() for access to user data. + * + * \param path the base path prepended to all storage paths, or NULL for no + * base path. + * \returns a filesystem storage container on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseStorage + * \sa SDL_GetStorageFileSize + * \sa SDL_GetStorageSpaceRemaining + * \sa SDL_OpenTitleStorage + * \sa SDL_OpenUserStorage + * \sa SDL_ReadStorageFile + * \sa SDL_WriteStorageFile + */ +extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenFileStorage(const char *path); + +/** + * Opens up a container using a client-provided storage interface. + * + * Applications do not need to use this function unless they are providing + * their own SDL_Storage implementation. If you just need an SDL_Storage, you + * should use the built-in implementations in SDL, like SDL_OpenTitleStorage() + * or SDL_OpenUserStorage(). + * + * This function makes a copy of `iface` and the caller does not need to keep + * it around after this call. + * + * \param iface the interface that implements this storage, initialized using + * SDL_INIT_INTERFACE(). + * \param userdata the pointer that will be passed to the interface functions. + * \returns a storage container on success or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CloseStorage + * \sa SDL_GetStorageFileSize + * \sa SDL_GetStorageSpaceRemaining + * \sa SDL_INIT_INTERFACE + * \sa SDL_ReadStorageFile + * \sa SDL_StorageReady + * \sa SDL_WriteStorageFile + */ +extern SDL_DECLSPEC SDL_Storage * SDLCALL SDL_OpenStorage(const SDL_StorageInterface *iface, void *userdata); + +/** + * Closes and frees a storage container. + * + * \param storage a storage container to close. + * \returns true if the container was freed with no errors, false otherwise; + * call SDL_GetError() for more information. Even if the function + * returns an error, the container data will be freed; the error is + * only for informational purposes. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_OpenFileStorage + * \sa SDL_OpenStorage + * \sa SDL_OpenTitleStorage + * \sa SDL_OpenUserStorage + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CloseStorage(SDL_Storage *storage); + +/** + * Checks if the storage container is ready to use. + * + * This function should be called in regular intervals until it returns true - + * however, it is not recommended to spinwait on this call, as the backend may + * depend on a synchronous message loop. You might instead poll this in your + * game's main loop while processing events and drawing a loading screen. + * + * \param storage a storage container to query. + * \returns true if the container is ready, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StorageReady(SDL_Storage *storage); + +/** + * Query the size of a file within a storage container. + * + * \param storage a storage container to query. + * \param path the relative path of the file to query. + * \param length a pointer to be filled with the file's length. + * \returns true if the file could be queried or false on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ReadStorageFile + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetStorageFileSize(SDL_Storage *storage, const char *path, Uint64 *length); + +/** + * Synchronously read a file from a storage container into a client-provided + * buffer. + * + * The value of `length` must match the length of the file exactly; call + * SDL_GetStorageFileSize() to get this value. This behavior may be relaxed in + * a future release. + * + * \param storage a storage container to read from. + * \param path the relative path of the file to read. + * \param destination a client-provided buffer to read the file into. + * \param length the length of the destination buffer. + * \returns true if the file was read or false on failure; call SDL_GetError() + * for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetStorageFileSize + * \sa SDL_StorageReady + * \sa SDL_WriteStorageFile + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadStorageFile(SDL_Storage *storage, const char *path, void *destination, Uint64 length); + +/** + * Synchronously write a file from client memory into a storage container. + * + * \param storage a storage container to write to. + * \param path the relative path of the file to write. + * \param source a client-provided buffer to write from. + * \param length the length of the source buffer. + * \returns true if the file was written or false on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetStorageSpaceRemaining + * \sa SDL_ReadStorageFile + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteStorageFile(SDL_Storage *storage, const char *path, const void *source, Uint64 length); + +/** + * Create a directory in a writable storage container. + * + * \param storage a storage container. + * \param path the path of the directory to create. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CreateStorageDirectory(SDL_Storage *storage, const char *path); + +/** + * Enumerate a directory in a storage container through a callback function. + * + * This function provides every directory entry through an app-provided + * callback, called once for each directory entry, until all results have been + * provided or the callback returns either SDL_ENUM_SUCCESS or + * SDL_ENUM_FAILURE. + * + * This will return false if there was a system problem in general, or if a + * callback returns SDL_ENUM_FAILURE. A successful return means a callback + * returned SDL_ENUM_SUCCESS to halt enumeration, or all directory entries + * were enumerated. + * + * If `path` is NULL, this is treated as a request to enumerate the root of + * the storage container's tree. An empty string also works for this. + * + * \param storage a storage container. + * \param path the path of the directory to enumerate, or NULL for the root. + * \param callback a function that is called for each entry in the directory. + * \param userdata a pointer that is passed to `callback`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EnumerateStorageDirectory(SDL_Storage *storage, const char *path, SDL_EnumerateDirectoryCallback callback, void *userdata); + +/** + * Remove a file or an empty directory in a writable storage container. + * + * \param storage a storage container. + * \param path the path of the directory to enumerate. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RemoveStoragePath(SDL_Storage *storage, const char *path); + +/** + * Rename a file or directory in a writable storage container. + * + * \param storage a storage container. + * \param oldpath the old path. + * \param newpath the new path. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RenameStoragePath(SDL_Storage *storage, const char *oldpath, const char *newpath); + +/** + * Copy a file in a writable storage container. + * + * \param storage a storage container. + * \param oldpath the old path. + * \param newpath the new path. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_CopyStorageFile(SDL_Storage *storage, const char *oldpath, const char *newpath); + +/** + * Get information about a filesystem path in a storage container. + * + * \param storage a storage container. + * \param path the path to query. + * \param info a pointer filled in with information about the path, or NULL to + * check for the existence of a file. + * \returns true on success or false if the file doesn't exist, or another + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetStoragePathInfo(SDL_Storage *storage, const char *path, SDL_PathInfo *info); + +/** + * Queries the remaining space in a storage container. + * + * \param storage a storage container to query. + * \returns the amount of remaining space, in bytes. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_StorageReady + * \sa SDL_WriteStorageFile + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetStorageSpaceRemaining(SDL_Storage *storage); + +/** + * Enumerate a directory tree, filtered by pattern, and return a list. + * + * Files are filtered out if they don't match the string in `pattern`, which + * may contain wildcard characters `*` (match everything) and `?` (match one + * character). If pattern is NULL, no filtering is done and all results are + * returned. Subdirectories are permitted, and are specified with a path + * separator of '/'. Wildcard characters `*` and `?` never match a path + * separator. + * + * `flags` may be set to SDL_GLOB_CASEINSENSITIVE to make the pattern matching + * case-insensitive. + * + * The returned array is always NULL-terminated, for your iterating + * convenience, but if `count` is non-NULL, on return it will contain the + * number of items in the array, not counting the NULL terminator. + * + * If `path` is NULL, this is treated as a request to enumerate the root of + * the storage container's tree. An empty string also works for this. + * + * \param storage a storage container. + * \param path the path of the directory to enumerate, or NULL for the root. + * \param pattern the pattern that files in the directory must match. Can be + * NULL. + * \param flags `SDL_GLOB_*` bitflags that affect this search. + * \param count on return, will be set to the number of items in the returned + * array. Can be NULL. + * \returns an array of strings on success or NULL on failure; call + * SDL_GetError() for more information. The caller should pass the + * returned pointer to SDL_free when done with it. This is a single + * allocation that should be freed with SDL_free() when it is no + * longer needed. + * + * \threadsafety It is safe to call this function from any thread, assuming + * the `storage` object is thread-safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC char ** SDLCALL SDL_GlobStorageDirectory(SDL_Storage *storage, const char *path, const char *pattern, SDL_GlobFlags flags, int *count); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_storage_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_surface.h b/modules/imgui-sdl/src/include/SDL3/SDL_surface.h new file mode 100644 index 0000000..be842fe --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_surface.h @@ -0,0 +1,1562 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategorySurface + * + * SDL surfaces are buffers of pixels in system RAM. These are useful for + * passing around and manipulating images that are not stored in GPU memory. + * + * SDL_Surface makes serious efforts to manage images in various formats, and + * provides a reasonable toolbox for transforming the data, including copying + * between surfaces, filling rectangles in the image data, etc. + * + * There is also a simple .bmp loader, SDL_LoadBMP(). SDL itself does not + * provide loaders for various other file formats, but there are several + * excellent external libraries that do, including its own satellite library, + * SDL_image: + * + * https://github.com/libsdl-org/SDL_image + */ + +#ifndef SDL_surface_h_ +#define SDL_surface_h_ + +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The flags on an SDL_Surface. + * + * These are generally considered read-only. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_SurfaceFlags; + +#define SDL_SURFACE_PREALLOCATED 0x00000001u /**< Surface uses preallocated pixel memory */ +#define SDL_SURFACE_LOCK_NEEDED 0x00000002u /**< Surface needs to be locked to access pixels */ +#define SDL_SURFACE_LOCKED 0x00000004u /**< Surface is currently locked */ +#define SDL_SURFACE_SIMD_ALIGNED 0x00000008u /**< Surface uses pixel memory allocated with SDL_aligned_alloc() */ + +/** + * Evaluates to true if the surface needs to be locked before access. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MUSTLOCK(S) (((S)->flags & SDL_SURFACE_LOCK_NEEDED) == SDL_SURFACE_LOCK_NEEDED) + +/** + * The scaling mode. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ScaleMode +{ + SDL_SCALEMODE_INVALID = -1, + SDL_SCALEMODE_NEAREST, /**< nearest pixel sampling */ + SDL_SCALEMODE_LINEAR /**< linear filtering */ +} SDL_ScaleMode; + +/** + * The flip mode. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_FlipMode +{ + SDL_FLIP_NONE, /**< Do not flip */ + SDL_FLIP_HORIZONTAL, /**< flip horizontally */ + SDL_FLIP_VERTICAL /**< flip vertically */ +} SDL_FlipMode; + +#ifndef SDL_INTERNAL + +/** + * A collection of pixels used in software blitting. + * + * Pixels are arranged in memory in rows, with the top row first. Each row + * occupies an amount of memory given by the pitch (sometimes known as the row + * stride in non-SDL APIs). + * + * Within each row, pixels are arranged from left to right until the width is + * reached. Each pixel occupies a number of bits appropriate for its format, + * with most formats representing each pixel as one or more whole bytes (in + * some indexed formats, instead multiple pixels are packed into each byte), + * and a byte order given by the format. After encoding all pixels, any + * remaining bytes to reach the pitch are used as padding to reach a desired + * alignment, and have undefined contents. + * + * When a surface holds YUV format data, the planes are assumed to be + * contiguous without padding between them, e.g. a 32x32 surface in NV12 + * format with a pitch of 32 would consist of 32x32 bytes of Y plane followed + * by 32x16 bytes of UV plane. + * + * When a surface holds MJPG format data, pixels points at the compressed JPEG + * image and pitch is the length of that data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateSurface + * \sa SDL_DestroySurface + */ +struct SDL_Surface +{ + SDL_SurfaceFlags flags; /**< The flags of the surface, read-only */ + SDL_PixelFormat format; /**< The format of the surface, read-only */ + int w; /**< The width of the surface, read-only. */ + int h; /**< The height of the surface, read-only. */ + int pitch; /**< The distance in bytes between rows of pixels, read-only */ + void *pixels; /**< A pointer to the pixels of the surface, the pixels are writeable if non-NULL */ + + int refcount; /**< Application reference count, used when freeing surface */ + + void *reserved; /**< Reserved for internal use */ +}; +#endif /* !SDL_INTERNAL */ + +typedef struct SDL_Surface SDL_Surface; + +/** + * Allocate a new surface with a specific pixel format. + * + * The pixels of the new surface are initialized to zero. + * + * \param width the width of the surface. + * \param height the height of the surface. + * \param format the SDL_PixelFormat for the new surface's pixel format. + * \returns the new SDL_Surface structure that is created or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateSurfaceFrom + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_CreateSurface(int width, int height, SDL_PixelFormat format); + +/** + * Allocate a new surface with a specific pixel format and existing pixel + * data. + * + * No copy is made of the pixel data. Pixel data is not managed automatically; + * you must free the surface before you free the pixel data. + * + * Pitch is the offset in bytes from one row of pixels to the next, e.g. + * `width*4` for `SDL_PIXELFORMAT_RGBA8888`. + * + * You may pass NULL for pixels and 0 for pitch to create a surface that you + * will fill in with valid values later. + * + * \param width the width of the surface. + * \param height the height of the surface. + * \param format the SDL_PixelFormat for the new surface's pixel format. + * \param pixels a pointer to existing pixel data. + * \param pitch the number of bytes between each row, including padding. + * \returns the new SDL_Surface structure that is created or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateSurface + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_CreateSurfaceFrom(int width, int height, SDL_PixelFormat format, void *pixels, int pitch); + +/** + * Free a surface. + * + * It is safe to pass NULL to this function. + * + * \param surface the SDL_Surface to free. + * + * \threadsafety No other thread should be using the surface when it is freed. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateSurface + * \sa SDL_CreateSurfaceFrom + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroySurface(SDL_Surface *surface); + +/** + * Get the properties associated with a surface. + * + * The following properties are understood by SDL: + * + * - `SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT`: for HDR10 and floating point + * surfaces, this defines the value of 100% diffuse white, with higher + * values being displayed in the High Dynamic Range headroom. This defaults + * to 203 for HDR10 surfaces and 1.0 for floating point surfaces. + * - `SDL_PROP_SURFACE_HDR_HEADROOM_FLOAT`: for HDR10 and floating point + * surfaces, this defines the maximum dynamic range used by the content, in + * terms of the SDR white point. This defaults to 0.0, which disables tone + * mapping. + * - `SDL_PROP_SURFACE_TONEMAP_OPERATOR_STRING`: the tone mapping operator + * used when compressing from a surface with high dynamic range to another + * with lower dynamic range. Currently this supports "chrome", which uses + * the same tone mapping that Chrome uses for HDR content, the form "*=N", + * where N is a floating point scale factor applied in linear space, and + * "none", which disables tone mapping. This defaults to "chrome". + * - `SDL_PROP_SURFACE_HOTSPOT_X_NUMBER`: the hotspot pixel offset from the + * left edge of the image, if this surface is being used as a cursor. + * - `SDL_PROP_SURFACE_HOTSPOT_Y_NUMBER`: the hotspot pixel offset from the + * top edge of the image, if this surface is being used as a cursor. + * + * \param surface the SDL_Surface structure to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetSurfaceProperties(SDL_Surface *surface); + +#define SDL_PROP_SURFACE_SDR_WHITE_POINT_FLOAT "SDL.surface.SDR_white_point" +#define SDL_PROP_SURFACE_HDR_HEADROOM_FLOAT "SDL.surface.HDR_headroom" +#define SDL_PROP_SURFACE_TONEMAP_OPERATOR_STRING "SDL.surface.tonemap" +#define SDL_PROP_SURFACE_HOTSPOT_X_NUMBER "SDL.surface.hotspot.x" +#define SDL_PROP_SURFACE_HOTSPOT_Y_NUMBER "SDL.surface.hotspot.y" + +/** + * Set the colorspace used by a surface. + * + * Setting the colorspace doesn't change the pixels, only how they are + * interpreted in color operations. + * + * \param surface the SDL_Surface structure to update. + * \param colorspace an SDL_Colorspace value describing the surface + * colorspace. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceColorspace + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceColorspace(SDL_Surface *surface, SDL_Colorspace colorspace); + +/** + * Get the colorspace used by a surface. + * + * The colorspace defaults to SDL_COLORSPACE_SRGB_LINEAR for floating point + * formats, SDL_COLORSPACE_HDR10 for 10-bit formats, SDL_COLORSPACE_SRGB for + * other RGB surfaces and SDL_COLORSPACE_BT709_FULL for YUV textures. + * + * \param surface the SDL_Surface structure to query. + * \returns the colorspace used by the surface, or SDL_COLORSPACE_UNKNOWN if + * the surface is NULL. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceColorspace + */ +extern SDL_DECLSPEC SDL_Colorspace SDLCALL SDL_GetSurfaceColorspace(SDL_Surface *surface); + +/** + * Create a palette and associate it with a surface. + * + * This function creates a palette compatible with the provided surface. The + * palette is then returned for you to modify, and the surface will + * automatically use the new palette in future operations. You do not need to + * destroy the returned palette, it will be freed when the reference count + * reaches 0, usually when the surface is destroyed. + * + * Bitmap surfaces (with format SDL_PIXELFORMAT_INDEX1LSB or + * SDL_PIXELFORMAT_INDEX1MSB) will have the palette initialized with 0 as + * white and 1 as black. Other surfaces will get a palette initialized with + * white in every entry. + * + * If this function is called for a surface that already has a palette, a new + * palette will be created to replace it. + * + * \param surface the SDL_Surface structure to update. + * \returns a new SDL_Palette structure on success or NULL on failure (e.g. if + * the surface didn't have an index format); call SDL_GetError() for + * more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetPaletteColors + */ +extern SDL_DECLSPEC SDL_Palette * SDLCALL SDL_CreateSurfacePalette(SDL_Surface *surface); + +/** + * Set the palette used by a surface. + * + * A single palette can be shared with many surfaces. + * + * \param surface the SDL_Surface structure to update. + * \param palette the SDL_Palette structure to use. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreatePalette + * \sa SDL_GetSurfacePalette + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfacePalette(SDL_Surface *surface, SDL_Palette *palette); + +/** + * Get the palette used by a surface. + * + * \param surface the SDL_Surface structure to query. + * \returns a pointer to the palette used by the surface, or NULL if there is + * no palette used. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfacePalette + */ +extern SDL_DECLSPEC SDL_Palette * SDLCALL SDL_GetSurfacePalette(SDL_Surface *surface); + +/** + * Add an alternate version of a surface. + * + * This function adds an alternate version of this surface, usually used for + * content with high DPI representations like cursors or icons. The size, + * format, and content do not need to match the original surface, and these + * alternate versions will not be updated when the original surface changes. + * + * This function adds a reference to the alternate version, so you should call + * SDL_DestroySurface() on the image after this call. + * + * \param surface the SDL_Surface structure to update. + * \param image a pointer to an alternate SDL_Surface to associate with this + * surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RemoveSurfaceAlternateImages + * \sa SDL_GetSurfaceImages + * \sa SDL_SurfaceHasAlternateImages + */ +extern SDL_DECLSPEC bool SDLCALL SDL_AddSurfaceAlternateImage(SDL_Surface *surface, SDL_Surface *image); + +/** + * Return whether a surface has alternate versions available. + * + * \param surface the SDL_Surface structure to query. + * \returns true if alternate versions are available or false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddSurfaceAlternateImage + * \sa SDL_RemoveSurfaceAlternateImages + * \sa SDL_GetSurfaceImages + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SurfaceHasAlternateImages(SDL_Surface *surface); + +/** + * Get an array including all versions of a surface. + * + * This returns all versions of a surface, with the surface being queried as + * the first element in the returned array. + * + * Freeing the array of surfaces does not affect the surfaces in the array. + * They are still referenced by the surface being queried and will be cleaned + * up normally. + * + * \param surface the SDL_Surface structure to query. + * \param count a pointer filled in with the number of surface pointers + * returned, may be NULL. + * \returns a NULL terminated array of SDL_Surface pointers or NULL on + * failure; call SDL_GetError() for more information. This should be + * freed with SDL_free() when it is no longer needed. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddSurfaceAlternateImage + * \sa SDL_RemoveSurfaceAlternateImages + * \sa SDL_SurfaceHasAlternateImages + */ +extern SDL_DECLSPEC SDL_Surface ** SDLCALL SDL_GetSurfaceImages(SDL_Surface *surface, int *count); + +/** + * Remove all alternate versions of a surface. + * + * This function removes a reference from all the alternative versions, + * destroying them if this is the last reference to them. + * + * \param surface the SDL_Surface structure to update. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddSurfaceAlternateImage + * \sa SDL_GetSurfaceImages + * \sa SDL_SurfaceHasAlternateImages + */ +extern SDL_DECLSPEC void SDLCALL SDL_RemoveSurfaceAlternateImages(SDL_Surface *surface); + +/** + * Set up a surface for directly accessing the pixels. + * + * Between calls to SDL_LockSurface() / SDL_UnlockSurface(), you can write to + * and read from `surface->pixels`, using the pixel format stored in + * `surface->format`. Once you are done accessing the surface, you should use + * SDL_UnlockSurface() to release it. + * + * Not all surfaces require locking. If `SDL_MUSTLOCK(surface)` evaluates to + * 0, then you can read and write to the surface at any time, and the pixel + * format of the surface will not change. + * + * \param surface the SDL_Surface structure to be locked. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. The locking referred to by + * this function is making the pixels available for direct + * access, not thread-safe locking. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MUSTLOCK + * \sa SDL_UnlockSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_LockSurface(SDL_Surface *surface); + +/** + * Release a surface after directly accessing the pixels. + * + * \param surface the SDL_Surface structure to be unlocked. + * + * \threadsafety This function is not thread safe. The locking referred to by + * this function is making the pixels available for direct + * access, not thread-safe locking. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LockSurface + */ +extern SDL_DECLSPEC void SDLCALL SDL_UnlockSurface(SDL_Surface *surface); + +/** + * Load a BMP image from a seekable SDL data stream. + * + * The new surface should be freed with SDL_DestroySurface(). Not doing so + * will result in a memory leak. + * + * \param src the data stream for the surface. + * \param closeio if true, calls SDL_CloseIO() on `src` before returning, even + * in the case of an error. + * \returns a pointer to a new SDL_Surface structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroySurface + * \sa SDL_LoadBMP + * \sa SDL_SaveBMP_IO + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_LoadBMP_IO(SDL_IOStream *src, bool closeio); + +/** + * Load a BMP image from a file. + * + * The new surface should be freed with SDL_DestroySurface(). Not doing so + * will result in a memory leak. + * + * \param file the BMP file to load. + * \returns a pointer to a new SDL_Surface structure or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroySurface + * \sa SDL_LoadBMP_IO + * \sa SDL_SaveBMP + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_LoadBMP(const char *file); + +/** + * Save a surface to a seekable SDL data stream in BMP format. + * + * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the + * BMP directly. Other RGB formats with 8-bit or higher get converted to a + * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit + * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are + * not supported. + * + * \param surface the SDL_Surface structure containing the image to be saved. + * \param dst a data stream to save to. + * \param closeio if true, calls SDL_CloseIO() on `dst` before returning, even + * in the case of an error. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadBMP_IO + * \sa SDL_SaveBMP + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SaveBMP_IO(SDL_Surface *surface, SDL_IOStream *dst, bool closeio); + +/** + * Save a surface to a file. + * + * Surfaces with a 24-bit, 32-bit and paletted 8-bit format get saved in the + * BMP directly. Other RGB formats with 8-bit or higher get converted to a + * 24-bit surface or, if they have an alpha mask or a colorkey, to a 32-bit + * surface before they are saved. YUV and paletted 1-bit and 4-bit formats are + * not supported. + * + * \param surface the SDL_Surface structure containing the image to be saved. + * \param file a file to save to. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_LoadBMP + * \sa SDL_SaveBMP_IO + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SaveBMP(SDL_Surface *surface, const char *file); + +/** + * Set the RLE acceleration hint for a surface. + * + * If RLE is enabled, color key and alpha blending blits are much faster, but + * the surface must be locked before directly accessing the pixels. + * + * \param surface the SDL_Surface structure to optimize. + * \param enabled true to enable RLE acceleration, false to disable it. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + * \sa SDL_LockSurface + * \sa SDL_UnlockSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceRLE(SDL_Surface *surface, bool enabled); + +/** + * Returns whether the surface is RLE enabled. + * + * It is safe to pass a NULL `surface` here; it will return false. + * + * \param surface the SDL_Surface structure to query. + * \returns true if the surface is RLE enabled, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceRLE + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SurfaceHasRLE(SDL_Surface *surface); + +/** + * Set the color key (transparent pixel) in a surface. + * + * The color key defines a pixel value that will be treated as transparent in + * a blit. For example, one can use this to specify that cyan pixels should be + * considered transparent, and therefore not rendered. + * + * It is a pixel of the format used by the surface, as generated by + * SDL_MapRGB(). + * + * \param surface the SDL_Surface structure to update. + * \param enabled true to enable color key, false to disable color key. + * \param key the transparent pixel. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceColorKey + * \sa SDL_SetSurfaceRLE + * \sa SDL_SurfaceHasColorKey + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceColorKey(SDL_Surface *surface, bool enabled, Uint32 key); + +/** + * Returns whether the surface has a color key. + * + * It is safe to pass a NULL `surface` here; it will return false. + * + * \param surface the SDL_Surface structure to query. + * \returns true if the surface has a color key, false otherwise. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceColorKey + * \sa SDL_GetSurfaceColorKey + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SurfaceHasColorKey(SDL_Surface *surface); + +/** + * Get the color key (transparent pixel) for a surface. + * + * The color key is a pixel of the format used by the surface, as generated by + * SDL_MapRGB(). + * + * If the surface doesn't have color key enabled this function returns false. + * + * \param surface the SDL_Surface structure to query. + * \param key a pointer filled in with the transparent pixel. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceColorKey + * \sa SDL_SurfaceHasColorKey + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSurfaceColorKey(SDL_Surface *surface, Uint32 *key); + +/** + * Set an additional color value multiplied into blit operations. + * + * When this surface is blitted, during the blit operation each source color + * channel is modulated by the appropriate color value according to the + * following formula: + * + * `srcC = srcC * (color / 255)` + * + * \param surface the SDL_Surface structure to update. + * \param r the red color value multiplied into blit operations. + * \param g the green color value multiplied into blit operations. + * \param b the blue color value multiplied into blit operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceColorMod(SDL_Surface *surface, Uint8 r, Uint8 g, Uint8 b); + + +/** + * Get the additional color value multiplied into blit operations. + * + * \param surface the SDL_Surface structure to query. + * \param r a pointer filled in with the current red color value. + * \param g a pointer filled in with the current green color value. + * \param b a pointer filled in with the current blue color value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSurfaceColorMod(SDL_Surface *surface, Uint8 *r, Uint8 *g, Uint8 *b); + +/** + * Set an additional alpha value used in blit operations. + * + * When this surface is blitted, during the blit operation the source alpha + * value is modulated by this alpha value according to the following formula: + * + * `srcA = srcA * (alpha / 255)` + * + * \param surface the SDL_Surface structure to update. + * \param alpha the alpha value multiplied into blit operations. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceAlphaMod + * \sa SDL_SetSurfaceColorMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceAlphaMod(SDL_Surface *surface, Uint8 alpha); + +/** + * Get the additional alpha value used in blit operations. + * + * \param surface the SDL_Surface structure to query. + * \param alpha a pointer filled in with the current alpha value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceColorMod + * \sa SDL_SetSurfaceAlphaMod + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSurfaceAlphaMod(SDL_Surface *surface, Uint8 *alpha); + +/** + * Set the blend mode used for blit operations. + * + * To copy a surface to another surface (or texture) without blending with the + * existing data, the blendmode of the SOURCE surface should be set to + * `SDL_BLENDMODE_NONE`. + * + * \param surface the SDL_Surface structure to update. + * \param blendMode the SDL_BlendMode to use for blit blending. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceBlendMode(SDL_Surface *surface, SDL_BlendMode blendMode); + +/** + * Get the blend mode used for blit operations. + * + * \param surface the SDL_Surface structure to query. + * \param blendMode a pointer filled in with the current SDL_BlendMode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceBlendMode + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSurfaceBlendMode(SDL_Surface *surface, SDL_BlendMode *blendMode); + +/** + * Set the clipping rectangle for a surface. + * + * When `surface` is the destination of a blit, only the area within the clip + * rectangle is drawn into. + * + * Note that blits are automatically clipped to the edges of the source and + * destination surfaces. + * + * \param surface the SDL_Surface structure to be clipped. + * \param rect the SDL_Rect structure representing the clipping rectangle, or + * NULL to disable clipping. + * \returns true if the rectangle intersects the surface, otherwise false and + * blits will be completely clipped. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetSurfaceClipRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetSurfaceClipRect(SDL_Surface *surface, const SDL_Rect *rect); + +/** + * Get the clipping rectangle for a surface. + * + * When `surface` is the destination of a blit, only the area within the clip + * rectangle is drawn into. + * + * \param surface the SDL_Surface structure representing the surface to be + * clipped. + * \param rect an SDL_Rect structure filled in with the clipping rectangle for + * the surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetSurfaceClipRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetSurfaceClipRect(SDL_Surface *surface, SDL_Rect *rect); + +/** + * Flip a surface vertically or horizontally. + * + * \param surface the surface to flip. + * \param flip the direction to flip. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlipSurface(SDL_Surface *surface, SDL_FlipMode flip); + +/** + * Creates a new surface identical to the existing surface. + * + * If the original surface has alternate images, the new surface will have a + * reference to them as well. + * + * The returned surface should be freed with SDL_DestroySurface(). + * + * \param surface the surface to duplicate. + * \returns a copy of the surface or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_DuplicateSurface(SDL_Surface *surface); + +/** + * Creates a new surface identical to the existing surface, scaled to the + * desired size. + * + * The returned surface should be freed with SDL_DestroySurface(). + * + * \param surface the surface to duplicate and scale. + * \param width the width of the new surface. + * \param height the height of the new surface. + * \param scaleMode the SDL_ScaleMode to be used. + * \returns a copy of the surface or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_ScaleSurface(SDL_Surface *surface, int width, int height, SDL_ScaleMode scaleMode); + +/** + * Copy an existing surface to a new surface of the specified format. + * + * This function is used to optimize images for faster *repeat* blitting. This + * is accomplished by converting the original and storing the result as a new + * surface. The new, optimized surface can then be used as the source for + * future blits, making them faster. + * + * If you are converting to an indexed surface and want to map colors to a + * palette, you can use SDL_ConvertSurfaceAndColorspace() instead. + * + * If the original surface has alternate images, the new surface will have a + * reference to them as well. + * + * \param surface the existing SDL_Surface structure to convert. + * \param format the new pixel format. + * \returns the new SDL_Surface structure that is created or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ConvertSurfaceAndColorspace + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_ConvertSurface(SDL_Surface *surface, SDL_PixelFormat format); + +/** + * Copy an existing surface to a new surface of the specified format and + * colorspace. + * + * This function converts an existing surface to a new format and colorspace + * and returns the new surface. This will perform any pixel format and + * colorspace conversion needed. + * + * If the original surface has alternate images, the new surface will have a + * reference to them as well. + * + * \param surface the existing SDL_Surface structure to convert. + * \param format the new pixel format. + * \param palette an optional palette to use for indexed formats, may be NULL. + * \param colorspace the new colorspace. + * \param props an SDL_PropertiesID with additional color properties, or 0. + * \returns the new SDL_Surface structure that is created or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ConvertSurface + * \sa SDL_DestroySurface + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_ConvertSurfaceAndColorspace(SDL_Surface *surface, SDL_PixelFormat format, SDL_Palette *palette, SDL_Colorspace colorspace, SDL_PropertiesID props); + +/** + * Copy a block of pixels of one format to another format. + * + * \param width the width of the block to copy, in pixels. + * \param height the height of the block to copy, in pixels. + * \param src_format an SDL_PixelFormat value of the `src` pixels format. + * \param src a pointer to the source pixels. + * \param src_pitch the pitch of the source pixels, in bytes. + * \param dst_format an SDL_PixelFormat value of the `dst` pixels format. + * \param dst a pointer to be filled in with new pixel data. + * \param dst_pitch the pitch of the destination pixels, in bytes. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety The same destination pixels should not be used from two + * threads at once. It is safe to use the same source pixels + * from multiple threads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ConvertPixelsAndColorspace + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ConvertPixels(int width, int height, SDL_PixelFormat src_format, const void *src, int src_pitch, SDL_PixelFormat dst_format, void *dst, int dst_pitch); + +/** + * Copy a block of pixels of one format and colorspace to another format and + * colorspace. + * + * \param width the width of the block to copy, in pixels. + * \param height the height of the block to copy, in pixels. + * \param src_format an SDL_PixelFormat value of the `src` pixels format. + * \param src_colorspace an SDL_Colorspace value describing the colorspace of + * the `src` pixels. + * \param src_properties an SDL_PropertiesID with additional source color + * properties, or 0. + * \param src a pointer to the source pixels. + * \param src_pitch the pitch of the source pixels, in bytes. + * \param dst_format an SDL_PixelFormat value of the `dst` pixels format. + * \param dst_colorspace an SDL_Colorspace value describing the colorspace of + * the `dst` pixels. + * \param dst_properties an SDL_PropertiesID with additional destination color + * properties, or 0. + * \param dst a pointer to be filled in with new pixel data. + * \param dst_pitch the pitch of the destination pixels, in bytes. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety The same destination pixels should not be used from two + * threads at once. It is safe to use the same source pixels + * from multiple threads. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ConvertPixels + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ConvertPixelsAndColorspace(int width, int height, SDL_PixelFormat src_format, SDL_Colorspace src_colorspace, SDL_PropertiesID src_properties, const void *src, int src_pitch, SDL_PixelFormat dst_format, SDL_Colorspace dst_colorspace, SDL_PropertiesID dst_properties, void *dst, int dst_pitch); + +/** + * Premultiply the alpha on a block of pixels. + * + * This is safe to use with src == dst, but not for other overlapping areas. + * + * \param width the width of the block to convert, in pixels. + * \param height the height of the block to convert, in pixels. + * \param src_format an SDL_PixelFormat value of the `src` pixels format. + * \param src a pointer to the source pixels. + * \param src_pitch the pitch of the source pixels, in bytes. + * \param dst_format an SDL_PixelFormat value of the `dst` pixels format. + * \param dst a pointer to be filled in with premultiplied pixel data. + * \param dst_pitch the pitch of the destination pixels, in bytes. + * \param linear true to convert from sRGB to linear space for the alpha + * multiplication, false to do multiplication in sRGB space. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety The same destination pixels should not be used from two + * threads at once. It is safe to use the same source pixels + * from multiple threads. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PremultiplyAlpha(int width, int height, SDL_PixelFormat src_format, const void *src, int src_pitch, SDL_PixelFormat dst_format, void *dst, int dst_pitch, bool linear); + +/** + * Premultiply the alpha in a surface. + * + * This is safe to use with src == dst, but not for other overlapping areas. + * + * \param surface the surface to modify. + * \param linear true to convert from sRGB to linear space for the alpha + * multiplication, false to do multiplication in sRGB space. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_PremultiplySurfaceAlpha(SDL_Surface *surface, bool linear); + +/** + * Clear a surface with a specific color, with floating point precision. + * + * This function handles all surface formats, and ignores any clip rectangle. + * + * If the surface is YUV, the color is assumed to be in the sRGB colorspace, + * otherwise the color is assumed to be in the colorspace of the suface. + * + * \param surface the SDL_Surface to clear. + * \param r the red component of the pixel, normally in the range 0-1. + * \param g the green component of the pixel, normally in the range 0-1. + * \param b the blue component of the pixel, normally in the range 0-1. + * \param a the alpha component of the pixel, normally in the range 0-1. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ClearSurface(SDL_Surface *surface, float r, float g, float b, float a); + +/** + * Perform a fast fill of a rectangle with a specific color. + * + * `color` should be a pixel of the format used by the surface, and can be + * generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an + * alpha component then the destination is simply filled with that alpha + * information, no blending takes place. + * + * If there is a clip rectangle set on the destination (set via + * SDL_SetSurfaceClipRect()), then this function will fill based on the + * intersection of the clip rectangle and `rect`. + * + * \param dst the SDL_Surface structure that is the drawing target. + * \param rect the SDL_Rect structure representing the rectangle to fill, or + * NULL to fill the entire surface. + * \param color the color to fill with. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_FillSurfaceRects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FillSurfaceRect(SDL_Surface *dst, const SDL_Rect *rect, Uint32 color); + +/** + * Perform a fast fill of a set of rectangles with a specific color. + * + * `color` should be a pixel of the format used by the surface, and can be + * generated by SDL_MapRGB() or SDL_MapRGBA(). If the color value contains an + * alpha component then the destination is simply filled with that alpha + * information, no blending takes place. + * + * If there is a clip rectangle set on the destination (set via + * SDL_SetSurfaceClipRect()), then this function will fill based on the + * intersection of the clip rectangle and `rect`. + * + * \param dst the SDL_Surface structure that is the drawing target. + * \param rects an array of SDL_Rects representing the rectangles to fill. + * \param count the number of rectangles in the array. + * \param color the color to fill with. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_FillSurfaceRect + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FillSurfaceRects(SDL_Surface *dst, const SDL_Rect *rects, int count, Uint32 color); + +/** + * Performs a fast blit from the source surface to the destination surface + * with clipping. + * + * If either `srcrect` or `dstrect` are NULL, the entire surface (`src` or + * `dst`) is copied while ensuring clipping to `dst->clip_rect`. + * + * The blit function should not be called on a locked surface. + * + * The blit semantics for surfaces with and without blending and colorkey are + * defined as follows: + * + * ``` + * RGBA->RGB: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source alpha-channel and per-surface alpha) + * SDL_SRCCOLORKEY ignored. + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB. + * if SDL_SRCCOLORKEY set, only copy the pixels that do not match the + * RGB values of the source color key, ignoring alpha in the + * comparison. + * + * RGB->RGBA: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source per-surface alpha) + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB, set destination alpha to source per-surface alpha value. + * both: + * if SDL_SRCCOLORKEY set, only copy the pixels that do not match the + * source color key. + * + * RGBA->RGBA: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source alpha-channel and per-surface alpha) + * SDL_SRCCOLORKEY ignored. + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy all of RGBA to the destination. + * if SDL_SRCCOLORKEY set, only copy the pixels that do not match the + * RGB values of the source color key, ignoring alpha in the + * comparison. + * + * RGB->RGB: + * Source surface blend mode set to SDL_BLENDMODE_BLEND: + * alpha-blend (using the source per-surface alpha) + * Source surface blend mode set to SDL_BLENDMODE_NONE: + * copy RGB. + * both: + * if SDL_SRCCOLORKEY set, only copy the pixels that do not match the + * source color key. + * ``` + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, or NULL to copy the entire surface. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the x and y position in + * the destination surface, or NULL for (0,0). The width and + * height are ignored, and are copied from `srcrect`. If you + * want a specific width and height, you should use + * SDL_BlitSurfaceScaled(). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurfaceScaled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurface(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect); + +/** + * Perform low-level surface blitting only. + * + * This is a semi-private blit function and it performs low-level surface + * blitting, assuming the input rectangles have already been clipped. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, may not be NULL. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, may not be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceUnchecked(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect); + +/** + * Perform a scaled blit to a destination surface, which may be of a different + * format. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, or NULL to copy the entire surface. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, or NULL to fill the entire + * destination surface. + * \param scaleMode the SDL_ScaleMode to be used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceScaled(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect, SDL_ScaleMode scaleMode); + +/** + * Perform low-level surface scaled blitting only. + * + * This is a semi-private function and it performs low-level surface blitting, + * assuming the input rectangles have already been clipped. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, may not be NULL. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, may not be NULL. + * \param scaleMode the SDL_ScaleMode to be used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurfaceScaled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceUncheckedScaled(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect, SDL_ScaleMode scaleMode); + +/** + * Perform a stretched pixel copy from one surface to another. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, may not be NULL. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, may not be NULL. + * \param scaleMode the SDL_ScaleMode to be used. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.4.0. + * + * \sa SDL_BlitSurfaceScaled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_StretchSurface(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect, SDL_ScaleMode scaleMode); + +/** + * Perform a tiled blit to a destination surface, which may be of a different + * format. + * + * The pixels in `srcrect` will be repeated as many times as needed to + * completely fill `dstrect`. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, or NULL to copy the entire surface. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, or NULL to fill the entire surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceTiled(SDL_Surface *src, const SDL_Rect *srcrect, SDL_Surface *dst, const SDL_Rect *dstrect); + +/** + * Perform a scaled and tiled blit to a destination surface, which may be of a + * different format. + * + * The pixels in `srcrect` will be scaled and repeated as many times as needed + * to completely fill `dstrect`. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be + * copied, or NULL to copy the entire surface. + * \param scale the scale used to transform srcrect into the destination + * rectangle, e.g. a 32x32 texture with a scale of 2 would fill + * 64x64 tiles. + * \param scaleMode scale algorithm to be used. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, or NULL to fill the entire surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurfaceTiledWithScale(SDL_Surface *src, const SDL_Rect *srcrect, float scale, SDL_ScaleMode scaleMode, SDL_Surface *dst, const SDL_Rect *dstrect); + +/** + * Perform a scaled blit using the 9-grid algorithm to a destination surface, + * which may be of a different format. + * + * The pixels in the source surface are split into a 3x3 grid, using the + * different corner sizes for each corner, and the sides and center making up + * the remaining pixels. The corners are then scaled using `scale` and fit + * into the corners of the destination rectangle. The sides and center are + * then stretched into place to cover the remaining destination rectangle. + * + * \param src the SDL_Surface structure to be copied from. + * \param srcrect the SDL_Rect structure representing the rectangle to be used + * for the 9-grid, or NULL to use the entire surface. + * \param left_width the width, in pixels, of the left corners in `srcrect`. + * \param right_width the width, in pixels, of the right corners in `srcrect`. + * \param top_height the height, in pixels, of the top corners in `srcrect`. + * \param bottom_height the height, in pixels, of the bottom corners in + * `srcrect`. + * \param scale the scale used to transform the corner of `srcrect` into the + * corner of `dstrect`, or 0.0f for an unscaled blit. + * \param scaleMode scale algorithm to be used. + * \param dst the SDL_Surface structure that is the blit target. + * \param dstrect the SDL_Rect structure representing the target rectangle in + * the destination surface, or NULL to fill the entire surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety Only one thread should be using the `src` and `dst` surfaces + * at any given time. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_BlitSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_BlitSurface9Grid(SDL_Surface *src, const SDL_Rect *srcrect, int left_width, int right_width, int top_height, int bottom_height, float scale, SDL_ScaleMode scaleMode, SDL_Surface *dst, const SDL_Rect *dstrect); + +/** + * Map an RGB triple to an opaque pixel value for a surface. + * + * This function maps the RGB color value to the specified pixel format and + * returns the pixel value best approximating the given RGB color value for + * the given pixel format. + * + * If the surface has a palette, the index of the closest matching color in + * the palette will be returned. + * + * If the surface pixel format has an alpha component it will be returned as + * all 1 bits (fully opaque). + * + * If the pixel format bpp (color depth) is less than 32-bpp then the unused + * upper bits of the return value can safely be ignored (e.g., with a 16-bpp + * format the return value can be assigned to a Uint16, and similarly a Uint8 + * for an 8-bpp format). + * + * \param surface the surface to use for the pixel format and palette. + * \param r the red component of the pixel in the range 0-255. + * \param g the green component of the pixel in the range 0-255. + * \param b the blue component of the pixel in the range 0-255. + * \returns a pixel value. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MapSurfaceRGBA + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_MapSurfaceRGB(SDL_Surface *surface, Uint8 r, Uint8 g, Uint8 b); + +/** + * Map an RGBA quadruple to a pixel value for a surface. + * + * This function maps the RGBA color value to the specified pixel format and + * returns the pixel value best approximating the given RGBA color value for + * the given pixel format. + * + * If the surface pixel format has no alpha component the alpha value will be + * ignored (as it will be in formats with a palette). + * + * If the surface has a palette, the index of the closest matching color in + * the palette will be returned. + * + * If the pixel format bpp (color depth) is less than 32-bpp then the unused + * upper bits of the return value can safely be ignored (e.g., with a 16-bpp + * format the return value can be assigned to a Uint16, and similarly a Uint8 + * for an 8-bpp format). + * + * \param surface the surface to use for the pixel format and palette. + * \param r the red component of the pixel in the range 0-255. + * \param g the green component of the pixel in the range 0-255. + * \param b the blue component of the pixel in the range 0-255. + * \param a the alpha component of the pixel in the range 0-255. + * \returns a pixel value. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MapSurfaceRGB + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_MapSurfaceRGBA(SDL_Surface *surface, Uint8 r, Uint8 g, Uint8 b, Uint8 a); + +/** + * Retrieves a single pixel from a surface. + * + * This function prioritizes correctness over speed: it is suitable for unit + * tests, but is not intended for use in a game engine. + * + * Like SDL_GetRGBA, this uses the entire 0..255 range when converting color + * components from pixel formats with less than 8 bits per RGB component. + * + * \param surface the surface to read. + * \param x the horizontal coordinate, 0 <= x < width. + * \param y the vertical coordinate, 0 <= y < height. + * \param r a pointer filled in with the red channel, 0-255, or NULL to ignore + * this channel. + * \param g a pointer filled in with the green channel, 0-255, or NULL to + * ignore this channel. + * \param b a pointer filled in with the blue channel, 0-255, or NULL to + * ignore this channel. + * \param a a pointer filled in with the alpha channel, 0-255, or NULL to + * ignore this channel. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadSurfacePixel(SDL_Surface *surface, int x, int y, Uint8 *r, Uint8 *g, Uint8 *b, Uint8 *a); + +/** + * Retrieves a single pixel from a surface. + * + * This function prioritizes correctness over speed: it is suitable for unit + * tests, but is not intended for use in a game engine. + * + * \param surface the surface to read. + * \param x the horizontal coordinate, 0 <= x < width. + * \param y the vertical coordinate, 0 <= y < height. + * \param r a pointer filled in with the red channel, normally in the range + * 0-1, or NULL to ignore this channel. + * \param g a pointer filled in with the green channel, normally in the range + * 0-1, or NULL to ignore this channel. + * \param b a pointer filled in with the blue channel, normally in the range + * 0-1, or NULL to ignore this channel. + * \param a a pointer filled in with the alpha channel, normally in the range + * 0-1, or NULL to ignore this channel. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ReadSurfacePixelFloat(SDL_Surface *surface, int x, int y, float *r, float *g, float *b, float *a); + +/** + * Writes a single pixel to a surface. + * + * This function prioritizes correctness over speed: it is suitable for unit + * tests, but is not intended for use in a game engine. + * + * Like SDL_MapRGBA, this uses the entire 0..255 range when converting color + * components from pixel formats with less than 8 bits per RGB component. + * + * \param surface the surface to write. + * \param x the horizontal coordinate, 0 <= x < width. + * \param y the vertical coordinate, 0 <= y < height. + * \param r the red channel value, 0-255. + * \param g the green channel value, 0-255. + * \param b the blue channel value, 0-255. + * \param a the alpha channel value, 0-255. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteSurfacePixel(SDL_Surface *surface, int x, int y, Uint8 r, Uint8 g, Uint8 b, Uint8 a); + +/** + * Writes a single pixel to a surface. + * + * This function prioritizes correctness over speed: it is suitable for unit + * tests, but is not intended for use in a game engine. + * + * \param surface the surface to write. + * \param x the horizontal coordinate, 0 <= x < width. + * \param y the vertical coordinate, 0 <= y < height. + * \param r the red channel value, normally in the range 0-1. + * \param g the green channel value, normally in the range 0-1. + * \param b the blue channel value, normally in the range 0-1. + * \param a the alpha channel value, normally in the range 0-1. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WriteSurfacePixelFloat(SDL_Surface *surface, int x, int y, float r, float g, float b, float a); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_surface_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_system.h b/modules/imgui-sdl/src/include/SDL3/SDL_system.h new file mode 100644 index 0000000..294089f --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_system.h @@ -0,0 +1,818 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategorySystem + * + * Platform-specific SDL API functions. These are functions that deal with + * needs of specific operating systems, that didn't make sense to offer as + * platform-independent, generic APIs. + * + * Most apps can make do without these functions, but they can be useful for + * integrating with other parts of a specific system, adding platform-specific + * polish to an app, or solving problems that only affect one target. + */ + +#ifndef SDL_system_h_ +#define SDL_system_h_ + +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + + +/* + * Platform specific functions for Windows + */ +#if defined(SDL_PLATFORM_WINDOWS) + +typedef struct tagMSG MSG; + +/** + * A callback to be used with SDL_SetWindowsMessageHook. + * + * This callback may modify the message, and should return true if the message + * should continue to be processed, or false to prevent further processing. + * + * As this is processing a message directly from the Windows event loop, this + * callback should do the minimum required work and return quickly. + * + * \param userdata the app-defined pointer provided to + * SDL_SetWindowsMessageHook. + * \param msg a pointer to a Win32 event structure to process. + * \returns true to let event continue on, false to drop it. + * + * \threadsafety This may only be called (by SDL) from the thread handling the + * Windows event loop. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetWindowsMessageHook + * \sa SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP + */ +typedef bool (SDLCALL *SDL_WindowsMessageHook)(void *userdata, MSG *msg); + +/** + * Set a callback for every Windows message, run before TranslateMessage(). + * + * The callback may modify the message, and should return true if the message + * should continue to be processed, or false to prevent further processing. + * + * \param callback the SDL_WindowsMessageHook function to call. + * \param userdata a pointer to pass to every iteration of `callback`. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_WindowsMessageHook + * \sa SDL_HINT_WINDOWS_ENABLE_MESSAGELOOP + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetWindowsMessageHook(SDL_WindowsMessageHook callback, void *userdata); + +#endif /* defined(SDL_PLATFORM_WINDOWS) */ + +#if defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) + +/** + * Get the D3D9 adapter index that matches the specified display. + * + * The returned adapter index can be passed to `IDirect3D9::CreateDevice` and + * controls on which monitor a full screen application will appear. + * + * \param displayID the instance of the display to query. + * \returns the D3D9 adapter index on success or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetDirect3D9AdapterIndex(SDL_DisplayID displayID); + +/** + * Get the DXGI Adapter and Output indices for the specified display. + * + * The DXGI Adapter and Output indices can be passed to `EnumAdapters` and + * `EnumOutputs` respectively to get the objects required to create a DX10 or + * DX11 device and swap chain. + * + * \param displayID the instance of the display to query. + * \param adapterIndex a pointer to be filled in with the adapter index. + * \param outputIndex a pointer to be filled in with the output index. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetDXGIOutputInfo(SDL_DisplayID displayID, int *adapterIndex, int *outputIndex); + +#endif /* defined(SDL_PLATFORM_WIN32) || defined(SDL_PLATFORM_WINGDK) */ + + +/* + * Platform specific functions for UNIX + */ + +/* this is defined in Xlib's headers, just need a simple declaration here. */ +typedef union _XEvent XEvent; + +/** + * A callback to be used with SDL_SetX11EventHook. + * + * This callback may modify the event, and should return true if the event + * should continue to be processed, or false to prevent further processing. + * + * As this is processing an event directly from the X11 event loop, this + * callback should do the minimum required work and return quickly. + * + * \param userdata the app-defined pointer provided to SDL_SetX11EventHook. + * \param xevent a pointer to an Xlib XEvent union to process. + * \returns true to let event continue on, false to drop it. + * + * \threadsafety This may only be called (by SDL) from the thread handling the + * X11 event loop. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetX11EventHook + */ +typedef bool (SDLCALL *SDL_X11EventHook)(void *userdata, XEvent *xevent); + +/** + * Set a callback for every X11 event. + * + * The callback may modify the event, and should return true if the event + * should continue to be processed, or false to prevent further processing. + * + * \param callback the SDL_X11EventHook function to call. + * \param userdata a pointer to pass to every iteration of `callback`. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetX11EventHook(SDL_X11EventHook callback, void *userdata); + +/* Platform specific functions for Linux*/ +#ifdef SDL_PLATFORM_LINUX + +/** + * Sets the UNIX nice value for a thread. + * + * This uses setpriority() if possible, and RealtimeKit if available. + * + * \param threadID the Unix thread ID to change priority of. + * \param priority the new, Unix-specific, priority value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetLinuxThreadPriority(Sint64 threadID, int priority); + +/** + * Sets the priority (not nice level) and scheduling policy for a thread. + * + * This uses setpriority() if possible, and RealtimeKit if available. + * + * \param threadID the Unix thread ID to change priority of. + * \param sdlPriority the new SDL_ThreadPriority value. + * \param schedPolicy the new scheduling policy (SCHED_FIFO, SCHED_RR, + * SCHED_OTHER, etc...). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetLinuxThreadPriorityAndPolicy(Sint64 threadID, int sdlPriority, int schedPolicy); + +#endif /* SDL_PLATFORM_LINUX */ + +/* + * Platform specific functions for iOS + */ +#ifdef SDL_PLATFORM_IOS + +/** + * The prototype for an Apple iOS animation callback. + * + * This datatype is only useful on Apple iOS. + * + * After passing a function pointer of this type to + * SDL_SetiOSAnimationCallback, the system will call that function pointer at + * a regular interval. + * + * \param userdata what was passed as `callbackParam` to + * SDL_SetiOSAnimationCallback as `callbackParam`. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetiOSAnimationCallback + */ +typedef void (SDLCALL *SDL_iOSAnimationCallback)(void *userdata); + +/** + * Use this function to set the animation callback on Apple iOS. + * + * The function prototype for `callback` is: + * + * ```c + * void callback(void *callbackParam); + * ``` + * + * Where its parameter, `callbackParam`, is what was passed as `callbackParam` + * to SDL_SetiOSAnimationCallback(). + * + * This function is only available on Apple iOS. + * + * For more information see: + * + * https://wiki.libsdl.org/SDL3/README/ios + * + * Note that if you use the "main callbacks" instead of a standard C `main` + * function, you don't have to use this API, as SDL will manage this for you. + * + * Details on main callbacks are here: + * + * https://wiki.libsdl.org/SDL3/README/main-functions + * + * \param window the window for which the animation callback should be set. + * \param interval the number of frames after which **callback** will be + * called. + * \param callback the function to call for every frame. + * \param callbackParam a pointer that is passed to `callback`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetiOSEventPump + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetiOSAnimationCallback(SDL_Window *window, int interval, SDL_iOSAnimationCallback callback, void *callbackParam); + +/** + * Use this function to enable or disable the SDL event pump on Apple iOS. + * + * This function is only available on Apple iOS. + * + * \param enabled true to enable the event pump, false to disable it. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetiOSAnimationCallback + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetiOSEventPump(bool enabled); + +#endif /* SDL_PLATFORM_IOS */ + + +/* + * Platform specific functions for Android + */ +#ifdef SDL_PLATFORM_ANDROID + +/** + * Get the Android Java Native Interface Environment of the current thread. + * + * This is the JNIEnv one needs to access the Java virtual machine from native + * code, and is needed for many Android APIs to be usable from C. + * + * The prototype of the function in SDL's code actually declare a void* return + * type, even if the implementation returns a pointer to a JNIEnv. The + * rationale being that the SDL headers can avoid including jni.h. + * + * \returns a pointer to Java native interface object (JNIEnv) to which the + * current thread is attached, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidActivity + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetAndroidJNIEnv(void); + +/** + * Retrieve the Java instance of the Android activity class. + * + * The prototype of the function in SDL's code actually declares a void* + * return type, even if the implementation returns a jobject. The rationale + * being that the SDL headers can avoid including jni.h. + * + * The jobject returned by the function is a local reference and must be + * released by the caller. See the PushLocalFrame() and PopLocalFrame() or + * DeleteLocalRef() functions of the Java native interface: + * + * https://docs.oracle.com/javase/1.5.0/docs/guide/jni/spec/functions.html + * + * \returns the jobject representing the instance of the Activity class of the + * Android application, or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidJNIEnv + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetAndroidActivity(void); + +/** + * Query Android API level of the current device. + * + * - API level 35: Android 15 (VANILLA_ICE_CREAM) + * - API level 34: Android 14 (UPSIDE_DOWN_CAKE) + * - API level 33: Android 13 (TIRAMISU) + * - API level 32: Android 12L (S_V2) + * - API level 31: Android 12 (S) + * - API level 30: Android 11 (R) + * - API level 29: Android 10 (Q) + * - API level 28: Android 9 (P) + * - API level 27: Android 8.1 (O_MR1) + * - API level 26: Android 8.0 (O) + * - API level 25: Android 7.1 (N_MR1) + * - API level 24: Android 7.0 (N) + * - API level 23: Android 6.0 (M) + * - API level 22: Android 5.1 (LOLLIPOP_MR1) + * - API level 21: Android 5.0 (LOLLIPOP, L) + * - API level 20: Android 4.4W (KITKAT_WATCH) + * - API level 19: Android 4.4 (KITKAT) + * - API level 18: Android 4.3 (JELLY_BEAN_MR2) + * - API level 17: Android 4.2 (JELLY_BEAN_MR1) + * - API level 16: Android 4.1 (JELLY_BEAN) + * - API level 15: Android 4.0.3 (ICE_CREAM_SANDWICH_MR1) + * - API level 14: Android 4.0 (ICE_CREAM_SANDWICH) + * - API level 13: Android 3.2 (HONEYCOMB_MR2) + * - API level 12: Android 3.1 (HONEYCOMB_MR1) + * - API level 11: Android 3.0 (HONEYCOMB) + * - API level 10: Android 2.3.3 (GINGERBREAD_MR1) + * + * \returns the Android API level. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetAndroidSDKVersion(void); + +/** + * Query if the application is running on a Chromebook. + * + * \returns true if this is a Chromebook, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsChromebook(void); + +/** + * Query if the application is running on a Samsung DeX docking station. + * + * \returns true if this is a DeX docking station, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsDeXMode(void); + +/** + * Trigger the Android system back button behavior. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_SendAndroidBackButton(void); + +/** + * See the official Android developer guide for more information: + * http://developer.android.com/guide/topics/data/data-storage.html + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ANDROID_EXTERNAL_STORAGE_READ 0x01 + +/** + * See the official Android developer guide for more information: + * http://developer.android.com/guide/topics/data/data-storage.html + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_ANDROID_EXTERNAL_STORAGE_WRITE 0x02 + +/** + * Get the path used for internal storage for this Android application. + * + * This path is unique to your application and cannot be written to by other + * applications. + * + * Your internal storage path is typically: + * `/data/data/your.app.package/files`. + * + * This is a C wrapper over `android.content.Context.getFilesDir()`: + * + * https://developer.android.com/reference/android/content/Context#getFilesDir() + * + * \returns the path used for internal storage or NULL on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidExternalStoragePath + * \sa SDL_GetAndroidCachePath + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidInternalStoragePath(void); + +/** + * Get the current state of external storage for this Android application. + * + * The current state of external storage, a bitmask of these values: + * `SDL_ANDROID_EXTERNAL_STORAGE_READ`, `SDL_ANDROID_EXTERNAL_STORAGE_WRITE`. + * + * If external storage is currently unavailable, this will return 0. + * + * \returns the current state of external storage, or 0 if external storage is + * currently unavailable. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidExternalStoragePath + */ +extern SDL_DECLSPEC Uint32 SDLCALL SDL_GetAndroidExternalStorageState(void); + +/** + * Get the path used for external storage for this Android application. + * + * This path is unique to your application, but is public and can be written + * to by other applications. + * + * Your external storage path is typically: + * `/storage/sdcard0/Android/data/your.app.package/files`. + * + * This is a C wrapper over `android.content.Context.getExternalFilesDir()`: + * + * https://developer.android.com/reference/android/content/Context#getExternalFilesDir() + * + * \returns the path used for external storage for this application on success + * or NULL on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidExternalStorageState + * \sa SDL_GetAndroidInternalStoragePath + * \sa SDL_GetAndroidCachePath + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidExternalStoragePath(void); + +/** + * Get the path used for caching data for this Android application. + * + * This path is unique to your application, but is public and can be written + * to by other applications. + * + * Your cache path is typically: `/data/data/your.app.package/cache/`. + * + * This is a C wrapper over `android.content.Context.getCacheDir()`: + * + * https://developer.android.com/reference/android/content/Context#getCacheDir() + * + * \returns the path used for caches for this application on success or NULL + * on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetAndroidInternalStoragePath + * \sa SDL_GetAndroidExternalStoragePath + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetAndroidCachePath(void); + +/** + * Callback that presents a response from a SDL_RequestAndroidPermission call. + * + * \param userdata an app-controlled pointer that is passed to the callback. + * \param permission the Android-specific permission name that was requested. + * \param granted true if permission is granted, false if denied. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_RequestAndroidPermission + */ +typedef void (SDLCALL *SDL_RequestAndroidPermissionCallback)(void *userdata, const char *permission, bool granted); + +/** + * Request permissions at runtime, asynchronously. + * + * You do not need to call this for built-in functionality of SDL; recording + * from a microphone or reading images from a camera, using standard SDL APIs, + * will manage permission requests for you. + * + * This function never blocks. Instead, the app-supplied callback will be + * called when a decision has been made. This callback may happen on a + * different thread, and possibly much later, as it might wait on a user to + * respond to a system dialog. If permission has already been granted for a + * specific entitlement, the callback will still fire, probably on the current + * thread and before this function returns. + * + * If the request submission fails, this function returns -1 and the callback + * will NOT be called, but this should only happen in catastrophic conditions, + * like memory running out. Normally there will be a yes or no to the request + * through the callback. + * + * For the `permission` parameter, choose a value from here: + * + * https://developer.android.com/reference/android/Manifest.permission + * + * \param permission the permission to request. + * \param cb the callback to trigger when the request has a response. + * \param userdata an app-controlled pointer that is passed to the callback. + * \returns true if the request was submitted, false if there was an error + * submitting. The result of the request is only ever reported + * through the callback, not this return value. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RequestAndroidPermission(const char *permission, SDL_RequestAndroidPermissionCallback cb, void *userdata); + +/** + * Shows an Android toast notification. + * + * Toasts are a sort of lightweight notification that are unique to Android. + * + * https://developer.android.com/guide/topics/ui/notifiers/toasts + * + * Shows toast in UI thread. + * + * For the `gravity` parameter, choose a value from here, or -1 if you don't + * have a preference: + * + * https://developer.android.com/reference/android/view/Gravity + * + * \param message text message to be shown. + * \param duration 0=short, 1=long. + * \param gravity where the notification should appear on the screen. + * \param xoffset set this parameter only when gravity >=0. + * \param yoffset set this parameter only when gravity >=0. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowAndroidToast(const char *message, int duration, int gravity, int xoffset, int yoffset); + +/** + * Send a user command to SDLActivity. + * + * Override "boolean onUnhandledMessage(Message msg)" to handle the message. + * + * \param command user command that must be greater or equal to 0x8000. + * \param param user parameter. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SendAndroidMessage(Uint32 command, int param); + +#endif /* SDL_PLATFORM_ANDROID */ + +/** + * Query if the current device is a tablet. + * + * If SDL can't determine this, it will return false. + * + * \returns true if the device is a tablet, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsTablet(void); + +/** + * Query if the current device is a TV. + * + * If SDL can't determine this, it will return false. + * + * \returns true if the device is a TV, false otherwise. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_IsTV(void); + +/** + * Application sandbox environment. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_Sandbox +{ + SDL_SANDBOX_NONE = 0, + SDL_SANDBOX_UNKNOWN_CONTAINER, + SDL_SANDBOX_FLATPAK, + SDL_SANDBOX_SNAP, + SDL_SANDBOX_MACOS +} SDL_Sandbox; + +/** + * Get the application sandbox environment, if any. + * + * \returns the application sandbox environment or SDL_SANDBOX_NONE if the + * application is not running in a sandbox environment. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Sandbox SDLCALL SDL_GetSandbox(void); + + +/* Functions used by iOS app delegates to notify SDL about state changes. */ + +/** + * Let iOS apps with external event handling report + * onApplicationWillTerminate. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillTerminate(void); + +/** + * Let iOS apps with external event handling report + * onApplicationDidReceiveMemoryWarning. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidReceiveMemoryWarning(void); + +/** + * Let iOS apps with external event handling report + * onApplicationWillResignActive. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillEnterBackground(void); + +/** + * Let iOS apps with external event handling report + * onApplicationDidEnterBackground. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidEnterBackground(void); + +/** + * Let iOS apps with external event handling report + * onApplicationWillEnterForeground. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationWillEnterForeground(void); + +/** + * Let iOS apps with external event handling report + * onApplicationDidBecomeActive. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidEnterForeground(void); + +#ifdef SDL_PLATFORM_IOS + +/** + * Let iOS apps with external event handling report + * onApplicationDidChangeStatusBarOrientation. + * + * This functions allows iOS apps that have their own event handling to hook + * into SDL to generate SDL events. This maps directly to an iOS-specific + * event, but since it doesn't do anything iOS-specific internally, it is + * available on all platforms, in case it might be useful for some specific + * paradigm. Most apps do not need to use this directly; SDL's internal event + * code will handle all this for windows created by SDL_CreateWindow! + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_OnApplicationDidChangeStatusBarOrientation(void); +#endif + +/* + * Functions used only by GDK + */ +#ifdef SDL_PLATFORM_GDK +typedef struct XTaskQueueObject *XTaskQueueHandle; +typedef struct XUser *XUserHandle; + +/** + * Gets a reference to the global async task queue handle for GDK, + * initializing if needed. + * + * Once you are done with the task queue, you should call + * XTaskQueueCloseHandle to reduce the reference count to avoid a resource + * leak. + * + * \param outTaskQueue a pointer to be filled in with task queue handle. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetGDKTaskQueue(XTaskQueueHandle *outTaskQueue); + +/** + * Gets a reference to the default user handle for GDK. + * + * This is effectively a synchronous version of XUserAddAsync, which always + * prefers the default user and allows a sign-in UI. + * + * \param outUserHandle a pointer to be filled in with the default user + * handle. + * \returns true if success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetGDKDefaultUser(XUserHandle *outUserHandle); + +#endif + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_system_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test.h b/modules/imgui-sdl/src/include/SDL3/SDL_test.h new file mode 100644 index 0000000..8b28580 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test.h @@ -0,0 +1,63 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Include file for SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +#ifndef SDL_test_h_ +#define SDL_test_h_ + +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Global definitions */ + +/* + * Note: Maximum size of SDLTest log message is less than SDL's limit + * to ensure we can fit additional information such as the timestamp. + */ +#define SDLTEST_MAX_LOGMESSAGE_LENGTH 3584 + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test_assert.h b/modules/imgui-sdl/src/include/SDL3/SDL_test_assert.h new file mode 100644 index 0000000..c067608 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test_assert.h @@ -0,0 +1,98 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Assertion functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + * + * Assert API for test code and test cases + * + */ + +#ifndef SDL_test_assert_h_ +#define SDL_test_assert_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Fails the assert. */ +#define ASSERT_FAIL 0 + +/* Passes the assert. */ +#define ASSERT_PASS 1 + +/* + * Assert that logs and break execution flow on failures. + * + * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0). + * \param assertDescription Message to log with the assert describing it. + */ +void SDLCALL SDLTest_Assert(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2); + +/* + * Assert for test cases that logs but does not break execution flow on failures. Updates assertion counters. + * + * \param assertCondition Evaluated condition or variable to assert; fail (==0) or pass (!=0). + * \param assertDescription Message to log with the assert describing it. + * + * \returns the assertCondition so it can be used to externally to break execution flow if desired. + */ +int SDLCALL SDLTest_AssertCheck(int assertCondition, SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(2); + +/* + * Explicitly pass without checking an assertion condition. Updates assertion counter. + * + * \param assertDescription Message to log with the assert describing it. + */ +void SDLCALL SDLTest_AssertPass(SDL_PRINTF_FORMAT_STRING const char *assertDescription, ...) SDL_PRINTF_VARARG_FUNC(1); + +/* + * Resets the assert summary counters to zero. + */ +void SDLCALL SDLTest_ResetAssertSummary(void); + +/* + * Logs summary of all assertions (total, pass, fail) since last reset as INFO or ERROR. + */ +void SDLCALL SDLTest_LogAssertSummary(void); + +/* + * Converts the current assert summary state to a test result. + * + * \returns TEST_RESULT_PASSED, TEST_RESULT_FAILED, or TEST_RESULT_NO_ASSERT + */ +int SDLCALL SDLTest_AssertSummaryToTestResult(void); + +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_assert_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test_common.h b/modules/imgui-sdl/src/include/SDL3/SDL_test_common.h new file mode 100644 index 0000000..91efe8a --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test_common.h @@ -0,0 +1,289 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Common functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* Ported from original test/common.h file. */ + +#ifndef SDL_test_common_h_ +#define SDL_test_common_h_ + +#include + +#ifdef SDL_PLATFORM_PSP +#define DEFAULT_WINDOW_WIDTH 480 +#define DEFAULT_WINDOW_HEIGHT 272 +#elif defined(SDL_PLATFORM_VITA) +#define DEFAULT_WINDOW_WIDTH 960 +#define DEFAULT_WINDOW_HEIGHT 544 +#else +#define DEFAULT_WINDOW_WIDTH 640 +#define DEFAULT_WINDOW_HEIGHT 480 +#endif + +typedef Uint32 SDLTest_VerboseFlags; +#define VERBOSE_VIDEO 0x00000001 +#define VERBOSE_MODES 0x00000002 +#define VERBOSE_RENDER 0x00000004 +#define VERBOSE_EVENT 0x00000008 +#define VERBOSE_AUDIO 0x00000010 +#define VERBOSE_MOTION 0x00000020 + +/* !< Function pointer parsing one argument at argv[index], returning the number of parsed arguments, + * or a negative value when the argument is invalid */ +typedef int (SDLCALL *SDLTest_ParseArgumentsFp)(void *data, char **argv, int index); + +/* !< Finalize the argument parser. */ +typedef void (SDLCALL *SDLTest_FinalizeArgumentParserFp)(void *arg); + +typedef struct SDLTest_ArgumentParser +{ + /* !< Parse an argument. */ + SDLTest_ParseArgumentsFp parse_arguments; + /* !< Finalize this argument parser. Called once before parsing the first argument. */ + SDLTest_FinalizeArgumentParserFp finalize; + /* !< Null-terminated array of arguments. Printed when running with --help. */ + const char **usage; + /* !< User data, passed to all callbacks. */ + void *data; + /* !< Next argument parser. */ + struct SDLTest_ArgumentParser *next; +} SDLTest_ArgumentParser; + +typedef struct +{ + /* SDL init flags */ + char **argv; + SDL_InitFlags flags; + SDLTest_VerboseFlags verbose; + + /* Video info */ + const char *videodriver; + int display_index; + SDL_DisplayID displayID; + const char *window_title; + const char *window_icon; + SDL_WindowFlags window_flags; + bool flash_on_focus_loss; + int window_x; + int window_y; + int window_w; + int window_h; + int window_minW; + int window_minH; + int window_maxW; + int window_maxH; + float window_min_aspect; + float window_max_aspect; + int logical_w; + int logical_h; + bool auto_scale_content; + SDL_RendererLogicalPresentation logical_presentation; + float scale; + int depth; + float refresh_rate; + bool fill_usable_bounds; + bool fullscreen_exclusive; + SDL_DisplayMode fullscreen_mode; + int num_windows; + SDL_Window **windows; + const char *gpudriver; + + /* Renderer info */ + const char *renderdriver; + int render_vsync; + bool skip_renderer; + SDL_Renderer **renderers; + SDL_Texture **targets; + + /* Audio info */ + const char *audiodriver; + SDL_AudioFormat audio_format; + int audio_channels; + int audio_freq; + SDL_AudioDeviceID audio_id; + + /* GL settings */ + int gl_red_size; + int gl_green_size; + int gl_blue_size; + int gl_alpha_size; + int gl_buffer_size; + int gl_depth_size; + int gl_stencil_size; + int gl_double_buffer; + int gl_accum_red_size; + int gl_accum_green_size; + int gl_accum_blue_size; + int gl_accum_alpha_size; + int gl_stereo; + int gl_release_behavior; + int gl_multisamplebuffers; + int gl_multisamplesamples; + int gl_retained_backing; + int gl_accelerated; + int gl_major_version; + int gl_minor_version; + int gl_debug; + int gl_profile_mask; + + /* Mouse info */ + SDL_Rect confine; + bool hide_cursor; + + /* Options info */ + SDLTest_ArgumentParser common_argparser; + SDLTest_ArgumentParser video_argparser; + SDLTest_ArgumentParser audio_argparser; + + SDLTest_ArgumentParser *argparser; +} SDLTest_CommonState; + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Function prototypes */ + +/** + * Parse command line parameters and create common state. + * + * \param argv Array of command line parameters + * \param flags Flags indicating which subsystem to initialize (i.e. SDL_INIT_VIDEO | SDL_INIT_AUDIO) + * + * \returns a newly allocated common state object. + */ +SDLTest_CommonState * SDLCALL SDLTest_CommonCreateState(char **argv, SDL_InitFlags flags); + +/** + * Free the common state object. + * + * You should call SDL_Quit() before calling this function. + * + * \param state The common state object to destroy + */ +void SDLCALL SDLTest_CommonDestroyState(SDLTest_CommonState *state); + +/** + * Process one common argument. + * + * \param state The common state describing the test window to create. + * \param index The index of the argument to process in argv[]. + * + * \returns the number of arguments processed (i.e. 1 for --fullscreen, 2 for --video [videodriver], or -1 on error. + */ +int SDLCALL SDLTest_CommonArg(SDLTest_CommonState *state, int index); + + +/** + * Logs command line usage info. + * + * This logs the appropriate command line options for the subsystems in use + * plus other common options, and then any application-specific options. + * This uses the SDL_Log() function and splits up output to be friendly to + * 80-character-wide terminals. + * + * \param state The common state describing the test window for the app. + * \param argv0 argv[0], as passed to main/SDL_main. + * \param options an array of strings for application specific options. The last element of the array should be NULL. + */ +void SDLCALL SDLTest_CommonLogUsage(SDLTest_CommonState *state, const char *argv0, const char **options); + +/** + * Open test window. + * + * \param state The common state describing the test window to create. + * + * \returns true if initialization succeeded, false otherwise + */ +bool SDLCALL SDLTest_CommonInit(SDLTest_CommonState *state); + +/** + * Easy argument handling when test app doesn't need any custom args. + * + * \param state The common state describing the test window to create. + * \param argc argc, as supplied to SDL_main + * \param argv argv, as supplied to SDL_main + * + * \returns false if app should quit, true otherwise. + */ +bool SDLCALL SDLTest_CommonDefaultArgs(SDLTest_CommonState *state, int argc, char **argv); + +/** + * Print the details of an event. + * + * This is automatically called by SDLTest_CommonEvent() as needed. + * + * \param event The event to print. + */ +void SDLCALL SDLTest_PrintEvent(const SDL_Event *event); + +/** + * Common event handler for test windows if you use a standard SDL_main. + * + * \param state The common state used to create test window. + * \param event The event to handle. + * \param done Flag indicating we are done. + */ +void SDLCALL SDLTest_CommonEvent(SDLTest_CommonState *state, SDL_Event *event, int *done); + +/** + * Common event handler for test windows if you use SDL_AppEvent. + * + * This does _not_ free anything in `event`. + * + * \param state The common state used to create test window. + * \param event The event to handle. + * \returns Value suitable for returning from SDL_AppEvent(). + */ +SDL_AppResult SDLCALL SDLTest_CommonEventMainCallbacks(SDLTest_CommonState *state, const SDL_Event *event); + +/** + * Close test window. + * + * \param state The common state used to create test window. + * + */ +void SDLCALL SDLTest_CommonQuit(SDLTest_CommonState *state); + +/** + * Draws various window information (position, size, etc.) to the renderer. + * + * \param renderer The renderer to draw to. + * \param window The window whose information should be displayed. + * \param usedHeight Returns the height used, so the caller can draw more below. + * + */ +void SDLCALL SDLTest_CommonDrawWindowInfo(SDL_Renderer *renderer, SDL_Window *window, float *usedHeight); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_common_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test_compare.h b/modules/imgui-sdl/src/include/SDL3/SDL_test_compare.h new file mode 100644 index 0000000..7ff2477 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test_compare.h @@ -0,0 +1,76 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Comparison function of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + + Defines comparison functions (i.e. for surfaces). + +*/ + +#ifndef SDL_test_compare_h_ +#define SDL_test_compare_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Compares a surface and with reference image data for equality + * + * \param surface Surface used in comparison + * \param referenceSurface Test Surface used in comparison + * \param allowable_error Allowable difference (=sum of squared difference for each RGB component) in blending accuracy. + * + * \returns 0 if comparison succeeded, >0 (=number of pixels for which the comparison failed) if comparison failed, -1 if any of the surfaces were NULL, -2 if the surface sizes differ. + */ +int SDLCALL SDLTest_CompareSurfaces(SDL_Surface *surface, SDL_Surface *referenceSurface, int allowable_error); + +/** + * Compares 2 memory blocks for equality + * + * \param actual Memory used in comparison, displayed on the left + * \param size_actual Size of actual in bytes + * \param reference Reference memory, displayed on the right + * \param size_reference Size of reference in bytes + * + * \returns 0 if the left and right memory block are equal, non-zero if they are non-equal. + * + * \since This function is available since SDL 3.2.0. + */ +int SDLCALL SDLTest_CompareMemory(const void *actual, size_t size_actual, const void *reference, size_t size_reference); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_compare_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test_crc32.h b/modules/imgui-sdl/src/include/SDL3/SDL_test_crc32.h new file mode 100644 index 0000000..94fe1a3 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test_crc32.h @@ -0,0 +1,121 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * CRC32 functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + + Implements CRC32 calculations (default output is Perl String::CRC32 compatible). + +*/ + +#ifndef SDL_test_crc32_h_ +#define SDL_test_crc32_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* ------------ Definitions --------- */ + +/* Definition shared by all CRC routines */ + +#ifndef CrcUint32 + #define CrcUint32 unsigned int +#endif +#ifndef CrcUint8 + #define CrcUint8 unsigned char +#endif + +#ifdef ORIGINAL_METHOD + #define CRC32_POLY 0x04c11db7 /* AUTODIN II, Ethernet, & FDDI */ +#else + #define CRC32_POLY 0xEDB88320 /* Perl String::CRC32 compatible */ +#endif + +/* + * Data structure for CRC32 (checksum) computation + */ + typedef struct SDLTest_Crc32Context { + CrcUint32 crc32_table[256]; /* CRC table */ + } SDLTest_Crc32Context; + +/* ---------- Function Prototypes ------------- */ + +/* + * Initialize the CRC context + * + * Note: The function initializes the crc table required for all crc calculations. + * + * \param crcContext pointer to context variable + * + * \returns true on success or false on failure; call SDL_GetError() + * for more information. + * + */ +bool SDLCALL SDLTest_Crc32Init(SDLTest_Crc32Context *crcContext); + +/* + * calculate a crc32 from a data block + * + * \param crcContext pointer to context variable + * \param inBuf input buffer to checksum + * \param inLen length of input buffer + * \param crc32 pointer to Uint32 to store the final CRC into + * + * \returns true on success or false on failure; call SDL_GetError() + * for more information. + * + */ +bool SDLCALL SDLTest_Crc32Calc(SDLTest_Crc32Context *crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32); + +/* Same routine broken down into three steps */ +bool SDLCALL SDLTest_Crc32CalcStart(SDLTest_Crc32Context *crcContext, CrcUint32 *crc32); +bool SDLCALL SDLTest_Crc32CalcEnd(SDLTest_Crc32Context *crcContext, CrcUint32 *crc32); +bool SDLCALL SDLTest_Crc32CalcBuffer(SDLTest_Crc32Context *crcContext, CrcUint8 *inBuf, CrcUint32 inLen, CrcUint32 *crc32); + +/* + * clean up CRC context + * + * \param crcContext pointer to context variable + * + * \returns true on success or false on failure; call SDL_GetError() + * for more information. + * +*/ + +bool SDLCALL SDLTest_Crc32Done(SDLTest_Crc32Context *crcContext); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_crc32_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test_font.h b/modules/imgui-sdl/src/include/SDL3/SDL_test_font.h new file mode 100644 index 0000000..fb40794 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test_font.h @@ -0,0 +1,169 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/* + * Font related functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +#ifndef SDL_test_font_h_ +#define SDL_test_font_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Function prototypes */ + +extern int FONT_CHARACTER_SIZE; + +#define FONT_LINE_HEIGHT (FONT_CHARACTER_SIZE + 2) + +/* + * Draw a string in the currently set font. + * + * \param renderer The renderer to draw on. + * \param x The X coordinate of the upper left corner of the character. + * \param y The Y coordinate of the upper left corner of the character. + * \param c The character to draw. + * + * \returns true on success, false on failure. + */ +bool SDLCALL SDLTest_DrawCharacter(SDL_Renderer *renderer, float x, float y, Uint32 c); + +/* + * Draw a UTF-8 string in the currently set font. + * + * The font currently only supports characters in the Basic Latin and Latin-1 Supplement sets. + * + * \param renderer The renderer to draw on. + * \param x The X coordinate of the upper left corner of the string. + * \param y The Y coordinate of the upper left corner of the string. + * \param s The string to draw. + * + * \returns true on success, false on failure. + */ +bool SDLCALL SDLTest_DrawString(SDL_Renderer *renderer, float x, float y, const char *s); + +/* + * Data used for multi-line text output + */ +typedef struct SDLTest_TextWindow +{ + SDL_FRect rect; + int current; + int numlines; + char **lines; +} SDLTest_TextWindow; + +/* + * Create a multi-line text output window + * + * \param x The X coordinate of the upper left corner of the window. + * \param y The Y coordinate of the upper left corner of the window. + * \param w The width of the window (currently ignored) + * \param h The height of the window (currently ignored) + * + * \returns the new window, or NULL on failure. + * + * \since This function is available since SDL 3.2.0. + */ +SDLTest_TextWindow * SDLCALL SDLTest_TextWindowCreate(float x, float y, float w, float h); + +/* + * Display a multi-line text output window + * + * This function should be called every frame to display the text + * + * \param textwin The text output window + * \param renderer The renderer to use for display + * + * \since This function is available since SDL 3.2.0. + */ +void SDLCALL SDLTest_TextWindowDisplay(SDLTest_TextWindow *textwin, SDL_Renderer *renderer); + +/* + * Add text to a multi-line text output window + * + * Adds UTF-8 text to the end of the current text. The newline character starts a + * new line of text. The backspace character deletes the last character or, if the + * line is empty, deletes the line and goes to the end of the previous line. + * + * \param textwin The text output window + * \param fmt A printf() style format string + * \param ... additional parameters matching % tokens in the `fmt` string, if any + * + * \since This function is available since SDL 3.2.0. + */ +void SDLCALL SDLTest_TextWindowAddText(SDLTest_TextWindow *textwin, SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(2); + +/* + * Add text to a multi-line text output window + * + * Adds UTF-8 text to the end of the current text. The newline character starts a + * new line of text. The backspace character deletes the last character or, if the + * line is empty, deletes the line and goes to the end of the previous line. + * + * \param textwin The text output window + * \param text The text to add to the window + * \param len The length, in bytes, of the text to add to the window + * + * \since This function is available since SDL 3.2.0. + */ +void SDLCALL SDLTest_TextWindowAddTextWithLength(SDLTest_TextWindow *textwin, const char *text, size_t len); + +/* + * Clear the text in a multi-line text output window + * + * \param textwin The text output window + * + * \since This function is available since SDL 3.2.0. + */ +void SDLCALL SDLTest_TextWindowClear(SDLTest_TextWindow *textwin); + +/* + * Free the storage associated with a multi-line text output window + * + * \param textwin The text output window + * + * \since This function is available since SDL 3.2.0. + */ +void SDLCALL SDLTest_TextWindowDestroy(SDLTest_TextWindow *textwin); + +/* + * Cleanup textures used by font drawing functions. + */ +void SDLCALL SDLTest_CleanupTextDrawing(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_font_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test_fuzzer.h b/modules/imgui-sdl/src/include/SDL3/SDL_test_fuzzer.h new file mode 100644 index 0000000..caf11f2 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test_fuzzer.h @@ -0,0 +1,371 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Fuzzer functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + + Data generators for fuzzing test data in a reproducible way. + +*/ + +#ifndef SDL_test_fuzzer_h_ +#define SDL_test_fuzzer_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* + Based on GSOC code by Markus Kauppila +*/ + +/** + * Note: The fuzzer implementation uses a static instance of random context + * internally which makes it thread-UNsafe. + */ + +/** + * Initializes the fuzzer for a test + * + * \param execKey Execution "Key" that initializes the random number generator uniquely for the test. + * + */ +void SDLCALL SDLTest_FuzzerInit(Uint64 execKey); + +/** + * Returns a random Uint8 + * + * \returns a generated integer + */ +Uint8 SDLCALL SDLTest_RandomUint8(void); + +/** + * Returns a random Sint8 + * + * \returns a generated signed integer + */ +Sint8 SDLCALL SDLTest_RandomSint8(void); + +/** + * Returns a random Uint16 + * + * \returns a generated integer + */ +Uint16 SDLCALL SDLTest_RandomUint16(void); + +/** + * Returns a random Sint16 + * + * \returns a generated signed integer + */ +Sint16 SDLCALL SDLTest_RandomSint16(void); + +/** + * Returns a random integer + * + * \returns a generated integer + */ +Sint32 SDLCALL SDLTest_RandomSint32(void); + +/** + * Returns a random positive integer + * + * \returns a generated integer + */ +Uint32 SDLCALL SDLTest_RandomUint32(void); + +/** + * Returns random Uint64. + * + * \returns a generated integer + */ +Uint64 SDLTest_RandomUint64(void); + +/** + * Returns random Sint64. + * + * \returns a generated signed integer + */ +Sint64 SDLCALL SDLTest_RandomSint64(void); + +/** + * \returns a random float in range [0.0 - 1.0] + */ +float SDLCALL SDLTest_RandomUnitFloat(void); + +/** + * \returns a random double in range [0.0 - 1.0] + */ +double SDLCALL SDLTest_RandomUnitDouble(void); + +/** + * \returns a random float. + * + */ +float SDLCALL SDLTest_RandomFloat(void); + +/** + * \returns a random double. + * + */ +double SDLCALL SDLTest_RandomDouble(void); + +/** + * Returns a random boundary value for Uint8 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomUint8BoundaryValue(10, 20, true) returns 10, 11, 19 or 20 + * RandomUint8BoundaryValue(1, 20, false) returns 0 or 21 + * RandomUint8BoundaryValue(0, 99, false) returns 100 + * RandomUint8BoundaryValue(0, 255, false) returns 0 (error set) + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or 0 with error set + */ +Uint8 SDLCALL SDLTest_RandomUint8BoundaryValue(Uint8 boundary1, Uint8 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Uint16 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomUint16BoundaryValue(10, 20, true) returns 10, 11, 19 or 20 + * RandomUint16BoundaryValue(1, 20, false) returns 0 or 21 + * RandomUint16BoundaryValue(0, 99, false) returns 100 + * RandomUint16BoundaryValue(0, 0xFFFF, false) returns 0 (error set) + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or 0 with error set + */ +Uint16 SDLCALL SDLTest_RandomUint16BoundaryValue(Uint16 boundary1, Uint16 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Uint32 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomUint32BoundaryValue(10, 20, true) returns 10, 11, 19 or 20 + * RandomUint32BoundaryValue(1, 20, false) returns 0 or 21 + * RandomUint32BoundaryValue(0, 99, false) returns 100 + * RandomUint32BoundaryValue(0, 0xFFFFFFFF, false) returns 0 (with error set) + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or 0 with error set + */ +Uint32 SDLCALL SDLTest_RandomUint32BoundaryValue(Uint32 boundary1, Uint32 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Uint64 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomUint64BoundaryValue(10, 20, true) returns 10, 11, 19 or 20 + * RandomUint64BoundaryValue(1, 20, false) returns 0 or 21 + * RandomUint64BoundaryValue(0, 99, false) returns 100 + * RandomUint64BoundaryValue(0, 0xFFFFFFFFFFFFFFFF, false) returns 0 (with error set) + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or 0 with error set + */ +Uint64 SDLCALL SDLTest_RandomUint64BoundaryValue(Uint64 boundary1, Uint64 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Sint8 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomSint8BoundaryValue(-10, 20, true) returns -11, -10, 19 or 20 + * RandomSint8BoundaryValue(-100, -10, false) returns -101 or -9 + * RandomSint8BoundaryValue(SINT8_MIN, 99, false) returns 100 + * RandomSint8BoundaryValue(SINT8_MIN, SINT8_MAX, false) returns SINT8_MIN (== error value) with error set + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or SINT8_MIN with error set + */ +Sint8 SDLCALL SDLTest_RandomSint8BoundaryValue(Sint8 boundary1, Sint8 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Sint16 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomSint16BoundaryValue(-10, 20, true) returns -11, -10, 19 or 20 + * RandomSint16BoundaryValue(-100, -10, false) returns -101 or -9 + * RandomSint16BoundaryValue(SINT16_MIN, 99, false) returns 100 + * RandomSint16BoundaryValue(SINT16_MIN, SINT16_MAX, false) returns SINT16_MIN (== error value) with error set + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or SINT16_MIN with error set + */ +Sint16 SDLCALL SDLTest_RandomSint16BoundaryValue(Sint16 boundary1, Sint16 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Sint32 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomSint32BoundaryValue(-10, 20, true) returns -11, -10, 19 or 20 + * RandomSint32BoundaryValue(-100, -10, false) returns -101 or -9 + * RandomSint32BoundaryValue(SINT32_MIN, 99, false) returns 100 + * RandomSint32BoundaryValue(SINT32_MIN, SINT32_MAX, false) returns SINT32_MIN (== error value) + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or SINT32_MIN with error set + */ +Sint32 SDLCALL SDLTest_RandomSint32BoundaryValue(Sint32 boundary1, Sint32 boundary2, bool validDomain); + +/** + * Returns a random boundary value for Sint64 within the given boundaries. + * Boundaries are inclusive, see the usage examples below. If validDomain + * is true, the function will only return valid boundaries, otherwise non-valid + * boundaries are also possible. + * If boundary1 > boundary2, the values are swapped + * + * Usage examples: + * RandomSint64BoundaryValue(-10, 20, true) returns -11, -10, 19 or 20 + * RandomSint64BoundaryValue(-100, -10, false) returns -101 or -9 + * RandomSint64BoundaryValue(SINT64_MIN, 99, false) returns 100 + * RandomSint64BoundaryValue(SINT64_MIN, SINT64_MAX, false) returns SINT64_MIN (== error value) and error set + * + * \param boundary1 Lower boundary limit + * \param boundary2 Upper boundary limit + * \param validDomain Should the generated boundary be valid (=within the bounds) or not? + * + * \returns a random boundary value for the given range and domain or SINT64_MIN with error set + */ +Sint64 SDLCALL SDLTest_RandomSint64BoundaryValue(Sint64 boundary1, Sint64 boundary2, bool validDomain); + +/** + * Returns integer in range [min, max] (inclusive). + * Min and max values can be negative values. + * If Max in smaller than min, then the values are swapped. + * Min and max are the same value, that value will be returned. + * + * \param min Minimum inclusive value of returned random number + * \param max Maximum inclusive value of returned random number + * + * \returns a generated random integer in range + */ +Sint32 SDLCALL SDLTest_RandomIntegerInRange(Sint32 min, Sint32 max); + +/** + * Generates random null-terminated string. The minimum length for + * the string is 1 character, maximum length for the string is 255 + * characters and it can contain ASCII characters from 32 to 126. + * + * Note: Returned string needs to be deallocated. + * + * \returns a newly allocated random string; or NULL if length was invalid or string could not be allocated. + */ +char * SDLCALL SDLTest_RandomAsciiString(void); + +/** + * Generates random null-terminated string. The maximum length for + * the string is defined by the maxLength parameter. + * String can contain ASCII characters from 32 to 126. + * + * Note: Returned string needs to be deallocated. + * + * \param maxLength The maximum length of the generated string. + * + * \returns a newly allocated random string; or NULL if maxLength was invalid or string could not be allocated. + */ +char * SDLCALL SDLTest_RandomAsciiStringWithMaximumLength(int maxLength); + +/** + * Generates random null-terminated string. The length for + * the string is defined by the size parameter. + * String can contain ASCII characters from 32 to 126. + * + * Note: Returned string needs to be deallocated. + * + * \param size The length of the generated string + * + * \returns a newly allocated random string; or NULL if size was invalid or string could not be allocated. + */ +char * SDLCALL SDLTest_RandomAsciiStringOfSize(int size); + +/** + * Get the invocation count for the fuzzer since last ...FuzzerInit. + * + * \returns the invocation count. + */ +int SDLCALL SDLTest_GetFuzzerInvocationCount(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_fuzzer_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test_harness.h b/modules/imgui-sdl/src/include/SDL3/SDL_test_harness.h new file mode 100644 index 0000000..5d4963e --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test_harness.h @@ -0,0 +1,151 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Test suite related functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + Defines types for test case definitions and the test execution harness API. + + Based on original GSOC code by Markus Kauppila +*/ + +#ifndef SDL_test_h_arness_h +#define SDL_test_h_arness_h + +#include +#include /* SDLTest_CommonState */ + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* ! Definitions for test case structures */ +#define TEST_ENABLED 1 +#define TEST_DISABLED 0 + +/* ! Definition of all the possible test return values of the test case method */ +#define TEST_ABORTED -1 +#define TEST_STARTED 0 +#define TEST_COMPLETED 1 +#define TEST_SKIPPED 2 + +/* ! Definition of all the possible test results for the harness */ +#define TEST_RESULT_PASSED 0 +#define TEST_RESULT_FAILED 1 +#define TEST_RESULT_NO_ASSERT 2 +#define TEST_RESULT_SKIPPED 3 +#define TEST_RESULT_SETUP_FAILURE 4 + +/* !< Function pointer to a test case setup function (run before every test) */ +typedef void (SDLCALL *SDLTest_TestCaseSetUpFp)(void **arg); + +/* !< Function pointer to a test case function */ +typedef int (SDLCALL *SDLTest_TestCaseFp)(void *arg); + +/* !< Function pointer to a test case teardown function (run after every test) */ +typedef void (SDLCALL *SDLTest_TestCaseTearDownFp)(void *arg); + +/* + * Holds information about a single test case. + */ +typedef struct SDLTest_TestCaseReference { + /* !< Func2Stress */ + SDLTest_TestCaseFp testCase; + /* !< Short name (or function name) "Func2Stress" */ + const char *name; + /* !< Long name or full description "This test pushes func2() to the limit." */ + const char *description; + /* !< Set to TEST_ENABLED or TEST_DISABLED (test won't be run) */ + int enabled; +} SDLTest_TestCaseReference; + +/* + * Holds information about a test suite (multiple test cases). + */ +typedef struct SDLTest_TestSuiteReference { + /* !< "PlatformSuite" */ + const char *name; + /* !< The function that is run before each test. NULL skips. */ + SDLTest_TestCaseSetUpFp testSetUp; + /* !< The test cases that are run as part of the suite. Last item should be NULL. */ + const SDLTest_TestCaseReference **testCases; + /* !< The function that is run after each test. NULL skips. */ + SDLTest_TestCaseTearDownFp testTearDown; +} SDLTest_TestSuiteReference; + + +/* + * Generates a random run seed string for the harness. The generated seed + * will contain alphanumeric characters (0-9A-Z). + * + * \param buffer Buffer in which to generate the random seed. Must have a capacity of at least length + 1 characters. + * \param length Number of alphanumeric characters to write to buffer, must be >0 + * + * \returns A null-terminated seed string and equal to the in put buffer on success, NULL on failure + */ +char * SDLCALL SDLTest_GenerateRunSeed(char *buffer, int length); + +/* + * Holds information about the execution of test suites. + * */ +typedef struct SDLTest_TestSuiteRunner SDLTest_TestSuiteRunner; + +/* + * Create a new test suite runner, that will execute the given test suites. + * It will register the harness cli arguments to the common SDL state. + * + * \param state Common SDL state on which to register CLI arguments. + * \param testSuites NULL-terminated test suites containing test cases. + * + * \returns the test run result: 0 when all tests passed, 1 if any tests failed. + */ +SDLTest_TestSuiteRunner * SDLCALL SDLTest_CreateTestSuiteRunner(SDLTest_CommonState *state, SDLTest_TestSuiteReference *testSuites[]); + +/* + * Destroy a test suite runner. + * It will unregister the harness cli arguments to the common SDL state. + * + * \param runner The runner that should be destroyed. + */ +void SDLCALL SDLTest_DestroyTestSuiteRunner(SDLTest_TestSuiteRunner *runner); + +/* + * Execute a test suite, using the configured run seed, execution key, filter, etc. + * + * \param runner The runner that should be executed. + * + * \returns the test run result: 0 when all tests passed, 1 if any tests failed. + */ +int SDLCALL SDLTest_ExecuteTestSuiteRunner(SDLTest_TestSuiteRunner *runner); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_h_arness_h */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test_log.h b/modules/imgui-sdl/src/include/SDL3/SDL_test_log.h new file mode 100644 index 0000000..0d48044 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test_log.h @@ -0,0 +1,75 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Logging related functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + * + * Wrapper to log in the TEST category + * + */ + +#ifndef SDL_test_log_h_ +#define SDL_test_log_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Prints given message with a timestamp in the TEST category and INFO priority. + * + * \param fmt Message to be logged + */ +void SDLCALL SDLTest_Log(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); + +/** + * Prints given prefix and buffer. + * Non-printible characters in the raw data are substituted by printible alternatives. + * + * \param prefix Prefix message. + * \param buffer Raw data to be escaped. + * \param size Number of bytes in buffer. + */ +void SDLCALL SDLTest_LogEscapedString(const char *prefix, const void *buffer, size_t size); + +/** + * Prints given message with a timestamp in the TEST category and the ERROR priority. + * + * \param fmt Message to be logged + */ +void SDLCALL SDLTest_LogError(SDL_PRINTF_FORMAT_STRING const char *fmt, ...) SDL_PRINTF_VARARG_FUNC(1); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_log_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test_md5.h b/modules/imgui-sdl/src/include/SDL3/SDL_test_md5.h new file mode 100644 index 0000000..e9d9639 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test_md5.h @@ -0,0 +1,122 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * MD5 related functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +/* + *********************************************************************** + ** Header file for implementation of MD5 ** + ** RSA Data Security, Inc. MD5 Message-Digest Algorithm ** + ** Created: 2/17/90 RLR ** + ** Revised: 12/27/90 SRD,AJ,BSK,JT Reference C version ** + ** Revised (for MD5): RLR 4/27/91 ** + ** -- G modified to have y&~z instead of y&z ** + ** -- FF, GG, HH modified to add in last register done ** + ** -- Access pattern: round 2 works mod 5, round 3 works mod 3 ** + ** -- distinct additive constant for each step ** + ** -- round 4 added, working mod 7 ** + *********************************************************************** +*/ + +/* + *********************************************************************** + ** Message-digest routines: ** + ** To form the message digest for a message M ** + ** (1) Initialize a context buffer mdContext using MD5Init ** + ** (2) Call MD5Update on mdContext and M ** + ** (3) Call MD5Final on mdContext ** + ** The message digest is now in mdContext->digest[0...15] ** + *********************************************************************** +*/ + +#ifndef SDL_test_md5_h_ +#define SDL_test_md5_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* ------------ Definitions --------- */ + +/* typedef a 32-bit type */ +typedef Uint32 MD5UINT4; + +/* Data structure for MD5 (Message-Digest) computation */ +typedef struct SDLTest_Md5Context { + MD5UINT4 i[2]; /* number of _bits_ handled mod 2^64 */ + MD5UINT4 buf[4]; /* scratch buffer */ + unsigned char in[64]; /* input buffer */ + unsigned char digest[16]; /* actual digest after Md5Final call */ +} SDLTest_Md5Context; + +/* ---------- Function Prototypes ------------- */ + +/** + * initialize the context + * + * \param mdContext pointer to context variable + * + * Note: The function initializes the message-digest context + * mdContext. Call before each new use of the context - + * all fields are set to zero. + */ +void SDLCALL SDLTest_Md5Init(SDLTest_Md5Context *mdContext); + +/** + * update digest from variable length data + * + * \param mdContext pointer to context variable + * \param inBuf pointer to data array/string + * \param inLen length of data array/string + * + * Note: The function updates the message-digest context to account + * for the presence of each of the characters inBuf[0..inLen-1] + * in the message whose digest is being computed. + */ +void SDLCALL SDLTest_Md5Update(SDLTest_Md5Context *mdContext, unsigned char *inBuf, + unsigned int inLen); + +/** + * complete digest computation + * + * \param mdContext pointer to context variable + * + * Note: The function terminates the message-digest computation and + * ends with the desired message digest in mdContext.digest[0..15]. + * Always call before using the digest[] variable. + */ +void SDLCALL SDLTest_Md5Final(SDLTest_Md5Context *mdContext); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_md5_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_test_memory.h b/modules/imgui-sdl/src/include/SDL3/SDL_test_memory.h new file mode 100644 index 0000000..1bd9466 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_test_memory.h @@ -0,0 +1,66 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * Memory tracking related functions of SDL test framework. + * + * This code is a part of the SDL test library, not the main SDL library. + */ + +#ifndef SDL_test_memory_h_ +#define SDL_test_memory_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * Start tracking SDL memory allocations + * + * \note This should be called before any other SDL functions for complete tracking coverage + */ +void SDLCALL SDLTest_TrackAllocations(void); + +/** + * Fill allocations with random data + * + * \note This implicitly calls SDLTest_TrackAllocations() + */ +void SDLCALL SDLTest_RandFillAllocations(void); + +/** + * Print a log of any outstanding allocations + * + * \note This can be called after SDL_Quit() + */ +void SDLCALL SDLTest_LogAllocations(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_test_memory_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_thread.h b/modules/imgui-sdl/src/include/SDL3/SDL_thread.h new file mode 100644 index 0000000..e981b54 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_thread.h @@ -0,0 +1,578 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_thread_h_ +#define SDL_thread_h_ + +/** + * # CategoryThread + * + * SDL offers cross-platform thread management functions. These are mostly + * concerned with starting threads, setting their priority, and dealing with + * their termination. + * + * In addition, there is support for Thread Local Storage (data that is unique + * to each thread, but accessed from a single key). + * + * On platforms without thread support (such as Emscripten when built without + * pthreads), these functions still exist, but things like SDL_CreateThread() + * will report failure without doing anything. + * + * If you're going to work with threads, you almost certainly need to have a + * good understanding of [CategoryMutex](CategoryMutex) as well. + */ + +#include +#include +#include + +/* Thread synchronization primitives */ +#include + +#if defined(SDL_PLATFORM_WINDOWS) +#include /* _beginthreadex() and _endthreadex() */ +#endif + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The SDL thread object. + * + * These are opaque data. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_CreateThread + * \sa SDL_WaitThread + */ +typedef struct SDL_Thread SDL_Thread; + +/** + * A unique numeric ID that identifies a thread. + * + * These are different from SDL_Thread objects, which are generally what an + * application will operate on, but having a way to uniquely identify a thread + * can be useful at times. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetThreadID + * \sa SDL_GetCurrentThreadID + */ +typedef Uint64 SDL_ThreadID; + +/** + * Thread local storage ID. + * + * 0 is the invalid ID. An app can create these and then set data for these + * IDs that is unique to each thread. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetTLS + * \sa SDL_SetTLS + */ +typedef SDL_AtomicInt SDL_TLSID; + +/** + * The SDL thread priority. + * + * SDL will make system changes as necessary in order to apply the thread + * priority. Code which attempts to control thread state related to priority + * should be aware that calling SDL_SetCurrentThreadPriority may alter such + * state. SDL_HINT_THREAD_PRIORITY_POLICY can be used to control aspects of + * this behavior. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_ThreadPriority { + SDL_THREAD_PRIORITY_LOW, + SDL_THREAD_PRIORITY_NORMAL, + SDL_THREAD_PRIORITY_HIGH, + SDL_THREAD_PRIORITY_TIME_CRITICAL +} SDL_ThreadPriority; + +/** + * The SDL thread state. + * + * The current state of a thread can be checked by calling SDL_GetThreadState. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetThreadState + */ +typedef enum SDL_ThreadState +{ + SDL_THREAD_UNKNOWN, /**< The thread is not valid */ + SDL_THREAD_ALIVE, /**< The thread is currently running */ + SDL_THREAD_DETACHED, /**< The thread is detached and can't be waited on */ + SDL_THREAD_COMPLETE /**< The thread has finished and should be cleaned up with SDL_WaitThread() */ +} SDL_ThreadState; + +/** + * The function passed to SDL_CreateThread() as the new thread's entry point. + * + * \param data what was passed as `data` to SDL_CreateThread(). + * \returns a value that can be reported through SDL_WaitThread(). + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef int (SDLCALL *SDL_ThreadFunction) (void *data); + + +#ifdef SDL_WIKI_DOCUMENTATION_SECTION + +/* + * Note that these aren't the correct function signatures in this block, but + * this is what the API reference manual should look like for all intents and + * purposes. + * + * Technical details, not for the wiki (hello, header readers!)... + * + * On Windows (and maybe other platforms), a program might use a different + * C runtime than its libraries. Or, in SDL's case, it might use a C runtime + * while SDL uses none at all. + * + * C runtimes expect to initialize thread-specific details when a new thread + * is created, but to do this in SDL_CreateThread would require SDL to know + * intimate details about the caller's C runtime, which is not possible. + * + * So SDL_CreateThread has two extra parameters, which are + * hidden at compile time by macros: the C runtime's `_beginthreadex` and + * `_endthreadex` entry points. If these are not NULL, they are used to spin + * and terminate the new thread; otherwise the standard Win32 `CreateThread` + * function is used. When `SDL_CreateThread` is called from a compiler that + * needs this C runtime thread init function, macros insert the appropriate + * function pointers for SDL_CreateThread's caller (which might be a different + * compiler with a different runtime in different calls to SDL_CreateThread!). + * + * SDL_BeginThreadFunction defaults to `_beginthreadex` on Windows (and NULL + * everywhere else), but apps that have extremely specific special needs can + * define this to something else and the SDL headers will use it, passing the + * app-defined value to SDL_CreateThread calls. Redefine this with caution! + * + * Platforms that don't need _beginthread stuff (most everything) will fail + * SDL_CreateThread with an error if these pointers _aren't_ NULL. + * + * Unless you are doing something extremely complicated, like perhaps a + * language binding, **you should never deal with this directly**. Let SDL's + * macros handle this platform-specific detail transparently! + */ + +/** + * Create a new thread with a default stack size. + * + * This is a convenience function, equivalent to calling + * SDL_CreateThreadWithProperties with the following properties set: + * + * - `SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER`: `fn` + * - `SDL_PROP_THREAD_CREATE_NAME_STRING`: `name` + * - `SDL_PROP_THREAD_CREATE_USERDATA_POINTER`: `data` + * + * Note that this "function" is actually a macro that calls an internal + * function with two extra parameters not listed here; they are hidden through + * preprocessor macros and are needed to support various C runtimes at the + * point of the function call. Language bindings that aren't using the C + * headers will need to deal with this. + * + * Usually, apps should just call this function the same way on every platform + * and let the macros hide the details. + * + * \param fn the SDL_ThreadFunction function to call in the new thread. + * \param name the name of the thread. + * \param data a pointer that is passed to `fn`. + * \returns an opaque pointer to the new thread object on success, NULL if the + * new thread could not be created; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateThreadWithProperties + * \sa SDL_WaitThread + */ +extern SDL_DECLSPEC SDL_Thread * SDLCALL SDL_CreateThread(SDL_ThreadFunction fn, const char *name, void *data); + +/** + * Create a new thread with with the specified properties. + * + * These are the supported properties: + * + * - `SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER`: an SDL_ThreadFunction + * value that will be called at the start of the new thread's life. + * Required. + * - `SDL_PROP_THREAD_CREATE_NAME_STRING`: the name of the new thread, which + * might be available to debuggers. Optional, defaults to NULL. + * - `SDL_PROP_THREAD_CREATE_USERDATA_POINTER`: an arbitrary app-defined + * pointer, which is passed to the entry function on the new thread, as its + * only parameter. Optional, defaults to NULL. + * - `SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER`: the size, in bytes, of the new + * thread's stack. Optional, defaults to 0 (system-defined default). + * + * SDL makes an attempt to report `SDL_PROP_THREAD_CREATE_NAME_STRING` to the + * system, so that debuggers can display it. Not all platforms support this. + * + * Thread naming is a little complicated: Most systems have very small limits + * for the string length (Haiku has 32 bytes, Linux currently has 16, Visual + * C++ 6.0 has _nine_!), and possibly other arbitrary rules. You'll have to + * see what happens with your system's debugger. The name should be UTF-8 (but + * using the naming limits of C identifiers is a better bet). There are no + * requirements for thread naming conventions, so long as the string is + * null-terminated UTF-8, but these guidelines are helpful in choosing a name: + * + * https://stackoverflow.com/questions/149932/naming-conventions-for-threads + * + * If a system imposes requirements, SDL will try to munge the string for it + * (truncate, etc), but the original string contents will be available from + * SDL_GetThreadName(). + * + * The size (in bytes) of the new stack can be specified with + * `SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER`. Zero means "use the system + * default" which might be wildly different between platforms. x86 Linux + * generally defaults to eight megabytes, an embedded device might be a few + * kilobytes instead. You generally need to specify a stack that is a multiple + * of the system's page size (in many cases, this is 4 kilobytes, but check + * your system documentation). + * + * Note that this "function" is actually a macro that calls an internal + * function with two extra parameters not listed here; they are hidden through + * preprocessor macros and are needed to support various C runtimes at the + * point of the function call. Language bindings that aren't using the C + * headers will need to deal with this. + * + * The actual symbol in SDL is `SDL_CreateThreadWithPropertiesRuntime`, so + * there is no symbol clash, but trying to load an SDL shared library and look + * for "SDL_CreateThreadWithProperties" will fail. + * + * Usually, apps should just call this function the same way on every platform + * and let the macros hide the details. + * + * \param props the properties to use. + * \returns an opaque pointer to the new thread object on success, NULL if the + * new thread could not be created; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateThread + * \sa SDL_WaitThread + */ +extern SDL_DECLSPEC SDL_Thread * SDLCALL SDL_CreateThreadWithProperties(SDL_PropertiesID props); + +#define SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER "SDL.thread.create.entry_function" +#define SDL_PROP_THREAD_CREATE_NAME_STRING "SDL.thread.create.name" +#define SDL_PROP_THREAD_CREATE_USERDATA_POINTER "SDL.thread.create.userdata" +#define SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER "SDL.thread.create.stacksize" + +/* end wiki documentation for macros that are meant to look like functions. */ +#endif + + +/* The real implementation, hidden from the wiki, so it can show this as real functions that don't have macro magic. */ +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +# if defined(SDL_PLATFORM_WINDOWS) +# ifndef SDL_BeginThreadFunction +# define SDL_BeginThreadFunction _beginthreadex +# endif +# ifndef SDL_EndThreadFunction +# define SDL_EndThreadFunction _endthreadex +# endif +# endif +#endif + +/* currently no other platforms than Windows use _beginthreadex/_endthreadex things. */ +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +# ifndef SDL_BeginThreadFunction +# define SDL_BeginThreadFunction NULL +# endif +#endif + +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +# ifndef SDL_EndThreadFunction +# define SDL_EndThreadFunction NULL +# endif +#endif + +#ifndef SDL_WIKI_DOCUMENTATION_SECTION +/* These are the actual functions exported from SDL! Don't use them directly! Use the SDL_CreateThread and SDL_CreateThreadWithProperties macros! */ +/** + * The actual entry point for SDL_CreateThread. + * + * \param fn the SDL_ThreadFunction function to call in the new thread + * \param name the name of the thread + * \param data a pointer that is passed to `fn` + * \param pfnBeginThread the C runtime's _beginthreadex (or whatnot). Can be NULL. + * \param pfnEndThread the C runtime's _endthreadex (or whatnot). Can be NULL. + * \returns an opaque pointer to the new thread object on success, NULL if the + * new thread could not be created; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Thread * SDLCALL SDL_CreateThreadRuntime(SDL_ThreadFunction fn, const char *name, void *data, SDL_FunctionPointer pfnBeginThread, SDL_FunctionPointer pfnEndThread); + +/** + * The actual entry point for SDL_CreateThreadWithProperties. + * + * \param props the properties to use + * \param pfnBeginThread the C runtime's _beginthreadex (or whatnot). Can be NULL. + * \param pfnEndThread the C runtime's _endthreadex (or whatnot). Can be NULL. + * \returns an opaque pointer to the new thread object on success, NULL if the + * new thread could not be created; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Thread * SDLCALL SDL_CreateThreadWithPropertiesRuntime(SDL_PropertiesID props, SDL_FunctionPointer pfnBeginThread, SDL_FunctionPointer pfnEndThread); + +#define SDL_CreateThread(fn, name, data) SDL_CreateThreadRuntime((fn), (name), (data), (SDL_FunctionPointer) (SDL_BeginThreadFunction), (SDL_FunctionPointer) (SDL_EndThreadFunction)) +#define SDL_CreateThreadWithProperties(props) SDL_CreateThreadWithPropertiesRuntime((props), (SDL_FunctionPointer) (SDL_BeginThreadFunction), (SDL_FunctionPointer) (SDL_EndThreadFunction)) +#define SDL_PROP_THREAD_CREATE_ENTRY_FUNCTION_POINTER "SDL.thread.create.entry_function" +#define SDL_PROP_THREAD_CREATE_NAME_STRING "SDL.thread.create.name" +#define SDL_PROP_THREAD_CREATE_USERDATA_POINTER "SDL.thread.create.userdata" +#define SDL_PROP_THREAD_CREATE_STACKSIZE_NUMBER "SDL.thread.create.stacksize" +#endif + + +/** + * Get the thread name as it was specified in SDL_CreateThread(). + * + * \param thread the thread to query. + * \returns a pointer to a UTF-8 string that names the specified thread, or + * NULL if it doesn't have a name. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetThreadName(SDL_Thread *thread); + +/** + * Get the thread identifier for the current thread. + * + * This thread identifier is as reported by the underlying operating system. + * If SDL is running on a platform that does not support threads the return + * value will always be zero. + * + * This function also returns a valid thread ID when called from the main + * thread. + * + * \returns the ID of the current thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetThreadID + */ +extern SDL_DECLSPEC SDL_ThreadID SDLCALL SDL_GetCurrentThreadID(void); + +/** + * Get the thread identifier for the specified thread. + * + * This thread identifier is as reported by the underlying operating system. + * If SDL is running on a platform that does not support threads the return + * value will always be zero. + * + * \param thread the thread to query. + * \returns the ID of the specified thread, or the ID of the current thread if + * `thread` is NULL. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCurrentThreadID + */ +extern SDL_DECLSPEC SDL_ThreadID SDLCALL SDL_GetThreadID(SDL_Thread *thread); + +/** + * Set the priority for the current thread. + * + * Note that some platforms will not let you alter the priority (or at least, + * promote the thread to a higher priority) at all, and some require you to be + * an administrator account. Be prepared for this to fail. + * + * \param priority the SDL_ThreadPriority to set. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetCurrentThreadPriority(SDL_ThreadPriority priority); + +/** + * Wait for a thread to finish. + * + * Threads that haven't been detached will remain until this function cleans + * them up. Not doing so is a resource leak. + * + * Once a thread has been cleaned up through this function, the SDL_Thread + * that references it becomes invalid and should not be referenced again. As + * such, only one thread may call SDL_WaitThread() on another. + * + * The return code from the thread function is placed in the area pointed to + * by `status`, if `status` is not NULL. + * + * You may not wait on a thread that has been used in a call to + * SDL_DetachThread(). Use either that function or this one, but not both, or + * behavior is undefined. + * + * It is safe to pass a NULL thread to this function; it is a no-op. + * + * Note that the thread pointer is freed by this function and is not valid + * afterward. + * + * \param thread the SDL_Thread pointer that was returned from the + * SDL_CreateThread() call that started this thread. + * \param status a pointer filled in with the value returned from the thread + * function by its 'return', or -1 if the thread has been + * detached or isn't valid, may be NULL. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateThread + * \sa SDL_DetachThread + */ +extern SDL_DECLSPEC void SDLCALL SDL_WaitThread(SDL_Thread *thread, int *status); + +/** + * Get the current state of a thread. + * + * \param thread the thread to query. + * \returns the current state of a thread, or SDL_THREAD_UNKNOWN if the thread + * isn't valid. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ThreadState + */ +extern SDL_DECLSPEC SDL_ThreadState SDLCALL SDL_GetThreadState(SDL_Thread *thread); + +/** + * Let a thread clean up on exit without intervention. + * + * A thread may be "detached" to signify that it should not remain until + * another thread has called SDL_WaitThread() on it. Detaching a thread is + * useful for long-running threads that nothing needs to synchronize with or + * further manage. When a detached thread is done, it simply goes away. + * + * There is no way to recover the return code of a detached thread. If you + * need this, don't detach the thread and instead use SDL_WaitThread(). + * + * Once a thread is detached, you should usually assume the SDL_Thread isn't + * safe to reference again, as it will become invalid immediately upon the + * detached thread's exit, instead of remaining until someone has called + * SDL_WaitThread() to finally clean it up. As such, don't detach the same + * thread more than once. + * + * If a thread has already exited when passed to SDL_DetachThread(), it will + * stop waiting for a call to SDL_WaitThread() and clean up immediately. It is + * not safe to detach a thread that might be used with SDL_WaitThread(). + * + * You may not call SDL_WaitThread() on a thread that has been detached. Use + * either that function or this one, but not both, or behavior is undefined. + * + * It is safe to pass NULL to this function; it is a no-op. + * + * \param thread the SDL_Thread pointer that was returned from the + * SDL_CreateThread() call that started this thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateThread + * \sa SDL_WaitThread + */ +extern SDL_DECLSPEC void SDLCALL SDL_DetachThread(SDL_Thread *thread); + +/** + * Get the current thread's value associated with a thread local storage ID. + * + * \param id a pointer to the thread local storage ID, may not be NULL. + * \returns the value associated with the ID for the current thread or NULL if + * no value has been set; call SDL_GetError() for more information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetTLS + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetTLS(SDL_TLSID *id); + +/** + * The callback used to cleanup data passed to SDL_SetTLS. + * + * This is called when a thread exits, to allow an app to free any resources. + * + * \param value a pointer previously handed to SDL_SetTLS. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetTLS + */ +typedef void (SDLCALL *SDL_TLSDestructorCallback)(void *value); + +/** + * Set the current thread's value associated with a thread local storage ID. + * + * If the thread local storage ID is not initialized (the value is 0), a new + * ID will be created in a thread-safe way, so all calls using a pointer to + * the same ID will refer to the same local storage. + * + * Note that replacing a value from a previous call to this function on the + * same thread does _not_ call the previous value's destructor! + * + * `destructor` can be NULL; it is assumed that `value` does not need to be + * cleaned up if so. + * + * \param id a pointer to the thread local storage ID, may not be NULL. + * \param value the value to associate with the ID for the current thread. + * \param destructor a function called when the thread exits, to free the + * value, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTLS + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetTLS(SDL_TLSID *id, const void *value, SDL_TLSDestructorCallback destructor); + +/** + * Cleanup all TLS data for this thread. + * + * If you are creating your threads outside of SDL and then calling SDL + * functions, you should call this function before your thread exits, to + * properly clean up SDL memory. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_CleanupTLS(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_thread_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_time.h b/modules/imgui-sdl/src/include/SDL3/SDL_time.h new file mode 100644 index 0000000..b6d3f6d --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_time.h @@ -0,0 +1,231 @@ +/* +Simple DirectMedia Layer +Copyright (C) 1997-2025 Sam Lantinga + +This software is provided 'as-is', without any express or implied +warranty. In no event will the authors be held liable for any damages +arising from the use of this software. + +Permission is granted to anyone to use this software for any purpose, +including commercial applications, and to alter it and redistribute it +freely, subject to the following restrictions: + +1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. +2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. +3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_time_h_ +#define SDL_time_h_ + +/** + * # CategoryTime + * + * SDL realtime clock and date/time routines. + * + * There are two data types that are used in this category: SDL_Time, which + * represents the nanoseconds since a specific moment (an "epoch"), and + * SDL_DateTime, which breaks time down into human-understandable components: + * years, months, days, hours, etc. + * + * Much of the functionality is involved in converting those two types to + * other useful forms. + */ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A structure holding a calendar date and time broken down into its + * components. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_DateTime +{ + int year; /**< Year */ + int month; /**< Month [01-12] */ + int day; /**< Day of the month [01-31] */ + int hour; /**< Hour [0-23] */ + int minute; /**< Minute [0-59] */ + int second; /**< Seconds [0-60] */ + int nanosecond; /**< Nanoseconds [0-999999999] */ + int day_of_week; /**< Day of the week [0-6] (0 being Sunday) */ + int utc_offset; /**< Seconds east of UTC */ +} SDL_DateTime; + +/** + * The preferred date format of the current system locale. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetDateTimeLocalePreferences + */ +typedef enum SDL_DateFormat +{ + SDL_DATE_FORMAT_YYYYMMDD = 0, /**< Year/Month/Day */ + SDL_DATE_FORMAT_DDMMYYYY = 1, /**< Day/Month/Year */ + SDL_DATE_FORMAT_MMDDYYYY = 2 /**< Month/Day/Year */ +} SDL_DateFormat; + +/** + * The preferred time format of the current system locale. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_GetDateTimeLocalePreferences + */ +typedef enum SDL_TimeFormat +{ + SDL_TIME_FORMAT_24HR = 0, /**< 24 hour time */ + SDL_TIME_FORMAT_12HR = 1 /**< 12 hour time */ +} SDL_TimeFormat; + +/** + * Gets the current preferred date and time format for the system locale. + * + * This might be a "slow" call that has to query the operating system. It's + * best to ask for this once and save the results. However, the preferred + * formats can change, usually because the user has changed a system + * preference outside of your program. + * + * \param dateFormat a pointer to the SDL_DateFormat to hold the returned date + * format, may be NULL. + * \param timeFormat a pointer to the SDL_TimeFormat to hold the returned time + * format, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetDateTimeLocalePreferences(SDL_DateFormat *dateFormat, SDL_TimeFormat *timeFormat); + +/** + * Gets the current value of the system realtime clock in nanoseconds since + * Jan 1, 1970 in Universal Coordinated Time (UTC). + * + * \param ticks the SDL_Time to hold the returned tick count. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetCurrentTime(SDL_Time *ticks); + +/** + * Converts an SDL_Time in nanoseconds since the epoch to a calendar time in + * the SDL_DateTime format. + * + * \param ticks the SDL_Time to be converted. + * \param dt the resulting SDL_DateTime. + * \param localTime the resulting SDL_DateTime will be expressed in local time + * if true, otherwise it will be in Universal Coordinated + * Time (UTC). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_TimeToDateTime(SDL_Time ticks, SDL_DateTime *dt, bool localTime); + +/** + * Converts a calendar time to an SDL_Time in nanoseconds since the epoch. + * + * This function ignores the day_of_week member of the SDL_DateTime struct, so + * it may remain unset. + * + * \param dt the source SDL_DateTime. + * \param ticks the resulting SDL_Time. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_DateTimeToTime(const SDL_DateTime *dt, SDL_Time *ticks); + +/** + * Converts an SDL time into a Windows FILETIME (100-nanosecond intervals + * since January 1, 1601). + * + * This function fills in the two 32-bit values of the FILETIME structure. + * + * \param ticks the time to convert. + * \param dwLowDateTime a pointer filled in with the low portion of the + * Windows FILETIME value. + * \param dwHighDateTime a pointer filled in with the high portion of the + * Windows FILETIME value. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_TimeToWindows(SDL_Time ticks, Uint32 *dwLowDateTime, Uint32 *dwHighDateTime); + +/** + * Converts a Windows FILETIME (100-nanosecond intervals since January 1, + * 1601) to an SDL time. + * + * This function takes the two 32-bit values of the FILETIME structure as + * parameters. + * + * \param dwLowDateTime the low portion of the Windows FILETIME value. + * \param dwHighDateTime the high portion of the Windows FILETIME value. + * \returns the converted SDL time. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Time SDLCALL SDL_TimeFromWindows(Uint32 dwLowDateTime, Uint32 dwHighDateTime); + +/** + * Get the number of days in a month for a given year. + * + * \param year the year. + * \param month the month [1-12]. + * \returns the number of days in the requested month or -1 on failure; call + * SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetDaysInMonth(int year, int month); + +/** + * Get the day of year for a calendar date. + * + * \param year the year component of the date. + * \param month the month component of the date. + * \param day the day component of the date. + * \returns the day of year [0-365] if the date is valid or -1 on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetDayOfYear(int year, int month, int day); + +/** + * Get the day of week for a calendar date. + * + * \param year the year component of the date. + * \param month the month component of the date. + * \param day the day component of the date. + * \returns a value between 0 and 6 (0 being Sunday) if the date is valid or + * -1 on failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetDayOfWeek(int year, int month, int day); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_time_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_timer.h b/modules/imgui-sdl/src/include/SDL3/SDL_timer.h new file mode 100644 index 0000000..cf94881 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_timer.h @@ -0,0 +1,450 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +#ifndef SDL_timer_h_ +#define SDL_timer_h_ + +/** + * # CategoryTimer + * + * SDL provides time management functionality. It is useful for dealing with + * (usually) small durations of time. + * + * This is not to be confused with _calendar time_ management, which is + * provided by [CategoryTime](CategoryTime). + * + * This category covers measuring time elapsed (SDL_GetTicks(), + * SDL_GetPerformanceCounter()), putting a thread to sleep for a certain + * amount of time (SDL_Delay(), SDL_DelayNS(), SDL_DelayPrecise()), and firing + * a callback function after a certain amount of time has elasped + * (SDL_AddTimer(), etc). + * + * There are also useful macros to convert between time units, like + * SDL_SECONDS_TO_NS() and such. + */ + +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* SDL time constants */ + +/** + * Number of milliseconds in a second. + * + * This is always 1000. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MS_PER_SECOND 1000 + +/** + * Number of microseconds in a second. + * + * This is always 1000000. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_US_PER_SECOND 1000000 + +/** + * Number of nanoseconds in a second. + * + * This is always 1000000000. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_PER_SECOND 1000000000LL + +/** + * Number of nanoseconds in a millisecond. + * + * This is always 1000000. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_PER_MS 1000000 + +/** + * Number of nanoseconds in a microsecond. + * + * This is always 1000. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_PER_US 1000 + +/** + * Convert seconds to nanoseconds. + * + * This only converts whole numbers, not fractional seconds. + * + * \param S the number of seconds to convert. + * \returns S, expressed in nanoseconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_SECONDS_TO_NS(S) (((Uint64)(S)) * SDL_NS_PER_SECOND) + +/** + * Convert nanoseconds to seconds. + * + * This performs a division, so the results can be dramatically different if + * `NS` is an integer or floating point value. + * + * \param NS the number of nanoseconds to convert. + * \returns NS, expressed in seconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_TO_SECONDS(NS) ((NS) / SDL_NS_PER_SECOND) + +/** + * Convert milliseconds to nanoseconds. + * + * This only converts whole numbers, not fractional milliseconds. + * + * \param MS the number of milliseconds to convert. + * \returns MS, expressed in nanoseconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MS_TO_NS(MS) (((Uint64)(MS)) * SDL_NS_PER_MS) + +/** + * Convert nanoseconds to milliseconds. + * + * This performs a division, so the results can be dramatically different if + * `NS` is an integer or floating point value. + * + * \param NS the number of nanoseconds to convert. + * \returns NS, expressed in milliseconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_TO_MS(NS) ((NS) / SDL_NS_PER_MS) + +/** + * Convert microseconds to nanoseconds. + * + * This only converts whole numbers, not fractional microseconds. + * + * \param US the number of microseconds to convert. + * \returns US, expressed in nanoseconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_US_TO_NS(US) (((Uint64)(US)) * SDL_NS_PER_US) + +/** + * Convert nanoseconds to microseconds. + * + * This performs a division, so the results can be dramatically different if + * `NS` is an integer or floating point value. + * + * \param NS the number of nanoseconds to convert. + * \returns NS, expressed in microseconds. + * + * \threadsafety It is safe to call this macro from any thread. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_NS_TO_US(NS) ((NS) / SDL_NS_PER_US) + +/** + * Get the number of milliseconds since SDL library initialization. + * + * \returns an unsigned 64-bit value representing the number of milliseconds + * since the SDL library initialized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetTicks(void); + +/** + * Get the number of nanoseconds since SDL library initialization. + * + * \returns an unsigned 64-bit value representing the number of nanoseconds + * since the SDL library initialized. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetTicksNS(void); + +/** + * Get the current value of the high resolution counter. + * + * This function is typically used for profiling. + * + * The counter values are only meaningful relative to each other. Differences + * between values can be converted to times by using + * SDL_GetPerformanceFrequency(). + * + * \returns the current counter value. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPerformanceFrequency + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetPerformanceCounter(void); + +/** + * Get the count per second of the high resolution counter. + * + * \returns a platform-specific count per second. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetPerformanceCounter + */ +extern SDL_DECLSPEC Uint64 SDLCALL SDL_GetPerformanceFrequency(void); + +/** + * Wait a specified number of milliseconds before returning. + * + * This function waits a specified number of milliseconds before returning. It + * waits at least the specified time, but possibly longer due to OS + * scheduling. + * + * \param ms the number of milliseconds to delay. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DelayNS + * \sa SDL_DelayPrecise + */ +extern SDL_DECLSPEC void SDLCALL SDL_Delay(Uint32 ms); + +/** + * Wait a specified number of nanoseconds before returning. + * + * This function waits a specified number of nanoseconds before returning. It + * waits at least the specified time, but possibly longer due to OS + * scheduling. + * + * \param ns the number of nanoseconds to delay. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Delay + * \sa SDL_DelayPrecise + */ +extern SDL_DECLSPEC void SDLCALL SDL_DelayNS(Uint64 ns); + +/** + * Wait a specified number of nanoseconds before returning. + * + * This function waits a specified number of nanoseconds before returning. It + * will attempt to wait as close to the requested time as possible, busy + * waiting if necessary, but could return later due to OS scheduling. + * + * \param ns the number of nanoseconds to delay. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Delay + * \sa SDL_DelayNS + */ +extern SDL_DECLSPEC void SDLCALL SDL_DelayPrecise(Uint64 ns); + +/** + * Definition of the timer ID type. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_TimerID; + +/** + * Function prototype for the millisecond timer callback function. + * + * The callback function is passed the current timer interval and returns the + * next timer interval, in milliseconds. If the returned value is the same as + * the one passed in, the periodic alarm continues, otherwise a new alarm is + * scheduled. If the callback returns 0, the periodic alarm is canceled and + * will be removed. + * + * \param userdata an arbitrary pointer provided by the app through + * SDL_AddTimer, for its own use. + * \param timerID the current timer being processed. + * \param interval the current callback time interval. + * \returns the new callback time interval, or 0 to disable further runs of + * the callback. + * + * \threadsafety SDL may call this callback at any time from a background + * thread; the application is responsible for locking resources + * the callback touches that need to be protected. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_AddTimer + */ +typedef Uint32 (SDLCALL *SDL_TimerCallback)(void *userdata, SDL_TimerID timerID, Uint32 interval); + +/** + * Call a callback function at a future time. + * + * The callback function is passed the current timer interval and the user + * supplied parameter from the SDL_AddTimer() call and should return the next + * timer interval. If the value returned from the callback is 0, the timer is + * canceled and will be removed. + * + * The callback is run on a separate thread, and for short timeouts can + * potentially be called before this function returns. + * + * Timers take into account the amount of time it took to execute the + * callback. For example, if the callback took 250 ms to execute and returned + * 1000 (ms), the timer would only wait another 750 ms before its next + * iteration. + * + * Timing may be inexact due to OS scheduling. Be sure to note the current + * time with SDL_GetTicksNS() or SDL_GetPerformanceCounter() in case your + * callback needs to adjust for variances. + * + * \param interval the timer delay, in milliseconds, passed to `callback`. + * \param callback the SDL_TimerCallback function to call when the specified + * `interval` elapses. + * \param userdata a pointer that is passed to `callback`. + * \returns a timer ID or 0 on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddTimerNS + * \sa SDL_RemoveTimer + */ +extern SDL_DECLSPEC SDL_TimerID SDLCALL SDL_AddTimer(Uint32 interval, SDL_TimerCallback callback, void *userdata); + +/** + * Function prototype for the nanosecond timer callback function. + * + * The callback function is passed the current timer interval and returns the + * next timer interval, in nanoseconds. If the returned value is the same as + * the one passed in, the periodic alarm continues, otherwise a new alarm is + * scheduled. If the callback returns 0, the periodic alarm is canceled and + * will be removed. + * + * \param userdata an arbitrary pointer provided by the app through + * SDL_AddTimer, for its own use. + * \param timerID the current timer being processed. + * \param interval the current callback time interval. + * \returns the new callback time interval, or 0 to disable further runs of + * the callback. + * + * \threadsafety SDL may call this callback at any time from a background + * thread; the application is responsible for locking resources + * the callback touches that need to be protected. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_AddTimerNS + */ +typedef Uint64 (SDLCALL *SDL_NSTimerCallback)(void *userdata, SDL_TimerID timerID, Uint64 interval); + +/** + * Call a callback function at a future time. + * + * The callback function is passed the current timer interval and the user + * supplied parameter from the SDL_AddTimerNS() call and should return the + * next timer interval. If the value returned from the callback is 0, the + * timer is canceled and will be removed. + * + * The callback is run on a separate thread, and for short timeouts can + * potentially be called before this function returns. + * + * Timers take into account the amount of time it took to execute the + * callback. For example, if the callback took 250 ns to execute and returned + * 1000 (ns), the timer would only wait another 750 ns before its next + * iteration. + * + * Timing may be inexact due to OS scheduling. Be sure to note the current + * time with SDL_GetTicksNS() or SDL_GetPerformanceCounter() in case your + * callback needs to adjust for variances. + * + * \param interval the timer delay, in nanoseconds, passed to `callback`. + * \param callback the SDL_TimerCallback function to call when the specified + * `interval` elapses. + * \param userdata a pointer that is passed to `callback`. + * \returns a timer ID or 0 on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddTimer + * \sa SDL_RemoveTimer + */ +extern SDL_DECLSPEC SDL_TimerID SDLCALL SDL_AddTimerNS(Uint64 interval, SDL_NSTimerCallback callback, void *userdata); + +/** + * Remove a timer created with SDL_AddTimer(). + * + * \param id the ID of the timer to remove. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety It is safe to call this function from any thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_AddTimer + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RemoveTimer(SDL_TimerID id); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_timer_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_touch.h b/modules/imgui-sdl/src/include/SDL3/SDL_touch.h new file mode 100644 index 0000000..64845a1 --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_touch.h @@ -0,0 +1,184 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryTouch + * + * SDL offers touch input, on platforms that support it. It can manage + * multiple touch devices and track multiple fingers on those devices. + * + * Touches are mostly dealt with through the event system, in the + * SDL_EVENT_FINGER_DOWN, SDL_EVENT_FINGER_MOTION, and SDL_EVENT_FINGER_UP + * events, but there are also functions to query for hardware details, etc. + * + * The touch system, by default, will also send virtual mouse events; this can + * be useful for making a some desktop apps work on a phone without + * significant changes. For apps that care about mouse and touch input + * separately, they should ignore mouse events that have a `which` field of + * SDL_TOUCH_MOUSEID. + */ + +#ifndef SDL_touch_h_ +#define SDL_touch_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * A unique ID for a touch device. + * + * This ID is valid for the time the device is connected to the system, and is + * never reused for the lifetime of the application. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint64 SDL_TouchID; + +/** + * A unique ID for a single finger on a touch device. + * + * This ID is valid for the time the finger (stylus, etc) is touching and will + * be unique for all fingers currently in contact, so this ID tracks the + * lifetime of a single continuous touch. This value may represent an index, a + * pointer, or some other unique ID, depending on the platform. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint64 SDL_FingerID; + +/** + * An enum that describes the type of a touch device. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_TouchDeviceType +{ + SDL_TOUCH_DEVICE_INVALID = -1, + SDL_TOUCH_DEVICE_DIRECT, /**< touch screen with window-relative coordinates */ + SDL_TOUCH_DEVICE_INDIRECT_ABSOLUTE, /**< trackpad with absolute device coordinates */ + SDL_TOUCH_DEVICE_INDIRECT_RELATIVE /**< trackpad with screen cursor-relative coordinates */ +} SDL_TouchDeviceType; + +/** + * Data about a single finger in a multitouch event. + * + * Each touch event is a collection of fingers that are simultaneously in + * contact with the touch device (so a "touch" can be a "multitouch," in + * reality), and this struct reports details of the specific fingers. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetTouchFingers + */ +typedef struct SDL_Finger +{ + SDL_FingerID id; /**< the finger ID */ + float x; /**< the x-axis location of the touch event, normalized (0...1) */ + float y; /**< the y-axis location of the touch event, normalized (0...1) */ + float pressure; /**< the quantity of pressure applied, normalized (0...1) */ +} SDL_Finger; + +/** + * The SDL_MouseID for mouse events simulated with touch input. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_TOUCH_MOUSEID ((SDL_MouseID)-1) + +/** + * The SDL_TouchID for touch events simulated with mouse input. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MOUSE_TOUCHID ((SDL_TouchID)-1) + + +/** + * Get a list of registered touch devices. + * + * On some platforms SDL first sees the touch device if it was actually used. + * Therefore the returned list might be empty, although devices are available. + * After using all devices at least once the number will be correct. + * + * \param count a pointer filled in with the number of devices returned, may + * be NULL. + * \returns a 0 terminated array of touch device IDs or NULL on failure; call + * SDL_GetError() for more information. This should be freed with + * SDL_free() when it is no longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_TouchID * SDLCALL SDL_GetTouchDevices(int *count); + +/** + * Get the touch device name as reported from the driver. + * + * \param touchID the touch device instance ID. + * \returns touch device name, or NULL on failure; call SDL_GetError() for + * more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetTouchDeviceName(SDL_TouchID touchID); + +/** + * Get the type of the given touch device. + * + * \param touchID the ID of a touch device. + * \returns touch device type. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_TouchDeviceType SDLCALL SDL_GetTouchDeviceType(SDL_TouchID touchID); + +/** + * Get a list of active fingers for a given touch device. + * + * \param touchID the ID of a touch device. + * \param count a pointer filled in with the number of fingers returned, can + * be NULL. + * \returns a NULL terminated array of SDL_Finger pointers or NULL on failure; + * call SDL_GetError() for more information. This is a single + * allocation that should be freed with SDL_free() when it is no + * longer needed. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Finger ** SDLCALL SDL_GetTouchFingers(SDL_TouchID touchID, int *count); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_touch_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_tray.h b/modules/imgui-sdl/src/include/SDL3/SDL_tray.h new file mode 100644 index 0000000..1780b0b --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_tray.h @@ -0,0 +1,544 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryTray + * + * SDL offers a way to add items to the "system tray" (more correctly called + * the "notification area" on Windows). On platforms that offer this concept, + * an SDL app can add a tray icon, submenus, checkboxes, and clickable + * entries, and register a callback that is fired when the user clicks on + * these pieces. + */ + +#ifndef SDL_tray_h_ +#define SDL_tray_h_ + +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * An opaque handle representing a toplevel system tray object. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_Tray SDL_Tray; + +/** + * An opaque handle representing a menu/submenu on a system tray object. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_TrayMenu SDL_TrayMenu; + +/** + * An opaque handle representing an entry on a system tray object. + * + * \since This struct is available since SDL 3.2.0. + */ +typedef struct SDL_TrayEntry SDL_TrayEntry; + +/** + * Flags that control the creation of system tray entries. + * + * Some of these flags are required; exactly one of them must be specified at + * the time a tray entry is created. Other flags are optional; zero or more of + * those can be OR'ed together with the required flag. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_InsertTrayEntryAt + */ +typedef Uint32 SDL_TrayEntryFlags; + +#define SDL_TRAYENTRY_BUTTON 0x00000001u /**< Make the entry a simple button. Required. */ +#define SDL_TRAYENTRY_CHECKBOX 0x00000002u /**< Make the entry a checkbox. Required. */ +#define SDL_TRAYENTRY_SUBMENU 0x00000004u /**< Prepare the entry to have a submenu. Required */ +#define SDL_TRAYENTRY_DISABLED 0x80000000u /**< Make the entry disabled. Optional. */ +#define SDL_TRAYENTRY_CHECKED 0x40000000u /**< Make the entry checked. This is valid only for checkboxes. Optional. */ + +/** + * A callback that is invoked when a tray entry is selected. + * + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * \param entry the tray entry that was selected. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_SetTrayEntryCallback + */ +typedef void (SDLCALL *SDL_TrayCallback)(void *userdata, SDL_TrayEntry *entry); + +/** + * Create an icon to be placed in the operating system's tray, or equivalent. + * + * Many platforms advise not using a system tray unless persistence is a + * necessary feature. Avoid needlessly creating a tray icon, as the user may + * feel like it clutters their interface. + * + * Using tray icons require the video subsystem. + * + * \param icon a surface to be used as icon. May be NULL. + * \param tooltip a tooltip to be displayed when the mouse hovers the icon in + * UTF-8 encoding. Not supported on all platforms. May be NULL. + * \returns The newly created system tray icon. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTrayMenu + * \sa SDL_GetTrayMenu + * \sa SDL_DestroyTray + */ +extern SDL_DECLSPEC SDL_Tray * SDLCALL SDL_CreateTray(SDL_Surface *icon, const char *tooltip); + +/** + * Updates the system tray icon's icon. + * + * \param tray the tray icon to be updated. + * \param icon the new icon. May be NULL. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTray + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayIcon(SDL_Tray *tray, SDL_Surface *icon); + +/** + * Updates the system tray icon's tooltip. + * + * \param tray the tray icon to be updated. + * \param tooltip the new tooltip in UTF-8 encoding. May be NULL. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTray + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayTooltip(SDL_Tray *tray, const char *tooltip); + +/** + * Create a menu for a system tray. + * + * This should be called at most once per tray icon. + * + * This function does the same thing as SDL_CreateTraySubmenu(), except that + * it takes a SDL_Tray instead of a SDL_TrayEntry. + * + * A menu does not need to be destroyed; it will be destroyed with the tray. + * + * \param tray the tray to bind the menu to. + * \returns the newly created menu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTray + * \sa SDL_GetTrayMenu + * \sa SDL_GetTrayMenuParentTray + */ +extern SDL_DECLSPEC SDL_TrayMenu * SDLCALL SDL_CreateTrayMenu(SDL_Tray *tray); + +/** + * Create a submenu for a system tray entry. + * + * This should be called at most once per tray entry. + * + * This function does the same thing as SDL_CreateTrayMenu, except that it + * takes a SDL_TrayEntry instead of a SDL_Tray. + * + * A menu does not need to be destroyed; it will be destroyed with the tray. + * + * \param entry the tray entry to bind the menu to. + * \returns the newly created menu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InsertTrayEntryAt + * \sa SDL_GetTraySubmenu + * \sa SDL_GetTrayMenuParentEntry + */ +extern SDL_DECLSPEC SDL_TrayMenu * SDLCALL SDL_CreateTraySubmenu(SDL_TrayEntry *entry); + +/** + * Gets a previously created tray menu. + * + * You should have called SDL_CreateTrayMenu() on the tray object. This + * function allows you to fetch it again later. + * + * This function does the same thing as SDL_GetTraySubmenu(), except that it + * takes a SDL_Tray instead of a SDL_TrayEntry. + * + * A menu does not need to be destroyed; it will be destroyed with the tray. + * + * \param tray the tray entry to bind the menu to. + * \returns the newly created menu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTray + * \sa SDL_CreateTrayMenu + */ +extern SDL_DECLSPEC SDL_TrayMenu * SDLCALL SDL_GetTrayMenu(SDL_Tray *tray); + +/** + * Gets a previously created tray entry submenu. + * + * You should have called SDL_CreateTraySubmenu() on the entry object. This + * function allows you to fetch it again later. + * + * This function does the same thing as SDL_GetTrayMenu(), except that it + * takes a SDL_TrayEntry instead of a SDL_Tray. + * + * A menu does not need to be destroyed; it will be destroyed with the tray. + * + * \param entry the tray entry to bind the menu to. + * \returns the newly created menu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InsertTrayEntryAt + * \sa SDL_CreateTraySubmenu + */ +extern SDL_DECLSPEC SDL_TrayMenu * SDLCALL SDL_GetTraySubmenu(SDL_TrayEntry *entry); + +/** + * Returns a list of entries in the menu, in order. + * + * \param menu The menu to get entries from. + * \param count An optional pointer to obtain the number of entries in the + * menu. + * \returns a NULL-terminated list of entries within the given menu. The + * pointer becomes invalid when any function that inserts or deletes + * entries in the menu is called. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_RemoveTrayEntry + * \sa SDL_InsertTrayEntryAt + */ +extern SDL_DECLSPEC const SDL_TrayEntry ** SDLCALL SDL_GetTrayEntries(SDL_TrayMenu *menu, int *count); + +/** + * Removes a tray entry. + * + * \param entry The entry to be deleted. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + */ +extern SDL_DECLSPEC void SDLCALL SDL_RemoveTrayEntry(SDL_TrayEntry *entry); + +/** + * Insert a tray entry at a given position. + * + * If label is NULL, the entry will be a separator. Many functions won't work + * for an entry that is a separator. + * + * An entry does not need to be destroyed; it will be destroyed with the tray. + * + * \param menu the menu to append the entry to. + * \param pos the desired position for the new entry. Entries at or following + * this place will be moved. If pos is -1, the entry is appended. + * \param label the text to be displayed on the entry, in UTF-8 encoding, or + * NULL for a separator. + * \param flags a combination of flags, some of which are mandatory. + * \returns the newly created entry, or NULL if pos is out of bounds. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_TrayEntryFlags + * \sa SDL_GetTrayEntries + * \sa SDL_RemoveTrayEntry + * \sa SDL_GetTrayEntryParent + */ +extern SDL_DECLSPEC SDL_TrayEntry * SDLCALL SDL_InsertTrayEntryAt(SDL_TrayMenu *menu, int pos, const char *label, SDL_TrayEntryFlags flags); + +/** + * Sets the label of an entry. + * + * An entry cannot change between a separator and an ordinary entry; that is, + * it is not possible to set a non-NULL label on an entry that has a NULL + * label (separators), or to set a NULL label to an entry that has a non-NULL + * label. The function will silently fail if that happens. + * + * \param entry the entry to be updated. + * \param label the new label for the entry in UTF-8 encoding. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_GetTrayEntryLabel + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayEntryLabel(SDL_TrayEntry *entry, const char *label); + +/** + * Gets the label of an entry. + * + * If the returned value is NULL, the entry is a separator. + * + * \param entry the entry to be read. + * \returns the label of the entry in UTF-8 encoding. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_SetTrayEntryLabel + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetTrayEntryLabel(SDL_TrayEntry *entry); + +/** + * Sets whether or not an entry is checked. + * + * The entry must have been created with the SDL_TRAYENTRY_CHECKBOX flag. + * + * \param entry the entry to be updated. + * \param checked true if the entry should be checked; false otherwise. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_GetTrayEntryChecked + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayEntryChecked(SDL_TrayEntry *entry, bool checked); + +/** + * Gets whether or not an entry is checked. + * + * The entry must have been created with the SDL_TRAYENTRY_CHECKBOX flag. + * + * \param entry the entry to be read. + * \returns true if the entry is checked; false otherwise. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_SetTrayEntryChecked + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTrayEntryChecked(SDL_TrayEntry *entry); + +/** + * Sets whether or not an entry is enabled. + * + * \param entry the entry to be updated. + * \param enabled true if the entry should be enabled; false otherwise. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_GetTrayEntryEnabled + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayEntryEnabled(SDL_TrayEntry *entry, bool enabled); + +/** + * Gets whether or not an entry is enabled. + * + * \param entry the entry to be read. + * \returns true if the entry is enabled; false otherwise. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + * \sa SDL_SetTrayEntryEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetTrayEntryEnabled(SDL_TrayEntry *entry); + +/** + * Sets a callback to be invoked when the entry is selected. + * + * \param entry the entry to be updated. + * \param callback a callback to be invoked when the entry is selected. + * \param userdata an optional pointer to pass extra data to the callback when + * it will be invoked. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetTrayEntries + * \sa SDL_InsertTrayEntryAt + */ +extern SDL_DECLSPEC void SDLCALL SDL_SetTrayEntryCallback(SDL_TrayEntry *entry, SDL_TrayCallback callback, void *userdata); + +/** + * Simulate a click on a tray entry. + * + * \param entry The entry to activate. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_ClickTrayEntry(SDL_TrayEntry *entry); + +/** + * Destroys a tray object. + * + * This also destroys all associated menus and entries. + * + * \param tray the tray icon to be destroyed. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTray + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyTray(SDL_Tray *tray); + +/** + * Gets the menu containing a certain tray entry. + * + * \param entry the entry for which to get the parent menu. + * \returns the parent menu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_InsertTrayEntryAt + */ +extern SDL_DECLSPEC SDL_TrayMenu * SDLCALL SDL_GetTrayEntryParent(SDL_TrayEntry *entry); + +/** + * Gets the entry for which the menu is a submenu, if the current menu is a + * submenu. + * + * Either this function or SDL_GetTrayMenuParentTray() will return non-NULL + * for any given menu. + * + * \param menu the menu for which to get the parent entry. + * \returns the parent entry, or NULL if this menu is not a submenu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTraySubmenu + * \sa SDL_GetTrayMenuParentTray + */ +extern SDL_DECLSPEC SDL_TrayEntry * SDLCALL SDL_GetTrayMenuParentEntry(SDL_TrayMenu *menu); + +/** + * Gets the tray for which this menu is the first-level menu, if the current + * menu isn't a submenu. + * + * Either this function or SDL_GetTrayMenuParentEntry() will return non-NULL + * for any given menu. + * + * \param menu the menu for which to get the parent enttrayry. + * \returns the parent tray, or NULL if this menu is a submenu. + * + * \threadsafety This function should be called on the thread that created the + * tray. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateTrayMenu + * \sa SDL_GetTrayMenuParentEntry + */ +extern SDL_DECLSPEC SDL_Tray * SDLCALL SDL_GetTrayMenuParentTray(SDL_TrayMenu *menu); + +/** + * Update the trays. + * + * This is called automatically by the event loop and is only needed if you're + * using trays but aren't handling SDL events. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_UpdateTrays(void); + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_tray_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_version.h b/modules/imgui-sdl/src/include/SDL3/SDL_version.h new file mode 100644 index 0000000..2387fcf --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_version.h @@ -0,0 +1,183 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryVersion + * + * Functionality to query the current SDL version, both as headers the app was + * compiled against, and a library the app is linked to. + */ + +#ifndef SDL_version_h_ +#define SDL_version_h_ + +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * The current major version of SDL headers. + * + * If this were SDL version 3.2.1, this value would be 3. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MAJOR_VERSION 3 + +/** + * The current minor version of the SDL headers. + * + * If this were SDL version 3.2.1, this value would be 2. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MINOR_VERSION 2 + +/** + * The current micro (or patchlevel) version of the SDL headers. + * + * If this were SDL version 3.2.1, this value would be 1. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_MICRO_VERSION 14 + +/** + * This macro turns the version numbers into a numeric value. + * + * (1,2,3) becomes 1002003. + * + * \param major the major version number. + * \param minor the minorversion number. + * \param patch the patch version number. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_VERSIONNUM(major, minor, patch) \ + ((major) * 1000000 + (minor) * 1000 + (patch)) + +/** + * This macro extracts the major version from a version number + * + * 1002003 becomes 1. + * + * \param version the version number. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_VERSIONNUM_MAJOR(version) ((version) / 1000000) + +/** + * This macro extracts the minor version from a version number + * + * 1002003 becomes 2. + * + * \param version the version number. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_VERSIONNUM_MINOR(version) (((version) / 1000) % 1000) + +/** + * This macro extracts the micro version from a version number + * + * 1002003 becomes 3. + * + * \param version the version number. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_VERSIONNUM_MICRO(version) ((version) % 1000) + +/** + * This is the version number macro for the current SDL version. + * + * \since This macro is available since SDL 3.2.0. + * + * \sa SDL_GetVersion + */ +#define SDL_VERSION \ + SDL_VERSIONNUM(SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION) + +/** + * This macro will evaluate to true if compiled with SDL at least X.Y.Z. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_VERSION_ATLEAST(X, Y, Z) \ + (SDL_VERSION >= SDL_VERSIONNUM(X, Y, Z)) + +/** + * Get the version of SDL that is linked against your program. + * + * If you are linking to SDL dynamically, then it is possible that the current + * version will be different than the version you compiled against. This + * function returns the current version, while SDL_VERSION is the version you + * compiled with. + * + * This function may be called safely at any time, even before SDL_Init(). + * + * \returns the version of the linked library. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRevision + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetVersion(void); + +/** + * Get the code revision of SDL that is linked against your program. + * + * This value is the revision of the code you are linked with and may be + * different from the code you are compiling with, which is found in the + * constant SDL_REVISION. + * + * The revision is arbitrary string (a hash value) uniquely identifying the + * exact revision of the SDL library in use, and is only useful in comparing + * against other revisions. It is NOT an incrementing number. + * + * If SDL wasn't built from a git repository with the appropriate tools, this + * will return an empty string. + * + * You shouldn't use this function for anything but logging it for debugging + * purposes. The string is not intended to be reliable in any way. + * + * \returns an arbitrary string, uniquely identifying the exact revision of + * the SDL library in use. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetVersion + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetRevision(void); + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_version_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_video.h b/modules/imgui-sdl/src/include/SDL3/SDL_video.h new file mode 100644 index 0000000..877b9ad --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_video.h @@ -0,0 +1,3298 @@ +/* + Simple DirectMedia Layer + Copyright (C) 1997-2025 Sam Lantinga + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryVideo + * + * SDL's video subsystem is largely interested in abstracting window + * management from the underlying operating system. You can create windows, + * manage them in various ways, set them fullscreen, and get events when + * interesting things happen with them, such as the mouse or keyboard + * interacting with a window. + * + * The video subsystem is also interested in abstracting away some + * platform-specific differences in OpenGL: context creation, swapping + * buffers, etc. This may be crucial to your app, but also you are not + * required to use OpenGL at all. In fact, SDL can provide rendering to those + * windows as well, either with an easy-to-use + * [2D API](https://wiki.libsdl.org/SDL3/CategoryRender) + * or with a more-powerful + * [GPU API](https://wiki.libsdl.org/SDL3/CategoryGPU) + * . Of course, it can simply get out of your way and give you the window + * handles you need to use Vulkan, Direct3D, Metal, or whatever else you like + * directly, too. + * + * The video subsystem covers a lot of functionality, out of necessity, so it + * is worth perusing the list of functions just to see what's available, but + * most apps can get by with simply creating a window and listening for + * events, so start with SDL_CreateWindow() and SDL_PollEvent(). + */ + +#ifndef SDL_video_h_ +#define SDL_video_h_ + +#include +#include +#include +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/** + * This is a unique ID for a display for the time it is connected to the + * system, and is never reused for the lifetime of the application. + * + * If the display is disconnected and reconnected, it will get a new ID. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_DisplayID; + +/** + * This is a unique ID for a window. + * + * The value 0 is an invalid ID. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_WindowID; + +/* Global video properties... */ + +/** + * The pointer to the global `wl_display` object used by the Wayland video + * backend. + * + * Can be set before the video subsystem is initialized to import an external + * `wl_display` object from an application or toolkit for use in SDL, or read + * after initialization to export the `wl_display` used by the Wayland video + * backend. Setting this property after the video subsystem has been + * initialized has no effect, and reading it when the video subsystem is + * uninitialized will either return the user provided value, if one was set + * prior to initialization, or NULL. See docs/README-wayland.md for more + * information. + */ +#define SDL_PROP_GLOBAL_VIDEO_WAYLAND_WL_DISPLAY_POINTER "SDL.video.wayland.wl_display" + +/** + * System theme. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_SystemTheme +{ + SDL_SYSTEM_THEME_UNKNOWN, /**< Unknown system theme */ + SDL_SYSTEM_THEME_LIGHT, /**< Light colored system theme */ + SDL_SYSTEM_THEME_DARK /**< Dark colored system theme */ +} SDL_SystemTheme; + +/** + * Internal display mode data. + * + * This lives as a field in SDL_DisplayMode, as opaque data. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_DisplayMode + */ +typedef struct SDL_DisplayModeData SDL_DisplayModeData; + +/** + * The structure that defines a display mode. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_GetFullscreenDisplayModes + * \sa SDL_GetDesktopDisplayMode + * \sa SDL_GetCurrentDisplayMode + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_GetWindowFullscreenMode + */ +typedef struct SDL_DisplayMode +{ + SDL_DisplayID displayID; /**< the display this mode is associated with */ + SDL_PixelFormat format; /**< pixel format */ + int w; /**< width */ + int h; /**< height */ + float pixel_density; /**< scale converting size to pixels (e.g. a 1920x1080 mode with 2.0 scale would have 3840x2160 pixels) */ + float refresh_rate; /**< refresh rate (or 0.0f for unspecified) */ + int refresh_rate_numerator; /**< precise refresh rate numerator (or 0 for unspecified) */ + int refresh_rate_denominator; /**< precise refresh rate denominator */ + + SDL_DisplayModeData *internal; /**< Private */ + +} SDL_DisplayMode; + +/** + * Display orientation values; the way a display is rotated. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_DisplayOrientation +{ + SDL_ORIENTATION_UNKNOWN, /**< The display orientation can't be determined */ + SDL_ORIENTATION_LANDSCAPE, /**< The display is in landscape mode, with the right side up, relative to portrait mode */ + SDL_ORIENTATION_LANDSCAPE_FLIPPED, /**< The display is in landscape mode, with the left side up, relative to portrait mode */ + SDL_ORIENTATION_PORTRAIT, /**< The display is in portrait mode */ + SDL_ORIENTATION_PORTRAIT_FLIPPED /**< The display is in portrait mode, upside down */ +} SDL_DisplayOrientation; + +/** + * The struct used as an opaque handle to a window. + * + * \since This struct is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + */ +typedef struct SDL_Window SDL_Window; + +/** + * The flags on a window. + * + * These cover a lot of true/false, or on/off, window state. Some of it is + * immutable after being set through SDL_CreateWindow(), some of it can be + * changed on existing windows by the app, and some of it might be altered by + * the user or system outside of the app's control. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +typedef Uint64 SDL_WindowFlags; + +#define SDL_WINDOW_FULLSCREEN SDL_UINT64_C(0x0000000000000001) /**< window is in fullscreen mode */ +#define SDL_WINDOW_OPENGL SDL_UINT64_C(0x0000000000000002) /**< window usable with OpenGL context */ +#define SDL_WINDOW_OCCLUDED SDL_UINT64_C(0x0000000000000004) /**< window is occluded */ +#define SDL_WINDOW_HIDDEN SDL_UINT64_C(0x0000000000000008) /**< window is neither mapped onto the desktop nor shown in the taskbar/dock/window list; SDL_ShowWindow() is required for it to become visible */ +#define SDL_WINDOW_BORDERLESS SDL_UINT64_C(0x0000000000000010) /**< no window decoration */ +#define SDL_WINDOW_RESIZABLE SDL_UINT64_C(0x0000000000000020) /**< window can be resized */ +#define SDL_WINDOW_MINIMIZED SDL_UINT64_C(0x0000000000000040) /**< window is minimized */ +#define SDL_WINDOW_MAXIMIZED SDL_UINT64_C(0x0000000000000080) /**< window is maximized */ +#define SDL_WINDOW_MOUSE_GRABBED SDL_UINT64_C(0x0000000000000100) /**< window has grabbed mouse input */ +#define SDL_WINDOW_INPUT_FOCUS SDL_UINT64_C(0x0000000000000200) /**< window has input focus */ +#define SDL_WINDOW_MOUSE_FOCUS SDL_UINT64_C(0x0000000000000400) /**< window has mouse focus */ +#define SDL_WINDOW_EXTERNAL SDL_UINT64_C(0x0000000000000800) /**< window not created by SDL */ +#define SDL_WINDOW_MODAL SDL_UINT64_C(0x0000000000001000) /**< window is modal */ +#define SDL_WINDOW_HIGH_PIXEL_DENSITY SDL_UINT64_C(0x0000000000002000) /**< window uses high pixel density back buffer if possible */ +#define SDL_WINDOW_MOUSE_CAPTURE SDL_UINT64_C(0x0000000000004000) /**< window has mouse captured (unrelated to MOUSE_GRABBED) */ +#define SDL_WINDOW_MOUSE_RELATIVE_MODE SDL_UINT64_C(0x0000000000008000) /**< window has relative mode enabled */ +#define SDL_WINDOW_ALWAYS_ON_TOP SDL_UINT64_C(0x0000000000010000) /**< window should always be above others */ +#define SDL_WINDOW_UTILITY SDL_UINT64_C(0x0000000000020000) /**< window should be treated as a utility window, not showing in the task bar and window list */ +#define SDL_WINDOW_TOOLTIP SDL_UINT64_C(0x0000000000040000) /**< window should be treated as a tooltip and does not get mouse or keyboard focus, requires a parent window */ +#define SDL_WINDOW_POPUP_MENU SDL_UINT64_C(0x0000000000080000) /**< window should be treated as a popup menu, requires a parent window */ +#define SDL_WINDOW_KEYBOARD_GRABBED SDL_UINT64_C(0x0000000000100000) /**< window has grabbed keyboard input */ +#define SDL_WINDOW_VULKAN SDL_UINT64_C(0x0000000010000000) /**< window usable for Vulkan surface */ +#define SDL_WINDOW_METAL SDL_UINT64_C(0x0000000020000000) /**< window usable for Metal view */ +#define SDL_WINDOW_TRANSPARENT SDL_UINT64_C(0x0000000040000000) /**< window with transparent buffer */ +#define SDL_WINDOW_NOT_FOCUSABLE SDL_UINT64_C(0x0000000080000000) /**< window should not be focusable */ + + +/** + * A magic value used with SDL_WINDOWPOS_UNDEFINED. + * + * Generally this macro isn't used directly, but rather through + * SDL_WINDOWPOS_UNDEFINED or SDL_WINDOWPOS_UNDEFINED_DISPLAY. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u + +/** + * Used to indicate that you don't care what the window position is. + * + * If you _really_ don't care, SDL_WINDOWPOS_UNDEFINED is the same, but always + * uses the primary display instead of specifying one. + * + * \param X the SDL_DisplayID of the display to use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X)) + +/** + * Used to indicate that you don't care what the window position/display is. + * + * This always uses the primary display. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0) + +/** + * A macro to test if the window position is marked as "undefined." + * + * \param X the window position value. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_ISUNDEFINED(X) (((X)&0xFFFF0000) == SDL_WINDOWPOS_UNDEFINED_MASK) + +/** + * A magic value used with SDL_WINDOWPOS_CENTERED. + * + * Generally this macro isn't used directly, but rather through + * SDL_WINDOWPOS_CENTERED or SDL_WINDOWPOS_CENTERED_DISPLAY. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_CENTERED_MASK 0x2FFF0000u + +/** + * Used to indicate that the window position should be centered. + * + * SDL_WINDOWPOS_CENTERED is the same, but always uses the primary display + * instead of specifying one. + * + * \param X the SDL_DisplayID of the display to use. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_CENTERED_DISPLAY(X) (SDL_WINDOWPOS_CENTERED_MASK|(X)) + +/** + * Used to indicate that the window position should be centered. + * + * This always uses the primary display. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_CENTERED SDL_WINDOWPOS_CENTERED_DISPLAY(0) + +/** + * A macro to test if the window position is marked as "centered." + * + * \param X the window position value. + * + * \since This macro is available since SDL 3.2.0. + */ +#define SDL_WINDOWPOS_ISCENTERED(X) \ + (((X)&0xFFFF0000) == SDL_WINDOWPOS_CENTERED_MASK) + + +/** + * Window flash operation. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_FlashOperation +{ + SDL_FLASH_CANCEL, /**< Cancel any window flash state */ + SDL_FLASH_BRIEFLY, /**< Flash the window briefly to get attention */ + SDL_FLASH_UNTIL_FOCUSED /**< Flash the window until it gets focus */ +} SDL_FlashOperation; + +/** + * An opaque handle to an OpenGL context. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_GL_CreateContext + */ +typedef struct SDL_GLContextState *SDL_GLContext; + +/** + * Opaque type for an EGL display. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_EGLDisplay; + +/** + * Opaque type for an EGL config. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_EGLConfig; + +/** + * Opaque type for an EGL surface. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef void *SDL_EGLSurface; + +/** + * An EGL attribute, used when creating an EGL context. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef intptr_t SDL_EGLAttrib; + +/** + * An EGL integer attribute, used when creating an EGL surface. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef int SDL_EGLint; + +/** + * EGL platform attribute initialization callback. + * + * This is called when SDL is attempting to create an EGL context, to let the + * app add extra attributes to its eglGetPlatformDisplay() call. + * + * The callback should return a pointer to an EGL attribute array terminated + * with `EGL_NONE`. If this function returns NULL, the SDL_CreateWindow + * process will fail gracefully. + * + * The returned pointer should be allocated with SDL_malloc() and will be + * passed to SDL_free(). + * + * The arrays returned by each callback will be appended to the existing + * attribute arrays defined by SDL. + * + * \param userdata an app-controlled pointer that is passed to the callback. + * \returns a newly-allocated array of attributes, terminated with `EGL_NONE`. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_EGL_SetAttributeCallbacks + */ +typedef SDL_EGLAttrib *(SDLCALL *SDL_EGLAttribArrayCallback)(void *userdata); + +/** + * EGL surface/context attribute initialization callback types. + * + * This is called when SDL is attempting to create an EGL surface, to let the + * app add extra attributes to its eglCreateWindowSurface() or + * eglCreateContext calls. + * + * For convenience, the EGLDisplay and EGLConfig to use are provided to the + * callback. + * + * The callback should return a pointer to an EGL attribute array terminated + * with `EGL_NONE`. If this function returns NULL, the SDL_CreateWindow + * process will fail gracefully. + * + * The returned pointer should be allocated with SDL_malloc() and will be + * passed to SDL_free(). + * + * The arrays returned by each callback will be appended to the existing + * attribute arrays defined by SDL. + * + * \param userdata an app-controlled pointer that is passed to the callback. + * \param display the EGL display to be used. + * \param config the EGL config to be used. + * \returns a newly-allocated array of attributes, terminated with `EGL_NONE`. + * + * \since This datatype is available since SDL 3.2.0. + * + * \sa SDL_EGL_SetAttributeCallbacks + */ +typedef SDL_EGLint *(SDLCALL *SDL_EGLIntArrayCallback)(void *userdata, SDL_EGLDisplay display, SDL_EGLConfig config); + +/** + * An enumeration of OpenGL configuration attributes. + * + * While you can set most OpenGL attributes normally, the attributes listed + * above must be known before SDL creates the window that will be used with + * the OpenGL context. These attributes are set and read with + * SDL_GL_SetAttribute() and SDL_GL_GetAttribute(). + * + * In some cases, these attributes are minimum requests; the GL does not + * promise to give you exactly what you asked for. It's possible to ask for a + * 16-bit depth buffer and get a 24-bit one instead, for example, or to ask + * for no stencil buffer and still have one available. Context creation should + * fail if the GL can't provide your requested attributes at a minimum, but + * you should check to see exactly what you got. + * + * \since This enum is available since SDL 3.2.0. + */ +typedef enum SDL_GLAttr +{ + SDL_GL_RED_SIZE, /**< the minimum number of bits for the red channel of the color buffer; defaults to 8. */ + SDL_GL_GREEN_SIZE, /**< the minimum number of bits for the green channel of the color buffer; defaults to 8. */ + SDL_GL_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the color buffer; defaults to 8. */ + SDL_GL_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the color buffer; defaults to 8. */ + SDL_GL_BUFFER_SIZE, /**< the minimum number of bits for frame buffer size; defaults to 0. */ + SDL_GL_DOUBLEBUFFER, /**< whether the output is single or double buffered; defaults to double buffering on. */ + SDL_GL_DEPTH_SIZE, /**< the minimum number of bits in the depth buffer; defaults to 16. */ + SDL_GL_STENCIL_SIZE, /**< the minimum number of bits in the stencil buffer; defaults to 0. */ + SDL_GL_ACCUM_RED_SIZE, /**< the minimum number of bits for the red channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_GREEN_SIZE, /**< the minimum number of bits for the green channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_BLUE_SIZE, /**< the minimum number of bits for the blue channel of the accumulation buffer; defaults to 0. */ + SDL_GL_ACCUM_ALPHA_SIZE, /**< the minimum number of bits for the alpha channel of the accumulation buffer; defaults to 0. */ + SDL_GL_STEREO, /**< whether the output is stereo 3D; defaults to off. */ + SDL_GL_MULTISAMPLEBUFFERS, /**< the number of buffers used for multisample anti-aliasing; defaults to 0. */ + SDL_GL_MULTISAMPLESAMPLES, /**< the number of samples used around the current pixel used for multisample anti-aliasing. */ + SDL_GL_ACCELERATED_VISUAL, /**< set to 1 to require hardware acceleration, set to 0 to force software rendering; defaults to allow either. */ + SDL_GL_RETAINED_BACKING, /**< not used (deprecated). */ + SDL_GL_CONTEXT_MAJOR_VERSION, /**< OpenGL context major version. */ + SDL_GL_CONTEXT_MINOR_VERSION, /**< OpenGL context minor version. */ + SDL_GL_CONTEXT_FLAGS, /**< some combination of 0 or more of elements of the SDL_GLContextFlag enumeration; defaults to 0. */ + SDL_GL_CONTEXT_PROFILE_MASK, /**< type of GL context (Core, Compatibility, ES). See SDL_GLProfile; default value depends on platform. */ + SDL_GL_SHARE_WITH_CURRENT_CONTEXT, /**< OpenGL context sharing; defaults to 0. */ + SDL_GL_FRAMEBUFFER_SRGB_CAPABLE, /**< requests sRGB capable visual; defaults to 0. */ + SDL_GL_CONTEXT_RELEASE_BEHAVIOR, /**< sets context the release behavior. See SDL_GLContextReleaseFlag; defaults to FLUSH. */ + SDL_GL_CONTEXT_RESET_NOTIFICATION, /**< set context reset notification. See SDL_GLContextResetNotification; defaults to NO_NOTIFICATION. */ + SDL_GL_CONTEXT_NO_ERROR, + SDL_GL_FLOATBUFFERS, + SDL_GL_EGL_PLATFORM +} SDL_GLAttr; + +/** + * Possible values to be set for the SDL_GL_CONTEXT_PROFILE_MASK attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLProfile; + +#define SDL_GL_CONTEXT_PROFILE_CORE 0x0001 /**< OpenGL Core Profile context */ +#define SDL_GL_CONTEXT_PROFILE_COMPATIBILITY 0x0002 /**< OpenGL Compatibility Profile context */ +#define SDL_GL_CONTEXT_PROFILE_ES 0x0004 /**< GLX_CONTEXT_ES2_PROFILE_BIT_EXT */ + + +/** + * Possible flags to be set for the SDL_GL_CONTEXT_FLAGS attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLContextFlag; + +#define SDL_GL_CONTEXT_DEBUG_FLAG 0x0001 +#define SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG 0x0002 +#define SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG 0x0004 +#define SDL_GL_CONTEXT_RESET_ISOLATION_FLAG 0x0008 + + +/** + * Possible values to be set for the SDL_GL_CONTEXT_RELEASE_BEHAVIOR + * attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLContextReleaseFlag; + +#define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_NONE 0x0000 +#define SDL_GL_CONTEXT_RELEASE_BEHAVIOR_FLUSH 0x0001 + + +/** + * Possible values to be set SDL_GL_CONTEXT_RESET_NOTIFICATION attribute. + * + * \since This datatype is available since SDL 3.2.0. + */ +typedef Uint32 SDL_GLContextResetNotification; + +#define SDL_GL_CONTEXT_RESET_NO_NOTIFICATION 0x0000 +#define SDL_GL_CONTEXT_RESET_LOSE_CONTEXT 0x0001 + + +/* Function prototypes */ + +/** + * Get the number of video drivers compiled into SDL. + * + * \returns the number of built in video drivers. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetVideoDriver + */ +extern SDL_DECLSPEC int SDLCALL SDL_GetNumVideoDrivers(void); + +/** + * Get the name of a built in video driver. + * + * The video drivers are presented in the order in which they are normally + * checked during initialization. + * + * The names of drivers are all simple, low-ASCII identifiers, like "cocoa", + * "x11" or "windows". These never have Unicode characters, and are not meant + * to be proper names. + * + * \param index the index of a video driver. + * \returns the name of the video driver with the given **index**. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumVideoDrivers + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetVideoDriver(int index); + +/** + * Get the name of the currently initialized video driver. + * + * The names of drivers are all simple, low-ASCII identifiers, like "cocoa", + * "x11" or "windows". These never have Unicode characters, and are not meant + * to be proper names. + * + * \returns the name of the current video driver or NULL if no driver has been + * initialized. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetNumVideoDrivers + * \sa SDL_GetVideoDriver + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetCurrentVideoDriver(void); + +/** + * Get the current system theme. + * + * \returns the current system theme, light, dark, or unknown. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_SystemTheme SDLCALL SDL_GetSystemTheme(void); + +/** + * Get a list of currently connected displays. + * + * \param count a pointer filled in with the number of displays returned, may + * be NULL. + * \returns a 0 terminated array of display instance IDs or NULL on failure; + * call SDL_GetError() for more information. This should be freed + * with SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_DisplayID * SDLCALL SDL_GetDisplays(int *count); + +/** + * Return the primary display. + * + * \returns the instance ID of the primary display on success or 0 on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetPrimaryDisplay(void); + +/** + * Get the properties associated with a display. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN`: true if the display has HDR + * headroom above the SDR white point. This is for informational and + * diagnostic purposes only, as not all platforms provide this information + * at the display level. + * + * On KMS/DRM: + * + * - `SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER`: the "panel + * orientation" property for the display in degrees of clockwise rotation. + * Note that this is provided only as a hint, and the application is + * responsible for any coordinate transformations needed to conform to the + * requested display orientation. + * + * \param displayID the instance ID of the display to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetDisplayProperties(SDL_DisplayID displayID); + +#define SDL_PROP_DISPLAY_HDR_ENABLED_BOOLEAN "SDL.display.HDR_enabled" +#define SDL_PROP_DISPLAY_KMSDRM_PANEL_ORIENTATION_NUMBER "SDL.display.KMSDRM.panel_orientation" + +/** + * Get the name of a display in UTF-8 encoding. + * + * \param displayID the instance ID of the display to query. + * \returns the name of a display or NULL on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetDisplayName(SDL_DisplayID displayID); + +/** + * Get the desktop area represented by a display. + * + * The primary display is often located at (0,0), but may be placed at a + * different location depending on monitor layout. + * + * \param displayID the instance ID of the display to query. + * \param rect the SDL_Rect structure filled in with the display bounds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayUsableBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayBounds(SDL_DisplayID displayID, SDL_Rect *rect); + +/** + * Get the usable desktop area represented by a display, in screen + * coordinates. + * + * This is the same area as SDL_GetDisplayBounds() reports, but with portions + * reserved by the system removed. For example, on Apple's macOS, this + * subtracts the area occupied by the menu bar and dock. + * + * Setting a window to be fullscreen generally bypasses these unusable areas, + * so these are good guidelines for the maximum space available to a + * non-fullscreen window. + * + * \param displayID the instance ID of the display to query. + * \param rect the SDL_Rect structure filled in with the display bounds. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetDisplayUsableBounds(SDL_DisplayID displayID, SDL_Rect *rect); + +/** + * Get the orientation of a display when it is unrotated. + * + * \param displayID the instance ID of the display to query. + * \returns the SDL_DisplayOrientation enum value of the display, or + * `SDL_ORIENTATION_UNKNOWN` if it isn't available. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetNaturalDisplayOrientation(SDL_DisplayID displayID); + +/** + * Get the orientation of a display. + * + * \param displayID the instance ID of the display to query. + * \returns the SDL_DisplayOrientation enum value of the display, or + * `SDL_ORIENTATION_UNKNOWN` if it isn't available. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayOrientation SDLCALL SDL_GetCurrentDisplayOrientation(SDL_DisplayID displayID); + +/** + * Get the content scale of a display. + * + * The content scale is the expected scale for content based on the DPI + * settings of the display. For example, a 4K display might have a 2.0 (200%) + * display scale, which means that the user expects UI elements to be twice as + * big on this display, to aid in readability. + * + * After window creation, SDL_GetWindowDisplayScale() should be used to query + * the content scale factor for individual windows instead of querying the + * display for a window and calling this function, as the per-window content + * scale factor may differ from the base value of the display it is on, + * particularly on high-DPI and/or multi-monitor desktop configurations. + * + * \param displayID the instance ID of the display to query. + * \returns the content scale of the display, or 0.0f on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowDisplayScale + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetDisplayContentScale(SDL_DisplayID displayID); + +/** + * Get a list of fullscreen display modes available on a display. + * + * The display modes are sorted in this priority: + * + * - w -> largest to smallest + * - h -> largest to smallest + * - bits per pixel -> more colors to fewer colors + * - packed pixel layout -> largest to smallest + * - refresh rate -> highest to lowest + * - pixel density -> lowest to highest + * + * \param displayID the instance ID of the display to query. + * \param count a pointer filled in with the number of display modes returned, + * may be NULL. + * \returns a NULL terminated array of display mode pointers or NULL on + * failure; call SDL_GetError() for more information. This is a + * single allocation that should be freed with SDL_free() when it is + * no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayMode ** SDLCALL SDL_GetFullscreenDisplayModes(SDL_DisplayID displayID, int *count); + +/** + * Get the closest match to the requested display mode. + * + * The available display modes are scanned and `closest` is filled in with the + * closest mode matching the requested mode and returned. The mode format and + * refresh rate default to the desktop mode if they are set to 0. The modes + * are scanned with size being first priority, format being second priority, + * and finally checking the refresh rate. If all the available modes are too + * small, then false is returned. + * + * \param displayID the instance ID of the display to query. + * \param w the width in pixels of the desired display mode. + * \param h the height in pixels of the desired display mode. + * \param refresh_rate the refresh rate of the desired display mode, or 0.0f + * for the desktop refresh rate. + * \param include_high_density_modes boolean to include high density modes in + * the search. + * \param closest a pointer filled in with the closest display mode equal to + * or larger than the desired mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplays + * \sa SDL_GetFullscreenDisplayModes + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetClosestFullscreenDisplayMode(SDL_DisplayID displayID, int w, int h, float refresh_rate, bool include_high_density_modes, SDL_DisplayMode *closest); + +/** + * Get information about the desktop's display mode. + * + * There's a difference between this function and SDL_GetCurrentDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the previous native display mode, and not the current + * display mode. + * + * \param displayID the instance ID of the display to query. + * \returns a pointer to the desktop display mode or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetCurrentDisplayMode + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetDesktopDisplayMode(SDL_DisplayID displayID); + +/** + * Get information about the current display mode. + * + * There's a difference between this function and SDL_GetDesktopDisplayMode() + * when SDL runs fullscreen and has changed the resolution. In that case this + * function will return the current display mode, and not the previous native + * display mode. + * + * \param displayID the instance ID of the display to query. + * \returns a pointer to the desktop display mode or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDesktopDisplayMode + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetCurrentDisplayMode(SDL_DisplayID displayID); + +/** + * Get the display containing a point. + * + * \param point the point to query. + * \returns the instance ID of the display containing the point or 0 on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForPoint(const SDL_Point *point); + +/** + * Get the display primarily containing a rect. + * + * \param rect the rect to query. + * \returns the instance ID of the display entirely containing the rect or + * closest to the center of the rect on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForRect(const SDL_Rect *rect); + +/** + * Get the display associated with a window. + * + * \param window the window to query. + * \returns the instance ID of the display containing the center of the window + * on success or 0 on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetDisplayBounds + * \sa SDL_GetDisplays + */ +extern SDL_DECLSPEC SDL_DisplayID SDLCALL SDL_GetDisplayForWindow(SDL_Window *window); + +/** + * Get the pixel density of a window. + * + * This is a ratio of pixel size to window size. For example, if the window is + * 1920x1080 and it has a high density back buffer of 3840x2160 pixels, it + * would have a pixel density of 2.0. + * + * \param window the window to query. + * \returns the pixel density or 0.0f on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowDisplayScale + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetWindowPixelDensity(SDL_Window *window); + +/** + * Get the content display scale relative to a window's pixel size. + * + * This is a combination of the window pixel density and the display content + * scale, and is the expected scale for displaying content in this window. For + * example, if a 3840x2160 window had a display scale of 2.0, the user expects + * the content to take twice as many pixels and be the same physical size as + * if it were being displayed in a 1920x1080 window with a display scale of + * 1.0. + * + * Conceptually this value corresponds to the scale display setting, and is + * updated when that setting is changed, or the window moves to a display with + * a different scale setting. + * + * \param window the window to query. + * \returns the display scale, or 0.0f on failure; call SDL_GetError() for + * more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetWindowDisplayScale(SDL_Window *window); + +/** + * Set the display mode to use when a window is visible and fullscreen. + * + * This only affects the display mode used when the window is fullscreen. To + * change the window size when the window is not fullscreen, use + * SDL_SetWindowSize(). + * + * If the window is currently in the fullscreen state, this request is + * asynchronous on some windowing systems and the new mode dimensions may not + * be applied immediately upon the return of this function. If an immediate + * change is required, call SDL_SyncWindow() to block until the changes have + * taken effect. + * + * When the new mode takes effect, an SDL_EVENT_WINDOW_RESIZED and/or an + * SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event will be emitted with the new mode + * dimensions. + * + * \param window the window to affect. + * \param mode a pointer to the display mode to use, which can be NULL for + * borderless fullscreen desktop mode, or one of the fullscreen + * modes returned by SDL_GetFullscreenDisplayModes() to set an + * exclusive fullscreen mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFullscreenMode + * \sa SDL_SetWindowFullscreen + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreenMode(SDL_Window *window, const SDL_DisplayMode *mode); + +/** + * Query the display mode to use when a window is visible at fullscreen. + * + * \param window the window to query. + * \returns a pointer to the exclusive fullscreen mode to use or NULL for + * borderless fullscreen desktop mode. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_SetWindowFullscreen + */ +extern SDL_DECLSPEC const SDL_DisplayMode * SDLCALL SDL_GetWindowFullscreenMode(SDL_Window *window); + +/** + * Get the raw ICC profile data for the screen the window is currently on. + * + * \param window the window to query. + * \param size the size of the ICC profile. + * \returns the raw ICC profile data on success or NULL on failure; call + * SDL_GetError() for more information. This should be freed with + * SDL_free() when it is no longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void * SDLCALL SDL_GetWindowICCProfile(SDL_Window *window, size_t *size); + +/** + * Get the pixel format associated with the window. + * + * \param window the window to query. + * \returns the pixel format of the window on success or + * SDL_PIXELFORMAT_UNKNOWN on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PixelFormat SDLCALL SDL_GetWindowPixelFormat(SDL_Window *window); + +/** + * Get a list of valid windows. + * + * \param count a pointer filled in with the number of windows returned, may + * be NULL. + * \returns a NULL terminated array of SDL_Window pointers or NULL on failure; + * call SDL_GetError() for more information. This is a single + * allocation that should be freed with SDL_free() when it is no + * longer needed. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window ** SDLCALL SDL_GetWindows(int *count); + +/** + * Create a window with the specified dimensions and flags. + * + * The window size is a request and may be different than expected based on + * the desktop layout and window manager policies. Your application should be + * prepared to handle a window of any size. + * + * `flags` may be any of the following OR'd together: + * + * - `SDL_WINDOW_FULLSCREEN`: fullscreen window at desktop resolution + * - `SDL_WINDOW_OPENGL`: window usable with an OpenGL context + * - `SDL_WINDOW_OCCLUDED`: window partially or completely obscured by another + * window + * - `SDL_WINDOW_HIDDEN`: window is not visible + * - `SDL_WINDOW_BORDERLESS`: no window decoration + * - `SDL_WINDOW_RESIZABLE`: window can be resized + * - `SDL_WINDOW_MINIMIZED`: window is minimized + * - `SDL_WINDOW_MAXIMIZED`: window is maximized + * - `SDL_WINDOW_MOUSE_GRABBED`: window has grabbed mouse focus + * - `SDL_WINDOW_INPUT_FOCUS`: window has input focus + * - `SDL_WINDOW_MOUSE_FOCUS`: window has mouse focus + * - `SDL_WINDOW_EXTERNAL`: window not created by SDL + * - `SDL_WINDOW_MODAL`: window is modal + * - `SDL_WINDOW_HIGH_PIXEL_DENSITY`: window uses high pixel density back + * buffer if possible + * - `SDL_WINDOW_MOUSE_CAPTURE`: window has mouse captured (unrelated to + * MOUSE_GRABBED) + * - `SDL_WINDOW_ALWAYS_ON_TOP`: window should always be above others + * - `SDL_WINDOW_UTILITY`: window should be treated as a utility window, not + * showing in the task bar and window list + * - `SDL_WINDOW_TOOLTIP`: window should be treated as a tooltip and does not + * get mouse or keyboard focus, requires a parent window + * - `SDL_WINDOW_POPUP_MENU`: window should be treated as a popup menu, + * requires a parent window + * - `SDL_WINDOW_KEYBOARD_GRABBED`: window has grabbed keyboard input + * - `SDL_WINDOW_VULKAN`: window usable with a Vulkan instance + * - `SDL_WINDOW_METAL`: window usable with a Metal instance + * - `SDL_WINDOW_TRANSPARENT`: window with transparent buffer + * - `SDL_WINDOW_NOT_FOCUSABLE`: window should not be focusable + * + * The SDL_Window is implicitly shown if SDL_WINDOW_HIDDEN is not set. + * + * On Apple's macOS, you **must** set the NSHighResolutionCapable Info.plist + * property to YES, otherwise you will not receive a High-DPI OpenGL canvas. + * + * The window pixel size may differ from its window coordinate size if the + * window is on a high pixel density display. Use SDL_GetWindowSize() to query + * the client area's size in window coordinates, and + * SDL_GetWindowSizeInPixels() or SDL_GetRenderOutputSize() to query the + * drawable size in pixels. Note that the drawable size can vary after the + * window is created and should be queried again if you get an + * SDL_EVENT_WINDOW_PIXEL_SIZE_CHANGED event. + * + * If the window is created with any of the SDL_WINDOW_OPENGL or + * SDL_WINDOW_VULKAN flags, then the corresponding LoadLibrary function + * (SDL_GL_LoadLibrary or SDL_Vulkan_LoadLibrary) is called and the + * corresponding UnloadLibrary function is called by SDL_DestroyWindow(). + * + * If SDL_WINDOW_VULKAN is specified and there isn't a working Vulkan driver, + * SDL_CreateWindow() will fail, because SDL_Vulkan_LoadLibrary() will fail. + * + * If SDL_WINDOW_METAL is specified on an OS that does not support Metal, + * SDL_CreateWindow() will fail. + * + * If you intend to use this window with an SDL_Renderer, you should use + * SDL_CreateWindowAndRenderer() instead of this function, to avoid window + * flicker. + * + * On non-Apple devices, SDL requires you to either not link to the Vulkan + * loader or link to a dynamic library version. This limitation may be removed + * in a future version of SDL. + * + * \param title the title of the window, in UTF-8 encoding. + * \param w the width of the window. + * \param h the height of the window. + * \param flags 0, or one or more SDL_WindowFlags OR'd together. + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindowAndRenderer + * \sa SDL_CreatePopupWindow + * \sa SDL_CreateWindowWithProperties + * \sa SDL_DestroyWindow + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindow(const char *title, int w, int h, SDL_WindowFlags flags); + +/** + * Create a child popup window of the specified parent window. + * + * The window size is a request and may be different than expected based on + * the desktop layout and window manager policies. Your application should be + * prepared to handle a window of any size. + * + * The flags parameter **must** contain at least one of the following: + * + * - `SDL_WINDOW_TOOLTIP`: The popup window is a tooltip and will not pass any + * input events. + * - `SDL_WINDOW_POPUP_MENU`: The popup window is a popup menu. The topmost + * popup menu will implicitly gain the keyboard focus. + * + * The following flags are not relevant to popup window creation and will be + * ignored: + * + * - `SDL_WINDOW_MINIMIZED` + * - `SDL_WINDOW_MAXIMIZED` + * - `SDL_WINDOW_FULLSCREEN` + * - `SDL_WINDOW_BORDERLESS` + * + * The following flags are incompatible with popup window creation and will + * cause it to fail: + * + * - `SDL_WINDOW_UTILITY` + * - `SDL_WINDOW_MODAL` + * + * The parent parameter **must** be non-null and a valid window. The parent of + * a popup window can be either a regular, toplevel window, or another popup + * window. + * + * Popup windows cannot be minimized, maximized, made fullscreen, raised, + * flash, be made a modal window, be the parent of a toplevel window, or grab + * the mouse and/or keyboard. Attempts to do so will fail. + * + * Popup windows implicitly do not have a border/decorations and do not appear + * on the taskbar/dock or in lists of windows such as alt-tab menus. + * + * If a parent window is hidden or destroyed, any child popup windows will be + * recursively hidden or destroyed as well. Child popup windows not explicitly + * hidden will be restored when the parent is shown. + * + * \param parent the parent of the window, must not be NULL. + * \param offset_x the x position of the popup window relative to the origin + * of the parent. + * \param offset_y the y position of the popup window relative to the origin + * of the parent window. + * \param w the width of the window. + * \param h the height of the window. + * \param flags SDL_WINDOW_TOOLTIP or SDL_WINDOW_POPUP_MENU, and zero or more + * additional SDL_WindowFlags OR'd together. + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowWithProperties + * \sa SDL_DestroyWindow + * \sa SDL_GetWindowParent + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreatePopupWindow(SDL_Window *parent, int offset_x, int offset_y, int w, int h, SDL_WindowFlags flags); + +/** + * Create a window with the specified properties. + * + * The window size is a request and may be different than expected based on + * the desktop layout and window manager policies. Your application should be + * prepared to handle a window of any size. + * + * These are the supported properties: + * + * - `SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN`: true if the window should + * be always on top + * - `SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN`: true if the window has no + * window decoration + * - `SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN`: true if the + * window will be used with an externally managed graphics context. + * - `SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN`: true if the window should + * accept keyboard input (defaults true) + * - `SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN`: true if the window should + * start in fullscreen mode at desktop resolution + * - `SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER`: the height of the window + * - `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN`: true if the window should start + * hidden + * - `SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN`: true if the window + * uses a high pixel density buffer if possible + * - `SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN`: true if the window should + * start maximized + * - `SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN`: true if the window is a popup menu + * - `SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN`: true if the window will be used + * with Metal rendering + * - `SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN`: true if the window should + * start minimized + * - `SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN`: true if the window is modal to + * its parent + * - `SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN`: true if the window starts + * with grabbed mouse focus + * - `SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`: true if the window will be used + * with OpenGL rendering + * - `SDL_PROP_WINDOW_CREATE_PARENT_POINTER`: an SDL_Window that will be the + * parent of this window, required for windows with the "tooltip", "menu", + * and "modal" properties + * - `SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN`: true if the window should be + * resizable + * - `SDL_PROP_WINDOW_CREATE_TITLE_STRING`: the title of the window, in UTF-8 + * encoding + * - `SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN`: true if the window show + * transparent in the areas with alpha of 0 + * - `SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN`: true if the window is a tooltip + * - `SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN`: true if the window is a utility + * window, not showing in the task bar and window list + * - `SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN`: true if the window will be used + * with Vulkan rendering + * - `SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER`: the width of the window + * - `SDL_PROP_WINDOW_CREATE_X_NUMBER`: the x position of the window, or + * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is + * relative to the parent for windows with the "tooltip" or "menu" property + * set. + * - `SDL_PROP_WINDOW_CREATE_Y_NUMBER`: the y position of the window, or + * `SDL_WINDOWPOS_CENTERED`, defaults to `SDL_WINDOWPOS_UNDEFINED`. This is + * relative to the parent for windows with the "tooltip" or "menu" property + * set. + * + * These are additional supported properties on macOS: + * + * - `SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER`: the + * `(__unsafe_unretained)` NSWindow associated with the window, if you want + * to wrap an existing window. + * - `SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER`: the `(__unsafe_unretained)` + * NSView associated with the window, defaults to `[window contentView]` + * + * These are additional supported properties on Wayland: + * + * - `SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN` - true if + * the application wants to use the Wayland surface for a custom role and + * does not want it attached to an XDG toplevel window. See + * [README/wayland](README/wayland) for more information on using custom + * surfaces. + * - `SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN` - true if the + * application wants an associated `wl_egl_window` object to be created and + * attached to the window, even if the window does not have the OpenGL + * property or `SDL_WINDOW_OPENGL` flag set. + * - `SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER` - the wl_surface + * associated with the window, if you want to wrap an existing window. See + * [README/wayland](README/wayland) for more information. + * + * These are additional supported properties on Windows: + * + * - `SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER`: the HWND associated with the + * window, if you want to wrap an existing window. + * - `SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER`: optional, + * another window to share pixel format with, useful for OpenGL windows + * + * These are additional supported properties with X11: + * + * - `SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER`: the X11 Window associated + * with the window, if you want to wrap an existing window. + * + * The window is implicitly shown if the "hidden" property is not set. + * + * Windows with the "tooltip" and "menu" properties are popup windows and have + * the behaviors and guidelines outlined in SDL_CreatePopupWindow(). + * + * If this window is being created to be used with an SDL_Renderer, you should + * not add a graphics API specific property + * (`SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN`, etc), as SDL will handle that + * internally when it chooses a renderer. However, SDL might need to recreate + * your window at that point, which may cause the window to appear briefly, + * and then flicker as it is recreated. The correct approach to this is to + * create the window with the `SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN` property + * set to true, then create the renderer, then show the window with + * SDL_ShowWindow(). + * + * \param props the properties to use. + * \returns the window that was created or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateProperties + * \sa SDL_CreateWindow + * \sa SDL_DestroyWindow + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_CreateWindowWithProperties(SDL_PropertiesID props); + +#define SDL_PROP_WINDOW_CREATE_ALWAYS_ON_TOP_BOOLEAN "SDL.window.create.always_on_top" +#define SDL_PROP_WINDOW_CREATE_BORDERLESS_BOOLEAN "SDL.window.create.borderless" +#define SDL_PROP_WINDOW_CREATE_FOCUSABLE_BOOLEAN "SDL.window.create.focusable" +#define SDL_PROP_WINDOW_CREATE_EXTERNAL_GRAPHICS_CONTEXT_BOOLEAN "SDL.window.create.external_graphics_context" +#define SDL_PROP_WINDOW_CREATE_FLAGS_NUMBER "SDL.window.create.flags" +#define SDL_PROP_WINDOW_CREATE_FULLSCREEN_BOOLEAN "SDL.window.create.fullscreen" +#define SDL_PROP_WINDOW_CREATE_HEIGHT_NUMBER "SDL.window.create.height" +#define SDL_PROP_WINDOW_CREATE_HIDDEN_BOOLEAN "SDL.window.create.hidden" +#define SDL_PROP_WINDOW_CREATE_HIGH_PIXEL_DENSITY_BOOLEAN "SDL.window.create.high_pixel_density" +#define SDL_PROP_WINDOW_CREATE_MAXIMIZED_BOOLEAN "SDL.window.create.maximized" +#define SDL_PROP_WINDOW_CREATE_MENU_BOOLEAN "SDL.window.create.menu" +#define SDL_PROP_WINDOW_CREATE_METAL_BOOLEAN "SDL.window.create.metal" +#define SDL_PROP_WINDOW_CREATE_MINIMIZED_BOOLEAN "SDL.window.create.minimized" +#define SDL_PROP_WINDOW_CREATE_MODAL_BOOLEAN "SDL.window.create.modal" +#define SDL_PROP_WINDOW_CREATE_MOUSE_GRABBED_BOOLEAN "SDL.window.create.mouse_grabbed" +#define SDL_PROP_WINDOW_CREATE_OPENGL_BOOLEAN "SDL.window.create.opengl" +#define SDL_PROP_WINDOW_CREATE_PARENT_POINTER "SDL.window.create.parent" +#define SDL_PROP_WINDOW_CREATE_RESIZABLE_BOOLEAN "SDL.window.create.resizable" +#define SDL_PROP_WINDOW_CREATE_TITLE_STRING "SDL.window.create.title" +#define SDL_PROP_WINDOW_CREATE_TRANSPARENT_BOOLEAN "SDL.window.create.transparent" +#define SDL_PROP_WINDOW_CREATE_TOOLTIP_BOOLEAN "SDL.window.create.tooltip" +#define SDL_PROP_WINDOW_CREATE_UTILITY_BOOLEAN "SDL.window.create.utility" +#define SDL_PROP_WINDOW_CREATE_VULKAN_BOOLEAN "SDL.window.create.vulkan" +#define SDL_PROP_WINDOW_CREATE_WIDTH_NUMBER "SDL.window.create.width" +#define SDL_PROP_WINDOW_CREATE_X_NUMBER "SDL.window.create.x" +#define SDL_PROP_WINDOW_CREATE_Y_NUMBER "SDL.window.create.y" +#define SDL_PROP_WINDOW_CREATE_COCOA_WINDOW_POINTER "SDL.window.create.cocoa.window" +#define SDL_PROP_WINDOW_CREATE_COCOA_VIEW_POINTER "SDL.window.create.cocoa.view" +#define SDL_PROP_WINDOW_CREATE_WAYLAND_SURFACE_ROLE_CUSTOM_BOOLEAN "SDL.window.create.wayland.surface_role_custom" +#define SDL_PROP_WINDOW_CREATE_WAYLAND_CREATE_EGL_WINDOW_BOOLEAN "SDL.window.create.wayland.create_egl_window" +#define SDL_PROP_WINDOW_CREATE_WAYLAND_WL_SURFACE_POINTER "SDL.window.create.wayland.wl_surface" +#define SDL_PROP_WINDOW_CREATE_WIN32_HWND_POINTER "SDL.window.create.win32.hwnd" +#define SDL_PROP_WINDOW_CREATE_WIN32_PIXEL_FORMAT_HWND_POINTER "SDL.window.create.win32.pixel_format_hwnd" +#define SDL_PROP_WINDOW_CREATE_X11_WINDOW_NUMBER "SDL.window.create.x11.window" + +/** + * Get the numeric ID of a window. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param window the window to query. + * \returns the ID of the window on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFromID + */ +extern SDL_DECLSPEC SDL_WindowID SDLCALL SDL_GetWindowID(SDL_Window *window); + +/** + * Get a window from a stored ID. + * + * The numeric ID is what SDL_WindowEvent references, and is necessary to map + * these events to specific SDL_Window objects. + * + * \param id the ID of the window. + * \returns the window associated with `id` or NULL if it doesn't exist; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowID + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowFromID(SDL_WindowID id); + +/** + * Get parent of a window. + * + * \param window the window to query. + * \returns the parent of the window on success or NULL if the window has no + * parent. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreatePopupWindow + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetWindowParent(SDL_Window *window); + +/** + * Get the properties associated with a window. + * + * The following read-only properties are provided by SDL: + * + * - `SDL_PROP_WINDOW_SHAPE_POINTER`: the surface associated with a shaped + * window + * - `SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN`: true if the window has HDR + * headroom above the SDR white point. This property can change dynamically + * when SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * - `SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT`: the value of SDR white in the + * SDL_COLORSPACE_SRGB_LINEAR colorspace. On Windows this corresponds to the + * SDR white level in scRGB colorspace, and on Apple platforms this is + * always 1.0 for EDR content. This property can change dynamically when + * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * - `SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT`: the additional high dynamic range + * that can be displayed, in terms of the SDR white point. When HDR is not + * enabled, this will be 1.0. This property can change dynamically when + * SDL_EVENT_WINDOW_HDR_STATE_CHANGED is sent. + * + * On Android: + * + * - `SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER`: the ANativeWindow associated + * with the window + * - `SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER`: the EGLSurface associated with + * the window + * + * On iOS: + * + * - `SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER`: the `(__unsafe_unretained)` + * UIWindow associated with the window + * - `SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER`: the NSInteger tag + * associated with metal views on the window + * - `SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER`: the OpenGL view's + * framebuffer object. It must be bound when rendering to the screen using + * OpenGL. + * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER`: the OpenGL view's + * renderbuffer object. It must be bound when SDL_GL_SwapWindow is called. + * - `SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER`: the OpenGL + * view's resolve framebuffer, when MSAA is used. + * + * On KMS/DRM: + * + * - `SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER`: the device index associated + * with the window (e.g. the X in /dev/dri/cardX) + * - `SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER`: the DRM FD associated with the + * window + * - `SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER`: the GBM device associated + * with the window + * + * On macOS: + * + * - `SDL_PROP_WINDOW_COCOA_WINDOW_POINTER`: the `(__unsafe_unretained)` + * NSWindow associated with the window + * - `SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER`: the NSInteger tag + * assocated with metal views on the window + * + * On OpenVR: + * + * - `SDL_PROP_WINDOW_OPENVR_OVERLAY_ID`: the OpenVR Overlay Handle ID for the + * associated overlay window. + * + * On Vivante: + * + * - `SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER`: the EGLNativeDisplayType + * associated with the window + * - `SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER`: the EGLNativeWindowType + * associated with the window + * - `SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER`: the EGLSurface associated with + * the window + * + * On Windows: + * + * - `SDL_PROP_WINDOW_WIN32_HWND_POINTER`: the HWND associated with the window + * - `SDL_PROP_WINDOW_WIN32_HDC_POINTER`: the HDC associated with the window + * - `SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER`: the HINSTANCE associated with + * the window + * + * On Wayland: + * + * Note: The `xdg_*` window objects do not internally persist across window + * show/hide calls. They will be null if the window is hidden and must be + * queried each time it is shown. + * + * - `SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER`: the wl_display associated with + * the window + * - `SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER`: the wl_surface associated with + * the window + * - `SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER`: the wp_viewport associated + * with the window + * - `SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER`: the wl_egl_window + * associated with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER`: the xdg_surface associated + * with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER`: the xdg_toplevel role + * associated with the window + * - 'SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING': the export + * handle associated with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER`: the xdg_popup role + * associated with the window + * - `SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER`: the xdg_positioner + * associated with the window, in popup mode + * + * On X11: + * + * - `SDL_PROP_WINDOW_X11_DISPLAY_POINTER`: the X11 Display associated with + * the window + * - `SDL_PROP_WINDOW_X11_SCREEN_NUMBER`: the screen number associated with + * the window + * - `SDL_PROP_WINDOW_X11_WINDOW_NUMBER`: the X11 Window associated with the + * window + * + * \param window the window to query. + * \returns a valid property ID on success or 0 on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_PropertiesID SDLCALL SDL_GetWindowProperties(SDL_Window *window); + +#define SDL_PROP_WINDOW_SHAPE_POINTER "SDL.window.shape" +#define SDL_PROP_WINDOW_HDR_ENABLED_BOOLEAN "SDL.window.HDR_enabled" +#define SDL_PROP_WINDOW_SDR_WHITE_LEVEL_FLOAT "SDL.window.SDR_white_level" +#define SDL_PROP_WINDOW_HDR_HEADROOM_FLOAT "SDL.window.HDR_headroom" +#define SDL_PROP_WINDOW_ANDROID_WINDOW_POINTER "SDL.window.android.window" +#define SDL_PROP_WINDOW_ANDROID_SURFACE_POINTER "SDL.window.android.surface" +#define SDL_PROP_WINDOW_UIKIT_WINDOW_POINTER "SDL.window.uikit.window" +#define SDL_PROP_WINDOW_UIKIT_METAL_VIEW_TAG_NUMBER "SDL.window.uikit.metal_view_tag" +#define SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.framebuffer" +#define SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER "SDL.window.uikit.opengl.renderbuffer" +#define SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER "SDL.window.uikit.opengl.resolve_framebuffer" +#define SDL_PROP_WINDOW_KMSDRM_DEVICE_INDEX_NUMBER "SDL.window.kmsdrm.dev_index" +#define SDL_PROP_WINDOW_KMSDRM_DRM_FD_NUMBER "SDL.window.kmsdrm.drm_fd" +#define SDL_PROP_WINDOW_KMSDRM_GBM_DEVICE_POINTER "SDL.window.kmsdrm.gbm_dev" +#define SDL_PROP_WINDOW_COCOA_WINDOW_POINTER "SDL.window.cocoa.window" +#define SDL_PROP_WINDOW_COCOA_METAL_VIEW_TAG_NUMBER "SDL.window.cocoa.metal_view_tag" +#define SDL_PROP_WINDOW_OPENVR_OVERLAY_ID "SDL.window.openvr.overlay_id" +#define SDL_PROP_WINDOW_VIVANTE_DISPLAY_POINTER "SDL.window.vivante.display" +#define SDL_PROP_WINDOW_VIVANTE_WINDOW_POINTER "SDL.window.vivante.window" +#define SDL_PROP_WINDOW_VIVANTE_SURFACE_POINTER "SDL.window.vivante.surface" +#define SDL_PROP_WINDOW_WIN32_HWND_POINTER "SDL.window.win32.hwnd" +#define SDL_PROP_WINDOW_WIN32_HDC_POINTER "SDL.window.win32.hdc" +#define SDL_PROP_WINDOW_WIN32_INSTANCE_POINTER "SDL.window.win32.instance" +#define SDL_PROP_WINDOW_WAYLAND_DISPLAY_POINTER "SDL.window.wayland.display" +#define SDL_PROP_WINDOW_WAYLAND_SURFACE_POINTER "SDL.window.wayland.surface" +#define SDL_PROP_WINDOW_WAYLAND_VIEWPORT_POINTER "SDL.window.wayland.viewport" +#define SDL_PROP_WINDOW_WAYLAND_EGL_WINDOW_POINTER "SDL.window.wayland.egl_window" +#define SDL_PROP_WINDOW_WAYLAND_XDG_SURFACE_POINTER "SDL.window.wayland.xdg_surface" +#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_POINTER "SDL.window.wayland.xdg_toplevel" +#define SDL_PROP_WINDOW_WAYLAND_XDG_TOPLEVEL_EXPORT_HANDLE_STRING "SDL.window.wayland.xdg_toplevel_export_handle" +#define SDL_PROP_WINDOW_WAYLAND_XDG_POPUP_POINTER "SDL.window.wayland.xdg_popup" +#define SDL_PROP_WINDOW_WAYLAND_XDG_POSITIONER_POINTER "SDL.window.wayland.xdg_positioner" +#define SDL_PROP_WINDOW_X11_DISPLAY_POINTER "SDL.window.x11.display" +#define SDL_PROP_WINDOW_X11_SCREEN_NUMBER "SDL.window.x11.screen" +#define SDL_PROP_WINDOW_X11_WINDOW_NUMBER "SDL.window.x11.window" + +/** + * Get the window flags. + * + * \param window the window to query. + * \returns a mask of the SDL_WindowFlags associated with `window`. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + * \sa SDL_HideWindow + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_SetWindowFullscreen + * \sa SDL_SetWindowMouseGrab + * \sa SDL_ShowWindow + */ +extern SDL_DECLSPEC SDL_WindowFlags SDLCALL SDL_GetWindowFlags(SDL_Window *window); + +/** + * Set the title of a window. + * + * This string is expected to be in UTF-8 encoding. + * + * \param window the window to change. + * \param title the desired window title in UTF-8 format. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowTitle + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowTitle(SDL_Window *window, const char *title); + +/** + * Get the title of a window. + * + * \param window the window to query. + * \returns the title of the window in UTF-8 format or "" if there is no + * title. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowTitle + */ +extern SDL_DECLSPEC const char * SDLCALL SDL_GetWindowTitle(SDL_Window *window); + +/** + * Set the icon for a window. + * + * If this function is passed a surface with alternate representations, the + * surface will be interpreted as the content to be used for 100% display + * scale, and the alternate representations will be used for high DPI + * situations. For example, if the original surface is 32x32, then on a 2x + * macOS display or 200% display scale on Windows, a 64x64 version of the + * image will be used, if available. If a matching version of the image isn't + * available, the closest larger size image will be downscaled to the + * appropriate size and be used instead, if available. Otherwise, the closest + * smaller image will be upscaled and be used instead. + * + * \param window the window to change. + * \param icon an SDL_Surface structure containing the icon for the window. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowIcon(SDL_Window *window, SDL_Surface *icon); + +/** + * Request that the window's position be set. + * + * If the window is in an exclusive fullscreen or maximized state, this + * request has no effect. + * + * This can be used to reposition fullscreen-desktop windows onto a different + * display, however, as exclusive fullscreen windows are locked to a specific + * display, they can only be repositioned programmatically via + * SDL_SetWindowFullscreenMode(). + * + * On some windowing systems this request is asynchronous and the new + * coordinates may not have have been applied immediately upon the return of + * this function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window position changes, an SDL_EVENT_WINDOW_MOVED event will be + * emitted with the window's new coordinates. Note that the new coordinates + * may not match the exact coordinates requested, as some windowing systems + * can restrict the position of the window in certain scenarios (e.g. + * constraining the position so the window is always within desktop bounds). + * Additionally, as this is just a request, it can be denied by the windowing + * system. + * + * \param window the window to reposition. + * \param x the x coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or + * `SDL_WINDOWPOS_UNDEFINED`. + * \param y the y coordinate of the window, or `SDL_WINDOWPOS_CENTERED` or + * `SDL_WINDOWPOS_UNDEFINED`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowPosition + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowPosition(SDL_Window *window, int x, int y); + +/** + * Get the position of a window. + * + * This is the current position of the window as last reported by the + * windowing system. + * + * If you do not need the value for one of the positions a NULL may be passed + * in the `x` or `y` parameter. + * + * \param window the window to query. + * \param x a pointer filled in with the x position of the window, may be + * NULL. + * \param y a pointer filled in with the y position of the window, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowPosition + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowPosition(SDL_Window *window, int *x, int *y); + +/** + * Request that the size of a window's client area be set. + * + * If the window is in a fullscreen or maximized state, this request has no + * effect. + * + * To change the exclusive fullscreen mode of a window, use + * SDL_SetWindowFullscreenMode(). + * + * On some windowing systems, this request is asynchronous and the new window + * size may not have have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be + * emitted with the new window dimensions. Note that the new dimensions may + * not match the exact size requested, as some windowing systems can restrict + * the window size in certain scenarios (e.g. constraining the size of the + * content area to remain within the usable desktop bounds). Additionally, as + * this is just a request, it can be denied by the windowing system. + * + * \param window the window to change. + * \param w the width of the window, must be > 0. + * \param h the height of the window, must be > 0. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSize + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSize(SDL_Window *window, int w, int h); + +/** + * Get the size of a window's client area. + * + * The window pixel size may differ from its window coordinate size if the + * window is on a high pixel density display. Use SDL_GetWindowSizeInPixels() + * or SDL_GetRenderOutputSize() to get the real client area size in pixels. + * + * \param window the window to query the width and height from. + * \param w a pointer filled in with the width of the window, may be NULL. + * \param h a pointer filled in with the height of the window, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetRenderOutputSize + * \sa SDL_GetWindowSizeInPixels + * \sa SDL_SetWindowSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSize(SDL_Window *window, int *w, int *h); + +/** + * Get the safe area for this window. + * + * Some devices have portions of the screen which are partially obscured or + * not interactive, possibly due to on-screen controls, curved edges, camera + * notches, TV overscan, etc. This function provides the area of the window + * which is safe to have interactable content. You should continue rendering + * into the rest of the window, but it should not contain visually important + * or interactible content. + * + * \param window the window to query. + * \param rect a pointer filled in with the client area that is safe for + * interactive content. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSafeArea(SDL_Window *window, SDL_Rect *rect); + +/** + * Request that the aspect ratio of a window's client area be set. + * + * The aspect ratio is the ratio of width divided by height, e.g. 2560x1600 + * would be 1.6. Larger aspect ratios are wider and smaller aspect ratios are + * narrower. + * + * If, at the time of this request, the window in a fixed-size state, such as + * maximized or fullscreen, the request will be deferred until the window + * exits this state and becomes resizable again. + * + * On some windowing systems, this request is asynchronous and the new window + * aspect ratio may not have have been applied immediately upon the return of + * this function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window size changes, an SDL_EVENT_WINDOW_RESIZED event will be + * emitted with the new window dimensions. Note that the new dimensions may + * not match the exact aspect ratio requested, as some windowing systems can + * restrict the window size in certain scenarios (e.g. constraining the size + * of the content area to remain within the usable desktop bounds). + * Additionally, as this is just a request, it can be denied by the windowing + * system. + * + * \param window the window to change. + * \param min_aspect the minimum aspect ratio of the window, or 0.0f for no + * limit. + * \param max_aspect the maximum aspect ratio of the window, or 0.0f for no + * limit. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowAspectRatio + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAspectRatio(SDL_Window *window, float min_aspect, float max_aspect); + +/** + * Get the size of a window's client area. + * + * \param window the window to query the width and height from. + * \param min_aspect a pointer filled in with the minimum aspect ratio of the + * window, may be NULL. + * \param max_aspect a pointer filled in with the maximum aspect ratio of the + * window, may be NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowAspectRatio + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowAspectRatio(SDL_Window *window, float *min_aspect, float *max_aspect); + +/** + * Get the size of a window's borders (decorations) around the client area. + * + * Note: If this function fails (returns false), the size values will be + * initialized to 0, 0, 0, 0 (if a non-NULL pointer is provided), as if the + * window in question was borderless. + * + * Note: This function may fail on systems where the window has not yet been + * decorated by the display server (for example, immediately after calling + * SDL_CreateWindow). It is recommended that you wait at least until the + * window has been presented and composited, so that the window system has a + * chance to decorate the window and provide the border dimensions to SDL. + * + * This function also returns false if getting the information is not + * supported. + * + * \param window the window to query the size values of the border + * (decorations) from. + * \param top pointer to variable for storing the size of the top border; NULL + * is permitted. + * \param left pointer to variable for storing the size of the left border; + * NULL is permitted. + * \param bottom pointer to variable for storing the size of the bottom + * border; NULL is permitted. + * \param right pointer to variable for storing the size of the right border; + * NULL is permitted. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowBordersSize(SDL_Window *window, int *top, int *left, int *bottom, int *right); + +/** + * Get the size of a window's client area, in pixels. + * + * \param window the window from which the drawable size should be queried. + * \param w a pointer to variable for storing the width in pixels, may be + * NULL. + * \param h a pointer to variable for storing the height in pixels, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreateWindow + * \sa SDL_GetWindowSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSizeInPixels(SDL_Window *window, int *w, int *h); + +/** + * Set the minimum size of a window's client area. + * + * \param window the window to change. + * \param min_w the minimum width of the window, or 0 for no limit. + * \param min_h the minimum height of the window, or 0 for no limit. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMinimumSize(SDL_Window *window, int min_w, int min_h); + +/** + * Get the minimum size of a window's client area. + * + * \param window the window to query. + * \param w a pointer filled in with the minimum width of the window, may be + * NULL. + * \param h a pointer filled in with the minimum height of the window, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMinimumSize(SDL_Window *window, int *w, int *h); + +/** + * Set the maximum size of a window's client area. + * + * \param window the window to change. + * \param max_w the maximum width of the window, or 0 for no limit. + * \param max_h the maximum height of the window, or 0 for no limit. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMaximumSize + * \sa SDL_SetWindowMinimumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMaximumSize(SDL_Window *window, int max_w, int max_h); + +/** + * Get the maximum size of a window's client area. + * + * \param window the window to query. + * \param w a pointer filled in with the maximum width of the window, may be + * NULL. + * \param h a pointer filled in with the maximum height of the window, may be + * NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMinimumSize + * \sa SDL_SetWindowMaximumSize + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMaximumSize(SDL_Window *window, int *w, int *h); + +/** + * Set the border state of a window. + * + * This will add or remove the window's `SDL_WINDOW_BORDERLESS` flag and add + * or remove the border from the actual window. This is a no-op if the + * window's border already matches the requested state. + * + * You can't change the border state of a fullscreen window. + * + * \param window the window of which to change the border state. + * \param bordered false to remove border, true to add border. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowBordered(SDL_Window *window, bool bordered); + +/** + * Set the user-resizable state of a window. + * + * This will add or remove the window's `SDL_WINDOW_RESIZABLE` flag and + * allow/disallow user resizing of the window. This is a no-op if the window's + * resizable state already matches the requested state. + * + * You can't change the resizable state of a fullscreen window. + * + * \param window the window of which to change the resizable state. + * \param resizable true to allow resizing, false to disallow. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowResizable(SDL_Window *window, bool resizable); + +/** + * Set the window to always be above the others. + * + * This will add or remove the window's `SDL_WINDOW_ALWAYS_ON_TOP` flag. This + * will bring the window to the front and keep the window above the rest. + * + * \param window the window of which to change the always on top state. + * \param on_top true to set the window always on top, false to disable. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFlags + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowAlwaysOnTop(SDL_Window *window, bool on_top); + +/** + * Show a window. + * + * \param window the window to show. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_HideWindow + * \sa SDL_RaiseWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindow(SDL_Window *window); + +/** + * Hide a window. + * + * \param window the window to hide. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_ShowWindow + * \sa SDL_WINDOW_HIDDEN + */ +extern SDL_DECLSPEC bool SDLCALL SDL_HideWindow(SDL_Window *window); + +/** + * Request that a window be raised above other windows and gain the input + * focus. + * + * The result of this request is subject to desktop window manager policy, + * particularly if raising the requested window would result in stealing focus + * from another application. If the window is successfully raised and gains + * input focus, an SDL_EVENT_WINDOW_FOCUS_GAINED event will be emitted, and + * the window will have the SDL_WINDOW_INPUT_FOCUS flag set. + * + * \param window the window to raise. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RaiseWindow(SDL_Window *window); + +/** + * Request that the window be made as large as possible. + * + * Non-resizable windows can't be maximized. The window must have the + * SDL_WINDOW_RESIZABLE flag set, or this will have no effect. + * + * On some windowing systems this request is asynchronous and the new window + * state may not have have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_MAXIMIZED event will be + * emitted. Note that, as this is just a request, the windowing system can + * deny the state change. + * + * When maximizing a window, whether the constraints set via + * SDL_SetWindowMaximumSize() are honored depends on the policy of the window + * manager. Win32 and macOS enforce the constraints when maximizing, while X11 + * and Wayland window managers may vary. + * + * \param window the window to maximize. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MinimizeWindow + * \sa SDL_RestoreWindow + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_MaximizeWindow(SDL_Window *window); + +/** + * Request that the window be minimized to an iconic representation. + * + * If the window is in a fullscreen state, this request has no direct effect. + * It may alter the state the window is returned to when leaving fullscreen. + * + * On some windowing systems this request is asynchronous and the new window + * state may not have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_MINIMIZED event will be + * emitted. Note that, as this is just a request, the windowing system can + * deny the state change. + * + * \param window the window to minimize. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_RestoreWindow + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_MinimizeWindow(SDL_Window *window); + +/** + * Request that the size and position of a minimized or maximized window be + * restored. + * + * If the window is in a fullscreen state, this request has no direct effect. + * It may alter the state the window is returned to when leaving fullscreen. + * + * On some windowing systems this request is asynchronous and the new window + * state may not have have been applied immediately upon the return of this + * function. If an immediate change is required, call SDL_SyncWindow() to + * block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_RESTORED event will be + * emitted. Note that, as this is just a request, the windowing system can + * deny the state change. + * + * \param window the window to restore. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_MaximizeWindow + * \sa SDL_MinimizeWindow + * \sa SDL_SyncWindow + */ +extern SDL_DECLSPEC bool SDLCALL SDL_RestoreWindow(SDL_Window *window); + +/** + * Request that the window's fullscreen state be changed. + * + * By default a window in fullscreen state uses borderless fullscreen desktop + * mode, but a specific exclusive display mode can be set using + * SDL_SetWindowFullscreenMode(). + * + * On some windowing systems this request is asynchronous and the new + * fullscreen state may not have have been applied immediately upon the return + * of this function. If an immediate change is required, call SDL_SyncWindow() + * to block until the changes have taken effect. + * + * When the window state changes, an SDL_EVENT_WINDOW_ENTER_FULLSCREEN or + * SDL_EVENT_WINDOW_LEAVE_FULLSCREEN event will be emitted. Note that, as this + * is just a request, it can be denied by the windowing system. + * + * \param window the window to change. + * \param fullscreen true for fullscreen mode, false for windowed mode. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowFullscreenMode + * \sa SDL_SetWindowFullscreenMode + * \sa SDL_SyncWindow + * \sa SDL_WINDOW_FULLSCREEN + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFullscreen(SDL_Window *window, bool fullscreen); + +/** + * Block until any pending window state is finalized. + * + * On asynchronous windowing systems, this acts as a synchronization barrier + * for pending window state. It will attempt to wait until any pending window + * state has been applied and is guaranteed to return within finite time. Note + * that for how long it can potentially block depends on the underlying window + * system, as window state changes may involve somewhat lengthy animations + * that must complete before the window is in its final requested state. + * + * On windowing systems where changes are immediate, this does nothing. + * + * \param window the window for which to wait for the pending state to be + * applied. + * \returns true on success or false if the operation timed out before the + * window was in the requested state. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowSize + * \sa SDL_SetWindowPosition + * \sa SDL_SetWindowFullscreen + * \sa SDL_MinimizeWindow + * \sa SDL_MaximizeWindow + * \sa SDL_RestoreWindow + * \sa SDL_HINT_VIDEO_SYNC_WINDOW_OPERATIONS + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SyncWindow(SDL_Window *window); + +/** + * Return whether the window has a surface associated with it. + * + * \param window the window to query. + * \returns true if there is a surface associated with the window, or false + * otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_WindowHasSurface(SDL_Window *window); + +/** + * Get the SDL surface associated with the window. + * + * A new surface will be created with the optimal format for the window, if + * necessary. This surface will be freed when the window is destroyed. Do not + * free this surface. + * + * This surface will be invalidated if the window is resized. After resizing a + * window this function must be called again to return a valid surface. + * + * You may not combine this with 3D or the rendering API on this window. + * + * This function is affected by `SDL_HINT_FRAMEBUFFER_ACCELERATION`. + * + * \param window the window to query. + * \returns the surface associated with the window, or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DestroyWindowSurface + * \sa SDL_WindowHasSurface + * \sa SDL_UpdateWindowSurface + * \sa SDL_UpdateWindowSurfaceRects + */ +extern SDL_DECLSPEC SDL_Surface * SDLCALL SDL_GetWindowSurface(SDL_Window *window); + +/** + * Toggle VSync for the window surface. + * + * When a window surface is created, vsync defaults to + * SDL_WINDOW_SURFACE_VSYNC_DISABLED. + * + * The `vsync` parameter can be 1 to synchronize present with every vertical + * refresh, 2 to synchronize present with every second vertical refresh, etc., + * SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE for late swap tearing (adaptive vsync), + * or SDL_WINDOW_SURFACE_VSYNC_DISABLED to disable. Not every value is + * supported by every driver, so you should check the return value to see + * whether the requested setting is supported. + * + * \param window the window. + * \param vsync the vertical refresh sync interval. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurfaceVSync + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowSurfaceVSync(SDL_Window *window, int vsync); + +#define SDL_WINDOW_SURFACE_VSYNC_DISABLED 0 +#define SDL_WINDOW_SURFACE_VSYNC_ADAPTIVE (-1) + +/** + * Get VSync for the window surface. + * + * \param window the window to query. + * \param vsync an int filled with the current vertical refresh sync interval. + * See SDL_SetWindowSurfaceVSync() for the meaning of the value. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowSurfaceVSync + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowSurfaceVSync(SDL_Window *window, int *vsync); + +/** + * Copy the window surface to the screen. + * + * This is the function you use to reflect any changes to the surface on the + * screen. + * + * This function is equivalent to the SDL 1.2 API SDL_Flip(). + * + * \param window the window to update. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurfaceRects + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurface(SDL_Window *window); + +/** + * Copy areas of the window surface to the screen. + * + * This is the function you use to reflect changes to portions of the surface + * on the screen. + * + * This function is equivalent to the SDL 1.2 API SDL_UpdateRects(). + * + * Note that this function will update _at least_ the rectangles specified, + * but this is only intended as an optimization; in practice, this might + * update more of the screen (or all of the screen!), depending on what method + * SDL uses to send pixels to the system. + * + * \param window the window to update. + * \param rects an array of SDL_Rect structures representing areas of the + * surface to copy, in pixels. + * \param numrects the number of rectangles. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_UpdateWindowSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window *window, const SDL_Rect *rects, int numrects); + +/** + * Destroy the surface associated with the window. + * + * \param window the window to update. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowSurface + * \sa SDL_WindowHasSurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_DestroyWindowSurface(SDL_Window *window); + +/** + * Set a window's keyboard grab mode. + * + * Keyboard grab enables capture of system keyboard shortcuts like Alt+Tab or + * the Meta/Super key. Note that not all system keyboard shortcuts can be + * captured by applications (one example is Ctrl+Alt+Del on Windows). + * + * This is primarily intended for specialized applications such as VNC clients + * or VM frontends. Normal games should not use keyboard grab. + * + * When keyboard grab is enabled, SDL will continue to handle Alt+Tab when the + * window is full-screen to ensure the user is not trapped in your + * application. If you have a custom keyboard shortcut to exit fullscreen + * mode, you may suppress this behavior with + * `SDL_HINT_ALLOW_ALT_TAB_WHILE_GRABBED`. + * + * If the caller enables a grab while another window is currently grabbed, the + * other window loses its grab in favor of the caller's window. + * + * \param window the window for which the keyboard grab mode should be set. + * \param grabbed this is true to grab keyboard, and false to release. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowKeyboardGrab + * \sa SDL_SetWindowMouseGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowKeyboardGrab(SDL_Window *window, bool grabbed); + +/** + * Set a window's mouse grab mode. + * + * Mouse grab confines the mouse cursor to the window. + * + * \param window the window for which the mouse grab mode should be set. + * \param grabbed this is true to grab mouse, and false to release. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_SetWindowMouseRect + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseGrab(SDL_Window *window, bool grabbed); + +/** + * Get a window's keyboard grab mode. + * + * \param window the window to query. + * \returns true if keyboard is grabbed, and false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowKeyboardGrab(SDL_Window *window); + +/** + * Get a window's mouse grab mode. + * + * \param window the window to query. + * \returns true if mouse is grabbed, and false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_SetWindowMouseRect + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GetWindowMouseGrab(SDL_Window *window); + +/** + * Get the window that currently has an input grab enabled. + * + * \returns the window if input is grabbed or NULL otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowMouseGrab + * \sa SDL_SetWindowKeyboardGrab + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GetGrabbedWindow(void); + +/** + * Confines the cursor to the specified area of a window. + * + * Note that this does NOT grab the cursor, it only defines the area a cursor + * is restricted to when the window has mouse focus. + * + * \param window the window that will be associated with the barrier. + * \param rect a rectangle area in window-relative coordinates. If NULL the + * barrier for the specified window will be destroyed. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowMouseRect + * \sa SDL_GetWindowMouseGrab + * \sa SDL_SetWindowMouseGrab + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowMouseRect(SDL_Window *window, const SDL_Rect *rect); + +/** + * Get the mouse confinement rectangle of a window. + * + * \param window the window to query. + * \returns a pointer to the mouse confinement rectangle of a window, or NULL + * if there isn't one. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowMouseRect + * \sa SDL_GetWindowMouseGrab + * \sa SDL_SetWindowMouseGrab + */ +extern SDL_DECLSPEC const SDL_Rect * SDLCALL SDL_GetWindowMouseRect(SDL_Window *window); + +/** + * Set the opacity for a window. + * + * The parameter `opacity` will be clamped internally between 0.0f + * (transparent) and 1.0f (opaque). + * + * This function also returns false if setting the opacity isn't supported. + * + * \param window the window which will be made transparent or opaque. + * \param opacity the opacity value (0.0f - transparent, 1.0f - opaque). + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GetWindowOpacity + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowOpacity(SDL_Window *window, float opacity); + +/** + * Get the opacity of a window. + * + * If transparency isn't supported on this platform, opacity will be returned + * as 1.0f without error. + * + * \param window the window to get the current opacity value from. + * \returns the opacity, (0.0f - transparent, 1.0f - opaque), or -1.0f on + * failure; call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowOpacity + */ +extern SDL_DECLSPEC float SDLCALL SDL_GetWindowOpacity(SDL_Window *window); + +/** + * Set the window as a child of a parent window. + * + * If the window is already the child of an existing window, it will be + * reparented to the new owner. Setting the parent window to NULL unparents + * the window and removes child window status. + * + * If a parent window is hidden or destroyed, the operation will be + * recursively applied to child windows. Child windows hidden with the parent + * that did not have their hidden status explicitly set will be restored when + * the parent is shown. + * + * Attempting to set the parent of a window that is currently in the modal + * state will fail. Use SDL_SetWindowModal() to cancel the modal status before + * attempting to change the parent. + * + * Popup windows cannot change parents and attempts to do so will fail. + * + * Setting a parent window that is currently the sibling or descendent of the + * child window results in undefined behavior. + * + * \param window the window that should become the child of a parent. + * \param parent the new parent window for the child window. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowModal + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowParent(SDL_Window *window, SDL_Window *parent); + +/** + * Toggle the state of the window as modal. + * + * To enable modal status on a window, the window must currently be the child + * window of a parent, or toggling modal status on will fail. + * + * \param window the window on which to set the modal state. + * \param modal true to toggle modal status on, false to toggle it off. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_SetWindowParent + * \sa SDL_WINDOW_MODAL + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowModal(SDL_Window *window, bool modal); + +/** + * Set whether the window may have input focus. + * + * \param window the window to set focusable state. + * \param focusable true to allow input focus, false to not allow input focus. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowFocusable(SDL_Window *window, bool focusable); + + +/** + * Display the system-level window menu. + * + * This default window menu is provided by the system and on some platforms + * provides functionality for setting or changing privileged state on the + * window, such as moving it between workspaces or displays, or toggling the + * always-on-top property. + * + * On platforms or desktops where this is unsupported, this function does + * nothing. + * + * \param window the window for which the menu will be displayed. + * \param x the x coordinate of the menu, relative to the origin (top-left) of + * the client area. + * \param y the y coordinate of the menu, relative to the origin (top-left) of + * the client area. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ShowWindowSystemMenu(SDL_Window *window, int x, int y); + +/** + * Possible return values from the SDL_HitTest callback. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This enum is available since SDL 3.2.0. + * + * \sa SDL_HitTest + */ +typedef enum SDL_HitTestResult +{ + SDL_HITTEST_NORMAL, /**< Region is normal. No special properties. */ + SDL_HITTEST_DRAGGABLE, /**< Region can drag entire window. */ + SDL_HITTEST_RESIZE_TOPLEFT, /**< Region is the resizable top-left corner border. */ + SDL_HITTEST_RESIZE_TOP, /**< Region is the resizable top border. */ + SDL_HITTEST_RESIZE_TOPRIGHT, /**< Region is the resizable top-right corner border. */ + SDL_HITTEST_RESIZE_RIGHT, /**< Region is the resizable right border. */ + SDL_HITTEST_RESIZE_BOTTOMRIGHT, /**< Region is the resizable bottom-right corner border. */ + SDL_HITTEST_RESIZE_BOTTOM, /**< Region is the resizable bottom border. */ + SDL_HITTEST_RESIZE_BOTTOMLEFT, /**< Region is the resizable bottom-left corner border. */ + SDL_HITTEST_RESIZE_LEFT /**< Region is the resizable left border. */ +} SDL_HitTestResult; + +/** + * Callback used for hit-testing. + * + * \param win the SDL_Window where hit-testing was set on. + * \param area an SDL_Point which should be hit-tested. + * \param data what was passed as `callback_data` to SDL_SetWindowHitTest(). + * \returns an SDL_HitTestResult value. + * + * \sa SDL_SetWindowHitTest + */ +typedef SDL_HitTestResult (SDLCALL *SDL_HitTest)(SDL_Window *win, + const SDL_Point *area, + void *data); + +/** + * Provide a callback that decides if a window region has special properties. + * + * Normally windows are dragged and resized by decorations provided by the + * system window manager (a title bar, borders, etc), but for some apps, it + * makes sense to drag them from somewhere else inside the window itself; for + * example, one might have a borderless window that wants to be draggable from + * any part, or simulate its own title bar, etc. + * + * This function lets the app provide a callback that designates pieces of a + * given window as special. This callback is run during event processing if we + * need to tell the OS to treat a region of the window specially; the use of + * this callback is known as "hit testing." + * + * Mouse input may not be delivered to your application if it is within a + * special area; the OS will often apply that input to moving the window or + * resizing the window and not deliver it to the application. + * + * Specifying NULL for a callback disables hit-testing. Hit-testing is + * disabled by default. + * + * Platforms that don't support this functionality will return false + * unconditionally, even if you're attempting to disable hit-testing. + * + * Your callback may fire at any time, and its firing does not indicate any + * specific behavior (for example, on Windows, this certainly might fire when + * the OS is deciding whether to drag your window, but it fires for lots of + * other reasons, too, some unrelated to anything you probably care about _and + * when the mouse isn't actually at the location it is testing_). Since this + * can fire at any time, you should try to keep your callback efficient, + * devoid of allocations, etc. + * + * \param window the window to set hit-testing on. + * \param callback the function to call when doing a hit-test. + * \param callback_data an app-defined void pointer passed to **callback**. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowHitTest(SDL_Window *window, SDL_HitTest callback, void *callback_data); + +/** + * Set the shape of a transparent window. + * + * This sets the alpha channel of a transparent window and any fully + * transparent areas are also transparent to mouse clicks. If you are using + * something besides the SDL render API, then you are responsible for drawing + * the alpha channel of the window to match the shape alpha channel to get + * consistent cross-platform results. + * + * The shape is copied inside this function, so you can free it afterwards. If + * your shape surface changes, you should call SDL_SetWindowShape() again to + * update the window. This is an expensive operation, so should be done + * sparingly. + * + * The window must have been created with the SDL_WINDOW_TRANSPARENT flag. + * + * \param window the window. + * \param shape the surface representing the shape of the window, or NULL to + * remove any current shape. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_SetWindowShape(SDL_Window *window, SDL_Surface *shape); + +/** + * Request a window to demand attention from the user. + * + * \param window the window to be flashed. + * \param operation the operation to perform. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_FlashWindow(SDL_Window *window, SDL_FlashOperation operation); + +/** + * Destroy a window. + * + * Any child windows owned by the window will be recursively destroyed as + * well. + * + * Note that on some platforms, the visible window may not actually be removed + * from the screen until the SDL event loop is pumped again, even though the + * SDL_Window is no longer valid after this call. + * + * \param window the window to destroy. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_CreatePopupWindow + * \sa SDL_CreateWindow + * \sa SDL_CreateWindowWithProperties + */ +extern SDL_DECLSPEC void SDLCALL SDL_DestroyWindow(SDL_Window *window); + + +/** + * Check whether the screensaver is currently enabled. + * + * The screensaver is disabled by default. + * + * The default can also be changed using `SDL_HINT_VIDEO_ALLOW_SCREENSAVER`. + * + * \returns true if the screensaver is enabled, false if it is disabled. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_EnableScreenSaver + */ +extern SDL_DECLSPEC bool SDLCALL SDL_ScreenSaverEnabled(void); + +/** + * Allow the screen to be blanked by a screen saver. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_DisableScreenSaver + * \sa SDL_ScreenSaverEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_EnableScreenSaver(void); + +/** + * Prevent the screen from being blanked by a screen saver. + * + * If you disable the screensaver, it is automatically re-enabled when SDL + * quits. + * + * The screensaver is disabled by default, but this may by changed by + * SDL_HINT_VIDEO_ALLOW_SCREENSAVER. + * + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EnableScreenSaver + * \sa SDL_ScreenSaverEnabled + */ +extern SDL_DECLSPEC bool SDLCALL SDL_DisableScreenSaver(void); + + +/** + * \name OpenGL support functions + */ +/* @{ */ + +/** + * Dynamically load an OpenGL library. + * + * This should be done after initializing the video driver, but before + * creating any OpenGL windows. If no OpenGL library is loaded, the default + * library will be loaded upon creation of the first OpenGL window. + * + * If you do this, you need to retrieve all of the GL functions used in your + * program from the dynamic library using SDL_GL_GetProcAddress(). + * + * \param path the platform dependent OpenGL library name, or NULL to open the + * default OpenGL library. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetProcAddress + * \sa SDL_GL_UnloadLibrary + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_LoadLibrary(const char *path); + +/** + * Get an OpenGL function by name. + * + * If the GL library is loaded at runtime with SDL_GL_LoadLibrary(), then all + * GL functions must be retrieved this way. Usually this is used to retrieve + * function pointers to OpenGL extensions. + * + * There are some quirks to looking up OpenGL functions that require some + * extra care from the application. If you code carefully, you can handle + * these quirks without any platform-specific code, though: + * + * - On Windows, function pointers are specific to the current GL context; + * this means you need to have created a GL context and made it current + * before calling SDL_GL_GetProcAddress(). If you recreate your context or + * create a second context, you should assume that any existing function + * pointers aren't valid to use with it. This is (currently) a + * Windows-specific limitation, and in practice lots of drivers don't suffer + * this limitation, but it is still the way the wgl API is documented to + * work and you should expect crashes if you don't respect it. Store a copy + * of the function pointers that comes and goes with context lifespan. + * - On X11, function pointers returned by this function are valid for any + * context, and can even be looked up before a context is created at all. + * This means that, for at least some common OpenGL implementations, if you + * look up a function that doesn't exist, you'll get a non-NULL result that + * is _NOT_ safe to call. You must always make sure the function is actually + * available for a given GL context before calling it, by checking for the + * existence of the appropriate extension with SDL_GL_ExtensionSupported(), + * or verifying that the version of OpenGL you're using offers the function + * as core functionality. + * - Some OpenGL drivers, on all platforms, *will* return NULL if a function + * isn't supported, but you can't count on this behavior. Check for + * extensions you use, and if you get a NULL anyway, act as if that + * extension wasn't available. This is probably a bug in the driver, but you + * can code defensively for this scenario anyhow. + * - Just because you're on Linux/Unix, don't assume you'll be using X11. + * Next-gen display servers are waiting to replace it, and may or may not + * make the same promises about function pointers. + * - OpenGL function pointers must be declared `APIENTRY` as in the example + * code. This will ensure the proper calling convention is followed on + * platforms where this matters (Win32) thereby avoiding stack corruption. + * + * \param proc the name of an OpenGL function. + * \returns a pointer to the named OpenGL function. The returned pointer + * should be cast to the appropriate function signature. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_ExtensionSupported + * \sa SDL_GL_LoadLibrary + * \sa SDL_GL_UnloadLibrary + */ +extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_GL_GetProcAddress(const char *proc); + +/** + * Get an EGL library function by name. + * + * If an EGL library is loaded, this function allows applications to get entry + * points for EGL functions. This is useful to provide to an EGL API and + * extension loader. + * + * \param proc the name of an EGL function. + * \returns a pointer to the named EGL function. The returned pointer should + * be cast to the appropriate function signature. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_EGL_GetCurrentDisplay + */ +extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_EGL_GetProcAddress(const char *proc); + +/** + * Unload the OpenGL library previously loaded by SDL_GL_LoadLibrary(). + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_LoadLibrary + */ +extern SDL_DECLSPEC void SDLCALL SDL_GL_UnloadLibrary(void); + +/** + * Check if an OpenGL extension is supported for the current context. + * + * This function operates on the current GL context; you must have created a + * context and it must be current before calling this function. Do not assume + * that all contexts you create will have the same set of extensions + * available, or that recreating an existing context will offer the same + * extensions again. + * + * While it's probably not a massive overhead, this function is not an O(1) + * operation. Check the extensions you care about after creating the GL + * context and save that information somewhere instead of calling the function + * every time you need to know. + * + * \param extension the name of the extension to check. + * \returns true if the extension is supported, false otherwise. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_ExtensionSupported(const char *extension); + +/** + * Reset all previously set OpenGL context attributes to their default values. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_SetAttribute + */ +extern SDL_DECLSPEC void SDLCALL SDL_GL_ResetAttributes(void); + +/** + * Set an OpenGL window attribute before window creation. + * + * This function sets the OpenGL attribute `attr` to `value`. The requested + * attributes should be set before creating an OpenGL window. You should use + * SDL_GL_GetAttribute() to check the values after creating the OpenGL + * context, since the values obtained can differ from the requested ones. + * + * \param attr an SDL_GLAttr enum value specifying the OpenGL attribute to + * set. + * \param value the desired value for the attribute. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetAttribute + * \sa SDL_GL_ResetAttributes + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetAttribute(SDL_GLAttr attr, int value); + +/** + * Get the actual value for an attribute from the current context. + * + * \param attr an SDL_GLAttr enum value specifying the OpenGL attribute to + * get. + * \param value a pointer filled in with the current value of `attr`. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_ResetAttributes + * \sa SDL_GL_SetAttribute + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetAttribute(SDL_GLAttr attr, int *value); + +/** + * Create an OpenGL context for an OpenGL window, and make it current. + * + * Windows users new to OpenGL should note that, for historical reasons, GL + * functions added after OpenGL version 1.1 are not available by default. + * Those functions must be loaded at run-time, either with an OpenGL + * extension-handling library or with SDL_GL_GetProcAddress() and its related + * functions. + * + * SDL_GLContext is opaque to the application. + * + * \param window the window to associate with the context. + * \returns the OpenGL context associated with `window` or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_DestroyContext + * \sa SDL_GL_MakeCurrent + */ +extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_CreateContext(SDL_Window *window); + +/** + * Set up an OpenGL context for rendering into an OpenGL window. + * + * The context must have been created with a compatible window. + * + * \param window the window to associate with the context. + * \param context the OpenGL context to associate with the window. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_CreateContext + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_MakeCurrent(SDL_Window *window, SDL_GLContext context); + +/** + * Get the currently active OpenGL window. + * + * \returns the currently active OpenGL window on success or NULL on failure; + * call SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_Window * SDLCALL SDL_GL_GetCurrentWindow(void); + +/** + * Get the currently active OpenGL context. + * + * \returns the currently active OpenGL context or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_MakeCurrent + */ +extern SDL_DECLSPEC SDL_GLContext SDLCALL SDL_GL_GetCurrentContext(void); + +/** + * Get the currently active EGL display. + * + * \returns the currently active EGL display or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_EGLDisplay SDLCALL SDL_EGL_GetCurrentDisplay(void); + +/** + * Get the currently active EGL config. + * + * \returns the currently active EGL config or NULL on failure; call + * SDL_GetError() for more information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_EGLConfig SDLCALL SDL_EGL_GetCurrentConfig(void); + +/** + * Get the EGL surface associated with the window. + * + * \param window the window to query. + * \returns the EGLSurface pointer associated with the window, or NULL on + * failure. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_EGLSurface SDLCALL SDL_EGL_GetWindowSurface(SDL_Window *window); + +/** + * Sets the callbacks for defining custom EGLAttrib arrays for EGL + * initialization. + * + * Callbacks that aren't needed can be set to NULL. + * + * NOTE: These callback pointers will be reset after SDL_GL_ResetAttributes. + * + * \param platformAttribCallback callback for attributes to pass to + * eglGetPlatformDisplay. May be NULL. + * \param surfaceAttribCallback callback for attributes to pass to + * eglCreateSurface. May be NULL. + * \param contextAttribCallback callback for attributes to pass to + * eglCreateContext. May be NULL. + * \param userdata a pointer that is passed to the callbacks. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC void SDLCALL SDL_EGL_SetAttributeCallbacks(SDL_EGLAttribArrayCallback platformAttribCallback, + SDL_EGLIntArrayCallback surfaceAttribCallback, + SDL_EGLIntArrayCallback contextAttribCallback, void *userdata); + +/** + * Set the swap interval for the current OpenGL context. + * + * Some systems allow specifying -1 for the interval, to enable adaptive + * vsync. Adaptive vsync works the same as vsync, but if you've already missed + * the vertical retrace for a given frame, it swaps buffers immediately, which + * might be less jarring for the user during occasional framerate drops. If an + * application requests adaptive vsync and the system does not support it, + * this function will fail and return false. In such a case, you should + * probably retry the call with 1 for the interval. + * + * Adaptive vsync is implemented for some glX drivers with + * GLX_EXT_swap_control_tear, and for some Windows drivers with + * WGL_EXT_swap_control_tear. + * + * Read more on the Khronos wiki: + * https://www.khronos.org/opengl/wiki/Swap_Interval#Adaptive_Vsync + * + * \param interval 0 for immediate updates, 1 for updates synchronized with + * the vertical retrace, -1 for adaptive vsync. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_GetSwapInterval + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_SetSwapInterval(int interval); + +/** + * Get the swap interval for the current OpenGL context. + * + * If the system can't determine the swap interval, or there isn't a valid + * current context, this function will set *interval to 0 as a safe default. + * + * \param interval output interval value. 0 if there is no vertical retrace + * synchronization, 1 if the buffer swap is synchronized with + * the vertical retrace, and -1 if late swaps happen + * immediately instead of waiting for the next retrace. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_SetSwapInterval + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_GetSwapInterval(int *interval); + +/** + * Update a window with OpenGL rendering. + * + * This is used with double-buffered OpenGL contexts, which are the default. + * + * On macOS, make sure you bind 0 to the draw framebuffer before swapping the + * window, otherwise nothing will happen. If you aren't using + * glBindFramebuffer(), this is the default and you won't have to do anything + * extra. + * + * \param window the window to change. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_SwapWindow(SDL_Window *window); + +/** + * Delete an OpenGL context. + * + * \param context the OpenGL context to be deleted. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function should only be called on the main thread. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_GL_CreateContext + */ +extern SDL_DECLSPEC bool SDLCALL SDL_GL_DestroyContext(SDL_GLContext context); + +/* @} *//* OpenGL support functions */ + + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_video_h_ */ diff --git a/modules/imgui-sdl/src/include/SDL3/SDL_vulkan.h b/modules/imgui-sdl/src/include/SDL3/SDL_vulkan.h new file mode 100644 index 0000000..710afbe --- /dev/null +++ b/modules/imgui-sdl/src/include/SDL3/SDL_vulkan.h @@ -0,0 +1,287 @@ +/* + Simple DirectMedia Layer + Copyright (C) 2017, Mark Callow + + This software is provided 'as-is', without any express or implied + warranty. In no event will the authors be held liable for any damages + arising from the use of this software. + + Permission is granted to anyone to use this software for any purpose, + including commercial applications, and to alter it and redistribute it + freely, subject to the following restrictions: + + 1. The origin of this software must not be misrepresented; you must not + claim that you wrote the original software. If you use this software + in a product, an acknowledgment in the product documentation would be + appreciated but is not required. + 2. Altered source versions must be plainly marked as such, and must not be + misrepresented as being the original software. + 3. This notice may not be removed or altered from any source distribution. +*/ + +/** + * # CategoryVulkan + * + * Functions for creating Vulkan surfaces on SDL windows. + * + * For the most part, Vulkan operates independent of SDL, but it benefits from + * a little support during setup. + * + * Use SDL_Vulkan_GetInstanceExtensions() to get platform-specific bits for + * creating a VkInstance, then SDL_Vulkan_GetVkGetInstanceProcAddr() to get + * the appropriate function for querying Vulkan entry points. Then + * SDL_Vulkan_CreateSurface() will get you the final pieces you need to + * prepare for rendering into an SDL_Window with Vulkan. + * + * Unlike OpenGL, most of the details of "context" creation and window buffer + * swapping are handled by the Vulkan API directly, so SDL doesn't provide + * Vulkan equivalents of SDL_GL_SwapWindow(), etc; they aren't necessary. + */ + +#ifndef SDL_vulkan_h_ +#define SDL_vulkan_h_ + +#include +#include +#include + +#include +/* Set up for C function definitions, even when using C++ */ +#ifdef __cplusplus +extern "C" { +#endif + +/* Avoid including vulkan.h, don't define VkInstance if it's already included */ +#ifdef VULKAN_H_ +#define NO_SDL_VULKAN_TYPEDEFS +#endif +#ifndef NO_SDL_VULKAN_TYPEDEFS +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; + +#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; +#else +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; +#endif + +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_HANDLE(VkPhysicalDevice) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +struct VkAllocationCallbacks; + +/* Make sure to undef to avoid issues in case of later vulkan include */ +#undef VK_DEFINE_HANDLE +#undef VK_DEFINE_NON_DISPATCHABLE_HANDLE + +#endif /* !NO_SDL_VULKAN_TYPEDEFS */ + +/** + * \name Vulkan support functions + */ +/* @{ */ + +/** + * Dynamically load the Vulkan loader library. + * + * This should be called after initializing the video driver, but before + * creating any Vulkan windows. If no Vulkan loader library is loaded, the + * default library will be loaded upon creation of the first Vulkan window. + * + * SDL keeps a counter of how many times this function has been successfully + * called, so it is safe to call this function multiple times, so long as it + * is eventually paired with an equivalent number of calls to + * SDL_Vulkan_UnloadLibrary. The `path` argument is ignored unless there is no + * library currently loaded, and and the library isn't actually unloaded until + * there have been an equivalent number of calls to SDL_Vulkan_UnloadLibrary. + * + * It is fairly common for Vulkan applications to link with libvulkan instead + * of explicitly loading it at run time. This will work with SDL provided the + * application links to a dynamic library and both it and SDL use the same + * search path. + * + * If you specify a non-NULL `path`, an application should retrieve all of the + * Vulkan functions it uses from the dynamic library using + * SDL_Vulkan_GetVkGetInstanceProcAddr unless you can guarantee `path` points + * to the same vulkan loader library the application linked to. + * + * On Apple devices, if `path` is NULL, SDL will attempt to find the + * `vkGetInstanceProcAddr` address within all the Mach-O images of the current + * process. This is because it is fairly common for Vulkan applications to + * link with libvulkan (and historically MoltenVK was provided as a static + * library). If it is not found, on macOS, SDL will attempt to load + * `vulkan.framework/vulkan`, `libvulkan.1.dylib`, + * `MoltenVK.framework/MoltenVK`, and `libMoltenVK.dylib`, in that order. On + * iOS, SDL will attempt to load `libMoltenVK.dylib`. Applications using a + * dynamic framework or .dylib must ensure it is included in its application + * bundle. + * + * On non-Apple devices, application linking with a static libvulkan is not + * supported. Either do not link to the Vulkan loader or link to a dynamic + * library version. + * + * \param path the platform dependent Vulkan loader library name or NULL. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_GetVkGetInstanceProcAddr + * \sa SDL_Vulkan_UnloadLibrary + */ +extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_LoadLibrary(const char *path); + +/** + * Get the address of the `vkGetInstanceProcAddr` function. + * + * This should be called after either calling SDL_Vulkan_LoadLibrary() or + * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag. + * + * The actual type of the returned function pointer is + * PFN_vkGetInstanceProcAddr, but that isn't available because the Vulkan + * headers are not included here. You should cast the return value of this + * function to that type, e.g. + * + * `vkGetInstanceProcAddr = + * (PFN_vkGetInstanceProcAddr)SDL_Vulkan_GetVkGetInstanceProcAddr();` + * + * \returns the function pointer for `vkGetInstanceProcAddr` or NULL on + * failure; call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + */ +extern SDL_DECLSPEC SDL_FunctionPointer SDLCALL SDL_Vulkan_GetVkGetInstanceProcAddr(void); + +/** + * Unload the Vulkan library previously loaded by SDL_Vulkan_LoadLibrary(). + * + * SDL keeps a counter of how many times this function has been called, so it + * is safe to call this function multiple times, so long as it is paired with + * an equivalent number of calls to SDL_Vulkan_LoadLibrary. The library isn't + * actually unloaded until there have been an equivalent number of calls to + * SDL_Vulkan_UnloadLibrary. + * + * Once the library has actually been unloaded, if any Vulkan instances + * remain, they will likely crash the program. Clean up any existing Vulkan + * resources, and destroy appropriate windows, renderers and GPU devices + * before calling this function. + * + * \threadsafety This function is not thread safe. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_LoadLibrary + */ +extern SDL_DECLSPEC void SDLCALL SDL_Vulkan_UnloadLibrary(void); + +/** + * Get the Vulkan instance extensions needed for vkCreateInstance. + * + * This should be called after either calling SDL_Vulkan_LoadLibrary() or + * creating an SDL_Window with the `SDL_WINDOW_VULKAN` flag. + * + * On return, the variable pointed to by `count` will be set to the number of + * elements returned, suitable for using with + * VkInstanceCreateInfo::enabledExtensionCount, and the returned array can be + * used with VkInstanceCreateInfo::ppEnabledExtensionNames, for calling + * Vulkan's vkCreateInstance API. + * + * You should not free the returned array; it is owned by SDL. + * + * \param count a pointer filled in with the number of extensions returned. + * \returns an array of extension name strings on success, NULL on failure; + * call SDL_GetError() for more information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_CreateSurface + */ +extern SDL_DECLSPEC char const * const * SDLCALL SDL_Vulkan_GetInstanceExtensions(Uint32 *count); + +/** + * Create a Vulkan rendering surface for a window. + * + * The `window` must have been created with the `SDL_WINDOW_VULKAN` flag and + * `instance` must have been created with extensions returned by + * SDL_Vulkan_GetInstanceExtensions() enabled. + * + * If `allocator` is NULL, Vulkan will use the system default allocator. This + * argument is passed directly to Vulkan and isn't used by SDL itself. + * + * \param window the window to which to attach the Vulkan surface. + * \param instance the Vulkan instance handle. + * \param allocator a VkAllocationCallbacks struct, which lets the app set the + * allocator that creates the surface. Can be NULL. + * \param surface a pointer to a VkSurfaceKHR handle to output the newly + * created surface. + * \returns true on success or false on failure; call SDL_GetError() for more + * information. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_GetInstanceExtensions + * \sa SDL_Vulkan_DestroySurface + */ +extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_CreateSurface(SDL_Window *window, + VkInstance instance, + const struct VkAllocationCallbacks *allocator, + VkSurfaceKHR *surface); + +/** + * Destroy the Vulkan rendering surface of a window. + * + * This should be called before SDL_DestroyWindow, if SDL_Vulkan_CreateSurface + * was called after SDL_CreateWindow. + * + * The `instance` must have been created with extensions returned by + * SDL_Vulkan_GetInstanceExtensions() enabled and `surface` must have been + * created successfully by an SDL_Vulkan_CreateSurface() call. + * + * If `allocator` is NULL, Vulkan will use the system default allocator. This + * argument is passed directly to Vulkan and isn't used by SDL itself. + * + * \param instance the Vulkan instance handle. + * \param surface vkSurfaceKHR handle to destroy. + * \param allocator a VkAllocationCallbacks struct, which lets the app set the + * allocator that destroys the surface. Can be NULL. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_GetInstanceExtensions + * \sa SDL_Vulkan_CreateSurface + */ +extern SDL_DECLSPEC void SDLCALL SDL_Vulkan_DestroySurface(VkInstance instance, + VkSurfaceKHR surface, + const struct VkAllocationCallbacks *allocator); + +/** + * Query support for presentation via a given physical device and queue + * family. + * + * The `instance` must have been created with extensions returned by + * SDL_Vulkan_GetInstanceExtensions() enabled. + * + * \param instance the Vulkan instance handle. + * \param physicalDevice a valid Vulkan physical device handle. + * \param queueFamilyIndex a valid queue family index for the given physical + * device. + * \returns true if supported, false if unsupported or an error occurred. + * + * \since This function is available since SDL 3.2.0. + * + * \sa SDL_Vulkan_GetInstanceExtensions + */ +extern SDL_DECLSPEC bool SDLCALL SDL_Vulkan_GetPresentationSupport(VkInstance instance, + VkPhysicalDevice physicalDevice, + Uint32 queueFamilyIndex); + +/* @} *//* Vulkan support functions */ + +/* Ends C function definitions when using C++ */ +#ifdef __cplusplus +} +#endif +#include + +#endif /* SDL_vulkan_h_ */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/dlg/dlg.h b/modules/imgui-sdl/src/include/freetype-2.12.1/dlg/dlg.h new file mode 100644 index 0000000..3a7abf8 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/dlg/dlg.h @@ -0,0 +1,270 @@ +// Copyright (c) 2019 nyorain +// Distributed under the Boost Software License, Version 1.0. +// See accompanying file LICENSE or copy at http://www.boost.org/LICENSE_1_0.txt + +#ifndef INC_DLG_DLG_H_ +#define INC_DLG_DLG_H_ + +#include +#include +#include +#include +#include + +// Hosted at https://github.com/nyorain/dlg. +// There are examples and documentation. +// Issue reports and contributions appreciated. + +// - CONFIG - +// Define this macro to make all dlg macros have no effect at all +// #define DLG_DISABLE + +// the log/assertion levels below which logs/assertions are ignored +// defaulted depending on the NDEBUG macro +#ifndef DLG_LOG_LEVEL + #ifdef NDEBUG + #define DLG_LOG_LEVEL dlg_level_warn + #else + #define DLG_LOG_LEVEL dlg_level_trace + #endif +#endif + +#ifndef DLG_ASSERT_LEVEL + #ifdef NDEBUG + #define DLG_ASSERT_LEVEL dlg_level_warn + #else + #define DLG_ASSERT_LEVEL dlg_level_trace + #endif +#endif + +// the assert level of dlg_assert +#ifndef DLG_DEFAULT_ASSERT + #define DLG_DEFAULT_ASSERT dlg_level_error +#endif + +// evaluated to the 'file' member in dlg_origin +#ifndef DLG_FILE + #define DLG_FILE dlg__strip_root_path(__FILE__, DLG_BASE_PATH) + + // the base path stripped from __FILE__. If you don't override DLG_FILE set this to + // the project root to make 'main.c' from '/some/bullshit/main.c' + #ifndef DLG_BASE_PATH + #define DLG_BASE_PATH "" + #endif +#endif + +// Default tags applied to all logs/assertions (in the defining file). +// Must be in format ```#define DLG_DEFAULT_TAGS "tag1", "tag2"``` +// or just nothing (as defaulted here) +#ifndef DLG_DEFAULT_TAGS + #define DLG_DEFAULT_TAGS_TERM NULL +#else + #define DLG_DEFAULT_TAGS_TERM DLG_DEFAULT_TAGS, NULL +#endif + +// The function used for formatting. Can have any signature, but must be callable with +// the arguments the log/assertions macros are called with. Must return a const char* +// that will not be freed by dlg, the formatting function must keep track of it. +// The formatting function might use dlg_thread_buffer or a custom owned buffer. +// The returned const char* has to be valid until the dlg log/assertion ends. +// Usually a c function with ... (i.e. using va_list) or a variadic c++ template do +// allow formatting. +#ifndef DLG_FMT_FUNC + #define DLG_FMT_FUNC dlg__printf_format +#endif + +// Only overwrite (i.e. predefine) this if you know what you are doing. +// On windows this is used to add the dllimport specified. +// If you are using the static version of dlg (on windows) define +// DLG_STATIC before including dlg.h +#ifndef DLG_API + #if (defined(_WIN32) || defined(__CYGWIN__)) && !defined(DLG_STATIC) + #define DLG_API __declspec(dllimport) + #else + #define DLG_API + #endif +#endif + +// - utility - +// two methods needed since cplusplus does not support compound literals +// and c does not support uniform initialization/initializer lists +#ifdef __cplusplus + #include + #define DLG_CREATE_TAGS(...) std::initializer_list \ + {DLG_DEFAULT_TAGS_TERM, __VA_ARGS__, NULL}.begin() +#else + #define DLG_CREATE_TAGS(...) (const char* const[]) {DLG_DEFAULT_TAGS_TERM, __VA_ARGS__, NULL} +#endif + +#ifdef __GNUC__ + #define DLG_PRINTF_ATTRIB(a, b) __attribute__ ((format (printf, a, b))) +#else + #define DLG_PRINTF_ATTRIB(a, b) +#endif + +#ifdef __cplusplus +extern "C" { +#endif + + +// Represents the importance of a log/assertion call. +enum dlg_level { + dlg_level_trace = 0, // temporary used debug, e.g. to check if control reaches function + dlg_level_debug, // general debugging, prints e.g. all major events + dlg_level_info, // general useful information + dlg_level_warn, // warning, something went wrong but might have no (really bad) side effect + dlg_level_error, // something really went wrong; expect serious issues + dlg_level_fatal // critical error; application is likely to crash/exit +}; + +// Holds various information associated with a log/assertion call. +// Forwarded to the output handler. +struct dlg_origin { + const char* file; + unsigned int line; + const char* func; + enum dlg_level level; + const char** tags; // null-terminated + const char* expr; // assertion expression, otherwise null +}; + +// Type of the output handler, see dlg_set_handler. +typedef void(*dlg_handler)(const struct dlg_origin* origin, const char* string, void* data); + +#ifdef DLG_DISABLE + // Tagged/Untagged logging with variable level + // Tags must always be in the format `("tag1", "tag2")` (including brackets) + #define dlg_log(level, ...) + #define dlg_logt(level, tags, ...) + + // Dynamic level assert macros in various versions for additional arguments + #define dlg_assertl(level, expr) // assert without tags/message + #define dlg_assertlt(level, tags, expr) // assert with tags + #define dlg_assertlm(level, expr, ...) // assert with message + #define dlg_assertltm(level, tags, expr, ...) // assert with tags & message + + // Sets the handler that is responsible for formatting and outputting log calls. + // This function is not thread safe and the handler is set globally. + // The handler itself must not change dlg tags or call a dlg macro (if it + // does so, the provided string or tags array in 'origin' might get invalid). + // The handler can also be used for various other things such as dealing + // with failed assertions or filtering calls based on the passed tags. + // The default handler is dlg_default_output (see its doc for more info). + // If using c++ make sure the registered handler cannot throw e.g. by + // wrapping everything into a try-catch blog. + inline void dlg_set_handler(dlg_handler handler, void* data) { + (void) handler; + (void) data; + } + + // Returns the currently active dlg handler and sets `data` to + // its user data pointer. `data` must not be NULL. + // Useful to create handler chains. + // This function is not threadsafe, i.e. retrieving the handler while + // changing it from another thread is unsafe. + // See `dlg_set_handler`. + inline dlg_handler dlg_get_handler(void** data) { + *data = NULL; + return NULL; + } + + // The default output handler. + // Only use this to reset the output handler, prefer to use + // dlg_generic_output (from output.h) which this function simply calls. + // It also flushes the stream used and correctly outputs even from multiple threads. + inline void dlg_default_output(const struct dlg_origin* o, const char* str, void* data) { + (void) o; + (void) str; + (void) data; + } + + // Adds the given tag associated with the given function to the thread specific list. + // If func is not NULL the tag will only applied to calls from the same function. + // Remove the tag again calling dlg_remove_tag (with exactly the same pointers!). + // Does not check if the tag is already present. + inline void dlg_add_tag(const char* tag, const char* func) { + (void) tag; + (void) func; + } + + // Removes a tag added with dlg_add_tag (has no effect for tags no present). + // The pointers must be exactly the same pointers that were supplied to dlg_add_tag, + // this function will not check using strcmp. When the same tag/func combination + // is added multiple times, this function remove exactly one candidate, it is + // undefined which. Returns whether a tag was found (and removed). + inline bool dlg_remove_tag(const char* tag, const char* func) { + (void) tag; + (void) func; + return true; + } + + // Returns the thread-specific buffer and its size for dlg. + // The buffer should only be used by formatting functions. + // The buffer can be reallocated and the size changed, just make sure + // to update both values correctly. + inline char** dlg_thread_buffer(size_t** size) { + (void) size; + return NULL; + } + +#else // DLG_DISABLE + #define dlg_log(level, ...) if(level >= DLG_LOG_LEVEL) \ + dlg__do_log(level, DLG_CREATE_TAGS(NULL), DLG_FILE, __LINE__, __func__, \ + DLG_FMT_FUNC(__VA_ARGS__), NULL) + #define dlg_logt(level, tags, ...) if(level >= DLG_LOG_LEVEL) \ + dlg__do_log(level, DLG_CREATE_TAGS tags, DLG_FILE, __LINE__, __func__, \ + DLG_FMT_FUNC(__VA_ARGS__), NULL) + + #define dlg_assertl(level, expr) if(level >= DLG_ASSERT_LEVEL && !(expr)) \ + dlg__do_log(level, DLG_CREATE_TAGS(NULL), DLG_FILE, __LINE__, __func__, NULL, #expr) + #define dlg_assertlt(level, tags, expr) if(level >= DLG_ASSERT_LEVEL && !(expr)) \ + dlg__do_log(level, DLG_CREATE_TAGS tags, DLG_FILE, __LINE__, __func__, NULL, #expr) + #define dlg_assertlm(level, expr, ...) if(level >= DLG_ASSERT_LEVEL && !(expr)) \ + dlg__do_log(level, DLG_CREATE_TAGS(NULL), DLG_FILE, __LINE__, __func__, \ + DLG_FMT_FUNC(__VA_ARGS__), #expr) + #define dlg_assertltm(level, tags, expr, ...) if(level >= DLG_ASSERT_LEVEL && !(expr)) \ + dlg__do_log(level, DLG_CREATE_TAGS tags, DLG_FILE, __LINE__, \ + __func__, DLG_FMT_FUNC(__VA_ARGS__), #expr) + + DLG_API void dlg_set_handler(dlg_handler handler, void* data); + DLG_API dlg_handler dlg_get_handler(void** data); + DLG_API void dlg_default_output(const struct dlg_origin*, const char* string, void*); + DLG_API void dlg_add_tag(const char* tag, const char* func); + DLG_API bool dlg_remove_tag(const char* tag, const char* func); + DLG_API char** dlg_thread_buffer(size_t** size); + + // - Private interface: not part of the abi/api but needed in macros - + // Formats the given format string and arguments as printf would, uses the thread buffer. + DLG_API const char* dlg__printf_format(const char* format, ...) DLG_PRINTF_ATTRIB(1, 2); + DLG_API void dlg__do_log(enum dlg_level lvl, const char* const*, const char*, int, + const char*, const char*, const char*); + DLG_API const char* dlg__strip_root_path(const char* file, const char* base); +#endif // DLG_DISABLE + +// Untagged leveled logging +#define dlg_trace(...) dlg_log(dlg_level_trace, __VA_ARGS__) +#define dlg_debug(...) dlg_log(dlg_level_debug, __VA_ARGS__) +#define dlg_info(...) dlg_log(dlg_level_info, __VA_ARGS__) +#define dlg_warn(...) dlg_log(dlg_level_warn, __VA_ARGS__) +#define dlg_error(...) dlg_log(dlg_level_error, __VA_ARGS__) +#define dlg_fatal(...) dlg_log(dlg_level_fatal, __VA_ARGS__) + +// Tagged leveled logging +#define dlg_tracet(tags, ...) dlg_logt(dlg_level_trace, tags, __VA_ARGS__) +#define dlg_debugt(tags, ...) dlg_logt(dlg_level_debug, tags, __VA_ARGS__) +#define dlg_infot(tags, ...) dlg_logt(dlg_level_info, tags, __VA_ARGS__) +#define dlg_warnt(tags, ...) dlg_logt(dlg_level_warn, tags, __VA_ARGS__) +#define dlg_errort(tags, ...) dlg_logt(dlg_level_error, tags, __VA_ARGS__) +#define dlg_fatalt(tags, ...) dlg_logt(dlg_level_fatal, tags, __VA_ARGS__) + +// Assert macros useing DLG_DEFAULT_ASSERT as level +#define dlg_assert(expr) dlg_assertl(DLG_DEFAULT_ASSERT, expr) +#define dlg_assertt(tags, expr) dlg_assertlt(DLG_DEFAULT_ASSERT, tags, expr) +#define dlg_assertm(expr, ...) dlg_assertlm(DLG_DEFAULT_ASSERT, expr, __VA_ARGS__) +#define dlg_asserttm(tags, expr, ...) dlg_assertltm(DLG_DEFAULT_ASSERT, tags, expr, __VA_ARGS__) + +#ifdef __cplusplus +} +#endif + +#endif // header guard diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/dlg/output.h b/modules/imgui-sdl/src/include/freetype-2.12.1/dlg/output.h new file mode 100644 index 0000000..453e4a5 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/dlg/output.h @@ -0,0 +1,172 @@ +// Copyright (c) 2019 nyorain +// Distributed under the Boost Software License, Version 1.0. +// See accompanying file LICENSE or copy at http://www.boost.org/LICENSE_1_0.txt + +#ifndef INC_DLG_OUTPUT_H_ +#define INC_DLG_OUTPUT_H_ + +#include +#include + +#ifdef __cplusplus +extern "C" { +#endif + +// Text style +enum dlg_text_style { + dlg_text_style_reset = 0, + dlg_text_style_bold = 1, + dlg_text_style_dim = 2, + dlg_text_style_italic = 3, + dlg_text_style_underline = 4, + dlg_text_style_blink = 5, + dlg_text_style_rblink = 6, + dlg_text_style_reversed = 7, + dlg_text_style_conceal = 8, + dlg_text_style_crossed = 9, + dlg_text_style_none, +}; + +// Text color +enum dlg_color { + dlg_color_black = 0, + dlg_color_red, + dlg_color_green, + dlg_color_yellow, + dlg_color_blue, + dlg_color_magenta, + dlg_color_cyan, + dlg_color_gray, + dlg_color_reset = 9, + + dlg_color_black2 = 60, + dlg_color_red2, + dlg_color_green2, + dlg_color_yellow2, + dlg_color_blue2, + dlg_color_magenta2, + dlg_color_cyan2, + dlg_color_gray2, + + dlg_color_none = 69, +}; + +struct dlg_style { + enum dlg_text_style style; + enum dlg_color fg; + enum dlg_color bg; +}; + +// Like fprintf but fixes utf-8 output to console on windows. +// On non-windows sytems just uses the corresponding standard library +// functions. On windows, if dlg was compiled with the win_console option, +// will first try to output it in a way that allows the default console +// to display utf-8. If that fails, will fall back to the standard +// library functions. +DLG_API int dlg_fprintf(FILE* stream, const char* format, ...) DLG_PRINTF_ATTRIB(2, 3); +DLG_API int dlg_vfprintf(FILE* stream, const char* format, va_list list); + +// Like dlg_printf, but also applies the given style to this output. +// The style will always be applied (using escape sequences), independent of the given stream. +// On windows escape sequences don't work out of the box, see dlg_win_init_ansi(). +DLG_API int dlg_styled_fprintf(FILE* stream, struct dlg_style style, + const char* format, ...) DLG_PRINTF_ATTRIB(3, 4); + +// Features to output from the generic output handler. +// Some features might have only an effect in the specializations. +enum dlg_output_feature { + dlg_output_tags = 1, // output tags list + dlg_output_time = 2, // output time of log call (hour:minute:second) + dlg_output_style = 4, // whether to use the supplied styles + dlg_output_func = 8, // output function + dlg_output_file_line = 16, // output file:line, + dlg_output_newline = 32, // output a newline at the end + dlg_output_threadsafe = 64, // locks stream before printing + dlg_output_time_msecs = 128 // output micro seconds (ms on windows) +}; + +// The default level-dependent output styles. The array values represent the styles +// to be used for the associated level (i.e. [0] for trace level). +DLG_API extern const struct dlg_style dlg_default_output_styles[6]; + +// Generic output function. Used by the default output handler and might be useful +// for custom output handlers (that don't want to manually format the output). +// Will call the given output func with the given data (and format + args to print) +// for everything it has to print in printf format. +// See also the *_stream and *_buf specializations for common usage. +// The given output function must not be NULL. +typedef void(*dlg_generic_output_handler)(void* data, const char* format, ...); +DLG_API void dlg_generic_output(dlg_generic_output_handler output, void* data, + unsigned int features, const struct dlg_origin* origin, const char* string, + const struct dlg_style styles[6]); + +// Generic output function, using a format string instead of feature flags. +// Use following conversion characters: +// %h - output the time in H:M:S format +// %m - output the time in milliseconds +// %t - output the full list of tags, comma separated +// %f - output the function name noted in the origin +// %o - output the file:line of the origin +// %s - print the appropriate style escape sequence. +// %r - print the escape sequence to reset the style. +// %c - The content of the log/assert +// %% - print the '%' character +// Only the above specified conversion characters are valid, the rest are +// written as it is. +DLG_API void dlg_generic_outputf(dlg_generic_output_handler output, void* data, + const char* format_string, const struct dlg_origin* origin, + const char* string, const struct dlg_style styles[6]); + +// Generic output function. Used by the default output handler and might be useful +// for custom output handlers (that don't want to manually format the output). +// If stream is NULL uses stdout. +// Automatically uses dlg_fprintf to assure correct utf-8 even on windows consoles. +// Locks the stream (i.e. assures threadsafe access) when the associated feature +// is passed (note that stdout/stderr might still mix from multiple threads). +DLG_API void dlg_generic_output_stream(FILE* stream, unsigned int features, + const struct dlg_origin* origin, const char* string, + const struct dlg_style styles[6]); +DLG_API void dlg_generic_outputf_stream(FILE* stream, const char* format_string, + const struct dlg_origin* origin, const char* string, + const struct dlg_style styles[6], bool lock_stream); + +// Generic output function (see dlg_generic_output) that uses a buffer instead of +// a stream. buf must at least point to *size bytes. Will set *size to the number +// of bytes written (capped to the given size), if buf == NULL will set *size +// to the needed size. The size parameter must not be NULL. +DLG_API void dlg_generic_output_buf(char* buf, size_t* size, unsigned int features, + const struct dlg_origin* origin, const char* string, + const struct dlg_style styles[6]); +DLG_API void dlg_generic_outputf_buf(char* buf, size_t* size, const char* format_string, + const struct dlg_origin* origin, const char* string, + const struct dlg_style styles[6]); + +// Returns if the given stream is a tty. Useful for custom output handlers +// e.g. to determine whether to use color. +// NOTE: Due to windows limitations currently returns false for wsl ttys. +DLG_API bool dlg_is_tty(FILE* stream); + +// Returns the null-terminated escape sequence for the given style into buf. +// Undefined behvaiour if any member of style has a value outside its enum range (will +// probably result in a buffer overflow or garbage being printed). +// If all member of style are 'none' will simply nullterminate the first buf char. +DLG_API void dlg_escape_sequence(struct dlg_style style, char buf[12]); + +// The reset style escape sequence. +DLG_API extern const char* const dlg_reset_sequence; + +// Just returns true without other effect on non-windows systems or if dlg +// was compiled without the win_console option. +// On windows tries to set the console mode to ansi to make escape sequences work. +// This works only on newer windows 10 versions. Returns false on error. +// Only the first call to it will have an effect, following calls just return the result. +// The function is threadsafe. Automatically called by the default output handler. +// This will only be able to set the mode for the stdout and stderr consoles, so +// other streams to consoles will still not work. +DLG_API bool dlg_win_init_ansi(void); + +#ifdef __cplusplus +} // extern "C" +#endif + +#endif // header guard diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftconfig.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftconfig.h new file mode 100644 index 0000000..c696e90 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftconfig.h @@ -0,0 +1,51 @@ +/**************************************************************************** + * + * ftconfig.h + * + * ANSI-specific configuration file (specification only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * This header file contains a number of macro definitions that are used by + * the rest of the engine. Most of the macros here are automatically + * determined at compile time, and you should not need to change it to port + * FreeType, except to compile the library with a non-ANSI compiler. + * + * Note however that if some specific modifications are needed, we advise + * you to place a modified copy in your build directory. + * + * The build directory is usually `builds/`, and contains + * system-specific files that are always included first when building the + * library. + * + * This ANSI version should stay in `include/config/`. + * + */ + +#ifndef FTCONFIG_H_ +#define FTCONFIG_H_ + +#include +#include FT_CONFIG_OPTIONS_H +#include FT_CONFIG_STANDARD_LIBRARY_H + +#include +#include +#include + +#endif /* FTCONFIG_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftheader.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftheader.h new file mode 100644 index 0000000..a8c6833 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftheader.h @@ -0,0 +1,836 @@ +/**************************************************************************** + * + * ftheader.h + * + * Build macros of the FreeType 2 library. + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + +#ifndef FTHEADER_H_ +#define FTHEADER_H_ + + + /*@***********************************************************************/ + /* */ + /* */ + /* FT_BEGIN_HEADER */ + /* */ + /* */ + /* This macro is used in association with @FT_END_HEADER in header */ + /* files to ensure that the declarations within are properly */ + /* encapsulated in an `extern "C" { .. }` block when included from a */ + /* C++ compiler. */ + /* */ +#ifndef FT_BEGIN_HEADER +# ifdef __cplusplus +# define FT_BEGIN_HEADER extern "C" { +# else +# define FT_BEGIN_HEADER /* nothing */ +# endif +#endif + + + /*@***********************************************************************/ + /* */ + /* */ + /* FT_END_HEADER */ + /* */ + /* */ + /* This macro is used in association with @FT_BEGIN_HEADER in header */ + /* files to ensure that the declarations within are properly */ + /* encapsulated in an `extern "C" { .. }` block when included from a */ + /* C++ compiler. */ + /* */ +#ifndef FT_END_HEADER +# ifdef __cplusplus +# define FT_END_HEADER } +# else +# define FT_END_HEADER /* nothing */ +# endif +#endif + + + /************************************************************************** + * + * Aliases for the FreeType 2 public and configuration files. + * + */ + + /************************************************************************** + * + * @section: + * header_file_macros + * + * @title: + * Header File Macros + * + * @abstract: + * Macro definitions used to `#include` specific header files. + * + * @description: + * In addition to the normal scheme of including header files like + * + * ``` + * #include + * #include + * #include + * ``` + * + * it is possible to used named macros instead. They can be used + * directly in `#include` statements as in + * + * ``` + * #include FT_FREETYPE_H + * #include FT_MULTIPLE_MASTERS_H + * #include FT_GLYPH_H + * ``` + * + * These macros were introduced to overcome the infamous 8.3~naming rule + * required by DOS (and `FT_MULTIPLE_MASTERS_H` is a lot more meaningful + * than `ftmm.h`). + * + */ + + + /* configuration files */ + + /************************************************************************** + * + * @macro: + * FT_CONFIG_CONFIG_H + * + * @description: + * A macro used in `#include` statements to name the file containing + * FreeType~2 configuration data. + * + */ +#ifndef FT_CONFIG_CONFIG_H +#define FT_CONFIG_CONFIG_H +#endif + + + /************************************************************************** + * + * @macro: + * FT_CONFIG_STANDARD_LIBRARY_H + * + * @description: + * A macro used in `#include` statements to name the file containing + * FreeType~2 interface to the standard C library functions. + * + */ +#ifndef FT_CONFIG_STANDARD_LIBRARY_H +#define FT_CONFIG_STANDARD_LIBRARY_H +#endif + + + /************************************************************************** + * + * @macro: + * FT_CONFIG_OPTIONS_H + * + * @description: + * A macro used in `#include` statements to name the file containing + * FreeType~2 project-specific configuration options. + * + */ +#ifndef FT_CONFIG_OPTIONS_H +#define FT_CONFIG_OPTIONS_H +#endif + + + /************************************************************************** + * + * @macro: + * FT_CONFIG_MODULES_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * list of FreeType~2 modules that are statically linked to new library + * instances in @FT_Init_FreeType. + * + */ +#ifndef FT_CONFIG_MODULES_H +#define FT_CONFIG_MODULES_H +#endif + + /* */ + + /* public headers */ + + /************************************************************************** + * + * @macro: + * FT_FREETYPE_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * base FreeType~2 API. + * + */ +#define FT_FREETYPE_H + + + /************************************************************************** + * + * @macro: + * FT_ERRORS_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * list of FreeType~2 error codes (and messages). + * + * It is included by @FT_FREETYPE_H. + * + */ +#define FT_ERRORS_H + + + /************************************************************************** + * + * @macro: + * FT_MODULE_ERRORS_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * list of FreeType~2 module error offsets (and messages). + * + */ +#define FT_MODULE_ERRORS_H + + + /************************************************************************** + * + * @macro: + * FT_SYSTEM_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 interface to low-level operations (i.e., memory management + * and stream i/o). + * + * It is included by @FT_FREETYPE_H. + * + */ +#define FT_SYSTEM_H + + + /************************************************************************** + * + * @macro: + * FT_IMAGE_H + * + * @description: + * A macro used in `#include` statements to name the file containing type + * definitions related to glyph images (i.e., bitmaps, outlines, + * scan-converter parameters). + * + * It is included by @FT_FREETYPE_H. + * + */ +#define FT_IMAGE_H + + + /************************************************************************** + * + * @macro: + * FT_TYPES_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * basic data types defined by FreeType~2. + * + * It is included by @FT_FREETYPE_H. + * + */ +#define FT_TYPES_H + + + /************************************************************************** + * + * @macro: + * FT_LIST_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * list management API of FreeType~2. + * + * (Most applications will never need to include this file.) + * + */ +#define FT_LIST_H + + + /************************************************************************** + * + * @macro: + * FT_OUTLINE_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * scalable outline management API of FreeType~2. + * + */ +#define FT_OUTLINE_H + + + /************************************************************************** + * + * @macro: + * FT_SIZES_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * API which manages multiple @FT_Size objects per face. + * + */ +#define FT_SIZES_H + + + /************************************************************************** + * + * @macro: + * FT_MODULE_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * module management API of FreeType~2. + * + */ +#define FT_MODULE_H + + + /************************************************************************** + * + * @macro: + * FT_RENDER_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * renderer module management API of FreeType~2. + * + */ +#define FT_RENDER_H + + + /************************************************************************** + * + * @macro: + * FT_DRIVER_H + * + * @description: + * A macro used in `#include` statements to name the file containing + * structures and macros related to the driver modules. + * + */ +#define FT_DRIVER_H + + + /************************************************************************** + * + * @macro: + * FT_AUTOHINTER_H + * + * @description: + * A macro used in `#include` statements to name the file containing + * structures and macros related to the auto-hinting module. + * + * Deprecated since version~2.9; use @FT_DRIVER_H instead. + * + */ +#define FT_AUTOHINTER_H FT_DRIVER_H + + + /************************************************************************** + * + * @macro: + * FT_CFF_DRIVER_H + * + * @description: + * A macro used in `#include` statements to name the file containing + * structures and macros related to the CFF driver module. + * + * Deprecated since version~2.9; use @FT_DRIVER_H instead. + * + */ +#define FT_CFF_DRIVER_H FT_DRIVER_H + + + /************************************************************************** + * + * @macro: + * FT_TRUETYPE_DRIVER_H + * + * @description: + * A macro used in `#include` statements to name the file containing + * structures and macros related to the TrueType driver module. + * + * Deprecated since version~2.9; use @FT_DRIVER_H instead. + * + */ +#define FT_TRUETYPE_DRIVER_H FT_DRIVER_H + + + /************************************************************************** + * + * @macro: + * FT_PCF_DRIVER_H + * + * @description: + * A macro used in `#include` statements to name the file containing + * structures and macros related to the PCF driver module. + * + * Deprecated since version~2.9; use @FT_DRIVER_H instead. + * + */ +#define FT_PCF_DRIVER_H FT_DRIVER_H + + + /************************************************************************** + * + * @macro: + * FT_TYPE1_TABLES_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * types and API specific to the Type~1 format. + * + */ +#define FT_TYPE1_TABLES_H + + + /************************************************************************** + * + * @macro: + * FT_TRUETYPE_IDS_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * enumeration values which identify name strings, languages, encodings, + * etc. This file really contains a _large_ set of constant macro + * definitions, taken from the TrueType and OpenType specifications. + * + */ +#define FT_TRUETYPE_IDS_H + + + /************************************************************************** + * + * @macro: + * FT_TRUETYPE_TABLES_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * types and API specific to the TrueType (as well as OpenType) format. + * + */ +#define FT_TRUETYPE_TABLES_H + + + /************************************************************************** + * + * @macro: + * FT_TRUETYPE_TAGS_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * definitions of TrueType four-byte 'tags' which identify blocks in + * SFNT-based font formats (i.e., TrueType and OpenType). + * + */ +#define FT_TRUETYPE_TAGS_H + + + /************************************************************************** + * + * @macro: + * FT_BDF_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * definitions of an API which accesses BDF-specific strings from a face. + * + */ +#define FT_BDF_H + + + /************************************************************************** + * + * @macro: + * FT_CID_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * definitions of an API which access CID font information from a face. + * + */ +#define FT_CID_H + + + /************************************************************************** + * + * @macro: + * FT_GZIP_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * definitions of an API which supports gzip-compressed files. + * + */ +#define FT_GZIP_H + + + /************************************************************************** + * + * @macro: + * FT_LZW_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * definitions of an API which supports LZW-compressed files. + * + */ +#define FT_LZW_H + + + /************************************************************************** + * + * @macro: + * FT_BZIP2_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * definitions of an API which supports bzip2-compressed files. + * + */ +#define FT_BZIP2_H + + + /************************************************************************** + * + * @macro: + * FT_WINFONTS_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * definitions of an API which supports Windows FNT files. + * + */ +#define FT_WINFONTS_H + + + /************************************************************************** + * + * @macro: + * FT_GLYPH_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * API of the optional glyph management component. + * + */ +#define FT_GLYPH_H + + + /************************************************************************** + * + * @macro: + * FT_BITMAP_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * API of the optional bitmap conversion component. + * + */ +#define FT_BITMAP_H + + + /************************************************************************** + * + * @macro: + * FT_BBOX_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * API of the optional exact bounding box computation routines. + * + */ +#define FT_BBOX_H + + + /************************************************************************** + * + * @macro: + * FT_CACHE_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * API of the optional FreeType~2 cache sub-system. + * + */ +#define FT_CACHE_H + + + /************************************************************************** + * + * @macro: + * FT_MAC_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * Macintosh-specific FreeType~2 API. The latter is used to access fonts + * embedded in resource forks. + * + * This header file must be explicitly included by client applications + * compiled on the Mac (note that the base API still works though). + * + */ +#define FT_MAC_H + + + /************************************************************************** + * + * @macro: + * FT_MULTIPLE_MASTERS_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * optional multiple-masters management API of FreeType~2. + * + */ +#define FT_MULTIPLE_MASTERS_H + + + /************************************************************************** + * + * @macro: + * FT_SFNT_NAMES_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * optional FreeType~2 API which accesses embedded 'name' strings in + * SFNT-based font formats (i.e., TrueType and OpenType). + * + */ +#define FT_SFNT_NAMES_H + + + /************************************************************************** + * + * @macro: + * FT_OPENTYPE_VALIDATE_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * optional FreeType~2 API which validates OpenType tables ('BASE', + * 'GDEF', 'GPOS', 'GSUB', 'JSTF'). + * + */ +#define FT_OPENTYPE_VALIDATE_H + + + /************************************************************************** + * + * @macro: + * FT_GX_VALIDATE_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * optional FreeType~2 API which validates TrueTypeGX/AAT tables ('feat', + * 'mort', 'morx', 'bsln', 'just', 'kern', 'opbd', 'trak', 'prop'). + * + */ +#define FT_GX_VALIDATE_H + + + /************************************************************************** + * + * @macro: + * FT_PFR_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which accesses PFR-specific data. + * + */ +#define FT_PFR_H + + + /************************************************************************** + * + * @macro: + * FT_STROKER_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which provides functions to stroke outline paths. + */ +#define FT_STROKER_H + + + /************************************************************************** + * + * @macro: + * FT_SYNTHESIS_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which performs artificial obliquing and emboldening. + */ +#define FT_SYNTHESIS_H + + + /************************************************************************** + * + * @macro: + * FT_FONT_FORMATS_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which provides functions specific to font formats. + */ +#define FT_FONT_FORMATS_H + + /* deprecated */ +#define FT_XFREE86_H FT_FONT_FORMATS_H + + + /************************************************************************** + * + * @macro: + * FT_TRIGONOMETRY_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which performs trigonometric computations (e.g., + * cosines and arc tangents). + */ +#define FT_TRIGONOMETRY_H + + + /************************************************************************** + * + * @macro: + * FT_LCD_FILTER_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which performs color filtering for subpixel rendering. + */ +#define FT_LCD_FILTER_H + + + /************************************************************************** + * + * @macro: + * FT_INCREMENTAL_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which performs incremental glyph loading. + */ +#define FT_INCREMENTAL_H + + + /************************************************************************** + * + * @macro: + * FT_GASP_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which returns entries from the TrueType GASP table. + */ +#define FT_GASP_H + + + /************************************************************************** + * + * @macro: + * FT_ADVANCES_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which returns individual and ranged glyph advances. + */ +#define FT_ADVANCES_H + + + /************************************************************************** + * + * @macro: + * FT_COLOR_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which handles the OpenType 'CPAL' table. + */ +#define FT_COLOR_H + + + /************************************************************************** + * + * @macro: + * FT_OTSVG_H + * + * @description: + * A macro used in `#include` statements to name the file containing the + * FreeType~2 API which handles the OpenType 'SVG~' glyphs. + */ +#define FT_OTSVG_H + + + /* */ + + /* These header files don't need to be included by the user. */ +#define FT_ERROR_DEFINITIONS_H +#define FT_PARAMETER_TAGS_H + + /* Deprecated macros. */ +#define FT_UNPATENTED_HINTING_H +#define FT_TRUETYPE_UNPATENTED_H + + /* `FT_CACHE_H` is the only header file needed for the cache subsystem. */ +#define FT_CACHE_IMAGE_H FT_CACHE_H +#define FT_CACHE_SMALL_BITMAPS_H FT_CACHE_H +#define FT_CACHE_CHARMAP_H FT_CACHE_H + + /* The internals of the cache sub-system are no longer exposed. We */ + /* default to `FT_CACHE_H` at the moment just in case, but we know */ + /* of no rogue client that uses them. */ + /* */ +#define FT_CACHE_MANAGER_H FT_CACHE_H +#define FT_CACHE_INTERNAL_MRU_H FT_CACHE_H +#define FT_CACHE_INTERNAL_MANAGER_H FT_CACHE_H +#define FT_CACHE_INTERNAL_CACHE_H FT_CACHE_H +#define FT_CACHE_INTERNAL_GLYPH_H FT_CACHE_H +#define FT_CACHE_INTERNAL_IMAGE_H FT_CACHE_H +#define FT_CACHE_INTERNAL_SBITS_H FT_CACHE_H + +/* TODO(david): Move this section below to a different header */ +#ifdef FT2_BUILD_LIBRARY +#if defined( _MSC_VER ) /* Visual C++ (and Intel C++) */ + + /* We disable the warning `conditional expression is constant' here */ + /* in order to compile cleanly with the maximum level of warnings. */ + /* In particular, the warning complains about stuff like `while(0)' */ + /* which is very useful in macro definitions. There is no benefit */ + /* in having it enabled. */ +#pragma warning( disable : 4127 ) + +#endif /* _MSC_VER */ +#endif /* FT2_BUILD_LIBRARY */ + +#endif /* FTHEADER_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftmodule.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftmodule.h new file mode 100644 index 0000000..b315bab --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftmodule.h @@ -0,0 +1,33 @@ +/* + * This file registers the FreeType modules compiled into the library. + * + * If you use GNU make, this file IS NOT USED! Instead, it is created in + * the objects directory (normally `/objs/`) based on information + * from `/modules.cfg`. + * + * Please read `docs/INSTALL.ANY` and `docs/CUSTOMIZE` how to compile + * FreeType without GNU make. + * + */ + +FT_USE_MODULE( FT_Module_Class, autofit_module_class ) +FT_USE_MODULE( FT_Driver_ClassRec, tt_driver_class ) +FT_USE_MODULE( FT_Driver_ClassRec, t1_driver_class ) +FT_USE_MODULE( FT_Driver_ClassRec, cff_driver_class ) +FT_USE_MODULE( FT_Driver_ClassRec, t1cid_driver_class ) +FT_USE_MODULE( FT_Driver_ClassRec, pfr_driver_class ) +FT_USE_MODULE( FT_Driver_ClassRec, t42_driver_class ) +FT_USE_MODULE( FT_Driver_ClassRec, winfnt_driver_class ) +FT_USE_MODULE( FT_Driver_ClassRec, pcf_driver_class ) +FT_USE_MODULE( FT_Driver_ClassRec, bdf_driver_class ) +FT_USE_MODULE( FT_Module_Class, psaux_module_class ) +FT_USE_MODULE( FT_Module_Class, psnames_module_class ) +FT_USE_MODULE( FT_Module_Class, pshinter_module_class ) +FT_USE_MODULE( FT_Module_Class, sfnt_module_class ) +FT_USE_MODULE( FT_Renderer_Class, ft_smooth_renderer_class ) +FT_USE_MODULE( FT_Renderer_Class, ft_raster1_renderer_class ) +FT_USE_MODULE( FT_Renderer_Class, ft_sdf_renderer_class ) +FT_USE_MODULE( FT_Renderer_Class, ft_bitmap_sdf_renderer_class ) +FT_USE_MODULE( FT_Renderer_Class, ft_svg_renderer_class ) + +/* EOF */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftoption.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftoption.h new file mode 100644 index 0000000..c5bde24 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftoption.h @@ -0,0 +1,1029 @@ +/**************************************************************************** + * + * ftoption.h + * + * User-selectable configuration macros (specification only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTOPTION_H_ +#define FTOPTION_H_ + + +#include + + +FT_BEGIN_HEADER + + /************************************************************************** + * + * USER-SELECTABLE CONFIGURATION MACROS + * + * This file contains the default configuration macro definitions for a + * standard build of the FreeType library. There are three ways to use + * this file to build project-specific versions of the library: + * + * - You can modify this file by hand, but this is not recommended in + * cases where you would like to build several versions of the library + * from a single source directory. + * + * - You can put a copy of this file in your build directory, more + * precisely in `$BUILD/freetype/config/ftoption.h`, where `$BUILD` is + * the name of a directory that is included _before_ the FreeType include + * path during compilation. + * + * The default FreeType Makefiles use the build directory + * `builds/` by default, but you can easily change that for your + * own projects. + * + * - Copy the file to `$BUILD/ft2build.h` and modify it + * slightly to pre-define the macro `FT_CONFIG_OPTIONS_H` used to locate + * this file during the build. For example, + * + * ``` + * #define FT_CONFIG_OPTIONS_H + * #include + * ``` + * + * will use `$BUILD/myftoptions.h` instead of this file for macro + * definitions. + * + * Note also that you can similarly pre-define the macro + * `FT_CONFIG_MODULES_H` used to locate the file listing of the modules + * that are statically linked to the library at compile time. By + * default, this file is ``. + * + * We highly recommend using the third method whenever possible. + * + */ + + + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** G E N E R A L F R E E T Y P E 2 C O N F I G U R A T I O N ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + + + /*#************************************************************************ + * + * If you enable this configuration option, FreeType recognizes an + * environment variable called `FREETYPE_PROPERTIES`, which can be used to + * control the various font drivers and modules. The controllable + * properties are listed in the section @properties. + * + * You have to undefine this configuration option on platforms that lack + * the concept of environment variables (and thus don't have the `getenv` + * function), for example Windows CE. + * + * `FREETYPE_PROPERTIES` has the following syntax form (broken here into + * multiple lines for better readability). + * + * ``` + * + * ':' + * '=' + * + * ':' + * '=' + * ... + * ``` + * + * Example: + * + * ``` + * FREETYPE_PROPERTIES=truetype:interpreter-version=35 \ + * cff:no-stem-darkening=1 + * ``` + * + */ +#define FT_CONFIG_OPTION_ENVIRONMENT_PROPERTIES + + + /************************************************************************** + * + * Uncomment the line below if you want to activate LCD rendering + * technology similar to ClearType in this build of the library. This + * technology triples the resolution in the direction color subpixels. To + * mitigate color fringes inherent to this technology, you also need to + * explicitly set up LCD filtering. + * + * When this macro is not defined, FreeType offers alternative LCD + * rendering technology that produces excellent output. + */ +/* #define FT_CONFIG_OPTION_SUBPIXEL_RENDERING */ + + + /************************************************************************** + * + * Many compilers provide a non-ANSI 64-bit data type that can be used by + * FreeType to speed up some computations. However, this will create some + * problems when compiling the library in strict ANSI mode. + * + * For this reason, the use of 64-bit integers is normally disabled when + * the `__STDC__` macro is defined. You can however disable this by + * defining the macro `FT_CONFIG_OPTION_FORCE_INT64` here. + * + * For most compilers, this will only create compilation warnings when + * building the library. + * + * ObNote: The compiler-specific 64-bit integers are detected in the + * file `ftconfig.h` either statically or through the `configure` + * script on supported platforms. + */ +#undef FT_CONFIG_OPTION_FORCE_INT64 + + + /************************************************************************** + * + * If this macro is defined, do not try to use an assembler version of + * performance-critical functions (e.g., @FT_MulFix). You should only do + * that to verify that the assembler function works properly, or to execute + * benchmark tests of the various implementations. + */ +/* #define FT_CONFIG_OPTION_NO_ASSEMBLER */ + + + /************************************************************************** + * + * If this macro is defined, try to use an inlined assembler version of the + * @FT_MulFix function, which is a 'hotspot' when loading and hinting + * glyphs, and which should be executed as fast as possible. + * + * Note that if your compiler or CPU is not supported, this will default to + * the standard and portable implementation found in `ftcalc.c`. + */ +#define FT_CONFIG_OPTION_INLINE_MULFIX + + + /************************************************************************** + * + * LZW-compressed file support. + * + * FreeType now handles font files that have been compressed with the + * `compress` program. This is mostly used to parse many of the PCF + * files that come with various X11 distributions. The implementation + * uses NetBSD's `zopen` to partially uncompress the file on the fly (see + * `src/lzw/ftgzip.c`). + * + * Define this macro if you want to enable this 'feature'. + */ +#define FT_CONFIG_OPTION_USE_LZW + + + /************************************************************************** + * + * Gzip-compressed file support. + * + * FreeType now handles font files that have been compressed with the + * `gzip` program. This is mostly used to parse many of the PCF files + * that come with XFree86. The implementation uses 'zlib' to partially + * uncompress the file on the fly (see `src/gzip/ftgzip.c`). + * + * Define this macro if you want to enable this 'feature'. See also the + * macro `FT_CONFIG_OPTION_SYSTEM_ZLIB` below. + */ +#define FT_CONFIG_OPTION_USE_ZLIB + + + /************************************************************************** + * + * ZLib library selection + * + * This macro is only used when `FT_CONFIG_OPTION_USE_ZLIB` is defined. + * It allows FreeType's 'ftgzip' component to link to the system's + * installation of the ZLib library. This is useful on systems like + * Unix or VMS where it generally is already available. + * + * If you let it undefined, the component will use its own copy of the + * zlib sources instead. These have been modified to be included + * directly within the component and **not** export external function + * names. This allows you to link any program with FreeType _and_ ZLib + * without linking conflicts. + * + * Do not `#undef` this macro here since the build system might define + * it for certain configurations only. + * + * If you use a build system like cmake or the `configure` script, + * options set by those programs have precedence, overwriting the value + * here with the configured one. + * + * If you use the GNU make build system directly (that is, without the + * `configure` script) and you define this macro, you also have to pass + * `SYSTEM_ZLIB=yes` as an argument to make. + */ +/* #define FT_CONFIG_OPTION_SYSTEM_ZLIB */ + + + /************************************************************************** + * + * Bzip2-compressed file support. + * + * FreeType now handles font files that have been compressed with the + * `bzip2` program. This is mostly used to parse many of the PCF files + * that come with XFree86. The implementation uses `libbz2` to partially + * uncompress the file on the fly (see `src/bzip2/ftbzip2.c`). Contrary + * to gzip, bzip2 currently is not included and need to use the system + * available bzip2 implementation. + * + * Define this macro if you want to enable this 'feature'. + * + * If you use a build system like cmake or the `configure` script, + * options set by those programs have precedence, overwriting the value + * here with the configured one. + */ +/* #define FT_CONFIG_OPTION_USE_BZIP2 */ + + + /************************************************************************** + * + * Define to disable the use of file stream functions and types, `FILE`, + * `fopen`, etc. Enables the use of smaller system libraries on embedded + * systems that have multiple system libraries, some with or without file + * stream support, in the cases where file stream support is not necessary + * such as memory loading of font files. + */ +/* #define FT_CONFIG_OPTION_DISABLE_STREAM_SUPPORT */ + + + /************************************************************************** + * + * PNG bitmap support. + * + * FreeType now handles loading color bitmap glyphs in the PNG format. + * This requires help from the external libpng library. Uncompressed + * color bitmaps do not need any external libraries and will be supported + * regardless of this configuration. + * + * Define this macro if you want to enable this 'feature'. + * + * If you use a build system like cmake or the `configure` script, + * options set by those programs have precedence, overwriting the value + * here with the configured one. + */ +/* #define FT_CONFIG_OPTION_USE_PNG */ + + + /************************************************************************** + * + * HarfBuzz support. + * + * FreeType uses the HarfBuzz library to improve auto-hinting of OpenType + * fonts. If available, many glyphs not directly addressable by a font's + * character map will be hinted also. + * + * Define this macro if you want to enable this 'feature'. + * + * If you use a build system like cmake or the `configure` script, + * options set by those programs have precedence, overwriting the value + * here with the configured one. + */ +/* #define FT_CONFIG_OPTION_USE_HARFBUZZ */ + + + /************************************************************************** + * + * Brotli support. + * + * FreeType uses the Brotli library to provide support for decompressing + * WOFF2 streams. + * + * Define this macro if you want to enable this 'feature'. + * + * If you use a build system like cmake or the `configure` script, + * options set by those programs have precedence, overwriting the value + * here with the configured one. + */ +/* #define FT_CONFIG_OPTION_USE_BROTLI */ + + + /************************************************************************** + * + * Glyph Postscript Names handling + * + * By default, FreeType 2 is compiled with the 'psnames' module. This + * module is in charge of converting a glyph name string into a Unicode + * value, or return a Macintosh standard glyph name for the use with the + * TrueType 'post' table. + * + * Undefine this macro if you do not want 'psnames' compiled in your + * build of FreeType. This has the following effects: + * + * - The TrueType driver will provide its own set of glyph names, if you + * build it to support postscript names in the TrueType 'post' table, + * but will not synthesize a missing Unicode charmap. + * + * - The Type~1 driver will not be able to synthesize a Unicode charmap + * out of the glyphs found in the fonts. + * + * You would normally undefine this configuration macro when building a + * version of FreeType that doesn't contain a Type~1 or CFF driver. + */ +#define FT_CONFIG_OPTION_POSTSCRIPT_NAMES + + + /************************************************************************** + * + * Postscript Names to Unicode Values support + * + * By default, FreeType~2 is built with the 'psnames' module compiled in. + * Among other things, the module is used to convert a glyph name into a + * Unicode value. This is especially useful in order to synthesize on + * the fly a Unicode charmap from the CFF/Type~1 driver through a big + * table named the 'Adobe Glyph List' (AGL). + * + * Undefine this macro if you do not want the Adobe Glyph List compiled + * in your 'psnames' module. The Type~1 driver will not be able to + * synthesize a Unicode charmap out of the glyphs found in the fonts. + */ +#define FT_CONFIG_OPTION_ADOBE_GLYPH_LIST + + + /************************************************************************** + * + * Support for Mac fonts + * + * Define this macro if you want support for outline fonts in Mac format + * (mac dfont, mac resource, macbinary containing a mac resource) on + * non-Mac platforms. + * + * Note that the 'FOND' resource isn't checked. + */ +#define FT_CONFIG_OPTION_MAC_FONTS + + + /************************************************************************** + * + * Guessing methods to access embedded resource forks + * + * Enable extra Mac fonts support on non-Mac platforms (e.g., GNU/Linux). + * + * Resource forks which include fonts data are stored sometimes in + * locations which users or developers don't expected. In some cases, + * resource forks start with some offset from the head of a file. In + * other cases, the actual resource fork is stored in file different from + * what the user specifies. If this option is activated, FreeType tries + * to guess whether such offsets or different file names must be used. + * + * Note that normal, direct access of resource forks is controlled via + * the `FT_CONFIG_OPTION_MAC_FONTS` option. + */ +#ifdef FT_CONFIG_OPTION_MAC_FONTS +#define FT_CONFIG_OPTION_GUESSING_EMBEDDED_RFORK +#endif + + + /************************************************************************** + * + * Allow the use of `FT_Incremental_Interface` to load typefaces that + * contain no glyph data, but supply it via a callback function. This is + * required by clients supporting document formats which supply font data + * incrementally as the document is parsed, such as the Ghostscript + * interpreter for the PostScript language. + */ +#define FT_CONFIG_OPTION_INCREMENTAL + + + /************************************************************************** + * + * The size in bytes of the render pool used by the scan-line converter to + * do all of its work. + */ +#define FT_RENDER_POOL_SIZE 16384L + + + /************************************************************************** + * + * FT_MAX_MODULES + * + * The maximum number of modules that can be registered in a single + * FreeType library object. 32~is the default. + */ +#define FT_MAX_MODULES 32 + + + /************************************************************************** + * + * Debug level + * + * FreeType can be compiled in debug or trace mode. In debug mode, + * errors are reported through the 'ftdebug' component. In trace mode, + * additional messages are sent to the standard output during execution. + * + * Define `FT_DEBUG_LEVEL_ERROR` to build the library in debug mode. + * Define `FT_DEBUG_LEVEL_TRACE` to build it in trace mode. + * + * Don't define any of these macros to compile in 'release' mode! + * + * Do not `#undef` these macros here since the build system might define + * them for certain configurations only. + */ +/* #define FT_DEBUG_LEVEL_ERROR */ +/* #define FT_DEBUG_LEVEL_TRACE */ + + + /************************************************************************** + * + * Logging + * + * Compiling FreeType in debug or trace mode makes FreeType write error + * and trace log messages to `stderr`. Enabling this macro + * automatically forces the `FT_DEBUG_LEVEL_ERROR` and + * `FT_DEBUG_LEVEL_TRACE` macros and allows FreeType to write error and + * trace log messages to a file instead of `stderr`. For writing logs + * to a file, FreeType uses an the external `dlg` library (the source + * code is in `src/dlg`). + * + * This option needs a C99 compiler. + */ +/* #define FT_DEBUG_LOGGING */ + + + /************************************************************************** + * + * Autofitter debugging + * + * If `FT_DEBUG_AUTOFIT` is defined, FreeType provides some means to + * control the autofitter behaviour for debugging purposes with global + * boolean variables (consequently, you should **never** enable this + * while compiling in 'release' mode): + * + * ``` + * _af_debug_disable_horz_hints + * _af_debug_disable_vert_hints + * _af_debug_disable_blue_hints + * ``` + * + * Additionally, the following functions provide dumps of various + * internal autofit structures to stdout (using `printf`): + * + * ``` + * af_glyph_hints_dump_points + * af_glyph_hints_dump_segments + * af_glyph_hints_dump_edges + * af_glyph_hints_get_num_segments + * af_glyph_hints_get_segment_offset + * ``` + * + * As an argument, they use another global variable: + * + * ``` + * _af_debug_hints + * ``` + * + * Please have a look at the `ftgrid` demo program to see how those + * variables and macros should be used. + * + * Do not `#undef` these macros here since the build system might define + * them for certain configurations only. + */ +/* #define FT_DEBUG_AUTOFIT */ + + + /************************************************************************** + * + * Memory Debugging + * + * FreeType now comes with an integrated memory debugger that is capable + * of detecting simple errors like memory leaks or double deletes. To + * compile it within your build of the library, you should define + * `FT_DEBUG_MEMORY` here. + * + * Note that the memory debugger is only activated at runtime when when + * the _environment_ variable `FT2_DEBUG_MEMORY` is defined also! + * + * Do not `#undef` this macro here since the build system might define it + * for certain configurations only. + */ +/* #define FT_DEBUG_MEMORY */ + + + /************************************************************************** + * + * Module errors + * + * If this macro is set (which is _not_ the default), the higher byte of + * an error code gives the module in which the error has occurred, while + * the lower byte is the real error code. + * + * Setting this macro makes sense for debugging purposes only, since it + * would break source compatibility of certain programs that use + * FreeType~2. + * + * More details can be found in the files `ftmoderr.h` and `fterrors.h`. + */ +#undef FT_CONFIG_OPTION_USE_MODULE_ERRORS + + + /************************************************************************** + * + * OpenType SVG Glyph Support + * + * Setting this macro enables support for OpenType SVG glyphs. By + * default, FreeType can only fetch SVG documents. However, it can also + * render them if external rendering hook functions are plugged in at + * runtime. + * + * More details on the hooks can be found in file `otsvg.h`. + */ +#define FT_CONFIG_OPTION_SVG + + + /************************************************************************** + * + * Error Strings + * + * If this macro is set, `FT_Error_String` will return meaningful + * descriptions. This is not enabled by default to reduce the overall + * size of FreeType. + * + * More details can be found in the file `fterrors.h`. + */ +/* #define FT_CONFIG_OPTION_ERROR_STRINGS */ + + + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** S F N T D R I V E R C O N F I G U R A T I O N ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * Define `TT_CONFIG_OPTION_EMBEDDED_BITMAPS` if you want to support + * embedded bitmaps in all formats using the 'sfnt' module (namely + * TrueType~& OpenType). + */ +#define TT_CONFIG_OPTION_EMBEDDED_BITMAPS + + + /************************************************************************** + * + * Define `TT_CONFIG_OPTION_COLOR_LAYERS` if you want to support colored + * outlines (from the 'COLR'/'CPAL' tables) in all formats using the 'sfnt' + * module (namely TrueType~& OpenType). + */ +#define TT_CONFIG_OPTION_COLOR_LAYERS + + + /************************************************************************** + * + * Define `TT_CONFIG_OPTION_POSTSCRIPT_NAMES` if you want to be able to + * load and enumerate the glyph Postscript names in a TrueType or OpenType + * file. + * + * Note that when you do not compile the 'psnames' module by undefining the + * above `FT_CONFIG_OPTION_POSTSCRIPT_NAMES`, the 'sfnt' module will + * contain additional code used to read the PS Names table from a font. + * + * (By default, the module uses 'psnames' to extract glyph names.) + */ +#define TT_CONFIG_OPTION_POSTSCRIPT_NAMES + + + /************************************************************************** + * + * Define `TT_CONFIG_OPTION_SFNT_NAMES` if your applications need to access + * the internal name table in a SFNT-based format like TrueType or + * OpenType. The name table contains various strings used to describe the + * font, like family name, copyright, version, etc. It does not contain + * any glyph name though. + * + * Accessing SFNT names is done through the functions declared in + * `ftsnames.h`. + */ +#define TT_CONFIG_OPTION_SFNT_NAMES + + + /************************************************************************** + * + * TrueType CMap support + * + * Here you can fine-tune which TrueType CMap table format shall be + * supported. + */ +#define TT_CONFIG_CMAP_FORMAT_0 +#define TT_CONFIG_CMAP_FORMAT_2 +#define TT_CONFIG_CMAP_FORMAT_4 +#define TT_CONFIG_CMAP_FORMAT_6 +#define TT_CONFIG_CMAP_FORMAT_8 +#define TT_CONFIG_CMAP_FORMAT_10 +#define TT_CONFIG_CMAP_FORMAT_12 +#define TT_CONFIG_CMAP_FORMAT_13 +#define TT_CONFIG_CMAP_FORMAT_14 + + + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** T R U E T Y P E D R I V E R C O N F I G U R A T I O N ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + + /************************************************************************** + * + * Define `TT_CONFIG_OPTION_BYTECODE_INTERPRETER` if you want to compile a + * bytecode interpreter in the TrueType driver. + * + * By undefining this, you will only compile the code necessary to load + * TrueType glyphs without hinting. + * + * Do not `#undef` this macro here, since the build system might define it + * for certain configurations only. + */ +#define TT_CONFIG_OPTION_BYTECODE_INTERPRETER + + + /************************************************************************** + * + * Define `TT_CONFIG_OPTION_SUBPIXEL_HINTING` if you want to compile + * subpixel hinting support into the TrueType driver. This modifies the + * TrueType hinting mechanism when anything but `FT_RENDER_MODE_MONO` is + * requested. + * + * In particular, it modifies the bytecode interpreter to interpret (or + * not) instructions in a certain way so that all TrueType fonts look like + * they do in a Windows ClearType (DirectWrite) environment. See [1] for a + * technical overview on what this means. See `ttinterp.h` for more + * details on the LEAN option. + * + * There are three possible values. + * + * Value 1: + * This value is associated with the 'Infinality' moniker, contributed by + * an individual nicknamed Infinality with the goal of making TrueType + * fonts render better than on Windows. A high amount of configurability + * and flexibility, down to rules for single glyphs in fonts, but also + * very slow. Its experimental and slow nature and the original + * developer losing interest meant that this option was never enabled in + * default builds. + * + * The corresponding interpreter version is v38. + * + * Value 2: + * The new default mode for the TrueType driver. The Infinality code + * base was stripped to the bare minimum and all configurability removed + * in the name of speed and simplicity. The configurability was mainly + * aimed at legacy fonts like 'Arial', 'Times New Roman', or 'Courier'. + * Legacy fonts are fonts that modify vertical stems to achieve clean + * black-and-white bitmaps. The new mode focuses on applying a minimal + * set of rules to all fonts indiscriminately so that modern and web + * fonts render well while legacy fonts render okay. + * + * The corresponding interpreter version is v40. + * + * Value 3: + * Compile both, making both v38 and v40 available (the latter is the + * default). + * + * By undefining these, you get rendering behavior like on Windows without + * ClearType, i.e., Windows XP without ClearType enabled and Win9x + * (interpreter version v35). Or not, depending on how much hinting blood + * and testing tears the font designer put into a given font. If you + * define one or both subpixel hinting options, you can switch between + * between v35 and the ones you define (using `FT_Property_Set`). + * + * This option requires `TT_CONFIG_OPTION_BYTECODE_INTERPRETER` to be + * defined. + * + * [1] + * https://www.microsoft.com/typography/cleartype/truetypecleartype.aspx + */ +/* #define TT_CONFIG_OPTION_SUBPIXEL_HINTING 1 */ +#define TT_CONFIG_OPTION_SUBPIXEL_HINTING 2 +/* #define TT_CONFIG_OPTION_SUBPIXEL_HINTING ( 1 | 2 ) */ + + + /************************************************************************** + * + * Define `TT_CONFIG_OPTION_COMPONENT_OFFSET_SCALED` to compile the + * TrueType glyph loader to use Apple's definition of how to handle + * component offsets in composite glyphs. + * + * Apple and MS disagree on the default behavior of component offsets in + * composites. Apple says that they should be scaled by the scaling + * factors in the transformation matrix (roughly, it's more complex) while + * MS says they should not. OpenType defines two bits in the composite + * flags array which can be used to disambiguate, but old fonts will not + * have them. + * + * https://www.microsoft.com/typography/otspec/glyf.htm + * https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6glyf.html + */ +#undef TT_CONFIG_OPTION_COMPONENT_OFFSET_SCALED + + + /************************************************************************** + * + * Define `TT_CONFIG_OPTION_GX_VAR_SUPPORT` if you want to include support + * for Apple's distortable font technology ('fvar', 'gvar', 'cvar', and + * 'avar' tables). Tagged 'Font Variations', this is now part of OpenType + * also. This has many similarities to Type~1 Multiple Masters support. + */ +#define TT_CONFIG_OPTION_GX_VAR_SUPPORT + + + /************************************************************************** + * + * Define `TT_CONFIG_OPTION_BDF` if you want to include support for an + * embedded 'BDF~' table within SFNT-based bitmap formats. + */ +#define TT_CONFIG_OPTION_BDF + + + /************************************************************************** + * + * Option `TT_CONFIG_OPTION_MAX_RUNNABLE_OPCODES` controls the maximum + * number of bytecode instructions executed for a single run of the + * bytecode interpreter, needed to prevent infinite loops. You don't want + * to change this except for very special situations (e.g., making a + * library fuzzer spend less time to handle broken fonts). + * + * It is not expected that this value is ever modified by a configuring + * script; instead, it gets surrounded with `#ifndef ... #endif` so that + * the value can be set as a preprocessor option on the compiler's command + * line. + */ +#ifndef TT_CONFIG_OPTION_MAX_RUNNABLE_OPCODES +#define TT_CONFIG_OPTION_MAX_RUNNABLE_OPCODES 1000000L +#endif + + + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** T Y P E 1 D R I V E R C O N F I G U R A T I O N ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * `T1_MAX_DICT_DEPTH` is the maximum depth of nest dictionaries and arrays + * in the Type~1 stream (see `t1load.c`). A minimum of~4 is required. + */ +#define T1_MAX_DICT_DEPTH 5 + + + /************************************************************************** + * + * `T1_MAX_SUBRS_CALLS` details the maximum number of nested sub-routine + * calls during glyph loading. + */ +#define T1_MAX_SUBRS_CALLS 16 + + + /************************************************************************** + * + * `T1_MAX_CHARSTRING_OPERANDS` is the charstring stack's capacity. A + * minimum of~16 is required. + * + * The Chinese font 'MingTiEG-Medium' (covering the CNS 11643 character + * set) needs 256. + */ +#define T1_MAX_CHARSTRINGS_OPERANDS 256 + + + /************************************************************************** + * + * Define this configuration macro if you want to prevent the compilation + * of the 't1afm' module, which is in charge of reading Type~1 AFM files + * into an existing face. Note that if set, the Type~1 driver will be + * unable to produce kerning distances. + */ +#undef T1_CONFIG_OPTION_NO_AFM + + + /************************************************************************** + * + * Define this configuration macro if you want to prevent the compilation + * of the Multiple Masters font support in the Type~1 driver. + */ +#undef T1_CONFIG_OPTION_NO_MM_SUPPORT + + + /************************************************************************** + * + * `T1_CONFIG_OPTION_OLD_ENGINE` controls whether the pre-Adobe Type~1 + * engine gets compiled into FreeType. If defined, it is possible to + * switch between the two engines using the `hinting-engine` property of + * the 'type1' driver module. + */ +/* #define T1_CONFIG_OPTION_OLD_ENGINE */ + + + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** C F F D R I V E R C O N F I G U R A T I O N ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * Using `CFF_CONFIG_OPTION_DARKENING_PARAMETER_{X,Y}{1,2,3,4}` it is + * possible to set up the default values of the four control points that + * define the stem darkening behaviour of the (new) CFF engine. For more + * details please read the documentation of the `darkening-parameters` + * property (file `ftdriver.h`), which allows the control at run-time. + * + * Do **not** undefine these macros! + */ +#define CFF_CONFIG_OPTION_DARKENING_PARAMETER_X1 500 +#define CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y1 400 + +#define CFF_CONFIG_OPTION_DARKENING_PARAMETER_X2 1000 +#define CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y2 275 + +#define CFF_CONFIG_OPTION_DARKENING_PARAMETER_X3 1667 +#define CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y3 275 + +#define CFF_CONFIG_OPTION_DARKENING_PARAMETER_X4 2333 +#define CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y4 0 + + + /************************************************************************** + * + * `CFF_CONFIG_OPTION_OLD_ENGINE` controls whether the pre-Adobe CFF engine + * gets compiled into FreeType. If defined, it is possible to switch + * between the two engines using the `hinting-engine` property of the 'cff' + * driver module. + */ +/* #define CFF_CONFIG_OPTION_OLD_ENGINE */ + + + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** P C F D R I V E R C O N F I G U R A T I O N ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * There are many PCF fonts just called 'Fixed' which look completely + * different, and which have nothing to do with each other. When selecting + * 'Fixed' in KDE or Gnome one gets results that appear rather random, the + * style changes often if one changes the size and one cannot select some + * fonts at all. This option makes the 'pcf' module prepend the foundry + * name (plus a space) to the family name. + * + * We also check whether we have 'wide' characters; all put together, we + * get family names like 'Sony Fixed' or 'Misc Fixed Wide'. + * + * If this option is activated, it can be controlled with the + * `no-long-family-names` property of the 'pcf' driver module. + */ +/* #define PCF_CONFIG_OPTION_LONG_FAMILY_NAMES */ + + + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** A U T O F I T M O D U L E C O N F I G U R A T I O N ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * Compile 'autofit' module with CJK (Chinese, Japanese, Korean) script + * support. + */ +#define AF_CONFIG_OPTION_CJK + + + /************************************************************************** + * + * Compile 'autofit' module with fallback Indic script support, covering + * some scripts that the 'latin' submodule of the 'autofit' module doesn't + * (yet) handle. Currently, this needs option `AF_CONFIG_OPTION_CJK`. + */ +#ifdef AF_CONFIG_OPTION_CJK +#define AF_CONFIG_OPTION_INDIC +#endif + + + /************************************************************************** + * + * Use TrueType-like size metrics for 'light' auto-hinting. + * + * It is strongly recommended to avoid this option, which exists only to + * help some legacy applications retain its appearance and behaviour with + * respect to auto-hinted TrueType fonts. + * + * The very reason this option exists at all are GNU/Linux distributions + * like Fedora that did not un-patch the following change (which was + * present in FreeType between versions 2.4.6 and 2.7.1, inclusive). + * + * ``` + * 2011-07-16 Steven Chu + * + * [truetype] Fix metrics on size request for scalable fonts. + * ``` + * + * This problematic commit is now reverted (more or less). + */ +/* #define AF_CONFIG_OPTION_TT_SIZE_METRICS */ + + /* */ + + + /* + * This macro is obsolete. Support has been removed in FreeType version + * 2.5. + */ +/* #define FT_CONFIG_OPTION_OLD_INTERNALS */ + + + /* + * The next three macros are defined if native TrueType hinting is + * requested by the definitions above. Don't change this. + */ +#ifdef TT_CONFIG_OPTION_BYTECODE_INTERPRETER +#define TT_USE_BYTECODE_INTERPRETER + +#ifdef TT_CONFIG_OPTION_SUBPIXEL_HINTING +#if TT_CONFIG_OPTION_SUBPIXEL_HINTING & 1 +#define TT_SUPPORT_SUBPIXEL_HINTING_INFINALITY +#endif + +#if TT_CONFIG_OPTION_SUBPIXEL_HINTING & 2 +#define TT_SUPPORT_SUBPIXEL_HINTING_MINIMAL +#endif +#endif +#endif + + + /* + * The TT_SUPPORT_COLRV1 macro is defined to indicate to clients that this + * version of FreeType has support for 'COLR' v1 API. This definition is + * useful to FreeType clients that want to build in support for 'COLR' v1 + * depending on a tip-of-tree checkout before it is officially released in + * FreeType, and while the feature cannot yet be tested against using + * version macros. Don't change this macro. This may be removed once the + * feature is in a FreeType release version and version macros can be used + * to test for availability. + */ +#ifdef TT_CONFIG_OPTION_COLOR_LAYERS +#define TT_SUPPORT_COLRV1 +#endif + + + /* + * Check CFF darkening parameters. The checks are the same as in function + * `cff_property_set` in file `cffdrivr.c`. + */ +#if CFF_CONFIG_OPTION_DARKENING_PARAMETER_X1 < 0 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_X2 < 0 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_X3 < 0 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_X4 < 0 || \ + \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y1 < 0 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y2 < 0 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y3 < 0 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y4 < 0 || \ + \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_X1 > \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_X2 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_X2 > \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_X3 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_X3 > \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_X4 || \ + \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y1 > 500 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y2 > 500 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y3 > 500 || \ + CFF_CONFIG_OPTION_DARKENING_PARAMETER_Y4 > 500 +#error "Invalid CFF darkening parameters!" +#endif + + +FT_END_HEADER + +#endif /* FTOPTION_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftstdlib.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftstdlib.h new file mode 100644 index 0000000..7958c2a --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/ftstdlib.h @@ -0,0 +1,185 @@ +/**************************************************************************** + * + * ftstdlib.h + * + * ANSI-specific library and header configuration file (specification + * only). + * + * Copyright (C) 2002-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * This file is used to group all `#includes` to the ANSI~C library that + * FreeType normally requires. It also defines macros to rename the + * standard functions within the FreeType source code. + * + * Load a file which defines `FTSTDLIB_H_` before this one to override it. + * + */ + + +#ifndef FTSTDLIB_H_ +#define FTSTDLIB_H_ + + +#include + +#define ft_ptrdiff_t ptrdiff_t + + + /************************************************************************** + * + * integer limits + * + * `UINT_MAX` and `ULONG_MAX` are used to automatically compute the size of + * `int` and `long` in bytes at compile-time. So far, this works for all + * platforms the library has been tested on. We also check `ULLONG_MAX` + * to see whether we can use 64-bit `long long` later on. + * + * Note that on the extremely rare platforms that do not provide integer + * types that are _exactly_ 16 and 32~bits wide (e.g., some old Crays where + * `int` is 36~bits), we do not make any guarantee about the correct + * behaviour of FreeType~2 with all fonts. + * + * In these cases, `ftconfig.h` will refuse to compile anyway with a + * message like 'couldn't find 32-bit type' or something similar. + * + */ + + +#include + +#define FT_CHAR_BIT CHAR_BIT +#define FT_USHORT_MAX USHRT_MAX +#define FT_INT_MAX INT_MAX +#define FT_INT_MIN INT_MIN +#define FT_UINT_MAX UINT_MAX +#define FT_LONG_MIN LONG_MIN +#define FT_LONG_MAX LONG_MAX +#define FT_ULONG_MAX ULONG_MAX +#ifdef LLONG_MAX +#define FT_LLONG_MAX LLONG_MAX +#endif +#ifdef LLONG_MIN +#define FT_LLONG_MIN LLONG_MIN +#endif +#ifdef ULLONG_MAX +#define FT_ULLONG_MAX ULLONG_MAX +#endif + + + /************************************************************************** + * + * character and string processing + * + */ + + +#include + +#define ft_memchr memchr +#define ft_memcmp memcmp +#define ft_memcpy memcpy +#define ft_memmove memmove +#define ft_memset memset +#define ft_strcat strcat +#define ft_strcmp strcmp +#define ft_strcpy strcpy +#define ft_strlen strlen +#define ft_strncmp strncmp +#define ft_strncpy strncpy +#define ft_strrchr strrchr +#define ft_strstr strstr + + + /************************************************************************** + * + * file handling + * + */ + + +#include + +#define FT_FILE FILE +#define ft_fclose fclose +#define ft_fopen fopen +#define ft_fread fread +#define ft_fseek fseek +#define ft_ftell ftell +#define ft_sprintf sprintf + + + /************************************************************************** + * + * sorting + * + */ + + +#include + +#define ft_qsort qsort + + + /************************************************************************** + * + * memory allocation + * + */ + + +#define ft_scalloc calloc +#define ft_sfree free +#define ft_smalloc malloc +#define ft_srealloc realloc + + + /************************************************************************** + * + * miscellaneous + * + */ + + +#define ft_strtol strtol +#define ft_getenv getenv + + + /************************************************************************** + * + * execution control + * + */ + + +#include + +#define ft_jmp_buf jmp_buf /* note: this cannot be a typedef since */ + /* `jmp_buf` is defined as a macro */ + /* on certain platforms */ + +#define ft_longjmp longjmp +#define ft_setjmp( b ) setjmp( *(ft_jmp_buf*) &(b) ) /* same thing here */ + + + /* The following is only used for debugging purposes, i.e., if */ + /* `FT_DEBUG_LEVEL_ERROR` or `FT_DEBUG_LEVEL_TRACE` are defined. */ + +#include + + +#endif /* FTSTDLIB_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/integer-types.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/integer-types.h new file mode 100644 index 0000000..d9d2638 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/integer-types.h @@ -0,0 +1,250 @@ +/**************************************************************************** + * + * config/integer-types.h + * + * FreeType integer types definitions. + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ +#ifndef FREETYPE_CONFIG_INTEGER_TYPES_H_ +#define FREETYPE_CONFIG_INTEGER_TYPES_H_ + + /* There are systems (like the Texas Instruments 'C54x) where a `char` */ + /* has 16~bits. ANSI~C says that `sizeof(char)` is always~1. Since an */ + /* `int` has 16~bits also for this system, `sizeof(int)` gives~1 which */ + /* is probably unexpected. */ + /* */ + /* `CHAR_BIT` (defined in `limits.h`) gives the number of bits in a */ + /* `char` type. */ + +#ifndef FT_CHAR_BIT +#define FT_CHAR_BIT CHAR_BIT +#endif + +#ifndef FT_SIZEOF_INT + + /* The size of an `int` type. */ +#if FT_UINT_MAX == 0xFFFFUL +#define FT_SIZEOF_INT ( 16 / FT_CHAR_BIT ) +#elif FT_UINT_MAX == 0xFFFFFFFFUL +#define FT_SIZEOF_INT ( 32 / FT_CHAR_BIT ) +#elif FT_UINT_MAX > 0xFFFFFFFFUL && FT_UINT_MAX == 0xFFFFFFFFFFFFFFFFUL +#define FT_SIZEOF_INT ( 64 / FT_CHAR_BIT ) +#else +#error "Unsupported size of `int' type!" +#endif + +#endif /* !defined(FT_SIZEOF_INT) */ + +#ifndef FT_SIZEOF_LONG + + /* The size of a `long` type. A five-byte `long` (as used e.g. on the */ + /* DM642) is recognized but avoided. */ +#if FT_ULONG_MAX == 0xFFFFFFFFUL +#define FT_SIZEOF_LONG ( 32 / FT_CHAR_BIT ) +#elif FT_ULONG_MAX > 0xFFFFFFFFUL && FT_ULONG_MAX == 0xFFFFFFFFFFUL +#define FT_SIZEOF_LONG ( 32 / FT_CHAR_BIT ) +#elif FT_ULONG_MAX > 0xFFFFFFFFUL && FT_ULONG_MAX == 0xFFFFFFFFFFFFFFFFUL +#define FT_SIZEOF_LONG ( 64 / FT_CHAR_BIT ) +#else +#error "Unsupported size of `long' type!" +#endif + +#endif /* !defined(FT_SIZEOF_LONG) */ + +#ifndef FT_SIZEOF_LONG_LONG + + /* The size of a `long long` type if available */ +#if defined( FT_ULLONG_MAX ) && FT_ULLONG_MAX >= 0xFFFFFFFFFFFFFFFFULL +#define FT_SIZEOF_LONG_LONG ( 64 / FT_CHAR_BIT ) +#else +#define FT_SIZEOF_LONG_LONG 0 +#endif + +#endif /* !defined(FT_SIZEOF_LONG_LONG) */ + + + /************************************************************************** + * + * @section: + * basic_types + * + */ + + + /************************************************************************** + * + * @type: + * FT_Int16 + * + * @description: + * A typedef for a 16bit signed integer type. + */ + typedef signed short FT_Int16; + + + /************************************************************************** + * + * @type: + * FT_UInt16 + * + * @description: + * A typedef for a 16bit unsigned integer type. + */ + typedef unsigned short FT_UInt16; + + /* */ + + + /* this #if 0 ... #endif clause is for documentation purposes */ +#if 0 + + /************************************************************************** + * + * @type: + * FT_Int32 + * + * @description: + * A typedef for a 32bit signed integer type. The size depends on the + * configuration. + */ + typedef signed XXX FT_Int32; + + + /************************************************************************** + * + * @type: + * FT_UInt32 + * + * A typedef for a 32bit unsigned integer type. The size depends on the + * configuration. + */ + typedef unsigned XXX FT_UInt32; + + + /************************************************************************** + * + * @type: + * FT_Int64 + * + * A typedef for a 64bit signed integer type. The size depends on the + * configuration. Only defined if there is real 64bit support; + * otherwise, it gets emulated with a structure (if necessary). + */ + typedef signed XXX FT_Int64; + + + /************************************************************************** + * + * @type: + * FT_UInt64 + * + * A typedef for a 64bit unsigned integer type. The size depends on the + * configuration. Only defined if there is real 64bit support; + * otherwise, it gets emulated with a structure (if necessary). + */ + typedef unsigned XXX FT_UInt64; + + /* */ + +#endif + +#if FT_SIZEOF_INT == ( 32 / FT_CHAR_BIT ) + + typedef signed int FT_Int32; + typedef unsigned int FT_UInt32; + +#elif FT_SIZEOF_LONG == ( 32 / FT_CHAR_BIT ) + + typedef signed long FT_Int32; + typedef unsigned long FT_UInt32; + +#else +#error "no 32bit type found -- please check your configuration files" +#endif + + + /* look up an integer type that is at least 32~bits */ +#if FT_SIZEOF_INT >= ( 32 / FT_CHAR_BIT ) + + typedef int FT_Fast; + typedef unsigned int FT_UFast; + +#elif FT_SIZEOF_LONG >= ( 32 / FT_CHAR_BIT ) + + typedef long FT_Fast; + typedef unsigned long FT_UFast; + +#endif + + + /* determine whether we have a 64-bit integer type */ +#if FT_SIZEOF_LONG == ( 64 / FT_CHAR_BIT ) + +#define FT_INT64 long +#define FT_UINT64 unsigned long + +#elif FT_SIZEOF_LONG_LONG >= ( 64 / FT_CHAR_BIT ) + +#define FT_INT64 long long int +#define FT_UINT64 unsigned long long int + + /************************************************************************** + * + * A 64-bit data type may create compilation problems if you compile in + * strict ANSI mode. To avoid them, we disable other 64-bit data types if + * `__STDC__` is defined. You can however ignore this rule by defining the + * `FT_CONFIG_OPTION_FORCE_INT64` configuration macro. + */ +#elif !defined( __STDC__ ) || defined( FT_CONFIG_OPTION_FORCE_INT64 ) + +#if defined( _MSC_VER ) && _MSC_VER >= 900 /* Visual C++ (and Intel C++) */ + + /* this compiler provides the `__int64` type */ +#define FT_INT64 __int64 +#define FT_UINT64 unsigned __int64 + +#elif defined( __BORLANDC__ ) /* Borland C++ */ + + /* XXXX: We should probably check the value of `__BORLANDC__` in order */ + /* to test the compiler version. */ + + /* this compiler provides the `__int64` type */ +#define FT_INT64 __int64 +#define FT_UINT64 unsigned __int64 + +#elif defined( __WATCOMC__ ) && __WATCOMC__ >= 1100 /* Watcom C++ */ + +#define FT_INT64 long long int +#define FT_UINT64 unsigned long long int + +#elif defined( __MWERKS__ ) /* Metrowerks CodeWarrior */ + +#define FT_INT64 long long int +#define FT_UINT64 unsigned long long int + +#elif defined( __GNUC__ ) + + /* GCC provides the `long long` type */ +#define FT_INT64 long long int +#define FT_UINT64 unsigned long long int + +#endif /* !__STDC__ */ + +#endif /* FT_SIZEOF_LONG == (64 / FT_CHAR_BIT) */ + +#ifdef FT_INT64 + typedef FT_INT64 FT_Int64; + typedef FT_UINT64 FT_UInt64; +#endif + + +#endif /* FREETYPE_CONFIG_INTEGER_TYPES_H_ */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/mac-support.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/mac-support.h new file mode 100644 index 0000000..e42c9fe --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/mac-support.h @@ -0,0 +1,49 @@ +/**************************************************************************** + * + * config/mac-support.h + * + * Mac/OS X support configuration header. + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ +#ifndef FREETYPE_CONFIG_MAC_SUPPORT_H_ +#define FREETYPE_CONFIG_MAC_SUPPORT_H_ + + /************************************************************************** + * + * Mac support + * + * This is the only necessary change, so it is defined here instead + * providing a new configuration file. + */ +#if defined( __APPLE__ ) || ( defined( __MWERKS__ ) && defined( macintosh ) ) + /* No Carbon frameworks for 64bit 10.4.x. */ + /* `AvailabilityMacros.h` is available since Mac OS X 10.2, */ + /* so guess the system version by maximum errno before inclusion. */ +#include +#ifdef ECANCELED /* defined since 10.2 */ +#include "AvailabilityMacros.h" +#endif +#if defined( __LP64__ ) && \ + ( MAC_OS_X_VERSION_MIN_REQUIRED <= MAC_OS_X_VERSION_10_4 ) +#undef FT_MACINTOSH +#endif + +#elif defined( __SC__ ) || defined( __MRC__ ) + /* Classic MacOS compilers */ +#include "ConditionalMacros.h" +#if TARGET_OS_MAC +#define FT_MACINTOSH 1 +#endif + +#endif /* Mac support */ + +#endif /* FREETYPE_CONFIG_MAC_SUPPORT_H_ */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/public-macros.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/public-macros.h new file mode 100644 index 0000000..0074134 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/config/public-macros.h @@ -0,0 +1,138 @@ +/**************************************************************************** + * + * config/public-macros.h + * + * Define a set of compiler macros used in public FreeType headers. + * + * Copyright (C) 2020-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + /* + * The definitions in this file are used by the public FreeType headers + * and thus should be considered part of the public API. + * + * Other compiler-specific macro definitions that are not exposed by the + * FreeType API should go into + * `include/freetype/internal/compiler-macros.h` instead. + */ +#ifndef FREETYPE_CONFIG_PUBLIC_MACROS_H_ +#define FREETYPE_CONFIG_PUBLIC_MACROS_H_ + + /* + * `FT_BEGIN_HEADER` and `FT_END_HEADER` might have already been defined + * by `freetype/config/ftheader.h`, but we don't want to include this + * header here, so redefine the macros here only when needed. Their + * definition is very stable, so keeping them in sync with the ones in the + * header should not be a maintenance issue. + */ +#ifndef FT_BEGIN_HEADER +#ifdef __cplusplus +#define FT_BEGIN_HEADER extern "C" { +#else +#define FT_BEGIN_HEADER /* empty */ +#endif +#endif /* FT_BEGIN_HEADER */ + +#ifndef FT_END_HEADER +#ifdef __cplusplus +#define FT_END_HEADER } +#else +#define FT_END_HEADER /* empty */ +#endif +#endif /* FT_END_HEADER */ + + +FT_BEGIN_HEADER + + /* + * Mark a function declaration as public. This ensures it will be + * properly exported to client code. Place this before a function + * declaration. + * + * NOTE: This macro should be considered an internal implementation + * detail, and not part of the FreeType API. It is only defined here + * because it is needed by `FT_EXPORT`. + */ + + /* Visual C, mingw */ +#if defined( _WIN32 ) + +#if defined( FT2_BUILD_LIBRARY ) && defined( DLL_EXPORT ) +#define FT_PUBLIC_FUNCTION_ATTRIBUTE __declspec( dllexport ) +#elif defined( DLL_IMPORT ) +#define FT_PUBLIC_FUNCTION_ATTRIBUTE __declspec( dllimport ) +#endif + + /* gcc, clang */ +#elif ( defined( __GNUC__ ) && __GNUC__ >= 4 ) || defined( __clang__ ) +#define FT_PUBLIC_FUNCTION_ATTRIBUTE \ + __attribute__(( visibility( "default" ) )) + + /* Sun */ +#elif defined( __SUNPRO_C ) && __SUNPRO_C >= 0x550 +#define FT_PUBLIC_FUNCTION_ATTRIBUTE __global +#endif + + +#ifndef FT_PUBLIC_FUNCTION_ATTRIBUTE +#define FT_PUBLIC_FUNCTION_ATTRIBUTE /* empty */ +#endif + + + /* + * Define a public FreeType API function. This ensures it is properly + * exported or imported at build time. The macro parameter is the + * function's return type as in: + * + * FT_EXPORT( FT_Bool ) + * FT_Object_Method( FT_Object obj, + * ... ); + * + * NOTE: This requires that all `FT_EXPORT` uses are inside + * `FT_BEGIN_HEADER ... FT_END_HEADER` blocks. This guarantees that the + * functions are exported with C linkage, even when the header is included + * by a C++ source file. + */ +#define FT_EXPORT( x ) FT_PUBLIC_FUNCTION_ATTRIBUTE extern x + + + /* + * `FT_UNUSED` indicates that a given parameter is not used -- this is + * only used to get rid of unpleasant compiler warnings. + * + * Technically, this was not meant to be part of the public API, but some + * third-party code depends on it. + */ +#ifndef FT_UNUSED +#define FT_UNUSED( arg ) ( (arg) = (arg) ) +#endif + + + /* + * Support for casts in both C and C++. + */ +#ifdef __cplusplus +#define FT_STATIC_CAST( type, var ) static_cast(var) +#define FT_REINTERPRET_CAST( type, var ) reinterpret_cast(var) + +#define FT_STATIC_BYTE_CAST( type, var ) \ + static_cast( static_cast( var ) ) +#else +#define FT_STATIC_CAST( type, var ) (type)(var) +#define FT_REINTERPRET_CAST( type, var ) (type)(var) + +#define FT_STATIC_BYTE_CAST( type, var ) (type)(unsigned char)(var) +#endif + + +FT_END_HEADER + +#endif /* FREETYPE_CONFIG_PUBLIC_MACROS_H_ */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/freetype.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/freetype.h new file mode 100644 index 0000000..aa1a4fe --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/freetype.h @@ -0,0 +1,5050 @@ +/**************************************************************************** + * + * freetype.h + * + * FreeType high-level API and common types (specification only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FREETYPE_H_ +#define FREETYPE_H_ + + +#include +#include FT_CONFIG_CONFIG_H +#include +#include + + +FT_BEGIN_HEADER + + + + /************************************************************************** + * + * @section: + * preamble + * + * @title: + * Preamble + * + * @abstract: + * What FreeType is and isn't + * + * @description: + * FreeType is a library that provides access to glyphs in font files. It + * scales the glyph images and their metrics to a requested size, and it + * rasterizes the glyph images to produce pixel or subpixel alpha coverage + * bitmaps. + * + * Note that FreeType is _not_ a text layout engine. You have to use + * higher-level libraries like HarfBuzz, Pango, or ICU for that. + * + * Note also that FreeType does _not_ perform alpha blending or + * compositing the resulting bitmaps or pixmaps by itself. Use your + * favourite graphics library (for example, Cairo or Skia) to further + * process FreeType's output. + * + */ + + + /************************************************************************** + * + * @section: + * header_inclusion + * + * @title: + * FreeType's header inclusion scheme + * + * @abstract: + * How client applications should include FreeType header files. + * + * @description: + * To be as flexible as possible (and for historical reasons), you must + * load file `ft2build.h` first before other header files, for example + * + * ``` + * #include + * + * #include + * #include + * ``` + */ + + + /************************************************************************** + * + * @section: + * user_allocation + * + * @title: + * User allocation + * + * @abstract: + * How client applications should allocate FreeType data structures. + * + * @description: + * FreeType assumes that structures allocated by the user and passed as + * arguments are zeroed out except for the actual data. In other words, + * it is recommended to use `calloc` (or variants of it) instead of + * `malloc` for allocation. + * + */ + + + + /*************************************************************************/ + /*************************************************************************/ + /* */ + /* B A S I C T Y P E S */ + /* */ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @section: + * base_interface + * + * @title: + * Base Interface + * + * @abstract: + * The FreeType~2 base font interface. + * + * @description: + * This section describes the most important public high-level API + * functions of FreeType~2. + * + * @order: + * FT_Library + * FT_Face + * FT_Size + * FT_GlyphSlot + * FT_CharMap + * FT_Encoding + * FT_ENC_TAG + * + * FT_FaceRec + * + * FT_FACE_FLAG_SCALABLE + * FT_FACE_FLAG_FIXED_SIZES + * FT_FACE_FLAG_FIXED_WIDTH + * FT_FACE_FLAG_HORIZONTAL + * FT_FACE_FLAG_VERTICAL + * FT_FACE_FLAG_COLOR + * FT_FACE_FLAG_SFNT + * FT_FACE_FLAG_CID_KEYED + * FT_FACE_FLAG_TRICKY + * FT_FACE_FLAG_KERNING + * FT_FACE_FLAG_MULTIPLE_MASTERS + * FT_FACE_FLAG_VARIATION + * FT_FACE_FLAG_GLYPH_NAMES + * FT_FACE_FLAG_EXTERNAL_STREAM + * FT_FACE_FLAG_HINTER + * FT_FACE_FLAG_SVG + * FT_FACE_FLAG_SBIX + * FT_FACE_FLAG_SBIX_OVERLAY + * + * FT_HAS_HORIZONTAL + * FT_HAS_VERTICAL + * FT_HAS_KERNING + * FT_HAS_FIXED_SIZES + * FT_HAS_GLYPH_NAMES + * FT_HAS_COLOR + * FT_HAS_MULTIPLE_MASTERS + * FT_HAS_SVG + * FT_HAS_SBIX + * FT_HAS_SBIX_OVERLAY + * + * FT_IS_SFNT + * FT_IS_SCALABLE + * FT_IS_FIXED_WIDTH + * FT_IS_CID_KEYED + * FT_IS_TRICKY + * FT_IS_NAMED_INSTANCE + * FT_IS_VARIATION + * + * FT_STYLE_FLAG_BOLD + * FT_STYLE_FLAG_ITALIC + * + * FT_SizeRec + * FT_Size_Metrics + * + * FT_GlyphSlotRec + * FT_Glyph_Metrics + * FT_SubGlyph + * + * FT_Bitmap_Size + * + * FT_Init_FreeType + * FT_Done_FreeType + * + * FT_New_Face + * FT_Done_Face + * FT_Reference_Face + * FT_New_Memory_Face + * FT_Face_Properties + * FT_Open_Face + * FT_Open_Args + * FT_Parameter + * FT_Attach_File + * FT_Attach_Stream + * + * FT_Set_Char_Size + * FT_Set_Pixel_Sizes + * FT_Request_Size + * FT_Select_Size + * FT_Size_Request_Type + * FT_Size_RequestRec + * FT_Size_Request + * FT_Set_Transform + * FT_Get_Transform + * FT_Load_Glyph + * FT_Get_Char_Index + * FT_Get_First_Char + * FT_Get_Next_Char + * FT_Get_Name_Index + * FT_Load_Char + * + * FT_OPEN_MEMORY + * FT_OPEN_STREAM + * FT_OPEN_PATHNAME + * FT_OPEN_DRIVER + * FT_OPEN_PARAMS + * + * FT_LOAD_DEFAULT + * FT_LOAD_RENDER + * FT_LOAD_MONOCHROME + * FT_LOAD_LINEAR_DESIGN + * FT_LOAD_NO_SCALE + * FT_LOAD_NO_HINTING + * FT_LOAD_NO_BITMAP + * FT_LOAD_SBITS_ONLY + * FT_LOAD_NO_AUTOHINT + * FT_LOAD_COLOR + * + * FT_LOAD_VERTICAL_LAYOUT + * FT_LOAD_IGNORE_TRANSFORM + * FT_LOAD_FORCE_AUTOHINT + * FT_LOAD_NO_RECURSE + * FT_LOAD_PEDANTIC + * + * FT_LOAD_TARGET_NORMAL + * FT_LOAD_TARGET_LIGHT + * FT_LOAD_TARGET_MONO + * FT_LOAD_TARGET_LCD + * FT_LOAD_TARGET_LCD_V + * + * FT_LOAD_TARGET_MODE + * + * FT_Render_Glyph + * FT_Render_Mode + * FT_Get_Kerning + * FT_Kerning_Mode + * FT_Get_Track_Kerning + * FT_Get_Glyph_Name + * FT_Get_Postscript_Name + * + * FT_CharMapRec + * FT_Select_Charmap + * FT_Set_Charmap + * FT_Get_Charmap_Index + * + * FT_Get_FSType_Flags + * FT_Get_SubGlyph_Info + * + * FT_Face_Internal + * FT_Size_Internal + * FT_Slot_Internal + * + * FT_FACE_FLAG_XXX + * FT_STYLE_FLAG_XXX + * FT_OPEN_XXX + * FT_LOAD_XXX + * FT_LOAD_TARGET_XXX + * FT_SUBGLYPH_FLAG_XXX + * FT_FSTYPE_XXX + * + * FT_HAS_FAST_GLYPHS + * + */ + + + /************************************************************************** + * + * @struct: + * FT_Glyph_Metrics + * + * @description: + * A structure to model the metrics of a single glyph. The values are + * expressed in 26.6 fractional pixel format; if the flag + * @FT_LOAD_NO_SCALE has been used while loading the glyph, values are + * expressed in font units instead. + * + * @fields: + * width :: + * The glyph's width. + * + * height :: + * The glyph's height. + * + * horiBearingX :: + * Left side bearing for horizontal layout. + * + * horiBearingY :: + * Top side bearing for horizontal layout. + * + * horiAdvance :: + * Advance width for horizontal layout. + * + * vertBearingX :: + * Left side bearing for vertical layout. + * + * vertBearingY :: + * Top side bearing for vertical layout. Larger positive values mean + * further below the vertical glyph origin. + * + * vertAdvance :: + * Advance height for vertical layout. Positive values mean the glyph + * has a positive advance downward. + * + * @note: + * If not disabled with @FT_LOAD_NO_HINTING, the values represent + * dimensions of the hinted glyph (in case hinting is applicable). + * + * Stroking a glyph with an outside border does not increase + * `horiAdvance` or `vertAdvance`; you have to manually adjust these + * values to account for the added width and height. + * + * FreeType doesn't use the 'VORG' table data for CFF fonts because it + * doesn't have an interface to quickly retrieve the glyph height. The + * y~coordinate of the vertical origin can be simply computed as + * `vertBearingY + height` after loading a glyph. + */ + typedef struct FT_Glyph_Metrics_ + { + FT_Pos width; + FT_Pos height; + + FT_Pos horiBearingX; + FT_Pos horiBearingY; + FT_Pos horiAdvance; + + FT_Pos vertBearingX; + FT_Pos vertBearingY; + FT_Pos vertAdvance; + + } FT_Glyph_Metrics; + + + /************************************************************************** + * + * @struct: + * FT_Bitmap_Size + * + * @description: + * This structure models the metrics of a bitmap strike (i.e., a set of + * glyphs for a given point size and resolution) in a bitmap font. It is + * used for the `available_sizes` field of @FT_Face. + * + * @fields: + * height :: + * The vertical distance, in pixels, between two consecutive baselines. + * It is always positive. + * + * width :: + * The average width, in pixels, of all glyphs in the strike. + * + * size :: + * The nominal size of the strike in 26.6 fractional points. This + * field is not very useful. + * + * x_ppem :: + * The horizontal ppem (nominal width) in 26.6 fractional pixels. + * + * y_ppem :: + * The vertical ppem (nominal height) in 26.6 fractional pixels. + * + * @note: + * Windows FNT: + * The nominal size given in a FNT font is not reliable. If the driver + * finds it incorrect, it sets `size` to some calculated values, and + * `x_ppem` and `y_ppem` to the pixel width and height given in the + * font, respectively. + * + * TrueType embedded bitmaps: + * `size`, `width`, and `height` values are not contained in the bitmap + * strike itself. They are computed from the global font parameters. + */ + typedef struct FT_Bitmap_Size_ + { + FT_Short height; + FT_Short width; + + FT_Pos size; + + FT_Pos x_ppem; + FT_Pos y_ppem; + + } FT_Bitmap_Size; + + + /*************************************************************************/ + /*************************************************************************/ + /* */ + /* O B J E C T C L A S S E S */ + /* */ + /*************************************************************************/ + /*************************************************************************/ + + /************************************************************************** + * + * @type: + * FT_Library + * + * @description: + * A handle to a FreeType library instance. Each 'library' is completely + * independent from the others; it is the 'root' of a set of objects like + * fonts, faces, sizes, etc. + * + * It also embeds a memory manager (see @FT_Memory), as well as a + * scan-line converter object (see @FT_Raster). + * + * [Since 2.5.6] In multi-threaded applications it is easiest to use one + * `FT_Library` object per thread. In case this is too cumbersome, a + * single `FT_Library` object across threads is possible also, as long as + * a mutex lock is used around @FT_New_Face and @FT_Done_Face. + * + * @note: + * Library objects are normally created by @FT_Init_FreeType, and + * destroyed with @FT_Done_FreeType. If you need reference-counting + * (cf. @FT_Reference_Library), use @FT_New_Library and @FT_Done_Library. + */ + typedef struct FT_LibraryRec_ *FT_Library; + + + /************************************************************************** + * + * @section: + * module_management + * + */ + + /************************************************************************** + * + * @type: + * FT_Module + * + * @description: + * A handle to a given FreeType module object. A module can be a font + * driver, a renderer, or anything else that provides services to the + * former. + */ + typedef struct FT_ModuleRec_* FT_Module; + + + /************************************************************************** + * + * @type: + * FT_Driver + * + * @description: + * A handle to a given FreeType font driver object. A font driver is a + * module capable of creating faces from font files. + */ + typedef struct FT_DriverRec_* FT_Driver; + + + /************************************************************************** + * + * @type: + * FT_Renderer + * + * @description: + * A handle to a given FreeType renderer. A renderer is a module in + * charge of converting a glyph's outline image to a bitmap. It supports + * a single glyph image format, and one or more target surface depths. + */ + typedef struct FT_RendererRec_* FT_Renderer; + + + /************************************************************************** + * + * @section: + * base_interface + * + */ + + /************************************************************************** + * + * @type: + * FT_Face + * + * @description: + * A handle to a typographic face object. A face object models a given + * typeface, in a given style. + * + * @note: + * A face object also owns a single @FT_GlyphSlot object, as well as one + * or more @FT_Size objects. + * + * Use @FT_New_Face or @FT_Open_Face to create a new face object from a + * given filepath or a custom input stream. + * + * Use @FT_Done_Face to destroy it (along with its slot and sizes). + * + * An `FT_Face` object can only be safely used from one thread at a time. + * Similarly, creation and destruction of `FT_Face` with the same + * @FT_Library object can only be done from one thread at a time. On the + * other hand, functions like @FT_Load_Glyph and its siblings are + * thread-safe and do not need the lock to be held as long as the same + * `FT_Face` object is not used from multiple threads at the same time. + * + * @also: + * See @FT_FaceRec for the publicly accessible fields of a given face + * object. + */ + typedef struct FT_FaceRec_* FT_Face; + + + /************************************************************************** + * + * @type: + * FT_Size + * + * @description: + * A handle to an object that models a face scaled to a given character + * size. + * + * @note: + * An @FT_Face has one _active_ `FT_Size` object that is used by + * functions like @FT_Load_Glyph to determine the scaling transformation + * that in turn is used to load and hint glyphs and metrics. + * + * A newly created `FT_Size` object contains only meaningless zero values. + * You must use @FT_Set_Char_Size, @FT_Set_Pixel_Sizes, @FT_Request_Size + * or even @FT_Select_Size to change the content (i.e., the scaling + * values) of the active `FT_Size`. Otherwise, the scaling and hinting + * will not be performed. + * + * You can use @FT_New_Size to create additional size objects for a given + * @FT_Face, but they won't be used by other functions until you activate + * it through @FT_Activate_Size. Only one size can be activated at any + * given time per face. + * + * @also: + * See @FT_SizeRec for the publicly accessible fields of a given size + * object. + */ + typedef struct FT_SizeRec_* FT_Size; + + + /************************************************************************** + * + * @type: + * FT_GlyphSlot + * + * @description: + * A handle to a given 'glyph slot'. A slot is a container that can hold + * any of the glyphs contained in its parent face. + * + * In other words, each time you call @FT_Load_Glyph or @FT_Load_Char, + * the slot's content is erased by the new glyph data, i.e., the glyph's + * metrics, its image (bitmap or outline), and other control information. + * + * @also: + * See @FT_GlyphSlotRec for the publicly accessible glyph fields. + */ + typedef struct FT_GlyphSlotRec_* FT_GlyphSlot; + + + /************************************************************************** + * + * @type: + * FT_CharMap + * + * @description: + * A handle to a character map (usually abbreviated to 'charmap'). A + * charmap is used to translate character codes in a given encoding into + * glyph indexes for its parent's face. Some font formats may provide + * several charmaps per font. + * + * Each face object owns zero or more charmaps, but only one of them can + * be 'active', providing the data used by @FT_Get_Char_Index or + * @FT_Load_Char. + * + * The list of available charmaps in a face is available through the + * `face->num_charmaps` and `face->charmaps` fields of @FT_FaceRec. + * + * The currently active charmap is available as `face->charmap`. You + * should call @FT_Set_Charmap to change it. + * + * @note: + * When a new face is created (either through @FT_New_Face or + * @FT_Open_Face), the library looks for a Unicode charmap within the + * list and automatically activates it. If there is no Unicode charmap, + * FreeType doesn't set an 'active' charmap. + * + * @also: + * See @FT_CharMapRec for the publicly accessible fields of a given + * character map. + */ + typedef struct FT_CharMapRec_* FT_CharMap; + + + /************************************************************************** + * + * @macro: + * FT_ENC_TAG + * + * @description: + * This macro converts four-letter tags into an unsigned long. It is + * used to define 'encoding' identifiers (see @FT_Encoding). + * + * @note: + * Since many 16-bit compilers don't like 32-bit enumerations, you should + * redefine this macro in case of problems to something like this: + * + * ``` + * #define FT_ENC_TAG( value, a, b, c, d ) value + * ``` + * + * to get a simple enumeration without assigning special numbers. + */ + +#ifndef FT_ENC_TAG + +#define FT_ENC_TAG( value, a, b, c, d ) \ + value = ( ( FT_STATIC_BYTE_CAST( FT_UInt32, a ) << 24 ) | \ + ( FT_STATIC_BYTE_CAST( FT_UInt32, b ) << 16 ) | \ + ( FT_STATIC_BYTE_CAST( FT_UInt32, c ) << 8 ) | \ + FT_STATIC_BYTE_CAST( FT_UInt32, d ) ) + +#endif /* FT_ENC_TAG */ + + + /************************************************************************** + * + * @enum: + * FT_Encoding + * + * @description: + * An enumeration to specify character sets supported by charmaps. Used + * in the @FT_Select_Charmap API function. + * + * @note: + * Despite the name, this enumeration lists specific character + * repertories (i.e., charsets), and not text encoding methods (e.g., + * UTF-8, UTF-16, etc.). + * + * Other encodings might be defined in the future. + * + * @values: + * FT_ENCODING_NONE :: + * The encoding value~0 is reserved for all formats except BDF, PCF, + * and Windows FNT; see below for more information. + * + * FT_ENCODING_UNICODE :: + * The Unicode character set. This value covers all versions of the + * Unicode repertoire, including ASCII and Latin-1. Most fonts include + * a Unicode charmap, but not all of them. + * + * For example, if you want to access Unicode value U+1F028 (and the + * font contains it), use value 0x1F028 as the input value for + * @FT_Get_Char_Index. + * + * FT_ENCODING_MS_SYMBOL :: + * Microsoft Symbol encoding, used to encode mathematical symbols and + * wingdings. For more information, see + * 'https://www.microsoft.com/typography/otspec/recom.htm#non-standard-symbol-fonts', + * 'http://www.kostis.net/charsets/symbol.htm', and + * 'http://www.kostis.net/charsets/wingding.htm'. + * + * This encoding uses character codes from the PUA (Private Unicode + * Area) in the range U+F020-U+F0FF. + * + * FT_ENCODING_SJIS :: + * Shift JIS encoding for Japanese. More info at + * 'https://en.wikipedia.org/wiki/Shift_JIS'. See note on multi-byte + * encodings below. + * + * FT_ENCODING_PRC :: + * Corresponds to encoding systems mainly for Simplified Chinese as + * used in People's Republic of China (PRC). The encoding layout is + * based on GB~2312 and its supersets GBK and GB~18030. + * + * FT_ENCODING_BIG5 :: + * Corresponds to an encoding system for Traditional Chinese as used in + * Taiwan and Hong Kong. + * + * FT_ENCODING_WANSUNG :: + * Corresponds to the Korean encoding system known as Extended Wansung + * (MS Windows code page 949). For more information see + * 'https://www.unicode.org/Public/MAPPINGS/VENDORS/MICSFT/WindowsBestFit/bestfit949.txt'. + * + * FT_ENCODING_JOHAB :: + * The Korean standard character set (KS~C 5601-1992), which + * corresponds to MS Windows code page 1361. This character set + * includes all possible Hangul character combinations. + * + * FT_ENCODING_ADOBE_LATIN_1 :: + * Corresponds to a Latin-1 encoding as defined in a Type~1 PostScript + * font. It is limited to 256 character codes. + * + * FT_ENCODING_ADOBE_STANDARD :: + * Adobe Standard encoding, as found in Type~1, CFF, and OpenType/CFF + * fonts. It is limited to 256 character codes. + * + * FT_ENCODING_ADOBE_EXPERT :: + * Adobe Expert encoding, as found in Type~1, CFF, and OpenType/CFF + * fonts. It is limited to 256 character codes. + * + * FT_ENCODING_ADOBE_CUSTOM :: + * Corresponds to a custom encoding, as found in Type~1, CFF, and + * OpenType/CFF fonts. It is limited to 256 character codes. + * + * FT_ENCODING_APPLE_ROMAN :: + * Apple roman encoding. Many TrueType and OpenType fonts contain a + * charmap for this 8-bit encoding, since older versions of Mac OS are + * able to use it. + * + * FT_ENCODING_OLD_LATIN_2 :: + * This value is deprecated and was neither used nor reported by + * FreeType. Don't use or test for it. + * + * FT_ENCODING_MS_SJIS :: + * Same as FT_ENCODING_SJIS. Deprecated. + * + * FT_ENCODING_MS_GB2312 :: + * Same as FT_ENCODING_PRC. Deprecated. + * + * FT_ENCODING_MS_BIG5 :: + * Same as FT_ENCODING_BIG5. Deprecated. + * + * FT_ENCODING_MS_WANSUNG :: + * Same as FT_ENCODING_WANSUNG. Deprecated. + * + * FT_ENCODING_MS_JOHAB :: + * Same as FT_ENCODING_JOHAB. Deprecated. + * + * @note: + * When loading a font, FreeType makes a Unicode charmap active if + * possible (either if the font provides such a charmap, or if FreeType + * can synthesize one from PostScript glyph name dictionaries; in either + * case, the charmap is tagged with `FT_ENCODING_UNICODE`). If such a + * charmap is synthesized, it is placed at the first position of the + * charmap array. + * + * All other encodings are considered legacy and tagged only if + * explicitly defined in the font file. Otherwise, `FT_ENCODING_NONE` is + * used. + * + * `FT_ENCODING_NONE` is set by the BDF and PCF drivers if the charmap is + * neither Unicode nor ISO-8859-1 (otherwise it is set to + * `FT_ENCODING_UNICODE`). Use @FT_Get_BDF_Charset_ID to find out which + * encoding is really present. If, for example, the `cs_registry` field + * is 'KOI8' and the `cs_encoding` field is 'R', the font is encoded in + * KOI8-R. + * + * `FT_ENCODING_NONE` is always set (with a single exception) by the + * winfonts driver. Use @FT_Get_WinFNT_Header and examine the `charset` + * field of the @FT_WinFNT_HeaderRec structure to find out which encoding + * is really present. For example, @FT_WinFNT_ID_CP1251 (204) means + * Windows code page 1251 (for Russian). + * + * `FT_ENCODING_NONE` is set if `platform_id` is @TT_PLATFORM_MACINTOSH + * and `encoding_id` is not `TT_MAC_ID_ROMAN` (otherwise it is set to + * `FT_ENCODING_APPLE_ROMAN`). + * + * If `platform_id` is @TT_PLATFORM_MACINTOSH, use the function + * @FT_Get_CMap_Language_ID to query the Mac language ID that may be + * needed to be able to distinguish Apple encoding variants. See + * + * https://www.unicode.org/Public/MAPPINGS/VENDORS/APPLE/Readme.txt + * + * to get an idea how to do that. Basically, if the language ID is~0, + * don't use it, otherwise subtract 1 from the language ID. Then examine + * `encoding_id`. If, for example, `encoding_id` is `TT_MAC_ID_ROMAN` + * and the language ID (minus~1) is `TT_MAC_LANGID_GREEK`, it is the + * Greek encoding, not Roman. `TT_MAC_ID_ARABIC` with + * `TT_MAC_LANGID_FARSI` means the Farsi variant the Arabic encoding. + */ + typedef enum FT_Encoding_ + { + FT_ENC_TAG( FT_ENCODING_NONE, 0, 0, 0, 0 ), + + FT_ENC_TAG( FT_ENCODING_MS_SYMBOL, 's', 'y', 'm', 'b' ), + FT_ENC_TAG( FT_ENCODING_UNICODE, 'u', 'n', 'i', 'c' ), + + FT_ENC_TAG( FT_ENCODING_SJIS, 's', 'j', 'i', 's' ), + FT_ENC_TAG( FT_ENCODING_PRC, 'g', 'b', ' ', ' ' ), + FT_ENC_TAG( FT_ENCODING_BIG5, 'b', 'i', 'g', '5' ), + FT_ENC_TAG( FT_ENCODING_WANSUNG, 'w', 'a', 'n', 's' ), + FT_ENC_TAG( FT_ENCODING_JOHAB, 'j', 'o', 'h', 'a' ), + + /* for backward compatibility */ + FT_ENCODING_GB2312 = FT_ENCODING_PRC, + FT_ENCODING_MS_SJIS = FT_ENCODING_SJIS, + FT_ENCODING_MS_GB2312 = FT_ENCODING_PRC, + FT_ENCODING_MS_BIG5 = FT_ENCODING_BIG5, + FT_ENCODING_MS_WANSUNG = FT_ENCODING_WANSUNG, + FT_ENCODING_MS_JOHAB = FT_ENCODING_JOHAB, + + FT_ENC_TAG( FT_ENCODING_ADOBE_STANDARD, 'A', 'D', 'O', 'B' ), + FT_ENC_TAG( FT_ENCODING_ADOBE_EXPERT, 'A', 'D', 'B', 'E' ), + FT_ENC_TAG( FT_ENCODING_ADOBE_CUSTOM, 'A', 'D', 'B', 'C' ), + FT_ENC_TAG( FT_ENCODING_ADOBE_LATIN_1, 'l', 'a', 't', '1' ), + + FT_ENC_TAG( FT_ENCODING_OLD_LATIN_2, 'l', 'a', 't', '2' ), + + FT_ENC_TAG( FT_ENCODING_APPLE_ROMAN, 'a', 'r', 'm', 'n' ) + + } FT_Encoding; + + + /* these constants are deprecated; use the corresponding `FT_Encoding` */ + /* values instead */ +#define ft_encoding_none FT_ENCODING_NONE +#define ft_encoding_unicode FT_ENCODING_UNICODE +#define ft_encoding_symbol FT_ENCODING_MS_SYMBOL +#define ft_encoding_latin_1 FT_ENCODING_ADOBE_LATIN_1 +#define ft_encoding_latin_2 FT_ENCODING_OLD_LATIN_2 +#define ft_encoding_sjis FT_ENCODING_SJIS +#define ft_encoding_gb2312 FT_ENCODING_PRC +#define ft_encoding_big5 FT_ENCODING_BIG5 +#define ft_encoding_wansung FT_ENCODING_WANSUNG +#define ft_encoding_johab FT_ENCODING_JOHAB + +#define ft_encoding_adobe_standard FT_ENCODING_ADOBE_STANDARD +#define ft_encoding_adobe_expert FT_ENCODING_ADOBE_EXPERT +#define ft_encoding_adobe_custom FT_ENCODING_ADOBE_CUSTOM +#define ft_encoding_apple_roman FT_ENCODING_APPLE_ROMAN + + + /************************************************************************** + * + * @struct: + * FT_CharMapRec + * + * @description: + * The base charmap structure. + * + * @fields: + * face :: + * A handle to the parent face object. + * + * encoding :: + * An @FT_Encoding tag identifying the charmap. Use this with + * @FT_Select_Charmap. + * + * platform_id :: + * An ID number describing the platform for the following encoding ID. + * This comes directly from the TrueType specification and gets + * emulated for other formats. + * + * encoding_id :: + * A platform-specific encoding number. This also comes from the + * TrueType specification and gets emulated similarly. + */ + typedef struct FT_CharMapRec_ + { + FT_Face face; + FT_Encoding encoding; + FT_UShort platform_id; + FT_UShort encoding_id; + + } FT_CharMapRec; + + + /*************************************************************************/ + /*************************************************************************/ + /* */ + /* B A S E O B J E C T C L A S S E S */ + /* */ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @type: + * FT_Face_Internal + * + * @description: + * An opaque handle to an `FT_Face_InternalRec` structure that models the + * private data of a given @FT_Face object. + * + * This structure might change between releases of FreeType~2 and is not + * generally available to client applications. + */ + typedef struct FT_Face_InternalRec_* FT_Face_Internal; + + + /************************************************************************** + * + * @struct: + * FT_FaceRec + * + * @description: + * FreeType root face class structure. A face object models a typeface + * in a font file. + * + * @fields: + * num_faces :: + * The number of faces in the font file. Some font formats can have + * multiple faces in a single font file. + * + * face_index :: + * This field holds two different values. Bits 0-15 are the index of + * the face in the font file (starting with value~0). They are set + * to~0 if there is only one face in the font file. + * + * [Since 2.6.1] Bits 16-30 are relevant to GX and OpenType variation + * fonts only, holding the named instance index for the current face + * index (starting with value~1; value~0 indicates font access without + * a named instance). For non-variation fonts, bits 16-30 are ignored. + * If we have the third named instance of face~4, say, `face_index` is + * set to 0x00030004. + * + * Bit 31 is always zero (this is, `face_index` is always a positive + * value). + * + * [Since 2.9] Changing the design coordinates with + * @FT_Set_Var_Design_Coordinates or @FT_Set_Var_Blend_Coordinates does + * not influence the named instance index value (only + * @FT_Set_Named_Instance does that). + * + * face_flags :: + * A set of bit flags that give important information about the face; + * see @FT_FACE_FLAG_XXX for the details. + * + * style_flags :: + * The lower 16~bits contain a set of bit flags indicating the style of + * the face; see @FT_STYLE_FLAG_XXX for the details. + * + * [Since 2.6.1] Bits 16-30 hold the number of named instances + * available for the current face if we have a GX or OpenType variation + * (sub)font. Bit 31 is always zero (this is, `style_flags` is always + * a positive value). Note that a variation font has always at least + * one named instance, namely the default instance. + * + * num_glyphs :: + * The number of glyphs in the face. If the face is scalable and has + * sbits (see `num_fixed_sizes`), it is set to the number of outline + * glyphs. + * + * For CID-keyed fonts (not in an SFNT wrapper) this value gives the + * highest CID used in the font. + * + * family_name :: + * The face's family name. This is an ASCII string, usually in + * English, that describes the typeface's family (like 'Times New + * Roman', 'Bodoni', 'Garamond', etc). This is a least common + * denominator used to list fonts. Some formats (TrueType & OpenType) + * provide localized and Unicode versions of this string. Applications + * should use the format-specific interface to access them. Can be + * `NULL` (e.g., in fonts embedded in a PDF file). + * + * In case the font doesn't provide a specific family name entry, + * FreeType tries to synthesize one, deriving it from other name + * entries. + * + * style_name :: + * The face's style name. This is an ASCII string, usually in English, + * that describes the typeface's style (like 'Italic', 'Bold', + * 'Condensed', etc). Not all font formats provide a style name, so + * this field is optional, and can be set to `NULL`. As for + * `family_name`, some formats provide localized and Unicode versions + * of this string. Applications should use the format-specific + * interface to access them. + * + * num_fixed_sizes :: + * The number of bitmap strikes in the face. Even if the face is + * scalable, there might still be bitmap strikes, which are called + * 'sbits' in that case. + * + * available_sizes :: + * An array of @FT_Bitmap_Size for all bitmap strikes in the face. It + * is set to `NULL` if there is no bitmap strike. + * + * Note that FreeType tries to sanitize the strike data since they are + * sometimes sloppy or incorrect, but this can easily fail. + * + * num_charmaps :: + * The number of charmaps in the face. + * + * charmaps :: + * An array of the charmaps of the face. + * + * generic :: + * A field reserved for client uses. See the @FT_Generic type + * description. + * + * bbox :: + * The font bounding box. Coordinates are expressed in font units (see + * `units_per_EM`). The box is large enough to contain any glyph from + * the font. Thus, `bbox.yMax` can be seen as the 'maximum ascender', + * and `bbox.yMin` as the 'minimum descender'. Only relevant for + * scalable formats. + * + * Note that the bounding box might be off by (at least) one pixel for + * hinted fonts. See @FT_Size_Metrics for further discussion. + * + * Note that the bounding box does not vary in OpenType variable fonts + * and should only be used in relation to the default instance. + * + * units_per_EM :: + * The number of font units per EM square for this face. This is + * typically 2048 for TrueType fonts, and 1000 for Type~1 fonts. Only + * relevant for scalable formats. + * + * ascender :: + * The typographic ascender of the face, expressed in font units. For + * font formats not having this information, it is set to `bbox.yMax`. + * Only relevant for scalable formats. + * + * descender :: + * The typographic descender of the face, expressed in font units. For + * font formats not having this information, it is set to `bbox.yMin`. + * Note that this field is negative for values below the baseline. + * Only relevant for scalable formats. + * + * height :: + * This value is the vertical distance between two consecutive + * baselines, expressed in font units. It is always positive. Only + * relevant for scalable formats. + * + * If you want the global glyph height, use `ascender - descender`. + * + * max_advance_width :: + * The maximum advance width, in font units, for all glyphs in this + * face. This can be used to make word wrapping computations faster. + * Only relevant for scalable formats. + * + * max_advance_height :: + * The maximum advance height, in font units, for all glyphs in this + * face. This is only relevant for vertical layouts, and is set to + * `height` for fonts that do not provide vertical metrics. Only + * relevant for scalable formats. + * + * underline_position :: + * The position, in font units, of the underline line for this face. + * It is the center of the underlining stem. Only relevant for + * scalable formats. + * + * underline_thickness :: + * The thickness, in font units, of the underline for this face. Only + * relevant for scalable formats. + * + * glyph :: + * The face's associated glyph slot(s). + * + * size :: + * The current active size for this face. + * + * charmap :: + * The current active charmap for this face. + * + * @note: + * Fields may be changed after a call to @FT_Attach_File or + * @FT_Attach_Stream. + * + * For an OpenType variation font, the values of the following fields can + * change after a call to @FT_Set_Var_Design_Coordinates (and friends) if + * the font contains an 'MVAR' table: `ascender`, `descender`, `height`, + * `underline_position`, and `underline_thickness`. + * + * Especially for TrueType fonts see also the documentation for + * @FT_Size_Metrics. + */ + typedef struct FT_FaceRec_ + { + FT_Long num_faces; + FT_Long face_index; + + FT_Long face_flags; + FT_Long style_flags; + + FT_Long num_glyphs; + + FT_String* family_name; + FT_String* style_name; + + FT_Int num_fixed_sizes; + FT_Bitmap_Size* available_sizes; + + FT_Int num_charmaps; + FT_CharMap* charmaps; + + FT_Generic generic; + + /*# The following member variables (down to `underline_thickness`) */ + /*# are only relevant to scalable outlines; cf. @FT_Bitmap_Size */ + /*# for bitmap fonts. */ + FT_BBox bbox; + + FT_UShort units_per_EM; + FT_Short ascender; + FT_Short descender; + FT_Short height; + + FT_Short max_advance_width; + FT_Short max_advance_height; + + FT_Short underline_position; + FT_Short underline_thickness; + + FT_GlyphSlot glyph; + FT_Size size; + FT_CharMap charmap; + + /*@private begin */ + + FT_Driver driver; + FT_Memory memory; + FT_Stream stream; + + FT_ListRec sizes_list; + + FT_Generic autohint; /* face-specific auto-hinter data */ + void* extensions; /* unused */ + + FT_Face_Internal internal; + + /*@private end */ + + } FT_FaceRec; + + + /************************************************************************** + * + * @enum: + * FT_FACE_FLAG_XXX + * + * @description: + * A list of bit flags used in the `face_flags` field of the @FT_FaceRec + * structure. They inform client applications of properties of the + * corresponding face. + * + * @values: + * FT_FACE_FLAG_SCALABLE :: + * The face contains outline glyphs. Note that a face can contain + * bitmap strikes also, i.e., a face can have both this flag and + * @FT_FACE_FLAG_FIXED_SIZES set. + * + * FT_FACE_FLAG_FIXED_SIZES :: + * The face contains bitmap strikes. See also the `num_fixed_sizes` + * and `available_sizes` fields of @FT_FaceRec. + * + * FT_FACE_FLAG_FIXED_WIDTH :: + * The face contains fixed-width characters (like Courier, Lucida, + * MonoType, etc.). + * + * FT_FACE_FLAG_SFNT :: + * The face uses the SFNT storage scheme. For now, this means TrueType + * and OpenType. + * + * FT_FACE_FLAG_HORIZONTAL :: + * The face contains horizontal glyph metrics. This should be set for + * all common formats. + * + * FT_FACE_FLAG_VERTICAL :: + * The face contains vertical glyph metrics. This is only available in + * some formats, not all of them. + * + * FT_FACE_FLAG_KERNING :: + * The face contains kerning information. If set, the kerning distance + * can be retrieved using the function @FT_Get_Kerning. Otherwise the + * function always return the vector (0,0). Note that FreeType doesn't + * handle kerning data from the SFNT 'GPOS' table (as present in many + * OpenType fonts). + * + * FT_FACE_FLAG_FAST_GLYPHS :: + * THIS FLAG IS DEPRECATED. DO NOT USE OR TEST IT. + * + * FT_FACE_FLAG_MULTIPLE_MASTERS :: + * The face contains multiple masters and is capable of interpolating + * between them. Supported formats are Adobe MM, TrueType GX, and + * OpenType variation fonts. + * + * See section @multiple_masters for API details. + * + * FT_FACE_FLAG_GLYPH_NAMES :: + * The face contains glyph names, which can be retrieved using + * @FT_Get_Glyph_Name. Note that some TrueType fonts contain broken + * glyph name tables. Use the function @FT_Has_PS_Glyph_Names when + * needed. + * + * FT_FACE_FLAG_EXTERNAL_STREAM :: + * Used internally by FreeType to indicate that a face's stream was + * provided by the client application and should not be destroyed when + * @FT_Done_Face is called. Don't read or test this flag. + * + * FT_FACE_FLAG_HINTER :: + * The font driver has a hinting machine of its own. For example, with + * TrueType fonts, it makes sense to use data from the SFNT 'gasp' + * table only if the native TrueType hinting engine (with the bytecode + * interpreter) is available and active. + * + * FT_FACE_FLAG_CID_KEYED :: + * The face is CID-keyed. In that case, the face is not accessed by + * glyph indices but by CID values. For subsetted CID-keyed fonts this + * has the consequence that not all index values are a valid argument + * to @FT_Load_Glyph. Only the CID values for which corresponding + * glyphs in the subsetted font exist make `FT_Load_Glyph` return + * successfully; in all other cases you get an + * `FT_Err_Invalid_Argument` error. + * + * Note that CID-keyed fonts that are in an SFNT wrapper (this is, all + * OpenType/CFF fonts) don't have this flag set since the glyphs are + * accessed in the normal way (using contiguous indices); the + * 'CID-ness' isn't visible to the application. + * + * FT_FACE_FLAG_TRICKY :: + * The face is 'tricky', this is, it always needs the font format's + * native hinting engine to get a reasonable result. A typical example + * is the old Chinese font `mingli.ttf` (but not `mingliu.ttc`) that + * uses TrueType bytecode instructions to move and scale all of its + * subglyphs. + * + * It is not possible to auto-hint such fonts using + * @FT_LOAD_FORCE_AUTOHINT; it will also ignore @FT_LOAD_NO_HINTING. + * You have to set both @FT_LOAD_NO_HINTING and @FT_LOAD_NO_AUTOHINT to + * really disable hinting; however, you probably never want this except + * for demonstration purposes. + * + * Currently, there are about a dozen TrueType fonts in the list of + * tricky fonts; they are hard-coded in file `ttobjs.c`. + * + * FT_FACE_FLAG_COLOR :: + * [Since 2.5.1] The face has color glyph tables. See @FT_LOAD_COLOR + * for more information. + * + * FT_FACE_FLAG_VARIATION :: + * [Since 2.9] Set if the current face (or named instance) has been + * altered with @FT_Set_MM_Design_Coordinates, + * @FT_Set_Var_Design_Coordinates, or @FT_Set_Var_Blend_Coordinates. + * This flag is unset by a call to @FT_Set_Named_Instance. + * + * FT_FACE_FLAG_SVG :: + * [Since 2.12] The face has an 'SVG~' OpenType table. + * + * FT_FACE_FLAG_SBIX :: + * [Since 2.12] The face has an 'sbix' OpenType table *and* outlines. + * For such fonts, @FT_FACE_FLAG_SCALABLE is not set by default to + * retain backward compatibility. + * + * FT_FACE_FLAG_SBIX_OVERLAY :: + * [Since 2.12] The face has an 'sbix' OpenType table where outlines + * should be drawn on top of bitmap strikes. + * + */ +#define FT_FACE_FLAG_SCALABLE ( 1L << 0 ) +#define FT_FACE_FLAG_FIXED_SIZES ( 1L << 1 ) +#define FT_FACE_FLAG_FIXED_WIDTH ( 1L << 2 ) +#define FT_FACE_FLAG_SFNT ( 1L << 3 ) +#define FT_FACE_FLAG_HORIZONTAL ( 1L << 4 ) +#define FT_FACE_FLAG_VERTICAL ( 1L << 5 ) +#define FT_FACE_FLAG_KERNING ( 1L << 6 ) +#define FT_FACE_FLAG_FAST_GLYPHS ( 1L << 7 ) +#define FT_FACE_FLAG_MULTIPLE_MASTERS ( 1L << 8 ) +#define FT_FACE_FLAG_GLYPH_NAMES ( 1L << 9 ) +#define FT_FACE_FLAG_EXTERNAL_STREAM ( 1L << 10 ) +#define FT_FACE_FLAG_HINTER ( 1L << 11 ) +#define FT_FACE_FLAG_CID_KEYED ( 1L << 12 ) +#define FT_FACE_FLAG_TRICKY ( 1L << 13 ) +#define FT_FACE_FLAG_COLOR ( 1L << 14 ) +#define FT_FACE_FLAG_VARIATION ( 1L << 15 ) +#define FT_FACE_FLAG_SVG ( 1L << 16 ) +#define FT_FACE_FLAG_SBIX ( 1L << 17 ) +#define FT_FACE_FLAG_SBIX_OVERLAY ( 1L << 18 ) + + + /************************************************************************** + * + * @macro: + * FT_HAS_HORIZONTAL + * + * @description: + * A macro that returns true whenever a face object contains horizontal + * metrics (this is true for all font formats though). + * + * @also: + * @FT_HAS_VERTICAL can be used to check for vertical metrics. + * + */ +#define FT_HAS_HORIZONTAL( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_HORIZONTAL ) ) + + + /************************************************************************** + * + * @macro: + * FT_HAS_VERTICAL + * + * @description: + * A macro that returns true whenever a face object contains real + * vertical metrics (and not only synthesized ones). + * + */ +#define FT_HAS_VERTICAL( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_VERTICAL ) ) + + + /************************************************************************** + * + * @macro: + * FT_HAS_KERNING + * + * @description: + * A macro that returns true whenever a face object contains kerning data + * that can be accessed with @FT_Get_Kerning. + * + */ +#define FT_HAS_KERNING( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_KERNING ) ) + + + /************************************************************************** + * + * @macro: + * FT_IS_SCALABLE + * + * @description: + * A macro that returns true whenever a face object contains a scalable + * font face (true for TrueType, Type~1, Type~42, CID, OpenType/CFF, and + * PFR font formats). + * + */ +#define FT_IS_SCALABLE( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_SCALABLE ) ) + + + /************************************************************************** + * + * @macro: + * FT_IS_SFNT + * + * @description: + * A macro that returns true whenever a face object contains a font whose + * format is based on the SFNT storage scheme. This usually means: + * TrueType fonts, OpenType fonts, as well as SFNT-based embedded bitmap + * fonts. + * + * If this macro is true, all functions defined in @FT_SFNT_NAMES_H and + * @FT_TRUETYPE_TABLES_H are available. + * + */ +#define FT_IS_SFNT( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_SFNT ) ) + + + /************************************************************************** + * + * @macro: + * FT_IS_FIXED_WIDTH + * + * @description: + * A macro that returns true whenever a face object contains a font face + * that contains fixed-width (or 'monospace', 'fixed-pitch', etc.) + * glyphs. + * + */ +#define FT_IS_FIXED_WIDTH( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_FIXED_WIDTH ) ) + + + /************************************************************************** + * + * @macro: + * FT_HAS_FIXED_SIZES + * + * @description: + * A macro that returns true whenever a face object contains some + * embedded bitmaps. See the `available_sizes` field of the @FT_FaceRec + * structure. + * + */ +#define FT_HAS_FIXED_SIZES( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_FIXED_SIZES ) ) + + + /************************************************************************** + * + * @macro: + * FT_HAS_FAST_GLYPHS + * + * @description: + * Deprecated. + * + */ +#define FT_HAS_FAST_GLYPHS( face ) 0 + + + /************************************************************************** + * + * @macro: + * FT_HAS_GLYPH_NAMES + * + * @description: + * A macro that returns true whenever a face object contains some glyph + * names that can be accessed through @FT_Get_Glyph_Name. + * + */ +#define FT_HAS_GLYPH_NAMES( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_GLYPH_NAMES ) ) + + + /************************************************************************** + * + * @macro: + * FT_HAS_MULTIPLE_MASTERS + * + * @description: + * A macro that returns true whenever a face object contains some + * multiple masters. The functions provided by @FT_MULTIPLE_MASTERS_H + * are then available to choose the exact design you want. + * + */ +#define FT_HAS_MULTIPLE_MASTERS( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_MULTIPLE_MASTERS ) ) + + + /************************************************************************** + * + * @macro: + * FT_IS_NAMED_INSTANCE + * + * @description: + * A macro that returns true whenever a face object is a named instance + * of a GX or OpenType variation font. + * + * [Since 2.9] Changing the design coordinates with + * @FT_Set_Var_Design_Coordinates or @FT_Set_Var_Blend_Coordinates does + * not influence the return value of this macro (only + * @FT_Set_Named_Instance does that). + * + * @since: + * 2.7 + * + */ +#define FT_IS_NAMED_INSTANCE( face ) \ + ( !!( (face)->face_index & 0x7FFF0000L ) ) + + + /************************************************************************** + * + * @macro: + * FT_IS_VARIATION + * + * @description: + * A macro that returns true whenever a face object has been altered by + * @FT_Set_MM_Design_Coordinates, @FT_Set_Var_Design_Coordinates, or + * @FT_Set_Var_Blend_Coordinates. + * + * @since: + * 2.9 + * + */ +#define FT_IS_VARIATION( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_VARIATION ) ) + + + /************************************************************************** + * + * @macro: + * FT_IS_CID_KEYED + * + * @description: + * A macro that returns true whenever a face object contains a CID-keyed + * font. See the discussion of @FT_FACE_FLAG_CID_KEYED for more details. + * + * If this macro is true, all functions defined in @FT_CID_H are + * available. + * + */ +#define FT_IS_CID_KEYED( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_CID_KEYED ) ) + + + /************************************************************************** + * + * @macro: + * FT_IS_TRICKY + * + * @description: + * A macro that returns true whenever a face represents a 'tricky' font. + * See the discussion of @FT_FACE_FLAG_TRICKY for more details. + * + */ +#define FT_IS_TRICKY( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_TRICKY ) ) + + + /************************************************************************** + * + * @macro: + * FT_HAS_COLOR + * + * @description: + * A macro that returns true whenever a face object contains tables for + * color glyphs. + * + * @since: + * 2.5.1 + * + */ +#define FT_HAS_COLOR( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_COLOR ) ) + + + /************************************************************************** + * + * @macro: + * FT_HAS_SVG + * + * @description: + * A macro that returns true whenever a face object contains an 'SVG~' + * OpenType table. + * + * @since: + * 2.12 + */ +#define FT_HAS_SVG( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_SVG ) ) + + + /************************************************************************** + * + * @macro: + * FT_HAS_SBIX + * + * @description: + * A macro that returns true whenever a face object contains an 'sbix' + * OpenType table *and* outline glyphs. + * + * Currently, FreeType only supports bitmap glyphs in PNG format for this + * table (i.e., JPEG and TIFF formats are unsupported, as are + * Apple-specific formats not part of the OpenType specification). + * + * @note: + * For backward compatibility, a font with an 'sbix' table is treated as + * a bitmap-only face. Using @FT_Open_Face with + * @FT_PARAM_TAG_IGNORE_SBIX, an application can switch off 'sbix' + * handling so that the face is treated as an ordinary outline font with + * scalable outlines. + * + * Here is some pseudo code that roughly illustrates how to implement + * 'sbix' handling according to the OpenType specification. + * + * ``` + * if ( FT_HAS_SBIX( face ) ) + * { + * // open font as a scalable one without sbix handling + * FT_Face face2; + * FT_Parameter param = { FT_PARAM_TAG_IGNORE_SBIX, NULL }; + * FT_Open_Args args = { FT_OPEN_PARAMS | ..., + * ..., + * 1, ¶m }; + * + * + * FT_Open_Face( library, &args, 0, &face2 ); + * + * available_size` as necessary into + * `preferred_sizes`[*]> + * + * for ( i = 0; i < face->num_fixed_sizes; i++ ) + * { + * size = preferred_sizes[i].size; + * + * error = FT_Set_Pixel_Sizes( face, size, size ); + * + * + * // check whether we have a glyph in a bitmap strike + * error = FT_Load_Glyph( face, + * glyph_index, + * FT_LOAD_SBITS_ONLY | + * FT_LOAD_BITMAP_METRICS_ONLY ); + * if ( error == FT_Err_Invalid_Argument ) + * continue; + * else if ( error ) + * + * else + * break; + * } + * + * if ( i != face->num_fixed_sizes ) + * + * + * if ( i == face->num_fixed_sizes || + * FT_HAS_SBIX_OVERLAY( face ) ) + * + * } + * ``` + * + * [*] Assuming a target value of 400dpi and available strike sizes 100, + * 200, 300, and 400dpi, a possible order might be [400, 200, 300, 100]: + * scaling 200dpi to 400dpi usually gives better results than scaling + * 300dpi to 400dpi; it is also much faster. However, scaling 100dpi to + * 400dpi can yield a too pixelated result, thus the preference might be + * 300dpi over 100dpi. + * + * @since: + * 2.12 + */ +#define FT_HAS_SBIX( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_SBIX ) ) + + + /************************************************************************** + * + * @macro: + * FT_HAS_SBIX_OVERLAY + * + * @description: + * A macro that returns true whenever a face object contains an 'sbix' + * OpenType table with bit~1 in its `flags` field set, instructing the + * application to overlay the bitmap strike with the corresponding + * outline glyph. See @FT_HAS_SBIX for pseudo code how to use it. + * + * @since: + * 2.12 + */ +#define FT_HAS_SBIX_OVERLAY( face ) \ + ( !!( (face)->face_flags & FT_FACE_FLAG_SBIX_OVERLAY ) ) + + + /************************************************************************** + * + * @enum: + * FT_STYLE_FLAG_XXX + * + * @description: + * A list of bit flags to indicate the style of a given face. These are + * used in the `style_flags` field of @FT_FaceRec. + * + * @values: + * FT_STYLE_FLAG_ITALIC :: + * The face style is italic or oblique. + * + * FT_STYLE_FLAG_BOLD :: + * The face is bold. + * + * @note: + * The style information as provided by FreeType is very basic. More + * details are beyond the scope and should be done on a higher level (for + * example, by analyzing various fields of the 'OS/2' table in SFNT based + * fonts). + */ +#define FT_STYLE_FLAG_ITALIC ( 1 << 0 ) +#define FT_STYLE_FLAG_BOLD ( 1 << 1 ) + + + /************************************************************************** + * + * @type: + * FT_Size_Internal + * + * @description: + * An opaque handle to an `FT_Size_InternalRec` structure, used to model + * private data of a given @FT_Size object. + */ + typedef struct FT_Size_InternalRec_* FT_Size_Internal; + + + /************************************************************************** + * + * @struct: + * FT_Size_Metrics + * + * @description: + * The size metrics structure gives the metrics of a size object. + * + * @fields: + * x_ppem :: + * The width of the scaled EM square in pixels, hence the term 'ppem' + * (pixels per EM). It is also referred to as 'nominal width'. + * + * y_ppem :: + * The height of the scaled EM square in pixels, hence the term 'ppem' + * (pixels per EM). It is also referred to as 'nominal height'. + * + * x_scale :: + * A 16.16 fractional scaling value to convert horizontal metrics from + * font units to 26.6 fractional pixels. Only relevant for scalable + * font formats. + * + * y_scale :: + * A 16.16 fractional scaling value to convert vertical metrics from + * font units to 26.6 fractional pixels. Only relevant for scalable + * font formats. + * + * ascender :: + * The ascender in 26.6 fractional pixels, rounded up to an integer + * value. See @FT_FaceRec for the details. + * + * descender :: + * The descender in 26.6 fractional pixels, rounded down to an integer + * value. See @FT_FaceRec for the details. + * + * height :: + * The height in 26.6 fractional pixels, rounded to an integer value. + * See @FT_FaceRec for the details. + * + * max_advance :: + * The maximum advance width in 26.6 fractional pixels, rounded to an + * integer value. See @FT_FaceRec for the details. + * + * @note: + * The scaling values, if relevant, are determined first during a size + * changing operation. The remaining fields are then set by the driver. + * For scalable formats, they are usually set to scaled values of the + * corresponding fields in @FT_FaceRec. Some values like ascender or + * descender are rounded for historical reasons; more precise values (for + * outline fonts) can be derived by scaling the corresponding @FT_FaceRec + * values manually, with code similar to the following. + * + * ``` + * scaled_ascender = FT_MulFix( face->ascender, + * size_metrics->y_scale ); + * ``` + * + * Note that due to glyph hinting and the selected rendering mode these + * values are usually not exact; consequently, they must be treated as + * unreliable with an error margin of at least one pixel! + * + * Indeed, the only way to get the exact metrics is to render _all_ + * glyphs. As this would be a definite performance hit, it is up to + * client applications to perform such computations. + * + * The `FT_Size_Metrics` structure is valid for bitmap fonts also. + * + * + * **TrueType fonts with native bytecode hinting** + * + * All applications that handle TrueType fonts with native hinting must + * be aware that TTFs expect different rounding of vertical font + * dimensions. The application has to cater for this, especially if it + * wants to rely on a TTF's vertical data (for example, to properly align + * box characters vertically). + * + * Only the application knows _in advance_ that it is going to use native + * hinting for TTFs! FreeType, on the other hand, selects the hinting + * mode not at the time of creating an @FT_Size object but much later, + * namely while calling @FT_Load_Glyph. + * + * Here is some pseudo code that illustrates a possible solution. + * + * ``` + * font_format = FT_Get_Font_Format( face ); + * + * if ( !strcmp( font_format, "TrueType" ) && + * do_native_bytecode_hinting ) + * { + * ascender = ROUND( FT_MulFix( face->ascender, + * size_metrics->y_scale ) ); + * descender = ROUND( FT_MulFix( face->descender, + * size_metrics->y_scale ) ); + * } + * else + * { + * ascender = size_metrics->ascender; + * descender = size_metrics->descender; + * } + * + * height = size_metrics->height; + * max_advance = size_metrics->max_advance; + * ``` + */ + typedef struct FT_Size_Metrics_ + { + FT_UShort x_ppem; /* horizontal pixels per EM */ + FT_UShort y_ppem; /* vertical pixels per EM */ + + FT_Fixed x_scale; /* scaling values used to convert font */ + FT_Fixed y_scale; /* units to 26.6 fractional pixels */ + + FT_Pos ascender; /* ascender in 26.6 frac. pixels */ + FT_Pos descender; /* descender in 26.6 frac. pixels */ + FT_Pos height; /* text height in 26.6 frac. pixels */ + FT_Pos max_advance; /* max horizontal advance, in 26.6 pixels */ + + } FT_Size_Metrics; + + + /************************************************************************** + * + * @struct: + * FT_SizeRec + * + * @description: + * FreeType root size class structure. A size object models a face + * object at a given size. + * + * @fields: + * face :: + * Handle to the parent face object. + * + * generic :: + * A typeless pointer, unused by the FreeType library or any of its + * drivers. It can be used by client applications to link their own + * data to each size object. + * + * metrics :: + * Metrics for this size object. This field is read-only. + */ + typedef struct FT_SizeRec_ + { + FT_Face face; /* parent face object */ + FT_Generic generic; /* generic pointer for client uses */ + FT_Size_Metrics metrics; /* size metrics */ + FT_Size_Internal internal; + + } FT_SizeRec; + + + /************************************************************************** + * + * @struct: + * FT_SubGlyph + * + * @description: + * The subglyph structure is an internal object used to describe + * subglyphs (for example, in the case of composites). + * + * @note: + * The subglyph implementation is not part of the high-level API, hence + * the forward structure declaration. + * + * You can however retrieve subglyph information with + * @FT_Get_SubGlyph_Info. + */ + typedef struct FT_SubGlyphRec_* FT_SubGlyph; + + + /************************************************************************** + * + * @type: + * FT_Slot_Internal + * + * @description: + * An opaque handle to an `FT_Slot_InternalRec` structure, used to model + * private data of a given @FT_GlyphSlot object. + */ + typedef struct FT_Slot_InternalRec_* FT_Slot_Internal; + + + /************************************************************************** + * + * @struct: + * FT_GlyphSlotRec + * + * @description: + * FreeType root glyph slot class structure. A glyph slot is a container + * where individual glyphs can be loaded, be they in outline or bitmap + * format. + * + * @fields: + * library :: + * A handle to the FreeType library instance this slot belongs to. + * + * face :: + * A handle to the parent face object. + * + * next :: + * In some cases (like some font tools), several glyph slots per face + * object can be a good thing. As this is rare, the glyph slots are + * listed through a direct, single-linked list using its `next` field. + * + * glyph_index :: + * [Since 2.10] The glyph index passed as an argument to @FT_Load_Glyph + * while initializing the glyph slot. + * + * generic :: + * A typeless pointer unused by the FreeType library or any of its + * drivers. It can be used by client applications to link their own + * data to each glyph slot object. + * + * metrics :: + * The metrics of the last loaded glyph in the slot. The returned + * values depend on the last load flags (see the @FT_Load_Glyph API + * function) and can be expressed either in 26.6 fractional pixels or + * font units. + * + * Note that even when the glyph image is transformed, the metrics are + * not. + * + * linearHoriAdvance :: + * The advance width of the unhinted glyph. Its value is expressed in + * 16.16 fractional pixels, unless @FT_LOAD_LINEAR_DESIGN is set when + * loading the glyph. This field can be important to perform correct + * WYSIWYG layout. Only relevant for outline glyphs. + * + * linearVertAdvance :: + * The advance height of the unhinted glyph. Its value is expressed in + * 16.16 fractional pixels, unless @FT_LOAD_LINEAR_DESIGN is set when + * loading the glyph. This field can be important to perform correct + * WYSIWYG layout. Only relevant for outline glyphs. + * + * advance :: + * This shorthand is, depending on @FT_LOAD_IGNORE_TRANSFORM, the + * transformed (hinted) advance width for the glyph, in 26.6 fractional + * pixel format. As specified with @FT_LOAD_VERTICAL_LAYOUT, it uses + * either the `horiAdvance` or the `vertAdvance` value of `metrics` + * field. + * + * format :: + * This field indicates the format of the image contained in the glyph + * slot. Typically @FT_GLYPH_FORMAT_BITMAP, @FT_GLYPH_FORMAT_OUTLINE, + * or @FT_GLYPH_FORMAT_COMPOSITE, but other values are possible. + * + * bitmap :: + * This field is used as a bitmap descriptor. Note that the address + * and content of the bitmap buffer can change between calls of + * @FT_Load_Glyph and a few other functions. + * + * bitmap_left :: + * The bitmap's left bearing expressed in integer pixels. + * + * bitmap_top :: + * The bitmap's top bearing expressed in integer pixels. This is the + * distance from the baseline to the top-most glyph scanline, upwards + * y~coordinates being **positive**. + * + * outline :: + * The outline descriptor for the current glyph image if its format is + * @FT_GLYPH_FORMAT_OUTLINE. Once a glyph is loaded, `outline` can be + * transformed, distorted, emboldened, etc. However, it must not be + * freed. + * + * [Since 2.10.1] If @FT_LOAD_NO_SCALE is set, outline coordinates of + * OpenType variation fonts for a selected instance are internally + * handled as 26.6 fractional font units but returned as (rounded) + * integers, as expected. To get unrounded font units, don't use + * @FT_LOAD_NO_SCALE but load the glyph with @FT_LOAD_NO_HINTING and + * scale it, using the font's `units_per_EM` value as the ppem. + * + * num_subglyphs :: + * The number of subglyphs in a composite glyph. This field is only + * valid for the composite glyph format that should normally only be + * loaded with the @FT_LOAD_NO_RECURSE flag. + * + * subglyphs :: + * An array of subglyph descriptors for composite glyphs. There are + * `num_subglyphs` elements in there. Currently internal to FreeType. + * + * control_data :: + * Certain font drivers can also return the control data for a given + * glyph image (e.g. TrueType bytecode, Type~1 charstrings, etc.). + * This field is a pointer to such data; it is currently internal to + * FreeType. + * + * control_len :: + * This is the length in bytes of the control data. Currently internal + * to FreeType. + * + * other :: + * Reserved. + * + * lsb_delta :: + * The difference between hinted and unhinted left side bearing while + * auto-hinting is active. Zero otherwise. + * + * rsb_delta :: + * The difference between hinted and unhinted right side bearing while + * auto-hinting is active. Zero otherwise. + * + * @note: + * If @FT_Load_Glyph is called with default flags (see @FT_LOAD_DEFAULT) + * the glyph image is loaded in the glyph slot in its native format + * (e.g., an outline glyph for TrueType and Type~1 formats). [Since 2.9] + * The prospective bitmap metrics are calculated according to + * @FT_LOAD_TARGET_XXX and other flags even for the outline glyph, even + * if @FT_LOAD_RENDER is not set. + * + * This image can later be converted into a bitmap by calling + * @FT_Render_Glyph. This function searches the current renderer for the + * native image's format, then invokes it. + * + * The renderer is in charge of transforming the native image through the + * slot's face transformation fields, then converting it into a bitmap + * that is returned in `slot->bitmap`. + * + * Note that `slot->bitmap_left` and `slot->bitmap_top` are also used to + * specify the position of the bitmap relative to the current pen + * position (e.g., coordinates (0,0) on the baseline). Of course, + * `slot->format` is also changed to @FT_GLYPH_FORMAT_BITMAP. + * + * Here is a small pseudo code fragment that shows how to use `lsb_delta` + * and `rsb_delta` to do fractional positioning of glyphs: + * + * ``` + * FT_GlyphSlot slot = face->glyph; + * FT_Pos origin_x = 0; + * + * + * for all glyphs do + * + * + * FT_Outline_Translate( slot->outline, origin_x & 63, 0 ); + * + * + * + * + * + * origin_x += slot->advance.x; + * origin_x += slot->lsb_delta - slot->rsb_delta; + * endfor + * ``` + * + * Here is another small pseudo code fragment that shows how to use + * `lsb_delta` and `rsb_delta` to improve integer positioning of glyphs: + * + * ``` + * FT_GlyphSlot slot = face->glyph; + * FT_Pos origin_x = 0; + * FT_Pos prev_rsb_delta = 0; + * + * + * for all glyphs do + * + * + * + * + * if ( prev_rsb_delta - slot->lsb_delta > 32 ) + * origin_x -= 64; + * else if ( prev_rsb_delta - slot->lsb_delta < -31 ) + * origin_x += 64; + * + * prev_rsb_delta = slot->rsb_delta; + * + * + * + * origin_x += slot->advance.x; + * endfor + * ``` + * + * If you use strong auto-hinting, you **must** apply these delta values! + * Otherwise you will experience far too large inter-glyph spacing at + * small rendering sizes in most cases. Note that it doesn't harm to use + * the above code for other hinting modes also, since the delta values + * are zero then. + */ + typedef struct FT_GlyphSlotRec_ + { + FT_Library library; + FT_Face face; + FT_GlyphSlot next; + FT_UInt glyph_index; /* new in 2.10; was reserved previously */ + FT_Generic generic; + + FT_Glyph_Metrics metrics; + FT_Fixed linearHoriAdvance; + FT_Fixed linearVertAdvance; + FT_Vector advance; + + FT_Glyph_Format format; + + FT_Bitmap bitmap; + FT_Int bitmap_left; + FT_Int bitmap_top; + + FT_Outline outline; + + FT_UInt num_subglyphs; + FT_SubGlyph subglyphs; + + void* control_data; + long control_len; + + FT_Pos lsb_delta; + FT_Pos rsb_delta; + + void* other; + + FT_Slot_Internal internal; + + } FT_GlyphSlotRec; + + + /*************************************************************************/ + /*************************************************************************/ + /* */ + /* F U N C T I O N S */ + /* */ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @function: + * FT_Init_FreeType + * + * @description: + * Initialize a new FreeType library object. The set of modules that are + * registered by this function is determined at build time. + * + * @output: + * alibrary :: + * A handle to a new library object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * In case you want to provide your own memory allocating routines, use + * @FT_New_Library instead, followed by a call to @FT_Add_Default_Modules + * (or a series of calls to @FT_Add_Module) and + * @FT_Set_Default_Properties. + * + * See the documentation of @FT_Library and @FT_Face for multi-threading + * issues. + * + * If you need reference-counting (cf. @FT_Reference_Library), use + * @FT_New_Library and @FT_Done_Library. + * + * If compilation option `FT_CONFIG_OPTION_ENVIRONMENT_PROPERTIES` is + * set, this function reads the `FREETYPE_PROPERTIES` environment + * variable to control driver properties. See section @properties for + * more. + */ + FT_EXPORT( FT_Error ) + FT_Init_FreeType( FT_Library *alibrary ); + + + /************************************************************************** + * + * @function: + * FT_Done_FreeType + * + * @description: + * Destroy a given FreeType library object and all of its children, + * including resources, drivers, faces, sizes, etc. + * + * @input: + * library :: + * A handle to the target library object. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Done_FreeType( FT_Library library ); + + + /************************************************************************** + * + * @enum: + * FT_OPEN_XXX + * + * @description: + * A list of bit field constants used within the `flags` field of the + * @FT_Open_Args structure. + * + * @values: + * FT_OPEN_MEMORY :: + * This is a memory-based stream. + * + * FT_OPEN_STREAM :: + * Copy the stream from the `stream` field. + * + * FT_OPEN_PATHNAME :: + * Create a new input stream from a C~path name. + * + * FT_OPEN_DRIVER :: + * Use the `driver` field. + * + * FT_OPEN_PARAMS :: + * Use the `num_params` and `params` fields. + * + * @note: + * The `FT_OPEN_MEMORY`, `FT_OPEN_STREAM`, and `FT_OPEN_PATHNAME` flags + * are mutually exclusive. + */ +#define FT_OPEN_MEMORY 0x1 +#define FT_OPEN_STREAM 0x2 +#define FT_OPEN_PATHNAME 0x4 +#define FT_OPEN_DRIVER 0x8 +#define FT_OPEN_PARAMS 0x10 + + + /* these constants are deprecated; use the corresponding `FT_OPEN_XXX` */ + /* values instead */ +#define ft_open_memory FT_OPEN_MEMORY +#define ft_open_stream FT_OPEN_STREAM +#define ft_open_pathname FT_OPEN_PATHNAME +#define ft_open_driver FT_OPEN_DRIVER +#define ft_open_params FT_OPEN_PARAMS + + + /************************************************************************** + * + * @struct: + * FT_Parameter + * + * @description: + * A simple structure to pass more or less generic parameters to + * @FT_Open_Face and @FT_Face_Properties. + * + * @fields: + * tag :: + * A four-byte identification tag. + * + * data :: + * A pointer to the parameter data. + * + * @note: + * The ID and function of parameters are driver-specific. See section + * @parameter_tags for more information. + */ + typedef struct FT_Parameter_ + { + FT_ULong tag; + FT_Pointer data; + + } FT_Parameter; + + + /************************************************************************** + * + * @struct: + * FT_Open_Args + * + * @description: + * A structure to indicate how to open a new font file or stream. A + * pointer to such a structure can be used as a parameter for the + * functions @FT_Open_Face and @FT_Attach_Stream. + * + * @fields: + * flags :: + * A set of bit flags indicating how to use the structure. + * + * memory_base :: + * The first byte of the file in memory. + * + * memory_size :: + * The size in bytes of the file in memory. + * + * pathname :: + * A pointer to an 8-bit file pathname, which must be a C~string (i.e., + * no null bytes except at the very end). The pointer is not owned by + * FreeType. + * + * stream :: + * A handle to a source stream object. + * + * driver :: + * This field is exclusively used by @FT_Open_Face; it simply specifies + * the font driver to use for opening the face. If set to `NULL`, + * FreeType tries to load the face with each one of the drivers in its + * list. + * + * num_params :: + * The number of extra parameters. + * + * params :: + * Extra parameters passed to the font driver when opening a new face. + * + * @note: + * The stream type is determined by the contents of `flags`: + * + * If the @FT_OPEN_MEMORY bit is set, assume that this is a memory file + * of `memory_size` bytes, located at `memory_address`. The data are not + * copied, and the client is responsible for releasing and destroying + * them _after_ the corresponding call to @FT_Done_Face. + * + * Otherwise, if the @FT_OPEN_STREAM bit is set, assume that a custom + * input stream `stream` is used. + * + * Otherwise, if the @FT_OPEN_PATHNAME bit is set, assume that this is a + * normal file and use `pathname` to open it. + * + * If none of the above bits are set or if multiple are set at the same + * time, the flags are invalid and @FT_Open_Face fails. + * + * If the @FT_OPEN_DRIVER bit is set, @FT_Open_Face only tries to open + * the file with the driver whose handler is in `driver`. + * + * If the @FT_OPEN_PARAMS bit is set, the parameters given by + * `num_params` and `params` is used. They are ignored otherwise. + * + * Ideally, both the `pathname` and `params` fields should be tagged as + * 'const'; this is missing for API backward compatibility. In other + * words, applications should treat them as read-only. + */ + typedef struct FT_Open_Args_ + { + FT_UInt flags; + const FT_Byte* memory_base; + FT_Long memory_size; + FT_String* pathname; + FT_Stream stream; + FT_Module driver; + FT_Int num_params; + FT_Parameter* params; + + } FT_Open_Args; + + + /************************************************************************** + * + * @function: + * FT_New_Face + * + * @description: + * Call @FT_Open_Face to open a font by its pathname. + * + * @inout: + * library :: + * A handle to the library resource. + * + * @input: + * pathname :: + * A path to the font file. + * + * face_index :: + * See @FT_Open_Face for a detailed description of this parameter. + * + * @output: + * aface :: + * A handle to a new face object. If `face_index` is greater than or + * equal to zero, it must be non-`NULL`. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The `pathname` string should be recognizable as such by a standard + * `fopen` call on your system; in particular, this means that `pathname` + * must not contain null bytes. If that is not sufficient to address all + * file name possibilities (for example, to handle wide character file + * names on Windows in UTF-16 encoding) you might use @FT_Open_Face to + * pass a memory array or a stream object instead. + * + * Use @FT_Done_Face to destroy the created @FT_Face object (along with + * its slot and sizes). + */ + FT_EXPORT( FT_Error ) + FT_New_Face( FT_Library library, + const char* filepathname, + FT_Long face_index, + FT_Face *aface ); + + + /************************************************************************** + * + * @function: + * FT_New_Memory_Face + * + * @description: + * Call @FT_Open_Face to open a font that has been loaded into memory. + * + * @inout: + * library :: + * A handle to the library resource. + * + * @input: + * file_base :: + * A pointer to the beginning of the font data. + * + * file_size :: + * The size of the memory chunk used by the font data. + * + * face_index :: + * See @FT_Open_Face for a detailed description of this parameter. + * + * @output: + * aface :: + * A handle to a new face object. If `face_index` is greater than or + * equal to zero, it must be non-`NULL`. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * You must not deallocate the memory before calling @FT_Done_Face. + */ + FT_EXPORT( FT_Error ) + FT_New_Memory_Face( FT_Library library, + const FT_Byte* file_base, + FT_Long file_size, + FT_Long face_index, + FT_Face *aface ); + + + /************************************************************************** + * + * @function: + * FT_Open_Face + * + * @description: + * Create a face object from a given resource described by @FT_Open_Args. + * + * @inout: + * library :: + * A handle to the library resource. + * + * @input: + * args :: + * A pointer to an `FT_Open_Args` structure that must be filled by the + * caller. + * + * face_index :: + * This field holds two different values. Bits 0-15 are the index of + * the face in the font file (starting with value~0). Set it to~0 if + * there is only one face in the font file. + * + * [Since 2.6.1] Bits 16-30 are relevant to GX and OpenType variation + * fonts only, specifying the named instance index for the current face + * index (starting with value~1; value~0 makes FreeType ignore named + * instances). For non-variation fonts, bits 16-30 are ignored. + * Assuming that you want to access the third named instance in face~4, + * `face_index` should be set to 0x00030004. If you want to access + * face~4 without variation handling, simply set `face_index` to + * value~4. + * + * `FT_Open_Face` and its siblings can be used to quickly check whether + * the font format of a given font resource is supported by FreeType. + * In general, if the `face_index` argument is negative, the function's + * return value is~0 if the font format is recognized, or non-zero + * otherwise. The function allocates a more or less empty face handle + * in `*aface` (if `aface` isn't `NULL`); the only two useful fields in + * this special case are `face->num_faces` and `face->style_flags`. + * For any negative value of `face_index`, `face->num_faces` gives the + * number of faces within the font file. For the negative value + * '-(N+1)' (with 'N' a non-negative 16-bit value), bits 16-30 in + * `face->style_flags` give the number of named instances in face 'N' + * if we have a variation font (or zero otherwise). After examination, + * the returned @FT_Face structure should be deallocated with a call to + * @FT_Done_Face. + * + * @output: + * aface :: + * A handle to a new face object. If `face_index` is greater than or + * equal to zero, it must be non-`NULL`. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Unlike FreeType 1.x, this function automatically creates a glyph slot + * for the face object that can be accessed directly through + * `face->glyph`. + * + * Each new face object created with this function also owns a default + * @FT_Size object, accessible as `face->size`. + * + * One @FT_Library instance can have multiple face objects, this is, + * @FT_Open_Face and its siblings can be called multiple times using the + * same `library` argument. + * + * See the discussion of reference counters in the description of + * @FT_Reference_Face. + * + * If `FT_OPEN_STREAM` is set in `args->flags`, the stream in + * `args->stream` is automatically closed before this function returns + * any error (including `FT_Err_Invalid_Argument`). + * + * @example: + * To loop over all faces, use code similar to the following snippet + * (omitting the error handling). + * + * ``` + * ... + * FT_Face face; + * FT_Long i, num_faces; + * + * + * error = FT_Open_Face( library, args, -1, &face ); + * if ( error ) { ... } + * + * num_faces = face->num_faces; + * FT_Done_Face( face ); + * + * for ( i = 0; i < num_faces; i++ ) + * { + * ... + * error = FT_Open_Face( library, args, i, &face ); + * ... + * FT_Done_Face( face ); + * ... + * } + * ``` + * + * To loop over all valid values for `face_index`, use something similar + * to the following snippet, again without error handling. The code + * accesses all faces immediately (thus only a single call of + * `FT_Open_Face` within the do-loop), with and without named instances. + * + * ``` + * ... + * FT_Face face; + * + * FT_Long num_faces = 0; + * FT_Long num_instances = 0; + * + * FT_Long face_idx = 0; + * FT_Long instance_idx = 0; + * + * + * do + * { + * FT_Long id = ( instance_idx << 16 ) + face_idx; + * + * + * error = FT_Open_Face( library, args, id, &face ); + * if ( error ) { ... } + * + * num_faces = face->num_faces; + * num_instances = face->style_flags >> 16; + * + * ... + * + * FT_Done_Face( face ); + * + * if ( instance_idx < num_instances ) + * instance_idx++; + * else + * { + * face_idx++; + * instance_idx = 0; + * } + * + * } while ( face_idx < num_faces ) + * ``` + */ + FT_EXPORT( FT_Error ) + FT_Open_Face( FT_Library library, + const FT_Open_Args* args, + FT_Long face_index, + FT_Face *aface ); + + + /************************************************************************** + * + * @function: + * FT_Attach_File + * + * @description: + * Call @FT_Attach_Stream to attach a file. + * + * @inout: + * face :: + * The target face object. + * + * @input: + * filepathname :: + * The pathname. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Attach_File( FT_Face face, + const char* filepathname ); + + + /************************************************************************** + * + * @function: + * FT_Attach_Stream + * + * @description: + * 'Attach' data to a face object. Normally, this is used to read + * additional information for the face object. For example, you can + * attach an AFM file that comes with a Type~1 font to get the kerning + * values and other metrics. + * + * @inout: + * face :: + * The target face object. + * + * @input: + * parameters :: + * A pointer to @FT_Open_Args that must be filled by the caller. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The meaning of the 'attach' (i.e., what really happens when the new + * file is read) is not fixed by FreeType itself. It really depends on + * the font format (and thus the font driver). + * + * Client applications are expected to know what they are doing when + * invoking this function. Most drivers simply do not implement file or + * stream attachments. + */ + FT_EXPORT( FT_Error ) + FT_Attach_Stream( FT_Face face, + FT_Open_Args* parameters ); + + + /************************************************************************** + * + * @function: + * FT_Reference_Face + * + * @description: + * A counter gets initialized to~1 at the time an @FT_Face structure is + * created. This function increments the counter. @FT_Done_Face then + * only destroys a face if the counter is~1, otherwise it simply + * decrements the counter. + * + * This function helps in managing life-cycles of structures that + * reference @FT_Face objects. + * + * @input: + * face :: + * A handle to a target face object. + * + * @return: + * FreeType error code. 0~means success. + * + * @since: + * 2.4.2 + * + */ + FT_EXPORT( FT_Error ) + FT_Reference_Face( FT_Face face ); + + + /************************************************************************** + * + * @function: + * FT_Done_Face + * + * @description: + * Discard a given face object, as well as all of its child slots and + * sizes. + * + * @input: + * face :: + * A handle to a target face object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * See the discussion of reference counters in the description of + * @FT_Reference_Face. + */ + FT_EXPORT( FT_Error ) + FT_Done_Face( FT_Face face ); + + + /************************************************************************** + * + * @function: + * FT_Select_Size + * + * @description: + * Select a bitmap strike. To be more precise, this function sets the + * scaling factors of the active @FT_Size object in a face so that + * bitmaps from this particular strike are taken by @FT_Load_Glyph and + * friends. + * + * @inout: + * face :: + * A handle to a target face object. + * + * @input: + * strike_index :: + * The index of the bitmap strike in the `available_sizes` field of + * @FT_FaceRec structure. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * For bitmaps embedded in outline fonts it is common that only a subset + * of the available glyphs at a given ppem value is available. FreeType + * silently uses outlines if there is no bitmap for a given glyph index. + * + * For GX and OpenType variation fonts, a bitmap strike makes sense only + * if the default instance is active (this is, no glyph variation takes + * place); otherwise, FreeType simply ignores bitmap strikes. The same + * is true for all named instances that are different from the default + * instance. + * + * Don't use this function if you are using the FreeType cache API. + */ + FT_EXPORT( FT_Error ) + FT_Select_Size( FT_Face face, + FT_Int strike_index ); + + + /************************************************************************** + * + * @enum: + * FT_Size_Request_Type + * + * @description: + * An enumeration type that lists the supported size request types, i.e., + * what input size (in font units) maps to the requested output size (in + * pixels, as computed from the arguments of @FT_Size_Request). + * + * @values: + * FT_SIZE_REQUEST_TYPE_NOMINAL :: + * The nominal size. The `units_per_EM` field of @FT_FaceRec is used + * to determine both scaling values. + * + * This is the standard scaling found in most applications. In + * particular, use this size request type for TrueType fonts if they + * provide optical scaling or something similar. Note, however, that + * `units_per_EM` is a rather abstract value which bears no relation to + * the actual size of the glyphs in a font. + * + * FT_SIZE_REQUEST_TYPE_REAL_DIM :: + * The real dimension. The sum of the `ascender` and (minus of) the + * `descender` fields of @FT_FaceRec is used to determine both scaling + * values. + * + * FT_SIZE_REQUEST_TYPE_BBOX :: + * The font bounding box. The width and height of the `bbox` field of + * @FT_FaceRec are used to determine the horizontal and vertical + * scaling value, respectively. + * + * FT_SIZE_REQUEST_TYPE_CELL :: + * The `max_advance_width` field of @FT_FaceRec is used to determine + * the horizontal scaling value; the vertical scaling value is + * determined the same way as @FT_SIZE_REQUEST_TYPE_REAL_DIM does. + * Finally, both scaling values are set to the smaller one. This type + * is useful if you want to specify the font size for, say, a window of + * a given dimension and 80x24 cells. + * + * FT_SIZE_REQUEST_TYPE_SCALES :: + * Specify the scaling values directly. + * + * @note: + * The above descriptions only apply to scalable formats. For bitmap + * formats, the behaviour is up to the driver. + * + * See the note section of @FT_Size_Metrics if you wonder how size + * requesting relates to scaling values. + */ + typedef enum FT_Size_Request_Type_ + { + FT_SIZE_REQUEST_TYPE_NOMINAL, + FT_SIZE_REQUEST_TYPE_REAL_DIM, + FT_SIZE_REQUEST_TYPE_BBOX, + FT_SIZE_REQUEST_TYPE_CELL, + FT_SIZE_REQUEST_TYPE_SCALES, + + FT_SIZE_REQUEST_TYPE_MAX + + } FT_Size_Request_Type; + + + /************************************************************************** + * + * @struct: + * FT_Size_RequestRec + * + * @description: + * A structure to model a size request. + * + * @fields: + * type :: + * See @FT_Size_Request_Type. + * + * width :: + * The desired width, given as a 26.6 fractional point value (with 72pt + * = 1in). + * + * height :: + * The desired height, given as a 26.6 fractional point value (with + * 72pt = 1in). + * + * horiResolution :: + * The horizontal resolution (dpi, i.e., pixels per inch). If set to + * zero, `width` is treated as a 26.6 fractional **pixel** value, which + * gets internally rounded to an integer. + * + * vertResolution :: + * The vertical resolution (dpi, i.e., pixels per inch). If set to + * zero, `height` is treated as a 26.6 fractional **pixel** value, + * which gets internally rounded to an integer. + * + * @note: + * If `width` is zero, the horizontal scaling value is set equal to the + * vertical scaling value, and vice versa. + * + * If `type` is `FT_SIZE_REQUEST_TYPE_SCALES`, `width` and `height` are + * interpreted directly as 16.16 fractional scaling values, without any + * further modification, and both `horiResolution` and `vertResolution` + * are ignored. + */ + typedef struct FT_Size_RequestRec_ + { + FT_Size_Request_Type type; + FT_Long width; + FT_Long height; + FT_UInt horiResolution; + FT_UInt vertResolution; + + } FT_Size_RequestRec; + + + /************************************************************************** + * + * @struct: + * FT_Size_Request + * + * @description: + * A handle to a size request structure. + */ + typedef struct FT_Size_RequestRec_ *FT_Size_Request; + + + /************************************************************************** + * + * @function: + * FT_Request_Size + * + * @description: + * Resize the scale of the active @FT_Size object in a face. + * + * @inout: + * face :: + * A handle to a target face object. + * + * @input: + * req :: + * A pointer to a @FT_Size_RequestRec. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Although drivers may select the bitmap strike matching the request, + * you should not rely on this if you intend to select a particular + * bitmap strike. Use @FT_Select_Size instead in that case. + * + * The relation between the requested size and the resulting glyph size + * is dependent entirely on how the size is defined in the source face. + * The font designer chooses the final size of each glyph relative to + * this size. For more information refer to + * 'https://www.freetype.org/freetype2/docs/glyphs/glyphs-2.html'. + * + * Contrary to @FT_Set_Char_Size, this function doesn't have special code + * to normalize zero-valued widths, heights, or resolutions, which are + * treated as @FT_LOAD_NO_SCALE. + * + * Don't use this function if you are using the FreeType cache API. + */ + FT_EXPORT( FT_Error ) + FT_Request_Size( FT_Face face, + FT_Size_Request req ); + + + /************************************************************************** + * + * @function: + * FT_Set_Char_Size + * + * @description: + * Call @FT_Request_Size to request the nominal size (in points). + * + * @inout: + * face :: + * A handle to a target face object. + * + * @input: + * char_width :: + * The nominal width, in 26.6 fractional points. + * + * char_height :: + * The nominal height, in 26.6 fractional points. + * + * horz_resolution :: + * The horizontal resolution in dpi. + * + * vert_resolution :: + * The vertical resolution in dpi. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * While this function allows fractional points as input values, the + * resulting ppem value for the given resolution is always rounded to the + * nearest integer. + * + * If either the character width or height is zero, it is set equal to + * the other value. + * + * If either the horizontal or vertical resolution is zero, it is set + * equal to the other value. + * + * A character width or height smaller than 1pt is set to 1pt; if both + * resolution values are zero, they are set to 72dpi. + * + * Don't use this function if you are using the FreeType cache API. + */ + FT_EXPORT( FT_Error ) + FT_Set_Char_Size( FT_Face face, + FT_F26Dot6 char_width, + FT_F26Dot6 char_height, + FT_UInt horz_resolution, + FT_UInt vert_resolution ); + + + /************************************************************************** + * + * @function: + * FT_Set_Pixel_Sizes + * + * @description: + * Call @FT_Request_Size to request the nominal size (in pixels). + * + * @inout: + * face :: + * A handle to the target face object. + * + * @input: + * pixel_width :: + * The nominal width, in pixels. + * + * pixel_height :: + * The nominal height, in pixels. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * You should not rely on the resulting glyphs matching or being + * constrained to this pixel size. Refer to @FT_Request_Size to + * understand how requested sizes relate to actual sizes. + * + * Don't use this function if you are using the FreeType cache API. + */ + FT_EXPORT( FT_Error ) + FT_Set_Pixel_Sizes( FT_Face face, + FT_UInt pixel_width, + FT_UInt pixel_height ); + + + /************************************************************************** + * + * @function: + * FT_Load_Glyph + * + * @description: + * Load a glyph into the glyph slot of a face object. + * + * @inout: + * face :: + * A handle to the target face object where the glyph is loaded. + * + * @input: + * glyph_index :: + * The index of the glyph in the font file. For CID-keyed fonts + * (either in PS or in CFF format) this argument specifies the CID + * value. + * + * load_flags :: + * A flag indicating what to load for this glyph. The @FT_LOAD_XXX + * flags can be used to control the glyph loading process (e.g., + * whether the outline should be scaled, whether to load bitmaps or + * not, whether to hint the outline, etc). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * For proper scaling and hinting, the active @FT_Size object owned by + * the face has to be meaningfully initialized by calling + * @FT_Set_Char_Size before this function, for example. The loaded + * glyph may be transformed. See @FT_Set_Transform for the details. + * + * For subsetted CID-keyed fonts, `FT_Err_Invalid_Argument` is returned + * for invalid CID values (this is, for CID values that don't have a + * corresponding glyph in the font). See the discussion of the + * @FT_FACE_FLAG_CID_KEYED flag for more details. + * + * If you receive `FT_Err_Glyph_Too_Big`, try getting the glyph outline + * at EM size, then scale it manually and fill it as a graphics + * operation. + */ + FT_EXPORT( FT_Error ) + FT_Load_Glyph( FT_Face face, + FT_UInt glyph_index, + FT_Int32 load_flags ); + + + /************************************************************************** + * + * @function: + * FT_Load_Char + * + * @description: + * Load a glyph into the glyph slot of a face object, accessed by its + * character code. + * + * @inout: + * face :: + * A handle to a target face object where the glyph is loaded. + * + * @input: + * char_code :: + * The glyph's character code, according to the current charmap used in + * the face. + * + * load_flags :: + * A flag indicating what to load for this glyph. The @FT_LOAD_XXX + * constants can be used to control the glyph loading process (e.g., + * whether the outline should be scaled, whether to load bitmaps or + * not, whether to hint the outline, etc). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function simply calls @FT_Get_Char_Index and @FT_Load_Glyph. + * + * Many fonts contain glyphs that can't be loaded by this function since + * its glyph indices are not listed in any of the font's charmaps. + * + * If no active cmap is set up (i.e., `face->charmap` is zero), the call + * to @FT_Get_Char_Index is omitted, and the function behaves identically + * to @FT_Load_Glyph. + */ + FT_EXPORT( FT_Error ) + FT_Load_Char( FT_Face face, + FT_ULong char_code, + FT_Int32 load_flags ); + + + /************************************************************************** + * + * @enum: + * FT_LOAD_XXX + * + * @description: + * A list of bit field constants for @FT_Load_Glyph to indicate what kind + * of operations to perform during glyph loading. + * + * @values: + * FT_LOAD_DEFAULT :: + * Corresponding to~0, this value is used as the default glyph load + * operation. In this case, the following happens: + * + * 1. FreeType looks for a bitmap for the glyph corresponding to the + * face's current size. If one is found, the function returns. The + * bitmap data can be accessed from the glyph slot (see note below). + * + * 2. If no embedded bitmap is searched for or found, FreeType looks + * for a scalable outline. If one is found, it is loaded from the font + * file, scaled to device pixels, then 'hinted' to the pixel grid in + * order to optimize it. The outline data can be accessed from the + * glyph slot (see note below). + * + * Note that by default the glyph loader doesn't render outlines into + * bitmaps. The following flags are used to modify this default + * behaviour to more specific and useful cases. + * + * FT_LOAD_NO_SCALE :: + * Don't scale the loaded outline glyph but keep it in font units. + * This flag is also assumed if @FT_Size owned by the face was not + * properly initialized. + * + * This flag implies @FT_LOAD_NO_HINTING and @FT_LOAD_NO_BITMAP, and + * unsets @FT_LOAD_RENDER. + * + * If the font is 'tricky' (see @FT_FACE_FLAG_TRICKY for more), using + * `FT_LOAD_NO_SCALE` usually yields meaningless outlines because the + * subglyphs must be scaled and positioned with hinting instructions. + * This can be solved by loading the font without `FT_LOAD_NO_SCALE` + * and setting the character size to `font->units_per_EM`. + * + * FT_LOAD_NO_HINTING :: + * Disable hinting. This generally generates 'blurrier' bitmap glyphs + * when the glyph are rendered in any of the anti-aliased modes. See + * also the note below. + * + * This flag is implied by @FT_LOAD_NO_SCALE. + * + * FT_LOAD_RENDER :: + * Call @FT_Render_Glyph after the glyph is loaded. By default, the + * glyph is rendered in @FT_RENDER_MODE_NORMAL mode. This can be + * overridden by @FT_LOAD_TARGET_XXX or @FT_LOAD_MONOCHROME. + * + * This flag is unset by @FT_LOAD_NO_SCALE. + * + * FT_LOAD_NO_BITMAP :: + * Ignore bitmap strikes when loading. Bitmap-only fonts ignore this + * flag. + * + * @FT_LOAD_NO_SCALE always sets this flag. + * + * FT_LOAD_SBITS_ONLY :: + * [Since 2.12] This is the opposite of @FT_LOAD_NO_BITMAP, more or + * less: @FT_Load_Glyph returns `FT_Err_Invalid_Argument` if the face + * contains a bitmap strike for the given size (or the strike selected + * by @FT_Select_Size) but there is no glyph in the strike. + * + * Note that this load flag was part of FreeType since version 2.0.6 + * but previously tagged as internal. + * + * FT_LOAD_VERTICAL_LAYOUT :: + * Load the glyph for vertical text layout. In particular, the + * `advance` value in the @FT_GlyphSlotRec structure is set to the + * `vertAdvance` value of the `metrics` field. + * + * In case @FT_HAS_VERTICAL doesn't return true, you shouldn't use this + * flag currently. Reason is that in this case vertical metrics get + * synthesized, and those values are not always consistent across + * various font formats. + * + * FT_LOAD_FORCE_AUTOHINT :: + * Prefer the auto-hinter over the font's native hinter. See also the + * note below. + * + * FT_LOAD_PEDANTIC :: + * Make the font driver perform pedantic verifications during glyph + * loading and hinting. This is mostly used to detect broken glyphs in + * fonts. By default, FreeType tries to handle broken fonts also. + * + * In particular, errors from the TrueType bytecode engine are not + * passed to the application if this flag is not set; this might result + * in partially hinted or distorted glyphs in case a glyph's bytecode + * is buggy. + * + * FT_LOAD_NO_RECURSE :: + * Don't load composite glyphs recursively. Instead, the font driver + * fills the `num_subglyph` and `subglyphs` values of the glyph slot; + * it also sets `glyph->format` to @FT_GLYPH_FORMAT_COMPOSITE. The + * description of subglyphs can then be accessed with + * @FT_Get_SubGlyph_Info. + * + * Don't use this flag for retrieving metrics information since some + * font drivers only return rudimentary data. + * + * This flag implies @FT_LOAD_NO_SCALE and @FT_LOAD_IGNORE_TRANSFORM. + * + * FT_LOAD_IGNORE_TRANSFORM :: + * Ignore the transform matrix set by @FT_Set_Transform. + * + * FT_LOAD_MONOCHROME :: + * This flag is used with @FT_LOAD_RENDER to indicate that you want to + * render an outline glyph to a 1-bit monochrome bitmap glyph, with + * 8~pixels packed into each byte of the bitmap data. + * + * Note that this has no effect on the hinting algorithm used. You + * should rather use @FT_LOAD_TARGET_MONO so that the + * monochrome-optimized hinting algorithm is used. + * + * FT_LOAD_LINEAR_DESIGN :: + * Keep `linearHoriAdvance` and `linearVertAdvance` fields of + * @FT_GlyphSlotRec in font units. See @FT_GlyphSlotRec for details. + * + * FT_LOAD_NO_AUTOHINT :: + * Disable the auto-hinter. See also the note below. + * + * FT_LOAD_COLOR :: + * Load colored glyphs. FreeType searches in the following order; + * there are slight differences depending on the font format. + * + * [Since 2.5] Load embedded color bitmap images (provided + * @FT_LOAD_NO_BITMAP is not set). The resulting color bitmaps, if + * available, have the @FT_PIXEL_MODE_BGRA format, with pre-multiplied + * color channels. If the flag is not set and color bitmaps are found, + * they are converted to 256-level gray bitmaps, using the + * @FT_PIXEL_MODE_GRAY format. + * + * [Since 2.12] If the glyph index maps to an entry in the face's + * 'SVG~' table, load the associated SVG document from this table and + * set the `format` field of @FT_GlyphSlotRec to @FT_GLYPH_FORMAT_SVG. + * Note that FreeType itself can't render SVG documents; however, the + * library provides hooks to seamlessly integrate an external renderer. + * See sections @ot_svg_driver and @svg_fonts for more. + * + * [Since 2.10, experimental] If the glyph index maps to an entry in + * the face's 'COLR' table with a 'CPAL' palette table (as defined in + * the OpenType specification), make @FT_Render_Glyph provide a default + * blending of the color glyph layers associated with the glyph index, + * using the same bitmap format as embedded color bitmap images. This + * is mainly for convenience and works only for glyphs in 'COLR' v0 + * tables (or glyphs in 'COLR' v1 tables that exclusively use v0 + * features). For full control of color layers use + * @FT_Get_Color_Glyph_Layer and FreeType's color functions like + * @FT_Palette_Select instead of setting @FT_LOAD_COLOR for rendering + * so that the client application can handle blending by itself. + * + * FT_LOAD_COMPUTE_METRICS :: + * [Since 2.6.1] Compute glyph metrics from the glyph data, without the + * use of bundled metrics tables (for example, the 'hdmx' table in + * TrueType fonts). This flag is mainly used by font validating or + * font editing applications, which need to ignore, verify, or edit + * those tables. + * + * Currently, this flag is only implemented for TrueType fonts. + * + * FT_LOAD_BITMAP_METRICS_ONLY :: + * [Since 2.7.1] Request loading of the metrics and bitmap image + * information of a (possibly embedded) bitmap glyph without allocating + * or copying the bitmap image data itself. No effect if the target + * glyph is not a bitmap image. + * + * This flag unsets @FT_LOAD_RENDER. + * + * FT_LOAD_CROP_BITMAP :: + * Ignored. Deprecated. + * + * FT_LOAD_IGNORE_GLOBAL_ADVANCE_WIDTH :: + * Ignored. Deprecated. + * + * @note: + * By default, hinting is enabled and the font's native hinter (see + * @FT_FACE_FLAG_HINTER) is preferred over the auto-hinter. You can + * disable hinting by setting @FT_LOAD_NO_HINTING or change the + * precedence by setting @FT_LOAD_FORCE_AUTOHINT. You can also set + * @FT_LOAD_NO_AUTOHINT in case you don't want the auto-hinter to be used + * at all. + * + * See the description of @FT_FACE_FLAG_TRICKY for a special exception + * (affecting only a handful of Asian fonts). + * + * Besides deciding which hinter to use, you can also decide which + * hinting algorithm to use. See @FT_LOAD_TARGET_XXX for details. + * + * Note that the auto-hinter needs a valid Unicode cmap (either a native + * one or synthesized by FreeType) for producing correct results. If a + * font provides an incorrect mapping (for example, assigning the + * character code U+005A, LATIN CAPITAL LETTER~Z, to a glyph depicting a + * mathematical integral sign), the auto-hinter might produce useless + * results. + * + */ +#define FT_LOAD_DEFAULT 0x0 +#define FT_LOAD_NO_SCALE ( 1L << 0 ) +#define FT_LOAD_NO_HINTING ( 1L << 1 ) +#define FT_LOAD_RENDER ( 1L << 2 ) +#define FT_LOAD_NO_BITMAP ( 1L << 3 ) +#define FT_LOAD_VERTICAL_LAYOUT ( 1L << 4 ) +#define FT_LOAD_FORCE_AUTOHINT ( 1L << 5 ) +#define FT_LOAD_CROP_BITMAP ( 1L << 6 ) +#define FT_LOAD_PEDANTIC ( 1L << 7 ) +#define FT_LOAD_IGNORE_GLOBAL_ADVANCE_WIDTH ( 1L << 9 ) +#define FT_LOAD_NO_RECURSE ( 1L << 10 ) +#define FT_LOAD_IGNORE_TRANSFORM ( 1L << 11 ) +#define FT_LOAD_MONOCHROME ( 1L << 12 ) +#define FT_LOAD_LINEAR_DESIGN ( 1L << 13 ) +#define FT_LOAD_SBITS_ONLY ( 1L << 14 ) +#define FT_LOAD_NO_AUTOHINT ( 1L << 15 ) + /* Bits 16-19 are used by `FT_LOAD_TARGET_` */ +#define FT_LOAD_COLOR ( 1L << 20 ) +#define FT_LOAD_COMPUTE_METRICS ( 1L << 21 ) +#define FT_LOAD_BITMAP_METRICS_ONLY ( 1L << 22 ) + + /* */ + + /* used internally only by certain font drivers */ +#define FT_LOAD_ADVANCE_ONLY ( 1L << 8 ) +#define FT_LOAD_SVG_ONLY ( 1L << 23 ) + + + /************************************************************************** + * + * @enum: + * FT_LOAD_TARGET_XXX + * + * @description: + * A list of values to select a specific hinting algorithm for the + * hinter. You should OR one of these values to your `load_flags` when + * calling @FT_Load_Glyph. + * + * Note that a font's native hinters may ignore the hinting algorithm you + * have specified (e.g., the TrueType bytecode interpreter). You can set + * @FT_LOAD_FORCE_AUTOHINT to ensure that the auto-hinter is used. + * + * @values: + * FT_LOAD_TARGET_NORMAL :: + * The default hinting algorithm, optimized for standard gray-level + * rendering. For monochrome output, use @FT_LOAD_TARGET_MONO instead. + * + * FT_LOAD_TARGET_LIGHT :: + * A lighter hinting algorithm for gray-level modes. Many generated + * glyphs are fuzzier but better resemble their original shape. This + * is achieved by snapping glyphs to the pixel grid only vertically + * (Y-axis), as is done by FreeType's new CFF engine or Microsoft's + * ClearType font renderer. This preserves inter-glyph spacing in + * horizontal text. The snapping is done either by the native font + * driver, if the driver itself and the font support it, or by the + * auto-hinter. + * + * Advance widths are rounded to integer values; however, using the + * `lsb_delta` and `rsb_delta` fields of @FT_GlyphSlotRec, it is + * possible to get fractional advance widths for subpixel positioning + * (which is recommended to use). + * + * If configuration option `AF_CONFIG_OPTION_TT_SIZE_METRICS` is + * active, TrueType-like metrics are used to make this mode behave + * similarly as in unpatched FreeType versions between 2.4.6 and 2.7.1 + * (inclusive). + * + * FT_LOAD_TARGET_MONO :: + * Strong hinting algorithm that should only be used for monochrome + * output. The result is probably unpleasant if the glyph is rendered + * in non-monochrome modes. + * + * Note that for outline fonts only the TrueType font driver has proper + * monochrome hinting support, provided the TTFs contain hints for B/W + * rendering (which most fonts no longer provide). If these conditions + * are not met it is very likely that you get ugly results at smaller + * sizes. + * + * FT_LOAD_TARGET_LCD :: + * A variant of @FT_LOAD_TARGET_LIGHT optimized for horizontally + * decimated LCD displays. + * + * FT_LOAD_TARGET_LCD_V :: + * A variant of @FT_LOAD_TARGET_NORMAL optimized for vertically + * decimated LCD displays. + * + * @note: + * You should use only _one_ of the `FT_LOAD_TARGET_XXX` values in your + * `load_flags`. They can't be ORed. + * + * If @FT_LOAD_RENDER is also set, the glyph is rendered in the + * corresponding mode (i.e., the mode that matches the used algorithm + * best). An exception is `FT_LOAD_TARGET_MONO` since it implies + * @FT_LOAD_MONOCHROME. + * + * You can use a hinting algorithm that doesn't correspond to the same + * rendering mode. As an example, it is possible to use the 'light' + * hinting algorithm and have the results rendered in horizontal LCD + * pixel mode, with code like + * + * ``` + * FT_Load_Glyph( face, glyph_index, + * load_flags | FT_LOAD_TARGET_LIGHT ); + * + * FT_Render_Glyph( face->glyph, FT_RENDER_MODE_LCD ); + * ``` + * + * In general, you should stick with one rendering mode. For example, + * switching between @FT_LOAD_TARGET_NORMAL and @FT_LOAD_TARGET_MONO + * enforces a lot of recomputation for TrueType fonts, which is slow. + * Another reason is caching: Selecting a different mode usually causes + * changes in both the outlines and the rasterized bitmaps; it is thus + * necessary to empty the cache after a mode switch to avoid false hits. + * + */ +#define FT_LOAD_TARGET_( x ) ( FT_STATIC_CAST( FT_Int32, (x) & 15 ) << 16 ) + +#define FT_LOAD_TARGET_NORMAL FT_LOAD_TARGET_( FT_RENDER_MODE_NORMAL ) +#define FT_LOAD_TARGET_LIGHT FT_LOAD_TARGET_( FT_RENDER_MODE_LIGHT ) +#define FT_LOAD_TARGET_MONO FT_LOAD_TARGET_( FT_RENDER_MODE_MONO ) +#define FT_LOAD_TARGET_LCD FT_LOAD_TARGET_( FT_RENDER_MODE_LCD ) +#define FT_LOAD_TARGET_LCD_V FT_LOAD_TARGET_( FT_RENDER_MODE_LCD_V ) + + + /************************************************************************** + * + * @macro: + * FT_LOAD_TARGET_MODE + * + * @description: + * Return the @FT_Render_Mode corresponding to a given + * @FT_LOAD_TARGET_XXX value. + * + */ +#define FT_LOAD_TARGET_MODE( x ) \ + FT_STATIC_CAST( FT_Render_Mode, ( (x) >> 16 ) & 15 ) + + + /************************************************************************** + * + * @function: + * FT_Set_Transform + * + * @description: + * Set the transformation that is applied to glyph images when they are + * loaded into a glyph slot through @FT_Load_Glyph. + * + * @inout: + * face :: + * A handle to the source face object. + * + * @input: + * matrix :: + * A pointer to the transformation's 2x2 matrix. Use `NULL` for the + * identity matrix. + * delta :: + * A pointer to the translation vector. Use `NULL` for the null + * vector. + * + * @note: + * This function is provided as a convenience, but keep in mind that + * @FT_Matrix coefficients are only 16.16 fixed-point values, which can + * limit the accuracy of the results. Using floating-point computations + * to perform the transform directly in client code instead will always + * yield better numbers. + * + * The transformation is only applied to scalable image formats after the + * glyph has been loaded. It means that hinting is unaltered by the + * transformation and is performed on the character size given in the + * last call to @FT_Set_Char_Size or @FT_Set_Pixel_Sizes. + * + * Note that this also transforms the `face.glyph.advance` field, but + * **not** the values in `face.glyph.metrics`. + */ + FT_EXPORT( void ) + FT_Set_Transform( FT_Face face, + FT_Matrix* matrix, + FT_Vector* delta ); + + + /************************************************************************** + * + * @function: + * FT_Get_Transform + * + * @description: + * Return the transformation that is applied to glyph images when they + * are loaded into a glyph slot through @FT_Load_Glyph. See + * @FT_Set_Transform for more details. + * + * @input: + * face :: + * A handle to the source face object. + * + * @output: + * matrix :: + * A pointer to a transformation's 2x2 matrix. Set this to NULL if you + * are not interested in the value. + * + * delta :: + * A pointer a translation vector. Set this to NULL if you are not + * interested in the value. + * + * @since: + * 2.11 + * + */ + FT_EXPORT( void ) + FT_Get_Transform( FT_Face face, + FT_Matrix* matrix, + FT_Vector* delta ); + + + /************************************************************************** + * + * @enum: + * FT_Render_Mode + * + * @description: + * Render modes supported by FreeType~2. Each mode corresponds to a + * specific type of scanline conversion performed on the outline. + * + * For bitmap fonts and embedded bitmaps the `bitmap->pixel_mode` field + * in the @FT_GlyphSlotRec structure gives the format of the returned + * bitmap. + * + * All modes except @FT_RENDER_MODE_MONO use 256 levels of opacity, + * indicating pixel coverage. Use linear alpha blending and gamma + * correction to correctly render non-monochrome glyph bitmaps onto a + * surface; see @FT_Render_Glyph. + * + * The @FT_RENDER_MODE_SDF is a special render mode that uses up to 256 + * distance values, indicating the signed distance from the grid position + * to the nearest outline. + * + * @values: + * FT_RENDER_MODE_NORMAL :: + * Default render mode; it corresponds to 8-bit anti-aliased bitmaps. + * + * FT_RENDER_MODE_LIGHT :: + * This is equivalent to @FT_RENDER_MODE_NORMAL. It is only defined as + * a separate value because render modes are also used indirectly to + * define hinting algorithm selectors. See @FT_LOAD_TARGET_XXX for + * details. + * + * FT_RENDER_MODE_MONO :: + * This mode corresponds to 1-bit bitmaps (with 2~levels of opacity). + * + * FT_RENDER_MODE_LCD :: + * This mode corresponds to horizontal RGB and BGR subpixel displays + * like LCD screens. It produces 8-bit bitmaps that are 3~times the + * width of the original glyph outline in pixels, and which use the + * @FT_PIXEL_MODE_LCD mode. + * + * FT_RENDER_MODE_LCD_V :: + * This mode corresponds to vertical RGB and BGR subpixel displays + * (like PDA screens, rotated LCD displays, etc.). It produces 8-bit + * bitmaps that are 3~times the height of the original glyph outline in + * pixels and use the @FT_PIXEL_MODE_LCD_V mode. + * + * FT_RENDER_MODE_SDF :: + * This mode corresponds to 8-bit, single-channel signed distance field + * (SDF) bitmaps. Each pixel in the SDF grid is the value from the + * pixel's position to the nearest glyph's outline. The distances are + * calculated from the center of the pixel and are positive if they are + * filled by the outline (i.e., inside the outline) and negative + * otherwise. Check the note below on how to convert the output values + * to usable data. + * + * @note: + * The selected render mode only affects vector glyphs of a font. + * Embedded bitmaps often have a different pixel mode like + * @FT_PIXEL_MODE_MONO. You can use @FT_Bitmap_Convert to transform them + * into 8-bit pixmaps. + * + * For @FT_RENDER_MODE_SDF the output bitmap buffer contains normalized + * distances that are packed into unsigned 8-bit values. To get pixel + * values in floating point representation use the following pseudo-C + * code for the conversion. + * + * ``` + * // Load glyph and render using FT_RENDER_MODE_SDF, + * // then use the output buffer as follows. + * + * ... + * FT_Byte buffer = glyph->bitmap->buffer; + * + * + * for pixel in buffer + * { + * // `sd` is the signed distance and `spread` is the current spread; + * // the default spread is 2 and can be changed. + * + * float sd = (float)pixel - 128.0f; + * + * + * // Convert to pixel values. + * sd = ( sd / 128.0f ) * spread; + * + * // Store `sd` in a buffer or use as required. + * } + * + * ``` + * + * FreeType has two rasterizers for generating SDF, namely: + * + * 1. `sdf` for generating SDF directly from glyph's outline, and + * + * 2. `bsdf` for generating SDF from rasterized bitmaps. + * + * Depending on the glyph type (i.e., outline or bitmap), one of the two + * rasterizers is chosen at runtime and used for generating SDFs. To + * force the use of `bsdf` you should render the glyph with any of the + * FreeType's other rendering modes (e.g., `FT_RENDER_MODE_NORMAL`) and + * then re-render with `FT_RENDER_MODE_SDF`. + * + * There are some issues with stability and possible failures of the SDF + * renderers (specifically `sdf`). + * + * 1. The `sdf` rasterizer is sensitive to really small features (e.g., + * sharp turns that are less than 1~pixel) and imperfections in the + * glyph's outline, causing artifacts in the final output. + * + * 2. The `sdf` rasterizer has limited support for handling intersecting + * contours and *cannot* handle self-intersecting contours whatsoever. + * Self-intersection happens when a single connected contour intersect + * itself at some point; having these in your font definitely pose a + * problem to the rasterizer and cause artifacts, too. + * + * 3. Generating SDF for really small glyphs may result in undesirable + * output; the pixel grid (which stores distance information) becomes + * too coarse. + * + * 4. Since the output buffer is normalized, precision at smaller spreads + * is greater than precision at larger spread values because the + * output range of [0..255] gets mapped to a smaller SDF range. A + * spread of~2 should be sufficient in most cases. + * + * Points (1) and (2) can be avoided by using the `bsdf` rasterizer, + * which is more stable than the `sdf` rasterizer in general. + * + */ + typedef enum FT_Render_Mode_ + { + FT_RENDER_MODE_NORMAL = 0, + FT_RENDER_MODE_LIGHT, + FT_RENDER_MODE_MONO, + FT_RENDER_MODE_LCD, + FT_RENDER_MODE_LCD_V, + FT_RENDER_MODE_SDF, + + FT_RENDER_MODE_MAX + + } FT_Render_Mode; + + + /* these constants are deprecated; use the corresponding */ + /* `FT_Render_Mode` values instead */ +#define ft_render_mode_normal FT_RENDER_MODE_NORMAL +#define ft_render_mode_mono FT_RENDER_MODE_MONO + + + /************************************************************************** + * + * @function: + * FT_Render_Glyph + * + * @description: + * Convert a given glyph image to a bitmap. It does so by inspecting the + * glyph image format, finding the relevant renderer, and invoking it. + * + * @inout: + * slot :: + * A handle to the glyph slot containing the image to convert. + * + * @input: + * render_mode :: + * The render mode used to render the glyph image into a bitmap. See + * @FT_Render_Mode for a list of possible values. + * + * If @FT_RENDER_MODE_NORMAL is used, a previous call of @FT_Load_Glyph + * with flag @FT_LOAD_COLOR makes `FT_Render_Glyph` provide a default + * blending of colored glyph layers associated with the current glyph + * slot (provided the font contains such layers) instead of rendering + * the glyph slot's outline. This is an experimental feature; see + * @FT_LOAD_COLOR for more information. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * When FreeType outputs a bitmap of a glyph, it really outputs an alpha + * coverage map. If a pixel is completely covered by a filled-in + * outline, the bitmap contains 0xFF at that pixel, meaning that + * 0xFF/0xFF fraction of that pixel is covered, meaning the pixel is 100% + * black (or 0% bright). If a pixel is only 50% covered (value 0x80), + * the pixel is made 50% black (50% bright or a middle shade of grey). + * 0% covered means 0% black (100% bright or white). + * + * On high-DPI screens like on smartphones and tablets, the pixels are so + * small that their chance of being completely covered and therefore + * completely black are fairly good. On the low-DPI screens, however, + * the situation is different. The pixels are too large for most of the + * details of a glyph and shades of gray are the norm rather than the + * exception. + * + * This is relevant because all our screens have a second problem: they + * are not linear. 1~+~1 is not~2. Twice the value does not result in + * twice the brightness. When a pixel is only 50% covered, the coverage + * map says 50% black, and this translates to a pixel value of 128 when + * you use 8~bits per channel (0-255). However, this does not translate + * to 50% brightness for that pixel on our sRGB and gamma~2.2 screens. + * Due to their non-linearity, they dwell longer in the darks and only a + * pixel value of about 186 results in 50% brightness -- 128 ends up too + * dark on both bright and dark backgrounds. The net result is that dark + * text looks burnt-out, pixely and blotchy on bright background, bright + * text too frail on dark backgrounds, and colored text on colored + * background (for example, red on green) seems to have dark halos or + * 'dirt' around it. The situation is especially ugly for diagonal stems + * like in 'w' glyph shapes where the quality of FreeType's anti-aliasing + * depends on the correct display of grays. On high-DPI screens where + * smaller, fully black pixels reign supreme, this doesn't matter, but on + * our low-DPI screens with all the gray shades, it does. 0% and 100% + * brightness are the same things in linear and non-linear space, just + * all the shades in-between aren't. + * + * The blending function for placing text over a background is + * + * ``` + * dst = alpha * src + (1 - alpha) * dst , + * ``` + * + * which is known as the OVER operator. + * + * To correctly composite an anti-aliased pixel of a glyph onto a + * surface, + * + * 1. take the foreground and background colors (e.g., in sRGB space) + * and apply gamma to get them in a linear space, + * + * 2. use OVER to blend the two linear colors using the glyph pixel + * as the alpha value (remember, the glyph bitmap is an alpha coverage + * bitmap), and + * + * 3. apply inverse gamma to the blended pixel and write it back to + * the image. + * + * Internal testing at Adobe found that a target inverse gamma of~1.8 for + * step~3 gives good results across a wide range of displays with an sRGB + * gamma curve or a similar one. + * + * This process can cost performance. There is an approximation that + * does not need to know about the background color; see + * https://bel.fi/alankila/lcd/ and + * https://bel.fi/alankila/lcd/alpcor.html for details. + * + * **ATTENTION**: Linear blending is even more important when dealing + * with subpixel-rendered glyphs to prevent color-fringing! A + * subpixel-rendered glyph must first be filtered with a filter that + * gives equal weight to the three color primaries and does not exceed a + * sum of 0x100, see section @lcd_rendering. Then the only difference to + * gray linear blending is that subpixel-rendered linear blending is done + * 3~times per pixel: red foreground subpixel to red background subpixel + * and so on for green and blue. + */ + FT_EXPORT( FT_Error ) + FT_Render_Glyph( FT_GlyphSlot slot, + FT_Render_Mode render_mode ); + + + /************************************************************************** + * + * @enum: + * FT_Kerning_Mode + * + * @description: + * An enumeration to specify the format of kerning values returned by + * @FT_Get_Kerning. + * + * @values: + * FT_KERNING_DEFAULT :: + * Return grid-fitted kerning distances in 26.6 fractional pixels. + * + * FT_KERNING_UNFITTED :: + * Return un-grid-fitted kerning distances in 26.6 fractional pixels. + * + * FT_KERNING_UNSCALED :: + * Return the kerning vector in original font units. + * + * @note: + * `FT_KERNING_DEFAULT` returns full pixel values; it also makes FreeType + * heuristically scale down kerning distances at small ppem values so + * that they don't become too big. + * + * Both `FT_KERNING_DEFAULT` and `FT_KERNING_UNFITTED` use the current + * horizontal scaling factor (as set e.g. with @FT_Set_Char_Size) to + * convert font units to pixels. + */ + typedef enum FT_Kerning_Mode_ + { + FT_KERNING_DEFAULT = 0, + FT_KERNING_UNFITTED, + FT_KERNING_UNSCALED + + } FT_Kerning_Mode; + + + /* these constants are deprecated; use the corresponding */ + /* `FT_Kerning_Mode` values instead */ +#define ft_kerning_default FT_KERNING_DEFAULT +#define ft_kerning_unfitted FT_KERNING_UNFITTED +#define ft_kerning_unscaled FT_KERNING_UNSCALED + + + /************************************************************************** + * + * @function: + * FT_Get_Kerning + * + * @description: + * Return the kerning vector between two glyphs of the same face. + * + * @input: + * face :: + * A handle to a source face object. + * + * left_glyph :: + * The index of the left glyph in the kern pair. + * + * right_glyph :: + * The index of the right glyph in the kern pair. + * + * kern_mode :: + * See @FT_Kerning_Mode for more information. Determines the scale and + * dimension of the returned kerning vector. + * + * @output: + * akerning :: + * The kerning vector. This is either in font units, fractional pixels + * (26.6 format), or pixels for scalable formats, and in pixels for + * fixed-sizes formats. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Only horizontal layouts (left-to-right & right-to-left) are supported + * by this method. Other layouts, or more sophisticated kernings, are + * out of the scope of this API function -- they can be implemented + * through format-specific interfaces. + * + * Kerning for OpenType fonts implemented in a 'GPOS' table is not + * supported; use @FT_HAS_KERNING to find out whether a font has data + * that can be extracted with `FT_Get_Kerning`. + */ + FT_EXPORT( FT_Error ) + FT_Get_Kerning( FT_Face face, + FT_UInt left_glyph, + FT_UInt right_glyph, + FT_UInt kern_mode, + FT_Vector *akerning ); + + + /************************************************************************** + * + * @function: + * FT_Get_Track_Kerning + * + * @description: + * Return the track kerning for a given face object at a given size. + * + * @input: + * face :: + * A handle to a source face object. + * + * point_size :: + * The point size in 16.16 fractional points. + * + * degree :: + * The degree of tightness. Increasingly negative values represent + * tighter track kerning, while increasingly positive values represent + * looser track kerning. Value zero means no track kerning. + * + * @output: + * akerning :: + * The kerning in 16.16 fractional points, to be uniformly applied + * between all glyphs. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Currently, only the Type~1 font driver supports track kerning, using + * data from AFM files (if attached with @FT_Attach_File or + * @FT_Attach_Stream). + * + * Only very few AFM files come with track kerning data; please refer to + * Adobe's AFM specification for more details. + */ + FT_EXPORT( FT_Error ) + FT_Get_Track_Kerning( FT_Face face, + FT_Fixed point_size, + FT_Int degree, + FT_Fixed* akerning ); + + + /************************************************************************** + * + * @function: + * FT_Get_Glyph_Name + * + * @description: + * Retrieve the ASCII name of a given glyph in a face. This only works + * for those faces where @FT_HAS_GLYPH_NAMES(face) returns~1. + * + * @input: + * face :: + * A handle to a source face object. + * + * glyph_index :: + * The glyph index. + * + * buffer_max :: + * The maximum number of bytes available in the buffer. + * + * @output: + * buffer :: + * A pointer to a target buffer where the name is copied to. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * An error is returned if the face doesn't provide glyph names or if the + * glyph index is invalid. In all cases of failure, the first byte of + * `buffer` is set to~0 to indicate an empty name. + * + * The glyph name is truncated to fit within the buffer if it is too + * long. The returned string is always zero-terminated. + * + * Be aware that FreeType reorders glyph indices internally so that glyph + * index~0 always corresponds to the 'missing glyph' (called '.notdef'). + * + * This function always returns an error if the config macro + * `FT_CONFIG_OPTION_NO_GLYPH_NAMES` is not defined in `ftoption.h`. + */ + FT_EXPORT( FT_Error ) + FT_Get_Glyph_Name( FT_Face face, + FT_UInt glyph_index, + FT_Pointer buffer, + FT_UInt buffer_max ); + + + /************************************************************************** + * + * @function: + * FT_Get_Postscript_Name + * + * @description: + * Retrieve the ASCII PostScript name of a given face, if available. + * This only works with PostScript, TrueType, and OpenType fonts. + * + * @input: + * face :: + * A handle to the source face object. + * + * @return: + * A pointer to the face's PostScript name. `NULL` if unavailable. + * + * @note: + * The returned pointer is owned by the face and is destroyed with it. + * + * For variation fonts, this string changes if you select a different + * instance, and you have to call `FT_Get_PostScript_Name` again to + * retrieve it. FreeType follows Adobe TechNote #5902, 'Generating + * PostScript Names for Fonts Using OpenType Font Variations'. + * + * https://download.macromedia.com/pub/developer/opentype/tech-notes/5902.AdobePSNameGeneration.html + * + * [Since 2.9] Special PostScript names for named instances are only + * returned if the named instance is set with @FT_Set_Named_Instance (and + * the font has corresponding entries in its 'fvar' table). If + * @FT_IS_VARIATION returns true, the algorithmically derived PostScript + * name is provided, not looking up special entries for named instances. + */ + FT_EXPORT( const char* ) + FT_Get_Postscript_Name( FT_Face face ); + + + /************************************************************************** + * + * @function: + * FT_Select_Charmap + * + * @description: + * Select a given charmap by its encoding tag (as listed in + * `freetype.h`). + * + * @inout: + * face :: + * A handle to the source face object. + * + * @input: + * encoding :: + * A handle to the selected encoding. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function returns an error if no charmap in the face corresponds + * to the encoding queried here. + * + * Because many fonts contain more than a single cmap for Unicode + * encoding, this function has some special code to select the one that + * covers Unicode best ('best' in the sense that a UCS-4 cmap is + * preferred to a UCS-2 cmap). It is thus preferable to @FT_Set_Charmap + * in this case. + */ + FT_EXPORT( FT_Error ) + FT_Select_Charmap( FT_Face face, + FT_Encoding encoding ); + + + /************************************************************************** + * + * @function: + * FT_Set_Charmap + * + * @description: + * Select a given charmap for character code to glyph index mapping. + * + * @inout: + * face :: + * A handle to the source face object. + * + * @input: + * charmap :: + * A handle to the selected charmap. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function returns an error if the charmap is not part of the face + * (i.e., if it is not listed in the `face->charmaps` table). + * + * It also fails if an OpenType type~14 charmap is selected (which + * doesn't map character codes to glyph indices at all). + */ + FT_EXPORT( FT_Error ) + FT_Set_Charmap( FT_Face face, + FT_CharMap charmap ); + + + /************************************************************************** + * + * @function: + * FT_Get_Charmap_Index + * + * @description: + * Retrieve index of a given charmap. + * + * @input: + * charmap :: + * A handle to a charmap. + * + * @return: + * The index into the array of character maps within the face to which + * `charmap` belongs. If an error occurs, -1 is returned. + * + */ + FT_EXPORT( FT_Int ) + FT_Get_Charmap_Index( FT_CharMap charmap ); + + + /************************************************************************** + * + * @function: + * FT_Get_Char_Index + * + * @description: + * Return the glyph index of a given character code. This function uses + * the currently selected charmap to do the mapping. + * + * @input: + * face :: + * A handle to the source face object. + * + * charcode :: + * The character code. + * + * @return: + * The glyph index. 0~means 'undefined character code'. + * + * @note: + * If you use FreeType to manipulate the contents of font files directly, + * be aware that the glyph index returned by this function doesn't always + * correspond to the internal indices used within the file. This is done + * to ensure that value~0 always corresponds to the 'missing glyph'. If + * the first glyph is not named '.notdef', then for Type~1 and Type~42 + * fonts, '.notdef' will be moved into the glyph ID~0 position, and + * whatever was there will be moved to the position '.notdef' had. For + * Type~1 fonts, if there is no '.notdef' glyph at all, then one will be + * created at index~0 and whatever was there will be moved to the last + * index -- Type~42 fonts are considered invalid under this condition. + */ + FT_EXPORT( FT_UInt ) + FT_Get_Char_Index( FT_Face face, + FT_ULong charcode ); + + + /************************************************************************** + * + * @function: + * FT_Get_First_Char + * + * @description: + * Return the first character code in the current charmap of a given + * face, together with its corresponding glyph index. + * + * @input: + * face :: + * A handle to the source face object. + * + * @output: + * agindex :: + * Glyph index of first character code. 0~if charmap is empty. + * + * @return: + * The charmap's first character code. + * + * @note: + * You should use this function together with @FT_Get_Next_Char to parse + * all character codes available in a given charmap. The code should + * look like this: + * + * ``` + * FT_ULong charcode; + * FT_UInt gindex; + * + * + * charcode = FT_Get_First_Char( face, &gindex ); + * while ( gindex != 0 ) + * { + * ... do something with (charcode,gindex) pair ... + * + * charcode = FT_Get_Next_Char( face, charcode, &gindex ); + * } + * ``` + * + * Be aware that character codes can have values up to 0xFFFFFFFF; this + * might happen for non-Unicode or malformed cmaps. However, even with + * regular Unicode encoding, so-called 'last resort fonts' (using SFNT + * cmap format 13, see function @FT_Get_CMap_Format) normally have + * entries for all Unicode characters up to 0x1FFFFF, which can cause *a + * lot* of iterations. + * + * Note that `*agindex` is set to~0 if the charmap is empty. The result + * itself can be~0 in two cases: if the charmap is empty or if the + * value~0 is the first valid character code. + */ + FT_EXPORT( FT_ULong ) + FT_Get_First_Char( FT_Face face, + FT_UInt *agindex ); + + + /************************************************************************** + * + * @function: + * FT_Get_Next_Char + * + * @description: + * Return the next character code in the current charmap of a given face + * following the value `char_code`, as well as the corresponding glyph + * index. + * + * @input: + * face :: + * A handle to the source face object. + * + * char_code :: + * The starting character code. + * + * @output: + * agindex :: + * Glyph index of next character code. 0~if charmap is empty. + * + * @return: + * The charmap's next character code. + * + * @note: + * You should use this function with @FT_Get_First_Char to walk over all + * character codes available in a given charmap. See the note for that + * function for a simple code example. + * + * Note that `*agindex` is set to~0 when there are no more codes in the + * charmap. + */ + FT_EXPORT( FT_ULong ) + FT_Get_Next_Char( FT_Face face, + FT_ULong char_code, + FT_UInt *agindex ); + + + /************************************************************************** + * + * @function: + * FT_Face_Properties + * + * @description: + * Set or override certain (library or module-wide) properties on a + * face-by-face basis. Useful for finer-grained control and avoiding + * locks on shared structures (threads can modify their own faces as they + * see fit). + * + * Contrary to @FT_Property_Set, this function uses @FT_Parameter so that + * you can pass multiple properties to the target face in one call. Note + * that only a subset of the available properties can be controlled. + * + * * @FT_PARAM_TAG_STEM_DARKENING (stem darkening, corresponding to the + * property `no-stem-darkening` provided by the 'autofit', 'cff', + * 'type1', and 't1cid' modules; see @no-stem-darkening). + * + * * @FT_PARAM_TAG_LCD_FILTER_WEIGHTS (LCD filter weights, corresponding + * to function @FT_Library_SetLcdFilterWeights). + * + * * @FT_PARAM_TAG_RANDOM_SEED (seed value for the CFF, Type~1, and CID + * 'random' operator, corresponding to the `random-seed` property + * provided by the 'cff', 'type1', and 't1cid' modules; see + * @random-seed). + * + * Pass `NULL` as `data` in @FT_Parameter for a given tag to reset the + * option and use the library or module default again. + * + * @input: + * face :: + * A handle to the source face object. + * + * num_properties :: + * The number of properties that follow. + * + * properties :: + * A handle to an @FT_Parameter array with `num_properties` elements. + * + * @return: + * FreeType error code. 0~means success. + * + * @example: + * Here is an example that sets three properties. You must define + * `FT_CONFIG_OPTION_SUBPIXEL_RENDERING` to make the LCD filter examples + * work. + * + * ``` + * FT_Parameter property1; + * FT_Bool darken_stems = 1; + * + * FT_Parameter property2; + * FT_LcdFiveTapFilter custom_weight = + * { 0x11, 0x44, 0x56, 0x44, 0x11 }; + * + * FT_Parameter property3; + * FT_Int32 random_seed = 314159265; + * + * FT_Parameter properties[3] = { property1, + * property2, + * property3 }; + * + * + * property1.tag = FT_PARAM_TAG_STEM_DARKENING; + * property1.data = &darken_stems; + * + * property2.tag = FT_PARAM_TAG_LCD_FILTER_WEIGHTS; + * property2.data = custom_weight; + * + * property3.tag = FT_PARAM_TAG_RANDOM_SEED; + * property3.data = &random_seed; + * + * FT_Face_Properties( face, 3, properties ); + * ``` + * + * The next example resets a single property to its default value. + * + * ``` + * FT_Parameter property; + * + * + * property.tag = FT_PARAM_TAG_LCD_FILTER_WEIGHTS; + * property.data = NULL; + * + * FT_Face_Properties( face, 1, &property ); + * ``` + * + * @since: + * 2.8 + * + */ + FT_EXPORT( FT_Error ) + FT_Face_Properties( FT_Face face, + FT_UInt num_properties, + FT_Parameter* properties ); + + + /************************************************************************** + * + * @function: + * FT_Get_Name_Index + * + * @description: + * Return the glyph index of a given glyph name. + * + * @input: + * face :: + * A handle to the source face object. + * + * glyph_name :: + * The glyph name. + * + * @return: + * The glyph index. 0~means 'undefined character code'. + */ + FT_EXPORT( FT_UInt ) + FT_Get_Name_Index( FT_Face face, + const FT_String* glyph_name ); + + + /************************************************************************** + * + * @enum: + * FT_SUBGLYPH_FLAG_XXX + * + * @description: + * A list of constants describing subglyphs. Please refer to the 'glyf' + * table description in the OpenType specification for the meaning of the + * various flags (which get synthesized for non-OpenType subglyphs). + * + * https://docs.microsoft.com/en-us/typography/opentype/spec/glyf#composite-glyph-description + * + * @values: + * FT_SUBGLYPH_FLAG_ARGS_ARE_WORDS :: + * FT_SUBGLYPH_FLAG_ARGS_ARE_XY_VALUES :: + * FT_SUBGLYPH_FLAG_ROUND_XY_TO_GRID :: + * FT_SUBGLYPH_FLAG_SCALE :: + * FT_SUBGLYPH_FLAG_XY_SCALE :: + * FT_SUBGLYPH_FLAG_2X2 :: + * FT_SUBGLYPH_FLAG_USE_MY_METRICS :: + * + */ +#define FT_SUBGLYPH_FLAG_ARGS_ARE_WORDS 1 +#define FT_SUBGLYPH_FLAG_ARGS_ARE_XY_VALUES 2 +#define FT_SUBGLYPH_FLAG_ROUND_XY_TO_GRID 4 +#define FT_SUBGLYPH_FLAG_SCALE 8 +#define FT_SUBGLYPH_FLAG_XY_SCALE 0x40 +#define FT_SUBGLYPH_FLAG_2X2 0x80 +#define FT_SUBGLYPH_FLAG_USE_MY_METRICS 0x200 + + + /************************************************************************** + * + * @function: + * FT_Get_SubGlyph_Info + * + * @description: + * Retrieve a description of a given subglyph. Only use it if + * `glyph->format` is @FT_GLYPH_FORMAT_COMPOSITE; an error is returned + * otherwise. + * + * @input: + * glyph :: + * The source glyph slot. + * + * sub_index :: + * The index of the subglyph. Must be less than + * `glyph->num_subglyphs`. + * + * @output: + * p_index :: + * The glyph index of the subglyph. + * + * p_flags :: + * The subglyph flags, see @FT_SUBGLYPH_FLAG_XXX. + * + * p_arg1 :: + * The subglyph's first argument (if any). + * + * p_arg2 :: + * The subglyph's second argument (if any). + * + * p_transform :: + * The subglyph transformation (if any). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The values of `*p_arg1`, `*p_arg2`, and `*p_transform` must be + * interpreted depending on the flags returned in `*p_flags`. See the + * OpenType specification for details. + * + * https://docs.microsoft.com/en-us/typography/opentype/spec/glyf#composite-glyph-description + * + */ + FT_EXPORT( FT_Error ) + FT_Get_SubGlyph_Info( FT_GlyphSlot glyph, + FT_UInt sub_index, + FT_Int *p_index, + FT_UInt *p_flags, + FT_Int *p_arg1, + FT_Int *p_arg2, + FT_Matrix *p_transform ); + + + /************************************************************************** + * + * @section: + * base_interface + * + */ + + /************************************************************************** + * + * @enum: + * FT_FSTYPE_XXX + * + * @description: + * A list of bit flags used in the `fsType` field of the OS/2 table in a + * TrueType or OpenType font and the `FSType` entry in a PostScript font. + * These bit flags are returned by @FT_Get_FSType_Flags; they inform + * client applications of embedding and subsetting restrictions + * associated with a font. + * + * See + * https://www.adobe.com/content/dam/Adobe/en/devnet/acrobat/pdfs/FontPolicies.pdf + * for more details. + * + * @values: + * FT_FSTYPE_INSTALLABLE_EMBEDDING :: + * Fonts with no fsType bit set may be embedded and permanently + * installed on the remote system by an application. + * + * FT_FSTYPE_RESTRICTED_LICENSE_EMBEDDING :: + * Fonts that have only this bit set must not be modified, embedded or + * exchanged in any manner without first obtaining permission of the + * font software copyright owner. + * + * FT_FSTYPE_PREVIEW_AND_PRINT_EMBEDDING :: + * The font may be embedded and temporarily loaded on the remote + * system. Documents containing Preview & Print fonts must be opened + * 'read-only'; no edits can be applied to the document. + * + * FT_FSTYPE_EDITABLE_EMBEDDING :: + * The font may be embedded but must only be installed temporarily on + * other systems. In contrast to Preview & Print fonts, documents + * containing editable fonts may be opened for reading, editing is + * permitted, and changes may be saved. + * + * FT_FSTYPE_NO_SUBSETTING :: + * The font may not be subsetted prior to embedding. + * + * FT_FSTYPE_BITMAP_EMBEDDING_ONLY :: + * Only bitmaps contained in the font may be embedded; no outline data + * may be embedded. If there are no bitmaps available in the font, + * then the font is unembeddable. + * + * @note: + * The flags are ORed together, thus more than a single value can be + * returned. + * + * While the `fsType` flags can indicate that a font may be embedded, a + * license with the font vendor may be separately required to use the + * font in this way. + */ +#define FT_FSTYPE_INSTALLABLE_EMBEDDING 0x0000 +#define FT_FSTYPE_RESTRICTED_LICENSE_EMBEDDING 0x0002 +#define FT_FSTYPE_PREVIEW_AND_PRINT_EMBEDDING 0x0004 +#define FT_FSTYPE_EDITABLE_EMBEDDING 0x0008 +#define FT_FSTYPE_NO_SUBSETTING 0x0100 +#define FT_FSTYPE_BITMAP_EMBEDDING_ONLY 0x0200 + + + /************************************************************************** + * + * @function: + * FT_Get_FSType_Flags + * + * @description: + * Return the `fsType` flags for a font. + * + * @input: + * face :: + * A handle to the source face object. + * + * @return: + * The `fsType` flags, see @FT_FSTYPE_XXX. + * + * @note: + * Use this function rather than directly reading the `fs_type` field in + * the @PS_FontInfoRec structure, which is only guaranteed to return the + * correct results for Type~1 fonts. + * + * @since: + * 2.3.8 + * + */ + FT_EXPORT( FT_UShort ) + FT_Get_FSType_Flags( FT_Face face ); + + + /************************************************************************** + * + * @section: + * glyph_variants + * + * @title: + * Unicode Variation Sequences + * + * @abstract: + * The FreeType~2 interface to Unicode Variation Sequences (UVS), using + * the SFNT cmap format~14. + * + * @description: + * Many characters, especially for CJK scripts, have variant forms. They + * are a sort of grey area somewhere between being totally irrelevant and + * semantically distinct; for this reason, the Unicode consortium decided + * to introduce Variation Sequences (VS), consisting of a Unicode base + * character and a variation selector instead of further extending the + * already huge number of characters. + * + * Unicode maintains two different sets, namely 'Standardized Variation + * Sequences' and registered 'Ideographic Variation Sequences' (IVS), + * collected in the 'Ideographic Variation Database' (IVD). + * + * https://unicode.org/Public/UCD/latest/ucd/StandardizedVariants.txt + * https://unicode.org/reports/tr37/ https://unicode.org/ivd/ + * + * To date (January 2017), the character with the most ideographic + * variations is U+9089, having 32 such IVS. + * + * Three Mongolian Variation Selectors have the values U+180B-U+180D; 256 + * generic Variation Selectors are encoded in the ranges U+FE00-U+FE0F + * and U+E0100-U+E01EF. IVS currently use Variation Selectors from the + * range U+E0100-U+E01EF only. + * + * A VS consists of the base character value followed by a single + * Variation Selector. For example, to get the first variation of + * U+9089, you have to write the character sequence `U+9089 U+E0100`. + * + * Adobe and MS decided to support both standardized and ideographic VS + * with a new cmap subtable (format~14). It is an odd subtable because + * it is not a mapping of input code points to glyphs, but contains lists + * of all variations supported by the font. + * + * A variation may be either 'default' or 'non-default' for a given font. + * A default variation is the one you will get for that code point if you + * look it up in the standard Unicode cmap. A non-default variation is a + * different glyph. + * + */ + + + /************************************************************************** + * + * @function: + * FT_Face_GetCharVariantIndex + * + * @description: + * Return the glyph index of a given character code as modified by the + * variation selector. + * + * @input: + * face :: + * A handle to the source face object. + * + * charcode :: + * The character code point in Unicode. + * + * variantSelector :: + * The Unicode code point of the variation selector. + * + * @return: + * The glyph index. 0~means either 'undefined character code', or + * 'undefined selector code', or 'no variation selector cmap subtable', + * or 'current CharMap is not Unicode'. + * + * @note: + * If you use FreeType to manipulate the contents of font files directly, + * be aware that the glyph index returned by this function doesn't always + * correspond to the internal indices used within the file. This is done + * to ensure that value~0 always corresponds to the 'missing glyph'. + * + * This function is only meaningful if + * a) the font has a variation selector cmap sub table, and + * b) the current charmap has a Unicode encoding. + * + * @since: + * 2.3.6 + * + */ + FT_EXPORT( FT_UInt ) + FT_Face_GetCharVariantIndex( FT_Face face, + FT_ULong charcode, + FT_ULong variantSelector ); + + + /************************************************************************** + * + * @function: + * FT_Face_GetCharVariantIsDefault + * + * @description: + * Check whether this variation of this Unicode character is the one to + * be found in the charmap. + * + * @input: + * face :: + * A handle to the source face object. + * + * charcode :: + * The character codepoint in Unicode. + * + * variantSelector :: + * The Unicode codepoint of the variation selector. + * + * @return: + * 1~if found in the standard (Unicode) cmap, 0~if found in the variation + * selector cmap, or -1 if it is not a variation. + * + * @note: + * This function is only meaningful if the font has a variation selector + * cmap subtable. + * + * @since: + * 2.3.6 + * + */ + FT_EXPORT( FT_Int ) + FT_Face_GetCharVariantIsDefault( FT_Face face, + FT_ULong charcode, + FT_ULong variantSelector ); + + + /************************************************************************** + * + * @function: + * FT_Face_GetVariantSelectors + * + * @description: + * Return a zero-terminated list of Unicode variation selectors found in + * the font. + * + * @input: + * face :: + * A handle to the source face object. + * + * @return: + * A pointer to an array of selector code points, or `NULL` if there is + * no valid variation selector cmap subtable. + * + * @note: + * The last item in the array is~0; the array is owned by the @FT_Face + * object but can be overwritten or released on the next call to a + * FreeType function. + * + * @since: + * 2.3.6 + * + */ + FT_EXPORT( FT_UInt32* ) + FT_Face_GetVariantSelectors( FT_Face face ); + + + /************************************************************************** + * + * @function: + * FT_Face_GetVariantsOfChar + * + * @description: + * Return a zero-terminated list of Unicode variation selectors found for + * the specified character code. + * + * @input: + * face :: + * A handle to the source face object. + * + * charcode :: + * The character codepoint in Unicode. + * + * @return: + * A pointer to an array of variation selector code points that are + * active for the given character, or `NULL` if the corresponding list is + * empty. + * + * @note: + * The last item in the array is~0; the array is owned by the @FT_Face + * object but can be overwritten or released on the next call to a + * FreeType function. + * + * @since: + * 2.3.6 + * + */ + FT_EXPORT( FT_UInt32* ) + FT_Face_GetVariantsOfChar( FT_Face face, + FT_ULong charcode ); + + + /************************************************************************** + * + * @function: + * FT_Face_GetCharsOfVariant + * + * @description: + * Return a zero-terminated list of Unicode character codes found for the + * specified variation selector. + * + * @input: + * face :: + * A handle to the source face object. + * + * variantSelector :: + * The variation selector code point in Unicode. + * + * @return: + * A list of all the code points that are specified by this selector + * (both default and non-default codes are returned) or `NULL` if there + * is no valid cmap or the variation selector is invalid. + * + * @note: + * The last item in the array is~0; the array is owned by the @FT_Face + * object but can be overwritten or released on the next call to a + * FreeType function. + * + * @since: + * 2.3.6 + * + */ + FT_EXPORT( FT_UInt32* ) + FT_Face_GetCharsOfVariant( FT_Face face, + FT_ULong variantSelector ); + + + /************************************************************************** + * + * @section: + * computations + * + * @title: + * Computations + * + * @abstract: + * Crunching fixed numbers and vectors. + * + * @description: + * This section contains various functions used to perform computations + * on 16.16 fixed-float numbers or 2d vectors. + * + * **Attention**: Most arithmetic functions take `FT_Long` as arguments. + * For historical reasons, FreeType was designed under the assumption + * that `FT_Long` is a 32-bit integer; results can thus be undefined if + * the arguments don't fit into 32 bits. + * + * @order: + * FT_MulDiv + * FT_MulFix + * FT_DivFix + * FT_RoundFix + * FT_CeilFix + * FT_FloorFix + * FT_Vector_Transform + * FT_Matrix_Multiply + * FT_Matrix_Invert + * + */ + + + /************************************************************************** + * + * @function: + * FT_MulDiv + * + * @description: + * Compute `(a*b)/c` with maximum accuracy, using a 64-bit intermediate + * integer whenever necessary. + * + * This function isn't necessarily as fast as some processor-specific + * operations, but is at least completely portable. + * + * @input: + * a :: + * The first multiplier. + * + * b :: + * The second multiplier. + * + * c :: + * The divisor. + * + * @return: + * The result of `(a*b)/c`. This function never traps when trying to + * divide by zero; it simply returns 'MaxInt' or 'MinInt' depending on + * the signs of `a` and `b`. + */ + FT_EXPORT( FT_Long ) + FT_MulDiv( FT_Long a, + FT_Long b, + FT_Long c ); + + + /************************************************************************** + * + * @function: + * FT_MulFix + * + * @description: + * Compute `(a*b)/0x10000` with maximum accuracy. Its main use is to + * multiply a given value by a 16.16 fixed-point factor. + * + * @input: + * a :: + * The first multiplier. + * + * b :: + * The second multiplier. Use a 16.16 factor here whenever possible + * (see note below). + * + * @return: + * The result of `(a*b)/0x10000`. + * + * @note: + * This function has been optimized for the case where the absolute value + * of `a` is less than 2048, and `b` is a 16.16 scaling factor. As this + * happens mainly when scaling from notional units to fractional pixels + * in FreeType, it resulted in noticeable speed improvements between + * versions 2.x and 1.x. + * + * As a conclusion, always try to place a 16.16 factor as the _second_ + * argument of this function; this can make a great difference. + */ + FT_EXPORT( FT_Long ) + FT_MulFix( FT_Long a, + FT_Long b ); + + + /************************************************************************** + * + * @function: + * FT_DivFix + * + * @description: + * Compute `(a*0x10000)/b` with maximum accuracy. Its main use is to + * divide a given value by a 16.16 fixed-point factor. + * + * @input: + * a :: + * The numerator. + * + * b :: + * The denominator. Use a 16.16 factor here. + * + * @return: + * The result of `(a*0x10000)/b`. + */ + FT_EXPORT( FT_Long ) + FT_DivFix( FT_Long a, + FT_Long b ); + + + /************************************************************************** + * + * @function: + * FT_RoundFix + * + * @description: + * Round a 16.16 fixed number. + * + * @input: + * a :: + * The number to be rounded. + * + * @return: + * `a` rounded to the nearest 16.16 fixed integer, halfway cases away + * from zero. + * + * @note: + * The function uses wrap-around arithmetic. + */ + FT_EXPORT( FT_Fixed ) + FT_RoundFix( FT_Fixed a ); + + + /************************************************************************** + * + * @function: + * FT_CeilFix + * + * @description: + * Compute the smallest following integer of a 16.16 fixed number. + * + * @input: + * a :: + * The number for which the ceiling function is to be computed. + * + * @return: + * `a` rounded towards plus infinity. + * + * @note: + * The function uses wrap-around arithmetic. + */ + FT_EXPORT( FT_Fixed ) + FT_CeilFix( FT_Fixed a ); + + + /************************************************************************** + * + * @function: + * FT_FloorFix + * + * @description: + * Compute the largest previous integer of a 16.16 fixed number. + * + * @input: + * a :: + * The number for which the floor function is to be computed. + * + * @return: + * `a` rounded towards minus infinity. + */ + FT_EXPORT( FT_Fixed ) + FT_FloorFix( FT_Fixed a ); + + + /************************************************************************** + * + * @function: + * FT_Vector_Transform + * + * @description: + * Transform a single vector through a 2x2 matrix. + * + * @inout: + * vector :: + * The target vector to transform. + * + * @input: + * matrix :: + * A pointer to the source 2x2 matrix. + * + * @note: + * The result is undefined if either `vector` or `matrix` is invalid. + */ + FT_EXPORT( void ) + FT_Vector_Transform( FT_Vector* vector, + const FT_Matrix* matrix ); + + + /************************************************************************** + * + * @section: + * version + * + * @title: + * FreeType Version + * + * @abstract: + * Functions and macros related to FreeType versions. + * + * @description: + * Note that those functions and macros are of limited use because even a + * new release of FreeType with only documentation changes increases the + * version number. + * + * @order: + * FT_Library_Version + * + * FREETYPE_MAJOR + * FREETYPE_MINOR + * FREETYPE_PATCH + * + * FT_Face_CheckTrueTypePatents + * FT_Face_SetUnpatentedHinting + * + */ + + + /************************************************************************** + * + * @enum: + * FREETYPE_XXX + * + * @description: + * These three macros identify the FreeType source code version. Use + * @FT_Library_Version to access them at runtime. + * + * @values: + * FREETYPE_MAJOR :: + * The major version number. + * FREETYPE_MINOR :: + * The minor version number. + * FREETYPE_PATCH :: + * The patch level. + * + * @note: + * The version number of FreeType if built as a dynamic link library with + * the 'libtool' package is _not_ controlled by these three macros. + * + */ +#define FREETYPE_MAJOR 2 +#define FREETYPE_MINOR 12 +#define FREETYPE_PATCH 1 + + + /************************************************************************** + * + * @function: + * FT_Library_Version + * + * @description: + * Return the version of the FreeType library being used. This is useful + * when dynamically linking to the library, since one cannot use the + * macros @FREETYPE_MAJOR, @FREETYPE_MINOR, and @FREETYPE_PATCH. + * + * @input: + * library :: + * A source library handle. + * + * @output: + * amajor :: + * The major version number. + * + * aminor :: + * The minor version number. + * + * apatch :: + * The patch version number. + * + * @note: + * The reason why this function takes a `library` argument is because + * certain programs implement library initialization in a custom way that + * doesn't use @FT_Init_FreeType. + * + * In such cases, the library version might not be available before the + * library object has been created. + */ + FT_EXPORT( void ) + FT_Library_Version( FT_Library library, + FT_Int *amajor, + FT_Int *aminor, + FT_Int *apatch ); + + + /************************************************************************** + * + * @function: + * FT_Face_CheckTrueTypePatents + * + * @description: + * Deprecated, does nothing. + * + * @input: + * face :: + * A face handle. + * + * @return: + * Always returns false. + * + * @note: + * Since May 2010, TrueType hinting is no longer patented. + * + * @since: + * 2.3.5 + * + */ + FT_EXPORT( FT_Bool ) + FT_Face_CheckTrueTypePatents( FT_Face face ); + + + /************************************************************************** + * + * @function: + * FT_Face_SetUnpatentedHinting + * + * @description: + * Deprecated, does nothing. + * + * @input: + * face :: + * A face handle. + * + * value :: + * New boolean setting. + * + * @return: + * Always returns false. + * + * @note: + * Since May 2010, TrueType hinting is no longer patented. + * + * @since: + * 2.3.5 + * + */ + FT_EXPORT( FT_Bool ) + FT_Face_SetUnpatentedHinting( FT_Face face, + FT_Bool value ); + + /* */ + + +FT_END_HEADER + +#endif /* FREETYPE_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftadvanc.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftadvanc.h new file mode 100644 index 0000000..8ce4846 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftadvanc.h @@ -0,0 +1,188 @@ +/**************************************************************************** + * + * ftadvanc.h + * + * Quick computation of advance widths (specification only). + * + * Copyright (C) 2008-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTADVANC_H_ +#define FTADVANC_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * quick_advance + * + * @title: + * Quick retrieval of advance values + * + * @abstract: + * Retrieve horizontal and vertical advance values without processing + * glyph outlines, if possible. + * + * @description: + * This section contains functions to quickly extract advance values + * without handling glyph outlines, if possible. + * + * @order: + * FT_Get_Advance + * FT_Get_Advances + * + */ + + + /************************************************************************** + * + * @enum: + * FT_ADVANCE_FLAG_FAST_ONLY + * + * @description: + * A bit-flag to be OR-ed with the `flags` parameter of the + * @FT_Get_Advance and @FT_Get_Advances functions. + * + * If set, it indicates that you want these functions to fail if the + * corresponding hinting mode or font driver doesn't allow for very quick + * advance computation. + * + * Typically, glyphs that are either unscaled, unhinted, bitmapped, or + * light-hinted can have their advance width computed very quickly. + * + * Normal and bytecode hinted modes that require loading, scaling, and + * hinting of the glyph outline, are extremely slow by comparison. + */ +#define FT_ADVANCE_FLAG_FAST_ONLY 0x20000000L + + + /************************************************************************** + * + * @function: + * FT_Get_Advance + * + * @description: + * Retrieve the advance value of a given glyph outline in an @FT_Face. + * + * @input: + * face :: + * The source @FT_Face handle. + * + * gindex :: + * The glyph index. + * + * load_flags :: + * A set of bit flags similar to those used when calling + * @FT_Load_Glyph, used to determine what kind of advances you need. + * + * @output: + * padvance :: + * The advance value. If scaling is performed (based on the value of + * `load_flags`), the advance value is in 16.16 format. Otherwise, it + * is in font units. + * + * If @FT_LOAD_VERTICAL_LAYOUT is set, this is the vertical advance + * corresponding to a vertical layout. Otherwise, it is the horizontal + * advance in a horizontal layout. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * This function may fail if you use @FT_ADVANCE_FLAG_FAST_ONLY and if + * the corresponding font backend doesn't have a quick way to retrieve + * the advances. + * + * A scaled advance is returned in 16.16 format but isn't transformed by + * the affine transformation specified by @FT_Set_Transform. + */ + FT_EXPORT( FT_Error ) + FT_Get_Advance( FT_Face face, + FT_UInt gindex, + FT_Int32 load_flags, + FT_Fixed *padvance ); + + + /************************************************************************** + * + * @function: + * FT_Get_Advances + * + * @description: + * Retrieve the advance values of several glyph outlines in an @FT_Face. + * + * @input: + * face :: + * The source @FT_Face handle. + * + * start :: + * The first glyph index. + * + * count :: + * The number of advance values you want to retrieve. + * + * load_flags :: + * A set of bit flags similar to those used when calling + * @FT_Load_Glyph. + * + * @output: + * padvance :: + * The advance values. This array, to be provided by the caller, must + * contain at least `count` elements. + * + * If scaling is performed (based on the value of `load_flags`), the + * advance values are in 16.16 format. Otherwise, they are in font + * units. + * + * If @FT_LOAD_VERTICAL_LAYOUT is set, these are the vertical advances + * corresponding to a vertical layout. Otherwise, they are the + * horizontal advances in a horizontal layout. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * This function may fail if you use @FT_ADVANCE_FLAG_FAST_ONLY and if + * the corresponding font backend doesn't have a quick way to retrieve + * the advances. + * + * Scaled advances are returned in 16.16 format but aren't transformed by + * the affine transformation specified by @FT_Set_Transform. + */ + FT_EXPORT( FT_Error ) + FT_Get_Advances( FT_Face face, + FT_UInt start, + FT_UInt count, + FT_Int32 load_flags, + FT_Fixed *padvances ); + + /* */ + + +FT_END_HEADER + +#endif /* FTADVANC_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbbox.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbbox.h new file mode 100644 index 0000000..768478f --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbbox.h @@ -0,0 +1,101 @@ +/**************************************************************************** + * + * ftbbox.h + * + * FreeType exact bbox computation (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * This component has a _single_ role: to compute exact outline bounding + * boxes. + * + * It is separated from the rest of the engine for various technical + * reasons. It may well be integrated in 'ftoutln' later. + * + */ + + +#ifndef FTBBOX_H_ +#define FTBBOX_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * outline_processing + * + */ + + + /************************************************************************** + * + * @function: + * FT_Outline_Get_BBox + * + * @description: + * Compute the exact bounding box of an outline. This is slower than + * computing the control box. However, it uses an advanced algorithm + * that returns _very_ quickly when the two boxes coincide. Otherwise, + * the outline Bezier arcs are traversed to extract their extrema. + * + * @input: + * outline :: + * A pointer to the source outline. + * + * @output: + * abbox :: + * The outline's exact bounding box. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * If the font is tricky and the glyph has been loaded with + * @FT_LOAD_NO_SCALE, the resulting BBox is meaningless. To get + * reasonable values for the BBox it is necessary to load the glyph at a + * large ppem value (so that the hinting instructions can properly shift + * and scale the subglyphs), then extracting the BBox, which can be + * eventually converted back to font units. + */ + FT_EXPORT( FT_Error ) + FT_Outline_Get_BBox( FT_Outline* outline, + FT_BBox *abbox ); + + /* */ + + +FT_END_HEADER + +#endif /* FTBBOX_H_ */ + + +/* END */ + + +/* Local Variables: */ +/* coding: utf-8 */ +/* End: */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbdf.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbdf.h new file mode 100644 index 0000000..04d6094 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbdf.h @@ -0,0 +1,212 @@ +/**************************************************************************** + * + * ftbdf.h + * + * FreeType API for accessing BDF-specific strings (specification). + * + * Copyright (C) 2002-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTBDF_H_ +#define FTBDF_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * bdf_fonts + * + * @title: + * BDF and PCF Files + * + * @abstract: + * BDF and PCF specific API. + * + * @description: + * This section contains the declaration of functions specific to BDF and + * PCF fonts. + * + */ + + + /************************************************************************** + * + * @enum: + * BDF_PropertyType + * + * @description: + * A list of BDF property types. + * + * @values: + * BDF_PROPERTY_TYPE_NONE :: + * Value~0 is used to indicate a missing property. + * + * BDF_PROPERTY_TYPE_ATOM :: + * Property is a string atom. + * + * BDF_PROPERTY_TYPE_INTEGER :: + * Property is a 32-bit signed integer. + * + * BDF_PROPERTY_TYPE_CARDINAL :: + * Property is a 32-bit unsigned integer. + */ + typedef enum BDF_PropertyType_ + { + BDF_PROPERTY_TYPE_NONE = 0, + BDF_PROPERTY_TYPE_ATOM = 1, + BDF_PROPERTY_TYPE_INTEGER = 2, + BDF_PROPERTY_TYPE_CARDINAL = 3 + + } BDF_PropertyType; + + + /************************************************************************** + * + * @type: + * BDF_Property + * + * @description: + * A handle to a @BDF_PropertyRec structure to model a given BDF/PCF + * property. + */ + typedef struct BDF_PropertyRec_* BDF_Property; + + + /************************************************************************** + * + * @struct: + * BDF_PropertyRec + * + * @description: + * This structure models a given BDF/PCF property. + * + * @fields: + * type :: + * The property type. + * + * u.atom :: + * The atom string, if type is @BDF_PROPERTY_TYPE_ATOM. May be + * `NULL`, indicating an empty string. + * + * u.integer :: + * A signed integer, if type is @BDF_PROPERTY_TYPE_INTEGER. + * + * u.cardinal :: + * An unsigned integer, if type is @BDF_PROPERTY_TYPE_CARDINAL. + */ + typedef struct BDF_PropertyRec_ + { + BDF_PropertyType type; + union { + const char* atom; + FT_Int32 integer; + FT_UInt32 cardinal; + + } u; + + } BDF_PropertyRec; + + + /************************************************************************** + * + * @function: + * FT_Get_BDF_Charset_ID + * + * @description: + * Retrieve a BDF font character set identity, according to the BDF + * specification. + * + * @input: + * face :: + * A handle to the input face. + * + * @output: + * acharset_encoding :: + * Charset encoding, as a C~string, owned by the face. + * + * acharset_registry :: + * Charset registry, as a C~string, owned by the face. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function only works with BDF faces, returning an error otherwise. + */ + FT_EXPORT( FT_Error ) + FT_Get_BDF_Charset_ID( FT_Face face, + const char* *acharset_encoding, + const char* *acharset_registry ); + + + /************************************************************************** + * + * @function: + * FT_Get_BDF_Property + * + * @description: + * Retrieve a BDF property from a BDF or PCF font file. + * + * @input: + * face :: + * A handle to the input face. + * + * name :: + * The property name. + * + * @output: + * aproperty :: + * The property. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function works with BDF _and_ PCF fonts. It returns an error + * otherwise. It also returns an error if the property is not in the + * font. + * + * A 'property' is a either key-value pair within the STARTPROPERTIES + * ... ENDPROPERTIES block of a BDF font or a key-value pair from the + * `info->props` array within a `FontRec` structure of a PCF font. + * + * Integer properties are always stored as 'signed' within PCF fonts; + * consequently, @BDF_PROPERTY_TYPE_CARDINAL is a possible return value + * for BDF fonts only. + * + * In case of error, `aproperty->type` is always set to + * @BDF_PROPERTY_TYPE_NONE. + */ + FT_EXPORT( FT_Error ) + FT_Get_BDF_Property( FT_Face face, + const char* prop_name, + BDF_PropertyRec *aproperty ); + + /* */ + +FT_END_HEADER + +#endif /* FTBDF_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbitmap.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbitmap.h new file mode 100644 index 0000000..c3462da --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbitmap.h @@ -0,0 +1,329 @@ +/**************************************************************************** + * + * ftbitmap.h + * + * FreeType utility functions for bitmaps (specification). + * + * Copyright (C) 2004-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTBITMAP_H_ +#define FTBITMAP_H_ + + +#include +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * bitmap_handling + * + * @title: + * Bitmap Handling + * + * @abstract: + * Handling FT_Bitmap objects. + * + * @description: + * This section contains functions for handling @FT_Bitmap objects, + * automatically adjusting the target's bitmap buffer size as needed. + * + * Note that none of the functions changes the bitmap's 'flow' (as + * indicated by the sign of the `pitch` field in @FT_Bitmap). + * + * To set the flow, assign an appropriate positive or negative value to + * the `pitch` field of the target @FT_Bitmap object after calling + * @FT_Bitmap_Init but before calling any of the other functions + * described here. + */ + + + /************************************************************************** + * + * @function: + * FT_Bitmap_Init + * + * @description: + * Initialize a pointer to an @FT_Bitmap structure. + * + * @inout: + * abitmap :: + * A pointer to the bitmap structure. + * + * @note: + * A deprecated name for the same function is `FT_Bitmap_New`. + */ + FT_EXPORT( void ) + FT_Bitmap_Init( FT_Bitmap *abitmap ); + + + /* deprecated */ + FT_EXPORT( void ) + FT_Bitmap_New( FT_Bitmap *abitmap ); + + + /************************************************************************** + * + * @function: + * FT_Bitmap_Copy + * + * @description: + * Copy a bitmap into another one. + * + * @input: + * library :: + * A handle to a library object. + * + * source :: + * A handle to the source bitmap. + * + * @output: + * target :: + * A handle to the target bitmap. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * `source->buffer` and `target->buffer` must neither be equal nor + * overlap. + */ + FT_EXPORT( FT_Error ) + FT_Bitmap_Copy( FT_Library library, + const FT_Bitmap *source, + FT_Bitmap *target ); + + + /************************************************************************** + * + * @function: + * FT_Bitmap_Embolden + * + * @description: + * Embolden a bitmap. The new bitmap will be about `xStrength` pixels + * wider and `yStrength` pixels higher. The left and bottom borders are + * kept unchanged. + * + * @input: + * library :: + * A handle to a library object. + * + * xStrength :: + * How strong the glyph is emboldened horizontally. Expressed in 26.6 + * pixel format. + * + * yStrength :: + * How strong the glyph is emboldened vertically. Expressed in 26.6 + * pixel format. + * + * @inout: + * bitmap :: + * A handle to the target bitmap. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The current implementation restricts `xStrength` to be less than or + * equal to~8 if bitmap is of pixel_mode @FT_PIXEL_MODE_MONO. + * + * If you want to embolden the bitmap owned by a @FT_GlyphSlotRec, you + * should call @FT_GlyphSlot_Own_Bitmap on the slot first. + * + * Bitmaps in @FT_PIXEL_MODE_GRAY2 and @FT_PIXEL_MODE_GRAY@ format are + * converted to @FT_PIXEL_MODE_GRAY format (i.e., 8bpp). + */ + FT_EXPORT( FT_Error ) + FT_Bitmap_Embolden( FT_Library library, + FT_Bitmap* bitmap, + FT_Pos xStrength, + FT_Pos yStrength ); + + + /************************************************************************** + * + * @function: + * FT_Bitmap_Convert + * + * @description: + * Convert a bitmap object with depth 1bpp, 2bpp, 4bpp, 8bpp or 32bpp to + * a bitmap object with depth 8bpp, making the number of used bytes per + * line (a.k.a. the 'pitch') a multiple of `alignment`. + * + * @input: + * library :: + * A handle to a library object. + * + * source :: + * The source bitmap. + * + * alignment :: + * The pitch of the bitmap is a multiple of this argument. Common + * values are 1, 2, or 4. + * + * @output: + * target :: + * The target bitmap. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * It is possible to call @FT_Bitmap_Convert multiple times without + * calling @FT_Bitmap_Done (the memory is simply reallocated). + * + * Use @FT_Bitmap_Done to finally remove the bitmap object. + * + * The `library` argument is taken to have access to FreeType's memory + * handling functions. + * + * `source->buffer` and `target->buffer` must neither be equal nor + * overlap. + */ + FT_EXPORT( FT_Error ) + FT_Bitmap_Convert( FT_Library library, + const FT_Bitmap *source, + FT_Bitmap *target, + FT_Int alignment ); + + + /************************************************************************** + * + * @function: + * FT_Bitmap_Blend + * + * @description: + * Blend a bitmap onto another bitmap, using a given color. + * + * @input: + * library :: + * A handle to a library object. + * + * source :: + * The source bitmap, which can have any @FT_Pixel_Mode format. + * + * source_offset :: + * The offset vector to the upper left corner of the source bitmap in + * 26.6 pixel format. It should represent an integer offset; the + * function will set the lowest six bits to zero to enforce that. + * + * color :: + * The color used to draw `source` onto `target`. + * + * @inout: + * target :: + * A handle to an `FT_Bitmap` object. It should be either initialized + * as empty with a call to @FT_Bitmap_Init, or it should be of type + * @FT_PIXEL_MODE_BGRA. + * + * atarget_offset :: + * The offset vector to the upper left corner of the target bitmap in + * 26.6 pixel format. It should represent an integer offset; the + * function will set the lowest six bits to zero to enforce that. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function doesn't perform clipping. + * + * The bitmap in `target` gets allocated or reallocated as needed; the + * vector `atarget_offset` is updated accordingly. + * + * In case of allocation or reallocation, the bitmap's pitch is set to + * `4 * width`. Both `source` and `target` must have the same bitmap + * flow (as indicated by the sign of the `pitch` field). + * + * `source->buffer` and `target->buffer` must neither be equal nor + * overlap. + * + * @since: + * 2.10 + */ + FT_EXPORT( FT_Error ) + FT_Bitmap_Blend( FT_Library library, + const FT_Bitmap* source, + const FT_Vector source_offset, + FT_Bitmap* target, + FT_Vector *atarget_offset, + FT_Color color ); + + + /************************************************************************** + * + * @function: + * FT_GlyphSlot_Own_Bitmap + * + * @description: + * Make sure that a glyph slot owns `slot->bitmap`. + * + * @input: + * slot :: + * The glyph slot. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function is to be used in combination with @FT_Bitmap_Embolden. + */ + FT_EXPORT( FT_Error ) + FT_GlyphSlot_Own_Bitmap( FT_GlyphSlot slot ); + + + /************************************************************************** + * + * @function: + * FT_Bitmap_Done + * + * @description: + * Destroy a bitmap object initialized with @FT_Bitmap_Init. + * + * @input: + * library :: + * A handle to a library object. + * + * bitmap :: + * The bitmap object to be freed. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The `library` argument is taken to have access to FreeType's memory + * handling functions. + */ + FT_EXPORT( FT_Error ) + FT_Bitmap_Done( FT_Library library, + FT_Bitmap *bitmap ); + + + /* */ + + +FT_END_HEADER + +#endif /* FTBITMAP_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbzip2.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbzip2.h new file mode 100644 index 0000000..c853058 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftbzip2.h @@ -0,0 +1,102 @@ +/**************************************************************************** + * + * ftbzip2.h + * + * Bzip2-compressed stream support. + * + * Copyright (C) 2010-2022 by + * Joel Klinghed. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTBZIP2_H_ +#define FTBZIP2_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + /************************************************************************** + * + * @section: + * bzip2 + * + * @title: + * BZIP2 Streams + * + * @abstract: + * Using bzip2-compressed font files. + * + * @description: + * In certain builds of the library, bzip2 compression recognition is + * automatically handled when calling @FT_New_Face or @FT_Open_Face. + * This means that if no font driver is capable of handling the raw + * compressed file, the library will try to open a bzip2 compressed + * stream from it and re-open the face with it. + * + * The stream implementation is very basic and resets the decompression + * process each time seeking backwards is needed within the stream, + * which significantly undermines the performance. + * + * This section contains the declaration of Bzip2-specific functions. + * + */ + + + /************************************************************************** + * + * @function: + * FT_Stream_OpenBzip2 + * + * @description: + * Open a new stream to parse bzip2-compressed font files. This is + * mainly used to support the compressed `*.pcf.bz2` fonts that come with + * XFree86. + * + * @input: + * stream :: + * The target embedding stream. + * + * source :: + * The source stream. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The source stream must be opened _before_ calling this function. + * + * Calling the internal function `FT_Stream_Close` on the new stream will + * **not** call `FT_Stream_Close` on the source stream. None of the + * stream objects will be released to the heap. + * + * This function may return `FT_Err_Unimplemented_Feature` if your build + * of FreeType was not compiled with bzip2 support. + */ + FT_EXPORT( FT_Error ) + FT_Stream_OpenBzip2( FT_Stream stream, + FT_Stream source ); + + /* */ + + +FT_END_HEADER + +#endif /* FTBZIP2_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftcache.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftcache.h new file mode 100644 index 0000000..ecbbd7b --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftcache.h @@ -0,0 +1,1087 @@ +/**************************************************************************** + * + * ftcache.h + * + * FreeType Cache subsystem (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTCACHE_H_ +#define FTCACHE_H_ + + +#include + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * cache_subsystem + * + * @title: + * Cache Sub-System + * + * @abstract: + * How to cache face, size, and glyph data with FreeType~2. + * + * @description: + * This section describes the FreeType~2 cache sub-system, which is used + * to limit the number of concurrently opened @FT_Face and @FT_Size + * objects, as well as caching information like character maps and glyph + * images while limiting their maximum memory usage. + * + * Note that all types and functions begin with the `FTC_` prefix. + * + * The cache is highly portable and thus doesn't know anything about the + * fonts installed on your system, or how to access them. This implies + * the following scheme: + * + * First, available or installed font faces are uniquely identified by + * @FTC_FaceID values, provided to the cache by the client. Note that + * the cache only stores and compares these values, and doesn't try to + * interpret them in any way. + * + * Second, the cache calls, only when needed, a client-provided function + * to convert an @FTC_FaceID into a new @FT_Face object. The latter is + * then completely managed by the cache, including its termination + * through @FT_Done_Face. To monitor termination of face objects, the + * finalizer callback in the `generic` field of the @FT_Face object can + * be used, which might also be used to store the @FTC_FaceID of the + * face. + * + * Clients are free to map face IDs to anything else. The most simple + * usage is to associate them to a (pathname,face_index) pair that is + * used to call @FT_New_Face. However, more complex schemes are also + * possible. + * + * Note that for the cache to work correctly, the face ID values must be + * **persistent**, which means that the contents they point to should not + * change at runtime, or that their value should not become invalid. + * + * If this is unavoidable (e.g., when a font is uninstalled at runtime), + * you should call @FTC_Manager_RemoveFaceID as soon as possible, to let + * the cache get rid of any references to the old @FTC_FaceID it may keep + * internally. Failure to do so will lead to incorrect behaviour or even + * crashes. + * + * To use the cache, start with calling @FTC_Manager_New to create a new + * @FTC_Manager object, which models a single cache instance. You can + * then look up @FT_Face and @FT_Size objects with + * @FTC_Manager_LookupFace and @FTC_Manager_LookupSize, respectively. + * + * If you want to use the charmap caching, call @FTC_CMapCache_New, then + * later use @FTC_CMapCache_Lookup to perform the equivalent of + * @FT_Get_Char_Index, only much faster. + * + * If you want to use the @FT_Glyph caching, call @FTC_ImageCache_New, + * then later use @FTC_ImageCache_Lookup to retrieve the corresponding + * @FT_Glyph objects from the cache. + * + * If you need lots of small bitmaps, it is much more memory efficient to + * call @FTC_SBitCache_New followed by @FTC_SBitCache_Lookup. This + * returns @FTC_SBitRec structures, which are used to store small bitmaps + * directly. (A small bitmap is one whose metrics and dimensions all fit + * into 8-bit integers). + * + * We hope to also provide a kerning cache in the near future. + * + * + * @order: + * FTC_Manager + * FTC_FaceID + * FTC_Face_Requester + * + * FTC_Manager_New + * FTC_Manager_Reset + * FTC_Manager_Done + * FTC_Manager_LookupFace + * FTC_Manager_LookupSize + * FTC_Manager_RemoveFaceID + * + * FTC_Node + * FTC_Node_Unref + * + * FTC_ImageCache + * FTC_ImageCache_New + * FTC_ImageCache_Lookup + * + * FTC_SBit + * FTC_SBitCache + * FTC_SBitCache_New + * FTC_SBitCache_Lookup + * + * FTC_CMapCache + * FTC_CMapCache_New + * FTC_CMapCache_Lookup + * + *************************************************************************/ + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** BASIC TYPE DEFINITIONS *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @type: + * FTC_FaceID + * + * @description: + * An opaque pointer type that is used to identity face objects. The + * contents of such objects is application-dependent. + * + * These pointers are typically used to point to a user-defined structure + * containing a font file path, and face index. + * + * @note: + * Never use `NULL` as a valid @FTC_FaceID. + * + * Face IDs are passed by the client to the cache manager that calls, + * when needed, the @FTC_Face_Requester to translate them into new + * @FT_Face objects. + * + * If the content of a given face ID changes at runtime, or if the value + * becomes invalid (e.g., when uninstalling a font), you should + * immediately call @FTC_Manager_RemoveFaceID before any other cache + * function. + * + * Failure to do so will result in incorrect behaviour or even memory + * leaks and crashes. + */ + typedef FT_Pointer FTC_FaceID; + + + /************************************************************************** + * + * @functype: + * FTC_Face_Requester + * + * @description: + * A callback function provided by client applications. It is used by + * the cache manager to translate a given @FTC_FaceID into a new valid + * @FT_Face object, on demand. + * + * @input: + * face_id :: + * The face ID to resolve. + * + * library :: + * A handle to a FreeType library object. + * + * req_data :: + * Application-provided request data (see note below). + * + * @output: + * aface :: + * A new @FT_Face handle. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The third parameter `req_data` is the same as the one passed by the + * client when @FTC_Manager_New is called. + * + * The face requester should not perform funny things on the returned + * face object, like creating a new @FT_Size for it, or setting a + * transformation through @FT_Set_Transform! + */ + typedef FT_Error + (*FTC_Face_Requester)( FTC_FaceID face_id, + FT_Library library, + FT_Pointer req_data, + FT_Face* aface ); + + /* */ + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** CACHE MANAGER OBJECT *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @type: + * FTC_Manager + * + * @description: + * This object corresponds to one instance of the cache-subsystem. It is + * used to cache one or more @FT_Face objects, along with corresponding + * @FT_Size objects. + * + * The manager intentionally limits the total number of opened @FT_Face + * and @FT_Size objects to control memory usage. See the `max_faces` and + * `max_sizes` parameters of @FTC_Manager_New. + * + * The manager is also used to cache 'nodes' of various types while + * limiting their total memory usage. + * + * All limitations are enforced by keeping lists of managed objects in + * most-recently-used order, and flushing old nodes to make room for new + * ones. + */ + typedef struct FTC_ManagerRec_* FTC_Manager; + + + /************************************************************************** + * + * @type: + * FTC_Node + * + * @description: + * An opaque handle to a cache node object. Each cache node is + * reference-counted. A node with a count of~0 might be flushed out of a + * full cache whenever a lookup request is performed. + * + * If you look up nodes, you have the ability to 'acquire' them, i.e., to + * increment their reference count. This will prevent the node from + * being flushed out of the cache until you explicitly 'release' it (see + * @FTC_Node_Unref). + * + * See also @FTC_SBitCache_Lookup and @FTC_ImageCache_Lookup. + */ + typedef struct FTC_NodeRec_* FTC_Node; + + + /************************************************************************** + * + * @function: + * FTC_Manager_New + * + * @description: + * Create a new cache manager. + * + * @input: + * library :: + * The parent FreeType library handle to use. + * + * max_faces :: + * Maximum number of opened @FT_Face objects managed by this cache + * instance. Use~0 for defaults. + * + * max_sizes :: + * Maximum number of opened @FT_Size objects managed by this cache + * instance. Use~0 for defaults. + * + * max_bytes :: + * Maximum number of bytes to use for cached data nodes. Use~0 for + * defaults. Note that this value does not account for managed + * @FT_Face and @FT_Size objects. + * + * requester :: + * An application-provided callback used to translate face IDs into + * real @FT_Face objects. + * + * req_data :: + * A generic pointer that is passed to the requester each time it is + * called (see @FTC_Face_Requester). + * + * @output: + * amanager :: + * A handle to a new manager object. 0~in case of failure. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FTC_Manager_New( FT_Library library, + FT_UInt max_faces, + FT_UInt max_sizes, + FT_ULong max_bytes, + FTC_Face_Requester requester, + FT_Pointer req_data, + FTC_Manager *amanager ); + + + /************************************************************************** + * + * @function: + * FTC_Manager_Reset + * + * @description: + * Empty a given cache manager. This simply gets rid of all the + * currently cached @FT_Face and @FT_Size objects within the manager. + * + * @inout: + * manager :: + * A handle to the manager. + */ + FT_EXPORT( void ) + FTC_Manager_Reset( FTC_Manager manager ); + + + /************************************************************************** + * + * @function: + * FTC_Manager_Done + * + * @description: + * Destroy a given manager after emptying it. + * + * @input: + * manager :: + * A handle to the target cache manager object. + */ + FT_EXPORT( void ) + FTC_Manager_Done( FTC_Manager manager ); + + + /************************************************************************** + * + * @function: + * FTC_Manager_LookupFace + * + * @description: + * Retrieve the @FT_Face object that corresponds to a given face ID + * through a cache manager. + * + * @input: + * manager :: + * A handle to the cache manager. + * + * face_id :: + * The ID of the face object. + * + * @output: + * aface :: + * A handle to the face object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The returned @FT_Face object is always owned by the manager. You + * should never try to discard it yourself. + * + * The @FT_Face object doesn't necessarily have a current size object + * (i.e., face->size can be~0). If you need a specific 'font size', use + * @FTC_Manager_LookupSize instead. + * + * Never change the face's transformation matrix (i.e., never call the + * @FT_Set_Transform function) on a returned face! If you need to + * transform glyphs, do it yourself after glyph loading. + * + * When you perform a lookup, out-of-memory errors are detected _within_ + * the lookup and force incremental flushes of the cache until enough + * memory is released for the lookup to succeed. + * + * If a lookup fails with `FT_Err_Out_Of_Memory` the cache has already + * been completely flushed, and still no memory was available for the + * operation. + */ + FT_EXPORT( FT_Error ) + FTC_Manager_LookupFace( FTC_Manager manager, + FTC_FaceID face_id, + FT_Face *aface ); + + + /************************************************************************** + * + * @struct: + * FTC_ScalerRec + * + * @description: + * A structure used to describe a given character size in either pixels + * or points to the cache manager. See @FTC_Manager_LookupSize. + * + * @fields: + * face_id :: + * The source face ID. + * + * width :: + * The character width. + * + * height :: + * The character height. + * + * pixel :: + * A Boolean. If 1, the `width` and `height` fields are interpreted as + * integer pixel character sizes. Otherwise, they are expressed as + * 1/64th of points. + * + * x_res :: + * Only used when `pixel` is value~0 to indicate the horizontal + * resolution in dpi. + * + * y_res :: + * Only used when `pixel` is value~0 to indicate the vertical + * resolution in dpi. + * + * @note: + * This type is mainly used to retrieve @FT_Size objects through the + * cache manager. + */ + typedef struct FTC_ScalerRec_ + { + FTC_FaceID face_id; + FT_UInt width; + FT_UInt height; + FT_Int pixel; + FT_UInt x_res; + FT_UInt y_res; + + } FTC_ScalerRec; + + + /************************************************************************** + * + * @struct: + * FTC_Scaler + * + * @description: + * A handle to an @FTC_ScalerRec structure. + */ + typedef struct FTC_ScalerRec_* FTC_Scaler; + + + /************************************************************************** + * + * @function: + * FTC_Manager_LookupSize + * + * @description: + * Retrieve the @FT_Size object that corresponds to a given + * @FTC_ScalerRec pointer through a cache manager. + * + * @input: + * manager :: + * A handle to the cache manager. + * + * scaler :: + * A scaler handle. + * + * @output: + * asize :: + * A handle to the size object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The returned @FT_Size object is always owned by the manager. You + * should never try to discard it by yourself. + * + * You can access the parent @FT_Face object simply as `size->face` if + * you need it. Note that this object is also owned by the manager. + * + * @note: + * When you perform a lookup, out-of-memory errors are detected _within_ + * the lookup and force incremental flushes of the cache until enough + * memory is released for the lookup to succeed. + * + * If a lookup fails with `FT_Err_Out_Of_Memory` the cache has already + * been completely flushed, and still no memory is available for the + * operation. + */ + FT_EXPORT( FT_Error ) + FTC_Manager_LookupSize( FTC_Manager manager, + FTC_Scaler scaler, + FT_Size *asize ); + + + /************************************************************************** + * + * @function: + * FTC_Node_Unref + * + * @description: + * Decrement a cache node's internal reference count. When the count + * reaches 0, it is not destroyed but becomes eligible for subsequent + * cache flushes. + * + * @input: + * node :: + * The cache node handle. + * + * manager :: + * The cache manager handle. + */ + FT_EXPORT( void ) + FTC_Node_Unref( FTC_Node node, + FTC_Manager manager ); + + + /************************************************************************** + * + * @function: + * FTC_Manager_RemoveFaceID + * + * @description: + * A special function used to indicate to the cache manager that a given + * @FTC_FaceID is no longer valid, either because its content changed, or + * because it was deallocated or uninstalled. + * + * @input: + * manager :: + * The cache manager handle. + * + * face_id :: + * The @FTC_FaceID to be removed. + * + * @note: + * This function flushes all nodes from the cache corresponding to this + * `face_id`, with the exception of nodes with a non-null reference + * count. + * + * Such nodes are however modified internally so as to never appear in + * later lookups with the same `face_id` value, and to be immediately + * destroyed when released by all their users. + * + */ + FT_EXPORT( void ) + FTC_Manager_RemoveFaceID( FTC_Manager manager, + FTC_FaceID face_id ); + + + /************************************************************************** + * + * @type: + * FTC_CMapCache + * + * @description: + * An opaque handle used to model a charmap cache. This cache is to hold + * character codes -> glyph indices mappings. + * + */ + typedef struct FTC_CMapCacheRec_* FTC_CMapCache; + + + /************************************************************************** + * + * @function: + * FTC_CMapCache_New + * + * @description: + * Create a new charmap cache. + * + * @input: + * manager :: + * A handle to the cache manager. + * + * @output: + * acache :: + * A new cache handle. `NULL` in case of error. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Like all other caches, this one will be destroyed with the cache + * manager. + * + */ + FT_EXPORT( FT_Error ) + FTC_CMapCache_New( FTC_Manager manager, + FTC_CMapCache *acache ); + + + /************************************************************************** + * + * @function: + * FTC_CMapCache_Lookup + * + * @description: + * Translate a character code into a glyph index, using the charmap + * cache. + * + * @input: + * cache :: + * A charmap cache handle. + * + * face_id :: + * The source face ID. + * + * cmap_index :: + * The index of the charmap in the source face. Any negative value + * means to use the cache @FT_Face's default charmap. + * + * char_code :: + * The character code (in the corresponding charmap). + * + * @return: + * Glyph index. 0~means 'no glyph'. + * + */ + FT_EXPORT( FT_UInt ) + FTC_CMapCache_Lookup( FTC_CMapCache cache, + FTC_FaceID face_id, + FT_Int cmap_index, + FT_UInt32 char_code ); + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** IMAGE CACHE OBJECT *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @struct: + * FTC_ImageTypeRec + * + * @description: + * A structure used to model the type of images in a glyph cache. + * + * @fields: + * face_id :: + * The face ID. + * + * width :: + * The width in pixels. + * + * height :: + * The height in pixels. + * + * flags :: + * The load flags, as in @FT_Load_Glyph. + * + */ + typedef struct FTC_ImageTypeRec_ + { + FTC_FaceID face_id; + FT_UInt width; + FT_UInt height; + FT_Int32 flags; + + } FTC_ImageTypeRec; + + + /************************************************************************** + * + * @type: + * FTC_ImageType + * + * @description: + * A handle to an @FTC_ImageTypeRec structure. + * + */ + typedef struct FTC_ImageTypeRec_* FTC_ImageType; + + + /* */ + + +#define FTC_IMAGE_TYPE_COMPARE( d1, d2 ) \ + ( (d1)->face_id == (d2)->face_id && \ + (d1)->width == (d2)->width && \ + (d1)->flags == (d2)->flags ) + + + /************************************************************************** + * + * @type: + * FTC_ImageCache + * + * @description: + * A handle to a glyph image cache object. They are designed to hold + * many distinct glyph images while not exceeding a certain memory + * threshold. + */ + typedef struct FTC_ImageCacheRec_* FTC_ImageCache; + + + /************************************************************************** + * + * @function: + * FTC_ImageCache_New + * + * @description: + * Create a new glyph image cache. + * + * @input: + * manager :: + * The parent manager for the image cache. + * + * @output: + * acache :: + * A handle to the new glyph image cache object. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FTC_ImageCache_New( FTC_Manager manager, + FTC_ImageCache *acache ); + + + /************************************************************************** + * + * @function: + * FTC_ImageCache_Lookup + * + * @description: + * Retrieve a given glyph image from a glyph image cache. + * + * @input: + * cache :: + * A handle to the source glyph image cache. + * + * type :: + * A pointer to a glyph image type descriptor. + * + * gindex :: + * The glyph index to retrieve. + * + * @output: + * aglyph :: + * The corresponding @FT_Glyph object. 0~in case of failure. + * + * anode :: + * Used to return the address of the corresponding cache node after + * incrementing its reference count (see note below). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The returned glyph is owned and managed by the glyph image cache. + * Never try to transform or discard it manually! You can however create + * a copy with @FT_Glyph_Copy and modify the new one. + * + * If `anode` is _not_ `NULL`, it receives the address of the cache node + * containing the glyph image, after increasing its reference count. + * This ensures that the node (as well as the @FT_Glyph) will always be + * kept in the cache until you call @FTC_Node_Unref to 'release' it. + * + * If `anode` is `NULL`, the cache node is left unchanged, which means + * that the @FT_Glyph could be flushed out of the cache on the next call + * to one of the caching sub-system APIs. Don't assume that it is + * persistent! + */ + FT_EXPORT( FT_Error ) + FTC_ImageCache_Lookup( FTC_ImageCache cache, + FTC_ImageType type, + FT_UInt gindex, + FT_Glyph *aglyph, + FTC_Node *anode ); + + + /************************************************************************** + * + * @function: + * FTC_ImageCache_LookupScaler + * + * @description: + * A variant of @FTC_ImageCache_Lookup that uses an @FTC_ScalerRec to + * specify the face ID and its size. + * + * @input: + * cache :: + * A handle to the source glyph image cache. + * + * scaler :: + * A pointer to a scaler descriptor. + * + * load_flags :: + * The corresponding load flags. + * + * gindex :: + * The glyph index to retrieve. + * + * @output: + * aglyph :: + * The corresponding @FT_Glyph object. 0~in case of failure. + * + * anode :: + * Used to return the address of the corresponding cache node after + * incrementing its reference count (see note below). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The returned glyph is owned and managed by the glyph image cache. + * Never try to transform or discard it manually! You can however create + * a copy with @FT_Glyph_Copy and modify the new one. + * + * If `anode` is _not_ `NULL`, it receives the address of the cache node + * containing the glyph image, after increasing its reference count. + * This ensures that the node (as well as the @FT_Glyph) will always be + * kept in the cache until you call @FTC_Node_Unref to 'release' it. + * + * If `anode` is `NULL`, the cache node is left unchanged, which means + * that the @FT_Glyph could be flushed out of the cache on the next call + * to one of the caching sub-system APIs. Don't assume that it is + * persistent! + * + * Calls to @FT_Set_Char_Size and friends have no effect on cached + * glyphs; you should always use the FreeType cache API instead. + */ + FT_EXPORT( FT_Error ) + FTC_ImageCache_LookupScaler( FTC_ImageCache cache, + FTC_Scaler scaler, + FT_ULong load_flags, + FT_UInt gindex, + FT_Glyph *aglyph, + FTC_Node *anode ); + + + /************************************************************************** + * + * @type: + * FTC_SBit + * + * @description: + * A handle to a small bitmap descriptor. See the @FTC_SBitRec structure + * for details. + */ + typedef struct FTC_SBitRec_* FTC_SBit; + + + /************************************************************************** + * + * @struct: + * FTC_SBitRec + * + * @description: + * A very compact structure used to describe a small glyph bitmap. + * + * @fields: + * width :: + * The bitmap width in pixels. + * + * height :: + * The bitmap height in pixels. + * + * left :: + * The horizontal distance from the pen position to the left bitmap + * border (a.k.a. 'left side bearing', or 'lsb'). + * + * top :: + * The vertical distance from the pen position (on the baseline) to the + * upper bitmap border (a.k.a. 'top side bearing'). The distance is + * positive for upwards y~coordinates. + * + * format :: + * The format of the glyph bitmap (monochrome or gray). + * + * max_grays :: + * Maximum gray level value (in the range 1 to~255). + * + * pitch :: + * The number of bytes per bitmap line. May be positive or negative. + * + * xadvance :: + * The horizontal advance width in pixels. + * + * yadvance :: + * The vertical advance height in pixels. + * + * buffer :: + * A pointer to the bitmap pixels. + */ + typedef struct FTC_SBitRec_ + { + FT_Byte width; + FT_Byte height; + FT_Char left; + FT_Char top; + + FT_Byte format; + FT_Byte max_grays; + FT_Short pitch; + FT_Char xadvance; + FT_Char yadvance; + + FT_Byte* buffer; + + } FTC_SBitRec; + + + /************************************************************************** + * + * @type: + * FTC_SBitCache + * + * @description: + * A handle to a small bitmap cache. These are special cache objects + * used to store small glyph bitmaps (and anti-aliased pixmaps) in a much + * more efficient way than the traditional glyph image cache implemented + * by @FTC_ImageCache. + */ + typedef struct FTC_SBitCacheRec_* FTC_SBitCache; + + + /************************************************************************** + * + * @function: + * FTC_SBitCache_New + * + * @description: + * Create a new cache to store small glyph bitmaps. + * + * @input: + * manager :: + * A handle to the source cache manager. + * + * @output: + * acache :: + * A handle to the new sbit cache. `NULL` in case of error. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FTC_SBitCache_New( FTC_Manager manager, + FTC_SBitCache *acache ); + + + /************************************************************************** + * + * @function: + * FTC_SBitCache_Lookup + * + * @description: + * Look up a given small glyph bitmap in a given sbit cache and 'lock' it + * to prevent its flushing from the cache until needed. + * + * @input: + * cache :: + * A handle to the source sbit cache. + * + * type :: + * A pointer to the glyph image type descriptor. + * + * gindex :: + * The glyph index. + * + * @output: + * sbit :: + * A handle to a small bitmap descriptor. + * + * anode :: + * Used to return the address of the corresponding cache node after + * incrementing its reference count (see note below). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The small bitmap descriptor and its bit buffer are owned by the cache + * and should never be freed by the application. They might as well + * disappear from memory on the next cache lookup, so don't treat them as + * persistent data. + * + * The descriptor's `buffer` field is set to~0 to indicate a missing + * glyph bitmap. + * + * If `anode` is _not_ `NULL`, it receives the address of the cache node + * containing the bitmap, after increasing its reference count. This + * ensures that the node (as well as the image) will always be kept in + * the cache until you call @FTC_Node_Unref to 'release' it. + * + * If `anode` is `NULL`, the cache node is left unchanged, which means + * that the bitmap could be flushed out of the cache on the next call to + * one of the caching sub-system APIs. Don't assume that it is + * persistent! + */ + FT_EXPORT( FT_Error ) + FTC_SBitCache_Lookup( FTC_SBitCache cache, + FTC_ImageType type, + FT_UInt gindex, + FTC_SBit *sbit, + FTC_Node *anode ); + + + /************************************************************************** + * + * @function: + * FTC_SBitCache_LookupScaler + * + * @description: + * A variant of @FTC_SBitCache_Lookup that uses an @FTC_ScalerRec to + * specify the face ID and its size. + * + * @input: + * cache :: + * A handle to the source sbit cache. + * + * scaler :: + * A pointer to the scaler descriptor. + * + * load_flags :: + * The corresponding load flags. + * + * gindex :: + * The glyph index. + * + * @output: + * sbit :: + * A handle to a small bitmap descriptor. + * + * anode :: + * Used to return the address of the corresponding cache node after + * incrementing its reference count (see note below). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The small bitmap descriptor and its bit buffer are owned by the cache + * and should never be freed by the application. They might as well + * disappear from memory on the next cache lookup, so don't treat them as + * persistent data. + * + * The descriptor's `buffer` field is set to~0 to indicate a missing + * glyph bitmap. + * + * If `anode` is _not_ `NULL`, it receives the address of the cache node + * containing the bitmap, after increasing its reference count. This + * ensures that the node (as well as the image) will always be kept in + * the cache until you call @FTC_Node_Unref to 'release' it. + * + * If `anode` is `NULL`, the cache node is left unchanged, which means + * that the bitmap could be flushed out of the cache on the next call to + * one of the caching sub-system APIs. Don't assume that it is + * persistent! + */ + FT_EXPORT( FT_Error ) + FTC_SBitCache_LookupScaler( FTC_SBitCache cache, + FTC_Scaler scaler, + FT_ULong load_flags, + FT_UInt gindex, + FTC_SBit *sbit, + FTC_Node *anode ); + + /* */ + + +FT_END_HEADER + +#endif /* FTCACHE_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftchapters.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftchapters.h new file mode 100644 index 0000000..6a9733a --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftchapters.h @@ -0,0 +1,149 @@ +/**************************************************************************** + * + * This file defines the structure of the FreeType reference. + * It is used by the python script that generates the HTML files. + * + */ + + + /************************************************************************** + * + * @chapter: + * general_remarks + * + * @title: + * General Remarks + * + * @sections: + * preamble + * header_inclusion + * user_allocation + * + */ + + + /************************************************************************** + * + * @chapter: + * core_api + * + * @title: + * Core API + * + * @sections: + * version + * basic_types + * base_interface + * glyph_variants + * color_management + * layer_management + * glyph_management + * mac_specific + * sizes_management + * header_file_macros + * + */ + + + /************************************************************************** + * + * @chapter: + * format_specific + * + * @title: + * Format-Specific API + * + * @sections: + * multiple_masters + * truetype_tables + * type1_tables + * sfnt_names + * bdf_fonts + * cid_fonts + * pfr_fonts + * winfnt_fonts + * svg_fonts + * font_formats + * gasp_table + * + */ + + + /************************************************************************** + * + * @chapter: + * module_specific + * + * @title: + * Controlling FreeType Modules + * + * @sections: + * auto_hinter + * cff_driver + * t1_cid_driver + * tt_driver + * pcf_driver + * ot_svg_driver + * properties + * parameter_tags + * lcd_rendering + * + */ + + + /************************************************************************** + * + * @chapter: + * cache_subsystem + * + * @title: + * Cache Sub-System + * + * @sections: + * cache_subsystem + * + */ + + + /************************************************************************** + * + * @chapter: + * support_api + * + * @title: + * Support API + * + * @sections: + * computations + * list_processing + * outline_processing + * quick_advance + * bitmap_handling + * raster + * glyph_stroker + * system_interface + * module_management + * gzip + * lzw + * bzip2 + * debugging_apis + * + */ + + + /************************************************************************** + * + * @chapter: + * error_codes + * + * @title: + * Error Codes + * + * @sections: + * error_enumerations + * error_code_values + * + */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftcid.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftcid.h new file mode 100644 index 0000000..d801083 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftcid.h @@ -0,0 +1,167 @@ +/**************************************************************************** + * + * ftcid.h + * + * FreeType API for accessing CID font information (specification). + * + * Copyright (C) 2007-2022 by + * Dereg Clegg and Michael Toftdal. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTCID_H_ +#define FTCID_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * cid_fonts + * + * @title: + * CID Fonts + * + * @abstract: + * CID-keyed font-specific API. + * + * @description: + * This section contains the declaration of CID-keyed font-specific + * functions. + * + */ + + + /************************************************************************** + * + * @function: + * FT_Get_CID_Registry_Ordering_Supplement + * + * @description: + * Retrieve the Registry/Ordering/Supplement triple (also known as the + * "R/O/S") from a CID-keyed font. + * + * @input: + * face :: + * A handle to the input face. + * + * @output: + * registry :: + * The registry, as a C~string, owned by the face. + * + * ordering :: + * The ordering, as a C~string, owned by the face. + * + * supplement :: + * The supplement. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function only works with CID faces, returning an error + * otherwise. + * + * @since: + * 2.3.6 + */ + FT_EXPORT( FT_Error ) + FT_Get_CID_Registry_Ordering_Supplement( FT_Face face, + const char* *registry, + const char* *ordering, + FT_Int *supplement ); + + + /************************************************************************** + * + * @function: + * FT_Get_CID_Is_Internally_CID_Keyed + * + * @description: + * Retrieve the type of the input face, CID keyed or not. In contrast + * to the @FT_IS_CID_KEYED macro this function returns successfully also + * for CID-keyed fonts in an SFNT wrapper. + * + * @input: + * face :: + * A handle to the input face. + * + * @output: + * is_cid :: + * The type of the face as an @FT_Bool. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function only works with CID faces and OpenType fonts, returning + * an error otherwise. + * + * @since: + * 2.3.9 + */ + FT_EXPORT( FT_Error ) + FT_Get_CID_Is_Internally_CID_Keyed( FT_Face face, + FT_Bool *is_cid ); + + + /************************************************************************** + * + * @function: + * FT_Get_CID_From_Glyph_Index + * + * @description: + * Retrieve the CID of the input glyph index. + * + * @input: + * face :: + * A handle to the input face. + * + * glyph_index :: + * The input glyph index. + * + * @output: + * cid :: + * The CID as an @FT_UInt. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function only works with CID faces and OpenType fonts, returning + * an error otherwise. + * + * @since: + * 2.3.9 + */ + FT_EXPORT( FT_Error ) + FT_Get_CID_From_Glyph_Index( FT_Face face, + FT_UInt glyph_index, + FT_UInt *cid ); + + /* */ + + +FT_END_HEADER + +#endif /* FTCID_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftcolor.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftcolor.h new file mode 100644 index 0000000..3edaee4 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftcolor.h @@ -0,0 +1,1718 @@ +/**************************************************************************** + * + * ftcolor.h + * + * FreeType's glyph color management (specification). + * + * Copyright (C) 2018-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTCOLOR_H_ +#define FTCOLOR_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * color_management + * + * @title: + * Glyph Color Management + * + * @abstract: + * Retrieving and manipulating OpenType's 'CPAL' table data. + * + * @description: + * The functions described here allow access and manipulation of color + * palette entries in OpenType's 'CPAL' tables. + */ + + + /************************************************************************** + * + * @struct: + * FT_Color + * + * @description: + * This structure models a BGRA color value of a 'CPAL' palette entry. + * + * The used color space is sRGB; the colors are not pre-multiplied, and + * alpha values must be explicitly set. + * + * @fields: + * blue :: + * Blue value. + * + * green :: + * Green value. + * + * red :: + * Red value. + * + * alpha :: + * Alpha value, giving the red, green, and blue color's opacity. + * + * @since: + * 2.10 + */ + typedef struct FT_Color_ + { + FT_Byte blue; + FT_Byte green; + FT_Byte red; + FT_Byte alpha; + + } FT_Color; + + + /************************************************************************** + * + * @enum: + * FT_PALETTE_XXX + * + * @description: + * A list of bit field constants used in the `palette_flags` array of the + * @FT_Palette_Data structure to indicate for which background a palette + * with a given index is usable. + * + * @values: + * FT_PALETTE_FOR_LIGHT_BACKGROUND :: + * The palette is appropriate to use when displaying the font on a + * light background such as white. + * + * FT_PALETTE_FOR_DARK_BACKGROUND :: + * The palette is appropriate to use when displaying the font on a dark + * background such as black. + * + * @since: + * 2.10 + */ +#define FT_PALETTE_FOR_LIGHT_BACKGROUND 0x01 +#define FT_PALETTE_FOR_DARK_BACKGROUND 0x02 + + + /************************************************************************** + * + * @struct: + * FT_Palette_Data + * + * @description: + * This structure holds the data of the 'CPAL' table. + * + * @fields: + * num_palettes :: + * The number of palettes. + * + * palette_name_ids :: + * An optional read-only array of palette name IDs with `num_palettes` + * elements, corresponding to entries like 'dark' or 'light' in the + * font's 'name' table. + * + * An empty name ID in the 'CPAL' table gets represented as value + * 0xFFFF. + * + * `NULL` if the font's 'CPAL' table doesn't contain appropriate data. + * + * palette_flags :: + * An optional read-only array of palette flags with `num_palettes` + * elements. Possible values are an ORed combination of + * @FT_PALETTE_FOR_LIGHT_BACKGROUND and + * @FT_PALETTE_FOR_DARK_BACKGROUND. + * + * `NULL` if the font's 'CPAL' table doesn't contain appropriate data. + * + * num_palette_entries :: + * The number of entries in a single palette. All palettes have the + * same size. + * + * palette_entry_name_ids :: + * An optional read-only array of palette entry name IDs with + * `num_palette_entries`. In each palette, entries with the same index + * have the same function. For example, index~0 might correspond to + * string 'outline' in the font's 'name' table to indicate that this + * palette entry is used for outlines, index~1 might correspond to + * 'fill' to indicate the filling color palette entry, etc. + * + * An empty entry name ID in the 'CPAL' table gets represented as value + * 0xFFFF. + * + * `NULL` if the font's 'CPAL' table doesn't contain appropriate data. + * + * @note: + * Use function @FT_Get_Sfnt_Name to map name IDs and entry name IDs to + * name strings. + * + * Use function @FT_Palette_Select to get the colors associated with a + * palette entry. + * + * @since: + * 2.10 + */ + typedef struct FT_Palette_Data_ { + FT_UShort num_palettes; + const FT_UShort* palette_name_ids; + const FT_UShort* palette_flags; + + FT_UShort num_palette_entries; + const FT_UShort* palette_entry_name_ids; + + } FT_Palette_Data; + + + /************************************************************************** + * + * @function: + * FT_Palette_Data_Get + * + * @description: + * Retrieve the face's color palette data. + * + * @input: + * face :: + * The source face handle. + * + * @output: + * apalette :: + * A pointer to an @FT_Palette_Data structure. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * All arrays in the returned @FT_Palette_Data structure are read-only. + * + * This function always returns an error if the config macro + * `TT_CONFIG_OPTION_COLOR_LAYERS` is not defined in `ftoption.h`. + * + * @since: + * 2.10 + */ + FT_EXPORT( FT_Error ) + FT_Palette_Data_Get( FT_Face face, + FT_Palette_Data *apalette ); + + + /************************************************************************** + * + * @function: + * FT_Palette_Select + * + * @description: + * This function has two purposes. + * + * (1) It activates a palette for rendering color glyphs, and + * + * (2) it retrieves all (unmodified) color entries of this palette. This + * function returns a read-write array, which means that a calling + * application can modify the palette entries on demand. + * + * A corollary of (2) is that calling the function, then modifying some + * values, then calling the function again with the same arguments resets + * all color entries to the original 'CPAL' values; all user modifications + * are lost. + * + * @input: + * face :: + * The source face handle. + * + * palette_index :: + * The palette index. + * + * @output: + * apalette :: + * An array of color entries for a palette with index `palette_index`, + * having `num_palette_entries` elements (as found in the + * `FT_Palette_Data` structure). If `apalette` is set to `NULL`, no + * array gets returned (and no color entries can be modified). + * + * In case the font doesn't support color palettes, `NULL` is returned. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The array pointed to by `apalette_entries` is owned and managed by + * FreeType. + * + * This function always returns an error if the config macro + * `TT_CONFIG_OPTION_COLOR_LAYERS` is not defined in `ftoption.h`. + * + * @since: + * 2.10 + */ + FT_EXPORT( FT_Error ) + FT_Palette_Select( FT_Face face, + FT_UShort palette_index, + FT_Color* *apalette ); + + + /************************************************************************** + * + * @function: + * FT_Palette_Set_Foreground_Color + * + * @description: + * 'COLR' uses palette index 0xFFFF to indicate a 'text foreground + * color'. This function sets this value. + * + * @input: + * face :: + * The source face handle. + * + * foreground_color :: + * An `FT_Color` structure to define the text foreground color. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * If this function isn't called, the text foreground color is set to + * white opaque (BGRA value 0xFFFFFFFF) if + * @FT_PALETTE_FOR_DARK_BACKGROUND is present for the current palette, + * and black opaque (BGRA value 0x000000FF) otherwise, including the case + * that no palette types are available in the 'CPAL' table. + * + * This function always returns an error if the config macro + * `TT_CONFIG_OPTION_COLOR_LAYERS` is not defined in `ftoption.h`. + * + * @since: + * 2.10 + */ + FT_EXPORT( FT_Error ) + FT_Palette_Set_Foreground_Color( FT_Face face, + FT_Color foreground_color ); + + + /************************************************************************** + * + * @section: + * layer_management + * + * @title: + * Glyph Layer Management + * + * @abstract: + * Retrieving and manipulating OpenType's 'COLR' table data. + * + * @description: + * The functions described here allow access of colored glyph layer data + * in OpenType's 'COLR' tables. + */ + + + /************************************************************************** + * + * @struct: + * FT_LayerIterator + * + * @description: + * This iterator object is needed for @FT_Get_Color_Glyph_Layer. + * + * @fields: + * num_layers :: + * The number of glyph layers for the requested glyph index. Will be + * set by @FT_Get_Color_Glyph_Layer. + * + * layer :: + * The current layer. Will be set by @FT_Get_Color_Glyph_Layer. + * + * p :: + * An opaque pointer into 'COLR' table data. The caller must set this + * to `NULL` before the first call of @FT_Get_Color_Glyph_Layer. + */ + typedef struct FT_LayerIterator_ + { + FT_UInt num_layers; + FT_UInt layer; + FT_Byte* p; + + } FT_LayerIterator; + + + /************************************************************************** + * + * @function: + * FT_Get_Color_Glyph_Layer + * + * @description: + * This is an interface to the 'COLR' table in OpenType fonts to + * iteratively retrieve the colored glyph layers associated with the + * current glyph slot. + * + * https://docs.microsoft.com/en-us/typography/opentype/spec/colr + * + * The glyph layer data for a given glyph index, if present, provides an + * alternative, multi-color glyph representation: Instead of rendering + * the outline or bitmap with the given glyph index, glyphs with the + * indices and colors returned by this function are rendered layer by + * layer. + * + * The returned elements are ordered in the z~direction from bottom to + * top; the 'n'th element should be rendered with the associated palette + * color and blended on top of the already rendered layers (elements 0, + * 1, ..., n-1). + * + * @input: + * face :: + * A handle to the parent face object. + * + * base_glyph :: + * The glyph index the colored glyph layers are associated with. + * + * @inout: + * iterator :: + * An @FT_LayerIterator object. For the first call you should set + * `iterator->p` to `NULL`. For all following calls, simply use the + * same object again. + * + * @output: + * aglyph_index :: + * The glyph index of the current layer. + * + * acolor_index :: + * The color index into the font face's color palette of the current + * layer. The value 0xFFFF is special; it doesn't reference a palette + * entry but indicates that the text foreground color should be used + * instead (to be set up by the application outside of FreeType). + * + * The color palette can be retrieved with @FT_Palette_Select. + * + * @return: + * Value~1 if everything is OK. If there are no more layers (or if there + * are no layers at all), value~0 gets returned. In case of an error, + * value~0 is returned also. + * + * @note: + * This function is necessary if you want to handle glyph layers by + * yourself. In particular, functions that operate with @FT_GlyphRec + * objects (like @FT_Get_Glyph or @FT_Glyph_To_Bitmap) don't have access + * to this information. + * + * Note that @FT_Render_Glyph is able to handle colored glyph layers + * automatically if the @FT_LOAD_COLOR flag is passed to a previous call + * to @FT_Load_Glyph. [This is an experimental feature.] + * + * @example: + * ``` + * FT_Color* palette; + * FT_LayerIterator iterator; + * + * FT_Bool have_layers; + * FT_UInt layer_glyph_index; + * FT_UInt layer_color_index; + * + * + * error = FT_Palette_Select( face, palette_index, &palette ); + * if ( error ) + * palette = NULL; + * + * iterator.p = NULL; + * have_layers = FT_Get_Color_Glyph_Layer( face, + * glyph_index, + * &layer_glyph_index, + * &layer_color_index, + * &iterator ); + * + * if ( palette && have_layers ) + * { + * do + * { + * FT_Color layer_color; + * + * + * if ( layer_color_index == 0xFFFF ) + * layer_color = text_foreground_color; + * else + * layer_color = palette[layer_color_index]; + * + * // Load and render glyph `layer_glyph_index', then + * // blend resulting pixmap (using color `layer_color') + * // with previously created pixmaps. + * + * } while ( FT_Get_Color_Glyph_Layer( face, + * glyph_index, + * &layer_glyph_index, + * &layer_color_index, + * &iterator ) ); + * } + * ``` + */ + FT_EXPORT( FT_Bool ) + FT_Get_Color_Glyph_Layer( FT_Face face, + FT_UInt base_glyph, + FT_UInt *aglyph_index, + FT_UInt *acolor_index, + FT_LayerIterator* iterator ); + + + /************************************************************************** + * + * @enum: + * FT_PaintFormat + * + * @description: + * Enumeration describing the different paint format types of the v1 + * extensions to the 'COLR' table, see + * 'https://github.com/googlefonts/colr-gradients-spec'. + * + * The enumeration values losely correspond with the format numbers of + * the specification: FreeType always returns a fully specified 'Paint' + * structure for the 'Transform', 'Translate', 'Scale', 'Rotate', and + * 'Skew' table types even though the specification has different formats + * depending on whether or not a center is specified, whether the scale + * is uniform in x and y~direction or not, etc. Also, only non-variable + * format identifiers are listed in this enumeration; as soon as support + * for variable 'COLR' v1 fonts is implemented, interpolation is + * performed dependent on axis coordinates, which are configured on the + * @FT_Face through @FT_Set_Var_Design_Coordinates. This implies that + * always static, readily interpolated values are returned in the 'Paint' + * structures. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef enum FT_PaintFormat_ + { + FT_COLR_PAINTFORMAT_COLR_LAYERS = 1, + FT_COLR_PAINTFORMAT_SOLID = 2, + FT_COLR_PAINTFORMAT_LINEAR_GRADIENT = 4, + FT_COLR_PAINTFORMAT_RADIAL_GRADIENT = 6, + FT_COLR_PAINTFORMAT_SWEEP_GRADIENT = 8, + FT_COLR_PAINTFORMAT_GLYPH = 10, + FT_COLR_PAINTFORMAT_COLR_GLYPH = 11, + FT_COLR_PAINTFORMAT_TRANSFORM = 12, + FT_COLR_PAINTFORMAT_TRANSLATE = 14, + FT_COLR_PAINTFORMAT_SCALE = 16, + FT_COLR_PAINTFORMAT_ROTATE = 24, + FT_COLR_PAINTFORMAT_SKEW = 28, + FT_COLR_PAINTFORMAT_COMPOSITE = 32, + FT_COLR_PAINT_FORMAT_MAX = 33, + FT_COLR_PAINTFORMAT_UNSUPPORTED = 255 + + } FT_PaintFormat; + + + /************************************************************************** + * + * @struct: + * FT_ColorStopIterator + * + * @description: + * This iterator object is needed for @FT_Get_Colorline_Stops. It keeps + * state while iterating over the stops of an @FT_ColorLine, + * representing the `ColorLine` struct of the v1 extensions to 'COLR', + * see 'https://github.com/googlefonts/colr-gradients-spec'. + * + * @fields: + * num_color_stops :: + * The number of color stops for the requested glyph index. Set by + * @FT_Get_Paint. + * + * current_color_stop :: + * The current color stop. Set by @FT_Get_Colorline_Stops. + * + * p :: + * An opaque pointer into 'COLR' table data. Set by @FT_Get_Paint. + * Updated by @FT_Get_Colorline_Stops. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_ColorStopIterator_ + { + FT_UInt num_color_stops; + FT_UInt current_color_stop; + + FT_Byte* p; + + } FT_ColorStopIterator; + + + /************************************************************************** + * + * @struct: + * FT_ColorIndex + * + * @description: + * A structure representing a `ColorIndex` value of the 'COLR' v1 + * extensions, see 'https://github.com/googlefonts/colr-gradients-spec'. + * + * @fields: + * palette_index :: + * The palette index into a 'CPAL' palette. + * + * alpha :: + * Alpha transparency value multiplied with the value from 'CPAL'. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_ColorIndex_ + { + FT_UInt16 palette_index; + FT_F2Dot14 alpha; + + } FT_ColorIndex; + + + /************************************************************************** + * + * @struct: + * FT_ColorStop + * + * @description: + * A structure representing a `ColorStop` value of the 'COLR' v1 + * extensions, see 'https://github.com/googlefonts/colr-gradients-spec'. + * + * @fields: + * stop_offset :: + * The stop offset between 0 and 1 along the gradient. + * + * color :: + * The color information for this stop, see @FT_ColorIndex. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_ColorStop_ + { + FT_F2Dot14 stop_offset; + FT_ColorIndex color; + + } FT_ColorStop; + + + /************************************************************************** + * + * @enum: + * FT_PaintExtend + * + * @description: + * An enumeration representing the 'Extend' mode of the 'COLR' v1 + * extensions, see 'https://github.com/googlefonts/colr-gradients-spec'. + * It describes how the gradient fill continues at the other boundaries. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef enum FT_PaintExtend_ + { + FT_COLR_PAINT_EXTEND_PAD = 0, + FT_COLR_PAINT_EXTEND_REPEAT = 1, + FT_COLR_PAINT_EXTEND_REFLECT = 2 + + } FT_PaintExtend; + + + /************************************************************************** + * + * @struct: + * FT_ColorLine + * + * @description: + * A structure representing a `ColorLine` value of the 'COLR' v1 + * extensions, see 'https://github.com/googlefonts/colr-gradients-spec'. + * It describes a list of color stops along the defined gradient. + * + * @fields: + * extend :: + * The extend mode at the outer boundaries, see @FT_PaintExtend. + * + * color_stop_iterator :: + * The @FT_ColorStopIterator used to enumerate and retrieve the + * actual @FT_ColorStop's. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_ColorLine_ + { + FT_PaintExtend extend; + FT_ColorStopIterator color_stop_iterator; + + } FT_ColorLine; + + + /************************************************************************** + * + * @struct: + * FT_Affine23 + * + * @description: + * A structure used to store a 2x3 matrix. Coefficients are in + * 16.16 fixed-point format. The computation performed is + * + * ``` + * x' = x*xx + y*xy + dx + * y' = x*yx + y*yy + dy + * ``` + * + * @fields: + * xx :: + * Matrix coefficient. + * + * xy :: + * Matrix coefficient. + * + * dx :: + * x translation. + * + * yx :: + * Matrix coefficient. + * + * yy :: + * Matrix coefficient. + * + * dy :: + * y translation. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_Affine_23_ + { + FT_Fixed xx, xy, dx; + FT_Fixed yx, yy, dy; + + } FT_Affine23; + + + /************************************************************************** + * + * @enum: + * FT_Composite_Mode + * + * @description: + * An enumeration listing the 'COLR' v1 composite modes used in + * @FT_PaintComposite. For more details on each paint mode, see + * 'https://www.w3.org/TR/compositing-1/#porterduffcompositingoperators'. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef enum FT_Composite_Mode_ + { + FT_COLR_COMPOSITE_CLEAR = 0, + FT_COLR_COMPOSITE_SRC = 1, + FT_COLR_COMPOSITE_DEST = 2, + FT_COLR_COMPOSITE_SRC_OVER = 3, + FT_COLR_COMPOSITE_DEST_OVER = 4, + FT_COLR_COMPOSITE_SRC_IN = 5, + FT_COLR_COMPOSITE_DEST_IN = 6, + FT_COLR_COMPOSITE_SRC_OUT = 7, + FT_COLR_COMPOSITE_DEST_OUT = 8, + FT_COLR_COMPOSITE_SRC_ATOP = 9, + FT_COLR_COMPOSITE_DEST_ATOP = 10, + FT_COLR_COMPOSITE_XOR = 11, + FT_COLR_COMPOSITE_PLUS = 12, + FT_COLR_COMPOSITE_SCREEN = 13, + FT_COLR_COMPOSITE_OVERLAY = 14, + FT_COLR_COMPOSITE_DARKEN = 15, + FT_COLR_COMPOSITE_LIGHTEN = 16, + FT_COLR_COMPOSITE_COLOR_DODGE = 17, + FT_COLR_COMPOSITE_COLOR_BURN = 18, + FT_COLR_COMPOSITE_HARD_LIGHT = 19, + FT_COLR_COMPOSITE_SOFT_LIGHT = 20, + FT_COLR_COMPOSITE_DIFFERENCE = 21, + FT_COLR_COMPOSITE_EXCLUSION = 22, + FT_COLR_COMPOSITE_MULTIPLY = 23, + FT_COLR_COMPOSITE_HSL_HUE = 24, + FT_COLR_COMPOSITE_HSL_SATURATION = 25, + FT_COLR_COMPOSITE_HSL_COLOR = 26, + FT_COLR_COMPOSITE_HSL_LUMINOSITY = 27, + FT_COLR_COMPOSITE_MAX = 28 + + } FT_Composite_Mode; + + + /************************************************************************** + * + * @struct: + * FT_OpaquePaint + * + * @description: + * A structure representing an offset to a `Paint` value stored in any + * of the paint tables of a 'COLR' v1 font. Compare Offset<24> there. + * When 'COLR' v1 paint tables represented by FreeType objects such as + * @FT_PaintColrLayers, @FT_PaintComposite, or @FT_PaintTransform + * reference downstream nested paint tables, we do not immediately + * retrieve them but encapsulate their location in this type. Use + * @FT_Get_Paint to retrieve the actual @FT_COLR_Paint object that + * describes the details of the respective paint table. + * + * @fields: + * p :: + * An internal offset to a Paint table, needs to be set to NULL before + * passing this struct as an argument to @FT_Get_Paint. + * + * insert_root_transform :: + * An internal boolean to track whether an initial root transform is + * to be provided. Do not set this value. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_Opaque_Paint_ + { + FT_Byte* p; + FT_Bool insert_root_transform; + } FT_OpaquePaint; + + + /************************************************************************** + * + * @struct: + * FT_PaintColrLayers + * + * @description: + * A structure representing a `PaintColrLayers` table of a 'COLR' v1 + * font. This table describes a set of layers that are to be composited + * with composite mode `FT_COLR_COMPOSITE_SRC_OVER`. The return value + * of this function is an @FT_LayerIterator initialized so that it can + * be used with @FT_Get_Paint_Layers to retrieve the @FT_OpaquePaint + * objects as references to each layer. + * + * @fields: + * layer_iterator :: + * The layer iterator that describes the layers of this paint. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintColrLayers_ + { + FT_LayerIterator layer_iterator; + + } FT_PaintColrLayers; + + + /************************************************************************** + * + * @struct: + * FT_PaintSolid + * + * @description: + * A structure representing a `PaintSolid` value of the 'COLR' v1 + * extensions, see 'https://github.com/googlefonts/colr-gradients-spec'. + * Using a `PaintSolid` value means that the glyph layer filled with + * this paint is solid-colored and does not contain a gradient. + * + * @fields: + * color :: + * The color information for this solid paint, see @FT_ColorIndex. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintSolid_ + { + FT_ColorIndex color; + + } FT_PaintSolid; + + + /************************************************************************** + * + * @struct: + * FT_PaintLinearGradient + * + * @description: + * A structure representing a `PaintLinearGradient` value of the 'COLR' + * v1 extensions, see + * 'https://github.com/googlefonts/colr-gradients-spec'. The glyph + * layer filled with this paint is drawn filled with a linear gradient. + * + * @fields: + * colorline :: + * The @FT_ColorLine information for this paint, i.e., the list of + * color stops along the gradient. + * + * p0 :: + * The starting point of the gradient definition in font units + * represented as a 16.16 fixed-point `FT_Vector`. + * + * p1 :: + * The end point of the gradient definition in font units + * represented as a 16.16 fixed-point `FT_Vector`. + * + * p2 :: + * Optional point~p2 to rotate the gradient in font units + * represented as a 16.16 fixed-point `FT_Vector`. + * Otherwise equal to~p0. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintLinearGradient_ + { + FT_ColorLine colorline; + + /* TODO: Potentially expose those as x0, y0 etc. */ + FT_Vector p0; + FT_Vector p1; + FT_Vector p2; + + } FT_PaintLinearGradient; + + + /************************************************************************** + * + * @struct: + * FT_PaintRadialGradient + * + * @description: + * A structure representing a `PaintRadialGradient` value of the 'COLR' + * v1 extensions, see + * 'https://github.com/googlefonts/colr-gradients-spec'. The glyph + * layer filled with this paint is drawn filled filled with a radial + * gradient. + * + * @fields: + * colorline :: + * The @FT_ColorLine information for this paint, i.e., the list of + * color stops along the gradient. + * + * c0 :: + * The center of the starting point of the radial gradient in font + * units represented as a 16.16 fixed-point `FT_Vector`. + * + * r0 :: + * The radius of the starting circle of the radial gradient in font + * units represented as a 16.16 fixed-point value. + * + * c1 :: + * The center of the end point of the radial gradient in font units + * represented as a 16.16 fixed-point `FT_Vector`. + * + * r1 :: + * The radius of the end circle of the radial gradient in font + * units represented as a 16.16 fixed-point value. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintRadialGradient_ + { + FT_ColorLine colorline; + + FT_Vector c0; + FT_Pos r0; + FT_Vector c1; + FT_Pos r1; + + } FT_PaintRadialGradient; + + + /************************************************************************** + * + * @struct: + * FT_PaintSweepGradient + * + * @description: + * A structure representing a `PaintSweepGradient` value of the 'COLR' + * v1 extensions, see + * 'https://github.com/googlefonts/colr-gradients-spec'. The glyph + * layer filled with this paint is drawn filled with a sweep gradient + * from `start_angle` to `end_angle`. + * + * @fields: + * colorline :: + * The @FT_ColorLine information for this paint, i.e., the list of + * color stops along the gradient. + * + * center :: + * The center of the sweep gradient in font units represented as a + * vector of 16.16 fixed-point values. + * + * start_angle :: + * The start angle of the sweep gradient in 16.16 fixed-point + * format specifying degrees divided by 180.0 (as in the + * spec). Multiply by 180.0f to receive degrees value. Values are + * given counter-clockwise, starting from the (positive) y~axis. + * + * end_angle :: + * The end angle of the sweep gradient in 16.16 fixed-point + * format specifying degrees divided by 180.0 (as in the + * spec). Multiply by 180.0f to receive degrees value. Values are + * given counter-clockwise, starting from the (positive) y~axis. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintSweepGradient_ + { + FT_ColorLine colorline; + + FT_Vector center; + FT_Fixed start_angle; + FT_Fixed end_angle; + + } FT_PaintSweepGradient; + + + /************************************************************************** + * + * @struct: + * FT_PaintGlyph + * + * @description: + * A structure representing a 'COLR' v1 `PaintGlyph` paint table. + * + * @fields: + * paint :: + * An opaque paint object pointing to a `Paint` table that serves as + * the fill for the glyph ID. + * + * glyphID :: + * The glyph ID from the 'glyf' table, which serves as the contour + * information that is filled with paint. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintGlyph_ + { + FT_OpaquePaint paint; + FT_UInt glyphID; + + } FT_PaintGlyph; + + + /************************************************************************** + * + * @struct: + * FT_PaintColrGlyph + * + * @description: + * A structure representing a 'COLR' v1 `PaintColorGlyph` paint table. + * + * @fields: + * glyphID :: + * The glyph ID from the `BaseGlyphV1List` table that is drawn for + * this paint. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintColrGlyph_ + { + FT_UInt glyphID; + + } FT_PaintColrGlyph; + + + /************************************************************************** + * + * @struct: + * FT_PaintTransform + * + * @description: + * A structure representing a 'COLR' v1 `PaintTransform` paint table. + * + * @fields: + * paint :: + * An opaque paint that is subject to being transformed. + * + * affine :: + * A 2x3 transformation matrix in @FT_Affine23 format containing + * 16.16 fixed-point values. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintTransform_ + { + FT_OpaquePaint paint; + FT_Affine23 affine; + + } FT_PaintTransform; + + + /************************************************************************** + * + * @struct: + * FT_PaintTranslate + * + * @description: + * A structure representing a 'COLR' v1 `PaintTranslate` paint table. + * Used for translating downstream paints by a given x and y~delta. + * + * @fields: + * paint :: + * An @FT_OpaquePaint object referencing the paint that is to be + * rotated. + * + * dx :: + * Translation in x~direction in font units represented as a + * 16.16 fixed-point value. + * + * dy :: + * Translation in y~direction in font units represented as a + * 16.16 fixed-point value. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintTranslate_ + { + FT_OpaquePaint paint; + + FT_Fixed dx; + FT_Fixed dy; + + } FT_PaintTranslate; + + + /************************************************************************** + * + * @struct: + * FT_PaintScale + * + * @description: + * A structure representing all of the 'COLR' v1 'PaintScale*' paint + * tables. Used for scaling downstream paints by a given x and y~scale, + * with a given center. This structure is used for all 'PaintScale*' + * types that are part of specification; fields of this structure are + * filled accordingly. If there is a center, the center values are set, + * otherwise they are set to the zero coordinate. If the source font + * file has 'PaintScaleUniform*' set, the scale values are set + * accordingly to the same value. + * + * @fields: + * paint :: + * An @FT_OpaquePaint object referencing the paint that is to be + * scaled. + * + * scale_x :: + * Scale factor in x~direction represented as a + * 16.16 fixed-point value. + * + * scale_y :: + * Scale factor in y~direction represented as a + * 16.16 fixed-point value. + * + * center_x :: + * x~coordinate of center point to scale from represented as a + * 16.16 fixed-point value. + * + * center_y :: + * y~coordinate of center point to scale from represented as a + * 16.16 fixed-point value. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward-compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintScale_ + { + FT_OpaquePaint paint; + + FT_Fixed scale_x; + FT_Fixed scale_y; + + FT_Fixed center_x; + FT_Fixed center_y; + + } FT_PaintScale; + + + /************************************************************************** + * + * @struct: + * FT_PaintRotate + * + * @description: + * A structure representing a 'COLR' v1 `PaintRotate` paint table. Used + * for rotating downstream paints with a given center and angle. + * + * @fields: + * paint :: + * An @FT_OpaquePaint object referencing the paint that is to be + * rotated. + * + * angle :: + * The rotation angle that is to be applied in degrees divided by + * 180.0 (as in the spec) represented as a 16.16 fixed-point + * value. Multiply by 180.0f to receive degrees value. + * + * center_x :: + * The x~coordinate of the pivot point of the rotation in font + * units) represented as a 16.16 fixed-point value. + * + * center_y :: + * The y~coordinate of the pivot point of the rotation in font + * units represented as a 16.16 fixed-point value. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + + typedef struct FT_PaintRotate_ + { + FT_OpaquePaint paint; + + FT_Fixed angle; + + FT_Fixed center_x; + FT_Fixed center_y; + + } FT_PaintRotate; + + + /************************************************************************** + * + * @struct: + * FT_PaintSkew + * + * @description: + * A structure representing a 'COLR' v1 `PaintSkew` paint table. Used + * for skewing or shearing downstream paints by a given center and + * angle. + * + * @fields: + * paint :: + * An @FT_OpaquePaint object referencing the paint that is to be + * skewed. + * + * x_skew_angle :: + * The skewing angle in x~direction in degrees divided by 180.0 + * (as in the spec) represented as a 16.16 fixed-point + * value. Multiply by 180.0f to receive degrees. + * + * y_skew_angle :: + * The skewing angle in y~direction in degrees divided by 180.0 + * (as in the spec) represented as a 16.16 fixed-point + * value. Multiply by 180.0f to receive degrees. + * + * center_x :: + * The x~coordinate of the pivot point of the skew in font units + * represented as a 16.16 fixed-point value. + * + * center_y :: + * The y~coordinate of the pivot point of the skew in font units + * represented as a 16.16 fixed-point value. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintSkew_ + { + FT_OpaquePaint paint; + + FT_Fixed x_skew_angle; + FT_Fixed y_skew_angle; + + FT_Fixed center_x; + FT_Fixed center_y; + + } FT_PaintSkew; + + + /************************************************************************** + * + * @struct: + * FT_PaintComposite + * + * @description: + * A structure representing a 'COLR'v1 `PaintComposite` paint table. + * Used for compositing two paints in a 'COLR' v1 directed acycling + * graph. + * + * @fields: + * source_paint :: + * An @FT_OpaquePaint object referencing the source that is to be + * composited. + * + * composite_mode :: + * An @FT_Composite_Mode enum value determining the composition + * operation. + * + * backdrop_paint :: + * An @FT_OpaquePaint object referencing the backdrop paint that + * `source_paint` is composited onto. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_PaintComposite_ + { + FT_OpaquePaint source_paint; + FT_Composite_Mode composite_mode; + FT_OpaquePaint backdrop_paint; + + } FT_PaintComposite; + + + /************************************************************************** + * + * @union: + * FT_COLR_Paint + * + * @description: + * A union object representing format and details of a paint table of a + * 'COLR' v1 font, see + * 'https://github.com/googlefonts/colr-gradients-spec'. Use + * @FT_Get_Paint to retrieve a @FT_COLR_Paint for an @FT_OpaquePaint + * object. + * + * @fields: + * format :: + * The gradient format for this Paint structure. + * + * u :: + * Union of all paint table types: + * + * * @FT_PaintColrLayers + * * @FT_PaintGlyph + * * @FT_PaintSolid + * * @FT_PaintLinearGradient + * * @FT_PaintRadialGradient + * * @FT_PaintSweepGradient + * * @FT_PaintTransform + * * @FT_PaintTranslate + * * @FT_PaintRotate + * * @FT_PaintSkew + * * @FT_PaintComposite + * * @FT_PaintColrGlyph + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_COLR_Paint_ + { + FT_PaintFormat format; + + union + { + FT_PaintColrLayers colr_layers; + FT_PaintGlyph glyph; + FT_PaintSolid solid; + FT_PaintLinearGradient linear_gradient; + FT_PaintRadialGradient radial_gradient; + FT_PaintSweepGradient sweep_gradient; + FT_PaintTransform transform; + FT_PaintTranslate translate; + FT_PaintScale scale; + FT_PaintRotate rotate; + FT_PaintSkew skew; + FT_PaintComposite composite; + FT_PaintColrGlyph colr_glyph; + + } u; + + } FT_COLR_Paint; + + + /************************************************************************** + * + * @enum: + * FT_Color_Root_Transform + * + * @description: + * An enumeration to specify whether @FT_Get_Color_Glyph_Paint is to + * return a root transform to configure the client's graphics context + * matrix. + * + * @values: + * FT_COLOR_INCLUDE_ROOT_TRANSFORM :: + * Do include the root transform as the initial @FT_COLR_Paint object. + * + * FT_COLOR_NO_ROOT_TRANSFORM :: + * Do not output an initial root transform. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef enum FT_Color_Root_Transform_ + { + FT_COLOR_INCLUDE_ROOT_TRANSFORM, + FT_COLOR_NO_ROOT_TRANSFORM, + + FT_COLOR_ROOT_TRANSFORM_MAX + + } FT_Color_Root_Transform; + + + /************************************************************************** + * + * @struct: + * FT_ClipBox + * + * @description: + * A structure representing a 'COLR' v1 'ClipBox' table. 'COLR' v1 + * glyphs may optionally define a clip box for aiding allocation or + * defining a maximum drawable region. Use @FT_Get_Color_Glyph_ClipBox + * to retrieve it. + * + * @fields: + * bottom_left :: + * The bottom left corner of the clip box as an @FT_Vector with + * fixed-point coordinates in 26.6 format. + * + * top_left :: + * The top left corner of the clip box as an @FT_Vector with + * fixed-point coordinates in 26.6 format. + * + * top_right :: + * The top right corner of the clip box as an @FT_Vector with + * fixed-point coordinates in 26.6 format. + * + * bottom_right :: + * The bottom right corner of the clip box as an @FT_Vector with + * fixed-point coordinates in 26.6 format. + * + * @since: + * 2.12 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + typedef struct FT_ClipBox_ + { + FT_Vector bottom_left; + FT_Vector top_left; + FT_Vector top_right; + FT_Vector bottom_right; + + } FT_ClipBox; + + + /************************************************************************** + * + * @function: + * FT_Get_Color_Glyph_Paint + * + * @description: + * This is the starting point and interface to color gradient + * information in a 'COLR' v1 table in OpenType fonts to recursively + * retrieve the paint tables for the directed acyclic graph of a colored + * glyph, given a glyph ID. + * + * https://github.com/googlefonts/colr-gradients-spec + * + * In a 'COLR' v1 font, each color glyph defines a directed acyclic + * graph of nested paint tables, such as `PaintGlyph`, `PaintSolid`, + * `PaintLinearGradient`, `PaintRadialGradient`, and so on. Using this + * function and specifying a glyph ID, one retrieves the root paint + * table for this glyph ID. + * + * This function allows control whether an initial root transform is + * returned to configure scaling, transform, and translation correctly + * on the client's graphics context. The initial root transform is + * computed and returned according to the values configured for @FT_Size + * and @FT_Set_Transform on the @FT_Face object, see below for details + * of the `root_transform` parameter. This has implications for a + * client 'COLR' v1 implementation: When this function returns an + * initially computed root transform, at the time of executing the + * @FT_PaintGlyph operation, the contours should be retrieved using + * @FT_Load_Glyph at unscaled, untransformed size. This is because the + * root transform applied to the graphics context will take care of + * correct scaling. + * + * Alternatively, to allow hinting of contours, at the time of executing + * @FT_Load_Glyph, the current graphics context transformation matrix + * can be decomposed into a scaling matrix and a remainder, and + * @FT_Load_Glyph can be used to retrieve the contours at scaled size. + * Care must then be taken to blit or clip to the graphics context with + * taking this remainder transformation into account. + * + * @input: + * face :: + * A handle to the parent face object. + * + * base_glyph :: + * The glyph index for which to retrieve the root paint table. + * + * root_transform :: + * Specifies whether an initially computed root is returned by the + * @FT_PaintTransform operation to account for the activated size + * (see @FT_Activate_Size) and the configured transform and translate + * (see @FT_Set_Transform). + * + * This root transform is returned before nodes of the glyph graph of + * the font are returned. Subsequent @FT_COLR_Paint structures + * contain unscaled and untransformed values. The inserted root + * transform enables the client application to apply an initial + * transform to its graphics context. When executing subsequent + * FT_COLR_Paint operations, values from @FT_COLR_Paint operations + * will ultimately be correctly scaled because of the root transform + * applied to the graphics context. Use + * @FT_COLOR_INCLUDE_ROOT_TRANSFORM to include the root transform, use + * @FT_COLOR_NO_ROOT_TRANSFORM to not include it. The latter may be + * useful when traversing the 'COLR' v1 glyph graph and reaching a + * @FT_PaintColrGlyph. When recursing into @FT_PaintColrGlyph and + * painting that inline, no additional root transform is needed as it + * has already been applied to the graphics context at the beginning + * of drawing this glyph. + * + * @output: + * paint :: + * The @FT_OpaquePaint object that references the actual paint table. + * + * The respective actual @FT_COLR_Paint object is retrieved via + * @FT_Get_Paint. + * + * @return: + * Value~1 if everything is OK. If no color glyph is found, or the root + * paint could not be retrieved, value~0 gets returned. In case of an + * error, value~0 is returned also. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + FT_EXPORT( FT_Bool ) + FT_Get_Color_Glyph_Paint( FT_Face face, + FT_UInt base_glyph, + FT_Color_Root_Transform root_transform, + FT_OpaquePaint* paint ); + + + /************************************************************************** + * + * @function: + * FT_Get_Color_Glyph_ClipBox + * + * @description: + * Search for a 'COLR' v1 clip box for the specified `base_glyph` and + * fill the `clip_box` parameter with the 'COLR' v1 'ClipBox' information + * if one is found. + * + * @input: + * face :: + * A handle to the parent face object. + * + * base_glyph :: + * The glyph index for which to retrieve the clip box. + * + * @output: + * clip_box :: + * The clip box for the requested `base_glyph` if one is found. The + * clip box is computed taking scale and transformations configured on + * the @FT_Face into account. @FT_ClipBox contains @FT_Vector values + * in 26.6 format. + * + * @return: + * Value~1 if a clip box is found. If no clip box is found or an error + * occured, value~0 is returned. + * + * @note: + * To retrieve the clip box in font units, reset scale to units-per-em + * and remove transforms configured using @FT_Set_Transform. + * + * @since: + * 2.12 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + FT_EXPORT( FT_Bool ) + FT_Get_Color_Glyph_ClipBox( FT_Face face, + FT_UInt base_glyph, + FT_ClipBox* clip_box ); + + + /************************************************************************** + * + * @function: + * FT_Get_Paint_Layers + * + * @description: + * Access the layers of a `PaintColrLayers` table. + * + * If the root paint of a color glyph, or a nested paint of a 'COLR' + * glyph is a `PaintColrLayers` table, this function retrieves the + * layers of the `PaintColrLayers` table. + * + * The @FT_PaintColrLayers object contains an @FT_LayerIterator, which + * is used here to iterate over the layers. Each layer is returned as + * an @FT_OpaquePaint object, which then can be used with @FT_Get_Paint + * to retrieve the actual paint object. + * + * @input: + * face :: + * A handle to the parent face object. + * + * @inout: + * iterator :: + * The @FT_LayerIterator from an @FT_PaintColrLayers object, for which + * the layers are to be retrieved. The internal state of the iterator + * is incremented after one call to this function for retrieving one + * layer. + * + * @output: + * paint :: + * The @FT_OpaquePaint object that references the actual paint table. + * The respective actual @FT_COLR_Paint object is retrieved via + * @FT_Get_Paint. + * + * @return: + * Value~1 if everything is OK. Value~0 gets returned when the paint + * object can not be retrieved or any other error occurs. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + FT_EXPORT( FT_Bool ) + FT_Get_Paint_Layers( FT_Face face, + FT_LayerIterator* iterator, + FT_OpaquePaint* paint ); + + + /************************************************************************** + * + * @function: + * FT_Get_Colorline_Stops + * + * @description: + * This is an interface to color gradient information in a 'COLR' v1 + * table in OpenType fonts to iteratively retrieve the gradient and + * solid fill information for colored glyph layers for a specified glyph + * ID. + * + * https://github.com/googlefonts/colr-gradients-spec + * + * @input: + * face :: + * A handle to the parent face object. + * + * @inout: + * iterator :: + * The retrieved @FT_ColorStopIterator, configured on an @FT_ColorLine, + * which in turn got retrieved via paint information in + * @FT_PaintLinearGradient or @FT_PaintRadialGradient. + * + * @output: + * color_stop :: + * Color index and alpha value for the retrieved color stop. + * + * @return: + * Value~1 if everything is OK. If there are no more color stops, + * value~0 gets returned. In case of an error, value~0 is returned + * also. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + FT_EXPORT( FT_Bool ) + FT_Get_Colorline_Stops( FT_Face face, + FT_ColorStop* color_stop, + FT_ColorStopIterator* iterator ); + + + /************************************************************************** + * + * @function: + * FT_Get_Paint + * + * @description: + * Access the details of a paint using an @FT_OpaquePaint opaque paint + * object, which internally stores the offset to the respective `Paint` + * object in the 'COLR' table. + * + * @input: + * face :: + * A handle to the parent face object. + * + * opaque_paint :: + * The opaque paint object for which the underlying @FT_COLR_Paint + * data is to be retrieved. + * + * @output: + * paint :: + * The specific @FT_COLR_Paint object containing information coming + * from one of the font's `Paint*` tables. + * + * @return: + * Value~1 if everything is OK. Value~0 if no details can be found for + * this paint or any other error occured. + * + * @since: + * 2.11 -- **currently experimental only!** There might be changes + * without retaining backward compatibility of both the API and ABI. + * + */ + FT_EXPORT( FT_Bool ) + FT_Get_Paint( FT_Face face, + FT_OpaquePaint opaque_paint, + FT_COLR_Paint* paint ); + + /* */ + + +FT_END_HEADER + +#endif /* FTCOLOR_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftdriver.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftdriver.h new file mode 100644 index 0000000..0dc91e8 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftdriver.h @@ -0,0 +1,1250 @@ +/**************************************************************************** + * + * ftdriver.h + * + * FreeType API for controlling driver modules (specification only). + * + * Copyright (C) 2017-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTDRIVER_H_ +#define FTDRIVER_H_ + +#include +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * auto_hinter + * + * @title: + * The auto-hinter + * + * @abstract: + * Controlling the auto-hinting module. + * + * @description: + * While FreeType's auto-hinter doesn't expose API functions by itself, + * it is possible to control its behaviour with @FT_Property_Set and + * @FT_Property_Get. The following lists the available properties + * together with the necessary macros and structures. + * + * Note that the auto-hinter's module name is 'autofitter' for historical + * reasons. + * + * Available properties are @increase-x-height, @no-stem-darkening + * (experimental), @darkening-parameters (experimental), + * @glyph-to-script-map (experimental), @fallback-script (experimental), + * and @default-script (experimental), as documented in the @properties + * section. + * + */ + + + /************************************************************************** + * + * @section: + * cff_driver + * + * @title: + * The CFF driver + * + * @abstract: + * Controlling the CFF driver module. + * + * @description: + * While FreeType's CFF driver doesn't expose API functions by itself, it + * is possible to control its behaviour with @FT_Property_Set and + * @FT_Property_Get. + * + * The CFF driver's module name is 'cff'. + * + * Available properties are @hinting-engine, @no-stem-darkening, + * @darkening-parameters, and @random-seed, as documented in the + * @properties section. + * + * + * **Hinting and anti-aliasing principles of the new engine** + * + * The rasterizer is positioning horizontal features (e.g., ascender + * height & x-height, or crossbars) on the pixel grid and minimizing the + * amount of anti-aliasing applied to them, while placing vertical + * features (vertical stems) on the pixel grid without hinting, thus + * representing the stem position and weight accurately. Sometimes the + * vertical stems may be only partially black. In this context, + * 'anti-aliasing' means that stems are not positioned exactly on pixel + * borders, causing a fuzzy appearance. + * + * There are two principles behind this approach. + * + * 1) No hinting in the horizontal direction: Unlike 'superhinted' + * TrueType, which changes glyph widths to accommodate regular + * inter-glyph spacing, Adobe's approach is 'faithful to the design' in + * representing both the glyph width and the inter-glyph spacing designed + * for the font. This makes the screen display as close as it can be to + * the result one would get with infinite resolution, while preserving + * what is considered the key characteristics of each glyph. Note that + * the distances between unhinted and grid-fitted positions at small + * sizes are comparable to kerning values and thus would be noticeable + * (and distracting) while reading if hinting were applied. + * + * One of the reasons to not hint horizontally is anti-aliasing for LCD + * screens: The pixel geometry of modern displays supplies three vertical + * subpixels as the eye moves horizontally across each visible pixel. On + * devices where we can be certain this characteristic is present a + * rasterizer can take advantage of the subpixels to add increments of + * weight. In Western writing systems this turns out to be the more + * critical direction anyway; the weights and spacing of vertical stems + * (see above) are central to Armenian, Cyrillic, Greek, and Latin type + * designs. Even when the rasterizer uses greyscale anti-aliasing instead + * of color (a necessary compromise when one doesn't know the screen + * characteristics), the unhinted vertical features preserve the design's + * weight and spacing much better than aliased type would. + * + * 2) Alignment in the vertical direction: Weights and spacing along the + * y~axis are less critical; what is much more important is the visual + * alignment of related features (like cap-height and x-height). The + * sense of alignment for these is enhanced by the sharpness of grid-fit + * edges, while the cruder vertical resolution (full pixels instead of + * 1/3 pixels) is less of a problem. + * + * On the technical side, horizontal alignment zones for ascender, + * x-height, and other important height values (traditionally called + * 'blue zones') as defined in the font are positioned independently, + * each being rounded to the nearest pixel edge, taking care of overshoot + * suppression at small sizes, stem darkening, and scaling. + * + * Hstems (this is, hint values defined in the font to help align + * horizontal features) that fall within a blue zone are said to be + * 'captured' and are aligned to that zone. Uncaptured stems are moved + * in one of four ways, top edge up or down, bottom edge up or down. + * Unless there are conflicting hstems, the smallest movement is taken to + * minimize distortion. + * + */ + + + /************************************************************************** + * + * @section: + * pcf_driver + * + * @title: + * The PCF driver + * + * @abstract: + * Controlling the PCF driver module. + * + * @description: + * While FreeType's PCF driver doesn't expose API functions by itself, it + * is possible to control its behaviour with @FT_Property_Set and + * @FT_Property_Get. Right now, there is a single property + * @no-long-family-names available if FreeType is compiled with + * PCF_CONFIG_OPTION_LONG_FAMILY_NAMES. + * + * The PCF driver's module name is 'pcf'. + * + */ + + + /************************************************************************** + * + * @section: + * t1_cid_driver + * + * @title: + * The Type 1 and CID drivers + * + * @abstract: + * Controlling the Type~1 and CID driver modules. + * + * @description: + * It is possible to control the behaviour of FreeType's Type~1 and + * Type~1 CID drivers with @FT_Property_Set and @FT_Property_Get. + * + * Behind the scenes, both drivers use the Adobe CFF engine for hinting; + * however, the used properties must be specified separately. + * + * The Type~1 driver's module name is 'type1'; the CID driver's module + * name is 't1cid'. + * + * Available properties are @hinting-engine, @no-stem-darkening, + * @darkening-parameters, and @random-seed, as documented in the + * @properties section. + * + * Please see the @cff_driver section for more details on the new hinting + * engine. + * + */ + + + /************************************************************************** + * + * @section: + * tt_driver + * + * @title: + * The TrueType driver + * + * @abstract: + * Controlling the TrueType driver module. + * + * @description: + * While FreeType's TrueType driver doesn't expose API functions by + * itself, it is possible to control its behaviour with @FT_Property_Set + * and @FT_Property_Get. + * + * The TrueType driver's module name is 'truetype'; a single property + * @interpreter-version is available, as documented in the @properties + * section. + * + * To help understand the differences between interpreter versions, we + * introduce a list of definitions, kindly provided by Greg Hitchcock. + * + * _Bi-Level Rendering_ + * + * Monochromatic rendering, exclusively used in the early days of + * TrueType by both Apple and Microsoft. Microsoft's GDI interface + * supported hinting of the right-side bearing point, such that the + * advance width could be non-linear. Most often this was done to + * achieve some level of glyph symmetry. To enable reasonable + * performance (e.g., not having to run hinting on all glyphs just to get + * the widths) there was a bit in the head table indicating if the side + * bearing was hinted, and additional tables, 'hdmx' and 'LTSH', to cache + * hinting widths across multiple sizes and device aspect ratios. + * + * _Font Smoothing_ + * + * Microsoft's GDI implementation of anti-aliasing. Not traditional + * anti-aliasing as the outlines were hinted before the sampling. The + * widths matched the bi-level rendering. + * + * _ClearType Rendering_ + * + * Technique that uses physical subpixels to improve rendering on LCD + * (and other) displays. Because of the higher resolution, many methods + * of improving symmetry in glyphs through hinting the right-side bearing + * were no longer necessary. This lead to what GDI calls 'natural + * widths' ClearType, see + * http://rastertragedy.com/RTRCh4.htm#Sec21. Since hinting + * has extra resolution, most non-linearity went away, but it is still + * possible for hints to change the advance widths in this mode. + * + * _ClearType Compatible Widths_ + * + * One of the earliest challenges with ClearType was allowing the + * implementation in GDI to be selected without requiring all UI and + * documents to reflow. To address this, a compatible method of + * rendering ClearType was added where the font hints are executed once + * to determine the width in bi-level rendering, and then re-run in + * ClearType, with the difference in widths being absorbed in the font + * hints for ClearType (mostly in the white space of hints); see + * http://rastertragedy.com/RTRCh4.htm#Sec20. Somewhat by + * definition, compatible width ClearType allows for non-linear widths, + * but only when the bi-level version has non-linear widths. + * + * _ClearType Subpixel Positioning_ + * + * One of the nice benefits of ClearType is the ability to more crisply + * display fractional widths; unfortunately, the GDI model of integer + * bitmaps did not support this. However, the WPF and Direct Write + * frameworks do support fractional widths. DWrite calls this 'natural + * mode', not to be confused with GDI's 'natural widths'. Subpixel + * positioning, in the current implementation of Direct Write, + * unfortunately does not support hinted advance widths, see + * http://rastertragedy.com/RTRCh4.htm#Sec22. Note that the + * TrueType interpreter fully allows the advance width to be adjusted in + * this mode, just the DWrite client will ignore those changes. + * + * _ClearType Backward Compatibility_ + * + * This is a set of exceptions made in the TrueType interpreter to + * minimize hinting techniques that were problematic with the extra + * resolution of ClearType; see + * http://rastertragedy.com/RTRCh4.htm#Sec1 and + * https://www.microsoft.com/typography/cleartype/truetypecleartype.aspx. + * This technique is not to be confused with ClearType compatible widths. + * ClearType backward compatibility has no direct impact on changing + * advance widths, but there might be an indirect impact on disabling + * some deltas. This could be worked around in backward compatibility + * mode. + * + * _Native ClearType Mode_ + * + * (Not to be confused with 'natural widths'.) This mode removes all the + * exceptions in the TrueType interpreter when running with ClearType. + * Any issues on widths would still apply, though. + * + */ + + + /************************************************************************** + * + * @section: + * ot_svg_driver + * + * @title: + * The SVG driver + * + * @abstract: + * Controlling the external rendering of OT-SVG glyphs. + * + * @description: + * By default, FreeType can only load the 'SVG~' table of OpenType fonts + * if configuration macro `FT_CONFIG_OPTION_SVG` is defined. To make it + * render SVG glyphs, an external SVG rendering library is needed. All + * details on the interface between FreeType and the external library + * via function hooks can be found in section @svg_fonts. + * + * The OT-SVG driver's module name is 'ot-svg'; it supports a single + * property called @svg-hooks, documented below in the @properties + * section. + * + */ + + + /************************************************************************** + * + * @section: + * properties + * + * @title: + * Driver properties + * + * @abstract: + * Controlling driver modules. + * + * @description: + * Driver modules can be controlled by setting and unsetting properties, + * using the functions @FT_Property_Set and @FT_Property_Get. This + * section documents the available properties, together with auxiliary + * macros and structures. + * + */ + + + /************************************************************************** + * + * @enum: + * FT_HINTING_XXX + * + * @description: + * A list of constants used for the @hinting-engine property to select + * the hinting engine for CFF, Type~1, and CID fonts. + * + * @values: + * FT_HINTING_FREETYPE :: + * Use the old FreeType hinting engine. + * + * FT_HINTING_ADOBE :: + * Use the hinting engine contributed by Adobe. + * + * @since: + * 2.9 + * + */ +#define FT_HINTING_FREETYPE 0 +#define FT_HINTING_ADOBE 1 + + /* these constants (introduced in 2.4.12) are deprecated */ +#define FT_CFF_HINTING_FREETYPE FT_HINTING_FREETYPE +#define FT_CFF_HINTING_ADOBE FT_HINTING_ADOBE + + + /************************************************************************** + * + * @property: + * hinting-engine + * + * @description: + * Thanks to Adobe, which contributed a new hinting (and parsing) engine, + * an application can select between 'freetype' and 'adobe' if compiled + * with `CFF_CONFIG_OPTION_OLD_ENGINE`. If this configuration macro + * isn't defined, 'hinting-engine' does nothing. + * + * The same holds for the Type~1 and CID modules if compiled with + * `T1_CONFIG_OPTION_OLD_ENGINE`. + * + * For the 'cff' module, the default engine is 'adobe'. For both the + * 'type1' and 't1cid' modules, the default engine is 'adobe', too. + * + * @note: + * This property can be used with @FT_Property_Get also. + * + * This property can be set via the `FREETYPE_PROPERTIES` environment + * variable (using values 'adobe' or 'freetype'). + * + * @example: + * The following example code demonstrates how to select Adobe's hinting + * engine for the 'cff' module (omitting the error handling). + * + * ``` + * FT_Library library; + * FT_UInt hinting_engine = FT_HINTING_ADOBE; + * + * + * FT_Init_FreeType( &library ); + * + * FT_Property_Set( library, "cff", + * "hinting-engine", &hinting_engine ); + * ``` + * + * @since: + * 2.4.12 (for 'cff' module) + * + * 2.9 (for 'type1' and 't1cid' modules) + * + */ + + + /************************************************************************** + * + * @property: + * no-stem-darkening + * + * @description: + * All glyphs that pass through the auto-hinter will be emboldened unless + * this property is set to TRUE. The same is true for the CFF, Type~1, + * and CID font modules if the 'Adobe' engine is selected (which is the + * default). + * + * Stem darkening emboldens glyphs at smaller sizes to make them more + * readable on common low-DPI screens when using linear alpha blending + * and gamma correction, see @FT_Render_Glyph. When not using linear + * alpha blending and gamma correction, glyphs will appear heavy and + * fuzzy! + * + * Gamma correction essentially lightens fonts since shades of grey are + * shifted to higher pixel values (=~higher brightness) to match the + * original intention to the reality of our screens. The side-effect is + * that glyphs 'thin out'. Mac OS~X and Adobe's proprietary font + * rendering library implement a counter-measure: stem darkening at + * smaller sizes where shades of gray dominate. By emboldening a glyph + * slightly in relation to its pixel size, individual pixels get higher + * coverage of filled-in outlines and are therefore 'blacker'. This + * counteracts the 'thinning out' of glyphs, making text remain readable + * at smaller sizes. + * + * For the auto-hinter, stem-darkening is experimental currently and thus + * switched off by default (this is, `no-stem-darkening` is set to TRUE + * by default). Total consistency with the CFF driver is not achieved + * right now because the emboldening method differs and glyphs must be + * scaled down on the Y-axis to keep outline points inside their + * precomputed blue zones. The smaller the size (especially 9ppem and + * down), the higher the loss of emboldening versus the CFF driver. + * + * Note that stem darkening is never applied if @FT_LOAD_NO_SCALE is set. + * + * @note: + * This property can be used with @FT_Property_Get also. + * + * This property can be set via the `FREETYPE_PROPERTIES` environment + * variable (using values 1 and 0 for 'on' and 'off', respectively). It + * can also be set per face using @FT_Face_Properties with + * @FT_PARAM_TAG_STEM_DARKENING. + * + * @example: + * ``` + * FT_Library library; + * FT_Bool no_stem_darkening = TRUE; + * + * + * FT_Init_FreeType( &library ); + * + * FT_Property_Set( library, "cff", + * "no-stem-darkening", &no_stem_darkening ); + * ``` + * + * @since: + * 2.4.12 (for 'cff' module) + * + * 2.6.2 (for 'autofitter' module) + * + * 2.9 (for 'type1' and 't1cid' modules) + * + */ + + + /************************************************************************** + * + * @property: + * darkening-parameters + * + * @description: + * By default, the Adobe hinting engine, as used by the CFF, Type~1, and + * CID font drivers, darkens stems as follows (if the `no-stem-darkening` + * property isn't set): + * + * ``` + * stem width <= 0.5px: darkening amount = 0.4px + * stem width = 1px: darkening amount = 0.275px + * stem width = 1.667px: darkening amount = 0.275px + * stem width >= 2.333px: darkening amount = 0px + * ``` + * + * and piecewise linear in-between. At configuration time, these four + * control points can be set with the macro + * `CFF_CONFIG_OPTION_DARKENING_PARAMETERS`; the CFF, Type~1, and CID + * drivers share these values. At runtime, the control points can be + * changed using the `darkening-parameters` property (see the example + * below that demonstrates this for the Type~1 driver). + * + * The x~values give the stem width, and the y~values the darkening + * amount. The unit is 1000th of pixels. All coordinate values must be + * positive; the x~values must be monotonically increasing; the y~values + * must be monotonically decreasing and smaller than or equal to 500 + * (corresponding to half a pixel); the slope of each linear piece must + * be shallower than -1 (e.g., -.4). + * + * The auto-hinter provides this property, too, as an experimental + * feature. See @no-stem-darkening for more. + * + * @note: + * This property can be used with @FT_Property_Get also. + * + * This property can be set via the `FREETYPE_PROPERTIES` environment + * variable, using eight comma-separated integers without spaces. Here + * the above example, using `\` to break the line for readability. + * + * ``` + * FREETYPE_PROPERTIES=\ + * type1:darkening-parameters=500,300,1000,200,1500,100,2000,0 + * ``` + * + * @example: + * ``` + * FT_Library library; + * FT_Int darken_params[8] = { 500, 300, // x1, y1 + * 1000, 200, // x2, y2 + * 1500, 100, // x3, y3 + * 2000, 0 }; // x4, y4 + * + * + * FT_Init_FreeType( &library ); + * + * FT_Property_Set( library, "type1", + * "darkening-parameters", darken_params ); + * ``` + * + * @since: + * 2.5.1 (for 'cff' module) + * + * 2.6.2 (for 'autofitter' module) + * + * 2.9 (for 'type1' and 't1cid' modules) + * + */ + + + /************************************************************************** + * + * @property: + * random-seed + * + * @description: + * By default, the seed value for the CFF 'random' operator and the + * similar '0 28 callothersubr pop' command for the Type~1 and CID + * drivers is set to a random value. However, mainly for debugging + * purposes, it is often necessary to use a known value as a seed so that + * the pseudo-random number sequences generated by 'random' are + * repeatable. + * + * The `random-seed` property does that. Its argument is a signed 32bit + * integer; if the value is zero or negative, the seed given by the + * `intitialRandomSeed` private DICT operator in a CFF file gets used (or + * a default value if there is no such operator). If the value is + * positive, use it instead of `initialRandomSeed`, which is consequently + * ignored. + * + * @note: + * This property can be set via the `FREETYPE_PROPERTIES` environment + * variable. It can also be set per face using @FT_Face_Properties with + * @FT_PARAM_TAG_RANDOM_SEED. + * + * @since: + * 2.8 (for 'cff' module) + * + * 2.9 (for 'type1' and 't1cid' modules) + * + */ + + + /************************************************************************** + * + * @property: + * no-long-family-names + * + * @description: + * If `PCF_CONFIG_OPTION_LONG_FAMILY_NAMES` is active while compiling + * FreeType, the PCF driver constructs long family names. + * + * There are many PCF fonts just called 'Fixed' which look completely + * different, and which have nothing to do with each other. When + * selecting 'Fixed' in KDE or Gnome one gets results that appear rather + * random, the style changes often if one changes the size and one cannot + * select some fonts at all. The improve this situation, the PCF module + * prepends the foundry name (plus a space) to the family name. It also + * checks whether there are 'wide' characters; all put together, family + * names like 'Sony Fixed' or 'Misc Fixed Wide' are constructed. + * + * If `no-long-family-names` is set, this feature gets switched off. + * + * @note: + * This property can be used with @FT_Property_Get also. + * + * This property can be set via the `FREETYPE_PROPERTIES` environment + * variable (using values 1 and 0 for 'on' and 'off', respectively). + * + * @example: + * ``` + * FT_Library library; + * FT_Bool no_long_family_names = TRUE; + * + * + * FT_Init_FreeType( &library ); + * + * FT_Property_Set( library, "pcf", + * "no-long-family-names", + * &no_long_family_names ); + * ``` + * + * @since: + * 2.8 + */ + + + /************************************************************************** + * + * @enum: + * TT_INTERPRETER_VERSION_XXX + * + * @description: + * A list of constants used for the @interpreter-version property to + * select the hinting engine for Truetype fonts. + * + * The numeric value in the constant names represents the version number + * as returned by the 'GETINFO' bytecode instruction. + * + * @values: + * TT_INTERPRETER_VERSION_35 :: + * Version~35 corresponds to MS rasterizer v.1.7 as used e.g. in + * Windows~98; only grayscale and B/W rasterizing is supported. + * + * TT_INTERPRETER_VERSION_38 :: + * Version~38 corresponds to MS rasterizer v.1.9; it is roughly + * equivalent to the hinting provided by DirectWrite ClearType (as can + * be found, for example, in the Internet Explorer~9 running on + * Windows~7). It is used in FreeType to select the 'Infinality' + * subpixel hinting code. The code may be removed in a future version. + * + * TT_INTERPRETER_VERSION_40 :: + * Version~40 corresponds to MS rasterizer v.2.1; it is roughly + * equivalent to the hinting provided by DirectWrite ClearType (as can + * be found, for example, in Microsoft's Edge Browser on Windows~10). + * It is used in FreeType to select the 'minimal' subpixel hinting + * code, a stripped-down and higher performance version of the + * 'Infinality' code. + * + * @note: + * This property controls the behaviour of the bytecode interpreter and + * thus how outlines get hinted. It does **not** control how glyph get + * rasterized! In particular, it does not control subpixel color + * filtering. + * + * If FreeType has not been compiled with the configuration option + * `TT_CONFIG_OPTION_SUBPIXEL_HINTING`, selecting version~38 or~40 causes + * an `FT_Err_Unimplemented_Feature` error. + * + * Depending on the graphics framework, Microsoft uses different bytecode + * and rendering engines. As a consequence, the version numbers returned + * by a call to the 'GETINFO' bytecode instruction are more convoluted + * than desired. + * + * Here are two tables that try to shed some light on the possible values + * for the MS rasterizer engine, together with the additional features + * introduced by it. + * + * ``` + * GETINFO framework version feature + * ------------------------------------------------------------------- + * 3 GDI (Win 3.1), v1.0 16-bit, first version + * TrueImage + * 33 GDI (Win NT 3.1), v1.5 32-bit + * HP Laserjet + * 34 GDI (Win 95) v1.6 font smoothing, + * new SCANTYPE opcode + * 35 GDI (Win 98/2000) v1.7 (UN)SCALED_COMPONENT_OFFSET + * bits in composite glyphs + * 36 MGDI (Win CE 2) v1.6+ classic ClearType + * 37 GDI (XP and later), v1.8 ClearType + * GDI+ old (before Vista) + * 38 GDI+ old (Vista, Win 7), v1.9 subpixel ClearType, + * WPF Y-direction ClearType, + * additional error checking + * 39 DWrite (before Win 8) v2.0 subpixel ClearType flags + * in GETINFO opcode, + * bug fixes + * 40 GDI+ (after Win 7), v2.1 Y-direction ClearType flag + * DWrite (Win 8) in GETINFO opcode, + * Gray ClearType + * ``` + * + * The 'version' field gives a rough orientation only, since some + * applications provided certain features much earlier (as an example, + * Microsoft Reader used subpixel and Y-direction ClearType already in + * Windows 2000). Similarly, updates to a given framework might include + * improved hinting support. + * + * ``` + * version sampling rendering comment + * x y x y + * -------------------------------------------------------------- + * v1.0 normal normal B/W B/W bi-level + * v1.6 high high gray gray grayscale + * v1.8 high normal color-filter B/W (GDI) ClearType + * v1.9 high high color-filter gray Color ClearType + * v2.1 high normal gray B/W Gray ClearType + * v2.1 high high gray gray Gray ClearType + * ``` + * + * Color and Gray ClearType are the two available variants of + * 'Y-direction ClearType', meaning grayscale rasterization along the + * Y-direction; the name used in the TrueType specification for this + * feature is 'symmetric smoothing'. 'Classic ClearType' is the original + * algorithm used before introducing a modified version in Win~XP. + * Another name for v1.6's grayscale rendering is 'font smoothing', and + * 'Color ClearType' is sometimes also called 'DWrite ClearType'. To + * differentiate between today's Color ClearType and the earlier + * ClearType variant with B/W rendering along the vertical axis, the + * latter is sometimes called 'GDI ClearType'. + * + * 'Normal' and 'high' sampling describe the (virtual) resolution to + * access the rasterized outline after the hinting process. 'Normal' + * means 1 sample per grid line (i.e., B/W). In the current Microsoft + * implementation, 'high' means an extra virtual resolution of 16x16 (or + * 16x1) grid lines per pixel for bytecode instructions like 'MIRP'. + * After hinting, these 16 grid lines are mapped to 6x5 (or 6x1) grid + * lines for color filtering if Color ClearType is activated. + * + * Note that 'Gray ClearType' is essentially the same as v1.6's grayscale + * rendering. However, the GETINFO instruction handles it differently: + * v1.6 returns bit~12 (hinting for grayscale), while v2.1 returns + * bits~13 (hinting for ClearType), 18 (symmetrical smoothing), and~19 + * (Gray ClearType). Also, this mode respects bits 2 and~3 for the + * version~1 gasp table exclusively (like Color ClearType), while v1.6 + * only respects the values of version~0 (bits 0 and~1). + * + * Keep in mind that the features of the above interpreter versions might + * not map exactly to FreeType features or behavior because it is a + * fundamentally different library with different internals. + * + */ +#define TT_INTERPRETER_VERSION_35 35 +#define TT_INTERPRETER_VERSION_38 38 +#define TT_INTERPRETER_VERSION_40 40 + + + /************************************************************************** + * + * @property: + * interpreter-version + * + * @description: + * Currently, three versions are available, two representing the bytecode + * interpreter with subpixel hinting support (old 'Infinality' code and + * new stripped-down and higher performance 'minimal' code) and one + * without, respectively. The default is subpixel support if + * `TT_CONFIG_OPTION_SUBPIXEL_HINTING` is defined, and no subpixel + * support otherwise (since it isn't available then). + * + * If subpixel hinting is on, many TrueType bytecode instructions behave + * differently compared to B/W or grayscale rendering (except if 'native + * ClearType' is selected by the font). Microsoft's main idea is to + * render at a much increased horizontal resolution, then sampling down + * the created output to subpixel precision. However, many older fonts + * are not suited to this and must be specially taken care of by applying + * (hardcoded) tweaks in Microsoft's interpreter. + * + * Details on subpixel hinting and some of the necessary tweaks can be + * found in Greg Hitchcock's whitepaper at + * 'https://www.microsoft.com/typography/cleartype/truetypecleartype.aspx'. + * Note that FreeType currently doesn't really 'subpixel hint' (6x1, 6x2, + * or 6x5 supersampling) like discussed in the paper. Depending on the + * chosen interpreter, it simply ignores instructions on vertical stems + * to arrive at very similar results. + * + * @note: + * This property can be used with @FT_Property_Get also. + * + * This property can be set via the `FREETYPE_PROPERTIES` environment + * variable (using values '35', '38', or '40'). + * + * @example: + * The following example code demonstrates how to deactivate subpixel + * hinting (omitting the error handling). + * + * ``` + * FT_Library library; + * FT_Face face; + * FT_UInt interpreter_version = TT_INTERPRETER_VERSION_35; + * + * + * FT_Init_FreeType( &library ); + * + * FT_Property_Set( library, "truetype", + * "interpreter-version", + * &interpreter_version ); + * ``` + * + * @since: + * 2.5 + */ + + + /************************************************************************** + * + * @property: + * svg-hooks + * + * @description: + * Set up the interface between FreeType and an extern SVG rendering + * library like 'librsvg'. All details on the function hooks can be + * found in section @svg_fonts. + * + * @example: + * The following example code expects that the four hook functions + * `svg_*` are defined elsewhere. Error handling is omitted, too. + * + * ``` + * FT_Library library; + * SVG_RendererHooks hooks = { + * (SVG_Lib_Init_Func)svg_init, + * (SVG_Lib_Free_Func)svg_free, + * (SVG_Lib_Render_Func)svg_render, + * (SVG_Lib_Preset_Slot_Func)svg_preset_slot }; + * + * + * FT_Init_FreeType( &library ); + * + * FT_Property_Set( library, "ot-svg", + * "svg-hooks", &hooks ); + * ``` + * + * @since: + * 2.12 + */ + + + /************************************************************************** + * + * @property: + * glyph-to-script-map + * + * @description: + * **Experimental only** + * + * The auto-hinter provides various script modules to hint glyphs. + * Examples of supported scripts are Latin or CJK. Before a glyph is + * auto-hinted, the Unicode character map of the font gets examined, and + * the script is then determined based on Unicode character ranges, see + * below. + * + * OpenType fonts, however, often provide much more glyphs than character + * codes (small caps, superscripts, ligatures, swashes, etc.), to be + * controlled by so-called 'features'. Handling OpenType features can be + * quite complicated and thus needs a separate library on top of + * FreeType. + * + * The mapping between glyph indices and scripts (in the auto-hinter + * sense, see the @FT_AUTOHINTER_SCRIPT_XXX values) is stored as an array + * with `num_glyphs` elements, as found in the font's @FT_Face structure. + * The `glyph-to-script-map` property returns a pointer to this array, + * which can be modified as needed. Note that the modification should + * happen before the first glyph gets processed by the auto-hinter so + * that the global analysis of the font shapes actually uses the modified + * mapping. + * + * @example: + * The following example code demonstrates how to access it (omitting the + * error handling). + * + * ``` + * FT_Library library; + * FT_Face face; + * FT_Prop_GlyphToScriptMap prop; + * + * + * FT_Init_FreeType( &library ); + * FT_New_Face( library, "foo.ttf", 0, &face ); + * + * prop.face = face; + * + * FT_Property_Get( library, "autofitter", + * "glyph-to-script-map", &prop ); + * + * // adjust `prop.map' as needed right here + * + * FT_Load_Glyph( face, ..., FT_LOAD_FORCE_AUTOHINT ); + * ``` + * + * @since: + * 2.4.11 + * + */ + + + /************************************************************************** + * + * @enum: + * FT_AUTOHINTER_SCRIPT_XXX + * + * @description: + * **Experimental only** + * + * A list of constants used for the @glyph-to-script-map property to + * specify the script submodule the auto-hinter should use for hinting a + * particular glyph. + * + * @values: + * FT_AUTOHINTER_SCRIPT_NONE :: + * Don't auto-hint this glyph. + * + * FT_AUTOHINTER_SCRIPT_LATIN :: + * Apply the latin auto-hinter. For the auto-hinter, 'latin' is a very + * broad term, including Cyrillic and Greek also since characters from + * those scripts share the same design constraints. + * + * By default, characters from the following Unicode ranges are + * assigned to this submodule. + * + * ``` + * U+0020 - U+007F // Basic Latin (no control characters) + * U+00A0 - U+00FF // Latin-1 Supplement (no control characters) + * U+0100 - U+017F // Latin Extended-A + * U+0180 - U+024F // Latin Extended-B + * U+0250 - U+02AF // IPA Extensions + * U+02B0 - U+02FF // Spacing Modifier Letters + * U+0300 - U+036F // Combining Diacritical Marks + * U+0370 - U+03FF // Greek and Coptic + * U+0400 - U+04FF // Cyrillic + * U+0500 - U+052F // Cyrillic Supplement + * U+1D00 - U+1D7F // Phonetic Extensions + * U+1D80 - U+1DBF // Phonetic Extensions Supplement + * U+1DC0 - U+1DFF // Combining Diacritical Marks Supplement + * U+1E00 - U+1EFF // Latin Extended Additional + * U+1F00 - U+1FFF // Greek Extended + * U+2000 - U+206F // General Punctuation + * U+2070 - U+209F // Superscripts and Subscripts + * U+20A0 - U+20CF // Currency Symbols + * U+2150 - U+218F // Number Forms + * U+2460 - U+24FF // Enclosed Alphanumerics + * U+2C60 - U+2C7F // Latin Extended-C + * U+2DE0 - U+2DFF // Cyrillic Extended-A + * U+2E00 - U+2E7F // Supplemental Punctuation + * U+A640 - U+A69F // Cyrillic Extended-B + * U+A720 - U+A7FF // Latin Extended-D + * U+FB00 - U+FB06 // Alphab. Present. Forms (Latin Ligatures) + * U+1D400 - U+1D7FF // Mathematical Alphanumeric Symbols + * U+1F100 - U+1F1FF // Enclosed Alphanumeric Supplement + * ``` + * + * FT_AUTOHINTER_SCRIPT_CJK :: + * Apply the CJK auto-hinter, covering Chinese, Japanese, Korean, old + * Vietnamese, and some other scripts. + * + * By default, characters from the following Unicode ranges are + * assigned to this submodule. + * + * ``` + * U+1100 - U+11FF // Hangul Jamo + * U+2E80 - U+2EFF // CJK Radicals Supplement + * U+2F00 - U+2FDF // Kangxi Radicals + * U+2FF0 - U+2FFF // Ideographic Description Characters + * U+3000 - U+303F // CJK Symbols and Punctuation + * U+3040 - U+309F // Hiragana + * U+30A0 - U+30FF // Katakana + * U+3100 - U+312F // Bopomofo + * U+3130 - U+318F // Hangul Compatibility Jamo + * U+3190 - U+319F // Kanbun + * U+31A0 - U+31BF // Bopomofo Extended + * U+31C0 - U+31EF // CJK Strokes + * U+31F0 - U+31FF // Katakana Phonetic Extensions + * U+3200 - U+32FF // Enclosed CJK Letters and Months + * U+3300 - U+33FF // CJK Compatibility + * U+3400 - U+4DBF // CJK Unified Ideographs Extension A + * U+4DC0 - U+4DFF // Yijing Hexagram Symbols + * U+4E00 - U+9FFF // CJK Unified Ideographs + * U+A960 - U+A97F // Hangul Jamo Extended-A + * U+AC00 - U+D7AF // Hangul Syllables + * U+D7B0 - U+D7FF // Hangul Jamo Extended-B + * U+F900 - U+FAFF // CJK Compatibility Ideographs + * U+FE10 - U+FE1F // Vertical forms + * U+FE30 - U+FE4F // CJK Compatibility Forms + * U+FF00 - U+FFEF // Halfwidth and Fullwidth Forms + * U+1B000 - U+1B0FF // Kana Supplement + * U+1D300 - U+1D35F // Tai Xuan Hing Symbols + * U+1F200 - U+1F2FF // Enclosed Ideographic Supplement + * U+20000 - U+2A6DF // CJK Unified Ideographs Extension B + * U+2A700 - U+2B73F // CJK Unified Ideographs Extension C + * U+2B740 - U+2B81F // CJK Unified Ideographs Extension D + * U+2F800 - U+2FA1F // CJK Compatibility Ideographs Supplement + * ``` + * + * FT_AUTOHINTER_SCRIPT_INDIC :: + * Apply the indic auto-hinter, covering all major scripts from the + * Indian sub-continent and some other related scripts like Thai, Lao, + * or Tibetan. + * + * By default, characters from the following Unicode ranges are + * assigned to this submodule. + * + * ``` + * U+0900 - U+0DFF // Indic Range + * U+0F00 - U+0FFF // Tibetan + * U+1900 - U+194F // Limbu + * U+1B80 - U+1BBF // Sundanese + * U+A800 - U+A82F // Syloti Nagri + * U+ABC0 - U+ABFF // Meetei Mayek + * U+11800 - U+118DF // Sharada + * ``` + * + * Note that currently Indic support is rudimentary only, missing blue + * zone support. + * + * @since: + * 2.4.11 + * + */ +#define FT_AUTOHINTER_SCRIPT_NONE 0 +#define FT_AUTOHINTER_SCRIPT_LATIN 1 +#define FT_AUTOHINTER_SCRIPT_CJK 2 +#define FT_AUTOHINTER_SCRIPT_INDIC 3 + + + /************************************************************************** + * + * @struct: + * FT_Prop_GlyphToScriptMap + * + * @description: + * **Experimental only** + * + * The data exchange structure for the @glyph-to-script-map property. + * + * @since: + * 2.4.11 + * + */ + typedef struct FT_Prop_GlyphToScriptMap_ + { + FT_Face face; + FT_UShort* map; + + } FT_Prop_GlyphToScriptMap; + + + /************************************************************************** + * + * @property: + * fallback-script + * + * @description: + * **Experimental only** + * + * If no auto-hinter script module can be assigned to a glyph, a fallback + * script gets assigned to it (see also the @glyph-to-script-map + * property). By default, this is @FT_AUTOHINTER_SCRIPT_CJK. Using the + * `fallback-script` property, this fallback value can be changed. + * + * @note: + * This property can be used with @FT_Property_Get also. + * + * It's important to use the right timing for changing this value: The + * creation of the glyph-to-script map that eventually uses the fallback + * script value gets triggered either by setting or reading a + * face-specific property like @glyph-to-script-map, or by auto-hinting + * any glyph from that face. In particular, if you have already created + * an @FT_Face structure but not loaded any glyph (using the + * auto-hinter), a change of the fallback script will affect this face. + * + * @example: + * ``` + * FT_Library library; + * FT_UInt fallback_script = FT_AUTOHINTER_SCRIPT_NONE; + * + * + * FT_Init_FreeType( &library ); + * + * FT_Property_Set( library, "autofitter", + * "fallback-script", &fallback_script ); + * ``` + * + * @since: + * 2.4.11 + * + */ + + + /************************************************************************** + * + * @property: + * default-script + * + * @description: + * **Experimental only** + * + * If FreeType gets compiled with `FT_CONFIG_OPTION_USE_HARFBUZZ` to make + * the HarfBuzz library access OpenType features for getting better glyph + * coverages, this property sets the (auto-fitter) script to be used for + * the default (OpenType) script data of a font's GSUB table. Features + * for the default script are intended for all scripts not explicitly + * handled in GSUB; an example is a 'dlig' feature, containing the + * combination of the characters 'T', 'E', and 'L' to form a 'TEL' + * ligature. + * + * By default, this is @FT_AUTOHINTER_SCRIPT_LATIN. Using the + * `default-script` property, this default value can be changed. + * + * @note: + * This property can be used with @FT_Property_Get also. + * + * It's important to use the right timing for changing this value: The + * creation of the glyph-to-script map that eventually uses the default + * script value gets triggered either by setting or reading a + * face-specific property like @glyph-to-script-map, or by auto-hinting + * any glyph from that face. In particular, if you have already created + * an @FT_Face structure but not loaded any glyph (using the + * auto-hinter), a change of the default script will affect this face. + * + * @example: + * ``` + * FT_Library library; + * FT_UInt default_script = FT_AUTOHINTER_SCRIPT_NONE; + * + * + * FT_Init_FreeType( &library ); + * + * FT_Property_Set( library, "autofitter", + * "default-script", &default_script ); + * ``` + * + * @since: + * 2.5.3 + * + */ + + + /************************************************************************** + * + * @property: + * increase-x-height + * + * @description: + * For ppem values in the range 6~<= ppem <= `increase-x-height`, round + * up the font's x~height much more often than normally. If the value is + * set to~0, which is the default, this feature is switched off. Use + * this property to improve the legibility of small font sizes if + * necessary. + * + * @note: + * This property can be used with @FT_Property_Get also. + * + * Set this value right after calling @FT_Set_Char_Size, but before + * loading any glyph (using the auto-hinter). + * + * @example: + * ``` + * FT_Library library; + * FT_Face face; + * FT_Prop_IncreaseXHeight prop; + * + * + * FT_Init_FreeType( &library ); + * FT_New_Face( library, "foo.ttf", 0, &face ); + * FT_Set_Char_Size( face, 10 * 64, 0, 72, 0 ); + * + * prop.face = face; + * prop.limit = 14; + * + * FT_Property_Set( library, "autofitter", + * "increase-x-height", &prop ); + * ``` + * + * @since: + * 2.4.11 + * + */ + + + /************************************************************************** + * + * @struct: + * FT_Prop_IncreaseXHeight + * + * @description: + * The data exchange structure for the @increase-x-height property. + * + */ + typedef struct FT_Prop_IncreaseXHeight_ + { + FT_Face face; + FT_UInt limit; + + } FT_Prop_IncreaseXHeight; + + + /************************************************************************** + * + * @property: + * warping + * + * @description: + * **Obsolete** + * + * This property was always experimental and probably never worked + * correctly. It was entirely removed from the FreeType~2 sources. This + * entry is only here for historical reference. + * + * Warping only worked in 'normal' auto-hinting mode replacing it. The + * idea of the code was to slightly scale and shift a glyph along the + * non-hinted dimension (which is usually the horizontal axis) so that as + * much of its segments were aligned (more or less) to the grid. To find + * out a glyph's optimal scaling and shifting value, various parameter + * combinations were tried and scored. + * + * @since: + * 2.6 + * + */ + + + /* */ + + +FT_END_HEADER + + +#endif /* FTDRIVER_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fterrdef.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fterrdef.h new file mode 100644 index 0000000..a3acfce --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fterrdef.h @@ -0,0 +1,283 @@ +/**************************************************************************** + * + * fterrdef.h + * + * FreeType error codes (specification). + * + * Copyright (C) 2002-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * @section: + * error_code_values + * + * @title: + * Error Code Values + * + * @abstract: + * All possible error codes returned by FreeType functions. + * + * @description: + * The list below is taken verbatim from the file `fterrdef.h` (loaded + * automatically by including `FT_FREETYPE_H`). The first argument of the + * `FT_ERROR_DEF_` macro is the error label; by default, the prefix + * `FT_Err_` gets added so that you get error names like + * `FT_Err_Cannot_Open_Resource`. The second argument is the error code, + * and the last argument an error string, which is not used by FreeType. + * + * Within your application you should **only** use error names and + * **never** its numeric values! The latter might (and actually do) + * change in forthcoming FreeType versions. + * + * Macro `FT_NOERRORDEF_` defines `FT_Err_Ok`, which is always zero. See + * the 'Error Enumerations' subsection how to automatically generate a + * list of error strings. + * + */ + + + /************************************************************************** + * + * @enum: + * FT_Err_XXX + * + */ + + /* generic errors */ + + FT_NOERRORDEF_( Ok, 0x00, + "no error" ) + + FT_ERRORDEF_( Cannot_Open_Resource, 0x01, + "cannot open resource" ) + FT_ERRORDEF_( Unknown_File_Format, 0x02, + "unknown file format" ) + FT_ERRORDEF_( Invalid_File_Format, 0x03, + "broken file" ) + FT_ERRORDEF_( Invalid_Version, 0x04, + "invalid FreeType version" ) + FT_ERRORDEF_( Lower_Module_Version, 0x05, + "module version is too low" ) + FT_ERRORDEF_( Invalid_Argument, 0x06, + "invalid argument" ) + FT_ERRORDEF_( Unimplemented_Feature, 0x07, + "unimplemented feature" ) + FT_ERRORDEF_( Invalid_Table, 0x08, + "broken table" ) + FT_ERRORDEF_( Invalid_Offset, 0x09, + "broken offset within table" ) + FT_ERRORDEF_( Array_Too_Large, 0x0A, + "array allocation size too large" ) + FT_ERRORDEF_( Missing_Module, 0x0B, + "missing module" ) + FT_ERRORDEF_( Missing_Property, 0x0C, + "missing property" ) + + /* glyph/character errors */ + + FT_ERRORDEF_( Invalid_Glyph_Index, 0x10, + "invalid glyph index" ) + FT_ERRORDEF_( Invalid_Character_Code, 0x11, + "invalid character code" ) + FT_ERRORDEF_( Invalid_Glyph_Format, 0x12, + "unsupported glyph image format" ) + FT_ERRORDEF_( Cannot_Render_Glyph, 0x13, + "cannot render this glyph format" ) + FT_ERRORDEF_( Invalid_Outline, 0x14, + "invalid outline" ) + FT_ERRORDEF_( Invalid_Composite, 0x15, + "invalid composite glyph" ) + FT_ERRORDEF_( Too_Many_Hints, 0x16, + "too many hints" ) + FT_ERRORDEF_( Invalid_Pixel_Size, 0x17, + "invalid pixel size" ) + FT_ERRORDEF_( Invalid_SVG_Document, 0x18, + "invalid SVG document" ) + + /* handle errors */ + + FT_ERRORDEF_( Invalid_Handle, 0x20, + "invalid object handle" ) + FT_ERRORDEF_( Invalid_Library_Handle, 0x21, + "invalid library handle" ) + FT_ERRORDEF_( Invalid_Driver_Handle, 0x22, + "invalid module handle" ) + FT_ERRORDEF_( Invalid_Face_Handle, 0x23, + "invalid face handle" ) + FT_ERRORDEF_( Invalid_Size_Handle, 0x24, + "invalid size handle" ) + FT_ERRORDEF_( Invalid_Slot_Handle, 0x25, + "invalid glyph slot handle" ) + FT_ERRORDEF_( Invalid_CharMap_Handle, 0x26, + "invalid charmap handle" ) + FT_ERRORDEF_( Invalid_Cache_Handle, 0x27, + "invalid cache manager handle" ) + FT_ERRORDEF_( Invalid_Stream_Handle, 0x28, + "invalid stream handle" ) + + /* driver errors */ + + FT_ERRORDEF_( Too_Many_Drivers, 0x30, + "too many modules" ) + FT_ERRORDEF_( Too_Many_Extensions, 0x31, + "too many extensions" ) + + /* memory errors */ + + FT_ERRORDEF_( Out_Of_Memory, 0x40, + "out of memory" ) + FT_ERRORDEF_( Unlisted_Object, 0x41, + "unlisted object" ) + + /* stream errors */ + + FT_ERRORDEF_( Cannot_Open_Stream, 0x51, + "cannot open stream" ) + FT_ERRORDEF_( Invalid_Stream_Seek, 0x52, + "invalid stream seek" ) + FT_ERRORDEF_( Invalid_Stream_Skip, 0x53, + "invalid stream skip" ) + FT_ERRORDEF_( Invalid_Stream_Read, 0x54, + "invalid stream read" ) + FT_ERRORDEF_( Invalid_Stream_Operation, 0x55, + "invalid stream operation" ) + FT_ERRORDEF_( Invalid_Frame_Operation, 0x56, + "invalid frame operation" ) + FT_ERRORDEF_( Nested_Frame_Access, 0x57, + "nested frame access" ) + FT_ERRORDEF_( Invalid_Frame_Read, 0x58, + "invalid frame read" ) + + /* raster errors */ + + FT_ERRORDEF_( Raster_Uninitialized, 0x60, + "raster uninitialized" ) + FT_ERRORDEF_( Raster_Corrupted, 0x61, + "raster corrupted" ) + FT_ERRORDEF_( Raster_Overflow, 0x62, + "raster overflow" ) + FT_ERRORDEF_( Raster_Negative_Height, 0x63, + "negative height while rastering" ) + + /* cache errors */ + + FT_ERRORDEF_( Too_Many_Caches, 0x70, + "too many registered caches" ) + + /* TrueType and SFNT errors */ + + FT_ERRORDEF_( Invalid_Opcode, 0x80, + "invalid opcode" ) + FT_ERRORDEF_( Too_Few_Arguments, 0x81, + "too few arguments" ) + FT_ERRORDEF_( Stack_Overflow, 0x82, + "stack overflow" ) + FT_ERRORDEF_( Code_Overflow, 0x83, + "code overflow" ) + FT_ERRORDEF_( Bad_Argument, 0x84, + "bad argument" ) + FT_ERRORDEF_( Divide_By_Zero, 0x85, + "division by zero" ) + FT_ERRORDEF_( Invalid_Reference, 0x86, + "invalid reference" ) + FT_ERRORDEF_( Debug_OpCode, 0x87, + "found debug opcode" ) + FT_ERRORDEF_( ENDF_In_Exec_Stream, 0x88, + "found ENDF opcode in execution stream" ) + FT_ERRORDEF_( Nested_DEFS, 0x89, + "nested DEFS" ) + FT_ERRORDEF_( Invalid_CodeRange, 0x8A, + "invalid code range" ) + FT_ERRORDEF_( Execution_Too_Long, 0x8B, + "execution context too long" ) + FT_ERRORDEF_( Too_Many_Function_Defs, 0x8C, + "too many function definitions" ) + FT_ERRORDEF_( Too_Many_Instruction_Defs, 0x8D, + "too many instruction definitions" ) + FT_ERRORDEF_( Table_Missing, 0x8E, + "SFNT font table missing" ) + FT_ERRORDEF_( Horiz_Header_Missing, 0x8F, + "horizontal header (hhea) table missing" ) + FT_ERRORDEF_( Locations_Missing, 0x90, + "locations (loca) table missing" ) + FT_ERRORDEF_( Name_Table_Missing, 0x91, + "name table missing" ) + FT_ERRORDEF_( CMap_Table_Missing, 0x92, + "character map (cmap) table missing" ) + FT_ERRORDEF_( Hmtx_Table_Missing, 0x93, + "horizontal metrics (hmtx) table missing" ) + FT_ERRORDEF_( Post_Table_Missing, 0x94, + "PostScript (post) table missing" ) + FT_ERRORDEF_( Invalid_Horiz_Metrics, 0x95, + "invalid horizontal metrics" ) + FT_ERRORDEF_( Invalid_CharMap_Format, 0x96, + "invalid character map (cmap) format" ) + FT_ERRORDEF_( Invalid_PPem, 0x97, + "invalid ppem value" ) + FT_ERRORDEF_( Invalid_Vert_Metrics, 0x98, + "invalid vertical metrics" ) + FT_ERRORDEF_( Could_Not_Find_Context, 0x99, + "could not find context" ) + FT_ERRORDEF_( Invalid_Post_Table_Format, 0x9A, + "invalid PostScript (post) table format" ) + FT_ERRORDEF_( Invalid_Post_Table, 0x9B, + "invalid PostScript (post) table" ) + FT_ERRORDEF_( DEF_In_Glyf_Bytecode, 0x9C, + "found FDEF or IDEF opcode in glyf bytecode" ) + FT_ERRORDEF_( Missing_Bitmap, 0x9D, + "missing bitmap in strike" ) + FT_ERRORDEF_( Missing_SVG_Hooks, 0x9E, + "SVG hooks have not been set" ) + + /* CFF, CID, and Type 1 errors */ + + FT_ERRORDEF_( Syntax_Error, 0xA0, + "opcode syntax error" ) + FT_ERRORDEF_( Stack_Underflow, 0xA1, + "argument stack underflow" ) + FT_ERRORDEF_( Ignore, 0xA2, + "ignore" ) + FT_ERRORDEF_( No_Unicode_Glyph_Name, 0xA3, + "no Unicode glyph name found" ) + FT_ERRORDEF_( Glyph_Too_Big, 0xA4, + "glyph too big for hinting" ) + + /* BDF errors */ + + FT_ERRORDEF_( Missing_Startfont_Field, 0xB0, + "`STARTFONT' field missing" ) + FT_ERRORDEF_( Missing_Font_Field, 0xB1, + "`FONT' field missing" ) + FT_ERRORDEF_( Missing_Size_Field, 0xB2, + "`SIZE' field missing" ) + FT_ERRORDEF_( Missing_Fontboundingbox_Field, 0xB3, + "`FONTBOUNDINGBOX' field missing" ) + FT_ERRORDEF_( Missing_Chars_Field, 0xB4, + "`CHARS' field missing" ) + FT_ERRORDEF_( Missing_Startchar_Field, 0xB5, + "`STARTCHAR' field missing" ) + FT_ERRORDEF_( Missing_Encoding_Field, 0xB6, + "`ENCODING' field missing" ) + FT_ERRORDEF_( Missing_Bbx_Field, 0xB7, + "`BBX' field missing" ) + FT_ERRORDEF_( Bbx_Too_Big, 0xB8, + "`BBX' too big" ) + FT_ERRORDEF_( Corrupted_Font_Header, 0xB9, + "Font header corrupted or missing fields" ) + FT_ERRORDEF_( Corrupted_Font_Glyphs, 0xBA, + "Font glyphs corrupted or missing fields" ) + + /* */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fterrors.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fterrors.h new file mode 100644 index 0000000..ff1b375 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fterrors.h @@ -0,0 +1,296 @@ +/**************************************************************************** + * + * fterrors.h + * + * FreeType error code handling (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * @section: + * error_enumerations + * + * @title: + * Error Enumerations + * + * @abstract: + * How to handle errors and error strings. + * + * @description: + * The header file `fterrors.h` (which is automatically included by + * `freetype.h` defines the handling of FreeType's enumeration + * constants. It can also be used to generate error message strings + * with a small macro trick explained below. + * + * **Error Formats** + * + * The configuration macro `FT_CONFIG_OPTION_USE_MODULE_ERRORS` can be + * defined in `ftoption.h` in order to make the higher byte indicate the + * module where the error has happened (this is not compatible with + * standard builds of FreeType~2, however). See the file `ftmoderr.h` + * for more details. + * + * **Error Message Strings** + * + * Error definitions are set up with special macros that allow client + * applications to build a table of error message strings. The strings + * are not included in a normal build of FreeType~2 to save space (most + * client applications do not use them). + * + * To do so, you have to define the following macros before including + * this file. + * + * ``` + * FT_ERROR_START_LIST + * ``` + * + * This macro is called before anything else to define the start of the + * error list. It is followed by several `FT_ERROR_DEF` calls. + * + * ``` + * FT_ERROR_DEF( e, v, s ) + * ``` + * + * This macro is called to define one single error. 'e' is the error + * code identifier (e.g., `Invalid_Argument`), 'v' is the error's + * numerical value, and 's' is the corresponding error string. + * + * ``` + * FT_ERROR_END_LIST + * ``` + * + * This macro ends the list. + * + * Additionally, you have to undefine `FTERRORS_H_` before #including + * this file. + * + * Here is a simple example. + * + * ``` + * #undef FTERRORS_H_ + * #define FT_ERRORDEF( e, v, s ) { e, s }, + * #define FT_ERROR_START_LIST { + * #define FT_ERROR_END_LIST { 0, NULL } }; + * + * const struct + * { + * int err_code; + * const char* err_msg; + * } ft_errors[] = + * + * #include + * ``` + * + * An alternative to using an array is a switch statement. + * + * ``` + * #undef FTERRORS_H_ + * #define FT_ERROR_START_LIST switch ( error_code ) { + * #define FT_ERRORDEF( e, v, s ) case v: return s; + * #define FT_ERROR_END_LIST } + * ``` + * + * If you use `FT_CONFIG_OPTION_USE_MODULE_ERRORS`, `error_code` should + * be replaced with `FT_ERROR_BASE(error_code)` in the last example. + */ + + /* */ + + /* In previous FreeType versions we used `__FTERRORS_H__`. However, */ + /* using two successive underscores in a non-system symbol name */ + /* violates the C (and C++) standard, so it was changed to the */ + /* current form. In spite of this, we have to make */ + /* */ + /* ``` */ + /* #undefine __FTERRORS_H__ */ + /* ``` */ + /* */ + /* work for backward compatibility. */ + /* */ +#if !( defined( FTERRORS_H_ ) && defined ( __FTERRORS_H__ ) ) +#define FTERRORS_H_ +#define __FTERRORS_H__ + + + /* include module base error codes */ +#include + + + /*******************************************************************/ + /*******************************************************************/ + /***** *****/ + /***** SETUP MACROS *****/ + /***** *****/ + /*******************************************************************/ + /*******************************************************************/ + + +#undef FT_NEED_EXTERN_C + + + /* FT_ERR_PREFIX is used as a prefix for error identifiers. */ + /* By default, we use `FT_Err_`. */ + /* */ +#ifndef FT_ERR_PREFIX +#define FT_ERR_PREFIX FT_Err_ +#endif + + + /* FT_ERR_BASE is used as the base for module-specific errors. */ + /* */ +#ifdef FT_CONFIG_OPTION_USE_MODULE_ERRORS + +#ifndef FT_ERR_BASE +#define FT_ERR_BASE FT_Mod_Err_Base +#endif + +#else + +#undef FT_ERR_BASE +#define FT_ERR_BASE 0 + +#endif /* FT_CONFIG_OPTION_USE_MODULE_ERRORS */ + + + /* If FT_ERRORDEF is not defined, we need to define a simple */ + /* enumeration type. */ + /* */ +#ifndef FT_ERRORDEF + +#define FT_INCLUDE_ERR_PROTOS + +#define FT_ERRORDEF( e, v, s ) e = v, +#define FT_ERROR_START_LIST enum { +#define FT_ERROR_END_LIST FT_ERR_CAT( FT_ERR_PREFIX, Max ) }; + +#ifdef __cplusplus +#define FT_NEED_EXTERN_C + extern "C" { +#endif + +#endif /* !FT_ERRORDEF */ + + + /* this macro is used to define an error */ +#define FT_ERRORDEF_( e, v, s ) \ + FT_ERRORDEF( FT_ERR_CAT( FT_ERR_PREFIX, e ), v + FT_ERR_BASE, s ) + + /* this is only used for _Err_Ok, which must be 0! */ +#define FT_NOERRORDEF_( e, v, s ) \ + FT_ERRORDEF( FT_ERR_CAT( FT_ERR_PREFIX, e ), v, s ) + + +#ifdef FT_ERROR_START_LIST + FT_ERROR_START_LIST +#endif + + + /* now include the error codes */ +#include + + +#ifdef FT_ERROR_END_LIST + FT_ERROR_END_LIST +#endif + + + /*******************************************************************/ + /*******************************************************************/ + /***** *****/ + /***** SIMPLE CLEANUP *****/ + /***** *****/ + /*******************************************************************/ + /*******************************************************************/ + +#ifdef FT_NEED_EXTERN_C + } +#endif + +#undef FT_ERROR_START_LIST +#undef FT_ERROR_END_LIST + +#undef FT_ERRORDEF +#undef FT_ERRORDEF_ +#undef FT_NOERRORDEF_ + +#undef FT_NEED_EXTERN_C +#undef FT_ERR_BASE + + /* FT_ERR_PREFIX is needed internally */ +#ifndef FT2_BUILD_LIBRARY +#undef FT_ERR_PREFIX +#endif + + /* FT_INCLUDE_ERR_PROTOS: Control whether function prototypes should be */ + /* included with */ + /* */ + /* #include */ + /* */ + /* This is only true where `FT_ERRORDEF` is */ + /* undefined. */ + /* */ + /* FT_ERR_PROTOS_DEFINED: Actual multiple-inclusion protection of */ + /* `fterrors.h`. */ +#ifdef FT_INCLUDE_ERR_PROTOS +#undef FT_INCLUDE_ERR_PROTOS + +#ifndef FT_ERR_PROTOS_DEFINED +#define FT_ERR_PROTOS_DEFINED + + +FT_BEGIN_HEADER + + /************************************************************************** + * + * @function: + * FT_Error_String + * + * @description: + * Retrieve the description of a valid FreeType error code. + * + * @input: + * error_code :: + * A valid FreeType error code. + * + * @return: + * A C~string or `NULL`, if any error occurred. + * + * @note: + * FreeType has to be compiled with `FT_CONFIG_OPTION_ERROR_STRINGS` or + * `FT_DEBUG_LEVEL_ERROR` to get meaningful descriptions. + * 'error_string' will be `NULL` otherwise. + * + * Module identification will be ignored: + * + * ```c + * strcmp( FT_Error_String( FT_Err_Unknown_File_Format ), + * FT_Error_String( BDF_Err_Unknown_File_Format ) ) == 0; + * ``` + */ + FT_EXPORT( const char* ) + FT_Error_String( FT_Error error_code ); + + /* */ + +FT_END_HEADER + + +#endif /* FT_ERR_PROTOS_DEFINED */ + +#endif /* FT_INCLUDE_ERR_PROTOS */ + +#endif /* !(FTERRORS_H_ && __FTERRORS_H__) */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftfntfmt.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftfntfmt.h new file mode 100644 index 0000000..77d5535 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftfntfmt.h @@ -0,0 +1,93 @@ +/**************************************************************************** + * + * ftfntfmt.h + * + * Support functions for font formats. + * + * Copyright (C) 2002-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTFNTFMT_H_ +#define FTFNTFMT_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * font_formats + * + * @title: + * Font Formats + * + * @abstract: + * Getting the font format. + * + * @description: + * The single function in this section can be used to get the font format. + * Note that this information is not needed normally; however, there are + * special cases (like in PDF devices) where it is important to + * differentiate, in spite of FreeType's uniform API. + * + */ + + + /************************************************************************** + * + * @function: + * FT_Get_Font_Format + * + * @description: + * Return a string describing the format of a given face. Possible values + * are 'TrueType', 'Type~1', 'BDF', 'PCF', 'Type~42', 'CID~Type~1', 'CFF', + * 'PFR', and 'Windows~FNT'. + * + * The return value is suitable to be used as an X11 FONT_PROPERTY. + * + * @input: + * face :: + * Input face handle. + * + * @return: + * Font format string. `NULL` in case of error. + * + * @note: + * A deprecated name for the same function is `FT_Get_X11_Font_Format`. + */ + FT_EXPORT( const char* ) + FT_Get_Font_Format( FT_Face face ); + + + /* deprecated */ + FT_EXPORT( const char* ) + FT_Get_X11_Font_Format( FT_Face face ); + + + /* */ + + +FT_END_HEADER + +#endif /* FTFNTFMT_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftgasp.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftgasp.h new file mode 100644 index 0000000..d4ab9b3 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftgasp.h @@ -0,0 +1,143 @@ +/**************************************************************************** + * + * ftgasp.h + * + * Access of TrueType's 'gasp' table (specification). + * + * Copyright (C) 2007-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTGASP_H_ +#define FTGASP_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * gasp_table + * + * @title: + * Gasp Table + * + * @abstract: + * Retrieving TrueType 'gasp' table entries. + * + * @description: + * The function @FT_Get_Gasp can be used to query a TrueType or OpenType + * font for specific entries in its 'gasp' table, if any. This is mainly + * useful when implementing native TrueType hinting with the bytecode + * interpreter to duplicate the Windows text rendering results. + */ + + /************************************************************************** + * + * @enum: + * FT_GASP_XXX + * + * @description: + * A list of values and/or bit-flags returned by the @FT_Get_Gasp + * function. + * + * @values: + * FT_GASP_NO_TABLE :: + * This special value means that there is no GASP table in this face. + * It is up to the client to decide what to do. + * + * FT_GASP_DO_GRIDFIT :: + * Grid-fitting and hinting should be performed at the specified ppem. + * This **really** means TrueType bytecode interpretation. If this bit + * is not set, no hinting gets applied. + * + * FT_GASP_DO_GRAY :: + * Anti-aliased rendering should be performed at the specified ppem. + * If not set, do monochrome rendering. + * + * FT_GASP_SYMMETRIC_SMOOTHING :: + * If set, smoothing along multiple axes must be used with ClearType. + * + * FT_GASP_SYMMETRIC_GRIDFIT :: + * Grid-fitting must be used with ClearType's symmetric smoothing. + * + * @note: + * The bit-flags `FT_GASP_DO_GRIDFIT` and `FT_GASP_DO_GRAY` are to be + * used for standard font rasterization only. Independently of that, + * `FT_GASP_SYMMETRIC_SMOOTHING` and `FT_GASP_SYMMETRIC_GRIDFIT` are to + * be used if ClearType is enabled (and `FT_GASP_DO_GRIDFIT` and + * `FT_GASP_DO_GRAY` are consequently ignored). + * + * 'ClearType' is Microsoft's implementation of LCD rendering, partly + * protected by patents. + * + * @since: + * 2.3.0 + */ +#define FT_GASP_NO_TABLE -1 +#define FT_GASP_DO_GRIDFIT 0x01 +#define FT_GASP_DO_GRAY 0x02 +#define FT_GASP_SYMMETRIC_GRIDFIT 0x04 +#define FT_GASP_SYMMETRIC_SMOOTHING 0x08 + + + /************************************************************************** + * + * @function: + * FT_Get_Gasp + * + * @description: + * For a TrueType or OpenType font file, return the rasterizer behaviour + * flags from the font's 'gasp' table corresponding to a given character + * pixel size. + * + * @input: + * face :: + * The source face handle. + * + * ppem :: + * The vertical character pixel size. + * + * @return: + * Bit flags (see @FT_GASP_XXX), or @FT_GASP_NO_TABLE if there is no + * 'gasp' table in the face. + * + * @note: + * If you want to use the MM functionality of OpenType variation fonts + * (i.e., using @FT_Set_Var_Design_Coordinates and friends), call this + * function **after** setting an instance since the return values can + * change. + * + * @since: + * 2.3.0 + */ + FT_EXPORT( FT_Int ) + FT_Get_Gasp( FT_Face face, + FT_UInt ppem ); + + /* */ + + +FT_END_HEADER + +#endif /* FTGASP_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftglyph.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftglyph.h new file mode 100644 index 0000000..6b77bd3 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftglyph.h @@ -0,0 +1,750 @@ +/**************************************************************************** + * + * ftglyph.h + * + * FreeType convenience functions to handle glyphs (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * This file contains the definition of several convenience functions that + * can be used by client applications to easily retrieve glyph bitmaps and + * outlines from a given face. + * + * These functions should be optional if you are writing a font server or + * text layout engine on top of FreeType. However, they are pretty handy + * for many other simple uses of the library. + * + */ + + +#ifndef FTGLYPH_H_ +#define FTGLYPH_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * glyph_management + * + * @title: + * Glyph Management + * + * @abstract: + * Generic interface to manage individual glyph data. + * + * @description: + * This section contains definitions used to manage glyph data through + * generic @FT_Glyph objects. Each of them can contain a bitmap, + * a vector outline, or even images in other formats. These objects are + * detached from @FT_Face, contrary to @FT_GlyphSlot. + * + */ + + + /* forward declaration to a private type */ + typedef struct FT_Glyph_Class_ FT_Glyph_Class; + + + /************************************************************************** + * + * @type: + * FT_Glyph + * + * @description: + * Handle to an object used to model generic glyph images. It is a + * pointer to the @FT_GlyphRec structure and can contain a glyph bitmap + * or pointer. + * + * @note: + * Glyph objects are not owned by the library. You must thus release + * them manually (through @FT_Done_Glyph) _before_ calling + * @FT_Done_FreeType. + */ + typedef struct FT_GlyphRec_* FT_Glyph; + + + /************************************************************************** + * + * @struct: + * FT_GlyphRec + * + * @description: + * The root glyph structure contains a given glyph image plus its advance + * width in 16.16 fixed-point format. + * + * @fields: + * library :: + * A handle to the FreeType library object. + * + * clazz :: + * A pointer to the glyph's class. Private. + * + * format :: + * The format of the glyph's image. + * + * advance :: + * A 16.16 vector that gives the glyph's advance width. + */ + typedef struct FT_GlyphRec_ + { + FT_Library library; + const FT_Glyph_Class* clazz; + FT_Glyph_Format format; + FT_Vector advance; + + } FT_GlyphRec; + + + /************************************************************************** + * + * @type: + * FT_BitmapGlyph + * + * @description: + * A handle to an object used to model a bitmap glyph image. This is a + * 'sub-class' of @FT_Glyph, and a pointer to @FT_BitmapGlyphRec. + */ + typedef struct FT_BitmapGlyphRec_* FT_BitmapGlyph; + + + /************************************************************************** + * + * @struct: + * FT_BitmapGlyphRec + * + * @description: + * A structure used for bitmap glyph images. This really is a + * 'sub-class' of @FT_GlyphRec. + * + * @fields: + * root :: + * The root fields of @FT_Glyph. + * + * left :: + * The left-side bearing, i.e., the horizontal distance from the + * current pen position to the left border of the glyph bitmap. + * + * top :: + * The top-side bearing, i.e., the vertical distance from the current + * pen position to the top border of the glyph bitmap. This distance + * is positive for upwards~y! + * + * bitmap :: + * A descriptor for the bitmap. + * + * @note: + * You can typecast an @FT_Glyph to @FT_BitmapGlyph if you have + * `glyph->format == FT_GLYPH_FORMAT_BITMAP`. This lets you access the + * bitmap's contents easily. + * + * The corresponding pixel buffer is always owned by @FT_BitmapGlyph and + * is thus created and destroyed with it. + */ + typedef struct FT_BitmapGlyphRec_ + { + FT_GlyphRec root; + FT_Int left; + FT_Int top; + FT_Bitmap bitmap; + + } FT_BitmapGlyphRec; + + + /************************************************************************** + * + * @type: + * FT_OutlineGlyph + * + * @description: + * A handle to an object used to model an outline glyph image. This is a + * 'sub-class' of @FT_Glyph, and a pointer to @FT_OutlineGlyphRec. + */ + typedef struct FT_OutlineGlyphRec_* FT_OutlineGlyph; + + + /************************************************************************** + * + * @struct: + * FT_OutlineGlyphRec + * + * @description: + * A structure used for outline (vectorial) glyph images. This really is + * a 'sub-class' of @FT_GlyphRec. + * + * @fields: + * root :: + * The root @FT_Glyph fields. + * + * outline :: + * A descriptor for the outline. + * + * @note: + * You can typecast an @FT_Glyph to @FT_OutlineGlyph if you have + * `glyph->format == FT_GLYPH_FORMAT_OUTLINE`. This lets you access the + * outline's content easily. + * + * As the outline is extracted from a glyph slot, its coordinates are + * expressed normally in 26.6 pixels, unless the flag @FT_LOAD_NO_SCALE + * was used in @FT_Load_Glyph or @FT_Load_Char. + * + * The outline's tables are always owned by the object and are destroyed + * with it. + */ + typedef struct FT_OutlineGlyphRec_ + { + FT_GlyphRec root; + FT_Outline outline; + + } FT_OutlineGlyphRec; + + + /************************************************************************** + * + * @type: + * FT_SvgGlyph + * + * @description: + * A handle to an object used to model an SVG glyph. This is a + * 'sub-class' of @FT_Glyph, and a pointer to @FT_SvgGlyphRec. + * + * @since: + * 2.12 + */ + typedef struct FT_SvgGlyphRec_* FT_SvgGlyph; + + + /************************************************************************** + * + * @struct: + * FT_SvgGlyphRec + * + * @description: + * A structure used for OT-SVG glyphs. This is a 'sub-class' of + * @FT_GlyphRec. + * + * @fields: + * root :: + * The root @FT_GlyphRec fields. + * + * svg_document :: + * A pointer to the SVG document. + * + * svg_document_length :: + * The length of `svg_document`. + * + * glyph_index :: + * The index of the glyph to be rendered. + * + * metrics :: + * A metrics object storing the size information. + * + * units_per_EM :: + * The size of the EM square. + * + * start_glyph_id :: + * The first glyph ID in the glyph range covered by this document. + * + * end_glyph_id :: + * The last glyph ID in the glyph range covered by this document. + * + * transform :: + * A 2x2 transformation matrix to apply to the glyph while rendering + * it. + * + * delta :: + * Translation to apply to the glyph while rendering. + * + * @note: + * The Glyph Management API requires @FT_Glyph or its 'sub-class' to have + * all the information needed to completely define the glyph's rendering. + * Outline-based glyphs can directly apply transformations to the outline + * but this is not possible for an SVG document that hasn't been parsed. + * Therefore, the transformation is stored along with the document. In + * the absence of a 'ViewBox' or 'Width'/'Height' attribute, the size of + * the ViewPort should be assumed to be 'units_per_EM'. + */ + typedef struct FT_SvgGlyphRec_ + { + FT_GlyphRec root; + + FT_Byte* svg_document; + FT_ULong svg_document_length; + + FT_UInt glyph_index; + + FT_Size_Metrics metrics; + FT_UShort units_per_EM; + + FT_UShort start_glyph_id; + FT_UShort end_glyph_id; + + FT_Matrix transform; + FT_Vector delta; + + } FT_SvgGlyphRec; + + + /************************************************************************** + * + * @function: + * FT_New_Glyph + * + * @description: + * A function used to create a new empty glyph image. Note that the + * created @FT_Glyph object must be released with @FT_Done_Glyph. + * + * @input: + * library :: + * A handle to the FreeType library object. + * + * format :: + * The format of the glyph's image. + * + * @output: + * aglyph :: + * A handle to the glyph object. + * + * @return: + * FreeType error code. 0~means success. + * + * @since: + * 2.10 + */ + FT_EXPORT( FT_Error ) + FT_New_Glyph( FT_Library library, + FT_Glyph_Format format, + FT_Glyph *aglyph ); + + + /************************************************************************** + * + * @function: + * FT_Get_Glyph + * + * @description: + * A function used to extract a glyph image from a slot. Note that the + * created @FT_Glyph object must be released with @FT_Done_Glyph. + * + * @input: + * slot :: + * A handle to the source glyph slot. + * + * @output: + * aglyph :: + * A handle to the glyph object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Because `*aglyph->advance.x` and `*aglyph->advance.y` are 16.16 + * fixed-point numbers, `slot->advance.x` and `slot->advance.y` (which + * are in 26.6 fixed-point format) must be in the range ]-32768;32768[. + */ + FT_EXPORT( FT_Error ) + FT_Get_Glyph( FT_GlyphSlot slot, + FT_Glyph *aglyph ); + + + /************************************************************************** + * + * @function: + * FT_Glyph_Copy + * + * @description: + * A function used to copy a glyph image. Note that the created + * @FT_Glyph object must be released with @FT_Done_Glyph. + * + * @input: + * source :: + * A handle to the source glyph object. + * + * @output: + * target :: + * A handle to the target glyph object. 0~in case of error. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Glyph_Copy( FT_Glyph source, + FT_Glyph *target ); + + + /************************************************************************** + * + * @function: + * FT_Glyph_Transform + * + * @description: + * Transform a glyph image if its format is scalable. + * + * @inout: + * glyph :: + * A handle to the target glyph object. + * + * @input: + * matrix :: + * A pointer to a 2x2 matrix to apply. + * + * delta :: + * A pointer to a 2d vector to apply. Coordinates are expressed in + * 1/64th of a pixel. + * + * @return: + * FreeType error code (if not 0, the glyph format is not scalable). + * + * @note: + * The 2x2 transformation matrix is also applied to the glyph's advance + * vector. + */ + FT_EXPORT( FT_Error ) + FT_Glyph_Transform( FT_Glyph glyph, + const FT_Matrix* matrix, + const FT_Vector* delta ); + + + /************************************************************************** + * + * @enum: + * FT_Glyph_BBox_Mode + * + * @description: + * The mode how the values of @FT_Glyph_Get_CBox are returned. + * + * @values: + * FT_GLYPH_BBOX_UNSCALED :: + * Return unscaled font units. + * + * FT_GLYPH_BBOX_SUBPIXELS :: + * Return unfitted 26.6 coordinates. + * + * FT_GLYPH_BBOX_GRIDFIT :: + * Return grid-fitted 26.6 coordinates. + * + * FT_GLYPH_BBOX_TRUNCATE :: + * Return coordinates in integer pixels. + * + * FT_GLYPH_BBOX_PIXELS :: + * Return grid-fitted pixel coordinates. + */ + typedef enum FT_Glyph_BBox_Mode_ + { + FT_GLYPH_BBOX_UNSCALED = 0, + FT_GLYPH_BBOX_SUBPIXELS = 0, + FT_GLYPH_BBOX_GRIDFIT = 1, + FT_GLYPH_BBOX_TRUNCATE = 2, + FT_GLYPH_BBOX_PIXELS = 3 + + } FT_Glyph_BBox_Mode; + + + /* these constants are deprecated; use the corresponding */ + /* `FT_Glyph_BBox_Mode` values instead */ +#define ft_glyph_bbox_unscaled FT_GLYPH_BBOX_UNSCALED +#define ft_glyph_bbox_subpixels FT_GLYPH_BBOX_SUBPIXELS +#define ft_glyph_bbox_gridfit FT_GLYPH_BBOX_GRIDFIT +#define ft_glyph_bbox_truncate FT_GLYPH_BBOX_TRUNCATE +#define ft_glyph_bbox_pixels FT_GLYPH_BBOX_PIXELS + + + /************************************************************************** + * + * @function: + * FT_Glyph_Get_CBox + * + * @description: + * Return a glyph's 'control box'. The control box encloses all the + * outline's points, including Bezier control points. Though it + * coincides with the exact bounding box for most glyphs, it can be + * slightly larger in some situations (like when rotating an outline that + * contains Bezier outside arcs). + * + * Computing the control box is very fast, while getting the bounding box + * can take much more time as it needs to walk over all segments and arcs + * in the outline. To get the latter, you can use the 'ftbbox' + * component, which is dedicated to this single task. + * + * @input: + * glyph :: + * A handle to the source glyph object. + * + * mode :: + * The mode that indicates how to interpret the returned bounding box + * values. + * + * @output: + * acbox :: + * The glyph coordinate bounding box. Coordinates are expressed in + * 1/64th of pixels if it is grid-fitted. + * + * @note: + * Coordinates are relative to the glyph origin, using the y~upwards + * convention. + * + * If the glyph has been loaded with @FT_LOAD_NO_SCALE, `bbox_mode` must + * be set to @FT_GLYPH_BBOX_UNSCALED to get unscaled font units in 26.6 + * pixel format. The value @FT_GLYPH_BBOX_SUBPIXELS is another name for + * this constant. + * + * If the font is tricky and the glyph has been loaded with + * @FT_LOAD_NO_SCALE, the resulting CBox is meaningless. To get + * reasonable values for the CBox it is necessary to load the glyph at a + * large ppem value (so that the hinting instructions can properly shift + * and scale the subglyphs), then extracting the CBox, which can be + * eventually converted back to font units. + * + * Note that the maximum coordinates are exclusive, which means that one + * can compute the width and height of the glyph image (be it in integer + * or 26.6 pixels) as: + * + * ``` + * width = bbox.xMax - bbox.xMin; + * height = bbox.yMax - bbox.yMin; + * ``` + * + * Note also that for 26.6 coordinates, if `bbox_mode` is set to + * @FT_GLYPH_BBOX_GRIDFIT, the coordinates will also be grid-fitted, + * which corresponds to: + * + * ``` + * bbox.xMin = FLOOR(bbox.xMin); + * bbox.yMin = FLOOR(bbox.yMin); + * bbox.xMax = CEILING(bbox.xMax); + * bbox.yMax = CEILING(bbox.yMax); + * ``` + * + * To get the bbox in pixel coordinates, set `bbox_mode` to + * @FT_GLYPH_BBOX_TRUNCATE. + * + * To get the bbox in grid-fitted pixel coordinates, set `bbox_mode` to + * @FT_GLYPH_BBOX_PIXELS. + */ + FT_EXPORT( void ) + FT_Glyph_Get_CBox( FT_Glyph glyph, + FT_UInt bbox_mode, + FT_BBox *acbox ); + + + /************************************************************************** + * + * @function: + * FT_Glyph_To_Bitmap + * + * @description: + * Convert a given glyph object to a bitmap glyph object. + * + * @inout: + * the_glyph :: + * A pointer to a handle to the target glyph. + * + * @input: + * render_mode :: + * An enumeration that describes how the data is rendered. + * + * origin :: + * A pointer to a vector used to translate the glyph image before + * rendering. Can be~0 (if no translation). The origin is expressed + * in 26.6 pixels. + * + * destroy :: + * A boolean that indicates that the original glyph image should be + * destroyed by this function. It is never destroyed in case of error. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function does nothing if the glyph format isn't scalable. + * + * The glyph image is translated with the `origin` vector before + * rendering. + * + * The first parameter is a pointer to an @FT_Glyph handle that will be + * _replaced_ by this function (with newly allocated data). Typically, + * you would do something like the following (omitting error handling). + * + * ``` + * FT_Glyph glyph; + * FT_BitmapGlyph glyph_bitmap; + * + * + * // load glyph + * error = FT_Load_Char( face, glyph_index, FT_LOAD_DEFAULT ); + * + * // extract glyph image + * error = FT_Get_Glyph( face->glyph, &glyph ); + * + * // convert to a bitmap (default render mode + destroying old) + * if ( glyph->format != FT_GLYPH_FORMAT_BITMAP ) + * { + * error = FT_Glyph_To_Bitmap( &glyph, FT_RENDER_MODE_NORMAL, + * 0, 1 ); + * if ( error ) // `glyph' unchanged + * ... + * } + * + * // access bitmap content by typecasting + * glyph_bitmap = (FT_BitmapGlyph)glyph; + * + * // do funny stuff with it, like blitting/drawing + * ... + * + * // discard glyph image (bitmap or not) + * FT_Done_Glyph( glyph ); + * ``` + * + * Here is another example, again without error handling. + * + * ``` + * FT_Glyph glyphs[MAX_GLYPHS] + * + * + * ... + * + * for ( idx = 0; i < MAX_GLYPHS; i++ ) + * error = FT_Load_Glyph( face, idx, FT_LOAD_DEFAULT ) || + * FT_Get_Glyph ( face->glyph, &glyphs[idx] ); + * + * ... + * + * for ( idx = 0; i < MAX_GLYPHS; i++ ) + * { + * FT_Glyph bitmap = glyphs[idx]; + * + * + * ... + * + * // after this call, `bitmap' no longer points into + * // the `glyphs' array (and the old value isn't destroyed) + * FT_Glyph_To_Bitmap( &bitmap, FT_RENDER_MODE_MONO, 0, 0 ); + * + * ... + * + * FT_Done_Glyph( bitmap ); + * } + * + * ... + * + * for ( idx = 0; i < MAX_GLYPHS; i++ ) + * FT_Done_Glyph( glyphs[idx] ); + * ``` + */ + FT_EXPORT( FT_Error ) + FT_Glyph_To_Bitmap( FT_Glyph* the_glyph, + FT_Render_Mode render_mode, + const FT_Vector* origin, + FT_Bool destroy ); + + + /************************************************************************** + * + * @function: + * FT_Done_Glyph + * + * @description: + * Destroy a given glyph. + * + * @input: + * glyph :: + * A handle to the target glyph object. + */ + FT_EXPORT( void ) + FT_Done_Glyph( FT_Glyph glyph ); + + /* */ + + + /* other helpful functions */ + + /************************************************************************** + * + * @section: + * computations + * + */ + + + /************************************************************************** + * + * @function: + * FT_Matrix_Multiply + * + * @description: + * Perform the matrix operation `b = a*b`. + * + * @input: + * a :: + * A pointer to matrix `a`. + * + * @inout: + * b :: + * A pointer to matrix `b`. + * + * @note: + * The result is undefined if either `a` or `b` is zero. + * + * Since the function uses wrap-around arithmetic, results become + * meaningless if the arguments are very large. + */ + FT_EXPORT( void ) + FT_Matrix_Multiply( const FT_Matrix* a, + FT_Matrix* b ); + + + /************************************************************************** + * + * @function: + * FT_Matrix_Invert + * + * @description: + * Invert a 2x2 matrix. Return an error if it can't be inverted. + * + * @inout: + * matrix :: + * A pointer to the target matrix. Remains untouched in case of error. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Matrix_Invert( FT_Matrix* matrix ); + + /* */ + + +FT_END_HEADER + +#endif /* FTGLYPH_H_ */ + + +/* END */ + + +/* Local Variables: */ +/* coding: utf-8 */ +/* End: */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftgxval.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftgxval.h new file mode 100644 index 0000000..2d3f382 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftgxval.h @@ -0,0 +1,354 @@ +/**************************************************************************** + * + * ftgxval.h + * + * FreeType API for validating TrueTypeGX/AAT tables (specification). + * + * Copyright (C) 2004-2022 by + * Masatake YAMATO, Redhat K.K, + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + +/**************************************************************************** + * + * gxvalid is derived from both gxlayout module and otvalid module. + * Development of gxlayout is supported by the Information-technology + * Promotion Agency(IPA), Japan. + * + */ + + +#ifndef FTGXVAL_H_ +#define FTGXVAL_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * gx_validation + * + * @title: + * TrueTypeGX/AAT Validation + * + * @abstract: + * An API to validate TrueTypeGX/AAT tables. + * + * @description: + * This section contains the declaration of functions to validate some + * TrueTypeGX tables (feat, mort, morx, bsln, just, kern, opbd, trak, + * prop, lcar). + * + * @order: + * FT_TrueTypeGX_Validate + * FT_TrueTypeGX_Free + * + * FT_ClassicKern_Validate + * FT_ClassicKern_Free + * + * FT_VALIDATE_GX_LENGTH + * FT_VALIDATE_GXXXX + * FT_VALIDATE_CKERNXXX + * + */ + + /************************************************************************** + * + * + * Warning: Use `FT_VALIDATE_XXX` to validate a table. + * Following definitions are for gxvalid developers. + * + * + */ + +#define FT_VALIDATE_feat_INDEX 0 +#define FT_VALIDATE_mort_INDEX 1 +#define FT_VALIDATE_morx_INDEX 2 +#define FT_VALIDATE_bsln_INDEX 3 +#define FT_VALIDATE_just_INDEX 4 +#define FT_VALIDATE_kern_INDEX 5 +#define FT_VALIDATE_opbd_INDEX 6 +#define FT_VALIDATE_trak_INDEX 7 +#define FT_VALIDATE_prop_INDEX 8 +#define FT_VALIDATE_lcar_INDEX 9 +#define FT_VALIDATE_GX_LAST_INDEX FT_VALIDATE_lcar_INDEX + + + /************************************************************************** + * + * @macro: + * FT_VALIDATE_GX_LENGTH + * + * @description: + * The number of tables checked in this module. Use it as a parameter + * for the `table-length` argument of function @FT_TrueTypeGX_Validate. + */ +#define FT_VALIDATE_GX_LENGTH ( FT_VALIDATE_GX_LAST_INDEX + 1 ) + + /* */ + + /* Up to 0x1000 is used by otvalid. + Ox2xxx is reserved for feature OT extension. */ +#define FT_VALIDATE_GX_START 0x4000 +#define FT_VALIDATE_GX_BITFIELD( tag ) \ + ( FT_VALIDATE_GX_START << FT_VALIDATE_##tag##_INDEX ) + + + /************************************************************************** + * + * @enum: + * FT_VALIDATE_GXXXX + * + * @description: + * A list of bit-field constants used with @FT_TrueTypeGX_Validate to + * indicate which TrueTypeGX/AAT Type tables should be validated. + * + * @values: + * FT_VALIDATE_feat :: + * Validate 'feat' table. + * + * FT_VALIDATE_mort :: + * Validate 'mort' table. + * + * FT_VALIDATE_morx :: + * Validate 'morx' table. + * + * FT_VALIDATE_bsln :: + * Validate 'bsln' table. + * + * FT_VALIDATE_just :: + * Validate 'just' table. + * + * FT_VALIDATE_kern :: + * Validate 'kern' table. + * + * FT_VALIDATE_opbd :: + * Validate 'opbd' table. + * + * FT_VALIDATE_trak :: + * Validate 'trak' table. + * + * FT_VALIDATE_prop :: + * Validate 'prop' table. + * + * FT_VALIDATE_lcar :: + * Validate 'lcar' table. + * + * FT_VALIDATE_GX :: + * Validate all TrueTypeGX tables (feat, mort, morx, bsln, just, kern, + * opbd, trak, prop and lcar). + * + */ + +#define FT_VALIDATE_feat FT_VALIDATE_GX_BITFIELD( feat ) +#define FT_VALIDATE_mort FT_VALIDATE_GX_BITFIELD( mort ) +#define FT_VALIDATE_morx FT_VALIDATE_GX_BITFIELD( morx ) +#define FT_VALIDATE_bsln FT_VALIDATE_GX_BITFIELD( bsln ) +#define FT_VALIDATE_just FT_VALIDATE_GX_BITFIELD( just ) +#define FT_VALIDATE_kern FT_VALIDATE_GX_BITFIELD( kern ) +#define FT_VALIDATE_opbd FT_VALIDATE_GX_BITFIELD( opbd ) +#define FT_VALIDATE_trak FT_VALIDATE_GX_BITFIELD( trak ) +#define FT_VALIDATE_prop FT_VALIDATE_GX_BITFIELD( prop ) +#define FT_VALIDATE_lcar FT_VALIDATE_GX_BITFIELD( lcar ) + +#define FT_VALIDATE_GX ( FT_VALIDATE_feat | \ + FT_VALIDATE_mort | \ + FT_VALIDATE_morx | \ + FT_VALIDATE_bsln | \ + FT_VALIDATE_just | \ + FT_VALIDATE_kern | \ + FT_VALIDATE_opbd | \ + FT_VALIDATE_trak | \ + FT_VALIDATE_prop | \ + FT_VALIDATE_lcar ) + + + /************************************************************************** + * + * @function: + * FT_TrueTypeGX_Validate + * + * @description: + * Validate various TrueTypeGX tables to assure that all offsets and + * indices are valid. The idea is that a higher-level library that + * actually does the text layout can access those tables without error + * checking (which can be quite time consuming). + * + * @input: + * face :: + * A handle to the input face. + * + * validation_flags :: + * A bit field that specifies the tables to be validated. See + * @FT_VALIDATE_GXXXX for possible values. + * + * table_length :: + * The size of the `tables` array. Normally, @FT_VALIDATE_GX_LENGTH + * should be passed. + * + * @output: + * tables :: + * The array where all validated sfnt tables are stored. The array + * itself must be allocated by a client. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function only works with TrueTypeGX fonts, returning an error + * otherwise. + * + * After use, the application should deallocate the buffers pointed to by + * each `tables` element, by calling @FT_TrueTypeGX_Free. A `NULL` value + * indicates that the table either doesn't exist in the font, the + * application hasn't asked for validation, or the validator doesn't have + * the ability to validate the sfnt table. + */ + FT_EXPORT( FT_Error ) + FT_TrueTypeGX_Validate( FT_Face face, + FT_UInt validation_flags, + FT_Bytes tables[FT_VALIDATE_GX_LENGTH], + FT_UInt table_length ); + + + /************************************************************************** + * + * @function: + * FT_TrueTypeGX_Free + * + * @description: + * Free the buffer allocated by TrueTypeGX validator. + * + * @input: + * face :: + * A handle to the input face. + * + * table :: + * The pointer to the buffer allocated by @FT_TrueTypeGX_Validate. + * + * @note: + * This function must be used to free the buffer allocated by + * @FT_TrueTypeGX_Validate only. + */ + FT_EXPORT( void ) + FT_TrueTypeGX_Free( FT_Face face, + FT_Bytes table ); + + + /************************************************************************** + * + * @enum: + * FT_VALIDATE_CKERNXXX + * + * @description: + * A list of bit-field constants used with @FT_ClassicKern_Validate to + * indicate the classic kern dialect or dialects. If the selected type + * doesn't fit, @FT_ClassicKern_Validate regards the table as invalid. + * + * @values: + * FT_VALIDATE_MS :: + * Handle the 'kern' table as a classic Microsoft kern table. + * + * FT_VALIDATE_APPLE :: + * Handle the 'kern' table as a classic Apple kern table. + * + * FT_VALIDATE_CKERN :: + * Handle the 'kern' as either classic Apple or Microsoft kern table. + */ +#define FT_VALIDATE_MS ( FT_VALIDATE_GX_START << 0 ) +#define FT_VALIDATE_APPLE ( FT_VALIDATE_GX_START << 1 ) + +#define FT_VALIDATE_CKERN ( FT_VALIDATE_MS | FT_VALIDATE_APPLE ) + + + /************************************************************************** + * + * @function: + * FT_ClassicKern_Validate + * + * @description: + * Validate classic (16-bit format) kern table to assure that the + * offsets and indices are valid. The idea is that a higher-level + * library that actually does the text layout can access those tables + * without error checking (which can be quite time consuming). + * + * The 'kern' table validator in @FT_TrueTypeGX_Validate deals with both + * the new 32-bit format and the classic 16-bit format, while + * FT_ClassicKern_Validate only supports the classic 16-bit format. + * + * @input: + * face :: + * A handle to the input face. + * + * validation_flags :: + * A bit field that specifies the dialect to be validated. See + * @FT_VALIDATE_CKERNXXX for possible values. + * + * @output: + * ckern_table :: + * A pointer to the kern table. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * After use, the application should deallocate the buffers pointed to by + * `ckern_table`, by calling @FT_ClassicKern_Free. A `NULL` value + * indicates that the table doesn't exist in the font. + */ + FT_EXPORT( FT_Error ) + FT_ClassicKern_Validate( FT_Face face, + FT_UInt validation_flags, + FT_Bytes *ckern_table ); + + + /************************************************************************** + * + * @function: + * FT_ClassicKern_Free + * + * @description: + * Free the buffer allocated by classic Kern validator. + * + * @input: + * face :: + * A handle to the input face. + * + * table :: + * The pointer to the buffer that is allocated by + * @FT_ClassicKern_Validate. + * + * @note: + * This function must be used to free the buffer allocated by + * @FT_ClassicKern_Validate only. + */ + FT_EXPORT( void ) + FT_ClassicKern_Free( FT_Face face, + FT_Bytes table ); + + /* */ + + +FT_END_HEADER + +#endif /* FTGXVAL_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftgzip.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftgzip.h new file mode 100644 index 0000000..0880290 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftgzip.h @@ -0,0 +1,151 @@ +/**************************************************************************** + * + * ftgzip.h + * + * Gzip-compressed stream support. + * + * Copyright (C) 2002-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTGZIP_H_ +#define FTGZIP_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + /************************************************************************** + * + * @section: + * gzip + * + * @title: + * GZIP Streams + * + * @abstract: + * Using gzip-compressed font files. + * + * @description: + * In certain builds of the library, gzip compression recognition is + * automatically handled when calling @FT_New_Face or @FT_Open_Face. + * This means that if no font driver is capable of handling the raw + * compressed file, the library will try to open a gzipped stream from it + * and re-open the face with it. + * + * The stream implementation is very basic and resets the decompression + * process each time seeking backwards is needed within the stream, + * which significantly undermines the performance. + * + * This section contains the declaration of Gzip-specific functions. + * + */ + + + /************************************************************************** + * + * @function: + * FT_Stream_OpenGzip + * + * @description: + * Open a new stream to parse gzip-compressed font files. This is mainly + * used to support the compressed `*.pcf.gz` fonts that come with + * XFree86. + * + * @input: + * stream :: + * The target embedding stream. + * + * source :: + * The source stream. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The source stream must be opened _before_ calling this function. + * + * Calling the internal function `FT_Stream_Close` on the new stream will + * **not** call `FT_Stream_Close` on the source stream. None of the + * stream objects will be released to the heap. + * + * This function may return `FT_Err_Unimplemented_Feature` if your build + * of FreeType was not compiled with zlib support. + */ + FT_EXPORT( FT_Error ) + FT_Stream_OpenGzip( FT_Stream stream, + FT_Stream source ); + + + /************************************************************************** + * + * @function: + * FT_Gzip_Uncompress + * + * @description: + * Decompress a zipped input buffer into an output buffer. This function + * is modeled after zlib's `uncompress` function. + * + * @input: + * memory :: + * A FreeType memory handle. + * + * input :: + * The input buffer. + * + * input_len :: + * The length of the input buffer. + * + * @output: + * output :: + * The output buffer. + * + * @inout: + * output_len :: + * Before calling the function, this is the total size of the output + * buffer, which must be large enough to hold the entire uncompressed + * data (so the size of the uncompressed data must be known in + * advance). After calling the function, `output_len` is the size of + * the used data in `output`. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function may return `FT_Err_Unimplemented_Feature` if your build + * of FreeType was not compiled with zlib support. + * + * @since: + * 2.5.1 + */ + FT_EXPORT( FT_Error ) + FT_Gzip_Uncompress( FT_Memory memory, + FT_Byte* output, + FT_ULong* output_len, + const FT_Byte* input, + FT_ULong input_len ); + + /* */ + + +FT_END_HEADER + +#endif /* FTGZIP_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftimage.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftimage.h new file mode 100644 index 0000000..7f2d721 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftimage.h @@ -0,0 +1,1278 @@ +/**************************************************************************** + * + * ftimage.h + * + * FreeType glyph image formats and default raster interface + * (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + /************************************************************************** + * + * Note: A 'raster' is simply a scan-line converter, used to render + * FT_Outlines into FT_Bitmaps. + * + */ + + +#ifndef FTIMAGE_H_ +#define FTIMAGE_H_ + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * basic_types + * + */ + + + /************************************************************************** + * + * @type: + * FT_Pos + * + * @description: + * The type FT_Pos is used to store vectorial coordinates. Depending on + * the context, these can represent distances in integer font units, or + * 16.16, or 26.6 fixed-point pixel coordinates. + */ + typedef signed long FT_Pos; + + + /************************************************************************** + * + * @struct: + * FT_Vector + * + * @description: + * A simple structure used to store a 2D vector; coordinates are of the + * FT_Pos type. + * + * @fields: + * x :: + * The horizontal coordinate. + * y :: + * The vertical coordinate. + */ + typedef struct FT_Vector_ + { + FT_Pos x; + FT_Pos y; + + } FT_Vector; + + + /************************************************************************** + * + * @struct: + * FT_BBox + * + * @description: + * A structure used to hold an outline's bounding box, i.e., the + * coordinates of its extrema in the horizontal and vertical directions. + * + * @fields: + * xMin :: + * The horizontal minimum (left-most). + * + * yMin :: + * The vertical minimum (bottom-most). + * + * xMax :: + * The horizontal maximum (right-most). + * + * yMax :: + * The vertical maximum (top-most). + * + * @note: + * The bounding box is specified with the coordinates of the lower left + * and the upper right corner. In PostScript, those values are often + * called (llx,lly) and (urx,ury), respectively. + * + * If `yMin` is negative, this value gives the glyph's descender. + * Otherwise, the glyph doesn't descend below the baseline. Similarly, + * if `ymax` is positive, this value gives the glyph's ascender. + * + * `xMin` gives the horizontal distance from the glyph's origin to the + * left edge of the glyph's bounding box. If `xMin` is negative, the + * glyph extends to the left of the origin. + */ + typedef struct FT_BBox_ + { + FT_Pos xMin, yMin; + FT_Pos xMax, yMax; + + } FT_BBox; + + + /************************************************************************** + * + * @enum: + * FT_Pixel_Mode + * + * @description: + * An enumeration type used to describe the format of pixels in a given + * bitmap. Note that additional formats may be added in the future. + * + * @values: + * FT_PIXEL_MODE_NONE :: + * Value~0 is reserved. + * + * FT_PIXEL_MODE_MONO :: + * A monochrome bitmap, using 1~bit per pixel. Note that pixels are + * stored in most-significant order (MSB), which means that the + * left-most pixel in a byte has value 128. + * + * FT_PIXEL_MODE_GRAY :: + * An 8-bit bitmap, generally used to represent anti-aliased glyph + * images. Each pixel is stored in one byte. Note that the number of + * 'gray' levels is stored in the `num_grays` field of the @FT_Bitmap + * structure (it generally is 256). + * + * FT_PIXEL_MODE_GRAY2 :: + * A 2-bit per pixel bitmap, used to represent embedded anti-aliased + * bitmaps in font files according to the OpenType specification. We + * haven't found a single font using this format, however. + * + * FT_PIXEL_MODE_GRAY4 :: + * A 4-bit per pixel bitmap, representing embedded anti-aliased bitmaps + * in font files according to the OpenType specification. We haven't + * found a single font using this format, however. + * + * FT_PIXEL_MODE_LCD :: + * An 8-bit bitmap, representing RGB or BGR decimated glyph images used + * for display on LCD displays; the bitmap is three times wider than + * the original glyph image. See also @FT_RENDER_MODE_LCD. + * + * FT_PIXEL_MODE_LCD_V :: + * An 8-bit bitmap, representing RGB or BGR decimated glyph images used + * for display on rotated LCD displays; the bitmap is three times + * taller than the original glyph image. See also + * @FT_RENDER_MODE_LCD_V. + * + * FT_PIXEL_MODE_BGRA :: + * [Since 2.5] An image with four 8-bit channels per pixel, + * representing a color image (such as emoticons) with alpha channel. + * For each pixel, the format is BGRA, which means, the blue channel + * comes first in memory. The color channels are pre-multiplied and in + * the sRGB colorspace. For example, full red at half-translucent + * opacity will be represented as '00,00,80,80', not '00,00,FF,80'. + * See also @FT_LOAD_COLOR. + */ + typedef enum FT_Pixel_Mode_ + { + FT_PIXEL_MODE_NONE = 0, + FT_PIXEL_MODE_MONO, + FT_PIXEL_MODE_GRAY, + FT_PIXEL_MODE_GRAY2, + FT_PIXEL_MODE_GRAY4, + FT_PIXEL_MODE_LCD, + FT_PIXEL_MODE_LCD_V, + FT_PIXEL_MODE_BGRA, + + FT_PIXEL_MODE_MAX /* do not remove */ + + } FT_Pixel_Mode; + + + /* these constants are deprecated; use the corresponding `FT_Pixel_Mode` */ + /* values instead. */ +#define ft_pixel_mode_none FT_PIXEL_MODE_NONE +#define ft_pixel_mode_mono FT_PIXEL_MODE_MONO +#define ft_pixel_mode_grays FT_PIXEL_MODE_GRAY +#define ft_pixel_mode_pal2 FT_PIXEL_MODE_GRAY2 +#define ft_pixel_mode_pal4 FT_PIXEL_MODE_GRAY4 + + /* */ + + /* For debugging, the @FT_Pixel_Mode enumeration must stay in sync */ + /* with the `pixel_modes` array in file `ftobjs.c`. */ + + + /************************************************************************** + * + * @struct: + * FT_Bitmap + * + * @description: + * A structure used to describe a bitmap or pixmap to the raster. Note + * that we now manage pixmaps of various depths through the `pixel_mode` + * field. + * + * @fields: + * rows :: + * The number of bitmap rows. + * + * width :: + * The number of pixels in bitmap row. + * + * pitch :: + * The pitch's absolute value is the number of bytes taken by one + * bitmap row, including padding. However, the pitch is positive when + * the bitmap has a 'down' flow, and negative when it has an 'up' flow. + * In all cases, the pitch is an offset to add to a bitmap pointer in + * order to go down one row. + * + * Note that 'padding' means the alignment of a bitmap to a byte + * border, and FreeType functions normally align to the smallest + * possible integer value. + * + * For the B/W rasterizer, `pitch` is always an even number. + * + * To change the pitch of a bitmap (say, to make it a multiple of 4), + * use @FT_Bitmap_Convert. Alternatively, you might use callback + * functions to directly render to the application's surface; see the + * file `example2.cpp` in the tutorial for a demonstration. + * + * buffer :: + * A typeless pointer to the bitmap buffer. This value should be + * aligned on 32-bit boundaries in most cases. + * + * num_grays :: + * This field is only used with @FT_PIXEL_MODE_GRAY; it gives the + * number of gray levels used in the bitmap. + * + * pixel_mode :: + * The pixel mode, i.e., how pixel bits are stored. See @FT_Pixel_Mode + * for possible values. + * + * palette_mode :: + * This field is intended for paletted pixel modes; it indicates how + * the palette is stored. Not used currently. + * + * palette :: + * A typeless pointer to the bitmap palette; this field is intended for + * paletted pixel modes. Not used currently. + */ + typedef struct FT_Bitmap_ + { + unsigned int rows; + unsigned int width; + int pitch; + unsigned char* buffer; + unsigned short num_grays; + unsigned char pixel_mode; + unsigned char palette_mode; + void* palette; + + } FT_Bitmap; + + + /************************************************************************** + * + * @section: + * outline_processing + * + */ + + + /************************************************************************** + * + * @struct: + * FT_Outline + * + * @description: + * This structure is used to describe an outline to the scan-line + * converter. + * + * @fields: + * n_contours :: + * The number of contours in the outline. + * + * n_points :: + * The number of points in the outline. + * + * points :: + * A pointer to an array of `n_points` @FT_Vector elements, giving the + * outline's point coordinates. + * + * tags :: + * A pointer to an array of `n_points` chars, giving each outline + * point's type. + * + * If bit~0 is unset, the point is 'off' the curve, i.e., a Bezier + * control point, while it is 'on' if set. + * + * Bit~1 is meaningful for 'off' points only. If set, it indicates a + * third-order Bezier arc control point; and a second-order control + * point if unset. + * + * If bit~2 is set, bits 5-7 contain the drop-out mode (as defined in + * the OpenType specification; the value is the same as the argument to + * the 'SCANMODE' instruction). + * + * Bits 3 and~4 are reserved for internal purposes. + * + * contours :: + * An array of `n_contours` shorts, giving the end point of each + * contour within the outline. For example, the first contour is + * defined by the points '0' to `contours[0]`, the second one is + * defined by the points `contours[0]+1` to `contours[1]`, etc. + * + * flags :: + * A set of bit flags used to characterize the outline and give hints + * to the scan-converter and hinter on how to convert/grid-fit it. See + * @FT_OUTLINE_XXX. + * + * @note: + * The B/W rasterizer only checks bit~2 in the `tags` array for the first + * point of each contour. The drop-out mode as given with + * @FT_OUTLINE_IGNORE_DROPOUTS, @FT_OUTLINE_SMART_DROPOUTS, and + * @FT_OUTLINE_INCLUDE_STUBS in `flags` is then overridden. + */ + typedef struct FT_Outline_ + { + short n_contours; /* number of contours in glyph */ + short n_points; /* number of points in the glyph */ + + FT_Vector* points; /* the outline's points */ + char* tags; /* the points flags */ + short* contours; /* the contour end points */ + + int flags; /* outline masks */ + + } FT_Outline; + + /* */ + + /* Following limits must be consistent with */ + /* FT_Outline.{n_contours,n_points} */ +#define FT_OUTLINE_CONTOURS_MAX SHRT_MAX +#define FT_OUTLINE_POINTS_MAX SHRT_MAX + + + /************************************************************************** + * + * @enum: + * FT_OUTLINE_XXX + * + * @description: + * A list of bit-field constants used for the flags in an outline's + * `flags` field. + * + * @values: + * FT_OUTLINE_NONE :: + * Value~0 is reserved. + * + * FT_OUTLINE_OWNER :: + * If set, this flag indicates that the outline's field arrays (i.e., + * `points`, `flags`, and `contours`) are 'owned' by the outline + * object, and should thus be freed when it is destroyed. + * + * FT_OUTLINE_EVEN_ODD_FILL :: + * By default, outlines are filled using the non-zero winding rule. If + * set to 1, the outline will be filled using the even-odd fill rule + * (only works with the smooth rasterizer). + * + * FT_OUTLINE_REVERSE_FILL :: + * By default, outside contours of an outline are oriented in + * clock-wise direction, as defined in the TrueType specification. + * This flag is set if the outline uses the opposite direction + * (typically for Type~1 fonts). This flag is ignored by the scan + * converter. + * + * FT_OUTLINE_IGNORE_DROPOUTS :: + * By default, the scan converter will try to detect drop-outs in an + * outline and correct the glyph bitmap to ensure consistent shape + * continuity. If set, this flag hints the scan-line converter to + * ignore such cases. See below for more information. + * + * FT_OUTLINE_SMART_DROPOUTS :: + * Select smart dropout control. If unset, use simple dropout control. + * Ignored if @FT_OUTLINE_IGNORE_DROPOUTS is set. See below for more + * information. + * + * FT_OUTLINE_INCLUDE_STUBS :: + * If set, turn pixels on for 'stubs', otherwise exclude them. Ignored + * if @FT_OUTLINE_IGNORE_DROPOUTS is set. See below for more + * information. + * + * FT_OUTLINE_OVERLAP :: + * [Since 2.10.3] This flag indicates that this outline contains + * overlapping contours and the anti-aliased renderer should perform + * oversampling to mitigate possible artifacts. This flag should _not_ + * be set for well designed glyphs without overlaps because it quadruples + * the rendering time. + * + * FT_OUTLINE_HIGH_PRECISION :: + * This flag indicates that the scan-line converter should try to + * convert this outline to bitmaps with the highest possible quality. + * It is typically set for small character sizes. Note that this is + * only a hint that might be completely ignored by a given + * scan-converter. + * + * FT_OUTLINE_SINGLE_PASS :: + * This flag is set to force a given scan-converter to only use a + * single pass over the outline to render a bitmap glyph image. + * Normally, it is set for very large character sizes. It is only a + * hint that might be completely ignored by a given scan-converter. + * + * @note: + * The flags @FT_OUTLINE_IGNORE_DROPOUTS, @FT_OUTLINE_SMART_DROPOUTS, and + * @FT_OUTLINE_INCLUDE_STUBS are ignored by the smooth rasterizer. + * + * There exists a second mechanism to pass the drop-out mode to the B/W + * rasterizer; see the `tags` field in @FT_Outline. + * + * Please refer to the description of the 'SCANTYPE' instruction in the + * OpenType specification (in file `ttinst1.doc`) how simple drop-outs, + * smart drop-outs, and stubs are defined. + */ +#define FT_OUTLINE_NONE 0x0 +#define FT_OUTLINE_OWNER 0x1 +#define FT_OUTLINE_EVEN_ODD_FILL 0x2 +#define FT_OUTLINE_REVERSE_FILL 0x4 +#define FT_OUTLINE_IGNORE_DROPOUTS 0x8 +#define FT_OUTLINE_SMART_DROPOUTS 0x10 +#define FT_OUTLINE_INCLUDE_STUBS 0x20 +#define FT_OUTLINE_OVERLAP 0x40 + +#define FT_OUTLINE_HIGH_PRECISION 0x100 +#define FT_OUTLINE_SINGLE_PASS 0x200 + + + /* these constants are deprecated; use the corresponding */ + /* `FT_OUTLINE_XXX` values instead */ +#define ft_outline_none FT_OUTLINE_NONE +#define ft_outline_owner FT_OUTLINE_OWNER +#define ft_outline_even_odd_fill FT_OUTLINE_EVEN_ODD_FILL +#define ft_outline_reverse_fill FT_OUTLINE_REVERSE_FILL +#define ft_outline_ignore_dropouts FT_OUTLINE_IGNORE_DROPOUTS +#define ft_outline_high_precision FT_OUTLINE_HIGH_PRECISION +#define ft_outline_single_pass FT_OUTLINE_SINGLE_PASS + + /* */ + +#define FT_CURVE_TAG( flag ) ( flag & 0x03 ) + + /* see the `tags` field in `FT_Outline` for a description of the values */ +#define FT_CURVE_TAG_ON 0x01 +#define FT_CURVE_TAG_CONIC 0x00 +#define FT_CURVE_TAG_CUBIC 0x02 + +#define FT_CURVE_TAG_HAS_SCANMODE 0x04 + +#define FT_CURVE_TAG_TOUCH_X 0x08 /* reserved for TrueType hinter */ +#define FT_CURVE_TAG_TOUCH_Y 0x10 /* reserved for TrueType hinter */ + +#define FT_CURVE_TAG_TOUCH_BOTH ( FT_CURVE_TAG_TOUCH_X | \ + FT_CURVE_TAG_TOUCH_Y ) + /* values 0x20, 0x40, and 0x80 are reserved */ + + + /* these constants are deprecated; use the corresponding */ + /* `FT_CURVE_TAG_XXX` values instead */ +#define FT_Curve_Tag_On FT_CURVE_TAG_ON +#define FT_Curve_Tag_Conic FT_CURVE_TAG_CONIC +#define FT_Curve_Tag_Cubic FT_CURVE_TAG_CUBIC +#define FT_Curve_Tag_Touch_X FT_CURVE_TAG_TOUCH_X +#define FT_Curve_Tag_Touch_Y FT_CURVE_TAG_TOUCH_Y + + + /************************************************************************** + * + * @functype: + * FT_Outline_MoveToFunc + * + * @description: + * A function pointer type used to describe the signature of a 'move to' + * function during outline walking/decomposition. + * + * A 'move to' is emitted to start a new contour in an outline. + * + * @input: + * to :: + * A pointer to the target point of the 'move to'. + * + * user :: + * A typeless pointer, which is passed from the caller of the + * decomposition function. + * + * @return: + * Error code. 0~means success. + */ + typedef int + (*FT_Outline_MoveToFunc)( const FT_Vector* to, + void* user ); + +#define FT_Outline_MoveTo_Func FT_Outline_MoveToFunc + + + /************************************************************************** + * + * @functype: + * FT_Outline_LineToFunc + * + * @description: + * A function pointer type used to describe the signature of a 'line to' + * function during outline walking/decomposition. + * + * A 'line to' is emitted to indicate a segment in the outline. + * + * @input: + * to :: + * A pointer to the target point of the 'line to'. + * + * user :: + * A typeless pointer, which is passed from the caller of the + * decomposition function. + * + * @return: + * Error code. 0~means success. + */ + typedef int + (*FT_Outline_LineToFunc)( const FT_Vector* to, + void* user ); + +#define FT_Outline_LineTo_Func FT_Outline_LineToFunc + + + /************************************************************************** + * + * @functype: + * FT_Outline_ConicToFunc + * + * @description: + * A function pointer type used to describe the signature of a 'conic to' + * function during outline walking or decomposition. + * + * A 'conic to' is emitted to indicate a second-order Bezier arc in the + * outline. + * + * @input: + * control :: + * An intermediate control point between the last position and the new + * target in `to`. + * + * to :: + * A pointer to the target end point of the conic arc. + * + * user :: + * A typeless pointer, which is passed from the caller of the + * decomposition function. + * + * @return: + * Error code. 0~means success. + */ + typedef int + (*FT_Outline_ConicToFunc)( const FT_Vector* control, + const FT_Vector* to, + void* user ); + +#define FT_Outline_ConicTo_Func FT_Outline_ConicToFunc + + + /************************************************************************** + * + * @functype: + * FT_Outline_CubicToFunc + * + * @description: + * A function pointer type used to describe the signature of a 'cubic to' + * function during outline walking or decomposition. + * + * A 'cubic to' is emitted to indicate a third-order Bezier arc. + * + * @input: + * control1 :: + * A pointer to the first Bezier control point. + * + * control2 :: + * A pointer to the second Bezier control point. + * + * to :: + * A pointer to the target end point. + * + * user :: + * A typeless pointer, which is passed from the caller of the + * decomposition function. + * + * @return: + * Error code. 0~means success. + */ + typedef int + (*FT_Outline_CubicToFunc)( const FT_Vector* control1, + const FT_Vector* control2, + const FT_Vector* to, + void* user ); + +#define FT_Outline_CubicTo_Func FT_Outline_CubicToFunc + + + /************************************************************************** + * + * @struct: + * FT_Outline_Funcs + * + * @description: + * A structure to hold various function pointers used during outline + * decomposition in order to emit segments, conic, and cubic Beziers. + * + * @fields: + * move_to :: + * The 'move to' emitter. + * + * line_to :: + * The segment emitter. + * + * conic_to :: + * The second-order Bezier arc emitter. + * + * cubic_to :: + * The third-order Bezier arc emitter. + * + * shift :: + * The shift that is applied to coordinates before they are sent to the + * emitter. + * + * delta :: + * The delta that is applied to coordinates before they are sent to the + * emitter, but after the shift. + * + * @note: + * The point coordinates sent to the emitters are the transformed version + * of the original coordinates (this is important for high accuracy + * during scan-conversion). The transformation is simple: + * + * ``` + * x' = (x << shift) - delta + * y' = (y << shift) - delta + * ``` + * + * Set the values of `shift` and `delta` to~0 to get the original point + * coordinates. + */ + typedef struct FT_Outline_Funcs_ + { + FT_Outline_MoveToFunc move_to; + FT_Outline_LineToFunc line_to; + FT_Outline_ConicToFunc conic_to; + FT_Outline_CubicToFunc cubic_to; + + int shift; + FT_Pos delta; + + } FT_Outline_Funcs; + + + /************************************************************************** + * + * @section: + * basic_types + * + */ + + + /************************************************************************** + * + * @macro: + * FT_IMAGE_TAG + * + * @description: + * This macro converts four-letter tags to an unsigned long type. + * + * @note: + * Since many 16-bit compilers don't like 32-bit enumerations, you should + * redefine this macro in case of problems to something like this: + * + * ``` + * #define FT_IMAGE_TAG( value, _x1, _x2, _x3, _x4 ) value + * ``` + * + * to get a simple enumeration without assigning special numbers. + */ +#ifndef FT_IMAGE_TAG + +#define FT_IMAGE_TAG( value, _x1, _x2, _x3, _x4 ) \ + value = ( ( FT_STATIC_BYTE_CAST( unsigned long, _x1 ) << 24 ) | \ + ( FT_STATIC_BYTE_CAST( unsigned long, _x2 ) << 16 ) | \ + ( FT_STATIC_BYTE_CAST( unsigned long, _x3 ) << 8 ) | \ + FT_STATIC_BYTE_CAST( unsigned long, _x4 ) ) + +#endif /* FT_IMAGE_TAG */ + + + /************************************************************************** + * + * @enum: + * FT_Glyph_Format + * + * @description: + * An enumeration type used to describe the format of a given glyph + * image. Note that this version of FreeType only supports two image + * formats, even though future font drivers will be able to register + * their own format. + * + * @values: + * FT_GLYPH_FORMAT_NONE :: + * The value~0 is reserved. + * + * FT_GLYPH_FORMAT_COMPOSITE :: + * The glyph image is a composite of several other images. This format + * is _only_ used with @FT_LOAD_NO_RECURSE, and is used to report + * compound glyphs (like accented characters). + * + * FT_GLYPH_FORMAT_BITMAP :: + * The glyph image is a bitmap, and can be described as an @FT_Bitmap. + * You generally need to access the `bitmap` field of the + * @FT_GlyphSlotRec structure to read it. + * + * FT_GLYPH_FORMAT_OUTLINE :: + * The glyph image is a vectorial outline made of line segments and + * Bezier arcs; it can be described as an @FT_Outline; you generally + * want to access the `outline` field of the @FT_GlyphSlotRec structure + * to read it. + * + * FT_GLYPH_FORMAT_PLOTTER :: + * The glyph image is a vectorial path with no inside and outside + * contours. Some Type~1 fonts, like those in the Hershey family, + * contain glyphs in this format. These are described as @FT_Outline, + * but FreeType isn't currently capable of rendering them correctly. + * + * FT_GLYPH_FORMAT_SVG :: + * [Since 2.12] The glyph is represented by an SVG document in the + * 'SVG~' table. + */ + typedef enum FT_Glyph_Format_ + { + FT_IMAGE_TAG( FT_GLYPH_FORMAT_NONE, 0, 0, 0, 0 ), + + FT_IMAGE_TAG( FT_GLYPH_FORMAT_COMPOSITE, 'c', 'o', 'm', 'p' ), + FT_IMAGE_TAG( FT_GLYPH_FORMAT_BITMAP, 'b', 'i', 't', 's' ), + FT_IMAGE_TAG( FT_GLYPH_FORMAT_OUTLINE, 'o', 'u', 't', 'l' ), + FT_IMAGE_TAG( FT_GLYPH_FORMAT_PLOTTER, 'p', 'l', 'o', 't' ), + FT_IMAGE_TAG( FT_GLYPH_FORMAT_SVG, 'S', 'V', 'G', ' ' ) + + } FT_Glyph_Format; + + + /* these constants are deprecated; use the corresponding */ + /* `FT_Glyph_Format` values instead. */ +#define ft_glyph_format_none FT_GLYPH_FORMAT_NONE +#define ft_glyph_format_composite FT_GLYPH_FORMAT_COMPOSITE +#define ft_glyph_format_bitmap FT_GLYPH_FORMAT_BITMAP +#define ft_glyph_format_outline FT_GLYPH_FORMAT_OUTLINE +#define ft_glyph_format_plotter FT_GLYPH_FORMAT_PLOTTER + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** R A S T E R D E F I N I T I O N S *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + + /************************************************************************** + * + * @section: + * raster + * + * @title: + * Scanline Converter + * + * @abstract: + * How vectorial outlines are converted into bitmaps and pixmaps. + * + * @description: + * A raster or a rasterizer is a scan converter in charge of producing a + * pixel coverage bitmap that can be used as an alpha channel when + * compositing a glyph with a background. FreeType comes with two + * rasterizers: bilevel `raster1` and anti-aliased `smooth` are two + * separate modules. They are usually called from the high-level + * @FT_Load_Glyph or @FT_Render_Glyph functions and produce the entire + * coverage bitmap at once, while staying largely invisible to users. + * + * Instead of working with complete coverage bitmaps, it is also possible + * to intercept consecutive pixel runs on the same scanline with the same + * coverage, called _spans_, and process them individually. Only the + * `smooth` rasterizer permits this when calling @FT_Outline_Render with + * @FT_Raster_Params as described below. + * + * Working with either complete bitmaps or spans it is important to think + * of them as colorless coverage objects suitable as alpha channels to + * blend arbitrary colors with a background. For best results, it is + * recommended to use gamma correction, too. + * + * This section also describes the public API needed to set up alternative + * @FT_Renderer modules. + * + * @order: + * FT_Span + * FT_SpanFunc + * FT_Raster_Params + * FT_RASTER_FLAG_XXX + * + * FT_Raster + * FT_Raster_NewFunc + * FT_Raster_DoneFunc + * FT_Raster_ResetFunc + * FT_Raster_SetModeFunc + * FT_Raster_RenderFunc + * FT_Raster_Funcs + * + */ + + + /************************************************************************** + * + * @struct: + * FT_Span + * + * @description: + * A structure to model a single span of consecutive pixels when + * rendering an anti-aliased bitmap. + * + * @fields: + * x :: + * The span's horizontal start position. + * + * len :: + * The span's length in pixels. + * + * coverage :: + * The span color/coverage, ranging from 0 (background) to 255 + * (foreground). + * + * @note: + * This structure is used by the span drawing callback type named + * @FT_SpanFunc that takes the y~coordinate of the span as a parameter. + * + * The anti-aliased rasterizer produces coverage values from 0 to 255, + * this is, from completely transparent to completely opaque. + */ + typedef struct FT_Span_ + { + short x; + unsigned short len; + unsigned char coverage; + + } FT_Span; + + + /************************************************************************** + * + * @functype: + * FT_SpanFunc + * + * @description: + * A function used as a call-back by the anti-aliased renderer in order + * to let client applications draw themselves the pixel spans on each + * scan line. + * + * @input: + * y :: + * The scanline's upward y~coordinate. + * + * count :: + * The number of spans to draw on this scanline. + * + * spans :: + * A table of `count` spans to draw on the scanline. + * + * user :: + * User-supplied data that is passed to the callback. + * + * @note: + * This callback allows client applications to directly render the spans + * of the anti-aliased bitmap to any kind of surfaces. + * + * This can be used to write anti-aliased outlines directly to a given + * background bitmap using alpha compositing. It can also be used for + * oversampling and averaging. + */ + typedef void + (*FT_SpanFunc)( int y, + int count, + const FT_Span* spans, + void* user ); + +#define FT_Raster_Span_Func FT_SpanFunc + + + /************************************************************************** + * + * @functype: + * FT_Raster_BitTest_Func + * + * @description: + * Deprecated, unimplemented. + */ + typedef int + (*FT_Raster_BitTest_Func)( int y, + int x, + void* user ); + + + /************************************************************************** + * + * @functype: + * FT_Raster_BitSet_Func + * + * @description: + * Deprecated, unimplemented. + */ + typedef void + (*FT_Raster_BitSet_Func)( int y, + int x, + void* user ); + + + /************************************************************************** + * + * @enum: + * FT_RASTER_FLAG_XXX + * + * @description: + * A list of bit flag constants as used in the `flags` field of a + * @FT_Raster_Params structure. + * + * @values: + * FT_RASTER_FLAG_DEFAULT :: + * This value is 0. + * + * FT_RASTER_FLAG_AA :: + * This flag is set to indicate that an anti-aliased glyph image should + * be generated. Otherwise, it will be monochrome (1-bit). + * + * FT_RASTER_FLAG_DIRECT :: + * This flag is set to indicate direct rendering. In this mode, client + * applications must provide their own span callback. This lets them + * directly draw or compose over an existing bitmap. If this bit is + * _not_ set, the target pixmap's buffer _must_ be zeroed before + * rendering and the output will be clipped to its size. + * + * Direct rendering is only possible with anti-aliased glyphs. + * + * FT_RASTER_FLAG_CLIP :: + * This flag is only used in direct rendering mode. If set, the output + * will be clipped to a box specified in the `clip_box` field of the + * @FT_Raster_Params structure. Otherwise, the `clip_box` is + * effectively set to the bounding box and all spans are generated. + * + * FT_RASTER_FLAG_SDF :: + * This flag is set to indicate that a signed distance field glyph + * image should be generated. This is only used while rendering with + * the @FT_RENDER_MODE_SDF render mode. + */ +#define FT_RASTER_FLAG_DEFAULT 0x0 +#define FT_RASTER_FLAG_AA 0x1 +#define FT_RASTER_FLAG_DIRECT 0x2 +#define FT_RASTER_FLAG_CLIP 0x4 +#define FT_RASTER_FLAG_SDF 0x8 + + /* these constants are deprecated; use the corresponding */ + /* `FT_RASTER_FLAG_XXX` values instead */ +#define ft_raster_flag_default FT_RASTER_FLAG_DEFAULT +#define ft_raster_flag_aa FT_RASTER_FLAG_AA +#define ft_raster_flag_direct FT_RASTER_FLAG_DIRECT +#define ft_raster_flag_clip FT_RASTER_FLAG_CLIP + + + /************************************************************************** + * + * @struct: + * FT_Raster_Params + * + * @description: + * A structure to hold the parameters used by a raster's render function, + * passed as an argument to @FT_Outline_Render. + * + * @fields: + * target :: + * The target bitmap. + * + * source :: + * A pointer to the source glyph image (e.g., an @FT_Outline). + * + * flags :: + * The rendering flags. + * + * gray_spans :: + * The gray span drawing callback. + * + * black_spans :: + * Unused. + * + * bit_test :: + * Unused. + * + * bit_set :: + * Unused. + * + * user :: + * User-supplied data that is passed to each drawing callback. + * + * clip_box :: + * An optional span clipping box expressed in _integer_ pixels + * (not in 26.6 fixed-point units). + * + * @note: + * The @FT_RASTER_FLAG_AA bit flag must be set in the `flags` to + * generate an anti-aliased glyph bitmap, otherwise a monochrome bitmap + * is generated. The `target` should have appropriate pixel mode and its + * dimensions define the clipping region. + * + * If both @FT_RASTER_FLAG_AA and @FT_RASTER_FLAG_DIRECT bit flags + * are set in `flags`, the raster calls an @FT_SpanFunc callback + * `gray_spans` with `user` data as an argument ignoring `target`. This + * allows direct composition over a pre-existing user surface to perform + * the span drawing and composition. To optionally clip the spans, set + * the @FT_RASTER_FLAG_CLIP flag and `clip_box`. The monochrome raster + * does not support the direct mode. + * + * The gray-level rasterizer always uses 256 gray levels. If you want + * fewer gray levels, you have to use @FT_RASTER_FLAG_DIRECT and reduce + * the levels in the callback function. + */ + typedef struct FT_Raster_Params_ + { + const FT_Bitmap* target; + const void* source; + int flags; + FT_SpanFunc gray_spans; + FT_SpanFunc black_spans; /* unused */ + FT_Raster_BitTest_Func bit_test; /* unused */ + FT_Raster_BitSet_Func bit_set; /* unused */ + void* user; + FT_BBox clip_box; + + } FT_Raster_Params; + + + /************************************************************************** + * + * @type: + * FT_Raster + * + * @description: + * An opaque handle (pointer) to a raster object. Each object can be + * used independently to convert an outline into a bitmap or pixmap. + * + * @note: + * In FreeType 2, all rasters are now encapsulated within specific + * @FT_Renderer modules and only used in their context. + * + */ + typedef struct FT_RasterRec_* FT_Raster; + + + /************************************************************************** + * + * @functype: + * FT_Raster_NewFunc + * + * @description: + * A function used to create a new raster object. + * + * @input: + * memory :: + * A handle to the memory allocator. + * + * @output: + * raster :: + * A handle to the new raster object. + * + * @return: + * Error code. 0~means success. + * + * @note: + * The `memory` parameter is a typeless pointer in order to avoid + * un-wanted dependencies on the rest of the FreeType code. In practice, + * it is an @FT_Memory object, i.e., a handle to the standard FreeType + * memory allocator. However, this field can be completely ignored by a + * given raster implementation. + */ + typedef int + (*FT_Raster_NewFunc)( void* memory, + FT_Raster* raster ); + +#define FT_Raster_New_Func FT_Raster_NewFunc + + + /************************************************************************** + * + * @functype: + * FT_Raster_DoneFunc + * + * @description: + * A function used to destroy a given raster object. + * + * @input: + * raster :: + * A handle to the raster object. + */ + typedef void + (*FT_Raster_DoneFunc)( FT_Raster raster ); + +#define FT_Raster_Done_Func FT_Raster_DoneFunc + + + /************************************************************************** + * + * @functype: + * FT_Raster_ResetFunc + * + * @description: + * FreeType used to provide an area of memory called the 'render pool' + * available to all registered rasterizers. This was not thread safe, + * however, and now FreeType never allocates this pool. + * + * This function is called after a new raster object is created. + * + * @input: + * raster :: + * A handle to the new raster object. + * + * pool_base :: + * Previously, the address in memory of the render pool. Set this to + * `NULL`. + * + * pool_size :: + * Previously, the size in bytes of the render pool. Set this to 0. + * + * @note: + * Rasterizers should rely on dynamic or stack allocation if they want to + * (a handle to the memory allocator is passed to the rasterizer + * constructor). + */ + typedef void + (*FT_Raster_ResetFunc)( FT_Raster raster, + unsigned char* pool_base, + unsigned long pool_size ); + +#define FT_Raster_Reset_Func FT_Raster_ResetFunc + + + /************************************************************************** + * + * @functype: + * FT_Raster_SetModeFunc + * + * @description: + * This function is a generic facility to change modes or attributes in a + * given raster. This can be used for debugging purposes, or simply to + * allow implementation-specific 'features' in a given raster module. + * + * @input: + * raster :: + * A handle to the new raster object. + * + * mode :: + * A 4-byte tag used to name the mode or property. + * + * args :: + * A pointer to the new mode/property to use. + */ + typedef int + (*FT_Raster_SetModeFunc)( FT_Raster raster, + unsigned long mode, + void* args ); + +#define FT_Raster_Set_Mode_Func FT_Raster_SetModeFunc + + + /************************************************************************** + * + * @functype: + * FT_Raster_RenderFunc + * + * @description: + * Invoke a given raster to scan-convert a given glyph image into a + * target bitmap. + * + * @input: + * raster :: + * A handle to the raster object. + * + * params :: + * A pointer to an @FT_Raster_Params structure used to store the + * rendering parameters. + * + * @return: + * Error code. 0~means success. + * + * @note: + * The exact format of the source image depends on the raster's glyph + * format defined in its @FT_Raster_Funcs structure. It can be an + * @FT_Outline or anything else in order to support a large array of + * glyph formats. + * + * Note also that the render function can fail and return a + * `FT_Err_Unimplemented_Feature` error code if the raster used does not + * support direct composition. + */ + typedef int + (*FT_Raster_RenderFunc)( FT_Raster raster, + const FT_Raster_Params* params ); + +#define FT_Raster_Render_Func FT_Raster_RenderFunc + + + /************************************************************************** + * + * @struct: + * FT_Raster_Funcs + * + * @description: + * A structure used to describe a given raster class to the library. + * + * @fields: + * glyph_format :: + * The supported glyph format for this raster. + * + * raster_new :: + * The raster constructor. + * + * raster_reset :: + * Used to reset the render pool within the raster. + * + * raster_render :: + * A function to render a glyph into a given bitmap. + * + * raster_done :: + * The raster destructor. + */ + typedef struct FT_Raster_Funcs_ + { + FT_Glyph_Format glyph_format; + + FT_Raster_NewFunc raster_new; + FT_Raster_ResetFunc raster_reset; + FT_Raster_SetModeFunc raster_set_mode; + FT_Raster_RenderFunc raster_render; + FT_Raster_DoneFunc raster_done; + + } FT_Raster_Funcs; + + /* */ + + +FT_END_HEADER + +#endif /* FTIMAGE_H_ */ + + +/* END */ + + +/* Local Variables: */ +/* coding: utf-8 */ +/* End: */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftincrem.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftincrem.h new file mode 100644 index 0000000..3b3d93c --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftincrem.h @@ -0,0 +1,348 @@ +/**************************************************************************** + * + * ftincrem.h + * + * FreeType incremental loading (specification). + * + * Copyright (C) 2002-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTINCREM_H_ +#define FTINCREM_H_ + +#include +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + /************************************************************************** + * + * @section: + * incremental + * + * @title: + * Incremental Loading + * + * @abstract: + * Custom Glyph Loading. + * + * @description: + * This section contains various functions used to perform so-called + * 'incremental' glyph loading. This is a mode where all glyphs loaded + * from a given @FT_Face are provided by the client application. + * + * Apart from that, all other tables are loaded normally from the font + * file. This mode is useful when FreeType is used within another + * engine, e.g., a PostScript Imaging Processor. + * + * To enable this mode, you must use @FT_Open_Face, passing an + * @FT_Parameter with the @FT_PARAM_TAG_INCREMENTAL tag and an + * @FT_Incremental_Interface value. See the comments for + * @FT_Incremental_InterfaceRec for an example. + * + */ + + + /************************************************************************** + * + * @type: + * FT_Incremental + * + * @description: + * An opaque type describing a user-provided object used to implement + * 'incremental' glyph loading within FreeType. This is used to support + * embedded fonts in certain environments (e.g., PostScript + * interpreters), where the glyph data isn't in the font file, or must be + * overridden by different values. + * + * @note: + * It is up to client applications to create and implement + * @FT_Incremental objects, as long as they provide implementations for + * the methods @FT_Incremental_GetGlyphDataFunc, + * @FT_Incremental_FreeGlyphDataFunc and + * @FT_Incremental_GetGlyphMetricsFunc. + * + * See the description of @FT_Incremental_InterfaceRec to understand how + * to use incremental objects with FreeType. + * + */ + typedef struct FT_IncrementalRec_* FT_Incremental; + + + /************************************************************************** + * + * @struct: + * FT_Incremental_MetricsRec + * + * @description: + * A small structure used to contain the basic glyph metrics returned by + * the @FT_Incremental_GetGlyphMetricsFunc method. + * + * @fields: + * bearing_x :: + * Left bearing, in font units. + * + * bearing_y :: + * Top bearing, in font units. + * + * advance :: + * Horizontal component of glyph advance, in font units. + * + * advance_v :: + * Vertical component of glyph advance, in font units. + * + * @note: + * These correspond to horizontal or vertical metrics depending on the + * value of the `vertical` argument to the function + * @FT_Incremental_GetGlyphMetricsFunc. + * + */ + typedef struct FT_Incremental_MetricsRec_ + { + FT_Long bearing_x; + FT_Long bearing_y; + FT_Long advance; + FT_Long advance_v; /* since 2.3.12 */ + + } FT_Incremental_MetricsRec; + + + /************************************************************************** + * + * @struct: + * FT_Incremental_Metrics + * + * @description: + * A handle to an @FT_Incremental_MetricsRec structure. + * + */ + typedef struct FT_Incremental_MetricsRec_* FT_Incremental_Metrics; + + + /************************************************************************** + * + * @type: + * FT_Incremental_GetGlyphDataFunc + * + * @description: + * A function called by FreeType to access a given glyph's data bytes + * during @FT_Load_Glyph or @FT_Load_Char if incremental loading is + * enabled. + * + * Note that the format of the glyph's data bytes depends on the font + * file format. For TrueType, it must correspond to the raw bytes within + * the 'glyf' table. For PostScript formats, it must correspond to the + * **unencrypted** charstring bytes, without any `lenIV` header. It is + * undefined for any other format. + * + * @input: + * incremental :: + * Handle to an opaque @FT_Incremental handle provided by the client + * application. + * + * glyph_index :: + * Index of relevant glyph. + * + * @output: + * adata :: + * A structure describing the returned glyph data bytes (which will be + * accessed as a read-only byte block). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * If this function returns successfully the method + * @FT_Incremental_FreeGlyphDataFunc will be called later to release the + * data bytes. + * + * Nested calls to @FT_Incremental_GetGlyphDataFunc can happen for + * compound glyphs. + * + */ + typedef FT_Error + (*FT_Incremental_GetGlyphDataFunc)( FT_Incremental incremental, + FT_UInt glyph_index, + FT_Data* adata ); + + + /************************************************************************** + * + * @type: + * FT_Incremental_FreeGlyphDataFunc + * + * @description: + * A function used to release the glyph data bytes returned by a + * successful call to @FT_Incremental_GetGlyphDataFunc. + * + * @input: + * incremental :: + * A handle to an opaque @FT_Incremental handle provided by the client + * application. + * + * data :: + * A structure describing the glyph data bytes (which will be accessed + * as a read-only byte block). + * + */ + typedef void + (*FT_Incremental_FreeGlyphDataFunc)( FT_Incremental incremental, + FT_Data* data ); + + + /************************************************************************** + * + * @type: + * FT_Incremental_GetGlyphMetricsFunc + * + * @description: + * A function used to retrieve the basic metrics of a given glyph index + * before accessing its data. This allows for handling font types such + * as PCL~XL Format~1, Class~2 downloaded TrueType fonts, where the glyph + * metrics (`hmtx` and `vmtx` tables) are permitted to be omitted from + * the font, and the relevant metrics included in the header of the glyph + * outline data. Importantly, this is not intended to allow custom glyph + * metrics (for example, Postscript Metrics dictionaries), because that + * conflicts with the requirements of outline hinting. Such custom + * metrics must be handled separately, by the calling application. + * + * @input: + * incremental :: + * A handle to an opaque @FT_Incremental handle provided by the client + * application. + * + * glyph_index :: + * Index of relevant glyph. + * + * vertical :: + * If true, return vertical metrics. + * + * ametrics :: + * This parameter is used for both input and output. The original + * glyph metrics, if any, in font units. If metrics are not available + * all the values must be set to zero. + * + * @output: + * ametrics :: + * The glyph metrics in font units. + * + */ + typedef FT_Error + (*FT_Incremental_GetGlyphMetricsFunc) + ( FT_Incremental incremental, + FT_UInt glyph_index, + FT_Bool vertical, + FT_Incremental_MetricsRec *ametrics ); + + + /************************************************************************** + * + * @struct: + * FT_Incremental_FuncsRec + * + * @description: + * A table of functions for accessing fonts that load data incrementally. + * Used in @FT_Incremental_InterfaceRec. + * + * @fields: + * get_glyph_data :: + * The function to get glyph data. Must not be null. + * + * free_glyph_data :: + * The function to release glyph data. Must not be null. + * + * get_glyph_metrics :: + * The function to get glyph metrics. May be null if the font does not + * require it. + * + */ + typedef struct FT_Incremental_FuncsRec_ + { + FT_Incremental_GetGlyphDataFunc get_glyph_data; + FT_Incremental_FreeGlyphDataFunc free_glyph_data; + FT_Incremental_GetGlyphMetricsFunc get_glyph_metrics; + + } FT_Incremental_FuncsRec; + + + /************************************************************************** + * + * @struct: + * FT_Incremental_InterfaceRec + * + * @description: + * A structure to be used with @FT_Open_Face to indicate that the user + * wants to support incremental glyph loading. You should use it with + * @FT_PARAM_TAG_INCREMENTAL as in the following example: + * + * ``` + * FT_Incremental_InterfaceRec inc_int; + * FT_Parameter parameter; + * FT_Open_Args open_args; + * + * + * // set up incremental descriptor + * inc_int.funcs = my_funcs; + * inc_int.object = my_object; + * + * // set up optional parameter + * parameter.tag = FT_PARAM_TAG_INCREMENTAL; + * parameter.data = &inc_int; + * + * // set up FT_Open_Args structure + * open_args.flags = FT_OPEN_PATHNAME | FT_OPEN_PARAMS; + * open_args.pathname = my_font_pathname; + * open_args.num_params = 1; + * open_args.params = ¶meter; // we use one optional argument + * + * // open the font + * error = FT_Open_Face( library, &open_args, index, &face ); + * ... + * ``` + * + */ + typedef struct FT_Incremental_InterfaceRec_ + { + const FT_Incremental_FuncsRec* funcs; + FT_Incremental object; + + } FT_Incremental_InterfaceRec; + + + /************************************************************************** + * + * @type: + * FT_Incremental_Interface + * + * @description: + * A pointer to an @FT_Incremental_InterfaceRec structure. + * + */ + typedef FT_Incremental_InterfaceRec* FT_Incremental_Interface; + + + /* */ + + +FT_END_HEADER + +#endif /* FTINCREM_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlcdfil.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlcdfil.h new file mode 100644 index 0000000..c767c6c --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlcdfil.h @@ -0,0 +1,323 @@ +/**************************************************************************** + * + * ftlcdfil.h + * + * FreeType API for color filtering of subpixel bitmap glyphs + * (specification). + * + * Copyright (C) 2006-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTLCDFIL_H_ +#define FTLCDFIL_H_ + +#include +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + /************************************************************************** + * + * @section: + * lcd_rendering + * + * @title: + * Subpixel Rendering + * + * @abstract: + * API to control subpixel rendering. + * + * @description: + * FreeType provides two alternative subpixel rendering technologies. + * Should you define `FT_CONFIG_OPTION_SUBPIXEL_RENDERING` in your + * `ftoption.h` file, this enables ClearType-style rendering. + * Otherwise, Harmony LCD rendering is enabled. These technologies are + * controlled differently and API described below, although always + * available, performs its function when appropriate method is enabled + * and does nothing otherwise. + * + * ClearType-style LCD rendering exploits the color-striped structure of + * LCD pixels, increasing the available resolution in the direction of + * the stripe (usually horizontal RGB) by a factor of~3. Using the + * subpixel coverages unfiltered can create severe color fringes + * especially when rendering thin features. Indeed, to produce + * black-on-white text, the nearby color subpixels must be dimmed + * evenly. Therefore, an equalizing 5-tap FIR filter should be applied + * to subpixel coverages regardless of pixel boundaries and should have + * these properties: + * + * 1. It should be symmetrical, like {~a, b, c, b, a~}, to avoid + * any shifts in appearance. + * + * 2. It should be color-balanced, meaning a~+ b~=~c, to reduce color + * fringes by distributing the computed coverage for one subpixel to + * all subpixels equally. + * + * 3. It should be normalized, meaning 2a~+ 2b~+ c~=~1.0 to maintain + * overall brightness. + * + * Boxy 3-tap filter {0, 1/3, 1/3, 1/3, 0} is sharper but is less + * forgiving of non-ideal gamma curves of a screen (and viewing angles), + * beveled filters are fuzzier but more tolerant. + * + * Use the @FT_Library_SetLcdFilter or @FT_Library_SetLcdFilterWeights + * API to specify a low-pass filter, which is then applied to + * subpixel-rendered bitmaps generated through @FT_Render_Glyph. + * + * Harmony LCD rendering is suitable to panels with any regular subpixel + * structure, not just monitors with 3 color striped subpixels, as long + * as the color subpixels have fixed positions relative to the pixel + * center. In this case, each color channel can be rendered separately + * after shifting the outline opposite to the subpixel shift so that the + * coverage maps are aligned. This method is immune to color fringes + * because the shifts do not change integral coverage. + * + * The subpixel geometry must be specified by xy-coordinates for each + * subpixel. By convention they may come in the RGB order: {{-1/3, 0}, + * {0, 0}, {1/3, 0}} for standard RGB striped panel or {{-1/6, 1/4}, + * {-1/6, -1/4}, {1/3, 0}} for a certain PenTile panel. + * + * Use the @FT_Library_SetLcdGeometry API to specify subpixel positions. + * If one follows the RGB order convention, the same order applies to the + * resulting @FT_PIXEL_MODE_LCD and @FT_PIXEL_MODE_LCD_V bitmaps. Note, + * however, that the coordinate frame for the latter must be rotated + * clockwise. Harmony with default LCD geometry is equivalent to + * ClearType with light filter. + * + * As a result of ClearType filtering or Harmony shifts, the resulting + * dimensions of LCD bitmaps can be slightly wider or taller than the + * dimensions the original outline with regard to the pixel grid. + * For example, for @FT_RENDER_MODE_LCD, the filter adds 2~subpixels to + * the left, and 2~subpixels to the right. The bitmap offset values are + * adjusted accordingly, so clients shouldn't need to modify their layout + * and glyph positioning code when enabling the filter. + * + * The ClearType and Harmony rendering is applicable to glyph bitmaps + * rendered through @FT_Render_Glyph, @FT_Load_Glyph, @FT_Load_Char, and + * @FT_Glyph_To_Bitmap, when @FT_RENDER_MODE_LCD or @FT_RENDER_MODE_LCD_V + * is specified. This API does not control @FT_Outline_Render and + * @FT_Outline_Get_Bitmap. + * + * The described algorithms can completely remove color artefacts when + * combined with gamma-corrected alpha blending in linear space. Each of + * the 3~alpha values (subpixels) must by independently used to blend one + * color channel. That is, red alpha blends the red channel of the text + * color with the red channel of the background pixel. + */ + + + /************************************************************************** + * + * @enum: + * FT_LcdFilter + * + * @description: + * A list of values to identify various types of LCD filters. + * + * @values: + * FT_LCD_FILTER_NONE :: + * Do not perform filtering. When used with subpixel rendering, this + * results in sometimes severe color fringes. + * + * FT_LCD_FILTER_DEFAULT :: + * This is a beveled, normalized, and color-balanced five-tap filter + * with weights of [0x08 0x4D 0x56 0x4D 0x08] in 1/256th units. + * + * FT_LCD_FILTER_LIGHT :: + * this is a boxy, normalized, and color-balanced three-tap filter with + * weights of [0x00 0x55 0x56 0x55 0x00] in 1/256th units. + * + * FT_LCD_FILTER_LEGACY :: + * FT_LCD_FILTER_LEGACY1 :: + * This filter corresponds to the original libXft color filter. It + * provides high contrast output but can exhibit really bad color + * fringes if glyphs are not extremely well hinted to the pixel grid. + * This filter is only provided for comparison purposes, and might be + * disabled or stay unsupported in the future. The second value is + * provided for compatibility with FontConfig, which historically used + * different enumeration, sometimes incorrectly forwarded to FreeType. + * + * @since: + * 2.3.0 (`FT_LCD_FILTER_LEGACY1` since 2.6.2) + */ + typedef enum FT_LcdFilter_ + { + FT_LCD_FILTER_NONE = 0, + FT_LCD_FILTER_DEFAULT = 1, + FT_LCD_FILTER_LIGHT = 2, + FT_LCD_FILTER_LEGACY1 = 3, + FT_LCD_FILTER_LEGACY = 16, + + FT_LCD_FILTER_MAX /* do not remove */ + + } FT_LcdFilter; + + + /************************************************************************** + * + * @function: + * FT_Library_SetLcdFilter + * + * @description: + * This function is used to change filter applied to LCD decimated + * bitmaps, like the ones used when calling @FT_Render_Glyph with + * @FT_RENDER_MODE_LCD or @FT_RENDER_MODE_LCD_V. + * + * @input: + * library :: + * A handle to the target library instance. + * + * filter :: + * The filter type. + * + * You can use @FT_LCD_FILTER_NONE here to disable this feature, or + * @FT_LCD_FILTER_DEFAULT to use a default filter that should work well + * on most LCD screens. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Since 2.10.3 the LCD filtering is enabled with @FT_LCD_FILTER_DEFAULT. + * It is no longer necessary to call this function explicitly except + * to choose a different filter or disable filtering altogether with + * @FT_LCD_FILTER_NONE. + * + * This function does nothing but returns `FT_Err_Unimplemented_Feature` + * if the configuration macro `FT_CONFIG_OPTION_SUBPIXEL_RENDERING` is + * not defined in your build of the library. + * + * @since: + * 2.3.0 + */ + FT_EXPORT( FT_Error ) + FT_Library_SetLcdFilter( FT_Library library, + FT_LcdFilter filter ); + + + /************************************************************************** + * + * @function: + * FT_Library_SetLcdFilterWeights + * + * @description: + * This function can be used to enable LCD filter with custom weights, + * instead of using presets in @FT_Library_SetLcdFilter. + * + * @input: + * library :: + * A handle to the target library instance. + * + * weights :: + * A pointer to an array; the function copies the first five bytes and + * uses them to specify the filter weights in 1/256th units. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function does nothing but returns `FT_Err_Unimplemented_Feature` + * if the configuration macro `FT_CONFIG_OPTION_SUBPIXEL_RENDERING` is + * not defined in your build of the library. + * + * LCD filter weights can also be set per face using @FT_Face_Properties + * with @FT_PARAM_TAG_LCD_FILTER_WEIGHTS. + * + * @since: + * 2.4.0 + */ + FT_EXPORT( FT_Error ) + FT_Library_SetLcdFilterWeights( FT_Library library, + unsigned char *weights ); + + + /************************************************************************** + * + * @type: + * FT_LcdFiveTapFilter + * + * @description: + * A typedef for passing the five LCD filter weights to + * @FT_Face_Properties within an @FT_Parameter structure. + * + * @since: + * 2.8 + * + */ +#define FT_LCD_FILTER_FIVE_TAPS 5 + + typedef FT_Byte FT_LcdFiveTapFilter[FT_LCD_FILTER_FIVE_TAPS]; + + + /************************************************************************** + * + * @function: + * FT_Library_SetLcdGeometry + * + * @description: + * This function can be used to modify default positions of color + * subpixels, which controls Harmony LCD rendering. + * + * @input: + * library :: + * A handle to the target library instance. + * + * sub :: + * A pointer to an array of 3 vectors in 26.6 fractional pixel format; + * the function modifies the default values, see the note below. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Subpixel geometry examples: + * + * - {{-21, 0}, {0, 0}, {21, 0}} is the default, corresponding to 3 color + * stripes shifted by a third of a pixel. This could be an RGB panel. + * + * - {{21, 0}, {0, 0}, {-21, 0}} looks the same as the default but can + * specify a BGR panel instead, while keeping the bitmap in the same + * RGB888 format. + * + * - {{0, 21}, {0, 0}, {0, -21}} is the vertical RGB, but the bitmap + * stays RGB888 as a result. + * + * - {{-11, 16}, {-11, -16}, {22, 0}} is a certain PenTile arrangement. + * + * This function does nothing and returns `FT_Err_Unimplemented_Feature` + * in the context of ClearType-style subpixel rendering when + * `FT_CONFIG_OPTION_SUBPIXEL_RENDERING` is defined in your build of the + * library. + * + * @since: + * 2.10.0 + */ + FT_EXPORT( FT_Error ) + FT_Library_SetLcdGeometry( FT_Library library, + FT_Vector sub[3] ); + + /* */ + + +FT_END_HEADER + +#endif /* FTLCDFIL_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlist.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlist.h new file mode 100644 index 0000000..4dca2bf --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlist.h @@ -0,0 +1,296 @@ +/**************************************************************************** + * + * ftlist.h + * + * Generic list support for FreeType (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * This file implements functions relative to list processing. Its data + * structures are defined in `freetype.h`. + * + */ + + +#ifndef FTLIST_H_ +#define FTLIST_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * list_processing + * + * @title: + * List Processing + * + * @abstract: + * Simple management of lists. + * + * @description: + * This section contains various definitions related to list processing + * using doubly-linked nodes. + * + * @order: + * FT_List + * FT_ListNode + * FT_ListRec + * FT_ListNodeRec + * + * FT_List_Add + * FT_List_Insert + * FT_List_Find + * FT_List_Remove + * FT_List_Up + * FT_List_Iterate + * FT_List_Iterator + * FT_List_Finalize + * FT_List_Destructor + * + */ + + + /************************************************************************** + * + * @function: + * FT_List_Find + * + * @description: + * Find the list node for a given listed object. + * + * @input: + * list :: + * A pointer to the parent list. + * data :: + * The address of the listed object. + * + * @return: + * List node. `NULL` if it wasn't found. + */ + FT_EXPORT( FT_ListNode ) + FT_List_Find( FT_List list, + void* data ); + + + /************************************************************************** + * + * @function: + * FT_List_Add + * + * @description: + * Append an element to the end of a list. + * + * @inout: + * list :: + * A pointer to the parent list. + * node :: + * The node to append. + */ + FT_EXPORT( void ) + FT_List_Add( FT_List list, + FT_ListNode node ); + + + /************************************************************************** + * + * @function: + * FT_List_Insert + * + * @description: + * Insert an element at the head of a list. + * + * @inout: + * list :: + * A pointer to parent list. + * node :: + * The node to insert. + */ + FT_EXPORT( void ) + FT_List_Insert( FT_List list, + FT_ListNode node ); + + + /************************************************************************** + * + * @function: + * FT_List_Remove + * + * @description: + * Remove a node from a list. This function doesn't check whether the + * node is in the list! + * + * @input: + * node :: + * The node to remove. + * + * @inout: + * list :: + * A pointer to the parent list. + */ + FT_EXPORT( void ) + FT_List_Remove( FT_List list, + FT_ListNode node ); + + + /************************************************************************** + * + * @function: + * FT_List_Up + * + * @description: + * Move a node to the head/top of a list. Used to maintain LRU lists. + * + * @inout: + * list :: + * A pointer to the parent list. + * node :: + * The node to move. + */ + FT_EXPORT( void ) + FT_List_Up( FT_List list, + FT_ListNode node ); + + + /************************************************************************** + * + * @functype: + * FT_List_Iterator + * + * @description: + * An FT_List iterator function that is called during a list parse by + * @FT_List_Iterate. + * + * @input: + * node :: + * The current iteration list node. + * + * user :: + * A typeless pointer passed to @FT_List_Iterate. Can be used to point + * to the iteration's state. + */ + typedef FT_Error + (*FT_List_Iterator)( FT_ListNode node, + void* user ); + + + /************************************************************************** + * + * @function: + * FT_List_Iterate + * + * @description: + * Parse a list and calls a given iterator function on each element. + * Note that parsing is stopped as soon as one of the iterator calls + * returns a non-zero value. + * + * @input: + * list :: + * A handle to the list. + * iterator :: + * An iterator function, called on each node of the list. + * user :: + * A user-supplied field that is passed as the second argument to the + * iterator. + * + * @return: + * The result (a FreeType error code) of the last iterator call. + */ + FT_EXPORT( FT_Error ) + FT_List_Iterate( FT_List list, + FT_List_Iterator iterator, + void* user ); + + + /************************************************************************** + * + * @functype: + * FT_List_Destructor + * + * @description: + * An @FT_List iterator function that is called during a list + * finalization by @FT_List_Finalize to destroy all elements in a given + * list. + * + * @input: + * system :: + * The current system object. + * + * data :: + * The current object to destroy. + * + * user :: + * A typeless pointer passed to @FT_List_Iterate. It can be used to + * point to the iteration's state. + */ + typedef void + (*FT_List_Destructor)( FT_Memory memory, + void* data, + void* user ); + + + /************************************************************************** + * + * @function: + * FT_List_Finalize + * + * @description: + * Destroy all elements in the list as well as the list itself. + * + * @input: + * list :: + * A handle to the list. + * + * destroy :: + * A list destructor that will be applied to each element of the list. + * Set this to `NULL` if not needed. + * + * memory :: + * The current memory object that handles deallocation. + * + * user :: + * A user-supplied field that is passed as the last argument to the + * destructor. + * + * @note: + * This function expects that all nodes added by @FT_List_Add or + * @FT_List_Insert have been dynamically allocated. + */ + FT_EXPORT( void ) + FT_List_Finalize( FT_List list, + FT_List_Destructor destroy, + FT_Memory memory, + void* user ); + + /* */ + + +FT_END_HEADER + +#endif /* FTLIST_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlogging.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlogging.h new file mode 100644 index 0000000..7213dc3 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlogging.h @@ -0,0 +1,184 @@ +/**************************************************************************** + * + * ftlogging.h + * + * Additional debugging APIs. + * + * Copyright (C) 2020-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTLOGGING_H_ +#define FTLOGGING_H_ + + +#include +#include FT_CONFIG_CONFIG_H + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * debugging_apis + * + * @title: + * External Debugging APIs + * + * @abstract: + * Public APIs to control the `FT_DEBUG_LOGGING` macro. + * + * @description: + * This section contains the declarations of public functions that + * enables fine control of what the `FT_DEBUG_LOGGING` macro outputs. + * + */ + + + /************************************************************************** + * + * @function: + * FT_Trace_Set_Level + * + * @description: + * Change the levels of tracing components of FreeType at run time. + * + * @input: + * tracing_level :: + * New tracing value. + * + * @example: + * The following call makes FreeType trace everything but the 'memory' + * component. + * + * ``` + * FT_Trace_Set_Level( "any:7 memory:0 ); + * ``` + * + * @note: + * This function does nothing if compilation option `FT_DEBUG_LOGGING` + * isn't set. + * + * @since: + * 2.11 + * + */ + FT_EXPORT( void ) + FT_Trace_Set_Level( const char* tracing_level ); + + + /************************************************************************** + * + * @function: + * FT_Trace_Set_Default_Level + * + * @description: + * Reset tracing value of FreeType's components to the default value + * (i.e., to the value of the `FT2_DEBUG` environment value or to NULL + * if `FT2_DEBUG` is not set). + * + * @note: + * This function does nothing if compilation option `FT_DEBUG_LOGGING` + * isn't set. + * + * @since: + * 2.11 + * + */ + FT_EXPORT( void ) + FT_Trace_Set_Default_Level( void ); + + + /************************************************************************** + * + * @functype: + * FT_Custom_Log_Handler + * + * @description: + * A function typedef that is used to handle the logging of tracing and + * debug messages on a file system. + * + * @input: + * ft_component :: + * The name of `FT_COMPONENT` from which the current debug or error + * message is produced. + * + * fmt :: + * Actual debug or tracing message. + * + * args:: + * Arguments of debug or tracing messages. + * + * @since: + * 2.11 + * + */ + typedef void + (*FT_Custom_Log_Handler)( const char* ft_component, + const char* fmt, + va_list args ); + + + /************************************************************************** + * + * @function: + * FT_Set_Log_Handler + * + * @description: + * A function to set a custom log handler. + * + * @input: + * handler :: + * New logging function. + * + * @note: + * This function does nothing if compilation option `FT_DEBUG_LOGGING` + * isn't set. + * + * @since: + * 2.11 + * + */ + FT_EXPORT( void ) + FT_Set_Log_Handler( FT_Custom_Log_Handler handler ); + + + /************************************************************************** + * + * @function: + * FT_Set_Default_Log_Handler + * + * @description: + * A function to undo the effect of @FT_Set_Log_Handler, resetting the + * log handler to FreeType's built-in version. + * + * @note: + * This function does nothing if compilation option `FT_DEBUG_LOGGING` + * isn't set. + * + * @since: + * 2.11 + * + */ + FT_EXPORT( void ) + FT_Set_Default_Log_Handler( void ); + + /* */ + + +FT_END_HEADER + +#endif /* FTLOGGING_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlzw.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlzw.h new file mode 100644 index 0000000..3d7cfd5 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftlzw.h @@ -0,0 +1,100 @@ +/**************************************************************************** + * + * ftlzw.h + * + * LZW-compressed stream support. + * + * Copyright (C) 2004-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTLZW_H_ +#define FTLZW_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + /************************************************************************** + * + * @section: + * lzw + * + * @title: + * LZW Streams + * + * @abstract: + * Using LZW-compressed font files. + * + * @description: + * In certain builds of the library, LZW compression recognition is + * automatically handled when calling @FT_New_Face or @FT_Open_Face. + * This means that if no font driver is capable of handling the raw + * compressed file, the library will try to open a LZW stream from it and + * re-open the face with it. + * + * The stream implementation is very basic and resets the decompression + * process each time seeking backwards is needed within the stream, + * which significantly undermines the performance. + * + * This section contains the declaration of LZW-specific functions. + * + */ + + /************************************************************************** + * + * @function: + * FT_Stream_OpenLZW + * + * @description: + * Open a new stream to parse LZW-compressed font files. This is mainly + * used to support the compressed `*.pcf.Z` fonts that come with XFree86. + * + * @input: + * stream :: + * The target embedding stream. + * + * source :: + * The source stream. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The source stream must be opened _before_ calling this function. + * + * Calling the internal function `FT_Stream_Close` on the new stream will + * **not** call `FT_Stream_Close` on the source stream. None of the + * stream objects will be released to the heap. + * + * This function may return `FT_Err_Unimplemented_Feature` if your build + * of FreeType was not compiled with LZW support. + */ + FT_EXPORT( FT_Error ) + FT_Stream_OpenLZW( FT_Stream stream, + FT_Stream source ); + + /* */ + + +FT_END_HEADER + +#endif /* FTLZW_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmac.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmac.h new file mode 100644 index 0000000..3dd61d0 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmac.h @@ -0,0 +1,289 @@ +/**************************************************************************** + * + * ftmac.h + * + * Additional Mac-specific API. + * + * Copyright (C) 1996-2022 by + * Just van Rossum, David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +/**************************************************************************** + * + * NOTE: Include this file after `FT_FREETYPE_H` and after any + * Mac-specific headers (because this header uses Mac types such as + * 'Handle', 'FSSpec', 'FSRef', etc.) + * + */ + + +#ifndef FTMAC_H_ +#define FTMAC_H_ + + + + +FT_BEGIN_HEADER + + + /* gcc-3.1 and later can warn about functions tagged as deprecated */ +#ifndef FT_DEPRECATED_ATTRIBUTE +#if defined( __GNUC__ ) && \ + ( ( __GNUC__ >= 4 ) || \ + ( ( __GNUC__ == 3 ) && ( __GNUC_MINOR__ >= 1 ) ) ) +#define FT_DEPRECATED_ATTRIBUTE __attribute__(( deprecated )) +#else +#define FT_DEPRECATED_ATTRIBUTE +#endif +#endif + + + /************************************************************************** + * + * @section: + * mac_specific + * + * @title: + * Mac Specific Interface + * + * @abstract: + * Only available on the Macintosh. + * + * @description: + * The following definitions are only available if FreeType is compiled + * on a Macintosh. + * + */ + + + /************************************************************************** + * + * @function: + * FT_New_Face_From_FOND + * + * @description: + * Create a new face object from a FOND resource. + * + * @inout: + * library :: + * A handle to the library resource. + * + * @input: + * fond :: + * A FOND resource. + * + * face_index :: + * Only supported for the -1 'sanity check' special case. + * + * @output: + * aface :: + * A handle to a new face object. + * + * @return: + * FreeType error code. 0~means success. + * + * @example: + * This function can be used to create @FT_Face objects from fonts that + * are installed in the system as follows. + * + * ``` + * fond = GetResource( 'FOND', fontName ); + * error = FT_New_Face_From_FOND( library, fond, 0, &face ); + * ``` + */ + FT_EXPORT( FT_Error ) + FT_New_Face_From_FOND( FT_Library library, + Handle fond, + FT_Long face_index, + FT_Face *aface ) + FT_DEPRECATED_ATTRIBUTE; + + + /************************************************************************** + * + * @function: + * FT_GetFile_From_Mac_Name + * + * @description: + * Return an FSSpec for the disk file containing the named font. + * + * @input: + * fontName :: + * Mac OS name of the font (e.g., Times New Roman Bold). + * + * @output: + * pathSpec :: + * FSSpec to the file. For passing to @FT_New_Face_From_FSSpec. + * + * face_index :: + * Index of the face. For passing to @FT_New_Face_From_FSSpec. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_GetFile_From_Mac_Name( const char* fontName, + FSSpec* pathSpec, + FT_Long* face_index ) + FT_DEPRECATED_ATTRIBUTE; + + + /************************************************************************** + * + * @function: + * FT_GetFile_From_Mac_ATS_Name + * + * @description: + * Return an FSSpec for the disk file containing the named font. + * + * @input: + * fontName :: + * Mac OS name of the font in ATS framework. + * + * @output: + * pathSpec :: + * FSSpec to the file. For passing to @FT_New_Face_From_FSSpec. + * + * face_index :: + * Index of the face. For passing to @FT_New_Face_From_FSSpec. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_GetFile_From_Mac_ATS_Name( const char* fontName, + FSSpec* pathSpec, + FT_Long* face_index ) + FT_DEPRECATED_ATTRIBUTE; + + + /************************************************************************** + * + * @function: + * FT_GetFilePath_From_Mac_ATS_Name + * + * @description: + * Return a pathname of the disk file and face index for given font name + * that is handled by ATS framework. + * + * @input: + * fontName :: + * Mac OS name of the font in ATS framework. + * + * @output: + * path :: + * Buffer to store pathname of the file. For passing to @FT_New_Face. + * The client must allocate this buffer before calling this function. + * + * maxPathSize :: + * Lengths of the buffer `path` that client allocated. + * + * face_index :: + * Index of the face. For passing to @FT_New_Face. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_GetFilePath_From_Mac_ATS_Name( const char* fontName, + UInt8* path, + UInt32 maxPathSize, + FT_Long* face_index ) + FT_DEPRECATED_ATTRIBUTE; + + + /************************************************************************** + * + * @function: + * FT_New_Face_From_FSSpec + * + * @description: + * Create a new face object from a given resource and typeface index + * using an FSSpec to the font file. + * + * @inout: + * library :: + * A handle to the library resource. + * + * @input: + * spec :: + * FSSpec to the font file. + * + * face_index :: + * The index of the face within the resource. The first face has + * index~0. + * @output: + * aface :: + * A handle to a new face object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * @FT_New_Face_From_FSSpec is identical to @FT_New_Face except it + * accepts an FSSpec instead of a path. + */ + FT_EXPORT( FT_Error ) + FT_New_Face_From_FSSpec( FT_Library library, + const FSSpec *spec, + FT_Long face_index, + FT_Face *aface ) + FT_DEPRECATED_ATTRIBUTE; + + + /************************************************************************** + * + * @function: + * FT_New_Face_From_FSRef + * + * @description: + * Create a new face object from a given resource and typeface index + * using an FSRef to the font file. + * + * @inout: + * library :: + * A handle to the library resource. + * + * @input: + * spec :: + * FSRef to the font file. + * + * face_index :: + * The index of the face within the resource. The first face has + * index~0. + * @output: + * aface :: + * A handle to a new face object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * @FT_New_Face_From_FSRef is identical to @FT_New_Face except it accepts + * an FSRef instead of a path. + */ + FT_EXPORT( FT_Error ) + FT_New_Face_From_FSRef( FT_Library library, + const FSRef *ref, + FT_Long face_index, + FT_Face *aface ) + FT_DEPRECATED_ATTRIBUTE; + + /* */ + + +FT_END_HEADER + + +#endif /* FTMAC_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmm.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmm.h new file mode 100644 index 0000000..c74ce61 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmm.h @@ -0,0 +1,755 @@ +/**************************************************************************** + * + * ftmm.h + * + * FreeType Multiple Master font interface (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTMM_H_ +#define FTMM_H_ + + +#include + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * multiple_masters + * + * @title: + * Multiple Masters + * + * @abstract: + * How to manage Multiple Masters fonts. + * + * @description: + * The following types and functions are used to manage Multiple Master + * fonts, i.e., the selection of specific design instances by setting + * design axis coordinates. + * + * Besides Adobe MM fonts, the interface supports Apple's TrueType GX and + * OpenType variation fonts. Some of the routines only work with Adobe + * MM fonts, others will work with all three types. They are similar + * enough that a consistent interface makes sense. + * + * For Adobe MM fonts, macro @FT_IS_SFNT returns false. For GX and + * OpenType variation fonts, it returns true. + * + */ + + + /************************************************************************** + * + * @struct: + * FT_MM_Axis + * + * @description: + * A structure to model a given axis in design space for Multiple Masters + * fonts. + * + * This structure can't be used for TrueType GX or OpenType variation + * fonts. + * + * @fields: + * name :: + * The axis's name. + * + * minimum :: + * The axis's minimum design coordinate. + * + * maximum :: + * The axis's maximum design coordinate. + */ + typedef struct FT_MM_Axis_ + { + FT_String* name; + FT_Long minimum; + FT_Long maximum; + + } FT_MM_Axis; + + + /************************************************************************** + * + * @struct: + * FT_Multi_Master + * + * @description: + * A structure to model the axes and space of a Multiple Masters font. + * + * This structure can't be used for TrueType GX or OpenType variation + * fonts. + * + * @fields: + * num_axis :: + * Number of axes. Cannot exceed~4. + * + * num_designs :: + * Number of designs; should be normally 2^num_axis even though the + * Type~1 specification strangely allows for intermediate designs to be + * present. This number cannot exceed~16. + * + * axis :: + * A table of axis descriptors. + */ + typedef struct FT_Multi_Master_ + { + FT_UInt num_axis; + FT_UInt num_designs; + FT_MM_Axis axis[T1_MAX_MM_AXIS]; + + } FT_Multi_Master; + + + /************************************************************************** + * + * @struct: + * FT_Var_Axis + * + * @description: + * A structure to model a given axis in design space for Multiple + * Masters, TrueType GX, and OpenType variation fonts. + * + * @fields: + * name :: + * The axis's name. Not always meaningful for TrueType GX or OpenType + * variation fonts. + * + * minimum :: + * The axis's minimum design coordinate. + * + * def :: + * The axis's default design coordinate. FreeType computes meaningful + * default values for Adobe MM fonts. + * + * maximum :: + * The axis's maximum design coordinate. + * + * tag :: + * The axis's tag (the equivalent to 'name' for TrueType GX and + * OpenType variation fonts). FreeType provides default values for + * Adobe MM fonts if possible. + * + * strid :: + * The axis name entry in the font's 'name' table. This is another + * (and often better) version of the 'name' field for TrueType GX or + * OpenType variation fonts. Not meaningful for Adobe MM fonts. + * + * @note: + * The fields `minimum`, `def`, and `maximum` are 16.16 fractional values + * for TrueType GX and OpenType variation fonts. For Adobe MM fonts, the + * values are integers. + */ + typedef struct FT_Var_Axis_ + { + FT_String* name; + + FT_Fixed minimum; + FT_Fixed def; + FT_Fixed maximum; + + FT_ULong tag; + FT_UInt strid; + + } FT_Var_Axis; + + + /************************************************************************** + * + * @struct: + * FT_Var_Named_Style + * + * @description: + * A structure to model a named instance in a TrueType GX or OpenType + * variation font. + * + * This structure can't be used for Adobe MM fonts. + * + * @fields: + * coords :: + * The design coordinates for this instance. This is an array with one + * entry for each axis. + * + * strid :: + * The entry in 'name' table identifying this instance. + * + * psid :: + * The entry in 'name' table identifying a PostScript name for this + * instance. Value 0xFFFF indicates a missing entry. + */ + typedef struct FT_Var_Named_Style_ + { + FT_Fixed* coords; + FT_UInt strid; + FT_UInt psid; /* since 2.7.1 */ + + } FT_Var_Named_Style; + + + /************************************************************************** + * + * @struct: + * FT_MM_Var + * + * @description: + * A structure to model the axes and space of an Adobe MM, TrueType GX, + * or OpenType variation font. + * + * Some fields are specific to one format and not to the others. + * + * @fields: + * num_axis :: + * The number of axes. The maximum value is~4 for Adobe MM fonts; no + * limit in TrueType GX or OpenType variation fonts. + * + * num_designs :: + * The number of designs; should be normally 2^num_axis for Adobe MM + * fonts. Not meaningful for TrueType GX or OpenType variation fonts + * (where every glyph could have a different number of designs). + * + * num_namedstyles :: + * The number of named styles; a 'named style' is a tuple of design + * coordinates that has a string ID (in the 'name' table) associated + * with it. The font can tell the user that, for example, + * [Weight=1.5,Width=1.1] is 'Bold'. Another name for 'named style' is + * 'named instance'. + * + * For Adobe Multiple Masters fonts, this value is always zero because + * the format does not support named styles. + * + * axis :: + * An axis descriptor table. TrueType GX and OpenType variation fonts + * contain slightly more data than Adobe MM fonts. Memory management + * of this pointer is done internally by FreeType. + * + * namedstyle :: + * A named style (instance) table. Only meaningful for TrueType GX and + * OpenType variation fonts. Memory management of this pointer is done + * internally by FreeType. + */ + typedef struct FT_MM_Var_ + { + FT_UInt num_axis; + FT_UInt num_designs; + FT_UInt num_namedstyles; + FT_Var_Axis* axis; + FT_Var_Named_Style* namedstyle; + + } FT_MM_Var; + + + /************************************************************************** + * + * @function: + * FT_Get_Multi_Master + * + * @description: + * Retrieve a variation descriptor of a given Adobe MM font. + * + * This function can't be used with TrueType GX or OpenType variation + * fonts. + * + * @input: + * face :: + * A handle to the source face. + * + * @output: + * amaster :: + * The Multiple Masters descriptor. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Get_Multi_Master( FT_Face face, + FT_Multi_Master *amaster ); + + + /************************************************************************** + * + * @function: + * FT_Get_MM_Var + * + * @description: + * Retrieve a variation descriptor for a given font. + * + * This function works with all supported variation formats. + * + * @input: + * face :: + * A handle to the source face. + * + * @output: + * amaster :: + * The variation descriptor. Allocates a data structure, which the + * user must deallocate with a call to @FT_Done_MM_Var after use. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Get_MM_Var( FT_Face face, + FT_MM_Var* *amaster ); + + + /************************************************************************** + * + * @function: + * FT_Done_MM_Var + * + * @description: + * Free the memory allocated by @FT_Get_MM_Var. + * + * @input: + * library :: + * A handle of the face's parent library object that was used in the + * call to @FT_Get_MM_Var to create `amaster`. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Done_MM_Var( FT_Library library, + FT_MM_Var *amaster ); + + + /************************************************************************** + * + * @function: + * FT_Set_MM_Design_Coordinates + * + * @description: + * For Adobe MM fonts, choose an interpolated font design through design + * coordinates. + * + * This function can't be used with TrueType GX or OpenType variation + * fonts. + * + * @inout: + * face :: + * A handle to the source face. + * + * @input: + * num_coords :: + * The number of available design coordinates. If it is larger than + * the number of axes, ignore the excess values. If it is smaller than + * the number of axes, use default values for the remaining axes. + * + * coords :: + * An array of design coordinates. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * [Since 2.8.1] To reset all axes to the default values, call the + * function with `num_coords` set to zero and `coords` set to `NULL`. + * + * [Since 2.9] If `num_coords` is larger than zero, this function sets + * the @FT_FACE_FLAG_VARIATION bit in @FT_Face's `face_flags` field + * (i.e., @FT_IS_VARIATION will return true). If `num_coords` is zero, + * this bit flag gets unset. + */ + FT_EXPORT( FT_Error ) + FT_Set_MM_Design_Coordinates( FT_Face face, + FT_UInt num_coords, + FT_Long* coords ); + + + /************************************************************************** + * + * @function: + * FT_Set_Var_Design_Coordinates + * + * @description: + * Choose an interpolated font design through design coordinates. + * + * This function works with all supported variation formats. + * + * @inout: + * face :: + * A handle to the source face. + * + * @input: + * num_coords :: + * The number of available design coordinates. If it is larger than + * the number of axes, ignore the excess values. If it is smaller than + * the number of axes, use default values for the remaining axes. + * + * coords :: + * An array of design coordinates. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * [Since 2.8.1] To reset all axes to the default values, call the + * function with `num_coords` set to zero and `coords` set to `NULL`. + * [Since 2.9] 'Default values' means the currently selected named + * instance (or the base font if no named instance is selected). + * + * [Since 2.9] If `num_coords` is larger than zero, this function sets + * the @FT_FACE_FLAG_VARIATION bit in @FT_Face's `face_flags` field + * (i.e., @FT_IS_VARIATION will return true). If `num_coords` is zero, + * this bit flag gets unset. + */ + FT_EXPORT( FT_Error ) + FT_Set_Var_Design_Coordinates( FT_Face face, + FT_UInt num_coords, + FT_Fixed* coords ); + + + /************************************************************************** + * + * @function: + * FT_Get_Var_Design_Coordinates + * + * @description: + * Get the design coordinates of the currently selected interpolated + * font. + * + * This function works with all supported variation formats. + * + * @input: + * face :: + * A handle to the source face. + * + * num_coords :: + * The number of design coordinates to retrieve. If it is larger than + * the number of axes, set the excess values to~0. + * + * @output: + * coords :: + * The design coordinates array. + * + * @return: + * FreeType error code. 0~means success. + * + * @since: + * 2.7.1 + */ + FT_EXPORT( FT_Error ) + FT_Get_Var_Design_Coordinates( FT_Face face, + FT_UInt num_coords, + FT_Fixed* coords ); + + + /************************************************************************** + * + * @function: + * FT_Set_MM_Blend_Coordinates + * + * @description: + * Choose an interpolated font design through normalized blend + * coordinates. + * + * This function works with all supported variation formats. + * + * @inout: + * face :: + * A handle to the source face. + * + * @input: + * num_coords :: + * The number of available design coordinates. If it is larger than + * the number of axes, ignore the excess values. If it is smaller than + * the number of axes, use default values for the remaining axes. + * + * coords :: + * The design coordinates array (each element must be between 0 and 1.0 + * for Adobe MM fonts, and between -1.0 and 1.0 for TrueType GX and + * OpenType variation fonts). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * [Since 2.8.1] To reset all axes to the default values, call the + * function with `num_coords` set to zero and `coords` set to `NULL`. + * [Since 2.9] 'Default values' means the currently selected named + * instance (or the base font if no named instance is selected). + * + * [Since 2.9] If `num_coords` is larger than zero, this function sets + * the @FT_FACE_FLAG_VARIATION bit in @FT_Face's `face_flags` field + * (i.e., @FT_IS_VARIATION will return true). If `num_coords` is zero, + * this bit flag gets unset. + */ + FT_EXPORT( FT_Error ) + FT_Set_MM_Blend_Coordinates( FT_Face face, + FT_UInt num_coords, + FT_Fixed* coords ); + + + /************************************************************************** + * + * @function: + * FT_Get_MM_Blend_Coordinates + * + * @description: + * Get the normalized blend coordinates of the currently selected + * interpolated font. + * + * This function works with all supported variation formats. + * + * @input: + * face :: + * A handle to the source face. + * + * num_coords :: + * The number of normalized blend coordinates to retrieve. If it is + * larger than the number of axes, set the excess values to~0.5 for + * Adobe MM fonts, and to~0 for TrueType GX and OpenType variation + * fonts. + * + * @output: + * coords :: + * The normalized blend coordinates array. + * + * @return: + * FreeType error code. 0~means success. + * + * @since: + * 2.7.1 + */ + FT_EXPORT( FT_Error ) + FT_Get_MM_Blend_Coordinates( FT_Face face, + FT_UInt num_coords, + FT_Fixed* coords ); + + + /************************************************************************** + * + * @function: + * FT_Set_Var_Blend_Coordinates + * + * @description: + * This is another name of @FT_Set_MM_Blend_Coordinates. + */ + FT_EXPORT( FT_Error ) + FT_Set_Var_Blend_Coordinates( FT_Face face, + FT_UInt num_coords, + FT_Fixed* coords ); + + + /************************************************************************** + * + * @function: + * FT_Get_Var_Blend_Coordinates + * + * @description: + * This is another name of @FT_Get_MM_Blend_Coordinates. + * + * @since: + * 2.7.1 + */ + FT_EXPORT( FT_Error ) + FT_Get_Var_Blend_Coordinates( FT_Face face, + FT_UInt num_coords, + FT_Fixed* coords ); + + + /************************************************************************** + * + * @function: + * FT_Set_MM_WeightVector + * + * @description: + * For Adobe MM fonts, choose an interpolated font design by directly + * setting the weight vector. + * + * This function can't be used with TrueType GX or OpenType variation + * fonts. + * + * @inout: + * face :: + * A handle to the source face. + * + * @input: + * len :: + * The length of the weight vector array. If it is larger than the + * number of designs, the extra values are ignored. If it is less than + * the number of designs, the remaining values are set to zero. + * + * weightvector :: + * An array representing the weight vector. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Adobe Multiple Master fonts limit the number of designs, and thus the + * length of the weight vector to~16. + * + * If `len` is zero and `weightvector` is `NULL`, the weight vector array + * is reset to the default values. + * + * The Adobe documentation also states that the values in the + * WeightVector array must total 1.0 +/-~0.001. In practice this does + * not seem to be enforced, so is not enforced here, either. + * + * @since: + * 2.10 + */ + FT_EXPORT( FT_Error ) + FT_Set_MM_WeightVector( FT_Face face, + FT_UInt len, + FT_Fixed* weightvector ); + + + /************************************************************************** + * + * @function: + * FT_Get_MM_WeightVector + * + * @description: + * For Adobe MM fonts, retrieve the current weight vector of the font. + * + * This function can't be used with TrueType GX or OpenType variation + * fonts. + * + * @inout: + * face :: + * A handle to the source face. + * + * len :: + * A pointer to the size of the array to be filled. If the size of the + * array is less than the number of designs, `FT_Err_Invalid_Argument` + * is returned, and `len` is set to the required size (the number of + * designs). If the size of the array is greater than the number of + * designs, the remaining entries are set to~0. On successful + * completion, `len` is set to the number of designs (i.e., the number + * of values written to the array). + * + * @output: + * weightvector :: + * An array to be filled. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Adobe Multiple Master fonts limit the number of designs, and thus the + * length of the WeightVector to~16. + * + * @since: + * 2.10 + */ + FT_EXPORT( FT_Error ) + FT_Get_MM_WeightVector( FT_Face face, + FT_UInt* len, + FT_Fixed* weightvector ); + + + /************************************************************************** + * + * @enum: + * FT_VAR_AXIS_FLAG_XXX + * + * @description: + * A list of bit flags used in the return value of + * @FT_Get_Var_Axis_Flags. + * + * @values: + * FT_VAR_AXIS_FLAG_HIDDEN :: + * The variation axis should not be exposed to user interfaces. + * + * @since: + * 2.8.1 + */ +#define FT_VAR_AXIS_FLAG_HIDDEN 1 + + + /************************************************************************** + * + * @function: + * FT_Get_Var_Axis_Flags + * + * @description: + * Get the 'flags' field of an OpenType Variation Axis Record. + * + * Not meaningful for Adobe MM fonts (`*flags` is always zero). + * + * @input: + * master :: + * The variation descriptor. + * + * axis_index :: + * The index of the requested variation axis. + * + * @output: + * flags :: + * The 'flags' field. See @FT_VAR_AXIS_FLAG_XXX for possible values. + * + * @return: + * FreeType error code. 0~means success. + * + * @since: + * 2.8.1 + */ + FT_EXPORT( FT_Error ) + FT_Get_Var_Axis_Flags( FT_MM_Var* master, + FT_UInt axis_index, + FT_UInt* flags ); + + + /************************************************************************** + * + * @function: + * FT_Set_Named_Instance + * + * @description: + * Set or change the current named instance. + * + * @input: + * face :: + * A handle to the source face. + * + * instance_index :: + * The index of the requested instance, starting with value 1. If set + * to value 0, FreeType switches to font access without a named + * instance. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The function uses the value of `instance_index` to set bits 16-30 of + * the face's `face_index` field. It also resets any variation applied + * to the font, and the @FT_FACE_FLAG_VARIATION bit of the face's + * `face_flags` field gets reset to zero (i.e., @FT_IS_VARIATION will + * return false). + * + * For Adobe MM fonts (which don't have named instances) this function + * simply resets the current face to the default instance. + * + * @since: + * 2.9 + */ + FT_EXPORT( FT_Error ) + FT_Set_Named_Instance( FT_Face face, + FT_UInt instance_index ); + + /* */ + + +FT_END_HEADER + +#endif /* FTMM_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmodapi.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmodapi.h new file mode 100644 index 0000000..b78db72 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmodapi.h @@ -0,0 +1,807 @@ +/**************************************************************************** + * + * ftmodapi.h + * + * FreeType modules public interface (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTMODAPI_H_ +#define FTMODAPI_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * module_management + * + * @title: + * Module Management + * + * @abstract: + * How to add, upgrade, remove, and control modules from FreeType. + * + * @description: + * The definitions below are used to manage modules within FreeType. + * Internal and external modules can be added, upgraded, and removed at + * runtime. For example, an alternative renderer or proprietary font + * driver can be registered and prioritized. Additionally, some module + * properties can also be controlled. + * + * Here is a list of existing values of the `module_name` field in the + * @FT_Module_Class structure. + * + * ``` + * autofitter + * bdf + * cff + * gxvalid + * otvalid + * pcf + * pfr + * psaux + * pshinter + * psnames + * raster1 + * sfnt + * smooth + * truetype + * type1 + * type42 + * t1cid + * winfonts + * ``` + * + * Note that the FreeType Cache sub-system is not a FreeType module. + * + * @order: + * FT_Module + * FT_Module_Constructor + * FT_Module_Destructor + * FT_Module_Requester + * FT_Module_Class + * + * FT_Add_Module + * FT_Get_Module + * FT_Remove_Module + * FT_Add_Default_Modules + * + * FT_FACE_DRIVER_NAME + * FT_Property_Set + * FT_Property_Get + * FT_Set_Default_Properties + * + * FT_New_Library + * FT_Done_Library + * FT_Reference_Library + * + * FT_Renderer + * FT_Renderer_Class + * + * FT_Get_Renderer + * FT_Set_Renderer + * + * FT_Set_Debug_Hook + * + */ + + + /* module bit flags */ +#define FT_MODULE_FONT_DRIVER 1 /* this module is a font driver */ +#define FT_MODULE_RENDERER 2 /* this module is a renderer */ +#define FT_MODULE_HINTER 4 /* this module is a glyph hinter */ +#define FT_MODULE_STYLER 8 /* this module is a styler */ + +#define FT_MODULE_DRIVER_SCALABLE 0x100 /* the driver supports */ + /* scalable fonts */ +#define FT_MODULE_DRIVER_NO_OUTLINES 0x200 /* the driver does not */ + /* support vector outlines */ +#define FT_MODULE_DRIVER_HAS_HINTER 0x400 /* the driver provides its */ + /* own hinter */ +#define FT_MODULE_DRIVER_HINTS_LIGHTLY 0x800 /* the driver's hinter */ + /* produces LIGHT hints */ + + + /* deprecated values */ +#define ft_module_font_driver FT_MODULE_FONT_DRIVER +#define ft_module_renderer FT_MODULE_RENDERER +#define ft_module_hinter FT_MODULE_HINTER +#define ft_module_styler FT_MODULE_STYLER + +#define ft_module_driver_scalable FT_MODULE_DRIVER_SCALABLE +#define ft_module_driver_no_outlines FT_MODULE_DRIVER_NO_OUTLINES +#define ft_module_driver_has_hinter FT_MODULE_DRIVER_HAS_HINTER +#define ft_module_driver_hints_lightly FT_MODULE_DRIVER_HINTS_LIGHTLY + + + typedef FT_Pointer FT_Module_Interface; + + + /************************************************************************** + * + * @functype: + * FT_Module_Constructor + * + * @description: + * A function used to initialize (not create) a new module object. + * + * @input: + * module :: + * The module to initialize. + */ + typedef FT_Error + (*FT_Module_Constructor)( FT_Module module ); + + + /************************************************************************** + * + * @functype: + * FT_Module_Destructor + * + * @description: + * A function used to finalize (not destroy) a given module object. + * + * @input: + * module :: + * The module to finalize. + */ + typedef void + (*FT_Module_Destructor)( FT_Module module ); + + + /************************************************************************** + * + * @functype: + * FT_Module_Requester + * + * @description: + * A function used to query a given module for a specific interface. + * + * @input: + * module :: + * The module to be searched. + * + * name :: + * The name of the interface in the module. + */ + typedef FT_Module_Interface + (*FT_Module_Requester)( FT_Module module, + const char* name ); + + + /************************************************************************** + * + * @struct: + * FT_Module_Class + * + * @description: + * The module class descriptor. While being a public structure necessary + * for FreeType's module bookkeeping, most of the fields are essentially + * internal, not to be used directly by an application. + * + * @fields: + * module_flags :: + * Bit flags describing the module. + * + * module_size :: + * The size of one module object/instance in bytes. + * + * module_name :: + * The name of the module. + * + * module_version :: + * The version, as a 16.16 fixed number (major.minor). + * + * module_requires :: + * The version of FreeType this module requires, as a 16.16 fixed + * number (major.minor). Starts at version 2.0, i.e., 0x20000. + * + * module_interface :: + * A typeless pointer to a structure (which varies between different + * modules) that holds the module's interface functions. This is + * essentially what `get_interface` returns. + * + * module_init :: + * The initializing function. + * + * module_done :: + * The finalizing function. + * + * get_interface :: + * The interface requesting function. + */ + typedef struct FT_Module_Class_ + { + FT_ULong module_flags; + FT_Long module_size; + const FT_String* module_name; + FT_Fixed module_version; + FT_Fixed module_requires; + + const void* module_interface; + + FT_Module_Constructor module_init; + FT_Module_Destructor module_done; + FT_Module_Requester get_interface; + + } FT_Module_Class; + + + /************************************************************************** + * + * @function: + * FT_Add_Module + * + * @description: + * Add a new module to a given library instance. + * + * @inout: + * library :: + * A handle to the library object. + * + * @input: + * clazz :: + * A pointer to class descriptor for the module. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * An error will be returned if a module already exists by that name, or + * if the module requires a version of FreeType that is too great. + */ + FT_EXPORT( FT_Error ) + FT_Add_Module( FT_Library library, + const FT_Module_Class* clazz ); + + + /************************************************************************** + * + * @function: + * FT_Get_Module + * + * @description: + * Find a module by its name. + * + * @input: + * library :: + * A handle to the library object. + * + * module_name :: + * The module's name (as an ASCII string). + * + * @return: + * A module handle. 0~if none was found. + * + * @note: + * FreeType's internal modules aren't documented very well, and you + * should look up the source code for details. + */ + FT_EXPORT( FT_Module ) + FT_Get_Module( FT_Library library, + const char* module_name ); + + + /************************************************************************** + * + * @function: + * FT_Remove_Module + * + * @description: + * Remove a given module from a library instance. + * + * @inout: + * library :: + * A handle to a library object. + * + * @input: + * module :: + * A handle to a module object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The module object is destroyed by the function in case of success. + */ + FT_EXPORT( FT_Error ) + FT_Remove_Module( FT_Library library, + FT_Module module ); + + + /************************************************************************** + * + * @macro: + * FT_FACE_DRIVER_NAME + * + * @description: + * A macro that retrieves the name of a font driver from a face object. + * + * @note: + * The font driver name is a valid `module_name` for @FT_Property_Set + * and @FT_Property_Get. This is not the same as @FT_Get_Font_Format. + * + * @since: + * 2.11 + * + */ +#define FT_FACE_DRIVER_NAME( face ) \ + ( ( *FT_REINTERPRET_CAST( FT_Module_Class**, \ + ( face )->driver ) )->module_name ) + + + /************************************************************************** + * + * @function: + * FT_Property_Set + * + * @description: + * Set a property for a given module. + * + * @input: + * library :: + * A handle to the library the module is part of. + * + * module_name :: + * The module name. + * + * property_name :: + * The property name. Properties are described in section + * @properties. + * + * Note that only a few modules have properties. + * + * value :: + * A generic pointer to a variable or structure that gives the new + * value of the property. The exact definition of `value` is + * dependent on the property; see section @properties. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * If `module_name` isn't a valid module name, or `property_name` + * doesn't specify a valid property, or if `value` doesn't represent a + * valid value for the given property, an error is returned. + * + * The following example sets property 'bar' (a simple integer) in + * module 'foo' to value~1. + * + * ``` + * FT_UInt bar; + * + * + * bar = 1; + * FT_Property_Set( library, "foo", "bar", &bar ); + * ``` + * + * Note that the FreeType Cache sub-system doesn't recognize module + * property changes. To avoid glyph lookup confusion within the cache + * you should call @FTC_Manager_Reset to completely flush the cache if a + * module property gets changed after @FTC_Manager_New has been called. + * + * It is not possible to set properties of the FreeType Cache sub-system + * itself with FT_Property_Set; use @FTC_Property_Set instead. + * + * @since: + * 2.4.11 + * + */ + FT_EXPORT( FT_Error ) + FT_Property_Set( FT_Library library, + const FT_String* module_name, + const FT_String* property_name, + const void* value ); + + + /************************************************************************** + * + * @function: + * FT_Property_Get + * + * @description: + * Get a module's property value. + * + * @input: + * library :: + * A handle to the library the module is part of. + * + * module_name :: + * The module name. + * + * property_name :: + * The property name. Properties are described in section + * @properties. + * + * @inout: + * value :: + * A generic pointer to a variable or structure that gives the value + * of the property. The exact definition of `value` is dependent on + * the property; see section @properties. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * If `module_name` isn't a valid module name, or `property_name` + * doesn't specify a valid property, or if `value` doesn't represent a + * valid value for the given property, an error is returned. + * + * The following example gets property 'baz' (a range) in module 'foo'. + * + * ``` + * typedef range_ + * { + * FT_Int32 min; + * FT_Int32 max; + * + * } range; + * + * range baz; + * + * + * FT_Property_Get( library, "foo", "baz", &baz ); + * ``` + * + * It is not possible to retrieve properties of the FreeType Cache + * sub-system with FT_Property_Get; use @FTC_Property_Get instead. + * + * @since: + * 2.4.11 + * + */ + FT_EXPORT( FT_Error ) + FT_Property_Get( FT_Library library, + const FT_String* module_name, + const FT_String* property_name, + void* value ); + + + /************************************************************************** + * + * @function: + * FT_Set_Default_Properties + * + * @description: + * If compilation option `FT_CONFIG_OPTION_ENVIRONMENT_PROPERTIES` is + * set, this function reads the `FREETYPE_PROPERTIES` environment + * variable to control driver properties. See section @properties for + * more. + * + * If the compilation option is not set, this function does nothing. + * + * `FREETYPE_PROPERTIES` has the following syntax form (broken here into + * multiple lines for better readability). + * + * ``` + * + * ':' + * '=' + * + * ':' + * '=' + * ... + * ``` + * + * Example: + * + * ``` + * FREETYPE_PROPERTIES=truetype:interpreter-version=35 \ + * cff:no-stem-darkening=0 + * ``` + * + * @inout: + * library :: + * A handle to a new library object. + * + * @since: + * 2.8 + */ + FT_EXPORT( void ) + FT_Set_Default_Properties( FT_Library library ); + + + /************************************************************************** + * + * @function: + * FT_Reference_Library + * + * @description: + * A counter gets initialized to~1 at the time an @FT_Library structure + * is created. This function increments the counter. @FT_Done_Library + * then only destroys a library if the counter is~1, otherwise it simply + * decrements the counter. + * + * This function helps in managing life-cycles of structures that + * reference @FT_Library objects. + * + * @input: + * library :: + * A handle to a target library object. + * + * @return: + * FreeType error code. 0~means success. + * + * @since: + * 2.4.2 + */ + FT_EXPORT( FT_Error ) + FT_Reference_Library( FT_Library library ); + + + /************************************************************************** + * + * @function: + * FT_New_Library + * + * @description: + * This function is used to create a new FreeType library instance from a + * given memory object. It is thus possible to use libraries with + * distinct memory allocators within the same program. Note, however, + * that the used @FT_Memory structure is expected to remain valid for the + * life of the @FT_Library object. + * + * Normally, you would call this function (followed by a call to + * @FT_Add_Default_Modules or a series of calls to @FT_Add_Module, and a + * call to @FT_Set_Default_Properties) instead of @FT_Init_FreeType to + * initialize the FreeType library. + * + * Don't use @FT_Done_FreeType but @FT_Done_Library to destroy a library + * instance. + * + * @input: + * memory :: + * A handle to the original memory object. + * + * @output: + * alibrary :: + * A pointer to handle of a new library object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * See the discussion of reference counters in the description of + * @FT_Reference_Library. + */ + FT_EXPORT( FT_Error ) + FT_New_Library( FT_Memory memory, + FT_Library *alibrary ); + + + /************************************************************************** + * + * @function: + * FT_Done_Library + * + * @description: + * Discard a given library object. This closes all drivers and discards + * all resource objects. + * + * @input: + * library :: + * A handle to the target library. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * See the discussion of reference counters in the description of + * @FT_Reference_Library. + */ + FT_EXPORT( FT_Error ) + FT_Done_Library( FT_Library library ); + + + /************************************************************************** + * + * @functype: + * FT_DebugHook_Func + * + * @description: + * A drop-in replacement (or rather a wrapper) for the bytecode or + * charstring interpreter's main loop function. + * + * Its job is essentially + * + * - to activate debug mode to enforce single-stepping, + * + * - to call the main loop function to interpret the next opcode, and + * + * - to show the changed context to the user. + * + * An example for such a main loop function is `TT_RunIns` (declared in + * FreeType's internal header file `src/truetype/ttinterp.h`). + * + * Have a look at the source code of the `ttdebug` FreeType demo program + * for an example of a drop-in replacement. + * + * @inout: + * arg :: + * A typeless pointer, to be cast to the main loop function's data + * structure (which depends on the font module). For TrueType fonts + * it is bytecode interpreter's execution context, `TT_ExecContext`, + * which is declared in FreeType's internal header file `tttypes.h`. + */ + typedef FT_Error + (*FT_DebugHook_Func)( void* arg ); + + + /************************************************************************** + * + * @enum: + * FT_DEBUG_HOOK_XXX + * + * @description: + * A list of named debug hook indices. + * + * @values: + * FT_DEBUG_HOOK_TRUETYPE:: + * This hook index identifies the TrueType bytecode debugger. + */ +#define FT_DEBUG_HOOK_TRUETYPE 0 + + + /************************************************************************** + * + * @function: + * FT_Set_Debug_Hook + * + * @description: + * Set a debug hook function for debugging the interpreter of a font + * format. + * + * While this is a public API function, an application needs access to + * FreeType's internal header files to do something useful. + * + * Have a look at the source code of the `ttdebug` FreeType demo program + * for an example of its usage. + * + * @inout: + * library :: + * A handle to the library object. + * + * @input: + * hook_index :: + * The index of the debug hook. You should use defined enumeration + * macros like @FT_DEBUG_HOOK_TRUETYPE. + * + * debug_hook :: + * The function used to debug the interpreter. + * + * @note: + * Currently, four debug hook slots are available, but only one (for the + * TrueType interpreter) is defined. + */ + FT_EXPORT( void ) + FT_Set_Debug_Hook( FT_Library library, + FT_UInt hook_index, + FT_DebugHook_Func debug_hook ); + + + /************************************************************************** + * + * @function: + * FT_Add_Default_Modules + * + * @description: + * Add the set of default drivers to a given library object. This is + * only useful when you create a library object with @FT_New_Library + * (usually to plug a custom memory manager). + * + * @inout: + * library :: + * A handle to a new library object. + */ + FT_EXPORT( void ) + FT_Add_Default_Modules( FT_Library library ); + + + + /************************************************************************** + * + * @section: + * truetype_engine + * + * @title: + * The TrueType Engine + * + * @abstract: + * TrueType bytecode support. + * + * @description: + * This section contains a function used to query the level of TrueType + * bytecode support compiled in this version of the library. + * + */ + + + /************************************************************************** + * + * @enum: + * FT_TrueTypeEngineType + * + * @description: + * A list of values describing which kind of TrueType bytecode engine is + * implemented in a given FT_Library instance. It is used by the + * @FT_Get_TrueType_Engine_Type function. + * + * @values: + * FT_TRUETYPE_ENGINE_TYPE_NONE :: + * The library doesn't implement any kind of bytecode interpreter. + * + * FT_TRUETYPE_ENGINE_TYPE_UNPATENTED :: + * Deprecated and removed. + * + * FT_TRUETYPE_ENGINE_TYPE_PATENTED :: + * The library implements a bytecode interpreter that covers the full + * instruction set of the TrueType virtual machine (this was governed + * by patents until May 2010, hence the name). + * + * @since: + * 2.2 + * + */ + typedef enum FT_TrueTypeEngineType_ + { + FT_TRUETYPE_ENGINE_TYPE_NONE = 0, + FT_TRUETYPE_ENGINE_TYPE_UNPATENTED, + FT_TRUETYPE_ENGINE_TYPE_PATENTED + + } FT_TrueTypeEngineType; + + + /************************************************************************** + * + * @function: + * FT_Get_TrueType_Engine_Type + * + * @description: + * Return an @FT_TrueTypeEngineType value to indicate which level of the + * TrueType virtual machine a given library instance supports. + * + * @input: + * library :: + * A library instance. + * + * @return: + * A value indicating which level is supported. + * + * @since: + * 2.2 + * + */ + FT_EXPORT( FT_TrueTypeEngineType ) + FT_Get_TrueType_Engine_Type( FT_Library library ); + + /* */ + + +FT_END_HEADER + +#endif /* FTMODAPI_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmoderr.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmoderr.h new file mode 100644 index 0000000..88d2917 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftmoderr.h @@ -0,0 +1,204 @@ +/**************************************************************************** + * + * ftmoderr.h + * + * FreeType module error offsets (specification). + * + * Copyright (C) 2001-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * This file is used to define the FreeType module error codes. + * + * If the macro `FT_CONFIG_OPTION_USE_MODULE_ERRORS` in `ftoption.h` is + * set, the lower byte of an error value identifies the error code as + * usual. In addition, the higher byte identifies the module. For + * example, the error `FT_Err_Invalid_File_Format` has value 0x0003, the + * error `TT_Err_Invalid_File_Format` has value 0x1303, the error + * `T1_Err_Invalid_File_Format` has value 0x1403, etc. + * + * Note that `FT_Err_Ok`, `TT_Err_Ok`, etc. are always equal to zero, + * including the high byte. + * + * If `FT_CONFIG_OPTION_USE_MODULE_ERRORS` isn't set, the higher byte of an + * error value is set to zero. + * + * To hide the various `XXX_Err_` prefixes in the source code, FreeType + * provides some macros in `fttypes.h`. + * + * FT_ERR( err ) + * + * Add current error module prefix (as defined with the `FT_ERR_PREFIX` + * macro) to `err`. For example, in the BDF module the line + * + * ``` + * error = FT_ERR( Invalid_Outline ); + * ``` + * + * expands to + * + * ``` + * error = BDF_Err_Invalid_Outline; + * ``` + * + * For simplicity, you can always use `FT_Err_Ok` directly instead of + * `FT_ERR( Ok )`. + * + * FT_ERR_EQ( errcode, err ) + * FT_ERR_NEQ( errcode, err ) + * + * Compare error code `errcode` with the error `err` for equality and + * inequality, respectively. Example: + * + * ``` + * if ( FT_ERR_EQ( error, Invalid_Outline ) ) + * ... + * ``` + * + * Using this macro you don't have to think about error prefixes. Of + * course, if module errors are not active, the above example is the + * same as + * + * ``` + * if ( error == FT_Err_Invalid_Outline ) + * ... + * ``` + * + * FT_ERROR_BASE( errcode ) + * FT_ERROR_MODULE( errcode ) + * + * Get base error and module error code, respectively. + * + * It can also be used to create a module error message table easily with + * something like + * + * ``` + * #undef FTMODERR_H_ + * #define FT_MODERRDEF( e, v, s ) { FT_Mod_Err_ ## e, s }, + * #define FT_MODERR_START_LIST { + * #define FT_MODERR_END_LIST { 0, 0 } }; + * + * const struct + * { + * int mod_err_offset; + * const char* mod_err_msg + * } ft_mod_errors[] = + * + * #include + * ``` + * + */ + + +#ifndef FTMODERR_H_ +#define FTMODERR_H_ + + + /*******************************************************************/ + /*******************************************************************/ + /***** *****/ + /***** SETUP MACROS *****/ + /***** *****/ + /*******************************************************************/ + /*******************************************************************/ + + +#undef FT_NEED_EXTERN_C + +#ifndef FT_MODERRDEF + +#ifdef FT_CONFIG_OPTION_USE_MODULE_ERRORS +#define FT_MODERRDEF( e, v, s ) FT_Mod_Err_ ## e = v, +#else +#define FT_MODERRDEF( e, v, s ) FT_Mod_Err_ ## e = 0, +#endif + +#define FT_MODERR_START_LIST enum { +#define FT_MODERR_END_LIST FT_Mod_Err_Max }; + +#ifdef __cplusplus +#define FT_NEED_EXTERN_C + extern "C" { +#endif + +#endif /* !FT_MODERRDEF */ + + + /*******************************************************************/ + /*******************************************************************/ + /***** *****/ + /***** LIST MODULE ERROR BASES *****/ + /***** *****/ + /*******************************************************************/ + /*******************************************************************/ + + +#ifdef FT_MODERR_START_LIST + FT_MODERR_START_LIST +#endif + + + FT_MODERRDEF( Base, 0x000, "base module" ) + FT_MODERRDEF( Autofit, 0x100, "autofitter module" ) + FT_MODERRDEF( BDF, 0x200, "BDF module" ) + FT_MODERRDEF( Bzip2, 0x300, "Bzip2 module" ) + FT_MODERRDEF( Cache, 0x400, "cache module" ) + FT_MODERRDEF( CFF, 0x500, "CFF module" ) + FT_MODERRDEF( CID, 0x600, "CID module" ) + FT_MODERRDEF( Gzip, 0x700, "Gzip module" ) + FT_MODERRDEF( LZW, 0x800, "LZW module" ) + FT_MODERRDEF( OTvalid, 0x900, "OpenType validation module" ) + FT_MODERRDEF( PCF, 0xA00, "PCF module" ) + FT_MODERRDEF( PFR, 0xB00, "PFR module" ) + FT_MODERRDEF( PSaux, 0xC00, "PS auxiliary module" ) + FT_MODERRDEF( PShinter, 0xD00, "PS hinter module" ) + FT_MODERRDEF( PSnames, 0xE00, "PS names module" ) + FT_MODERRDEF( Raster, 0xF00, "raster module" ) + FT_MODERRDEF( SFNT, 0x1000, "SFNT module" ) + FT_MODERRDEF( Smooth, 0x1100, "smooth raster module" ) + FT_MODERRDEF( TrueType, 0x1200, "TrueType module" ) + FT_MODERRDEF( Type1, 0x1300, "Type 1 module" ) + FT_MODERRDEF( Type42, 0x1400, "Type 42 module" ) + FT_MODERRDEF( Winfonts, 0x1500, "Windows FON/FNT module" ) + FT_MODERRDEF( GXvalid, 0x1600, "GX validation module" ) + FT_MODERRDEF( Sdf, 0x1700, "Signed distance field raster module" ) + + +#ifdef FT_MODERR_END_LIST + FT_MODERR_END_LIST +#endif + + + /*******************************************************************/ + /*******************************************************************/ + /***** *****/ + /***** CLEANUP *****/ + /***** *****/ + /*******************************************************************/ + /*******************************************************************/ + + +#ifdef FT_NEED_EXTERN_C + } +#endif + +#undef FT_MODERR_START_LIST +#undef FT_MODERR_END_LIST +#undef FT_MODERRDEF +#undef FT_NEED_EXTERN_C + + +#endif /* FTMODERR_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftotval.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftotval.h new file mode 100644 index 0000000..172fcf2 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftotval.h @@ -0,0 +1,206 @@ +/**************************************************************************** + * + * ftotval.h + * + * FreeType API for validating OpenType tables (specification). + * + * Copyright (C) 2004-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +/**************************************************************************** + * + * + * Warning: This module might be moved to a different library in the + * future to avoid a tight dependency between FreeType and the + * OpenType specification. + * + * + */ + + +#ifndef FTOTVAL_H_ +#define FTOTVAL_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * ot_validation + * + * @title: + * OpenType Validation + * + * @abstract: + * An API to validate OpenType tables. + * + * @description: + * This section contains the declaration of functions to validate some + * OpenType tables (BASE, GDEF, GPOS, GSUB, JSTF, MATH). + * + * @order: + * FT_OpenType_Validate + * FT_OpenType_Free + * + * FT_VALIDATE_OTXXX + * + */ + + + /************************************************************************** + * + * @enum: + * FT_VALIDATE_OTXXX + * + * @description: + * A list of bit-field constants used with @FT_OpenType_Validate to + * indicate which OpenType tables should be validated. + * + * @values: + * FT_VALIDATE_BASE :: + * Validate BASE table. + * + * FT_VALIDATE_GDEF :: + * Validate GDEF table. + * + * FT_VALIDATE_GPOS :: + * Validate GPOS table. + * + * FT_VALIDATE_GSUB :: + * Validate GSUB table. + * + * FT_VALIDATE_JSTF :: + * Validate JSTF table. + * + * FT_VALIDATE_MATH :: + * Validate MATH table. + * + * FT_VALIDATE_OT :: + * Validate all OpenType tables (BASE, GDEF, GPOS, GSUB, JSTF, MATH). + * + */ +#define FT_VALIDATE_BASE 0x0100 +#define FT_VALIDATE_GDEF 0x0200 +#define FT_VALIDATE_GPOS 0x0400 +#define FT_VALIDATE_GSUB 0x0800 +#define FT_VALIDATE_JSTF 0x1000 +#define FT_VALIDATE_MATH 0x2000 + +#define FT_VALIDATE_OT ( FT_VALIDATE_BASE | \ + FT_VALIDATE_GDEF | \ + FT_VALIDATE_GPOS | \ + FT_VALIDATE_GSUB | \ + FT_VALIDATE_JSTF | \ + FT_VALIDATE_MATH ) + + + /************************************************************************** + * + * @function: + * FT_OpenType_Validate + * + * @description: + * Validate various OpenType tables to assure that all offsets and + * indices are valid. The idea is that a higher-level library that + * actually does the text layout can access those tables without error + * checking (which can be quite time consuming). + * + * @input: + * face :: + * A handle to the input face. + * + * validation_flags :: + * A bit field that specifies the tables to be validated. See + * @FT_VALIDATE_OTXXX for possible values. + * + * @output: + * BASE_table :: + * A pointer to the BASE table. + * + * GDEF_table :: + * A pointer to the GDEF table. + * + * GPOS_table :: + * A pointer to the GPOS table. + * + * GSUB_table :: + * A pointer to the GSUB table. + * + * JSTF_table :: + * A pointer to the JSTF table. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function only works with OpenType fonts, returning an error + * otherwise. + * + * After use, the application should deallocate the five tables with + * @FT_OpenType_Free. A `NULL` value indicates that the table either + * doesn't exist in the font, or the application hasn't asked for + * validation. + */ + FT_EXPORT( FT_Error ) + FT_OpenType_Validate( FT_Face face, + FT_UInt validation_flags, + FT_Bytes *BASE_table, + FT_Bytes *GDEF_table, + FT_Bytes *GPOS_table, + FT_Bytes *GSUB_table, + FT_Bytes *JSTF_table ); + + + /************************************************************************** + * + * @function: + * FT_OpenType_Free + * + * @description: + * Free the buffer allocated by OpenType validator. + * + * @input: + * face :: + * A handle to the input face. + * + * table :: + * The pointer to the buffer that is allocated by + * @FT_OpenType_Validate. + * + * @note: + * This function must be used to free the buffer allocated by + * @FT_OpenType_Validate only. + */ + FT_EXPORT( void ) + FT_OpenType_Free( FT_Face face, + FT_Bytes table ); + + + /* */ + + +FT_END_HEADER + +#endif /* FTOTVAL_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftoutln.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftoutln.h new file mode 100644 index 0000000..46ebf93 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftoutln.h @@ -0,0 +1,588 @@ +/**************************************************************************** + * + * ftoutln.h + * + * Support for the FT_Outline type used to store glyph shapes of + * most scalable font formats (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTOUTLN_H_ +#define FTOUTLN_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * outline_processing + * + * @title: + * Outline Processing + * + * @abstract: + * Functions to create, transform, and render vectorial glyph images. + * + * @description: + * This section contains routines used to create and destroy scalable + * glyph images known as 'outlines'. These can also be measured, + * transformed, and converted into bitmaps and pixmaps. + * + * @order: + * FT_Outline + * FT_Outline_New + * FT_Outline_Done + * FT_Outline_Copy + * FT_Outline_Translate + * FT_Outline_Transform + * FT_Outline_Embolden + * FT_Outline_EmboldenXY + * FT_Outline_Reverse + * FT_Outline_Check + * + * FT_Outline_Get_CBox + * FT_Outline_Get_BBox + * + * FT_Outline_Get_Bitmap + * FT_Outline_Render + * FT_Outline_Decompose + * FT_Outline_Funcs + * FT_Outline_MoveToFunc + * FT_Outline_LineToFunc + * FT_Outline_ConicToFunc + * FT_Outline_CubicToFunc + * + * FT_Orientation + * FT_Outline_Get_Orientation + * + * FT_OUTLINE_XXX + * + */ + + + /************************************************************************** + * + * @function: + * FT_Outline_Decompose + * + * @description: + * Walk over an outline's structure to decompose it into individual + * segments and Bezier arcs. This function also emits 'move to' + * operations to indicate the start of new contours in the outline. + * + * @input: + * outline :: + * A pointer to the source target. + * + * func_interface :: + * A table of 'emitters', i.e., function pointers called during + * decomposition to indicate path operations. + * + * @inout: + * user :: + * A typeless pointer that is passed to each emitter during the + * decomposition. It can be used to store the state during the + * decomposition. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * Degenerate contours, segments, and Bezier arcs may be reported. In + * most cases, it is best to filter these out before using the outline + * for stroking or other path modification purposes (which may cause + * degenerate segments to become non-degenrate and visible, like when + * stroke caps are used or the path is otherwise outset). Some glyph + * outlines may contain deliberate degenerate single points for mark + * attachement. + * + * Similarly, the function returns success for an empty outline also + * (doing nothing, this is, not calling any emitter); if necessary, you + * should filter this out, too. + */ + FT_EXPORT( FT_Error ) + FT_Outline_Decompose( FT_Outline* outline, + const FT_Outline_Funcs* func_interface, + void* user ); + + + /************************************************************************** + * + * @function: + * FT_Outline_New + * + * @description: + * Create a new outline of a given size. + * + * @input: + * library :: + * A handle to the library object from where the outline is allocated. + * Note however that the new outline will **not** necessarily be + * **freed**, when destroying the library, by @FT_Done_FreeType. + * + * numPoints :: + * The maximum number of points within the outline. Must be smaller + * than or equal to 0xFFFF (65535). + * + * numContours :: + * The maximum number of contours within the outline. This value must + * be in the range 0 to `numPoints`. + * + * @output: + * anoutline :: + * A handle to the new outline. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The reason why this function takes a `library` parameter is simply to + * use the library's memory allocator. + */ + FT_EXPORT( FT_Error ) + FT_Outline_New( FT_Library library, + FT_UInt numPoints, + FT_Int numContours, + FT_Outline *anoutline ); + + + /************************************************************************** + * + * @function: + * FT_Outline_Done + * + * @description: + * Destroy an outline created with @FT_Outline_New. + * + * @input: + * library :: + * A handle of the library object used to allocate the outline. + * + * outline :: + * A pointer to the outline object to be discarded. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * If the outline's 'owner' field is not set, only the outline descriptor + * will be released. + */ + FT_EXPORT( FT_Error ) + FT_Outline_Done( FT_Library library, + FT_Outline* outline ); + + + /************************************************************************** + * + * @function: + * FT_Outline_Check + * + * @description: + * Check the contents of an outline descriptor. + * + * @input: + * outline :: + * A handle to a source outline. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * An empty outline, or an outline with a single point only is also + * valid. + */ + FT_EXPORT( FT_Error ) + FT_Outline_Check( FT_Outline* outline ); + + + /************************************************************************** + * + * @function: + * FT_Outline_Get_CBox + * + * @description: + * Return an outline's 'control box'. The control box encloses all the + * outline's points, including Bezier control points. Though it + * coincides with the exact bounding box for most glyphs, it can be + * slightly larger in some situations (like when rotating an outline that + * contains Bezier outside arcs). + * + * Computing the control box is very fast, while getting the bounding box + * can take much more time as it needs to walk over all segments and arcs + * in the outline. To get the latter, you can use the 'ftbbox' + * component, which is dedicated to this single task. + * + * @input: + * outline :: + * A pointer to the source outline descriptor. + * + * @output: + * acbox :: + * The outline's control box. + * + * @note: + * See @FT_Glyph_Get_CBox for a discussion of tricky fonts. + */ + FT_EXPORT( void ) + FT_Outline_Get_CBox( const FT_Outline* outline, + FT_BBox *acbox ); + + + /************************************************************************** + * + * @function: + * FT_Outline_Translate + * + * @description: + * Apply a simple translation to the points of an outline. + * + * @inout: + * outline :: + * A pointer to the target outline descriptor. + * + * @input: + * xOffset :: + * The horizontal offset. + * + * yOffset :: + * The vertical offset. + */ + FT_EXPORT( void ) + FT_Outline_Translate( const FT_Outline* outline, + FT_Pos xOffset, + FT_Pos yOffset ); + + + /************************************************************************** + * + * @function: + * FT_Outline_Copy + * + * @description: + * Copy an outline into another one. Both objects must have the same + * sizes (number of points & number of contours) when this function is + * called. + * + * @input: + * source :: + * A handle to the source outline. + * + * @output: + * target :: + * A handle to the target outline. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Outline_Copy( const FT_Outline* source, + FT_Outline *target ); + + + /************************************************************************** + * + * @function: + * FT_Outline_Transform + * + * @description: + * Apply a simple 2x2 matrix to all of an outline's points. Useful for + * applying rotations, slanting, flipping, etc. + * + * @inout: + * outline :: + * A pointer to the target outline descriptor. + * + * @input: + * matrix :: + * A pointer to the transformation matrix. + * + * @note: + * You can use @FT_Outline_Translate if you need to translate the + * outline's points. + */ + FT_EXPORT( void ) + FT_Outline_Transform( const FT_Outline* outline, + const FT_Matrix* matrix ); + + + /************************************************************************** + * + * @function: + * FT_Outline_Embolden + * + * @description: + * Embolden an outline. The new outline will be at most 4~times + * `strength` pixels wider and higher. You may think of the left and + * bottom borders as unchanged. + * + * Negative `strength` values to reduce the outline thickness are + * possible also. + * + * @inout: + * outline :: + * A handle to the target outline. + * + * @input: + * strength :: + * How strong the glyph is emboldened. Expressed in 26.6 pixel format. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The used algorithm to increase or decrease the thickness of the glyph + * doesn't change the number of points; this means that certain + * situations like acute angles or intersections are sometimes handled + * incorrectly. + * + * If you need 'better' metrics values you should call + * @FT_Outline_Get_CBox or @FT_Outline_Get_BBox. + * + * To get meaningful results, font scaling values must be set with + * functions like @FT_Set_Char_Size before calling FT_Render_Glyph. + * + * @example: + * ``` + * FT_Load_Glyph( face, index, FT_LOAD_DEFAULT ); + * + * if ( face->glyph->format == FT_GLYPH_FORMAT_OUTLINE ) + * FT_Outline_Embolden( &face->glyph->outline, strength ); + * ``` + * + */ + FT_EXPORT( FT_Error ) + FT_Outline_Embolden( FT_Outline* outline, + FT_Pos strength ); + + + /************************************************************************** + * + * @function: + * FT_Outline_EmboldenXY + * + * @description: + * Embolden an outline. The new outline will be `xstrength` pixels wider + * and `ystrength` pixels higher. Otherwise, it is similar to + * @FT_Outline_Embolden, which uses the same strength in both directions. + * + * @since: + * 2.4.10 + */ + FT_EXPORT( FT_Error ) + FT_Outline_EmboldenXY( FT_Outline* outline, + FT_Pos xstrength, + FT_Pos ystrength ); + + + /************************************************************************** + * + * @function: + * FT_Outline_Reverse + * + * @description: + * Reverse the drawing direction of an outline. This is used to ensure + * consistent fill conventions for mirrored glyphs. + * + * @inout: + * outline :: + * A pointer to the target outline descriptor. + * + * @note: + * This function toggles the bit flag @FT_OUTLINE_REVERSE_FILL in the + * outline's `flags` field. + * + * It shouldn't be used by a normal client application, unless it knows + * what it is doing. + */ + FT_EXPORT( void ) + FT_Outline_Reverse( FT_Outline* outline ); + + + /************************************************************************** + * + * @function: + * FT_Outline_Get_Bitmap + * + * @description: + * Render an outline within a bitmap. The outline's image is simply + * OR-ed to the target bitmap. + * + * @input: + * library :: + * A handle to a FreeType library object. + * + * outline :: + * A pointer to the source outline descriptor. + * + * @inout: + * abitmap :: + * A pointer to the target bitmap descriptor. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function does **not create** the bitmap, it only renders an + * outline image within the one you pass to it! Consequently, the + * various fields in `abitmap` should be set accordingly. + * + * It will use the raster corresponding to the default glyph format. + * + * The value of the `num_grays` field in `abitmap` is ignored. If you + * select the gray-level rasterizer, and you want less than 256 gray + * levels, you have to use @FT_Outline_Render directly. + */ + FT_EXPORT( FT_Error ) + FT_Outline_Get_Bitmap( FT_Library library, + FT_Outline* outline, + const FT_Bitmap *abitmap ); + + + /************************************************************************** + * + * @function: + * FT_Outline_Render + * + * @description: + * Render an outline within a bitmap using the current scan-convert. + * + * @input: + * library :: + * A handle to a FreeType library object. + * + * outline :: + * A pointer to the source outline descriptor. + * + * @inout: + * params :: + * A pointer to an @FT_Raster_Params structure used to describe the + * rendering operation. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This advanced function uses @FT_Raster_Params as an argument. + * The field `params.source` will be set to `outline` before the scan + * converter is called, which means that the value you give to it is + * actually ignored. Either `params.target` must point to preallocated + * bitmap, or @FT_RASTER_FLAG_DIRECT must be set in `params.flags` + * allowing FreeType rasterizer to be used for direct composition, + * translucency, etc. See @FT_Raster_Params for more details. + */ + FT_EXPORT( FT_Error ) + FT_Outline_Render( FT_Library library, + FT_Outline* outline, + FT_Raster_Params* params ); + + + /************************************************************************** + * + * @enum: + * FT_Orientation + * + * @description: + * A list of values used to describe an outline's contour orientation. + * + * The TrueType and PostScript specifications use different conventions + * to determine whether outline contours should be filled or unfilled. + * + * @values: + * FT_ORIENTATION_TRUETYPE :: + * According to the TrueType specification, clockwise contours must be + * filled, and counter-clockwise ones must be unfilled. + * + * FT_ORIENTATION_POSTSCRIPT :: + * According to the PostScript specification, counter-clockwise + * contours must be filled, and clockwise ones must be unfilled. + * + * FT_ORIENTATION_FILL_RIGHT :: + * This is identical to @FT_ORIENTATION_TRUETYPE, but is used to + * remember that in TrueType, everything that is to the right of the + * drawing direction of a contour must be filled. + * + * FT_ORIENTATION_FILL_LEFT :: + * This is identical to @FT_ORIENTATION_POSTSCRIPT, but is used to + * remember that in PostScript, everything that is to the left of the + * drawing direction of a contour must be filled. + * + * FT_ORIENTATION_NONE :: + * The orientation cannot be determined. That is, different parts of + * the glyph have different orientation. + * + */ + typedef enum FT_Orientation_ + { + FT_ORIENTATION_TRUETYPE = 0, + FT_ORIENTATION_POSTSCRIPT = 1, + FT_ORIENTATION_FILL_RIGHT = FT_ORIENTATION_TRUETYPE, + FT_ORIENTATION_FILL_LEFT = FT_ORIENTATION_POSTSCRIPT, + FT_ORIENTATION_NONE + + } FT_Orientation; + + + /************************************************************************** + * + * @function: + * FT_Outline_Get_Orientation + * + * @description: + * This function analyzes a glyph outline and tries to compute its fill + * orientation (see @FT_Orientation). This is done by integrating the + * total area covered by the outline. The positive integral corresponds + * to the clockwise orientation and @FT_ORIENTATION_POSTSCRIPT is + * returned. The negative integral corresponds to the counter-clockwise + * orientation and @FT_ORIENTATION_TRUETYPE is returned. + * + * Note that this will return @FT_ORIENTATION_TRUETYPE for empty + * outlines. + * + * @input: + * outline :: + * A handle to the source outline. + * + * @return: + * The orientation. + * + */ + FT_EXPORT( FT_Orientation ) + FT_Outline_Get_Orientation( FT_Outline* outline ); + + + /* */ + + +FT_END_HEADER + +#endif /* FTOUTLN_H_ */ + + +/* END */ + + +/* Local Variables: */ +/* coding: utf-8 */ +/* End: */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftparams.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftparams.h new file mode 100644 index 0000000..72080f3 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftparams.h @@ -0,0 +1,218 @@ +/**************************************************************************** + * + * ftparams.h + * + * FreeType API for possible FT_Parameter tags (specification only). + * + * Copyright (C) 2017-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTPARAMS_H_ +#define FTPARAMS_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * parameter_tags + * + * @title: + * Parameter Tags + * + * @abstract: + * Macros for driver property and font loading parameter tags. + * + * @description: + * This section contains macros for the @FT_Parameter structure that are + * used with various functions to activate some special functionality or + * different behaviour of various components of FreeType. + * + */ + + + /************************************************************************** + * + * @enum: + * FT_PARAM_TAG_IGNORE_TYPOGRAPHIC_FAMILY + * + * @description: + * A tag for @FT_Parameter to make @FT_Open_Face ignore typographic + * family names in the 'name' table (introduced in OpenType version 1.4). + * Use this for backward compatibility with legacy systems that have a + * four-faces-per-family restriction. + * + * @since: + * 2.8 + * + */ +#define FT_PARAM_TAG_IGNORE_TYPOGRAPHIC_FAMILY \ + FT_MAKE_TAG( 'i', 'g', 'p', 'f' ) + + + /* this constant is deprecated */ +#define FT_PARAM_TAG_IGNORE_PREFERRED_FAMILY \ + FT_PARAM_TAG_IGNORE_TYPOGRAPHIC_FAMILY + + + /************************************************************************** + * + * @enum: + * FT_PARAM_TAG_IGNORE_TYPOGRAPHIC_SUBFAMILY + * + * @description: + * A tag for @FT_Parameter to make @FT_Open_Face ignore typographic + * subfamily names in the 'name' table (introduced in OpenType version + * 1.4). Use this for backward compatibility with legacy systems that + * have a four-faces-per-family restriction. + * + * @since: + * 2.8 + * + */ +#define FT_PARAM_TAG_IGNORE_TYPOGRAPHIC_SUBFAMILY \ + FT_MAKE_TAG( 'i', 'g', 'p', 's' ) + + + /* this constant is deprecated */ +#define FT_PARAM_TAG_IGNORE_PREFERRED_SUBFAMILY \ + FT_PARAM_TAG_IGNORE_TYPOGRAPHIC_SUBFAMILY + + + /************************************************************************** + * + * @enum: + * FT_PARAM_TAG_INCREMENTAL + * + * @description: + * An @FT_Parameter tag to be used with @FT_Open_Face to indicate + * incremental glyph loading. + * + */ +#define FT_PARAM_TAG_INCREMENTAL \ + FT_MAKE_TAG( 'i', 'n', 'c', 'r' ) + + + /************************************************************************** + * + * @enum: + * FT_PARAM_TAG_IGNORE_SBIX + * + * @description: + * A tag for @FT_Parameter to make @FT_Open_Face ignore an 'sbix' table + * while loading a font. Use this if @FT_FACE_FLAG_SBIX is set and you + * want to access the outline glyphs in the font. + * + */ +#define FT_PARAM_TAG_IGNORE_SBIX \ + FT_MAKE_TAG( 'i', 's', 'b', 'x' ) + + + /************************************************************************** + * + * @enum: + * FT_PARAM_TAG_LCD_FILTER_WEIGHTS + * + * @description: + * An @FT_Parameter tag to be used with @FT_Face_Properties. The + * corresponding argument specifies the five LCD filter weights for a + * given face (if using @FT_LOAD_TARGET_LCD, for example), overriding the + * global default values or the values set up with + * @FT_Library_SetLcdFilterWeights. + * + * @since: + * 2.8 + * + */ +#define FT_PARAM_TAG_LCD_FILTER_WEIGHTS \ + FT_MAKE_TAG( 'l', 'c', 'd', 'f' ) + + + /************************************************************************** + * + * @enum: + * FT_PARAM_TAG_RANDOM_SEED + * + * @description: + * An @FT_Parameter tag to be used with @FT_Face_Properties. The + * corresponding 32bit signed integer argument overrides the font + * driver's random seed value with a face-specific one; see @random-seed. + * + * @since: + * 2.8 + * + */ +#define FT_PARAM_TAG_RANDOM_SEED \ + FT_MAKE_TAG( 's', 'e', 'e', 'd' ) + + + /************************************************************************** + * + * @enum: + * FT_PARAM_TAG_STEM_DARKENING + * + * @description: + * An @FT_Parameter tag to be used with @FT_Face_Properties. The + * corresponding Boolean argument specifies whether to apply stem + * darkening, overriding the global default values or the values set up + * with @FT_Property_Set (see @no-stem-darkening). + * + * This is a passive setting that only takes effect if the font driver or + * autohinter honors it, which the CFF, Type~1, and CID drivers always + * do, but the autohinter only in 'light' hinting mode (as of version + * 2.9). + * + * @since: + * 2.8 + * + */ +#define FT_PARAM_TAG_STEM_DARKENING \ + FT_MAKE_TAG( 'd', 'a', 'r', 'k' ) + + + /************************************************************************** + * + * @enum: + * FT_PARAM_TAG_UNPATENTED_HINTING + * + * @description: + * Deprecated, no effect. + * + * Previously: A constant used as the tag of an @FT_Parameter structure + * to indicate that unpatented methods only should be used by the + * TrueType bytecode interpreter for a typeface opened by @FT_Open_Face. + * + */ +#define FT_PARAM_TAG_UNPATENTED_HINTING \ + FT_MAKE_TAG( 'u', 'n', 'p', 'a' ) + + + /* */ + + +FT_END_HEADER + + +#endif /* FTPARAMS_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftpfr.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftpfr.h new file mode 100644 index 0000000..428e327 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftpfr.h @@ -0,0 +1,179 @@ +/**************************************************************************** + * + * ftpfr.h + * + * FreeType API for accessing PFR-specific data (specification only). + * + * Copyright (C) 2002-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTPFR_H_ +#define FTPFR_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * pfr_fonts + * + * @title: + * PFR Fonts + * + * @abstract: + * PFR/TrueDoc-specific API. + * + * @description: + * This section contains the declaration of PFR-specific functions. + * + */ + + + /************************************************************************** + * + * @function: + * FT_Get_PFR_Metrics + * + * @description: + * Return the outline and metrics resolutions of a given PFR face. + * + * @input: + * face :: + * Handle to the input face. It can be a non-PFR face. + * + * @output: + * aoutline_resolution :: + * Outline resolution. This is equivalent to `face->units_per_EM` for + * non-PFR fonts. Optional (parameter can be `NULL`). + * + * ametrics_resolution :: + * Metrics resolution. This is equivalent to `outline_resolution` for + * non-PFR fonts. Optional (parameter can be `NULL`). + * + * ametrics_x_scale :: + * A 16.16 fixed-point number used to scale distance expressed in + * metrics units to device subpixels. This is equivalent to + * `face->size->x_scale`, but for metrics only. Optional (parameter + * can be `NULL`). + * + * ametrics_y_scale :: + * Same as `ametrics_x_scale` but for the vertical direction. + * optional (parameter can be `NULL`). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * If the input face is not a PFR, this function will return an error. + * However, in all cases, it will return valid values. + */ + FT_EXPORT( FT_Error ) + FT_Get_PFR_Metrics( FT_Face face, + FT_UInt *aoutline_resolution, + FT_UInt *ametrics_resolution, + FT_Fixed *ametrics_x_scale, + FT_Fixed *ametrics_y_scale ); + + + /************************************************************************** + * + * @function: + * FT_Get_PFR_Kerning + * + * @description: + * Return the kerning pair corresponding to two glyphs in a PFR face. + * The distance is expressed in metrics units, unlike the result of + * @FT_Get_Kerning. + * + * @input: + * face :: + * A handle to the input face. + * + * left :: + * Index of the left glyph. + * + * right :: + * Index of the right glyph. + * + * @output: + * avector :: + * A kerning vector. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function always return distances in original PFR metrics units. + * This is unlike @FT_Get_Kerning with the @FT_KERNING_UNSCALED mode, + * which always returns distances converted to outline units. + * + * You can use the value of the `x_scale` and `y_scale` parameters + * returned by @FT_Get_PFR_Metrics to scale these to device subpixels. + */ + FT_EXPORT( FT_Error ) + FT_Get_PFR_Kerning( FT_Face face, + FT_UInt left, + FT_UInt right, + FT_Vector *avector ); + + + /************************************************************************** + * + * @function: + * FT_Get_PFR_Advance + * + * @description: + * Return a given glyph advance, expressed in original metrics units, + * from a PFR font. + * + * @input: + * face :: + * A handle to the input face. + * + * gindex :: + * The glyph index. + * + * @output: + * aadvance :: + * The glyph advance in metrics units. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * You can use the `x_scale` or `y_scale` results of @FT_Get_PFR_Metrics + * to convert the advance to device subpixels (i.e., 1/64th of pixels). + */ + FT_EXPORT( FT_Error ) + FT_Get_PFR_Advance( FT_Face face, + FT_UInt gindex, + FT_Pos *aadvance ); + + /* */ + + +FT_END_HEADER + +#endif /* FTPFR_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftrender.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftrender.h new file mode 100644 index 0000000..0fab3f8 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftrender.h @@ -0,0 +1,244 @@ +/**************************************************************************** + * + * ftrender.h + * + * FreeType renderer modules public interface (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTRENDER_H_ +#define FTRENDER_H_ + + +#include +#include + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * module_management + * + */ + + + /* create a new glyph object */ + typedef FT_Error + (*FT_Glyph_InitFunc)( FT_Glyph glyph, + FT_GlyphSlot slot ); + + /* destroys a given glyph object */ + typedef void + (*FT_Glyph_DoneFunc)( FT_Glyph glyph ); + + typedef void + (*FT_Glyph_TransformFunc)( FT_Glyph glyph, + const FT_Matrix* matrix, + const FT_Vector* delta ); + + typedef void + (*FT_Glyph_GetBBoxFunc)( FT_Glyph glyph, + FT_BBox* abbox ); + + typedef FT_Error + (*FT_Glyph_CopyFunc)( FT_Glyph source, + FT_Glyph target ); + + typedef FT_Error + (*FT_Glyph_PrepareFunc)( FT_Glyph glyph, + FT_GlyphSlot slot ); + +/* deprecated */ +#define FT_Glyph_Init_Func FT_Glyph_InitFunc +#define FT_Glyph_Done_Func FT_Glyph_DoneFunc +#define FT_Glyph_Transform_Func FT_Glyph_TransformFunc +#define FT_Glyph_BBox_Func FT_Glyph_GetBBoxFunc +#define FT_Glyph_Copy_Func FT_Glyph_CopyFunc +#define FT_Glyph_Prepare_Func FT_Glyph_PrepareFunc + + + struct FT_Glyph_Class_ + { + FT_Long glyph_size; + FT_Glyph_Format glyph_format; + + FT_Glyph_InitFunc glyph_init; + FT_Glyph_DoneFunc glyph_done; + FT_Glyph_CopyFunc glyph_copy; + FT_Glyph_TransformFunc glyph_transform; + FT_Glyph_GetBBoxFunc glyph_bbox; + FT_Glyph_PrepareFunc glyph_prepare; + }; + + + typedef FT_Error + (*FT_Renderer_RenderFunc)( FT_Renderer renderer, + FT_GlyphSlot slot, + FT_Render_Mode mode, + const FT_Vector* origin ); + + typedef FT_Error + (*FT_Renderer_TransformFunc)( FT_Renderer renderer, + FT_GlyphSlot slot, + const FT_Matrix* matrix, + const FT_Vector* delta ); + + + typedef void + (*FT_Renderer_GetCBoxFunc)( FT_Renderer renderer, + FT_GlyphSlot slot, + FT_BBox* cbox ); + + + typedef FT_Error + (*FT_Renderer_SetModeFunc)( FT_Renderer renderer, + FT_ULong mode_tag, + FT_Pointer mode_ptr ); + +/* deprecated identifiers */ +#define FTRenderer_render FT_Renderer_RenderFunc +#define FTRenderer_transform FT_Renderer_TransformFunc +#define FTRenderer_getCBox FT_Renderer_GetCBoxFunc +#define FTRenderer_setMode FT_Renderer_SetModeFunc + + + /************************************************************************** + * + * @struct: + * FT_Renderer_Class + * + * @description: + * The renderer module class descriptor. + * + * @fields: + * root :: + * The root @FT_Module_Class fields. + * + * glyph_format :: + * The glyph image format this renderer handles. + * + * render_glyph :: + * A method used to render the image that is in a given glyph slot into + * a bitmap. + * + * transform_glyph :: + * A method used to transform the image that is in a given glyph slot. + * + * get_glyph_cbox :: + * A method used to access the glyph's cbox. + * + * set_mode :: + * A method used to pass additional parameters. + * + * raster_class :: + * For @FT_GLYPH_FORMAT_OUTLINE renderers only. This is a pointer to + * its raster's class. + */ + typedef struct FT_Renderer_Class_ + { + FT_Module_Class root; + + FT_Glyph_Format glyph_format; + + FT_Renderer_RenderFunc render_glyph; + FT_Renderer_TransformFunc transform_glyph; + FT_Renderer_GetCBoxFunc get_glyph_cbox; + FT_Renderer_SetModeFunc set_mode; + + FT_Raster_Funcs* raster_class; + + } FT_Renderer_Class; + + + /************************************************************************** + * + * @function: + * FT_Get_Renderer + * + * @description: + * Retrieve the current renderer for a given glyph format. + * + * @input: + * library :: + * A handle to the library object. + * + * format :: + * The glyph format. + * + * @return: + * A renderer handle. 0~if none found. + * + * @note: + * An error will be returned if a module already exists by that name, or + * if the module requires a version of FreeType that is too great. + * + * To add a new renderer, simply use @FT_Add_Module. To retrieve a + * renderer by its name, use @FT_Get_Module. + */ + FT_EXPORT( FT_Renderer ) + FT_Get_Renderer( FT_Library library, + FT_Glyph_Format format ); + + + /************************************************************************** + * + * @function: + * FT_Set_Renderer + * + * @description: + * Set the current renderer to use, and set additional mode. + * + * @inout: + * library :: + * A handle to the library object. + * + * @input: + * renderer :: + * A handle to the renderer object. + * + * num_params :: + * The number of additional parameters. + * + * parameters :: + * Additional parameters. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * In case of success, the renderer will be used to convert glyph images + * in the renderer's known format into bitmaps. + * + * This doesn't change the current renderer for other formats. + * + * Currently, no FreeType renderer module uses `parameters`; you should + * thus always pass `NULL` as the value. + */ + FT_EXPORT( FT_Error ) + FT_Set_Renderer( FT_Library library, + FT_Renderer renderer, + FT_UInt num_params, + FT_Parameter* parameters ); + + /* */ + + +FT_END_HEADER + +#endif /* FTRENDER_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsizes.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsizes.h new file mode 100644 index 0000000..e30938d --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsizes.h @@ -0,0 +1,159 @@ +/**************************************************************************** + * + * ftsizes.h + * + * FreeType size objects management (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * Typical application would normally not need to use these functions. + * However, they have been placed in a public API for the rare cases where + * they are needed. + * + */ + + +#ifndef FTSIZES_H_ +#define FTSIZES_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * sizes_management + * + * @title: + * Size Management + * + * @abstract: + * Managing multiple sizes per face. + * + * @description: + * When creating a new face object (e.g., with @FT_New_Face), an @FT_Size + * object is automatically created and used to store all pixel-size + * dependent information, available in the `face->size` field. + * + * It is however possible to create more sizes for a given face, mostly + * in order to manage several character pixel sizes of the same font + * family and style. See @FT_New_Size and @FT_Done_Size. + * + * Note that @FT_Set_Pixel_Sizes and @FT_Set_Char_Size only modify the + * contents of the current 'active' size; you thus need to use + * @FT_Activate_Size to change it. + * + * 99% of applications won't need the functions provided here, especially + * if they use the caching sub-system, so be cautious when using these. + * + */ + + + /************************************************************************** + * + * @function: + * FT_New_Size + * + * @description: + * Create a new size object from a given face object. + * + * @input: + * face :: + * A handle to a parent face object. + * + * @output: + * asize :: + * A handle to a new size object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * You need to call @FT_Activate_Size in order to select the new size for + * upcoming calls to @FT_Set_Pixel_Sizes, @FT_Set_Char_Size, + * @FT_Load_Glyph, @FT_Load_Char, etc. + */ + FT_EXPORT( FT_Error ) + FT_New_Size( FT_Face face, + FT_Size* size ); + + + /************************************************************************** + * + * @function: + * FT_Done_Size + * + * @description: + * Discard a given size object. Note that @FT_Done_Face automatically + * discards all size objects allocated with @FT_New_Size. + * + * @input: + * size :: + * A handle to a target size object. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Done_Size( FT_Size size ); + + + /************************************************************************** + * + * @function: + * FT_Activate_Size + * + * @description: + * Even though it is possible to create several size objects for a given + * face (see @FT_New_Size for details), functions like @FT_Load_Glyph or + * @FT_Load_Char only use the one that has been activated last to + * determine the 'current character pixel size'. + * + * This function can be used to 'activate' a previously created size + * object. + * + * @input: + * size :: + * A handle to a target size object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * If `face` is the size's parent face object, this function changes the + * value of `face->size` to the input size handle. + */ + FT_EXPORT( FT_Error ) + FT_Activate_Size( FT_Size size ); + + /* */ + + +FT_END_HEADER + +#endif /* FTSIZES_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsnames.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsnames.h new file mode 100644 index 0000000..384096a --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsnames.h @@ -0,0 +1,272 @@ +/**************************************************************************** + * + * ftsnames.h + * + * Simple interface to access SFNT 'name' tables (which are used + * to hold font names, copyright info, notices, etc.) (specification). + * + * This is _not_ used to retrieve glyph names! + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTSNAMES_H_ +#define FTSNAMES_H_ + + +#include +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * sfnt_names + * + * @title: + * SFNT Names + * + * @abstract: + * Access the names embedded in TrueType and OpenType files. + * + * @description: + * The TrueType and OpenType specifications allow the inclusion of a + * special names table ('name') in font files. This table contains + * textual (and internationalized) information regarding the font, like + * family name, copyright, version, etc. + * + * The definitions below are used to access them if available. + * + * Note that this has nothing to do with glyph names! + * + */ + + + /************************************************************************** + * + * @struct: + * FT_SfntName + * + * @description: + * A structure used to model an SFNT 'name' table entry. + * + * @fields: + * platform_id :: + * The platform ID for `string`. See @TT_PLATFORM_XXX for possible + * values. + * + * encoding_id :: + * The encoding ID for `string`. See @TT_APPLE_ID_XXX, @TT_MAC_ID_XXX, + * @TT_ISO_ID_XXX, @TT_MS_ID_XXX, and @TT_ADOBE_ID_XXX for possible + * values. + * + * language_id :: + * The language ID for `string`. See @TT_MAC_LANGID_XXX and + * @TT_MS_LANGID_XXX for possible values. + * + * Registered OpenType values for `language_id` are always smaller than + * 0x8000; values equal or larger than 0x8000 usually indicate a + * language tag string (introduced in OpenType version 1.6). Use + * function @FT_Get_Sfnt_LangTag with `language_id` as its argument to + * retrieve the associated language tag. + * + * name_id :: + * An identifier for `string`. See @TT_NAME_ID_XXX for possible + * values. + * + * string :: + * The 'name' string. Note that its format differs depending on the + * (platform,encoding) pair, being either a string of bytes (without a + * terminating `NULL` byte) or containing UTF-16BE entities. + * + * string_len :: + * The length of `string` in bytes. + * + * @note: + * Please refer to the TrueType or OpenType specification for more + * details. + */ + typedef struct FT_SfntName_ + { + FT_UShort platform_id; + FT_UShort encoding_id; + FT_UShort language_id; + FT_UShort name_id; + + FT_Byte* string; /* this string is *not* null-terminated! */ + FT_UInt string_len; /* in bytes */ + + } FT_SfntName; + + + /************************************************************************** + * + * @function: + * FT_Get_Sfnt_Name_Count + * + * @description: + * Retrieve the number of name strings in the SFNT 'name' table. + * + * @input: + * face :: + * A handle to the source face. + * + * @return: + * The number of strings in the 'name' table. + * + * @note: + * This function always returns an error if the config macro + * `TT_CONFIG_OPTION_SFNT_NAMES` is not defined in `ftoption.h`. + */ + FT_EXPORT( FT_UInt ) + FT_Get_Sfnt_Name_Count( FT_Face face ); + + + /************************************************************************** + * + * @function: + * FT_Get_Sfnt_Name + * + * @description: + * Retrieve a string of the SFNT 'name' table for a given index. + * + * @input: + * face :: + * A handle to the source face. + * + * idx :: + * The index of the 'name' string. + * + * @output: + * aname :: + * The indexed @FT_SfntName structure. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The `string` array returned in the `aname` structure is not + * null-terminated. Note that you don't have to deallocate `string` by + * yourself; FreeType takes care of it if you call @FT_Done_Face. + * + * Use @FT_Get_Sfnt_Name_Count to get the total number of available + * 'name' table entries, then do a loop until you get the right platform, + * encoding, and name ID. + * + * 'name' table format~1 entries can use language tags also, see + * @FT_Get_Sfnt_LangTag. + * + * This function always returns an error if the config macro + * `TT_CONFIG_OPTION_SFNT_NAMES` is not defined in `ftoption.h`. + */ + FT_EXPORT( FT_Error ) + FT_Get_Sfnt_Name( FT_Face face, + FT_UInt idx, + FT_SfntName *aname ); + + + /************************************************************************** + * + * @struct: + * FT_SfntLangTag + * + * @description: + * A structure to model a language tag entry from an SFNT 'name' table. + * + * @fields: + * string :: + * The language tag string, encoded in UTF-16BE (without trailing + * `NULL` bytes). + * + * string_len :: + * The length of `string` in **bytes**. + * + * @note: + * Please refer to the TrueType or OpenType specification for more + * details. + * + * @since: + * 2.8 + */ + typedef struct FT_SfntLangTag_ + { + FT_Byte* string; /* this string is *not* null-terminated! */ + FT_UInt string_len; /* in bytes */ + + } FT_SfntLangTag; + + + /************************************************************************** + * + * @function: + * FT_Get_Sfnt_LangTag + * + * @description: + * Retrieve the language tag associated with a language ID of an SFNT + * 'name' table entry. + * + * @input: + * face :: + * A handle to the source face. + * + * langID :: + * The language ID, as returned by @FT_Get_Sfnt_Name. This is always a + * value larger than 0x8000. + * + * @output: + * alangTag :: + * The language tag associated with the 'name' table entry's language + * ID. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The `string` array returned in the `alangTag` structure is not + * null-terminated. Note that you don't have to deallocate `string` by + * yourself; FreeType takes care of it if you call @FT_Done_Face. + * + * Only 'name' table format~1 supports language tags. For format~0 + * tables, this function always returns FT_Err_Invalid_Table. For + * invalid format~1 language ID values, FT_Err_Invalid_Argument is + * returned. + * + * This function always returns an error if the config macro + * `TT_CONFIG_OPTION_SFNT_NAMES` is not defined in `ftoption.h`. + * + * @since: + * 2.8 + */ + FT_EXPORT( FT_Error ) + FT_Get_Sfnt_LangTag( FT_Face face, + FT_UInt langID, + FT_SfntLangTag *alangTag ); + + + /* */ + + +FT_END_HEADER + +#endif /* FTSNAMES_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftstroke.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftstroke.h new file mode 100644 index 0000000..12c006d --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftstroke.h @@ -0,0 +1,773 @@ +/**************************************************************************** + * + * ftstroke.h + * + * FreeType path stroker (specification). + * + * Copyright (C) 2002-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTSTROKE_H_ +#define FTSTROKE_H_ + +#include +#include + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * glyph_stroker + * + * @title: + * Glyph Stroker + * + * @abstract: + * Generating bordered and stroked glyphs. + * + * @description: + * This component generates stroked outlines of a given vectorial glyph. + * It also allows you to retrieve the 'outside' and/or the 'inside' + * borders of the stroke. + * + * This can be useful to generate 'bordered' glyph, i.e., glyphs + * displayed with a colored (and anti-aliased) border around their + * shape. + * + * @order: + * FT_Stroker + * + * FT_Stroker_LineJoin + * FT_Stroker_LineCap + * FT_StrokerBorder + * + * FT_Outline_GetInsideBorder + * FT_Outline_GetOutsideBorder + * + * FT_Glyph_Stroke + * FT_Glyph_StrokeBorder + * + * FT_Stroker_New + * FT_Stroker_Set + * FT_Stroker_Rewind + * FT_Stroker_ParseOutline + * FT_Stroker_Done + * + * FT_Stroker_BeginSubPath + * FT_Stroker_EndSubPath + * + * FT_Stroker_LineTo + * FT_Stroker_ConicTo + * FT_Stroker_CubicTo + * + * FT_Stroker_GetBorderCounts + * FT_Stroker_ExportBorder + * FT_Stroker_GetCounts + * FT_Stroker_Export + * + */ + + + /************************************************************************** + * + * @type: + * FT_Stroker + * + * @description: + * Opaque handle to a path stroker object. + */ + typedef struct FT_StrokerRec_* FT_Stroker; + + + /************************************************************************** + * + * @enum: + * FT_Stroker_LineJoin + * + * @description: + * These values determine how two joining lines are rendered in a + * stroker. + * + * @values: + * FT_STROKER_LINEJOIN_ROUND :: + * Used to render rounded line joins. Circular arcs are used to join + * two lines smoothly. + * + * FT_STROKER_LINEJOIN_BEVEL :: + * Used to render beveled line joins. The outer corner of the joined + * lines is filled by enclosing the triangular region of the corner + * with a straight line between the outer corners of each stroke. + * + * FT_STROKER_LINEJOIN_MITER_FIXED :: + * Used to render mitered line joins, with fixed bevels if the miter + * limit is exceeded. The outer edges of the strokes for the two + * segments are extended until they meet at an angle. A bevel join + * (see above) is used if the segments meet at too sharp an angle and + * the outer edges meet beyond a distance corresponding to the meter + * limit. This prevents long spikes being created. + * `FT_STROKER_LINEJOIN_MITER_FIXED` generates a miter line join as + * used in PostScript and PDF. + * + * FT_STROKER_LINEJOIN_MITER_VARIABLE :: + * FT_STROKER_LINEJOIN_MITER :: + * Used to render mitered line joins, with variable bevels if the miter + * limit is exceeded. The intersection of the strokes is clipped + * perpendicularly to the bisector, at a distance corresponding to + * the miter limit. This prevents long spikes being created. + * `FT_STROKER_LINEJOIN_MITER_VARIABLE` generates a mitered line join + * as used in XPS. `FT_STROKER_LINEJOIN_MITER` is an alias for + * `FT_STROKER_LINEJOIN_MITER_VARIABLE`, retained for backward + * compatibility. + */ + typedef enum FT_Stroker_LineJoin_ + { + FT_STROKER_LINEJOIN_ROUND = 0, + FT_STROKER_LINEJOIN_BEVEL = 1, + FT_STROKER_LINEJOIN_MITER_VARIABLE = 2, + FT_STROKER_LINEJOIN_MITER = FT_STROKER_LINEJOIN_MITER_VARIABLE, + FT_STROKER_LINEJOIN_MITER_FIXED = 3 + + } FT_Stroker_LineJoin; + + + /************************************************************************** + * + * @enum: + * FT_Stroker_LineCap + * + * @description: + * These values determine how the end of opened sub-paths are rendered in + * a stroke. + * + * @values: + * FT_STROKER_LINECAP_BUTT :: + * The end of lines is rendered as a full stop on the last point + * itself. + * + * FT_STROKER_LINECAP_ROUND :: + * The end of lines is rendered as a half-circle around the last point. + * + * FT_STROKER_LINECAP_SQUARE :: + * The end of lines is rendered as a square around the last point. + */ + typedef enum FT_Stroker_LineCap_ + { + FT_STROKER_LINECAP_BUTT = 0, + FT_STROKER_LINECAP_ROUND, + FT_STROKER_LINECAP_SQUARE + + } FT_Stroker_LineCap; + + + /************************************************************************** + * + * @enum: + * FT_StrokerBorder + * + * @description: + * These values are used to select a given stroke border in + * @FT_Stroker_GetBorderCounts and @FT_Stroker_ExportBorder. + * + * @values: + * FT_STROKER_BORDER_LEFT :: + * Select the left border, relative to the drawing direction. + * + * FT_STROKER_BORDER_RIGHT :: + * Select the right border, relative to the drawing direction. + * + * @note: + * Applications are generally interested in the 'inside' and 'outside' + * borders. However, there is no direct mapping between these and the + * 'left' and 'right' ones, since this really depends on the glyph's + * drawing orientation, which varies between font formats. + * + * You can however use @FT_Outline_GetInsideBorder and + * @FT_Outline_GetOutsideBorder to get these. + */ + typedef enum FT_StrokerBorder_ + { + FT_STROKER_BORDER_LEFT = 0, + FT_STROKER_BORDER_RIGHT + + } FT_StrokerBorder; + + + /************************************************************************** + * + * @function: + * FT_Outline_GetInsideBorder + * + * @description: + * Retrieve the @FT_StrokerBorder value corresponding to the 'inside' + * borders of a given outline. + * + * @input: + * outline :: + * The source outline handle. + * + * @return: + * The border index. @FT_STROKER_BORDER_RIGHT for empty or invalid + * outlines. + */ + FT_EXPORT( FT_StrokerBorder ) + FT_Outline_GetInsideBorder( FT_Outline* outline ); + + + /************************************************************************** + * + * @function: + * FT_Outline_GetOutsideBorder + * + * @description: + * Retrieve the @FT_StrokerBorder value corresponding to the 'outside' + * borders of a given outline. + * + * @input: + * outline :: + * The source outline handle. + * + * @return: + * The border index. @FT_STROKER_BORDER_LEFT for empty or invalid + * outlines. + */ + FT_EXPORT( FT_StrokerBorder ) + FT_Outline_GetOutsideBorder( FT_Outline* outline ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_New + * + * @description: + * Create a new stroker object. + * + * @input: + * library :: + * FreeType library handle. + * + * @output: + * astroker :: + * A new stroker object handle. `NULL` in case of error. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Stroker_New( FT_Library library, + FT_Stroker *astroker ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_Set + * + * @description: + * Reset a stroker object's attributes. + * + * @input: + * stroker :: + * The target stroker handle. + * + * radius :: + * The border radius. + * + * line_cap :: + * The line cap style. + * + * line_join :: + * The line join style. + * + * miter_limit :: + * The maximum reciprocal sine of half-angle at the miter join, + * expressed as 16.16 fixed point value. + * + * @note: + * The `radius` is expressed in the same units as the outline + * coordinates. + * + * The `miter_limit` multiplied by the `radius` gives the maximum size + * of a miter spike, at which it is clipped for + * @FT_STROKER_LINEJOIN_MITER_VARIABLE or replaced with a bevel join for + * @FT_STROKER_LINEJOIN_MITER_FIXED. + * + * This function calls @FT_Stroker_Rewind automatically. + */ + FT_EXPORT( void ) + FT_Stroker_Set( FT_Stroker stroker, + FT_Fixed radius, + FT_Stroker_LineCap line_cap, + FT_Stroker_LineJoin line_join, + FT_Fixed miter_limit ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_Rewind + * + * @description: + * Reset a stroker object without changing its attributes. You should + * call this function before beginning a new series of calls to + * @FT_Stroker_BeginSubPath or @FT_Stroker_EndSubPath. + * + * @input: + * stroker :: + * The target stroker handle. + */ + FT_EXPORT( void ) + FT_Stroker_Rewind( FT_Stroker stroker ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_ParseOutline + * + * @description: + * A convenience function used to parse a whole outline with the stroker. + * The resulting outline(s) can be retrieved later by functions like + * @FT_Stroker_GetCounts and @FT_Stroker_Export. + * + * @input: + * stroker :: + * The target stroker handle. + * + * outline :: + * The source outline. + * + * opened :: + * A boolean. If~1, the outline is treated as an open path instead of + * a closed one. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * If `opened` is~0 (the default), the outline is treated as a closed + * path, and the stroker generates two distinct 'border' outlines. + * + * If `opened` is~1, the outline is processed as an open path, and the + * stroker generates a single 'stroke' outline. + * + * This function calls @FT_Stroker_Rewind automatically. + */ + FT_EXPORT( FT_Error ) + FT_Stroker_ParseOutline( FT_Stroker stroker, + FT_Outline* outline, + FT_Bool opened ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_BeginSubPath + * + * @description: + * Start a new sub-path in the stroker. + * + * @input: + * stroker :: + * The target stroker handle. + * + * to :: + * A pointer to the start vector. + * + * open :: + * A boolean. If~1, the sub-path is treated as an open one. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function is useful when you need to stroke a path that is not + * stored as an @FT_Outline object. + */ + FT_EXPORT( FT_Error ) + FT_Stroker_BeginSubPath( FT_Stroker stroker, + FT_Vector* to, + FT_Bool open ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_EndSubPath + * + * @description: + * Close the current sub-path in the stroker. + * + * @input: + * stroker :: + * The target stroker handle. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * You should call this function after @FT_Stroker_BeginSubPath. If the + * subpath was not 'opened', this function 'draws' a single line segment + * to the start position when needed. + */ + FT_EXPORT( FT_Error ) + FT_Stroker_EndSubPath( FT_Stroker stroker ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_LineTo + * + * @description: + * 'Draw' a single line segment in the stroker's current sub-path, from + * the last position. + * + * @input: + * stroker :: + * The target stroker handle. + * + * to :: + * A pointer to the destination point. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * You should call this function between @FT_Stroker_BeginSubPath and + * @FT_Stroker_EndSubPath. + */ + FT_EXPORT( FT_Error ) + FT_Stroker_LineTo( FT_Stroker stroker, + FT_Vector* to ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_ConicTo + * + * @description: + * 'Draw' a single quadratic Bezier in the stroker's current sub-path, + * from the last position. + * + * @input: + * stroker :: + * The target stroker handle. + * + * control :: + * A pointer to a Bezier control point. + * + * to :: + * A pointer to the destination point. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * You should call this function between @FT_Stroker_BeginSubPath and + * @FT_Stroker_EndSubPath. + */ + FT_EXPORT( FT_Error ) + FT_Stroker_ConicTo( FT_Stroker stroker, + FT_Vector* control, + FT_Vector* to ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_CubicTo + * + * @description: + * 'Draw' a single cubic Bezier in the stroker's current sub-path, from + * the last position. + * + * @input: + * stroker :: + * The target stroker handle. + * + * control1 :: + * A pointer to the first Bezier control point. + * + * control2 :: + * A pointer to second Bezier control point. + * + * to :: + * A pointer to the destination point. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * You should call this function between @FT_Stroker_BeginSubPath and + * @FT_Stroker_EndSubPath. + */ + FT_EXPORT( FT_Error ) + FT_Stroker_CubicTo( FT_Stroker stroker, + FT_Vector* control1, + FT_Vector* control2, + FT_Vector* to ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_GetBorderCounts + * + * @description: + * Call this function once you have finished parsing your paths with the + * stroker. It returns the number of points and contours necessary to + * export one of the 'border' or 'stroke' outlines generated by the + * stroker. + * + * @input: + * stroker :: + * The target stroker handle. + * + * border :: + * The border index. + * + * @output: + * anum_points :: + * The number of points. + * + * anum_contours :: + * The number of contours. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * When an outline, or a sub-path, is 'closed', the stroker generates two + * independent 'border' outlines, named 'left' and 'right'. + * + * When the outline, or a sub-path, is 'opened', the stroker merges the + * 'border' outlines with caps. The 'left' border receives all points, + * while the 'right' border becomes empty. + * + * Use the function @FT_Stroker_GetCounts instead if you want to retrieve + * the counts associated to both borders. + */ + FT_EXPORT( FT_Error ) + FT_Stroker_GetBorderCounts( FT_Stroker stroker, + FT_StrokerBorder border, + FT_UInt *anum_points, + FT_UInt *anum_contours ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_ExportBorder + * + * @description: + * Call this function after @FT_Stroker_GetBorderCounts to export the + * corresponding border to your own @FT_Outline structure. + * + * Note that this function appends the border points and contours to your + * outline, but does not try to resize its arrays. + * + * @input: + * stroker :: + * The target stroker handle. + * + * border :: + * The border index. + * + * outline :: + * The target outline handle. + * + * @note: + * Always call this function after @FT_Stroker_GetBorderCounts to get + * sure that there is enough room in your @FT_Outline object to receive + * all new data. + * + * When an outline, or a sub-path, is 'closed', the stroker generates two + * independent 'border' outlines, named 'left' and 'right'. + * + * When the outline, or a sub-path, is 'opened', the stroker merges the + * 'border' outlines with caps. The 'left' border receives all points, + * while the 'right' border becomes empty. + * + * Use the function @FT_Stroker_Export instead if you want to retrieve + * all borders at once. + */ + FT_EXPORT( void ) + FT_Stroker_ExportBorder( FT_Stroker stroker, + FT_StrokerBorder border, + FT_Outline* outline ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_GetCounts + * + * @description: + * Call this function once you have finished parsing your paths with the + * stroker. It returns the number of points and contours necessary to + * export all points/borders from the stroked outline/path. + * + * @input: + * stroker :: + * The target stroker handle. + * + * @output: + * anum_points :: + * The number of points. + * + * anum_contours :: + * The number of contours. + * + * @return: + * FreeType error code. 0~means success. + */ + FT_EXPORT( FT_Error ) + FT_Stroker_GetCounts( FT_Stroker stroker, + FT_UInt *anum_points, + FT_UInt *anum_contours ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_Export + * + * @description: + * Call this function after @FT_Stroker_GetBorderCounts to export all + * borders to your own @FT_Outline structure. + * + * Note that this function appends the border points and contours to your + * outline, but does not try to resize its arrays. + * + * @input: + * stroker :: + * The target stroker handle. + * + * outline :: + * The target outline handle. + */ + FT_EXPORT( void ) + FT_Stroker_Export( FT_Stroker stroker, + FT_Outline* outline ); + + + /************************************************************************** + * + * @function: + * FT_Stroker_Done + * + * @description: + * Destroy a stroker object. + * + * @input: + * stroker :: + * A stroker handle. Can be `NULL`. + */ + FT_EXPORT( void ) + FT_Stroker_Done( FT_Stroker stroker ); + + + /************************************************************************** + * + * @function: + * FT_Glyph_Stroke + * + * @description: + * Stroke a given outline glyph object with a given stroker. + * + * @inout: + * pglyph :: + * Source glyph handle on input, new glyph handle on output. + * + * @input: + * stroker :: + * A stroker handle. + * + * destroy :: + * A Boolean. If~1, the source glyph object is destroyed on success. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The source glyph is untouched in case of error. + * + * Adding stroke may yield a significantly wider and taller glyph + * depending on how large of a radius was used to stroke the glyph. You + * may need to manually adjust horizontal and vertical advance amounts to + * account for this added size. + */ + FT_EXPORT( FT_Error ) + FT_Glyph_Stroke( FT_Glyph *pglyph, + FT_Stroker stroker, + FT_Bool destroy ); + + + /************************************************************************** + * + * @function: + * FT_Glyph_StrokeBorder + * + * @description: + * Stroke a given outline glyph object with a given stroker, but only + * return either its inside or outside border. + * + * @inout: + * pglyph :: + * Source glyph handle on input, new glyph handle on output. + * + * @input: + * stroker :: + * A stroker handle. + * + * inside :: + * A Boolean. If~1, return the inside border, otherwise the outside + * border. + * + * destroy :: + * A Boolean. If~1, the source glyph object is destroyed on success. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The source glyph is untouched in case of error. + * + * Adding stroke may yield a significantly wider and taller glyph + * depending on how large of a radius was used to stroke the glyph. You + * may need to manually adjust horizontal and vertical advance amounts to + * account for this added size. + */ + FT_EXPORT( FT_Error ) + FT_Glyph_StrokeBorder( FT_Glyph *pglyph, + FT_Stroker stroker, + FT_Bool inside, + FT_Bool destroy ); + + /* */ + +FT_END_HEADER + +#endif /* FTSTROKE_H_ */ + + +/* END */ + + +/* Local Variables: */ +/* coding: utf-8 */ +/* End: */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsynth.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsynth.h new file mode 100644 index 0000000..afc40b1 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsynth.h @@ -0,0 +1,83 @@ +/**************************************************************************** + * + * ftsynth.h + * + * FreeType synthesizing code for emboldening and slanting + * (specification). + * + * Copyright (C) 2000-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /********* *********/ + /********* WARNING, THIS IS ALPHA CODE! THIS API *********/ + /********* IS DUE TO CHANGE UNTIL STRICTLY NOTIFIED BY THE *********/ + /********* FREETYPE DEVELOPMENT TEAM *********/ + /********* *********/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /* Main reason for not lifting the functions in this module to a */ + /* 'standard' API is that the used parameters for emboldening and */ + /* slanting are not configurable. Consider the functions as a */ + /* code resource that should be copied into the application and */ + /* adapted to the particular needs. */ + + +#ifndef FTSYNTH_H_ +#define FTSYNTH_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + /* Embolden a glyph by a 'reasonable' value (which is highly a matter of */ + /* taste). This function is actually a convenience function, providing */ + /* a wrapper for @FT_Outline_Embolden and @FT_Bitmap_Embolden. */ + /* */ + /* For emboldened outlines the height, width, and advance metrics are */ + /* increased by the strength of the emboldening -- this even affects */ + /* mono-width fonts! */ + /* */ + /* You can also call @FT_Outline_Get_CBox to get precise values. */ + FT_EXPORT( void ) + FT_GlyphSlot_Embolden( FT_GlyphSlot slot ); + + /* Slant an outline glyph to the right by about 12 degrees. */ + FT_EXPORT( void ) + FT_GlyphSlot_Oblique( FT_GlyphSlot slot ); + + /* */ + + +FT_END_HEADER + +#endif /* FTSYNTH_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsystem.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsystem.h new file mode 100644 index 0000000..5f8aec7 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftsystem.h @@ -0,0 +1,352 @@ +/**************************************************************************** + * + * ftsystem.h + * + * FreeType low-level system interface definition (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTSYSTEM_H_ +#define FTSYSTEM_H_ + + + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * system_interface + * + * @title: + * System Interface + * + * @abstract: + * How FreeType manages memory and i/o. + * + * @description: + * This section contains various definitions related to memory management + * and i/o access. You need to understand this information if you want to + * use a custom memory manager or you own i/o streams. + * + */ + + + /************************************************************************** + * + * M E M O R Y M A N A G E M E N T + * + */ + + + /************************************************************************** + * + * @type: + * FT_Memory + * + * @description: + * A handle to a given memory manager object, defined with an + * @FT_MemoryRec structure. + * + */ + typedef struct FT_MemoryRec_* FT_Memory; + + + /************************************************************************** + * + * @functype: + * FT_Alloc_Func + * + * @description: + * A function used to allocate `size` bytes from `memory`. + * + * @input: + * memory :: + * A handle to the source memory manager. + * + * size :: + * The size in bytes to allocate. + * + * @return: + * Address of new memory block. 0~in case of failure. + * + */ + typedef void* + (*FT_Alloc_Func)( FT_Memory memory, + long size ); + + + /************************************************************************** + * + * @functype: + * FT_Free_Func + * + * @description: + * A function used to release a given block of memory. + * + * @input: + * memory :: + * A handle to the source memory manager. + * + * block :: + * The address of the target memory block. + * + */ + typedef void + (*FT_Free_Func)( FT_Memory memory, + void* block ); + + + /************************************************************************** + * + * @functype: + * FT_Realloc_Func + * + * @description: + * A function used to re-allocate a given block of memory. + * + * @input: + * memory :: + * A handle to the source memory manager. + * + * cur_size :: + * The block's current size in bytes. + * + * new_size :: + * The block's requested new size. + * + * block :: + * The block's current address. + * + * @return: + * New block address. 0~in case of memory shortage. + * + * @note: + * In case of error, the old block must still be available. + * + */ + typedef void* + (*FT_Realloc_Func)( FT_Memory memory, + long cur_size, + long new_size, + void* block ); + + + /************************************************************************** + * + * @struct: + * FT_MemoryRec + * + * @description: + * A structure used to describe a given memory manager to FreeType~2. + * + * @fields: + * user :: + * A generic typeless pointer for user data. + * + * alloc :: + * A pointer type to an allocation function. + * + * free :: + * A pointer type to an memory freeing function. + * + * realloc :: + * A pointer type to a reallocation function. + * + */ + struct FT_MemoryRec_ + { + void* user; + FT_Alloc_Func alloc; + FT_Free_Func free; + FT_Realloc_Func realloc; + }; + + + /************************************************************************** + * + * I / O M A N A G E M E N T + * + */ + + + /************************************************************************** + * + * @type: + * FT_Stream + * + * @description: + * A handle to an input stream. + * + * @also: + * See @FT_StreamRec for the publicly accessible fields of a given stream + * object. + * + */ + typedef struct FT_StreamRec_* FT_Stream; + + + /************************************************************************** + * + * @struct: + * FT_StreamDesc + * + * @description: + * A union type used to store either a long or a pointer. This is used + * to store a file descriptor or a `FILE*` in an input stream. + * + */ + typedef union FT_StreamDesc_ + { + long value; + void* pointer; + + } FT_StreamDesc; + + + /************************************************************************** + * + * @functype: + * FT_Stream_IoFunc + * + * @description: + * A function used to seek and read data from a given input stream. + * + * @input: + * stream :: + * A handle to the source stream. + * + * offset :: + * The offset of read in stream (always from start). + * + * buffer :: + * The address of the read buffer. + * + * count :: + * The number of bytes to read from the stream. + * + * @return: + * The number of bytes effectively read by the stream. + * + * @note: + * This function might be called to perform a seek or skip operation with + * a `count` of~0. A non-zero return value then indicates an error. + * + */ + typedef unsigned long + (*FT_Stream_IoFunc)( FT_Stream stream, + unsigned long offset, + unsigned char* buffer, + unsigned long count ); + + + /************************************************************************** + * + * @functype: + * FT_Stream_CloseFunc + * + * @description: + * A function used to close a given input stream. + * + * @input: + * stream :: + * A handle to the target stream. + * + */ + typedef void + (*FT_Stream_CloseFunc)( FT_Stream stream ); + + + /************************************************************************** + * + * @struct: + * FT_StreamRec + * + * @description: + * A structure used to describe an input stream. + * + * @input: + * base :: + * For memory-based streams, this is the address of the first stream + * byte in memory. This field should always be set to `NULL` for + * disk-based streams. + * + * size :: + * The stream size in bytes. + * + * In case of compressed streams where the size is unknown before + * actually doing the decompression, the value is set to 0x7FFFFFFF. + * (Note that this size value can occur for normal streams also; it is + * thus just a hint.) + * + * pos :: + * The current position within the stream. + * + * descriptor :: + * This field is a union that can hold an integer or a pointer. It is + * used by stream implementations to store file descriptors or `FILE*` + * pointers. + * + * pathname :: + * This field is completely ignored by FreeType. However, it is often + * useful during debugging to use it to store the stream's filename + * (where available). + * + * read :: + * The stream's input function. + * + * close :: + * The stream's close function. + * + * memory :: + * The memory manager to use to preload frames. This is set internally + * by FreeType and shouldn't be touched by stream implementations. + * + * cursor :: + * This field is set and used internally by FreeType when parsing + * frames. In particular, the `FT_GET_XXX` macros use this instead of + * the `pos` field. + * + * limit :: + * This field is set and used internally by FreeType when parsing + * frames. + * + */ + typedef struct FT_StreamRec_ + { + unsigned char* base; + unsigned long size; + unsigned long pos; + + FT_StreamDesc descriptor; + FT_StreamDesc pathname; + FT_Stream_IoFunc read; + FT_Stream_CloseFunc close; + + FT_Memory memory; + unsigned char* cursor; + unsigned char* limit; + + } FT_StreamRec; + + /* */ + + +FT_END_HEADER + +#endif /* FTSYSTEM_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fttrigon.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fttrigon.h new file mode 100644 index 0000000..4e8d871 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fttrigon.h @@ -0,0 +1,350 @@ +/**************************************************************************** + * + * fttrigon.h + * + * FreeType trigonometric functions (specification). + * + * Copyright (C) 2001-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTTRIGON_H_ +#define FTTRIGON_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * computations + * + */ + + + /************************************************************************** + * + * @type: + * FT_Angle + * + * @description: + * This type is used to model angle values in FreeType. Note that the + * angle is a 16.16 fixed-point value expressed in degrees. + * + */ + typedef FT_Fixed FT_Angle; + + + /************************************************************************** + * + * @macro: + * FT_ANGLE_PI + * + * @description: + * The angle pi expressed in @FT_Angle units. + * + */ +#define FT_ANGLE_PI ( 180L << 16 ) + + + /************************************************************************** + * + * @macro: + * FT_ANGLE_2PI + * + * @description: + * The angle 2*pi expressed in @FT_Angle units. + * + */ +#define FT_ANGLE_2PI ( FT_ANGLE_PI * 2 ) + + + /************************************************************************** + * + * @macro: + * FT_ANGLE_PI2 + * + * @description: + * The angle pi/2 expressed in @FT_Angle units. + * + */ +#define FT_ANGLE_PI2 ( FT_ANGLE_PI / 2 ) + + + /************************************************************************** + * + * @macro: + * FT_ANGLE_PI4 + * + * @description: + * The angle pi/4 expressed in @FT_Angle units. + * + */ +#define FT_ANGLE_PI4 ( FT_ANGLE_PI / 4 ) + + + /************************************************************************** + * + * @function: + * FT_Sin + * + * @description: + * Return the sinus of a given angle in fixed-point format. + * + * @input: + * angle :: + * The input angle. + * + * @return: + * The sinus value. + * + * @note: + * If you need both the sinus and cosinus for a given angle, use the + * function @FT_Vector_Unit. + * + */ + FT_EXPORT( FT_Fixed ) + FT_Sin( FT_Angle angle ); + + + /************************************************************************** + * + * @function: + * FT_Cos + * + * @description: + * Return the cosinus of a given angle in fixed-point format. + * + * @input: + * angle :: + * The input angle. + * + * @return: + * The cosinus value. + * + * @note: + * If you need both the sinus and cosinus for a given angle, use the + * function @FT_Vector_Unit. + * + */ + FT_EXPORT( FT_Fixed ) + FT_Cos( FT_Angle angle ); + + + /************************************************************************** + * + * @function: + * FT_Tan + * + * @description: + * Return the tangent of a given angle in fixed-point format. + * + * @input: + * angle :: + * The input angle. + * + * @return: + * The tangent value. + * + */ + FT_EXPORT( FT_Fixed ) + FT_Tan( FT_Angle angle ); + + + /************************************************************************** + * + * @function: + * FT_Atan2 + * + * @description: + * Return the arc-tangent corresponding to a given vector (x,y) in the 2d + * plane. + * + * @input: + * x :: + * The horizontal vector coordinate. + * + * y :: + * The vertical vector coordinate. + * + * @return: + * The arc-tangent value (i.e. angle). + * + */ + FT_EXPORT( FT_Angle ) + FT_Atan2( FT_Fixed x, + FT_Fixed y ); + + + /************************************************************************** + * + * @function: + * FT_Angle_Diff + * + * @description: + * Return the difference between two angles. The result is always + * constrained to the ]-PI..PI] interval. + * + * @input: + * angle1 :: + * First angle. + * + * angle2 :: + * Second angle. + * + * @return: + * Constrained value of `angle2-angle1`. + * + */ + FT_EXPORT( FT_Angle ) + FT_Angle_Diff( FT_Angle angle1, + FT_Angle angle2 ); + + + /************************************************************************** + * + * @function: + * FT_Vector_Unit + * + * @description: + * Return the unit vector corresponding to a given angle. After the + * call, the value of `vec.x` will be `cos(angle)`, and the value of + * `vec.y` will be `sin(angle)`. + * + * This function is useful to retrieve both the sinus and cosinus of a + * given angle quickly. + * + * @output: + * vec :: + * The address of target vector. + * + * @input: + * angle :: + * The input angle. + * + */ + FT_EXPORT( void ) + FT_Vector_Unit( FT_Vector* vec, + FT_Angle angle ); + + + /************************************************************************** + * + * @function: + * FT_Vector_Rotate + * + * @description: + * Rotate a vector by a given angle. + * + * @inout: + * vec :: + * The address of target vector. + * + * @input: + * angle :: + * The input angle. + * + */ + FT_EXPORT( void ) + FT_Vector_Rotate( FT_Vector* vec, + FT_Angle angle ); + + + /************************************************************************** + * + * @function: + * FT_Vector_Length + * + * @description: + * Return the length of a given vector. + * + * @input: + * vec :: + * The address of target vector. + * + * @return: + * The vector length, expressed in the same units that the original + * vector coordinates. + * + */ + FT_EXPORT( FT_Fixed ) + FT_Vector_Length( FT_Vector* vec ); + + + /************************************************************************** + * + * @function: + * FT_Vector_Polarize + * + * @description: + * Compute both the length and angle of a given vector. + * + * @input: + * vec :: + * The address of source vector. + * + * @output: + * length :: + * The vector length. + * + * angle :: + * The vector angle. + * + */ + FT_EXPORT( void ) + FT_Vector_Polarize( FT_Vector* vec, + FT_Fixed *length, + FT_Angle *angle ); + + + /************************************************************************** + * + * @function: + * FT_Vector_From_Polar + * + * @description: + * Compute vector coordinates from a length and angle. + * + * @output: + * vec :: + * The address of source vector. + * + * @input: + * length :: + * The vector length. + * + * angle :: + * The vector angle. + * + */ + FT_EXPORT( void ) + FT_Vector_From_Polar( FT_Vector* vec, + FT_Fixed length, + FT_Angle angle ); + + /* */ + + +FT_END_HEADER + +#endif /* FTTRIGON_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fttypes.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fttypes.h new file mode 100644 index 0000000..29f32fb --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/fttypes.h @@ -0,0 +1,614 @@ +/**************************************************************************** + * + * fttypes.h + * + * FreeType simple types definitions (specification only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTTYPES_H_ +#define FTTYPES_H_ + + +#include +#include FT_CONFIG_CONFIG_H +#include +#include + +#include + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * basic_types + * + * @title: + * Basic Data Types + * + * @abstract: + * The basic data types defined by the library. + * + * @description: + * This section contains the basic data types defined by FreeType~2, + * ranging from simple scalar types to bitmap descriptors. More + * font-specific structures are defined in a different section. + * + * @order: + * FT_Byte + * FT_Bytes + * FT_Char + * FT_Int + * FT_UInt + * FT_Int16 + * FT_UInt16 + * FT_Int32 + * FT_UInt32 + * FT_Int64 + * FT_UInt64 + * FT_Short + * FT_UShort + * FT_Long + * FT_ULong + * FT_Bool + * FT_Offset + * FT_PtrDist + * FT_String + * FT_Tag + * FT_Error + * FT_Fixed + * FT_Pointer + * FT_Pos + * FT_Vector + * FT_BBox + * FT_Matrix + * FT_FWord + * FT_UFWord + * FT_F2Dot14 + * FT_UnitVector + * FT_F26Dot6 + * FT_Data + * + * FT_MAKE_TAG + * + * FT_Generic + * FT_Generic_Finalizer + * + * FT_Bitmap + * FT_Pixel_Mode + * FT_Palette_Mode + * FT_Glyph_Format + * FT_IMAGE_TAG + * + */ + + + /************************************************************************** + * + * @type: + * FT_Bool + * + * @description: + * A typedef of unsigned char, used for simple booleans. As usual, + * values 1 and~0 represent true and false, respectively. + */ + typedef unsigned char FT_Bool; + + + /************************************************************************** + * + * @type: + * FT_FWord + * + * @description: + * A signed 16-bit integer used to store a distance in original font + * units. + */ + typedef signed short FT_FWord; /* distance in FUnits */ + + + /************************************************************************** + * + * @type: + * FT_UFWord + * + * @description: + * An unsigned 16-bit integer used to store a distance in original font + * units. + */ + typedef unsigned short FT_UFWord; /* unsigned distance */ + + + /************************************************************************** + * + * @type: + * FT_Char + * + * @description: + * A simple typedef for the _signed_ char type. + */ + typedef signed char FT_Char; + + + /************************************************************************** + * + * @type: + * FT_Byte + * + * @description: + * A simple typedef for the _unsigned_ char type. + */ + typedef unsigned char FT_Byte; + + + /************************************************************************** + * + * @type: + * FT_Bytes + * + * @description: + * A typedef for constant memory areas. + */ + typedef const FT_Byte* FT_Bytes; + + + /************************************************************************** + * + * @type: + * FT_Tag + * + * @description: + * A typedef for 32-bit tags (as used in the SFNT format). + */ + typedef FT_UInt32 FT_Tag; + + + /************************************************************************** + * + * @type: + * FT_String + * + * @description: + * A simple typedef for the char type, usually used for strings. + */ + typedef char FT_String; + + + /************************************************************************** + * + * @type: + * FT_Short + * + * @description: + * A typedef for signed short. + */ + typedef signed short FT_Short; + + + /************************************************************************** + * + * @type: + * FT_UShort + * + * @description: + * A typedef for unsigned short. + */ + typedef unsigned short FT_UShort; + + + /************************************************************************** + * + * @type: + * FT_Int + * + * @description: + * A typedef for the int type. + */ + typedef signed int FT_Int; + + + /************************************************************************** + * + * @type: + * FT_UInt + * + * @description: + * A typedef for the unsigned int type. + */ + typedef unsigned int FT_UInt; + + + /************************************************************************** + * + * @type: + * FT_Long + * + * @description: + * A typedef for signed long. + */ + typedef signed long FT_Long; + + + /************************************************************************** + * + * @type: + * FT_ULong + * + * @description: + * A typedef for unsigned long. + */ + typedef unsigned long FT_ULong; + + + /************************************************************************** + * + * @type: + * FT_F2Dot14 + * + * @description: + * A signed 2.14 fixed-point type used for unit vectors. + */ + typedef signed short FT_F2Dot14; + + + /************************************************************************** + * + * @type: + * FT_F26Dot6 + * + * @description: + * A signed 26.6 fixed-point type used for vectorial pixel coordinates. + */ + typedef signed long FT_F26Dot6; + + + /************************************************************************** + * + * @type: + * FT_Fixed + * + * @description: + * This type is used to store 16.16 fixed-point values, like scaling + * values or matrix coefficients. + */ + typedef signed long FT_Fixed; + + + /************************************************************************** + * + * @type: + * FT_Error + * + * @description: + * The FreeType error code type. A value of~0 is always interpreted as a + * successful operation. + */ + typedef int FT_Error; + + + /************************************************************************** + * + * @type: + * FT_Pointer + * + * @description: + * A simple typedef for a typeless pointer. + */ + typedef void* FT_Pointer; + + + /************************************************************************** + * + * @type: + * FT_Offset + * + * @description: + * This is equivalent to the ANSI~C `size_t` type, i.e., the largest + * _unsigned_ integer type used to express a file size or position, or a + * memory block size. + */ + typedef size_t FT_Offset; + + + /************************************************************************** + * + * @type: + * FT_PtrDist + * + * @description: + * This is equivalent to the ANSI~C `ptrdiff_t` type, i.e., the largest + * _signed_ integer type used to express the distance between two + * pointers. + */ + typedef ft_ptrdiff_t FT_PtrDist; + + + /************************************************************************** + * + * @struct: + * FT_UnitVector + * + * @description: + * A simple structure used to store a 2D vector unit vector. Uses + * FT_F2Dot14 types. + * + * @fields: + * x :: + * Horizontal coordinate. + * + * y :: + * Vertical coordinate. + */ + typedef struct FT_UnitVector_ + { + FT_F2Dot14 x; + FT_F2Dot14 y; + + } FT_UnitVector; + + + /************************************************************************** + * + * @struct: + * FT_Matrix + * + * @description: + * A simple structure used to store a 2x2 matrix. Coefficients are in + * 16.16 fixed-point format. The computation performed is: + * + * ``` + * x' = x*xx + y*xy + * y' = x*yx + y*yy + * ``` + * + * @fields: + * xx :: + * Matrix coefficient. + * + * xy :: + * Matrix coefficient. + * + * yx :: + * Matrix coefficient. + * + * yy :: + * Matrix coefficient. + */ + typedef struct FT_Matrix_ + { + FT_Fixed xx, xy; + FT_Fixed yx, yy; + + } FT_Matrix; + + + /************************************************************************** + * + * @struct: + * FT_Data + * + * @description: + * Read-only binary data represented as a pointer and a length. + * + * @fields: + * pointer :: + * The data. + * + * length :: + * The length of the data in bytes. + */ + typedef struct FT_Data_ + { + const FT_Byte* pointer; + FT_UInt length; + + } FT_Data; + + + /************************************************************************** + * + * @functype: + * FT_Generic_Finalizer + * + * @description: + * Describe a function used to destroy the 'client' data of any FreeType + * object. See the description of the @FT_Generic type for details of + * usage. + * + * @input: + * The address of the FreeType object that is under finalization. Its + * client data is accessed through its `generic` field. + */ + typedef void (*FT_Generic_Finalizer)( void* object ); + + + /************************************************************************** + * + * @struct: + * FT_Generic + * + * @description: + * Client applications often need to associate their own data to a + * variety of FreeType core objects. For example, a text layout API + * might want to associate a glyph cache to a given size object. + * + * Some FreeType object contains a `generic` field, of type `FT_Generic`, + * which usage is left to client applications and font servers. + * + * It can be used to store a pointer to client-specific data, as well as + * the address of a 'finalizer' function, which will be called by + * FreeType when the object is destroyed (for example, the previous + * client example would put the address of the glyph cache destructor in + * the `finalizer` field). + * + * @fields: + * data :: + * A typeless pointer to any client-specified data. This field is + * completely ignored by the FreeType library. + * + * finalizer :: + * A pointer to a 'generic finalizer' function, which will be called + * when the object is destroyed. If this field is set to `NULL`, no + * code will be called. + */ + typedef struct FT_Generic_ + { + void* data; + FT_Generic_Finalizer finalizer; + + } FT_Generic; + + + /************************************************************************** + * + * @macro: + * FT_MAKE_TAG + * + * @description: + * This macro converts four-letter tags that are used to label TrueType + * tables into an `FT_Tag` type, to be used within FreeType. + * + * @note: + * The produced values **must** be 32-bit integers. Don't redefine this + * macro. + */ +#define FT_MAKE_TAG( _x1, _x2, _x3, _x4 ) \ + ( ( FT_STATIC_BYTE_CAST( FT_Tag, _x1 ) << 24 ) | \ + ( FT_STATIC_BYTE_CAST( FT_Tag, _x2 ) << 16 ) | \ + ( FT_STATIC_BYTE_CAST( FT_Tag, _x3 ) << 8 ) | \ + FT_STATIC_BYTE_CAST( FT_Tag, _x4 ) ) + + + /*************************************************************************/ + /*************************************************************************/ + /* */ + /* L I S T M A N A G E M E N T */ + /* */ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @section: + * list_processing + * + */ + + + /************************************************************************** + * + * @type: + * FT_ListNode + * + * @description: + * Many elements and objects in FreeType are listed through an @FT_List + * record (see @FT_ListRec). As its name suggests, an FT_ListNode is a + * handle to a single list element. + */ + typedef struct FT_ListNodeRec_* FT_ListNode; + + + /************************************************************************** + * + * @type: + * FT_List + * + * @description: + * A handle to a list record (see @FT_ListRec). + */ + typedef struct FT_ListRec_* FT_List; + + + /************************************************************************** + * + * @struct: + * FT_ListNodeRec + * + * @description: + * A structure used to hold a single list element. + * + * @fields: + * prev :: + * The previous element in the list. `NULL` if first. + * + * next :: + * The next element in the list. `NULL` if last. + * + * data :: + * A typeless pointer to the listed object. + */ + typedef struct FT_ListNodeRec_ + { + FT_ListNode prev; + FT_ListNode next; + void* data; + + } FT_ListNodeRec; + + + /************************************************************************** + * + * @struct: + * FT_ListRec + * + * @description: + * A structure used to hold a simple doubly-linked list. These are used + * in many parts of FreeType. + * + * @fields: + * head :: + * The head (first element) of doubly-linked list. + * + * tail :: + * The tail (last element) of doubly-linked list. + */ + typedef struct FT_ListRec_ + { + FT_ListNode head; + FT_ListNode tail; + + } FT_ListRec; + + /* */ + + +#define FT_IS_EMPTY( list ) ( (list).head == 0 ) +#define FT_BOOL( x ) FT_STATIC_CAST( FT_Bool, (x) != 0 ) + + /* concatenate C tokens */ +#define FT_ERR_XCAT( x, y ) x ## y +#define FT_ERR_CAT( x, y ) FT_ERR_XCAT( x, y ) + + /* see `ftmoderr.h` for descriptions of the following macros */ + +#define FT_ERR( e ) FT_ERR_CAT( FT_ERR_PREFIX, e ) + +#define FT_ERROR_BASE( x ) ( (x) & 0xFF ) +#define FT_ERROR_MODULE( x ) ( (x) & 0xFF00U ) + +#define FT_ERR_EQ( x, e ) \ + ( FT_ERROR_BASE( x ) == FT_ERROR_BASE( FT_ERR( e ) ) ) +#define FT_ERR_NEQ( x, e ) \ + ( FT_ERROR_BASE( x ) != FT_ERROR_BASE( FT_ERR( e ) ) ) + + +FT_END_HEADER + +#endif /* FTTYPES_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftwinfnt.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftwinfnt.h new file mode 100644 index 0000000..294f85a --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ftwinfnt.h @@ -0,0 +1,276 @@ +/**************************************************************************** + * + * ftwinfnt.h + * + * FreeType API for accessing Windows fnt-specific data. + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTWINFNT_H_ +#define FTWINFNT_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * winfnt_fonts + * + * @title: + * Window FNT Files + * + * @abstract: + * Windows FNT-specific API. + * + * @description: + * This section contains the declaration of Windows FNT-specific + * functions. + * + */ + + + /************************************************************************** + * + * @enum: + * FT_WinFNT_ID_XXX + * + * @description: + * A list of valid values for the `charset` byte in @FT_WinFNT_HeaderRec. + * Exact mapping tables for the various 'cpXXXX' encodings (except for + * 'cp1361') can be found at 'ftp://ftp.unicode.org/Public/' in the + * `MAPPINGS/VENDORS/MICSFT/WINDOWS` subdirectory. 'cp1361' is roughly a + * superset of `MAPPINGS/OBSOLETE/EASTASIA/KSC/JOHAB.TXT`. + * + * @values: + * FT_WinFNT_ID_DEFAULT :: + * This is used for font enumeration and font creation as a 'don't + * care' value. Valid font files don't contain this value. When + * querying for information about the character set of the font that is + * currently selected into a specified device context, this return + * value (of the related Windows API) simply denotes failure. + * + * FT_WinFNT_ID_SYMBOL :: + * There is no known mapping table available. + * + * FT_WinFNT_ID_MAC :: + * Mac Roman encoding. + * + * FT_WinFNT_ID_OEM :: + * From Michael Poettgen : + * + * The 'Windows Font Mapping' article says that `FT_WinFNT_ID_OEM` is + * used for the charset of vector fonts, like `modern.fon`, + * `roman.fon`, and `script.fon` on Windows. + * + * The 'CreateFont' documentation says: The `FT_WinFNT_ID_OEM` value + * specifies a character set that is operating-system dependent. + * + * The 'IFIMETRICS' documentation from the 'Windows Driver Development + * Kit' says: This font supports an OEM-specific character set. The + * OEM character set is system dependent. + * + * In general OEM, as opposed to ANSI (i.e., 'cp1252'), denotes the + * second default codepage that most international versions of Windows + * have. It is one of the OEM codepages from + * + * https://docs.microsoft.com/en-us/windows/desktop/intl/code-page-identifiers + * , + * + * and is used for the 'DOS boxes', to support legacy applications. A + * German Windows version for example usually uses ANSI codepage 1252 + * and OEM codepage 850. + * + * FT_WinFNT_ID_CP874 :: + * A superset of Thai TIS 620 and ISO 8859-11. + * + * FT_WinFNT_ID_CP932 :: + * A superset of Japanese Shift-JIS (with minor deviations). + * + * FT_WinFNT_ID_CP936 :: + * A superset of simplified Chinese GB 2312-1980 (with different + * ordering and minor deviations). + * + * FT_WinFNT_ID_CP949 :: + * A superset of Korean Hangul KS~C 5601-1987 (with different ordering + * and minor deviations). + * + * FT_WinFNT_ID_CP950 :: + * A superset of traditional Chinese Big~5 ETen (with different + * ordering and minor deviations). + * + * FT_WinFNT_ID_CP1250 :: + * A superset of East European ISO 8859-2 (with slightly different + * ordering). + * + * FT_WinFNT_ID_CP1251 :: + * A superset of Russian ISO 8859-5 (with different ordering). + * + * FT_WinFNT_ID_CP1252 :: + * ANSI encoding. A superset of ISO 8859-1. + * + * FT_WinFNT_ID_CP1253 :: + * A superset of Greek ISO 8859-7 (with minor modifications). + * + * FT_WinFNT_ID_CP1254 :: + * A superset of Turkish ISO 8859-9. + * + * FT_WinFNT_ID_CP1255 :: + * A superset of Hebrew ISO 8859-8 (with some modifications). + * + * FT_WinFNT_ID_CP1256 :: + * A superset of Arabic ISO 8859-6 (with different ordering). + * + * FT_WinFNT_ID_CP1257 :: + * A superset of Baltic ISO 8859-13 (with some deviations). + * + * FT_WinFNT_ID_CP1258 :: + * For Vietnamese. This encoding doesn't cover all necessary + * characters. + * + * FT_WinFNT_ID_CP1361 :: + * Korean (Johab). + */ + +#define FT_WinFNT_ID_CP1252 0 +#define FT_WinFNT_ID_DEFAULT 1 +#define FT_WinFNT_ID_SYMBOL 2 +#define FT_WinFNT_ID_MAC 77 +#define FT_WinFNT_ID_CP932 128 +#define FT_WinFNT_ID_CP949 129 +#define FT_WinFNT_ID_CP1361 130 +#define FT_WinFNT_ID_CP936 134 +#define FT_WinFNT_ID_CP950 136 +#define FT_WinFNT_ID_CP1253 161 +#define FT_WinFNT_ID_CP1254 162 +#define FT_WinFNT_ID_CP1258 163 +#define FT_WinFNT_ID_CP1255 177 +#define FT_WinFNT_ID_CP1256 178 +#define FT_WinFNT_ID_CP1257 186 +#define FT_WinFNT_ID_CP1251 204 +#define FT_WinFNT_ID_CP874 222 +#define FT_WinFNT_ID_CP1250 238 +#define FT_WinFNT_ID_OEM 255 + + + /************************************************************************** + * + * @struct: + * FT_WinFNT_HeaderRec + * + * @description: + * Windows FNT Header info. + */ + typedef struct FT_WinFNT_HeaderRec_ + { + FT_UShort version; + FT_ULong file_size; + FT_Byte copyright[60]; + FT_UShort file_type; + FT_UShort nominal_point_size; + FT_UShort vertical_resolution; + FT_UShort horizontal_resolution; + FT_UShort ascent; + FT_UShort internal_leading; + FT_UShort external_leading; + FT_Byte italic; + FT_Byte underline; + FT_Byte strike_out; + FT_UShort weight; + FT_Byte charset; + FT_UShort pixel_width; + FT_UShort pixel_height; + FT_Byte pitch_and_family; + FT_UShort avg_width; + FT_UShort max_width; + FT_Byte first_char; + FT_Byte last_char; + FT_Byte default_char; + FT_Byte break_char; + FT_UShort bytes_per_row; + FT_ULong device_offset; + FT_ULong face_name_offset; + FT_ULong bits_pointer; + FT_ULong bits_offset; + FT_Byte reserved; + FT_ULong flags; + FT_UShort A_space; + FT_UShort B_space; + FT_UShort C_space; + FT_UShort color_table_offset; + FT_ULong reserved1[4]; + + } FT_WinFNT_HeaderRec; + + + /************************************************************************** + * + * @struct: + * FT_WinFNT_Header + * + * @description: + * A handle to an @FT_WinFNT_HeaderRec structure. + */ + typedef struct FT_WinFNT_HeaderRec_* FT_WinFNT_Header; + + + /************************************************************************** + * + * @function: + * FT_Get_WinFNT_Header + * + * @description: + * Retrieve a Windows FNT font info header. + * + * @input: + * face :: + * A handle to the input face. + * + * @output: + * aheader :: + * The WinFNT header. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * This function only works with Windows FNT faces, returning an error + * otherwise. + */ + FT_EXPORT( FT_Error ) + FT_Get_WinFNT_Header( FT_Face face, + FT_WinFNT_HeaderRec *aheader ); + + /* */ + + +FT_END_HEADER + +#endif /* FTWINFNT_H_ */ + + +/* END */ + + +/* Local Variables: */ +/* coding: utf-8 */ +/* End: */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/autohint.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/autohint.h new file mode 100644 index 0000000..aedf489 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/autohint.h @@ -0,0 +1,234 @@ +/**************************************************************************** + * + * autohint.h + * + * High-level 'autohint' module-specific interface (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * The auto-hinter is used to load and automatically hint glyphs if a + * format-specific hinter isn't available. + * + */ + + +#ifndef AUTOHINT_H_ +#define AUTOHINT_H_ + + + /************************************************************************** + * + * A small technical note regarding automatic hinting in order to clarify + * this module interface. + * + * An automatic hinter might compute two kinds of data for a given face: + * + * - global hints: Usually some metrics that describe global properties + * of the face. It is computed by scanning more or less + * aggressively the glyphs in the face, and thus can be + * very slow to compute (even if the size of global hints + * is really small). + * + * - glyph hints: These describe some important features of the glyph + * outline, as well as how to align them. They are + * generally much faster to compute than global hints. + * + * The current FreeType auto-hinter does a pretty good job while performing + * fast computations for both global and glyph hints. However, we might be + * interested in introducing more complex and powerful algorithms in the + * future, like the one described in the John D. Hobby paper, which + * unfortunately requires a lot more horsepower. + * + * Because a sufficiently sophisticated font management system would + * typically implement an LRU cache of opened face objects to reduce memory + * usage, it is a good idea to be able to avoid recomputing global hints + * every time the same face is re-opened. + * + * We thus provide the ability to cache global hints outside of the face + * object, in order to speed up font re-opening time. Of course, this + * feature is purely optional, so most client programs won't even notice + * it. + * + * I initially thought that it would be a good idea to cache the glyph + * hints too. However, my general idea now is that if you really need to + * cache these too, you are simply in need of a new font format, where all + * this information could be stored within the font file and decoded on the + * fly. + * + */ + + +#include + + +FT_BEGIN_HEADER + + + typedef struct FT_AutoHinterRec_ *FT_AutoHinter; + + + /************************************************************************** + * + * @functype: + * FT_AutoHinter_GlobalGetFunc + * + * @description: + * Retrieve the global hints computed for a given face object. The + * resulting data is dissociated from the face and will survive a call to + * FT_Done_Face(). It must be discarded through the API + * FT_AutoHinter_GlobalDoneFunc(). + * + * @input: + * hinter :: + * A handle to the source auto-hinter. + * + * face :: + * A handle to the source face object. + * + * @output: + * global_hints :: + * A typeless pointer to the global hints. + * + * global_len :: + * The size in bytes of the global hints. + */ + typedef void + (*FT_AutoHinter_GlobalGetFunc)( FT_AutoHinter hinter, + FT_Face face, + void** global_hints, + long* global_len ); + + + /************************************************************************** + * + * @functype: + * FT_AutoHinter_GlobalDoneFunc + * + * @description: + * Discard the global hints retrieved through + * FT_AutoHinter_GlobalGetFunc(). This is the only way these hints are + * freed from memory. + * + * @input: + * hinter :: + * A handle to the auto-hinter module. + * + * global :: + * A pointer to retrieved global hints to discard. + */ + typedef void + (*FT_AutoHinter_GlobalDoneFunc)( FT_AutoHinter hinter, + void* global ); + + + /************************************************************************** + * + * @functype: + * FT_AutoHinter_GlobalResetFunc + * + * @description: + * This function is used to recompute the global metrics in a given font. + * This is useful when global font data changes (e.g. Multiple Masters + * fonts where blend coordinates change). + * + * @input: + * hinter :: + * A handle to the source auto-hinter. + * + * face :: + * A handle to the face. + */ + typedef void + (*FT_AutoHinter_GlobalResetFunc)( FT_AutoHinter hinter, + FT_Face face ); + + + /************************************************************************** + * + * @functype: + * FT_AutoHinter_GlyphLoadFunc + * + * @description: + * This function is used to load, scale, and automatically hint a glyph + * from a given face. + * + * @input: + * face :: + * A handle to the face. + * + * glyph_index :: + * The glyph index. + * + * load_flags :: + * The load flags. + * + * @note: + * This function is capable of loading composite glyphs by hinting each + * sub-glyph independently (which improves quality). + * + * It will call the font driver with @FT_Load_Glyph, with + * @FT_LOAD_NO_SCALE set. + */ + typedef FT_Error + (*FT_AutoHinter_GlyphLoadFunc)( FT_AutoHinter hinter, + FT_GlyphSlot slot, + FT_Size size, + FT_UInt glyph_index, + FT_Int32 load_flags ); + + + /************************************************************************** + * + * @struct: + * FT_AutoHinter_InterfaceRec + * + * @description: + * The auto-hinter module's interface. + */ + typedef struct FT_AutoHinter_InterfaceRec_ + { + FT_AutoHinter_GlobalResetFunc reset_face; + FT_AutoHinter_GlobalGetFunc get_global_hints; + FT_AutoHinter_GlobalDoneFunc done_global_hints; + FT_AutoHinter_GlyphLoadFunc load_glyph; + + } FT_AutoHinter_InterfaceRec, *FT_AutoHinter_Interface; + + +#define FT_DECLARE_AUTOHINTER_INTERFACE( class_ ) \ + FT_CALLBACK_TABLE const FT_AutoHinter_InterfaceRec class_; + +#define FT_DEFINE_AUTOHINTER_INTERFACE( \ + class_, \ + reset_face_, \ + get_global_hints_, \ + done_global_hints_, \ + load_glyph_ ) \ + FT_CALLBACK_TABLE_DEF \ + const FT_AutoHinter_InterfaceRec class_ = \ + { \ + reset_face_, \ + get_global_hints_, \ + done_global_hints_, \ + load_glyph_ \ + }; + + +FT_END_HEADER + +#endif /* AUTOHINT_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/cffotypes.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/cffotypes.h new file mode 100644 index 0000000..700f586 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/cffotypes.h @@ -0,0 +1,107 @@ +/**************************************************************************** + * + * cffotypes.h + * + * Basic OpenType/CFF object type definitions (specification). + * + * Copyright (C) 2017-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef CFFOTYPES_H_ +#define CFFOTYPES_H_ + +#include +#include +#include +#include +#include + + +FT_BEGIN_HEADER + + + typedef TT_Face CFF_Face; + + + /************************************************************************** + * + * @type: + * CFF_Size + * + * @description: + * A handle to an OpenType size object. + */ + typedef struct CFF_SizeRec_ + { + FT_SizeRec root; + FT_ULong strike_index; /* 0xFFFFFFFF to indicate invalid */ + + } CFF_SizeRec, *CFF_Size; + + + /************************************************************************** + * + * @type: + * CFF_GlyphSlot + * + * @description: + * A handle to an OpenType glyph slot object. + */ + typedef struct CFF_GlyphSlotRec_ + { + FT_GlyphSlotRec root; + + FT_Bool hint; + FT_Bool scaled; + + FT_Fixed x_scale; + FT_Fixed y_scale; + + } CFF_GlyphSlotRec, *CFF_GlyphSlot; + + + /************************************************************************** + * + * @type: + * CFF_Internal + * + * @description: + * The interface to the 'internal' field of `FT_Size`. + */ + typedef struct CFF_InternalRec_ + { + PSH_Globals topfont; + PSH_Globals subfonts[CFF_MAX_CID_FONTS]; + + } CFF_InternalRec, *CFF_Internal; + + + /************************************************************************** + * + * Subglyph transformation record. + */ + typedef struct CFF_Transform_ + { + FT_Fixed xx, xy; /* transformation matrix coefficients */ + FT_Fixed yx, yy; + FT_F26Dot6 ox, oy; /* offsets */ + + } CFF_Transform; + + +FT_END_HEADER + + +#endif /* CFFOTYPES_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/cfftypes.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/cfftypes.h new file mode 100644 index 0000000..23d26c1 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/cfftypes.h @@ -0,0 +1,416 @@ +/**************************************************************************** + * + * cfftypes.h + * + * Basic OpenType/CFF type definitions and interface (specification + * only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef CFFTYPES_H_ +#define CFFTYPES_H_ + + +#include +#include +#include +#include +#include +#include + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @struct: + * CFF_IndexRec + * + * @description: + * A structure used to model a CFF Index table. + * + * @fields: + * stream :: + * The source input stream. + * + * start :: + * The position of the first index byte in the input stream. + * + * count :: + * The number of elements in the index. + * + * off_size :: + * The size in bytes of object offsets in index. + * + * data_offset :: + * The position of first data byte in the index's bytes. + * + * data_size :: + * The size of the data table in this index. + * + * offsets :: + * A table of element offsets in the index. Must be loaded explicitly. + * + * bytes :: + * If the index is loaded in memory, its bytes. + */ + typedef struct CFF_IndexRec_ + { + FT_Stream stream; + FT_ULong start; + FT_UInt hdr_size; + FT_UInt count; + FT_Byte off_size; + FT_ULong data_offset; + FT_ULong data_size; + + FT_ULong* offsets; + FT_Byte* bytes; + + } CFF_IndexRec, *CFF_Index; + + + typedef struct CFF_EncodingRec_ + { + FT_UInt format; + FT_ULong offset; + + FT_UInt count; + FT_UShort sids [256]; /* avoid dynamic allocations */ + FT_UShort codes[256]; + + } CFF_EncodingRec, *CFF_Encoding; + + + typedef struct CFF_CharsetRec_ + { + + FT_UInt format; + FT_ULong offset; + + FT_UShort* sids; + FT_UShort* cids; /* the inverse mapping of `sids'; only needed */ + /* for CID-keyed fonts */ + FT_UInt max_cid; + FT_UInt num_glyphs; + + } CFF_CharsetRec, *CFF_Charset; + + + /* cf. similar fields in file `ttgxvar.h' from the `truetype' module */ + + typedef struct CFF_VarData_ + { +#if 0 + FT_UInt itemCount; /* not used; always zero */ + FT_UInt shortDeltaCount; /* not used; always zero */ +#endif + + FT_UInt regionIdxCount; /* number of region indexes */ + FT_UInt* regionIndices; /* array of `regionIdxCount' indices; */ + /* these index `varRegionList' */ + } CFF_VarData; + + + /* contribution of one axis to a region */ + typedef struct CFF_AxisCoords_ + { + FT_Fixed startCoord; + FT_Fixed peakCoord; /* zero peak means no effect (factor = 1) */ + FT_Fixed endCoord; + + } CFF_AxisCoords; + + + typedef struct CFF_VarRegion_ + { + CFF_AxisCoords* axisList; /* array of axisCount records */ + + } CFF_VarRegion; + + + typedef struct CFF_VStoreRec_ + { + FT_UInt dataCount; + CFF_VarData* varData; /* array of dataCount records */ + /* vsindex indexes this array */ + FT_UShort axisCount; + FT_UInt regionCount; /* total number of regions defined */ + CFF_VarRegion* varRegionList; + + } CFF_VStoreRec, *CFF_VStore; + + + /* forward reference */ + typedef struct CFF_FontRec_* CFF_Font; + + + /* This object manages one cached blend vector. */ + /* */ + /* There is a BlendRec for Private DICT parsing in each subfont */ + /* and a BlendRec for charstrings in CF2_Font instance data. */ + /* A cached BV may be used across DICTs or Charstrings if inputs */ + /* have not changed. */ + /* */ + /* `usedBV' is reset at the start of each parse or charstring. */ + /* vsindex cannot be changed after a BV is used. */ + /* */ + /* Note: NDV is long (32/64 bit), while BV is 16.16 (FT_Int32). */ + typedef struct CFF_BlendRec_ + { + FT_Bool builtBV; /* blendV has been built */ + FT_Bool usedBV; /* blendV has been used */ + CFF_Font font; /* top level font struct */ + FT_UInt lastVsindex; /* last vsindex used */ + FT_UInt lenNDV; /* normDV length (aka numAxes) */ + FT_Fixed* lastNDV; /* last NDV used */ + FT_UInt lenBV; /* BlendV length (aka numMasters) */ + FT_Int32* BV; /* current blendV (per DICT/glyph) */ + + } CFF_BlendRec, *CFF_Blend; + + + typedef struct CFF_FontRecDictRec_ + { + FT_UInt version; + FT_UInt notice; + FT_UInt copyright; + FT_UInt full_name; + FT_UInt family_name; + FT_UInt weight; + FT_Bool is_fixed_pitch; + FT_Fixed italic_angle; + FT_Fixed underline_position; + FT_Fixed underline_thickness; + FT_Int paint_type; + FT_Int charstring_type; + FT_Matrix font_matrix; + FT_Bool has_font_matrix; + FT_ULong units_per_em; /* temporarily used as scaling value also */ + FT_Vector font_offset; + FT_ULong unique_id; + FT_BBox font_bbox; + FT_Pos stroke_width; + FT_ULong charset_offset; + FT_ULong encoding_offset; + FT_ULong charstrings_offset; + FT_ULong private_offset; + FT_ULong private_size; + FT_Long synthetic_base; + FT_UInt embedded_postscript; + + /* these should only be used for the top-level font dictionary */ + FT_UInt cid_registry; + FT_UInt cid_ordering; + FT_Long cid_supplement; + + FT_Long cid_font_version; + FT_Long cid_font_revision; + FT_Long cid_font_type; + FT_ULong cid_count; + FT_ULong cid_uid_base; + FT_ULong cid_fd_array_offset; + FT_ULong cid_fd_select_offset; + FT_UInt cid_font_name; + + /* the next fields come from the data of the deprecated */ + /* `MultipleMaster' operator; they are needed to parse the (also */ + /* deprecated) `blend' operator in Type 2 charstrings */ + FT_UShort num_designs; + FT_UShort num_axes; + + /* fields for CFF2 */ + FT_ULong vstore_offset; + FT_UInt maxstack; + + } CFF_FontRecDictRec, *CFF_FontRecDict; + + + /* forward reference */ + typedef struct CFF_SubFontRec_* CFF_SubFont; + + + typedef struct CFF_PrivateRec_ + { + FT_Byte num_blue_values; + FT_Byte num_other_blues; + FT_Byte num_family_blues; + FT_Byte num_family_other_blues; + + FT_Pos blue_values[14]; + FT_Pos other_blues[10]; + FT_Pos family_blues[14]; + FT_Pos family_other_blues[10]; + + FT_Fixed blue_scale; + FT_Pos blue_shift; + FT_Pos blue_fuzz; + FT_Pos standard_width; + FT_Pos standard_height; + + FT_Byte num_snap_widths; + FT_Byte num_snap_heights; + FT_Pos snap_widths[13]; + FT_Pos snap_heights[13]; + FT_Bool force_bold; + FT_Fixed force_bold_threshold; + FT_Int lenIV; + FT_Int language_group; + FT_Fixed expansion_factor; + FT_Long initial_random_seed; + FT_ULong local_subrs_offset; + FT_Pos default_width; + FT_Pos nominal_width; + + /* fields for CFF2 */ + FT_UInt vsindex; + CFF_SubFont subfont; + + } CFF_PrivateRec, *CFF_Private; + + + typedef struct CFF_FDSelectRec_ + { + FT_Byte format; + FT_UInt range_count; + + /* that's the table, taken from the file `as is' */ + FT_Byte* data; + FT_UInt data_size; + + /* small cache for format 3 only */ + FT_UInt cache_first; + FT_UInt cache_count; + FT_Byte cache_fd; + + } CFF_FDSelectRec, *CFF_FDSelect; + + + /* A SubFont packs a font dict and a private dict together. They are */ + /* needed to support CID-keyed CFF fonts. */ + typedef struct CFF_SubFontRec_ + { + CFF_FontRecDictRec font_dict; + CFF_PrivateRec private_dict; + + /* fields for CFF2 */ + CFF_BlendRec blend; /* current blend vector */ + FT_UInt lenNDV; /* current length NDV or zero */ + FT_Fixed* NDV; /* ptr to current NDV or NULL */ + + /* `blend_stack' is a writable buffer to hold blend results. */ + /* This buffer is to the side of the normal cff parser stack; */ + /* `cff_parse_blend' and `cff_blend_doBlend' push blend results here. */ + /* The normal stack then points to these values instead of the DICT */ + /* because all other operators in Private DICT clear the stack. */ + /* `blend_stack' could be cleared at each operator other than blend. */ + /* Blended values are stored as 5-byte fixed point values. */ + + FT_Byte* blend_stack; /* base of stack allocation */ + FT_Byte* blend_top; /* first empty slot */ + FT_UInt blend_used; /* number of bytes in use */ + FT_UInt blend_alloc; /* number of bytes allocated */ + + CFF_IndexRec local_subrs_index; + FT_Byte** local_subrs; /* array of pointers */ + /* into Local Subrs INDEX data */ + + FT_UInt32 random; + + } CFF_SubFontRec; + + +#define CFF_MAX_CID_FONTS 256 + + + typedef struct CFF_FontRec_ + { + FT_Library library; + FT_Stream stream; + FT_Memory memory; /* TODO: take this from stream->memory? */ + FT_ULong base_offset; /* offset to start of CFF */ + FT_UInt num_faces; + FT_UInt num_glyphs; + + FT_Byte version_major; + FT_Byte version_minor; + FT_Byte header_size; + + FT_UInt top_dict_length; /* cff2 only */ + + FT_Bool cff2; + + CFF_IndexRec name_index; + CFF_IndexRec top_dict_index; + CFF_IndexRec global_subrs_index; + + CFF_EncodingRec encoding; + CFF_CharsetRec charset; + + CFF_IndexRec charstrings_index; + CFF_IndexRec font_dict_index; + CFF_IndexRec private_index; + CFF_IndexRec local_subrs_index; + + FT_String* font_name; + + /* array of pointers into Global Subrs INDEX data */ + FT_Byte** global_subrs; + + /* array of pointers into String INDEX data stored at string_pool */ + FT_UInt num_strings; + FT_Byte** strings; + FT_Byte* string_pool; + FT_ULong string_pool_size; + + CFF_SubFontRec top_font; + FT_UInt num_subfonts; + CFF_SubFont subfonts[CFF_MAX_CID_FONTS]; + + CFF_FDSelectRec fd_select; + + /* interface to PostScript hinter */ + PSHinter_Service pshinter; + + /* interface to Postscript Names service */ + FT_Service_PsCMaps psnames; + + /* interface to CFFLoad service */ + const void* cffload; + + /* since version 2.3.0 */ + PS_FontInfoRec* font_info; /* font info dictionary */ + + /* since version 2.3.6 */ + FT_String* registry; + FT_String* ordering; + + /* since version 2.4.12 */ + FT_Generic cf2_instance; + + /* since version 2.7.1 */ + CFF_VStoreRec vstore; /* parsed vstore structure */ + + /* since version 2.9 */ + PS_FontExtraRec* font_extra; + + } CFF_FontRec; + + +FT_END_HEADER + +#endif /* CFFTYPES_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/compiler-macros.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/compiler-macros.h new file mode 100644 index 0000000..66fa13c --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/compiler-macros.h @@ -0,0 +1,327 @@ +/**************************************************************************** + * + * internal/compiler-macros.h + * + * Compiler-specific macro definitions used internally by FreeType. + * + * Copyright (C) 2020-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + +#ifndef INTERNAL_COMPILER_MACROS_H_ +#define INTERNAL_COMPILER_MACROS_H_ + +#include + +FT_BEGIN_HEADER + + /* Fix compiler warning with sgi compiler. */ +#if defined( __sgi ) && !defined( __GNUC__ ) +# if defined( _COMPILER_VERSION ) && ( _COMPILER_VERSION >= 730 ) +# pragma set woff 3505 +# endif +#endif + + /* Fix compiler warning with sgi compiler. */ +#if defined( __sgi ) && !defined( __GNUC__ ) +# if defined( _COMPILER_VERSION ) && ( _COMPILER_VERSION >= 730 ) +# pragma set woff 3505 +# endif +#endif + + /* + * When defining a macro that expands to a non-trivial C statement, use + * FT_BEGIN_STMNT and FT_END_STMNT to enclose the macro's body. This + * ensures there are no surprises when the macro is invoked in conditional + * branches. + * + * Example: + * + * #define LOG( ... ) \ + * FT_BEGIN_STMNT \ + * if ( logging_enabled ) \ + * log( __VA_ARGS__ ); \ + * FT_END_STMNT + */ +#define FT_BEGIN_STMNT do { +#define FT_END_STMNT } while ( 0 ) + + /* + * FT_DUMMY_STMNT expands to an empty C statement. Useful for + * conditionally defined statement macros. + * + * Example: + * + * #ifdef BUILD_CONFIG_LOGGING + * #define LOG( ... ) \ + * FT_BEGIN_STMNT \ + * if ( logging_enabled ) \ + * log( __VA_ARGS__ ); \ + * FT_END_STMNT + * #else + * # define LOG( ... ) FT_DUMMY_STMNT + * #endif + */ +#define FT_DUMMY_STMNT FT_BEGIN_STMNT FT_END_STMNT + +#ifdef __UINTPTR_TYPE__ + /* + * GCC and Clang both provide a `__UINTPTR_TYPE__` that can be used to + * avoid a dependency on `stdint.h`. + */ +# define FT_UINT_TO_POINTER( x ) (void *)(__UINTPTR_TYPE__)(x) +#elif defined( _WIN64 ) + /* only 64bit Windows uses the LLP64 data model, i.e., */ + /* 32-bit integers, 64-bit pointers. */ +# define FT_UINT_TO_POINTER( x ) (void *)(unsigned __int64)(x) +#else +# define FT_UINT_TO_POINTER( x ) (void *)(unsigned long)(x) +#endif + + /* + * Use `FT_TYPEOF( type )` to cast a value to `type`. This is useful to + * suppress signedness compilation warnings in macros. + * + * Example: + * + * #define PAD_( x, n ) ( (x) & ~FT_TYPEOF( x )( (n) - 1 ) ) + * + * (The `typeof` condition is taken from gnulib's `intprops.h` header + * file.) + */ +#if ( ( defined( __GNUC__ ) && __GNUC__ >= 2 ) || \ + ( defined( __IBMC__ ) && __IBMC__ >= 1210 && \ + defined( __IBM__TYPEOF__ ) ) || \ + ( defined( __SUNPRO_C ) && __SUNPRO_C >= 0x5110 && !__STDC__ ) ) +#define FT_TYPEOF( type ) ( __typeof__ ( type ) ) +#else +#define FT_TYPEOF( type ) /* empty */ +#endif + + /* + * Mark a function declaration as internal to the library. This ensures + * that it will not be exposed by default to client code, and helps + * generate smaller and faster code on ELF-based platforms. Place this + * before a function declaration. + */ + + /* Visual C, mingw */ +#if defined( _WIN32 ) +#define FT_INTERNAL_FUNCTION_ATTRIBUTE /* empty */ + + /* gcc, clang */ +#elif ( defined( __GNUC__ ) && __GNUC__ >= 4 ) || defined( __clang__ ) +#define FT_INTERNAL_FUNCTION_ATTRIBUTE \ + __attribute__(( visibility( "hidden" ) )) + + /* Sun */ +#elif defined( __SUNPRO_C ) && __SUNPRO_C >= 0x550 +#define FT_INTERNAL_FUNCTION_ATTRIBUTE __hidden + +#else +#define FT_INTERNAL_FUNCTION_ATTRIBUTE /* empty */ +#endif + + /* + * FreeType supports compilation of its C sources with a C++ compiler (in + * C++ mode); this introduces a number of subtle issues. + * + * The main one is that a C++ function declaration and its definition must + * have the same 'linkage'. Because all FreeType headers declare their + * functions with C linkage (i.e., within an `extern "C" { ... }` block + * due to the magic of FT_BEGIN_HEADER and FT_END_HEADER), their + * definition in FreeType sources should also be prefixed with `extern + * "C"` when compiled in C++ mode. + * + * The `FT_FUNCTION_DECLARATION` and `FT_FUNCTION_DEFINITION` macros are + * provided to deal with this case, as well as `FT_CALLBACK_DEF` and its + * siblings below. + */ + + /* + * `FT_FUNCTION_DECLARATION( type )` can be used to write a C function + * declaration to ensure it will have C linkage when the library is built + * with a C++ compiler. The parameter is the function's return type, so a + * declaration would look like + * + * FT_FUNCTION_DECLARATION( int ) + * foo( int x ); + * + * NOTE: This requires that all uses are inside of `FT_BEGIN_HEADER ... + * FT_END_HEADER` blocks, which guarantees that the declarations have C + * linkage when the headers are included by C++ sources. + * + * NOTE: Do not use directly. Use `FT_LOCAL`, `FT_BASE`, and `FT_EXPORT` + * instead. + */ +#define FT_FUNCTION_DECLARATION( x ) extern x + + /* + * Same as `FT_FUNCTION_DECLARATION`, but for function definitions instead. + * + * NOTE: Do not use directly. Use `FT_LOCAL_DEF`, `FT_BASE_DEF`, and + * `FT_EXPORT_DEF` instead. + */ +#ifdef __cplusplus +#define FT_FUNCTION_DEFINITION( x ) extern "C" x +#else +#define FT_FUNCTION_DEFINITION( x ) x +#endif + + /* + * Use `FT_LOCAL` and `FT_LOCAL_DEF` to declare and define, respectively, + * an internal FreeType function that is only used by the sources of a + * single `src/module/` directory. This ensures that the functions are + * turned into static ones at build time, resulting in smaller and faster + * code. + */ +#ifdef FT_MAKE_OPTION_SINGLE_OBJECT + +#define FT_LOCAL( x ) static x +#define FT_LOCAL_DEF( x ) static x + +#else + +#define FT_LOCAL( x ) FT_INTERNAL_FUNCTION_ATTRIBUTE \ + FT_FUNCTION_DECLARATION( x ) +#define FT_LOCAL_DEF( x ) FT_FUNCTION_DEFINITION( x ) + +#endif /* FT_MAKE_OPTION_SINGLE_OBJECT */ + + /* + * Use `FT_LOCAL_ARRAY` and `FT_LOCAL_ARRAY_DEF` to declare and define, + * respectively, a constant array that must be accessed from several + * sources in the same `src/module/` sub-directory, and which are internal + * to the library. + */ +#define FT_LOCAL_ARRAY( x ) FT_INTERNAL_FUNCTION_ATTRIBUTE \ + extern const x +#define FT_LOCAL_ARRAY_DEF( x ) FT_FUNCTION_DEFINITION( const x ) + + /* + * `Use FT_BASE` and `FT_BASE_DEF` to declare and define, respectively, an + * internal library function that is used by more than a single module. + */ +#define FT_BASE( x ) FT_INTERNAL_FUNCTION_ATTRIBUTE \ + FT_FUNCTION_DECLARATION( x ) +#define FT_BASE_DEF( x ) FT_FUNCTION_DEFINITION( x ) + + + /* + * NOTE: Conditionally define `FT_EXPORT_VAR` due to its definition in + * `src/smooth/ftgrays.h` to make the header more portable. + */ +#ifndef FT_EXPORT_VAR +#define FT_EXPORT_VAR( x ) FT_FUNCTION_DECLARATION( x ) +#endif + + /* + * When compiling FreeType as a DLL or DSO with hidden visibility, + * some systems/compilers need a special attribute in front OR after + * the return type of function declarations. + * + * Two macros are used within the FreeType source code to define + * exported library functions: `FT_EXPORT` and `FT_EXPORT_DEF`. + * + * - `FT_EXPORT( return_type )` + * + * is used in a function declaration, as in + * + * ``` + * FT_EXPORT( FT_Error ) + * FT_Init_FreeType( FT_Library* alibrary ); + * ``` + * + * - `FT_EXPORT_DEF( return_type )` + * + * is used in a function definition, as in + * + * ``` + * FT_EXPORT_DEF( FT_Error ) + * FT_Init_FreeType( FT_Library* alibrary ) + * { + * ... some code ... + * return FT_Err_Ok; + * } + * ``` + * + * You can provide your own implementation of `FT_EXPORT` and + * `FT_EXPORT_DEF` here if you want. + * + * To export a variable, use `FT_EXPORT_VAR`. + */ + + /* See `freetype/config/compiler_macros.h` for the `FT_EXPORT` definition */ +#define FT_EXPORT_DEF( x ) FT_FUNCTION_DEFINITION( x ) + + /* + * The following macros are needed to compile the library with a + * C++ compiler and with 16bit compilers. + */ + + /* + * This is special. Within C++, you must specify `extern "C"` for + * functions which are used via function pointers, and you also + * must do that for structures which contain function pointers to + * assure C linkage -- it's not possible to have (local) anonymous + * functions which are accessed by (global) function pointers. + * + * + * FT_CALLBACK_DEF is used to _define_ a callback function, + * located in the same source code file as the structure that uses + * it. FT_COMPARE_DEF, in addition, ensures the `cdecl` calling + * convention on x86, required by the C library function `qsort`. + * + * FT_BASE_CALLBACK and FT_BASE_CALLBACK_DEF are used to declare + * and define a callback function, respectively, in a similar way + * as FT_BASE and FT_BASE_DEF work. + * + * FT_CALLBACK_TABLE is used to _declare_ a constant variable that + * contains pointers to callback functions. + * + * FT_CALLBACK_TABLE_DEF is used to _define_ a constant variable + * that contains pointers to callback functions. + * + * + * Some 16bit compilers have to redefine these macros to insert + * the infamous `_cdecl` or `__fastcall` declarations. + */ +#ifdef __cplusplus +#define FT_CALLBACK_DEF( x ) extern "C" x +#else +#define FT_CALLBACK_DEF( x ) static x +#endif + +#if defined( __GNUC__ ) && defined( __i386__ ) +#define FT_COMPARE_DEF( x ) FT_CALLBACK_DEF( x ) __attribute__(( cdecl )) +#elif defined( _MSC_VER ) && defined( _M_IX86 ) +#define FT_COMPARE_DEF( x ) FT_CALLBACK_DEF( x ) __cdecl +#elif defined( __WATCOMC__ ) && __WATCOMC__ >= 1240 +#define FT_COMPARE_DEF( x ) FT_CALLBACK_DEF( x ) __watcall +#else +#define FT_COMPARE_DEF( x ) FT_CALLBACK_DEF( x ) +#endif + +#define FT_BASE_CALLBACK( x ) FT_FUNCTION_DECLARATION( x ) +#define FT_BASE_CALLBACK_DEF( x ) FT_FUNCTION_DEFINITION( x ) + +#ifndef FT_CALLBACK_TABLE +#ifdef __cplusplus +#define FT_CALLBACK_TABLE extern "C" +#define FT_CALLBACK_TABLE_DEF extern "C" +#else +#define FT_CALLBACK_TABLE extern +#define FT_CALLBACK_TABLE_DEF /* nothing */ +#endif +#endif /* FT_CALLBACK_TABLE */ + +FT_END_HEADER + +#endif /* INTERNAL_COMPILER_MACROS_H_ */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftcalc.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftcalc.h new file mode 100644 index 0000000..e6a87db --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftcalc.h @@ -0,0 +1,547 @@ +/**************************************************************************** + * + * ftcalc.h + * + * Arithmetic computations (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTCALC_H_ +#define FTCALC_H_ + + +#include + +#include "compiler-macros.h" + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * FT_MulDiv() and FT_MulFix() are declared in freetype.h. + * + */ + +#ifndef FT_CONFIG_OPTION_NO_ASSEMBLER + /* Provide assembler fragments for performance-critical functions. */ + /* These must be defined `static __inline__' with GCC. */ + +#if defined( __CC_ARM ) || defined( __ARMCC__ ) /* RVCT */ + +#define FT_MULFIX_ASSEMBLER FT_MulFix_arm + + /* documentation is in freetype.h */ + + static __inline FT_Int32 + FT_MulFix_arm( FT_Int32 a, + FT_Int32 b ) + { + FT_Int32 t, t2; + + + __asm + { + smull t2, t, b, a /* (lo=t2,hi=t) = a*b */ + mov a, t, asr #31 /* a = (hi >> 31) */ + add a, a, #0x8000 /* a += 0x8000 */ + adds t2, t2, a /* t2 += a */ + adc t, t, #0 /* t += carry */ + mov a, t2, lsr #16 /* a = t2 >> 16 */ + orr a, a, t, lsl #16 /* a |= t << 16 */ + } + return a; + } + +#endif /* __CC_ARM || __ARMCC__ */ + + +#ifdef __GNUC__ + +#if defined( __arm__ ) && \ + ( !defined( __thumb__ ) || defined( __thumb2__ ) ) && \ + !( defined( __CC_ARM ) || defined( __ARMCC__ ) ) + +#define FT_MULFIX_ASSEMBLER FT_MulFix_arm + + /* documentation is in freetype.h */ + + static __inline__ FT_Int32 + FT_MulFix_arm( FT_Int32 a, + FT_Int32 b ) + { + FT_Int32 t, t2; + + + __asm__ __volatile__ ( + "smull %1, %2, %4, %3\n\t" /* (lo=%1,hi=%2) = a*b */ + "mov %0, %2, asr #31\n\t" /* %0 = (hi >> 31) */ +#if defined( __clang__ ) && defined( __thumb2__ ) + "add.w %0, %0, #0x8000\n\t" /* %0 += 0x8000 */ +#else + "add %0, %0, #0x8000\n\t" /* %0 += 0x8000 */ +#endif + "adds %1, %1, %0\n\t" /* %1 += %0 */ + "adc %2, %2, #0\n\t" /* %2 += carry */ + "mov %0, %1, lsr #16\n\t" /* %0 = %1 >> 16 */ + "orr %0, %0, %2, lsl #16\n\t" /* %0 |= %2 << 16 */ + : "=r"(a), "=&r"(t2), "=&r"(t) + : "r"(a), "r"(b) + : "cc" ); + return a; + } + +#endif /* __arm__ && */ + /* ( __thumb2__ || !__thumb__ ) && */ + /* !( __CC_ARM || __ARMCC__ ) */ + + +#if defined( __i386__ ) + +#define FT_MULFIX_ASSEMBLER FT_MulFix_i386 + + /* documentation is in freetype.h */ + + static __inline__ FT_Int32 + FT_MulFix_i386( FT_Int32 a, + FT_Int32 b ) + { + FT_Int32 result; + + + __asm__ __volatile__ ( + "imul %%edx\n" + "movl %%edx, %%ecx\n" + "sarl $31, %%ecx\n" + "addl $0x8000, %%ecx\n" + "addl %%ecx, %%eax\n" + "adcl $0, %%edx\n" + "shrl $16, %%eax\n" + "shll $16, %%edx\n" + "addl %%edx, %%eax\n" + : "=a"(result), "=d"(b) + : "a"(a), "d"(b) + : "%ecx", "cc" ); + return result; + } + +#endif /* i386 */ + +#endif /* __GNUC__ */ + + +#ifdef _MSC_VER /* Visual C++ */ + +#ifdef _M_IX86 + +#define FT_MULFIX_ASSEMBLER FT_MulFix_i386 + + /* documentation is in freetype.h */ + + static __inline FT_Int32 + FT_MulFix_i386( FT_Int32 a, + FT_Int32 b ) + { + FT_Int32 result; + + __asm + { + mov eax, a + mov edx, b + imul edx + mov ecx, edx + sar ecx, 31 + add ecx, 8000h + add eax, ecx + adc edx, 0 + shr eax, 16 + shl edx, 16 + add eax, edx + mov result, eax + } + return result; + } + +#endif /* _M_IX86 */ + +#endif /* _MSC_VER */ + + +#if defined( __GNUC__ ) && defined( __x86_64__ ) + +#define FT_MULFIX_ASSEMBLER FT_MulFix_x86_64 + + static __inline__ FT_Int32 + FT_MulFix_x86_64( FT_Int32 a, + FT_Int32 b ) + { + /* Temporarily disable the warning that C90 doesn't support */ + /* `long long'. */ +#if __GNUC__ > 4 || ( __GNUC__ == 4 && __GNUC_MINOR__ >= 6 ) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wlong-long" +#endif + +#if 1 + /* Technically not an assembly fragment, but GCC does a really good */ + /* job at inlining it and generating good machine code for it. */ + long long ret, tmp; + + + ret = (long long)a * b; + tmp = ret >> 63; + ret += 0x8000 + tmp; + + return (FT_Int32)( ret >> 16 ); +#else + + /* For some reason, GCC 4.6 on Ubuntu 12.04 generates invalid machine */ + /* code from the lines below. The main issue is that `wide_a' is not */ + /* properly initialized by sign-extending `a'. Instead, the generated */ + /* machine code assumes that the register that contains `a' on input */ + /* can be used directly as a 64-bit value, which is wrong most of the */ + /* time. */ + long long wide_a = (long long)a; + long long wide_b = (long long)b; + long long result; + + + __asm__ __volatile__ ( + "imul %2, %1\n" + "mov %1, %0\n" + "sar $63, %0\n" + "lea 0x8000(%1, %0), %0\n" + "sar $16, %0\n" + : "=&r"(result), "=&r"(wide_a) + : "r"(wide_b) + : "cc" ); + + return (FT_Int32)result; +#endif + +#if __GNUC__ > 4 || ( __GNUC__ == 4 && __GNUC_MINOR__ >= 6 ) +#pragma GCC diagnostic pop +#endif + } + +#endif /* __GNUC__ && __x86_64__ */ + +#endif /* !FT_CONFIG_OPTION_NO_ASSEMBLER */ + + +#ifdef FT_CONFIG_OPTION_INLINE_MULFIX +#ifdef FT_MULFIX_ASSEMBLER +#define FT_MulFix( a, b ) FT_MULFIX_ASSEMBLER( (FT_Int32)(a), (FT_Int32)(b) ) +#endif +#endif + + + /************************************************************************** + * + * @function: + * FT_MulDiv_No_Round + * + * @description: + * A very simple function used to perform the computation '(a*b)/c' + * (without rounding) with maximum accuracy (it uses a 64-bit + * intermediate integer whenever necessary). + * + * This function isn't necessarily as fast as some processor-specific + * operations, but is at least completely portable. + * + * @input: + * a :: + * The first multiplier. + * b :: + * The second multiplier. + * c :: + * The divisor. + * + * @return: + * The result of '(a*b)/c'. This function never traps when trying to + * divide by zero; it simply returns 'MaxInt' or 'MinInt' depending on + * the signs of 'a' and 'b'. + */ + FT_BASE( FT_Long ) + FT_MulDiv_No_Round( FT_Long a, + FT_Long b, + FT_Long c ); + + + /* + * A variant of FT_Matrix_Multiply which scales its result afterwards. The + * idea is that both `a' and `b' are scaled by factors of 10 so that the + * values are as precise as possible to get a correct result during the + * 64bit multiplication. Let `sa' and `sb' be the scaling factors of `a' + * and `b', respectively, then the scaling factor of the result is `sa*sb'. + */ + FT_BASE( void ) + FT_Matrix_Multiply_Scaled( const FT_Matrix* a, + FT_Matrix *b, + FT_Long scaling ); + + + /* + * Check a matrix. If the transformation would lead to extreme shear or + * extreme scaling, for example, return 0. If everything is OK, return 1. + * + * Based on geometric considerations we use the following inequality to + * identify a degenerate matrix. + * + * 50 * abs(xx*yy - xy*yx) < xx^2 + xy^2 + yx^2 + yy^2 + * + * Value 50 is heuristic. + */ + FT_BASE( FT_Bool ) + FT_Matrix_Check( const FT_Matrix* matrix ); + + + /* + * A variant of FT_Vector_Transform. See comments for + * FT_Matrix_Multiply_Scaled. + */ + FT_BASE( void ) + FT_Vector_Transform_Scaled( FT_Vector* vector, + const FT_Matrix* matrix, + FT_Long scaling ); + + + /* + * This function normalizes a vector and returns its original length. The + * normalized vector is a 16.16 fixed-point unit vector with length close + * to 0x10000. The accuracy of the returned length is limited to 16 bits + * also. The function utilizes quick inverse square root approximation + * without divisions and square roots relying on Newton's iterations + * instead. + */ + FT_BASE( FT_UInt32 ) + FT_Vector_NormLen( FT_Vector* vector ); + + + /* + * Return -1, 0, or +1, depending on the orientation of a given corner. We + * use the Cartesian coordinate system, with positive vertical values going + * upwards. The function returns +1 if the corner turns to the left, -1 to + * the right, and 0 for undecidable cases. + */ + FT_BASE( FT_Int ) + ft_corner_orientation( FT_Pos in_x, + FT_Pos in_y, + FT_Pos out_x, + FT_Pos out_y ); + + + /* + * Return TRUE if a corner is flat or nearly flat. This is equivalent to + * saying that the corner point is close to its neighbors, or inside an + * ellipse defined by the neighbor focal points to be more precise. + */ + FT_BASE( FT_Int ) + ft_corner_is_flat( FT_Pos in_x, + FT_Pos in_y, + FT_Pos out_x, + FT_Pos out_y ); + + + /* + * Return the most significant bit index. + */ + +#ifndef FT_CONFIG_OPTION_NO_ASSEMBLER + +#if defined( __clang__ ) || ( defined( __GNUC__ ) && \ + ( __GNUC__ > 3 || ( __GNUC__ == 3 && __GNUC_MINOR__ >= 4 ) ) ) + +#if FT_SIZEOF_INT == 4 + +#define FT_MSB( x ) ( 31 - __builtin_clz( x ) ) + +#elif FT_SIZEOF_LONG == 4 + +#define FT_MSB( x ) ( 31 - __builtin_clzl( x ) ) + +#endif + +#elif defined( _MSC_VER ) && _MSC_VER >= 1400 + +#if defined( _WIN32_WCE ) + +#include +#pragma intrinsic( _CountLeadingZeros ) + +#define FT_MSB( x ) ( 31 - _CountLeadingZeros( x ) ) + +#elif defined( _M_ARM64 ) || defined( _M_ARM ) + +#include +#pragma intrinsic( _CountLeadingZeros ) + +#define FT_MSB( x ) ( 31 - _CountLeadingZeros( x ) ) + +#elif defined( _M_IX86 ) || defined( _M_AMD64 ) || defined( _M_IA64 ) + +#include +#pragma intrinsic( _BitScanReverse ) + + static __inline FT_Int32 + FT_MSB_i386( FT_UInt32 x ) + { + unsigned long where; + + + _BitScanReverse( &where, x ); + + return (FT_Int32)where; + } + +#define FT_MSB( x ) FT_MSB_i386( x ) + +#endif + +#elif defined( __WATCOMC__ ) && defined( __386__ ) + + extern __inline FT_Int32 + FT_MSB_i386( FT_UInt32 x ); + +#pragma aux FT_MSB_i386 = \ + "bsr eax, eax" \ + parm [eax] nomemory \ + value [eax] \ + modify exact [eax] nomemory; + +#define FT_MSB( x ) FT_MSB_i386( x ) + +#elif defined( __DECC ) || defined( __DECCXX ) + +#include + +#define FT_MSB( x ) (FT_Int)( 63 - _leadz( x ) ) + +#elif defined( _CRAYC ) + +#include + +#define FT_MSB( x ) (FT_Int)( 31 - _leadz32( x ) ) + +#endif /* FT_MSB macro definitions */ + +#endif /* !FT_CONFIG_OPTION_NO_ASSEMBLER */ + + +#ifndef FT_MSB + + FT_BASE( FT_Int ) + FT_MSB( FT_UInt32 z ); + +#endif + + + /* + * Return sqrt(x*x+y*y), which is the same as `FT_Vector_Length' but uses + * two fixed-point arguments instead. + */ + FT_BASE( FT_Fixed ) + FT_Hypot( FT_Fixed x, + FT_Fixed y ); + + +#if 0 + + /************************************************************************** + * + * @function: + * FT_SqrtFixed + * + * @description: + * Computes the square root of a 16.16 fixed-point value. + * + * @input: + * x :: + * The value to compute the root for. + * + * @return: + * The result of 'sqrt(x)'. + * + * @note: + * This function is not very fast. + */ + FT_BASE( FT_Int32 ) + FT_SqrtFixed( FT_Int32 x ); + +#endif /* 0 */ + + +#define INT_TO_F26DOT6( x ) ( (FT_Long)(x) * 64 ) /* << 6 */ +#define INT_TO_F2DOT14( x ) ( (FT_Long)(x) * 16384 ) /* << 14 */ +#define INT_TO_FIXED( x ) ( (FT_Long)(x) * 65536 ) /* << 16 */ +#define F2DOT14_TO_FIXED( x ) ( (FT_Long)(x) * 4 ) /* << 2 */ +#define FIXED_TO_INT( x ) ( FT_RoundFix( x ) >> 16 ) + +#define ROUND_F26DOT6( x ) ( ( (x) + 32 - ( x < 0 ) ) & -64 ) + + /* + * The following macros have two purposes. + * + * - Tag places where overflow is expected and harmless. + * + * - Avoid run-time sanitizer errors. + * + * Use with care! + */ +#define ADD_INT( a, b ) \ + (FT_Int)( (FT_UInt)(a) + (FT_UInt)(b) ) +#define SUB_INT( a, b ) \ + (FT_Int)( (FT_UInt)(a) - (FT_UInt)(b) ) +#define MUL_INT( a, b ) \ + (FT_Int)( (FT_UInt)(a) * (FT_UInt)(b) ) +#define NEG_INT( a ) \ + (FT_Int)( (FT_UInt)0 - (FT_UInt)(a) ) + +#define ADD_LONG( a, b ) \ + (FT_Long)( (FT_ULong)(a) + (FT_ULong)(b) ) +#define SUB_LONG( a, b ) \ + (FT_Long)( (FT_ULong)(a) - (FT_ULong)(b) ) +#define MUL_LONG( a, b ) \ + (FT_Long)( (FT_ULong)(a) * (FT_ULong)(b) ) +#define NEG_LONG( a ) \ + (FT_Long)( (FT_ULong)0 - (FT_ULong)(a) ) + +#define ADD_INT32( a, b ) \ + (FT_Int32)( (FT_UInt32)(a) + (FT_UInt32)(b) ) +#define SUB_INT32( a, b ) \ + (FT_Int32)( (FT_UInt32)(a) - (FT_UInt32)(b) ) +#define MUL_INT32( a, b ) \ + (FT_Int32)( (FT_UInt32)(a) * (FT_UInt32)(b) ) +#define NEG_INT32( a ) \ + (FT_Int32)( (FT_UInt32)0 - (FT_UInt32)(a) ) + +#ifdef FT_INT64 + +#define ADD_INT64( a, b ) \ + (FT_Int64)( (FT_UInt64)(a) + (FT_UInt64)(b) ) +#define SUB_INT64( a, b ) \ + (FT_Int64)( (FT_UInt64)(a) - (FT_UInt64)(b) ) +#define MUL_INT64( a, b ) \ + (FT_Int64)( (FT_UInt64)(a) * (FT_UInt64)(b) ) +#define NEG_INT64( a ) \ + (FT_Int64)( (FT_UInt64)0 - (FT_UInt64)(a) ) + +#endif /* FT_INT64 */ + + +FT_END_HEADER + +#endif /* FTCALC_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftdebug.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftdebug.h new file mode 100644 index 0000000..f05b139 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftdebug.h @@ -0,0 +1,442 @@ +/**************************************************************************** + * + * ftdebug.h + * + * Debugging and logging component (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + * + * IMPORTANT: A description of FreeType's debugging support can be + * found in 'docs/DEBUG.TXT'. Read it if you need to use or + * understand this code. + * + */ + + +#ifndef FTDEBUG_H_ +#define FTDEBUG_H_ + + +#include +#include FT_CONFIG_CONFIG_H +#include + +#include "compiler-macros.h" + +#ifdef FT_DEBUG_LOGGING +#define DLG_STATIC +#include +#include + +#include +#endif /* FT_DEBUG_LOGGING */ + + +FT_BEGIN_HEADER + + /* force the definition of FT_DEBUG_LEVEL_TRACE if FT_DEBUG_LOGGING is */ + /* already defined. */ + /* */ +#ifdef FT_DEBUG_LOGGING +#undef FT_DEBUG_LEVEL_TRACE +#define FT_DEBUG_LEVEL_TRACE +#endif + + /* force the definition of FT_DEBUG_LEVEL_ERROR if FT_DEBUG_LEVEL_TRACE */ + /* is already defined; this simplifies the following #ifdefs */ + /* */ +#ifdef FT_DEBUG_LEVEL_TRACE +#undef FT_DEBUG_LEVEL_ERROR +#define FT_DEBUG_LEVEL_ERROR +#endif + + + /************************************************************************** + * + * Define the trace enums as well as the trace levels array when they are + * needed. + * + */ + +#ifdef FT_DEBUG_LEVEL_TRACE + +#define FT_TRACE_DEF( x ) trace_ ## x , + + /* defining the enumeration */ + typedef enum FT_Trace_ + { +#include + trace_count + + } FT_Trace; + + + /* a pointer to the array of trace levels, */ + /* provided by `src/base/ftdebug.c' */ + extern int* ft_trace_levels; + +#undef FT_TRACE_DEF + +#endif /* FT_DEBUG_LEVEL_TRACE */ + + + /************************************************************************** + * + * Define the FT_TRACE macro + * + * IMPORTANT! + * + * Each component must define the macro FT_COMPONENT to a valid FT_Trace + * value before using any TRACE macro. + * + * To get consistent logging output, there should be no newline character + * (i.e., '\n') or a single trailing one in the message string of + * `FT_TRACEx` and `FT_ERROR`. + */ + + + /************************************************************************* + * + * If FT_DEBUG_LOGGING is enabled, tracing messages are sent to dlg's API. + * If FT_DEBUG_LOGGING is disabled, tracing messages are sent to + * `FT_Message` (defined in ftdebug.c). + */ +#ifdef FT_DEBUG_LOGGING + + /* we need two macros to convert the names of `FT_COMPONENT` to a string */ +#define FT_LOGGING_TAG( x ) FT_LOGGING_TAG_( x ) +#define FT_LOGGING_TAG_( x ) #x + + /* we need two macros to convert the component and the trace level */ + /* to a string that combines them */ +#define FT_LOGGING_TAGX( x, y ) FT_LOGGING_TAGX_( x, y ) +#define FT_LOGGING_TAGX_( x, y ) #x ":" #y + + +#define FT_LOG( level, varformat ) \ + do \ + { \ + const char* dlg_tag = FT_LOGGING_TAGX( FT_COMPONENT, level ); \ + \ + \ + ft_add_tag( dlg_tag ); \ + if ( ft_trace_levels[FT_TRACE_COMP( FT_COMPONENT )] >= level ) \ + { \ + if ( custom_output_handler != NULL ) \ + FT_Logging_Callback varformat; \ + else \ + dlg_trace varformat; \ + } \ + ft_remove_tag( dlg_tag ); \ + } while( 0 ) + +#else /* !FT_DEBUG_LOGGING */ + +#define FT_LOG( level, varformat ) \ + do \ + { \ + if ( ft_trace_levels[FT_TRACE_COMP( FT_COMPONENT )] >= level ) \ + FT_Message varformat; \ + } while ( 0 ) + +#endif /* !FT_DEBUG_LOGGING */ + + +#ifdef FT_DEBUG_LEVEL_TRACE + + /* we need two macros here to make cpp expand `FT_COMPONENT' */ +#define FT_TRACE_COMP( x ) FT_TRACE_COMP_( x ) +#define FT_TRACE_COMP_( x ) trace_ ## x + +#define FT_TRACE( level, varformat ) FT_LOG( level, varformat ) + +#else /* !FT_DEBUG_LEVEL_TRACE */ + +#define FT_TRACE( level, varformat ) do { } while ( 0 ) /* nothing */ + +#endif /* !FT_DEBUG_LEVEL_TRACE */ + + + /************************************************************************** + * + * @function: + * FT_Trace_Get_Count + * + * @description: + * Return the number of available trace components. + * + * @return: + * The number of trace components. 0 if FreeType 2 is not built with + * FT_DEBUG_LEVEL_TRACE definition. + * + * @note: + * This function may be useful if you want to access elements of the + * internal trace levels array by an index. + */ + FT_BASE( FT_Int ) + FT_Trace_Get_Count( void ); + + + /************************************************************************** + * + * @function: + * FT_Trace_Get_Name + * + * @description: + * Return the name of a trace component. + * + * @input: + * The index of the trace component. + * + * @return: + * The name of the trace component. This is a statically allocated + * C~string, so do not free it after use. `NULL` if FreeType is not + * built with FT_DEBUG_LEVEL_TRACE definition. + * + * @note: + * Use @FT_Trace_Get_Count to get the number of available trace + * components. + */ + FT_BASE( const char* ) + FT_Trace_Get_Name( FT_Int idx ); + + + /************************************************************************** + * + * @function: + * FT_Trace_Disable + * + * @description: + * Switch off tracing temporarily. It can be activated again with + * @FT_Trace_Enable. + */ + FT_BASE( void ) + FT_Trace_Disable( void ); + + + /************************************************************************** + * + * @function: + * FT_Trace_Enable + * + * @description: + * Activate tracing. Use it after tracing has been switched off with + * @FT_Trace_Disable. + */ + FT_BASE( void ) + FT_Trace_Enable( void ); + + + /************************************************************************** + * + * You need two opening and closing parentheses! + * + * Example: FT_TRACE0(( "Value is %i", foo )) + * + * Output of the FT_TRACEX macros is sent to stderr. + * + */ + +#define FT_TRACE0( varformat ) FT_TRACE( 0, varformat ) +#define FT_TRACE1( varformat ) FT_TRACE( 1, varformat ) +#define FT_TRACE2( varformat ) FT_TRACE( 2, varformat ) +#define FT_TRACE3( varformat ) FT_TRACE( 3, varformat ) +#define FT_TRACE4( varformat ) FT_TRACE( 4, varformat ) +#define FT_TRACE5( varformat ) FT_TRACE( 5, varformat ) +#define FT_TRACE6( varformat ) FT_TRACE( 6, varformat ) +#define FT_TRACE7( varformat ) FT_TRACE( 7, varformat ) + + + /************************************************************************** + * + * Define the FT_ERROR macro. + * + * Output of this macro is sent to stderr. + * + */ + +#ifdef FT_DEBUG_LEVEL_ERROR + + /************************************************************************** + * + * If FT_DEBUG_LOGGING is enabled, error messages are sent to dlg's API. + * If FT_DEBUG_LOGGING is disabled, error messages are sent to `FT_Message` + * (defined in ftdebug.c). + * + */ +#ifdef FT_DEBUG_LOGGING + +#define FT_ERROR( varformat ) \ + do \ + { \ + const char* dlg_tag = FT_LOGGING_TAG( FT_COMPONENT ); \ + \ + \ + ft_add_tag( dlg_tag ); \ + dlg_trace varformat; \ + ft_remove_tag( dlg_tag ); \ + } while ( 0 ) + +#else /* !FT_DEBUG_LOGGING */ + +#define FT_ERROR( varformat ) FT_Message varformat + +#endif /* !FT_DEBUG_LOGGING */ + + +#else /* !FT_DEBUG_LEVEL_ERROR */ + +#define FT_ERROR( varformat ) do { } while ( 0 ) /* nothing */ + +#endif /* !FT_DEBUG_LEVEL_ERROR */ + + + /************************************************************************** + * + * Define the FT_ASSERT and FT_THROW macros. The call to `FT_Throw` makes + * it possible to easily set a breakpoint at this function. + * + */ + +#ifdef FT_DEBUG_LEVEL_ERROR + +#define FT_ASSERT( condition ) \ + do \ + { \ + if ( !( condition ) ) \ + FT_Panic( "assertion failed on line %d of file %s\n", \ + __LINE__, __FILE__ ); \ + } while ( 0 ) + +#define FT_THROW( e ) \ + ( FT_Throw( FT_ERR_CAT( FT_ERR_PREFIX, e ), \ + __LINE__, \ + __FILE__ ) | \ + FT_ERR_CAT( FT_ERR_PREFIX, e ) ) + +#else /* !FT_DEBUG_LEVEL_ERROR */ + +#define FT_ASSERT( condition ) do { } while ( 0 ) + +#define FT_THROW( e ) FT_ERR_CAT( FT_ERR_PREFIX, e ) + +#endif /* !FT_DEBUG_LEVEL_ERROR */ + + + /************************************************************************** + * + * Define `FT_Message` and `FT_Panic` when needed. + * + */ + +#ifdef FT_DEBUG_LEVEL_ERROR + +#include "stdio.h" /* for vfprintf() */ + + /* print a message */ + FT_BASE( void ) + FT_Message( const char* fmt, + ... ); + + /* print a message and exit */ + FT_BASE( void ) + FT_Panic( const char* fmt, + ... ); + + /* report file name and line number of an error */ + FT_BASE( int ) + FT_Throw( FT_Error error, + int line, + const char* file ); + +#endif /* FT_DEBUG_LEVEL_ERROR */ + + + FT_BASE( void ) + ft_debug_init( void ); + + +#ifdef FT_DEBUG_LOGGING + + /************************************************************************** + * + * 'dlg' uses output handlers to control how and where log messages are + * printed. Therefore we need to define a default output handler for + * FreeType. + */ + FT_BASE( void ) + ft_log_handler( const struct dlg_origin* origin, + const char* string, + void* data ); + + + /************************************************************************** + * + * 1. `ft_default_log_handler` stores the function pointer that is used + * internally by FreeType to print logs to a file. + * + * 2. `custom_output_handler` stores the function pointer to the callback + * function provided by the user. + * + * It is defined in `ftdebug.c`. + */ + extern dlg_handler ft_default_log_handler; + extern FT_Custom_Log_Handler custom_output_handler; + + + /************************************************************************** + * + * If FT_DEBUG_LOGGING macro is enabled, FreeType needs to initialize and + * un-initialize `FILE*`. + * + * These functions are defined in `ftdebug.c`. + */ + FT_BASE( void ) + ft_logging_init( void ); + + FT_BASE( void ) + ft_logging_deinit( void ); + + + /************************************************************************** + * + * For printing the name of `FT_COMPONENT` along with the actual log we + * need to add a tag with the name of `FT_COMPONENT`. + * + * These functions are defined in `ftdebug.c`. + */ + FT_BASE( void ) + ft_add_tag( const char* tag ); + + FT_BASE( void ) + ft_remove_tag( const char* tag ); + + + /************************************************************************** + * + * A function to print log data using a custom callback logging function + * (which is set using `FT_Set_Log_Handler`). + * + * This function is defined in `ftdebug.c`. + */ + FT_BASE( void ) + FT_Logging_Callback( const char* fmt, + ... ); + +#endif /* FT_DEBUG_LOGGING */ + + +FT_END_HEADER + +#endif /* FTDEBUG_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftdrv.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftdrv.h new file mode 100644 index 0000000..9459a9a --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftdrv.h @@ -0,0 +1,288 @@ +/**************************************************************************** + * + * ftdrv.h + * + * FreeType internal font driver interface (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTDRV_H_ +#define FTDRV_H_ + + +#include + +#include "compiler-macros.h" + +FT_BEGIN_HEADER + + + typedef FT_Error + (*FT_Face_InitFunc)( FT_Stream stream, + FT_Face face, + FT_Int typeface_index, + FT_Int num_params, + FT_Parameter* parameters ); + + typedef void + (*FT_Face_DoneFunc)( FT_Face face ); + + + typedef FT_Error + (*FT_Size_InitFunc)( FT_Size size ); + + typedef void + (*FT_Size_DoneFunc)( FT_Size size ); + + + typedef FT_Error + (*FT_Slot_InitFunc)( FT_GlyphSlot slot ); + + typedef void + (*FT_Slot_DoneFunc)( FT_GlyphSlot slot ); + + + typedef FT_Error + (*FT_Size_RequestFunc)( FT_Size size, + FT_Size_Request req ); + + typedef FT_Error + (*FT_Size_SelectFunc)( FT_Size size, + FT_ULong size_index ); + + typedef FT_Error + (*FT_Slot_LoadFunc)( FT_GlyphSlot slot, + FT_Size size, + FT_UInt glyph_index, + FT_Int32 load_flags ); + + + typedef FT_Error + (*FT_Face_GetKerningFunc)( FT_Face face, + FT_UInt left_glyph, + FT_UInt right_glyph, + FT_Vector* kerning ); + + + typedef FT_Error + (*FT_Face_AttachFunc)( FT_Face face, + FT_Stream stream ); + + + typedef FT_Error + (*FT_Face_GetAdvancesFunc)( FT_Face face, + FT_UInt first, + FT_UInt count, + FT_Int32 flags, + FT_Fixed* advances ); + + + /************************************************************************** + * + * @struct: + * FT_Driver_ClassRec + * + * @description: + * The font driver class. This structure mostly contains pointers to + * driver methods. + * + * @fields: + * root :: + * The parent module. + * + * face_object_size :: + * The size of a face object in bytes. + * + * size_object_size :: + * The size of a size object in bytes. + * + * slot_object_size :: + * The size of a glyph object in bytes. + * + * init_face :: + * The format-specific face constructor. + * + * done_face :: + * The format-specific face destructor. + * + * init_size :: + * The format-specific size constructor. + * + * done_size :: + * The format-specific size destructor. + * + * init_slot :: + * The format-specific slot constructor. + * + * done_slot :: + * The format-specific slot destructor. + * + * + * load_glyph :: + * A function handle to load a glyph to a slot. This field is + * mandatory! + * + * get_kerning :: + * A function handle to return the unscaled kerning for a given pair of + * glyphs. Can be set to 0 if the format doesn't support kerning. + * + * attach_file :: + * This function handle is used to read additional data for a face from + * another file/stream. For example, this can be used to add data from + * AFM or PFM files on a Type 1 face, or a CIDMap on a CID-keyed face. + * + * get_advances :: + * A function handle used to return advance widths of 'count' glyphs + * (in font units), starting at 'first'. The 'vertical' flag must be + * set to get vertical advance heights. The 'advances' buffer is + * caller-allocated. The idea of this function is to be able to + * perform device-independent text layout without loading a single + * glyph image. + * + * request_size :: + * A handle to a function used to request the new character size. Can + * be set to 0 if the scaling done in the base layer suffices. + * + * select_size :: + * A handle to a function used to select a new fixed size. It is used + * only if @FT_FACE_FLAG_FIXED_SIZES is set. Can be set to 0 if the + * scaling done in the base layer suffices. + * @note: + * Most function pointers, with the exception of `load_glyph`, can be set + * to 0 to indicate a default behaviour. + */ + typedef struct FT_Driver_ClassRec_ + { + FT_Module_Class root; + + FT_Long face_object_size; + FT_Long size_object_size; + FT_Long slot_object_size; + + FT_Face_InitFunc init_face; + FT_Face_DoneFunc done_face; + + FT_Size_InitFunc init_size; + FT_Size_DoneFunc done_size; + + FT_Slot_InitFunc init_slot; + FT_Slot_DoneFunc done_slot; + + FT_Slot_LoadFunc load_glyph; + + FT_Face_GetKerningFunc get_kerning; + FT_Face_AttachFunc attach_file; + FT_Face_GetAdvancesFunc get_advances; + + /* since version 2.2 */ + FT_Size_RequestFunc request_size; + FT_Size_SelectFunc select_size; + + } FT_Driver_ClassRec, *FT_Driver_Class; + + + /************************************************************************** + * + * @macro: + * FT_DECLARE_DRIVER + * + * @description: + * Used to create a forward declaration of an FT_Driver_ClassRec struct + * instance. + * + * @macro: + * FT_DEFINE_DRIVER + * + * @description: + * Used to initialize an instance of FT_Driver_ClassRec struct. + * + * `ftinit.c` (ft_create_default_module_classes) already contains a + * mechanism to call these functions for the default modules described in + * `ftmodule.h`. + * + * The struct will be allocated in the global scope (or the scope where + * the macro is used). + */ +#define FT_DECLARE_DRIVER( class_ ) \ + FT_CALLBACK_TABLE \ + const FT_Driver_ClassRec class_; + +#define FT_DEFINE_DRIVER( \ + class_, \ + flags_, \ + size_, \ + name_, \ + version_, \ + requires_, \ + interface_, \ + init_, \ + done_, \ + get_interface_, \ + face_object_size_, \ + size_object_size_, \ + slot_object_size_, \ + init_face_, \ + done_face_, \ + init_size_, \ + done_size_, \ + init_slot_, \ + done_slot_, \ + load_glyph_, \ + get_kerning_, \ + attach_file_, \ + get_advances_, \ + request_size_, \ + select_size_ ) \ + FT_CALLBACK_TABLE_DEF \ + const FT_Driver_ClassRec class_ = \ + { \ + FT_DEFINE_ROOT_MODULE( flags_, \ + size_, \ + name_, \ + version_, \ + requires_, \ + interface_, \ + init_, \ + done_, \ + get_interface_ ) \ + \ + face_object_size_, \ + size_object_size_, \ + slot_object_size_, \ + \ + init_face_, \ + done_face_, \ + \ + init_size_, \ + done_size_, \ + \ + init_slot_, \ + done_slot_, \ + \ + load_glyph_, \ + \ + get_kerning_, \ + attach_file_, \ + get_advances_, \ + \ + request_size_, \ + select_size_ \ + }; + + +FT_END_HEADER + +#endif /* FTDRV_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftgloadr.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftgloadr.h new file mode 100644 index 0000000..f73b663 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftgloadr.h @@ -0,0 +1,147 @@ +/**************************************************************************** + * + * ftgloadr.h + * + * The FreeType glyph loader (specification). + * + * Copyright (C) 2002-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTGLOADR_H_ +#define FTGLOADR_H_ + + +#include + +#include "compiler-macros.h" + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @struct: + * FT_GlyphLoader + * + * @description: + * The glyph loader is an internal object used to load several glyphs + * together (for example, in the case of composites). + */ + typedef struct FT_SubGlyphRec_ + { + FT_Int index; + FT_UShort flags; + FT_Int arg1; + FT_Int arg2; + FT_Matrix transform; + + } FT_SubGlyphRec; + + + typedef struct FT_GlyphLoadRec_ + { + FT_Outline outline; /* outline */ + FT_Vector* extra_points; /* extra points table */ + FT_Vector* extra_points2; /* second extra points table */ + FT_UInt num_subglyphs; /* number of subglyphs */ + FT_SubGlyph subglyphs; /* subglyphs */ + + } FT_GlyphLoadRec, *FT_GlyphLoad; + + + typedef struct FT_GlyphLoaderRec_ + { + FT_Memory memory; + FT_UInt max_points; + FT_UInt max_contours; + FT_UInt max_subglyphs; + FT_Bool use_extra; + + FT_GlyphLoadRec base; + FT_GlyphLoadRec current; + + void* other; /* for possible future extension? */ + + } FT_GlyphLoaderRec, *FT_GlyphLoader; + + + /* create new empty glyph loader */ + FT_BASE( FT_Error ) + FT_GlyphLoader_New( FT_Memory memory, + FT_GlyphLoader *aloader ); + + /* add an extra points table to a glyph loader */ + FT_BASE( FT_Error ) + FT_GlyphLoader_CreateExtra( FT_GlyphLoader loader ); + + /* destroy a glyph loader */ + FT_BASE( void ) + FT_GlyphLoader_Done( FT_GlyphLoader loader ); + + /* reset a glyph loader (frees everything int it) */ + FT_BASE( void ) + FT_GlyphLoader_Reset( FT_GlyphLoader loader ); + + /* rewind a glyph loader */ + FT_BASE( void ) + FT_GlyphLoader_Rewind( FT_GlyphLoader loader ); + + /* check that there is enough space to add `n_points' and `n_contours' */ + /* to the glyph loader */ + FT_BASE( FT_Error ) + FT_GlyphLoader_CheckPoints( FT_GlyphLoader loader, + FT_UInt n_points, + FT_UInt n_contours ); + + +#define FT_GLYPHLOADER_CHECK_P( _loader, _count ) \ + ( (_count) == 0 || \ + ( (FT_UInt)(_loader)->base.outline.n_points + \ + (FT_UInt)(_loader)->current.outline.n_points + \ + (FT_UInt)(_count) ) <= (_loader)->max_points ) + +#define FT_GLYPHLOADER_CHECK_C( _loader, _count ) \ + ( (_count) == 0 || \ + ( (FT_UInt)(_loader)->base.outline.n_contours + \ + (FT_UInt)(_loader)->current.outline.n_contours + \ + (FT_UInt)(_count) ) <= (_loader)->max_contours ) + +#define FT_GLYPHLOADER_CHECK_POINTS( _loader, _points, _contours ) \ + ( ( FT_GLYPHLOADER_CHECK_P( _loader, _points ) && \ + FT_GLYPHLOADER_CHECK_C( _loader, _contours ) ) \ + ? 0 \ + : FT_GlyphLoader_CheckPoints( (_loader), \ + (FT_UInt)(_points), \ + (FT_UInt)(_contours) ) ) + + + /* check that there is enough space to add `n_subs' sub-glyphs to */ + /* a glyph loader */ + FT_BASE( FT_Error ) + FT_GlyphLoader_CheckSubGlyphs( FT_GlyphLoader loader, + FT_UInt n_subs ); + + /* prepare a glyph loader, i.e. empty the current glyph */ + FT_BASE( void ) + FT_GlyphLoader_Prepare( FT_GlyphLoader loader ); + + /* add the current glyph to the base glyph */ + FT_BASE( void ) + FT_GlyphLoader_Add( FT_GlyphLoader loader ); + + +FT_END_HEADER + +#endif /* FTGLOADR_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/fthash.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/fthash.h new file mode 100644 index 0000000..622ec76 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/fthash.h @@ -0,0 +1,135 @@ +/**************************************************************************** + * + * fthash.h + * + * Hashing functions (specification). + * + */ + +/* + * Copyright 2000 Computing Research Labs, New Mexico State University + * Copyright 2001-2015 + * Francesco Zappa Nardelli + * + * Permission is hereby granted, free of charge, to any person obtaining a + * copy of this software and associated documentation files (the "Software"), + * to deal in the Software without restriction, including without limitation + * the rights to use, copy, modify, merge, publish, distribute, sublicense, + * and/or sell copies of the Software, and to permit persons to whom the + * Software is furnished to do so, subject to the following conditions: + * + * The above copyright notice and this permission notice shall be included in + * all copies or substantial portions of the Software. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL + * THE COMPUTING RESEARCH LAB OR NEW MEXICO STATE UNIVERSITY BE LIABLE FOR ANY + * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT + * OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR + * THE USE OR OTHER DEALINGS IN THE SOFTWARE. + */ + + /************************************************************************** + * + * This file is based on code from bdf.c,v 1.22 2000/03/16 20:08:50 + * + * taken from Mark Leisher's xmbdfed package + * + */ + + +#ifndef FTHASH_H_ +#define FTHASH_H_ + + +#include + + +FT_BEGIN_HEADER + + + typedef union FT_Hashkey_ + { + FT_Int num; + const char* str; + + } FT_Hashkey; + + + typedef struct FT_HashnodeRec_ + { + FT_Hashkey key; + size_t data; + + } FT_HashnodeRec; + + typedef struct FT_HashnodeRec_ *FT_Hashnode; + + + typedef FT_ULong + (*FT_Hash_LookupFunc)( FT_Hashkey* key ); + + typedef FT_Bool + (*FT_Hash_CompareFunc)( FT_Hashkey* a, + FT_Hashkey* b ); + + + typedef struct FT_HashRec_ + { + FT_UInt limit; + FT_UInt size; + FT_UInt used; + + FT_Hash_LookupFunc lookup; + FT_Hash_CompareFunc compare; + + FT_Hashnode* table; + + } FT_HashRec; + + typedef struct FT_HashRec_ *FT_Hash; + + + FT_Error + ft_hash_str_init( FT_Hash hash, + FT_Memory memory ); + + FT_Error + ft_hash_num_init( FT_Hash hash, + FT_Memory memory ); + + void + ft_hash_str_free( FT_Hash hash, + FT_Memory memory ); + +#define ft_hash_num_free ft_hash_str_free + + FT_Error + ft_hash_str_insert( const char* key, + size_t data, + FT_Hash hash, + FT_Memory memory ); + + FT_Error + ft_hash_num_insert( FT_Int num, + size_t data, + FT_Hash hash, + FT_Memory memory ); + + size_t* + ft_hash_str_lookup( const char* key, + FT_Hash hash ); + + size_t* + ft_hash_num_lookup( FT_Int num, + FT_Hash hash ); + + +FT_END_HEADER + + +#endif /* FTHASH_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftmemory.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftmemory.h new file mode 100644 index 0000000..10d753a --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftmemory.h @@ -0,0 +1,398 @@ +/**************************************************************************** + * + * ftmemory.h + * + * The FreeType memory management macros (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTMEMORY_H_ +#define FTMEMORY_H_ + + +#include +#include FT_CONFIG_CONFIG_H +#include + +#include "compiler-macros.h" + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @macro: + * FT_SET_ERROR + * + * @description: + * This macro is used to set an implicit 'error' variable to a given + * expression's value (usually a function call), and convert it to a + * boolean which is set whenever the value is != 0. + */ +#undef FT_SET_ERROR +#define FT_SET_ERROR( expression ) \ + ( ( error = (expression) ) != 0 ) + + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** ****/ + /**** M E M O R Y ****/ + /**** ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /* The calculation `NULL + n' is undefined in C. Even if the resulting */ + /* pointer doesn't get dereferenced, this causes warnings with */ + /* sanitizers. */ + /* */ + /* We thus provide a macro that should be used if `base' can be NULL. */ +#define FT_OFFSET( base, count ) ( (base) ? (base) + (count) : NULL ) + + + /* + * C++ refuses to handle statements like p = (void*)anything, with `p' a + * typed pointer. Since we don't have a `typeof' operator in standard C++, + * we have to use a template to emulate it. + */ + +#ifdef __cplusplus + +extern "C++" +{ + template inline T* + cplusplus_typeof( T*, + void *v ) + { + return static_cast ( v ); + } +} + +#define FT_ASSIGNP( p, val ) (p) = cplusplus_typeof( (p), (val) ) + +#else + +#define FT_ASSIGNP( p, val ) (p) = (val) + +#endif + + + +#ifdef FT_DEBUG_MEMORY + + FT_BASE( const char* ) _ft_debug_file; + FT_BASE( long ) _ft_debug_lineno; + +#define FT_DEBUG_INNER( exp ) ( _ft_debug_file = __FILE__, \ + _ft_debug_lineno = __LINE__, \ + (exp) ) + +#define FT_ASSIGNP_INNER( p, exp ) ( _ft_debug_file = __FILE__, \ + _ft_debug_lineno = __LINE__, \ + FT_ASSIGNP( p, exp ) ) + +#else /* !FT_DEBUG_MEMORY */ + +#define FT_DEBUG_INNER( exp ) (exp) +#define FT_ASSIGNP_INNER( p, exp ) FT_ASSIGNP( p, exp ) + +#endif /* !FT_DEBUG_MEMORY */ + + + /* + * The allocation functions return a pointer, and the error code is written + * to through the `p_error' parameter. + */ + + /* The `q' variants of the functions below (`q' for `quick') don't fill */ + /* the allocated or reallocated memory with zero bytes. */ + + FT_BASE( FT_Pointer ) + ft_mem_alloc( FT_Memory memory, + FT_Long size, + FT_Error *p_error ); + + FT_BASE( FT_Pointer ) + ft_mem_qalloc( FT_Memory memory, + FT_Long size, + FT_Error *p_error ); + + FT_BASE( FT_Pointer ) + ft_mem_realloc( FT_Memory memory, + FT_Long item_size, + FT_Long cur_count, + FT_Long new_count, + void* block, + FT_Error *p_error ); + + FT_BASE( FT_Pointer ) + ft_mem_qrealloc( FT_Memory memory, + FT_Long item_size, + FT_Long cur_count, + FT_Long new_count, + void* block, + FT_Error *p_error ); + + FT_BASE( void ) + ft_mem_free( FT_Memory memory, + const void* P ); + + + /* The `Q' variants of the macros below (`Q' for `quick') don't fill */ + /* the allocated or reallocated memory with zero bytes. */ + +#define FT_MEM_ALLOC( ptr, size ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_alloc( memory, \ + (FT_Long)(size), \ + &error ) ) + +#define FT_MEM_FREE( ptr ) \ + FT_BEGIN_STMNT \ + FT_DEBUG_INNER( ft_mem_free( memory, (ptr) ) ); \ + (ptr) = NULL; \ + FT_END_STMNT + +#define FT_MEM_NEW( ptr ) \ + FT_MEM_ALLOC( ptr, sizeof ( *(ptr) ) ) + +#define FT_MEM_REALLOC( ptr, cursz, newsz ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_realloc( memory, \ + 1, \ + (FT_Long)(cursz), \ + (FT_Long)(newsz), \ + (ptr), \ + &error ) ) + +#define FT_MEM_QALLOC( ptr, size ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_qalloc( memory, \ + (FT_Long)(size), \ + &error ) ) + +#define FT_MEM_QNEW( ptr ) \ + FT_MEM_QALLOC( ptr, sizeof ( *(ptr) ) ) + +#define FT_MEM_QREALLOC( ptr, cursz, newsz ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_qrealloc( memory, \ + 1, \ + (FT_Long)(cursz), \ + (FT_Long)(newsz), \ + (ptr), \ + &error ) ) + +#define FT_MEM_ALLOC_MULT( ptr, count, item_size ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_realloc( memory, \ + (FT_Long)(item_size), \ + 0, \ + (FT_Long)(count), \ + NULL, \ + &error ) ) + +#define FT_MEM_REALLOC_MULT( ptr, oldcnt, newcnt, itmsz ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_realloc( memory, \ + (FT_Long)(itmsz), \ + (FT_Long)(oldcnt), \ + (FT_Long)(newcnt), \ + (ptr), \ + &error ) ) + +#define FT_MEM_QALLOC_MULT( ptr, count, item_size ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_qrealloc( memory, \ + (FT_Long)(item_size), \ + 0, \ + (FT_Long)(count), \ + NULL, \ + &error ) ) + +#define FT_MEM_QREALLOC_MULT( ptr, oldcnt, newcnt, itmsz ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_qrealloc( memory, \ + (FT_Long)(itmsz), \ + (FT_Long)(oldcnt), \ + (FT_Long)(newcnt), \ + (ptr), \ + &error ) ) + + +#define FT_MEM_SET_ERROR( cond ) ( (cond), error != 0 ) + + +#define FT_MEM_SET( dest, byte, count ) \ + ft_memset( dest, byte, (FT_Offset)(count) ) + +#define FT_MEM_COPY( dest, source, count ) \ + ft_memcpy( dest, source, (FT_Offset)(count) ) + +#define FT_MEM_MOVE( dest, source, count ) \ + ft_memmove( dest, source, (FT_Offset)(count) ) + + +#define FT_MEM_ZERO( dest, count ) FT_MEM_SET( dest, 0, count ) + +#define FT_ZERO( p ) FT_MEM_ZERO( p, sizeof ( *(p) ) ) + + +#define FT_ARRAY_ZERO( dest, count ) \ + FT_MEM_ZERO( dest, \ + (FT_Offset)(count) * sizeof ( *(dest) ) ) + +#define FT_ARRAY_COPY( dest, source, count ) \ + FT_MEM_COPY( dest, \ + source, \ + (FT_Offset)(count) * sizeof ( *(dest) ) ) + +#define FT_ARRAY_MOVE( dest, source, count ) \ + FT_MEM_MOVE( dest, \ + source, \ + (FT_Offset)(count) * sizeof ( *(dest) ) ) + + + /* + * Return the maximum number of addressable elements in an array. We limit + * ourselves to INT_MAX, rather than UINT_MAX, to avoid any problems. + */ +#define FT_ARRAY_MAX( ptr ) ( FT_INT_MAX / sizeof ( *(ptr) ) ) + +#define FT_ARRAY_CHECK( ptr, count ) ( (count) <= FT_ARRAY_MAX( ptr ) ) + + + /************************************************************************** + * + * The following functions macros expect that their pointer argument is + * _typed_ in order to automatically compute array element sizes. + */ + +#define FT_MEM_NEW_ARRAY( ptr, count ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_realloc( memory, \ + sizeof ( *(ptr) ), \ + 0, \ + (FT_Long)(count), \ + NULL, \ + &error ) ) + +#define FT_MEM_RENEW_ARRAY( ptr, cursz, newsz ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_realloc( memory, \ + sizeof ( *(ptr) ), \ + (FT_Long)(cursz), \ + (FT_Long)(newsz), \ + (ptr), \ + &error ) ) + +#define FT_MEM_QNEW_ARRAY( ptr, count ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_qrealloc( memory, \ + sizeof ( *(ptr) ), \ + 0, \ + (FT_Long)(count), \ + NULL, \ + &error ) ) + +#define FT_MEM_QRENEW_ARRAY( ptr, cursz, newsz ) \ + FT_ASSIGNP_INNER( ptr, ft_mem_qrealloc( memory, \ + sizeof ( *(ptr) ), \ + (FT_Long)(cursz), \ + (FT_Long)(newsz), \ + (ptr), \ + &error ) ) + +#define FT_ALLOC( ptr, size ) \ + FT_MEM_SET_ERROR( FT_MEM_ALLOC( ptr, size ) ) + +#define FT_REALLOC( ptr, cursz, newsz ) \ + FT_MEM_SET_ERROR( FT_MEM_REALLOC( ptr, cursz, newsz ) ) + +#define FT_ALLOC_MULT( ptr, count, item_size ) \ + FT_MEM_SET_ERROR( FT_MEM_ALLOC_MULT( ptr, count, item_size ) ) + +#define FT_REALLOC_MULT( ptr, oldcnt, newcnt, itmsz ) \ + FT_MEM_SET_ERROR( FT_MEM_REALLOC_MULT( ptr, oldcnt, \ + newcnt, itmsz ) ) + +#define FT_QALLOC( ptr, size ) \ + FT_MEM_SET_ERROR( FT_MEM_QALLOC( ptr, size ) ) + +#define FT_QREALLOC( ptr, cursz, newsz ) \ + FT_MEM_SET_ERROR( FT_MEM_QREALLOC( ptr, cursz, newsz ) ) + +#define FT_QALLOC_MULT( ptr, count, item_size ) \ + FT_MEM_SET_ERROR( FT_MEM_QALLOC_MULT( ptr, count, item_size ) ) + +#define FT_QREALLOC_MULT( ptr, oldcnt, newcnt, itmsz ) \ + FT_MEM_SET_ERROR( FT_MEM_QREALLOC_MULT( ptr, oldcnt, \ + newcnt, itmsz ) ) + +#define FT_FREE( ptr ) FT_MEM_FREE( ptr ) + +#define FT_NEW( ptr ) FT_MEM_SET_ERROR( FT_MEM_NEW( ptr ) ) + +#define FT_NEW_ARRAY( ptr, count ) \ + FT_MEM_SET_ERROR( FT_MEM_NEW_ARRAY( ptr, count ) ) + +#define FT_RENEW_ARRAY( ptr, curcnt, newcnt ) \ + FT_MEM_SET_ERROR( FT_MEM_RENEW_ARRAY( ptr, curcnt, newcnt ) ) + +#define FT_QNEW( ptr ) FT_MEM_SET_ERROR( FT_MEM_QNEW( ptr ) ) + +#define FT_QNEW_ARRAY( ptr, count ) \ + FT_MEM_SET_ERROR( FT_MEM_QNEW_ARRAY( ptr, count ) ) + +#define FT_QRENEW_ARRAY( ptr, curcnt, newcnt ) \ + FT_MEM_SET_ERROR( FT_MEM_QRENEW_ARRAY( ptr, curcnt, newcnt ) ) + + + FT_BASE( FT_Pointer ) + ft_mem_strdup( FT_Memory memory, + const char* str, + FT_Error *p_error ); + + FT_BASE( FT_Pointer ) + ft_mem_dup( FT_Memory memory, + const void* address, + FT_ULong size, + FT_Error *p_error ); + + +#define FT_MEM_STRDUP( dst, str ) \ + (dst) = (char*)ft_mem_strdup( memory, (const char*)(str), &error ) + +#define FT_STRDUP( dst, str ) \ + FT_MEM_SET_ERROR( FT_MEM_STRDUP( dst, str ) ) + +#define FT_MEM_DUP( dst, address, size ) \ + (dst) = ft_mem_dup( memory, (address), (FT_ULong)(size), &error ) + +#define FT_DUP( dst, address, size ) \ + FT_MEM_SET_ERROR( FT_MEM_DUP( dst, address, size ) ) + + + /* Return >= 1 if a truncation occurs. */ + /* Return 0 if the source string fits the buffer. */ + /* This is *not* the same as strlcpy(). */ + FT_BASE( FT_Int ) + ft_mem_strcpyn( char* dst, + const char* src, + FT_ULong size ); + +#define FT_STRCPYN( dst, src, size ) \ + ft_mem_strcpyn( (char*)dst, (const char*)(src), (FT_ULong)(size) ) + + +FT_END_HEADER + +#endif /* FTMEMORY_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftobjs.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftobjs.h new file mode 100644 index 0000000..1c779ce --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftobjs.h @@ -0,0 +1,1238 @@ +/**************************************************************************** + * + * ftobjs.h + * + * The FreeType private base classes (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * This file contains the definition of all internal FreeType classes. + * + */ + + +#ifndef FTOBJS_H_ +#define FTOBJS_H_ + +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#ifdef FT_CONFIG_OPTION_INCREMENTAL +#include +#endif + +#include "compiler-macros.h" + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * Some generic definitions. + */ +#ifndef TRUE +#define TRUE 1 +#endif + +#ifndef FALSE +#define FALSE 0 +#endif + +#ifndef NULL +#define NULL (void*)0 +#endif + + + /************************************************************************** + * + * The min and max functions missing in C. As usual, be careful not to + * write things like FT_MIN( a++, b++ ) to avoid side effects. + */ +#define FT_MIN( a, b ) ( (a) < (b) ? (a) : (b) ) +#define FT_MAX( a, b ) ( (a) > (b) ? (a) : (b) ) + +#define FT_ABS( a ) ( (a) < 0 ? -(a) : (a) ) + + /* + * Approximate sqrt(x*x+y*y) using the `alpha max plus beta min' algorithm. + * We use alpha = 1, beta = 3/8, giving us results with a largest error + * less than 7% compared to the exact value. + */ +#define FT_HYPOT( x, y ) \ + ( x = FT_ABS( x ), \ + y = FT_ABS( y ), \ + x > y ? x + ( 3 * y >> 3 ) \ + : y + ( 3 * x >> 3 ) ) + + /* we use FT_TYPEOF to suppress signedness compilation warnings */ +#define FT_PAD_FLOOR( x, n ) ( (x) & ~FT_TYPEOF( x )( (n) - 1 ) ) +#define FT_PAD_ROUND( x, n ) FT_PAD_FLOOR( (x) + (n) / 2, n ) +#define FT_PAD_CEIL( x, n ) FT_PAD_FLOOR( (x) + (n) - 1, n ) + +#define FT_PIX_FLOOR( x ) ( (x) & ~FT_TYPEOF( x )63 ) +#define FT_PIX_ROUND( x ) FT_PIX_FLOOR( (x) + 32 ) +#define FT_PIX_CEIL( x ) FT_PIX_FLOOR( (x) + 63 ) + + /* specialized versions (for signed values) */ + /* that don't produce run-time errors due to integer overflow */ +#define FT_PAD_ROUND_LONG( x, n ) FT_PAD_FLOOR( ADD_LONG( (x), (n) / 2 ), \ + n ) +#define FT_PAD_CEIL_LONG( x, n ) FT_PAD_FLOOR( ADD_LONG( (x), (n) - 1 ), \ + n ) +#define FT_PIX_ROUND_LONG( x ) FT_PIX_FLOOR( ADD_LONG( (x), 32 ) ) +#define FT_PIX_CEIL_LONG( x ) FT_PIX_FLOOR( ADD_LONG( (x), 63 ) ) + +#define FT_PAD_ROUND_INT32( x, n ) FT_PAD_FLOOR( ADD_INT32( (x), (n) / 2 ), \ + n ) +#define FT_PAD_CEIL_INT32( x, n ) FT_PAD_FLOOR( ADD_INT32( (x), (n) - 1 ), \ + n ) +#define FT_PIX_ROUND_INT32( x ) FT_PIX_FLOOR( ADD_INT32( (x), 32 ) ) +#define FT_PIX_CEIL_INT32( x ) FT_PIX_FLOOR( ADD_INT32( (x), 63 ) ) + + + /* + * character classification functions -- since these are used to parse font + * files, we must not use those in which are locale-dependent + */ +#define ft_isdigit( x ) ( ( (unsigned)(x) - '0' ) < 10U ) + +#define ft_isxdigit( x ) ( ( (unsigned)(x) - '0' ) < 10U || \ + ( (unsigned)(x) - 'a' ) < 6U || \ + ( (unsigned)(x) - 'A' ) < 6U ) + + /* the next two macros assume ASCII representation */ +#define ft_isupper( x ) ( ( (unsigned)(x) - 'A' ) < 26U ) +#define ft_islower( x ) ( ( (unsigned)(x) - 'a' ) < 26U ) + +#define ft_isalpha( x ) ( ft_isupper( x ) || ft_islower( x ) ) +#define ft_isalnum( x ) ( ft_isdigit( x ) || ft_isalpha( x ) ) + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** ****/ + /**** C H A R M A P S ****/ + /**** ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + /* handle to internal charmap object */ + typedef struct FT_CMapRec_* FT_CMap; + + /* handle to charmap class structure */ + typedef const struct FT_CMap_ClassRec_* FT_CMap_Class; + + /* internal charmap object structure */ + typedef struct FT_CMapRec_ + { + FT_CharMapRec charmap; + FT_CMap_Class clazz; + + } FT_CMapRec; + + /* typecast any pointer to a charmap handle */ +#define FT_CMAP( x ) ( (FT_CMap)( x ) ) + + /* obvious macros */ +#define FT_CMAP_PLATFORM_ID( x ) FT_CMAP( x )->charmap.platform_id +#define FT_CMAP_ENCODING_ID( x ) FT_CMAP( x )->charmap.encoding_id +#define FT_CMAP_ENCODING( x ) FT_CMAP( x )->charmap.encoding +#define FT_CMAP_FACE( x ) FT_CMAP( x )->charmap.face + + + /* class method definitions */ + typedef FT_Error + (*FT_CMap_InitFunc)( FT_CMap cmap, + FT_Pointer init_data ); + + typedef void + (*FT_CMap_DoneFunc)( FT_CMap cmap ); + + typedef FT_UInt + (*FT_CMap_CharIndexFunc)( FT_CMap cmap, + FT_UInt32 char_code ); + + typedef FT_UInt + (*FT_CMap_CharNextFunc)( FT_CMap cmap, + FT_UInt32 *achar_code ); + + typedef FT_UInt + (*FT_CMap_CharVarIndexFunc)( FT_CMap cmap, + FT_CMap unicode_cmap, + FT_UInt32 char_code, + FT_UInt32 variant_selector ); + + typedef FT_Int + (*FT_CMap_CharVarIsDefaultFunc)( FT_CMap cmap, + FT_UInt32 char_code, + FT_UInt32 variant_selector ); + + typedef FT_UInt32 * + (*FT_CMap_VariantListFunc)( FT_CMap cmap, + FT_Memory mem ); + + typedef FT_UInt32 * + (*FT_CMap_CharVariantListFunc)( FT_CMap cmap, + FT_Memory mem, + FT_UInt32 char_code ); + + typedef FT_UInt32 * + (*FT_CMap_VariantCharListFunc)( FT_CMap cmap, + FT_Memory mem, + FT_UInt32 variant_selector ); + + + typedef struct FT_CMap_ClassRec_ + { + FT_ULong size; + + FT_CMap_InitFunc init; + FT_CMap_DoneFunc done; + FT_CMap_CharIndexFunc char_index; + FT_CMap_CharNextFunc char_next; + + /* Subsequent entries are special ones for format 14 -- the variant */ + /* selector subtable which behaves like no other */ + + FT_CMap_CharVarIndexFunc char_var_index; + FT_CMap_CharVarIsDefaultFunc char_var_default; + FT_CMap_VariantListFunc variant_list; + FT_CMap_CharVariantListFunc charvariant_list; + FT_CMap_VariantCharListFunc variantchar_list; + + } FT_CMap_ClassRec; + + +#define FT_DECLARE_CMAP_CLASS( class_ ) \ + FT_CALLBACK_TABLE const FT_CMap_ClassRec class_; + +#define FT_DEFINE_CMAP_CLASS( \ + class_, \ + size_, \ + init_, \ + done_, \ + char_index_, \ + char_next_, \ + char_var_index_, \ + char_var_default_, \ + variant_list_, \ + charvariant_list_, \ + variantchar_list_ ) \ + FT_CALLBACK_TABLE_DEF \ + const FT_CMap_ClassRec class_ = \ + { \ + size_, \ + init_, \ + done_, \ + char_index_, \ + char_next_, \ + char_var_index_, \ + char_var_default_, \ + variant_list_, \ + charvariant_list_, \ + variantchar_list_ \ + }; + + + /* create a new charmap and add it to charmap->face */ + FT_BASE( FT_Error ) + FT_CMap_New( FT_CMap_Class clazz, + FT_Pointer init_data, + FT_CharMap charmap, + FT_CMap *acmap ); + + /* destroy a charmap and remove it from face's list */ + FT_BASE( void ) + FT_CMap_Done( FT_CMap cmap ); + + + /* add LCD padding to CBox */ + FT_BASE( void ) + ft_lcd_padding( FT_BBox* cbox, + FT_GlyphSlot slot, + FT_Render_Mode mode ); + +#ifdef FT_CONFIG_OPTION_SUBPIXEL_RENDERING + + typedef void (*FT_Bitmap_LcdFilterFunc)( FT_Bitmap* bitmap, + FT_Byte* weights ); + + + /* This is the default LCD filter, an in-place, 5-tap FIR filter. */ + FT_BASE( void ) + ft_lcd_filter_fir( FT_Bitmap* bitmap, + FT_LcdFiveTapFilter weights ); + +#endif /* FT_CONFIG_OPTION_SUBPIXEL_RENDERING */ + + /************************************************************************** + * + * @struct: + * FT_Face_InternalRec + * + * @description: + * This structure contains the internal fields of each FT_Face object. + * These fields may change between different releases of FreeType. + * + * @fields: + * max_points :: + * The maximum number of points used to store the vectorial outline of + * any glyph in this face. If this value cannot be known in advance, + * or if the face isn't scalable, this should be set to 0. Only + * relevant for scalable formats. + * + * max_contours :: + * The maximum number of contours used to store the vectorial outline + * of any glyph in this face. If this value cannot be known in + * advance, or if the face isn't scalable, this should be set to 0. + * Only relevant for scalable formats. + * + * transform_matrix :: + * A 2x2 matrix of 16.16 coefficients used to transform glyph outlines + * after they are loaded from the font. Only used by the convenience + * functions. + * + * transform_delta :: + * A translation vector used to transform glyph outlines after they are + * loaded from the font. Only used by the convenience functions. + * + * transform_flags :: + * Some flags used to classify the transform. Only used by the + * convenience functions. + * + * services :: + * A cache for frequently used services. It should be only accessed + * with the macro `FT_FACE_LOOKUP_SERVICE`. + * + * incremental_interface :: + * If non-null, the interface through which glyph data and metrics are + * loaded incrementally for faces that do not provide all of this data + * when first opened. This field exists only if + * @FT_CONFIG_OPTION_INCREMENTAL is defined. + * + * no_stem_darkening :: + * Overrides the module-level default, see @stem-darkening[cff], for + * example. FALSE and TRUE toggle stem darkening on and off, + * respectively, value~-1 means to use the module/driver default. + * + * random_seed :: + * If positive, override the seed value for the CFF 'random' operator. + * Value~0 means to use the font's value. Value~-1 means to use the + * CFF driver's default. + * + * lcd_weights :: + * lcd_filter_func :: + * These fields specify the LCD filtering weights and callback function + * for ClearType-style subpixel rendering. + * + * refcount :: + * A counter initialized to~1 at the time an @FT_Face structure is + * created. @FT_Reference_Face increments this counter, and + * @FT_Done_Face only destroys a face if the counter is~1, otherwise it + * simply decrements it. + */ + typedef struct FT_Face_InternalRec_ + { + FT_Matrix transform_matrix; + FT_Vector transform_delta; + FT_Int transform_flags; + + FT_ServiceCacheRec services; + +#ifdef FT_CONFIG_OPTION_INCREMENTAL + FT_Incremental_InterfaceRec* incremental_interface; +#endif + + FT_Char no_stem_darkening; + FT_Int32 random_seed; + +#ifdef FT_CONFIG_OPTION_SUBPIXEL_RENDERING + FT_LcdFiveTapFilter lcd_weights; /* filter weights, if any */ + FT_Bitmap_LcdFilterFunc lcd_filter_func; /* filtering callback */ +#endif + + FT_Int refcount; + + } FT_Face_InternalRec; + + + /************************************************************************** + * + * @struct: + * FT_Slot_InternalRec + * + * @description: + * This structure contains the internal fields of each FT_GlyphSlot + * object. These fields may change between different releases of + * FreeType. + * + * @fields: + * loader :: + * The glyph loader object used to load outlines into the glyph slot. + * + * flags :: + * Possible values are zero or FT_GLYPH_OWN_BITMAP. The latter + * indicates that the FT_GlyphSlot structure owns the bitmap buffer. + * + * glyph_transformed :: + * Boolean. Set to TRUE when the loaded glyph must be transformed + * through a specific font transformation. This is _not_ the same as + * the face transform set through FT_Set_Transform(). + * + * glyph_matrix :: + * The 2x2 matrix corresponding to the glyph transformation, if + * necessary. + * + * glyph_delta :: + * The 2d translation vector corresponding to the glyph transformation, + * if necessary. + * + * glyph_hints :: + * Format-specific glyph hints management. + * + * load_flags :: + * The load flags passed as an argument to @FT_Load_Glyph while + * initializing the glyph slot. + */ + +#define FT_GLYPH_OWN_BITMAP 0x1U +#define FT_GLYPH_OWN_GZIP_SVG 0x2U + + typedef struct FT_Slot_InternalRec_ + { + FT_GlyphLoader loader; + FT_UInt flags; + FT_Bool glyph_transformed; + FT_Matrix glyph_matrix; + FT_Vector glyph_delta; + void* glyph_hints; + + FT_Int32 load_flags; + + } FT_GlyphSlot_InternalRec; + + + /************************************************************************** + * + * @struct: + * FT_Size_InternalRec + * + * @description: + * This structure contains the internal fields of each FT_Size object. + * + * @fields: + * module_data :: + * Data specific to a driver module. + * + * autohint_mode :: + * The used auto-hinting mode. + * + * autohint_metrics :: + * Metrics used by the auto-hinter. + * + */ + + typedef struct FT_Size_InternalRec_ + { + void* module_data; + + FT_Render_Mode autohint_mode; + FT_Size_Metrics autohint_metrics; + + } FT_Size_InternalRec; + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** ****/ + /**** M O D U L E S ****/ + /**** ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @struct: + * FT_ModuleRec + * + * @description: + * A module object instance. + * + * @fields: + * clazz :: + * A pointer to the module's class. + * + * library :: + * A handle to the parent library object. + * + * memory :: + * A handle to the memory manager. + */ + typedef struct FT_ModuleRec_ + { + FT_Module_Class* clazz; + FT_Library library; + FT_Memory memory; + + } FT_ModuleRec; + + + /* typecast an object to an FT_Module */ +#define FT_MODULE( x ) ( (FT_Module)(x) ) + +#define FT_MODULE_CLASS( x ) FT_MODULE( x )->clazz +#define FT_MODULE_LIBRARY( x ) FT_MODULE( x )->library +#define FT_MODULE_MEMORY( x ) FT_MODULE( x )->memory + + +#define FT_MODULE_IS_DRIVER( x ) ( FT_MODULE_CLASS( x )->module_flags & \ + FT_MODULE_FONT_DRIVER ) + +#define FT_MODULE_IS_RENDERER( x ) ( FT_MODULE_CLASS( x )->module_flags & \ + FT_MODULE_RENDERER ) + +#define FT_MODULE_IS_HINTER( x ) ( FT_MODULE_CLASS( x )->module_flags & \ + FT_MODULE_HINTER ) + +#define FT_MODULE_IS_STYLER( x ) ( FT_MODULE_CLASS( x )->module_flags & \ + FT_MODULE_STYLER ) + +#define FT_DRIVER_IS_SCALABLE( x ) ( FT_MODULE_CLASS( x )->module_flags & \ + FT_MODULE_DRIVER_SCALABLE ) + +#define FT_DRIVER_USES_OUTLINES( x ) !( FT_MODULE_CLASS( x )->module_flags & \ + FT_MODULE_DRIVER_NO_OUTLINES ) + +#define FT_DRIVER_HAS_HINTER( x ) ( FT_MODULE_CLASS( x )->module_flags & \ + FT_MODULE_DRIVER_HAS_HINTER ) + +#define FT_DRIVER_HINTS_LIGHTLY( x ) ( FT_MODULE_CLASS( x )->module_flags & \ + FT_MODULE_DRIVER_HINTS_LIGHTLY ) + + + /************************************************************************** + * + * @function: + * FT_Get_Module_Interface + * + * @description: + * Finds a module and returns its specific interface as a typeless + * pointer. + * + * @input: + * library :: + * A handle to the library object. + * + * module_name :: + * The module's name (as an ASCII string). + * + * @return: + * A module-specific interface if available, 0 otherwise. + * + * @note: + * You should better be familiar with FreeType internals to know which + * module to look for, and what its interface is :-) + */ + FT_BASE( const void* ) + FT_Get_Module_Interface( FT_Library library, + const char* mod_name ); + + FT_BASE( FT_Pointer ) + ft_module_get_service( FT_Module module, + const char* service_id, + FT_Bool global ); + +#ifdef FT_CONFIG_OPTION_ENVIRONMENT_PROPERTIES + FT_BASE( FT_Error ) + ft_property_string_set( FT_Library library, + const FT_String* module_name, + const FT_String* property_name, + FT_String* value ); +#endif + + /* */ + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** ****/ + /**** F A C E, S I Z E & G L Y P H S L O T O B J E C T S ****/ + /**** ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + /* a few macros used to perform easy typecasts with minimal brain damage */ + +#define FT_FACE( x ) ( (FT_Face)(x) ) +#define FT_SIZE( x ) ( (FT_Size)(x) ) +#define FT_SLOT( x ) ( (FT_GlyphSlot)(x) ) + +#define FT_FACE_DRIVER( x ) FT_FACE( x )->driver +#define FT_FACE_LIBRARY( x ) FT_FACE_DRIVER( x )->root.library +#define FT_FACE_MEMORY( x ) FT_FACE( x )->memory +#define FT_FACE_STREAM( x ) FT_FACE( x )->stream + +#define FT_SIZE_FACE( x ) FT_SIZE( x )->face +#define FT_SLOT_FACE( x ) FT_SLOT( x )->face + +#define FT_FACE_SLOT( x ) FT_FACE( x )->glyph +#define FT_FACE_SIZE( x ) FT_FACE( x )->size + + + /************************************************************************** + * + * @function: + * FT_New_GlyphSlot + * + * @description: + * It is sometimes useful to have more than one glyph slot for a given + * face object. This function is used to create additional slots. All + * of them are automatically discarded when the face is destroyed. + * + * @input: + * face :: + * A handle to a parent face object. + * + * @output: + * aslot :: + * A handle to a new glyph slot object. + * + * @return: + * FreeType error code. 0 means success. + */ + FT_BASE( FT_Error ) + FT_New_GlyphSlot( FT_Face face, + FT_GlyphSlot *aslot ); + + + /************************************************************************** + * + * @function: + * FT_Done_GlyphSlot + * + * @description: + * Destroys a given glyph slot. Remember however that all slots are + * automatically destroyed with its parent. Using this function is not + * always mandatory. + * + * @input: + * slot :: + * A handle to a target glyph slot. + */ + FT_BASE( void ) + FT_Done_GlyphSlot( FT_GlyphSlot slot ); + + /* */ + +#define FT_REQUEST_WIDTH( req ) \ + ( (req)->horiResolution \ + ? ( (req)->width * (FT_Pos)(req)->horiResolution + 36 ) / 72 \ + : (req)->width ) + +#define FT_REQUEST_HEIGHT( req ) \ + ( (req)->vertResolution \ + ? ( (req)->height * (FT_Pos)(req)->vertResolution + 36 ) / 72 \ + : (req)->height ) + + + /* Set the metrics according to a bitmap strike. */ + FT_BASE( void ) + FT_Select_Metrics( FT_Face face, + FT_ULong strike_index ); + + + /* Set the metrics according to a size request. */ + FT_BASE( FT_Error ) + FT_Request_Metrics( FT_Face face, + FT_Size_Request req ); + + + /* Match a size request against `available_sizes'. */ + FT_BASE( FT_Error ) + FT_Match_Size( FT_Face face, + FT_Size_Request req, + FT_Bool ignore_width, + FT_ULong* size_index ); + + + /* Use the horizontal metrics to synthesize the vertical metrics. */ + /* If `advance' is zero, it is also synthesized. */ + FT_BASE( void ) + ft_synthesize_vertical_metrics( FT_Glyph_Metrics* metrics, + FT_Pos advance ); + + + /* Free the bitmap of a given glyphslot when needed (i.e., only when it */ + /* was allocated with ft_glyphslot_alloc_bitmap). */ + FT_BASE( void ) + ft_glyphslot_free_bitmap( FT_GlyphSlot slot ); + + + /* Preset bitmap metrics of an outline glyphslot prior to rendering */ + /* and check whether the truncated bbox is too large for rendering. */ + FT_BASE( FT_Bool ) + ft_glyphslot_preset_bitmap( FT_GlyphSlot slot, + FT_Render_Mode mode, + const FT_Vector* origin ); + + /* Allocate a new bitmap buffer in a glyph slot. */ + FT_BASE( FT_Error ) + ft_glyphslot_alloc_bitmap( FT_GlyphSlot slot, + FT_ULong size ); + + + /* Set the bitmap buffer in a glyph slot to a given pointer. The buffer */ + /* will not be freed by a later call to ft_glyphslot_free_bitmap. */ + FT_BASE( void ) + ft_glyphslot_set_bitmap( FT_GlyphSlot slot, + FT_Byte* buffer ); + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** ****/ + /**** R E N D E R E R S ****/ + /**** ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + +#define FT_RENDERER( x ) ( (FT_Renderer)(x) ) +#define FT_GLYPH( x ) ( (FT_Glyph)(x) ) +#define FT_BITMAP_GLYPH( x ) ( (FT_BitmapGlyph)(x) ) +#define FT_OUTLINE_GLYPH( x ) ( (FT_OutlineGlyph)(x) ) + + + typedef struct FT_RendererRec_ + { + FT_ModuleRec root; + FT_Renderer_Class* clazz; + FT_Glyph_Format glyph_format; + FT_Glyph_Class glyph_class; + + FT_Raster raster; + FT_Raster_Render_Func raster_render; + FT_Renderer_RenderFunc render; + + } FT_RendererRec; + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** ****/ + /**** F O N T D R I V E R S ****/ + /**** ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /* typecast a module into a driver easily */ +#define FT_DRIVER( x ) ( (FT_Driver)(x) ) + + /* typecast a module as a driver, and get its driver class */ +#define FT_DRIVER_CLASS( x ) FT_DRIVER( x )->clazz + + + /************************************************************************** + * + * @struct: + * FT_DriverRec + * + * @description: + * The root font driver class. A font driver is responsible for managing + * and loading font files of a given format. + * + * @fields: + * root :: + * Contains the fields of the root module class. + * + * clazz :: + * A pointer to the font driver's class. Note that this is NOT + * root.clazz. 'class' wasn't used as it is a reserved word in C++. + * + * faces_list :: + * The list of faces currently opened by this driver. + * + * glyph_loader :: + * Unused. Used to be glyph loader for all faces managed by this + * driver. + */ + typedef struct FT_DriverRec_ + { + FT_ModuleRec root; + FT_Driver_Class clazz; + FT_ListRec faces_list; + FT_GlyphLoader glyph_loader; + + } FT_DriverRec; + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** ****/ + /**** L I B R A R I E S ****/ + /**** ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @struct: + * FT_LibraryRec + * + * @description: + * The FreeType library class. This is the root of all FreeType data. + * Use FT_New_Library() to create a library object, and FT_Done_Library() + * to discard it and all child objects. + * + * @fields: + * memory :: + * The library's memory object. Manages memory allocation. + * + * version_major :: + * The major version number of the library. + * + * version_minor :: + * The minor version number of the library. + * + * version_patch :: + * The current patch level of the library. + * + * num_modules :: + * The number of modules currently registered within this library. + * This is set to 0 for new libraries. New modules are added through + * the FT_Add_Module() API function. + * + * modules :: + * A table used to store handles to the currently registered + * modules. Note that each font driver contains a list of its opened + * faces. + * + * renderers :: + * The list of renderers currently registered within the library. + * + * cur_renderer :: + * The current outline renderer. This is a shortcut used to avoid + * parsing the list on each call to FT_Outline_Render(). It is a + * handle to the current renderer for the FT_GLYPH_FORMAT_OUTLINE + * format. + * + * auto_hinter :: + * The auto-hinter module interface. + * + * debug_hooks :: + * An array of four function pointers that allow debuggers to hook into + * a font format's interpreter. Currently, only the TrueType bytecode + * debugger uses this. + * + * lcd_weights :: + * The LCD filter weights for ClearType-style subpixel rendering. + * + * lcd_filter_func :: + * The LCD filtering callback function for for ClearType-style subpixel + * rendering. + * + * lcd_geometry :: + * This array specifies LCD subpixel geometry and controls Harmony LCD + * rendering technique, alternative to ClearType. + * + * pic_container :: + * Contains global structs and tables, instead of defining them + * globally. + * + * refcount :: + * A counter initialized to~1 at the time an @FT_Library structure is + * created. @FT_Reference_Library increments this counter, and + * @FT_Done_Library only destroys a library if the counter is~1, + * otherwise it simply decrements it. + */ + typedef struct FT_LibraryRec_ + { + FT_Memory memory; /* library's memory manager */ + + FT_Int version_major; + FT_Int version_minor; + FT_Int version_patch; + + FT_UInt num_modules; + FT_Module modules[FT_MAX_MODULES]; /* module objects */ + + FT_ListRec renderers; /* list of renderers */ + FT_Renderer cur_renderer; /* current outline renderer */ + FT_Module auto_hinter; + + FT_DebugHook_Func debug_hooks[4]; + +#ifdef FT_CONFIG_OPTION_SUBPIXEL_RENDERING + FT_LcdFiveTapFilter lcd_weights; /* filter weights, if any */ + FT_Bitmap_LcdFilterFunc lcd_filter_func; /* filtering callback */ +#else + FT_Vector lcd_geometry[3]; /* RGB subpixel positions */ +#endif + + FT_Int refcount; + + } FT_LibraryRec; + + + FT_BASE( FT_Renderer ) + FT_Lookup_Renderer( FT_Library library, + FT_Glyph_Format format, + FT_ListNode* node ); + + FT_BASE( FT_Error ) + FT_Render_Glyph_Internal( FT_Library library, + FT_GlyphSlot slot, + FT_Render_Mode render_mode ); + + typedef const char* + (*FT_Face_GetPostscriptNameFunc)( FT_Face face ); + + typedef FT_Error + (*FT_Face_GetGlyphNameFunc)( FT_Face face, + FT_UInt glyph_index, + FT_Pointer buffer, + FT_UInt buffer_max ); + + typedef FT_UInt + (*FT_Face_GetGlyphNameIndexFunc)( FT_Face face, + const FT_String* glyph_name ); + + +#ifndef FT_CONFIG_OPTION_NO_DEFAULT_SYSTEM + + /************************************************************************** + * + * @function: + * FT_New_Memory + * + * @description: + * Creates a new memory object. + * + * @return: + * A pointer to the new memory object. 0 in case of error. + */ + FT_BASE( FT_Memory ) + FT_New_Memory( void ); + + + /************************************************************************** + * + * @function: + * FT_Done_Memory + * + * @description: + * Discards memory manager. + * + * @input: + * memory :: + * A handle to the memory manager. + */ + FT_BASE( void ) + FT_Done_Memory( FT_Memory memory ); + +#endif /* !FT_CONFIG_OPTION_NO_DEFAULT_SYSTEM */ + + + /* Define default raster's interface. The default raster is located in */ + /* `src/base/ftraster.c'. */ + /* */ + /* Client applications can register new rasters through the */ + /* FT_Set_Raster() API. */ + +#ifndef FT_NO_DEFAULT_RASTER + FT_EXPORT_VAR( FT_Raster_Funcs ) ft_default_raster; +#endif + + + /************************************************************************** + * + * @macro: + * FT_DEFINE_OUTLINE_FUNCS + * + * @description: + * Used to initialize an instance of FT_Outline_Funcs struct. The struct + * will be allocated in the global scope (or the scope where the macro is + * used). + */ +#define FT_DEFINE_OUTLINE_FUNCS( \ + class_, \ + move_to_, \ + line_to_, \ + conic_to_, \ + cubic_to_, \ + shift_, \ + delta_ ) \ + static const FT_Outline_Funcs class_ = \ + { \ + move_to_, \ + line_to_, \ + conic_to_, \ + cubic_to_, \ + shift_, \ + delta_ \ + }; + + + /************************************************************************** + * + * @macro: + * FT_DEFINE_RASTER_FUNCS + * + * @description: + * Used to initialize an instance of FT_Raster_Funcs struct. The struct + * will be allocated in the global scope (or the scope where the macro is + * used). + */ +#define FT_DEFINE_RASTER_FUNCS( \ + class_, \ + glyph_format_, \ + raster_new_, \ + raster_reset_, \ + raster_set_mode_, \ + raster_render_, \ + raster_done_ ) \ + const FT_Raster_Funcs class_ = \ + { \ + glyph_format_, \ + raster_new_, \ + raster_reset_, \ + raster_set_mode_, \ + raster_render_, \ + raster_done_ \ + }; + + + + /************************************************************************** + * + * @macro: + * FT_DEFINE_GLYPH + * + * @description: + * The struct will be allocated in the global scope (or the scope where + * the macro is used). + */ +#define FT_DECLARE_GLYPH( class_ ) \ + FT_CALLBACK_TABLE const FT_Glyph_Class class_; + +#define FT_DEFINE_GLYPH( \ + class_, \ + size_, \ + format_, \ + init_, \ + done_, \ + copy_, \ + transform_, \ + bbox_, \ + prepare_ ) \ + FT_CALLBACK_TABLE_DEF \ + const FT_Glyph_Class class_ = \ + { \ + size_, \ + format_, \ + init_, \ + done_, \ + copy_, \ + transform_, \ + bbox_, \ + prepare_ \ + }; + + + /************************************************************************** + * + * @macro: + * FT_DECLARE_RENDERER + * + * @description: + * Used to create a forward declaration of a FT_Renderer_Class struct + * instance. + * + * @macro: + * FT_DEFINE_RENDERER + * + * @description: + * Used to initialize an instance of FT_Renderer_Class struct. + * + * The struct will be allocated in the global scope (or the scope where + * the macro is used). + */ +#define FT_DECLARE_RENDERER( class_ ) \ + FT_EXPORT_VAR( const FT_Renderer_Class ) class_; + +#define FT_DEFINE_RENDERER( \ + class_, \ + flags_, \ + size_, \ + name_, \ + version_, \ + requires_, \ + interface_, \ + init_, \ + done_, \ + get_interface_, \ + glyph_format_, \ + render_glyph_, \ + transform_glyph_, \ + get_glyph_cbox_, \ + set_mode_, \ + raster_class_ ) \ + FT_CALLBACK_TABLE_DEF \ + const FT_Renderer_Class class_ = \ + { \ + FT_DEFINE_ROOT_MODULE( flags_, \ + size_, \ + name_, \ + version_, \ + requires_, \ + interface_, \ + init_, \ + done_, \ + get_interface_ ) \ + glyph_format_, \ + \ + render_glyph_, \ + transform_glyph_, \ + get_glyph_cbox_, \ + set_mode_, \ + \ + raster_class_ \ + }; + + + /************************************************************************** + * + * @macro: + * FT_DECLARE_MODULE + * + * @description: + * Used to create a forward declaration of a FT_Module_Class struct + * instance. + * + * @macro: + * FT_DEFINE_MODULE + * + * @description: + * Used to initialize an instance of an FT_Module_Class struct. + * + * The struct will be allocated in the global scope (or the scope where + * the macro is used). + * + * @macro: + * FT_DEFINE_ROOT_MODULE + * + * @description: + * Used to initialize an instance of an FT_Module_Class struct inside + * another struct that contains it or in a function that initializes that + * containing struct. + */ +#define FT_DECLARE_MODULE( class_ ) \ + FT_CALLBACK_TABLE \ + const FT_Module_Class class_; + +#define FT_DEFINE_ROOT_MODULE( \ + flags_, \ + size_, \ + name_, \ + version_, \ + requires_, \ + interface_, \ + init_, \ + done_, \ + get_interface_ ) \ + { \ + flags_, \ + size_, \ + \ + name_, \ + version_, \ + requires_, \ + \ + interface_, \ + \ + init_, \ + done_, \ + get_interface_, \ + }, + +#define FT_DEFINE_MODULE( \ + class_, \ + flags_, \ + size_, \ + name_, \ + version_, \ + requires_, \ + interface_, \ + init_, \ + done_, \ + get_interface_ ) \ + FT_CALLBACK_TABLE_DEF \ + const FT_Module_Class class_ = \ + { \ + flags_, \ + size_, \ + \ + name_, \ + version_, \ + requires_, \ + \ + interface_, \ + \ + init_, \ + done_, \ + get_interface_, \ + }; + + +FT_END_HEADER + +#endif /* FTOBJS_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftpsprop.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftpsprop.h new file mode 100644 index 0000000..4737321 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftpsprop.h @@ -0,0 +1,47 @@ +/**************************************************************************** + * + * ftpsprop.h + * + * Get and set properties of PostScript drivers (specification). + * + * Copyright (C) 2017-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTPSPROP_H_ +#define FTPSPROP_H_ + + +#include + + +FT_BEGIN_HEADER + + + FT_BASE_CALLBACK( FT_Error ) + ps_property_set( FT_Module module, /* PS_Driver */ + const char* property_name, + const void* value, + FT_Bool value_is_string ); + + FT_BASE_CALLBACK( FT_Error ) + ps_property_get( FT_Module module, /* PS_Driver */ + const char* property_name, + void* value ); + + +FT_END_HEADER + + +#endif /* FTPSPROP_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftrfork.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftrfork.h new file mode 100644 index 0000000..165e67f --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftrfork.h @@ -0,0 +1,245 @@ +/**************************************************************************** + * + * ftrfork.h + * + * Embedded resource forks accessor (specification). + * + * Copyright (C) 2004-2022 by + * Masatake YAMATO and Redhat K.K. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + +/**************************************************************************** + * Development of the code in this file is support of + * Information-technology Promotion Agency, Japan. + */ + + +#ifndef FTRFORK_H_ +#define FTRFORK_H_ + + +#include + + +FT_BEGIN_HEADER + + + /* Number of guessing rules supported in `FT_Raccess_Guess'. */ + /* Don't forget to increment the number if you add a new guessing rule. */ +#define FT_RACCESS_N_RULES 9 + + + /* A structure to describe a reference in a resource by its resource ID */ + /* and internal offset. The `POST' resource expects to be concatenated */ + /* by the order of resource IDs instead of its appearance in the file. */ + + typedef struct FT_RFork_Ref_ + { + FT_Short res_id; + FT_Long offset; + + } FT_RFork_Ref; + + +#ifdef FT_CONFIG_OPTION_GUESSING_EMBEDDED_RFORK + typedef FT_Error + (*ft_raccess_guess_func)( FT_Library library, + FT_Stream stream, + char *base_file_name, + char **result_file_name, + FT_Long *result_offset ); + + typedef enum FT_RFork_Rule_ { + FT_RFork_Rule_invalid = -2, + FT_RFork_Rule_uknown, /* -1 */ + FT_RFork_Rule_apple_double, + FT_RFork_Rule_apple_single, + FT_RFork_Rule_darwin_ufs_export, + FT_RFork_Rule_darwin_newvfs, + FT_RFork_Rule_darwin_hfsplus, + FT_RFork_Rule_vfat, + FT_RFork_Rule_linux_cap, + FT_RFork_Rule_linux_double, + FT_RFork_Rule_linux_netatalk + } FT_RFork_Rule; + + /* For fast translation between rule index and rule type, + * the macros FT_RFORK_xxx should be kept consistent with the + * raccess_guess_funcs table + */ + typedef struct ft_raccess_guess_rec_ { + ft_raccess_guess_func func; + FT_RFork_Rule type; + } ft_raccess_guess_rec; + + +#define CONST_FT_RFORK_RULE_ARRAY_BEGIN( name, type ) \ + static const type name[] = { +#define CONST_FT_RFORK_RULE_ARRAY_ENTRY( func_suffix, type_suffix ) \ + { raccess_guess_ ## func_suffix, \ + FT_RFork_Rule_ ## type_suffix }, + /* this array is a storage, thus a final `;' is needed */ +#define CONST_FT_RFORK_RULE_ARRAY_END }; + +#endif /* FT_CONFIG_OPTION_GUESSING_EMBEDDED_RFORK */ + + + /************************************************************************** + * + * @function: + * FT_Raccess_Guess + * + * @description: + * Guess a file name and offset where the actual resource fork is stored. + * The macro FT_RACCESS_N_RULES holds the number of guessing rules; the + * guessed result for the Nth rule is represented as a triplet: a new + * file name (new_names[N]), a file offset (offsets[N]), and an error + * code (errors[N]). + * + * @input: + * library :: + * A FreeType library instance. + * + * stream :: + * A file stream containing the resource fork. + * + * base_name :: + * The (base) file name of the resource fork used for some guessing + * rules. + * + * @output: + * new_names :: + * An array of guessed file names in which the resource forks may + * exist. If 'new_names[N]' is `NULL`, the guessed file name is equal + * to `base_name`. + * + * offsets :: + * An array of guessed file offsets. 'offsets[N]' holds the file + * offset of the possible start of the resource fork in file + * 'new_names[N]'. + * + * errors :: + * An array of FreeType error codes. 'errors[N]' is the error code of + * Nth guessing rule function. If 'errors[N]' is not FT_Err_Ok, + * 'new_names[N]' and 'offsets[N]' are meaningless. + */ + FT_BASE( void ) + FT_Raccess_Guess( FT_Library library, + FT_Stream stream, + char* base_name, + char** new_names, + FT_Long* offsets, + FT_Error* errors ); + + + /************************************************************************** + * + * @function: + * FT_Raccess_Get_HeaderInfo + * + * @description: + * Get the information from the header of resource fork. The information + * includes the file offset where the resource map starts, and the file + * offset where the resource data starts. `FT_Raccess_Get_DataOffsets` + * requires these two data. + * + * @input: + * library :: + * A FreeType library instance. + * + * stream :: + * A file stream containing the resource fork. + * + * rfork_offset :: + * The file offset where the resource fork starts. + * + * @output: + * map_offset :: + * The file offset where the resource map starts. + * + * rdata_pos :: + * The file offset where the resource data starts. + * + * @return: + * FreeType error code. FT_Err_Ok means success. + */ + FT_BASE( FT_Error ) + FT_Raccess_Get_HeaderInfo( FT_Library library, + FT_Stream stream, + FT_Long rfork_offset, + FT_Long *map_offset, + FT_Long *rdata_pos ); + + + /************************************************************************** + * + * @function: + * FT_Raccess_Get_DataOffsets + * + * @description: + * Get the data offsets for a tag in a resource fork. Offsets are stored + * in an array because, in some cases, resources in a resource fork have + * the same tag. + * + * @input: + * library :: + * A FreeType library instance. + * + * stream :: + * A file stream containing the resource fork. + * + * map_offset :: + * The file offset where the resource map starts. + * + * rdata_pos :: + * The file offset where the resource data starts. + * + * tag :: + * The resource tag. + * + * sort_by_res_id :: + * A Boolean to sort the fragmented resource by their ids. The + * fragmented resources for 'POST' resource should be sorted to restore + * Type1 font properly. For 'sfnt' resources, sorting may induce a + * different order of the faces in comparison to that by QuickDraw API. + * + * @output: + * offsets :: + * The stream offsets for the resource data specified by 'tag'. This + * array is allocated by the function, so you have to call @ft_mem_free + * after use. + * + * count :: + * The length of offsets array. + * + * @return: + * FreeType error code. FT_Err_Ok means success. + * + * @note: + * Normally you should use `FT_Raccess_Get_HeaderInfo` to get the value + * for `map_offset` and `rdata_pos`. + */ + FT_BASE( FT_Error ) + FT_Raccess_Get_DataOffsets( FT_Library library, + FT_Stream stream, + FT_Long map_offset, + FT_Long rdata_pos, + FT_Long tag, + FT_Bool sort_by_res_id, + FT_Long **offsets, + FT_Long *count ); + + +FT_END_HEADER + +#endif /* FTRFORK_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftserv.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftserv.h new file mode 100644 index 0000000..78996d9 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftserv.h @@ -0,0 +1,495 @@ +/**************************************************************************** + * + * ftserv.h + * + * The FreeType services (specification only). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + /************************************************************************** + * + * Each module can export one or more 'services'. Each service is + * identified by a constant string and modeled by a pointer; the latter + * generally corresponds to a structure containing function pointers. + * + * Note that a service's data cannot be a mere function pointer because in + * C it is possible that function pointers might be implemented differently + * than data pointers (e.g. 48 bits instead of 32). + * + */ + + +#ifndef FTSERV_H_ +#define FTSERV_H_ + +#include "compiler-macros.h" + +FT_BEGIN_HEADER + + /************************************************************************** + * + * @macro: + * FT_FACE_FIND_SERVICE + * + * @description: + * This macro is used to look up a service from a face's driver module. + * + * @input: + * face :: + * The source face handle. + * + * id :: + * A string describing the service as defined in the service's header + * files (e.g. FT_SERVICE_ID_MULTI_MASTERS which expands to + * 'multi-masters'). It is automatically prefixed with + * `FT_SERVICE_ID_`. + * + * @output: + * ptr :: + * A variable that receives the service pointer. Will be `NULL` if not + * found. + */ +#ifdef __cplusplus + +#define FT_FACE_FIND_SERVICE( face, ptr, id ) \ + FT_BEGIN_STMNT \ + FT_Module module = FT_MODULE( FT_FACE( face )->driver ); \ + FT_Pointer _tmp_ = NULL; \ + FT_Pointer* _pptr_ = (FT_Pointer*)&(ptr); \ + \ + \ + if ( module->clazz->get_interface ) \ + _tmp_ = module->clazz->get_interface( module, FT_SERVICE_ID_ ## id ); \ + *_pptr_ = _tmp_; \ + FT_END_STMNT + +#else /* !C++ */ + +#define FT_FACE_FIND_SERVICE( face, ptr, id ) \ + FT_BEGIN_STMNT \ + FT_Module module = FT_MODULE( FT_FACE( face )->driver ); \ + FT_Pointer _tmp_ = NULL; \ + \ + if ( module->clazz->get_interface ) \ + _tmp_ = module->clazz->get_interface( module, FT_SERVICE_ID_ ## id ); \ + ptr = _tmp_; \ + FT_END_STMNT + +#endif /* !C++ */ + + + /************************************************************************** + * + * @macro: + * FT_FACE_FIND_GLOBAL_SERVICE + * + * @description: + * This macro is used to look up a service from all modules. + * + * @input: + * face :: + * The source face handle. + * + * id :: + * A string describing the service as defined in the service's header + * files (e.g. FT_SERVICE_ID_MULTI_MASTERS which expands to + * 'multi-masters'). It is automatically prefixed with + * `FT_SERVICE_ID_`. + * + * @output: + * ptr :: + * A variable that receives the service pointer. Will be `NULL` if not + * found. + */ +#ifdef __cplusplus + +#define FT_FACE_FIND_GLOBAL_SERVICE( face, ptr, id ) \ + FT_BEGIN_STMNT \ + FT_Module module = FT_MODULE( FT_FACE( face )->driver ); \ + FT_Pointer _tmp_; \ + FT_Pointer* _pptr_ = (FT_Pointer*)&(ptr); \ + \ + \ + _tmp_ = ft_module_get_service( module, FT_SERVICE_ID_ ## id, 1 ); \ + *_pptr_ = _tmp_; \ + FT_END_STMNT + +#else /* !C++ */ + +#define FT_FACE_FIND_GLOBAL_SERVICE( face, ptr, id ) \ + FT_BEGIN_STMNT \ + FT_Module module = FT_MODULE( FT_FACE( face )->driver ); \ + FT_Pointer _tmp_; \ + \ + \ + _tmp_ = ft_module_get_service( module, FT_SERVICE_ID_ ## id, 1 ); \ + ptr = _tmp_; \ + FT_END_STMNT + +#endif /* !C++ */ + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** S E R V I C E D E S C R I P T O R S *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + /* + * The following structure is used to _describe_ a given service to the + * library. This is useful to build simple static service lists. + */ + typedef struct FT_ServiceDescRec_ + { + const char* serv_id; /* service name */ + const void* serv_data; /* service pointer/data */ + + } FT_ServiceDescRec; + + typedef const FT_ServiceDescRec* FT_ServiceDesc; + + + /************************************************************************** + * + * @macro: + * FT_DEFINE_SERVICEDESCREC1 + * FT_DEFINE_SERVICEDESCREC2 + * FT_DEFINE_SERVICEDESCREC3 + * FT_DEFINE_SERVICEDESCREC4 + * FT_DEFINE_SERVICEDESCREC5 + * FT_DEFINE_SERVICEDESCREC6 + * FT_DEFINE_SERVICEDESCREC7 + * FT_DEFINE_SERVICEDESCREC8 + * FT_DEFINE_SERVICEDESCREC9 + * FT_DEFINE_SERVICEDESCREC10 + * + * @description: + * Used to initialize an array of FT_ServiceDescRec structures. + * + * The array will be allocated in the global scope (or the scope where + * the macro is used). + */ +#define FT_DEFINE_SERVICEDESCREC1( class_, \ + serv_id_1, serv_data_1 ) \ + static const FT_ServiceDescRec class_[] = \ + { \ + { serv_id_1, serv_data_1 }, \ + { NULL, NULL } \ + }; + +#define FT_DEFINE_SERVICEDESCREC2( class_, \ + serv_id_1, serv_data_1, \ + serv_id_2, serv_data_2 ) \ + static const FT_ServiceDescRec class_[] = \ + { \ + { serv_id_1, serv_data_1 }, \ + { serv_id_2, serv_data_2 }, \ + { NULL, NULL } \ + }; + +#define FT_DEFINE_SERVICEDESCREC3( class_, \ + serv_id_1, serv_data_1, \ + serv_id_2, serv_data_2, \ + serv_id_3, serv_data_3 ) \ + static const FT_ServiceDescRec class_[] = \ + { \ + { serv_id_1, serv_data_1 }, \ + { serv_id_2, serv_data_2 }, \ + { serv_id_3, serv_data_3 }, \ + { NULL, NULL } \ + }; + +#define FT_DEFINE_SERVICEDESCREC4( class_, \ + serv_id_1, serv_data_1, \ + serv_id_2, serv_data_2, \ + serv_id_3, serv_data_3, \ + serv_id_4, serv_data_4 ) \ + static const FT_ServiceDescRec class_[] = \ + { \ + { serv_id_1, serv_data_1 }, \ + { serv_id_2, serv_data_2 }, \ + { serv_id_3, serv_data_3 }, \ + { serv_id_4, serv_data_4 }, \ + { NULL, NULL } \ + }; + +#define FT_DEFINE_SERVICEDESCREC5( class_, \ + serv_id_1, serv_data_1, \ + serv_id_2, serv_data_2, \ + serv_id_3, serv_data_3, \ + serv_id_4, serv_data_4, \ + serv_id_5, serv_data_5 ) \ + static const FT_ServiceDescRec class_[] = \ + { \ + { serv_id_1, serv_data_1 }, \ + { serv_id_2, serv_data_2 }, \ + { serv_id_3, serv_data_3 }, \ + { serv_id_4, serv_data_4 }, \ + { serv_id_5, serv_data_5 }, \ + { NULL, NULL } \ + }; + +#define FT_DEFINE_SERVICEDESCREC6( class_, \ + serv_id_1, serv_data_1, \ + serv_id_2, serv_data_2, \ + serv_id_3, serv_data_3, \ + serv_id_4, serv_data_4, \ + serv_id_5, serv_data_5, \ + serv_id_6, serv_data_6 ) \ + static const FT_ServiceDescRec class_[] = \ + { \ + { serv_id_1, serv_data_1 }, \ + { serv_id_2, serv_data_2 }, \ + { serv_id_3, serv_data_3 }, \ + { serv_id_4, serv_data_4 }, \ + { serv_id_5, serv_data_5 }, \ + { serv_id_6, serv_data_6 }, \ + { NULL, NULL } \ + }; + +#define FT_DEFINE_SERVICEDESCREC7( class_, \ + serv_id_1, serv_data_1, \ + serv_id_2, serv_data_2, \ + serv_id_3, serv_data_3, \ + serv_id_4, serv_data_4, \ + serv_id_5, serv_data_5, \ + serv_id_6, serv_data_6, \ + serv_id_7, serv_data_7 ) \ + static const FT_ServiceDescRec class_[] = \ + { \ + { serv_id_1, serv_data_1 }, \ + { serv_id_2, serv_data_2 }, \ + { serv_id_3, serv_data_3 }, \ + { serv_id_4, serv_data_4 }, \ + { serv_id_5, serv_data_5 }, \ + { serv_id_6, serv_data_6 }, \ + { serv_id_7, serv_data_7 }, \ + { NULL, NULL } \ + }; + +#define FT_DEFINE_SERVICEDESCREC8( class_, \ + serv_id_1, serv_data_1, \ + serv_id_2, serv_data_2, \ + serv_id_3, serv_data_3, \ + serv_id_4, serv_data_4, \ + serv_id_5, serv_data_5, \ + serv_id_6, serv_data_6, \ + serv_id_7, serv_data_7, \ + serv_id_8, serv_data_8 ) \ + static const FT_ServiceDescRec class_[] = \ + { \ + { serv_id_1, serv_data_1 }, \ + { serv_id_2, serv_data_2 }, \ + { serv_id_3, serv_data_3 }, \ + { serv_id_4, serv_data_4 }, \ + { serv_id_5, serv_data_5 }, \ + { serv_id_6, serv_data_6 }, \ + { serv_id_7, serv_data_7 }, \ + { serv_id_8, serv_data_8 }, \ + { NULL, NULL } \ + }; + +#define FT_DEFINE_SERVICEDESCREC9( class_, \ + serv_id_1, serv_data_1, \ + serv_id_2, serv_data_2, \ + serv_id_3, serv_data_3, \ + serv_id_4, serv_data_4, \ + serv_id_5, serv_data_5, \ + serv_id_6, serv_data_6, \ + serv_id_7, serv_data_7, \ + serv_id_8, serv_data_8, \ + serv_id_9, serv_data_9 ) \ + static const FT_ServiceDescRec class_[] = \ + { \ + { serv_id_1, serv_data_1 }, \ + { serv_id_2, serv_data_2 }, \ + { serv_id_3, serv_data_3 }, \ + { serv_id_4, serv_data_4 }, \ + { serv_id_5, serv_data_5 }, \ + { serv_id_6, serv_data_6 }, \ + { serv_id_7, serv_data_7 }, \ + { serv_id_8, serv_data_8 }, \ + { serv_id_9, serv_data_9 }, \ + { NULL, NULL } \ + }; + +#define FT_DEFINE_SERVICEDESCREC10( class_, \ + serv_id_1, serv_data_1, \ + serv_id_2, serv_data_2, \ + serv_id_3, serv_data_3, \ + serv_id_4, serv_data_4, \ + serv_id_5, serv_data_5, \ + serv_id_6, serv_data_6, \ + serv_id_7, serv_data_7, \ + serv_id_8, serv_data_8, \ + serv_id_9, serv_data_9, \ + serv_id_10, serv_data_10 ) \ + static const FT_ServiceDescRec class_[] = \ + { \ + { serv_id_1, serv_data_1 }, \ + { serv_id_2, serv_data_2 }, \ + { serv_id_3, serv_data_3 }, \ + { serv_id_4, serv_data_4 }, \ + { serv_id_5, serv_data_5 }, \ + { serv_id_6, serv_data_6 }, \ + { serv_id_7, serv_data_7 }, \ + { serv_id_8, serv_data_8 }, \ + { serv_id_9, serv_data_9 }, \ + { serv_id_10, serv_data_10 }, \ + { NULL, NULL } \ + }; + + + /* + * Parse a list of FT_ServiceDescRec descriptors and look for a specific + * service by ID. Note that the last element in the array must be { NULL, + * NULL }, and that the function should return NULL if the service isn't + * available. + * + * This function can be used by modules to implement their `get_service' + * method. + */ + FT_BASE( FT_Pointer ) + ft_service_list_lookup( FT_ServiceDesc service_descriptors, + const char* service_id ); + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** S E R V I C E S C A C H E *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + /* + * This structure is used to store a cache for several frequently used + * services. It is the type of `face->internal->services'. You should + * only use FT_FACE_LOOKUP_SERVICE to access it. + * + * All fields should have the type FT_Pointer to relax compilation + * dependencies. We assume the developer isn't completely stupid. + * + * Each field must be named `service_XXXX' where `XXX' corresponds to the + * correct FT_SERVICE_ID_XXXX macro. See the definition of + * FT_FACE_LOOKUP_SERVICE below how this is implemented. + * + */ + typedef struct FT_ServiceCacheRec_ + { + FT_Pointer service_POSTSCRIPT_FONT_NAME; + FT_Pointer service_MULTI_MASTERS; + FT_Pointer service_METRICS_VARIATIONS; + FT_Pointer service_GLYPH_DICT; + FT_Pointer service_PFR_METRICS; + FT_Pointer service_WINFNT; + + } FT_ServiceCacheRec, *FT_ServiceCache; + + + /* + * A magic number used within the services cache. + */ + + /* ensure that value `1' has the same width as a pointer */ +#define FT_SERVICE_UNAVAILABLE ((FT_Pointer)~(FT_PtrDist)1) + + + /************************************************************************** + * + * @macro: + * FT_FACE_LOOKUP_SERVICE + * + * @description: + * This macro is used to look up a service from a face's driver module + * using its cache. + * + * @input: + * face :: + * The source face handle containing the cache. + * + * field :: + * The field name in the cache. + * + * id :: + * The service ID. + * + * @output: + * ptr :: + * A variable receiving the service data. `NULL` if not available. + */ +#ifdef __cplusplus + +#define FT_FACE_LOOKUP_SERVICE( face, ptr, id ) \ + FT_BEGIN_STMNT \ + FT_Pointer svc; \ + FT_Pointer* Pptr = (FT_Pointer*)&(ptr); \ + \ + \ + svc = FT_FACE( face )->internal->services. service_ ## id; \ + if ( svc == FT_SERVICE_UNAVAILABLE ) \ + svc = NULL; \ + else if ( svc == NULL ) \ + { \ + FT_FACE_FIND_SERVICE( face, svc, id ); \ + \ + FT_FACE( face )->internal->services. service_ ## id = \ + (FT_Pointer)( svc != NULL ? svc \ + : FT_SERVICE_UNAVAILABLE ); \ + } \ + *Pptr = svc; \ + FT_END_STMNT + +#else /* !C++ */ + +#define FT_FACE_LOOKUP_SERVICE( face, ptr, id ) \ + FT_BEGIN_STMNT \ + FT_Pointer svc; \ + \ + \ + svc = FT_FACE( face )->internal->services. service_ ## id; \ + if ( svc == FT_SERVICE_UNAVAILABLE ) \ + svc = NULL; \ + else if ( svc == NULL ) \ + { \ + FT_FACE_FIND_SERVICE( face, svc, id ); \ + \ + FT_FACE( face )->internal->services. service_ ## id = \ + (FT_Pointer)( svc != NULL ? svc \ + : FT_SERVICE_UNAVAILABLE ); \ + } \ + ptr = svc; \ + FT_END_STMNT + +#endif /* !C++ */ + + /* + * A macro used to define new service structure types. + */ + +#define FT_DEFINE_SERVICE( name ) \ + typedef struct FT_Service_ ## name ## Rec_ \ + FT_Service_ ## name ## Rec ; \ + typedef struct FT_Service_ ## name ## Rec_ \ + const * FT_Service_ ## name ; \ + struct FT_Service_ ## name ## Rec_ + + /* */ + +FT_END_HEADER + +#endif /* FTSERV_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftstream.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftstream.h new file mode 100644 index 0000000..aa51fe5 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftstream.h @@ -0,0 +1,570 @@ +/**************************************************************************** + * + * ftstream.h + * + * Stream handling (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTSTREAM_H_ +#define FTSTREAM_H_ + + +#include +#include +#include + + +FT_BEGIN_HEADER + + + /* format of an 8-bit frame_op value: */ + /* */ + /* bit 76543210 */ + /* xxxxxxes */ + /* */ + /* s is set to 1 if the value is signed. */ + /* e is set to 1 if the value is little-endian. */ + /* xxx is a command. */ + +#define FT_FRAME_OP_SHIFT 2 +#define FT_FRAME_OP_SIGNED 1 +#define FT_FRAME_OP_LITTLE 2 +#define FT_FRAME_OP_COMMAND( x ) ( x >> FT_FRAME_OP_SHIFT ) + +#define FT_MAKE_FRAME_OP( command, little, sign ) \ + ( ( command << FT_FRAME_OP_SHIFT ) | ( little << 1 ) | sign ) + +#define FT_FRAME_OP_END 0 +#define FT_FRAME_OP_START 1 /* start a new frame */ +#define FT_FRAME_OP_BYTE 2 /* read 1-byte value */ +#define FT_FRAME_OP_SHORT 3 /* read 2-byte value */ +#define FT_FRAME_OP_LONG 4 /* read 4-byte value */ +#define FT_FRAME_OP_OFF3 5 /* read 3-byte value */ +#define FT_FRAME_OP_BYTES 6 /* read a bytes sequence */ + + + typedef enum FT_Frame_Op_ + { + ft_frame_end = 0, + ft_frame_start = FT_MAKE_FRAME_OP( FT_FRAME_OP_START, 0, 0 ), + + ft_frame_byte = FT_MAKE_FRAME_OP( FT_FRAME_OP_BYTE, 0, 0 ), + ft_frame_schar = FT_MAKE_FRAME_OP( FT_FRAME_OP_BYTE, 0, 1 ), + + ft_frame_ushort_be = FT_MAKE_FRAME_OP( FT_FRAME_OP_SHORT, 0, 0 ), + ft_frame_short_be = FT_MAKE_FRAME_OP( FT_FRAME_OP_SHORT, 0, 1 ), + ft_frame_ushort_le = FT_MAKE_FRAME_OP( FT_FRAME_OP_SHORT, 1, 0 ), + ft_frame_short_le = FT_MAKE_FRAME_OP( FT_FRAME_OP_SHORT, 1, 1 ), + + ft_frame_ulong_be = FT_MAKE_FRAME_OP( FT_FRAME_OP_LONG, 0, 0 ), + ft_frame_long_be = FT_MAKE_FRAME_OP( FT_FRAME_OP_LONG, 0, 1 ), + ft_frame_ulong_le = FT_MAKE_FRAME_OP( FT_FRAME_OP_LONG, 1, 0 ), + ft_frame_long_le = FT_MAKE_FRAME_OP( FT_FRAME_OP_LONG, 1, 1 ), + + ft_frame_uoff3_be = FT_MAKE_FRAME_OP( FT_FRAME_OP_OFF3, 0, 0 ), + ft_frame_off3_be = FT_MAKE_FRAME_OP( FT_FRAME_OP_OFF3, 0, 1 ), + ft_frame_uoff3_le = FT_MAKE_FRAME_OP( FT_FRAME_OP_OFF3, 1, 0 ), + ft_frame_off3_le = FT_MAKE_FRAME_OP( FT_FRAME_OP_OFF3, 1, 1 ), + + ft_frame_bytes = FT_MAKE_FRAME_OP( FT_FRAME_OP_BYTES, 0, 0 ), + ft_frame_skip = FT_MAKE_FRAME_OP( FT_FRAME_OP_BYTES, 0, 1 ) + + } FT_Frame_Op; + + + typedef struct FT_Frame_Field_ + { + FT_Byte value; + FT_Byte size; + FT_UShort offset; + + } FT_Frame_Field; + + + /* Construct an FT_Frame_Field out of a structure type and a field name. */ + /* The structure type must be set in the FT_STRUCTURE macro before */ + /* calling the FT_FRAME_START() macro. */ + /* */ +#define FT_FIELD_SIZE( f ) \ + (FT_Byte)sizeof ( ((FT_STRUCTURE*)0)->f ) + +#define FT_FIELD_SIZE_DELTA( f ) \ + (FT_Byte)sizeof ( ((FT_STRUCTURE*)0)->f[0] ) + +#define FT_FIELD_OFFSET( f ) \ + (FT_UShort)( offsetof( FT_STRUCTURE, f ) ) + +#define FT_FRAME_FIELD( frame_op, field ) \ + { \ + frame_op, \ + FT_FIELD_SIZE( field ), \ + FT_FIELD_OFFSET( field ) \ + } + +#define FT_MAKE_EMPTY_FIELD( frame_op ) { frame_op, 0, 0 } + +#define FT_FRAME_START( size ) { ft_frame_start, 0, size } +#define FT_FRAME_END { ft_frame_end, 0, 0 } + +#define FT_FRAME_LONG( f ) FT_FRAME_FIELD( ft_frame_long_be, f ) +#define FT_FRAME_ULONG( f ) FT_FRAME_FIELD( ft_frame_ulong_be, f ) +#define FT_FRAME_SHORT( f ) FT_FRAME_FIELD( ft_frame_short_be, f ) +#define FT_FRAME_USHORT( f ) FT_FRAME_FIELD( ft_frame_ushort_be, f ) +#define FT_FRAME_OFF3( f ) FT_FRAME_FIELD( ft_frame_off3_be, f ) +#define FT_FRAME_UOFF3( f ) FT_FRAME_FIELD( ft_frame_uoff3_be, f ) +#define FT_FRAME_BYTE( f ) FT_FRAME_FIELD( ft_frame_byte, f ) +#define FT_FRAME_CHAR( f ) FT_FRAME_FIELD( ft_frame_schar, f ) + +#define FT_FRAME_LONG_LE( f ) FT_FRAME_FIELD( ft_frame_long_le, f ) +#define FT_FRAME_ULONG_LE( f ) FT_FRAME_FIELD( ft_frame_ulong_le, f ) +#define FT_FRAME_SHORT_LE( f ) FT_FRAME_FIELD( ft_frame_short_le, f ) +#define FT_FRAME_USHORT_LE( f ) FT_FRAME_FIELD( ft_frame_ushort_le, f ) +#define FT_FRAME_OFF3_LE( f ) FT_FRAME_FIELD( ft_frame_off3_le, f ) +#define FT_FRAME_UOFF3_LE( f ) FT_FRAME_FIELD( ft_frame_uoff3_le, f ) + +#define FT_FRAME_SKIP_LONG { ft_frame_long_be, 0, 0 } +#define FT_FRAME_SKIP_SHORT { ft_frame_short_be, 0, 0 } +#define FT_FRAME_SKIP_BYTE { ft_frame_byte, 0, 0 } + +#define FT_FRAME_BYTES( field, count ) \ + { \ + ft_frame_bytes, \ + count, \ + FT_FIELD_OFFSET( field ) \ + } + +#define FT_FRAME_SKIP_BYTES( count ) { ft_frame_skip, count, 0 } + + + /************************************************************************** + * + * Integer extraction macros -- the 'buffer' parameter must ALWAYS be of + * type 'char*' or equivalent (1-byte elements). + */ + +#define FT_BYTE_( p, i ) ( ((const FT_Byte*)(p))[(i)] ) + +#define FT_INT16( x ) ( (FT_Int16)(x) ) +#define FT_UINT16( x ) ( (FT_UInt16)(x) ) +#define FT_INT32( x ) ( (FT_Int32)(x) ) +#define FT_UINT32( x ) ( (FT_UInt32)(x) ) + + +#define FT_BYTE_U16( p, i, s ) ( FT_UINT16( FT_BYTE_( p, i ) ) << (s) ) +#define FT_BYTE_U32( p, i, s ) ( FT_UINT32( FT_BYTE_( p, i ) ) << (s) ) + + + /* + * function acts on increases does range for emits + * pointer checking frames error + * ------------------------------------------------------------------- + * FT_PEEK_XXX buffer pointer no no no no + * FT_NEXT_XXX buffer pointer yes no no no + * FT_GET_XXX stream->cursor yes yes yes no + * FT_READ_XXX stream->pos yes yes no yes + */ + + + /* + * `FT_PEEK_XXX' are generic macros to get data from a buffer position. No + * safety checks are performed. + */ +#define FT_PEEK_SHORT( p ) FT_INT16( FT_BYTE_U16( p, 0, 8 ) | \ + FT_BYTE_U16( p, 1, 0 ) ) + +#define FT_PEEK_USHORT( p ) FT_UINT16( FT_BYTE_U16( p, 0, 8 ) | \ + FT_BYTE_U16( p, 1, 0 ) ) + +#define FT_PEEK_LONG( p ) FT_INT32( FT_BYTE_U32( p, 0, 24 ) | \ + FT_BYTE_U32( p, 1, 16 ) | \ + FT_BYTE_U32( p, 2, 8 ) | \ + FT_BYTE_U32( p, 3, 0 ) ) + +#define FT_PEEK_ULONG( p ) FT_UINT32( FT_BYTE_U32( p, 0, 24 ) | \ + FT_BYTE_U32( p, 1, 16 ) | \ + FT_BYTE_U32( p, 2, 8 ) | \ + FT_BYTE_U32( p, 3, 0 ) ) + +#define FT_PEEK_OFF3( p ) ( FT_INT32( FT_BYTE_U32( p, 0, 24 ) | \ + FT_BYTE_U32( p, 1, 16 ) | \ + FT_BYTE_U32( p, 2, 8 ) ) >> 8 ) + +#define FT_PEEK_UOFF3( p ) FT_UINT32( FT_BYTE_U32( p, 0, 16 ) | \ + FT_BYTE_U32( p, 1, 8 ) | \ + FT_BYTE_U32( p, 2, 0 ) ) + +#define FT_PEEK_SHORT_LE( p ) FT_INT16( FT_BYTE_U16( p, 1, 8 ) | \ + FT_BYTE_U16( p, 0, 0 ) ) + +#define FT_PEEK_USHORT_LE( p ) FT_UINT16( FT_BYTE_U16( p, 1, 8 ) | \ + FT_BYTE_U16( p, 0, 0 ) ) + +#define FT_PEEK_LONG_LE( p ) FT_INT32( FT_BYTE_U32( p, 3, 24 ) | \ + FT_BYTE_U32( p, 2, 16 ) | \ + FT_BYTE_U32( p, 1, 8 ) | \ + FT_BYTE_U32( p, 0, 0 ) ) + +#define FT_PEEK_ULONG_LE( p ) FT_UINT32( FT_BYTE_U32( p, 3, 24 ) | \ + FT_BYTE_U32( p, 2, 16 ) | \ + FT_BYTE_U32( p, 1, 8 ) | \ + FT_BYTE_U32( p, 0, 0 ) ) + +#define FT_PEEK_OFF3_LE( p ) ( FT_INT32( FT_BYTE_U32( p, 2, 24 ) | \ + FT_BYTE_U32( p, 1, 16 ) | \ + FT_BYTE_U32( p, 0, 8 ) ) >> 8 ) + +#define FT_PEEK_UOFF3_LE( p ) FT_UINT32( FT_BYTE_U32( p, 2, 16 ) | \ + FT_BYTE_U32( p, 1, 8 ) | \ + FT_BYTE_U32( p, 0, 0 ) ) + + /* + * `FT_NEXT_XXX' are generic macros to get data from a buffer position + * which is then increased appropriately. No safety checks are performed. + */ +#define FT_NEXT_CHAR( buffer ) \ + ( (signed char)*buffer++ ) + +#define FT_NEXT_BYTE( buffer ) \ + ( (unsigned char)*buffer++ ) + +#define FT_NEXT_SHORT( buffer ) \ + ( (short)( buffer += 2, FT_PEEK_SHORT( buffer - 2 ) ) ) + +#define FT_NEXT_USHORT( buffer ) \ + ( (unsigned short)( buffer += 2, FT_PEEK_USHORT( buffer - 2 ) ) ) + +#define FT_NEXT_OFF3( buffer ) \ + ( (long)( buffer += 3, FT_PEEK_OFF3( buffer - 3 ) ) ) + +#define FT_NEXT_UOFF3( buffer ) \ + ( (unsigned long)( buffer += 3, FT_PEEK_UOFF3( buffer - 3 ) ) ) + +#define FT_NEXT_LONG( buffer ) \ + ( (long)( buffer += 4, FT_PEEK_LONG( buffer - 4 ) ) ) + +#define FT_NEXT_ULONG( buffer ) \ + ( (unsigned long)( buffer += 4, FT_PEEK_ULONG( buffer - 4 ) ) ) + + +#define FT_NEXT_SHORT_LE( buffer ) \ + ( (short)( buffer += 2, FT_PEEK_SHORT_LE( buffer - 2 ) ) ) + +#define FT_NEXT_USHORT_LE( buffer ) \ + ( (unsigned short)( buffer += 2, FT_PEEK_USHORT_LE( buffer - 2 ) ) ) + +#define FT_NEXT_OFF3_LE( buffer ) \ + ( (long)( buffer += 3, FT_PEEK_OFF3_LE( buffer - 3 ) ) ) + +#define FT_NEXT_UOFF3_LE( buffer ) \ + ( (unsigned long)( buffer += 3, FT_PEEK_UOFF3_LE( buffer - 3 ) ) ) + +#define FT_NEXT_LONG_LE( buffer ) \ + ( (long)( buffer += 4, FT_PEEK_LONG_LE( buffer - 4 ) ) ) + +#define FT_NEXT_ULONG_LE( buffer ) \ + ( (unsigned long)( buffer += 4, FT_PEEK_ULONG_LE( buffer - 4 ) ) ) + + + /************************************************************************** + * + * The `FT_GET_XXX` macros use an implicit 'stream' variable. + * + * Note that a call to `FT_STREAM_SEEK` or `FT_STREAM_POS` has **no** + * effect on `FT_GET_XXX`! They operate on `stream->pos`, while + * `FT_GET_XXX` use `stream->cursor`. + */ +#if 0 +#define FT_GET_MACRO( type ) FT_NEXT_ ## type ( stream->cursor ) + +#define FT_GET_CHAR() FT_GET_MACRO( CHAR ) +#define FT_GET_BYTE() FT_GET_MACRO( BYTE ) +#define FT_GET_SHORT() FT_GET_MACRO( SHORT ) +#define FT_GET_USHORT() FT_GET_MACRO( USHORT ) +#define FT_GET_OFF3() FT_GET_MACRO( OFF3 ) +#define FT_GET_UOFF3() FT_GET_MACRO( UOFF3 ) +#define FT_GET_LONG() FT_GET_MACRO( LONG ) +#define FT_GET_ULONG() FT_GET_MACRO( ULONG ) +#define FT_GET_TAG4() FT_GET_MACRO( ULONG ) + +#define FT_GET_SHORT_LE() FT_GET_MACRO( SHORT_LE ) +#define FT_GET_USHORT_LE() FT_GET_MACRO( USHORT_LE ) +#define FT_GET_LONG_LE() FT_GET_MACRO( LONG_LE ) +#define FT_GET_ULONG_LE() FT_GET_MACRO( ULONG_LE ) + +#else +#define FT_GET_MACRO( func, type ) ( (type)func( stream ) ) + +#define FT_GET_CHAR() FT_GET_MACRO( FT_Stream_GetByte, FT_Char ) +#define FT_GET_BYTE() FT_GET_MACRO( FT_Stream_GetByte, FT_Byte ) +#define FT_GET_SHORT() FT_GET_MACRO( FT_Stream_GetUShort, FT_Short ) +#define FT_GET_USHORT() FT_GET_MACRO( FT_Stream_GetUShort, FT_UShort ) +#define FT_GET_UOFF3() FT_GET_MACRO( FT_Stream_GetUOffset, FT_ULong ) +#define FT_GET_LONG() FT_GET_MACRO( FT_Stream_GetULong, FT_Long ) +#define FT_GET_ULONG() FT_GET_MACRO( FT_Stream_GetULong, FT_ULong ) +#define FT_GET_TAG4() FT_GET_MACRO( FT_Stream_GetULong, FT_ULong ) + +#define FT_GET_SHORT_LE() FT_GET_MACRO( FT_Stream_GetUShortLE, FT_Short ) +#define FT_GET_USHORT_LE() FT_GET_MACRO( FT_Stream_GetUShortLE, FT_UShort ) +#define FT_GET_LONG_LE() FT_GET_MACRO( FT_Stream_GetULongLE, FT_Long ) +#define FT_GET_ULONG_LE() FT_GET_MACRO( FT_Stream_GetULongLE, FT_ULong ) +#endif + + +#define FT_READ_MACRO( func, type, var ) \ + ( var = (type)func( stream, &error ), \ + error != FT_Err_Ok ) + + /* + * The `FT_READ_XXX' macros use implicit `stream' and `error' variables. + * + * `FT_READ_XXX' can be controlled with `FT_STREAM_SEEK' and + * `FT_STREAM_POS'. They use the full machinery to check whether a read is + * valid. + */ +#define FT_READ_BYTE( var ) FT_READ_MACRO( FT_Stream_ReadByte, FT_Byte, var ) +#define FT_READ_CHAR( var ) FT_READ_MACRO( FT_Stream_ReadByte, FT_Char, var ) +#define FT_READ_SHORT( var ) FT_READ_MACRO( FT_Stream_ReadUShort, FT_Short, var ) +#define FT_READ_USHORT( var ) FT_READ_MACRO( FT_Stream_ReadUShort, FT_UShort, var ) +#define FT_READ_UOFF3( var ) FT_READ_MACRO( FT_Stream_ReadUOffset, FT_ULong, var ) +#define FT_READ_LONG( var ) FT_READ_MACRO( FT_Stream_ReadULong, FT_Long, var ) +#define FT_READ_ULONG( var ) FT_READ_MACRO( FT_Stream_ReadULong, FT_ULong, var ) + +#define FT_READ_SHORT_LE( var ) FT_READ_MACRO( FT_Stream_ReadUShortLE, FT_Short, var ) +#define FT_READ_USHORT_LE( var ) FT_READ_MACRO( FT_Stream_ReadUShortLE, FT_UShort, var ) +#define FT_READ_LONG_LE( var ) FT_READ_MACRO( FT_Stream_ReadULongLE, FT_Long, var ) +#define FT_READ_ULONG_LE( var ) FT_READ_MACRO( FT_Stream_ReadULongLE, FT_ULong, var ) + + +#ifndef FT_CONFIG_OPTION_NO_DEFAULT_SYSTEM + + /* initialize a stream for reading a regular system stream */ + FT_BASE( FT_Error ) + FT_Stream_Open( FT_Stream stream, + const char* filepathname ); + +#endif /* FT_CONFIG_OPTION_NO_DEFAULT_SYSTEM */ + + + /* create a new (input) stream from an FT_Open_Args structure */ + FT_BASE( FT_Error ) + FT_Stream_New( FT_Library library, + const FT_Open_Args* args, + FT_Stream *astream ); + + /* free a stream */ + FT_BASE( void ) + FT_Stream_Free( FT_Stream stream, + FT_Int external ); + + /* initialize a stream for reading in-memory data */ + FT_BASE( void ) + FT_Stream_OpenMemory( FT_Stream stream, + const FT_Byte* base, + FT_ULong size ); + + /* close a stream (does not destroy the stream structure) */ + FT_BASE( void ) + FT_Stream_Close( FT_Stream stream ); + + + /* seek within a stream. position is relative to start of stream */ + FT_BASE( FT_Error ) + FT_Stream_Seek( FT_Stream stream, + FT_ULong pos ); + + /* skip bytes in a stream */ + FT_BASE( FT_Error ) + FT_Stream_Skip( FT_Stream stream, + FT_Long distance ); + + /* return current stream position */ + FT_BASE( FT_ULong ) + FT_Stream_Pos( FT_Stream stream ); + + /* read bytes from a stream into a user-allocated buffer, returns an */ + /* error if not all bytes could be read. */ + FT_BASE( FT_Error ) + FT_Stream_Read( FT_Stream stream, + FT_Byte* buffer, + FT_ULong count ); + + /* read bytes from a stream at a given position */ + FT_BASE( FT_Error ) + FT_Stream_ReadAt( FT_Stream stream, + FT_ULong pos, + FT_Byte* buffer, + FT_ULong count ); + + /* try to read bytes at the end of a stream; return number of bytes */ + /* really available */ + FT_BASE( FT_ULong ) + FT_Stream_TryRead( FT_Stream stream, + FT_Byte* buffer, + FT_ULong count ); + + /* Enter a frame of `count' consecutive bytes in a stream. Returns an */ + /* error if the frame could not be read/accessed. The caller can use */ + /* the `FT_Stream_GetXXX' functions to retrieve frame data without */ + /* error checks. */ + /* */ + /* You must _always_ call `FT_Stream_ExitFrame' once you have entered */ + /* a stream frame! */ + /* */ + /* Nested frames are not permitted. */ + /* */ + FT_BASE( FT_Error ) + FT_Stream_EnterFrame( FT_Stream stream, + FT_ULong count ); + + /* exit a stream frame */ + FT_BASE( void ) + FT_Stream_ExitFrame( FT_Stream stream ); + + + /* Extract a stream frame. If the stream is disk-based, a heap block */ + /* is allocated and the frame bytes are read into it. If the stream */ + /* is memory-based, this function simply sets a pointer to the data. */ + /* */ + /* Useful to optimize access to memory-based streams transparently. */ + /* */ + /* `FT_Stream_GetXXX' functions can't be used. */ + /* */ + /* An extracted frame must be `freed' with a call to the function */ + /* `FT_Stream_ReleaseFrame'. */ + /* */ + FT_BASE( FT_Error ) + FT_Stream_ExtractFrame( FT_Stream stream, + FT_ULong count, + FT_Byte** pbytes ); + + /* release an extract frame (see `FT_Stream_ExtractFrame') */ + FT_BASE( void ) + FT_Stream_ReleaseFrame( FT_Stream stream, + FT_Byte** pbytes ); + + + /* read a byte from an entered frame */ + FT_BASE( FT_Byte ) + FT_Stream_GetByte( FT_Stream stream ); + + /* read a 16-bit big-endian unsigned integer from an entered frame */ + FT_BASE( FT_UShort ) + FT_Stream_GetUShort( FT_Stream stream ); + + /* read a 24-bit big-endian unsigned integer from an entered frame */ + FT_BASE( FT_ULong ) + FT_Stream_GetUOffset( FT_Stream stream ); + + /* read a 32-bit big-endian unsigned integer from an entered frame */ + FT_BASE( FT_ULong ) + FT_Stream_GetULong( FT_Stream stream ); + + /* read a 16-bit little-endian unsigned integer from an entered frame */ + FT_BASE( FT_UShort ) + FT_Stream_GetUShortLE( FT_Stream stream ); + + /* read a 32-bit little-endian unsigned integer from an entered frame */ + FT_BASE( FT_ULong ) + FT_Stream_GetULongLE( FT_Stream stream ); + + + /* read a byte from a stream */ + FT_BASE( FT_Byte ) + FT_Stream_ReadByte( FT_Stream stream, + FT_Error* error ); + + /* read a 16-bit big-endian unsigned integer from a stream */ + FT_BASE( FT_UShort ) + FT_Stream_ReadUShort( FT_Stream stream, + FT_Error* error ); + + /* read a 24-bit big-endian unsigned integer from a stream */ + FT_BASE( FT_ULong ) + FT_Stream_ReadUOffset( FT_Stream stream, + FT_Error* error ); + + /* read a 32-bit big-endian integer from a stream */ + FT_BASE( FT_ULong ) + FT_Stream_ReadULong( FT_Stream stream, + FT_Error* error ); + + /* read a 16-bit little-endian unsigned integer from a stream */ + FT_BASE( FT_UShort ) + FT_Stream_ReadUShortLE( FT_Stream stream, + FT_Error* error ); + + /* read a 32-bit little-endian unsigned integer from a stream */ + FT_BASE( FT_ULong ) + FT_Stream_ReadULongLE( FT_Stream stream, + FT_Error* error ); + + /* Read a structure from a stream. The structure must be described */ + /* by an array of FT_Frame_Field records. */ + FT_BASE( FT_Error ) + FT_Stream_ReadFields( FT_Stream stream, + const FT_Frame_Field* fields, + void* structure ); + + +#define FT_STREAM_POS() \ + FT_Stream_Pos( stream ) + +#define FT_STREAM_SEEK( position ) \ + FT_SET_ERROR( FT_Stream_Seek( stream, \ + (FT_ULong)(position) ) ) + +#define FT_STREAM_SKIP( distance ) \ + FT_SET_ERROR( FT_Stream_Skip( stream, \ + (FT_Long)(distance) ) ) + +#define FT_STREAM_READ( buffer, count ) \ + FT_SET_ERROR( FT_Stream_Read( stream, \ + (FT_Byte*)(buffer), \ + (FT_ULong)(count) ) ) + +#define FT_STREAM_READ_AT( position, buffer, count ) \ + FT_SET_ERROR( FT_Stream_ReadAt( stream, \ + (FT_ULong)(position), \ + (FT_Byte*)(buffer), \ + (FT_ULong)(count) ) ) + +#define FT_STREAM_READ_FIELDS( fields, object ) \ + FT_SET_ERROR( FT_Stream_ReadFields( stream, fields, object ) ) + + +#define FT_FRAME_ENTER( size ) \ + FT_SET_ERROR( \ + FT_DEBUG_INNER( FT_Stream_EnterFrame( stream, \ + (FT_ULong)(size) ) ) ) + +#define FT_FRAME_EXIT() \ + FT_DEBUG_INNER( FT_Stream_ExitFrame( stream ) ) + +#define FT_FRAME_EXTRACT( size, bytes ) \ + FT_SET_ERROR( \ + FT_DEBUG_INNER( FT_Stream_ExtractFrame( stream, \ + (FT_ULong)(size), \ + (FT_Byte**)&(bytes) ) ) ) + +#define FT_FRAME_RELEASE( bytes ) \ + FT_DEBUG_INNER( FT_Stream_ReleaseFrame( stream, \ + (FT_Byte**)&(bytes) ) ) + + +FT_END_HEADER + +#endif /* FTSTREAM_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/fttrace.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/fttrace.h new file mode 100644 index 0000000..43c6a87 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/fttrace.h @@ -0,0 +1,172 @@ +/**************************************************************************** + * + * fttrace.h + * + * Tracing handling (specification only). + * + * Copyright (C) 2002-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /* definitions of trace levels for FreeType 2 */ + + /* the maximum string length (if the argument to `FT_TRACE_DEF` */ + /* gets used as a string) plus one charachter for ':' plus */ + /* another one for the trace level */ +#define FT_MAX_TRACE_LEVEL_LENGTH (9 + 1 + 1) + + /* the first level must always be `trace_any' */ +FT_TRACE_DEF( any ) + + /* base components */ +FT_TRACE_DEF( calc ) /* calculations (ftcalc.c) */ +FT_TRACE_DEF( gloader ) /* glyph loader (ftgloadr.c) */ +FT_TRACE_DEF( glyph ) /* glyph management (ftglyph.c) */ +FT_TRACE_DEF( memory ) /* memory manager (ftobjs.c) */ +FT_TRACE_DEF( init ) /* initialization (ftinit.c) */ +FT_TRACE_DEF( io ) /* i/o interface (ftsystem.c) */ +FT_TRACE_DEF( list ) /* list management (ftlist.c) */ +FT_TRACE_DEF( objs ) /* base objects (ftobjs.c) */ +FT_TRACE_DEF( outline ) /* outline management (ftoutln.c) */ +FT_TRACE_DEF( stream ) /* stream manager (ftstream.c) */ + +FT_TRACE_DEF( bitmap ) /* bitmap manipulation (ftbitmap.c) */ +FT_TRACE_DEF( checksum ) /* bitmap checksum (ftobjs.c) */ +FT_TRACE_DEF( mm ) /* MM interface (ftmm.c) */ +FT_TRACE_DEF( psprops ) /* PS driver properties (ftpsprop.c) */ +FT_TRACE_DEF( raccess ) /* resource fork accessor (ftrfork.c) */ +FT_TRACE_DEF( synth ) /* bold/slant synthesizer (ftsynth.c) */ + + /* rasterizers */ +FT_TRACE_DEF( raster ) /* monochrome rasterizer (ftraster.c) */ +FT_TRACE_DEF( smooth ) /* anti-aliasing raster (ftgrays.c) */ + + /* ot-svg module */ +FT_TRACE_DEF( otsvg ) /* OT-SVG renderer (ftsvg.c) */ + + /* cache sub-system */ +FT_TRACE_DEF( cache ) /* cache sub-system (ftcache.c, etc.) */ + + /* SFNT driver components */ +FT_TRACE_DEF( sfdriver ) /* SFNT font driver (sfdriver.c) */ +FT_TRACE_DEF( sfobjs ) /* SFNT object handler (sfobjs.c) */ +FT_TRACE_DEF( sfwoff ) /* WOFF format handler (sfwoff.c) */ +FT_TRACE_DEF( sfwoff2 ) /* WOFF2 format handler (sfwoff2.c) */ +FT_TRACE_DEF( ttbdf ) /* TrueType embedded BDF (ttbdf.c) */ +FT_TRACE_DEF( ttcmap ) /* charmap handler (ttcmap.c) */ +FT_TRACE_DEF( ttcolr ) /* glyph layer table (ttcolr.c) */ +FT_TRACE_DEF( ttcpal ) /* color palette table (ttcpal.c) */ +FT_TRACE_DEF( ttsvg ) /* OpenType SVG table (ttsvg.c) */ +FT_TRACE_DEF( ttkern ) /* kerning handler (ttkern.c) */ +FT_TRACE_DEF( ttload ) /* basic TrueType tables (ttload.c) */ +FT_TRACE_DEF( ttmtx ) /* metrics-related tables (ttmtx.c) */ +FT_TRACE_DEF( ttpost ) /* PS table processing (ttpost.c) */ +FT_TRACE_DEF( ttsbit ) /* TrueType sbit handling (ttsbit.c) */ + + /* TrueType driver components */ +FT_TRACE_DEF( ttdriver ) /* TT font driver (ttdriver.c) */ +FT_TRACE_DEF( ttgload ) /* TT glyph loader (ttgload.c) */ +FT_TRACE_DEF( ttgxvar ) /* TrueType GX var handler (ttgxvar.c) */ +FT_TRACE_DEF( ttinterp ) /* bytecode interpreter (ttinterp.c) */ +FT_TRACE_DEF( ttobjs ) /* TT objects manager (ttobjs.c) */ +FT_TRACE_DEF( ttpload ) /* TT data/program loader (ttpload.c) */ + + /* Type 1 driver components */ +FT_TRACE_DEF( t1afm ) +FT_TRACE_DEF( t1driver ) +FT_TRACE_DEF( t1gload ) +FT_TRACE_DEF( t1load ) +FT_TRACE_DEF( t1objs ) +FT_TRACE_DEF( t1parse ) + + /* PostScript helper module `psaux' */ +FT_TRACE_DEF( afmparse ) +FT_TRACE_DEF( cffdecode ) +FT_TRACE_DEF( psconv ) +FT_TRACE_DEF( psobjs ) +FT_TRACE_DEF( t1decode ) + + /* PostScript hinting module `pshinter' */ +FT_TRACE_DEF( pshalgo ) +FT_TRACE_DEF( pshrec ) + + /* Type 2 driver components */ +FT_TRACE_DEF( cffdriver ) +FT_TRACE_DEF( cffgload ) +FT_TRACE_DEF( cffload ) +FT_TRACE_DEF( cffobjs ) +FT_TRACE_DEF( cffparse ) + +FT_TRACE_DEF( cf2blues ) +FT_TRACE_DEF( cf2hints ) +FT_TRACE_DEF( cf2interp ) + + /* Type 42 driver component */ +FT_TRACE_DEF( t42 ) + + /* CID driver components */ +FT_TRACE_DEF( ciddriver ) +FT_TRACE_DEF( cidgload ) +FT_TRACE_DEF( cidload ) +FT_TRACE_DEF( cidobjs ) +FT_TRACE_DEF( cidparse ) + + /* Windows font component */ +FT_TRACE_DEF( winfnt ) + + /* PCF font components */ +FT_TRACE_DEF( pcfdriver ) +FT_TRACE_DEF( pcfread ) + + /* BDF font components */ +FT_TRACE_DEF( bdfdriver ) +FT_TRACE_DEF( bdflib ) + + /* PFR font component */ +FT_TRACE_DEF( pfr ) + + /* OpenType validation components */ +FT_TRACE_DEF( otvcommon ) +FT_TRACE_DEF( otvbase ) +FT_TRACE_DEF( otvgdef ) +FT_TRACE_DEF( otvgpos ) +FT_TRACE_DEF( otvgsub ) +FT_TRACE_DEF( otvjstf ) +FT_TRACE_DEF( otvmath ) +FT_TRACE_DEF( otvmodule ) + + /* TrueTypeGX/AAT validation components */ +FT_TRACE_DEF( gxvbsln ) +FT_TRACE_DEF( gxvcommon ) +FT_TRACE_DEF( gxvfeat ) +FT_TRACE_DEF( gxvjust ) +FT_TRACE_DEF( gxvkern ) +FT_TRACE_DEF( gxvmodule ) +FT_TRACE_DEF( gxvmort ) +FT_TRACE_DEF( gxvmorx ) +FT_TRACE_DEF( gxvlcar ) +FT_TRACE_DEF( gxvopbd ) +FT_TRACE_DEF( gxvprop ) +FT_TRACE_DEF( gxvtrak ) + + /* autofit components */ +FT_TRACE_DEF( afcjk ) +FT_TRACE_DEF( afglobal ) +FT_TRACE_DEF( afhints ) +FT_TRACE_DEF( afmodule ) +FT_TRACE_DEF( aflatin ) +FT_TRACE_DEF( afshaper ) + + /* SDF components */ +FT_TRACE_DEF( sdf ) /* signed distance raster for outlines (ftsdf.c) */ +FT_TRACE_DEF( bsdf ) /* signed distance raster for bitmaps (ftbsdf.c) */ + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftvalid.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftvalid.h new file mode 100644 index 0000000..171c2cb --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/ftvalid.h @@ -0,0 +1,160 @@ +/**************************************************************************** + * + * ftvalid.h + * + * FreeType validation support (specification). + * + * Copyright (C) 2004-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef FTVALID_H_ +#define FTVALID_H_ + +#include +#include FT_CONFIG_STANDARD_LIBRARY_H /* for ft_jmpbuf */ + +#include "compiler-macros.h" + +FT_BEGIN_HEADER + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /**** ****/ + /**** ****/ + /**** V A L I D A T I O N ****/ + /**** ****/ + /**** ****/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + /* handle to a validation object */ + typedef struct FT_ValidatorRec_ volatile* FT_Validator; + + + /************************************************************************** + * + * There are three distinct validation levels defined here: + * + * FT_VALIDATE_DEFAULT :: + * A table that passes this validation level can be used reliably by + * FreeType. It generally means that all offsets have been checked to + * prevent out-of-bound reads, that array counts are correct, etc. + * + * FT_VALIDATE_TIGHT :: + * A table that passes this validation level can be used reliably and + * doesn't contain invalid data. For example, a charmap table that + * returns invalid glyph indices will not pass, even though it can be + * used with FreeType in default mode (the library will simply return an + * error later when trying to load the glyph). + * + * It also checks that fields which must be a multiple of 2, 4, or 8, + * don't have incorrect values, etc. + * + * FT_VALIDATE_PARANOID :: + * Only for font debugging. Checks that a table follows the + * specification by 100%. Very few fonts will be able to pass this level + * anyway but it can be useful for certain tools like font + * editors/converters. + */ + typedef enum FT_ValidationLevel_ + { + FT_VALIDATE_DEFAULT = 0, + FT_VALIDATE_TIGHT, + FT_VALIDATE_PARANOID + + } FT_ValidationLevel; + + +#if defined( _MSC_VER ) /* Visual C++ (and Intel C++) */ + /* We disable the warning `structure was padded due to */ + /* __declspec(align())' in order to compile cleanly with */ + /* the maximum level of warnings. */ +#pragma warning( push ) +#pragma warning( disable : 4324 ) +#endif /* _MSC_VER */ + + /* validator structure */ + typedef struct FT_ValidatorRec_ + { + ft_jmp_buf jump_buffer; /* used for exception handling */ + + const FT_Byte* base; /* address of table in memory */ + const FT_Byte* limit; /* `base' + sizeof(table) in memory */ + FT_ValidationLevel level; /* validation level */ + FT_Error error; /* error returned. 0 means success */ + + } FT_ValidatorRec; + +#if defined( _MSC_VER ) +#pragma warning( pop ) +#endif + +#define FT_VALIDATOR( x ) ( (FT_Validator)( x ) ) + + + FT_BASE( void ) + ft_validator_init( FT_Validator valid, + const FT_Byte* base, + const FT_Byte* limit, + FT_ValidationLevel level ); + + /* Do not use this. It's broken and will cause your validator to crash */ + /* if you run it on an invalid font. */ + FT_BASE( FT_Int ) + ft_validator_run( FT_Validator valid ); + + /* Sets the error field in a validator, then calls `longjmp' to return */ + /* to high-level caller. Using `setjmp/longjmp' avoids many stupid */ + /* error checks within the validation routines. */ + /* */ + FT_BASE( void ) + ft_validator_error( FT_Validator valid, + FT_Error error ); + + + /* Calls ft_validate_error. Assumes that the `valid' local variable */ + /* holds a pointer to the current validator object. */ + /* */ +#define FT_INVALID( _error ) FT_INVALID_( _error ) +#define FT_INVALID_( _error ) \ + ft_validator_error( valid, FT_THROW( _error ) ) + + /* called when a broken table is detected */ +#define FT_INVALID_TOO_SHORT \ + FT_INVALID( Invalid_Table ) + + /* called when an invalid offset is detected */ +#define FT_INVALID_OFFSET \ + FT_INVALID( Invalid_Offset ) + + /* called when an invalid format/value is detected */ +#define FT_INVALID_FORMAT \ + FT_INVALID( Invalid_Table ) + + /* called when an invalid glyph index is detected */ +#define FT_INVALID_GLYPH_ID \ + FT_INVALID( Invalid_Glyph_Index ) + + /* called when an invalid field value is detected */ +#define FT_INVALID_DATA \ + FT_INVALID( Invalid_Table ) + + +FT_END_HEADER + +#endif /* FTVALID_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/psaux.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/psaux.h new file mode 100644 index 0000000..48ec1df --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/psaux.h @@ -0,0 +1,1438 @@ +/**************************************************************************** + * + * psaux.h + * + * Auxiliary functions and data structures related to PostScript fonts + * (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef PSAUX_H_ +#define PSAUX_H_ + + +#include +#include +#include +#include +#include +#include +#include + + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * PostScript modules driver class. + */ + typedef struct PS_DriverRec_ + { + FT_DriverRec root; + + FT_UInt hinting_engine; + FT_Bool no_stem_darkening; + FT_Int darken_params[8]; + FT_Int32 random_seed; + + } PS_DriverRec, *PS_Driver; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** T1_TABLE *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + + typedef struct PS_TableRec_* PS_Table; + typedef const struct PS_Table_FuncsRec_* PS_Table_Funcs; + + + /************************************************************************** + * + * @struct: + * PS_Table_FuncsRec + * + * @description: + * A set of function pointers to manage PS_Table objects. + * + * @fields: + * table_init :: + * Used to initialize a table. + * + * table_done :: + * Finalizes resp. destroy a given table. + * + * table_add :: + * Adds a new object to a table. + * + * table_release :: + * Releases table data, then finalizes it. + */ + typedef struct PS_Table_FuncsRec_ + { + FT_Error + (*init)( PS_Table table, + FT_Int count, + FT_Memory memory ); + + void + (*done)( PS_Table table ); + + FT_Error + (*add)( PS_Table table, + FT_Int idx, + const void* object, + FT_UInt length ); + + void + (*release)( PS_Table table ); + + } PS_Table_FuncsRec; + + + /************************************************************************** + * + * @struct: + * PS_TableRec + * + * @description: + * A PS_Table is a simple object used to store an array of objects in a + * single memory block. + * + * @fields: + * block :: + * The address in memory of the growheap's block. This can change + * between two object adds, due to reallocation. + * + * cursor :: + * The current top of the grow heap within its block. + * + * capacity :: + * The current size of the heap block. Increments by 1kByte chunks. + * + * init :: + * Set to 0xDEADBEEF if 'elements' and 'lengths' have been allocated. + * + * max_elems :: + * The maximum number of elements in table. + * + * num_elems :: + * The current number of elements in table. + * + * elements :: + * A table of element addresses within the block. + * + * lengths :: + * A table of element sizes within the block. + * + * memory :: + * The object used for memory operations (alloc/realloc). + * + * funcs :: + * A table of method pointers for this object. + */ + typedef struct PS_TableRec_ + { + FT_Byte* block; /* current memory block */ + FT_Offset cursor; /* current cursor in memory block */ + FT_Offset capacity; /* current size of memory block */ + FT_ULong init; + + FT_Int max_elems; + FT_Int num_elems; + FT_Byte** elements; /* addresses of table elements */ + FT_UInt* lengths; /* lengths of table elements */ + + FT_Memory memory; + PS_Table_FuncsRec funcs; + + } PS_TableRec; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** T1 FIELDS & TOKENS *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + typedef struct PS_ParserRec_* PS_Parser; + + typedef struct T1_TokenRec_* T1_Token; + + typedef struct T1_FieldRec_* T1_Field; + + + /* simple enumeration type used to identify token types */ + typedef enum T1_TokenType_ + { + T1_TOKEN_TYPE_NONE = 0, + T1_TOKEN_TYPE_ANY, + T1_TOKEN_TYPE_STRING, + T1_TOKEN_TYPE_ARRAY, + T1_TOKEN_TYPE_KEY, /* aka `name' */ + + /* do not remove */ + T1_TOKEN_TYPE_MAX + + } T1_TokenType; + + + /* a simple structure used to identify tokens */ + typedef struct T1_TokenRec_ + { + FT_Byte* start; /* first character of token in input stream */ + FT_Byte* limit; /* first character after the token */ + T1_TokenType type; /* type of token */ + + } T1_TokenRec; + + + /* enumeration type used to identify object fields */ + typedef enum T1_FieldType_ + { + T1_FIELD_TYPE_NONE = 0, + T1_FIELD_TYPE_BOOL, + T1_FIELD_TYPE_INTEGER, + T1_FIELD_TYPE_FIXED, + T1_FIELD_TYPE_FIXED_1000, + T1_FIELD_TYPE_STRING, + T1_FIELD_TYPE_KEY, + T1_FIELD_TYPE_BBOX, + T1_FIELD_TYPE_MM_BBOX, + T1_FIELD_TYPE_INTEGER_ARRAY, + T1_FIELD_TYPE_FIXED_ARRAY, + T1_FIELD_TYPE_CALLBACK, + + /* do not remove */ + T1_FIELD_TYPE_MAX + + } T1_FieldType; + + + typedef enum T1_FieldLocation_ + { + T1_FIELD_LOCATION_CID_INFO, + T1_FIELD_LOCATION_FONT_DICT, + T1_FIELD_LOCATION_FONT_EXTRA, + T1_FIELD_LOCATION_FONT_INFO, + T1_FIELD_LOCATION_PRIVATE, + T1_FIELD_LOCATION_BBOX, + T1_FIELD_LOCATION_LOADER, + T1_FIELD_LOCATION_FACE, + T1_FIELD_LOCATION_BLEND, + + /* do not remove */ + T1_FIELD_LOCATION_MAX + + } T1_FieldLocation; + + + typedef void + (*T1_Field_ParseFunc)( FT_Face face, + FT_Pointer parser ); + + + /* structure type used to model object fields */ + typedef struct T1_FieldRec_ + { + const char* ident; /* field identifier */ + T1_FieldLocation location; + T1_FieldType type; /* type of field */ + T1_Field_ParseFunc reader; + FT_UInt offset; /* offset of field in object */ + FT_Byte size; /* size of field in bytes */ + FT_UInt array_max; /* maximum number of elements for */ + /* array */ + FT_UInt count_offset; /* offset of element count for */ + /* arrays; must not be zero if in */ + /* use -- in other words, a */ + /* `num_FOO' element must not */ + /* start the used structure if we */ + /* parse a `FOO' array */ + FT_UInt dict; /* where we expect it */ + } T1_FieldRec; + +#define T1_FIELD_DICT_FONTDICT ( 1 << 0 ) /* also FontInfo and FDArray */ +#define T1_FIELD_DICT_PRIVATE ( 1 << 1 ) + + + +#define T1_NEW_SIMPLE_FIELD( _ident, _type, _fname, _dict ) \ + { \ + _ident, T1CODE, _type, \ + 0, \ + FT_FIELD_OFFSET( _fname ), \ + FT_FIELD_SIZE( _fname ), \ + 0, 0, \ + _dict \ + }, + +#define T1_NEW_CALLBACK_FIELD( _ident, _reader, _dict ) \ + { \ + _ident, T1CODE, T1_FIELD_TYPE_CALLBACK, \ + (T1_Field_ParseFunc)_reader, \ + 0, 0, \ + 0, 0, \ + _dict \ + }, + +#define T1_NEW_TABLE_FIELD( _ident, _type, _fname, _max, _dict ) \ + { \ + _ident, T1CODE, _type, \ + 0, \ + FT_FIELD_OFFSET( _fname ), \ + FT_FIELD_SIZE_DELTA( _fname ), \ + _max, \ + FT_FIELD_OFFSET( num_ ## _fname ), \ + _dict \ + }, + +#define T1_NEW_TABLE_FIELD2( _ident, _type, _fname, _max, _dict ) \ + { \ + _ident, T1CODE, _type, \ + 0, \ + FT_FIELD_OFFSET( _fname ), \ + FT_FIELD_SIZE_DELTA( _fname ), \ + _max, 0, \ + _dict \ + }, + + +#define T1_FIELD_BOOL( _ident, _fname, _dict ) \ + T1_NEW_SIMPLE_FIELD( _ident, T1_FIELD_TYPE_BOOL, _fname, _dict ) + +#define T1_FIELD_NUM( _ident, _fname, _dict ) \ + T1_NEW_SIMPLE_FIELD( _ident, T1_FIELD_TYPE_INTEGER, _fname, _dict ) + +#define T1_FIELD_FIXED( _ident, _fname, _dict ) \ + T1_NEW_SIMPLE_FIELD( _ident, T1_FIELD_TYPE_FIXED, _fname, _dict ) + +#define T1_FIELD_FIXED_1000( _ident, _fname, _dict ) \ + T1_NEW_SIMPLE_FIELD( _ident, T1_FIELD_TYPE_FIXED_1000, _fname, \ + _dict ) + +#define T1_FIELD_STRING( _ident, _fname, _dict ) \ + T1_NEW_SIMPLE_FIELD( _ident, T1_FIELD_TYPE_STRING, _fname, _dict ) + +#define T1_FIELD_KEY( _ident, _fname, _dict ) \ + T1_NEW_SIMPLE_FIELD( _ident, T1_FIELD_TYPE_KEY, _fname, _dict ) + +#define T1_FIELD_BBOX( _ident, _fname, _dict ) \ + T1_NEW_SIMPLE_FIELD( _ident, T1_FIELD_TYPE_BBOX, _fname, _dict ) + + +#define T1_FIELD_NUM_TABLE( _ident, _fname, _fmax, _dict ) \ + T1_NEW_TABLE_FIELD( _ident, T1_FIELD_TYPE_INTEGER_ARRAY, \ + _fname, _fmax, _dict ) + +#define T1_FIELD_FIXED_TABLE( _ident, _fname, _fmax, _dict ) \ + T1_NEW_TABLE_FIELD( _ident, T1_FIELD_TYPE_FIXED_ARRAY, \ + _fname, _fmax, _dict ) + +#define T1_FIELD_NUM_TABLE2( _ident, _fname, _fmax, _dict ) \ + T1_NEW_TABLE_FIELD2( _ident, T1_FIELD_TYPE_INTEGER_ARRAY, \ + _fname, _fmax, _dict ) + +#define T1_FIELD_FIXED_TABLE2( _ident, _fname, _fmax, _dict ) \ + T1_NEW_TABLE_FIELD2( _ident, T1_FIELD_TYPE_FIXED_ARRAY, \ + _fname, _fmax, _dict ) + +#define T1_FIELD_CALLBACK( _ident, _name, _dict ) \ + T1_NEW_CALLBACK_FIELD( _ident, _name, _dict ) + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** T1 PARSER *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + typedef const struct PS_Parser_FuncsRec_* PS_Parser_Funcs; + + typedef struct PS_Parser_FuncsRec_ + { + void + (*init)( PS_Parser parser, + FT_Byte* base, + FT_Byte* limit, + FT_Memory memory ); + + void + (*done)( PS_Parser parser ); + + void + (*skip_spaces)( PS_Parser parser ); + void + (*skip_PS_token)( PS_Parser parser ); + + FT_Long + (*to_int)( PS_Parser parser ); + FT_Fixed + (*to_fixed)( PS_Parser parser, + FT_Int power_ten ); + + FT_Error + (*to_bytes)( PS_Parser parser, + FT_Byte* bytes, + FT_Offset max_bytes, + FT_ULong* pnum_bytes, + FT_Bool delimiters ); + + FT_Int + (*to_coord_array)( PS_Parser parser, + FT_Int max_coords, + FT_Short* coords ); + FT_Int + (*to_fixed_array)( PS_Parser parser, + FT_Int max_values, + FT_Fixed* values, + FT_Int power_ten ); + + void + (*to_token)( PS_Parser parser, + T1_Token token ); + void + (*to_token_array)( PS_Parser parser, + T1_Token tokens, + FT_UInt max_tokens, + FT_Int* pnum_tokens ); + + FT_Error + (*load_field)( PS_Parser parser, + const T1_Field field, + void** objects, + FT_UInt max_objects, + FT_ULong* pflags ); + + FT_Error + (*load_field_table)( PS_Parser parser, + const T1_Field field, + void** objects, + FT_UInt max_objects, + FT_ULong* pflags ); + + } PS_Parser_FuncsRec; + + + /************************************************************************** + * + * @struct: + * PS_ParserRec + * + * @description: + * A PS_Parser is an object used to parse a Type 1 font very quickly. + * + * @fields: + * cursor :: + * The current position in the text. + * + * base :: + * Start of the processed text. + * + * limit :: + * End of the processed text. + * + * error :: + * The last error returned. + * + * memory :: + * The object used for memory operations (alloc/realloc). + * + * funcs :: + * A table of functions for the parser. + */ + typedef struct PS_ParserRec_ + { + FT_Byte* cursor; + FT_Byte* base; + FT_Byte* limit; + FT_Error error; + FT_Memory memory; + + PS_Parser_FuncsRec funcs; + + } PS_ParserRec; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** PS BUILDER *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + + typedef struct PS_Builder_ PS_Builder; + typedef const struct PS_Builder_FuncsRec_* PS_Builder_Funcs; + + typedef struct PS_Builder_FuncsRec_ + { + void + (*init)( PS_Builder* ps_builder, + void* builder, + FT_Bool is_t1 ); + + void + (*done)( PS_Builder* builder ); + + } PS_Builder_FuncsRec; + + + /************************************************************************** + * + * @struct: + * PS_Builder + * + * @description: + * A structure used during glyph loading to store its outline. + * + * @fields: + * memory :: + * The current memory object. + * + * face :: + * The current face object. + * + * glyph :: + * The current glyph slot. + * + * loader :: + * XXX + * + * base :: + * The base glyph outline. + * + * current :: + * The current glyph outline. + * + * pos_x :: + * The horizontal translation (if composite glyph). + * + * pos_y :: + * The vertical translation (if composite glyph). + * + * left_bearing :: + * The left side bearing point. + * + * advance :: + * The horizontal advance vector. + * + * bbox :: + * Unused. + * + * path_begun :: + * A flag which indicates that a new path has begun. + * + * load_points :: + * If this flag is not set, no points are loaded. + * + * no_recurse :: + * Set but not used. + * + * metrics_only :: + * A boolean indicating that we only want to compute the metrics of a + * given glyph, not load all of its points. + * + * is_t1 :: + * Set if current font type is Type 1. + * + * funcs :: + * An array of function pointers for the builder. + */ + struct PS_Builder_ + { + FT_Memory memory; + FT_Face face; + CFF_GlyphSlot glyph; + FT_GlyphLoader loader; + FT_Outline* base; + FT_Outline* current; + + FT_Pos* pos_x; + FT_Pos* pos_y; + + FT_Vector* left_bearing; + FT_Vector* advance; + + FT_BBox* bbox; /* bounding box */ + FT_Bool path_begun; + FT_Bool load_points; + FT_Bool no_recurse; + + FT_Bool metrics_only; + FT_Bool is_t1; + + PS_Builder_FuncsRec funcs; + + }; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** PS DECODER *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + +#define PS_MAX_OPERANDS 48 +#define PS_MAX_SUBRS_CALLS 16 /* maximum subroutine nesting; */ + /* only 10 are allowed but there exist */ + /* fonts like `HiraKakuProN-W3.ttf' */ + /* (Hiragino Kaku Gothic ProN W3; */ + /* 8.2d6e1; 2014-12-19) that exceed */ + /* this limit */ + + /* execution context charstring zone */ + + typedef struct PS_Decoder_Zone_ + { + FT_Byte* base; + FT_Byte* limit; + FT_Byte* cursor; + + } PS_Decoder_Zone; + + + typedef FT_Error + (*CFF_Decoder_Get_Glyph_Callback)( TT_Face face, + FT_UInt glyph_index, + FT_Byte** pointer, + FT_ULong* length ); + + typedef void + (*CFF_Decoder_Free_Glyph_Callback)( TT_Face face, + FT_Byte** pointer, + FT_ULong length ); + + + typedef struct PS_Decoder_ + { + PS_Builder builder; + + FT_Fixed stack[PS_MAX_OPERANDS + 1]; + FT_Fixed* top; + + PS_Decoder_Zone zones[PS_MAX_SUBRS_CALLS + 1]; + PS_Decoder_Zone* zone; + + FT_Int flex_state; + FT_Int num_flex_vectors; + FT_Vector flex_vectors[7]; + + CFF_Font cff; + CFF_SubFont current_subfont; /* for current glyph_index */ + FT_Generic* cf2_instance; + + FT_Pos* glyph_width; + FT_Bool width_only; + FT_Int num_hints; + + FT_UInt num_locals; + FT_UInt num_globals; + + FT_Int locals_bias; + FT_Int globals_bias; + + FT_Byte** locals; + FT_Byte** globals; + + FT_Byte** glyph_names; /* for pure CFF fonts only */ + FT_UInt num_glyphs; /* number of glyphs in font */ + + FT_Render_Mode hint_mode; + + FT_Bool seac; + + CFF_Decoder_Get_Glyph_Callback get_glyph_callback; + CFF_Decoder_Free_Glyph_Callback free_glyph_callback; + + /* Type 1 stuff */ + FT_Service_PsCMaps psnames; /* for seac */ + + FT_Int lenIV; /* internal for sub routine calls */ + FT_UInt* locals_len; /* array of subrs length (optional) */ + FT_Hash locals_hash; /* used if `num_subrs' was massaged */ + + FT_Matrix font_matrix; + FT_Vector font_offset; + + PS_Blend blend; /* for multiple master support */ + + FT_Long* buildchar; + FT_UInt len_buildchar; + + } PS_Decoder; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** T1 BUILDER *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + + typedef struct T1_BuilderRec_* T1_Builder; + + + typedef FT_Error + (*T1_Builder_Check_Points_Func)( T1_Builder builder, + FT_Int count ); + + typedef void + (*T1_Builder_Add_Point_Func)( T1_Builder builder, + FT_Pos x, + FT_Pos y, + FT_Byte flag ); + + typedef FT_Error + (*T1_Builder_Add_Point1_Func)( T1_Builder builder, + FT_Pos x, + FT_Pos y ); + + typedef FT_Error + (*T1_Builder_Add_Contour_Func)( T1_Builder builder ); + + typedef FT_Error + (*T1_Builder_Start_Point_Func)( T1_Builder builder, + FT_Pos x, + FT_Pos y ); + + typedef void + (*T1_Builder_Close_Contour_Func)( T1_Builder builder ); + + + typedef const struct T1_Builder_FuncsRec_* T1_Builder_Funcs; + + typedef struct T1_Builder_FuncsRec_ + { + void + (*init)( T1_Builder builder, + FT_Face face, + FT_Size size, + FT_GlyphSlot slot, + FT_Bool hinting ); + + void + (*done)( T1_Builder builder ); + + T1_Builder_Check_Points_Func check_points; + T1_Builder_Add_Point_Func add_point; + T1_Builder_Add_Point1_Func add_point1; + T1_Builder_Add_Contour_Func add_contour; + T1_Builder_Start_Point_Func start_point; + T1_Builder_Close_Contour_Func close_contour; + + } T1_Builder_FuncsRec; + + + /* an enumeration type to handle charstring parsing states */ + typedef enum T1_ParseState_ + { + T1_Parse_Start, + T1_Parse_Have_Width, + T1_Parse_Have_Moveto, + T1_Parse_Have_Path + + } T1_ParseState; + + + /************************************************************************** + * + * @struct: + * T1_BuilderRec + * + * @description: + * A structure used during glyph loading to store its outline. + * + * @fields: + * memory :: + * The current memory object. + * + * face :: + * The current face object. + * + * glyph :: + * The current glyph slot. + * + * loader :: + * XXX + * + * base :: + * The base glyph outline. + * + * current :: + * The current glyph outline. + * + * max_points :: + * maximum points in builder outline + * + * max_contours :: + * Maximum number of contours in builder outline. + * + * pos_x :: + * The horizontal translation (if composite glyph). + * + * pos_y :: + * The vertical translation (if composite glyph). + * + * left_bearing :: + * The left side bearing point. + * + * advance :: + * The horizontal advance vector. + * + * bbox :: + * Unused. + * + * parse_state :: + * An enumeration which controls the charstring parsing state. + * + * load_points :: + * If this flag is not set, no points are loaded. + * + * no_recurse :: + * Set but not used. + * + * metrics_only :: + * A boolean indicating that we only want to compute the metrics of a + * given glyph, not load all of its points. + * + * funcs :: + * An array of function pointers for the builder. + */ + typedef struct T1_BuilderRec_ + { + FT_Memory memory; + FT_Face face; + FT_GlyphSlot glyph; + FT_GlyphLoader loader; + FT_Outline* base; + FT_Outline* current; + + FT_Pos pos_x; + FT_Pos pos_y; + + FT_Vector left_bearing; + FT_Vector advance; + + FT_BBox bbox; /* bounding box */ + T1_ParseState parse_state; + FT_Bool load_points; + FT_Bool no_recurse; + + FT_Bool metrics_only; + + void* hints_funcs; /* hinter-specific */ + void* hints_globals; /* hinter-specific */ + + T1_Builder_FuncsRec funcs; + + } T1_BuilderRec; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** T1 DECODER *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + +#if 0 + + /************************************************************************** + * + * T1_MAX_SUBRS_CALLS details the maximum number of nested sub-routine + * calls during glyph loading. + */ +#define T1_MAX_SUBRS_CALLS 8 + + + /************************************************************************** + * + * T1_MAX_CHARSTRING_OPERANDS is the charstring stack's capacity. A + * minimum of 16 is required. + */ +#define T1_MAX_CHARSTRINGS_OPERANDS 32 + +#endif /* 0 */ + + + typedef struct T1_Decoder_ZoneRec_ + { + FT_Byte* cursor; + FT_Byte* base; + FT_Byte* limit; + + } T1_Decoder_ZoneRec, *T1_Decoder_Zone; + + + typedef struct T1_DecoderRec_* T1_Decoder; + typedef const struct T1_Decoder_FuncsRec_* T1_Decoder_Funcs; + + + typedef FT_Error + (*T1_Decoder_Callback)( T1_Decoder decoder, + FT_UInt glyph_index ); + + + typedef struct T1_Decoder_FuncsRec_ + { + FT_Error + (*init)( T1_Decoder decoder, + FT_Face face, + FT_Size size, + FT_GlyphSlot slot, + FT_Byte** glyph_names, + PS_Blend blend, + FT_Bool hinting, + FT_Render_Mode hint_mode, + T1_Decoder_Callback callback ); + + void + (*done)( T1_Decoder decoder ); + +#ifdef T1_CONFIG_OPTION_OLD_ENGINE + FT_Error + (*parse_charstrings_old)( T1_Decoder decoder, + FT_Byte* base, + FT_UInt len ); +#else + FT_Error + (*parse_metrics)( T1_Decoder decoder, + FT_Byte* base, + FT_UInt len ); +#endif + + FT_Error + (*parse_charstrings)( PS_Decoder* decoder, + FT_Byte* charstring_base, + FT_ULong charstring_len ); + + + } T1_Decoder_FuncsRec; + + + typedef struct T1_DecoderRec_ + { + T1_BuilderRec builder; + + FT_Long stack[T1_MAX_CHARSTRINGS_OPERANDS]; + FT_Long* top; + + T1_Decoder_ZoneRec zones[T1_MAX_SUBRS_CALLS + 1]; + T1_Decoder_Zone zone; + + FT_Service_PsCMaps psnames; /* for seac */ + FT_UInt num_glyphs; + FT_Byte** glyph_names; + + FT_Int lenIV; /* internal for sub routine calls */ + FT_Int num_subrs; + FT_Byte** subrs; + FT_UInt* subrs_len; /* array of subrs length (optional) */ + FT_Hash subrs_hash; /* used if `num_subrs' was massaged */ + + FT_Matrix font_matrix; + FT_Vector font_offset; + + FT_Int flex_state; + FT_Int num_flex_vectors; + FT_Vector flex_vectors[7]; + + PS_Blend blend; /* for multiple master support */ + + FT_Render_Mode hint_mode; + + T1_Decoder_Callback parse_callback; + T1_Decoder_FuncsRec funcs; + + FT_Long* buildchar; + FT_UInt len_buildchar; + + FT_Bool seac; + + FT_Generic cf2_instance; + + } T1_DecoderRec; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** CFF BUILDER *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + + typedef struct CFF_Builder_ CFF_Builder; + + + typedef FT_Error + (*CFF_Builder_Check_Points_Func)( CFF_Builder* builder, + FT_Int count ); + + typedef void + (*CFF_Builder_Add_Point_Func)( CFF_Builder* builder, + FT_Pos x, + FT_Pos y, + FT_Byte flag ); + typedef FT_Error + (*CFF_Builder_Add_Point1_Func)( CFF_Builder* builder, + FT_Pos x, + FT_Pos y ); + typedef FT_Error + (*CFF_Builder_Start_Point_Func)( CFF_Builder* builder, + FT_Pos x, + FT_Pos y ); + typedef void + (*CFF_Builder_Close_Contour_Func)( CFF_Builder* builder ); + + typedef FT_Error + (*CFF_Builder_Add_Contour_Func)( CFF_Builder* builder ); + + typedef const struct CFF_Builder_FuncsRec_* CFF_Builder_Funcs; + + typedef struct CFF_Builder_FuncsRec_ + { + void + (*init)( CFF_Builder* builder, + TT_Face face, + CFF_Size size, + CFF_GlyphSlot glyph, + FT_Bool hinting ); + + void + (*done)( CFF_Builder* builder ); + + CFF_Builder_Check_Points_Func check_points; + CFF_Builder_Add_Point_Func add_point; + CFF_Builder_Add_Point1_Func add_point1; + CFF_Builder_Add_Contour_Func add_contour; + CFF_Builder_Start_Point_Func start_point; + CFF_Builder_Close_Contour_Func close_contour; + + } CFF_Builder_FuncsRec; + + + /************************************************************************** + * + * @struct: + * CFF_Builder + * + * @description: + * A structure used during glyph loading to store its outline. + * + * @fields: + * memory :: + * The current memory object. + * + * face :: + * The current face object. + * + * glyph :: + * The current glyph slot. + * + * loader :: + * The current glyph loader. + * + * base :: + * The base glyph outline. + * + * current :: + * The current glyph outline. + * + * pos_x :: + * The horizontal translation (if composite glyph). + * + * pos_y :: + * The vertical translation (if composite glyph). + * + * left_bearing :: + * The left side bearing point. + * + * advance :: + * The horizontal advance vector. + * + * bbox :: + * Unused. + * + * path_begun :: + * A flag which indicates that a new path has begun. + * + * load_points :: + * If this flag is not set, no points are loaded. + * + * no_recurse :: + * Set but not used. + * + * metrics_only :: + * A boolean indicating that we only want to compute the metrics of a + * given glyph, not load all of its points. + * + * hints_funcs :: + * Auxiliary pointer for hinting. + * + * hints_globals :: + * Auxiliary pointer for hinting. + * + * funcs :: + * A table of method pointers for this object. + */ + struct CFF_Builder_ + { + FT_Memory memory; + TT_Face face; + CFF_GlyphSlot glyph; + FT_GlyphLoader loader; + FT_Outline* base; + FT_Outline* current; + + FT_Pos pos_x; + FT_Pos pos_y; + + FT_Vector left_bearing; + FT_Vector advance; + + FT_BBox bbox; /* bounding box */ + + FT_Bool path_begun; + FT_Bool load_points; + FT_Bool no_recurse; + + FT_Bool metrics_only; + + void* hints_funcs; /* hinter-specific */ + void* hints_globals; /* hinter-specific */ + + CFF_Builder_FuncsRec funcs; + }; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** CFF DECODER *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + +#define CFF_MAX_OPERANDS 48 +#define CFF_MAX_SUBRS_CALLS 16 /* maximum subroutine nesting; */ + /* only 10 are allowed but there exist */ + /* fonts like `HiraKakuProN-W3.ttf' */ + /* (Hiragino Kaku Gothic ProN W3; */ + /* 8.2d6e1; 2014-12-19) that exceed */ + /* this limit */ +#define CFF_MAX_TRANS_ELEMENTS 32 + + /* execution context charstring zone */ + + typedef struct CFF_Decoder_Zone_ + { + FT_Byte* base; + FT_Byte* limit; + FT_Byte* cursor; + + } CFF_Decoder_Zone; + + + typedef struct CFF_Decoder_ + { + CFF_Builder builder; + CFF_Font cff; + + FT_Fixed stack[CFF_MAX_OPERANDS + 1]; + FT_Fixed* top; + + CFF_Decoder_Zone zones[CFF_MAX_SUBRS_CALLS + 1]; + CFF_Decoder_Zone* zone; + + FT_Int flex_state; + FT_Int num_flex_vectors; + FT_Vector flex_vectors[7]; + + FT_Pos glyph_width; + FT_Pos nominal_width; + + FT_Bool read_width; + FT_Bool width_only; + FT_Int num_hints; + FT_Fixed buildchar[CFF_MAX_TRANS_ELEMENTS]; + + FT_UInt num_locals; + FT_UInt num_globals; + + FT_Int locals_bias; + FT_Int globals_bias; + + FT_Byte** locals; + FT_Byte** globals; + + FT_Byte** glyph_names; /* for pure CFF fonts only */ + FT_UInt num_glyphs; /* number of glyphs in font */ + + FT_Render_Mode hint_mode; + + FT_Bool seac; + + CFF_SubFont current_subfont; /* for current glyph_index */ + + CFF_Decoder_Get_Glyph_Callback get_glyph_callback; + CFF_Decoder_Free_Glyph_Callback free_glyph_callback; + + } CFF_Decoder; + + + typedef const struct CFF_Decoder_FuncsRec_* CFF_Decoder_Funcs; + + typedef struct CFF_Decoder_FuncsRec_ + { + void + (*init)( CFF_Decoder* decoder, + TT_Face face, + CFF_Size size, + CFF_GlyphSlot slot, + FT_Bool hinting, + FT_Render_Mode hint_mode, + CFF_Decoder_Get_Glyph_Callback get_callback, + CFF_Decoder_Free_Glyph_Callback free_callback ); + + FT_Error + (*prepare)( CFF_Decoder* decoder, + CFF_Size size, + FT_UInt glyph_index ); + +#ifdef CFF_CONFIG_OPTION_OLD_ENGINE + FT_Error + (*parse_charstrings_old)( CFF_Decoder* decoder, + FT_Byte* charstring_base, + FT_ULong charstring_len, + FT_Bool in_dict ); +#endif + + FT_Error + (*parse_charstrings)( PS_Decoder* decoder, + FT_Byte* charstring_base, + FT_ULong charstring_len ); + + } CFF_Decoder_FuncsRec; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** AFM PARSER *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + typedef struct AFM_ParserRec_* AFM_Parser; + + typedef struct AFM_Parser_FuncsRec_ + { + FT_Error + (*init)( AFM_Parser parser, + FT_Memory memory, + FT_Byte* base, + FT_Byte* limit ); + + void + (*done)( AFM_Parser parser ); + + FT_Error + (*parse)( AFM_Parser parser ); + + } AFM_Parser_FuncsRec; + + + typedef struct AFM_StreamRec_* AFM_Stream; + + + /************************************************************************** + * + * @struct: + * AFM_ParserRec + * + * @description: + * An AFM_Parser is a parser for the AFM files. + * + * @fields: + * memory :: + * The object used for memory operations (alloc and realloc). + * + * stream :: + * This is an opaque object. + * + * FontInfo :: + * The result will be stored here. + * + * get_index :: + * A user provided function to get a glyph index by its name. + */ + typedef struct AFM_ParserRec_ + { + FT_Memory memory; + AFM_Stream stream; + + AFM_FontInfo FontInfo; + + FT_Int + (*get_index)( const char* name, + FT_Offset len, + void* user_data ); + + void* user_data; + + } AFM_ParserRec; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** TYPE1 CHARMAPS *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + typedef const struct T1_CMap_ClassesRec_* T1_CMap_Classes; + + typedef struct T1_CMap_ClassesRec_ + { + FT_CMap_Class standard; + FT_CMap_Class expert; + FT_CMap_Class custom; + FT_CMap_Class unicode; + + } T1_CMap_ClassesRec; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** PSAux Module Interface *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + typedef struct PSAux_ServiceRec_ + { + /* don't use `PS_Table_Funcs' and friends to avoid compiler warnings */ + const PS_Table_FuncsRec* ps_table_funcs; + const PS_Parser_FuncsRec* ps_parser_funcs; + const T1_Builder_FuncsRec* t1_builder_funcs; + const T1_Decoder_FuncsRec* t1_decoder_funcs; + + void + (*t1_decrypt)( FT_Byte* buffer, + FT_Offset length, + FT_UShort seed ); + + FT_UInt32 + (*cff_random)( FT_UInt32 r ); + + void + (*ps_decoder_init)( PS_Decoder* ps_decoder, + void* decoder, + FT_Bool is_t1 ); + + void + (*t1_make_subfont)( FT_Face face, + PS_Private priv, + CFF_SubFont subfont ); + + T1_CMap_Classes t1_cmap_classes; + + /* fields after this comment line were added after version 2.1.10 */ + const AFM_Parser_FuncsRec* afm_parser_funcs; + + const CFF_Decoder_FuncsRec* cff_decoder_funcs; + + } PSAux_ServiceRec, *PSAux_Service; + + /* backward compatible type definition */ + typedef PSAux_ServiceRec PSAux_Interface; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** Some convenience functions *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + +#define IS_PS_NEWLINE( ch ) \ + ( (ch) == '\r' || \ + (ch) == '\n' ) + +#define IS_PS_SPACE( ch ) \ + ( (ch) == ' ' || \ + IS_PS_NEWLINE( ch ) || \ + (ch) == '\t' || \ + (ch) == '\f' || \ + (ch) == '\0' ) + +#define IS_PS_SPECIAL( ch ) \ + ( (ch) == '/' || \ + (ch) == '(' || (ch) == ')' || \ + (ch) == '<' || (ch) == '>' || \ + (ch) == '[' || (ch) == ']' || \ + (ch) == '{' || (ch) == '}' || \ + (ch) == '%' ) + +#define IS_PS_DELIM( ch ) \ + ( IS_PS_SPACE( ch ) || \ + IS_PS_SPECIAL( ch ) ) + +#define IS_PS_DIGIT( ch ) \ + ( (ch) >= '0' && (ch) <= '9' ) + +#define IS_PS_XDIGIT( ch ) \ + ( IS_PS_DIGIT( ch ) || \ + ( (ch) >= 'A' && (ch) <= 'F' ) || \ + ( (ch) >= 'a' && (ch) <= 'f' ) ) + +#define IS_PS_BASE85( ch ) \ + ( (ch) >= '!' && (ch) <= 'u' ) + +#define IS_PS_TOKEN( cur, limit, token ) \ + ( (char)(cur)[0] == (token)[0] && \ + ( (cur) + sizeof ( (token) ) == (limit) || \ + ( (cur) + sizeof( (token) ) < (limit) && \ + IS_PS_DELIM( (cur)[sizeof ( (token) ) - 1] ) ) ) && \ + ft_strncmp( (char*)(cur), (token), sizeof ( (token) ) - 1 ) == 0 ) + + +FT_END_HEADER + +#endif /* PSAUX_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/pshints.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/pshints.h new file mode 100644 index 0000000..5de83e4 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/pshints.h @@ -0,0 +1,699 @@ +/**************************************************************************** + * + * pshints.h + * + * Interface to Postscript-specific (Type 1 and Type 2) hints + * recorders (specification only). These are used to support native + * T1/T2 hints in the 'type1', 'cid', and 'cff' font drivers. + * + * Copyright (C) 2001-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef PSHINTS_H_ +#define PSHINTS_H_ + + +#include +#include + + +FT_BEGIN_HEADER + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** INTERNAL REPRESENTATION OF GLOBALS *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + typedef struct PSH_GlobalsRec_* PSH_Globals; + + typedef FT_Error + (*PSH_Globals_NewFunc)( FT_Memory memory, + T1_Private* private_dict, + PSH_Globals* aglobals ); + + typedef void + (*PSH_Globals_SetScaleFunc)( PSH_Globals globals, + FT_Fixed x_scale, + FT_Fixed y_scale, + FT_Fixed x_delta, + FT_Fixed y_delta ); + + typedef void + (*PSH_Globals_DestroyFunc)( PSH_Globals globals ); + + + typedef struct PSH_Globals_FuncsRec_ + { + PSH_Globals_NewFunc create; + PSH_Globals_SetScaleFunc set_scale; + PSH_Globals_DestroyFunc destroy; + + } PSH_Globals_FuncsRec, *PSH_Globals_Funcs; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** PUBLIC TYPE 1 HINTS RECORDER *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + /************************************************************************** + * + * @type: + * T1_Hints + * + * @description: + * This is a handle to an opaque structure used to record glyph hints + * from a Type 1 character glyph character string. + * + * The methods used to operate on this object are defined by the + * @T1_Hints_FuncsRec structure. Recording glyph hints is normally + * achieved through the following scheme: + * + * - Open a new hint recording session by calling the 'open' method. + * This rewinds the recorder and prepare it for new input. + * + * - For each hint found in the glyph charstring, call the corresponding + * method ('stem', 'stem3', or 'reset'). Note that these functions do + * not return an error code. + * + * - Close the recording session by calling the 'close' method. It + * returns an error code if the hints were invalid or something strange + * happened (e.g., memory shortage). + * + * The hints accumulated in the object can later be used by the + * PostScript hinter. + * + */ + typedef struct T1_HintsRec_* T1_Hints; + + + /************************************************************************** + * + * @type: + * T1_Hints_Funcs + * + * @description: + * A pointer to the @T1_Hints_FuncsRec structure that defines the API of + * a given @T1_Hints object. + * + */ + typedef const struct T1_Hints_FuncsRec_* T1_Hints_Funcs; + + + /************************************************************************** + * + * @functype: + * T1_Hints_OpenFunc + * + * @description: + * A method of the @T1_Hints class used to prepare it for a new Type 1 + * hints recording session. + * + * @input: + * hints :: + * A handle to the Type 1 hints recorder. + * + * @note: + * You should always call the @T1_Hints_CloseFunc method in order to + * close an opened recording session. + * + */ + typedef void + (*T1_Hints_OpenFunc)( T1_Hints hints ); + + + /************************************************************************** + * + * @functype: + * T1_Hints_SetStemFunc + * + * @description: + * A method of the @T1_Hints class used to record a new horizontal or + * vertical stem. This corresponds to the Type 1 'hstem' and 'vstem' + * operators. + * + * @input: + * hints :: + * A handle to the Type 1 hints recorder. + * + * dimension :: + * 0 for horizontal stems (hstem), 1 for vertical ones (vstem). + * + * coords :: + * Array of 2 coordinates in 16.16 format, used as (position,length) + * stem descriptor. + * + * @note: + * Use vertical coordinates (y) for horizontal stems (dim=0). Use + * horizontal coordinates (x) for vertical stems (dim=1). + * + * 'coords[0]' is the absolute stem position (lowest coordinate); + * 'coords[1]' is the length. + * + * The length can be negative, in which case it must be either -20 or + * -21. It is interpreted as a 'ghost' stem, according to the Type 1 + * specification. + * + * If the length is -21 (corresponding to a bottom ghost stem), then the + * real stem position is 'coords[0]+coords[1]'. + * + */ + typedef void + (*T1_Hints_SetStemFunc)( T1_Hints hints, + FT_UInt dimension, + FT_Fixed* coords ); + + + /************************************************************************** + * + * @functype: + * T1_Hints_SetStem3Func + * + * @description: + * A method of the @T1_Hints class used to record three + * counter-controlled horizontal or vertical stems at once. + * + * @input: + * hints :: + * A handle to the Type 1 hints recorder. + * + * dimension :: + * 0 for horizontal stems, 1 for vertical ones. + * + * coords :: + * An array of 6 values in 16.16 format, holding 3 (position,length) + * pairs for the counter-controlled stems. + * + * @note: + * Use vertical coordinates (y) for horizontal stems (dim=0). Use + * horizontal coordinates (x) for vertical stems (dim=1). + * + * The lengths cannot be negative (ghost stems are never + * counter-controlled). + * + */ + typedef void + (*T1_Hints_SetStem3Func)( T1_Hints hints, + FT_UInt dimension, + FT_Fixed* coords ); + + + /************************************************************************** + * + * @functype: + * T1_Hints_ResetFunc + * + * @description: + * A method of the @T1_Hints class used to reset the stems hints in a + * recording session. + * + * @input: + * hints :: + * A handle to the Type 1 hints recorder. + * + * end_point :: + * The index of the last point in the input glyph in which the + * previously defined hints apply. + * + */ + typedef void + (*T1_Hints_ResetFunc)( T1_Hints hints, + FT_UInt end_point ); + + + /************************************************************************** + * + * @functype: + * T1_Hints_CloseFunc + * + * @description: + * A method of the @T1_Hints class used to close a hint recording + * session. + * + * @input: + * hints :: + * A handle to the Type 1 hints recorder. + * + * end_point :: + * The index of the last point in the input glyph. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * The error code is set to indicate that an error occurred during the + * recording session. + * + */ + typedef FT_Error + (*T1_Hints_CloseFunc)( T1_Hints hints, + FT_UInt end_point ); + + + /************************************************************************** + * + * @functype: + * T1_Hints_ApplyFunc + * + * @description: + * A method of the @T1_Hints class used to apply hints to the + * corresponding glyph outline. Must be called once all hints have been + * recorded. + * + * @input: + * hints :: + * A handle to the Type 1 hints recorder. + * + * outline :: + * A pointer to the target outline descriptor. + * + * globals :: + * The hinter globals for this font. + * + * hint_mode :: + * Hinting information. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * On input, all points within the outline are in font coordinates. On + * output, they are in 1/64th of pixels. + * + * The scaling transformation is taken from the 'globals' object which + * must correspond to the same font as the glyph. + * + */ + typedef FT_Error + (*T1_Hints_ApplyFunc)( T1_Hints hints, + FT_Outline* outline, + PSH_Globals globals, + FT_Render_Mode hint_mode ); + + + /************************************************************************** + * + * @struct: + * T1_Hints_FuncsRec + * + * @description: + * The structure used to provide the API to @T1_Hints objects. + * + * @fields: + * hints :: + * A handle to the T1 Hints recorder. + * + * open :: + * The function to open a recording session. + * + * close :: + * The function to close a recording session. + * + * stem :: + * The function to set a simple stem. + * + * stem3 :: + * The function to set counter-controlled stems. + * + * reset :: + * The function to reset stem hints. + * + * apply :: + * The function to apply the hints to the corresponding glyph outline. + * + */ + typedef struct T1_Hints_FuncsRec_ + { + T1_Hints hints; + T1_Hints_OpenFunc open; + T1_Hints_CloseFunc close; + T1_Hints_SetStemFunc stem; + T1_Hints_SetStem3Func stem3; + T1_Hints_ResetFunc reset; + T1_Hints_ApplyFunc apply; + + } T1_Hints_FuncsRec; + + + /*************************************************************************/ + /*************************************************************************/ + /***** *****/ + /***** PUBLIC TYPE 2 HINTS RECORDER *****/ + /***** *****/ + /*************************************************************************/ + /*************************************************************************/ + + /************************************************************************** + * + * @type: + * T2_Hints + * + * @description: + * This is a handle to an opaque structure used to record glyph hints + * from a Type 2 character glyph character string. + * + * The methods used to operate on this object are defined by the + * @T2_Hints_FuncsRec structure. Recording glyph hints is normally + * achieved through the following scheme: + * + * - Open a new hint recording session by calling the 'open' method. + * This rewinds the recorder and prepare it for new input. + * + * - For each hint found in the glyph charstring, call the corresponding + * method ('stems', 'hintmask', 'counters'). Note that these functions + * do not return an error code. + * + * - Close the recording session by calling the 'close' method. It + * returns an error code if the hints were invalid or something strange + * happened (e.g., memory shortage). + * + * The hints accumulated in the object can later be used by the + * Postscript hinter. + * + */ + typedef struct T2_HintsRec_* T2_Hints; + + + /************************************************************************** + * + * @type: + * T2_Hints_Funcs + * + * @description: + * A pointer to the @T2_Hints_FuncsRec structure that defines the API of + * a given @T2_Hints object. + * + */ + typedef const struct T2_Hints_FuncsRec_* T2_Hints_Funcs; + + + /************************************************************************** + * + * @functype: + * T2_Hints_OpenFunc + * + * @description: + * A method of the @T2_Hints class used to prepare it for a new Type 2 + * hints recording session. + * + * @input: + * hints :: + * A handle to the Type 2 hints recorder. + * + * @note: + * You should always call the @T2_Hints_CloseFunc method in order to + * close an opened recording session. + * + */ + typedef void + (*T2_Hints_OpenFunc)( T2_Hints hints ); + + + /************************************************************************** + * + * @functype: + * T2_Hints_StemsFunc + * + * @description: + * A method of the @T2_Hints class used to set the table of stems in + * either the vertical or horizontal dimension. Equivalent to the + * 'hstem', 'vstem', 'hstemhm', and 'vstemhm' Type 2 operators. + * + * @input: + * hints :: + * A handle to the Type 2 hints recorder. + * + * dimension :: + * 0 for horizontal stems (hstem), 1 for vertical ones (vstem). + * + * count :: + * The number of stems. + * + * coords :: + * An array of 'count' (position,length) pairs in 16.16 format. + * + * @note: + * Use vertical coordinates (y) for horizontal stems (dim=0). Use + * horizontal coordinates (x) for vertical stems (dim=1). + * + * There are '2*count' elements in the 'coords' array. Each even element + * is an absolute position in font units, each odd element is a length in + * font units. + * + * A length can be negative, in which case it must be either -20 or -21. + * It is interpreted as a 'ghost' stem, according to the Type 1 + * specification. + * + */ + typedef void + (*T2_Hints_StemsFunc)( T2_Hints hints, + FT_UInt dimension, + FT_Int count, + FT_Fixed* coordinates ); + + + /************************************************************************** + * + * @functype: + * T2_Hints_MaskFunc + * + * @description: + * A method of the @T2_Hints class used to set a given hintmask (this + * corresponds to the 'hintmask' Type 2 operator). + * + * @input: + * hints :: + * A handle to the Type 2 hints recorder. + * + * end_point :: + * The glyph index of the last point to which the previously defined or + * activated hints apply. + * + * bit_count :: + * The number of bits in the hint mask. + * + * bytes :: + * An array of bytes modelling the hint mask. + * + * @note: + * If the hintmask starts the charstring (before any glyph point + * definition), the value of `end_point` should be 0. + * + * `bit_count` is the number of meaningful bits in the 'bytes' array; it + * must be equal to the total number of hints defined so far (i.e., + * horizontal+verticals). + * + * The 'bytes' array can come directly from the Type 2 charstring and + * respects the same format. + * + */ + typedef void + (*T2_Hints_MaskFunc)( T2_Hints hints, + FT_UInt end_point, + FT_UInt bit_count, + const FT_Byte* bytes ); + + + /************************************************************************** + * + * @functype: + * T2_Hints_CounterFunc + * + * @description: + * A method of the @T2_Hints class used to set a given counter mask (this + * corresponds to the 'hintmask' Type 2 operator). + * + * @input: + * hints :: + * A handle to the Type 2 hints recorder. + * + * end_point :: + * A glyph index of the last point to which the previously defined or + * active hints apply. + * + * bit_count :: + * The number of bits in the hint mask. + * + * bytes :: + * An array of bytes modelling the hint mask. + * + * @note: + * If the hintmask starts the charstring (before any glyph point + * definition), the value of `end_point` should be 0. + * + * `bit_count` is the number of meaningful bits in the 'bytes' array; it + * must be equal to the total number of hints defined so far (i.e., + * horizontal+verticals). + * + * The 'bytes' array can come directly from the Type 2 charstring and + * respects the same format. + * + */ + typedef void + (*T2_Hints_CounterFunc)( T2_Hints hints, + FT_UInt bit_count, + const FT_Byte* bytes ); + + + /************************************************************************** + * + * @functype: + * T2_Hints_CloseFunc + * + * @description: + * A method of the @T2_Hints class used to close a hint recording + * session. + * + * @input: + * hints :: + * A handle to the Type 2 hints recorder. + * + * end_point :: + * The index of the last point in the input glyph. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * The error code is set to indicate that an error occurred during the + * recording session. + * + */ + typedef FT_Error + (*T2_Hints_CloseFunc)( T2_Hints hints, + FT_UInt end_point ); + + + /************************************************************************** + * + * @functype: + * T2_Hints_ApplyFunc + * + * @description: + * A method of the @T2_Hints class used to apply hints to the + * corresponding glyph outline. Must be called after the 'close' method. + * + * @input: + * hints :: + * A handle to the Type 2 hints recorder. + * + * outline :: + * A pointer to the target outline descriptor. + * + * globals :: + * The hinter globals for this font. + * + * hint_mode :: + * Hinting information. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * On input, all points within the outline are in font coordinates. On + * output, they are in 1/64th of pixels. + * + * The scaling transformation is taken from the 'globals' object which + * must correspond to the same font than the glyph. + * + */ + typedef FT_Error + (*T2_Hints_ApplyFunc)( T2_Hints hints, + FT_Outline* outline, + PSH_Globals globals, + FT_Render_Mode hint_mode ); + + + /************************************************************************** + * + * @struct: + * T2_Hints_FuncsRec + * + * @description: + * The structure used to provide the API to @T2_Hints objects. + * + * @fields: + * hints :: + * A handle to the T2 hints recorder object. + * + * open :: + * The function to open a recording session. + * + * close :: + * The function to close a recording session. + * + * stems :: + * The function to set the dimension's stems table. + * + * hintmask :: + * The function to set hint masks. + * + * counter :: + * The function to set counter masks. + * + * apply :: + * The function to apply the hints on the corresponding glyph outline. + * + */ + typedef struct T2_Hints_FuncsRec_ + { + T2_Hints hints; + T2_Hints_OpenFunc open; + T2_Hints_CloseFunc close; + T2_Hints_StemsFunc stems; + T2_Hints_MaskFunc hintmask; + T2_Hints_CounterFunc counter; + T2_Hints_ApplyFunc apply; + + } T2_Hints_FuncsRec; + + + /* */ + + + typedef struct PSHinter_Interface_ + { + PSH_Globals_Funcs (*get_globals_funcs)( FT_Module module ); + T1_Hints_Funcs (*get_t1_funcs) ( FT_Module module ); + T2_Hints_Funcs (*get_t2_funcs) ( FT_Module module ); + + } PSHinter_Interface; + + typedef PSHinter_Interface* PSHinter_Service; + + +#define FT_DEFINE_PSHINTER_INTERFACE( \ + class_, \ + get_globals_funcs_, \ + get_t1_funcs_, \ + get_t2_funcs_ ) \ + static const PSHinter_Interface class_ = \ + { \ + get_globals_funcs_, \ + get_t1_funcs_, \ + get_t2_funcs_ \ + }; + + +FT_END_HEADER + +#endif /* PSHINTS_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svbdf.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svbdf.h new file mode 100644 index 0000000..06e3b53 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svbdf.h @@ -0,0 +1,66 @@ +/**************************************************************************** + * + * svbdf.h + * + * The FreeType BDF services (specification). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVBDF_H_ +#define SVBDF_H_ + +#include +#include + + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_BDF "bdf" + + typedef FT_Error + (*FT_BDF_GetCharsetIdFunc)( FT_Face face, + const char* *acharset_encoding, + const char* *acharset_registry ); + + typedef FT_Error + (*FT_BDF_GetPropertyFunc)( FT_Face face, + const char* prop_name, + BDF_PropertyRec *aproperty ); + + + FT_DEFINE_SERVICE( BDF ) + { + FT_BDF_GetCharsetIdFunc get_charset_id; + FT_BDF_GetPropertyFunc get_property; + }; + + +#define FT_DEFINE_SERVICE_BDFRec( class_, \ + get_charset_id_, \ + get_property_ ) \ + static const FT_Service_BDFRec class_ = \ + { \ + get_charset_id_, get_property_ \ + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVBDF_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svcfftl.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svcfftl.h new file mode 100644 index 0000000..1dea6bc --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svcfftl.h @@ -0,0 +1,90 @@ +/**************************************************************************** + * + * svcfftl.h + * + * The FreeType CFF tables loader service (specification). + * + * Copyright (C) 2017-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVCFFTL_H_ +#define SVCFFTL_H_ + +#include +#include + + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_CFF_LOAD "cff-load" + + + typedef FT_UShort + (*FT_Get_Standard_Encoding_Func)( FT_UInt charcode ); + + typedef FT_Error + (*FT_Load_Private_Dict_Func)( CFF_Font font, + CFF_SubFont subfont, + FT_UInt lenNDV, + FT_Fixed* NDV ); + + typedef FT_Byte + (*FT_FD_Select_Get_Func)( CFF_FDSelect fdselect, + FT_UInt glyph_index ); + + typedef FT_Bool + (*FT_Blend_Check_Vector_Func)( CFF_Blend blend, + FT_UInt vsindex, + FT_UInt lenNDV, + FT_Fixed* NDV ); + + typedef FT_Error + (*FT_Blend_Build_Vector_Func)( CFF_Blend blend, + FT_UInt vsindex, + FT_UInt lenNDV, + FT_Fixed* NDV ); + + + FT_DEFINE_SERVICE( CFFLoad ) + { + FT_Get_Standard_Encoding_Func get_standard_encoding; + FT_Load_Private_Dict_Func load_private_dict; + FT_FD_Select_Get_Func fd_select_get; + FT_Blend_Check_Vector_Func blend_check_vector; + FT_Blend_Build_Vector_Func blend_build_vector; + }; + + +#define FT_DEFINE_SERVICE_CFFLOADREC( class_, \ + get_standard_encoding_, \ + load_private_dict_, \ + fd_select_get_, \ + blend_check_vector_, \ + blend_build_vector_ ) \ + static const FT_Service_CFFLoadRec class_ = \ + { \ + get_standard_encoding_, \ + load_private_dict_, \ + fd_select_get_, \ + blend_check_vector_, \ + blend_build_vector_ \ + }; + + +FT_END_HEADER + + +#endif + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svcid.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svcid.h new file mode 100644 index 0000000..acf9178 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svcid.h @@ -0,0 +1,69 @@ +/**************************************************************************** + * + * svcid.h + * + * The FreeType CID font services (specification). + * + * Copyright (C) 2007-2022 by + * Derek Clegg and Michael Toftdal. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVCID_H_ +#define SVCID_H_ + +#include + + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_CID "CID" + + typedef FT_Error + (*FT_CID_GetRegistryOrderingSupplementFunc)( FT_Face face, + const char* *registry, + const char* *ordering, + FT_Int *supplement ); + typedef FT_Error + (*FT_CID_GetIsInternallyCIDKeyedFunc)( FT_Face face, + FT_Bool *is_cid ); + typedef FT_Error + (*FT_CID_GetCIDFromGlyphIndexFunc)( FT_Face face, + FT_UInt glyph_index, + FT_UInt *cid ); + + FT_DEFINE_SERVICE( CID ) + { + FT_CID_GetRegistryOrderingSupplementFunc get_ros; + FT_CID_GetIsInternallyCIDKeyedFunc get_is_cid; + FT_CID_GetCIDFromGlyphIndexFunc get_cid_from_glyph_index; + }; + + +#define FT_DEFINE_SERVICE_CIDREC( class_, \ + get_ros_, \ + get_is_cid_, \ + get_cid_from_glyph_index_ ) \ + static const FT_Service_CIDRec class_ = \ + { \ + get_ros_, get_is_cid_, get_cid_from_glyph_index_ \ + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVCID_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svfntfmt.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svfntfmt.h new file mode 100644 index 0000000..a728031 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svfntfmt.h @@ -0,0 +1,55 @@ +/**************************************************************************** + * + * svfntfmt.h + * + * The FreeType font format service (specification only). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVFNTFMT_H_ +#define SVFNTFMT_H_ + +#include + + +FT_BEGIN_HEADER + + + /* + * A trivial service used to return the name of a face's font driver, + * according to the XFree86 nomenclature. Note that the service data is a + * simple constant string pointer. + */ + +#define FT_SERVICE_ID_FONT_FORMAT "font-format" + +#define FT_FONT_FORMAT_TRUETYPE "TrueType" +#define FT_FONT_FORMAT_TYPE_1 "Type 1" +#define FT_FONT_FORMAT_BDF "BDF" +#define FT_FONT_FORMAT_PCF "PCF" +#define FT_FONT_FORMAT_TYPE_42 "Type 42" +#define FT_FONT_FORMAT_CID "CID Type 1" +#define FT_FONT_FORMAT_CFF "CFF" +#define FT_FONT_FORMAT_PFR "PFR" +#define FT_FONT_FORMAT_WINFNT "Windows FNT" + + /* */ + + +FT_END_HEADER + + +#endif /* SVFNTFMT_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svgldict.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svgldict.h new file mode 100644 index 0000000..489021d --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svgldict.h @@ -0,0 +1,72 @@ +/**************************************************************************** + * + * svgldict.h + * + * The FreeType glyph dictionary services (specification). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVGLDICT_H_ +#define SVGLDICT_H_ + +#include + + +FT_BEGIN_HEADER + + + /* + * A service used to retrieve glyph names, as well as to find the index of + * a given glyph name in a font. + * + */ + +#define FT_SERVICE_ID_GLYPH_DICT "glyph-dict" + + + typedef FT_Error + (*FT_GlyphDict_GetNameFunc)( FT_Face face, + FT_UInt glyph_index, + FT_Pointer buffer, + FT_UInt buffer_max ); + + typedef FT_UInt + (*FT_GlyphDict_NameIndexFunc)( FT_Face face, + const FT_String* glyph_name ); + + + FT_DEFINE_SERVICE( GlyphDict ) + { + FT_GlyphDict_GetNameFunc get_name; + FT_GlyphDict_NameIndexFunc name_index; /* optional */ + }; + + +#define FT_DEFINE_SERVICE_GLYPHDICTREC( class_, \ + get_name_, \ + name_index_ ) \ + static const FT_Service_GlyphDictRec class_ = \ + { \ + get_name_, name_index_ \ + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVGLDICT_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svgxval.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svgxval.h new file mode 100644 index 0000000..59ae411 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svgxval.h @@ -0,0 +1,72 @@ +/**************************************************************************** + * + * svgxval.h + * + * FreeType API for validating TrueTypeGX/AAT tables (specification). + * + * Copyright (C) 2004-2022 by + * Masatake YAMATO, Red Hat K.K., + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + +/**************************************************************************** + * + * gxvalid is derived from both gxlayout module and otvalid module. + * Development of gxlayout is supported by the Information-technology + * Promotion Agency(IPA), Japan. + * + */ + + +#ifndef SVGXVAL_H_ +#define SVGXVAL_H_ + +#include +#include + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_GX_VALIDATE "truetypegx-validate" +#define FT_SERVICE_ID_CLASSICKERN_VALIDATE "classickern-validate" + + typedef FT_Error + (*gxv_validate_func)( FT_Face face, + FT_UInt gx_flags, + FT_Bytes tables[FT_VALIDATE_GX_LENGTH], + FT_UInt table_length ); + + + typedef FT_Error + (*ckern_validate_func)( FT_Face face, + FT_UInt ckern_flags, + FT_Bytes *ckern_table ); + + + FT_DEFINE_SERVICE( GXvalidate ) + { + gxv_validate_func validate; + }; + + FT_DEFINE_SERVICE( CKERNvalidate ) + { + ckern_validate_func validate; + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVGXVAL_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svkern.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svkern.h new file mode 100644 index 0000000..c567aca --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svkern.h @@ -0,0 +1,51 @@ +/**************************************************************************** + * + * svkern.h + * + * The FreeType Kerning service (specification). + * + * Copyright (C) 2006-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVKERN_H_ +#define SVKERN_H_ + +#include +#include + + +FT_BEGIN_HEADER + +#define FT_SERVICE_ID_KERNING "kerning" + + + typedef FT_Error + (*FT_Kerning_TrackGetFunc)( FT_Face face, + FT_Fixed point_size, + FT_Int degree, + FT_Fixed* akerning ); + + FT_DEFINE_SERVICE( Kerning ) + { + FT_Kerning_TrackGetFunc get_track; + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVKERN_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svmetric.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svmetric.h new file mode 100644 index 0000000..7accdc4 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svmetric.h @@ -0,0 +1,125 @@ +/**************************************************************************** + * + * svmetric.h + * + * The FreeType services for metrics variations (specification). + * + * Copyright (C) 2016-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVMETRIC_H_ +#define SVMETRIC_H_ + +#include + + +FT_BEGIN_HEADER + + + /* + * A service to manage the `HVAR, `MVAR', and `VVAR' OpenType tables. + * + */ + +#define FT_SERVICE_ID_METRICS_VARIATIONS "metrics-variations" + + + /* HVAR */ + + typedef FT_Error + (*FT_HAdvance_Adjust_Func)( FT_Face face, + FT_UInt gindex, + FT_Int *avalue ); + + typedef FT_Error + (*FT_LSB_Adjust_Func)( FT_Face face, + FT_UInt gindex, + FT_Int *avalue ); + + typedef FT_Error + (*FT_RSB_Adjust_Func)( FT_Face face, + FT_UInt gindex, + FT_Int *avalue ); + + /* VVAR */ + + typedef FT_Error + (*FT_VAdvance_Adjust_Func)( FT_Face face, + FT_UInt gindex, + FT_Int *avalue ); + + typedef FT_Error + (*FT_TSB_Adjust_Func)( FT_Face face, + FT_UInt gindex, + FT_Int *avalue ); + + typedef FT_Error + (*FT_BSB_Adjust_Func)( FT_Face face, + FT_UInt gindex, + FT_Int *avalue ); + + typedef FT_Error + (*FT_VOrg_Adjust_Func)( FT_Face face, + FT_UInt gindex, + FT_Int *avalue ); + + /* MVAR */ + + typedef void + (*FT_Metrics_Adjust_Func)( FT_Face face ); + + + FT_DEFINE_SERVICE( MetricsVariations ) + { + FT_HAdvance_Adjust_Func hadvance_adjust; + FT_LSB_Adjust_Func lsb_adjust; + FT_RSB_Adjust_Func rsb_adjust; + + FT_VAdvance_Adjust_Func vadvance_adjust; + FT_TSB_Adjust_Func tsb_adjust; + FT_BSB_Adjust_Func bsb_adjust; + FT_VOrg_Adjust_Func vorg_adjust; + + FT_Metrics_Adjust_Func metrics_adjust; + }; + + +#define FT_DEFINE_SERVICE_METRICSVARIATIONSREC( class_, \ + hadvance_adjust_, \ + lsb_adjust_, \ + rsb_adjust_, \ + vadvance_adjust_, \ + tsb_adjust_, \ + bsb_adjust_, \ + vorg_adjust_, \ + metrics_adjust_ ) \ + static const FT_Service_MetricsVariationsRec class_ = \ + { \ + hadvance_adjust_, \ + lsb_adjust_, \ + rsb_adjust_, \ + vadvance_adjust_, \ + tsb_adjust_, \ + bsb_adjust_, \ + vorg_adjust_, \ + metrics_adjust_ \ + }; + + /* */ + + +FT_END_HEADER + +#endif /* SVMETRIC_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svmm.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svmm.h new file mode 100644 index 0000000..c639489 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svmm.h @@ -0,0 +1,156 @@ +/**************************************************************************** + * + * svmm.h + * + * The FreeType Multiple Masters and GX var services (specification). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVMM_H_ +#define SVMM_H_ + +#include + + +FT_BEGIN_HEADER + + + /* + * A service used to manage multiple-masters data in a given face. + * + * See the related APIs in `ftmm.h' (FT_MULTIPLE_MASTERS_H). + * + */ + +#define FT_SERVICE_ID_MULTI_MASTERS "multi-masters" + + + typedef FT_Error + (*FT_Get_MM_Func)( FT_Face face, + FT_Multi_Master* master ); + + typedef FT_Error + (*FT_Get_MM_Var_Func)( FT_Face face, + FT_MM_Var* *master ); + + typedef FT_Error + (*FT_Set_MM_Design_Func)( FT_Face face, + FT_UInt num_coords, + FT_Long* coords ); + + /* use return value -1 to indicate that the new coordinates */ + /* are equal to the current ones; no changes are thus needed */ + typedef FT_Error + (*FT_Set_Var_Design_Func)( FT_Face face, + FT_UInt num_coords, + FT_Fixed* coords ); + + /* use return value -1 to indicate that the new coordinates */ + /* are equal to the current ones; no changes are thus needed */ + typedef FT_Error + (*FT_Set_MM_Blend_Func)( FT_Face face, + FT_UInt num_coords, + FT_Long* coords ); + + typedef FT_Error + (*FT_Get_Var_Design_Func)( FT_Face face, + FT_UInt num_coords, + FT_Fixed* coords ); + + typedef FT_Error + (*FT_Set_Instance_Func)( FT_Face face, + FT_UInt instance_index ); + + typedef FT_Error + (*FT_Get_MM_Blend_Func)( FT_Face face, + FT_UInt num_coords, + FT_Long* coords ); + + typedef FT_Error + (*FT_Get_Var_Blend_Func)( FT_Face face, + FT_UInt *num_coords, + FT_Fixed* *coords, + FT_Fixed* *normalizedcoords, + FT_MM_Var* *mm_var ); + + typedef void + (*FT_Done_Blend_Func)( FT_Face ); + + typedef FT_Error + (*FT_Set_MM_WeightVector_Func)( FT_Face face, + FT_UInt len, + FT_Fixed* weight_vector ); + + typedef FT_Error + (*FT_Get_MM_WeightVector_Func)( FT_Face face, + FT_UInt* len, + FT_Fixed* weight_vector ); + + + FT_DEFINE_SERVICE( MultiMasters ) + { + FT_Get_MM_Func get_mm; + FT_Set_MM_Design_Func set_mm_design; + FT_Set_MM_Blend_Func set_mm_blend; + FT_Get_MM_Blend_Func get_mm_blend; + FT_Get_MM_Var_Func get_mm_var; + FT_Set_Var_Design_Func set_var_design; + FT_Get_Var_Design_Func get_var_design; + FT_Set_Instance_Func set_instance; + FT_Set_MM_WeightVector_Func set_mm_weightvector; + FT_Get_MM_WeightVector_Func get_mm_weightvector; + + /* for internal use; only needed for code sharing between modules */ + FT_Get_Var_Blend_Func get_var_blend; + FT_Done_Blend_Func done_blend; + }; + + +#define FT_DEFINE_SERVICE_MULTIMASTERSREC( class_, \ + get_mm_, \ + set_mm_design_, \ + set_mm_blend_, \ + get_mm_blend_, \ + get_mm_var_, \ + set_var_design_, \ + get_var_design_, \ + set_instance_, \ + set_weightvector_, \ + get_weightvector_, \ + get_var_blend_, \ + done_blend_ ) \ + static const FT_Service_MultiMastersRec class_ = \ + { \ + get_mm_, \ + set_mm_design_, \ + set_mm_blend_, \ + get_mm_blend_, \ + get_mm_var_, \ + set_var_design_, \ + get_var_design_, \ + set_instance_, \ + set_weightvector_, \ + get_weightvector_, \ + get_var_blend_, \ + done_blend_ \ + }; + + /* */ + + +FT_END_HEADER + +#endif /* SVMM_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svotval.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svotval.h new file mode 100644 index 0000000..3c72d1f --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svotval.h @@ -0,0 +1,55 @@ +/**************************************************************************** + * + * svotval.h + * + * The FreeType OpenType validation service (specification). + * + * Copyright (C) 2004-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVOTVAL_H_ +#define SVOTVAL_H_ + +#include +#include + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_OPENTYPE_VALIDATE "opentype-validate" + + + typedef FT_Error + (*otv_validate_func)( FT_Face volatile face, + FT_UInt ot_flags, + FT_Bytes *base, + FT_Bytes *gdef, + FT_Bytes *gpos, + FT_Bytes *gsub, + FT_Bytes *jstf ); + + + FT_DEFINE_SERVICE( OTvalidate ) + { + otv_validate_func validate; + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVOTVAL_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpfr.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpfr.h new file mode 100644 index 0000000..bde0ed3 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpfr.h @@ -0,0 +1,65 @@ +/**************************************************************************** + * + * svpfr.h + * + * Internal PFR service functions (specification). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVPFR_H_ +#define SVPFR_H_ + +#include +#include + + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_PFR_METRICS "pfr-metrics" + + + typedef FT_Error + (*FT_PFR_GetMetricsFunc)( FT_Face face, + FT_UInt *aoutline, + FT_UInt *ametrics, + FT_Fixed *ax_scale, + FT_Fixed *ay_scale ); + + typedef FT_Error + (*FT_PFR_GetKerningFunc)( FT_Face face, + FT_UInt left, + FT_UInt right, + FT_Vector *avector ); + + typedef FT_Error + (*FT_PFR_GetAdvanceFunc)( FT_Face face, + FT_UInt gindex, + FT_Pos *aadvance ); + + + FT_DEFINE_SERVICE( PfrMetrics ) + { + FT_PFR_GetMetricsFunc get_metrics; + FT_PFR_GetKerningFunc get_kerning; + FT_PFR_GetAdvanceFunc get_advance; + + }; + + +FT_END_HEADER + +#endif /* SVPFR_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpostnm.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpostnm.h new file mode 100644 index 0000000..05f6291 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpostnm.h @@ -0,0 +1,65 @@ +/**************************************************************************** + * + * svpostnm.h + * + * The FreeType PostScript name services (specification). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVPOSTNM_H_ +#define SVPOSTNM_H_ + +#include + + +FT_BEGIN_HEADER + + /* + * A trivial service used to retrieve the PostScript name of a given font + * when available. The `get_name' field should never be `NULL`. + * + * The corresponding function can return `NULL` to indicate that the + * PostScript name is not available. + * + * The name is owned by the face and will be destroyed with it. + */ + +#define FT_SERVICE_ID_POSTSCRIPT_FONT_NAME "postscript-font-name" + + + typedef const char* + (*FT_PsName_GetFunc)( FT_Face face ); + + + FT_DEFINE_SERVICE( PsFontName ) + { + FT_PsName_GetFunc get_ps_font_name; + }; + + +#define FT_DEFINE_SERVICE_PSFONTNAMEREC( class_, get_ps_font_name_ ) \ + static const FT_Service_PsFontNameRec class_ = \ + { \ + get_ps_font_name_ \ + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVPOSTNM_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svprop.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svprop.h new file mode 100644 index 0000000..29c5686 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svprop.h @@ -0,0 +1,66 @@ +/**************************************************************************** + * + * svprop.h + * + * The FreeType property service (specification). + * + * Copyright (C) 2012-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVPROP_H_ +#define SVPROP_H_ + + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_PROPERTIES "properties" + + + typedef FT_Error + (*FT_Properties_SetFunc)( FT_Module module, + const char* property_name, + const void* value, + FT_Bool value_is_string ); + + typedef FT_Error + (*FT_Properties_GetFunc)( FT_Module module, + const char* property_name, + void* value ); + + + FT_DEFINE_SERVICE( Properties ) + { + FT_Properties_SetFunc set_property; + FT_Properties_GetFunc get_property; + }; + + +#define FT_DEFINE_SERVICE_PROPERTIESREC( class_, \ + set_property_, \ + get_property_ ) \ + static const FT_Service_PropertiesRec class_ = \ + { \ + set_property_, \ + get_property_ \ + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVPROP_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpscmap.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpscmap.h new file mode 100644 index 0000000..7d58658 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpscmap.h @@ -0,0 +1,145 @@ +/**************************************************************************** + * + * svpscmap.h + * + * The FreeType PostScript charmap service (specification). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVPSCMAP_H_ +#define SVPSCMAP_H_ + +#include + + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_POSTSCRIPT_CMAPS "postscript-cmaps" + + + /* + * Adobe glyph name to unicode value. + */ + typedef FT_UInt32 + (*PS_Unicode_ValueFunc)( const char* glyph_name ); + + /* + * Macintosh name id to glyph name. `NULL` if invalid index. + */ + typedef const char* + (*PS_Macintosh_NameFunc)( FT_UInt name_index ); + + /* + * Adobe standard string ID to glyph name. `NULL` if invalid index. + */ + typedef const char* + (*PS_Adobe_Std_StringsFunc)( FT_UInt string_index ); + + + /* + * Simple unicode -> glyph index charmap built from font glyph names table. + */ + typedef struct PS_UniMap_ + { + FT_UInt32 unicode; /* bit 31 set: is glyph variant */ + FT_UInt glyph_index; + + } PS_UniMap; + + + typedef struct PS_UnicodesRec_* PS_Unicodes; + + typedef struct PS_UnicodesRec_ + { + FT_CMapRec cmap; + FT_UInt num_maps; + PS_UniMap* maps; + + } PS_UnicodesRec; + + + /* + * A function which returns a glyph name for a given index. Returns + * `NULL` if invalid index. + */ + typedef const char* + (*PS_GetGlyphNameFunc)( FT_Pointer data, + FT_UInt string_index ); + + /* + * A function used to release the glyph name returned by + * PS_GetGlyphNameFunc, when needed + */ + typedef void + (*PS_FreeGlyphNameFunc)( FT_Pointer data, + const char* name ); + + typedef FT_Error + (*PS_Unicodes_InitFunc)( FT_Memory memory, + PS_Unicodes unicodes, + FT_UInt num_glyphs, + PS_GetGlyphNameFunc get_glyph_name, + PS_FreeGlyphNameFunc free_glyph_name, + FT_Pointer glyph_data ); + + typedef FT_UInt + (*PS_Unicodes_CharIndexFunc)( PS_Unicodes unicodes, + FT_UInt32 unicode ); + + typedef FT_UInt32 + (*PS_Unicodes_CharNextFunc)( PS_Unicodes unicodes, + FT_UInt32 *unicode ); + + + FT_DEFINE_SERVICE( PsCMaps ) + { + PS_Unicode_ValueFunc unicode_value; + + PS_Unicodes_InitFunc unicodes_init; + PS_Unicodes_CharIndexFunc unicodes_char_index; + PS_Unicodes_CharNextFunc unicodes_char_next; + + PS_Macintosh_NameFunc macintosh_name; + PS_Adobe_Std_StringsFunc adobe_std_strings; + const unsigned short* adobe_std_encoding; + const unsigned short* adobe_expert_encoding; + }; + + +#define FT_DEFINE_SERVICE_PSCMAPSREC( class_, \ + unicode_value_, \ + unicodes_init_, \ + unicodes_char_index_, \ + unicodes_char_next_, \ + macintosh_name_, \ + adobe_std_strings_, \ + adobe_std_encoding_, \ + adobe_expert_encoding_ ) \ + static const FT_Service_PsCMapsRec class_ = \ + { \ + unicode_value_, unicodes_init_, \ + unicodes_char_index_, unicodes_char_next_, macintosh_name_, \ + adobe_std_strings_, adobe_std_encoding_, adobe_expert_encoding_ \ + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVPSCMAP_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpsinfo.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpsinfo.h new file mode 100644 index 0000000..6e45f32 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svpsinfo.h @@ -0,0 +1,86 @@ +/**************************************************************************** + * + * svpsinfo.h + * + * The FreeType PostScript info service (specification). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVPSINFO_H_ +#define SVPSINFO_H_ + +#include +#include + + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_POSTSCRIPT_INFO "postscript-info" + + + typedef FT_Error + (*PS_GetFontInfoFunc)( FT_Face face, + PS_FontInfoRec* afont_info ); + + typedef FT_Error + (*PS_GetFontExtraFunc)( FT_Face face, + PS_FontExtraRec* afont_extra ); + + typedef FT_Int + (*PS_HasGlyphNamesFunc)( FT_Face face ); + + typedef FT_Error + (*PS_GetFontPrivateFunc)( FT_Face face, + PS_PrivateRec* afont_private ); + + typedef FT_Long + (*PS_GetFontValueFunc)( FT_Face face, + PS_Dict_Keys key, + FT_UInt idx, + void *value, + FT_Long value_len ); + + + FT_DEFINE_SERVICE( PsInfo ) + { + PS_GetFontInfoFunc ps_get_font_info; + PS_GetFontExtraFunc ps_get_font_extra; + PS_HasGlyphNamesFunc ps_has_glyph_names; + PS_GetFontPrivateFunc ps_get_font_private; + PS_GetFontValueFunc ps_get_font_value; + }; + + +#define FT_DEFINE_SERVICE_PSINFOREC( class_, \ + get_font_info_, \ + ps_get_font_extra_, \ + has_glyph_names_, \ + get_font_private_, \ + get_font_value_ ) \ + static const FT_Service_PsInfoRec class_ = \ + { \ + get_font_info_, ps_get_font_extra_, has_glyph_names_, \ + get_font_private_, get_font_value_ \ + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVPSINFO_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svsfnt.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svsfnt.h new file mode 100644 index 0000000..03938a5 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svsfnt.h @@ -0,0 +1,88 @@ +/**************************************************************************** + * + * svsfnt.h + * + * The FreeType SFNT table loading service (specification). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVSFNT_H_ +#define SVSFNT_H_ + +#include +#include + + +FT_BEGIN_HEADER + + + /* + * SFNT table loading service. + */ + +#define FT_SERVICE_ID_SFNT_TABLE "sfnt-table" + + + /* + * Used to implement FT_Load_Sfnt_Table(). + */ + typedef FT_Error + (*FT_SFNT_TableLoadFunc)( FT_Face face, + FT_ULong tag, + FT_Long offset, + FT_Byte* buffer, + FT_ULong* length ); + + /* + * Used to implement FT_Get_Sfnt_Table(). + */ + typedef void* + (*FT_SFNT_TableGetFunc)( FT_Face face, + FT_Sfnt_Tag tag ); + + + /* + * Used to implement FT_Sfnt_Table_Info(). + */ + typedef FT_Error + (*FT_SFNT_TableInfoFunc)( FT_Face face, + FT_UInt idx, + FT_ULong *tag, + FT_ULong *offset, + FT_ULong *length ); + + + FT_DEFINE_SERVICE( SFNT_Table ) + { + FT_SFNT_TableLoadFunc load_table; + FT_SFNT_TableGetFunc get_table; + FT_SFNT_TableInfoFunc table_info; + }; + + +#define FT_DEFINE_SERVICE_SFNT_TABLEREC( class_, load_, get_, info_ ) \ + static const FT_Service_SFNT_TableRec class_ = \ + { \ + load_, get_, info_ \ + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVSFNT_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svttcmap.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svttcmap.h new file mode 100644 index 0000000..a0b1bbd --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svttcmap.h @@ -0,0 +1,90 @@ +/**************************************************************************** + * + * svttcmap.h + * + * The FreeType TrueType/sfnt cmap extra information service. + * + * Copyright (C) 2003-2022 by + * Masatake YAMATO, Redhat K.K., + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + +/* Development of this service is support of + Information-technology Promotion Agency, Japan. */ + +#ifndef SVTTCMAP_H_ +#define SVTTCMAP_H_ + +#include +#include + + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_TT_CMAP "tt-cmaps" + + + /************************************************************************** + * + * @struct: + * TT_CMapInfo + * + * @description: + * A structure used to store TrueType/sfnt specific cmap information + * which is not covered by the generic @FT_CharMap structure. This + * structure can be accessed with the @FT_Get_TT_CMap_Info function. + * + * @fields: + * language :: + * The language ID used in Mac fonts. Definitions of values are in + * `ttnameid.h`. + * + * format :: + * The cmap format. OpenType 1.6 defines the formats 0 (byte encoding + * table), 2~(high-byte mapping through table), 4~(segment mapping to + * delta values), 6~(trimmed table mapping), 8~(mixed 16-bit and 32-bit + * coverage), 10~(trimmed array), 12~(segmented coverage), 13~(last + * resort font), and 14 (Unicode Variation Sequences). + */ + typedef struct TT_CMapInfo_ + { + FT_ULong language; + FT_Long format; + + } TT_CMapInfo; + + + typedef FT_Error + (*TT_CMap_Info_GetFunc)( FT_CharMap charmap, + TT_CMapInfo *cmap_info ); + + + FT_DEFINE_SERVICE( TTCMaps ) + { + TT_CMap_Info_GetFunc get_cmap_info; + }; + + +#define FT_DEFINE_SERVICE_TTCMAPSREC( class_, get_cmap_info_ ) \ + static const FT_Service_TTCMapsRec class_ = \ + { \ + get_cmap_info_ \ + }; + + /* */ + + +FT_END_HEADER + +#endif /* SVTTCMAP_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svtteng.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svtteng.h new file mode 100644 index 0000000..f8396eb --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svtteng.h @@ -0,0 +1,53 @@ +/**************************************************************************** + * + * svtteng.h + * + * The FreeType TrueType engine query service (specification). + * + * Copyright (C) 2006-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVTTENG_H_ +#define SVTTENG_H_ + +#include +#include + + +FT_BEGIN_HEADER + + + /* + * SFNT table loading service. + */ + +#define FT_SERVICE_ID_TRUETYPE_ENGINE "truetype-engine" + + /* + * Used to implement FT_Get_TrueType_Engine_Type + */ + + FT_DEFINE_SERVICE( TrueTypeEngine ) + { + FT_TrueTypeEngineType engine_type; + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVTTENG_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svttglyf.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svttglyf.h new file mode 100644 index 0000000..982630c --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svttglyf.h @@ -0,0 +1,56 @@ +/**************************************************************************** + * + * svttglyf.h + * + * The FreeType TrueType glyph service. + * + * Copyright (C) 2007-2022 by + * David Turner. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + +#ifndef SVTTGLYF_H_ +#define SVTTGLYF_H_ + +#include +#include + + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_TT_GLYF "tt-glyf" + + + typedef FT_ULong + (*TT_Glyf_GetLocationFunc)( FT_Face face, + FT_UInt gindex, + FT_ULong *psize ); + + FT_DEFINE_SERVICE( TTGlyf ) + { + TT_Glyf_GetLocationFunc get_location; + }; + + +#define FT_DEFINE_SERVICE_TTGLYFREC( class_, get_location_ ) \ + static const FT_Service_TTGlyfRec class_ = \ + { \ + get_location_ \ + }; + + /* */ + + +FT_END_HEADER + +#endif /* SVTTGLYF_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svwinfnt.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svwinfnt.h new file mode 100644 index 0000000..950f4a8 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/services/svwinfnt.h @@ -0,0 +1,50 @@ +/**************************************************************************** + * + * svwinfnt.h + * + * The FreeType Windows FNT/FONT service (specification). + * + * Copyright (C) 2003-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVWINFNT_H_ +#define SVWINFNT_H_ + +#include +#include + + +FT_BEGIN_HEADER + + +#define FT_SERVICE_ID_WINFNT "winfonts" + + typedef FT_Error + (*FT_WinFnt_GetHeaderFunc)( FT_Face face, + FT_WinFNT_HeaderRec *aheader ); + + + FT_DEFINE_SERVICE( WinFnt ) + { + FT_WinFnt_GetHeaderFunc get_header; + }; + + /* */ + + +FT_END_HEADER + + +#endif /* SVWINFNT_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/sfnt.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/sfnt.h new file mode 100644 index 0000000..c67b47e --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/sfnt.h @@ -0,0 +1,1092 @@ +/**************************************************************************** + * + * sfnt.h + * + * High-level 'sfnt' driver interface (specification). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SFNT_H_ +#define SFNT_H_ + + +#include +#include +#include + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @functype: + * TT_Init_Face_Func + * + * @description: + * First part of the SFNT face object initialization. This finds the + * face in a SFNT file or collection, and load its format tag in + * face->format_tag. + * + * @input: + * stream :: + * The input stream. + * + * face :: + * A handle to the target face object. + * + * face_index :: + * The index of the TrueType font, if we are opening a collection, in + * bits 0-15. The numbered instance index~+~1 of a GX (sub)font, if + * applicable, in bits 16-30. + * + * num_params :: + * The number of additional parameters. + * + * params :: + * Optional additional parameters. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * The stream cursor must be at the font file's origin. + * + * This function recognizes fonts embedded in a 'TrueType collection'. + * + * Once the format tag has been validated by the font driver, it should + * then call the TT_Load_Face_Func() callback to read the rest of the + * SFNT tables in the object. + */ + typedef FT_Error + (*TT_Init_Face_Func)( FT_Stream stream, + TT_Face face, + FT_Int face_index, + FT_Int num_params, + FT_Parameter* params ); + + + /************************************************************************** + * + * @functype: + * TT_Load_Face_Func + * + * @description: + * Second part of the SFNT face object initialization. This loads the + * common SFNT tables (head, OS/2, maxp, metrics, etc.) in the face + * object. + * + * @input: + * stream :: + * The input stream. + * + * face :: + * A handle to the target face object. + * + * face_index :: + * The index of the TrueType font, if we are opening a collection, in + * bits 0-15. The numbered instance index~+~1 of a GX (sub)font, if + * applicable, in bits 16-30. + * + * num_params :: + * The number of additional parameters. + * + * params :: + * Optional additional parameters. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * This function must be called after TT_Init_Face_Func(). + */ + typedef FT_Error + (*TT_Load_Face_Func)( FT_Stream stream, + TT_Face face, + FT_Int face_index, + FT_Int num_params, + FT_Parameter* params ); + + + /************************************************************************** + * + * @functype: + * TT_Done_Face_Func + * + * @description: + * A callback used to delete the common SFNT data from a face. + * + * @input: + * face :: + * A handle to the target face object. + * + * @note: + * This function does NOT destroy the face object. + */ + typedef void + (*TT_Done_Face_Func)( TT_Face face ); + + + /************************************************************************** + * + * @functype: + * TT_Load_Any_Func + * + * @description: + * Load any font table into client memory. + * + * @input: + * face :: + * The face object to look for. + * + * tag :: + * The tag of table to load. Use the value 0 if you want to access the + * whole font file, else set this parameter to a valid TrueType table + * tag that you can forge with the MAKE_TT_TAG macro. + * + * offset :: + * The starting offset in the table (or the file if tag == 0). + * + * length :: + * The address of the decision variable: + * + * If `length == NULL`: Loads the whole table. Returns an error if + * 'offset' == 0! + * + * If `*length == 0`: Exits immediately; returning the length of the + * given table or of the font file, depending on the value of 'tag'. + * + * If `*length != 0`: Loads the next 'length' bytes of table or font, + * starting at offset 'offset' (in table or font too). + * + * @output: + * buffer :: + * The address of target buffer. + * + * @return: + * TrueType error code. 0 means success. + */ + typedef FT_Error + (*TT_Load_Any_Func)( TT_Face face, + FT_ULong tag, + FT_Long offset, + FT_Byte *buffer, + FT_ULong* length ); + + + /************************************************************************** + * + * @functype: + * TT_Find_SBit_Image_Func + * + * @description: + * Check whether an embedded bitmap (an 'sbit') exists for a given glyph, + * at a given strike. + * + * @input: + * face :: + * The target face object. + * + * glyph_index :: + * The glyph index. + * + * strike_index :: + * The current strike index. + * + * @output: + * arange :: + * The SBit range containing the glyph index. + * + * astrike :: + * The SBit strike containing the glyph index. + * + * aglyph_offset :: + * The offset of the glyph data in 'EBDT' table. + * + * @return: + * FreeType error code. 0 means success. Returns + * SFNT_Err_Invalid_Argument if no sbit exists for the requested glyph. + */ + typedef FT_Error + (*TT_Find_SBit_Image_Func)( TT_Face face, + FT_UInt glyph_index, + FT_ULong strike_index, + TT_SBit_Range *arange, + TT_SBit_Strike *astrike, + FT_ULong *aglyph_offset ); + + + /************************************************************************** + * + * @functype: + * TT_Load_SBit_Metrics_Func + * + * @description: + * Get the big metrics for a given embedded bitmap. + * + * @input: + * stream :: + * The input stream. + * + * range :: + * The SBit range containing the glyph. + * + * @output: + * big_metrics :: + * A big SBit metrics structure for the glyph. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * The stream cursor must be positioned at the glyph's offset within the + * 'EBDT' table before the call. + * + * If the image format uses variable metrics, the stream cursor is + * positioned just after the metrics header in the 'EBDT' table on + * function exit. + */ + typedef FT_Error + (*TT_Load_SBit_Metrics_Func)( FT_Stream stream, + TT_SBit_Range range, + TT_SBit_Metrics metrics ); + + + /************************************************************************** + * + * @functype: + * TT_Load_SBit_Image_Func + * + * @description: + * Load a given glyph sbit image from the font resource. This also + * returns its metrics. + * + * @input: + * face :: + * The target face object. + * + * strike_index :: + * The strike index. + * + * glyph_index :: + * The current glyph index. + * + * load_flags :: + * The current load flags. + * + * stream :: + * The input stream. + * + * @output: + * amap :: + * The target pixmap. + * + * ametrics :: + * A big sbit metrics structure for the glyph image. + * + * @return: + * FreeType error code. 0 means success. Returns an error if no glyph + * sbit exists for the index. + * + * @note: + * The `map.buffer` field is always freed before the glyph is loaded. + */ + typedef FT_Error + (*TT_Load_SBit_Image_Func)( TT_Face face, + FT_ULong strike_index, + FT_UInt glyph_index, + FT_UInt load_flags, + FT_Stream stream, + FT_Bitmap *amap, + TT_SBit_MetricsRec *ametrics ); + + + /************************************************************************** + * + * @functype: + * TT_Load_Svg_Doc_Func + * + * @description: + * Scan the SVG document list to find the document containing the glyph + * that has the ID 'glyph*XXX*', where *XXX* is the value of + * `glyph_index` as a decimal integer. + * + * @inout: + * glyph :: + * The glyph slot from which pointers to the SVG document list is to be + * grabbed. The results are stored back in the slot. + * + * @input: + * glyph_index :: + * The index of the glyph that is to be looked up. + * + * @return: + * FreeType error code. 0 means success. + */ + typedef FT_Error + (*TT_Load_Svg_Doc_Func)( FT_GlyphSlot glyph, + FT_UInt glyph_index ); + + + /************************************************************************** + * + * @functype: + * TT_Set_SBit_Strike_Func + * + * @description: + * Select an sbit strike for a given size request. + * + * @input: + * face :: + * The target face object. + * + * req :: + * The size request. + * + * @output: + * astrike_index :: + * The index of the sbit strike. + * + * @return: + * FreeType error code. 0 means success. Returns an error if no sbit + * strike exists for the selected ppem values. + */ + typedef FT_Error + (*TT_Set_SBit_Strike_Func)( TT_Face face, + FT_Size_Request req, + FT_ULong* astrike_index ); + + + /************************************************************************** + * + * @functype: + * TT_Load_Strike_Metrics_Func + * + * @description: + * Load the metrics of a given strike. + * + * @input: + * face :: + * The target face object. + * + * strike_index :: + * The strike index. + * + * @output: + * metrics :: + * the metrics of the strike. + * + * @return: + * FreeType error code. 0 means success. Returns an error if no such + * sbit strike exists. + */ + typedef FT_Error + (*TT_Load_Strike_Metrics_Func)( TT_Face face, + FT_ULong strike_index, + FT_Size_Metrics* metrics ); + + + /************************************************************************** + * + * @functype: + * TT_Get_PS_Name_Func + * + * @description: + * Get the PostScript glyph name of a glyph. + * + * @input: + * idx :: + * The glyph index. + * + * PSname :: + * The address of a string pointer. Will be `NULL` in case of error, + * otherwise it is a pointer to the glyph name. + * + * You must not modify the returned string! + * + * @output: + * FreeType error code. 0 means success. + */ + typedef FT_Error + (*TT_Get_PS_Name_Func)( TT_Face face, + FT_UInt idx, + FT_String** PSname ); + + + /************************************************************************** + * + * @functype: + * TT_Load_Metrics_Func + * + * @description: + * Load a metrics table, which is a table with a horizontal and a + * vertical version. + * + * @input: + * face :: + * A handle to the target face object. + * + * stream :: + * The input stream. + * + * vertical :: + * A boolean flag. If set, load the vertical one. + * + * @return: + * FreeType error code. 0 means success. + */ + typedef FT_Error + (*TT_Load_Metrics_Func)( TT_Face face, + FT_Stream stream, + FT_Bool vertical ); + + + /************************************************************************** + * + * @functype: + * TT_Get_Metrics_Func + * + * @description: + * Load the horizontal or vertical header in a face object. + * + * @input: + * face :: + * A handle to the target face object. + * + * vertical :: + * A boolean flag. If set, load vertical metrics. + * + * gindex :: + * The glyph index. + * + * @output: + * abearing :: + * The horizontal (or vertical) bearing. Set to zero in case of error. + * + * aadvance :: + * The horizontal (or vertical) advance. Set to zero in case of error. + */ + typedef void + (*TT_Get_Metrics_Func)( TT_Face face, + FT_Bool vertical, + FT_UInt gindex, + FT_Short* abearing, + FT_UShort* aadvance ); + + + /************************************************************************** + * + * @functype: + * TT_Set_Palette_Func + * + * @description: + * Load the colors into `face->palette` for a given palette index. + * + * @input: + * face :: + * The target face object. + * + * idx :: + * The palette index. + * + * @return: + * FreeType error code. 0 means success. + */ + typedef FT_Error + (*TT_Set_Palette_Func)( TT_Face face, + FT_UInt idx ); + + + /************************************************************************** + * + * @functype: + * TT_Get_Colr_Layer_Func + * + * @description: + * Iteratively get the color layer data of a given glyph index. + * + * @input: + * face :: + * The target face object. + * + * base_glyph :: + * The glyph index the colored glyph layers are associated with. + * + * @inout: + * iterator :: + * An @FT_LayerIterator object. For the first call you should set + * `iterator->p` to `NULL`. For all following calls, simply use the + * same object again. + * + * @output: + * aglyph_index :: + * The glyph index of the current layer. + * + * acolor_index :: + * The color index into the font face's color palette of the current + * layer. The value 0xFFFF is special; it doesn't reference a palette + * entry but indicates that the text foreground color should be used + * instead (to be set up by the application outside of FreeType). + * + * @return: + * Value~1 if everything is OK. If there are no more layers (or if there + * are no layers at all), value~0 gets returned. In case of an error, + * value~0 is returned also. + */ + typedef FT_Bool + (*TT_Get_Colr_Layer_Func)( TT_Face face, + FT_UInt base_glyph, + FT_UInt *aglyph_index, + FT_UInt *acolor_index, + FT_LayerIterator* iterator ); + + + /************************************************************************** + * + * @functype: + * TT_Get_Color_Glyph_Paint_Func + * + * @description: + * Find the root @FT_OpaquePaint object for a given glyph ID. + * + * @input: + * face :: + * The target face object. + * + * base_glyph :: + * The glyph index the colored glyph layers are associated with. + * + * @output: + * paint :: + * The root @FT_OpaquePaint object. + * + * @return: + * Value~1 if everything is OK. If no color glyph is found, or the root + * paint could not be retrieved, value~0 gets returned. In case of an + * error, value~0 is returned also. + */ + typedef FT_Bool + ( *TT_Get_Color_Glyph_Paint_Func )( TT_Face face, + FT_UInt base_glyph, + FT_Color_Root_Transform root_transform, + FT_OpaquePaint *paint ); + + + /************************************************************************** + * + * @functype: + * TT_Get_Color_Glyph_ClipBox_Func + * + * @description: + * Search for a 'COLR' v1 clip box for the specified `base_glyph` and + * fill the `clip_box` parameter with the 'COLR' v1 'ClipBox' information + * if one is found. + * + * @input: + * face :: + * A handle to the parent face object. + * + * base_glyph :: + * The glyph index for which to retrieve the clip box. + * + * @output: + * clip_box :: + * The clip box for the requested `base_glyph` if one is found. The + * clip box is computed taking scale and transformations configured on + * the @FT_Face into account. @FT_ClipBox contains @FT_Vector values + * in 26.6 format. + * + * @note: + * To retrieve the clip box in font units, reset scale to units-per-em + * and remove transforms configured using @FT_Set_Transform. + * + * @return: + * Value~1 if a ClipBox is found. If no clip box is found or an + * error occured, value~0 is returned. + */ + typedef FT_Bool + ( *TT_Get_Color_Glyph_ClipBox_Func )( TT_Face face, + FT_UInt base_glyph, + FT_ClipBox* clip_box ); + + + /************************************************************************** + * + * @functype: + * TT_Get_Paint_Layers_Func + * + * @description: + * Access the layers of a `PaintColrLayers` table. + * + * @input: + * face :: + * The target face object. + * + * @inout: + * iterator :: + * The @FT_LayerIterator from an @FT_PaintColrLayers object, for which + * the layers are to be retrieved. The internal state of the iterator + * is incremented after one call to this function for retrieving one + * layer. + * + * @output: + * paint :: + * The root @FT_OpaquePaint object referencing the actual paint table. + * + * @return: + * Value~1 if everything is OK. Value~0 gets returned when the paint + * object can not be retrieved or any other error occurs. + */ + typedef FT_Bool + ( *TT_Get_Paint_Layers_Func )( TT_Face face, + FT_LayerIterator* iterator, + FT_OpaquePaint *paint ); + + + /************************************************************************** + * + * @functype: + * TT_Get_Colorline_Stops_Func + * + * @description: + * Get the gradient and solid fill information for a given glyph. + * + * @input: + * face :: + * The target face object. + * + * @inout: + * iterator :: + * An @FT_ColorStopIterator object. For the first call you should set + * `iterator->p` to `NULL`. For all following calls, simply use the + * same object again. + * + * @output: + * color_stop :: + * Color index and alpha value for the retrieved color stop. + * + * @return: + * Value~1 if everything is OK. If there are no more color stops, + * value~0 gets returned. In case of an error, value~0 is returned + * also. + */ + typedef FT_Bool + ( *TT_Get_Colorline_Stops_Func )( TT_Face face, + FT_ColorStop *color_stop, + FT_ColorStopIterator* iterator ); + + + /************************************************************************** + * + * @functype: + * TT_Get_Paint_Func + * + * @description: + * Get the paint details for a given @FT_OpaquePaint object. + * + * @input: + * face :: + * The target face object. + * + * opaque_paint :: + * The @FT_OpaquePaint object. + * + * @output: + * paint :: + * An @FT_COLR_Paint object holding the details on `opaque_paint`. + * + * @return: + * Value~1 if everything is OK. Value~0 if no details can be found for + * this paint or any other error occured. + */ + typedef FT_Bool + ( *TT_Get_Paint_Func )( TT_Face face, + FT_OpaquePaint opaque_paint, + FT_COLR_Paint *paint ); + + + /************************************************************************** + * + * @functype: + * TT_Blend_Colr_Func + * + * @description: + * Blend the bitmap in `new_glyph` into `base_glyph` using the color + * specified by `color_index`. If `color_index` is 0xFFFF, use + * `face->foreground_color` if `face->have_foreground_color` is set. + * Otherwise check `face->palette_data.palette_flags`: If present and + * @FT_PALETTE_FOR_DARK_BACKGROUND is set, use BGRA value 0xFFFFFFFF + * (white opaque). Otherwise use BGRA value 0x000000FF (black opaque). + * + * @input: + * face :: + * The target face object. + * + * color_index :: + * Color index from the COLR table. + * + * base_glyph :: + * Slot for bitmap to be merged into. The underlying bitmap may get + * reallocated. + * + * new_glyph :: + * Slot to be incooperated into `base_glyph`. + * + * @return: + * FreeType error code. 0 means success. Returns an error if + * color_index is invalid or reallocation fails. + */ + typedef FT_Error + (*TT_Blend_Colr_Func)( TT_Face face, + FT_UInt color_index, + FT_GlyphSlot base_glyph, + FT_GlyphSlot new_glyph ); + + + /************************************************************************** + * + * @functype: + * TT_Get_Name_Func + * + * @description: + * From the 'name' table, return a given ENGLISH name record in ASCII. + * + * @input: + * face :: + * A handle to the source face object. + * + * nameid :: + * The name id of the name record to return. + * + * @inout: + * name :: + * The address of an allocated string pointer. `NULL` if no name is + * present. + * + * @return: + * FreeType error code. 0 means success. + */ + typedef FT_Error + (*TT_Get_Name_Func)( TT_Face face, + FT_UShort nameid, + FT_String** name ); + + + /************************************************************************** + * + * @functype: + * TT_Get_Name_ID_Func + * + * @description: + * Search whether an ENGLISH version for a given name ID is in the 'name' + * table. + * + * @input: + * face :: + * A handle to the source face object. + * + * nameid :: + * The name id of the name record to return. + * + * @output: + * win :: + * If non-negative, an index into the 'name' table with the + * corresponding (3,1) or (3,0) Windows entry. + * + * apple :: + * If non-negative, an index into the 'name' table with the + * corresponding (1,0) Apple entry. + * + * @return: + * 1 if there is either a win or apple entry (or both), 0 otheriwse. + */ + typedef FT_Bool + (*TT_Get_Name_ID_Func)( TT_Face face, + FT_UShort nameid, + FT_Int *win, + FT_Int *apple ); + + + /************************************************************************** + * + * @functype: + * TT_Load_Table_Func + * + * @description: + * Load a given TrueType table. + * + * @input: + * face :: + * A handle to the target face object. + * + * stream :: + * The input stream. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * The function uses `face->goto_table` to seek the stream to the start + * of the table, except while loading the font directory. + */ + typedef FT_Error + (*TT_Load_Table_Func)( TT_Face face, + FT_Stream stream ); + + + /************************************************************************** + * + * @functype: + * TT_Free_Table_Func + * + * @description: + * Free a given TrueType table. + * + * @input: + * face :: + * A handle to the target face object. + */ + typedef void + (*TT_Free_Table_Func)( TT_Face face ); + + + /* + * @functype: + * TT_Face_GetKerningFunc + * + * @description: + * Return the horizontal kerning value between two glyphs. + * + * @input: + * face :: + * A handle to the source face object. + * + * left_glyph :: + * The left glyph index. + * + * right_glyph :: + * The right glyph index. + * + * @return: + * The kerning value in font units. + */ + typedef FT_Int + (*TT_Face_GetKerningFunc)( TT_Face face, + FT_UInt left_glyph, + FT_UInt right_glyph ); + + + /************************************************************************** + * + * @struct: + * SFNT_Interface + * + * @description: + * This structure holds pointers to the functions used to load and free + * the basic tables that are required in a 'sfnt' font file. + * + * @fields: + * Check the various xxx_Func() descriptions for details. + */ + typedef struct SFNT_Interface_ + { + TT_Loader_GotoTableFunc goto_table; + + TT_Init_Face_Func init_face; + TT_Load_Face_Func load_face; + TT_Done_Face_Func done_face; + FT_Module_Requester get_interface; + + TT_Load_Any_Func load_any; + + /* these functions are called by `load_face' but they can also */ + /* be called from external modules, if there is a need to do so */ + TT_Load_Table_Func load_head; + TT_Load_Metrics_Func load_hhea; + TT_Load_Table_Func load_cmap; + TT_Load_Table_Func load_maxp; + TT_Load_Table_Func load_os2; + TT_Load_Table_Func load_post; + + TT_Load_Table_Func load_name; + TT_Free_Table_Func free_name; + + /* this field was called `load_kerning' up to version 2.1.10 */ + TT_Load_Table_Func load_kern; + + TT_Load_Table_Func load_gasp; + TT_Load_Table_Func load_pclt; + + /* see `ttload.h'; this field was called `load_bitmap_header' up to */ + /* version 2.1.10 */ + TT_Load_Table_Func load_bhed; + + TT_Load_SBit_Image_Func load_sbit_image; + + /* see `ttpost.h' */ + TT_Get_PS_Name_Func get_psname; + TT_Free_Table_Func free_psnames; + + /* starting here, the structure differs from version 2.1.7 */ + + /* this field was introduced in version 2.1.8, named `get_psname' */ + TT_Face_GetKerningFunc get_kerning; + + /* new elements introduced after version 2.1.10 */ + + /* load the font directory, i.e., the offset table and */ + /* the table directory */ + TT_Load_Table_Func load_font_dir; + TT_Load_Metrics_Func load_hmtx; + + TT_Load_Table_Func load_eblc; + TT_Free_Table_Func free_eblc; + + TT_Set_SBit_Strike_Func set_sbit_strike; + TT_Load_Strike_Metrics_Func load_strike_metrics; + + TT_Load_Table_Func load_cpal; + TT_Load_Table_Func load_colr; + TT_Free_Table_Func free_cpal; + TT_Free_Table_Func free_colr; + TT_Set_Palette_Func set_palette; + TT_Get_Colr_Layer_Func get_colr_layer; + TT_Get_Color_Glyph_Paint_Func get_colr_glyph_paint; + TT_Get_Color_Glyph_ClipBox_Func get_color_glyph_clipbox; + TT_Get_Paint_Layers_Func get_paint_layers; + TT_Get_Colorline_Stops_Func get_colorline_stops; + TT_Get_Paint_Func get_paint; + TT_Blend_Colr_Func colr_blend; + + TT_Get_Metrics_Func get_metrics; + + TT_Get_Name_Func get_name; + TT_Get_Name_ID_Func get_name_id; + + /* OpenType SVG Support */ + TT_Load_Table_Func load_svg; + TT_Free_Table_Func free_svg; + TT_Load_Svg_Doc_Func load_svg_doc; + + } SFNT_Interface; + + + /* transitional */ + typedef SFNT_Interface* SFNT_Service; + + +#define FT_DEFINE_SFNT_INTERFACE( \ + class_, \ + goto_table_, \ + init_face_, \ + load_face_, \ + done_face_, \ + get_interface_, \ + load_any_, \ + load_head_, \ + load_hhea_, \ + load_cmap_, \ + load_maxp_, \ + load_os2_, \ + load_post_, \ + load_name_, \ + free_name_, \ + load_kern_, \ + load_gasp_, \ + load_pclt_, \ + load_bhed_, \ + load_sbit_image_, \ + get_psname_, \ + free_psnames_, \ + get_kerning_, \ + load_font_dir_, \ + load_hmtx_, \ + load_eblc_, \ + free_eblc_, \ + set_sbit_strike_, \ + load_strike_metrics_, \ + load_cpal_, \ + load_colr_, \ + free_cpal_, \ + free_colr_, \ + set_palette_, \ + get_colr_layer_, \ + get_colr_glyph_paint_, \ + get_color_glyph_clipbox, \ + get_paint_layers_, \ + get_colorline_stops_, \ + get_paint_, \ + colr_blend_, \ + get_metrics_, \ + get_name_, \ + get_name_id_, \ + load_svg_, \ + free_svg_, \ + load_svg_doc_ ) \ + static const SFNT_Interface class_ = \ + { \ + goto_table_, \ + init_face_, \ + load_face_, \ + done_face_, \ + get_interface_, \ + load_any_, \ + load_head_, \ + load_hhea_, \ + load_cmap_, \ + load_maxp_, \ + load_os2_, \ + load_post_, \ + load_name_, \ + free_name_, \ + load_kern_, \ + load_gasp_, \ + load_pclt_, \ + load_bhed_, \ + load_sbit_image_, \ + get_psname_, \ + free_psnames_, \ + get_kerning_, \ + load_font_dir_, \ + load_hmtx_, \ + load_eblc_, \ + free_eblc_, \ + set_sbit_strike_, \ + load_strike_metrics_, \ + load_cpal_, \ + load_colr_, \ + free_cpal_, \ + free_colr_, \ + set_palette_, \ + get_colr_layer_, \ + get_colr_glyph_paint_, \ + get_color_glyph_clipbox, \ + get_paint_layers_, \ + get_colorline_stops_, \ + get_paint_, \ + colr_blend_, \ + get_metrics_, \ + get_name_, \ + get_name_id_, \ + load_svg_, \ + free_svg_, \ + load_svg_doc_ \ + }; + + +FT_END_HEADER + +#endif /* SFNT_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/svginterface.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/svginterface.h new file mode 100644 index 0000000..1b325e5 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/svginterface.h @@ -0,0 +1,46 @@ +/**************************************************************************** + * + * svginterface.h + * + * Interface of ot-svg module (specification only). + * + * Copyright (C) 2022 by + * David Turner, Robert Wilhelm, Werner Lemberg, and Moazin Khatti. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef SVGINTERFACE_H_ +#define SVGINTERFACE_H_ + +#include +#include + + +FT_BEGIN_HEADER + + typedef FT_Error + (*Preset_Bitmap_Func)( FT_Module module, + FT_GlyphSlot slot, + FT_Bool cache ); + + typedef struct SVG_Interface_ + { + Preset_Bitmap_Func preset_slot; + + } SVG_Interface; + + typedef SVG_Interface* SVG_Service; + +FT_END_HEADER + +#endif /* SVGINTERFACE_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/t1types.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/t1types.h new file mode 100644 index 0000000..b6a3de1 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/t1types.h @@ -0,0 +1,259 @@ +/**************************************************************************** + * + * t1types.h + * + * Basic Type1/Type2 type definitions and interface (specification + * only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef T1TYPES_H_ +#define T1TYPES_H_ + + +#include +#include +#include +#include +#include + + +FT_BEGIN_HEADER + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*** ***/ + /*** ***/ + /*** REQUIRED TYPE1/TYPE2 TABLES DEFINITIONS ***/ + /*** ***/ + /*** ***/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @struct: + * T1_EncodingRec + * + * @description: + * A structure modeling a custom encoding. + * + * @fields: + * num_chars :: + * The number of character codes in the encoding. Usually 256. + * + * code_first :: + * The lowest valid character code in the encoding. + * + * code_last :: + * The highest valid character code in the encoding + 1. When equal to + * code_first there are no valid character codes. + * + * char_index :: + * An array of corresponding glyph indices. + * + * char_name :: + * An array of corresponding glyph names. + */ + typedef struct T1_EncodingRecRec_ + { + FT_Int num_chars; + FT_Int code_first; + FT_Int code_last; + + FT_UShort* char_index; + const FT_String** char_name; + + } T1_EncodingRec, *T1_Encoding; + + + /* used to hold extra data of PS_FontInfoRec that + * cannot be stored in the publicly defined structure. + * + * Note these can't be blended with multiple-masters. + */ + typedef struct PS_FontExtraRec_ + { + FT_UShort fs_type; + + } PS_FontExtraRec; + + + typedef struct T1_FontRec_ + { + PS_FontInfoRec font_info; /* font info dictionary */ + PS_FontExtraRec font_extra; /* font info extra fields */ + PS_PrivateRec private_dict; /* private dictionary */ + FT_String* font_name; /* top-level dictionary */ + + T1_EncodingType encoding_type; + T1_EncodingRec encoding; + + FT_Byte* subrs_block; + FT_Byte* charstrings_block; + FT_Byte* glyph_names_block; + + FT_Int num_subrs; + FT_Byte** subrs; + FT_UInt* subrs_len; + FT_Hash subrs_hash; + + FT_Int num_glyphs; + FT_String** glyph_names; /* array of glyph names */ + FT_Byte** charstrings; /* array of glyph charstrings */ + FT_UInt* charstrings_len; + + FT_Byte paint_type; + FT_Byte font_type; + FT_Matrix font_matrix; + FT_Vector font_offset; + FT_BBox font_bbox; + FT_Long font_id; + + FT_Fixed stroke_width; + + } T1_FontRec, *T1_Font; + + + typedef struct CID_SubrsRec_ + { + FT_Int num_subrs; + FT_Byte** code; + + } CID_SubrsRec, *CID_Subrs; + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*** ***/ + /*** ***/ + /*** AFM FONT INFORMATION STRUCTURES ***/ + /*** ***/ + /*** ***/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + typedef struct AFM_TrackKernRec_ + { + FT_Int degree; + FT_Fixed min_ptsize; + FT_Fixed min_kern; + FT_Fixed max_ptsize; + FT_Fixed max_kern; + + } AFM_TrackKernRec, *AFM_TrackKern; + + typedef struct AFM_KernPairRec_ + { + FT_UInt index1; + FT_UInt index2; + FT_Int x; + FT_Int y; + + } AFM_KernPairRec, *AFM_KernPair; + + typedef struct AFM_FontInfoRec_ + { + FT_Bool IsCIDFont; + FT_BBox FontBBox; + FT_Fixed Ascender; + FT_Fixed Descender; + AFM_TrackKern TrackKerns; /* free if non-NULL */ + FT_UInt NumTrackKern; + AFM_KernPair KernPairs; /* free if non-NULL */ + FT_UInt NumKernPair; + + } AFM_FontInfoRec, *AFM_FontInfo; + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*** ***/ + /*** ***/ + /*** ORIGINAL T1_FACE CLASS DEFINITION ***/ + /*** ***/ + /*** ***/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + typedef struct T1_FaceRec_* T1_Face; + typedef struct CID_FaceRec_* CID_Face; + + + typedef struct T1_FaceRec_ + { + FT_FaceRec root; + T1_FontRec type1; + const void* psnames; + const void* psaux; + const void* afm_data; + FT_CharMapRec charmaprecs[2]; + FT_CharMap charmaps[2]; + + /* support for Multiple Masters fonts */ + PS_Blend blend; + + /* undocumented, optional: indices of subroutines that express */ + /* the NormalizeDesignVector and the ConvertDesignVector procedure, */ + /* respectively, as Type 2 charstrings; -1 if keywords not present */ + FT_Int ndv_idx; + FT_Int cdv_idx; + + /* undocumented, optional: has the same meaning as len_buildchar */ + /* for Type 2 fonts; manipulated by othersubrs 19, 24, and 25 */ + FT_UInt len_buildchar; + FT_Long* buildchar; + + /* since version 2.1 - interface to PostScript hinter */ + const void* pshinter; + + } T1_FaceRec; + + + typedef struct CID_FaceRec_ + { + FT_FaceRec root; + void* psnames; + void* psaux; + CID_FaceInfoRec cid; + PS_FontExtraRec font_extra; +#if 0 + void* afm_data; +#endif + CID_Subrs subrs; + + /* since version 2.1 - interface to PostScript hinter */ + void* pshinter; + + /* since version 2.1.8, but was originally positioned after `afm_data' */ + FT_Byte* binary_data; /* used if hex data has been converted */ + FT_Stream cid_stream; + + } CID_FaceRec; + + +FT_END_HEADER + +#endif /* T1TYPES_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/tttypes.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/tttypes.h new file mode 100644 index 0000000..df71938 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/tttypes.h @@ -0,0 +1,1786 @@ +/**************************************************************************** + * + * tttypes.h + * + * Basic SFNT/TrueType type definitions and interface (specification + * only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef TTTYPES_H_ +#define TTTYPES_H_ + + +#include +#include +#include + +#ifdef TT_CONFIG_OPTION_GX_VAR_SUPPORT +#include +#endif + + +FT_BEGIN_HEADER + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*** ***/ + /*** ***/ + /*** REQUIRED TRUETYPE/OPENTYPE TABLES DEFINITIONS ***/ + /*** ***/ + /*** ***/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @struct: + * TTC_HeaderRec + * + * @description: + * TrueType collection header. This table contains the offsets of the + * font headers of each distinct TrueType face in the file. + * + * @fields: + * tag :: + * Must be 'ttc~' to indicate a TrueType collection. + * + * version :: + * The version number. + * + * count :: + * The number of faces in the collection. The specification says this + * should be an unsigned long, but we use a signed long since we need + * the value -1 for specific purposes. + * + * offsets :: + * The offsets of the font headers, one per face. + */ + typedef struct TTC_HeaderRec_ + { + FT_ULong tag; + FT_Fixed version; + FT_Long count; + FT_ULong* offsets; + + } TTC_HeaderRec; + + + /************************************************************************** + * + * @struct: + * SFNT_HeaderRec + * + * @description: + * SFNT file format header. + * + * @fields: + * format_tag :: + * The font format tag. + * + * num_tables :: + * The number of tables in file. + * + * search_range :: + * Must be '16 * (max power of 2 <= num_tables)'. + * + * entry_selector :: + * Must be log2 of 'search_range / 16'. + * + * range_shift :: + * Must be 'num_tables * 16 - search_range'. + */ + typedef struct SFNT_HeaderRec_ + { + FT_ULong format_tag; + FT_UShort num_tables; + FT_UShort search_range; + FT_UShort entry_selector; + FT_UShort range_shift; + + FT_ULong offset; /* not in file */ + + } SFNT_HeaderRec, *SFNT_Header; + + + /************************************************************************** + * + * @struct: + * TT_TableRec + * + * @description: + * This structure describes a given table of a TrueType font. + * + * @fields: + * Tag :: + * A four-bytes tag describing the table. + * + * CheckSum :: + * The table checksum. This value can be ignored. + * + * Offset :: + * The offset of the table from the start of the TrueType font in its + * resource. + * + * Length :: + * The table length (in bytes). + */ + typedef struct TT_TableRec_ + { + FT_ULong Tag; /* table type */ + FT_ULong CheckSum; /* table checksum */ + FT_ULong Offset; /* table file offset */ + FT_ULong Length; /* table length */ + + } TT_TableRec, *TT_Table; + + + /************************************************************************** + * + * @struct: + * TT_LongMetricsRec + * + * @description: + * A structure modeling the long metrics of the 'hmtx' and 'vmtx' + * TrueType tables. The values are expressed in font units. + * + * @fields: + * advance :: + * The advance width or height for the glyph. + * + * bearing :: + * The left-side or top-side bearing for the glyph. + */ + typedef struct TT_LongMetricsRec_ + { + FT_UShort advance; + FT_Short bearing; + + } TT_LongMetricsRec, *TT_LongMetrics; + + + /************************************************************************** + * + * @type: + * TT_ShortMetrics + * + * @description: + * A simple type to model the short metrics of the 'hmtx' and 'vmtx' + * tables. + */ + typedef FT_Short TT_ShortMetrics; + + + /************************************************************************** + * + * @struct: + * TT_NameRec + * + * @description: + * A structure modeling TrueType name records. Name records are used to + * store important strings like family name, style name, copyright, + * etc. in _localized_ versions (i.e., language, encoding, etc). + * + * @fields: + * platformID :: + * The ID of the name's encoding platform. + * + * encodingID :: + * The platform-specific ID for the name's encoding. + * + * languageID :: + * The platform-specific ID for the name's language. + * + * nameID :: + * The ID specifying what kind of name this is. + * + * stringLength :: + * The length of the string in bytes. + * + * stringOffset :: + * The offset to the string in the 'name' table. + * + * string :: + * A pointer to the string's bytes. Note that these are usually UTF-16 + * encoded characters. + */ + typedef struct TT_NameRec_ + { + FT_UShort platformID; + FT_UShort encodingID; + FT_UShort languageID; + FT_UShort nameID; + FT_UShort stringLength; + FT_ULong stringOffset; + + /* this last field is not defined in the spec */ + /* but used by the FreeType engine */ + + FT_Byte* string; + + } TT_NameRec, *TT_Name; + + + /************************************************************************** + * + * @struct: + * TT_LangTagRec + * + * @description: + * A structure modeling language tag records in SFNT 'name' tables, + * introduced in OpenType version 1.6. + * + * @fields: + * stringLength :: + * The length of the string in bytes. + * + * stringOffset :: + * The offset to the string in the 'name' table. + * + * string :: + * A pointer to the string's bytes. Note that these are UTF-16BE + * encoded characters. + */ + typedef struct TT_LangTagRec_ + { + FT_UShort stringLength; + FT_ULong stringOffset; + + /* this last field is not defined in the spec */ + /* but used by the FreeType engine */ + + FT_Byte* string; + + } TT_LangTagRec, *TT_LangTag; + + + /************************************************************************** + * + * @struct: + * TT_NameTableRec + * + * @description: + * A structure modeling the TrueType name table. + * + * @fields: + * format :: + * The format of the name table. + * + * numNameRecords :: + * The number of names in table. + * + * storageOffset :: + * The offset of the name table in the 'name' TrueType table. + * + * names :: + * An array of name records. + * + * numLangTagRecords :: + * The number of language tags in table. + * + * langTags :: + * An array of language tag records. + * + * stream :: + * The file's input stream. + */ + typedef struct TT_NameTableRec_ + { + FT_UShort format; + FT_UInt numNameRecords; + FT_UInt storageOffset; + TT_NameRec* names; + FT_UInt numLangTagRecords; + TT_LangTagRec* langTags; + FT_Stream stream; + + } TT_NameTableRec, *TT_NameTable; + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*** ***/ + /*** ***/ + /*** OPTIONAL TRUETYPE/OPENTYPE TABLES DEFINITIONS ***/ + /*** ***/ + /*** ***/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @struct: + * TT_GaspRangeRec + * + * @description: + * A tiny structure used to model a gasp range according to the TrueType + * specification. + * + * @fields: + * maxPPEM :: + * The maximum ppem value to which `gaspFlag` applies. + * + * gaspFlag :: + * A flag describing the grid-fitting and anti-aliasing modes to be + * used. + */ + typedef struct TT_GaspRangeRec_ + { + FT_UShort maxPPEM; + FT_UShort gaspFlag; + + } TT_GaspRangeRec, *TT_GaspRange; + + +#define TT_GASP_GRIDFIT 0x01 +#define TT_GASP_DOGRAY 0x02 + + + /************************************************************************** + * + * @struct: + * TT_GaspRec + * + * @description: + * A structure modeling the TrueType 'gasp' table used to specify + * grid-fitting and anti-aliasing behaviour. + * + * @fields: + * version :: + * The version number. + * + * numRanges :: + * The number of gasp ranges in table. + * + * gaspRanges :: + * An array of gasp ranges. + */ + typedef struct TT_Gasp_ + { + FT_UShort version; + FT_UShort numRanges; + TT_GaspRange gaspRanges; + + } TT_GaspRec; + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*** ***/ + /*** ***/ + /*** EMBEDDED BITMAPS SUPPORT ***/ + /*** ***/ + /*** ***/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @struct: + * TT_SBit_MetricsRec + * + * @description: + * A structure used to hold the big metrics of a given glyph bitmap in a + * TrueType or OpenType font. These are usually found in the 'EBDT' + * (Microsoft) or 'bloc' (Apple) table. + * + * @fields: + * height :: + * The glyph height in pixels. + * + * width :: + * The glyph width in pixels. + * + * horiBearingX :: + * The horizontal left bearing. + * + * horiBearingY :: + * The horizontal top bearing. + * + * horiAdvance :: + * The horizontal advance. + * + * vertBearingX :: + * The vertical left bearing. + * + * vertBearingY :: + * The vertical top bearing. + * + * vertAdvance :: + * The vertical advance. + */ + typedef struct TT_SBit_MetricsRec_ + { + FT_UShort height; + FT_UShort width; + + FT_Short horiBearingX; + FT_Short horiBearingY; + FT_UShort horiAdvance; + + FT_Short vertBearingX; + FT_Short vertBearingY; + FT_UShort vertAdvance; + + } TT_SBit_MetricsRec, *TT_SBit_Metrics; + + + /************************************************************************** + * + * @struct: + * TT_SBit_SmallMetricsRec + * + * @description: + * A structure used to hold the small metrics of a given glyph bitmap in + * a TrueType or OpenType font. These are usually found in the 'EBDT' + * (Microsoft) or the 'bdat' (Apple) table. + * + * @fields: + * height :: + * The glyph height in pixels. + * + * width :: + * The glyph width in pixels. + * + * bearingX :: + * The left-side bearing. + * + * bearingY :: + * The top-side bearing. + * + * advance :: + * The advance width or height. + */ + typedef struct TT_SBit_Small_Metrics_ + { + FT_Byte height; + FT_Byte width; + + FT_Char bearingX; + FT_Char bearingY; + FT_Byte advance; + + } TT_SBit_SmallMetricsRec, *TT_SBit_SmallMetrics; + + + /************************************************************************** + * + * @struct: + * TT_SBit_LineMetricsRec + * + * @description: + * A structure used to describe the text line metrics of a given bitmap + * strike, for either a horizontal or vertical layout. + * + * @fields: + * ascender :: + * The ascender in pixels. + * + * descender :: + * The descender in pixels. + * + * max_width :: + * The maximum glyph width in pixels. + * + * caret_slope_enumerator :: + * Rise of the caret slope, typically set to 1 for non-italic fonts. + * + * caret_slope_denominator :: + * Rise of the caret slope, typically set to 0 for non-italic fonts. + * + * caret_offset :: + * Offset in pixels to move the caret for proper positioning. + * + * min_origin_SB :: + * Minimum of horiBearingX (resp. vertBearingY). + * min_advance_SB :: + * Minimum of + * + * horizontal advance - ( horiBearingX + width ) + * + * resp. + * + * vertical advance - ( vertBearingY + height ) + * + * max_before_BL :: + * Maximum of horiBearingY (resp. vertBearingY). + * + * min_after_BL :: + * Minimum of + * + * horiBearingY - height + * + * resp. + * + * vertBearingX - width + * + * pads :: + * Unused (to make the size of the record a multiple of 32 bits. + */ + typedef struct TT_SBit_LineMetricsRec_ + { + FT_Char ascender; + FT_Char descender; + FT_Byte max_width; + FT_Char caret_slope_numerator; + FT_Char caret_slope_denominator; + FT_Char caret_offset; + FT_Char min_origin_SB; + FT_Char min_advance_SB; + FT_Char max_before_BL; + FT_Char min_after_BL; + FT_Char pads[2]; + + } TT_SBit_LineMetricsRec, *TT_SBit_LineMetrics; + + + /************************************************************************** + * + * @struct: + * TT_SBit_RangeRec + * + * @description: + * A TrueType/OpenType subIndexTable as defined in the 'EBLC' (Microsoft) + * or 'bloc' (Apple) tables. + * + * @fields: + * first_glyph :: + * The first glyph index in the range. + * + * last_glyph :: + * The last glyph index in the range. + * + * index_format :: + * The format of index table. Valid values are 1 to 5. + * + * image_format :: + * The format of 'EBDT' image data. + * + * image_offset :: + * The offset to image data in 'EBDT'. + * + * image_size :: + * For index formats 2 and 5. This is the size in bytes of each glyph + * bitmap. + * + * big_metrics :: + * For index formats 2 and 5. This is the big metrics for each glyph + * bitmap. + * + * num_glyphs :: + * For index formats 4 and 5. This is the number of glyphs in the code + * array. + * + * glyph_offsets :: + * For index formats 1 and 3. + * + * glyph_codes :: + * For index formats 4 and 5. + * + * table_offset :: + * The offset of the index table in the 'EBLC' table. Only used during + * strike loading. + */ + typedef struct TT_SBit_RangeRec_ + { + FT_UShort first_glyph; + FT_UShort last_glyph; + + FT_UShort index_format; + FT_UShort image_format; + FT_ULong image_offset; + + FT_ULong image_size; + TT_SBit_MetricsRec metrics; + FT_ULong num_glyphs; + + FT_ULong* glyph_offsets; + FT_UShort* glyph_codes; + + FT_ULong table_offset; + + } TT_SBit_RangeRec, *TT_SBit_Range; + + + /************************************************************************** + * + * @struct: + * TT_SBit_StrikeRec + * + * @description: + * A structure used describe a given bitmap strike in the 'EBLC' + * (Microsoft) or 'bloc' (Apple) tables. + * + * @fields: + * num_index_ranges :: + * The number of index ranges. + * + * index_ranges :: + * An array of glyph index ranges. + * + * color_ref :: + * Unused. `color_ref` is put in for future enhancements, but these + * fields are already in use by other platforms (e.g. Newton). For + * details, please see + * + * https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6bloc.html + * + * hori :: + * The line metrics for horizontal layouts. + * + * vert :: + * The line metrics for vertical layouts. + * + * start_glyph :: + * The lowest glyph index for this strike. + * + * end_glyph :: + * The highest glyph index for this strike. + * + * x_ppem :: + * The number of horizontal pixels per EM. + * + * y_ppem :: + * The number of vertical pixels per EM. + * + * bit_depth :: + * The bit depth. Valid values are 1, 2, 4, and 8. + * + * flags :: + * Is this a vertical or horizontal strike? For details, please see + * + * https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6bloc.html + */ + typedef struct TT_SBit_StrikeRec_ + { + FT_Int num_ranges; + TT_SBit_Range sbit_ranges; + FT_ULong ranges_offset; + + FT_ULong color_ref; + + TT_SBit_LineMetricsRec hori; + TT_SBit_LineMetricsRec vert; + + FT_UShort start_glyph; + FT_UShort end_glyph; + + FT_Byte x_ppem; + FT_Byte y_ppem; + + FT_Byte bit_depth; + FT_Char flags; + + } TT_SBit_StrikeRec, *TT_SBit_Strike; + + + /************************************************************************** + * + * @struct: + * TT_SBit_ComponentRec + * + * @description: + * A simple structure to describe a compound sbit element. + * + * @fields: + * glyph_code :: + * The element's glyph index. + * + * x_offset :: + * The element's left bearing. + * + * y_offset :: + * The element's top bearing. + */ + typedef struct TT_SBit_ComponentRec_ + { + FT_UShort glyph_code; + FT_Char x_offset; + FT_Char y_offset; + + } TT_SBit_ComponentRec, *TT_SBit_Component; + + + /************************************************************************** + * + * @struct: + * TT_SBit_ScaleRec + * + * @description: + * A structure used describe a given bitmap scaling table, as defined in + * the 'EBSC' table. + * + * @fields: + * hori :: + * The horizontal line metrics. + * + * vert :: + * The vertical line metrics. + * + * x_ppem :: + * The number of horizontal pixels per EM. + * + * y_ppem :: + * The number of vertical pixels per EM. + * + * x_ppem_substitute :: + * Substitution x_ppem value. + * + * y_ppem_substitute :: + * Substitution y_ppem value. + */ + typedef struct TT_SBit_ScaleRec_ + { + TT_SBit_LineMetricsRec hori; + TT_SBit_LineMetricsRec vert; + + FT_Byte x_ppem; + FT_Byte y_ppem; + + FT_Byte x_ppem_substitute; + FT_Byte y_ppem_substitute; + + } TT_SBit_ScaleRec, *TT_SBit_Scale; + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*** ***/ + /*** ***/ + /*** POSTSCRIPT GLYPH NAMES SUPPORT ***/ + /*** ***/ + /*** ***/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * @struct: + * TT_Post_20Rec + * + * @description: + * Postscript names sub-table, format 2.0. Stores the PS name of each + * glyph in the font face. + * + * @fields: + * num_glyphs :: + * The number of named glyphs in the table. + * + * num_names :: + * The number of PS names stored in the table. + * + * glyph_indices :: + * The indices of the glyphs in the names arrays. + * + * glyph_names :: + * The PS names not in Mac Encoding. + */ + typedef struct TT_Post_20Rec_ + { + FT_UShort num_glyphs; + FT_UShort num_names; + FT_UShort* glyph_indices; + FT_Char** glyph_names; + + } TT_Post_20Rec, *TT_Post_20; + + + /************************************************************************** + * + * @struct: + * TT_Post_25Rec + * + * @description: + * Postscript names sub-table, format 2.5. Stores the PS name of each + * glyph in the font face. + * + * @fields: + * num_glyphs :: + * The number of glyphs in the table. + * + * offsets :: + * An array of signed offsets in a normal Mac Postscript name encoding. + */ + typedef struct TT_Post_25_ + { + FT_UShort num_glyphs; + FT_Char* offsets; + + } TT_Post_25Rec, *TT_Post_25; + + + /************************************************************************** + * + * @struct: + * TT_Post_NamesRec + * + * @description: + * Postscript names table, either format 2.0 or 2.5. + * + * @fields: + * loaded :: + * A flag to indicate whether the PS names are loaded. + * + * format_20 :: + * The sub-table used for format 2.0. + * + * format_25 :: + * The sub-table used for format 2.5. + */ + typedef struct TT_Post_NamesRec_ + { + FT_Bool loaded; + + union + { + TT_Post_20Rec format_20; + TT_Post_25Rec format_25; + + } names; + + } TT_Post_NamesRec, *TT_Post_Names; + + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*** ***/ + /*** ***/ + /*** GX VARIATION TABLE SUPPORT ***/ + /*** ***/ + /*** ***/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + +#ifdef TT_CONFIG_OPTION_GX_VAR_SUPPORT + typedef struct GX_BlendRec_ *GX_Blend; +#endif + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*** ***/ + /*** ***/ + /*** EMBEDDED BDF PROPERTIES TABLE SUPPORT ***/ + /*** ***/ + /*** ***/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + /* + * These types are used to support a `BDF ' table that isn't part of the + * official TrueType specification. It is mainly used in SFNT-based bitmap + * fonts that were generated from a set of BDF fonts. + * + * The format of the table is as follows. + * + * USHORT version `BDF ' table version number, should be 0x0001. USHORT + * strikeCount Number of strikes (bitmap sizes) in this table. ULONG + * stringTable Offset (from start of BDF table) to string + * table. + * + * This is followed by an array of `strikeCount' descriptors, having the + * following format. + * + * USHORT ppem Vertical pixels per EM for this strike. USHORT numItems + * Number of items for this strike (properties and + * atoms). Maximum is 255. + * + * This array in turn is followed by `strikeCount' value sets. Each `value + * set' is an array of `numItems' items with the following format. + * + * ULONG item_name Offset in string table to item name. + * USHORT item_type The item type. Possible values are + * 0 => string (e.g., COMMENT) + * 1 => atom (e.g., FONT or even SIZE) + * 2 => int32 + * 3 => uint32 + * 0x10 => A flag to indicate a properties. This + * is ORed with the above values. + * ULONG item_value For strings => Offset into string table without + * the corresponding double quotes. + * For atoms => Offset into string table. + * For integers => Direct value. + * + * All strings in the string table consist of bytes and are + * zero-terminated. + * + */ + +#ifdef TT_CONFIG_OPTION_BDF + + typedef struct TT_BDFRec_ + { + FT_Byte* table; + FT_Byte* table_end; + FT_Byte* strings; + FT_ULong strings_size; + FT_UInt num_strikes; + FT_Bool loaded; + + } TT_BDFRec, *TT_BDF; + +#endif /* TT_CONFIG_OPTION_BDF */ + + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + /*** ***/ + /*** ***/ + /*** ORIGINAL TT_FACE CLASS DEFINITION ***/ + /*** ***/ + /*** ***/ + /*************************************************************************/ + /*************************************************************************/ + /*************************************************************************/ + + + /************************************************************************** + * + * This structure/class is defined here because it is common to the + * following formats: TTF, OpenType-TT, and OpenType-CFF. + * + * Note, however, that the classes TT_Size and TT_GlyphSlot are not shared + * between font drivers, and are thus defined in `ttobjs.h`. + * + */ + + + /************************************************************************** + * + * @type: + * TT_Face + * + * @description: + * A handle to a TrueType face/font object. A TT_Face encapsulates the + * resolution and scaling independent parts of a TrueType font resource. + * + * @note: + * The TT_Face structure is also used as a 'parent class' for the + * OpenType-CFF class (T2_Face). + */ + typedef struct TT_FaceRec_* TT_Face; + + + /* a function type used for the truetype bytecode interpreter hooks */ + typedef FT_Error + (*TT_Interpreter)( void* exec_context ); + + /* forward declaration */ + typedef struct TT_LoaderRec_* TT_Loader; + + + /************************************************************************** + * + * @functype: + * TT_Loader_GotoTableFunc + * + * @description: + * Seeks a stream to the start of a given TrueType table. + * + * @input: + * face :: + * A handle to the target face object. + * + * tag :: + * A 4-byte tag used to name the table. + * + * stream :: + * The input stream. + * + * @output: + * length :: + * The length of the table in bytes. Set to 0 if not needed. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * The stream cursor must be at the font file's origin. + */ + typedef FT_Error + (*TT_Loader_GotoTableFunc)( TT_Face face, + FT_ULong tag, + FT_Stream stream, + FT_ULong* length ); + + + /************************************************************************** + * + * @functype: + * TT_Loader_StartGlyphFunc + * + * @description: + * Seeks a stream to the start of a given glyph element, and opens a + * frame for it. + * + * @input: + * loader :: + * The current TrueType glyph loader object. + * + * glyph index :: The index of the glyph to access. + * + * offset :: + * The offset of the glyph according to the 'locations' table. + * + * byte_count :: + * The size of the frame in bytes. + * + * @return: + * FreeType error code. 0 means success. + * + * @note: + * This function is normally equivalent to FT_STREAM_SEEK(offset) + * followed by FT_FRAME_ENTER(byte_count) with the loader's stream, but + * alternative formats (e.g. compressed ones) might use something + * different. + */ + typedef FT_Error + (*TT_Loader_StartGlyphFunc)( TT_Loader loader, + FT_UInt glyph_index, + FT_ULong offset, + FT_UInt byte_count ); + + + /************************************************************************** + * + * @functype: + * TT_Loader_ReadGlyphFunc + * + * @description: + * Reads one glyph element (its header, a simple glyph, or a composite) + * from the loader's current stream frame. + * + * @input: + * loader :: + * The current TrueType glyph loader object. + * + * @return: + * FreeType error code. 0 means success. + */ + typedef FT_Error + (*TT_Loader_ReadGlyphFunc)( TT_Loader loader ); + + + /************************************************************************** + * + * @functype: + * TT_Loader_EndGlyphFunc + * + * @description: + * Closes the current loader stream frame for the glyph. + * + * @input: + * loader :: + * The current TrueType glyph loader object. + */ + typedef void + (*TT_Loader_EndGlyphFunc)( TT_Loader loader ); + + + typedef enum TT_SbitTableType_ + { + TT_SBIT_TABLE_TYPE_NONE = 0, + TT_SBIT_TABLE_TYPE_EBLC, /* `EBLC' (Microsoft), */ + /* `bloc' (Apple) */ + TT_SBIT_TABLE_TYPE_CBLC, /* `CBLC' (Google) */ + TT_SBIT_TABLE_TYPE_SBIX, /* `sbix' (Apple) */ + + /* do not remove */ + TT_SBIT_TABLE_TYPE_MAX + + } TT_SbitTableType; + + + /* OpenType 1.8 brings new tables for variation font support; */ + /* to make the old MM and GX fonts still work we need to check */ + /* the presence (and validity) of the functionality provided */ + /* by those tables. The following flag macros are for the */ + /* field `variation_support'. */ + /* */ + /* Note that `fvar' gets checked immediately at font loading, */ + /* while the other features are only loaded if MM support is */ + /* actually requested. */ + + /* FVAR */ +#define TT_FACE_FLAG_VAR_FVAR ( 1 << 0 ) + + /* HVAR */ +#define TT_FACE_FLAG_VAR_HADVANCE ( 1 << 1 ) +#define TT_FACE_FLAG_VAR_LSB ( 1 << 2 ) +#define TT_FACE_FLAG_VAR_RSB ( 1 << 3 ) + + /* VVAR */ +#define TT_FACE_FLAG_VAR_VADVANCE ( 1 << 4 ) +#define TT_FACE_FLAG_VAR_TSB ( 1 << 5 ) +#define TT_FACE_FLAG_VAR_BSB ( 1 << 6 ) +#define TT_FACE_FLAG_VAR_VORG ( 1 << 7 ) + + /* MVAR */ +#define TT_FACE_FLAG_VAR_MVAR ( 1 << 8 ) + + + /************************************************************************** + * + * TrueType Face Type + * + * @struct: + * TT_Face + * + * @description: + * The TrueType face class. These objects model the resolution and + * point-size independent data found in a TrueType font file. + * + * @fields: + * root :: + * The base FT_Face structure, managed by the base layer. + * + * ttc_header :: + * The TrueType collection header, used when the file is a 'ttc' rather + * than a 'ttf'. For ordinary font files, the field `ttc_header.count` + * is set to 0. + * + * format_tag :: + * The font format tag. + * + * num_tables :: + * The number of TrueType tables in this font file. + * + * dir_tables :: + * The directory of TrueType tables for this font file. + * + * header :: + * The font's font header ('head' table). Read on font opening. + * + * horizontal :: + * The font's horizontal header ('hhea' table). This field also + * contains the associated horizontal metrics table ('hmtx'). + * + * max_profile :: + * The font's maximum profile table. Read on font opening. Note that + * some maximum values cannot be taken directly from this table. We + * thus define additional fields below to hold the computed maxima. + * + * vertical_info :: + * A boolean which is set when the font file contains vertical metrics. + * If not, the value of the 'vertical' field is undefined. + * + * vertical :: + * The font's vertical header ('vhea' table). This field also contains + * the associated vertical metrics table ('vmtx'), if found. + * IMPORTANT: The contents of this field is undefined if the + * `vertical_info` field is unset. + * + * num_names :: + * The number of name records within this TrueType font. + * + * name_table :: + * The table of name records ('name'). + * + * os2 :: + * The font's OS/2 table ('OS/2'). + * + * postscript :: + * The font's PostScript table ('post' table). The PostScript glyph + * names are not loaded by the driver on face opening. See the + * 'ttpost' module for more details. + * + * cmap_table :: + * Address of the face's 'cmap' SFNT table in memory (it's an extracted + * frame). + * + * cmap_size :: + * The size in bytes of the `cmap_table` described above. + * + * goto_table :: + * A function called by each TrueType table loader to position a + * stream's cursor to the start of a given table according to its tag. + * It defaults to TT_Goto_Face but can be different for strange formats + * (e.g. Type 42). + * + * access_glyph_frame :: + * A function used to access the frame of a given glyph within the + * face's font file. + * + * forget_glyph_frame :: + * A function used to forget the frame of a given glyph when all data + * has been loaded. + * + * read_glyph_header :: + * A function used to read a glyph header. It must be called between + * an 'access' and 'forget'. + * + * read_simple_glyph :: + * A function used to read a simple glyph. It must be called after the + * header was read, and before the 'forget'. + * + * read_composite_glyph :: + * A function used to read a composite glyph. It must be called after + * the header was read, and before the 'forget'. + * + * sfnt :: + * A pointer to the SFNT service. + * + * psnames :: + * A pointer to the PostScript names service. + * + * mm :: + * A pointer to the Multiple Masters service. + * + * var :: + * A pointer to the Metrics Variations service. + * + * hdmx :: + * The face's horizontal device metrics ('hdmx' table). This table is + * optional in TrueType/OpenType fonts. + * + * gasp :: + * The grid-fitting and scaling properties table ('gasp'). This table + * is optional in TrueType/OpenType fonts. + * + * pclt :: + * The 'pclt' SFNT table. + * + * num_sbit_scales :: + * The number of sbit scales for this font. + * + * sbit_scales :: + * Array of sbit scales embedded in this font. This table is optional + * in a TrueType/OpenType font. + * + * postscript_names :: + * A table used to store the Postscript names of the glyphs for this + * font. See the file `ttconfig.h` for comments on the + * TT_CONFIG_OPTION_POSTSCRIPT_NAMES option. + * + * palette_data :: + * Some fields from the 'CPAL' table that are directly indexed. + * + * palette_index :: + * The current palette index, as set by @FT_Palette_Select. + * + * palette :: + * An array containing the current palette's colors. + * + * have_foreground_color :: + * There was a call to @FT_Palette_Set_Foreground_Color. + * + * foreground_color :: + * The current foreground color corresponding to 'CPAL' color index + * 0xFFFF. Only valid if `have_foreground_color` is set. + * + * font_program_size :: + * Size in bytecodes of the face's font program. 0 if none defined. + * Ignored for Type 2 fonts. + * + * font_program :: + * The face's font program (bytecode stream) executed at load time, + * also used during glyph rendering. Comes from the 'fpgm' table. + * Ignored for Type 2 font fonts. + * + * cvt_program_size :: + * The size in bytecodes of the face's cvt program. Ignored for Type 2 + * fonts. + * + * cvt_program :: + * The face's cvt program (bytecode stream) executed each time an + * instance/size is changed/reset. Comes from the 'prep' table. + * Ignored for Type 2 fonts. + * + * cvt_size :: + * Size of the control value table (in entries). Ignored for Type 2 + * fonts. + * + * cvt :: + * The face's original control value table. Coordinates are expressed + * in unscaled font units (in 26.6 format). Comes from the 'cvt~' + * table. Ignored for Type 2 fonts. + * + * If varied by the `CVAR' table, non-integer values are possible. + * + * interpreter :: + * A pointer to the TrueType bytecode interpreters field is also used + * to hook the debugger in 'ttdebug'. + * + * extra :: + * Reserved for third-party font drivers. + * + * postscript_name :: + * The PS name of the font. Used by the postscript name service. + * + * glyf_len :: + * The length of the 'glyf' table. Needed for malformed 'loca' tables. + * + * glyf_offset :: + * The file offset of the 'glyf' table. + * + * is_cff2 :: + * Set if the font format is CFF2. + * + * doblend :: + * A boolean which is set if the font should be blended (this is for GX + * var). + * + * blend :: + * Contains the data needed to control GX variation tables (rather like + * Multiple Master data). + * + * variation_support :: + * Flags that indicate which OpenType functionality related to font + * variation support is present, valid, and usable. For example, + * TT_FACE_FLAG_VAR_FVAR is only set if we have at least one design + * axis. + * + * var_postscript_prefix :: + * The PostScript name prefix needed for constructing a variation font + * instance's PS name . + * + * var_postscript_prefix_len :: + * The length of the `var_postscript_prefix` string. + * + * horz_metrics_size :: + * The size of the 'hmtx' table. + * + * vert_metrics_size :: + * The size of the 'vmtx' table. + * + * num_locations :: + * The number of glyph locations in this TrueType file. This should be + * one more than the number of glyphs. Ignored for Type 2 fonts. + * + * glyph_locations :: + * An array of longs. These are offsets to glyph data within the + * 'glyf' table. Ignored for Type 2 font faces. + * + * hdmx_table :: + * A pointer to the 'hdmx' table. + * + * hdmx_table_size :: + * The size of the 'hdmx' table. + * + * hdmx_record_count :: + * The number of hdmx records. + * + * hdmx_record_size :: + * The size of a single hdmx record. + * + * hdmx_records :: + * A array of pointers to the 'hdmx' table records sorted by ppem. + * + * sbit_table :: + * A pointer to the font's embedded bitmap location table. + * + * sbit_table_size :: + * The size of `sbit_table`. + * + * sbit_table_type :: + * The sbit table type (CBLC, sbix, etc.). + * + * sbit_num_strikes :: + * The number of sbit strikes exposed by FreeType's API, omitting + * invalid strikes. + * + * sbit_strike_map :: + * A mapping between the strike indices exposed by the API and the + * indices used in the font's sbit table. + * + * cpal :: + * A pointer to data related to the 'CPAL' table. `NULL` if the table + * is not available. + * + * colr :: + * A pointer to data related to the 'COLR' table. `NULL` if the table + * is not available. + * + * kern_table :: + * A pointer to the 'kern' table. + * + * kern_table_size :: + * The size of the 'kern' table. + * + * num_kern_tables :: + * The number of supported kern subtables (up to 32; FreeType + * recognizes only horizontal ones with format 0). + * + * kern_avail_bits :: + * The availability status of kern subtables; if bit n is set, table n + * is available. + * + * kern_order_bits :: + * The sortedness status of kern subtables; if bit n is set, table n is + * sorted. + * + * bdf :: + * Data related to an SFNT font's 'bdf' table; see `tttypes.h`. + * + * horz_metrics_offset :: + * The file offset of the 'hmtx' table. + * + * vert_metrics_offset :: + * The file offset of the 'vmtx' table. + * + * sph_found_func_flags :: + * Flags identifying special bytecode functions (used by the v38 + * implementation of the bytecode interpreter). + * + * sph_compatibility_mode :: + * This flag is set if we are in ClearType backward compatibility mode + * (used by the v38 implementation of the bytecode interpreter). + * + * ebdt_start :: + * The file offset of the sbit data table (CBDT, bdat, etc.). + * + * ebdt_size :: + * The size of the sbit data table. + */ + typedef struct TT_FaceRec_ + { + FT_FaceRec root; + + TTC_HeaderRec ttc_header; + + FT_ULong format_tag; + FT_UShort num_tables; + TT_Table dir_tables; + + TT_Header header; /* TrueType header table */ + TT_HoriHeader horizontal; /* TrueType horizontal header */ + + TT_MaxProfile max_profile; + + FT_Bool vertical_info; + TT_VertHeader vertical; /* TT Vertical header, if present */ + + FT_UShort num_names; /* number of name records */ + TT_NameTableRec name_table; /* name table */ + + TT_OS2 os2; /* TrueType OS/2 table */ + TT_Postscript postscript; /* TrueType Postscript table */ + + FT_Byte* cmap_table; /* extracted `cmap' table */ + FT_ULong cmap_size; + + TT_Loader_GotoTableFunc goto_table; + + TT_Loader_StartGlyphFunc access_glyph_frame; + TT_Loader_EndGlyphFunc forget_glyph_frame; + TT_Loader_ReadGlyphFunc read_glyph_header; + TT_Loader_ReadGlyphFunc read_simple_glyph; + TT_Loader_ReadGlyphFunc read_composite_glyph; + + /* a typeless pointer to the SFNT_Interface table used to load */ + /* the basic TrueType tables in the face object */ + void* sfnt; + + /* a typeless pointer to the FT_Service_PsCMapsRec table used to */ + /* handle glyph names <-> unicode & Mac values */ + void* psnames; + +#ifdef TT_CONFIG_OPTION_GX_VAR_SUPPORT + /* a typeless pointer to the FT_Service_MultiMasters table used to */ + /* handle variation fonts */ + void* mm; + + /* a typeless pointer to the FT_Service_MetricsVariationsRec table */ + /* used to handle the HVAR, VVAR, and MVAR OpenType tables */ + void* var; +#endif + + /* a typeless pointer to the PostScript Aux service */ + void* psaux; + + + /************************************************************************ + * + * Optional TrueType/OpenType tables + * + */ + + /* grid-fitting and scaling table */ + TT_GaspRec gasp; /* the `gasp' table */ + + /* PCL 5 table */ + TT_PCLT pclt; + + /* embedded bitmaps support */ + FT_ULong num_sbit_scales; + TT_SBit_Scale sbit_scales; + + /* postscript names table */ + TT_Post_NamesRec postscript_names; + + /* glyph colors */ + FT_Palette_Data palette_data; /* since 2.10 */ + FT_UShort palette_index; + FT_Color* palette; + FT_Bool have_foreground_color; + FT_Color foreground_color; + + + /************************************************************************ + * + * TrueType-specific fields (ignored by the CFF driver) + * + */ + + /* the font program, if any */ + FT_ULong font_program_size; + FT_Byte* font_program; + + /* the cvt program, if any */ + FT_ULong cvt_program_size; + FT_Byte* cvt_program; + + /* the original, unscaled, control value table */ + FT_ULong cvt_size; + FT_Int32* cvt; + + /* A pointer to the bytecode interpreter to use. This is also */ + /* used to hook the debugger for the `ttdebug' utility. */ + TT_Interpreter interpreter; + + + /************************************************************************ + * + * Other tables or fields. This is used by derivative formats like + * OpenType. + * + */ + + FT_Generic extra; + + const char* postscript_name; + + FT_ULong glyf_len; + FT_ULong glyf_offset; /* since 2.7.1 */ + + FT_Bool is_cff2; /* since 2.7.1 */ + +#ifdef TT_CONFIG_OPTION_GX_VAR_SUPPORT + FT_Bool doblend; + GX_Blend blend; + + FT_UInt32 variation_support; /* since 2.7.1 */ + + const char* var_postscript_prefix; /* since 2.7.2 */ + FT_UInt var_postscript_prefix_len; /* since 2.7.2 */ + +#endif + + /* since version 2.2 */ + + FT_ULong horz_metrics_size; + FT_ULong vert_metrics_size; + + FT_ULong num_locations; /* up to 0xFFFF + 1 */ + FT_Byte* glyph_locations; + + FT_Byte* hdmx_table; + FT_ULong hdmx_table_size; + FT_UInt hdmx_record_count; + FT_ULong hdmx_record_size; + FT_Byte** hdmx_records; + + FT_Byte* sbit_table; + FT_ULong sbit_table_size; + TT_SbitTableType sbit_table_type; + FT_UInt sbit_num_strikes; + FT_UInt* sbit_strike_map; + + FT_Byte* kern_table; + FT_ULong kern_table_size; + FT_UInt num_kern_tables; + FT_UInt32 kern_avail_bits; + FT_UInt32 kern_order_bits; + +#ifdef TT_CONFIG_OPTION_BDF + TT_BDFRec bdf; +#endif /* TT_CONFIG_OPTION_BDF */ + + /* since 2.3.0 */ + FT_ULong horz_metrics_offset; + FT_ULong vert_metrics_offset; + +#ifdef TT_SUPPORT_SUBPIXEL_HINTING_INFINALITY + /* since 2.4.12 */ + FT_ULong sph_found_func_flags; /* special functions found */ + /* for this face */ + FT_Bool sph_compatibility_mode; +#endif /* TT_SUPPORT_SUBPIXEL_HINTING_INFINALITY */ + +#ifdef TT_CONFIG_OPTION_EMBEDDED_BITMAPS + /* since 2.7 */ + FT_ULong ebdt_start; /* either `CBDT', `EBDT', or `bdat' */ + FT_ULong ebdt_size; +#endif + + /* since 2.10 */ + void* cpal; + void* colr; + + /* since 2.12 */ + void* svg; + + } TT_FaceRec; + + + /************************************************************************** + * + * @struct: + * TT_GlyphZoneRec + * + * @description: + * A glyph zone is used to load, scale and hint glyph outline + * coordinates. + * + * @fields: + * memory :: + * A handle to the memory manager. + * + * max_points :: + * The maximum size in points of the zone. + * + * max_contours :: + * Max size in links contours of the zone. + * + * n_points :: + * The current number of points in the zone. + * + * n_contours :: + * The current number of contours in the zone. + * + * org :: + * The original glyph coordinates (font units/scaled). + * + * cur :: + * The current glyph coordinates (scaled/hinted). + * + * tags :: + * The point control tags. + * + * contours :: + * The contours end points. + * + * first_point :: + * Offset of the current subglyph's first point. + */ + typedef struct TT_GlyphZoneRec_ + { + FT_Memory memory; + FT_UShort max_points; + FT_Short max_contours; + FT_UShort n_points; /* number of points in zone */ + FT_Short n_contours; /* number of contours */ + + FT_Vector* org; /* original point coordinates */ + FT_Vector* cur; /* current point coordinates */ + FT_Vector* orus; /* original (unscaled) point coordinates */ + + FT_Byte* tags; /* current touch flags */ + FT_UShort* contours; /* contour end points */ + + FT_UShort first_point; /* offset of first (#0) point */ + + } TT_GlyphZoneRec, *TT_GlyphZone; + + + /* handle to execution context */ + typedef struct TT_ExecContextRec_* TT_ExecContext; + + + /************************************************************************** + * + * @type: + * TT_Size + * + * @description: + * A handle to a TrueType size object. + */ + typedef struct TT_SizeRec_* TT_Size; + + + /* glyph loader structure */ + typedef struct TT_LoaderRec_ + { + TT_Face face; + TT_Size size; + FT_GlyphSlot glyph; + FT_GlyphLoader gloader; + + FT_ULong load_flags; + FT_UInt glyph_index; + + FT_Stream stream; + FT_UInt byte_len; + + FT_Short n_contours; + FT_BBox bbox; + FT_Int left_bearing; + FT_Int advance; + FT_Int linear; + FT_Bool linear_def; + FT_Vector pp1; + FT_Vector pp2; + + /* the zone where we load our glyphs */ + TT_GlyphZoneRec base; + TT_GlyphZoneRec zone; + + TT_ExecContext exec; + FT_Byte* instructions; + FT_ULong ins_pos; + + /* for possible extensibility in other formats */ + void* other; + + /* since version 2.1.8 */ + FT_Int top_bearing; + FT_Int vadvance; + FT_Vector pp3; + FT_Vector pp4; + + /* since version 2.2.1 */ + FT_Byte* cursor; + FT_Byte* limit; + + /* since version 2.6.2 */ + FT_ListRec composites; + + /* since version 2.11.2 */ + FT_Byte* widthp; + + } TT_LoaderRec; + + +FT_END_HEADER + +#endif /* TTTYPES_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/wofftypes.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/wofftypes.h new file mode 100644 index 0000000..94804fa --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/internal/wofftypes.h @@ -0,0 +1,312 @@ +/**************************************************************************** + * + * wofftypes.h + * + * Basic WOFF/WOFF2 type definitions and interface (specification + * only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef WOFFTYPES_H_ +#define WOFFTYPES_H_ + + +#include +#include + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @struct: + * WOFF_HeaderRec + * + * @description: + * WOFF file format header. + * + * @fields: + * See + * + * https://www.w3.org/TR/WOFF/#WOFFHeader + */ + typedef struct WOFF_HeaderRec_ + { + FT_ULong signature; + FT_ULong flavor; + FT_ULong length; + FT_UShort num_tables; + FT_UShort reserved; + FT_ULong totalSfntSize; + FT_UShort majorVersion; + FT_UShort minorVersion; + FT_ULong metaOffset; + FT_ULong metaLength; + FT_ULong metaOrigLength; + FT_ULong privOffset; + FT_ULong privLength; + + } WOFF_HeaderRec, *WOFF_Header; + + + /************************************************************************** + * + * @struct: + * WOFF_TableRec + * + * @description: + * This structure describes a given table of a WOFF font. + * + * @fields: + * Tag :: + * A four-bytes tag describing the table. + * + * Offset :: + * The offset of the table from the start of the WOFF font in its + * resource. + * + * CompLength :: + * Compressed table length (in bytes). + * + * OrigLength :: + * Uncompressed table length (in bytes). + * + * CheckSum :: + * The table checksum. This value can be ignored. + * + * OrigOffset :: + * The uncompressed table file offset. This value gets computed while + * constructing the (uncompressed) SFNT header. It is not contained in + * the WOFF file. + */ + typedef struct WOFF_TableRec_ + { + FT_Tag Tag; /* table ID */ + FT_ULong Offset; /* table file offset */ + FT_ULong CompLength; /* compressed table length */ + FT_ULong OrigLength; /* uncompressed table length */ + FT_ULong CheckSum; /* uncompressed checksum */ + + FT_ULong OrigOffset; /* uncompressed table file offset */ + /* (not in the WOFF file) */ + } WOFF_TableRec, *WOFF_Table; + + + /************************************************************************** + * + * @struct: + * WOFF2_TtcFontRec + * + * @description: + * Metadata for a TTC font entry in WOFF2. + * + * @fields: + * flavor :: + * TTC font flavor. + * + * num_tables :: + * Number of tables in TTC, indicating number of elements in + * `table_indices`. + * + * table_indices :: + * Array of table indices for each TTC font. + */ + typedef struct WOFF2_TtcFontRec_ + { + FT_ULong flavor; + FT_UShort num_tables; + FT_UShort* table_indices; + + } WOFF2_TtcFontRec, *WOFF2_TtcFont; + + + /************************************************************************** + * + * @struct: + * WOFF2_HeaderRec + * + * @description: + * WOFF2 file format header. + * + * @fields: + * See + * + * https://www.w3.org/TR/WOFF2/#woff20Header + * + * @note: + * We don't care about the fields `reserved`, `majorVersion` and + * `minorVersion`, so they are not included. The `totalSfntSize` field + * does not necessarily represent the actual size of the uncompressed + * SFNT font stream, so that is used as a reference value instead. + */ + typedef struct WOFF2_HeaderRec_ + { + FT_ULong signature; + FT_ULong flavor; + FT_ULong length; + FT_UShort num_tables; + FT_ULong totalSfntSize; + FT_ULong totalCompressedSize; + FT_ULong metaOffset; + FT_ULong metaLength; + FT_ULong metaOrigLength; + FT_ULong privOffset; + FT_ULong privLength; + + FT_ULong uncompressed_size; /* uncompressed brotli stream size */ + FT_ULong compressed_offset; /* compressed stream offset */ + FT_ULong header_version; /* version of original TTC Header */ + FT_UShort num_fonts; /* number of fonts in TTC */ + FT_ULong actual_sfnt_size; /* actual size of sfnt stream */ + + WOFF2_TtcFont ttc_fonts; /* metadata for fonts in a TTC */ + + } WOFF2_HeaderRec, *WOFF2_Header; + + + /************************************************************************** + * + * @struct: + * WOFF2_TableRec + * + * @description: + * This structure describes a given table of a WOFF2 font. + * + * @fields: + * See + * + * https://www.w3.org/TR/WOFF2/#table_dir_format + */ + typedef struct WOFF2_TableRec_ + { + FT_Byte FlagByte; /* table type and flags */ + FT_Tag Tag; /* table file offset */ + FT_ULong dst_length; /* uncompressed table length */ + FT_ULong TransformLength; /* transformed length */ + + FT_ULong flags; /* calculated flags */ + FT_ULong src_offset; /* compressed table offset */ + FT_ULong src_length; /* compressed table length */ + FT_ULong dst_offset; /* uncompressed table offset */ + + } WOFF2_TableRec, *WOFF2_Table; + + + /************************************************************************** + * + * @struct: + * WOFF2_InfoRec + * + * @description: + * Metadata for WOFF2 font that may be required for reconstruction of + * sfnt tables. + * + * @fields: + * header_checksum :: + * Checksum of SFNT offset table. + * + * num_glyphs :: + * Number of glyphs in the font. + * + * num_hmetrics :: + * `numberOfHMetrics` field in the 'hhea' table. + * + * x_mins :: + * `xMin` values of glyph bounding box. + * + * glyf_table :: + * A pointer to the `glyf' table record. + * + * loca_table :: + * A pointer to the `loca' table record. + * + * head_table :: + * A pointer to the `head' table record. + */ + typedef struct WOFF2_InfoRec_ + { + FT_ULong header_checksum; + FT_UShort num_glyphs; + FT_UShort num_hmetrics; + FT_Short* x_mins; + + WOFF2_Table glyf_table; + WOFF2_Table loca_table; + WOFF2_Table head_table; + + } WOFF2_InfoRec, *WOFF2_Info; + + + /************************************************************************** + * + * @struct: + * WOFF2_SubstreamRec + * + * @description: + * This structure stores information about a substream in the transformed + * 'glyf' table in a WOFF2 stream. + * + * @fields: + * start :: + * Beginning of the substream relative to uncompressed table stream. + * + * offset :: + * Offset of the substream relative to uncompressed table stream. + * + * size :: + * Size of the substream. + */ + typedef struct WOFF2_SubstreamRec_ + { + FT_ULong start; + FT_ULong offset; + FT_ULong size; + + } WOFF2_SubstreamRec, *WOFF2_Substream; + + + /************************************************************************** + * + * @struct: + * WOFF2_PointRec + * + * @description: + * This structure stores information about a point in the transformed + * 'glyf' table in a WOFF2 stream. + * + * @fields: + * x :: + * x-coordinate of point. + * + * y :: + * y-coordinate of point. + * + * on_curve :: + * Set if point is on-curve. + */ + typedef struct WOFF2_PointRec_ + { + FT_Int x; + FT_Int y; + FT_Bool on_curve; + + } WOFF2_PointRec, *WOFF2_Point; + + +FT_END_HEADER + +#endif /* WOFFTYPES_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/otsvg.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/otsvg.h new file mode 100644 index 0000000..2caadfd --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/otsvg.h @@ -0,0 +1,336 @@ +/**************************************************************************** + * + * otsvg.h + * + * Interface for OT-SVG support related things (specification). + * + * Copyright (C) 2022 by + * David Turner, Robert Wilhelm, Werner Lemberg, and Moazin Khatti. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef OTSVG_H_ +#define OTSVG_H_ + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * svg_fonts + * + * @title: + * OpenType SVG Fonts + * + * @abstract: + * OT-SVG API between FreeType and an external SVG rendering library. + * + * @description: + * This section describes the four hooks necessary to render SVG + * 'documents' that are contained in an OpenType font's 'SVG~' table. + * + * For more information on the implementation, see our standard hooks + * based on 'librsvg' in the [FreeType Demo + * Programs](https://gitlab.freedesktop.org/freetype/freetype-demos) + * repository. + * + */ + + + /************************************************************************** + * + * @functype: + * SVG_Lib_Init_Func + * + * @description: + * A callback that is called when the first OT-SVG glyph is rendered in + * the lifetime of an @FT_Library object. In a typical implementation, + * one would want to allocate a structure and point the `data_pointer` + * to it and perform any library initializations that might be needed. + * + * @inout: + * data_pointer :: + * The SVG rendering module stores a pointer variable that can be used + * by clients to store any data that needs to be shared across + * different hooks. `data_pointer` is essentially a pointer to that + * pointer such that it can be written to as well as read from. + * + * @return: + * FreeType error code. 0 means success. + * + * @since: + * 2.12 + */ + typedef FT_Error + (*SVG_Lib_Init_Func)( FT_Pointer *data_pointer ); + + + /************************************************************************** + * + * @functype: + * SVG_Lib_Free_Func + * + * @description: + * A callback that is called when the `ot-svg` module is being freed. + * It is only called if the init hook was called earlier. This means + * that neither the init nor the free hook is called if no OT-SVG glyph + * is rendered. + * + * In a typical implementation, one would want to free any state + * structure that was allocated in the init hook and perform any + * library-related closure that might be needed. + * + * @inout: + * data_pointer :: + * The SVG rendering module stores a pointer variable that can be used + * by clients to store any data that needs to be shared across + * different hooks. `data_pointer` is essentially a pointer to that + * pointer such that it can be written to as well as read from. + * + * @since: + * 2.12 + */ + typedef void + (*SVG_Lib_Free_Func)( FT_Pointer *data_pointer ); + + + /************************************************************************** + * + * @functype: + * SVG_Lib_Render_Func + * + * @description: + * A callback that is called to render an OT-SVG glyph. This callback + * hook is called right after the preset hook @SVG_Lib_Preset_Slot_Func + * has been called with `cache` set to `TRUE`. The data necessary to + * render is available through the handle @FT_SVG_Document, which is set + * in the `other` field of @FT_GlyphSlotRec. + * + * The render hook is expected to render the SVG glyph to the bitmap + * buffer that is allocated already at `slot->bitmap.buffer`. It also + * sets the `num_grays` value as well as `slot->format`. + * + * @input: + * slot :: + * The slot to render. + * + * @inout: + * data_pointer :: + * The SVG rendering module stores a pointer variable that can be used + * by clients to store any data that needs to be shared across + * different hooks. `data_pointer` is essentially a pointer to that + * pointer such that it can be written to as well as read from. + * + * @return: + * FreeType error code. 0 means success. + * + * @since: + * 2.12 + */ + typedef FT_Error + (*SVG_Lib_Render_Func)( FT_GlyphSlot slot, + FT_Pointer *data_pointer ); + + + /************************************************************************** + * + * @functype: + * SVG_Lib_Preset_Slot_Func + * + * @description: + * A callback that is called to preset the glyph slot. It is called from + * two places. + * + * 1. When `FT_Load_Glyph` needs to preset the glyph slot. + * + * 2. Right before the `svg` module calls the render callback hook. + * + * When it is the former, the argument `cache` is set to `FALSE`. When + * it is the latter, the argument `cache` is set to `TRUE`. This + * distinction has been made because many calculations that are necessary + * for presetting a glyph slot are the same needed later for the render + * callback hook. Thus, if `cache` is `TRUE`, the hook can _cache_ those + * calculations in a memory block referenced by the state pointer. + * + * This hook is expected to preset the slot by setting parameters such as + * `bitmap_left`, `bitmap_top`, `width`, `rows`, `pitch`, and + * `pixel_mode`. It is also expected to set all the metrics for the slot + * including the vertical advance if it is not already set. Typically, + * fonts have horizontal advances but not vertical ones. If those are + * available, they had already been set, otherwise they have to be + * estimated and set manually. The hook must take into account the + * transformations that have been set, and translate the transformation + * matrices into the SVG coordinate system, as the original matrix is + * intended for the TTF/CFF coordinate system. + * + * @input: + * slot :: + * The glyph slot that has the SVG document loaded. + * + * cache :: + * See description. + * + * @inout: + * data_pointer :: + * The SVG rendering module stores a pointer variable that can be used + * by clients to store any data that needs to be shared across + * different hooks. `data_pointer` is essentially a pointer to that + * pointer such that it can be written to as well as read from. + * + * @return: + * FreeType error code. 0 means success. + * + * @since: + * 2.12 + */ + typedef FT_Error + (*SVG_Lib_Preset_Slot_Func)( FT_GlyphSlot slot, + FT_Bool cache, + FT_Pointer *state ); + + + /************************************************************************** + * + * @struct: + * SVG_RendererHooks + * + * @description: + * A structure that stores the four hooks needed to render OT-SVG glyphs + * properly. The structure is publicly used to set the hooks via the + * @svg-hooks driver property. + * + * The behavior of each hook is described in its documentation. One + * thing to note is that the preset hook and the render hook often need + * to do the same operations; therefore, it's better to cache the + * intermediate data in a state structure to avoid calculating it twice. + * For example, in the preset hook one can draw the glyph on a recorder + * surface and later create a bitmap surface from it in the render hook. + * + * All four hooks must be non-NULL. + * + * @fields: + * init_svg :: + * The initialization hook. + * + * free_svg :: + * The cleanup hook. + * + * render_hook :: + * The render hook. + * + * preset_slot :: + * The preset hook. + * + * @since: + * 2.12 + */ + typedef struct SVG_RendererHooks_ + { + SVG_Lib_Init_Func init_svg; + SVG_Lib_Free_Func free_svg; + SVG_Lib_Render_Func render_svg; + + SVG_Lib_Preset_Slot_Func preset_slot; + + } SVG_RendererHooks; + + + /************************************************************************** + * + * @struct: + * FT_SVG_DocumentRec + * + * @description: + * A structure that models one SVG document. + * + * @fields: + * svg_document :: + * A pointer to the SVG document. + * + * svg_document_length :: + * The length of `svg_document`. + * + * metrics :: + * A metrics object storing the size information. + * + * units_per_EM :: + * The size of the EM square. + * + * start_glyph_id :: + * The first glyph ID in the glyph range covered by this document. + * + * end_glyph_id :: + * The last glyph ID in the glyph range covered by this document. + * + * transform :: + * A 2x2 transformation matrix to apply to the glyph while rendering + * it. + * + * delta :: + * The translation to apply to the glyph while rendering. + * + * @note: + * When an @FT_GlyphSlot object `slot` is passed down to a renderer, the + * renderer can only access the `metrics` and `units_per_EM` fields via + * `slot->face`. However, when @FT_Glyph_To_Bitmap sets up a dummy + * object, it has no way to set a `face` object. Thus, metrics + * information and `units_per_EM` (which is necessary for OT-SVG) has to + * be stored separately. + * + * @since: + * 2.12 + */ + typedef struct FT_SVG_DocumentRec_ + { + FT_Byte* svg_document; + FT_ULong svg_document_length; + + FT_Size_Metrics metrics; + FT_UShort units_per_EM; + + FT_UShort start_glyph_id; + FT_UShort end_glyph_id; + + FT_Matrix transform; + FT_Vector delta; + + } FT_SVG_DocumentRec; + + + /************************************************************************** + * + * @type: + * FT_SVG_Document + * + * @description: + * A handle to an @FT_SVG_DocumentRec object. + * + * @since: + * 2.12 + */ + typedef struct FT_SVG_DocumentRec_* FT_SVG_Document; + + +FT_END_HEADER + +#endif /* OTSVG_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/t1tables.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/t1tables.h new file mode 100644 index 0000000..4068b20 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/t1tables.h @@ -0,0 +1,793 @@ +/**************************************************************************** + * + * t1tables.h + * + * Basic Type 1/Type 2 tables definitions and interface (specification + * only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef T1TABLES_H_ +#define T1TABLES_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * type1_tables + * + * @title: + * Type 1 Tables + * + * @abstract: + * Type~1-specific font tables. + * + * @description: + * This section contains the definition of Type~1-specific tables, + * including structures related to other PostScript font formats. + * + * @order: + * PS_FontInfoRec + * PS_FontInfo + * PS_PrivateRec + * PS_Private + * + * CID_FaceDictRec + * CID_FaceDict + * CID_FaceInfoRec + * CID_FaceInfo + * + * FT_Has_PS_Glyph_Names + * FT_Get_PS_Font_Info + * FT_Get_PS_Font_Private + * FT_Get_PS_Font_Value + * + * T1_Blend_Flags + * T1_EncodingType + * PS_Dict_Keys + * + */ + + + /* Note that we separate font data in PS_FontInfoRec and PS_PrivateRec */ + /* structures in order to support Multiple Master fonts. */ + + + /************************************************************************** + * + * @struct: + * PS_FontInfoRec + * + * @description: + * A structure used to model a Type~1 or Type~2 FontInfo dictionary. + * Note that for Multiple Master fonts, each instance has its own + * FontInfo dictionary. + */ + typedef struct PS_FontInfoRec_ + { + FT_String* version; + FT_String* notice; + FT_String* full_name; + FT_String* family_name; + FT_String* weight; + FT_Long italic_angle; + FT_Bool is_fixed_pitch; + FT_Short underline_position; + FT_UShort underline_thickness; + + } PS_FontInfoRec; + + + /************************************************************************** + * + * @struct: + * PS_FontInfo + * + * @description: + * A handle to a @PS_FontInfoRec structure. + */ + typedef struct PS_FontInfoRec_* PS_FontInfo; + + + /************************************************************************** + * + * @struct: + * T1_FontInfo + * + * @description: + * This type is equivalent to @PS_FontInfoRec. It is deprecated but kept + * to maintain source compatibility between various versions of FreeType. + */ + typedef PS_FontInfoRec T1_FontInfo; + + + /************************************************************************** + * + * @struct: + * PS_PrivateRec + * + * @description: + * A structure used to model a Type~1 or Type~2 private dictionary. Note + * that for Multiple Master fonts, each instance has its own Private + * dictionary. + */ + typedef struct PS_PrivateRec_ + { + FT_Int unique_id; + FT_Int lenIV; + + FT_Byte num_blue_values; + FT_Byte num_other_blues; + FT_Byte num_family_blues; + FT_Byte num_family_other_blues; + + FT_Short blue_values[14]; + FT_Short other_blues[10]; + + FT_Short family_blues [14]; + FT_Short family_other_blues[10]; + + FT_Fixed blue_scale; + FT_Int blue_shift; + FT_Int blue_fuzz; + + FT_UShort standard_width[1]; + FT_UShort standard_height[1]; + + FT_Byte num_snap_widths; + FT_Byte num_snap_heights; + FT_Bool force_bold; + FT_Bool round_stem_up; + + FT_Short snap_widths [13]; /* including std width */ + FT_Short snap_heights[13]; /* including std height */ + + FT_Fixed expansion_factor; + + FT_Long language_group; + FT_Long password; + + FT_Short min_feature[2]; + + } PS_PrivateRec; + + + /************************************************************************** + * + * @struct: + * PS_Private + * + * @description: + * A handle to a @PS_PrivateRec structure. + */ + typedef struct PS_PrivateRec_* PS_Private; + + + /************************************************************************** + * + * @struct: + * T1_Private + * + * @description: + * This type is equivalent to @PS_PrivateRec. It is deprecated but kept + * to maintain source compatibility between various versions of FreeType. + */ + typedef PS_PrivateRec T1_Private; + + + /************************************************************************** + * + * @enum: + * T1_Blend_Flags + * + * @description: + * A set of flags used to indicate which fields are present in a given + * blend dictionary (font info or private). Used to support Multiple + * Masters fonts. + * + * @values: + * T1_BLEND_UNDERLINE_POSITION :: + * T1_BLEND_UNDERLINE_THICKNESS :: + * T1_BLEND_ITALIC_ANGLE :: + * T1_BLEND_BLUE_VALUES :: + * T1_BLEND_OTHER_BLUES :: + * T1_BLEND_STANDARD_WIDTH :: + * T1_BLEND_STANDARD_HEIGHT :: + * T1_BLEND_STEM_SNAP_WIDTHS :: + * T1_BLEND_STEM_SNAP_HEIGHTS :: + * T1_BLEND_BLUE_SCALE :: + * T1_BLEND_BLUE_SHIFT :: + * T1_BLEND_FAMILY_BLUES :: + * T1_BLEND_FAMILY_OTHER_BLUES :: + * T1_BLEND_FORCE_BOLD :: + */ + typedef enum T1_Blend_Flags_ + { + /* required fields in a FontInfo blend dictionary */ + T1_BLEND_UNDERLINE_POSITION = 0, + T1_BLEND_UNDERLINE_THICKNESS, + T1_BLEND_ITALIC_ANGLE, + + /* required fields in a Private blend dictionary */ + T1_BLEND_BLUE_VALUES, + T1_BLEND_OTHER_BLUES, + T1_BLEND_STANDARD_WIDTH, + T1_BLEND_STANDARD_HEIGHT, + T1_BLEND_STEM_SNAP_WIDTHS, + T1_BLEND_STEM_SNAP_HEIGHTS, + T1_BLEND_BLUE_SCALE, + T1_BLEND_BLUE_SHIFT, + T1_BLEND_FAMILY_BLUES, + T1_BLEND_FAMILY_OTHER_BLUES, + T1_BLEND_FORCE_BOLD, + + T1_BLEND_MAX /* do not remove */ + + } T1_Blend_Flags; + + + /* these constants are deprecated; use the corresponding */ + /* `T1_Blend_Flags` values instead */ +#define t1_blend_underline_position T1_BLEND_UNDERLINE_POSITION +#define t1_blend_underline_thickness T1_BLEND_UNDERLINE_THICKNESS +#define t1_blend_italic_angle T1_BLEND_ITALIC_ANGLE +#define t1_blend_blue_values T1_BLEND_BLUE_VALUES +#define t1_blend_other_blues T1_BLEND_OTHER_BLUES +#define t1_blend_standard_widths T1_BLEND_STANDARD_WIDTH +#define t1_blend_standard_height T1_BLEND_STANDARD_HEIGHT +#define t1_blend_stem_snap_widths T1_BLEND_STEM_SNAP_WIDTHS +#define t1_blend_stem_snap_heights T1_BLEND_STEM_SNAP_HEIGHTS +#define t1_blend_blue_scale T1_BLEND_BLUE_SCALE +#define t1_blend_blue_shift T1_BLEND_BLUE_SHIFT +#define t1_blend_family_blues T1_BLEND_FAMILY_BLUES +#define t1_blend_family_other_blues T1_BLEND_FAMILY_OTHER_BLUES +#define t1_blend_force_bold T1_BLEND_FORCE_BOLD +#define t1_blend_max T1_BLEND_MAX + + /* */ + + + /* maximum number of Multiple Masters designs, as defined in the spec */ +#define T1_MAX_MM_DESIGNS 16 + + /* maximum number of Multiple Masters axes, as defined in the spec */ +#define T1_MAX_MM_AXIS 4 + + /* maximum number of elements in a design map */ +#define T1_MAX_MM_MAP_POINTS 20 + + + /* this structure is used to store the BlendDesignMap entry for an axis */ + typedef struct PS_DesignMap_ + { + FT_Byte num_points; + FT_Long* design_points; + FT_Fixed* blend_points; + + } PS_DesignMapRec, *PS_DesignMap; + + /* backward compatible definition */ + typedef PS_DesignMapRec T1_DesignMap; + + + typedef struct PS_BlendRec_ + { + FT_UInt num_designs; + FT_UInt num_axis; + + FT_String* axis_names[T1_MAX_MM_AXIS]; + FT_Fixed* design_pos[T1_MAX_MM_DESIGNS]; + PS_DesignMapRec design_map[T1_MAX_MM_AXIS]; + + FT_Fixed* weight_vector; + FT_Fixed* default_weight_vector; + + PS_FontInfo font_infos[T1_MAX_MM_DESIGNS + 1]; + PS_Private privates [T1_MAX_MM_DESIGNS + 1]; + + FT_ULong blend_bitflags; + + FT_BBox* bboxes [T1_MAX_MM_DESIGNS + 1]; + + /* since 2.3.0 */ + + /* undocumented, optional: the default design instance; */ + /* corresponds to default_weight_vector -- */ + /* num_default_design_vector == 0 means it is not present */ + /* in the font and associated metrics files */ + FT_UInt default_design_vector[T1_MAX_MM_DESIGNS]; + FT_UInt num_default_design_vector; + + } PS_BlendRec, *PS_Blend; + + + /* backward compatible definition */ + typedef PS_BlendRec T1_Blend; + + + /************************************************************************** + * + * @struct: + * CID_FaceDictRec + * + * @description: + * A structure used to represent data in a CID top-level dictionary. In + * most cases, they are part of the font's '/FDArray' array. Within a + * CID font file, such (internal) subfont dictionaries are enclosed by + * '%ADOBeginFontDict' and '%ADOEndFontDict' comments. + * + * Note that `CID_FaceDictRec` misses a field for the '/FontName' + * keyword, specifying the subfont's name (the top-level font name is + * given by the '/CIDFontName' keyword). This is an oversight, but it + * doesn't limit the 'cid' font module's functionality because FreeType + * neither needs this entry nor gives access to CID subfonts. + */ + typedef struct CID_FaceDictRec_ + { + PS_PrivateRec private_dict; + + FT_UInt len_buildchar; + FT_Fixed forcebold_threshold; + FT_Pos stroke_width; + FT_Fixed expansion_factor; /* this is a duplicate of */ + /* `private_dict->expansion_factor' */ + FT_Byte paint_type; + FT_Byte font_type; + FT_Matrix font_matrix; + FT_Vector font_offset; + + FT_UInt num_subrs; + FT_ULong subrmap_offset; + FT_UInt sd_bytes; + + } CID_FaceDictRec; + + + /************************************************************************** + * + * @struct: + * CID_FaceDict + * + * @description: + * A handle to a @CID_FaceDictRec structure. + */ + typedef struct CID_FaceDictRec_* CID_FaceDict; + + + /************************************************************************** + * + * @struct: + * CID_FontDict + * + * @description: + * This type is equivalent to @CID_FaceDictRec. It is deprecated but + * kept to maintain source compatibility between various versions of + * FreeType. + */ + typedef CID_FaceDictRec CID_FontDict; + + + /************************************************************************** + * + * @struct: + * CID_FaceInfoRec + * + * @description: + * A structure used to represent CID Face information. + */ + typedef struct CID_FaceInfoRec_ + { + FT_String* cid_font_name; + FT_Fixed cid_version; + FT_Int cid_font_type; + + FT_String* registry; + FT_String* ordering; + FT_Int supplement; + + PS_FontInfoRec font_info; + FT_BBox font_bbox; + FT_ULong uid_base; + + FT_Int num_xuid; + FT_ULong xuid[16]; + + FT_ULong cidmap_offset; + FT_UInt fd_bytes; + FT_UInt gd_bytes; + FT_ULong cid_count; + + FT_UInt num_dicts; + CID_FaceDict font_dicts; + + FT_ULong data_offset; + + } CID_FaceInfoRec; + + + /************************************************************************** + * + * @struct: + * CID_FaceInfo + * + * @description: + * A handle to a @CID_FaceInfoRec structure. + */ + typedef struct CID_FaceInfoRec_* CID_FaceInfo; + + + /************************************************************************** + * + * @struct: + * CID_Info + * + * @description: + * This type is equivalent to @CID_FaceInfoRec. It is deprecated but kept + * to maintain source compatibility between various versions of FreeType. + */ + typedef CID_FaceInfoRec CID_Info; + + + /************************************************************************** + * + * @function: + * FT_Has_PS_Glyph_Names + * + * @description: + * Return true if a given face provides reliable PostScript glyph names. + * This is similar to using the @FT_HAS_GLYPH_NAMES macro, except that + * certain fonts (mostly TrueType) contain incorrect glyph name tables. + * + * When this function returns true, the caller is sure that the glyph + * names returned by @FT_Get_Glyph_Name are reliable. + * + * @input: + * face :: + * face handle + * + * @return: + * Boolean. True if glyph names are reliable. + * + */ + FT_EXPORT( FT_Int ) + FT_Has_PS_Glyph_Names( FT_Face face ); + + + /************************************************************************** + * + * @function: + * FT_Get_PS_Font_Info + * + * @description: + * Retrieve the @PS_FontInfoRec structure corresponding to a given + * PostScript font. + * + * @input: + * face :: + * PostScript face handle. + * + * @output: + * afont_info :: + * A pointer to a @PS_FontInfoRec object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * String pointers within the @PS_FontInfoRec structure are owned by the + * face and don't need to be freed by the caller. Missing entries in the + * font's FontInfo dictionary are represented by `NULL` pointers. + * + * The following font formats support this feature: 'Type~1', 'Type~42', + * 'CFF', 'CID~Type~1'. For other font formats this function returns the + * `FT_Err_Invalid_Argument` error code. + * + * @example: + * ``` + * PS_FontInfoRec font_info; + * + * + * error = FT_Get_PS_Font_Info( face, &font_info ); + * ... + * ``` + * + */ + FT_EXPORT( FT_Error ) + FT_Get_PS_Font_Info( FT_Face face, + PS_FontInfo afont_info ); + + + /************************************************************************** + * + * @function: + * FT_Get_PS_Font_Private + * + * @description: + * Retrieve the @PS_PrivateRec structure corresponding to a given + * PostScript font. + * + * @input: + * face :: + * PostScript face handle. + * + * @output: + * afont_private :: + * A pointer to a @PS_PrivateRec object. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * The string pointers within the @PS_PrivateRec structure are owned by + * the face and don't need to be freed by the caller. + * + * Only the 'Type~1' font format supports this feature. For other font + * formats this function returns the `FT_Err_Invalid_Argument` error + * code. + * + * @example: + * ``` + * PS_PrivateRec font_private; + * + * + * error = FT_Get_PS_Font_Private( face, &font_private ); + * ... + * ``` + * + */ + FT_EXPORT( FT_Error ) + FT_Get_PS_Font_Private( FT_Face face, + PS_Private afont_private ); + + + /************************************************************************** + * + * @enum: + * T1_EncodingType + * + * @description: + * An enumeration describing the 'Encoding' entry in a Type 1 dictionary. + * + * @values: + * T1_ENCODING_TYPE_NONE :: + * T1_ENCODING_TYPE_ARRAY :: + * T1_ENCODING_TYPE_STANDARD :: + * T1_ENCODING_TYPE_ISOLATIN1 :: + * T1_ENCODING_TYPE_EXPERT :: + * + * @since: + * 2.4.8 + */ + typedef enum T1_EncodingType_ + { + T1_ENCODING_TYPE_NONE = 0, + T1_ENCODING_TYPE_ARRAY, + T1_ENCODING_TYPE_STANDARD, + T1_ENCODING_TYPE_ISOLATIN1, + T1_ENCODING_TYPE_EXPERT + + } T1_EncodingType; + + + /************************************************************************** + * + * @enum: + * PS_Dict_Keys + * + * @description: + * An enumeration used in calls to @FT_Get_PS_Font_Value to identify the + * Type~1 dictionary entry to retrieve. + * + * @values: + * PS_DICT_FONT_TYPE :: + * PS_DICT_FONT_MATRIX :: + * PS_DICT_FONT_BBOX :: + * PS_DICT_PAINT_TYPE :: + * PS_DICT_FONT_NAME :: + * PS_DICT_UNIQUE_ID :: + * PS_DICT_NUM_CHAR_STRINGS :: + * PS_DICT_CHAR_STRING_KEY :: + * PS_DICT_CHAR_STRING :: + * PS_DICT_ENCODING_TYPE :: + * PS_DICT_ENCODING_ENTRY :: + * PS_DICT_NUM_SUBRS :: + * PS_DICT_SUBR :: + * PS_DICT_STD_HW :: + * PS_DICT_STD_VW :: + * PS_DICT_NUM_BLUE_VALUES :: + * PS_DICT_BLUE_VALUE :: + * PS_DICT_BLUE_FUZZ :: + * PS_DICT_NUM_OTHER_BLUES :: + * PS_DICT_OTHER_BLUE :: + * PS_DICT_NUM_FAMILY_BLUES :: + * PS_DICT_FAMILY_BLUE :: + * PS_DICT_NUM_FAMILY_OTHER_BLUES :: + * PS_DICT_FAMILY_OTHER_BLUE :: + * PS_DICT_BLUE_SCALE :: + * PS_DICT_BLUE_SHIFT :: + * PS_DICT_NUM_STEM_SNAP_H :: + * PS_DICT_STEM_SNAP_H :: + * PS_DICT_NUM_STEM_SNAP_V :: + * PS_DICT_STEM_SNAP_V :: + * PS_DICT_FORCE_BOLD :: + * PS_DICT_RND_STEM_UP :: + * PS_DICT_MIN_FEATURE :: + * PS_DICT_LEN_IV :: + * PS_DICT_PASSWORD :: + * PS_DICT_LANGUAGE_GROUP :: + * PS_DICT_VERSION :: + * PS_DICT_NOTICE :: + * PS_DICT_FULL_NAME :: + * PS_DICT_FAMILY_NAME :: + * PS_DICT_WEIGHT :: + * PS_DICT_IS_FIXED_PITCH :: + * PS_DICT_UNDERLINE_POSITION :: + * PS_DICT_UNDERLINE_THICKNESS :: + * PS_DICT_FS_TYPE :: + * PS_DICT_ITALIC_ANGLE :: + * + * @since: + * 2.4.8 + */ + typedef enum PS_Dict_Keys_ + { + /* conventionally in the font dictionary */ + PS_DICT_FONT_TYPE, /* FT_Byte */ + PS_DICT_FONT_MATRIX, /* FT_Fixed */ + PS_DICT_FONT_BBOX, /* FT_Fixed */ + PS_DICT_PAINT_TYPE, /* FT_Byte */ + PS_DICT_FONT_NAME, /* FT_String* */ + PS_DICT_UNIQUE_ID, /* FT_Int */ + PS_DICT_NUM_CHAR_STRINGS, /* FT_Int */ + PS_DICT_CHAR_STRING_KEY, /* FT_String* */ + PS_DICT_CHAR_STRING, /* FT_String* */ + PS_DICT_ENCODING_TYPE, /* T1_EncodingType */ + PS_DICT_ENCODING_ENTRY, /* FT_String* */ + + /* conventionally in the font Private dictionary */ + PS_DICT_NUM_SUBRS, /* FT_Int */ + PS_DICT_SUBR, /* FT_String* */ + PS_DICT_STD_HW, /* FT_UShort */ + PS_DICT_STD_VW, /* FT_UShort */ + PS_DICT_NUM_BLUE_VALUES, /* FT_Byte */ + PS_DICT_BLUE_VALUE, /* FT_Short */ + PS_DICT_BLUE_FUZZ, /* FT_Int */ + PS_DICT_NUM_OTHER_BLUES, /* FT_Byte */ + PS_DICT_OTHER_BLUE, /* FT_Short */ + PS_DICT_NUM_FAMILY_BLUES, /* FT_Byte */ + PS_DICT_FAMILY_BLUE, /* FT_Short */ + PS_DICT_NUM_FAMILY_OTHER_BLUES, /* FT_Byte */ + PS_DICT_FAMILY_OTHER_BLUE, /* FT_Short */ + PS_DICT_BLUE_SCALE, /* FT_Fixed */ + PS_DICT_BLUE_SHIFT, /* FT_Int */ + PS_DICT_NUM_STEM_SNAP_H, /* FT_Byte */ + PS_DICT_STEM_SNAP_H, /* FT_Short */ + PS_DICT_NUM_STEM_SNAP_V, /* FT_Byte */ + PS_DICT_STEM_SNAP_V, /* FT_Short */ + PS_DICT_FORCE_BOLD, /* FT_Bool */ + PS_DICT_RND_STEM_UP, /* FT_Bool */ + PS_DICT_MIN_FEATURE, /* FT_Short */ + PS_DICT_LEN_IV, /* FT_Int */ + PS_DICT_PASSWORD, /* FT_Long */ + PS_DICT_LANGUAGE_GROUP, /* FT_Long */ + + /* conventionally in the font FontInfo dictionary */ + PS_DICT_VERSION, /* FT_String* */ + PS_DICT_NOTICE, /* FT_String* */ + PS_DICT_FULL_NAME, /* FT_String* */ + PS_DICT_FAMILY_NAME, /* FT_String* */ + PS_DICT_WEIGHT, /* FT_String* */ + PS_DICT_IS_FIXED_PITCH, /* FT_Bool */ + PS_DICT_UNDERLINE_POSITION, /* FT_Short */ + PS_DICT_UNDERLINE_THICKNESS, /* FT_UShort */ + PS_DICT_FS_TYPE, /* FT_UShort */ + PS_DICT_ITALIC_ANGLE, /* FT_Long */ + + PS_DICT_MAX = PS_DICT_ITALIC_ANGLE + + } PS_Dict_Keys; + + + /************************************************************************** + * + * @function: + * FT_Get_PS_Font_Value + * + * @description: + * Retrieve the value for the supplied key from a PostScript font. + * + * @input: + * face :: + * PostScript face handle. + * + * key :: + * An enumeration value representing the dictionary key to retrieve. + * + * idx :: + * For array values, this specifies the index to be returned. + * + * value :: + * A pointer to memory into which to write the value. + * + * valen_len :: + * The size, in bytes, of the memory supplied for the value. + * + * @output: + * value :: + * The value matching the above key, if it exists. + * + * @return: + * The amount of memory (in bytes) required to hold the requested value + * (if it exists, -1 otherwise). + * + * @note: + * The values returned are not pointers into the internal structures of + * the face, but are 'fresh' copies, so that the memory containing them + * belongs to the calling application. This also enforces the + * 'read-only' nature of these values, i.e., this function cannot be + * used to manipulate the face. + * + * `value` is a void pointer because the values returned can be of + * various types. + * + * If either `value` is `NULL` or `value_len` is too small, just the + * required memory size for the requested entry is returned. + * + * The `idx` parameter is used, not only to retrieve elements of, for + * example, the FontMatrix or FontBBox, but also to retrieve name keys + * from the CharStrings dictionary, and the charstrings themselves. It + * is ignored for atomic values. + * + * `PS_DICT_BLUE_SCALE` returns a value that is scaled up by 1000. To + * get the value as in the font stream, you need to divide by 65536000.0 + * (to remove the FT_Fixed scale, and the x1000 scale). + * + * IMPORTANT: Only key/value pairs read by the FreeType interpreter can + * be retrieved. So, for example, PostScript procedures such as NP, ND, + * and RD are not available. Arbitrary keys are, obviously, not be + * available either. + * + * If the font's format is not PostScript-based, this function returns + * the `FT_Err_Invalid_Argument` error code. + * + * @since: + * 2.4.8 + * + */ + FT_EXPORT( FT_Long ) + FT_Get_PS_Font_Value( FT_Face face, + PS_Dict_Keys key, + FT_UInt idx, + void *value, + FT_Long value_len ); + + /* */ + +FT_END_HEADER + +#endif /* T1TABLES_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ttnameid.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ttnameid.h new file mode 100644 index 0000000..37b505a --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/ttnameid.h @@ -0,0 +1,1235 @@ +/**************************************************************************** + * + * ttnameid.h + * + * TrueType name ID definitions (specification only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef TTNAMEID_H_ +#define TTNAMEID_H_ + + + + +FT_BEGIN_HEADER + + + /************************************************************************** + * + * @section: + * truetype_tables + */ + + + /************************************************************************** + * + * Possible values for the 'platform' identifier code in the name records + * of an SFNT 'name' table. + * + */ + + + /************************************************************************** + * + * @enum: + * TT_PLATFORM_XXX + * + * @description: + * A list of valid values for the `platform_id` identifier code in + * @FT_CharMapRec and @FT_SfntName structures. + * + * @values: + * TT_PLATFORM_APPLE_UNICODE :: + * Used by Apple to indicate a Unicode character map and/or name entry. + * See @TT_APPLE_ID_XXX for corresponding `encoding_id` values. Note + * that name entries in this format are coded as big-endian UCS-2 + * character codes _only_. + * + * TT_PLATFORM_MACINTOSH :: + * Used by Apple to indicate a MacOS-specific charmap and/or name + * entry. See @TT_MAC_ID_XXX for corresponding `encoding_id` values. + * Note that most TrueType fonts contain an Apple roman charmap to be + * usable on MacOS systems (even if they contain a Microsoft charmap as + * well). + * + * TT_PLATFORM_ISO :: + * This value was used to specify ISO/IEC 10646 charmaps. It is + * however now deprecated. See @TT_ISO_ID_XXX for a list of + * corresponding `encoding_id` values. + * + * TT_PLATFORM_MICROSOFT :: + * Used by Microsoft to indicate Windows-specific charmaps. See + * @TT_MS_ID_XXX for a list of corresponding `encoding_id` values. + * Note that most fonts contain a Unicode charmap using + * (`TT_PLATFORM_MICROSOFT`, @TT_MS_ID_UNICODE_CS). + * + * TT_PLATFORM_CUSTOM :: + * Used to indicate application-specific charmaps. + * + * TT_PLATFORM_ADOBE :: + * This value isn't part of any font format specification, but is used + * by FreeType to report Adobe-specific charmaps in an @FT_CharMapRec + * structure. See @TT_ADOBE_ID_XXX. + */ + +#define TT_PLATFORM_APPLE_UNICODE 0 +#define TT_PLATFORM_MACINTOSH 1 +#define TT_PLATFORM_ISO 2 /* deprecated */ +#define TT_PLATFORM_MICROSOFT 3 +#define TT_PLATFORM_CUSTOM 4 +#define TT_PLATFORM_ADOBE 7 /* artificial */ + + + /************************************************************************** + * + * @enum: + * TT_APPLE_ID_XXX + * + * @description: + * A list of valid values for the `encoding_id` for + * @TT_PLATFORM_APPLE_UNICODE charmaps and name entries. + * + * @values: + * TT_APPLE_ID_DEFAULT :: + * Unicode version 1.0. + * + * TT_APPLE_ID_UNICODE_1_1 :: + * Unicode 1.1; specifies Hangul characters starting at U+34xx. + * + * TT_APPLE_ID_ISO_10646 :: + * Deprecated (identical to preceding). + * + * TT_APPLE_ID_UNICODE_2_0 :: + * Unicode 2.0 and beyond (UTF-16 BMP only). + * + * TT_APPLE_ID_UNICODE_32 :: + * Unicode 3.1 and beyond, using UTF-32. + * + * TT_APPLE_ID_VARIANT_SELECTOR :: + * From Adobe, not Apple. Not a normal cmap. Specifies variations on + * a real cmap. + * + * TT_APPLE_ID_FULL_UNICODE :: + * Used for fallback fonts that provide complete Unicode coverage with + * a type~13 cmap. + */ + +#define TT_APPLE_ID_DEFAULT 0 /* Unicode 1.0 */ +#define TT_APPLE_ID_UNICODE_1_1 1 /* specify Hangul at U+34xx */ +#define TT_APPLE_ID_ISO_10646 2 /* deprecated */ +#define TT_APPLE_ID_UNICODE_2_0 3 /* or later */ +#define TT_APPLE_ID_UNICODE_32 4 /* 2.0 or later, full repertoire */ +#define TT_APPLE_ID_VARIANT_SELECTOR 5 /* variation selector data */ +#define TT_APPLE_ID_FULL_UNICODE 6 /* used with type 13 cmaps */ + + + /************************************************************************** + * + * @enum: + * TT_MAC_ID_XXX + * + * @description: + * A list of valid values for the `encoding_id` for + * @TT_PLATFORM_MACINTOSH charmaps and name entries. + */ + +#define TT_MAC_ID_ROMAN 0 +#define TT_MAC_ID_JAPANESE 1 +#define TT_MAC_ID_TRADITIONAL_CHINESE 2 +#define TT_MAC_ID_KOREAN 3 +#define TT_MAC_ID_ARABIC 4 +#define TT_MAC_ID_HEBREW 5 +#define TT_MAC_ID_GREEK 6 +#define TT_MAC_ID_RUSSIAN 7 +#define TT_MAC_ID_RSYMBOL 8 +#define TT_MAC_ID_DEVANAGARI 9 +#define TT_MAC_ID_GURMUKHI 10 +#define TT_MAC_ID_GUJARATI 11 +#define TT_MAC_ID_ORIYA 12 +#define TT_MAC_ID_BENGALI 13 +#define TT_MAC_ID_TAMIL 14 +#define TT_MAC_ID_TELUGU 15 +#define TT_MAC_ID_KANNADA 16 +#define TT_MAC_ID_MALAYALAM 17 +#define TT_MAC_ID_SINHALESE 18 +#define TT_MAC_ID_BURMESE 19 +#define TT_MAC_ID_KHMER 20 +#define TT_MAC_ID_THAI 21 +#define TT_MAC_ID_LAOTIAN 22 +#define TT_MAC_ID_GEORGIAN 23 +#define TT_MAC_ID_ARMENIAN 24 +#define TT_MAC_ID_MALDIVIAN 25 +#define TT_MAC_ID_SIMPLIFIED_CHINESE 25 +#define TT_MAC_ID_TIBETAN 26 +#define TT_MAC_ID_MONGOLIAN 27 +#define TT_MAC_ID_GEEZ 28 +#define TT_MAC_ID_SLAVIC 29 +#define TT_MAC_ID_VIETNAMESE 30 +#define TT_MAC_ID_SINDHI 31 +#define TT_MAC_ID_UNINTERP 32 + + + /************************************************************************** + * + * @enum: + * TT_ISO_ID_XXX + * + * @description: + * A list of valid values for the `encoding_id` for @TT_PLATFORM_ISO + * charmaps and name entries. + * + * Their use is now deprecated. + * + * @values: + * TT_ISO_ID_7BIT_ASCII :: + * ASCII. + * TT_ISO_ID_10646 :: + * ISO/10646. + * TT_ISO_ID_8859_1 :: + * Also known as Latin-1. + */ + +#define TT_ISO_ID_7BIT_ASCII 0 +#define TT_ISO_ID_10646 1 +#define TT_ISO_ID_8859_1 2 + + + /************************************************************************** + * + * @enum: + * TT_MS_ID_XXX + * + * @description: + * A list of valid values for the `encoding_id` for + * @TT_PLATFORM_MICROSOFT charmaps and name entries. + * + * @values: + * TT_MS_ID_SYMBOL_CS :: + * Microsoft symbol encoding. See @FT_ENCODING_MS_SYMBOL. + * + * TT_MS_ID_UNICODE_CS :: + * Microsoft WGL4 charmap, matching Unicode. See @FT_ENCODING_UNICODE. + * + * TT_MS_ID_SJIS :: + * Shift JIS Japanese encoding. See @FT_ENCODING_SJIS. + * + * TT_MS_ID_PRC :: + * Chinese encodings as used in the People's Republic of China (PRC). + * This means the encodings GB~2312 and its supersets GBK and GB~18030. + * See @FT_ENCODING_PRC. + * + * TT_MS_ID_BIG_5 :: + * Traditional Chinese as used in Taiwan and Hong Kong. See + * @FT_ENCODING_BIG5. + * + * TT_MS_ID_WANSUNG :: + * Korean Extended Wansung encoding. See @FT_ENCODING_WANSUNG. + * + * TT_MS_ID_JOHAB :: + * Korean Johab encoding. See @FT_ENCODING_JOHAB. + * + * TT_MS_ID_UCS_4 :: + * UCS-4 or UTF-32 charmaps. This has been added to the OpenType + * specification version 1.4 (mid-2001). + */ + +#define TT_MS_ID_SYMBOL_CS 0 +#define TT_MS_ID_UNICODE_CS 1 +#define TT_MS_ID_SJIS 2 +#define TT_MS_ID_PRC 3 +#define TT_MS_ID_BIG_5 4 +#define TT_MS_ID_WANSUNG 5 +#define TT_MS_ID_JOHAB 6 +#define TT_MS_ID_UCS_4 10 + + /* this value is deprecated */ +#define TT_MS_ID_GB2312 TT_MS_ID_PRC + + + /************************************************************************** + * + * @enum: + * TT_ADOBE_ID_XXX + * + * @description: + * A list of valid values for the `encoding_id` for @TT_PLATFORM_ADOBE + * charmaps. This is a FreeType-specific extension! + * + * @values: + * TT_ADOBE_ID_STANDARD :: + * Adobe standard encoding. + * TT_ADOBE_ID_EXPERT :: + * Adobe expert encoding. + * TT_ADOBE_ID_CUSTOM :: + * Adobe custom encoding. + * TT_ADOBE_ID_LATIN_1 :: + * Adobe Latin~1 encoding. + */ + +#define TT_ADOBE_ID_STANDARD 0 +#define TT_ADOBE_ID_EXPERT 1 +#define TT_ADOBE_ID_CUSTOM 2 +#define TT_ADOBE_ID_LATIN_1 3 + + + /************************************************************************** + * + * @enum: + * TT_MAC_LANGID_XXX + * + * @description: + * Possible values of the language identifier field in the name records + * of the SFNT 'name' table if the 'platform' identifier code is + * @TT_PLATFORM_MACINTOSH. These values are also used as return values + * for function @FT_Get_CMap_Language_ID. + * + * The canonical source for Apple's IDs is + * + * https://developer.apple.com/fonts/TrueType-Reference-Manual/RM06/Chap6name.html + */ + +#define TT_MAC_LANGID_ENGLISH 0 +#define TT_MAC_LANGID_FRENCH 1 +#define TT_MAC_LANGID_GERMAN 2 +#define TT_MAC_LANGID_ITALIAN 3 +#define TT_MAC_LANGID_DUTCH 4 +#define TT_MAC_LANGID_SWEDISH 5 +#define TT_MAC_LANGID_SPANISH 6 +#define TT_MAC_LANGID_DANISH 7 +#define TT_MAC_LANGID_PORTUGUESE 8 +#define TT_MAC_LANGID_NORWEGIAN 9 +#define TT_MAC_LANGID_HEBREW 10 +#define TT_MAC_LANGID_JAPANESE 11 +#define TT_MAC_LANGID_ARABIC 12 +#define TT_MAC_LANGID_FINNISH 13 +#define TT_MAC_LANGID_GREEK 14 +#define TT_MAC_LANGID_ICELANDIC 15 +#define TT_MAC_LANGID_MALTESE 16 +#define TT_MAC_LANGID_TURKISH 17 +#define TT_MAC_LANGID_CROATIAN 18 +#define TT_MAC_LANGID_CHINESE_TRADITIONAL 19 +#define TT_MAC_LANGID_URDU 20 +#define TT_MAC_LANGID_HINDI 21 +#define TT_MAC_LANGID_THAI 22 +#define TT_MAC_LANGID_KOREAN 23 +#define TT_MAC_LANGID_LITHUANIAN 24 +#define TT_MAC_LANGID_POLISH 25 +#define TT_MAC_LANGID_HUNGARIAN 26 +#define TT_MAC_LANGID_ESTONIAN 27 +#define TT_MAC_LANGID_LETTISH 28 +#define TT_MAC_LANGID_SAAMISK 29 +#define TT_MAC_LANGID_FAEROESE 30 +#define TT_MAC_LANGID_FARSI 31 +#define TT_MAC_LANGID_RUSSIAN 32 +#define TT_MAC_LANGID_CHINESE_SIMPLIFIED 33 +#define TT_MAC_LANGID_FLEMISH 34 +#define TT_MAC_LANGID_IRISH 35 +#define TT_MAC_LANGID_ALBANIAN 36 +#define TT_MAC_LANGID_ROMANIAN 37 +#define TT_MAC_LANGID_CZECH 38 +#define TT_MAC_LANGID_SLOVAK 39 +#define TT_MAC_LANGID_SLOVENIAN 40 +#define TT_MAC_LANGID_YIDDISH 41 +#define TT_MAC_LANGID_SERBIAN 42 +#define TT_MAC_LANGID_MACEDONIAN 43 +#define TT_MAC_LANGID_BULGARIAN 44 +#define TT_MAC_LANGID_UKRAINIAN 45 +#define TT_MAC_LANGID_BYELORUSSIAN 46 +#define TT_MAC_LANGID_UZBEK 47 +#define TT_MAC_LANGID_KAZAKH 48 +#define TT_MAC_LANGID_AZERBAIJANI 49 +#define TT_MAC_LANGID_AZERBAIJANI_CYRILLIC_SCRIPT 49 +#define TT_MAC_LANGID_AZERBAIJANI_ARABIC_SCRIPT 50 +#define TT_MAC_LANGID_ARMENIAN 51 +#define TT_MAC_LANGID_GEORGIAN 52 +#define TT_MAC_LANGID_MOLDAVIAN 53 +#define TT_MAC_LANGID_KIRGHIZ 54 +#define TT_MAC_LANGID_TAJIKI 55 +#define TT_MAC_LANGID_TURKMEN 56 +#define TT_MAC_LANGID_MONGOLIAN 57 +#define TT_MAC_LANGID_MONGOLIAN_MONGOLIAN_SCRIPT 57 +#define TT_MAC_LANGID_MONGOLIAN_CYRILLIC_SCRIPT 58 +#define TT_MAC_LANGID_PASHTO 59 +#define TT_MAC_LANGID_KURDISH 60 +#define TT_MAC_LANGID_KASHMIRI 61 +#define TT_MAC_LANGID_SINDHI 62 +#define TT_MAC_LANGID_TIBETAN 63 +#define TT_MAC_LANGID_NEPALI 64 +#define TT_MAC_LANGID_SANSKRIT 65 +#define TT_MAC_LANGID_MARATHI 66 +#define TT_MAC_LANGID_BENGALI 67 +#define TT_MAC_LANGID_ASSAMESE 68 +#define TT_MAC_LANGID_GUJARATI 69 +#define TT_MAC_LANGID_PUNJABI 70 +#define TT_MAC_LANGID_ORIYA 71 +#define TT_MAC_LANGID_MALAYALAM 72 +#define TT_MAC_LANGID_KANNADA 73 +#define TT_MAC_LANGID_TAMIL 74 +#define TT_MAC_LANGID_TELUGU 75 +#define TT_MAC_LANGID_SINHALESE 76 +#define TT_MAC_LANGID_BURMESE 77 +#define TT_MAC_LANGID_KHMER 78 +#define TT_MAC_LANGID_LAO 79 +#define TT_MAC_LANGID_VIETNAMESE 80 +#define TT_MAC_LANGID_INDONESIAN 81 +#define TT_MAC_LANGID_TAGALOG 82 +#define TT_MAC_LANGID_MALAY_ROMAN_SCRIPT 83 +#define TT_MAC_LANGID_MALAY_ARABIC_SCRIPT 84 +#define TT_MAC_LANGID_AMHARIC 85 +#define TT_MAC_LANGID_TIGRINYA 86 +#define TT_MAC_LANGID_GALLA 87 +#define TT_MAC_LANGID_SOMALI 88 +#define TT_MAC_LANGID_SWAHILI 89 +#define TT_MAC_LANGID_RUANDA 90 +#define TT_MAC_LANGID_RUNDI 91 +#define TT_MAC_LANGID_CHEWA 92 +#define TT_MAC_LANGID_MALAGASY 93 +#define TT_MAC_LANGID_ESPERANTO 94 +#define TT_MAC_LANGID_WELSH 128 +#define TT_MAC_LANGID_BASQUE 129 +#define TT_MAC_LANGID_CATALAN 130 +#define TT_MAC_LANGID_LATIN 131 +#define TT_MAC_LANGID_QUECHUA 132 +#define TT_MAC_LANGID_GUARANI 133 +#define TT_MAC_LANGID_AYMARA 134 +#define TT_MAC_LANGID_TATAR 135 +#define TT_MAC_LANGID_UIGHUR 136 +#define TT_MAC_LANGID_DZONGKHA 137 +#define TT_MAC_LANGID_JAVANESE 138 +#define TT_MAC_LANGID_SUNDANESE 139 + + /* The following codes are new as of 2000-03-10 */ +#define TT_MAC_LANGID_GALICIAN 140 +#define TT_MAC_LANGID_AFRIKAANS 141 +#define TT_MAC_LANGID_BRETON 142 +#define TT_MAC_LANGID_INUKTITUT 143 +#define TT_MAC_LANGID_SCOTTISH_GAELIC 144 +#define TT_MAC_LANGID_MANX_GAELIC 145 +#define TT_MAC_LANGID_IRISH_GAELIC 146 +#define TT_MAC_LANGID_TONGAN 147 +#define TT_MAC_LANGID_GREEK_POLYTONIC 148 +#define TT_MAC_LANGID_GREELANDIC 149 +#define TT_MAC_LANGID_AZERBAIJANI_ROMAN_SCRIPT 150 + + + /************************************************************************** + * + * @enum: + * TT_MS_LANGID_XXX + * + * @description: + * Possible values of the language identifier field in the name records + * of the SFNT 'name' table if the 'platform' identifier code is + * @TT_PLATFORM_MICROSOFT. These values are also used as return values + * for function @FT_Get_CMap_Language_ID. + * + * The canonical source for Microsoft's IDs is + * + * https://docs.microsoft.com/en-us/windows/desktop/Intl/language-identifier-constants-and-strings , + * + * however, we only provide macros for language identifiers present in + * the OpenType specification: Microsoft has abandoned the concept of + * LCIDs (language code identifiers), and format~1 of the 'name' table + * provides a better mechanism for languages not covered here. + * + * More legacy values not listed in the reference can be found in the + * @FT_TRUETYPE_IDS_H header file. + */ + +#define TT_MS_LANGID_ARABIC_SAUDI_ARABIA 0x0401 +#define TT_MS_LANGID_ARABIC_IRAQ 0x0801 +#define TT_MS_LANGID_ARABIC_EGYPT 0x0C01 +#define TT_MS_LANGID_ARABIC_LIBYA 0x1001 +#define TT_MS_LANGID_ARABIC_ALGERIA 0x1401 +#define TT_MS_LANGID_ARABIC_MOROCCO 0x1801 +#define TT_MS_LANGID_ARABIC_TUNISIA 0x1C01 +#define TT_MS_LANGID_ARABIC_OMAN 0x2001 +#define TT_MS_LANGID_ARABIC_YEMEN 0x2401 +#define TT_MS_LANGID_ARABIC_SYRIA 0x2801 +#define TT_MS_LANGID_ARABIC_JORDAN 0x2C01 +#define TT_MS_LANGID_ARABIC_LEBANON 0x3001 +#define TT_MS_LANGID_ARABIC_KUWAIT 0x3401 +#define TT_MS_LANGID_ARABIC_UAE 0x3801 +#define TT_MS_LANGID_ARABIC_BAHRAIN 0x3C01 +#define TT_MS_LANGID_ARABIC_QATAR 0x4001 +#define TT_MS_LANGID_BULGARIAN_BULGARIA 0x0402 +#define TT_MS_LANGID_CATALAN_CATALAN 0x0403 +#define TT_MS_LANGID_CHINESE_TAIWAN 0x0404 +#define TT_MS_LANGID_CHINESE_PRC 0x0804 +#define TT_MS_LANGID_CHINESE_HONG_KONG 0x0C04 +#define TT_MS_LANGID_CHINESE_SINGAPORE 0x1004 +#define TT_MS_LANGID_CHINESE_MACAO 0x1404 +#define TT_MS_LANGID_CZECH_CZECH_REPUBLIC 0x0405 +#define TT_MS_LANGID_DANISH_DENMARK 0x0406 +#define TT_MS_LANGID_GERMAN_GERMANY 0x0407 +#define TT_MS_LANGID_GERMAN_SWITZERLAND 0x0807 +#define TT_MS_LANGID_GERMAN_AUSTRIA 0x0C07 +#define TT_MS_LANGID_GERMAN_LUXEMBOURG 0x1007 +#define TT_MS_LANGID_GERMAN_LIECHTENSTEIN 0x1407 +#define TT_MS_LANGID_GREEK_GREECE 0x0408 +#define TT_MS_LANGID_ENGLISH_UNITED_STATES 0x0409 +#define TT_MS_LANGID_ENGLISH_UNITED_KINGDOM 0x0809 +#define TT_MS_LANGID_ENGLISH_AUSTRALIA 0x0C09 +#define TT_MS_LANGID_ENGLISH_CANADA 0x1009 +#define TT_MS_LANGID_ENGLISH_NEW_ZEALAND 0x1409 +#define TT_MS_LANGID_ENGLISH_IRELAND 0x1809 +#define TT_MS_LANGID_ENGLISH_SOUTH_AFRICA 0x1C09 +#define TT_MS_LANGID_ENGLISH_JAMAICA 0x2009 +#define TT_MS_LANGID_ENGLISH_CARIBBEAN 0x2409 +#define TT_MS_LANGID_ENGLISH_BELIZE 0x2809 +#define TT_MS_LANGID_ENGLISH_TRINIDAD 0x2C09 +#define TT_MS_LANGID_ENGLISH_ZIMBABWE 0x3009 +#define TT_MS_LANGID_ENGLISH_PHILIPPINES 0x3409 +#define TT_MS_LANGID_ENGLISH_INDIA 0x4009 +#define TT_MS_LANGID_ENGLISH_MALAYSIA 0x4409 +#define TT_MS_LANGID_ENGLISH_SINGAPORE 0x4809 +#define TT_MS_LANGID_SPANISH_SPAIN_TRADITIONAL_SORT 0x040A +#define TT_MS_LANGID_SPANISH_MEXICO 0x080A +#define TT_MS_LANGID_SPANISH_SPAIN_MODERN_SORT 0x0C0A +#define TT_MS_LANGID_SPANISH_GUATEMALA 0x100A +#define TT_MS_LANGID_SPANISH_COSTA_RICA 0x140A +#define TT_MS_LANGID_SPANISH_PANAMA 0x180A +#define TT_MS_LANGID_SPANISH_DOMINICAN_REPUBLIC 0x1C0A +#define TT_MS_LANGID_SPANISH_VENEZUELA 0x200A +#define TT_MS_LANGID_SPANISH_COLOMBIA 0x240A +#define TT_MS_LANGID_SPANISH_PERU 0x280A +#define TT_MS_LANGID_SPANISH_ARGENTINA 0x2C0A +#define TT_MS_LANGID_SPANISH_ECUADOR 0x300A +#define TT_MS_LANGID_SPANISH_CHILE 0x340A +#define TT_MS_LANGID_SPANISH_URUGUAY 0x380A +#define TT_MS_LANGID_SPANISH_PARAGUAY 0x3C0A +#define TT_MS_LANGID_SPANISH_BOLIVIA 0x400A +#define TT_MS_LANGID_SPANISH_EL_SALVADOR 0x440A +#define TT_MS_LANGID_SPANISH_HONDURAS 0x480A +#define TT_MS_LANGID_SPANISH_NICARAGUA 0x4C0A +#define TT_MS_LANGID_SPANISH_PUERTO_RICO 0x500A +#define TT_MS_LANGID_SPANISH_UNITED_STATES 0x540A +#define TT_MS_LANGID_FINNISH_FINLAND 0x040B +#define TT_MS_LANGID_FRENCH_FRANCE 0x040C +#define TT_MS_LANGID_FRENCH_BELGIUM 0x080C +#define TT_MS_LANGID_FRENCH_CANADA 0x0C0C +#define TT_MS_LANGID_FRENCH_SWITZERLAND 0x100C +#define TT_MS_LANGID_FRENCH_LUXEMBOURG 0x140C +#define TT_MS_LANGID_FRENCH_MONACO 0x180C +#define TT_MS_LANGID_HEBREW_ISRAEL 0x040D +#define TT_MS_LANGID_HUNGARIAN_HUNGARY 0x040E +#define TT_MS_LANGID_ICELANDIC_ICELAND 0x040F +#define TT_MS_LANGID_ITALIAN_ITALY 0x0410 +#define TT_MS_LANGID_ITALIAN_SWITZERLAND 0x0810 +#define TT_MS_LANGID_JAPANESE_JAPAN 0x0411 +#define TT_MS_LANGID_KOREAN_KOREA 0x0412 +#define TT_MS_LANGID_DUTCH_NETHERLANDS 0x0413 +#define TT_MS_LANGID_DUTCH_BELGIUM 0x0813 +#define TT_MS_LANGID_NORWEGIAN_NORWAY_BOKMAL 0x0414 +#define TT_MS_LANGID_NORWEGIAN_NORWAY_NYNORSK 0x0814 +#define TT_MS_LANGID_POLISH_POLAND 0x0415 +#define TT_MS_LANGID_PORTUGUESE_BRAZIL 0x0416 +#define TT_MS_LANGID_PORTUGUESE_PORTUGAL 0x0816 +#define TT_MS_LANGID_ROMANSH_SWITZERLAND 0x0417 +#define TT_MS_LANGID_ROMANIAN_ROMANIA 0x0418 +#define TT_MS_LANGID_RUSSIAN_RUSSIA 0x0419 +#define TT_MS_LANGID_CROATIAN_CROATIA 0x041A +#define TT_MS_LANGID_SERBIAN_SERBIA_LATIN 0x081A +#define TT_MS_LANGID_SERBIAN_SERBIA_CYRILLIC 0x0C1A +#define TT_MS_LANGID_CROATIAN_BOSNIA_HERZEGOVINA 0x101A +#define TT_MS_LANGID_BOSNIAN_BOSNIA_HERZEGOVINA 0x141A +#define TT_MS_LANGID_SERBIAN_BOSNIA_HERZ_LATIN 0x181A +#define TT_MS_LANGID_SERBIAN_BOSNIA_HERZ_CYRILLIC 0x1C1A +#define TT_MS_LANGID_BOSNIAN_BOSNIA_HERZ_CYRILLIC 0x201A +#define TT_MS_LANGID_SLOVAK_SLOVAKIA 0x041B +#define TT_MS_LANGID_ALBANIAN_ALBANIA 0x041C +#define TT_MS_LANGID_SWEDISH_SWEDEN 0x041D +#define TT_MS_LANGID_SWEDISH_FINLAND 0x081D +#define TT_MS_LANGID_THAI_THAILAND 0x041E +#define TT_MS_LANGID_TURKISH_TURKEY 0x041F +#define TT_MS_LANGID_URDU_PAKISTAN 0x0420 +#define TT_MS_LANGID_INDONESIAN_INDONESIA 0x0421 +#define TT_MS_LANGID_UKRAINIAN_UKRAINE 0x0422 +#define TT_MS_LANGID_BELARUSIAN_BELARUS 0x0423 +#define TT_MS_LANGID_SLOVENIAN_SLOVENIA 0x0424 +#define TT_MS_LANGID_ESTONIAN_ESTONIA 0x0425 +#define TT_MS_LANGID_LATVIAN_LATVIA 0x0426 +#define TT_MS_LANGID_LITHUANIAN_LITHUANIA 0x0427 +#define TT_MS_LANGID_TAJIK_TAJIKISTAN 0x0428 +#define TT_MS_LANGID_VIETNAMESE_VIET_NAM 0x042A +#define TT_MS_LANGID_ARMENIAN_ARMENIA 0x042B +#define TT_MS_LANGID_AZERI_AZERBAIJAN_LATIN 0x042C +#define TT_MS_LANGID_AZERI_AZERBAIJAN_CYRILLIC 0x082C +#define TT_MS_LANGID_BASQUE_BASQUE 0x042D +#define TT_MS_LANGID_UPPER_SORBIAN_GERMANY 0x042E +#define TT_MS_LANGID_LOWER_SORBIAN_GERMANY 0x082E +#define TT_MS_LANGID_MACEDONIAN_MACEDONIA 0x042F +#define TT_MS_LANGID_SETSWANA_SOUTH_AFRICA 0x0432 +#define TT_MS_LANGID_ISIXHOSA_SOUTH_AFRICA 0x0434 +#define TT_MS_LANGID_ISIZULU_SOUTH_AFRICA 0x0435 +#define TT_MS_LANGID_AFRIKAANS_SOUTH_AFRICA 0x0436 +#define TT_MS_LANGID_GEORGIAN_GEORGIA 0x0437 +#define TT_MS_LANGID_FAEROESE_FAEROE_ISLANDS 0x0438 +#define TT_MS_LANGID_HINDI_INDIA 0x0439 +#define TT_MS_LANGID_MALTESE_MALTA 0x043A +#define TT_MS_LANGID_SAMI_NORTHERN_NORWAY 0x043B +#define TT_MS_LANGID_SAMI_NORTHERN_SWEDEN 0x083B +#define TT_MS_LANGID_SAMI_NORTHERN_FINLAND 0x0C3B +#define TT_MS_LANGID_SAMI_LULE_NORWAY 0x103B +#define TT_MS_LANGID_SAMI_LULE_SWEDEN 0x143B +#define TT_MS_LANGID_SAMI_SOUTHERN_NORWAY 0x183B +#define TT_MS_LANGID_SAMI_SOUTHERN_SWEDEN 0x1C3B +#define TT_MS_LANGID_SAMI_SKOLT_FINLAND 0x203B +#define TT_MS_LANGID_SAMI_INARI_FINLAND 0x243B +#define TT_MS_LANGID_IRISH_IRELAND 0x083C +#define TT_MS_LANGID_MALAY_MALAYSIA 0x043E +#define TT_MS_LANGID_MALAY_BRUNEI_DARUSSALAM 0x083E +#define TT_MS_LANGID_KAZAKH_KAZAKHSTAN 0x043F +#define TT_MS_LANGID_KYRGYZ_KYRGYZSTAN /* Cyrillic */ 0x0440 +#define TT_MS_LANGID_KISWAHILI_KENYA 0x0441 +#define TT_MS_LANGID_TURKMEN_TURKMENISTAN 0x0442 +#define TT_MS_LANGID_UZBEK_UZBEKISTAN_LATIN 0x0443 +#define TT_MS_LANGID_UZBEK_UZBEKISTAN_CYRILLIC 0x0843 +#define TT_MS_LANGID_TATAR_RUSSIA 0x0444 +#define TT_MS_LANGID_BENGALI_INDIA 0x0445 +#define TT_MS_LANGID_BENGALI_BANGLADESH 0x0845 +#define TT_MS_LANGID_PUNJABI_INDIA 0x0446 +#define TT_MS_LANGID_GUJARATI_INDIA 0x0447 +#define TT_MS_LANGID_ODIA_INDIA 0x0448 +#define TT_MS_LANGID_TAMIL_INDIA 0x0449 +#define TT_MS_LANGID_TELUGU_INDIA 0x044A +#define TT_MS_LANGID_KANNADA_INDIA 0x044B +#define TT_MS_LANGID_MALAYALAM_INDIA 0x044C +#define TT_MS_LANGID_ASSAMESE_INDIA 0x044D +#define TT_MS_LANGID_MARATHI_INDIA 0x044E +#define TT_MS_LANGID_SANSKRIT_INDIA 0x044F +#define TT_MS_LANGID_MONGOLIAN_MONGOLIA /* Cyrillic */ 0x0450 +#define TT_MS_LANGID_MONGOLIAN_PRC 0x0850 +#define TT_MS_LANGID_TIBETAN_PRC 0x0451 +#define TT_MS_LANGID_WELSH_UNITED_KINGDOM 0x0452 +#define TT_MS_LANGID_KHMER_CAMBODIA 0x0453 +#define TT_MS_LANGID_LAO_LAOS 0x0454 +#define TT_MS_LANGID_GALICIAN_GALICIAN 0x0456 +#define TT_MS_LANGID_KONKANI_INDIA 0x0457 +#define TT_MS_LANGID_SYRIAC_SYRIA 0x045A +#define TT_MS_LANGID_SINHALA_SRI_LANKA 0x045B +#define TT_MS_LANGID_INUKTITUT_CANADA 0x045D +#define TT_MS_LANGID_INUKTITUT_CANADA_LATIN 0x085D +#define TT_MS_LANGID_AMHARIC_ETHIOPIA 0x045E +#define TT_MS_LANGID_TAMAZIGHT_ALGERIA 0x085F +#define TT_MS_LANGID_NEPALI_NEPAL 0x0461 +#define TT_MS_LANGID_FRISIAN_NETHERLANDS 0x0462 +#define TT_MS_LANGID_PASHTO_AFGHANISTAN 0x0463 +#define TT_MS_LANGID_FILIPINO_PHILIPPINES 0x0464 +#define TT_MS_LANGID_DHIVEHI_MALDIVES 0x0465 +#define TT_MS_LANGID_HAUSA_NIGERIA 0x0468 +#define TT_MS_LANGID_YORUBA_NIGERIA 0x046A +#define TT_MS_LANGID_QUECHUA_BOLIVIA 0x046B +#define TT_MS_LANGID_QUECHUA_ECUADOR 0x086B +#define TT_MS_LANGID_QUECHUA_PERU 0x0C6B +#define TT_MS_LANGID_SESOTHO_SA_LEBOA_SOUTH_AFRICA 0x046C +#define TT_MS_LANGID_BASHKIR_RUSSIA 0x046D +#define TT_MS_LANGID_LUXEMBOURGISH_LUXEMBOURG 0x046E +#define TT_MS_LANGID_GREENLANDIC_GREENLAND 0x046F +#define TT_MS_LANGID_IGBO_NIGERIA 0x0470 +#define TT_MS_LANGID_YI_PRC 0x0478 +#define TT_MS_LANGID_MAPUDUNGUN_CHILE 0x047A +#define TT_MS_LANGID_MOHAWK_MOHAWK 0x047C +#define TT_MS_LANGID_BRETON_FRANCE 0x047E +#define TT_MS_LANGID_UIGHUR_PRC 0x0480 +#define TT_MS_LANGID_MAORI_NEW_ZEALAND 0x0481 +#define TT_MS_LANGID_OCCITAN_FRANCE 0x0482 +#define TT_MS_LANGID_CORSICAN_FRANCE 0x0483 +#define TT_MS_LANGID_ALSATIAN_FRANCE 0x0484 +#define TT_MS_LANGID_YAKUT_RUSSIA 0x0485 +#define TT_MS_LANGID_KICHE_GUATEMALA 0x0486 +#define TT_MS_LANGID_KINYARWANDA_RWANDA 0x0487 +#define TT_MS_LANGID_WOLOF_SENEGAL 0x0488 +#define TT_MS_LANGID_DARI_AFGHANISTAN 0x048C + + /* */ + + + /* legacy macro definitions not present in OpenType 1.8.1 */ +#define TT_MS_LANGID_ARABIC_GENERAL 0x0001 +#define TT_MS_LANGID_CATALAN_SPAIN \ + TT_MS_LANGID_CATALAN_CATALAN +#define TT_MS_LANGID_CHINESE_GENERAL 0x0004 +#define TT_MS_LANGID_CHINESE_MACAU \ + TT_MS_LANGID_CHINESE_MACAO +#define TT_MS_LANGID_GERMAN_LIECHTENSTEI \ + TT_MS_LANGID_GERMAN_LIECHTENSTEIN +#define TT_MS_LANGID_ENGLISH_GENERAL 0x0009 +#define TT_MS_LANGID_ENGLISH_INDONESIA 0x3809 +#define TT_MS_LANGID_ENGLISH_HONG_KONG 0x3C09 +#define TT_MS_LANGID_SPANISH_SPAIN_INTERNATIONAL_SORT \ + TT_MS_LANGID_SPANISH_SPAIN_MODERN_SORT +#define TT_MS_LANGID_SPANISH_LATIN_AMERICA 0xE40AU +#define TT_MS_LANGID_FRENCH_WEST_INDIES 0x1C0C +#define TT_MS_LANGID_FRENCH_REUNION 0x200C +#define TT_MS_LANGID_FRENCH_CONGO 0x240C + /* which was formerly: */ +#define TT_MS_LANGID_FRENCH_ZAIRE \ + TT_MS_LANGID_FRENCH_CONGO +#define TT_MS_LANGID_FRENCH_SENEGAL 0x280C +#define TT_MS_LANGID_FRENCH_CAMEROON 0x2C0C +#define TT_MS_LANGID_FRENCH_COTE_D_IVOIRE 0x300C +#define TT_MS_LANGID_FRENCH_MALI 0x340C +#define TT_MS_LANGID_FRENCH_MOROCCO 0x380C +#define TT_MS_LANGID_FRENCH_HAITI 0x3C0C +#define TT_MS_LANGID_FRENCH_NORTH_AFRICA 0xE40CU +#define TT_MS_LANGID_KOREAN_EXTENDED_WANSUNG_KOREA \ + TT_MS_LANGID_KOREAN_KOREA +#define TT_MS_LANGID_KOREAN_JOHAB_KOREA 0x0812 +#define TT_MS_LANGID_RHAETO_ROMANIC_SWITZERLAND \ + TT_MS_LANGID_ROMANSH_SWITZERLAND +#define TT_MS_LANGID_MOLDAVIAN_MOLDAVIA 0x0818 +#define TT_MS_LANGID_RUSSIAN_MOLDAVIA 0x0819 +#define TT_MS_LANGID_URDU_INDIA 0x0820 +#define TT_MS_LANGID_CLASSIC_LITHUANIAN_LITHUANIA 0x0827 +#define TT_MS_LANGID_SLOVENE_SLOVENIA \ + TT_MS_LANGID_SLOVENIAN_SLOVENIA +#define TT_MS_LANGID_FARSI_IRAN 0x0429 +#define TT_MS_LANGID_BASQUE_SPAIN \ + TT_MS_LANGID_BASQUE_BASQUE +#define TT_MS_LANGID_SORBIAN_GERMANY \ + TT_MS_LANGID_UPPER_SORBIAN_GERMANY +#define TT_MS_LANGID_SUTU_SOUTH_AFRICA 0x0430 +#define TT_MS_LANGID_TSONGA_SOUTH_AFRICA 0x0431 +#define TT_MS_LANGID_TSWANA_SOUTH_AFRICA \ + TT_MS_LANGID_SETSWANA_SOUTH_AFRICA +#define TT_MS_LANGID_VENDA_SOUTH_AFRICA 0x0433 +#define TT_MS_LANGID_XHOSA_SOUTH_AFRICA \ + TT_MS_LANGID_ISIXHOSA_SOUTH_AFRICA +#define TT_MS_LANGID_ZULU_SOUTH_AFRICA \ + TT_MS_LANGID_ISIZULU_SOUTH_AFRICA +#define TT_MS_LANGID_SAAMI_LAPONIA 0x043B + /* the next two values are incorrectly inverted */ +#define TT_MS_LANGID_IRISH_GAELIC_IRELAND 0x043C +#define TT_MS_LANGID_SCOTTISH_GAELIC_UNITED_KINGDOM 0x083C +#define TT_MS_LANGID_YIDDISH_GERMANY 0x043D +#define TT_MS_LANGID_KAZAK_KAZAKSTAN \ + TT_MS_LANGID_KAZAKH_KAZAKHSTAN +#define TT_MS_LANGID_KIRGHIZ_KIRGHIZ_REPUBLIC \ + TT_MS_LANGID_KYRGYZ_KYRGYZSTAN +#define TT_MS_LANGID_KIRGHIZ_KIRGHIZSTAN \ + TT_MS_LANGID_KYRGYZ_KYRGYZSTAN +#define TT_MS_LANGID_SWAHILI_KENYA \ + TT_MS_LANGID_KISWAHILI_KENYA +#define TT_MS_LANGID_TATAR_TATARSTAN \ + TT_MS_LANGID_TATAR_RUSSIA +#define TT_MS_LANGID_PUNJABI_ARABIC_PAKISTAN 0x0846 +#define TT_MS_LANGID_ORIYA_INDIA \ + TT_MS_LANGID_ODIA_INDIA +#define TT_MS_LANGID_MONGOLIAN_MONGOLIA_MONGOLIAN \ + TT_MS_LANGID_MONGOLIAN_PRC +#define TT_MS_LANGID_TIBETAN_CHINA \ + TT_MS_LANGID_TIBETAN_PRC +#define TT_MS_LANGID_DZONGHKA_BHUTAN 0x0851 +#define TT_MS_LANGID_TIBETAN_BHUTAN \ + TT_MS_LANGID_DZONGHKA_BHUTAN +#define TT_MS_LANGID_WELSH_WALES \ + TT_MS_LANGID_WELSH_UNITED_KINGDOM +#define TT_MS_LANGID_BURMESE_MYANMAR 0x0455 +#define TT_MS_LANGID_GALICIAN_SPAIN \ + TT_MS_LANGID_GALICIAN_GALICIAN +#define TT_MS_LANGID_MANIPURI_INDIA /* Bengali */ 0x0458 +#define TT_MS_LANGID_SINDHI_INDIA /* Arabic */ 0x0459 +#define TT_MS_LANGID_SINDHI_PAKISTAN 0x0859 +#define TT_MS_LANGID_SINHALESE_SRI_LANKA \ + TT_MS_LANGID_SINHALA_SRI_LANKA +#define TT_MS_LANGID_CHEROKEE_UNITED_STATES 0x045C +#define TT_MS_LANGID_TAMAZIGHT_MOROCCO /* Arabic */ 0x045F +#define TT_MS_LANGID_TAMAZIGHT_MOROCCO_LATIN \ + TT_MS_LANGID_TAMAZIGHT_ALGERIA +#define TT_MS_LANGID_KASHMIRI_PAKISTAN /* Arabic */ 0x0460 +#define TT_MS_LANGID_KASHMIRI_SASIA 0x0860 +#define TT_MS_LANGID_KASHMIRI_INDIA \ + TT_MS_LANGID_KASHMIRI_SASIA +#define TT_MS_LANGID_NEPALI_INDIA 0x0861 +#define TT_MS_LANGID_DIVEHI_MALDIVES \ + TT_MS_LANGID_DHIVEHI_MALDIVES +#define TT_MS_LANGID_EDO_NIGERIA 0x0466 +#define TT_MS_LANGID_FULFULDE_NIGERIA 0x0467 +#define TT_MS_LANGID_IBIBIO_NIGERIA 0x0469 +#define TT_MS_LANGID_SEPEDI_SOUTH_AFRICA \ + TT_MS_LANGID_SESOTHO_SA_LEBOA_SOUTH_AFRICA +#define TT_MS_LANGID_SOTHO_SOUTHERN_SOUTH_AFRICA \ + TT_MS_LANGID_SESOTHO_SA_LEBOA_SOUTH_AFRICA +#define TT_MS_LANGID_KANURI_NIGERIA 0x0471 +#define TT_MS_LANGID_OROMO_ETHIOPIA 0x0472 +#define TT_MS_LANGID_TIGRIGNA_ETHIOPIA 0x0473 +#define TT_MS_LANGID_TIGRIGNA_ERYTHREA 0x0873 +#define TT_MS_LANGID_TIGRIGNA_ERYTREA \ + TT_MS_LANGID_TIGRIGNA_ERYTHREA +#define TT_MS_LANGID_GUARANI_PARAGUAY 0x0474 +#define TT_MS_LANGID_HAWAIIAN_UNITED_STATES 0x0475 +#define TT_MS_LANGID_LATIN 0x0476 +#define TT_MS_LANGID_SOMALI_SOMALIA 0x0477 +#define TT_MS_LANGID_YI_CHINA \ + TT_MS_LANGID_YI_PRC +#define TT_MS_LANGID_PAPIAMENTU_NETHERLANDS_ANTILLES 0x0479 +#define TT_MS_LANGID_UIGHUR_CHINA \ + TT_MS_LANGID_UIGHUR_PRC + + + /************************************************************************** + * + * @enum: + * TT_NAME_ID_XXX + * + * @description: + * Possible values of the 'name' identifier field in the name records of + * an SFNT 'name' table. These values are platform independent. + */ + +#define TT_NAME_ID_COPYRIGHT 0 +#define TT_NAME_ID_FONT_FAMILY 1 +#define TT_NAME_ID_FONT_SUBFAMILY 2 +#define TT_NAME_ID_UNIQUE_ID 3 +#define TT_NAME_ID_FULL_NAME 4 +#define TT_NAME_ID_VERSION_STRING 5 +#define TT_NAME_ID_PS_NAME 6 +#define TT_NAME_ID_TRADEMARK 7 + + /* the following values are from the OpenType spec */ +#define TT_NAME_ID_MANUFACTURER 8 +#define TT_NAME_ID_DESIGNER 9 +#define TT_NAME_ID_DESCRIPTION 10 +#define TT_NAME_ID_VENDOR_URL 11 +#define TT_NAME_ID_DESIGNER_URL 12 +#define TT_NAME_ID_LICENSE 13 +#define TT_NAME_ID_LICENSE_URL 14 + /* number 15 is reserved */ +#define TT_NAME_ID_TYPOGRAPHIC_FAMILY 16 +#define TT_NAME_ID_TYPOGRAPHIC_SUBFAMILY 17 +#define TT_NAME_ID_MAC_FULL_NAME 18 + + /* The following code is new as of 2000-01-21 */ +#define TT_NAME_ID_SAMPLE_TEXT 19 + + /* This is new in OpenType 1.3 */ +#define TT_NAME_ID_CID_FINDFONT_NAME 20 + + /* This is new in OpenType 1.5 */ +#define TT_NAME_ID_WWS_FAMILY 21 +#define TT_NAME_ID_WWS_SUBFAMILY 22 + + /* This is new in OpenType 1.7 */ +#define TT_NAME_ID_LIGHT_BACKGROUND 23 +#define TT_NAME_ID_DARK_BACKGROUND 24 + + /* This is new in OpenType 1.8 */ +#define TT_NAME_ID_VARIATIONS_PREFIX 25 + + /* these two values are deprecated */ +#define TT_NAME_ID_PREFERRED_FAMILY TT_NAME_ID_TYPOGRAPHIC_FAMILY +#define TT_NAME_ID_PREFERRED_SUBFAMILY TT_NAME_ID_TYPOGRAPHIC_SUBFAMILY + + + /************************************************************************** + * + * @enum: + * TT_UCR_XXX + * + * @description: + * Possible bit mask values for the `ulUnicodeRangeX` fields in an SFNT + * 'OS/2' table. + */ + + /* ulUnicodeRange1 */ + /* --------------- */ + + /* Bit 0 Basic Latin */ +#define TT_UCR_BASIC_LATIN (1L << 0) /* U+0020-U+007E */ + /* Bit 1 C1 Controls and Latin-1 Supplement */ +#define TT_UCR_LATIN1_SUPPLEMENT (1L << 1) /* U+0080-U+00FF */ + /* Bit 2 Latin Extended-A */ +#define TT_UCR_LATIN_EXTENDED_A (1L << 2) /* U+0100-U+017F */ + /* Bit 3 Latin Extended-B */ +#define TT_UCR_LATIN_EXTENDED_B (1L << 3) /* U+0180-U+024F */ + /* Bit 4 IPA Extensions */ + /* Phonetic Extensions */ + /* Phonetic Extensions Supplement */ +#define TT_UCR_IPA_EXTENSIONS (1L << 4) /* U+0250-U+02AF */ + /* U+1D00-U+1D7F */ + /* U+1D80-U+1DBF */ + /* Bit 5 Spacing Modifier Letters */ + /* Modifier Tone Letters */ +#define TT_UCR_SPACING_MODIFIER (1L << 5) /* U+02B0-U+02FF */ + /* U+A700-U+A71F */ + /* Bit 6 Combining Diacritical Marks */ + /* Combining Diacritical Marks Supplement */ +#define TT_UCR_COMBINING_DIACRITICAL_MARKS (1L << 6) /* U+0300-U+036F */ + /* U+1DC0-U+1DFF */ + /* Bit 7 Greek and Coptic */ +#define TT_UCR_GREEK (1L << 7) /* U+0370-U+03FF */ + /* Bit 8 Coptic */ +#define TT_UCR_COPTIC (1L << 8) /* U+2C80-U+2CFF */ + /* Bit 9 Cyrillic */ + /* Cyrillic Supplement */ + /* Cyrillic Extended-A */ + /* Cyrillic Extended-B */ +#define TT_UCR_CYRILLIC (1L << 9) /* U+0400-U+04FF */ + /* U+0500-U+052F */ + /* U+2DE0-U+2DFF */ + /* U+A640-U+A69F */ + /* Bit 10 Armenian */ +#define TT_UCR_ARMENIAN (1L << 10) /* U+0530-U+058F */ + /* Bit 11 Hebrew */ +#define TT_UCR_HEBREW (1L << 11) /* U+0590-U+05FF */ + /* Bit 12 Vai */ +#define TT_UCR_VAI (1L << 12) /* U+A500-U+A63F */ + /* Bit 13 Arabic */ + /* Arabic Supplement */ +#define TT_UCR_ARABIC (1L << 13) /* U+0600-U+06FF */ + /* U+0750-U+077F */ + /* Bit 14 NKo */ +#define TT_UCR_NKO (1L << 14) /* U+07C0-U+07FF */ + /* Bit 15 Devanagari */ +#define TT_UCR_DEVANAGARI (1L << 15) /* U+0900-U+097F */ + /* Bit 16 Bengali */ +#define TT_UCR_BENGALI (1L << 16) /* U+0980-U+09FF */ + /* Bit 17 Gurmukhi */ +#define TT_UCR_GURMUKHI (1L << 17) /* U+0A00-U+0A7F */ + /* Bit 18 Gujarati */ +#define TT_UCR_GUJARATI (1L << 18) /* U+0A80-U+0AFF */ + /* Bit 19 Oriya */ +#define TT_UCR_ORIYA (1L << 19) /* U+0B00-U+0B7F */ + /* Bit 20 Tamil */ +#define TT_UCR_TAMIL (1L << 20) /* U+0B80-U+0BFF */ + /* Bit 21 Telugu */ +#define TT_UCR_TELUGU (1L << 21) /* U+0C00-U+0C7F */ + /* Bit 22 Kannada */ +#define TT_UCR_KANNADA (1L << 22) /* U+0C80-U+0CFF */ + /* Bit 23 Malayalam */ +#define TT_UCR_MALAYALAM (1L << 23) /* U+0D00-U+0D7F */ + /* Bit 24 Thai */ +#define TT_UCR_THAI (1L << 24) /* U+0E00-U+0E7F */ + /* Bit 25 Lao */ +#define TT_UCR_LAO (1L << 25) /* U+0E80-U+0EFF */ + /* Bit 26 Georgian */ + /* Georgian Supplement */ +#define TT_UCR_GEORGIAN (1L << 26) /* U+10A0-U+10FF */ + /* U+2D00-U+2D2F */ + /* Bit 27 Balinese */ +#define TT_UCR_BALINESE (1L << 27) /* U+1B00-U+1B7F */ + /* Bit 28 Hangul Jamo */ +#define TT_UCR_HANGUL_JAMO (1L << 28) /* U+1100-U+11FF */ + /* Bit 29 Latin Extended Additional */ + /* Latin Extended-C */ + /* Latin Extended-D */ +#define TT_UCR_LATIN_EXTENDED_ADDITIONAL (1L << 29) /* U+1E00-U+1EFF */ + /* U+2C60-U+2C7F */ + /* U+A720-U+A7FF */ + /* Bit 30 Greek Extended */ +#define TT_UCR_GREEK_EXTENDED (1L << 30) /* U+1F00-U+1FFF */ + /* Bit 31 General Punctuation */ + /* Supplemental Punctuation */ +#define TT_UCR_GENERAL_PUNCTUATION (1L << 31) /* U+2000-U+206F */ + /* U+2E00-U+2E7F */ + + /* ulUnicodeRange2 */ + /* --------------- */ + + /* Bit 32 Superscripts And Subscripts */ +#define TT_UCR_SUPERSCRIPTS_SUBSCRIPTS (1L << 0) /* U+2070-U+209F */ + /* Bit 33 Currency Symbols */ +#define TT_UCR_CURRENCY_SYMBOLS (1L << 1) /* U+20A0-U+20CF */ + /* Bit 34 Combining Diacritical Marks For Symbols */ +#define TT_UCR_COMBINING_DIACRITICAL_MARKS_SYMB \ + (1L << 2) /* U+20D0-U+20FF */ + /* Bit 35 Letterlike Symbols */ +#define TT_UCR_LETTERLIKE_SYMBOLS (1L << 3) /* U+2100-U+214F */ + /* Bit 36 Number Forms */ +#define TT_UCR_NUMBER_FORMS (1L << 4) /* U+2150-U+218F */ + /* Bit 37 Arrows */ + /* Supplemental Arrows-A */ + /* Supplemental Arrows-B */ + /* Miscellaneous Symbols and Arrows */ +#define TT_UCR_ARROWS (1L << 5) /* U+2190-U+21FF */ + /* U+27F0-U+27FF */ + /* U+2900-U+297F */ + /* U+2B00-U+2BFF */ + /* Bit 38 Mathematical Operators */ + /* Supplemental Mathematical Operators */ + /* Miscellaneous Mathematical Symbols-A */ + /* Miscellaneous Mathematical Symbols-B */ +#define TT_UCR_MATHEMATICAL_OPERATORS (1L << 6) /* U+2200-U+22FF */ + /* U+2A00-U+2AFF */ + /* U+27C0-U+27EF */ + /* U+2980-U+29FF */ + /* Bit 39 Miscellaneous Technical */ +#define TT_UCR_MISCELLANEOUS_TECHNICAL (1L << 7) /* U+2300-U+23FF */ + /* Bit 40 Control Pictures */ +#define TT_UCR_CONTROL_PICTURES (1L << 8) /* U+2400-U+243F */ + /* Bit 41 Optical Character Recognition */ +#define TT_UCR_OCR (1L << 9) /* U+2440-U+245F */ + /* Bit 42 Enclosed Alphanumerics */ +#define TT_UCR_ENCLOSED_ALPHANUMERICS (1L << 10) /* U+2460-U+24FF */ + /* Bit 43 Box Drawing */ +#define TT_UCR_BOX_DRAWING (1L << 11) /* U+2500-U+257F */ + /* Bit 44 Block Elements */ +#define TT_UCR_BLOCK_ELEMENTS (1L << 12) /* U+2580-U+259F */ + /* Bit 45 Geometric Shapes */ +#define TT_UCR_GEOMETRIC_SHAPES (1L << 13) /* U+25A0-U+25FF */ + /* Bit 46 Miscellaneous Symbols */ +#define TT_UCR_MISCELLANEOUS_SYMBOLS (1L << 14) /* U+2600-U+26FF */ + /* Bit 47 Dingbats */ +#define TT_UCR_DINGBATS (1L << 15) /* U+2700-U+27BF */ + /* Bit 48 CJK Symbols and Punctuation */ +#define TT_UCR_CJK_SYMBOLS (1L << 16) /* U+3000-U+303F */ + /* Bit 49 Hiragana */ +#define TT_UCR_HIRAGANA (1L << 17) /* U+3040-U+309F */ + /* Bit 50 Katakana */ + /* Katakana Phonetic Extensions */ +#define TT_UCR_KATAKANA (1L << 18) /* U+30A0-U+30FF */ + /* U+31F0-U+31FF */ + /* Bit 51 Bopomofo */ + /* Bopomofo Extended */ +#define TT_UCR_BOPOMOFO (1L << 19) /* U+3100-U+312F */ + /* U+31A0-U+31BF */ + /* Bit 52 Hangul Compatibility Jamo */ +#define TT_UCR_HANGUL_COMPATIBILITY_JAMO (1L << 20) /* U+3130-U+318F */ + /* Bit 53 Phags-Pa */ +#define TT_UCR_CJK_MISC (1L << 21) /* U+A840-U+A87F */ +#define TT_UCR_KANBUN TT_UCR_CJK_MISC /* deprecated */ +#define TT_UCR_PHAGSPA + /* Bit 54 Enclosed CJK Letters and Months */ +#define TT_UCR_ENCLOSED_CJK_LETTERS_MONTHS (1L << 22) /* U+3200-U+32FF */ + /* Bit 55 CJK Compatibility */ +#define TT_UCR_CJK_COMPATIBILITY (1L << 23) /* U+3300-U+33FF */ + /* Bit 56 Hangul Syllables */ +#define TT_UCR_HANGUL (1L << 24) /* U+AC00-U+D7A3 */ + /* Bit 57 High Surrogates */ + /* High Private Use Surrogates */ + /* Low Surrogates */ + + /* According to OpenType specs v.1.3+, */ + /* setting bit 57 implies that there is */ + /* at least one codepoint beyond the */ + /* Basic Multilingual Plane that is */ + /* supported by this font. So it really */ + /* means >= U+10000. */ +#define TT_UCR_SURROGATES (1L << 25) /* U+D800-U+DB7F */ + /* U+DB80-U+DBFF */ + /* U+DC00-U+DFFF */ +#define TT_UCR_NON_PLANE_0 TT_UCR_SURROGATES + /* Bit 58 Phoenician */ +#define TT_UCR_PHOENICIAN (1L << 26) /*U+10900-U+1091F*/ + /* Bit 59 CJK Unified Ideographs */ + /* CJK Radicals Supplement */ + /* Kangxi Radicals */ + /* Ideographic Description Characters */ + /* CJK Unified Ideographs Extension A */ + /* CJK Unified Ideographs Extension B */ + /* Kanbun */ +#define TT_UCR_CJK_UNIFIED_IDEOGRAPHS (1L << 27) /* U+4E00-U+9FFF */ + /* U+2E80-U+2EFF */ + /* U+2F00-U+2FDF */ + /* U+2FF0-U+2FFF */ + /* U+3400-U+4DB5 */ + /*U+20000-U+2A6DF*/ + /* U+3190-U+319F */ + /* Bit 60 Private Use */ +#define TT_UCR_PRIVATE_USE (1L << 28) /* U+E000-U+F8FF */ + /* Bit 61 CJK Strokes */ + /* CJK Compatibility Ideographs */ + /* CJK Compatibility Ideographs Supplement */ +#define TT_UCR_CJK_COMPATIBILITY_IDEOGRAPHS (1L << 29) /* U+31C0-U+31EF */ + /* U+F900-U+FAFF */ + /*U+2F800-U+2FA1F*/ + /* Bit 62 Alphabetic Presentation Forms */ +#define TT_UCR_ALPHABETIC_PRESENTATION_FORMS (1L << 30) /* U+FB00-U+FB4F */ + /* Bit 63 Arabic Presentation Forms-A */ +#define TT_UCR_ARABIC_PRESENTATION_FORMS_A (1L << 31) /* U+FB50-U+FDFF */ + + /* ulUnicodeRange3 */ + /* --------------- */ + + /* Bit 64 Combining Half Marks */ +#define TT_UCR_COMBINING_HALF_MARKS (1L << 0) /* U+FE20-U+FE2F */ + /* Bit 65 Vertical forms */ + /* CJK Compatibility Forms */ +#define TT_UCR_CJK_COMPATIBILITY_FORMS (1L << 1) /* U+FE10-U+FE1F */ + /* U+FE30-U+FE4F */ + /* Bit 66 Small Form Variants */ +#define TT_UCR_SMALL_FORM_VARIANTS (1L << 2) /* U+FE50-U+FE6F */ + /* Bit 67 Arabic Presentation Forms-B */ +#define TT_UCR_ARABIC_PRESENTATION_FORMS_B (1L << 3) /* U+FE70-U+FEFE */ + /* Bit 68 Halfwidth and Fullwidth Forms */ +#define TT_UCR_HALFWIDTH_FULLWIDTH_FORMS (1L << 4) /* U+FF00-U+FFEF */ + /* Bit 69 Specials */ +#define TT_UCR_SPECIALS (1L << 5) /* U+FFF0-U+FFFD */ + /* Bit 70 Tibetan */ +#define TT_UCR_TIBETAN (1L << 6) /* U+0F00-U+0FFF */ + /* Bit 71 Syriac */ +#define TT_UCR_SYRIAC (1L << 7) /* U+0700-U+074F */ + /* Bit 72 Thaana */ +#define TT_UCR_THAANA (1L << 8) /* U+0780-U+07BF */ + /* Bit 73 Sinhala */ +#define TT_UCR_SINHALA (1L << 9) /* U+0D80-U+0DFF */ + /* Bit 74 Myanmar */ +#define TT_UCR_MYANMAR (1L << 10) /* U+1000-U+109F */ + /* Bit 75 Ethiopic */ + /* Ethiopic Supplement */ + /* Ethiopic Extended */ +#define TT_UCR_ETHIOPIC (1L << 11) /* U+1200-U+137F */ + /* U+1380-U+139F */ + /* U+2D80-U+2DDF */ + /* Bit 76 Cherokee */ +#define TT_UCR_CHEROKEE (1L << 12) /* U+13A0-U+13FF */ + /* Bit 77 Unified Canadian Aboriginal Syllabics */ +#define TT_UCR_CANADIAN_ABORIGINAL_SYLLABICS (1L << 13) /* U+1400-U+167F */ + /* Bit 78 Ogham */ +#define TT_UCR_OGHAM (1L << 14) /* U+1680-U+169F */ + /* Bit 79 Runic */ +#define TT_UCR_RUNIC (1L << 15) /* U+16A0-U+16FF */ + /* Bit 80 Khmer */ + /* Khmer Symbols */ +#define TT_UCR_KHMER (1L << 16) /* U+1780-U+17FF */ + /* U+19E0-U+19FF */ + /* Bit 81 Mongolian */ +#define TT_UCR_MONGOLIAN (1L << 17) /* U+1800-U+18AF */ + /* Bit 82 Braille Patterns */ +#define TT_UCR_BRAILLE (1L << 18) /* U+2800-U+28FF */ + /* Bit 83 Yi Syllables */ + /* Yi Radicals */ +#define TT_UCR_YI (1L << 19) /* U+A000-U+A48F */ + /* U+A490-U+A4CF */ + /* Bit 84 Tagalog */ + /* Hanunoo */ + /* Buhid */ + /* Tagbanwa */ +#define TT_UCR_PHILIPPINE (1L << 20) /* U+1700-U+171F */ + /* U+1720-U+173F */ + /* U+1740-U+175F */ + /* U+1760-U+177F */ + /* Bit 85 Old Italic */ +#define TT_UCR_OLD_ITALIC (1L << 21) /*U+10300-U+1032F*/ + /* Bit 86 Gothic */ +#define TT_UCR_GOTHIC (1L << 22) /*U+10330-U+1034F*/ + /* Bit 87 Deseret */ +#define TT_UCR_DESERET (1L << 23) /*U+10400-U+1044F*/ + /* Bit 88 Byzantine Musical Symbols */ + /* Musical Symbols */ + /* Ancient Greek Musical Notation */ +#define TT_UCR_MUSICAL_SYMBOLS (1L << 24) /*U+1D000-U+1D0FF*/ + /*U+1D100-U+1D1FF*/ + /*U+1D200-U+1D24F*/ + /* Bit 89 Mathematical Alphanumeric Symbols */ +#define TT_UCR_MATH_ALPHANUMERIC_SYMBOLS (1L << 25) /*U+1D400-U+1D7FF*/ + /* Bit 90 Private Use (plane 15) */ + /* Private Use (plane 16) */ +#define TT_UCR_PRIVATE_USE_SUPPLEMENTARY (1L << 26) /*U+F0000-U+FFFFD*/ + /*U+100000-U+10FFFD*/ + /* Bit 91 Variation Selectors */ + /* Variation Selectors Supplement */ +#define TT_UCR_VARIATION_SELECTORS (1L << 27) /* U+FE00-U+FE0F */ + /*U+E0100-U+E01EF*/ + /* Bit 92 Tags */ +#define TT_UCR_TAGS (1L << 28) /*U+E0000-U+E007F*/ + /* Bit 93 Limbu */ +#define TT_UCR_LIMBU (1L << 29) /* U+1900-U+194F */ + /* Bit 94 Tai Le */ +#define TT_UCR_TAI_LE (1L << 30) /* U+1950-U+197F */ + /* Bit 95 New Tai Lue */ +#define TT_UCR_NEW_TAI_LUE (1L << 31) /* U+1980-U+19DF */ + + /* ulUnicodeRange4 */ + /* --------------- */ + + /* Bit 96 Buginese */ +#define TT_UCR_BUGINESE (1L << 0) /* U+1A00-U+1A1F */ + /* Bit 97 Glagolitic */ +#define TT_UCR_GLAGOLITIC (1L << 1) /* U+2C00-U+2C5F */ + /* Bit 98 Tifinagh */ +#define TT_UCR_TIFINAGH (1L << 2) /* U+2D30-U+2D7F */ + /* Bit 99 Yijing Hexagram Symbols */ +#define TT_UCR_YIJING (1L << 3) /* U+4DC0-U+4DFF */ + /* Bit 100 Syloti Nagri */ +#define TT_UCR_SYLOTI_NAGRI (1L << 4) /* U+A800-U+A82F */ + /* Bit 101 Linear B Syllabary */ + /* Linear B Ideograms */ + /* Aegean Numbers */ +#define TT_UCR_LINEAR_B (1L << 5) /*U+10000-U+1007F*/ + /*U+10080-U+100FF*/ + /*U+10100-U+1013F*/ + /* Bit 102 Ancient Greek Numbers */ +#define TT_UCR_ANCIENT_GREEK_NUMBERS (1L << 6) /*U+10140-U+1018F*/ + /* Bit 103 Ugaritic */ +#define TT_UCR_UGARITIC (1L << 7) /*U+10380-U+1039F*/ + /* Bit 104 Old Persian */ +#define TT_UCR_OLD_PERSIAN (1L << 8) /*U+103A0-U+103DF*/ + /* Bit 105 Shavian */ +#define TT_UCR_SHAVIAN (1L << 9) /*U+10450-U+1047F*/ + /* Bit 106 Osmanya */ +#define TT_UCR_OSMANYA (1L << 10) /*U+10480-U+104AF*/ + /* Bit 107 Cypriot Syllabary */ +#define TT_UCR_CYPRIOT_SYLLABARY (1L << 11) /*U+10800-U+1083F*/ + /* Bit 108 Kharoshthi */ +#define TT_UCR_KHAROSHTHI (1L << 12) /*U+10A00-U+10A5F*/ + /* Bit 109 Tai Xuan Jing Symbols */ +#define TT_UCR_TAI_XUAN_JING (1L << 13) /*U+1D300-U+1D35F*/ + /* Bit 110 Cuneiform */ + /* Cuneiform Numbers and Punctuation */ +#define TT_UCR_CUNEIFORM (1L << 14) /*U+12000-U+123FF*/ + /*U+12400-U+1247F*/ + /* Bit 111 Counting Rod Numerals */ +#define TT_UCR_COUNTING_ROD_NUMERALS (1L << 15) /*U+1D360-U+1D37F*/ + /* Bit 112 Sundanese */ +#define TT_UCR_SUNDANESE (1L << 16) /* U+1B80-U+1BBF */ + /* Bit 113 Lepcha */ +#define TT_UCR_LEPCHA (1L << 17) /* U+1C00-U+1C4F */ + /* Bit 114 Ol Chiki */ +#define TT_UCR_OL_CHIKI (1L << 18) /* U+1C50-U+1C7F */ + /* Bit 115 Saurashtra */ +#define TT_UCR_SAURASHTRA (1L << 19) /* U+A880-U+A8DF */ + /* Bit 116 Kayah Li */ +#define TT_UCR_KAYAH_LI (1L << 20) /* U+A900-U+A92F */ + /* Bit 117 Rejang */ +#define TT_UCR_REJANG (1L << 21) /* U+A930-U+A95F */ + /* Bit 118 Cham */ +#define TT_UCR_CHAM (1L << 22) /* U+AA00-U+AA5F */ + /* Bit 119 Ancient Symbols */ +#define TT_UCR_ANCIENT_SYMBOLS (1L << 23) /*U+10190-U+101CF*/ + /* Bit 120 Phaistos Disc */ +#define TT_UCR_PHAISTOS_DISC (1L << 24) /*U+101D0-U+101FF*/ + /* Bit 121 Carian */ + /* Lycian */ + /* Lydian */ +#define TT_UCR_OLD_ANATOLIAN (1L << 25) /*U+102A0-U+102DF*/ + /*U+10280-U+1029F*/ + /*U+10920-U+1093F*/ + /* Bit 122 Domino Tiles */ + /* Mahjong Tiles */ +#define TT_UCR_GAME_TILES (1L << 26) /*U+1F030-U+1F09F*/ + /*U+1F000-U+1F02F*/ + /* Bit 123-127 Reserved for process-internal usage */ + + /* */ + + /* for backward compatibility with older FreeType versions */ +#define TT_UCR_ARABIC_PRESENTATION_A \ + TT_UCR_ARABIC_PRESENTATION_FORMS_A +#define TT_UCR_ARABIC_PRESENTATION_B \ + TT_UCR_ARABIC_PRESENTATION_FORMS_B + +#define TT_UCR_COMBINING_DIACRITICS \ + TT_UCR_COMBINING_DIACRITICAL_MARKS +#define TT_UCR_COMBINING_DIACRITICS_SYMB \ + TT_UCR_COMBINING_DIACRITICAL_MARKS_SYMB + + +FT_END_HEADER + +#endif /* TTNAMEID_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/tttables.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/tttables.h new file mode 100644 index 0000000..21664df --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/tttables.h @@ -0,0 +1,855 @@ +/**************************************************************************** + * + * tttables.h + * + * Basic SFNT/TrueType tables definitions and interface + * (specification only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef TTTABLES_H_ +#define TTTABLES_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + /************************************************************************** + * + * @section: + * truetype_tables + * + * @title: + * TrueType Tables + * + * @abstract: + * TrueType-specific table types and functions. + * + * @description: + * This section contains definitions of some basic tables specific to + * TrueType and OpenType as well as some routines used to access and + * process them. + * + * @order: + * TT_Header + * TT_HoriHeader + * TT_VertHeader + * TT_OS2 + * TT_Postscript + * TT_PCLT + * TT_MaxProfile + * + * FT_Sfnt_Tag + * FT_Get_Sfnt_Table + * FT_Load_Sfnt_Table + * FT_Sfnt_Table_Info + * + * FT_Get_CMap_Language_ID + * FT_Get_CMap_Format + * + * FT_PARAM_TAG_UNPATENTED_HINTING + * + */ + + + /************************************************************************** + * + * @struct: + * TT_Header + * + * @description: + * A structure to model a TrueType font header table. All fields follow + * the OpenType specification. The 64-bit timestamps are stored in + * two-element arrays `Created` and `Modified`, first the upper then + * the lower 32~bits. + */ + typedef struct TT_Header_ + { + FT_Fixed Table_Version; + FT_Fixed Font_Revision; + + FT_Long CheckSum_Adjust; + FT_Long Magic_Number; + + FT_UShort Flags; + FT_UShort Units_Per_EM; + + FT_ULong Created [2]; + FT_ULong Modified[2]; + + FT_Short xMin; + FT_Short yMin; + FT_Short xMax; + FT_Short yMax; + + FT_UShort Mac_Style; + FT_UShort Lowest_Rec_PPEM; + + FT_Short Font_Direction; + FT_Short Index_To_Loc_Format; + FT_Short Glyph_Data_Format; + + } TT_Header; + + + /************************************************************************** + * + * @struct: + * TT_HoriHeader + * + * @description: + * A structure to model a TrueType horizontal header, the 'hhea' table, + * as well as the corresponding horizontal metrics table, 'hmtx'. + * + * @fields: + * Version :: + * The table version. + * + * Ascender :: + * The font's ascender, i.e., the distance from the baseline to the + * top-most of all glyph points found in the font. + * + * This value is invalid in many fonts, as it is usually set by the + * font designer, and often reflects only a portion of the glyphs found + * in the font (maybe ASCII). + * + * You should use the `sTypoAscender` field of the 'OS/2' table instead + * if you want the correct one. + * + * Descender :: + * The font's descender, i.e., the distance from the baseline to the + * bottom-most of all glyph points found in the font. It is negative. + * + * This value is invalid in many fonts, as it is usually set by the + * font designer, and often reflects only a portion of the glyphs found + * in the font (maybe ASCII). + * + * You should use the `sTypoDescender` field of the 'OS/2' table + * instead if you want the correct one. + * + * Line_Gap :: + * The font's line gap, i.e., the distance to add to the ascender and + * descender to get the BTB, i.e., the baseline-to-baseline distance + * for the font. + * + * advance_Width_Max :: + * This field is the maximum of all advance widths found in the font. + * It can be used to compute the maximum width of an arbitrary string + * of text. + * + * min_Left_Side_Bearing :: + * The minimum left side bearing of all glyphs within the font. + * + * min_Right_Side_Bearing :: + * The minimum right side bearing of all glyphs within the font. + * + * xMax_Extent :: + * The maximum horizontal extent (i.e., the 'width' of a glyph's + * bounding box) for all glyphs in the font. + * + * caret_Slope_Rise :: + * The rise coefficient of the cursor's slope of the cursor + * (slope=rise/run). + * + * caret_Slope_Run :: + * The run coefficient of the cursor's slope. + * + * caret_Offset :: + * The cursor's offset for slanted fonts. + * + * Reserved :: + * 8~reserved bytes. + * + * metric_Data_Format :: + * Always~0. + * + * number_Of_HMetrics :: + * Number of HMetrics entries in the 'hmtx' table -- this value can be + * smaller than the total number of glyphs in the font. + * + * long_metrics :: + * A pointer into the 'hmtx' table. + * + * short_metrics :: + * A pointer into the 'hmtx' table. + * + * @note: + * For an OpenType variation font, the values of the following fields can + * change after a call to @FT_Set_Var_Design_Coordinates (and friends) if + * the font contains an 'MVAR' table: `caret_Slope_Rise`, + * `caret_Slope_Run`, and `caret_Offset`. + */ + typedef struct TT_HoriHeader_ + { + FT_Fixed Version; + FT_Short Ascender; + FT_Short Descender; + FT_Short Line_Gap; + + FT_UShort advance_Width_Max; /* advance width maximum */ + + FT_Short min_Left_Side_Bearing; /* minimum left-sb */ + FT_Short min_Right_Side_Bearing; /* minimum right-sb */ + FT_Short xMax_Extent; /* xmax extents */ + FT_Short caret_Slope_Rise; + FT_Short caret_Slope_Run; + FT_Short caret_Offset; + + FT_Short Reserved[4]; + + FT_Short metric_Data_Format; + FT_UShort number_Of_HMetrics; + + /* The following fields are not defined by the OpenType specification */ + /* but they are used to connect the metrics header to the relevant */ + /* 'hmtx' table. */ + + void* long_metrics; + void* short_metrics; + + } TT_HoriHeader; + + + /************************************************************************** + * + * @struct: + * TT_VertHeader + * + * @description: + * A structure used to model a TrueType vertical header, the 'vhea' + * table, as well as the corresponding vertical metrics table, 'vmtx'. + * + * @fields: + * Version :: + * The table version. + * + * Ascender :: + * The font's ascender, i.e., the distance from the baseline to the + * top-most of all glyph points found in the font. + * + * This value is invalid in many fonts, as it is usually set by the + * font designer, and often reflects only a portion of the glyphs found + * in the font (maybe ASCII). + * + * You should use the `sTypoAscender` field of the 'OS/2' table instead + * if you want the correct one. + * + * Descender :: + * The font's descender, i.e., the distance from the baseline to the + * bottom-most of all glyph points found in the font. It is negative. + * + * This value is invalid in many fonts, as it is usually set by the + * font designer, and often reflects only a portion of the glyphs found + * in the font (maybe ASCII). + * + * You should use the `sTypoDescender` field of the 'OS/2' table + * instead if you want the correct one. + * + * Line_Gap :: + * The font's line gap, i.e., the distance to add to the ascender and + * descender to get the BTB, i.e., the baseline-to-baseline distance + * for the font. + * + * advance_Height_Max :: + * This field is the maximum of all advance heights found in the font. + * It can be used to compute the maximum height of an arbitrary string + * of text. + * + * min_Top_Side_Bearing :: + * The minimum top side bearing of all glyphs within the font. + * + * min_Bottom_Side_Bearing :: + * The minimum bottom side bearing of all glyphs within the font. + * + * yMax_Extent :: + * The maximum vertical extent (i.e., the 'height' of a glyph's + * bounding box) for all glyphs in the font. + * + * caret_Slope_Rise :: + * The rise coefficient of the cursor's slope of the cursor + * (slope=rise/run). + * + * caret_Slope_Run :: + * The run coefficient of the cursor's slope. + * + * caret_Offset :: + * The cursor's offset for slanted fonts. + * + * Reserved :: + * 8~reserved bytes. + * + * metric_Data_Format :: + * Always~0. + * + * number_Of_VMetrics :: + * Number of VMetrics entries in the 'vmtx' table -- this value can be + * smaller than the total number of glyphs in the font. + * + * long_metrics :: + * A pointer into the 'vmtx' table. + * + * short_metrics :: + * A pointer into the 'vmtx' table. + * + * @note: + * For an OpenType variation font, the values of the following fields can + * change after a call to @FT_Set_Var_Design_Coordinates (and friends) if + * the font contains an 'MVAR' table: `Ascender`, `Descender`, + * `Line_Gap`, `caret_Slope_Rise`, `caret_Slope_Run`, and `caret_Offset`. + */ + typedef struct TT_VertHeader_ + { + FT_Fixed Version; + FT_Short Ascender; + FT_Short Descender; + FT_Short Line_Gap; + + FT_UShort advance_Height_Max; /* advance height maximum */ + + FT_Short min_Top_Side_Bearing; /* minimum top-sb */ + FT_Short min_Bottom_Side_Bearing; /* minimum bottom-sb */ + FT_Short yMax_Extent; /* ymax extents */ + FT_Short caret_Slope_Rise; + FT_Short caret_Slope_Run; + FT_Short caret_Offset; + + FT_Short Reserved[4]; + + FT_Short metric_Data_Format; + FT_UShort number_Of_VMetrics; + + /* The following fields are not defined by the OpenType specification */ + /* but they are used to connect the metrics header to the relevant */ + /* 'vmtx' table. */ + + void* long_metrics; + void* short_metrics; + + } TT_VertHeader; + + + /************************************************************************** + * + * @struct: + * TT_OS2 + * + * @description: + * A structure to model a TrueType 'OS/2' table. All fields comply to + * the OpenType specification. + * + * Note that we now support old Mac fonts that do not include an 'OS/2' + * table. In this case, the `version` field is always set to 0xFFFF. + * + * @note: + * For an OpenType variation font, the values of the following fields can + * change after a call to @FT_Set_Var_Design_Coordinates (and friends) if + * the font contains an 'MVAR' table: `sCapHeight`, `sTypoAscender`, + * `sTypoDescender`, `sTypoLineGap`, `sxHeight`, `usWinAscent`, + * `usWinDescent`, `yStrikeoutPosition`, `yStrikeoutSize`, + * `ySubscriptXOffset`, `ySubScriptXSize`, `ySubscriptYOffset`, + * `ySubscriptYSize`, `ySuperscriptXOffset`, `ySuperscriptXSize`, + * `ySuperscriptYOffset`, and `ySuperscriptYSize`. + * + * Possible values for bits in the `ulUnicodeRangeX` fields are given by + * the @TT_UCR_XXX macros. + */ + + typedef struct TT_OS2_ + { + FT_UShort version; /* 0x0001 - more or 0xFFFF */ + FT_Short xAvgCharWidth; + FT_UShort usWeightClass; + FT_UShort usWidthClass; + FT_UShort fsType; + FT_Short ySubscriptXSize; + FT_Short ySubscriptYSize; + FT_Short ySubscriptXOffset; + FT_Short ySubscriptYOffset; + FT_Short ySuperscriptXSize; + FT_Short ySuperscriptYSize; + FT_Short ySuperscriptXOffset; + FT_Short ySuperscriptYOffset; + FT_Short yStrikeoutSize; + FT_Short yStrikeoutPosition; + FT_Short sFamilyClass; + + FT_Byte panose[10]; + + FT_ULong ulUnicodeRange1; /* Bits 0-31 */ + FT_ULong ulUnicodeRange2; /* Bits 32-63 */ + FT_ULong ulUnicodeRange3; /* Bits 64-95 */ + FT_ULong ulUnicodeRange4; /* Bits 96-127 */ + + FT_Char achVendID[4]; + + FT_UShort fsSelection; + FT_UShort usFirstCharIndex; + FT_UShort usLastCharIndex; + FT_Short sTypoAscender; + FT_Short sTypoDescender; + FT_Short sTypoLineGap; + FT_UShort usWinAscent; + FT_UShort usWinDescent; + + /* only version 1 and higher: */ + + FT_ULong ulCodePageRange1; /* Bits 0-31 */ + FT_ULong ulCodePageRange2; /* Bits 32-63 */ + + /* only version 2 and higher: */ + + FT_Short sxHeight; + FT_Short sCapHeight; + FT_UShort usDefaultChar; + FT_UShort usBreakChar; + FT_UShort usMaxContext; + + /* only version 5 and higher: */ + + FT_UShort usLowerOpticalPointSize; /* in twips (1/20th points) */ + FT_UShort usUpperOpticalPointSize; /* in twips (1/20th points) */ + + } TT_OS2; + + + /************************************************************************** + * + * @struct: + * TT_Postscript + * + * @description: + * A structure to model a TrueType 'post' table. All fields comply to + * the OpenType specification. This structure does not reference a + * font's PostScript glyph names; use @FT_Get_Glyph_Name to retrieve + * them. + * + * @note: + * For an OpenType variation font, the values of the following fields can + * change after a call to @FT_Set_Var_Design_Coordinates (and friends) if + * the font contains an 'MVAR' table: `underlinePosition` and + * `underlineThickness`. + */ + typedef struct TT_Postscript_ + { + FT_Fixed FormatType; + FT_Fixed italicAngle; + FT_Short underlinePosition; + FT_Short underlineThickness; + FT_ULong isFixedPitch; + FT_ULong minMemType42; + FT_ULong maxMemType42; + FT_ULong minMemType1; + FT_ULong maxMemType1; + + /* Glyph names follow in the 'post' table, but we don't */ + /* load them by default. */ + + } TT_Postscript; + + + /************************************************************************** + * + * @struct: + * TT_PCLT + * + * @description: + * A structure to model a TrueType 'PCLT' table. All fields comply to + * the OpenType specification. + */ + typedef struct TT_PCLT_ + { + FT_Fixed Version; + FT_ULong FontNumber; + FT_UShort Pitch; + FT_UShort xHeight; + FT_UShort Style; + FT_UShort TypeFamily; + FT_UShort CapHeight; + FT_UShort SymbolSet; + FT_Char TypeFace[16]; + FT_Char CharacterComplement[8]; + FT_Char FileName[6]; + FT_Char StrokeWeight; + FT_Char WidthType; + FT_Byte SerifStyle; + FT_Byte Reserved; + + } TT_PCLT; + + + /************************************************************************** + * + * @struct: + * TT_MaxProfile + * + * @description: + * The maximum profile ('maxp') table contains many max values, which can + * be used to pre-allocate arrays for speeding up glyph loading and + * hinting. + * + * @fields: + * version :: + * The version number. + * + * numGlyphs :: + * The number of glyphs in this TrueType font. + * + * maxPoints :: + * The maximum number of points in a non-composite TrueType glyph. See + * also `maxCompositePoints`. + * + * maxContours :: + * The maximum number of contours in a non-composite TrueType glyph. + * See also `maxCompositeContours`. + * + * maxCompositePoints :: + * The maximum number of points in a composite TrueType glyph. See + * also `maxPoints`. + * + * maxCompositeContours :: + * The maximum number of contours in a composite TrueType glyph. See + * also `maxContours`. + * + * maxZones :: + * The maximum number of zones used for glyph hinting. + * + * maxTwilightPoints :: + * The maximum number of points in the twilight zone used for glyph + * hinting. + * + * maxStorage :: + * The maximum number of elements in the storage area used for glyph + * hinting. + * + * maxFunctionDefs :: + * The maximum number of function definitions in the TrueType bytecode + * for this font. + * + * maxInstructionDefs :: + * The maximum number of instruction definitions in the TrueType + * bytecode for this font. + * + * maxStackElements :: + * The maximum number of stack elements used during bytecode + * interpretation. + * + * maxSizeOfInstructions :: + * The maximum number of TrueType opcodes used for glyph hinting. + * + * maxComponentElements :: + * The maximum number of simple (i.e., non-composite) glyphs in a + * composite glyph. + * + * maxComponentDepth :: + * The maximum nesting depth of composite glyphs. + * + * @note: + * This structure is only used during font loading. + */ + typedef struct TT_MaxProfile_ + { + FT_Fixed version; + FT_UShort numGlyphs; + FT_UShort maxPoints; + FT_UShort maxContours; + FT_UShort maxCompositePoints; + FT_UShort maxCompositeContours; + FT_UShort maxZones; + FT_UShort maxTwilightPoints; + FT_UShort maxStorage; + FT_UShort maxFunctionDefs; + FT_UShort maxInstructionDefs; + FT_UShort maxStackElements; + FT_UShort maxSizeOfInstructions; + FT_UShort maxComponentElements; + FT_UShort maxComponentDepth; + + } TT_MaxProfile; + + + /************************************************************************** + * + * @enum: + * FT_Sfnt_Tag + * + * @description: + * An enumeration to specify indices of SFNT tables loaded and parsed by + * FreeType during initialization of an SFNT font. Used in the + * @FT_Get_Sfnt_Table API function. + * + * @values: + * FT_SFNT_HEAD :: + * To access the font's @TT_Header structure. + * + * FT_SFNT_MAXP :: + * To access the font's @TT_MaxProfile structure. + * + * FT_SFNT_OS2 :: + * To access the font's @TT_OS2 structure. + * + * FT_SFNT_HHEA :: + * To access the font's @TT_HoriHeader structure. + * + * FT_SFNT_VHEA :: + * To access the font's @TT_VertHeader structure. + * + * FT_SFNT_POST :: + * To access the font's @TT_Postscript structure. + * + * FT_SFNT_PCLT :: + * To access the font's @TT_PCLT structure. + */ + typedef enum FT_Sfnt_Tag_ + { + FT_SFNT_HEAD, + FT_SFNT_MAXP, + FT_SFNT_OS2, + FT_SFNT_HHEA, + FT_SFNT_VHEA, + FT_SFNT_POST, + FT_SFNT_PCLT, + + FT_SFNT_MAX + + } FT_Sfnt_Tag; + + /* these constants are deprecated; use the corresponding `FT_Sfnt_Tag` */ + /* values instead */ +#define ft_sfnt_head FT_SFNT_HEAD +#define ft_sfnt_maxp FT_SFNT_MAXP +#define ft_sfnt_os2 FT_SFNT_OS2 +#define ft_sfnt_hhea FT_SFNT_HHEA +#define ft_sfnt_vhea FT_SFNT_VHEA +#define ft_sfnt_post FT_SFNT_POST +#define ft_sfnt_pclt FT_SFNT_PCLT + + + /************************************************************************** + * + * @function: + * FT_Get_Sfnt_Table + * + * @description: + * Return a pointer to a given SFNT table stored within a face. + * + * @input: + * face :: + * A handle to the source. + * + * tag :: + * The index of the SFNT table. + * + * @return: + * A type-less pointer to the table. This will be `NULL` in case of + * error, or if the corresponding table was not found **OR** loaded from + * the file. + * + * Use a typecast according to `tag` to access the structure elements. + * + * @note: + * The table is owned by the face object and disappears with it. + * + * This function is only useful to access SFNT tables that are loaded by + * the sfnt, truetype, and opentype drivers. See @FT_Sfnt_Tag for a + * list. + * + * @example: + * Here is an example demonstrating access to the 'vhea' table. + * + * ``` + * TT_VertHeader* vert_header; + * + * + * vert_header = + * (TT_VertHeader*)FT_Get_Sfnt_Table( face, FT_SFNT_VHEA ); + * ``` + */ + FT_EXPORT( void* ) + FT_Get_Sfnt_Table( FT_Face face, + FT_Sfnt_Tag tag ); + + + /************************************************************************** + * + * @function: + * FT_Load_Sfnt_Table + * + * @description: + * Load any SFNT font table into client memory. + * + * @input: + * face :: + * A handle to the source face. + * + * tag :: + * The four-byte tag of the table to load. Use value~0 if you want to + * access the whole font file. Otherwise, you can use one of the + * definitions found in the @FT_TRUETYPE_TAGS_H file, or forge a new + * one with @FT_MAKE_TAG. + * + * offset :: + * The starting offset in the table (or file if tag~==~0). + * + * @output: + * buffer :: + * The target buffer address. The client must ensure that the memory + * array is big enough to hold the data. + * + * @inout: + * length :: + * If the `length` parameter is `NULL`, try to load the whole table. + * Return an error code if it fails. + * + * Else, if `*length` is~0, exit immediately while returning the + * table's (or file) full size in it. + * + * Else the number of bytes to read from the table or file, from the + * starting offset. + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * If you need to determine the table's length you should first call this + * function with `*length` set to~0, as in the following example: + * + * ``` + * FT_ULong length = 0; + * + * + * error = FT_Load_Sfnt_Table( face, tag, 0, NULL, &length ); + * if ( error ) { ... table does not exist ... } + * + * buffer = malloc( length ); + * if ( buffer == NULL ) { ... not enough memory ... } + * + * error = FT_Load_Sfnt_Table( face, tag, 0, buffer, &length ); + * if ( error ) { ... could not load table ... } + * ``` + * + * Note that structures like @TT_Header or @TT_OS2 can't be used with + * this function; they are limited to @FT_Get_Sfnt_Table. Reason is that + * those structures depend on the processor architecture, with varying + * size (e.g. 32bit vs. 64bit) or order (big endian vs. little endian). + * + */ + FT_EXPORT( FT_Error ) + FT_Load_Sfnt_Table( FT_Face face, + FT_ULong tag, + FT_Long offset, + FT_Byte* buffer, + FT_ULong* length ); + + + /************************************************************************** + * + * @function: + * FT_Sfnt_Table_Info + * + * @description: + * Return information on an SFNT table. + * + * @input: + * face :: + * A handle to the source face. + * + * table_index :: + * The index of an SFNT table. The function returns + * FT_Err_Table_Missing for an invalid value. + * + * @inout: + * tag :: + * The name tag of the SFNT table. If the value is `NULL`, + * `table_index` is ignored, and `length` returns the number of SFNT + * tables in the font. + * + * @output: + * length :: + * The length of the SFNT table (or the number of SFNT tables, + * depending on `tag`). + * + * @return: + * FreeType error code. 0~means success. + * + * @note: + * While parsing fonts, FreeType handles SFNT tables with length zero as + * missing. + * + */ + FT_EXPORT( FT_Error ) + FT_Sfnt_Table_Info( FT_Face face, + FT_UInt table_index, + FT_ULong *tag, + FT_ULong *length ); + + + /************************************************************************** + * + * @function: + * FT_Get_CMap_Language_ID + * + * @description: + * Return cmap language ID as specified in the OpenType standard. + * Definitions of language ID values are in file @FT_TRUETYPE_IDS_H. + * + * @input: + * charmap :: + * The target charmap. + * + * @return: + * The language ID of `charmap`. If `charmap` doesn't belong to an SFNT + * face, just return~0 as the default value. + * + * For a format~14 cmap (to access Unicode IVS), the return value is + * 0xFFFFFFFF. + */ + FT_EXPORT( FT_ULong ) + FT_Get_CMap_Language_ID( FT_CharMap charmap ); + + + /************************************************************************** + * + * @function: + * FT_Get_CMap_Format + * + * @description: + * Return the format of an SFNT 'cmap' table. + * + * @input: + * charmap :: + * The target charmap. + * + * @return: + * The format of `charmap`. If `charmap` doesn't belong to an SFNT face, + * return -1. + */ + FT_EXPORT( FT_Long ) + FT_Get_CMap_Format( FT_CharMap charmap ); + + /* */ + + +FT_END_HEADER + +#endif /* TTTABLES_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/tttags.h b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/tttags.h new file mode 100644 index 0000000..8b80764 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/freetype/tttags.h @@ -0,0 +1,124 @@ +/**************************************************************************** + * + * tttags.h + * + * Tags for TrueType and OpenType tables (specification only). + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + +#ifndef TTAGS_H_ +#define TTAGS_H_ + + +#include + +#ifdef FREETYPE_H +#error "freetype.h of FreeType 1 has been loaded!" +#error "Please fix the directory search order for header files" +#error "so that freetype.h of FreeType 2 is found first." +#endif + + +FT_BEGIN_HEADER + + +#define TTAG_avar FT_MAKE_TAG( 'a', 'v', 'a', 'r' ) +#define TTAG_BASE FT_MAKE_TAG( 'B', 'A', 'S', 'E' ) +#define TTAG_bdat FT_MAKE_TAG( 'b', 'd', 'a', 't' ) +#define TTAG_BDF FT_MAKE_TAG( 'B', 'D', 'F', ' ' ) +#define TTAG_bhed FT_MAKE_TAG( 'b', 'h', 'e', 'd' ) +#define TTAG_bloc FT_MAKE_TAG( 'b', 'l', 'o', 'c' ) +#define TTAG_bsln FT_MAKE_TAG( 'b', 's', 'l', 'n' ) +#define TTAG_CBDT FT_MAKE_TAG( 'C', 'B', 'D', 'T' ) +#define TTAG_CBLC FT_MAKE_TAG( 'C', 'B', 'L', 'C' ) +#define TTAG_CFF FT_MAKE_TAG( 'C', 'F', 'F', ' ' ) +#define TTAG_CFF2 FT_MAKE_TAG( 'C', 'F', 'F', '2' ) +#define TTAG_CID FT_MAKE_TAG( 'C', 'I', 'D', ' ' ) +#define TTAG_cmap FT_MAKE_TAG( 'c', 'm', 'a', 'p' ) +#define TTAG_COLR FT_MAKE_TAG( 'C', 'O', 'L', 'R' ) +#define TTAG_CPAL FT_MAKE_TAG( 'C', 'P', 'A', 'L' ) +#define TTAG_cvar FT_MAKE_TAG( 'c', 'v', 'a', 'r' ) +#define TTAG_cvt FT_MAKE_TAG( 'c', 'v', 't', ' ' ) +#define TTAG_DSIG FT_MAKE_TAG( 'D', 'S', 'I', 'G' ) +#define TTAG_EBDT FT_MAKE_TAG( 'E', 'B', 'D', 'T' ) +#define TTAG_EBLC FT_MAKE_TAG( 'E', 'B', 'L', 'C' ) +#define TTAG_EBSC FT_MAKE_TAG( 'E', 'B', 'S', 'C' ) +#define TTAG_feat FT_MAKE_TAG( 'f', 'e', 'a', 't' ) +#define TTAG_FOND FT_MAKE_TAG( 'F', 'O', 'N', 'D' ) +#define TTAG_fpgm FT_MAKE_TAG( 'f', 'p', 'g', 'm' ) +#define TTAG_fvar FT_MAKE_TAG( 'f', 'v', 'a', 'r' ) +#define TTAG_gasp FT_MAKE_TAG( 'g', 'a', 's', 'p' ) +#define TTAG_GDEF FT_MAKE_TAG( 'G', 'D', 'E', 'F' ) +#define TTAG_glyf FT_MAKE_TAG( 'g', 'l', 'y', 'f' ) +#define TTAG_GPOS FT_MAKE_TAG( 'G', 'P', 'O', 'S' ) +#define TTAG_GSUB FT_MAKE_TAG( 'G', 'S', 'U', 'B' ) +#define TTAG_gvar FT_MAKE_TAG( 'g', 'v', 'a', 'r' ) +#define TTAG_HVAR FT_MAKE_TAG( 'H', 'V', 'A', 'R' ) +#define TTAG_hdmx FT_MAKE_TAG( 'h', 'd', 'm', 'x' ) +#define TTAG_head FT_MAKE_TAG( 'h', 'e', 'a', 'd' ) +#define TTAG_hhea FT_MAKE_TAG( 'h', 'h', 'e', 'a' ) +#define TTAG_hmtx FT_MAKE_TAG( 'h', 'm', 't', 'x' ) +#define TTAG_JSTF FT_MAKE_TAG( 'J', 'S', 'T', 'F' ) +#define TTAG_just FT_MAKE_TAG( 'j', 'u', 's', 't' ) +#define TTAG_kern FT_MAKE_TAG( 'k', 'e', 'r', 'n' ) +#define TTAG_lcar FT_MAKE_TAG( 'l', 'c', 'a', 'r' ) +#define TTAG_loca FT_MAKE_TAG( 'l', 'o', 'c', 'a' ) +#define TTAG_LTSH FT_MAKE_TAG( 'L', 'T', 'S', 'H' ) +#define TTAG_LWFN FT_MAKE_TAG( 'L', 'W', 'F', 'N' ) +#define TTAG_MATH FT_MAKE_TAG( 'M', 'A', 'T', 'H' ) +#define TTAG_maxp FT_MAKE_TAG( 'm', 'a', 'x', 'p' ) +#define TTAG_META FT_MAKE_TAG( 'M', 'E', 'T', 'A' ) +#define TTAG_MMFX FT_MAKE_TAG( 'M', 'M', 'F', 'X' ) +#define TTAG_MMSD FT_MAKE_TAG( 'M', 'M', 'S', 'D' ) +#define TTAG_mort FT_MAKE_TAG( 'm', 'o', 'r', 't' ) +#define TTAG_morx FT_MAKE_TAG( 'm', 'o', 'r', 'x' ) +#define TTAG_MVAR FT_MAKE_TAG( 'M', 'V', 'A', 'R' ) +#define TTAG_name FT_MAKE_TAG( 'n', 'a', 'm', 'e' ) +#define TTAG_opbd FT_MAKE_TAG( 'o', 'p', 'b', 'd' ) +#define TTAG_OS2 FT_MAKE_TAG( 'O', 'S', '/', '2' ) +#define TTAG_OTTO FT_MAKE_TAG( 'O', 'T', 'T', 'O' ) +#define TTAG_PCLT FT_MAKE_TAG( 'P', 'C', 'L', 'T' ) +#define TTAG_POST FT_MAKE_TAG( 'P', 'O', 'S', 'T' ) +#define TTAG_post FT_MAKE_TAG( 'p', 'o', 's', 't' ) +#define TTAG_prep FT_MAKE_TAG( 'p', 'r', 'e', 'p' ) +#define TTAG_prop FT_MAKE_TAG( 'p', 'r', 'o', 'p' ) +#define TTAG_sbix FT_MAKE_TAG( 's', 'b', 'i', 'x' ) +#define TTAG_sfnt FT_MAKE_TAG( 's', 'f', 'n', 't' ) +#define TTAG_SING FT_MAKE_TAG( 'S', 'I', 'N', 'G' ) +#define TTAG_SVG FT_MAKE_TAG( 'S', 'V', 'G', ' ' ) +#define TTAG_trak FT_MAKE_TAG( 't', 'r', 'a', 'k' ) +#define TTAG_true FT_MAKE_TAG( 't', 'r', 'u', 'e' ) +#define TTAG_ttc FT_MAKE_TAG( 't', 't', 'c', ' ' ) +#define TTAG_ttcf FT_MAKE_TAG( 't', 't', 'c', 'f' ) +#define TTAG_TYP1 FT_MAKE_TAG( 'T', 'Y', 'P', '1' ) +#define TTAG_typ1 FT_MAKE_TAG( 't', 'y', 'p', '1' ) +#define TTAG_VDMX FT_MAKE_TAG( 'V', 'D', 'M', 'X' ) +#define TTAG_vhea FT_MAKE_TAG( 'v', 'h', 'e', 'a' ) +#define TTAG_vmtx FT_MAKE_TAG( 'v', 'm', 't', 'x' ) +#define TTAG_VVAR FT_MAKE_TAG( 'V', 'V', 'A', 'R' ) +#define TTAG_wOFF FT_MAKE_TAG( 'w', 'O', 'F', 'F' ) +#define TTAG_wOF2 FT_MAKE_TAG( 'w', 'O', 'F', '2' ) + +/* used by "Keyboard.dfont" on legacy Mac OS X */ +#define TTAG_0xA5kbd FT_MAKE_TAG( 0xA5, 'k', 'b', 'd' ) + +/* used by "LastResort.dfont" on legacy Mac OS X */ +#define TTAG_0xA5lst FT_MAKE_TAG( 0xA5, 'l', 's', 't' ) + + +FT_END_HEADER + +#endif /* TTAGS_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/src/include/freetype-2.12.1/ft2build.h b/modules/imgui-sdl/src/include/freetype-2.12.1/ft2build.h new file mode 100644 index 0000000..2543ac4 --- /dev/null +++ b/modules/imgui-sdl/src/include/freetype-2.12.1/ft2build.h @@ -0,0 +1,42 @@ +/**************************************************************************** + * + * ft2build.h + * + * FreeType 2 build and setup macros. + * + * Copyright (C) 1996-2022 by + * David Turner, Robert Wilhelm, and Werner Lemberg. + * + * This file is part of the FreeType project, and may only be used, + * modified, and distributed under the terms of the FreeType project + * license, LICENSE.TXT. By continuing to use, modify, or distribute + * this file you indicate that you have read the license and + * understand and accept it fully. + * + */ + + + /************************************************************************** + * + * This is the 'entry point' for FreeType header file inclusions, to be + * loaded before all other header files. + * + * A typical example is + * + * ``` + * #include + * #include + * ``` + * + */ + + +#ifndef FT2BUILD_H_ +#define FT2BUILD_H_ + +#include + +#endif /* FT2BUILD_H_ */ + + +/* END */ diff --git a/modules/imgui-sdl/unix.jai b/modules/imgui-sdl/unix.jai new file mode 100644 index 0000000..206d535 --- /dev/null +++ b/modules/imgui-sdl/unix.jai @@ -0,0 +1,4536 @@ +// +// This file was auto-generated using the following command: +// +// jai generate.jai - compile +// + + + +IMGUI_USE_WCHAR32 :: 1; +IMGUI_VERSION :: "1.92.9 WIP"; +IMGUI_VERSION_NUM :: 19281; + +ImTextureID_Invalid :: cast(ImTextureID) 0; + +IMGUI_PAYLOAD_TYPE_COLOR_3F :: "_COL3F"; +IMGUI_PAYLOAD_TYPE_COLOR_4F :: "_COL4F"; + +IM_UNICODE_CODEPOINT_INVALID :: 0xFFFD; + +IM_UNICODE_CODEPOINT_MAX :: 0x10FFFF; + +IM_COL32_R_SHIFT :: 0; +IM_COL32_G_SHIFT :: 8; +IM_COL32_B_SHIFT :: 16; +IM_COL32_A_SHIFT :: 24; +IM_COL32_A_MASK :: 0xFF000000; + +IM_DRAWLIST_TEX_LINES_WIDTH_MAX :: 32; + +ImFontAtlasRectId_Invalid :: -1; + +// Scalar data types +ID :: u32; +ImS8 :: s8; +ImU8 :: u8; +ImS16 :: s16; +ImU16 :: u16; +ImS32 :: s32; +ImU32 :: u32; +ImS64 :: s64; +ImU64 :: u64; + +ImDrawListSharedData :: struct {} + +ImFontAtlasBuilder :: struct {} + +ImFontLoader :: struct {} + +// Forward declarations: ImGui layer +ImGuiContext :: struct {} + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +Dir :: enum s32 { + None :: -1; + Left :: 0; + Right :: 1; + Up :: 2; + Down :: 3; + COUNT :: 4; + + ImGuiDir_None :: None; + ImGuiDir_Left :: Left; + ImGuiDir_Right :: Right; + ImGuiDir_Up :: Up; + ImGuiDir_Down :: Down; + ImGuiDir_COUNT :: COUNT; +} + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +Key :: enum s32 { + None :: 0; + NamedKey_BEGIN :: 512; + + Tab :: 512; + LeftArrow :: 513; + RightArrow :: 514; + UpArrow :: 515; + DownArrow :: 516; + PageUp :: 517; + PageDown :: 518; + Home :: 519; + End :: 520; + Insert :: 521; + Delete :: 522; + Backspace :: 523; + Space :: 524; + Enter :: 525; + Escape :: 526; + LeftCtrl :: 527; + LeftShift :: 528; + LeftAlt :: 529; + LeftSuper :: 530; + RightCtrl :: 531; + RightShift :: 532; + RightAlt :: 533; + RightSuper :: 534; + Menu :: 535; + _0 :: 536; + _1 :: 537; + _2 :: 538; + _3 :: 539; + _4 :: 540; + _5 :: 541; + _6 :: 542; + _7 :: 543; + _8 :: 544; + _9 :: 545; + A :: 546; + B :: 547; + C :: 548; + D :: 549; + E :: 550; + F :: 551; + G :: 552; + H :: 553; + I :: 554; + J :: 555; + K :: 556; + L :: 557; + M :: 558; + N :: 559; + O :: 560; + P :: 561; + Q :: 562; + R :: 563; + S :: 564; + T :: 565; + U :: 566; + V :: 567; + W :: 568; + X :: 569; + Y :: 570; + Z :: 571; + F1 :: 572; + F2 :: 573; + F3 :: 574; + F4 :: 575; + F5 :: 576; + F6 :: 577; + F7 :: 578; + F8 :: 579; + F9 :: 580; + F10 :: 581; + F11 :: 582; + F12 :: 583; + F13 :: 584; + F14 :: 585; + F15 :: 586; + F16 :: 587; + F17 :: 588; + F18 :: 589; + F19 :: 590; + F20 :: 591; + F21 :: 592; + F22 :: 593; + F23 :: 594; + F24 :: 595; + Apostrophe :: 596; + Comma :: 597; + Minus :: 598; + Period :: 599; + Slash :: 600; + Semicolon :: 601; + Equal :: 602; + LeftBracket :: 603; + Backslash :: 604; + RightBracket :: 605; + GraveAccent :: 606; + CapsLock :: 607; + ScrollLock :: 608; + NumLock :: 609; + PrintScreen :: 610; + Pause :: 611; + Keypad0 :: 612; + Keypad1 :: 613; + Keypad2 :: 614; + Keypad3 :: 615; + Keypad4 :: 616; + Keypad5 :: 617; + Keypad6 :: 618; + Keypad7 :: 619; + Keypad8 :: 620; + Keypad9 :: 621; + KeypadDecimal :: 622; + KeypadDivide :: 623; + KeypadMultiply :: 624; + KeypadSubtract :: 625; + KeypadAdd :: 626; + KeypadEnter :: 627; + KeypadEqual :: 628; + AppBack :: 629; + AppForward :: 630; + Oem102 :: 631; + + GamepadStart :: 632; + GamepadBack :: 633; + GamepadFaceLeft :: 634; + GamepadFaceRight :: 635; + GamepadFaceUp :: 636; + GamepadFaceDown :: 637; + GamepadDpadLeft :: 638; + GamepadDpadRight :: 639; + GamepadDpadUp :: 640; + GamepadDpadDown :: 641; + GamepadL1 :: 642; + GamepadR1 :: 643; + GamepadL2 :: 644; + GamepadR2 :: 645; + GamepadL3 :: 646; + GamepadR3 :: 647; + GamepadLStickLeft :: 648; + GamepadLStickRight :: 649; + GamepadLStickUp :: 650; + GamepadLStickDown :: 651; + GamepadRStickLeft :: 652; + GamepadRStickRight :: 653; + GamepadRStickUp :: 654; + GamepadRStickDown :: 655; + + MouseLeft :: 656; + MouseRight :: 657; + MouseMiddle :: 658; + MouseX1 :: 659; + MouseX2 :: 660; + MouseWheelX :: 661; + MouseWheelY :: 662; + + ReservedForModCtrl :: 663; + ReservedForModShift :: 664; + ReservedForModAlt :: 665; + ReservedForModSuper :: 666; + + NamedKey_END :: 667; + NamedKey_COUNT :: 155; + + Mod_None :: 0; + Mod_Ctrl :: 4096; + Mod_Shift :: 8192; + Mod_Alt :: 16384; + Mod_Super :: 32768; + Mod_Mask_ :: 61440; + + COUNT :: 667; + Mod_Shortcut :: 4096; + + ImGuiKey_None :: None; + ImGuiKey_NamedKey_BEGIN :: NamedKey_BEGIN; + + ImGuiKey_Tab :: Tab; + ImGuiKey_LeftArrow :: LeftArrow; + ImGuiKey_RightArrow :: RightArrow; + ImGuiKey_UpArrow :: UpArrow; + ImGuiKey_DownArrow :: DownArrow; + ImGuiKey_PageUp :: PageUp; + ImGuiKey_PageDown :: PageDown; + ImGuiKey_Home :: Home; + ImGuiKey_End :: End; + ImGuiKey_Insert :: Insert; + ImGuiKey_Delete :: Delete; + ImGuiKey_Backspace :: Backspace; + ImGuiKey_Space :: Space; + ImGuiKey_Enter :: Enter; + ImGuiKey_Escape :: Escape; + ImGuiKey_LeftCtrl :: LeftCtrl; + ImGuiKey_LeftShift :: LeftShift; + ImGuiKey_LeftAlt :: LeftAlt; + ImGuiKey_LeftSuper :: LeftSuper; + ImGuiKey_RightCtrl :: RightCtrl; + ImGuiKey_RightShift :: RightShift; + ImGuiKey_RightAlt :: RightAlt; + ImGuiKey_RightSuper :: RightSuper; + ImGuiKey_Menu :: Menu; + ImGuiKey_0 :: _0; + ImGuiKey_1 :: _1; + ImGuiKey_2 :: _2; + ImGuiKey_3 :: _3; + ImGuiKey_4 :: _4; + ImGuiKey_5 :: _5; + ImGuiKey_6 :: _6; + ImGuiKey_7 :: _7; + ImGuiKey_8 :: _8; + ImGuiKey_9 :: _9; + ImGuiKey_A :: A; + ImGuiKey_B :: B; + ImGuiKey_C :: C; + ImGuiKey_D :: D; + ImGuiKey_E :: E; + ImGuiKey_F :: F; + ImGuiKey_G :: G; + ImGuiKey_H :: H; + ImGuiKey_I :: I; + ImGuiKey_J :: J; + ImGuiKey_K :: K; + ImGuiKey_L :: L; + ImGuiKey_M :: M; + ImGuiKey_N :: N; + ImGuiKey_O :: O; + ImGuiKey_P :: P; + ImGuiKey_Q :: Q; + ImGuiKey_R :: R; + ImGuiKey_S :: S; + ImGuiKey_T :: T; + ImGuiKey_U :: U; + ImGuiKey_V :: V; + ImGuiKey_W :: W; + ImGuiKey_X :: X; + ImGuiKey_Y :: Y; + ImGuiKey_Z :: Z; + ImGuiKey_F1 :: F1; + ImGuiKey_F2 :: F2; + ImGuiKey_F3 :: F3; + ImGuiKey_F4 :: F4; + ImGuiKey_F5 :: F5; + ImGuiKey_F6 :: F6; + ImGuiKey_F7 :: F7; + ImGuiKey_F8 :: F8; + ImGuiKey_F9 :: F9; + ImGuiKey_F10 :: F10; + ImGuiKey_F11 :: F11; + ImGuiKey_F12 :: F12; + ImGuiKey_F13 :: F13; + ImGuiKey_F14 :: F14; + ImGuiKey_F15 :: F15; + ImGuiKey_F16 :: F16; + ImGuiKey_F17 :: F17; + ImGuiKey_F18 :: F18; + ImGuiKey_F19 :: F19; + ImGuiKey_F20 :: F20; + ImGuiKey_F21 :: F21; + ImGuiKey_F22 :: F22; + ImGuiKey_F23 :: F23; + ImGuiKey_F24 :: F24; + ImGuiKey_Apostrophe :: Apostrophe; + ImGuiKey_Comma :: Comma; + ImGuiKey_Minus :: Minus; + ImGuiKey_Period :: Period; + ImGuiKey_Slash :: Slash; + ImGuiKey_Semicolon :: Semicolon; + ImGuiKey_Equal :: Equal; + ImGuiKey_LeftBracket :: LeftBracket; + ImGuiKey_Backslash :: Backslash; + ImGuiKey_RightBracket :: RightBracket; + ImGuiKey_GraveAccent :: GraveAccent; + ImGuiKey_CapsLock :: CapsLock; + ImGuiKey_ScrollLock :: ScrollLock; + ImGuiKey_NumLock :: NumLock; + ImGuiKey_PrintScreen :: PrintScreen; + ImGuiKey_Pause :: Pause; + ImGuiKey_Keypad0 :: Keypad0; + ImGuiKey_Keypad1 :: Keypad1; + ImGuiKey_Keypad2 :: Keypad2; + ImGuiKey_Keypad3 :: Keypad3; + ImGuiKey_Keypad4 :: Keypad4; + ImGuiKey_Keypad5 :: Keypad5; + ImGuiKey_Keypad6 :: Keypad6; + ImGuiKey_Keypad7 :: Keypad7; + ImGuiKey_Keypad8 :: Keypad8; + ImGuiKey_Keypad9 :: Keypad9; + ImGuiKey_KeypadDecimal :: KeypadDecimal; + ImGuiKey_KeypadDivide :: KeypadDivide; + ImGuiKey_KeypadMultiply :: KeypadMultiply; + ImGuiKey_KeypadSubtract :: KeypadSubtract; + ImGuiKey_KeypadAdd :: KeypadAdd; + ImGuiKey_KeypadEnter :: KeypadEnter; + ImGuiKey_KeypadEqual :: KeypadEqual; + ImGuiKey_AppBack :: AppBack; + ImGuiKey_AppForward :: AppForward; + ImGuiKey_Oem102 :: Oem102; + + ImGuiKey_GamepadStart :: GamepadStart; + ImGuiKey_GamepadBack :: GamepadBack; + ImGuiKey_GamepadFaceLeft :: GamepadFaceLeft; + ImGuiKey_GamepadFaceRight :: GamepadFaceRight; + ImGuiKey_GamepadFaceUp :: GamepadFaceUp; + ImGuiKey_GamepadFaceDown :: GamepadFaceDown; + ImGuiKey_GamepadDpadLeft :: GamepadDpadLeft; + ImGuiKey_GamepadDpadRight :: GamepadDpadRight; + ImGuiKey_GamepadDpadUp :: GamepadDpadUp; + ImGuiKey_GamepadDpadDown :: GamepadDpadDown; + ImGuiKey_GamepadL1 :: GamepadL1; + ImGuiKey_GamepadR1 :: GamepadR1; + ImGuiKey_GamepadL2 :: GamepadL2; + ImGuiKey_GamepadR2 :: GamepadR2; + ImGuiKey_GamepadL3 :: GamepadL3; + ImGuiKey_GamepadR3 :: GamepadR3; + ImGuiKey_GamepadLStickLeft :: GamepadLStickLeft; + ImGuiKey_GamepadLStickRight :: GamepadLStickRight; + ImGuiKey_GamepadLStickUp :: GamepadLStickUp; + ImGuiKey_GamepadLStickDown :: GamepadLStickDown; + ImGuiKey_GamepadRStickLeft :: GamepadRStickLeft; + ImGuiKey_GamepadRStickRight :: GamepadRStickRight; + ImGuiKey_GamepadRStickUp :: GamepadRStickUp; + ImGuiKey_GamepadRStickDown :: GamepadRStickDown; + + ImGuiKey_MouseLeft :: MouseLeft; + ImGuiKey_MouseRight :: MouseRight; + ImGuiKey_MouseMiddle :: MouseMiddle; + ImGuiKey_MouseX1 :: MouseX1; + ImGuiKey_MouseX2 :: MouseX2; + ImGuiKey_MouseWheelX :: MouseWheelX; + ImGuiKey_MouseWheelY :: MouseWheelY; + + ImGuiKey_ReservedForModCtrl :: ReservedForModCtrl; + ImGuiKey_ReservedForModShift :: ReservedForModShift; + ImGuiKey_ReservedForModAlt :: ReservedForModAlt; + ImGuiKey_ReservedForModSuper :: ReservedForModSuper; + + ImGuiKey_NamedKey_END :: NamedKey_END; + ImGuiKey_NamedKey_COUNT :: NamedKey_COUNT; + + ImGuiMod_None :: Mod_None; + ImGuiMod_Ctrl :: Mod_Ctrl; + ImGuiMod_Shift :: Mod_Shift; + ImGuiMod_Alt :: Mod_Alt; + ImGuiMod_Super :: Mod_Super; + ImGuiMod_Mask_ :: Mod_Mask_; + + ImGuiKey_COUNT :: COUNT; + ImGuiMod_Shortcut :: Mod_Shortcut; +} + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +MouseSource :: enum s32 { + Mouse :: 0; + TouchScreen :: 1; + Pen :: 2; + COUNT :: 3; + + ImGuiMouseSource_Mouse :: Mouse; + ImGuiMouseSource_TouchScreen :: TouchScreen; + ImGuiMouseSource_Pen :: Pen; + ImGuiMouseSource_COUNT :: COUNT; +} + +// A sorting direction +SortDirection :: enum ImU8 { + None :: 0; + Ascending :: 1; + Descending :: 2; + + ImGuiSortDirection_None :: None; + ImGuiSortDirection_Ascending :: Ascending; + ImGuiSortDirection_Descending :: Descending; +} + +ImDrawTextFlags :: s32; + +KeyChord :: s32; + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +ImWchar32 :: u32; +ImWchar16 :: u16; + +ImWchar :: ImWchar32; + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +SelectionUserData :: ImS64; + +// Callback and functions types +InputTextCallback :: #type (data: *InputTextCallbackData) -> s32 #c_call; +SizeCallback :: #type (data: *SizeCallbackData) -> void #c_call; +MemAllocFunc :: #type (sz: u64, user_data: *void) -> *void #c_call; +MemFreeFunc :: #type (ptr: *void, user_data: *void) -> void #c_call; + +ImTextureID :: ImU64; + +// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*. +// The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. +// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID. +// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side. +// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection +// to extract the ImTextureID value during rendering, after texture upload has happened. +// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef(). +// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this +// to be frequently useful to the end-user, and it would be erroneously called by many legacy code. +// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef. +// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. +// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; } +// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef. +// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. +ImTextureRef :: struct { + _TexData: *ImTextureData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. + _TexID: ImTextureID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls. +} + +// Context creation and access +// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. +// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. +CreateContext :: (shared_font_atlas: *ImFontAtlas = null) -> *ImGuiContext #foreign imgui "_ZN5ImGui13CreateContextEP11ImFontAtlas"; +DestroyContext :: (ctx: *ImGuiContext = null) -> void #foreign imgui "_ZN5ImGui14DestroyContextEP12ImGuiContext"; +GetCurrentContext :: () -> *ImGuiContext #foreign imgui "_ZN5ImGui17GetCurrentContextEv"; +SetCurrentContext :: (ctx: *ImGuiContext) -> void #foreign imgui "_ZN5ImGui17SetCurrentContextEP12ImGuiContext"; + +// Main +GetIO :: () -> *IO #foreign imgui "_ZN5ImGui5GetIOEv"; +GetPlatformIO :: () -> *PlatformIO #foreign imgui "_ZN5ImGui13GetPlatformIOEv"; +GetStyle :: () -> *Style #foreign imgui "_ZN5ImGui8GetStyleEv"; +NewFrame :: () -> void #foreign imgui "_ZN5ImGui8NewFrameEv"; +EndFrame :: () -> void #foreign imgui "_ZN5ImGui8EndFrameEv"; +Render :: () -> void #foreign imgui "_ZN5ImGui6RenderEv"; +GetDrawData :: () -> *ImDrawData #foreign imgui "_ZN5ImGui11GetDrawDataEv"; + +ShowMetricsWindow :: (p_open: *bool = null) -> void #foreign imgui "_ZN5ImGui17ShowMetricsWindowEPb"; +ShowDebugLogWindow :: (p_open: *bool = null) -> void #foreign imgui "_ZN5ImGui18ShowDebugLogWindowEPb"; +ShowIDStackToolWindow :: (p_open: *bool = null) -> void #foreign imgui "_ZN5ImGui21ShowIDStackToolWindowEPb"; + +ShowFontSelector :: (label: *u8) -> void #foreign imgui "_ZN5ImGui16ShowFontSelectorEPKc"; + +GetVersion :: () -> *u8 #foreign imgui "_ZN5ImGui10GetVersionEv"; + +// Styles +StyleColorsDark :: (dst: *Style = null) -> void #foreign imgui "_ZN5ImGui15StyleColorsDarkEP10ImGuiStyle"; +StyleColorsLight :: (dst: *Style = null) -> void #foreign imgui "_ZN5ImGui16StyleColorsLightEP10ImGuiStyle"; +StyleColorsClassic :: (dst: *Style = null) -> void #foreign imgui "_ZN5ImGui18StyleColorsClassicEP10ImGuiStyle"; + +// Windows +// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. +// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, +// which clicking will set the boolean to false when clicked. +// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. +// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). +// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting +// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! +// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions +// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding +// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] +// - Note that the bottom of window stack always contains a window called "Debug". +Begin :: (name: *u8, p_open: *bool = null, flags: WindowFlags = .None) -> bool #foreign imgui "_ZN5ImGui5BeginEPKcPbi"; +End :: () -> void #foreign imgui "_ZN5ImGui3EndEv"; + +// Child Windows +// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. +// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". +// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. +// Consider updating your old code: +// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); +// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); +// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): +// == 0.0f: use remaining parent window size for this axis. +// > 0.0f: use specified size for this axis. +// < 0.0f: right/bottom-align to specified distance from available content boundaries. +// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. +// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. +// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting +// anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. +// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions +// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding +// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] +BeginChild :: (str_id: *u8, size: *ImVec2, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #foreign imgui "_ZN5ImGui10BeginChildEPKcRK6ImVec2ii"; +BeginChild :: (str_id: *u8, size: ImVec2 = ImVec2.{0, 0}, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #no_context { + return BeginChild(str_id, *size, child_flags, window_flags); +} +BeginChild :: (id: ID, size: *ImVec2, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #foreign imgui "_ZN5ImGui10BeginChildEjRK6ImVec2ii"; +BeginChild :: (id: ID, size: ImVec2 = ImVec2.{0, 0}, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #no_context { + return BeginChild(id, *size, child_flags, window_flags); +} +EndChild :: () -> void #foreign imgui "_ZN5ImGui8EndChildEv"; + +// Windows Utilities +// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. +IsWindowAppearing :: () -> bool #foreign imgui "_ZN5ImGui17IsWindowAppearingEv"; +IsWindowCollapsed :: () -> bool #foreign imgui "_ZN5ImGui17IsWindowCollapsedEv"; +IsWindowFocused :: (flags: FocusedFlags = .None) -> bool #foreign imgui "_ZN5ImGui15IsWindowFocusedEi"; +IsWindowHovered :: (flags: HoveredFlags = .None) -> bool #foreign imgui "_ZN5ImGui15IsWindowHoveredEi"; +GetWindowDrawList :: () -> *ImDrawList #foreign imgui "_ZN5ImGui17GetWindowDrawListEv"; +GetWindowDpiScale :: () -> float #foreign imgui "_ZN5ImGui17GetWindowDpiScaleEv"; +GetWindowPos :: () -> ImVec2 #foreign imgui "_ZN5ImGui12GetWindowPosEv"; +GetWindowSize :: () -> ImVec2 #foreign imgui "_ZN5ImGui13GetWindowSizeEv"; +GetWindowWidth :: () -> float #foreign imgui "_ZN5ImGui14GetWindowWidthEv"; +GetWindowHeight :: () -> float #foreign imgui "_ZN5ImGui15GetWindowHeightEv"; +GetWindowViewport :: () -> *Viewport #foreign imgui "_ZN5ImGui17GetWindowViewportEv"; + +// Window manipulation +// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). +SetNextWindowPos :: (pos: *ImVec2, cond: Cond = .None, pivot: *ImVec2) -> void #foreign imgui "_ZN5ImGui16SetNextWindowPosERK6ImVec2iS2_"; +SetNextWindowPos :: (pos: ImVec2, cond: Cond = .None, pivot: ImVec2 = ImVec2.{0, 0}) #no_context { + SetNextWindowPos(*pos, cond, *pivot); +} +SetNextWindowSize :: (size: *ImVec2, cond: Cond = .None) -> void #foreign imgui "_ZN5ImGui17SetNextWindowSizeERK6ImVec2i"; +SetNextWindowSize :: (size: ImVec2, cond: Cond = .None) #no_context { + SetNextWindowSize(*size, cond); +} +SetNextWindowSizeConstraints :: (size_min: *ImVec2, size_max: *ImVec2, custom_callback: SizeCallback = null, custom_callback_data: *void = null) -> void #foreign imgui "_ZN5ImGui28SetNextWindowSizeConstraintsERK6ImVec2S2_PFvP21ImGuiSizeCallbackDataEPv"; +SetNextWindowSizeConstraints :: (size_min: ImVec2, size_max: ImVec2, custom_callback: SizeCallback = null, custom_callback_data: *void = null) #no_context { + SetNextWindowSizeConstraints(*size_min, *size_max, custom_callback, custom_callback_data); +} +SetNextWindowContentSize :: (size: *ImVec2) -> void #foreign imgui "_ZN5ImGui24SetNextWindowContentSizeERK6ImVec2"; +SetNextWindowContentSize :: (size: ImVec2) #no_context { + SetNextWindowContentSize(*size); +} +SetNextWindowCollapsed :: (collapsed: bool, cond: Cond = .None) -> void #foreign imgui "_ZN5ImGui22SetNextWindowCollapsedEbi"; +SetNextWindowFocus :: () -> void #foreign imgui "_ZN5ImGui18SetNextWindowFocusEv"; +SetNextWindowScroll :: (scroll: *ImVec2) -> void #foreign imgui "_ZN5ImGui19SetNextWindowScrollERK6ImVec2"; +SetNextWindowScroll :: (scroll: ImVec2) #no_context { + SetNextWindowScroll(*scroll); +} +SetNextWindowBgAlpha :: (alpha: float) -> void #foreign imgui "_ZN5ImGui20SetNextWindowBgAlphaEf"; +SetNextWindowViewport :: (viewport_id: ID) -> void #foreign imgui "_ZN5ImGui21SetNextWindowViewportEj"; +SetWindowPos :: (pos: *ImVec2, cond: Cond = .None) -> void #foreign imgui "_ZN5ImGui12SetWindowPosERK6ImVec2i"; +SetWindowPos :: (pos: ImVec2, cond: Cond = .None) #no_context { + SetWindowPos(*pos, cond); +} +SetWindowSize :: (size: *ImVec2, cond: Cond = .None) -> void #foreign imgui "_ZN5ImGui13SetWindowSizeERK6ImVec2i"; +SetWindowSize :: (size: ImVec2, cond: Cond = .None) #no_context { + SetWindowSize(*size, cond); +} +SetWindowCollapsed :: (collapsed: bool, cond: Cond = .None) -> void #foreign imgui "_ZN5ImGui18SetWindowCollapsedEbi"; +SetWindowFocus :: () -> void #foreign imgui "_ZN5ImGui14SetWindowFocusEv"; +SetWindowPos :: (name: *u8, pos: *ImVec2, cond: Cond = .None) -> void #foreign imgui "_ZN5ImGui12SetWindowPosEPKcRK6ImVec2i"; +SetWindowPos :: (name: *u8, pos: ImVec2, cond: Cond = .None) #no_context { + SetWindowPos(name, *pos, cond); +} +SetWindowSize :: (name: *u8, size: *ImVec2, cond: Cond = .None) -> void #foreign imgui "_ZN5ImGui13SetWindowSizeEPKcRK6ImVec2i"; +SetWindowSize :: (name: *u8, size: ImVec2, cond: Cond = .None) #no_context { + SetWindowSize(name, *size, cond); +} +SetWindowCollapsed :: (name: *u8, collapsed: bool, cond: Cond = .None) -> void #foreign imgui "_ZN5ImGui18SetWindowCollapsedEPKcbi"; +SetWindowFocus :: (name: *u8) -> void #foreign imgui "_ZN5ImGui14SetWindowFocusEPKc"; + +// Windows Scrolling +// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). +// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). +GetScrollX :: () -> float #foreign imgui "_ZN5ImGui10GetScrollXEv"; +GetScrollY :: () -> float #foreign imgui "_ZN5ImGui10GetScrollYEv"; +SetScrollX :: (scroll_x: float) -> void #foreign imgui "_ZN5ImGui10SetScrollXEf"; +SetScrollY :: (scroll_y: float) -> void #foreign imgui "_ZN5ImGui10SetScrollYEf"; +GetScrollMaxX :: () -> float #foreign imgui "_ZN5ImGui13GetScrollMaxXEv"; +GetScrollMaxY :: () -> float #foreign imgui "_ZN5ImGui13GetScrollMaxYEv"; +SetScrollHereX :: (center_x_ratio: float = 0.5) -> void #foreign imgui "_ZN5ImGui14SetScrollHereXEf"; +SetScrollHereY :: (center_y_ratio: float = 0.5) -> void #foreign imgui "_ZN5ImGui14SetScrollHereYEf"; +SetScrollFromPosX :: (local_x: float, center_x_ratio: float = 0.5) -> void #foreign imgui "_ZN5ImGui17SetScrollFromPosXEff"; +SetScrollFromPosY :: (local_y: float, center_y_ratio: float = 0.5) -> void #foreign imgui "_ZN5ImGui17SetScrollFromPosYEff"; + +// Parameters stacks (font) +// - PushFont(font, 0.0f) // Change font and keep current size +// - PushFont(NULL, 20.0f) // Keep font and change current size +// - PushFont(font, 20.0f) // Change font and set size to 20.0f +// - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size. +// - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior. +// *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted. +// - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition. +// - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function. +// *IMPORTANT* global scale factors are applied over the provided size. +// - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more. +// - If you want to apply a factor to the _current_ font size: +// - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing +// - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger +// - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! +// - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! +PushFont :: (font: *ImFont, font_size_base_unscaled: float) -> void #foreign imgui "_ZN5ImGui8PushFontEP6ImFontf"; +PopFont :: () -> void #foreign imgui "_ZN5ImGui7PopFontEv"; +GetFont :: () -> *ImFont #foreign imgui "_ZN5ImGui7GetFontEv"; +GetFontSize :: () -> float #foreign imgui "_ZN5ImGui11GetFontSizeEv"; +GetFontBaked :: () -> *ImFontBaked #foreign imgui "_ZN5ImGui12GetFontBakedEv"; + +// Parameters stacks (shared) +PushStyleColor :: (idx: Col, col: ImU32) -> void #foreign imgui "_ZN5ImGui14PushStyleColorEij"; +PushStyleColor :: (idx: Col, col: *ImVec4) -> void #foreign imgui "_ZN5ImGui14PushStyleColorEiRK6ImVec4"; +PushStyleColor :: (idx: Col, col: ImVec4) #no_context { + PushStyleColor(idx, *col); +} +PopStyleColor :: (count: s32 = 1) -> void #foreign imgui "_ZN5ImGui13PopStyleColorEi"; +PushStyleVar :: (idx: StyleVar, val: float) -> void #foreign imgui "_ZN5ImGui12PushStyleVarEif"; +PushStyleVar :: (idx: StyleVar, val: *ImVec2) -> void #foreign imgui "_ZN5ImGui12PushStyleVarEiRK6ImVec2"; +PushStyleVar :: (idx: StyleVar, val: ImVec2) #no_context { + PushStyleVar(idx, *val); +} +PushStyleVarX :: (idx: StyleVar, val_x: float) -> void #foreign imgui "_ZN5ImGui13PushStyleVarXEif"; +PushStyleVarY :: (idx: StyleVar, val_y: float) -> void #foreign imgui "_ZN5ImGui13PushStyleVarYEif"; +PopStyleVar :: (count: s32 = 1) -> void #foreign imgui "_ZN5ImGui11PopStyleVarEi"; +PushItemFlag :: (option: ItemFlags, enabled: bool) -> void #foreign imgui "_ZN5ImGui12PushItemFlagEib"; +PopItemFlag :: () -> void #foreign imgui "_ZN5ImGui11PopItemFlagEv"; + +// Parameters stacks (current window) +PushItemWidth :: (item_width: float) -> void #foreign imgui "_ZN5ImGui13PushItemWidthEf"; +PopItemWidth :: () -> void #foreign imgui "_ZN5ImGui12PopItemWidthEv"; +SetNextItemWidth :: (item_width: float) -> void #foreign imgui "_ZN5ImGui16SetNextItemWidthEf"; +CalcItemWidth :: () -> float #foreign imgui "_ZN5ImGui13CalcItemWidthEv"; +PushTextWrapPos :: (wrap_local_pos_x: float = 0.0) -> void #foreign imgui "_ZN5ImGui15PushTextWrapPosEf"; +PopTextWrapPos :: () -> void #foreign imgui "_ZN5ImGui14PopTextWrapPosEv"; + +// Style read access +// - Use the ShowStyleEditor() function to interactively see/edit the colors. +GetFontTexUvWhitePixel :: () -> ImVec2 #foreign imgui "_ZN5ImGui22GetFontTexUvWhitePixelEv"; +GetColorU32 :: (idx: Col, alpha_mul: float = 1.0) -> ImU32 #foreign imgui "_ZN5ImGui11GetColorU32Eif"; +GetColorU32 :: (col: *ImVec4) -> ImU32 #foreign imgui "_ZN5ImGui11GetColorU32ERK6ImVec4"; +GetColorU32 :: (col: ImVec4) -> ImU32 #no_context { + return GetColorU32(*col); +} +GetColorU32 :: (col: ImU32, alpha_mul: float = 1.0) -> ImU32 #foreign imgui "_ZN5ImGui11GetColorU32Ejf"; +GetStyleColorVec4 :: (idx: Col) -> *ImVec4 #foreign imgui "_ZN5ImGui17GetStyleColorVec4Ei"; + +// Layout cursor positioning +// - By "cursor" we mean the current output position. +// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. +// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. +// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). +// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: +// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. +// - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() +// - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. +// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. +GetCursorScreenPos :: () -> ImVec2 #foreign imgui "_ZN5ImGui18GetCursorScreenPosEv"; +SetCursorScreenPos :: (pos: *ImVec2) -> void #foreign imgui "_ZN5ImGui18SetCursorScreenPosERK6ImVec2"; +SetCursorScreenPos :: (pos: ImVec2) #no_context { + SetCursorScreenPos(*pos); +} +GetContentRegionAvail :: () -> ImVec2 #foreign imgui "_ZN5ImGui21GetContentRegionAvailEv"; +GetCursorPos :: () -> ImVec2 #foreign imgui "_ZN5ImGui12GetCursorPosEv"; +GetCursorPosX :: () -> float #foreign imgui "_ZN5ImGui13GetCursorPosXEv"; +GetCursorPosY :: () -> float #foreign imgui "_ZN5ImGui13GetCursorPosYEv"; +SetCursorPos :: (local_pos: *ImVec2) -> void #foreign imgui "_ZN5ImGui12SetCursorPosERK6ImVec2"; +SetCursorPos :: (local_pos: ImVec2) #no_context { + SetCursorPos(*local_pos); +} +SetCursorPosX :: (local_x: float) -> void #foreign imgui "_ZN5ImGui13SetCursorPosXEf"; +SetCursorPosY :: (local_y: float) -> void #foreign imgui "_ZN5ImGui13SetCursorPosYEf"; +GetCursorStartPos :: () -> ImVec2 #foreign imgui "_ZN5ImGui17GetCursorStartPosEv"; + +// Other layout functions +Separator :: () -> void #foreign imgui "_ZN5ImGui9SeparatorEv"; +SameLine :: (offset_from_start_x: float = 0.0, spacing: float = -1.0) -> void #foreign imgui "_ZN5ImGui8SameLineEff"; +NewLine :: () -> void #foreign imgui "_ZN5ImGui7NewLineEv"; +Spacing :: () -> void #foreign imgui "_ZN5ImGui7SpacingEv"; +Dummy :: (size: *ImVec2) -> void #foreign imgui "_ZN5ImGui5DummyERK6ImVec2"; +Dummy :: (size: ImVec2) #no_context { + Dummy(*size); +} +Indent :: (indent_w: float = 0.0) -> void #foreign imgui "_ZN5ImGui6IndentEf"; +Unindent :: (indent_w: float = 0.0) -> void #foreign imgui "_ZN5ImGui8UnindentEf"; +BeginGroup :: () -> void #foreign imgui "_ZN5ImGui10BeginGroupEv"; +EndGroup :: () -> void #foreign imgui "_ZN5ImGui8EndGroupEv"; +AlignTextToFramePadding :: () -> void #foreign imgui "_ZN5ImGui23AlignTextToFramePaddingEv"; +GetTextLineHeight :: () -> float #foreign imgui "_ZN5ImGui17GetTextLineHeightEv"; +GetTextLineHeightWithSpacing :: () -> float #foreign imgui "_ZN5ImGui28GetTextLineHeightWithSpacingEv"; +GetFrameHeight :: () -> float #foreign imgui "_ZN5ImGui14GetFrameHeightEv"; +GetFrameHeightWithSpacing :: () -> float #foreign imgui "_ZN5ImGui25GetFrameHeightWithSpacingEv"; + +// ID stack/scopes +// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. +// - Those questions are answered and impacted by understanding of the ID stack system: +// - "Q: Why is my widget not reacting when I click on it?" +// - "Q: How can I have widgets with an empty label?" +// - "Q: How can I have multiple widgets with the same label?" +// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely +// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. +// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. +// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, +// whereas "str_id" denote a string that is only used as an ID and not normally displayed. +PushID :: (str_id: *u8) -> void #foreign imgui "_ZN5ImGui6PushIDEPKc"; +PushID :: (str_id_begin: *u8, str_id_end: *u8) -> void #foreign imgui "_ZN5ImGui6PushIDEPKcS1_"; +PushID :: (str_id: string) #no_context { + PushID(str_id.data, str_id.data + str_id.count); +} +PushID :: (ptr_id: *void) -> void #foreign imgui "_ZN5ImGui6PushIDEPKv"; +PushID :: (int_id: s32) -> void #foreign imgui "_ZN5ImGui6PushIDEi"; +PopID :: () -> void #foreign imgui "_ZN5ImGui5PopIDEv"; +GetID :: (str_id: *u8) -> ID #foreign imgui "_ZN5ImGui5GetIDEPKc"; +GetID :: (str_id_begin: *u8, str_id_end: *u8) -> ID #foreign imgui "_ZN5ImGui5GetIDEPKcS1_"; +GetID :: (str_id: string) -> ID #no_context { + return GetID(str_id.data, str_id.data + str_id.count); +} +GetID :: (ptr_id: *void) -> ID #foreign imgui "_ZN5ImGui5GetIDEPKv"; +GetID :: (int_id: s32) -> ID #foreign imgui "_ZN5ImGui5GetIDEi"; + +// Widgets: Text +TextUnformatted :: (text: *u8, text_end: *u8 = null) -> void #foreign imgui "_ZN5ImGui15TextUnformattedEPKcS1_"; +TextUnformatted :: (text: string) #no_context { + TextUnformatted(text.data, text.data + text.count); +} +Text_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "_ZN5ImGui4TextEPKcz"; +Text :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + Text_CFormat("%s", formatted_text.data); +} @PrintLike + +TextColored_CFormat :: (col: *ImVec4, fmt: *u8, __args: ..Any) -> void #foreign imgui "_ZN5ImGui11TextColoredERK6ImVec4PKcz"; +TextColored :: (col: ImVec4, fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextColored_CFormat(*col, "%s", formatted_text.data); +} @PrintLike + +TextDisabled_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "_ZN5ImGui12TextDisabledEPKcz"; +TextDisabled :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextDisabled_CFormat("%s", formatted_text.data); +} @PrintLike + +TextWrapped_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "_ZN5ImGui11TextWrappedEPKcz"; +TextWrapped :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextWrapped_CFormat("%s", formatted_text.data); +} @PrintLike + +LabelText_CFormat :: (label: *u8, fmt: *u8, __args: ..Any) -> void #foreign imgui "_ZN5ImGui9LabelTextEPKcS1_z"; +LabelText :: (label: *u8, fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + LabelText_CFormat(label, "%s", formatted_text.data); +} @PrintLike + +BulletText_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "_ZN5ImGui10BulletTextEPKcz"; +BulletText :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + BulletText_CFormat("%s", formatted_text.data); +} @PrintLike + +SeparatorText :: (label: *u8) -> void #foreign imgui "_ZN5ImGui13SeparatorTextEPKc"; + +// Widgets: Main +// - Most widgets return true when the value has been changed or when pressed/selected +// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. +Button :: (label: *u8, size: *ImVec2) -> bool #foreign imgui "_ZN5ImGui6ButtonEPKcRK6ImVec2"; +Button :: (label: *u8, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Button(label, *size); +} +SmallButton :: (label: *u8) -> bool #foreign imgui "_ZN5ImGui11SmallButtonEPKc"; +InvisibleButton :: (str_id: *u8, size: *ImVec2, flags: ButtonFlags = .None) -> bool #foreign imgui "_ZN5ImGui15InvisibleButtonEPKcRK6ImVec2i"; +InvisibleButton :: (str_id: *u8, size: ImVec2, flags: ButtonFlags = .None) -> bool #no_context { + return InvisibleButton(str_id, *size, flags); +} +ArrowButton :: (str_id: *u8, dir: Dir) -> bool #foreign imgui "_ZN5ImGui11ArrowButtonEPKc8ImGuiDir"; +Checkbox :: (label: *u8, v: *bool) -> bool #foreign imgui "_ZN5ImGui8CheckboxEPKcPb"; +CheckboxFlags :: (label: *u8, flags: *s32, flags_value: s32) -> bool #foreign imgui "_ZN5ImGui13CheckboxFlagsEPKcPii"; +CheckboxFlags :: (label: *u8, flags: *u32, flags_value: u32) -> bool #foreign imgui "_ZN5ImGui13CheckboxFlagsEPKcPjj"; +RadioButton :: (label: *u8, active: bool) -> bool #foreign imgui "_ZN5ImGui11RadioButtonEPKcb"; +RadioButton :: (label: *u8, v: *s32, v_button: s32) -> bool #foreign imgui "_ZN5ImGui11RadioButtonEPKcPii"; +ProgressBar :: (fraction: float, size_arg: *ImVec2, overlay: *u8 = null) -> void #foreign imgui "_ZN5ImGui11ProgressBarEfRK6ImVec2PKc"; +ProgressBar :: (fraction: float, size_arg: ImVec2 = ImVec2.{-FLOAT32_MIN, 0}, overlay: *u8 = null) #no_context { + ProgressBar(fraction, *size_arg, overlay); +} +Bullet :: () -> void #foreign imgui "_ZN5ImGui6BulletEv"; +TextLink :: (label: *u8) -> bool #foreign imgui "_ZN5ImGui8TextLinkEPKc"; +TextLinkOpenURL :: (label: *u8, url: *u8 = null) -> bool #foreign imgui "_ZN5ImGui15TextLinkOpenURLEPKcS1_"; + +// Widgets: Images +// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +// - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. +// - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function. +Image :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2) -> void #foreign imgui "_ZN5ImGui5ImageE12ImTextureRefRK6ImVec2S3_S3_"; +Image :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}) #no_context { + Image(tex_ref, *image_size, *uv0, *uv1); +} +ImageWithBg :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, bg_col: *ImVec4, tint_col: *ImVec4) -> void #foreign imgui "_ZN5ImGui11ImageWithBgE12ImTextureRefRK6ImVec2S3_S3_RK6ImVec4S6_"; +ImageWithBg :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}, bg_col: ImVec4 = ImVec4.{0, 0, 0, 0}, tint_col: ImVec4 = ImVec4.{1, 1, 1, 1}) #no_context { + ImageWithBg(tex_ref, *image_size, *uv0, *uv1, *bg_col, *tint_col); +} +ImageButton :: (str_id: *u8, tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, bg_col: *ImVec4, tint_col: *ImVec4) -> bool #foreign imgui "_ZN5ImGui11ImageButtonEPKc12ImTextureRefRK6ImVec2S5_S5_RK6ImVec4S8_"; +ImageButton :: (str_id: *u8, tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}, bg_col: ImVec4 = ImVec4.{0, 0, 0, 0}, tint_col: ImVec4 = ImVec4.{1, 1, 1, 1}) -> bool #no_context { + return ImageButton(str_id, tex_ref, *image_size, *uv0, *uv1, *bg_col, *tint_col); +} + +// Widgets: Combo Box (Dropdown) +// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. +// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. +BeginCombo :: (label: *u8, preview_value: *u8, flags: ComboFlags = .None) -> bool #foreign imgui "_ZN5ImGui10BeginComboEPKcS1_i"; +EndCombo :: () -> void #foreign imgui "_ZN5ImGui8EndComboEv"; +Combo :: (label: *u8, current_item: *s32, items: **u8, items_count: s32, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui "_ZN5ImGui5ComboEPKcPiPKS1_ii"; +Combo :: (label: *u8, current_item: *s32, items_separated_by_zeros: *u8, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui "_ZN5ImGui5ComboEPKcPiS1_i"; +Combo :: (label: *u8, current_item: *s32, getter: #type (user_data: *void, idx: s32) -> *u8 #c_call, user_data: *void, items_count: s32, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui "_ZN5ImGui5ComboEPKcPiPFS1_PviES3_ii"; + +// Widgets: Drag Sliders +// - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. +// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', +// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x +// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. +// - Format string may also be set to NULL or use the default format ("%f" or "%d"). +// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). +// - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. +// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. +// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. +// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 +DragFloat :: (label: *u8, v: *float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui9DragFloatEPKcPffffS1_i"; +DragFloat2 :: (label: *u8, v: *[2] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui10DragFloat2EPKcPffffS1_i"; +DragFloat3 :: (label: *u8, v: *[3] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui10DragFloat3EPKcPffffS1_i"; +DragFloat4 :: (label: *u8, v: *[4] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui10DragFloat4EPKcPffffS1_i"; +DragFloatRange2 :: (label: *u8, v_current_min: *float, v_current_max: *float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", format_max: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui15DragFloatRange2EPKcPfS2_fffS1_S1_i"; +DragInt :: (label: *u8, v: *s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui7DragIntEPKcPifiiS1_i"; +DragInt2 :: (label: *u8, v: *[2] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui8DragInt2EPKcPifiiS1_i"; +DragInt3 :: (label: *u8, v: *[3] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui8DragInt3EPKcPifiiS1_i"; +DragInt4 :: (label: *u8, v: *[4] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui8DragInt4EPKcPifiiS1_i"; +DragIntRange2 :: (label: *u8, v_current_min: *s32, v_current_max: *s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", format_max: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui13DragIntRange2EPKcPiS2_fiiS1_S1_i"; +DragScalar :: (label: *u8, data_type: DataType, p_data: *void, v_speed: float = 1.0, p_min: *void = null, p_max: *void = null, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui10DragScalarEPKciPvfPKvS4_S1_i"; +DragScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, v_speed: float = 1.0, p_min: *void = null, p_max: *void = null, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui11DragScalarNEPKciPvifPKvS4_S1_i"; + +// Widgets: Regular Sliders +// - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. +// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. +// - Format string may also be set to NULL or use the default format ("%f" or "%d"). +// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. +// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 +SliderFloat :: (label: *u8, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui11SliderFloatEPKcPfffS1_i"; +SliderFloat2 :: (label: *u8, v: *[2] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui12SliderFloat2EPKcPfffS1_i"; +SliderFloat3 :: (label: *u8, v: *[3] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui12SliderFloat3EPKcPfffS1_i"; +SliderFloat4 :: (label: *u8, v: *[4] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui12SliderFloat4EPKcPfffS1_i"; +SliderAngle :: (label: *u8, v_rad: *float, v_degrees_min: float = -360.0, v_degrees_max: float = +360.0, format: *u8 = "%.0f deg", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui11SliderAngleEPKcPfffS1_i"; +SliderInt :: (label: *u8, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui9SliderIntEPKcPiiiS1_i"; +SliderInt2 :: (label: *u8, v: *[2] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui10SliderInt2EPKcPiiiS1_i"; +SliderInt3 :: (label: *u8, v: *[3] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui10SliderInt3EPKcPiiiS1_i"; +SliderInt4 :: (label: *u8, v: *[4] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui10SliderInt4EPKcPiiiS1_i"; +SliderScalar :: (label: *u8, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui12SliderScalarEPKciPvPKvS4_S1_i"; +SliderScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui13SliderScalarNEPKciPviPKvS4_S1_i"; +VSliderFloat :: (label: *u8, size: *ImVec2, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui12VSliderFloatEPKcRK6ImVec2PfffS1_i"; +VSliderFloat :: (label: *u8, size: ImVec2, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #no_context { + return VSliderFloat(label, *size, v, v_min, v_max, format, flags); +} +VSliderInt :: (label: *u8, size: *ImVec2, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui10VSliderIntEPKcRK6ImVec2PiiiS1_i"; +VSliderInt :: (label: *u8, size: ImVec2, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #no_context { + return VSliderInt(label, *size, v, v_min, v_max, format, flags); +} +VSliderScalar :: (label: *u8, size: *ImVec2, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "_ZN5ImGui13VSliderScalarEPKcRK6ImVec2iPvPKvS7_S1_i"; +VSliderScalar :: (label: *u8, size: ImVec2, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #no_context { + return VSliderScalar(label, *size, data_type, p_data, p_min, p_max, format, flags); +} + +// Widgets: Input with Keyboard +// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! +// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. +InputTextClear :: (id: ID) -> bool #foreign imgui "_ZN5ImGui14InputTextClearEj"; +InputTextClear :: (label: *u8) -> bool #foreign imgui "_ZN5ImGui14InputTextClearEPKc"; +InputTextWipeState :: () -> void #foreign imgui "_ZN5ImGui18InputTextWipeStateEv"; + +InputText :: (label: *u8, buf: *u8, buf_size: u64, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui "_ZN5ImGui9InputTextEPKcPcmiPFiP26ImGuiInputTextCallbackDataEPv"; +InputTextMultiline :: (label: *u8, buf: *u8, buf_size: u64, size: *ImVec2, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui "_ZN5ImGui18InputTextMultilineEPKcPcmRK6ImVec2iPFiP26ImGuiInputTextCallbackDataEPv"; +InputTextMultiline :: (label: *u8, buf: *u8, buf_size: u64, size: ImVec2 = ImVec2.{0, 0}, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #no_context { + return InputTextMultiline(label, buf, buf_size, *size, flags, callback, user_data); +} +InputTextWithHint :: (label: *u8, hint: *u8, buf: *u8, buf_size: u64, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui "_ZN5ImGui17InputTextWithHintEPKcS1_PcmiPFiP26ImGuiInputTextCallbackDataEPv"; +InputFloat :: (label: *u8, v: *float, step: float = 0.0, step_fast: float = 0.0, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui10InputFloatEPKcPfffS1_i"; +InputFloat2 :: (label: *u8, v: *[2] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui11InputFloat2EPKcPfS1_i"; +InputFloat3 :: (label: *u8, v: *[3] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui11InputFloat3EPKcPfS1_i"; +InputFloat4 :: (label: *u8, v: *[4] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui11InputFloat4EPKcPfS1_i"; +InputInt :: (label: *u8, v: *s32, step: s32 = 1, step_fast: s32 = 100, flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui8InputIntEPKcPiiii"; +InputInt2 :: (label: *u8, v: *[2] s32, flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui9InputInt2EPKcPii"; +InputInt3 :: (label: *u8, v: *[3] s32, flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui9InputInt3EPKcPii"; +InputInt4 :: (label: *u8, v: *[4] s32, flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui9InputInt4EPKcPii"; +InputDouble :: (label: *u8, v: *float64, step: float64 = 0.0, step_fast: float64 = 0.0, format: *u8 = "%.6f", flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui11InputDoubleEPKcPdddS1_i"; +InputScalar :: (label: *u8, data_type: DataType, p_data: *void, p_step: *void = null, p_step_fast: *void = null, format: *u8 = null, flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui11InputScalarEPKciPvPKvS4_S1_i"; +InputScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, p_step: *void = null, p_step_fast: *void = null, format: *u8 = null, flags: InputTextFlags = .None) -> bool #foreign imgui "_ZN5ImGui12InputScalarNEPKciPviPKvS4_S1_i"; + +// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) +// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. +// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x +ColorEdit3 :: (label: *u8, col: *[3] float, flags: ColorEditFlags = .None) -> bool #foreign imgui "_ZN5ImGui10ColorEdit3EPKcPfi"; +ColorEdit4 :: (label: *u8, col: *[4] float, flags: ColorEditFlags = .None) -> bool #foreign imgui "_ZN5ImGui10ColorEdit4EPKcPfi"; +ColorPicker3 :: (label: *u8, col: *[3] float, flags: ColorEditFlags = .None) -> bool #foreign imgui "_ZN5ImGui12ColorPicker3EPKcPfi"; +ColorPicker4 :: (label: *u8, col: *[4] float, flags: ColorEditFlags = .None, ref_col: *float = null) -> bool #foreign imgui "_ZN5ImGui12ColorPicker4EPKcPfiPKf"; +ColorButton :: (desc_id: *u8, col: *ImVec4, flags: ColorEditFlags = .None, size: *ImVec2) -> bool #foreign imgui "_ZN5ImGui11ColorButtonEPKcRK6ImVec4iRK6ImVec2"; +ColorButton :: (desc_id: *u8, col: ImVec4, flags: ColorEditFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return ColorButton(desc_id, *col, flags, *size); +} +SetColorEditOptions :: (flags: ColorEditFlags) -> void #foreign imgui "_ZN5ImGui19SetColorEditOptionsEi"; + +// Widgets: Trees +// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. +TreeNode :: (label: *u8) -> bool #foreign imgui "_ZN5ImGui8TreeNodeEPKc"; +TreeNode_CFormat :: (str_id: *u8, fmt: *u8, __args: ..Any) -> bool #foreign imgui "_ZN5ImGui8TreeNodeEPKcS1_z"; +TreeNode :: (str_id: *u8, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNode_CFormat(str_id, "%s", formatted_text.data); +} @PrintLike +TreeNode_CFormat :: (ptr_id: *void, fmt: *u8, __args: ..Any) -> bool #foreign imgui "_ZN5ImGui8TreeNodeEPKvPKcz"; +TreeNode :: (ptr_id: *void, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNode_CFormat(ptr_id, "%s", formatted_text.data); +} @PrintLike + +TreeNodeEx :: (label: *u8, flags: TreeNodeFlags = .None) -> bool #foreign imgui "_ZN5ImGui10TreeNodeExEPKci"; +TreeNodeEx_CFormat :: (str_id: *u8, flags: TreeNodeFlags, fmt: *u8, __args: ..Any) -> bool #foreign imgui "_ZN5ImGui10TreeNodeExEPKciS1_z"; +TreeNodeEx :: (str_id: *u8, flags: TreeNodeFlags, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNodeEx_CFormat(str_id, flags, "%s", formatted_text.data); +} @PrintLike +TreeNodeEx_CFormat :: (ptr_id: *void, flags: TreeNodeFlags, fmt: *u8, __args: ..Any) -> bool #foreign imgui "_ZN5ImGui10TreeNodeExEPKviPKcz"; +TreeNodeEx :: (ptr_id: *void, flags: TreeNodeFlags, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNodeEx_CFormat(ptr_id, flags, "%s", formatted_text.data); +} @PrintLike + +TreePush :: (str_id: *u8) -> void #foreign imgui "_ZN5ImGui8TreePushEPKc"; +TreePush :: (ptr_id: *void) -> void #foreign imgui "_ZN5ImGui8TreePushEPKv"; +TreePop :: () -> void #foreign imgui "_ZN5ImGui7TreePopEv"; +GetTreeNodeToLabelSpacing :: () -> float #foreign imgui "_ZN5ImGui25GetTreeNodeToLabelSpacingEv"; +CollapsingHeader :: (label: *u8, flags: TreeNodeFlags = .None) -> bool #foreign imgui "_ZN5ImGui16CollapsingHeaderEPKci"; +CollapsingHeader :: (label: *u8, p_visible: *bool, flags: TreeNodeFlags = .None) -> bool #foreign imgui "_ZN5ImGui16CollapsingHeaderEPKcPbi"; +SetNextItemOpen :: (is_open: bool, cond: Cond = .None) -> void #foreign imgui "_ZN5ImGui15SetNextItemOpenEbi"; +SetNextItemStorageID :: (storage_id: ID) -> void #foreign imgui "_ZN5ImGui20SetNextItemStorageIDEj"; +TreeNodeGetOpen :: (storage_id: ID) -> bool #foreign imgui "_ZN5ImGui15TreeNodeGetOpenEj"; + +// Widgets: Selectables +// - A selectable highlights when hovered, and can display another color when selected. +// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. +Selectable :: (label: *u8, selected := false, flags: SelectableFlags = .None, size: *ImVec2) -> bool #foreign imgui "_ZN5ImGui10SelectableEPKcbiRK6ImVec2"; +Selectable :: (label: *u8, selected := false, flags: SelectableFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Selectable(label, selected, flags, *size); +} +Selectable :: (label: *u8, p_selected: *bool, flags: SelectableFlags = .None, size: *ImVec2) -> bool #foreign imgui "_ZN5ImGui10SelectableEPKcPbiRK6ImVec2"; +Selectable :: (label: *u8, p_selected: *bool, flags: SelectableFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Selectable(label, p_selected, flags, *size); +} + +// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] +// - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. +// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). +// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. +// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, +// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. +// - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. +BeginMultiSelect :: (flags: MultiSelectFlags, selection_size: s32 = -1, items_count: s32 = -1) -> *MultiSelectIO #foreign imgui "_ZN5ImGui16BeginMultiSelectEiii"; +EndMultiSelect :: () -> *MultiSelectIO #foreign imgui "_ZN5ImGui14EndMultiSelectEv"; +SetNextItemSelectionUserData :: (selection_user_data: SelectionUserData) -> void #foreign imgui "_ZN5ImGui28SetNextItemSelectionUserDataEx"; +IsItemToggledSelection :: () -> bool #foreign imgui "_ZN5ImGui22IsItemToggledSelectionEv"; + +// Widgets: List Boxes +// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. +// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. +// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created. +// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth +// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items +BeginListBox :: (label: *u8, size: *ImVec2) -> bool #foreign imgui "_ZN5ImGui12BeginListBoxEPKcRK6ImVec2"; +BeginListBox :: (label: *u8, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return BeginListBox(label, *size); +} +EndListBox :: () -> void #foreign imgui "_ZN5ImGui10EndListBoxEv"; +ListBox :: (label: *u8, current_item: *s32, items: **u8, items_count: s32, height_in_items: s32 = -1) -> bool #foreign imgui "_ZN5ImGui7ListBoxEPKcPiPKS1_ii"; +ListBox :: (label: *u8, current_item: *s32, getter: #type (user_data: *void, idx: s32) -> *u8 #c_call, user_data: *void, items_count: s32, height_in_items: s32 = -1) -> bool #foreign imgui "_ZN5ImGui7ListBoxEPKcPiPFS1_PviES3_ii"; + +// Widgets: Data Plotting +// - Consider using ImPlot (https://github.com/epezent/implot) which is much better! +PlotLines :: (label: *u8, values: *float, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}, stride: s32 = 4) -> void #foreign imgui "_ZN5ImGui9PlotLinesEPKcPKfiiS1_ff6ImVec2i"; +PlotLines :: (label: *u8, values_getter: #type (data: *void, idx: s32) -> float #c_call, data: *void, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}) -> void #foreign imgui "_ZN5ImGui9PlotLinesEPKcPFfPviES2_iiS1_ff6ImVec2"; +PlotHistogram :: (label: *u8, values: *float, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}, stride: s32 = 4) -> void #foreign imgui "_ZN5ImGui13PlotHistogramEPKcPKfiiS1_ff6ImVec2i"; +PlotHistogram :: (label: *u8, values_getter: #type (data: *void, idx: s32) -> float #c_call, data: *void, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}) -> void #foreign imgui "_ZN5ImGui13PlotHistogramEPKcPFfPviES2_iiS1_ff6ImVec2"; + +// Widgets: Value() Helpers. +// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) +Value :: (prefix: *u8, b: bool) -> void #foreign imgui "_ZN5ImGui5ValueEPKcb"; +Value :: (prefix: *u8, v: s32) -> void #foreign imgui "_ZN5ImGui5ValueEPKci"; +Value :: (prefix: *u8, v: u32) -> void #foreign imgui "_ZN5ImGui5ValueEPKcj"; +Value :: (prefix: *u8, v: float, float_format: *u8 = null) -> void #foreign imgui "_ZN5ImGui5ValueEPKcfS1_"; + +// Widgets: Menus +// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. +// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. +// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. +// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. +BeginMenuBar :: () -> bool #foreign imgui "_ZN5ImGui12BeginMenuBarEv"; +EndMenuBar :: () -> void #foreign imgui "_ZN5ImGui10EndMenuBarEv"; +BeginMainMenuBar :: () -> bool #foreign imgui "_ZN5ImGui16BeginMainMenuBarEv"; +EndMainMenuBar :: () -> void #foreign imgui "_ZN5ImGui14EndMainMenuBarEv"; +BeginMenu :: (label: *u8, enabled := true) -> bool #foreign imgui "_ZN5ImGui9BeginMenuEPKcb"; +EndMenu :: () -> void #foreign imgui "_ZN5ImGui7EndMenuEv"; +MenuItem :: (label: *u8, shortcut: *u8 = null, selected := false, enabled := true) -> bool #foreign imgui "_ZN5ImGui8MenuItemEPKcS1_bb"; +MenuItem :: (label: *u8, shortcut: *u8, p_selected: *bool, enabled := true) -> bool #foreign imgui "_ZN5ImGui8MenuItemEPKcS1_Pbb"; + +// Tooltips +// - Tooltips are windows following the mouse. They do not take focus away. +// - A tooltip window can contain items of any types. +// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) +BeginTooltip :: () -> bool #foreign imgui "_ZN5ImGui12BeginTooltipEv"; +EndTooltip :: () -> void #foreign imgui "_ZN5ImGui10EndTooltipEv"; +SetTooltip_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "_ZN5ImGui10SetTooltipEPKcz"; +SetTooltip :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + SetTooltip_CFormat("%s", formatted_text.data); +} @PrintLike + +// Tooltips: helpers for showing a tooltip when hovering an item +// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. +// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. +// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. +BeginItemTooltip :: () -> bool #foreign imgui "_ZN5ImGui16BeginItemTooltipEv"; +SetItemTooltip_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "_ZN5ImGui14SetItemTooltipEPKcz"; +SetItemTooltip :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + SetItemTooltip_CFormat("%s", formatted_text.data); +} @PrintLike + +// Popups, Modals +// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. +// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. +// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. +// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. +// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). +// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. +// This is sometimes leading to confusing mistakes. May rework this in the future. +// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. +// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. +BeginPopup :: (str_id: *u8, flags: WindowFlags = .None) -> bool #foreign imgui "_ZN5ImGui10BeginPopupEPKci"; +BeginPopupModal :: (name: *u8, p_open: *bool = null, flags: WindowFlags = .None) -> bool #foreign imgui "_ZN5ImGui15BeginPopupModalEPKcPbi"; +EndPopup :: () -> void #foreign imgui "_ZN5ImGui8EndPopupEv"; + +// Popups: open/close functions +// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. +// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. +// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. +// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). +// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). +// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. +OpenPopup :: (str_id: *u8, popup_flags: PopupFlags = .None) -> void #foreign imgui "_ZN5ImGui9OpenPopupEPKci"; +OpenPopup :: (id: ID, popup_flags: PopupFlags = .None) -> void #foreign imgui "_ZN5ImGui9OpenPopupEji"; +OpenPopupOnItemClick :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> void #foreign imgui "_ZN5ImGui20OpenPopupOnItemClickEPKci"; +CloseCurrentPopup :: () -> void #foreign imgui "_ZN5ImGui17CloseCurrentPopupEv"; + +// Popups: Open+Begin popup combined functions helpers to create context menus. +// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. +// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. +// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: +// - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature. +// - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight. +// - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled). +// - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value. +// - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details. +BeginPopupContextItem :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui "_ZN5ImGui21BeginPopupContextItemEPKci"; +BeginPopupContextWindow :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui "_ZN5ImGui23BeginPopupContextWindowEPKci"; +BeginPopupContextVoid :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui "_ZN5ImGui21BeginPopupContextVoidEPKci"; + +// Popups: query functions +// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. +// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. +// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. +IsPopupOpen :: (str_id: *u8, flags: PopupFlags = .None) -> bool #foreign imgui "_ZN5ImGui11IsPopupOpenEPKci"; + +// Tables +// - Full-featured replacement for old Columns API. +// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. +// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. +// The typical call flow is: +// - 1. Call BeginTable(), early out if returning false. +// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. +// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. +// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. +// - 5. Populate contents: +// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. +// - If you are using tables as a sort of grid, where every column is holding the same type of contents, +// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). +// TableNextColumn() will automatically wrap-around into the next row if needed. +// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! +// - Summary of possible call flow: +// - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK +// - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK +// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! +// - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! +// - 5. Call EndTable() +BeginTable :: (str_id: *u8, columns: s32, flags: TableFlags = .None, outer_size: *ImVec2, inner_width: float = 0.0) -> bool #foreign imgui "_ZN5ImGui10BeginTableEPKciiRK6ImVec2f"; +BeginTable :: (str_id: *u8, columns: s32, flags: TableFlags = .None, outer_size: ImVec2 = ImVec2.{0.0, 0.0}, inner_width: float = 0.0) -> bool #no_context { + return BeginTable(str_id, columns, flags, *outer_size, inner_width); +} +EndTable :: () -> void #foreign imgui "_ZN5ImGui8EndTableEv"; +TableNextRow :: (row_flags: TableRowFlags = .None, min_row_height: float = 0.0) -> void #foreign imgui "_ZN5ImGui12TableNextRowEif"; +TableNextColumn :: () -> bool #foreign imgui "_ZN5ImGui15TableNextColumnEv"; +TableSetColumnIndex :: (column_n: s32) -> bool #foreign imgui "_ZN5ImGui19TableSetColumnIndexEi"; + +// Tables: Headers & Columns declaration +// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. +// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. +// Headers are required to perform: reordering, sorting, and opening the context menu. +// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. +// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in +// some advanced use cases (e.g. adding custom widgets in header row). +// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them. +TableSetupColumn :: (label: *u8, flags: TableColumnFlags = .None, init_width_or_weight: float = 0.0, user_id: ID = 0) -> void #foreign imgui "_ZN5ImGui16TableSetupColumnEPKcifj"; +TableSetupScrollFreeze :: (cols: s32, rows: s32) -> void #foreign imgui "_ZN5ImGui22TableSetupScrollFreezeEii"; +TableHeader :: (label: *u8) -> void #foreign imgui "_ZN5ImGui11TableHeaderEPKc"; +TableHeadersRow :: () -> void #foreign imgui "_ZN5ImGui15TableHeadersRowEv"; +TableAngledHeadersRow :: () -> void #foreign imgui "_ZN5ImGui21TableAngledHeadersRowEv"; + +// Tables: Sorting & Miscellaneous functions +// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. +TableGetSortSpecs :: () -> *TableSortSpecs #foreign imgui "_ZN5ImGui17TableGetSortSpecsEv"; +TableGetColumnCount :: () -> s32 #foreign imgui "_ZN5ImGui19TableGetColumnCountEv"; +TableGetColumnIndex :: () -> s32 #foreign imgui "_ZN5ImGui19TableGetColumnIndexEv"; +TableGetRowIndex :: () -> s32 #foreign imgui "_ZN5ImGui16TableGetRowIndexEv"; +TableGetColumnName :: (column_n: s32 = -1) -> *u8 #foreign imgui "_ZN5ImGui18TableGetColumnNameEi"; +TableGetColumnFlags :: (column_n: s32 = -1) -> TableColumnFlags #foreign imgui "_ZN5ImGui19TableGetColumnFlagsEi"; +TableSetColumnEnabled :: (column_n: s32, v: bool) -> void #foreign imgui "_ZN5ImGui21TableSetColumnEnabledEib"; +TableGetHoveredColumn :: () -> s32 #foreign imgui "_ZN5ImGui21TableGetHoveredColumnEv"; +TableSetBgColor :: (target: TableBgTarget, color: ImU32, column_n: s32 = -1) -> void #foreign imgui "_ZN5ImGui15TableSetBgColorEiji"; + +// Legacy Columns API (prefer using Tables!) +// - You can also use SameLine(pos_x) to mimic simplified columns. +Columns :: (count: s32 = 1, id: *u8 = null, borders := true) -> void #foreign imgui "_ZN5ImGui7ColumnsEiPKcb"; +NextColumn :: () -> void #foreign imgui "_ZN5ImGui10NextColumnEv"; +GetColumnIndex :: () -> s32 #foreign imgui "_ZN5ImGui14GetColumnIndexEv"; +GetColumnWidth :: (column_index: s32 = -1) -> float #foreign imgui "_ZN5ImGui14GetColumnWidthEi"; +SetColumnWidth :: (column_index: s32, width: float) -> void #foreign imgui "_ZN5ImGui14SetColumnWidthEif"; +GetColumnOffset :: (column_index: s32 = -1) -> float #foreign imgui "_ZN5ImGui15GetColumnOffsetEi"; +SetColumnOffset :: (column_index: s32, offset_x: float) -> void #foreign imgui "_ZN5ImGui15SetColumnOffsetEif"; +GetColumnsCount :: () -> s32 #foreign imgui "_ZN5ImGui15GetColumnsCountEv"; + +// Tab Bars, Tabs +// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. +BeginTabBar :: (str_id: *u8, flags: TabBarFlags = .None) -> bool #foreign imgui "_ZN5ImGui11BeginTabBarEPKci"; +EndTabBar :: () -> void #foreign imgui "_ZN5ImGui9EndTabBarEv"; +BeginTabItem :: (label: *u8, p_open: *bool = null, flags: TabItemFlags = .None) -> bool #foreign imgui "_ZN5ImGui12BeginTabItemEPKcPbi"; +EndTabItem :: () -> void #foreign imgui "_ZN5ImGui10EndTabItemEv"; +TabItemButton :: (label: *u8, flags: TabItemFlags = .None) -> bool #foreign imgui "_ZN5ImGui13TabItemButtonEPKci"; +SetTabItemClosed :: (tab_or_docked_window_label: *u8) -> void #foreign imgui "_ZN5ImGui16SetTabItemClosedEPKc"; + +// Docking +// - Read https://github.com/ocornut/imgui/wiki/Docking for details. +// - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. +// - You can use many Docking facilities without calling any API. +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// - DockSpaceOverViewport: +// - This is a helper to create an invisible window covering a viewport, then submit a DockSpace() into it. +// - Most applications can simply call DockSpaceOverViewport() once to allow docking windows into e.g. the edge of your screen. +// e.g. ImGui::NewFrame(); ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport. +// or: ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, central node is transparent. +// - Dockspaces: +// - A dockspace is an explicit dock node within an existing window. +// - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame! +// - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// - See 'Demo->Examples->Dockspace' or 'Demo->Examples->Documents' for more detailed demos. +// - Programmatic docking: +// - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that! +// - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API. +DockSpace :: (dockspace_id: ID, size: *ImVec2, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #foreign imgui "_ZN5ImGui9DockSpaceEjRK6ImVec2iPK16ImGuiWindowClass"; +DockSpace :: (dockspace_id: ID, size: ImVec2 = ImVec2.{0, 0}, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #no_context { + return DockSpace(dockspace_id, *size, flags, window_class); +} +DockSpaceOverViewport :: (dockspace_id: ID = 0, viewport: *Viewport = null, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #foreign imgui "_ZN5ImGui21DockSpaceOverViewportEjPK13ImGuiViewportiPK16ImGuiWindowClass"; +SetNextWindowDockID :: (dock_id: ID, cond: Cond = .None) -> void #foreign imgui "_ZN5ImGui19SetNextWindowDockIDEji"; +SetNextWindowClass :: (window_class: *WindowClass) -> void #foreign imgui "_ZN5ImGui18SetNextWindowClassEPK16ImGuiWindowClass"; +GetWindowDockID :: () -> ID #foreign imgui "_ZN5ImGui15GetWindowDockIDEv"; +IsWindowDocked :: () -> bool #foreign imgui "_ZN5ImGui14IsWindowDockedEv"; + +// Logging/Capture +// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. +LogToTTY :: (auto_open_depth: s32 = -1) -> void #foreign imgui "_ZN5ImGui8LogToTTYEi"; +LogToFile :: (auto_open_depth: s32 = -1, filename: *u8 = null) -> void #foreign imgui "_ZN5ImGui9LogToFileEiPKc"; +LogToClipboard :: (auto_open_depth: s32 = -1) -> void #foreign imgui "_ZN5ImGui14LogToClipboardEi"; +LogFinish :: () -> void #foreign imgui "_ZN5ImGui9LogFinishEv"; +LogButtons :: () -> void #foreign imgui "_ZN5ImGui10LogButtonsEv"; +LogText_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "_ZN5ImGui7LogTextEPKcz"; +LogText :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + LogText_CFormat("%s", formatted_text.data); +} @PrintLike + +// Drag and Drop +// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). +// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). +// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) +// - An item can be both drag source and drop target. +BeginDragDropSource :: (flags: DragDropFlags = .None) -> bool #foreign imgui "_ZN5ImGui19BeginDragDropSourceEi"; +SetDragDropPayload :: (type: *u8, data: *void, sz: u64, cond: Cond = .None) -> bool #foreign imgui "_ZN5ImGui18SetDragDropPayloadEPKcPKvmi"; +EndDragDropSource :: () -> void #foreign imgui "_ZN5ImGui17EndDragDropSourceEv"; +BeginDragDropTarget :: () -> bool #foreign imgui "_ZN5ImGui19BeginDragDropTargetEv"; +AcceptDragDropPayload :: (type: *u8, flags: DragDropFlags = .None) -> *Payload #foreign imgui "_ZN5ImGui21AcceptDragDropPayloadEPKci"; +EndDragDropTarget :: () -> void #foreign imgui "_ZN5ImGui17EndDragDropTargetEv"; +GetDragDropPayload :: () -> *Payload #foreign imgui "_ZN5ImGui18GetDragDropPayloadEv"; + +// Disabling [BETA API] +// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled. +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +BeginDisabled :: (disabled := true) -> void #foreign imgui "_ZN5ImGui13BeginDisabledEb"; +EndDisabled :: () -> void #foreign imgui "_ZN5ImGui11EndDisabledEv"; + +// Clipping +// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. +PushClipRect :: (clip_rect_min: *ImVec2, clip_rect_max: *ImVec2, intersect_with_current_clip_rect: bool) -> void #foreign imgui "_ZN5ImGui12PushClipRectERK6ImVec2S2_b"; +PushClipRect :: (clip_rect_min: ImVec2, clip_rect_max: ImVec2, intersect_with_current_clip_rect: bool) #no_context { + PushClipRect(*clip_rect_min, *clip_rect_max, intersect_with_current_clip_rect); +} +PopClipRect :: () -> void #foreign imgui "_ZN5ImGui11PopClipRectEv"; + +// Focus, Activation +SetItemDefaultFocus :: () -> void #foreign imgui "_ZN5ImGui19SetItemDefaultFocusEv"; +SetKeyboardFocusHere :: (offset: s32 = 0) -> void #foreign imgui "_ZN5ImGui20SetKeyboardFocusHereEi"; + +// Keyboard/Gamepad Navigation +SetNavCursorVisible :: (visible: bool) -> void #foreign imgui "_ZN5ImGui19SetNavCursorVisibleEb"; + +// Overlapping mode +SetNextItemAllowOverlap :: () -> void #foreign imgui "_ZN5ImGui23SetNextItemAllowOverlapEv"; + +// Item/Widgets Utilities and Query Functions +// - Most of the functions are referring to the previous Item that has been submitted. +// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. +IsItemHovered :: (flags: HoveredFlags = .None) -> bool #foreign imgui "_ZN5ImGui13IsItemHoveredEi"; +IsItemActive :: () -> bool #foreign imgui "_ZN5ImGui12IsItemActiveEv"; +IsItemFocused :: () -> bool #foreign imgui "_ZN5ImGui13IsItemFocusedEv"; +IsItemClicked :: (mouse_button: MouseButton = .Left) -> bool #foreign imgui "_ZN5ImGui13IsItemClickedEi"; +IsItemVisible :: () -> bool #foreign imgui "_ZN5ImGui13IsItemVisibleEv"; +IsItemEdited :: () -> bool #foreign imgui "_ZN5ImGui12IsItemEditedEv"; +IsItemActivated :: () -> bool #foreign imgui "_ZN5ImGui15IsItemActivatedEv"; +IsItemDeactivated :: () -> bool #foreign imgui "_ZN5ImGui17IsItemDeactivatedEv"; +IsItemDeactivatedAfterEdit :: () -> bool #foreign imgui "_ZN5ImGui26IsItemDeactivatedAfterEditEv"; +IsItemToggledOpen :: () -> bool #foreign imgui "_ZN5ImGui17IsItemToggledOpenEv"; +IsAnyItemHovered :: () -> bool #foreign imgui "_ZN5ImGui16IsAnyItemHoveredEv"; +IsAnyItemActive :: () -> bool #foreign imgui "_ZN5ImGui15IsAnyItemActiveEv"; +IsAnyItemFocused :: () -> bool #foreign imgui "_ZN5ImGui16IsAnyItemFocusedEv"; +GetItemID :: () -> ID #foreign imgui "_ZN5ImGui9GetItemIDEv"; +GetItemRectMin :: () -> ImVec2 #foreign imgui "_ZN5ImGui14GetItemRectMinEv"; +GetItemRectMax :: () -> ImVec2 #foreign imgui "_ZN5ImGui14GetItemRectMaxEv"; +GetItemRectSize :: () -> ImVec2 #foreign imgui "_ZN5ImGui15GetItemRectSizeEv"; +GetItemFlags :: () -> ItemFlags #foreign imgui "_ZN5ImGui12GetItemFlagsEv"; + +// Viewports +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +GetMainViewport :: () -> *Viewport #foreign imgui "_ZN5ImGui15GetMainViewportEv"; + +// Background/Foreground Draw Lists +GetBackgroundDrawList :: (viewport: *Viewport = null) -> *ImDrawList #foreign imgui "_ZN5ImGui21GetBackgroundDrawListEP13ImGuiViewport"; +GetForegroundDrawList :: (viewport: *Viewport = null) -> *ImDrawList #foreign imgui "_ZN5ImGui21GetForegroundDrawListEP13ImGuiViewport"; + +// Miscellaneous Utilities +IsRectVisible :: (size: *ImVec2) -> bool #foreign imgui "_ZN5ImGui13IsRectVisibleERK6ImVec2"; +IsRectVisible :: (size: ImVec2) -> bool #no_context { + return IsRectVisible(*size); +} +IsRectVisible :: (rect_min: *ImVec2, rect_max: *ImVec2) -> bool #foreign imgui "_ZN5ImGui13IsRectVisibleERK6ImVec2S2_"; +IsRectVisible :: (rect_min: ImVec2, rect_max: ImVec2) -> bool #no_context { + return IsRectVisible(*rect_min, *rect_max); +} +GetTime :: () -> float64 #foreign imgui "_ZN5ImGui7GetTimeEv"; +GetFrameCount :: () -> s32 #foreign imgui "_ZN5ImGui13GetFrameCountEv"; +GetDrawListSharedData :: () -> *ImDrawListSharedData #foreign imgui "_ZN5ImGui21GetDrawListSharedDataEv"; +GetStyleColorName :: (idx: Col) -> *u8 #foreign imgui "_ZN5ImGui17GetStyleColorNameEi"; +SetStateStorage :: (storage: *Storage) -> void #foreign imgui "_ZN5ImGui15SetStateStorageEP12ImGuiStorage"; +GetStateStorage :: () -> *Storage #foreign imgui "_ZN5ImGui15GetStateStorageEv"; + +// Text Utilities +CalcTextSize :: (text: *u8, text_end: *u8 = null, hide_text_after_double_hash := false, wrap_width: float = -1.0) -> ImVec2 #foreign imgui "_ZN5ImGui12CalcTextSizeEPKcS1_bf"; +CalcTextSize :: (text: string, hide_text_after_double_hash := false, wrap_width: float = -1.0) -> ImVec2 #no_context { + return CalcTextSize(text.data, text.data + text.count, hide_text_after_double_hash, wrap_width); +} + +// Color Utilities +ColorConvertU32ToFloat4 :: (in: ImU32) -> ImVec4 #foreign imgui "_ZN5ImGui23ColorConvertU32ToFloat4Ej"; +ColorConvertFloat4ToU32 :: (in: *ImVec4) -> ImU32 #foreign imgui "_ZN5ImGui23ColorConvertFloat4ToU32ERK6ImVec4"; +ColorConvertFloat4ToU32 :: (in: ImVec4) -> ImU32 #no_context { + return ColorConvertFloat4ToU32(*in); +} +ColorConvertRGBtoHSV :: (r: float, g: float, b: float, out_h: *float, out_s: *float, out_v: *float) -> void #foreign imgui "_ZN5ImGui20ColorConvertRGBtoHSVEfffRfS0_S0_"; +ColorConvertHSVtoRGB :: (h: float, s: float, v: float, out_r: *float, out_g: *float, out_b: *float) -> void #foreign imgui "_ZN5ImGui20ColorConvertHSVtoRGBEfffRfS0_S0_"; + +// Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access +// - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check). +// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). +// - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) +IsKeyDown :: (key: Key) -> bool #foreign imgui "_ZN5ImGui9IsKeyDownE8ImGuiKey"; +IsKeyPressed :: (key: Key, repeat := true) -> bool #foreign imgui "_ZN5ImGui12IsKeyPressedE8ImGuiKeyb"; +IsKeyReleased :: (key: Key) -> bool #foreign imgui "_ZN5ImGui13IsKeyReleasedE8ImGuiKey"; +IsKeyChordPressed :: (key_chord: KeyChord) -> bool #foreign imgui "_ZN5ImGui17IsKeyChordPressedEi"; +GetKeyPressedAmount :: (key: Key, repeat_delay: float, rate: float) -> s32 #foreign imgui "_ZN5ImGui19GetKeyPressedAmountE8ImGuiKeyff"; +GetKeyName :: (key: Key) -> *u8 #foreign imgui "_ZN5ImGui10GetKeyNameE8ImGuiKey"; +SetNextFrameWantCaptureKeyboard :: (want_capture_keyboard: bool) -> void #foreign imgui "_ZN5ImGui31SetNextFrameWantCaptureKeyboardEb"; + +// Inputs Utilities: Shortcut Testing & Routing +// - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'. +// - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_! +// - Flags: Use ImGuiInputFlags_Repeat to support repeat. +// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. +// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments +// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments +// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. +// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. +// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. +// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) +// Child2 -> no call // When Child2 is focused, Parent gets the shortcut. +// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. +// This is an important property as it facilitate working with foreign code or larger codebase. +// - To understand the difference: +// - IsKeyChordPressed() compares mods and call IsKeyPressed() +// -> the function has no side-effect. +// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() +// -> the function has (desirable) side-effects as it can prevents another call from getting the route. +// - Visualize registered routes in 'Metrics/Debugger->Inputs'. +Shortcut :: (key_chord: KeyChord, flags: InputFlags = .None) -> bool #foreign imgui "_ZN5ImGui8ShortcutEii"; +SetNextItemShortcut :: (key_chord: KeyChord, flags: InputFlags = .None) -> void #foreign imgui "_ZN5ImGui19SetNextItemShortcutEii"; + +// Inputs Utilities: Key/Input Ownership [BETA] +// - One common use case would be to allow your items to disable standard inputs behaviors such +// as Tab or Alt key handling, Mouse Wheel scrolling, etc. +// e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling. +// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. +// - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function. +// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. +SetItemKeyOwner :: (key: Key) -> bool #foreign imgui "_ZN5ImGui15SetItemKeyOwnerE8ImGuiKey"; + +// Inputs Utilities: Mouse +// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. +// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. +// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') +IsMouseDown :: (button: MouseButton) -> bool #foreign imgui "_ZN5ImGui11IsMouseDownEi"; +IsMouseClicked :: (button: MouseButton, repeat := false) -> bool #foreign imgui "_ZN5ImGui14IsMouseClickedEib"; +IsMouseReleased :: (button: MouseButton) -> bool #foreign imgui "_ZN5ImGui15IsMouseReleasedEi"; +IsMouseDoubleClicked :: (button: MouseButton) -> bool #foreign imgui "_ZN5ImGui20IsMouseDoubleClickedEi"; +IsMouseReleasedWithDelay :: (button: MouseButton, delay: float) -> bool #foreign imgui "_ZN5ImGui24IsMouseReleasedWithDelayEif"; +GetMouseClickedCount :: (button: MouseButton) -> s32 #foreign imgui "_ZN5ImGui20GetMouseClickedCountEi"; +IsMouseHoveringRect :: (r_min: *ImVec2, r_max: *ImVec2, clip := true) -> bool #foreign imgui "_ZN5ImGui19IsMouseHoveringRectERK6ImVec2S2_b"; +IsMouseHoveringRect :: (r_min: ImVec2, r_max: ImVec2, clip := true) -> bool #no_context { + return IsMouseHoveringRect(*r_min, *r_max, clip); +} +IsMousePosValid :: (mouse_pos: *ImVec2 = null) -> bool #foreign imgui "_ZN5ImGui15IsMousePosValidEPK6ImVec2"; +IsAnyMouseDown :: () -> bool #foreign imgui "_ZN5ImGui14IsAnyMouseDownEv"; +GetMousePos :: () -> ImVec2 #foreign imgui "_ZN5ImGui11GetMousePosEv"; +GetMousePosOnOpeningCurrentPopup :: () -> ImVec2 #foreign imgui "_ZN5ImGui32GetMousePosOnOpeningCurrentPopupEv"; +IsMouseDragging :: (button: MouseButton, lock_threshold: float = -1.0) -> bool #foreign imgui "_ZN5ImGui15IsMouseDraggingEif"; +GetMouseDragDelta :: (button: MouseButton = .Left, lock_threshold: float = -1.0) -> ImVec2 #foreign imgui "_ZN5ImGui17GetMouseDragDeltaEif"; +ResetMouseDragDelta :: (button: MouseButton = .Left) -> void #foreign imgui "_ZN5ImGui19ResetMouseDragDeltaEi"; +GetMouseCursor :: () -> MouseCursor #foreign imgui "_ZN5ImGui14GetMouseCursorEv"; +SetMouseCursor :: (cursor_type: MouseCursor) -> void #foreign imgui "_ZN5ImGui14SetMouseCursorEi"; +SetNextFrameWantCaptureMouse :: (want_capture_mouse: bool) -> void #foreign imgui "_ZN5ImGui28SetNextFrameWantCaptureMouseEb"; + +// Clipboard Utilities +// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. +GetClipboardText :: () -> *u8 #foreign imgui "_ZN5ImGui16GetClipboardTextEv"; +SetClipboardText :: (text: *u8) -> void #foreign imgui "_ZN5ImGui16SetClipboardTextEPKc"; + +// Settings/.Ini Utilities +// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). +// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. +// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). +LoadIniSettingsFromDisk :: (ini_filename: *u8) -> void #foreign imgui "_ZN5ImGui23LoadIniSettingsFromDiskEPKc"; +LoadIniSettingsFromMemory :: (ini_data: *u8, ini_size: u64 = 0) -> void #foreign imgui "_ZN5ImGui25LoadIniSettingsFromMemoryEPKcm"; +SaveIniSettingsToDisk :: (ini_filename: *u8) -> void #foreign imgui "_ZN5ImGui21SaveIniSettingsToDiskEPKc"; +SaveIniSettingsToMemory :: (out_ini_size: *u64 = null) -> *u8 #foreign imgui "_ZN5ImGui23SaveIniSettingsToMemoryEPm"; + +// Debug Utilities +// - Your main debugging friend is the ShowMetricsWindow() function. +// - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu. +// - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools. +DebugTextEncoding :: (text: *u8) -> void #foreign imgui "_ZN5ImGui17DebugTextEncodingEPKc"; +DebugFlashStyleColor :: (idx: Col) -> void #foreign imgui "_ZN5ImGui20DebugFlashStyleColorEi"; +DebugStartItemPicker :: () -> void #foreign imgui "_ZN5ImGui20DebugStartItemPickerEv"; +DebugCheckVersionAndDataLayout :: (version_str: *u8, sz_io: u64, sz_style: u64, sz_vec2: u64, sz_vec4: u64, sz_drawvert: u64, sz_drawidx: u64) -> bool #foreign imgui "_ZN5ImGui30DebugCheckVersionAndDataLayoutEPKcmmmmmm"; + +DebugLog_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "_ZN5ImGui8DebugLogEPKcz"; +DebugLog :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + DebugLog_CFormat("%s", formatted_text.data); +} @PrintLike + +// Memory Allocators +// - Those functions are not reliant on the current context. +// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +SetAllocatorFunctions :: (alloc_func: MemAllocFunc, free_func: MemFreeFunc, user_data: *void = null) -> void #foreign imgui "_ZN5ImGui21SetAllocatorFunctionsEPFPvmS0_EPFvS0_S0_ES0_"; +GetAllocatorFunctions :: (p_alloc_func: *MemAllocFunc, p_free_func: *MemFreeFunc, p_user_data: **void) -> void #foreign imgui "_ZN5ImGui21GetAllocatorFunctionsEPPFPvmS0_EPPFvS0_S0_EPS0_"; +MemAlloc :: (size: u64) -> *void #foreign imgui "_ZN5ImGui8MemAllocEm"; +MemFree :: (ptr: *void) -> void #foreign imgui "_ZN5ImGui7MemFreeEPv"; + +// (Optional) Platform/OS interface for multi-viewport support +// Read comments around the ImGuiPlatformIO structure for more details. +// Note: You may use GetWindowViewport() to get the current viewport of the current window. +UpdatePlatformWindows :: () -> void #foreign imgui "_ZN5ImGui21UpdatePlatformWindowsEv"; +RenderPlatformWindowsDefault :: (platform_render_arg: *void = null, renderer_render_arg: *void = null) -> void #foreign imgui "_ZN5ImGui28RenderPlatformWindowsDefaultEPvS0_"; +DestroyPlatformWindows :: () -> void #foreign imgui "_ZN5ImGui22DestroyPlatformWindowsEv"; +FindViewportByID :: (viewport_id: ID) -> *Viewport #foreign imgui "_ZN5ImGui16FindViewportByIDEj"; +FindViewportByPlatformHandle :: (platform_handle: *void) -> *Viewport #foreign imgui "_ZN5ImGui28FindViewportByPlatformHandleEPv"; + +SetWindowFontScale :: (scale: float) -> void #foreign imgui "_ZN5ImGui18SetWindowFontScaleEf"; + +// OBSOLETED in 1.91.9 (from February 2025) +Image :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, tint_col: *ImVec4, border_col: *ImVec4) -> void #foreign imgui "_ZN5ImGui5ImageE12ImTextureRefRK6ImVec2S3_S3_RK6ImVec4S6_"; +Image :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2, uv1: ImVec2, tint_col: ImVec4, border_col: ImVec4) #no_context { + Image(tex_ref, *image_size, *uv0, *uv1, *tint_col, *border_col); +} + +// You do not need those functions! See #7838 on GitHub for more info. +GetContentRegionMax :: () -> ImVec2 #foreign imgui "_ZN5ImGui19GetContentRegionMaxEv"; +GetWindowContentRegionMin :: () -> ImVec2 #foreign imgui "_ZN5ImGui25GetWindowContentRegionMinEv"; +GetWindowContentRegionMax :: () -> ImVec2 #foreign imgui "_ZN5ImGui25GetWindowContentRegionMaxEv"; + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +WindowFlags :: enum_flags u32 { + None :: 0x0; + NoTitleBar :: 0x1; + NoResize :: 0x2; + NoMove :: 0x4; + NoScrollbar :: 0x8; + NoScrollWithMouse :: 0x10; + NoCollapse :: 0x20; + AlwaysAutoResize :: 0x40; + NoBackground :: 0x80; + NoSavedSettings :: 0x100; + NoMouseInputs :: 0x200; + MenuBar :: 0x400; + HorizontalScrollbar :: 0x800; + NoFocusOnAppearing :: 0x1000; + NoBringToFrontOnFocus :: 0x2000; + AlwaysVerticalScrollbar :: 0x4000; + AlwaysHorizontalScrollbar :: 0x8000; + NoNavInputs :: 0x10000; + NoNavFocus :: 0x20000; + UnsavedDocument :: 0x40000; + NoDocking :: 0x80000; + NoNav :: 0x30000; + NoDecoration :: 0x2b; + NoInputs :: 0x30200; + + DockNodeHost :: 0x800000; + ChildWindow :: 0x1000000; + Tooltip :: 0x2000000; + Popup :: 0x4000000; + Modal :: 0x8000000; + ChildMenu :: 0x10000000; + + ImGuiWindowFlags_None :: None; + ImGuiWindowFlags_NoTitleBar :: NoTitleBar; + ImGuiWindowFlags_NoResize :: NoResize; + ImGuiWindowFlags_NoMove :: NoMove; + ImGuiWindowFlags_NoScrollbar :: NoScrollbar; + ImGuiWindowFlags_NoScrollWithMouse :: NoScrollWithMouse; + ImGuiWindowFlags_NoCollapse :: NoCollapse; + ImGuiWindowFlags_AlwaysAutoResize :: AlwaysAutoResize; + ImGuiWindowFlags_NoBackground :: NoBackground; + ImGuiWindowFlags_NoSavedSettings :: NoSavedSettings; + ImGuiWindowFlags_NoMouseInputs :: NoMouseInputs; + ImGuiWindowFlags_MenuBar :: MenuBar; + ImGuiWindowFlags_HorizontalScrollbar :: HorizontalScrollbar; + ImGuiWindowFlags_NoFocusOnAppearing :: NoFocusOnAppearing; + ImGuiWindowFlags_NoBringToFrontOnFocus :: NoBringToFrontOnFocus; + ImGuiWindowFlags_AlwaysVerticalScrollbar :: AlwaysVerticalScrollbar; + ImGuiWindowFlags_AlwaysHorizontalScrollbar :: AlwaysHorizontalScrollbar; + ImGuiWindowFlags_NoNavInputs :: NoNavInputs; + ImGuiWindowFlags_NoNavFocus :: NoNavFocus; + ImGuiWindowFlags_UnsavedDocument :: UnsavedDocument; + ImGuiWindowFlags_NoDocking :: NoDocking; + ImGuiWindowFlags_NoNav :: NoNav; + ImGuiWindowFlags_NoDecoration :: NoDecoration; + ImGuiWindowFlags_NoInputs :: NoInputs; + + ImGuiWindowFlags_DockNodeHost :: DockNodeHost; + ImGuiWindowFlags_ChildWindow :: ChildWindow; + ImGuiWindowFlags_Tooltip :: Tooltip; + ImGuiWindowFlags_Popup :: Popup; + ImGuiWindowFlags_Modal :: Modal; + ImGuiWindowFlags_ChildMenu :: ChildMenu; +} + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.) +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +ChildFlags :: enum_flags u32 { + None :: 0x0; + Borders :: 0x1; + AlwaysUseWindowPadding :: 0x2; + ResizeX :: 0x4; + ResizeY :: 0x8; + AutoResizeX :: 0x10; + AutoResizeY :: 0x20; + AlwaysAutoResize :: 0x40; + FrameStyle :: 0x80; + NavFlattened :: 0x100; + + ImGuiChildFlags_None :: None; + ImGuiChildFlags_Borders :: Borders; + ImGuiChildFlags_AlwaysUseWindowPadding :: AlwaysUseWindowPadding; + ImGuiChildFlags_ResizeX :: ResizeX; + ImGuiChildFlags_ResizeY :: ResizeY; + ImGuiChildFlags_AutoResizeX :: AutoResizeX; + ImGuiChildFlags_AutoResizeY :: AutoResizeY; + ImGuiChildFlags_AlwaysAutoResize :: AlwaysAutoResize; + ImGuiChildFlags_FrameStyle :: FrameStyle; + ImGuiChildFlags_NavFlattened :: NavFlattened; +} + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all submitted items) +ItemFlags :: enum_flags u32 { + None :: 0x0; + NoTabStop :: 0x1; + NoNav :: 0x2; + NoNavDefaultFocus :: 0x4; + ButtonRepeat :: 0x8; + AutoClosePopups :: 0x10; + AllowDuplicateId :: 0x20; + Disabled :: 0x40; + + ImGuiItemFlags_None :: None; + ImGuiItemFlags_NoTabStop :: NoTabStop; + ImGuiItemFlags_NoNav :: NoNav; + ImGuiItemFlags_NoNavDefaultFocus :: NoNavDefaultFocus; + ImGuiItemFlags_ButtonRepeat :: ButtonRepeat; + ImGuiItemFlags_AutoClosePopups :: AutoClosePopups; + ImGuiItemFlags_AllowDuplicateId :: AllowDuplicateId; + ImGuiItemFlags_Disabled :: Disabled; +} + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +InputTextFlags :: enum_flags u32 { + None :: 0x0; + CharsDecimal :: 0x1; + CharsHexadecimal :: 0x2; + CharsScientific :: 0x4; + CharsUppercase :: 0x8; + CharsNoBlank :: 0x10; + + AllowTabInput :: 0x20; + EnterReturnsTrue :: 0x40; + EscapeClearsAll :: 0x80; + CtrlEnterForNewLine :: 0x100; + + ReadOnly :: 0x200; + Password :: 0x400; + AlwaysOverwrite :: 0x800; + AutoSelectAll :: 0x1000; + ParseEmptyRefVal :: 0x2000; + DisplayEmptyRefVal :: 0x4000; + NoHorizontalScroll :: 0x8000; + NoUndoRedo :: 0x10000; + + ElideLeft :: 0x20000; + + CallbackCompletion :: 0x40000; + CallbackHistory :: 0x80000; + CallbackAlways :: 0x100000; + CallbackCharFilter :: 0x200000; + CallbackResize :: 0x400000; + CallbackEdit :: 0x800000; + + WordWrap :: 0x1000000; + + ImGuiInputTextFlags_None :: None; + ImGuiInputTextFlags_CharsDecimal :: CharsDecimal; + ImGuiInputTextFlags_CharsHexadecimal :: CharsHexadecimal; + ImGuiInputTextFlags_CharsScientific :: CharsScientific; + ImGuiInputTextFlags_CharsUppercase :: CharsUppercase; + ImGuiInputTextFlags_CharsNoBlank :: CharsNoBlank; + + ImGuiInputTextFlags_AllowTabInput :: AllowTabInput; + ImGuiInputTextFlags_EnterReturnsTrue :: EnterReturnsTrue; + ImGuiInputTextFlags_EscapeClearsAll :: EscapeClearsAll; + ImGuiInputTextFlags_CtrlEnterForNewLine :: CtrlEnterForNewLine; + + ImGuiInputTextFlags_ReadOnly :: ReadOnly; + ImGuiInputTextFlags_Password :: Password; + ImGuiInputTextFlags_AlwaysOverwrite :: AlwaysOverwrite; + ImGuiInputTextFlags_AutoSelectAll :: AutoSelectAll; + ImGuiInputTextFlags_ParseEmptyRefVal :: ParseEmptyRefVal; + ImGuiInputTextFlags_DisplayEmptyRefVal :: DisplayEmptyRefVal; + ImGuiInputTextFlags_NoHorizontalScroll :: NoHorizontalScroll; + ImGuiInputTextFlags_NoUndoRedo :: NoUndoRedo; + + ImGuiInputTextFlags_ElideLeft :: ElideLeft; + + ImGuiInputTextFlags_CallbackCompletion :: CallbackCompletion; + ImGuiInputTextFlags_CallbackHistory :: CallbackHistory; + ImGuiInputTextFlags_CallbackAlways :: CallbackAlways; + ImGuiInputTextFlags_CallbackCharFilter :: CallbackCharFilter; + ImGuiInputTextFlags_CallbackResize :: CallbackResize; + ImGuiInputTextFlags_CallbackEdit :: CallbackEdit; + + ImGuiInputTextFlags_WordWrap :: WordWrap; +} + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +TreeNodeFlags :: enum_flags u32 { + None :: 0x0; + Selected :: 0x1; + Framed :: 0x2; + AllowOverlap :: 0x4; + NoTreePushOnOpen :: 0x8; + NoAutoOpenOnLog :: 0x10; + DefaultOpen :: 0x20; + OpenOnDoubleClick :: 0x40; + OpenOnArrow :: 0x80; + Leaf :: 0x100; + Bullet :: 0x200; + FramePadding :: 0x400; + SpanAvailWidth :: 0x800; + SpanFullWidth :: 0x1000; + SpanLabelWidth :: 0x2000; + SpanAllColumns :: 0x4000; + LabelSpanAllColumns :: 0x8000; + + NavLeftJumpsToParent :: 0x20000; + CollapsingHeader :: 0x1a; + + DrawLinesNone :: 0x40000; + DrawLinesFull :: 0x80000; + DrawLinesToNodes :: 0x100000; + + NavLeftJumpsBackHere :: 0x20000; + SpanTextWidth :: 0x2000; + + ImGuiTreeNodeFlags_None :: None; + ImGuiTreeNodeFlags_Selected :: Selected; + ImGuiTreeNodeFlags_Framed :: Framed; + ImGuiTreeNodeFlags_AllowOverlap :: AllowOverlap; + ImGuiTreeNodeFlags_NoTreePushOnOpen :: NoTreePushOnOpen; + ImGuiTreeNodeFlags_NoAutoOpenOnLog :: NoAutoOpenOnLog; + ImGuiTreeNodeFlags_DefaultOpen :: DefaultOpen; + ImGuiTreeNodeFlags_OpenOnDoubleClick :: OpenOnDoubleClick; + ImGuiTreeNodeFlags_OpenOnArrow :: OpenOnArrow; + ImGuiTreeNodeFlags_Leaf :: Leaf; + ImGuiTreeNodeFlags_Bullet :: Bullet; + ImGuiTreeNodeFlags_FramePadding :: FramePadding; + ImGuiTreeNodeFlags_SpanAvailWidth :: SpanAvailWidth; + ImGuiTreeNodeFlags_SpanFullWidth :: SpanFullWidth; + ImGuiTreeNodeFlags_SpanLabelWidth :: SpanLabelWidth; + ImGuiTreeNodeFlags_SpanAllColumns :: SpanAllColumns; + ImGuiTreeNodeFlags_LabelSpanAllColumns :: LabelSpanAllColumns; + + ImGuiTreeNodeFlags_NavLeftJumpsToParent :: NavLeftJumpsToParent; + ImGuiTreeNodeFlags_CollapsingHeader :: CollapsingHeader; + + ImGuiTreeNodeFlags_DrawLinesNone :: DrawLinesNone; + ImGuiTreeNodeFlags_DrawLinesFull :: DrawLinesFull; + ImGuiTreeNodeFlags_DrawLinesToNodes :: DrawLinesToNodes; + + ImGuiTreeNodeFlags_NavLeftJumpsBackHere :: NavLeftJumpsBackHere; + ImGuiTreeNodeFlags_SpanTextWidth :: SpanTextWidth; +} + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +PopupFlags :: enum_flags u32 { + None :: 0x0; + MouseButtonLeft :: 0x4; + MouseButtonRight :: 0x8; + MouseButtonMiddle :: 0xc; + NoReopen :: 0x20; + + NoOpenOverExistingPopup :: 0x80; + NoOpenOverItems :: 0x100; + AnyPopupId :: 0x400; + AnyPopupLevel :: 0x800; + AnyPopup :: 0xc00; + MouseButtonShift_ :: 0x2; + MouseButtonMask_ :: 0xc; + InvalidMask_ :: 0x3; + + ImGuiPopupFlags_None :: None; + ImGuiPopupFlags_MouseButtonLeft :: MouseButtonLeft; + ImGuiPopupFlags_MouseButtonRight :: MouseButtonRight; + ImGuiPopupFlags_MouseButtonMiddle :: MouseButtonMiddle; + ImGuiPopupFlags_NoReopen :: NoReopen; + + ImGuiPopupFlags_NoOpenOverExistingPopup :: NoOpenOverExistingPopup; + ImGuiPopupFlags_NoOpenOverItems :: NoOpenOverItems; + ImGuiPopupFlags_AnyPopupId :: AnyPopupId; + ImGuiPopupFlags_AnyPopupLevel :: AnyPopupLevel; + ImGuiPopupFlags_AnyPopup :: AnyPopup; + ImGuiPopupFlags_MouseButtonShift_ :: MouseButtonShift_; + ImGuiPopupFlags_MouseButtonMask_ :: MouseButtonMask_; + ImGuiPopupFlags_InvalidMask_ :: InvalidMask_; +} + +// Flags for ImGui::Selectable() +SelectableFlags :: enum_flags u32 { + None :: 0x0; + NoAutoClosePopups :: 0x1; + SpanAllColumns :: 0x2; + AllowDoubleClick :: 0x4; + Disabled :: 0x8; + AllowOverlap :: 0x10; + Highlight :: 0x20; + SelectOnNav :: 0x40; + + DontClosePopups :: 0x1; + + ImGuiSelectableFlags_None :: None; + ImGuiSelectableFlags_NoAutoClosePopups :: NoAutoClosePopups; + ImGuiSelectableFlags_SpanAllColumns :: SpanAllColumns; + ImGuiSelectableFlags_AllowDoubleClick :: AllowDoubleClick; + ImGuiSelectableFlags_Disabled :: Disabled; + ImGuiSelectableFlags_AllowOverlap :: AllowOverlap; + ImGuiSelectableFlags_Highlight :: Highlight; + ImGuiSelectableFlags_SelectOnNav :: SelectOnNav; + + ImGuiSelectableFlags_DontClosePopups :: DontClosePopups; +} + +// Flags for ImGui::BeginCombo() +ComboFlags :: enum_flags u32 { + None :: 0x0; + PopupAlignLeft :: 0x1; + HeightSmall :: 0x2; + HeightRegular :: 0x4; + HeightLarge :: 0x8; + HeightLargest :: 0x10; + NoArrowButton :: 0x20; + NoPreview :: 0x40; + WidthFitPreview :: 0x80; + HeightMask_ :: 0x1e; + + ImGuiComboFlags_None :: None; + ImGuiComboFlags_PopupAlignLeft :: PopupAlignLeft; + ImGuiComboFlags_HeightSmall :: HeightSmall; + ImGuiComboFlags_HeightRegular :: HeightRegular; + ImGuiComboFlags_HeightLarge :: HeightLarge; + ImGuiComboFlags_HeightLargest :: HeightLargest; + ImGuiComboFlags_NoArrowButton :: NoArrowButton; + ImGuiComboFlags_NoPreview :: NoPreview; + ImGuiComboFlags_WidthFitPreview :: WidthFitPreview; + ImGuiComboFlags_HeightMask_ :: HeightMask_; +} + +// Flags for ImGui::BeginTabBar() +TabBarFlags :: enum_flags u32 { + None :: 0x0; + Reorderable :: 0x1; + AutoSelectNewTabs :: 0x2; + TabListPopupButton :: 0x4; + NoCloseWithMiddleMouseButton :: 0x8; + NoTabListScrollingButtons :: 0x10; + NoTooltip :: 0x20; + DrawSelectedOverline :: 0x40; + + FittingPolicyMixed :: 0x80; + FittingPolicyShrink :: 0x100; + FittingPolicyScroll :: 0x200; + FittingPolicyMask_ :: 0x380; + FittingPolicyDefault_ :: 0x80; + + FittingPolicyResizeDown :: 0x100; + + ImGuiTabBarFlags_None :: None; + ImGuiTabBarFlags_Reorderable :: Reorderable; + ImGuiTabBarFlags_AutoSelectNewTabs :: AutoSelectNewTabs; + ImGuiTabBarFlags_TabListPopupButton :: TabListPopupButton; + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton :: NoCloseWithMiddleMouseButton; + ImGuiTabBarFlags_NoTabListScrollingButtons :: NoTabListScrollingButtons; + ImGuiTabBarFlags_NoTooltip :: NoTooltip; + ImGuiTabBarFlags_DrawSelectedOverline :: DrawSelectedOverline; + + ImGuiTabBarFlags_FittingPolicyMixed :: FittingPolicyMixed; + ImGuiTabBarFlags_FittingPolicyShrink :: FittingPolicyShrink; + ImGuiTabBarFlags_FittingPolicyScroll :: FittingPolicyScroll; + ImGuiTabBarFlags_FittingPolicyMask_ :: FittingPolicyMask_; + ImGuiTabBarFlags_FittingPolicyDefault_ :: FittingPolicyDefault_; + + ImGuiTabBarFlags_FittingPolicyResizeDown :: FittingPolicyResizeDown; +} + +// Flags for ImGui::BeginTabItem() +TabItemFlags :: enum_flags u32 { + None :: 0x0; + UnsavedDocument :: 0x1; + SetSelected :: 0x2; + NoCloseWithMiddleMouseButton :: 0x4; + NoPushId :: 0x8; + NoTooltip :: 0x10; + NoReorder :: 0x20; + Leading :: 0x40; + Trailing :: 0x80; + NoAssumedClosure :: 0x100; + + ImGuiTabItemFlags_None :: None; + ImGuiTabItemFlags_UnsavedDocument :: UnsavedDocument; + ImGuiTabItemFlags_SetSelected :: SetSelected; + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton :: NoCloseWithMiddleMouseButton; + ImGuiTabItemFlags_NoPushId :: NoPushId; + ImGuiTabItemFlags_NoTooltip :: NoTooltip; + ImGuiTabItemFlags_NoReorder :: NoReorder; + ImGuiTabItemFlags_Leading :: Leading; + ImGuiTabItemFlags_Trailing :: Trailing; + ImGuiTabItemFlags_NoAssumedClosure :: NoAssumedClosure; +} + +// Flags for ImGui::IsWindowFocused() +FocusedFlags :: enum_flags u32 { + None :: 0x0; + ChildWindows :: 0x1; + RootWindow :: 0x2; + AnyWindow :: 0x4; + NoPopupHierarchy :: 0x8; + DockHierarchy :: 0x10; + RootAndChildWindows :: 0x3; + + ImGuiFocusedFlags_None :: None; + ImGuiFocusedFlags_ChildWindows :: ChildWindows; + ImGuiFocusedFlags_RootWindow :: RootWindow; + ImGuiFocusedFlags_AnyWindow :: AnyWindow; + ImGuiFocusedFlags_NoPopupHierarchy :: NoPopupHierarchy; + ImGuiFocusedFlags_DockHierarchy :: DockHierarchy; + ImGuiFocusedFlags_RootAndChildWindows :: RootAndChildWindows; +} + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +HoveredFlags :: enum_flags u32 { + None :: 0x0; + ChildWindows :: 0x1; + RootWindow :: 0x2; + AnyWindow :: 0x4; + NoPopupHierarchy :: 0x8; + DockHierarchy :: 0x10; + AllowWhenBlockedByPopup :: 0x20; + + AllowWhenBlockedByActiveItem :: 0x80; + AllowWhenOverlappedByItem :: 0x100; + AllowWhenOverlappedByWindow :: 0x200; + AllowWhenDisabled :: 0x400; + NoNavOverride :: 0x800; + AllowWhenOverlapped :: 0x300; + RectOnly :: 0x3a0; + RootAndChildWindows :: 0x3; + + ForTooltip :: 0x1000; + + Stationary :: 0x2000; + DelayNone :: 0x4000; + DelayShort :: 0x8000; + DelayNormal :: 0x10000; + NoSharedDelay :: 0x20000; + + ImGuiHoveredFlags_None :: None; + ImGuiHoveredFlags_ChildWindows :: ChildWindows; + ImGuiHoveredFlags_RootWindow :: RootWindow; + ImGuiHoveredFlags_AnyWindow :: AnyWindow; + ImGuiHoveredFlags_NoPopupHierarchy :: NoPopupHierarchy; + ImGuiHoveredFlags_DockHierarchy :: DockHierarchy; + ImGuiHoveredFlags_AllowWhenBlockedByPopup :: AllowWhenBlockedByPopup; + + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem :: AllowWhenBlockedByActiveItem; + ImGuiHoveredFlags_AllowWhenOverlappedByItem :: AllowWhenOverlappedByItem; + ImGuiHoveredFlags_AllowWhenOverlappedByWindow :: AllowWhenOverlappedByWindow; + ImGuiHoveredFlags_AllowWhenDisabled :: AllowWhenDisabled; + ImGuiHoveredFlags_NoNavOverride :: NoNavOverride; + ImGuiHoveredFlags_AllowWhenOverlapped :: AllowWhenOverlapped; + ImGuiHoveredFlags_RectOnly :: RectOnly; + ImGuiHoveredFlags_RootAndChildWindows :: RootAndChildWindows; + + ImGuiHoveredFlags_ForTooltip :: ForTooltip; + + ImGuiHoveredFlags_Stationary :: Stationary; + ImGuiHoveredFlags_DelayNone :: DelayNone; + ImGuiHoveredFlags_DelayShort :: DelayShort; + ImGuiHoveredFlags_DelayNormal :: DelayNormal; + ImGuiHoveredFlags_NoSharedDelay :: NoSharedDelay; +} + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +DockNodeFlags :: enum_flags u32 { + None :: 0x0; + KeepAliveOnly :: 0x1; + + NoDockingOverCentralNode :: 0x4; + PassthruCentralNode :: 0x8; + NoDockingSplit :: 0x10; + NoResize :: 0x20; + AutoHideTabBar :: 0x40; + NoUndocking :: 0x80; + + NoSplit :: 0x10; + NoDockingInCentralNode :: 0x4; + + ImGuiDockNodeFlags_None :: None; + ImGuiDockNodeFlags_KeepAliveOnly :: KeepAliveOnly; + + ImGuiDockNodeFlags_NoDockingOverCentralNode :: NoDockingOverCentralNode; + ImGuiDockNodeFlags_PassthruCentralNode :: PassthruCentralNode; + ImGuiDockNodeFlags_NoDockingSplit :: NoDockingSplit; + ImGuiDockNodeFlags_NoResize :: NoResize; + ImGuiDockNodeFlags_AutoHideTabBar :: AutoHideTabBar; + ImGuiDockNodeFlags_NoUndocking :: NoUndocking; + + ImGuiDockNodeFlags_NoSplit :: NoSplit; + ImGuiDockNodeFlags_NoDockingInCentralNode :: NoDockingInCentralNode; +} + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +DragDropFlags :: enum_flags u32 { + None :: 0x0; + + SourceNoPreviewTooltip :: 0x1; + SourceNoDisableHover :: 0x2; + SourceNoHoldToOpenOthers :: 0x4; + SourceAllowNullID :: 0x8; + SourceExtern :: 0x10; + PayloadAutoExpire :: 0x20; + PayloadNoCrossContext :: 0x40; + PayloadNoCrossProcess :: 0x80; + + AcceptBeforeDelivery :: 0x400; + AcceptNoDrawDefaultRect :: 0x800; + AcceptNoPreviewTooltip :: 0x1000; + AcceptDrawAsHovered :: 0x2000; + AcceptPeekOnly :: 0xc00; + + SourceAutoExpirePayload :: 0x20; + + ImGuiDragDropFlags_None :: None; + + ImGuiDragDropFlags_SourceNoPreviewTooltip :: SourceNoPreviewTooltip; + ImGuiDragDropFlags_SourceNoDisableHover :: SourceNoDisableHover; + ImGuiDragDropFlags_SourceNoHoldToOpenOthers :: SourceNoHoldToOpenOthers; + ImGuiDragDropFlags_SourceAllowNullID :: SourceAllowNullID; + ImGuiDragDropFlags_SourceExtern :: SourceExtern; + ImGuiDragDropFlags_PayloadAutoExpire :: PayloadAutoExpire; + ImGuiDragDropFlags_PayloadNoCrossContext :: PayloadNoCrossContext; + ImGuiDragDropFlags_PayloadNoCrossProcess :: PayloadNoCrossProcess; + + ImGuiDragDropFlags_AcceptBeforeDelivery :: AcceptBeforeDelivery; + ImGuiDragDropFlags_AcceptNoDrawDefaultRect :: AcceptNoDrawDefaultRect; + ImGuiDragDropFlags_AcceptNoPreviewTooltip :: AcceptNoPreviewTooltip; + ImGuiDragDropFlags_AcceptDrawAsHovered :: AcceptDrawAsHovered; + ImGuiDragDropFlags_AcceptPeekOnly :: AcceptPeekOnly; + + ImGuiDragDropFlags_SourceAutoExpirePayload :: SourceAutoExpirePayload; +} + +// A primary data type +DataType :: enum u32 { + S8 :: 0; + U8 :: 1; + S16 :: 2; + U16 :: 3; + S32 :: 4; + U32 :: 5; + S64 :: 6; + U64 :: 7; + Float :: 8; + Double :: 9; + Bool :: 10; + String :: 11; + COUNT :: 12; + + ImGuiDataType_S8 :: S8; + ImGuiDataType_U8 :: U8; + ImGuiDataType_S16 :: S16; + ImGuiDataType_U16 :: U16; + ImGuiDataType_S32 :: S32; + ImGuiDataType_U32 :: U32; + ImGuiDataType_S64 :: S64; + ImGuiDataType_U64 :: U64; + ImGuiDataType_Float :: Float; + ImGuiDataType_Double :: Double; + ImGuiDataType_Bool :: Bool; + ImGuiDataType_String :: String; + ImGuiDataType_COUNT :: COUNT; +} + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +InputFlags :: enum_flags u32 { + None :: 0x0; + Repeat :: 0x1; + + RouteActive :: 0x400; + RouteFocused :: 0x800; + RouteGlobal :: 0x1000; + RouteAlways :: 0x2000; + + RouteOverFocused :: 0x4000; + RouteOverActive :: 0x8000; + RouteUnlessBgFocused :: 0x10000; + RouteFromRootWindow :: 0x20000; + + Tooltip :: 0x40000; + + ImGuiInputFlags_None :: None; + ImGuiInputFlags_Repeat :: Repeat; + + ImGuiInputFlags_RouteActive :: RouteActive; + ImGuiInputFlags_RouteFocused :: RouteFocused; + ImGuiInputFlags_RouteGlobal :: RouteGlobal; + ImGuiInputFlags_RouteAlways :: RouteAlways; + + ImGuiInputFlags_RouteOverFocused :: RouteOverFocused; + ImGuiInputFlags_RouteOverActive :: RouteOverActive; + ImGuiInputFlags_RouteUnlessBgFocused :: RouteUnlessBgFocused; + ImGuiInputFlags_RouteFromRootWindow :: RouteFromRootWindow; + + ImGuiInputFlags_Tooltip :: Tooltip; +} + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +// Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly. +ConfigFlags :: enum_flags u32 { + None :: 0x0; + NavEnableKeyboard :: 0x1; + NavEnableGamepad :: 0x2; + NoMouse :: 0x10; + NoMouseCursorChange :: 0x20; + NoKeyboard :: 0x40; + + DockingEnable :: 0x80; + + ViewportsEnable :: 0x400; + + IsSRGB :: 0x100000; + IsTouchScreen :: 0x200000; + + NavEnableSetMousePos :: 0x4; + NavNoCaptureKeyboard :: 0x8; + DpiEnableScaleFonts :: 0x4000; + DpiEnableScaleViewports :: 0x8000; + + ImGuiConfigFlags_None :: None; + ImGuiConfigFlags_NavEnableKeyboard :: NavEnableKeyboard; + ImGuiConfigFlags_NavEnableGamepad :: NavEnableGamepad; + ImGuiConfigFlags_NoMouse :: NoMouse; + ImGuiConfigFlags_NoMouseCursorChange :: NoMouseCursorChange; + ImGuiConfigFlags_NoKeyboard :: NoKeyboard; + + ImGuiConfigFlags_DockingEnable :: DockingEnable; + + ImGuiConfigFlags_ViewportsEnable :: ViewportsEnable; + + ImGuiConfigFlags_IsSRGB :: IsSRGB; + ImGuiConfigFlags_IsTouchScreen :: IsTouchScreen; + + ImGuiConfigFlags_NavEnableSetMousePos :: NavEnableSetMousePos; + ImGuiConfigFlags_NavNoCaptureKeyboard :: NavNoCaptureKeyboard; + ImGuiConfigFlags_DpiEnableScaleFonts :: DpiEnableScaleFonts; + ImGuiConfigFlags_DpiEnableScaleViewports :: DpiEnableScaleViewports; +} + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +BackendFlags :: enum_flags u32 { + None :: 0x0; + HasGamepad :: 0x1; + HasMouseCursors :: 0x2; + HasSetMousePos :: 0x4; + RendererHasVtxOffset :: 0x8; + RendererHasTextures :: 0x10; + + RendererHasViewports :: 0x400; + PlatformHasViewports :: 0x800; + HasMouseHoveredViewport :: 0x1000; + HasParentViewport :: 0x2000; + + ImGuiBackendFlags_None :: None; + ImGuiBackendFlags_HasGamepad :: HasGamepad; + ImGuiBackendFlags_HasMouseCursors :: HasMouseCursors; + ImGuiBackendFlags_HasSetMousePos :: HasSetMousePos; + ImGuiBackendFlags_RendererHasVtxOffset :: RendererHasVtxOffset; + ImGuiBackendFlags_RendererHasTextures :: RendererHasTextures; + + ImGuiBackendFlags_RendererHasViewports :: RendererHasViewports; + ImGuiBackendFlags_PlatformHasViewports :: PlatformHasViewports; + ImGuiBackendFlags_HasMouseHoveredViewport :: HasMouseHoveredViewport; + ImGuiBackendFlags_HasParentViewport :: HasParentViewport; +} + +// Enumeration for PushStyleColor() / PopStyleColor() +Col :: enum u32 { + Text :: 0; + TextDisabled :: 1; + WindowBg :: 2; + ChildBg :: 3; + PopupBg :: 4; + Border :: 5; + BorderShadow :: 6; + FrameBg :: 7; + FrameBgHovered :: 8; + FrameBgActive :: 9; + TitleBg :: 10; + TitleBgActive :: 11; + TitleBgCollapsed :: 12; + MenuBarBg :: 13; + ScrollbarBg :: 14; + ScrollbarGrab :: 15; + ScrollbarGrabHovered :: 16; + ScrollbarGrabActive :: 17; + CheckMark :: 18; + CheckboxSelectedBg :: 19; + SliderGrab :: 20; + SliderGrabActive :: 21; + Button :: 22; + ButtonHovered :: 23; + ButtonActive :: 24; + Header :: 25; + HeaderHovered :: 26; + HeaderActive :: 27; + Separator :: 28; + SeparatorHovered :: 29; + SeparatorActive :: 30; + ResizeGrip :: 31; + ResizeGripHovered :: 32; + ResizeGripActive :: 33; + InputTextCursor :: 34; + TabHovered :: 35; + Tab :: 36; + TabSelected :: 37; + TabSelectedOverline :: 38; + TabDimmed :: 39; + TabDimmedSelected :: 40; + TabDimmedSelectedOverline :: 41; + DockingPreview :: 42; + DockingEmptyBg :: 43; + PlotLines :: 44; + PlotLinesHovered :: 45; + PlotHistogram :: 46; + PlotHistogramHovered :: 47; + TableHeaderBg :: 48; + TableBorderStrong :: 49; + TableBorderLight :: 50; + TableRowBg :: 51; + TableRowBgAlt :: 52; + TextLink :: 53; + TextSelectedBg :: 54; + TreeLines :: 55; + DragDropTarget :: 56; + DragDropTargetBg :: 57; + UnsavedMarker :: 58; + NavCursor :: 59; + NavWindowingHighlight :: 60; + NavWindowingDimBg :: 61; + ModalWindowDimBg :: 62; + COUNT :: 63; + + TabActive :: 37; + TabUnfocused :: 39; + TabUnfocusedActive :: 40; + NavHighlight :: 59; + + ImGuiCol_Text :: Text; + ImGuiCol_TextDisabled :: TextDisabled; + ImGuiCol_WindowBg :: WindowBg; + ImGuiCol_ChildBg :: ChildBg; + ImGuiCol_PopupBg :: PopupBg; + ImGuiCol_Border :: Border; + ImGuiCol_BorderShadow :: BorderShadow; + ImGuiCol_FrameBg :: FrameBg; + ImGuiCol_FrameBgHovered :: FrameBgHovered; + ImGuiCol_FrameBgActive :: FrameBgActive; + ImGuiCol_TitleBg :: TitleBg; + ImGuiCol_TitleBgActive :: TitleBgActive; + ImGuiCol_TitleBgCollapsed :: TitleBgCollapsed; + ImGuiCol_MenuBarBg :: MenuBarBg; + ImGuiCol_ScrollbarBg :: ScrollbarBg; + ImGuiCol_ScrollbarGrab :: ScrollbarGrab; + ImGuiCol_ScrollbarGrabHovered :: ScrollbarGrabHovered; + ImGuiCol_ScrollbarGrabActive :: ScrollbarGrabActive; + ImGuiCol_CheckMark :: CheckMark; + ImGuiCol_CheckboxSelectedBg :: CheckboxSelectedBg; + ImGuiCol_SliderGrab :: SliderGrab; + ImGuiCol_SliderGrabActive :: SliderGrabActive; + ImGuiCol_Button :: Button; + ImGuiCol_ButtonHovered :: ButtonHovered; + ImGuiCol_ButtonActive :: ButtonActive; + ImGuiCol_Header :: Header; + ImGuiCol_HeaderHovered :: HeaderHovered; + ImGuiCol_HeaderActive :: HeaderActive; + ImGuiCol_Separator :: Separator; + ImGuiCol_SeparatorHovered :: SeparatorHovered; + ImGuiCol_SeparatorActive :: SeparatorActive; + ImGuiCol_ResizeGrip :: ResizeGrip; + ImGuiCol_ResizeGripHovered :: ResizeGripHovered; + ImGuiCol_ResizeGripActive :: ResizeGripActive; + ImGuiCol_InputTextCursor :: InputTextCursor; + ImGuiCol_TabHovered :: TabHovered; + ImGuiCol_Tab :: Tab; + ImGuiCol_TabSelected :: TabSelected; + ImGuiCol_TabSelectedOverline :: TabSelectedOverline; + ImGuiCol_TabDimmed :: TabDimmed; + ImGuiCol_TabDimmedSelected :: TabDimmedSelected; + ImGuiCol_TabDimmedSelectedOverline :: TabDimmedSelectedOverline; + ImGuiCol_DockingPreview :: DockingPreview; + ImGuiCol_DockingEmptyBg :: DockingEmptyBg; + ImGuiCol_PlotLines :: PlotLines; + ImGuiCol_PlotLinesHovered :: PlotLinesHovered; + ImGuiCol_PlotHistogram :: PlotHistogram; + ImGuiCol_PlotHistogramHovered :: PlotHistogramHovered; + ImGuiCol_TableHeaderBg :: TableHeaderBg; + ImGuiCol_TableBorderStrong :: TableBorderStrong; + ImGuiCol_TableBorderLight :: TableBorderLight; + ImGuiCol_TableRowBg :: TableRowBg; + ImGuiCol_TableRowBgAlt :: TableRowBgAlt; + ImGuiCol_TextLink :: TextLink; + ImGuiCol_TextSelectedBg :: TextSelectedBg; + ImGuiCol_TreeLines :: TreeLines; + ImGuiCol_DragDropTarget :: DragDropTarget; + ImGuiCol_DragDropTargetBg :: DragDropTargetBg; + ImGuiCol_UnsavedMarker :: UnsavedMarker; + ImGuiCol_NavCursor :: NavCursor; + ImGuiCol_NavWindowingHighlight :: NavWindowingHighlight; + ImGuiCol_NavWindowingDimBg :: NavWindowingDimBg; + ImGuiCol_ModalWindowDimBg :: ModalWindowDimBg; + ImGuiCol_COUNT :: COUNT; + + ImGuiCol_TabActive :: TabActive; + ImGuiCol_TabUnfocused :: TabUnfocused; + ImGuiCol_TabUnfocusedActive :: TabUnfocusedActive; + ImGuiCol_NavHighlight :: NavHighlight; +} + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +StyleVar :: enum u32 { + Alpha :: 0; + DisabledAlpha :: 1; + WindowPadding :: 2; + WindowRounding :: 3; + WindowBorderSize :: 4; + WindowMinSize :: 5; + WindowTitleAlign :: 6; + ChildRounding :: 7; + ChildBorderSize :: 8; + PopupRounding :: 9; + PopupBorderSize :: 10; + FramePadding :: 11; + FrameRounding :: 12; + FrameBorderSize :: 13; + ItemSpacing :: 14; + ItemInnerSpacing :: 15; + IndentSpacing :: 16; + CellPadding :: 17; + ScrollbarSize :: 18; + ScrollbarRounding :: 19; + ScrollbarPadding :: 20; + GrabMinSize :: 21; + GrabRounding :: 22; + ImageRounding :: 23; + ImageBorderSize :: 24; + TabRounding :: 25; + TabBorderSize :: 26; + TabMinWidthBase :: 27; + TabMinWidthShrink :: 28; + TabBarBorderSize :: 29; + TabBarOverlineSize :: 30; + TableAngledHeadersAngle :: 31; + TableAngledHeadersTextAlign :: 32; + TreeLinesSize :: 33; + TreeLinesRounding :: 34; + DragDropTargetRounding :: 35; + ButtonTextAlign :: 36; + SelectableTextAlign :: 37; + SeparatorSize :: 38; + SeparatorTextBorderSize :: 39; + SeparatorTextAlign :: 40; + SeparatorTextPadding :: 41; + DockingSeparatorSize :: 42; + COUNT :: 43; + + ImGuiStyleVar_Alpha :: Alpha; + ImGuiStyleVar_DisabledAlpha :: DisabledAlpha; + ImGuiStyleVar_WindowPadding :: WindowPadding; + ImGuiStyleVar_WindowRounding :: WindowRounding; + ImGuiStyleVar_WindowBorderSize :: WindowBorderSize; + ImGuiStyleVar_WindowMinSize :: WindowMinSize; + ImGuiStyleVar_WindowTitleAlign :: WindowTitleAlign; + ImGuiStyleVar_ChildRounding :: ChildRounding; + ImGuiStyleVar_ChildBorderSize :: ChildBorderSize; + ImGuiStyleVar_PopupRounding :: PopupRounding; + ImGuiStyleVar_PopupBorderSize :: PopupBorderSize; + ImGuiStyleVar_FramePadding :: FramePadding; + ImGuiStyleVar_FrameRounding :: FrameRounding; + ImGuiStyleVar_FrameBorderSize :: FrameBorderSize; + ImGuiStyleVar_ItemSpacing :: ItemSpacing; + ImGuiStyleVar_ItemInnerSpacing :: ItemInnerSpacing; + ImGuiStyleVar_IndentSpacing :: IndentSpacing; + ImGuiStyleVar_CellPadding :: CellPadding; + ImGuiStyleVar_ScrollbarSize :: ScrollbarSize; + ImGuiStyleVar_ScrollbarRounding :: ScrollbarRounding; + ImGuiStyleVar_ScrollbarPadding :: ScrollbarPadding; + ImGuiStyleVar_GrabMinSize :: GrabMinSize; + ImGuiStyleVar_GrabRounding :: GrabRounding; + ImGuiStyleVar_ImageRounding :: ImageRounding; + ImGuiStyleVar_ImageBorderSize :: ImageBorderSize; + ImGuiStyleVar_TabRounding :: TabRounding; + ImGuiStyleVar_TabBorderSize :: TabBorderSize; + ImGuiStyleVar_TabMinWidthBase :: TabMinWidthBase; + ImGuiStyleVar_TabMinWidthShrink :: TabMinWidthShrink; + ImGuiStyleVar_TabBarBorderSize :: TabBarBorderSize; + ImGuiStyleVar_TabBarOverlineSize :: TabBarOverlineSize; + ImGuiStyleVar_TableAngledHeadersAngle :: TableAngledHeadersAngle; + ImGuiStyleVar_TableAngledHeadersTextAlign :: TableAngledHeadersTextAlign; + ImGuiStyleVar_TreeLinesSize :: TreeLinesSize; + ImGuiStyleVar_TreeLinesRounding :: TreeLinesRounding; + ImGuiStyleVar_DragDropTargetRounding :: DragDropTargetRounding; + ImGuiStyleVar_ButtonTextAlign :: ButtonTextAlign; + ImGuiStyleVar_SelectableTextAlign :: SelectableTextAlign; + ImGuiStyleVar_SeparatorSize :: SeparatorSize; + ImGuiStyleVar_SeparatorTextBorderSize :: SeparatorTextBorderSize; + ImGuiStyleVar_SeparatorTextAlign :: SeparatorTextAlign; + ImGuiStyleVar_SeparatorTextPadding :: SeparatorTextPadding; + ImGuiStyleVar_DockingSeparatorSize :: DockingSeparatorSize; + ImGuiStyleVar_COUNT :: COUNT; +} + +// Flags for InvisibleButton() [extended in imgui_internal.h] +ButtonFlags :: enum_flags u32 { + None :: 0x0; + MouseButtonLeft :: 0x1; + MouseButtonRight :: 0x2; + MouseButtonMiddle :: 0x4; + MouseButtonMask_ :: 0x7; + EnableNav :: 0x8; + AllowOverlap :: 0x1000; + + ImGuiButtonFlags_None :: None; + ImGuiButtonFlags_MouseButtonLeft :: MouseButtonLeft; + ImGuiButtonFlags_MouseButtonRight :: MouseButtonRight; + ImGuiButtonFlags_MouseButtonMiddle :: MouseButtonMiddle; + ImGuiButtonFlags_MouseButtonMask_ :: MouseButtonMask_; + ImGuiButtonFlags_EnableNav :: EnableNav; + ImGuiButtonFlags_AllowOverlap :: AllowOverlap; +} + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +ColorEditFlags :: enum_flags u32 { + None :: 0x0; + NoAlpha :: 0x2; + NoPicker :: 0x4; + NoOptions :: 0x8; + NoSmallPreview :: 0x10; + NoInputs :: 0x20; + NoTooltip :: 0x40; + NoLabel :: 0x80; + NoSidePreview :: 0x100; + NoDragDrop :: 0x200; + NoBorder :: 0x400; + NoColorMarkers :: 0x800; + + AlphaOpaque :: 0x1000; + AlphaNoBg :: 0x2000; + AlphaPreviewHalf :: 0x4000; + + AlphaBar :: 0x40000; + HDR :: 0x80000; + DisplayRGB :: 0x100000; + DisplayHSV :: 0x200000; + DisplayHex :: 0x400000; + Uint8 :: 0x800000; + Float :: 0x1000000; + PickerHueBar :: 0x2000000; + PickerHueWheel :: 0x4000000; + InputRGB :: 0x8000000; + InputHSV :: 0x10000000; + + DefaultOptions_ :: 0xa900000; + + AlphaMask_ :: 0x7002; + DisplayMask_ :: 0x700000; + DataTypeMask_ :: 0x1800000; + PickerMask_ :: 0x6000000; + InputMask_ :: 0x18000000; + + AlphaPreview :: 0x0; + + ImGuiColorEditFlags_None :: None; + ImGuiColorEditFlags_NoAlpha :: NoAlpha; + ImGuiColorEditFlags_NoPicker :: NoPicker; + ImGuiColorEditFlags_NoOptions :: NoOptions; + ImGuiColorEditFlags_NoSmallPreview :: NoSmallPreview; + ImGuiColorEditFlags_NoInputs :: NoInputs; + ImGuiColorEditFlags_NoTooltip :: NoTooltip; + ImGuiColorEditFlags_NoLabel :: NoLabel; + ImGuiColorEditFlags_NoSidePreview :: NoSidePreview; + ImGuiColorEditFlags_NoDragDrop :: NoDragDrop; + ImGuiColorEditFlags_NoBorder :: NoBorder; + ImGuiColorEditFlags_NoColorMarkers :: NoColorMarkers; + + ImGuiColorEditFlags_AlphaOpaque :: AlphaOpaque; + ImGuiColorEditFlags_AlphaNoBg :: AlphaNoBg; + ImGuiColorEditFlags_AlphaPreviewHalf :: AlphaPreviewHalf; + + ImGuiColorEditFlags_AlphaBar :: AlphaBar; + ImGuiColorEditFlags_HDR :: HDR; + ImGuiColorEditFlags_DisplayRGB :: DisplayRGB; + ImGuiColorEditFlags_DisplayHSV :: DisplayHSV; + ImGuiColorEditFlags_DisplayHex :: DisplayHex; + ImGuiColorEditFlags_Uint8 :: Uint8; + ImGuiColorEditFlags_Float :: Float; + ImGuiColorEditFlags_PickerHueBar :: PickerHueBar; + ImGuiColorEditFlags_PickerHueWheel :: PickerHueWheel; + ImGuiColorEditFlags_InputRGB :: InputRGB; + ImGuiColorEditFlags_InputHSV :: InputHSV; + + ImGuiColorEditFlags_DefaultOptions_ :: DefaultOptions_; + + ImGuiColorEditFlags_AlphaMask_ :: AlphaMask_; + ImGuiColorEditFlags_DisplayMask_ :: DisplayMask_; + ImGuiColorEditFlags_DataTypeMask_ :: DataTypeMask_; + ImGuiColorEditFlags_PickerMask_ :: PickerMask_; + ImGuiColorEditFlags_InputMask_ :: InputMask_; + + ImGuiColorEditFlags_AlphaPreview :: AlphaPreview; +} + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +SliderFlags :: enum_flags u32 { + None :: 0x0; + Logarithmic :: 0x20; + NoRoundToFormat :: 0x40; + NoInput :: 0x80; + WrapAround :: 0x100; + ClampOnInput :: 0x200; + ClampZeroRange :: 0x400; + NoSpeedTweaks :: 0x800; + ColorMarkers :: 0x1000; + AlwaysClamp :: 0x600; + InvalidMask_ :: 0x7000000f; + + ImGuiSliderFlags_None :: None; + ImGuiSliderFlags_Logarithmic :: Logarithmic; + ImGuiSliderFlags_NoRoundToFormat :: NoRoundToFormat; + ImGuiSliderFlags_NoInput :: NoInput; + ImGuiSliderFlags_WrapAround :: WrapAround; + ImGuiSliderFlags_ClampOnInput :: ClampOnInput; + ImGuiSliderFlags_ClampZeroRange :: ClampZeroRange; + ImGuiSliderFlags_NoSpeedTweaks :: NoSpeedTweaks; + ImGuiSliderFlags_ColorMarkers :: ColorMarkers; + ImGuiSliderFlags_AlwaysClamp :: AlwaysClamp; + ImGuiSliderFlags_InvalidMask_ :: InvalidMask_; +} + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +MouseButton :: enum u32 { + Left :: 0; + Right :: 1; + Middle :: 2; + COUNT :: 5; + + ImGuiMouseButton_Left :: Left; + ImGuiMouseButton_Right :: Right; + ImGuiMouseButton_Middle :: Middle; + ImGuiMouseButton_COUNT :: COUNT; +} + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +MouseCursor :: enum s32 { + None :: -1; + Arrow :: 0; + TextInput :: 1; + ResizeAll :: 2; + ResizeNS :: 3; + ResizeEW :: 4; + ResizeNESW :: 5; + ResizeNWSE :: 6; + Hand :: 7; + Wait :: 8; + Progress :: 9; + NotAllowed :: 10; + COUNT :: 11; + + ImGuiMouseCursor_None :: None; + ImGuiMouseCursor_Arrow :: Arrow; + ImGuiMouseCursor_TextInput :: TextInput; + ImGuiMouseCursor_ResizeAll :: ResizeAll; + ImGuiMouseCursor_ResizeNS :: ResizeNS; + ImGuiMouseCursor_ResizeEW :: ResizeEW; + ImGuiMouseCursor_ResizeNESW :: ResizeNESW; + ImGuiMouseCursor_ResizeNWSE :: ResizeNWSE; + ImGuiMouseCursor_Hand :: Hand; + ImGuiMouseCursor_Wait :: Wait; + ImGuiMouseCursor_Progress :: Progress; + ImGuiMouseCursor_NotAllowed :: NotAllowed; + ImGuiMouseCursor_COUNT :: COUNT; +} + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +Cond :: enum u32 { + None :: 0; + Always :: 1; + Once :: 2; + FirstUseEver :: 4; + Appearing :: 8; + + ImGuiCond_None :: None; + ImGuiCond_Always :: Always; + ImGuiCond_Once :: Once; + ImGuiCond_FirstUseEver :: FirstUseEver; + ImGuiCond_Appearing :: Appearing; +} + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +TableFlags :: enum_flags u32 { + None :: 0x0; + Resizable :: 0x1; + Reorderable :: 0x2; + Hideable :: 0x4; + Sortable :: 0x8; + NoSavedSettings :: 0x10; + ContextMenuInBody :: 0x20; + + RowBg :: 0x40; + BordersInnerH :: 0x80; + BordersOuterH :: 0x100; + BordersInnerV :: 0x200; + BordersOuterV :: 0x400; + BordersH :: 0x180; + BordersV :: 0x600; + BordersInner :: 0x280; + BordersOuter :: 0x500; + Borders :: 0x780; + NoBordersInBody :: 0x800; + NoBordersInBodyUntilResize :: 0x1000; + + SizingFixedFit :: 0x2000; + SizingFixedSame :: 0x4000; + SizingStretchProp :: 0x6000; + SizingStretchSame :: 0x8000; + + NoHostExtendX :: 0x10000; + NoHostExtendY :: 0x20000; + NoKeepColumnsVisible :: 0x40000; + PreciseWidths :: 0x80000; + + NoClip :: 0x100000; + + PadOuterX :: 0x200000; + NoPadOuterX :: 0x400000; + NoPadInnerX :: 0x800000; + + ScrollX :: 0x1000000; + ScrollY :: 0x2000000; + + SortMulti :: 0x4000000; + SortTristate :: 0x8000000; + + HighlightHoveredColumn :: 0x10000000; + + SizingMask_ :: 0xe000; + + ImGuiTableFlags_None :: None; + ImGuiTableFlags_Resizable :: Resizable; + ImGuiTableFlags_Reorderable :: Reorderable; + ImGuiTableFlags_Hideable :: Hideable; + ImGuiTableFlags_Sortable :: Sortable; + ImGuiTableFlags_NoSavedSettings :: NoSavedSettings; + ImGuiTableFlags_ContextMenuInBody :: ContextMenuInBody; + + ImGuiTableFlags_RowBg :: RowBg; + ImGuiTableFlags_BordersInnerH :: BordersInnerH; + ImGuiTableFlags_BordersOuterH :: BordersOuterH; + ImGuiTableFlags_BordersInnerV :: BordersInnerV; + ImGuiTableFlags_BordersOuterV :: BordersOuterV; + ImGuiTableFlags_BordersH :: BordersH; + ImGuiTableFlags_BordersV :: BordersV; + ImGuiTableFlags_BordersInner :: BordersInner; + ImGuiTableFlags_BordersOuter :: BordersOuter; + ImGuiTableFlags_Borders :: Borders; + ImGuiTableFlags_NoBordersInBody :: NoBordersInBody; + ImGuiTableFlags_NoBordersInBodyUntilResize :: NoBordersInBodyUntilResize; + + ImGuiTableFlags_SizingFixedFit :: SizingFixedFit; + ImGuiTableFlags_SizingFixedSame :: SizingFixedSame; + ImGuiTableFlags_SizingStretchProp :: SizingStretchProp; + ImGuiTableFlags_SizingStretchSame :: SizingStretchSame; + + ImGuiTableFlags_NoHostExtendX :: NoHostExtendX; + ImGuiTableFlags_NoHostExtendY :: NoHostExtendY; + ImGuiTableFlags_NoKeepColumnsVisible :: NoKeepColumnsVisible; + ImGuiTableFlags_PreciseWidths :: PreciseWidths; + + ImGuiTableFlags_NoClip :: NoClip; + + ImGuiTableFlags_PadOuterX :: PadOuterX; + ImGuiTableFlags_NoPadOuterX :: NoPadOuterX; + ImGuiTableFlags_NoPadInnerX :: NoPadInnerX; + + ImGuiTableFlags_ScrollX :: ScrollX; + ImGuiTableFlags_ScrollY :: ScrollY; + + ImGuiTableFlags_SortMulti :: SortMulti; + ImGuiTableFlags_SortTristate :: SortTristate; + + ImGuiTableFlags_HighlightHoveredColumn :: HighlightHoveredColumn; + + ImGuiTableFlags_SizingMask_ :: SizingMask_; +} + +// Flags for ImGui::TableSetupColumn() +TableColumnFlags :: enum_flags u32 { + None :: 0x0; + Disabled :: 0x1; + DefaultHide :: 0x2; + DefaultSort :: 0x4; + WidthStretch :: 0x8; + WidthFixed :: 0x10; + NoResize :: 0x20; + NoReorder :: 0x40; + NoHide :: 0x80; + NoClip :: 0x100; + NoSort :: 0x200; + NoSortAscending :: 0x400; + NoSortDescending :: 0x800; + NoHeaderLabel :: 0x1000; + NoHeaderWidth :: 0x2000; + PreferSortAscending :: 0x4000; + PreferSortDescending :: 0x8000; + IndentEnable :: 0x10000; + IndentDisable :: 0x20000; + AngledHeader :: 0x40000; + + IsEnabled :: 0x1000000; + IsVisible :: 0x2000000; + IsSorted :: 0x4000000; + IsHovered :: 0x8000000; + + WidthMask_ :: 0x18; + IndentMask_ :: 0x30000; + StatusMask_ :: 0xf000000; + NoDirectResize_ :: 0x40000000; + + ImGuiTableColumnFlags_None :: None; + ImGuiTableColumnFlags_Disabled :: Disabled; + ImGuiTableColumnFlags_DefaultHide :: DefaultHide; + ImGuiTableColumnFlags_DefaultSort :: DefaultSort; + ImGuiTableColumnFlags_WidthStretch :: WidthStretch; + ImGuiTableColumnFlags_WidthFixed :: WidthFixed; + ImGuiTableColumnFlags_NoResize :: NoResize; + ImGuiTableColumnFlags_NoReorder :: NoReorder; + ImGuiTableColumnFlags_NoHide :: NoHide; + ImGuiTableColumnFlags_NoClip :: NoClip; + ImGuiTableColumnFlags_NoSort :: NoSort; + ImGuiTableColumnFlags_NoSortAscending :: NoSortAscending; + ImGuiTableColumnFlags_NoSortDescending :: NoSortDescending; + ImGuiTableColumnFlags_NoHeaderLabel :: NoHeaderLabel; + ImGuiTableColumnFlags_NoHeaderWidth :: NoHeaderWidth; + ImGuiTableColumnFlags_PreferSortAscending :: PreferSortAscending; + ImGuiTableColumnFlags_PreferSortDescending :: PreferSortDescending; + ImGuiTableColumnFlags_IndentEnable :: IndentEnable; + ImGuiTableColumnFlags_IndentDisable :: IndentDisable; + ImGuiTableColumnFlags_AngledHeader :: AngledHeader; + + ImGuiTableColumnFlags_IsEnabled :: IsEnabled; + ImGuiTableColumnFlags_IsVisible :: IsVisible; + ImGuiTableColumnFlags_IsSorted :: IsSorted; + ImGuiTableColumnFlags_IsHovered :: IsHovered; + + ImGuiTableColumnFlags_WidthMask_ :: WidthMask_; + ImGuiTableColumnFlags_IndentMask_ :: IndentMask_; + ImGuiTableColumnFlags_StatusMask_ :: StatusMask_; + ImGuiTableColumnFlags_NoDirectResize_ :: NoDirectResize_; +} + +// Flags for ImGui::TableNextRow() +TableRowFlags :: enum_flags u32 { + None :: 0x0; + Headers :: 0x1; + + ImGuiTableRowFlags_None :: None; + ImGuiTableRowFlags_Headers :: Headers; +} + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +TableBgTarget :: enum u32 { + None :: 0; + RowBg0 :: 1; + RowBg1 :: 2; + CellBg :: 3; + + ImGuiTableBgTarget_None :: None; + ImGuiTableBgTarget_RowBg0 :: RowBg0; + ImGuiTableBgTarget_RowBg1 :: RowBg1; + ImGuiTableBgTarget_CellBg :: CellBg; +} + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +TableSortSpecs :: struct { + Specs: *TableColumnSortSpecs; // Pointer to sort spec array. + SpecsCount: s32; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + SpecsDirty: bool; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. +} + +// Sorting specification for one column of a table (sizeof == 12 bytes) +TableColumnSortSpecs :: struct { + ColumnUserID: ID; // User id of the column (if specified by a TableSetupColumn() call) + ColumnIndex: ImS16; // Index of the column + SortOrder: ImS16; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + SortDirection_: SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending +} + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- +ImNewWrapper :: struct { + __empty_struct_padding: u8; // C++ makes empty structs have length 1 +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- +Style :: struct { + FontSizeBase: float; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value. + FontScaleMain: float; // Main global scale factor. May be set by application once, or exposed to end-user. + FontScaleDpi: float; // Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + + Alpha: float; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha: float; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding: ImVec2; // Padding within a window. + WindowRounding: float; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize: float; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + WindowBorderHoverPadding: float; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + WindowMinSize: ImVec2; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + WindowTitleAlign: ImVec2; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + WindowMenuButtonPosition: Dir; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + ChildRounding: float; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + ChildBorderSize: float; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + PopupRounding: float; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + PopupBorderSize: float; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + FramePadding: ImVec2; // Padding within a framed rectangle (used by most widgets). + FrameRounding: float; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + FrameBorderSize: float; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ItemSpacing: ImVec2; // Horizontal and vertical spacing between widgets/lines. + ItemInnerSpacing: ImVec2; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + CellPadding: ImVec2; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding: ImVec2; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing: float; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing: float; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize: float; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + ScrollbarRounding: float; // Radius of grab corners for scrollbar. + ScrollbarPadding: float; // Padding of scrollbar grab within its frame (same for both axes). + GrabMinSize: float; // Minimum width/height of a grab box for slider/scrollbar. + GrabRounding: float; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone: float; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + ImageRounding: float; // Rounding of Image() calls. + ImageBorderSize: float; // Thickness of border around Image() calls. + TabRounding: float; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize: float; // Thickness of border around tabs. + TabMinWidthBase: float; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. + TabMinWidthShrink: float; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. + TabCloseButtonMinWidthSelected: float; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll. + TabCloseButtonMinWidthUnselected: float; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + TabBarBorderSize: float; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize: float; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle: float; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + TableAngledHeadersTextAlign: ImVec2; // Alignment of angled headers within the cell + TreeLinesFlags: TreeNodeFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes. + TreeLinesSize: float; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + TreeLinesRounding: float; // Radius of lines connecting child nodes to the vertical line. + DragDropTargetRounding: float; // Radius of the drag and drop target frame. When <0.0f: use FrameRounding. + DragDropTargetBorderSize: float; // Thickness of the drag and drop target border. + DragDropTargetPadding: float; // Size to expand the drag and drop target from actual target item size. + ColorMarkerSize: float; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers. + ColorButtonPosition: Dir; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign: ImVec2; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + SelectableTextAlign: ImVec2; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorSize: float; // Thickness of border in Separator(). Must be >= 1.0f. + SeparatorTextBorderSize: float; // Thickness of border in SeparatorText() + SeparatorTextAlign: ImVec2; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding: ImVec2; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding: ImVec2; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + DisplaySafeAreaPadding: ImVec2; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + DockingNodeHasCloseButton: bool; // Docking node has their own CloseButton() to close all docked windows. + DockingSeparatorSize: float; // Thickness of resizing border between docked windows + MouseCursorScale: float; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + AntiAliasedLines: bool; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + AntiAliasedLinesUseTex: bool; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + AntiAliasedFill: bool; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + CurveTessellationTol: float; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError: float; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Colors + Colors: [63] ImVec4; + + HoverStationaryDelay: float; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort: float; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal: float; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse: HoveredFlags; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav: HoveredFlags; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + _MainScale: float; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). PLEASE DO NOT USE THIS FOR NOW. + _NextFrameFontSizeBase: float; // FIXME: Temporary hack until we finish remaining work. + + // Functions + Constructor :: (this: *Style) -> void #cpp_method #foreign imgui "_ZN10ImGuiStyleC1Ev"; + ScaleAllSizes :: (this: *Style, scale_factor: float) -> void #cpp_method #foreign imgui "_ZN10ImGuiStyle13ScaleAllSizesEf"; +} + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +KeyData :: struct { + Down: bool; // True for if key is down + DownDuration: float; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + DownDurationPrev: float; // Last frame duration the key has been down + AnalogValue: float; // 0.0f..1.0f for gamepad values +} + +IO :: struct { + ConfigFlags_: ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + BackendFlags_: BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + DisplaySize: ImVec2; // // Main display size, in pixels (== GetMainViewport()->Size). May change every frame. + DisplayFramebufferScale: ImVec2; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale. + DeltaTime: float; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + IniSavingRate: float; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + IniFilename: *u8; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + LogFilename: *u8; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + UserData: *void; // = NULL // Store your own data. + + Fonts: *ImFontAtlas; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + FontDefault: *ImFont; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + FontAllowUserScaling: bool; // = false // Allow user scaling text of individual window with Ctrl+Wheel. + + ConfigNavSwapGamepadButtons: bool; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + ConfigNavMoveSetMousePos: bool; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + ConfigNavCaptureKeyboard: bool; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + ConfigNavEscapeClearFocusItem: bool; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + ConfigNavEscapeClearFocusWindow: bool; // = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + ConfigNavCursorVisibleAuto: bool; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + ConfigNavCursorVisibleAlways: bool; // = false // Navigation cursor is always visible. + + ConfigDockingNoSplit: bool; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + ConfigDockingNoDockingOver: bool; // = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows. + ConfigDockingWithShift: bool; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + ConfigDockingAlwaysTabBar: bool; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + ConfigDockingTransparentPayload: bool; // = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + ConfigViewportsNoAutoMerge: bool; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + ConfigViewportsNoTaskBarIcon: bool; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + ConfigViewportsNoDecoration: bool; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + ConfigViewportsNoDefaultParent: bool; // = true // Disable setting OS window parent to main viewport by default. The platform backend is expected to honor `viewport->ParentViewportID` to setup a parent/child relationship between the OS windows (supported if ImGuiBackendFlags_HasParentViewport is set). When parented: child windows always appear in front of their parent. Set to false if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. Parent/child relationship may be set on a per-window basis using ImGuiWindowClass. + ConfigViewportsPlatformFocusSetsImGuiFocus: bool; //= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change). + + ConfigDpiScaleFonts: bool; // = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. + ConfigDpiScaleViewports: bool; // = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes. + + MouseDrawCursor: bool; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + ConfigMacOSXBehaviors: bool; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + ConfigInputTrickleEventQueue: bool; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + ConfigInputTextCursorBlink: bool; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + ConfigInputTextEnterKeepActive: bool; // = false // [BETA] Pressing Enter will reactivate item and select all text (single-line only). + ConfigDragClickToInputText: bool; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + ConfigWindowsResizeFromEdges: bool; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + ConfigWindowsMoveFromTitleBarOnly: bool; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + ConfigWindowsCopyContentsWithCtrlC: bool; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + ConfigScrollbarScrollByPage: bool; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + ConfigMemoryCompactTimer: float; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + MouseDoubleClickTime: float; // = 0.30f // Time for a double-click, in seconds. + MouseDoubleClickMaxDist: float; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + MouseDragThreshold: float; // = 6.0f // Distance threshold before considering we are dragging. + KeyRepeatDelay: float; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + KeyRepeatRate: float; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + ConfigErrorRecovery: bool; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + ConfigErrorRecoveryEnableAssert: bool; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + ConfigErrorRecoveryEnableDebugLog: bool; // = true // Enable debug log output on recoverable errors. + ConfigErrorRecoveryEnableTooltip: bool; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + ConfigDebugIsDebuggerPresent: bool; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + ConfigDebugHighlightIdConflicts: bool; // = true // Highlight and show an error message popup when multiple items have conflicting identifiers. + ConfigDebugHighlightIdConflictsShowItemPicker: bool; //=true // Show "Item Picker" button in aforementioned popup. + + ConfigDebugBeginReturnValueOnce: bool; // = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + ConfigDebugBeginReturnValueLoop: bool; // = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + ConfigDebugIgnoreFocusLoss: bool; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + ConfigDebugIniSettings: bool; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + BackendPlatformName: *u8; // = NULL + BackendRendererName: *u8; // = NULL + BackendPlatformUserData: *void; // = NULL // User data for platform backend + BackendRendererUserData: *void; // = NULL // User data for renderer backend + BackendLanguageUserData: *void; // = NULL // User data for non C++ programming language backend + + // Input Functions + AddKeyEvent :: (this: *IO, key: Key, down: bool) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO11AddKeyEventE8ImGuiKeyb"; + AddKeyAnalogEvent :: (this: *IO, key: Key, down: bool, v: float) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO17AddKeyAnalogEventE8ImGuiKeybf"; + AddMousePosEvent :: (this: *IO, x: float, y: float) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO16AddMousePosEventEff"; + AddMouseButtonEvent :: (this: *IO, button: s32, down: bool) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO19AddMouseButtonEventEib"; + AddMouseWheelEvent :: (this: *IO, wheel_x: float, wheel_y: float) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO18AddMouseWheelEventEff"; + AddMouseSourceEvent :: (this: *IO, source: MouseSource) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO19AddMouseSourceEventE16ImGuiMouseSource"; + AddMouseViewportEvent :: (this: *IO, id: ID) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO21AddMouseViewportEventEj"; + AddFocusEvent :: (this: *IO, focused: bool) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO13AddFocusEventEb"; + AddInputCharacter :: (this: *IO, c: u32) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO17AddInputCharacterEj"; + AddInputCharacterUTF16 :: (this: *IO, c: ImWchar16) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO22AddInputCharacterUTF16Et"; + AddInputCharactersUTF8 :: (this: *IO, str: *u8) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO22AddInputCharactersUTF8EPKc"; + + SetKeyEventNativeData :: (this: *IO, key: Key, native_keycode: s32, native_scancode: s32, native_legacy_index: s32 = -1) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO21SetKeyEventNativeDataE8ImGuiKeyiii"; + SetAppAcceptingEvents :: (this: *IO, accepting_events: bool) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO21SetAppAcceptingEventsEb"; + ClearEventsQueue :: (this: *IO) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO16ClearEventsQueueEv"; + ClearInputKeys :: (this: *IO) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO14ClearInputKeysEv"; + ClearInputMouse :: (this: *IO) -> void #cpp_method #foreign imgui "_ZN7ImGuiIO15ClearInputMouseEv"; + + WantCaptureMouse: bool; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + WantCaptureKeyboard: bool; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + WantTextInput: bool; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + WantSetMousePos: bool; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + WantSaveIniSettings: bool; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + NavActive: bool; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + NavVisible: bool; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + Framerate: float; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + MetricsRenderVertices: s32; // Vertices output during last call to Render() + MetricsRenderIndices: s32; // Indices output during last call to Render() = number of triangles * 3 + MetricsRenderWindows: s32; // Number of visible windows + MetricsActiveWindows: s32; // Number of active windows + MouseDelta: ImVec2; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + Ctx: *ImGuiContext; // Parent UI context (needs to be set explicitly by parent). + + MousePos: ImVec2; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + MouseDown: [5] bool; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + MouseWheel: float; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll. + MouseWheelH: float; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + MouseSource_: MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + MouseHoveredViewport: ID; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + KeyCtrl: bool; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS) + KeyShift: bool; // Keyboard modifier down: Shift + KeyAlt: bool; // Keyboard modifier down: Alt + KeySuper: bool; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS) + + KeyMods: KeyChord; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame() + KeysData: [155] KeyData; // Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this. + WantCaptureMouseUnlessPopupClose: bool; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + MousePosPrev: ImVec2; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + MouseClickedPos: [5] ImVec2; // Position at time of clicking + MouseClickedTime: [5] float64; // Time of last click (used to figure out double-click) + MouseClicked: [5] bool; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + MouseDoubleClicked: [5] bool; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + MouseClickedCount: [5] ImU16; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + MouseClickedLastCount: [5] ImU16; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + MouseReleased: [5] bool; // Mouse button went from Down to !Down + MouseReleasedTime: [5] float64; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). + MouseDownOwned: [5] bool; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + MouseDownOwnedUnlessPopupClose: [5] bool; // Track if button was clicked inside a dear imgui window. + MouseWheelRequestAxisSwap: bool; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + MouseCtrlLeftAsRightClick: bool; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click + MouseDownDuration: [5] float; // Duration the mouse button has been down (0.0f == just clicked) + MouseDownDurationPrev: [5] float; // Previous time the mouse button has been down + MouseDragMaxDistanceAbs: [5] ImVec2; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + MouseDragMaxDistanceSqr: [5] float; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + PenPressure: float; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + AppFocusLost: bool; // Only modify via AddFocusEvent() + AppAcceptingEvents: bool; // Only modify via SetAppAcceptingEvents() + InputQueueSurrogate: ImWchar16; // For AddInputCharacterUTF16() + InputQueueCharacters: ImVector(ImWchar); // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + FontGlobalScale: float; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025) + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). + GetClipboardTextFn: #type (user_data: *void) -> *u8 #c_call; + SetClipboardTextFn: #type (user_data: *void, text: *u8) -> void #c_call; + ClipboardUserData: *void; + + Constructor :: (this: *IO) -> void #cpp_method #foreign imgui "_ZN7ImGuiIOC1Ev"; +} + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +InputTextCallbackData :: struct { + Ctx: *ImGuiContext; // Parent UI context + EventFlag: InputTextFlags; // One ImGuiInputTextFlags_Callback* // Read-only + Flags: InputTextFlags; // What user passed to InputText() // Read-only + UserData: *void; // What user passed to InputText() // Read-only + ID_: ID; // Widget ID // Read-only + + EventKey: Key; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + EventChar: ImWchar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + EventActivated: bool; // Input field just got activated // Read-only // [Always] + BufDirty: bool; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + Buf: *u8; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + BufTextLen: s32; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + BufSize: s32; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + CursorPos: s32; // // Read-write // [Completion,History,Always,CharFilter] + SelectionStart: s32; // // Read-write // [Completion,History,Always,CharFilter] == to SelectionEnd when no selection + SelectionEnd: s32; // // Read-write // [Completion,History,Always,CharFilter] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + Constructor :: (this: *InputTextCallbackData) -> void #cpp_method #foreign imgui "_ZN26ImGuiInputTextCallbackDataC1Ev"; + DeleteChars :: (this: *InputTextCallbackData, pos: s32, bytes_count: s32) -> void #cpp_method #foreign imgui "_ZN26ImGuiInputTextCallbackData11DeleteCharsEii"; + InsertChars :: (this: *InputTextCallbackData, pos: s32, text: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui "_ZN26ImGuiInputTextCallbackData11InsertCharsEiPKcS1_"; + InsertChars :: (this: *InputTextCallbackData, pos: s32, text: string) #no_context { + InsertChars(this, pos, text.data, text.data + text.count); + } +} + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +SizeCallbackData :: struct { + UserData: *void; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + Pos: ImVec2; // Read-only. Window position, for reference. + CurrentSize: ImVec2; // Read-only. Current window size. + DesiredSize: ImVec2; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +} + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport (otherwise: default is configured via io.ConfigViewportsNoDefaultParent) +// - To the docking system for various options and filtering. +WindowClass :: struct { + ClassId: ID; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ParentViewportId: ID; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + FocusRouteParentWindowId: ID; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ViewportFlagsOverrideSet: ViewportFlags; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ViewportFlagsOverrideClear: ViewportFlags; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + TabItemFlagsOverrideSet: TabItemFlags; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + DockNodeFlagsOverrideSet: DockNodeFlags; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + DockingAlwaysTabBar: bool; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + DockingAllowUnclassed: bool; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + PlatformIconData: *void; // [EXPERIMENTAL] Pass opaque data for Platform backend to handle. +} + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +Payload :: struct { + Data: *void; // Data (copied and owned by dear imgui) + DataSize: s32; // Data size + + SourceId: ID; // Source item id + SourceParentId: ID; // Source parent id (if available) + DataFrameCount: s32; // Data timestamp + DataType: [33] u8; // Data type tag (short user-supplied string, 32 characters max) + Preview: bool; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + Delivery: bool; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. +} + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +OnceUponAFrame :: struct { + RefFrame: s32; +} + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +TextFilter :: struct { + Constructor :: (this: *TextFilter, default_filter: *u8 = "") -> void #cpp_method #foreign imgui "_ZN15ImGuiTextFilterC1EPKc"; + Draw :: (this: *TextFilter, label: *u8 = "Filter (inc,-exc)", width: float = 0.0) -> bool #cpp_method #foreign imgui "_ZN15ImGuiTextFilter4DrawEPKcf"; + PassFilter :: (this: *TextFilter, text: *u8, text_end: *u8 = null) -> bool #cpp_method #foreign imgui "_ZNK15ImGuiTextFilter10PassFilterEPKcS1_"; + PassFilter :: (this: *TextFilter, text: string) -> bool #no_context { + return PassFilter(this, text.data, text.data + text.count); + } + Build :: (this: *TextFilter) -> void #cpp_method #foreign imgui "_ZN15ImGuiTextFilter5BuildEv"; + + // [Internal] + TextRange :: struct { + b: *u8; + e: *u8; + + split :: (this: *TextRange, separator: u8, out: *ImVector(TextRange)) -> void #cpp_method #foreign imgui "_ZNK15ImGuiTextFilter14ImGuiTextRange5splitEcP8ImVectorIS0_E"; + } + + InputBuf: [256] u8; + Filters: ImVector(TextRange); + CountGrep: s32; +} + +// [Internal] Key+Value for ImGuiStorage +StoragePair :: struct { + key: ID; + struct { + val_p: *void; // largest member, moved to the start of the struct/union to support #overlay. + + #overlay (val_p) val_i: s32; + #overlay (val_p) val_f: float; + } +} + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +Storage :: struct { + // [Internal] + Data: ImVector(StoragePair); + + GetInt :: (this: *Storage, key: ID, default_val: s32 = 0) -> s32 #cpp_method #foreign imgui "_ZNK12ImGuiStorage6GetIntEji"; + SetInt :: (this: *Storage, key: ID, val: s32) -> void #cpp_method #foreign imgui "_ZN12ImGuiStorage6SetIntEji"; + GetBool :: (this: *Storage, key: ID, default_val := false) -> bool #cpp_method #foreign imgui "_ZNK12ImGuiStorage7GetBoolEjb"; + SetBool :: (this: *Storage, key: ID, val: bool) -> void #cpp_method #foreign imgui "_ZN12ImGuiStorage7SetBoolEjb"; + GetFloat :: (this: *Storage, key: ID, default_val: float = 0.0) -> float #cpp_method #foreign imgui "_ZNK12ImGuiStorage8GetFloatEjf"; + SetFloat :: (this: *Storage, key: ID, val: float) -> void #cpp_method #foreign imgui "_ZN12ImGuiStorage8SetFloatEjf"; + GetVoidPtr :: (this: *Storage, key: ID) -> *void #cpp_method #foreign imgui "_ZNK12ImGuiStorage10GetVoidPtrEj"; + SetVoidPtr :: (this: *Storage, key: ID, val: *void) -> void #cpp_method #foreign imgui "_ZN12ImGuiStorage10SetVoidPtrEjPv"; + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + GetIntRef :: (this: *Storage, key: ID, default_val: s32 = 0) -> *s32 #cpp_method #foreign imgui "_ZN12ImGuiStorage9GetIntRefEji"; + GetBoolRef :: (this: *Storage, key: ID, default_val := false) -> *bool #cpp_method #foreign imgui "_ZN12ImGuiStorage10GetBoolRefEjb"; + GetFloatRef :: (this: *Storage, key: ID, default_val: float = 0.0) -> *float #cpp_method #foreign imgui "_ZN12ImGuiStorage11GetFloatRefEjf"; + GetVoidPtrRef :: (this: *Storage, key: ID, default_val: *void = null) -> **void #cpp_method #foreign imgui "_ZN12ImGuiStorage13GetVoidPtrRefEjPv"; + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + BuildSortByKey :: (this: *Storage) -> void #cpp_method #foreign imgui "_ZN12ImGuiStorage14BuildSortByKeyEv"; + + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + SetAllInt :: (this: *Storage, val: s32) -> void #cpp_method #foreign imgui "_ZN12ImGuiStorage9SetAllIntEi"; +} + +// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent) +ListClipperFlags :: enum_flags u32 { + None :: 0x0; + NoSetTableRowCounters :: 0x1; + + ImGuiListClipperFlags_None :: None; + ImGuiListClipperFlags_NoSetTableRowCounters :: NoSetTableRowCounters; +} + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +ListClipper :: struct { + DisplayStart: s32; // First item to display, updated by each call to Step() + DisplayEnd: s32; // End of items to display (exclusive) + UserIndex: s32; // Helper storage for user convenience/code. Optional, and otherwise unused if you don't use it. + ItemsCount: s32; // [Internal] Number of items + ItemsHeight: float; // [Internal] Height of item after a first step and item submission can calculate it + Flags: ListClipperFlags; // [Internal] Flags, currently not yet well exposed. + StartPosY: float64; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + StartSeekOffsetY: float64; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + Ctx: *ImGuiContext; // [Internal] Parent UI context + TempData: *void; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + Constructor :: (this: *ListClipper) -> void #cpp_method #foreign imgui "_ZN16ImGuiListClipperC1Ev"; + Destructor_Base :: (this: *ListClipper) -> void #cpp_method #foreign imgui "_ZN16ImGuiListClipperD2Ev"; + Destructor :: (this: *ListClipper) -> void #cpp_method #foreign imgui "_ZN16ImGuiListClipperD1Ev"; + Begin :: (this: *ListClipper, items_count: s32, items_height: float = -1.0) -> void #cpp_method #foreign imgui "_ZN16ImGuiListClipper5BeginEif"; + End :: (this: *ListClipper) -> void #cpp_method #foreign imgui "_ZN16ImGuiListClipper3EndEv"; + Step :: (this: *ListClipper) -> bool #cpp_method #foreign imgui "_ZN16ImGuiListClipper4StepEv"; + + IncludeItemsByIndex :: (this: *ListClipper, item_begin: s32, item_end: s32) -> void #cpp_method #foreign imgui "_ZN16ImGuiListClipper19IncludeItemsByIndexEii"; + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + SeekCursorForItem :: (this: *ListClipper, item_index: s32) -> void #cpp_method #foreign imgui "_ZN16ImGuiListClipper17SeekCursorForItemEi"; +} + +// Flags for BeginMultiSelect() +MultiSelectFlags :: enum_flags u32 { + None :: 0x0; + SingleSelect :: 0x1; + NoSelectAll :: 0x2; + NoRangeSelect :: 0x4; + NoAutoSelect :: 0x8; + NoAutoClear :: 0x10; + NoAutoClearOnReselect :: 0x20; + BoxSelect1d :: 0x40; + BoxSelect2d :: 0x80; + BoxSelectNoScroll :: 0x100; + ClearOnEscape :: 0x200; + ClearOnClickVoid :: 0x400; + ScopeWindow :: 0x800; + ScopeRect :: 0x1000; + SelectOnAuto :: 0x2000; + SelectOnClickAlways :: 0x4000; + SelectOnClickRelease :: 0x8000; + + NavWrapX :: 0x10000; + NoSelectOnRightClick :: 0x20000; + SelectOnMask_ :: 0xe000; + + SelectOnClick :: 0x2000; + + ImGuiMultiSelectFlags_None :: None; + ImGuiMultiSelectFlags_SingleSelect :: SingleSelect; + ImGuiMultiSelectFlags_NoSelectAll :: NoSelectAll; + ImGuiMultiSelectFlags_NoRangeSelect :: NoRangeSelect; + ImGuiMultiSelectFlags_NoAutoSelect :: NoAutoSelect; + ImGuiMultiSelectFlags_NoAutoClear :: NoAutoClear; + ImGuiMultiSelectFlags_NoAutoClearOnReselect :: NoAutoClearOnReselect; + ImGuiMultiSelectFlags_BoxSelect1d :: BoxSelect1d; + ImGuiMultiSelectFlags_BoxSelect2d :: BoxSelect2d; + ImGuiMultiSelectFlags_BoxSelectNoScroll :: BoxSelectNoScroll; + ImGuiMultiSelectFlags_ClearOnEscape :: ClearOnEscape; + ImGuiMultiSelectFlags_ClearOnClickVoid :: ClearOnClickVoid; + ImGuiMultiSelectFlags_ScopeWindow :: ScopeWindow; + ImGuiMultiSelectFlags_ScopeRect :: ScopeRect; + ImGuiMultiSelectFlags_SelectOnAuto :: SelectOnAuto; + ImGuiMultiSelectFlags_SelectOnClickAlways :: SelectOnClickAlways; + ImGuiMultiSelectFlags_SelectOnClickRelease :: SelectOnClickRelease; + + ImGuiMultiSelectFlags_NavWrapX :: NavWrapX; + ImGuiMultiSelectFlags_NoSelectOnRightClick :: NoSelectOnRightClick; + ImGuiMultiSelectFlags_SelectOnMask_ :: SelectOnMask_; + + ImGuiMultiSelectFlags_SelectOnClick :: SelectOnClick; +} + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +MultiSelectIO :: struct { + Requests: ImVector(SelectionRequest); // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + RangeSrcItem: SelectionUserData; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + NavIdItem: SelectionUserData; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + NavIdSelected: bool; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + RangeSrcReset: bool; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + ItemsCount: s32; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +} + +// Selection request type +SelectionRequestType :: enum u32 { + None :: 0; + SetAll :: 1; + SetRange :: 2; + + ImGuiSelectionRequestType_None :: None; + ImGuiSelectionRequestType_SetAll :: SetAll; + ImGuiSelectionRequestType_SetRange :: SetRange; +} + +// Selection request item +SelectionRequest :: struct { + Type: SelectionRequestType; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + Selected: bool; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + RangeDirection: ImS8; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + RangeFirstItem: SelectionUserData; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + RangeLastItem: SelectionUserData; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +} + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +SelectionBasicStorage :: struct { + Size: s32; // // Number of selected items, maintained by this helper. + PreserveOrder: bool; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + UserData: *void; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + AdapterIndexToStorageId: #type (self: *SelectionBasicStorage, idx: s32) -> ID #c_call; // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + _SelectionOrder: s32; // [Internal] Increasing counter to store selection order + _Storage: Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + Constructor :: (this: *SelectionBasicStorage) -> void #cpp_method #foreign imgui "_ZN26ImGuiSelectionBasicStorageC1Ev"; + ApplyRequests :: (this: *SelectionBasicStorage, ms_io: *MultiSelectIO) -> void #cpp_method #foreign imgui "_ZN26ImGuiSelectionBasicStorage13ApplyRequestsEP18ImGuiMultiSelectIO"; + Contains :: (this: *SelectionBasicStorage, id: ID) -> bool #cpp_method #foreign imgui "_ZNK26ImGuiSelectionBasicStorage8ContainsEj"; + Clear :: (this: *SelectionBasicStorage) -> void #cpp_method #foreign imgui "_ZN26ImGuiSelectionBasicStorage5ClearEv"; + Swap :: (this: *SelectionBasicStorage, r: *SelectionBasicStorage) -> void #cpp_method #foreign imgui "_ZN26ImGuiSelectionBasicStorage4SwapERS_"; + SetItemSelected :: (this: *SelectionBasicStorage, id: ID, selected: bool) -> void #cpp_method #foreign imgui "_ZN26ImGuiSelectionBasicStorage15SetItemSelectedEjb"; + GetNextSelectedItem :: (this: *SelectionBasicStorage, opaque_it: **void, out_id: *ID) -> bool #cpp_method #foreign imgui "_ZN26ImGuiSelectionBasicStorage19GetNextSelectedItemEPPvPj"; +} + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +SelectionExternalStorage :: struct { + UserData: *void; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + AdapterSetItemSelected: #type (self: *SelectionExternalStorage, idx: s32, selected: bool) -> void #c_call; // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + Constructor :: (this: *SelectionExternalStorage) -> void #cpp_method #foreign imgui "_ZN29ImGuiSelectionExternalStorageC1Ev"; + ApplyRequests :: (this: *SelectionExternalStorage, ms_io: *MultiSelectIO) -> void #cpp_method #foreign imgui "_ZN29ImGuiSelectionExternalStorage13ApplyRequestsEP18ImGuiMultiSelectIO"; +} + +ImDrawIdx :: u16; + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +ImDrawCmd :: struct { + ClipRect: ImVec4; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + TexRef: ImTextureRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value. + VtxOffset: u32; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + IdxOffset: u32; // 4 // Start offset in index buffer. + ElemCount: u32; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + UserCallback: ImDrawCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + UserCallbackData: *void; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + UserCallbackDataSize: s32; // 4 // Size of callback user data when using storage, otherwise 0. + UserCallbackDataOffset: s32; // 4 // [Internal] Offset of callback user data when using storage, otherwise -1. +} + +ImDrawVert :: struct { + pos: ImVec2; + uv: ImVec2; + col: ImU32; +} + +// [Internal] For use by ImDrawList +ImDrawCmdHeader :: struct { + ClipRect: ImVec4; + TexRef: ImTextureRef; + VtxOffset: u32; +} + +// Forward declarations: ImDrawList, ImFontAtlas layer +ImDrawChannel :: struct { + _CmdBuffer: ImVector(ImDrawCmd); + _IdxBuffer: ImVector(ImDrawIdx); +} + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +ImDrawListSplitter :: struct { + _Current: s32; // Current channel number (0) + _Count: s32; // Number of active channels (1+) + _Channels: ImVector(ImDrawChannel); // Draw channels (not resized down so _Count might be < Channels.Size) + + ClearFreeMemory :: (this: *ImDrawListSplitter) -> void #cpp_method #foreign imgui "_ZN18ImDrawListSplitter15ClearFreeMemoryEv"; + Split :: (this: *ImDrawListSplitter, draw_list: *ImDrawList, count: s32) -> void #cpp_method #foreign imgui "_ZN18ImDrawListSplitter5SplitEP10ImDrawListi"; + Merge :: (this: *ImDrawListSplitter, draw_list: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN18ImDrawListSplitter5MergeEP10ImDrawList"; + SetCurrentChannel :: (this: *ImDrawListSplitter, draw_list: *ImDrawList, channel_idx: s32) -> void #cpp_method #foreign imgui "_ZN18ImDrawListSplitter17SetCurrentChannelEP10ImDrawListi"; +} + +// Flags for ImDrawList functions +ImDrawFlags :: enum_flags s32 { + None :: 0x0; + + RoundCornersTopLeft :: 0x10; + RoundCornersTopRight :: 0x20; + RoundCornersBottomLeft :: 0x40; + RoundCornersBottomRight :: 0x80; + RoundCornersNone :: 0x100; + RoundCornersAll :: 0xf0; + RoundCornersDefault_ :: 0xf0; + RoundCornersTop :: 0x30; + RoundCornersBottom :: 0xc0; + RoundCornersLeft :: 0x50; + RoundCornersRight :: 0xa0; + RoundCornersMask_ :: 0x1f0; + + Closed :: 0x200; + InvalidMask_ :: 0x8000000f; + + ImDrawFlags_None :: None; + + ImDrawFlags_RoundCornersTopLeft :: RoundCornersTopLeft; + ImDrawFlags_RoundCornersTopRight :: RoundCornersTopRight; + ImDrawFlags_RoundCornersBottomLeft :: RoundCornersBottomLeft; + ImDrawFlags_RoundCornersBottomRight :: RoundCornersBottomRight; + ImDrawFlags_RoundCornersNone :: RoundCornersNone; + ImDrawFlags_RoundCornersAll :: RoundCornersAll; + ImDrawFlags_RoundCornersDefault_ :: RoundCornersDefault_; + ImDrawFlags_RoundCornersTop :: RoundCornersTop; + ImDrawFlags_RoundCornersBottom :: RoundCornersBottom; + ImDrawFlags_RoundCornersLeft :: RoundCornersLeft; + ImDrawFlags_RoundCornersRight :: RoundCornersRight; + ImDrawFlags_RoundCornersMask_ :: RoundCornersMask_; + + ImDrawFlags_Closed :: Closed; + ImDrawFlags_InvalidMask_ :: InvalidMask_; +} + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +ImDrawListFlags :: enum_flags u32 { + None :: 0x0; + AntiAliasedLines :: 0x1; + AntiAliasedLinesUseTex :: 0x2; + AntiAliasedFill :: 0x4; + AllowVtxOffset :: 0x8; + + ImDrawListFlags_None :: None; + ImDrawListFlags_AntiAliasedLines :: AntiAliasedLines; + ImDrawListFlags_AntiAliasedLinesUseTex :: AntiAliasedLinesUseTex; + ImDrawListFlags_AntiAliasedFill :: AntiAliasedFill; + ImDrawListFlags_AllowVtxOffset :: AllowVtxOffset; +} + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +ImDrawList :: struct { + CmdBuffer: ImVector(ImDrawCmd); // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + IdxBuffer: ImVector(ImDrawIdx); // Index buffer. Each command consume ImDrawCmd::ElemCount of those + VtxBuffer: ImVector(ImDrawVert); // Vertex buffer. + Flags: ImDrawListFlags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + _VtxCurrentIdx: u32; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + _Data: *ImDrawListSharedData; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + _VtxWritePtr: *ImDrawVert; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + _IdxWritePtr: *ImDrawIdx; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + _Path: ImVector(ImVec2); // [Internal] current path building + _CmdHeader: ImDrawCmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + _Splitter: ImDrawListSplitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + _ClipRectStack: ImVector(ImVec4); // [Internal] + _TextureStack: ImVector(ImTextureRef); // [Internal] + _CallbacksDataBuf: ImVector(ImU8); // [Internal] + _FringeScale: float; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + _OwnerName: *u8; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + Constructor :: (this: *ImDrawList, shared_data: *ImDrawListSharedData) -> void #cpp_method #foreign imgui "_ZN10ImDrawListC1EP20ImDrawListSharedData"; + Destructor_Base :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawListD2Ev"; + Destructor :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawListD1Ev"; + + PushClipRect :: (this: *ImDrawList, clip_rect_min: *ImVec2, clip_rect_max: *ImVec2, intersect_with_current_clip_rect := false) -> void #cpp_method #foreign imgui "_ZN10ImDrawList12PushClipRectERK6ImVec2S2_b"; + PushClipRect :: (this: *ImDrawList, clip_rect_min: ImVec2, clip_rect_max: ImVec2, intersect_with_current_clip_rect := false) #no_context { + PushClipRect(this, *clip_rect_min, *clip_rect_max, intersect_with_current_clip_rect); + } + PushClipRectFullScreen :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList22PushClipRectFullScreenEv"; + PopClipRect :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList11PopClipRectEv"; + PushTexture :: (this: *ImDrawList, tex_ref: ImTextureRef) -> void #cpp_method #foreign imgui "_ZN10ImDrawList11PushTextureE12ImTextureRef"; + PopTexture :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList10PopTextureEv"; + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + AddLine :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList7AddLineERK6ImVec2S2_jf"; + AddLine :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddLine(this, *p1, *p2, col, thickness); + } + AddLineH :: (this: *ImDrawList, min_x: float, max_x: float, y: float, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList8AddLineHEfffjf"; + AddLineV :: (this: *ImDrawList, x: float, min_y: float, max_y: float, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList8AddLineVEfffjf"; + AddRect :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col: ImU32, rounding: float = 0.0, thickness: float = 1.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui "_ZN10ImDrawList7AddRectERK6ImVec2S2_jffi"; + AddRect :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col: ImU32, rounding: float = 0.0, thickness: float = 1.0, flags: ImDrawFlags = .None) #no_context { + AddRect(this, *p_min, *p_max, col, rounding, thickness, flags); + } + AddRectFilled :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col: ImU32, rounding: float = 0.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui "_ZN10ImDrawList13AddRectFilledERK6ImVec2S2_jfi"; + AddRectFilled :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col: ImU32, rounding: float = 0.0, flags: ImDrawFlags = .None) #no_context { + AddRectFilled(this, *p_min, *p_max, col, rounding, flags); + } + AddRectFilledMultiColor :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col_upr_left: ImU32, col_upr_right: ImU32, col_bot_right: ImU32, col_bot_left: ImU32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList23AddRectFilledMultiColorERK6ImVec2S2_jjjj"; + AddRectFilledMultiColor :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col_upr_left: ImU32, col_upr_right: ImU32, col_bot_right: ImU32, col_bot_left: ImU32) #no_context { + AddRectFilledMultiColor(this, *p_min, *p_max, col_upr_left, col_upr_right, col_bot_right, col_bot_left); + } + AddQuad :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList7AddQuadERK6ImVec2S2_S2_S2_jf"; + AddQuad :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddQuad(this, *p1, *p2, *p3, *p4, col, thickness); + } + AddQuadFilled :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList13AddQuadFilledERK6ImVec2S2_S2_S2_j"; + AddQuadFilled :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32) #no_context { + AddQuadFilled(this, *p1, *p2, *p3, *p4, col); + } + AddTriangle :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList11AddTriangleERK6ImVec2S2_S2_jf"; + AddTriangle :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddTriangle(this, *p1, *p2, *p3, col, thickness); + } + AddTriangleFilled :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList17AddTriangleFilledERK6ImVec2S2_S2_j"; + AddTriangleFilled :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32) #no_context { + AddTriangleFilled(this, *p1, *p2, *p3, col); + } + AddCircle :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32 = 0, thickness: float = 1.0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList9AddCircleERK6ImVec2fjif"; + AddCircle :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32 = 0, thickness: float = 1.0) #no_context { + AddCircle(this, *center, radius, col, num_segments, thickness); + } + AddCircleFilled :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList15AddCircleFilledERK6ImVec2fji"; + AddCircleFilled :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32 = 0) #no_context { + AddCircleFilled(this, *center, radius, col, num_segments); + } + AddNgon :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList7AddNgonERK6ImVec2fjif"; + AddNgon :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32, thickness: float = 1.0) #no_context { + AddNgon(this, *center, radius, col, num_segments, thickness); + } + AddNgonFilled :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList13AddNgonFilledERK6ImVec2fji"; + AddNgonFilled :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32) #no_context { + AddNgonFilled(this, *center, radius, col, num_segments); + } + AddEllipse :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0, thickness: float = 1.0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList10AddEllipseERK6ImVec2S2_jfif"; + AddEllipse :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0, thickness: float = 1.0) #no_context { + AddEllipse(this, *center, *radius, col, rot, num_segments, thickness); + } + AddEllipseFilled :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList16AddEllipseFilledERK6ImVec2S2_jfi"; + AddEllipseFilled :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0) #no_context { + AddEllipseFilled(this, *center, *radius, col, rot, num_segments); + } + AddText :: (this: *ImDrawList, pos: *ImVec2, col: ImU32, text_begin: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui "_ZN10ImDrawList7AddTextERK6ImVec2jPKcS4_"; + AddText :: (this: *ImDrawList, pos: ImVec2, col: ImU32, text: string) #no_context { + AddText(this, *pos, col, text.data, text.data + text.count); + } + AddText :: (this: *ImDrawList, font: *ImFont, font_size: float, pos: *ImVec2, col: ImU32, text_begin: *u8, text_end: *u8 = null, wrap_width: float = 0.0, cpu_fine_clip_rect: *ImVec4 = null) -> void #cpp_method #foreign imgui "_ZN10ImDrawList7AddTextEP6ImFontfRK6ImVec2jPKcS6_fPK6ImVec4"; + AddText :: (this: *ImDrawList, font: *ImFont, font_size: float, pos: ImVec2, col: ImU32, text: string, wrap_width: float = 0.0, cpu_fine_clip_rect: *ImVec4 = null) #no_context { + AddText(this, font, font_size, *pos, col, text.data, text.data + text.count, wrap_width, cpu_fine_clip_rect); + } + AddBezierCubic :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList14AddBezierCubicERK6ImVec2S2_S2_S2_jfi"; + AddBezierCubic :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) #no_context { + AddBezierCubic(this, *p1, *p2, *p3, *p4, col, thickness, num_segments); + } + AddBezierQuadratic :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList18AddBezierQuadraticERK6ImVec2S2_S2_jfi"; + AddBezierQuadratic :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) #no_context { + AddBezierQuadratic(this, *p1, *p2, *p3, col, thickness, num_segments); + } + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library. + AddPolyline :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32, thickness: float, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui "_ZN10ImDrawList11AddPolylineEPK6ImVec2ijfi"; + AddConvexPolyFilled :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList19AddConvexPolyFilledEPK6ImVec2ij"; + AddConcavePolyFilled :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList20AddConcavePolyFilledEPK6ImVec2ij"; + + // Image primitives + // - Read FAQ to understand what ImTextureID/ImTextureRef are. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + AddImage :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: *ImVec2, p_max: *ImVec2, uv_min: *ImVec2, uv_max: *ImVec2, col: ImU32 = 4294967295) -> void #cpp_method #foreign imgui "_ZN10ImDrawList8AddImageE12ImTextureRefRK6ImVec2S3_S3_S3_j"; + AddImage :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: ImVec2, p_max: ImVec2, uv_min: ImVec2 = ImVec2.{0, 0}, uv_max: ImVec2 = ImVec2.{1, 1}, col: ImU32 = 4294967295) #no_context { + AddImage(this, tex_ref, *p_min, *p_max, *uv_min, *uv_max, col); + } + AddImageQuad :: (this: *ImDrawList, tex_ref: ImTextureRef, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, uv1: *ImVec2, uv2: *ImVec2, uv3: *ImVec2, uv4: *ImVec2, col: ImU32 = 4294967295) -> void #cpp_method #foreign imgui "_ZN10ImDrawList12AddImageQuadE12ImTextureRefRK6ImVec2S3_S3_S3_S3_S3_S3_S3_j"; + AddImageQuad :: (this: *ImDrawList, tex_ref: ImTextureRef, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, uv1: ImVec2 = ImVec2.{0, 0}, uv2: ImVec2 = ImVec2.{1, 0}, uv3: ImVec2 = ImVec2.{1, 1}, uv4: ImVec2 = ImVec2.{0, 1}, col: ImU32 = 4294967295) #no_context { + AddImageQuad(this, tex_ref, *p1, *p2, *p3, *p4, *uv1, *uv2, *uv3, *uv4, col); + } + AddImageRounded :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: *ImVec2, p_max: *ImVec2, uv_min: *ImVec2, uv_max: *ImVec2, col: ImU32, rounding: float, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui "_ZN10ImDrawList15AddImageRoundedE12ImTextureRefRK6ImVec2S3_S3_S3_jfi"; + AddImageRounded :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: ImVec2, p_max: ImVec2, uv_min: ImVec2, uv_max: ImVec2, col: ImU32, rounding: float, flags: ImDrawFlags = .None) #no_context { + AddImageRounded(this, tex_ref, *p_min, *p_max, *uv_min, *uv_max, col, rounding, flags); + } + + PathArcTo :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList9PathArcToERK6ImVec2fffi"; + PathArcTo :: (this: *ImDrawList, center: ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32 = 0) #no_context { + PathArcTo(this, *center, radius, a_min, a_max, num_segments); + } + PathArcToFast :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min_of_12: s32, a_max_of_12: s32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList13PathArcToFastERK6ImVec2fii"; + PathArcToFast :: (this: *ImDrawList, center: ImVec2, radius: float, a_min_of_12: s32, a_max_of_12: s32) #no_context { + PathArcToFast(this, *center, radius, a_min_of_12, a_max_of_12); + } + PathEllipticalArcTo :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, rot: float, a_min: float, a_max: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList19PathEllipticalArcToERK6ImVec2S2_fffi"; + PathEllipticalArcTo :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, rot: float, a_min: float, a_max: float, num_segments: s32 = 0) #no_context { + PathEllipticalArcTo(this, *center, *radius, rot, a_min, a_max, num_segments); + } + PathBezierCubicCurveTo :: (this: *ImDrawList, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList22PathBezierCubicCurveToERK6ImVec2S2_S2_i"; + PathBezierCubicCurveTo :: (this: *ImDrawList, p2: ImVec2, p3: ImVec2, p4: ImVec2, num_segments: s32 = 0) #no_context { + PathBezierCubicCurveTo(this, *p2, *p3, *p4, num_segments); + } + PathBezierQuadraticCurveTo :: (this: *ImDrawList, p2: *ImVec2, p3: *ImVec2, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList26PathBezierQuadraticCurveToERK6ImVec2S2_i"; + PathBezierQuadraticCurveTo :: (this: *ImDrawList, p2: ImVec2, p3: ImVec2, num_segments: s32 = 0) #no_context { + PathBezierQuadraticCurveTo(this, *p2, *p3, num_segments); + } + PathRect :: (this: *ImDrawList, rect_min: *ImVec2, rect_max: *ImVec2, rounding: float = 0.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui "_ZN10ImDrawList8PathRectERK6ImVec2S2_fi"; + PathRect :: (this: *ImDrawList, rect_min: ImVec2, rect_max: ImVec2, rounding: float = 0.0, flags: ImDrawFlags = .None) #no_context { + PathRect(this, *rect_min, *rect_max, rounding, flags); + } + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + AddCallback :: (this: *ImDrawList, callback: ImDrawCallback, userdata: *void = null, userdata_size: u64 = 0) -> void #cpp_method #foreign imgui "_ZN10ImDrawList11AddCallbackEPFvPKS_PK9ImDrawCmdEPvm"; + + // Advanced: Miscellaneous + AddDrawCmd :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList10AddDrawCmdEv"; + CloneOutput :: (this: *ImDrawList) -> *ImDrawList #cpp_method #foreign imgui "_ZNK10ImDrawList11CloneOutputEv"; + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + PrimReserve :: (this: *ImDrawList, idx_count: s32, vtx_count: s32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList11PrimReserveEii"; + PrimUnreserve :: (this: *ImDrawList, idx_count: s32, vtx_count: s32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList13PrimUnreserveEii"; + PrimRect :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList8PrimRectERK6ImVec2S2_j"; + PrimRect :: (this: *ImDrawList, a: ImVec2, b: ImVec2, col: ImU32) #no_context { + PrimRect(this, *a, *b, col); + } + PrimRectUV :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, uv_a: *ImVec2, uv_b: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList10PrimRectUVERK6ImVec2S2_S2_S2_j"; + PrimRectUV :: (this: *ImDrawList, a: ImVec2, b: ImVec2, uv_a: ImVec2, uv_b: ImVec2, col: ImU32) #no_context { + PrimRectUV(this, *a, *b, *uv_a, *uv_b, col); + } + PrimQuadUV :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, c: *ImVec2, d: *ImVec2, uv_a: *ImVec2, uv_b: *ImVec2, uv_c: *ImVec2, uv_d: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList10PrimQuadUVERK6ImVec2S2_S2_S2_S2_S2_S2_S2_j"; + PrimQuadUV :: (this: *ImDrawList, a: ImVec2, b: ImVec2, c: ImVec2, d: ImVec2, uv_a: ImVec2, uv_b: ImVec2, uv_c: ImVec2, uv_d: ImVec2, col: ImU32) #no_context { + PrimQuadUV(this, *a, *b, *c, *d, *uv_a, *uv_b, *uv_c, *uv_d, col); + } + + // [Internal helpers] + _SetDrawListSharedData :: (this: *ImDrawList, data: *ImDrawListSharedData) -> void #cpp_method #foreign imgui "_ZN10ImDrawList22_SetDrawListSharedDataEP20ImDrawListSharedData"; + _ResetForNewFrame :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList17_ResetForNewFrameEv"; + _ClearFreeMemory :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList16_ClearFreeMemoryEv"; + _PopUnusedDrawCmd :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList17_PopUnusedDrawCmdEv"; + _TryMergeDrawCmds :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList17_TryMergeDrawCmdsEv"; + _OnChangedClipRect :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList18_OnChangedClipRectEv"; + _OnChangedTexture :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList17_OnChangedTextureEv"; + _OnChangedVtxOffset :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawList19_OnChangedVtxOffsetEv"; + _SetTexture :: (this: *ImDrawList, tex_ref: ImTextureRef) -> void #cpp_method #foreign imgui "_ZN10ImDrawList11_SetTextureE12ImTextureRef"; + _CalcCircleAutoSegmentCount :: (this: *ImDrawList, radius: float) -> s32 #cpp_method #foreign imgui "_ZNK10ImDrawList27_CalcCircleAutoSegmentCountEf"; + _PathArcToFastEx :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min_sample: s32, a_max_sample: s32, a_step: s32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList16_PathArcToFastExERK6ImVec2fiii"; + _PathArcToFastEx :: (this: *ImDrawList, center: ImVec2, radius: float, a_min_sample: s32, a_max_sample: s32, a_step: s32) #no_context { + _PathArcToFastEx(this, *center, radius, a_min_sample, a_max_sample, a_step); + } + _PathArcToN :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32) -> void #cpp_method #foreign imgui "_ZN10ImDrawList11_PathArcToNERK6ImVec2fffi"; + _PathArcToN :: (this: *ImDrawList, center: ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32) #no_context { + _PathArcToN(this, *center, radius, a_min, a_max, num_segments); + } +} + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +ImDrawData :: struct { + Valid: bool; // Only valid after Render() is called and before the next NewFrame() is called. + CmdListsCount: s32; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render. + TotalIdxCount: s32; // For convenience, sum of all ImDrawList's IdxBuffer.Size + TotalVtxCount: s32; // For convenience, sum of all ImDrawList's VtxBuffer.Size + CmdLists: ImVector(*ImDrawList); // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + DisplayPos: ImVec2; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + DisplaySize: ImVec2; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + FramebufferScale: ImVec2; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display. + OwnerViewport: *Viewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + Textures: *ImVector(*ImTextureData); // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures. + + Clear :: (this: *ImDrawData) -> void #cpp_method #foreign imgui "_ZN10ImDrawData5ClearEv"; + AddDrawList :: (this: *ImDrawData, draw_list: *ImDrawList) -> void #cpp_method #foreign imgui "_ZN10ImDrawData11AddDrawListEP10ImDrawList"; + DeIndexAllBuffers :: (this: *ImDrawData) -> void #cpp_method #foreign imgui "_ZN10ImDrawData17DeIndexAllBuffersEv"; + ScaleClipRects :: (this: *ImDrawData, fb_scale: *ImVec2) -> void #cpp_method #foreign imgui "_ZN10ImDrawData14ScaleClipRectsERK6ImVec2"; + ScaleClipRects :: (this: *ImDrawData, fb_scale: ImVec2) #no_context { + ScaleClipRects(this, *fb_scale); + } +} + +// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. +// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems. +ImTextureFormat :: enum u32 { + RGBA32 :: 0; + Alpha8 :: 1; + + ImTextureFormat_RGBA32 :: RGBA32; + ImTextureFormat_Alpha8 :: Alpha8; +} + +// Status of a texture to communicate with Renderer Backend. +ImTextureStatus :: enum u32 { + OK :: 0; + Destroyed :: 1; + WantCreate :: 2; + WantUpdates :: 3; + WantDestroy :: 4; + + ImTextureStatus_OK :: OK; + ImTextureStatus_Destroyed :: Destroyed; + ImTextureStatus_WantCreate :: WantCreate; + ImTextureStatus_WantUpdates :: WantUpdates; + ImTextureStatus_WantDestroy :: WantDestroy; +} + +// Coordinates of a rectangle within a texture. +// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system. +// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box. +ImTextureRect :: struct { + x: u16; // Upper-left coordinates of rectangle to update + y: u16; // Upper-left coordinates of rectangle to update + w: u16; // Size of rectangle to update (in pixels) + h: u16; // Size of rectangle to update (in pixels) +} + +// Specs and pixel storage for a texture used by Dear ImGui. +// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this. +// Renderer Backends will create a GPU-side version of this. +// Why does we store two identifiers: TexID and BackendUserData? +// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData. +// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both. +// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend +ImTextureData :: struct { + UniqueID: s32; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas. + Status: ImTextureStatus; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify! + BackendUserData: *void; // - rw // Convenience storage for backend. Some backends may have enough with TexID. + TexID: ImTextureID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function. + Format: ImTextureFormat; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8 + Width: s32; // w r // Texture width + Height: s32; // w r // Texture height + BytesPerPixel: s32; // w r // 4 or 1 + Pixels: *u8; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes. + UsedRect: ImTextureRect; // w r // Bounding box encompassing all past and queued Updates[]. + UpdateRect: ImTextureRect; // w r // Bounding box encompassing all queued Updates[]. + Updates: ImVector(ImTextureRect); // w r // Array of individual updates. + UnusedFrames: s32; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy. + RefCount: u16; // w r // Number of contexts using this texture. Used during backend shutdown. + UseColors: bool; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha). + WantDestroyNextFrame: bool; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame. + + Create :: (this: *ImTextureData, format: ImTextureFormat, w: s32, h: s32) -> void #cpp_method #foreign imgui "_ZN13ImTextureData6CreateE15ImTextureFormatii"; + DestroyPixels :: (this: *ImTextureData) -> void #cpp_method #foreign imgui "_ZN13ImTextureData13DestroyPixelsEv"; +} + +// A font input/source (we may rename this to ImFontSource in the future) +ImFontConfig :: struct { + Name: [40] u8; // // Name (strictly to ease debugging, hence limited size buffer) + FontData: *void; // // TTF/OTF data + FontDataSize: s32; // // TTF/OTF data size + FontDataOwnedByAtlas: bool; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS. + + MergeMode: bool; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + PixelSnapH: bool; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1. + OversampleH: ImS8; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + OversampleV: ImS8; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. + EllipsisChar: ImWchar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + SizePixels: float; // // Output size in pixels for rasterizer (more or less maps to the resulting font height). + GlyphRanges: *ImWchar; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + GlyphExcludeRanges: *ImWchar; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges. + + GlyphOffset: ImVec2; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value. + GlyphMinAdvanceX: float; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value. + GlyphMaxAdvanceX: float; // FLT_MAX // Maximum AdvanceX for glyphs + GlyphExtraAdvanceX: float; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled + FontNo: ImU32; // 0 // Index of font within TTF/OTF file + FontLoaderFlags: u32; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + + RasterizerMultiply: float; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + RasterizerDensity: float; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. + ExtraSizeScale: float; // 1.0f // Extra rasterizer scale over SizePixels. + + Flags: ImFontFlags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates) + DstFont: *ImFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font) + FontLoader: *ImFontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas) + FontLoaderData: *void; // Font loader opaque storage (per font config) + + PixelSnapV: bool; // true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries. + + Constructor :: (this: *ImFontConfig) -> void #cpp_method #foreign imgui "_ZN12ImFontConfigC1Ev"; +} + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this) +ImFontGlyph :: struct { + __bitfield: u32; + /* + Colored: u32; /* 1 bits */ // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + Visible: u32; /* 1 bits */ // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + SourceIdx: u32; /* 4 bits */ // Index of source in parent font + Codepoint: u32; /* 26 bits */ // 0x0000..0x10FFFF; + */ + + AdvanceX: float; // Horizontal distance to advance cursor/layout position. + X0: float; // Glyph corners. Offsets from current cursor/layout position. + Y0: float; // Glyph corners. Offsets from current cursor/layout position. + X1: float; // Glyph corners. Offsets from current cursor/layout position. + Y1: float; // Glyph corners. Offsets from current cursor/layout position. + U0: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + V0: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + U1: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + V1: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + PackId: s32; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?) +} + +set_Colored :: (fields: *ImFontGlyph, value: bool) { + if value fields.__bitfield |= 1 << 0; + else fields.__bitfield &= ~cast(u32)(1 << 0); +} +get_Colored :: (fields: ImFontGlyph) -> bool { + return (fields.__bitfield & (1 << 0)) != 0; +} + +set_Visible :: (fields: *ImFontGlyph, value: bool) { + if value fields.__bitfield |= 1 << 1; + else fields.__bitfield &= ~cast(u32)(1 << 1); +} +get_Visible :: (fields: ImFontGlyph) -> bool { + return (fields.__bitfield & (1 << 1)) != 0; +} + +set_SourceIdx :: (fields: *ImFontGlyph, value: u32) { + MASK0: u32 : (0b1111 << 2); + fields.__bitfield = (fields.__bitfield & ~MASK0) | ((value << 2) & MASK0); +} +get_SourceIdx :: (fields: ImFontGlyph) -> u32 { + return ((fields.__bitfield & (0b1111 << 2)) >> 2); +} + +set_Codepoint :: (fields: *ImFontGlyph, value: u32) { + MASK0: u32 : (0b11_1111_1111_1111_1111_1111_1111 << 6); + fields.__bitfield = (fields.__bitfield & ~MASK0) | ((value << 6) & MASK0); +} +get_Codepoint :: (fields: ImFontGlyph) -> u32 { + return ((fields.__bitfield & (0b11_1111_1111_1111_1111_1111_1111 << 6)) >> 6); +} + + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +ImFontGlyphRangesBuilder :: struct { + UsedChars: ImVector(ImU32); // Store 1-bit per Unicode code point (0=unused, 1=used) + + AddText :: (this: *ImFontGlyphRangesBuilder, text: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui "_ZN24ImFontGlyphRangesBuilder7AddTextEPKcS1_"; + AddText :: (this: *ImFontGlyphRangesBuilder, text: string) #no_context { + AddText(this, text.data, text.data + text.count); + } + AddRanges :: (this: *ImFontGlyphRangesBuilder, ranges: *ImWchar) -> void #cpp_method #foreign imgui "_ZN24ImFontGlyphRangesBuilder9AddRangesEPKj"; + BuildRanges :: (this: *ImFontGlyphRangesBuilder, out_ranges: *ImVector(ImWchar)) -> void #cpp_method #foreign imgui "_ZN24ImFontGlyphRangesBuilder11BuildRangesEP8ImVectorIjE"; +} + +// An opaque identifier to a rectangle in the atlas. -1 when invalid. +// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it. +ImFontAtlasRectId :: s32; + +// Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef +// (this is in theory derived from ImTextureRect but we use separate structures for reasons) +ImFontAtlasRect :: struct { + x: u16; // Position (in current texture) + y: u16; // Position (in current texture) + w: u16; // Size + h: u16; // Size + uv0: ImVec2; // UV coordinates (in current texture) + uv1: ImVec2; // UV coordinates (in current texture) +} + +// Flags for ImFontAtlas build +ImFontAtlasFlags :: enum_flags u32 { + None :: 0x0; + NoPowerOfTwoHeight :: 0x1; + NoMouseCursors :: 0x2; + NoBakedLines :: 0x4; + + ImFontAtlasFlags_None :: None; + ImFontAtlasFlags_NoPowerOfTwoHeight :: NoPowerOfTwoHeight; + ImFontAtlasFlags_NoMouseCursors :: NoMouseCursors; + ImFontAtlasFlags_NoBakedLines :: NoBakedLines; +} + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you. +// It is the rendering backend responsibility to upload texture into your graphics API: +// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance. +// - Backend then set ImTextureData's TexID and BackendUserData. +// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details. +// Legacy path: +// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persists up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +ImFontAtlas :: struct { + Constructor :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlasC1Ev"; + Destructor_Base :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlasD2Ev"; + Destructor :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlasD1Ev"; + AddFont :: (this: *ImFontAtlas, font_cfg: *ImFontConfig) -> *ImFont #cpp_method #foreign imgui "_ZN11ImFontAtlas7AddFontEPK12ImFontConfig"; + AddFontDefault :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui "_ZN11ImFontAtlas14AddFontDefaultEPK12ImFontConfig"; + AddFontDefaultVector :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui "_ZN11ImFontAtlas20AddFontDefaultVectorEPK12ImFontConfig"; + AddFontDefaultBitmap :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui "_ZN11ImFontAtlas20AddFontDefaultBitmapEPK12ImFontConfig"; + AddFontFromFileTTF :: (this: *ImFontAtlas, filename: *u8, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui "_ZN11ImFontAtlas18AddFontFromFileTTFEPKcfPK12ImFontConfigPKj"; + AddFontFromMemoryTTF :: (this: *ImFontAtlas, font_data: *void, font_data_size: s32, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui "_ZN11ImFontAtlas20AddFontFromMemoryTTFEPvifPK12ImFontConfigPKj"; + AddFontFromMemoryCompressedTTF :: (this: *ImFontAtlas, compressed_font_data: *void, compressed_font_data_size: s32, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui "_ZN11ImFontAtlas30AddFontFromMemoryCompressedTTFEPKvifPK12ImFontConfigPKj"; + AddFontFromMemoryCompressedBase85TTF :: (this: *ImFontAtlas, compressed_font_data_base85: *u8, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui "_ZN11ImFontAtlas36AddFontFromMemoryCompressedBase85TTFEPKcfPK12ImFontConfigPKj"; + RemoveFont :: (this: *ImFontAtlas, font: *ImFont) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlas10RemoveFontEP6ImFont"; + + Clear :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlas5ClearEv"; + ClearFonts :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlas10ClearFontsEv"; + CompactCache :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlas12CompactCacheEv"; + SetFontLoader :: (this: *ImFontAtlas, font_loader: *ImFontLoader) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlas13SetFontLoaderEPK12ImFontLoader"; + + // As we are transitioning toward a new font system, we expect to obsolete those soon: + ClearInputData :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlas14ClearInputDataEv"; + ClearTexData :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlas12ClearTexDataEv"; + + // Legacy path for build atlas + retrieving pixel data. + // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // - The pitch is always = Width * BytesPerPixels (1 or 4) + // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste). + // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures: + // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed. + // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation. + Build :: (this: *ImFontAtlas) -> bool #cpp_method #foreign imgui "_ZN11ImFontAtlas5BuildEv"; + GetTexDataAsAlpha8 :: (this: *ImFontAtlas, out_pixels: **u8, out_width: *s32, out_height: *s32, out_bytes_per_pixel: *s32 = null) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlas18GetTexDataAsAlpha8EPPhPiS2_S2_"; + GetTexDataAsRGBA32 :: (this: *ImFontAtlas, out_pixels: **u8, out_width: *s32, out_height: *s32, out_bytes_per_pixel: *s32 = null) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlas18GetTexDataAsRGBA32EPPhPiS2_S2_"; + + // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures! + GetGlyphRangesDefault :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "_ZN11ImFontAtlas21GetGlyphRangesDefaultEv"; + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + GetGlyphRangesGreek :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "_ZN11ImFontAtlas19GetGlyphRangesGreekEv"; + GetGlyphRangesKorean :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "_ZN11ImFontAtlas20GetGlyphRangesKoreanEv"; + GetGlyphRangesJapanese :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "_ZN11ImFontAtlas22GetGlyphRangesJapaneseEv"; + GetGlyphRangesChineseFull :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "_ZN11ImFontAtlas25GetGlyphRangesChineseFullEv"; + GetGlyphRangesChineseSimplifiedCommon :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "_ZN11ImFontAtlas37GetGlyphRangesChineseSimplifiedCommonEv"; + GetGlyphRangesCyrillic :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "_ZN11ImFontAtlas22GetGlyphRangesCyrillicEv"; + GetGlyphRangesThai :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "_ZN11ImFontAtlas18GetGlyphRangesThaiEv"; + GetGlyphRangesVietnamese :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "_ZN11ImFontAtlas24GetGlyphRangesVietnameseEv"; + + // Register and retrieve custom rectangles + // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose. + // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call) + // - You can render your pixels into the texture right after calling the AddCustomRect() functions. + // - VERY IMPORTANT: + // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions. + // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect(). + // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time. + // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings. + // - (Pre-1.92 names) ------------> (1.92 names) + // - GetCustomRectByIndex() --> Use GetCustomRect() + // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields. + // - AddCustomRectRegular() --> Renamed to AddCustomRect() + // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig + // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect + AddCustomRect :: (this: *ImFontAtlas, width: s32, height: s32, out_r: *ImFontAtlasRect = null) -> ImFontAtlasRectId #cpp_method #foreign imgui "_ZN11ImFontAtlas13AddCustomRectEiiP15ImFontAtlasRect"; + RemoveCustomRect :: (this: *ImFontAtlas, id: ImFontAtlasRectId) -> void #cpp_method #foreign imgui "_ZN11ImFontAtlas16RemoveCustomRectEi"; + GetCustomRect :: (this: *ImFontAtlas, id: ImFontAtlasRectId, out_r: *ImFontAtlasRect) -> bool #cpp_method #foreign imgui "_ZNK11ImFontAtlas13GetCustomRectEiP15ImFontAtlasRect"; + + Flags: ImFontAtlasFlags; // Build flags (see ImFontAtlasFlags_) + TexDesiredFormat: ImTextureFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8). + TexGlyphPadding: s32; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + TexMinWidth: s32; // Minimum desired texture width. Must be a power of two. Default to 512. + TexMinHeight: s32; // Minimum desired texture height. Must be a power of two. Default to 128. + TexMaxWidth: s32; // Maximum desired texture width. Must be a power of two. Default to 8192. + TexMaxHeight: s32; // Maximum desired texture height. Must be a power of two. Default to 8192. + UserData: *void; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + struct { + TexRef: ImTextureRef; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. + + #overlay (TexRef) TexID: ImTextureRef; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. + } + + TexData: *ImTextureData; // Latest texture. + + TexList: ImVector(*ImTextureData); // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! + Locked: bool; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert. + RendererHasTextures: bool; // Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context. + TexIsBuilt: bool; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call. + TexPixelsUseColors: bool; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. + TexUvScale: ImVec2; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created. + TexUvWhitePixel: ImVec2; // Texture coordinates to a white pixel. May change as new texture gets created. + Fonts: ImVector(*ImFont); // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + Sources: ImVector(ImFontConfig); // Source/configuration data + TexUvLines: [33] ImVec4; // UVs for baked anti-aliased lines + TexNextUniqueID: s32; // Next value to be stored in TexData->UniqueID + FontNextUniqueID: s32; // Next value to be stored in ImFont->FontID + DrawListSharedDatas: ImVector(*ImDrawListSharedData); // List of users for this atlas. Typically one per Dear ImGui context. + Builder: *ImFontAtlasBuilder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding. + FontLoader: *ImFontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime. + FontLoaderName: *u8; // Font loader name (for display e.g. in About box) == FontLoader->Name + FontLoaderData: *void; // Font backend opaque storage + FontLoaderFlags: u32; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig). + RefCount: s32; // Number of contexts using this atlas + OwnerContext: *ImGuiContext; // Context which own the atlas will be in charge of updating and destroying it. + + TempRect: ImFontAtlasRect; // For old GetCustomRectByIndex() API + + AddCustomRectFontGlyph :: (this: *ImFontAtlas, font: *ImFont, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: *ImVec2) -> ImFontAtlasRectId #cpp_method #foreign imgui "_ZN11ImFontAtlas22AddCustomRectFontGlyphEP6ImFontjiifRK6ImVec2"; + AddCustomRectFontGlyph :: (this: *ImFontAtlas, font: *ImFont, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: ImVec2 = ImVec2.{0, 0}) -> ImFontAtlasRectId #no_context { + return AddCustomRectFontGlyph(this, font, codepoint, w, h, advance_x, *offset); + } + AddCustomRectFontGlyphForSize :: (this: *ImFontAtlas, font: *ImFont, font_size: float, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: *ImVec2) -> ImFontAtlasRectId #cpp_method #foreign imgui "_ZN11ImFontAtlas29AddCustomRectFontGlyphForSizeEP6ImFontfjiifRK6ImVec2"; + AddCustomRectFontGlyphForSize :: (this: *ImFontAtlas, font: *ImFont, font_size: float, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: ImVec2 = ImVec2.{0, 0}) -> ImFontAtlasRectId #no_context { + return AddCustomRectFontGlyphForSize(this, font, font_size, codepoint, w, h, advance_x, *offset); + } +} + +// Font runtime data for a given size +// Important: pointers to ImFontBaked are only valid for the current frame. +ImFontBaked :: struct { + IndexAdvanceX: ImVector(float); // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + FallbackAdvanceX: float; // 4 // out // FindGlyph(FallbackChar)->AdvanceX + Size: float; // 4 // in // Height of characters/line, set during loading (doesn't change after loading) + RasterizerDensity: float; // 4 // in // Density this is baked at + + IndexLookup: ImVector(ImU16); // 12-16 // out // Sparse. Index glyphs by Unicode code-point. + Glyphs: ImVector(ImFontGlyph); // 12-16 // out // All glyphs. + FallbackGlyphIndex: s32; // 4 // out // Index of FontFallbackChar + + Ascent: float; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + Descent: float; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + __bitfield: u32; + /* + MetricsTotalSurface: u32; /* 26 bits */ // 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + WantDestroy: u32; /* 1 bits */ // 0 // // Queued for destroy + LoadNoFallback: u32; /* 1 bits */ // 0 // // Disable loading fallback in lower-level calls. + LoadNoRenderOnLayout: u32; /* 1 bits */ // 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.; + */ + + LastUsedFrame: s32; // 4 // // Record of that time this was bounds + BakedId: ID; // 4 // // Unique ID for this baked storage + OwnerFont: *ImFont; // 4-8 // in // Parent font + FontLoaderDatas: *void; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. + + // Functions + Constructor :: (this: *ImFontBaked) -> void #cpp_method #foreign imgui "_ZN11ImFontBakedC1Ev"; + ClearOutputData :: (this: *ImFontBaked) -> void #cpp_method #foreign imgui "_ZN11ImFontBaked15ClearOutputDataEv"; + FindGlyph :: (this: *ImFontBaked, c: ImWchar) -> *ImFontGlyph #cpp_method #foreign imgui "_ZN11ImFontBaked9FindGlyphEj"; + FindGlyphNoFallback :: (this: *ImFontBaked, c: ImWchar) -> *ImFontGlyph #cpp_method #foreign imgui "_ZN11ImFontBaked19FindGlyphNoFallbackEj"; + GetCharAdvance :: (this: *ImFontBaked, c: ImWchar) -> float #cpp_method #foreign imgui "_ZN11ImFontBaked14GetCharAdvanceEj"; + IsGlyphLoaded :: (this: *ImFontBaked, c: ImWchar) -> bool #cpp_method #foreign imgui "_ZN11ImFontBaked13IsGlyphLoadedEj"; +} + +set_MetricsTotalSurface :: (fields: *ImFontBaked, value: u32) { + MASK0: u32 : 0b11_1111_1111_1111_1111_1111_1111; + fields.__bitfield = (fields.__bitfield & ~MASK0) | (value & MASK0); +} +get_MetricsTotalSurface :: (fields: ImFontBaked) -> u32 { + return (fields.__bitfield & 0b11_1111_1111_1111_1111_1111_1111); +} + +set_WantDestroy :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 26; + else fields.__bitfield &= ~cast(u32)(1 << 26); +} +get_WantDestroy :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 26)) != 0; +} + +set_LoadNoFallback :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 27; + else fields.__bitfield &= ~cast(u32)(1 << 27); +} +get_LoadNoFallback :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 27)) != 0; +} + +set_LoadNoRenderOnLayout :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 28; + else fields.__bitfield &= ~cast(u32)(1 << 28); +} +get_LoadNoRenderOnLayout :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 28)) != 0; +} + + +// Font flags +// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use) +ImFontFlags :: enum_flags u32 { + None :: 0x0; + NoLoadError :: 0x2; + NoLoadGlyphs :: 0x4; + LockBakedSizes :: 0x8; + ImplicitRefSize :: 0x10; + + ImFontFlags_None :: None; + ImFontFlags_NoLoadError :: NoLoadError; + ImFontFlags_NoLoadGlyphs :: NoLoadGlyphs; + ImFontFlags_LockBakedSizes :: LockBakedSizes; + ImFontFlags_ImplicitRefSize :: ImplicitRefSize; +} + +// Font runtime data and rendering +// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. +// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size. +// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. +// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). +ImFont :: struct { + LastBaked: *ImFontBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). + OwnerAtlas: *ImFontAtlas; // 4-8 // What we have been loaded into. + Flags: ImFontFlags; // 4 // Font flags. + CurrentRasterizerDensity: float; // Current rasterizer density. This is a varying state of the font. + + FontId: ID; // Unique identifier for the font + LegacySize: float; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size). + Sources: ImVector(*ImFontConfig); // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[] + EllipsisChar: ImWchar; // 2-4 // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake. + FallbackChar: ImWchar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') + Used8kPagesMap: [17] ImU8; // 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + EllipsisAutoBake: bool; // 1 // // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'. + RemapPairs: Storage; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty. + + Scale: float; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + + // Methods + Constructor :: (this: *ImFont) -> void #cpp_method #foreign imgui "_ZN6ImFontC1Ev"; + Destructor_Base :: (this: *ImFont) -> void #cpp_method #foreign imgui "_ZN6ImFontD2Ev"; + Destructor :: (this: *ImFont) -> void #cpp_method #foreign imgui "_ZN6ImFontD1Ev"; + IsGlyphInFont :: (this: *ImFont, c: ImWchar) -> bool #cpp_method #foreign imgui "_ZN6ImFont13IsGlyphInFontEj"; + + // [Internal] Don't use! + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + GetFontBaked :: (this: *ImFont, font_size: float, density: float = -1.0) -> *ImFontBaked #cpp_method #foreign imgui "_ZN6ImFont12GetFontBakedEff"; + CalcTextSizeA :: (this: *ImFont, size: float, max_width: float, wrap_width: float, text_begin: *u8, text_end: *u8 = null, out_remaining: **u8 = null) -> ImVec2 #cpp_method #foreign imgui "_ZN6ImFont13CalcTextSizeAEfffPKcS1_PS1_"; + CalcTextSizeA :: (this: *ImFont, size: float, max_width: float, wrap_width: float, text: string, out_remaining: **u8 = null) -> ImVec2 #no_context { + return CalcTextSizeA(this, size, max_width, wrap_width, text.data, text.data + text.count, out_remaining); + } + CalcWordWrapPosition :: (this: *ImFont, size: float, text: *u8, text_end: *u8, wrap_width: float) -> *u8 #cpp_method #foreign imgui "_ZN6ImFont20CalcWordWrapPositionEfPKcS1_f"; + CalcWordWrapPosition :: (this: *ImFont, size: float, text: string, wrap_width: float) -> *u8 #no_context { + return CalcWordWrapPosition(this, size, text.data, text.data + text.count, wrap_width); + } + RenderChar :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: *ImVec2, col: ImU32, c: ImWchar, cpu_fine_clip: *ImVec4 = null) -> void #cpp_method #foreign imgui "_ZN6ImFont10RenderCharEP10ImDrawListfRK6ImVec2jjPK6ImVec4"; + RenderChar :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: ImVec2, col: ImU32, c: ImWchar, cpu_fine_clip: *ImVec4 = null) #no_context { + RenderChar(this, draw_list, size, *pos, col, c, cpu_fine_clip); + } + RenderText :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: *ImVec2, col: ImU32, clip_rect: *ImVec4, text_begin: *u8, text_end: *u8, wrap_width: float = 0.0, flags: ImDrawTextFlags = 0) -> void #cpp_method #foreign imgui "_ZN6ImFont10RenderTextEP10ImDrawListfRK6ImVec2jRK6ImVec4PKcS9_fi"; + RenderText :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: ImVec2, col: ImU32, clip_rect: ImVec4, text: string, wrap_width: float = 0.0, flags: ImDrawTextFlags = 0) #no_context { + RenderText(this, draw_list, size, *pos, col, *clip_rect, text.data, text.data + text.count, wrap_width, flags); + } + + // [Internal] Don't use! + ClearOutputData :: (this: *ImFont) -> void #cpp_method #foreign imgui "_ZN6ImFont15ClearOutputDataEv"; + AddRemapChar :: (this: *ImFont, from_codepoint: ImWchar, to_codepoint: ImWchar) -> void #cpp_method #foreign imgui "_ZN6ImFont12AddRemapCharEjj"; + IsGlyphRangeUnused :: (this: *ImFont, c_begin: u32, c_last: u32) -> bool #cpp_method #foreign imgui "_ZN6ImFont18IsGlyphRangeUnusedEjj"; +} + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +ViewportFlags :: enum_flags u32 { + None :: 0x0; + IsPlatformWindow :: 0x1; + IsPlatformMonitor :: 0x2; + OwnedByApp :: 0x4; + NoDecoration :: 0x8; + NoTaskBarIcon :: 0x10; + NoFocusOnAppearing :: 0x20; + NoFocusOnClick :: 0x40; + NoInputs :: 0x80; + NoRendererClear :: 0x100; + NoAutoMerge :: 0x200; + TopMost :: 0x400; + CanHostOtherWindows :: 0x800; + + IsMinimized :: 0x1000; + IsFocused :: 0x2000; + + ImGuiViewportFlags_None :: None; + ImGuiViewportFlags_IsPlatformWindow :: IsPlatformWindow; + ImGuiViewportFlags_IsPlatformMonitor :: IsPlatformMonitor; + ImGuiViewportFlags_OwnedByApp :: OwnedByApp; + ImGuiViewportFlags_NoDecoration :: NoDecoration; + ImGuiViewportFlags_NoTaskBarIcon :: NoTaskBarIcon; + ImGuiViewportFlags_NoFocusOnAppearing :: NoFocusOnAppearing; + ImGuiViewportFlags_NoFocusOnClick :: NoFocusOnClick; + ImGuiViewportFlags_NoInputs :: NoInputs; + ImGuiViewportFlags_NoRendererClear :: NoRendererClear; + ImGuiViewportFlags_NoAutoMerge :: NoAutoMerge; + ImGuiViewportFlags_TopMost :: TopMost; + ImGuiViewportFlags_CanHostOtherWindows :: CanHostOtherWindows; + + ImGuiViewportFlags_IsMinimized :: IsMinimized; + ImGuiViewportFlags_IsFocused :: IsFocused; +} + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +Viewport :: struct { + ID_: ID; // Unique identifier for the viewport + Flags: ViewportFlags; // See ImGuiViewportFlags_ + Pos: ImVec2; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + Size: ImVec2; // Main Area: Size of the viewport. + FramebufferScale: ImVec2; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. + WorkPos: ImVec2; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + WorkSize: ImVec2; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + DpiScale: float; // 1.0f = 96 DPI = No extra scale. + ParentViewportId: ID; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ParentViewport: *Viewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent. + DrawData: *ImDrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + RendererUserData: *void; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + PlatformUserData: *void; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + PlatformIconData: *void; // void* to hold custom data structure for the OS / platform to specify an icon. Currently unused for exposed to allow experiments. + PlatformHandle: *void; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle(). + PlatformHandleRaw: *void; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms). + PlatformWindowCreated: bool; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + PlatformRequestMove: bool; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + PlatformRequestResize: bool; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + PlatformRequestClose: bool; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + GetDebugName :: (this: *Viewport) -> *u8 #cpp_method #foreign imgui "_ZNK13ImGuiViewport12GetDebugNameEv"; +} + +// Access via ImGui::GetPlatformIO() +PlatformIO :: struct { + Constructor :: (this: *PlatformIO) -> void #cpp_method #foreign imgui "_ZN15ImGuiPlatformIOC1Ev"; + + Platform_GetClipboardTextFn: #type (ctx: *ImGuiContext) -> *u8 #c_call; // Should return NULL on failure (e.g. clipboard data is not text). + Platform_SetClipboardTextFn: #type (ctx: *ImGuiContext, text: *u8) -> void #c_call; + Platform_ClipboardUserData: *void; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true) + Platform_OpenInShellFn: #type (ctx: *ImGuiContext, path: *u8) -> bool #c_call; + Platform_OpenInShellUserData: *void; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + Platform_SetImeDataFn: #type (ctx: *ImGuiContext, viewport: *Viewport, data: *PlatformImeData) -> void #c_call; + Platform_ImeUserData: *void; + + Platform_LocaleDecimalPoint: ImWchar; // '.' + + // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known. + Renderer_TextureMaxWidth: s32; + Renderer_TextureMaxHeight: s32; + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + Renderer_RenderState: *void; + + DrawCallback_ResetRenderState: ImDrawCallback; // Request to reset the graphics/render state. + DrawCallback_SetSamplerLinear: ImDrawCallback; // Request backend to set texture sampling to Linear. + DrawCallback_SetSamplerNearest: ImDrawCallback; // Request backend to set texture sampling to Nearest/Point. + + Platform_CreateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Create a new platform window for the given viewport + Platform_DestroyWindow: #type (vp: *Viewport) -> void #c_call; // N . U . D // + Platform_ShowWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + Platform_SetWindowPos: #type (vp: *Viewport, pos: ImVec2) -> void #c_call; // . . U . . // Set platform window position (given the upper-left corner of client area) + Platform_GetWindowPos: #type (vp: *Viewport) -> ImVec2 #c_call; // N . . . . // + Platform_SetWindowSize: #type (vp: *Viewport, size: ImVec2) -> void #c_call; // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + Platform_GetWindowSize: #type (vp: *Viewport) -> ImVec2 #c_call; // N . . . . // Get platform window client area size + Platform_GetWindowFramebufferScale: #type (vp: *Viewport) -> ImVec2 #c_call; // N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES. + Platform_SetWindowFocus: #type (vp: *Viewport) -> void #c_call; // N . . . . // Move window to front and set input focus + Platform_GetWindowFocus: #type (vp: *Viewport) -> bool #c_call; // . . U . . // + Platform_GetWindowMinimized: #type (vp: *Viewport) -> bool #c_call; // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + Platform_SetWindowTitle: #type (vp: *Viewport, str: *u8) -> void #c_call; // . . U . . // Set platform window title (given an UTF-8 string) + Platform_SetWindowAlpha: #type (vp: *Viewport, alpha: float) -> void #c_call; // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + Platform_UpdateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + Platform_RenderWindow: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Platform_SwapBuffers: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Platform_GetWindowDpiScale: #type (vp: *Viewport) -> float #c_call; // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + Platform_OnChangedViewport: #type (vp: *Viewport) -> void #c_call; // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + Platform_GetWindowWorkAreaInsets: #type (vp: *Viewport) -> ImVec4 #c_call; // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + Platform_CreateVkSurface: #type (vp: *Viewport, vk_inst: ImU64, vk_allocators: *void, out_vk_surface: *ImU64) -> s32 #c_call; // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + Renderer_CreateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + Renderer_DestroyWindow: #type (vp: *Viewport) -> void #c_call; // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + Renderer_SetWindowSize: #type (vp: *Viewport, size: ImVec2) -> void #c_call; // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + Renderer_RenderWindow: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Renderer_SwapBuffers: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + Monitors: ImVector(PlatformMonitor); + + Textures: ImVector(*ImTextureData); // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. + + Viewports: ImVector(*Viewport); // Main viewports, followed by all secondary viewports. + + //------------------------------------------------------------------ + // Functions + //------------------------------------------------------------------ + ClearPlatformHandlers :: (this: *PlatformIO) -> void #cpp_method #foreign imgui "_ZN15ImGuiPlatformIO21ClearPlatformHandlersEv"; + ClearRendererHandlers :: (this: *PlatformIO) -> void #cpp_method #foreign imgui "_ZN15ImGuiPlatformIO21ClearRendererHandlersEv"; +} + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +PlatformMonitor :: struct { + MainPos: ImVec2; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + MainSize: ImVec2; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + WorkPos: ImVec2; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + WorkSize: ImVec2; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + DpiScale: float; // 1.0f = 96 DPI + PlatformHandle: *void; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) +} + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). +PlatformImeData :: struct { + WantVisible: bool; // A widget wants the IME to be visible. + WantTextInput: bool; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput. + InputPos: ImVec2; // Position of input cursor (for IME). + InputLineHeight: float; // Line height (for IME). + ViewportId: ID; // ID of platform window/viewport. +} + +//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect +// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y +// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h +// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() +// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api. +ImFontAtlasCustomRect :: ImFontAtlasRect; + +#scope_file + +#import "Basic"; // For print_to_builder + + +#if OS == .MACOS imgui :: #library,no_dll "macos/ImGui"; +#if OS == .LINUX imgui :: #library,no_dll "linux/ImGui"; + diff --git a/modules/imgui-sdl/windows/ImGui.lib b/modules/imgui-sdl/windows/ImGui.lib new file mode 100644 index 0000000..b0e3892 Binary files /dev/null and b/modules/imgui-sdl/windows/ImGui.lib differ diff --git a/modules/imgui-sdl/windows/ImGui.static.lib b/modules/imgui-sdl/windows/ImGui.static.lib new file mode 100644 index 0000000..e789033 Binary files /dev/null and b/modules/imgui-sdl/windows/ImGui.static.lib differ diff --git a/modules/imgui-sdl/windows/windows.jai b/modules/imgui-sdl/windows/windows.jai new file mode 100644 index 0000000..9c6520e --- /dev/null +++ b/modules/imgui-sdl/windows/windows.jai @@ -0,0 +1,4527 @@ +// +// This file was auto-generated using the following command: +// +// jai generate.jai - compile +// + + + +IMGUI_USE_WCHAR32 :: 1; +IMGUI_VERSION :: "1.92.9 WIP"; +IMGUI_VERSION_NUM :: 19281; + +ImTextureID_Invalid :: cast(ImTextureID) 0; + +IMGUI_PAYLOAD_TYPE_COLOR_3F :: "_COL3F"; +IMGUI_PAYLOAD_TYPE_COLOR_4F :: "_COL4F"; + +IM_UNICODE_CODEPOINT_INVALID :: 0xFFFD; + +IM_UNICODE_CODEPOINT_MAX :: 0x10FFFF; + +IM_COL32_R_SHIFT :: 0; +IM_COL32_G_SHIFT :: 8; +IM_COL32_B_SHIFT :: 16; +IM_COL32_A_SHIFT :: 24; +IM_COL32_A_MASK :: 0xFF000000; + +IM_DRAWLIST_TEX_LINES_WIDTH_MAX :: 32; + +ImFontAtlasRectId_Invalid :: -1; + +// Scalar data types +ID :: u32; +ImS8 :: s8; +ImU8 :: u8; +ImS16 :: s16; +ImU16 :: u16; +ImS32 :: s32; +ImU32 :: u32; +ImS64 :: s64; +ImU64 :: u64; + +ImDrawListSharedData :: struct {} + +ImFontAtlasBuilder :: struct {} + +ImFontLoader :: struct {} + +// Forward declarations: ImGui layer +ImGuiContext :: struct {} + +// Enumerations +// - We don't use strongly typed enums much because they add constraints (can't extend in private code, can't store typed in bit fields, extra casting on iteration) +// - Tip: Use your programming IDE navigation facilities on the names in the _central column_ below to find the actual flags/enum lists! +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +Dir :: enum s32 { + None :: -1; + Left :: 0; + Right :: 1; + Up :: 2; + Down :: 3; + COUNT :: 4; + + ImGuiDir_None :: None; + ImGuiDir_Left :: Left; + ImGuiDir_Right :: Right; + ImGuiDir_Up :: Up; + ImGuiDir_Down :: Down; + ImGuiDir_COUNT :: COUNT; +} + +// A key identifier (ImGuiKey_XXX or ImGuiMod_XXX value): can represent Keyboard, Mouse and Gamepad values. +// All our named keys are >= 512. Keys value 0 to 511 are left unused and were legacy native/opaque key values (< 1.87). +// Support for legacy keys was completely removed in 1.91.5. +// Read details about the 1.87+ transition : https://github.com/ocornut/imgui/issues/4921 +// Note that "Keys" related to physical keys and are not the same concept as input "Characters", the latter are submitted via io.AddInputCharacter(). +// The keyboard key enum values are named after the keys on a standard US keyboard, and on other keyboard types the keys reported may not match the keycaps. +Key :: enum s32 { + None :: 0; + NamedKey_BEGIN :: 512; + + Tab :: 512; + LeftArrow :: 513; + RightArrow :: 514; + UpArrow :: 515; + DownArrow :: 516; + PageUp :: 517; + PageDown :: 518; + Home :: 519; + End :: 520; + Insert :: 521; + Delete :: 522; + Backspace :: 523; + Space :: 524; + Enter :: 525; + Escape :: 526; + LeftCtrl :: 527; + LeftShift :: 528; + LeftAlt :: 529; + LeftSuper :: 530; + RightCtrl :: 531; + RightShift :: 532; + RightAlt :: 533; + RightSuper :: 534; + Menu :: 535; + _0 :: 536; + _1 :: 537; + _2 :: 538; + _3 :: 539; + _4 :: 540; + _5 :: 541; + _6 :: 542; + _7 :: 543; + _8 :: 544; + _9 :: 545; + A :: 546; + B :: 547; + C :: 548; + D :: 549; + E :: 550; + F :: 551; + G :: 552; + H :: 553; + I :: 554; + J :: 555; + K :: 556; + L :: 557; + M :: 558; + N :: 559; + O :: 560; + P :: 561; + Q :: 562; + R :: 563; + S :: 564; + T :: 565; + U :: 566; + V :: 567; + W :: 568; + X :: 569; + Y :: 570; + Z :: 571; + F1 :: 572; + F2 :: 573; + F3 :: 574; + F4 :: 575; + F5 :: 576; + F6 :: 577; + F7 :: 578; + F8 :: 579; + F9 :: 580; + F10 :: 581; + F11 :: 582; + F12 :: 583; + F13 :: 584; + F14 :: 585; + F15 :: 586; + F16 :: 587; + F17 :: 588; + F18 :: 589; + F19 :: 590; + F20 :: 591; + F21 :: 592; + F22 :: 593; + F23 :: 594; + F24 :: 595; + Apostrophe :: 596; + Comma :: 597; + Minus :: 598; + Period :: 599; + Slash :: 600; + Semicolon :: 601; + Equal :: 602; + LeftBracket :: 603; + Backslash :: 604; + RightBracket :: 605; + GraveAccent :: 606; + CapsLock :: 607; + ScrollLock :: 608; + NumLock :: 609; + PrintScreen :: 610; + Pause :: 611; + Keypad0 :: 612; + Keypad1 :: 613; + Keypad2 :: 614; + Keypad3 :: 615; + Keypad4 :: 616; + Keypad5 :: 617; + Keypad6 :: 618; + Keypad7 :: 619; + Keypad8 :: 620; + Keypad9 :: 621; + KeypadDecimal :: 622; + KeypadDivide :: 623; + KeypadMultiply :: 624; + KeypadSubtract :: 625; + KeypadAdd :: 626; + KeypadEnter :: 627; + KeypadEqual :: 628; + AppBack :: 629; + AppForward :: 630; + Oem102 :: 631; + + GamepadStart :: 632; + GamepadBack :: 633; + GamepadFaceLeft :: 634; + GamepadFaceRight :: 635; + GamepadFaceUp :: 636; + GamepadFaceDown :: 637; + GamepadDpadLeft :: 638; + GamepadDpadRight :: 639; + GamepadDpadUp :: 640; + GamepadDpadDown :: 641; + GamepadL1 :: 642; + GamepadR1 :: 643; + GamepadL2 :: 644; + GamepadR2 :: 645; + GamepadL3 :: 646; + GamepadR3 :: 647; + GamepadLStickLeft :: 648; + GamepadLStickRight :: 649; + GamepadLStickUp :: 650; + GamepadLStickDown :: 651; + GamepadRStickLeft :: 652; + GamepadRStickRight :: 653; + GamepadRStickUp :: 654; + GamepadRStickDown :: 655; + + MouseLeft :: 656; + MouseRight :: 657; + MouseMiddle :: 658; + MouseX1 :: 659; + MouseX2 :: 660; + MouseWheelX :: 661; + MouseWheelY :: 662; + + ReservedForModCtrl :: 663; + ReservedForModShift :: 664; + ReservedForModAlt :: 665; + ReservedForModSuper :: 666; + + NamedKey_END :: 667; + NamedKey_COUNT :: 155; + + Mod_None :: 0; + Mod_Ctrl :: 4096; + Mod_Shift :: 8192; + Mod_Alt :: 16384; + Mod_Super :: 32768; + Mod_Mask_ :: 61440; + + COUNT :: 667; + Mod_Shortcut :: 4096; + + ImGuiKey_None :: None; + ImGuiKey_NamedKey_BEGIN :: NamedKey_BEGIN; + + ImGuiKey_Tab :: Tab; + ImGuiKey_LeftArrow :: LeftArrow; + ImGuiKey_RightArrow :: RightArrow; + ImGuiKey_UpArrow :: UpArrow; + ImGuiKey_DownArrow :: DownArrow; + ImGuiKey_PageUp :: PageUp; + ImGuiKey_PageDown :: PageDown; + ImGuiKey_Home :: Home; + ImGuiKey_End :: End; + ImGuiKey_Insert :: Insert; + ImGuiKey_Delete :: Delete; + ImGuiKey_Backspace :: Backspace; + ImGuiKey_Space :: Space; + ImGuiKey_Enter :: Enter; + ImGuiKey_Escape :: Escape; + ImGuiKey_LeftCtrl :: LeftCtrl; + ImGuiKey_LeftShift :: LeftShift; + ImGuiKey_LeftAlt :: LeftAlt; + ImGuiKey_LeftSuper :: LeftSuper; + ImGuiKey_RightCtrl :: RightCtrl; + ImGuiKey_RightShift :: RightShift; + ImGuiKey_RightAlt :: RightAlt; + ImGuiKey_RightSuper :: RightSuper; + ImGuiKey_Menu :: Menu; + ImGuiKey_0 :: _0; + ImGuiKey_1 :: _1; + ImGuiKey_2 :: _2; + ImGuiKey_3 :: _3; + ImGuiKey_4 :: _4; + ImGuiKey_5 :: _5; + ImGuiKey_6 :: _6; + ImGuiKey_7 :: _7; + ImGuiKey_8 :: _8; + ImGuiKey_9 :: _9; + ImGuiKey_A :: A; + ImGuiKey_B :: B; + ImGuiKey_C :: C; + ImGuiKey_D :: D; + ImGuiKey_E :: E; + ImGuiKey_F :: F; + ImGuiKey_G :: G; + ImGuiKey_H :: H; + ImGuiKey_I :: I; + ImGuiKey_J :: J; + ImGuiKey_K :: K; + ImGuiKey_L :: L; + ImGuiKey_M :: M; + ImGuiKey_N :: N; + ImGuiKey_O :: O; + ImGuiKey_P :: P; + ImGuiKey_Q :: Q; + ImGuiKey_R :: R; + ImGuiKey_S :: S; + ImGuiKey_T :: T; + ImGuiKey_U :: U; + ImGuiKey_V :: V; + ImGuiKey_W :: W; + ImGuiKey_X :: X; + ImGuiKey_Y :: Y; + ImGuiKey_Z :: Z; + ImGuiKey_F1 :: F1; + ImGuiKey_F2 :: F2; + ImGuiKey_F3 :: F3; + ImGuiKey_F4 :: F4; + ImGuiKey_F5 :: F5; + ImGuiKey_F6 :: F6; + ImGuiKey_F7 :: F7; + ImGuiKey_F8 :: F8; + ImGuiKey_F9 :: F9; + ImGuiKey_F10 :: F10; + ImGuiKey_F11 :: F11; + ImGuiKey_F12 :: F12; + ImGuiKey_F13 :: F13; + ImGuiKey_F14 :: F14; + ImGuiKey_F15 :: F15; + ImGuiKey_F16 :: F16; + ImGuiKey_F17 :: F17; + ImGuiKey_F18 :: F18; + ImGuiKey_F19 :: F19; + ImGuiKey_F20 :: F20; + ImGuiKey_F21 :: F21; + ImGuiKey_F22 :: F22; + ImGuiKey_F23 :: F23; + ImGuiKey_F24 :: F24; + ImGuiKey_Apostrophe :: Apostrophe; + ImGuiKey_Comma :: Comma; + ImGuiKey_Minus :: Minus; + ImGuiKey_Period :: Period; + ImGuiKey_Slash :: Slash; + ImGuiKey_Semicolon :: Semicolon; + ImGuiKey_Equal :: Equal; + ImGuiKey_LeftBracket :: LeftBracket; + ImGuiKey_Backslash :: Backslash; + ImGuiKey_RightBracket :: RightBracket; + ImGuiKey_GraveAccent :: GraveAccent; + ImGuiKey_CapsLock :: CapsLock; + ImGuiKey_ScrollLock :: ScrollLock; + ImGuiKey_NumLock :: NumLock; + ImGuiKey_PrintScreen :: PrintScreen; + ImGuiKey_Pause :: Pause; + ImGuiKey_Keypad0 :: Keypad0; + ImGuiKey_Keypad1 :: Keypad1; + ImGuiKey_Keypad2 :: Keypad2; + ImGuiKey_Keypad3 :: Keypad3; + ImGuiKey_Keypad4 :: Keypad4; + ImGuiKey_Keypad5 :: Keypad5; + ImGuiKey_Keypad6 :: Keypad6; + ImGuiKey_Keypad7 :: Keypad7; + ImGuiKey_Keypad8 :: Keypad8; + ImGuiKey_Keypad9 :: Keypad9; + ImGuiKey_KeypadDecimal :: KeypadDecimal; + ImGuiKey_KeypadDivide :: KeypadDivide; + ImGuiKey_KeypadMultiply :: KeypadMultiply; + ImGuiKey_KeypadSubtract :: KeypadSubtract; + ImGuiKey_KeypadAdd :: KeypadAdd; + ImGuiKey_KeypadEnter :: KeypadEnter; + ImGuiKey_KeypadEqual :: KeypadEqual; + ImGuiKey_AppBack :: AppBack; + ImGuiKey_AppForward :: AppForward; + ImGuiKey_Oem102 :: Oem102; + + ImGuiKey_GamepadStart :: GamepadStart; + ImGuiKey_GamepadBack :: GamepadBack; + ImGuiKey_GamepadFaceLeft :: GamepadFaceLeft; + ImGuiKey_GamepadFaceRight :: GamepadFaceRight; + ImGuiKey_GamepadFaceUp :: GamepadFaceUp; + ImGuiKey_GamepadFaceDown :: GamepadFaceDown; + ImGuiKey_GamepadDpadLeft :: GamepadDpadLeft; + ImGuiKey_GamepadDpadRight :: GamepadDpadRight; + ImGuiKey_GamepadDpadUp :: GamepadDpadUp; + ImGuiKey_GamepadDpadDown :: GamepadDpadDown; + ImGuiKey_GamepadL1 :: GamepadL1; + ImGuiKey_GamepadR1 :: GamepadR1; + ImGuiKey_GamepadL2 :: GamepadL2; + ImGuiKey_GamepadR2 :: GamepadR2; + ImGuiKey_GamepadL3 :: GamepadL3; + ImGuiKey_GamepadR3 :: GamepadR3; + ImGuiKey_GamepadLStickLeft :: GamepadLStickLeft; + ImGuiKey_GamepadLStickRight :: GamepadLStickRight; + ImGuiKey_GamepadLStickUp :: GamepadLStickUp; + ImGuiKey_GamepadLStickDown :: GamepadLStickDown; + ImGuiKey_GamepadRStickLeft :: GamepadRStickLeft; + ImGuiKey_GamepadRStickRight :: GamepadRStickRight; + ImGuiKey_GamepadRStickUp :: GamepadRStickUp; + ImGuiKey_GamepadRStickDown :: GamepadRStickDown; + + ImGuiKey_MouseLeft :: MouseLeft; + ImGuiKey_MouseRight :: MouseRight; + ImGuiKey_MouseMiddle :: MouseMiddle; + ImGuiKey_MouseX1 :: MouseX1; + ImGuiKey_MouseX2 :: MouseX2; + ImGuiKey_MouseWheelX :: MouseWheelX; + ImGuiKey_MouseWheelY :: MouseWheelY; + + ImGuiKey_ReservedForModCtrl :: ReservedForModCtrl; + ImGuiKey_ReservedForModShift :: ReservedForModShift; + ImGuiKey_ReservedForModAlt :: ReservedForModAlt; + ImGuiKey_ReservedForModSuper :: ReservedForModSuper; + + ImGuiKey_NamedKey_END :: NamedKey_END; + ImGuiKey_NamedKey_COUNT :: NamedKey_COUNT; + + ImGuiMod_None :: Mod_None; + ImGuiMod_Ctrl :: Mod_Ctrl; + ImGuiMod_Shift :: Mod_Shift; + ImGuiMod_Alt :: Mod_Alt; + ImGuiMod_Super :: Mod_Super; + ImGuiMod_Mask_ :: Mod_Mask_; + + ImGuiKey_COUNT :: COUNT; + ImGuiMod_Shortcut :: Mod_Shortcut; +} + +// Enumeration for AddMouseSourceEvent() actual source of Mouse Input data. +// Historically we use "Mouse" terminology everywhere to indicate pointer data, e.g. MousePos, IsMousePressed(), io.AddMousePosEvent() +// But that "Mouse" data can come from different source which occasionally may be useful for application to know about. +// You can submit a change of pointer type using io.AddMouseSourceEvent(). +MouseSource :: enum s32 { + Mouse :: 0; + TouchScreen :: 1; + Pen :: 2; + COUNT :: 3; + + ImGuiMouseSource_Mouse :: Mouse; + ImGuiMouseSource_TouchScreen :: TouchScreen; + ImGuiMouseSource_Pen :: Pen; + ImGuiMouseSource_COUNT :: COUNT; +} + +// A sorting direction +SortDirection :: enum ImU8 { + None :: 0; + Ascending :: 1; + Descending :: 2; + + ImGuiSortDirection_None :: None; + ImGuiSortDirection_Ascending :: Ascending; + ImGuiSortDirection_Descending :: Descending; +} + +ImDrawTextFlags :: s32; + +KeyChord :: s32; + +// Character types +// (we generally use UTF-8 encoded string in the API. This is storage specifically for a decoded character used for keyboard input and display) +ImWchar32 :: u32; +ImWchar16 :: u16; + +ImWchar :: ImWchar32; + +// Multi-Selection item index or identifier when using BeginMultiSelect() +// - Used by SetNextItemSelectionUserData() + and inside ImGuiMultiSelectIO structure. +// - Most users are likely to use this store an item INDEX but this may be used to store a POINTER/ID as well. Read comments near ImGuiMultiSelectIO for details. +SelectionUserData :: ImS64; + +// Callback and functions types +InputTextCallback :: #type (data: *InputTextCallbackData) -> s32 #c_call; +SizeCallback :: #type (data: *SizeCallbackData) -> void #c_call; +MemAllocFunc :: #type (sz: u64, user_data: *void) -> *void #c_call; +MemFreeFunc :: #type (ptr: *void, user_data: *void) -> void #c_call; + +ImTextureID :: ImU64; + +// ImTextureRef = higher-level identifier for a texture. Store a ImTextureID _or_ a ImTextureData*. +// The identifier is valid even before the texture has been uploaded to the GPU/graphics system. +// This is what gets passed to functions such as `ImGui::Image()`, `ImDrawList::AddImage()`. +// This is what gets stored in draw commands (`ImDrawCmd`) to identify a texture during rendering. +// - When a texture is created by user code (e.g. custom images), we directly store the low-level ImTextureID. +// Because of this, when displaying your own texture you are likely to ever only manage ImTextureID values on your side. +// - When a texture is created by the backend, we stores a ImTextureData* which becomes an indirection +// to extract the ImTextureID value during rendering, after texture upload has happened. +// - To create a ImTextureRef from a ImTextureData you can use ImTextureData::GetTexRef(). +// We intentionally do not provide an ImTextureRef constructor for this: we don't expect this +// to be frequently useful to the end-user, and it would be erroneously called by many legacy code. +// - If you want to bind the current atlas when using custom rectangle, you can use io.Fonts->TexRef. +// - Binding generators for languages such as C (which don't have constructors), should provide a helper, e.g. +// inline ImTextureRef ImTextureRefFromID(ImTextureID tex_id) { ImTextureRef tex_ref = { ._TexData = NULL, .TexID = tex_id }; return tex_ref; } +// In 1.92 we changed most drawing functions using ImTextureID to use ImTextureRef. +// We intentionally do not provide an implicit ImTextureRef -> ImTextureID cast operator because it is technically lossy to convert ImTextureRef to ImTextureID before rendering. +ImTextureRef :: struct { + _TexData: *ImTextureData; // A texture, generally owned by a ImFontAtlas. Will convert to ImTextureID during render loop, after texture has been uploaded. + _TexID: ImTextureID; // _OR_ Low-level backend texture identifier, if already uploaded or created by user/app. Generally provided to e.g. ImGui::Image() calls. +} + +// Context creation and access +// - Each context create its own ImFontAtlas by default. You may instance one yourself and pass it to CreateContext() to share a font atlas between contexts. +// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for details. +CreateContext :: (shared_font_atlas: *ImFontAtlas = null) -> *ImGuiContext #foreign imgui "?CreateContext@ImGui@@YAPEAUImGuiContext@@PEAUImFontAtlas@@@Z"; +DestroyContext :: (ctx: *ImGuiContext = null) -> void #foreign imgui "?DestroyContext@ImGui@@YAXPEAUImGuiContext@@@Z"; +GetCurrentContext :: () -> *ImGuiContext #foreign imgui "?GetCurrentContext@ImGui@@YAPEAUImGuiContext@@XZ"; +SetCurrentContext :: (ctx: *ImGuiContext) -> void #foreign imgui "?SetCurrentContext@ImGui@@YAXPEAUImGuiContext@@@Z"; + +// Main +GetIO :: () -> *IO #foreign imgui "?GetIO@ImGui@@YAAEAUImGuiIO@@XZ"; +GetPlatformIO :: () -> *PlatformIO #foreign imgui "?GetPlatformIO@ImGui@@YAAEAUImGuiPlatformIO@@XZ"; +GetStyle :: () -> *Style #foreign imgui "?GetStyle@ImGui@@YAAEAUImGuiStyle@@XZ"; +NewFrame :: () -> void #foreign imgui "?NewFrame@ImGui@@YAXXZ"; +EndFrame :: () -> void #foreign imgui "?EndFrame@ImGui@@YAXXZ"; +Render :: () -> void #foreign imgui "?Render@ImGui@@YAXXZ"; +GetDrawData :: () -> *ImDrawData #foreign imgui "?GetDrawData@ImGui@@YAPEAUImDrawData@@XZ"; + +// Demo, Debug, Information +ShowDemoWindow :: (p_open: *bool = null) -> void #foreign imgui "?ShowDemoWindow@ImGui@@YAXPEA_N@Z"; +ShowMetricsWindow :: (p_open: *bool = null) -> void #foreign imgui "?ShowMetricsWindow@ImGui@@YAXPEA_N@Z"; +ShowDebugLogWindow :: (p_open: *bool = null) -> void #foreign imgui "?ShowDebugLogWindow@ImGui@@YAXPEA_N@Z"; +ShowIDStackToolWindow :: (p_open: *bool = null) -> void #foreign imgui "?ShowIDStackToolWindow@ImGui@@YAXPEA_N@Z"; +ShowAboutWindow :: (p_open: *bool = null) -> void #foreign imgui "?ShowAboutWindow@ImGui@@YAXPEA_N@Z"; +ShowStyleEditor :: (ref: *Style = null) -> void #foreign imgui "?ShowStyleEditor@ImGui@@YAXPEAUImGuiStyle@@@Z"; +ShowStyleSelector :: (label: *u8) -> bool #foreign imgui "?ShowStyleSelector@ImGui@@YA_NPEBD@Z"; +ShowFontSelector :: (label: *u8) -> void #foreign imgui "?ShowFontSelector@ImGui@@YAXPEBD@Z"; +ShowUserGuide :: () -> void #foreign imgui "?ShowUserGuide@ImGui@@YAXXZ"; +GetVersion :: () -> *u8 #foreign imgui "?GetVersion@ImGui@@YAPEBDXZ"; + +// Styles +StyleColorsDark :: (dst: *Style = null) -> void #foreign imgui "?StyleColorsDark@ImGui@@YAXPEAUImGuiStyle@@@Z"; +StyleColorsLight :: (dst: *Style = null) -> void #foreign imgui "?StyleColorsLight@ImGui@@YAXPEAUImGuiStyle@@@Z"; +StyleColorsClassic :: (dst: *Style = null) -> void #foreign imgui "?StyleColorsClassic@ImGui@@YAXPEAUImGuiStyle@@@Z"; + +// Windows +// - Begin() = push window to the stack and start appending to it. End() = pop window from the stack. +// - Passing 'bool* p_open != NULL' shows a window-closing widget in the upper-right corner of the window, +// which clicking will set the boolean to false when clicked. +// - You may append multiple times to the same window during the same frame by calling Begin()/End() pairs multiple times. +// Some information such as 'flags' or 'p_open' will only be considered by the first call to Begin(). +// - Begin() return false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting +// anything to the window. Always call a matching End() for each Begin() call, regardless of its return value! +// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions +// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding +// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] +// - Note that the bottom of window stack always contains a window called "Debug". +Begin :: (name: *u8, p_open: *bool = null, flags: WindowFlags = .None) -> bool #foreign imgui "?Begin@ImGui@@YA_NPEBDPEA_NH@Z"; +End :: () -> void #foreign imgui "?End@ImGui@@YAXXZ"; + +// Child Windows +// - Use child windows to begin into a self-contained independent scrolling/clipping regions within a host window. Child windows can embed their own child. +// - Before 1.90 (November 2023), the "ImGuiChildFlags child_flags = 0" parameter was "bool border = false". +// This API is backward compatible with old code, as we guarantee that ImGuiChildFlags_Borders == true. +// Consider updating your old code: +// BeginChild("Name", size, false) -> Begin("Name", size, 0); or Begin("Name", size, ImGuiChildFlags_None); +// BeginChild("Name", size, true) -> Begin("Name", size, ImGuiChildFlags_Borders); +// - Manual sizing (each axis can use a different setting e.g. ImVec2(0.0f, 400.0f)): +// == 0.0f: use remaining parent window size for this axis. +// > 0.0f: use specified size for this axis. +// < 0.0f: right/bottom-align to specified distance from available content boundaries. +// - Specifying ImGuiChildFlags_AutoResizeX or ImGuiChildFlags_AutoResizeY makes the sizing automatic based on child contents. +// Combining both ImGuiChildFlags_AutoResizeX _and_ ImGuiChildFlags_AutoResizeY defeats purpose of a scrolling region and is NOT recommended. +// - BeginChild() returns false to indicate the window is collapsed or fully clipped, so you may early out and omit submitting +// anything to the window. Always call a matching EndChild() for each BeginChild() call, regardless of its return value. +// [Important: due to legacy reason, Begin/End and BeginChild/EndChild are inconsistent with all other functions +// such as BeginMenu/EndMenu, BeginPopup/EndPopup, etc. where the EndXXX call should only be called if the corresponding +// BeginXXX function returned true. Begin and BeginChild are the only odd ones out. Will be fixed in a future update.] +BeginChild :: (str_id: *u8, size: *ImVec2, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #foreign imgui "?BeginChild@ImGui@@YA_NPEBDAEBUImVec2@@HH@Z"; +BeginChild :: (str_id: *u8, size: ImVec2 = ImVec2.{0, 0}, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #no_context { + return BeginChild(str_id, *size, child_flags, window_flags); +} +BeginChild :: (id: ID, size: *ImVec2, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #foreign imgui "?BeginChild@ImGui@@YA_NIAEBUImVec2@@HH@Z"; +BeginChild :: (id: ID, size: ImVec2 = ImVec2.{0, 0}, child_flags: ChildFlags = .None, window_flags: WindowFlags = .None) -> bool #no_context { + return BeginChild(id, *size, child_flags, window_flags); +} +EndChild :: () -> void #foreign imgui "?EndChild@ImGui@@YAXXZ"; + +// Windows Utilities +// - 'current window' = the window we are appending into while inside a Begin()/End() block. 'next window' = next window we will Begin() into. +IsWindowAppearing :: () -> bool #foreign imgui "?IsWindowAppearing@ImGui@@YA_NXZ"; +IsWindowCollapsed :: () -> bool #foreign imgui "?IsWindowCollapsed@ImGui@@YA_NXZ"; +IsWindowFocused :: (flags: FocusedFlags = .None) -> bool #foreign imgui "?IsWindowFocused@ImGui@@YA_NH@Z"; +IsWindowHovered :: (flags: HoveredFlags = .None) -> bool #foreign imgui "?IsWindowHovered@ImGui@@YA_NH@Z"; +GetWindowDrawList :: () -> *ImDrawList #foreign imgui "?GetWindowDrawList@ImGui@@YAPEAUImDrawList@@XZ"; +GetWindowDpiScale :: () -> float #foreign imgui "?GetWindowDpiScale@ImGui@@YAMXZ"; +GetWindowPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetWindowPos@ImGui@@YA?AUImVec2@@XZ"; +GetWindowSize :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetWindowSize@ImGui@@YA?AUImVec2@@XZ"; +GetWindowWidth :: () -> float #foreign imgui "?GetWindowWidth@ImGui@@YAMXZ"; +GetWindowHeight :: () -> float #foreign imgui "?GetWindowHeight@ImGui@@YAMXZ"; +GetWindowViewport :: () -> *Viewport #foreign imgui "?GetWindowViewport@ImGui@@YAPEAUImGuiViewport@@XZ"; + +// Window manipulation +// - Prefer using SetNextXXX functions (before Begin) rather that SetXXX functions (after Begin). +SetNextWindowPos :: (pos: *ImVec2, cond: Cond = .None, pivot: *ImVec2) -> void #foreign imgui "?SetNextWindowPos@ImGui@@YAXAEBUImVec2@@H0@Z"; +SetNextWindowPos :: (pos: ImVec2, cond: Cond = .None, pivot: ImVec2 = ImVec2.{0, 0}) #no_context { + SetNextWindowPos(*pos, cond, *pivot); +} +SetNextWindowSize :: (size: *ImVec2, cond: Cond = .None) -> void #foreign imgui "?SetNextWindowSize@ImGui@@YAXAEBUImVec2@@H@Z"; +SetNextWindowSize :: (size: ImVec2, cond: Cond = .None) #no_context { + SetNextWindowSize(*size, cond); +} +SetNextWindowSizeConstraints :: (size_min: *ImVec2, size_max: *ImVec2, custom_callback: SizeCallback = null, custom_callback_data: *void = null) -> void #foreign imgui "?SetNextWindowSizeConstraints@ImGui@@YAXAEBUImVec2@@0P6AXPEAUImGuiSizeCallbackData@@@ZPEAX@Z"; +SetNextWindowSizeConstraints :: (size_min: ImVec2, size_max: ImVec2, custom_callback: SizeCallback = null, custom_callback_data: *void = null) #no_context { + SetNextWindowSizeConstraints(*size_min, *size_max, custom_callback, custom_callback_data); +} +SetNextWindowContentSize :: (size: *ImVec2) -> void #foreign imgui "?SetNextWindowContentSize@ImGui@@YAXAEBUImVec2@@@Z"; +SetNextWindowContentSize :: (size: ImVec2) #no_context { + SetNextWindowContentSize(*size); +} +SetNextWindowCollapsed :: (collapsed: bool, cond: Cond = .None) -> void #foreign imgui "?SetNextWindowCollapsed@ImGui@@YAX_NH@Z"; +SetNextWindowFocus :: () -> void #foreign imgui "?SetNextWindowFocus@ImGui@@YAXXZ"; +SetNextWindowScroll :: (scroll: *ImVec2) -> void #foreign imgui "?SetNextWindowScroll@ImGui@@YAXAEBUImVec2@@@Z"; +SetNextWindowScroll :: (scroll: ImVec2) #no_context { + SetNextWindowScroll(*scroll); +} +SetNextWindowBgAlpha :: (alpha: float) -> void #foreign imgui "?SetNextWindowBgAlpha@ImGui@@YAXM@Z"; +SetNextWindowViewport :: (viewport_id: ID) -> void #foreign imgui "?SetNextWindowViewport@ImGui@@YAXI@Z"; +SetWindowPos :: (pos: *ImVec2, cond: Cond = .None) -> void #foreign imgui "?SetWindowPos@ImGui@@YAXAEBUImVec2@@H@Z"; +SetWindowPos :: (pos: ImVec2, cond: Cond = .None) #no_context { + SetWindowPos(*pos, cond); +} +SetWindowSize :: (size: *ImVec2, cond: Cond = .None) -> void #foreign imgui "?SetWindowSize@ImGui@@YAXAEBUImVec2@@H@Z"; +SetWindowSize :: (size: ImVec2, cond: Cond = .None) #no_context { + SetWindowSize(*size, cond); +} +SetWindowCollapsed :: (collapsed: bool, cond: Cond = .None) -> void #foreign imgui "?SetWindowCollapsed@ImGui@@YAX_NH@Z"; +SetWindowFocus :: () -> void #foreign imgui "?SetWindowFocus@ImGui@@YAXXZ"; +SetWindowPos :: (name: *u8, pos: *ImVec2, cond: Cond = .None) -> void #foreign imgui "?SetWindowPos@ImGui@@YAXPEBDAEBUImVec2@@H@Z"; +SetWindowPos :: (name: *u8, pos: ImVec2, cond: Cond = .None) #no_context { + SetWindowPos(name, *pos, cond); +} +SetWindowSize :: (name: *u8, size: *ImVec2, cond: Cond = .None) -> void #foreign imgui "?SetWindowSize@ImGui@@YAXPEBDAEBUImVec2@@H@Z"; +SetWindowSize :: (name: *u8, size: ImVec2, cond: Cond = .None) #no_context { + SetWindowSize(name, *size, cond); +} +SetWindowCollapsed :: (name: *u8, collapsed: bool, cond: Cond = .None) -> void #foreign imgui "?SetWindowCollapsed@ImGui@@YAXPEBD_NH@Z"; +SetWindowFocus :: (name: *u8) -> void #foreign imgui "?SetWindowFocus@ImGui@@YAXPEBD@Z"; + +// Windows Scrolling +// - Any change of Scroll will be applied at the beginning of next frame in the first call to Begin(). +// - You may instead use SetNextWindowScroll() prior to calling Begin() to avoid this delay, as an alternative to using SetScrollX()/SetScrollY(). +GetScrollX :: () -> float #foreign imgui "?GetScrollX@ImGui@@YAMXZ"; +GetScrollY :: () -> float #foreign imgui "?GetScrollY@ImGui@@YAMXZ"; +SetScrollX :: (scroll_x: float) -> void #foreign imgui "?SetScrollX@ImGui@@YAXM@Z"; +SetScrollY :: (scroll_y: float) -> void #foreign imgui "?SetScrollY@ImGui@@YAXM@Z"; +GetScrollMaxX :: () -> float #foreign imgui "?GetScrollMaxX@ImGui@@YAMXZ"; +GetScrollMaxY :: () -> float #foreign imgui "?GetScrollMaxY@ImGui@@YAMXZ"; +SetScrollHereX :: (center_x_ratio: float = 0.5) -> void #foreign imgui "?SetScrollHereX@ImGui@@YAXM@Z"; +SetScrollHereY :: (center_y_ratio: float = 0.5) -> void #foreign imgui "?SetScrollHereY@ImGui@@YAXM@Z"; +SetScrollFromPosX :: (local_x: float, center_x_ratio: float = 0.5) -> void #foreign imgui "?SetScrollFromPosX@ImGui@@YAXMM@Z"; +SetScrollFromPosY :: (local_y: float, center_y_ratio: float = 0.5) -> void #foreign imgui "?SetScrollFromPosY@ImGui@@YAXMM@Z"; + +// Parameters stacks (font) +// - PushFont(font, 0.0f) // Change font and keep current size +// - PushFont(NULL, 20.0f) // Keep font and change current size +// - PushFont(font, 20.0f) // Change font and set size to 20.0f +// - PushFont(font, style.FontSizeBase * 2.0f) // Change font and set size to be twice bigger than current size. +// - PushFont(font, font->LegacySize) // Change font and set size to size passed to AddFontXXX() function. Same as pre-1.92 behavior. +// *IMPORTANT* before 1.92, fonts had a single size. They can now be dynamically be adjusted. +// - In 1.92 we have REMOVED the single parameter version of PushFont() because it seems like the easiest way to provide an error-proof transition. +// - PushFont(font) before 1.92 = PushFont(font, font->LegacySize) after 1.92 // Use default font size as passed to AddFontXXX() function. +// *IMPORTANT* global scale factors are applied over the provided size. +// - Global scale factors are: 'style.FontScaleMain', 'style.FontScaleDpi' and maybe more. +// - If you want to apply a factor to the _current_ font size: +// - CORRECT: PushFont(NULL, style.FontSizeBase) // use current unscaled size == does nothing +// - CORRECT: PushFont(NULL, style.FontSizeBase * 2.0f) // use current unscaled size x2 == make text twice bigger +// - INCORRECT: PushFont(NULL, GetFontSize()) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! +// - INCORRECT: PushFont(NULL, GetFontSize() * 2.0f) // INCORRECT! using size after global factors already applied == GLOBAL SCALING FACTORS WILL APPLY TWICE! +PushFont :: (font: *ImFont, font_size_base_unscaled: float) -> void #foreign imgui "?PushFont@ImGui@@YAXPEAUImFont@@M@Z"; +PopFont :: () -> void #foreign imgui "?PopFont@ImGui@@YAXXZ"; +GetFont :: () -> *ImFont #foreign imgui "?GetFont@ImGui@@YAPEAUImFont@@XZ"; +GetFontSize :: () -> float #foreign imgui "?GetFontSize@ImGui@@YAMXZ"; +GetFontBaked :: () -> *ImFontBaked #foreign imgui "?GetFontBaked@ImGui@@YAPEAUImFontBaked@@XZ"; + +// Parameters stacks (shared) +PushStyleColor :: (idx: Col, col: ImU32) -> void #foreign imgui "?PushStyleColor@ImGui@@YAXHI@Z"; +PushStyleColor :: (idx: Col, col: *ImVec4) -> void #foreign imgui "?PushStyleColor@ImGui@@YAXHAEBUImVec4@@@Z"; +PushStyleColor :: (idx: Col, col: ImVec4) #no_context { + PushStyleColor(idx, *col); +} +PopStyleColor :: (count: s32 = 1) -> void #foreign imgui "?PopStyleColor@ImGui@@YAXH@Z"; +PushStyleVar :: (idx: StyleVar, val: float) -> void #foreign imgui "?PushStyleVar@ImGui@@YAXHM@Z"; +PushStyleVar :: (idx: StyleVar, val: *ImVec2) -> void #foreign imgui "?PushStyleVar@ImGui@@YAXHAEBUImVec2@@@Z"; +PushStyleVar :: (idx: StyleVar, val: ImVec2) #no_context { + PushStyleVar(idx, *val); +} +PushStyleVarX :: (idx: StyleVar, val_x: float) -> void #foreign imgui "?PushStyleVarX@ImGui@@YAXHM@Z"; +PushStyleVarY :: (idx: StyleVar, val_y: float) -> void #foreign imgui "?PushStyleVarY@ImGui@@YAXHM@Z"; +PopStyleVar :: (count: s32 = 1) -> void #foreign imgui "?PopStyleVar@ImGui@@YAXH@Z"; +PushItemFlag :: (option: ItemFlags, enabled: bool) -> void #foreign imgui "?PushItemFlag@ImGui@@YAXH_N@Z"; +PopItemFlag :: () -> void #foreign imgui "?PopItemFlag@ImGui@@YAXXZ"; + +// Parameters stacks (current window) +PushItemWidth :: (item_width: float) -> void #foreign imgui "?PushItemWidth@ImGui@@YAXM@Z"; +PopItemWidth :: () -> void #foreign imgui "?PopItemWidth@ImGui@@YAXXZ"; +SetNextItemWidth :: (item_width: float) -> void #foreign imgui "?SetNextItemWidth@ImGui@@YAXM@Z"; +CalcItemWidth :: () -> float #foreign imgui "?CalcItemWidth@ImGui@@YAMXZ"; +PushTextWrapPos :: (wrap_local_pos_x: float = 0.0) -> void #foreign imgui "?PushTextWrapPos@ImGui@@YAXM@Z"; +PopTextWrapPos :: () -> void #foreign imgui "?PopTextWrapPos@ImGui@@YAXXZ"; + +// Style read access +// - Use the ShowStyleEditor() function to interactively see/edit the colors. +GetFontTexUvWhitePixel :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetFontTexUvWhitePixel@ImGui@@YA?AUImVec2@@XZ"; +GetColorU32 :: (idx: Col, alpha_mul: float = 1.0) -> ImU32 #foreign imgui "?GetColorU32@ImGui@@YAIHM@Z"; +GetColorU32 :: (col: *ImVec4) -> ImU32 #foreign imgui "?GetColorU32@ImGui@@YAIAEBUImVec4@@@Z"; +GetColorU32 :: (col: ImVec4) -> ImU32 #no_context { + return GetColorU32(*col); +} +GetColorU32 :: (col: ImU32, alpha_mul: float = 1.0) -> ImU32 #foreign imgui "?GetColorU32@ImGui@@YAIIM@Z"; +GetStyleColorVec4 :: (idx: Col) -> *ImVec4 #foreign imgui "?GetStyleColorVec4@ImGui@@YAAEBUImVec4@@H@Z"; + +// Layout cursor positioning +// - By "cursor" we mean the current output position. +// - The typical widget behavior is to output themselves at the current cursor position, then move the cursor one line down. +// - You can call SameLine() between widgets to undo the last carriage return and output at the right of the preceding widget. +// - YOU CAN DO 99% OF WHAT YOU NEED WITH ONLY GetCursorScreenPos() and GetContentRegionAvail(). +// - Attention! We currently have inconsistencies between window-local and absolute positions we will aim to fix with future API: +// - Absolute coordinate: GetCursorScreenPos(), SetCursorScreenPos(), all ImDrawList:: functions. -> this is the preferred way forward. +// - Window-local coordinates: SameLine(offset), GetCursorPos(), SetCursorPos(), GetCursorStartPos(), PushTextWrapPos() +// - Window-local coordinates: GetContentRegionMax(), GetWindowContentRegionMin(), GetWindowContentRegionMax() --> all obsoleted. YOU DON'T NEED THEM. +// - GetCursorScreenPos() = GetCursorPos() + GetWindowPos(). GetWindowPos() is almost only ever useful to convert from window-local to absolute coordinates. Try not to use it. +GetCursorScreenPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetCursorScreenPos@ImGui@@YA?AUImVec2@@XZ"; +SetCursorScreenPos :: (pos: *ImVec2) -> void #foreign imgui "?SetCursorScreenPos@ImGui@@YAXAEBUImVec2@@@Z"; +SetCursorScreenPos :: (pos: ImVec2) #no_context { + SetCursorScreenPos(*pos); +} +GetContentRegionAvail :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetContentRegionAvail@ImGui@@YA?AUImVec2@@XZ"; +GetCursorPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetCursorPos@ImGui@@YA?AUImVec2@@XZ"; +GetCursorPosX :: () -> float #foreign imgui "?GetCursorPosX@ImGui@@YAMXZ"; +GetCursorPosY :: () -> float #foreign imgui "?GetCursorPosY@ImGui@@YAMXZ"; +SetCursorPos :: (local_pos: *ImVec2) -> void #foreign imgui "?SetCursorPos@ImGui@@YAXAEBUImVec2@@@Z"; +SetCursorPos :: (local_pos: ImVec2) #no_context { + SetCursorPos(*local_pos); +} +SetCursorPosX :: (local_x: float) -> void #foreign imgui "?SetCursorPosX@ImGui@@YAXM@Z"; +SetCursorPosY :: (local_y: float) -> void #foreign imgui "?SetCursorPosY@ImGui@@YAXM@Z"; +GetCursorStartPos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetCursorStartPos@ImGui@@YA?AUImVec2@@XZ"; + +// Other layout functions +Separator :: () -> void #foreign imgui "?Separator@ImGui@@YAXXZ"; +SameLine :: (offset_from_start_x: float = 0.0, spacing: float = -1.0) -> void #foreign imgui "?SameLine@ImGui@@YAXMM@Z"; +NewLine :: () -> void #foreign imgui "?NewLine@ImGui@@YAXXZ"; +Spacing :: () -> void #foreign imgui "?Spacing@ImGui@@YAXXZ"; +Dummy :: (size: *ImVec2) -> void #foreign imgui "?Dummy@ImGui@@YAXAEBUImVec2@@@Z"; +Dummy :: (size: ImVec2) #no_context { + Dummy(*size); +} +Indent :: (indent_w: float = 0.0) -> void #foreign imgui "?Indent@ImGui@@YAXM@Z"; +Unindent :: (indent_w: float = 0.0) -> void #foreign imgui "?Unindent@ImGui@@YAXM@Z"; +BeginGroup :: () -> void #foreign imgui "?BeginGroup@ImGui@@YAXXZ"; +EndGroup :: () -> void #foreign imgui "?EndGroup@ImGui@@YAXXZ"; +AlignTextToFramePadding :: () -> void #foreign imgui "?AlignTextToFramePadding@ImGui@@YAXXZ"; +GetTextLineHeight :: () -> float #foreign imgui "?GetTextLineHeight@ImGui@@YAMXZ"; +GetTextLineHeightWithSpacing :: () -> float #foreign imgui "?GetTextLineHeightWithSpacing@ImGui@@YAMXZ"; +GetFrameHeight :: () -> float #foreign imgui "?GetFrameHeight@ImGui@@YAMXZ"; +GetFrameHeightWithSpacing :: () -> float #foreign imgui "?GetFrameHeightWithSpacing@ImGui@@YAMXZ"; + +// ID stack/scopes +// Read the FAQ (docs/FAQ.md or http://dearimgui.com/faq) for more details about how ID are handled in dear imgui. +// - Those questions are answered and impacted by understanding of the ID stack system: +// - "Q: Why is my widget not reacting when I click on it?" +// - "Q: How can I have widgets with an empty label?" +// - "Q: How can I have multiple widgets with the same label?" +// - Short version: ID are hashes of the entire ID stack. If you are creating widgets in a loop you most likely +// want to push a unique identifier (e.g. object pointer, loop index) to uniquely differentiate them. +// - You can also use the "Label##foobar" syntax within widget label to distinguish them from each others. +// - In this header file we use the "label"/"name" terminology to denote a string that will be displayed + used as an ID, +// whereas "str_id" denote a string that is only used as an ID and not normally displayed. +PushID :: (str_id: *u8) -> void #foreign imgui "?PushID@ImGui@@YAXPEBD@Z"; +PushID :: (str_id_begin: *u8, str_id_end: *u8) -> void #foreign imgui "?PushID@ImGui@@YAXPEBD0@Z"; +PushID :: (str_id: string) #no_context { + PushID(str_id.data, str_id.data + str_id.count); +} +PushID :: (ptr_id: *void) -> void #foreign imgui "?PushID@ImGui@@YAXPEBX@Z"; +PushID :: (int_id: s32) -> void #foreign imgui "?PushID@ImGui@@YAXH@Z"; +PopID :: () -> void #foreign imgui "?PopID@ImGui@@YAXXZ"; +GetID :: (str_id: *u8) -> ID #foreign imgui "?GetID@ImGui@@YAIPEBD@Z"; +GetID :: (str_id_begin: *u8, str_id_end: *u8) -> ID #foreign imgui "?GetID@ImGui@@YAIPEBD0@Z"; +GetID :: (str_id: string) -> ID #no_context { + return GetID(str_id.data, str_id.data + str_id.count); +} +GetID :: (ptr_id: *void) -> ID #foreign imgui "?GetID@ImGui@@YAIPEBX@Z"; +GetID :: (int_id: s32) -> ID #foreign imgui "?GetID@ImGui@@YAIH@Z"; + +// Widgets: Text +TextUnformatted :: (text: *u8, text_end: *u8 = null) -> void #foreign imgui "?TextUnformatted@ImGui@@YAXPEBD0@Z"; +TextUnformatted :: (text: string) #no_context { + TextUnformatted(text.data, text.data + text.count); +} +Text_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "?Text@ImGui@@YAXPEBDZZ"; +Text :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + Text_CFormat("%s", formatted_text.data); +} @PrintLike + +TextColored_CFormat :: (col: *ImVec4, fmt: *u8, __args: ..Any) -> void #foreign imgui "?TextColored@ImGui@@YAXAEBUImVec4@@PEBDZZ"; +TextColored :: (col: ImVec4, fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextColored_CFormat(*col, "%s", formatted_text.data); +} @PrintLike + +TextDisabled_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "?TextDisabled@ImGui@@YAXPEBDZZ"; +TextDisabled :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextDisabled_CFormat("%s", formatted_text.data); +} @PrintLike + +TextWrapped_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "?TextWrapped@ImGui@@YAXPEBDZZ"; +TextWrapped :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + TextWrapped_CFormat("%s", formatted_text.data); +} @PrintLike + +LabelText_CFormat :: (label: *u8, fmt: *u8, __args: ..Any) -> void #foreign imgui "?LabelText@ImGui@@YAXPEBD0ZZ"; +LabelText :: (label: *u8, fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + LabelText_CFormat(label, "%s", formatted_text.data); +} @PrintLike + +BulletText_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "?BulletText@ImGui@@YAXPEBDZZ"; +BulletText :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + BulletText_CFormat("%s", formatted_text.data); +} @PrintLike + +SeparatorText :: (label: *u8) -> void #foreign imgui "?SeparatorText@ImGui@@YAXPEBD@Z"; + +// Widgets: Main +// - Most widgets return true when the value has been changed or when pressed/selected +// - You may also use one of the many IsItemXXX functions (e.g. IsItemActive, IsItemHovered, etc.) to query widget state. +Button :: (label: *u8, size: *ImVec2) -> bool #foreign imgui "?Button@ImGui@@YA_NPEBDAEBUImVec2@@@Z"; +Button :: (label: *u8, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Button(label, *size); +} +SmallButton :: (label: *u8) -> bool #foreign imgui "?SmallButton@ImGui@@YA_NPEBD@Z"; +InvisibleButton :: (str_id: *u8, size: *ImVec2, flags: ButtonFlags = .None) -> bool #foreign imgui "?InvisibleButton@ImGui@@YA_NPEBDAEBUImVec2@@H@Z"; +InvisibleButton :: (str_id: *u8, size: ImVec2, flags: ButtonFlags = .None) -> bool #no_context { + return InvisibleButton(str_id, *size, flags); +} +ArrowButton :: (str_id: *u8, dir: Dir) -> bool #foreign imgui "?ArrowButton@ImGui@@YA_NPEBDW4ImGuiDir@@@Z"; +Checkbox :: (label: *u8, v: *bool) -> bool #foreign imgui "?Checkbox@ImGui@@YA_NPEBDPEA_N@Z"; +CheckboxFlags :: (label: *u8, flags: *s32, flags_value: s32) -> bool #foreign imgui "?CheckboxFlags@ImGui@@YA_NPEBDPEAHH@Z"; +CheckboxFlags :: (label: *u8, flags: *u32, flags_value: u32) -> bool #foreign imgui "?CheckboxFlags@ImGui@@YA_NPEBDPEAII@Z"; +RadioButton :: (label: *u8, active: bool) -> bool #foreign imgui "?RadioButton@ImGui@@YA_NPEBD_N@Z"; +RadioButton :: (label: *u8, v: *s32, v_button: s32) -> bool #foreign imgui "?RadioButton@ImGui@@YA_NPEBDPEAHH@Z"; +ProgressBar :: (fraction: float, size_arg: *ImVec2, overlay: *u8 = null) -> void #foreign imgui "?ProgressBar@ImGui@@YAXMAEBUImVec2@@PEBD@Z"; +ProgressBar :: (fraction: float, size_arg: ImVec2 = ImVec2.{-FLOAT32_MIN, 0}, overlay: *u8 = null) #no_context { + ProgressBar(fraction, *size_arg, overlay); +} +Bullet :: () -> void #foreign imgui "?Bullet@ImGui@@YAXXZ"; +TextLink :: (label: *u8) -> bool #foreign imgui "?TextLink@ImGui@@YA_NPEBD@Z"; +TextLinkOpenURL :: (label: *u8, url: *u8 = null) -> bool #foreign imgui "?TextLinkOpenURL@ImGui@@YA_NPEBD0@Z"; + +// Widgets: Images +// - Read about ImTextureID/ImTextureRef here: https://github.com/ocornut/imgui/wiki/Image-Loading-and-Displaying-Examples +// - 'uv0' and 'uv1' are texture coordinates. Read about them from the same link above. +// - Image() pads adds style.ImageBorderSize on each side, ImageButton() adds style.FramePadding on each side. +// - ImageButton() draws a background based on regular Button() color + optionally an inner background if specified. +// - An obsolete version of Image(), before 1.91.9 (March 2025), had a 'tint_col' parameter which is now supported by the ImageWithBg() function. +Image :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2) -> void #foreign imgui "?Image@ImGui@@YAXUImTextureRef@@AEBUImVec2@@11@Z"; +Image :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}) #no_context { + Image(tex_ref, *image_size, *uv0, *uv1); +} +ImageWithBg :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, bg_col: *ImVec4, tint_col: *ImVec4) -> void #foreign imgui "?ImageWithBg@ImGui@@YAXUImTextureRef@@AEBUImVec2@@11AEBUImVec4@@2@Z"; +ImageWithBg :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}, bg_col: ImVec4 = ImVec4.{0, 0, 0, 0}, tint_col: ImVec4 = ImVec4.{1, 1, 1, 1}) #no_context { + ImageWithBg(tex_ref, *image_size, *uv0, *uv1, *bg_col, *tint_col); +} +ImageButton :: (str_id: *u8, tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, bg_col: *ImVec4, tint_col: *ImVec4) -> bool #foreign imgui "?ImageButton@ImGui@@YA_NPEBDUImTextureRef@@AEBUImVec2@@22AEBUImVec4@@3@Z"; +ImageButton :: (str_id: *u8, tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2 = ImVec2.{0, 0}, uv1: ImVec2 = ImVec2.{1, 1}, bg_col: ImVec4 = ImVec4.{0, 0, 0, 0}, tint_col: ImVec4 = ImVec4.{1, 1, 1, 1}) -> bool #no_context { + return ImageButton(str_id, tex_ref, *image_size, *uv0, *uv1, *bg_col, *tint_col); +} + +// Widgets: Combo Box (Dropdown) +// - The BeginCombo()/EndCombo() api allows you to manage your contents and selection state however you want it, by creating e.g. Selectable() items. +// - The old Combo() api are helpers over BeginCombo()/EndCombo() which are kept available for convenience purpose. This is analogous to how ListBox are created. +BeginCombo :: (label: *u8, preview_value: *u8, flags: ComboFlags = .None) -> bool #foreign imgui "?BeginCombo@ImGui@@YA_NPEBD0H@Z"; +EndCombo :: () -> void #foreign imgui "?EndCombo@ImGui@@YAXXZ"; +Combo :: (label: *u8, current_item: *s32, items: **u8, items_count: s32, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui "?Combo@ImGui@@YA_NPEBDPEAHQEBQEBDHH@Z"; +Combo :: (label: *u8, current_item: *s32, items_separated_by_zeros: *u8, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui "?Combo@ImGui@@YA_NPEBDPEAH0H@Z"; +Combo :: (label: *u8, current_item: *s32, getter: #type (user_data: *void, idx: s32) -> *u8 #c_call, user_data: *void, items_count: s32, popup_max_height_in_items: s32 = -1) -> bool #foreign imgui "?Combo@ImGui@@YA_NPEBDPEAHP6APEBDPEAXH@Z2HH@Z"; + +// Widgets: Drag Sliders +// - Ctrl+Click on any drag box to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. +// - For all the Float2/Float3/Float4/Int2/Int3/Int4 versions of every function, note that a 'float v[X]' function argument is the same as 'float* v', +// the array syntax is just a way to document the number of elements that are expected to be accessible. You can pass address of your first element out of a contiguous set, e.g. &myvector.x +// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. +// - Format string may also be set to NULL or use the default format ("%f" or "%d"). +// - Speed are per-pixel of mouse movement (v_speed=0.2f: mouse needs to move by 5 pixels to increase value by 1). For keyboard/gamepad navigation, minimum speed is Max(v_speed, minimum_step_at_given_precision). +// - Use v_min < v_max to clamp edits to given limits. Note that Ctrl+Click manual input can override those limits if ImGuiSliderFlags_AlwaysClamp is not used. +// - Use v_max = FLT_MAX / INT_MAX etc to avoid clamping to a maximum, same with v_min = -FLT_MAX / INT_MIN to avoid clamping to a minimum. +// - We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// - Legacy: Pre-1.78 there are DragXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. +// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 +DragFloat :: (label: *u8, v: *float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "?DragFloat@ImGui@@YA_NPEBDPEAMMMM0H@Z"; +DragFloat2 :: (label: *u8, v: *[2] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "?DragFloat2@ImGui@@YA_NPEBDQEAMMMM0H@Z"; +DragFloat3 :: (label: *u8, v: *[3] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "?DragFloat3@ImGui@@YA_NPEBDQEAMMMM0H@Z"; +DragFloat4 :: (label: *u8, v: *[4] float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "?DragFloat4@ImGui@@YA_NPEBDQEAMMMM0H@Z"; +DragFloatRange2 :: (label: *u8, v_current_min: *float, v_current_max: *float, v_speed: float = 1.0, v_min: float = 0.0, v_max: float = 0.0, format: *u8 = "%.3f", format_max: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "?DragFloatRange2@ImGui@@YA_NPEBDPEAM1MMM00H@Z"; +DragInt :: (label: *u8, v: *s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "?DragInt@ImGui@@YA_NPEBDPEAHMHH0H@Z"; +DragInt2 :: (label: *u8, v: *[2] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "?DragInt2@ImGui@@YA_NPEBDQEAHMHH0H@Z"; +DragInt3 :: (label: *u8, v: *[3] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "?DragInt3@ImGui@@YA_NPEBDQEAHMHH0H@Z"; +DragInt4 :: (label: *u8, v: *[4] s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "?DragInt4@ImGui@@YA_NPEBDQEAHMHH0H@Z"; +DragIntRange2 :: (label: *u8, v_current_min: *s32, v_current_max: *s32, v_speed: float = 1.0, v_min: s32 = 0, v_max: s32 = 0, format: *u8 = "%d", format_max: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "?DragIntRange2@ImGui@@YA_NPEBDPEAH1MHH00H@Z"; +DragScalar :: (label: *u8, data_type: DataType, p_data: *void, v_speed: float = 1.0, p_min: *void = null, p_max: *void = null, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "?DragScalar@ImGui@@YA_NPEBDHPEAXMPEBX20H@Z"; +DragScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, v_speed: float = 1.0, p_min: *void = null, p_max: *void = null, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "?DragScalarN@ImGui@@YA_NPEBDHPEAXHMPEBX20H@Z"; + +// Widgets: Regular Sliders +// - Ctrl+Click on any slider to turn them into an input box. Manually input values aren't clamped by default and can go off-bounds. Use ImGuiSliderFlags_AlwaysClamp to always clamp. +// - Adjust format string to decorate the value with a prefix, a suffix, or adapt the editing and display precision e.g. "%.3f" -> 1.234; "%5.2f secs" -> 01.23 secs; "Biscuit: %.0f" -> Biscuit: 1; etc. +// - Format string may also be set to NULL or use the default format ("%f" or "%d"). +// - Legacy: Pre-1.78 there are SliderXXX() function signatures that take a final `float power=1.0f' argument instead of the `ImGuiSliderFlags flags=0' argument. +// If you get a warning converting a float to ImGuiSliderFlags, read https://github.com/ocornut/imgui/issues/3361 +SliderFloat :: (label: *u8, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "?SliderFloat@ImGui@@YA_NPEBDPEAMMM0H@Z"; +SliderFloat2 :: (label: *u8, v: *[2] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "?SliderFloat2@ImGui@@YA_NPEBDQEAMMM0H@Z"; +SliderFloat3 :: (label: *u8, v: *[3] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "?SliderFloat3@ImGui@@YA_NPEBDQEAMMM0H@Z"; +SliderFloat4 :: (label: *u8, v: *[4] float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "?SliderFloat4@ImGui@@YA_NPEBDQEAMMM0H@Z"; +SliderAngle :: (label: *u8, v_rad: *float, v_degrees_min: float = -360.0, v_degrees_max: float = +360.0, format: *u8 = "%.0f deg", flags: SliderFlags = .None) -> bool #foreign imgui "?SliderAngle@ImGui@@YA_NPEBDPEAMMM0H@Z"; +SliderInt :: (label: *u8, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "?SliderInt@ImGui@@YA_NPEBDPEAHHH0H@Z"; +SliderInt2 :: (label: *u8, v: *[2] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "?SliderInt2@ImGui@@YA_NPEBDQEAHHH0H@Z"; +SliderInt3 :: (label: *u8, v: *[3] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "?SliderInt3@ImGui@@YA_NPEBDQEAHHH0H@Z"; +SliderInt4 :: (label: *u8, v: *[4] s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "?SliderInt4@ImGui@@YA_NPEBDQEAHHH0H@Z"; +SliderScalar :: (label: *u8, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "?SliderScalar@ImGui@@YA_NPEBDHPEAXPEBX20H@Z"; +SliderScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "?SliderScalarN@ImGui@@YA_NPEBDHPEAXHPEBX20H@Z"; +VSliderFloat :: (label: *u8, size: *ImVec2, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #foreign imgui "?VSliderFloat@ImGui@@YA_NPEBDAEBUImVec2@@PEAMMM0H@Z"; +VSliderFloat :: (label: *u8, size: ImVec2, v: *float, v_min: float, v_max: float, format: *u8 = "%.3f", flags: SliderFlags = .None) -> bool #no_context { + return VSliderFloat(label, *size, v, v_min, v_max, format, flags); +} +VSliderInt :: (label: *u8, size: *ImVec2, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #foreign imgui "?VSliderInt@ImGui@@YA_NPEBDAEBUImVec2@@PEAHHH0H@Z"; +VSliderInt :: (label: *u8, size: ImVec2, v: *s32, v_min: s32, v_max: s32, format: *u8 = "%d", flags: SliderFlags = .None) -> bool #no_context { + return VSliderInt(label, *size, v, v_min, v_max, format, flags); +} +VSliderScalar :: (label: *u8, size: *ImVec2, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #foreign imgui "?VSliderScalar@ImGui@@YA_NPEBDAEBUImVec2@@HPEAXPEBX30H@Z"; +VSliderScalar :: (label: *u8, size: ImVec2, data_type: DataType, p_data: *void, p_min: *void, p_max: *void, format: *u8 = null, flags: SliderFlags = .None) -> bool #no_context { + return VSliderScalar(label, *size, data_type, p_data, p_min, p_max, format, flags); +} + +// Widgets: Input with Keyboard +// - If you want to use InputText() with std::string or any custom dynamic string type, use the wrapper in misc/cpp/imgui_stdlib.h/.cpp! +// - Most of the ImGuiInputTextFlags flags are only useful for InputText() and not for InputFloatX, InputIntX, InputDouble etc. +InputText :: (label: *u8, buf: *u8, buf_size: u64, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui "?InputText@ImGui@@YA_NPEBDPEAD_KHP6AHPEAUImGuiInputTextCallbackData@@@ZPEAX@Z"; +InputTextMultiline :: (label: *u8, buf: *u8, buf_size: u64, size: *ImVec2, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui "?InputTextMultiline@ImGui@@YA_NPEBDPEAD_KAEBUImVec2@@HP6AHPEAUImGuiInputTextCallbackData@@@ZPEAX@Z"; +InputTextMultiline :: (label: *u8, buf: *u8, buf_size: u64, size: ImVec2 = ImVec2.{0, 0}, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #no_context { + return InputTextMultiline(label, buf, buf_size, *size, flags, callback, user_data); +} +InputTextWithHint :: (label: *u8, hint: *u8, buf: *u8, buf_size: u64, flags: InputTextFlags = .None, callback: InputTextCallback = null, user_data: *void = null) -> bool #foreign imgui "?InputTextWithHint@ImGui@@YA_NPEBD0PEAD_KHP6AHPEAUImGuiInputTextCallbackData@@@ZPEAX@Z"; +InputFloat :: (label: *u8, v: *float, step: float = 0.0, step_fast: float = 0.0, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui "?InputFloat@ImGui@@YA_NPEBDPEAMMM0H@Z"; +InputFloat2 :: (label: *u8, v: *[2] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui "?InputFloat2@ImGui@@YA_NPEBDQEAM0H@Z"; +InputFloat3 :: (label: *u8, v: *[3] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui "?InputFloat3@ImGui@@YA_NPEBDQEAM0H@Z"; +InputFloat4 :: (label: *u8, v: *[4] float, format: *u8 = "%.3f", flags: InputTextFlags = .None) -> bool #foreign imgui "?InputFloat4@ImGui@@YA_NPEBDQEAM0H@Z"; +InputInt :: (label: *u8, v: *s32, step: s32 = 1, step_fast: s32 = 100, flags: InputTextFlags = .None) -> bool #foreign imgui "?InputInt@ImGui@@YA_NPEBDPEAHHHH@Z"; +InputInt2 :: (label: *u8, v: *[2] s32, flags: InputTextFlags = .None) -> bool #foreign imgui "?InputInt2@ImGui@@YA_NPEBDQEAHH@Z"; +InputInt3 :: (label: *u8, v: *[3] s32, flags: InputTextFlags = .None) -> bool #foreign imgui "?InputInt3@ImGui@@YA_NPEBDQEAHH@Z"; +InputInt4 :: (label: *u8, v: *[4] s32, flags: InputTextFlags = .None) -> bool #foreign imgui "?InputInt4@ImGui@@YA_NPEBDQEAHH@Z"; +InputDouble :: (label: *u8, v: *float64, step: float64 = 0.0, step_fast: float64 = 0.0, format: *u8 = "%.6f", flags: InputTextFlags = .None) -> bool #foreign imgui "?InputDouble@ImGui@@YA_NPEBDPEANNN0H@Z"; +InputScalar :: (label: *u8, data_type: DataType, p_data: *void, p_step: *void = null, p_step_fast: *void = null, format: *u8 = null, flags: InputTextFlags = .None) -> bool #foreign imgui "?InputScalar@ImGui@@YA_NPEBDHPEAXPEBX20H@Z"; +InputScalarN :: (label: *u8, data_type: DataType, p_data: *void, components: s32, p_step: *void = null, p_step_fast: *void = null, format: *u8 = null, flags: InputTextFlags = .None) -> bool #foreign imgui "?InputScalarN@ImGui@@YA_NPEBDHPEAXHPEBX20H@Z"; + +// Widgets: Color Editor/Picker (tip: the ColorEdit* functions have a little color square that can be left-clicked to open a picker, and right-clicked to open an option menu.) +// - Note that in C++ a 'float v[X]' function argument is the _same_ as 'float* v', the array syntax is just a way to document the number of elements that are expected to be accessible. +// - You can pass the address of a first float element out of a contiguous structure, e.g. &myvector.x +ColorEdit3 :: (label: *u8, col: *[3] float, flags: ColorEditFlags = .None) -> bool #foreign imgui "?ColorEdit3@ImGui@@YA_NPEBDQEAMH@Z"; +ColorEdit4 :: (label: *u8, col: *[4] float, flags: ColorEditFlags = .None) -> bool #foreign imgui "?ColorEdit4@ImGui@@YA_NPEBDQEAMH@Z"; +ColorPicker3 :: (label: *u8, col: *[3] float, flags: ColorEditFlags = .None) -> bool #foreign imgui "?ColorPicker3@ImGui@@YA_NPEBDQEAMH@Z"; +ColorPicker4 :: (label: *u8, col: *[4] float, flags: ColorEditFlags = .None, ref_col: *float = null) -> bool #foreign imgui "?ColorPicker4@ImGui@@YA_NPEBDQEAMHPEBM@Z"; +ColorButton :: (desc_id: *u8, col: *ImVec4, flags: ColorEditFlags = .None, size: *ImVec2) -> bool #foreign imgui "?ColorButton@ImGui@@YA_NPEBDAEBUImVec4@@HAEBUImVec2@@@Z"; +ColorButton :: (desc_id: *u8, col: ImVec4, flags: ColorEditFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return ColorButton(desc_id, *col, flags, *size); +} +SetColorEditOptions :: (flags: ColorEditFlags) -> void #foreign imgui "?SetColorEditOptions@ImGui@@YAXH@Z"; + +// Widgets: Trees +// - TreeNode functions return true when the node is open, in which case you need to also call TreePop() when you are finished displaying the tree node contents. +TreeNode :: (label: *u8) -> bool #foreign imgui "?TreeNode@ImGui@@YA_NPEBD@Z"; +TreeNode_CFormat :: (str_id: *u8, fmt: *u8, __args: ..Any) -> bool #foreign imgui "?TreeNode@ImGui@@YA_NPEBD0ZZ"; +TreeNode :: (str_id: *u8, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNode_CFormat(str_id, "%s", formatted_text.data); +} @PrintLike +TreeNode_CFormat :: (ptr_id: *void, fmt: *u8, __args: ..Any) -> bool #foreign imgui "?TreeNode@ImGui@@YA_NPEBXPEBDZZ"; +TreeNode :: (ptr_id: *void, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNode_CFormat(ptr_id, "%s", formatted_text.data); +} @PrintLike + +TreeNodeEx :: (label: *u8, flags: TreeNodeFlags = .None) -> bool #foreign imgui "?TreeNodeEx@ImGui@@YA_NPEBDH@Z"; +TreeNodeEx_CFormat :: (str_id: *u8, flags: TreeNodeFlags, fmt: *u8, __args: ..Any) -> bool #foreign imgui "?TreeNodeEx@ImGui@@YA_NPEBDH0ZZ"; +TreeNodeEx :: (str_id: *u8, flags: TreeNodeFlags, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNodeEx_CFormat(str_id, flags, "%s", formatted_text.data); +} @PrintLike +TreeNodeEx_CFormat :: (ptr_id: *void, flags: TreeNodeFlags, fmt: *u8, __args: ..Any) -> bool #foreign imgui "?TreeNodeEx@ImGui@@YA_NPEBXHPEBDZZ"; +TreeNodeEx :: (ptr_id: *void, flags: TreeNodeFlags, fmt: string, __args: ..Any) -> bool { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + return TreeNodeEx_CFormat(ptr_id, flags, "%s", formatted_text.data); +} @PrintLike + +TreePush :: (str_id: *u8) -> void #foreign imgui "?TreePush@ImGui@@YAXPEBD@Z"; +TreePush :: (ptr_id: *void) -> void #foreign imgui "?TreePush@ImGui@@YAXPEBX@Z"; +TreePop :: () -> void #foreign imgui "?TreePop@ImGui@@YAXXZ"; +GetTreeNodeToLabelSpacing :: () -> float #foreign imgui "?GetTreeNodeToLabelSpacing@ImGui@@YAMXZ"; +CollapsingHeader :: (label: *u8, flags: TreeNodeFlags = .None) -> bool #foreign imgui "?CollapsingHeader@ImGui@@YA_NPEBDH@Z"; +CollapsingHeader :: (label: *u8, p_visible: *bool, flags: TreeNodeFlags = .None) -> bool #foreign imgui "?CollapsingHeader@ImGui@@YA_NPEBDPEA_NH@Z"; +SetNextItemOpen :: (is_open: bool, cond: Cond = .None) -> void #foreign imgui "?SetNextItemOpen@ImGui@@YAX_NH@Z"; +SetNextItemStorageID :: (storage_id: ID) -> void #foreign imgui "?SetNextItemStorageID@ImGui@@YAXI@Z"; +TreeNodeGetOpen :: (storage_id: ID) -> bool #foreign imgui "?TreeNodeGetOpen@ImGui@@YA_NI@Z"; + +// Widgets: Selectables +// - A selectable highlights when hovered, and can display another color when selected. +// - Neighbors selectable extend their highlight bounds in order to leave no gap between them. This is so a series of selected Selectable appear contiguous. +Selectable :: (label: *u8, selected := false, flags: SelectableFlags = .None, size: *ImVec2) -> bool #foreign imgui "?Selectable@ImGui@@YA_NPEBD_NHAEBUImVec2@@@Z"; +Selectable :: (label: *u8, selected := false, flags: SelectableFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Selectable(label, selected, flags, *size); +} +Selectable :: (label: *u8, p_selected: *bool, flags: SelectableFlags = .None, size: *ImVec2) -> bool #foreign imgui "?Selectable@ImGui@@YA_NPEBDPEA_NHAEBUImVec2@@@Z"; +Selectable :: (label: *u8, p_selected: *bool, flags: SelectableFlags = .None, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return Selectable(label, p_selected, flags, *size); +} + +// Multi-selection system for Selectable(), Checkbox(), TreeNode() functions [BETA] +// - This enables standard multi-selection/range-selection idioms (Ctrl+Mouse/Keyboard, Shift+Mouse/Keyboard, etc.) in a way that also allow a clipper to be used. +// - ImGuiSelectionUserData is often used to store your item index within the current view (but may store something else). +// - Read comments near ImGuiMultiSelectIO for instructions/details and see 'Demo->Widgets->Selection State & Multi-Select' for demo. +// - TreeNode() is technically supported but... using this correctly is more complicated. You need some sort of linear/random access to your tree, +// which is suited to advanced trees setups already implementing filters and clipper. We will work simplifying the current demo. +// - 'selection_size' and 'items_count' parameters are optional and used by a few features. If they are costly for you to compute, you may avoid them. +BeginMultiSelect :: (flags: MultiSelectFlags, selection_size: s32 = -1, items_count: s32 = -1) -> *MultiSelectIO #foreign imgui "?BeginMultiSelect@ImGui@@YAPEAUImGuiMultiSelectIO@@HHH@Z"; +EndMultiSelect :: () -> *MultiSelectIO #foreign imgui "?EndMultiSelect@ImGui@@YAPEAUImGuiMultiSelectIO@@XZ"; +SetNextItemSelectionUserData :: (selection_user_data: SelectionUserData) -> void #foreign imgui "?SetNextItemSelectionUserData@ImGui@@YAX_J@Z"; +IsItemToggledSelection :: () -> bool #foreign imgui "?IsItemToggledSelection@ImGui@@YA_NXZ"; + +// Widgets: List Boxes +// - This is essentially a thin wrapper to using BeginChild/EndChild with the ImGuiChildFlags_FrameStyle flag for stylistic changes + displaying a label. +// - If you don't need a label you can probably simply use BeginChild() with the ImGuiChildFlags_FrameStyle flag for the same result. +// - You can submit contents and manage your selection state however you want it, by creating e.g. Selectable() or any other items. +// - The simplified/old ListBox() api are helpers over BeginListBox()/EndListBox() which are kept available for convenience purpose. This is analogous to how Combos are created. +// - Choose frame width: size.x > 0.0f: custom / size.x < 0.0f or -FLT_MIN: right-align / size.x = 0.0f (default): use current ItemWidth +// - Choose frame height: size.y > 0.0f: custom / size.y < 0.0f or -FLT_MIN: bottom-align / size.y = 0.0f (default): arbitrary default height which can fit ~7 items +BeginListBox :: (label: *u8, size: *ImVec2) -> bool #foreign imgui "?BeginListBox@ImGui@@YA_NPEBDAEBUImVec2@@@Z"; +BeginListBox :: (label: *u8, size: ImVec2 = ImVec2.{0, 0}) -> bool #no_context { + return BeginListBox(label, *size); +} +EndListBox :: () -> void #foreign imgui "?EndListBox@ImGui@@YAXXZ"; +ListBox :: (label: *u8, current_item: *s32, items: **u8, items_count: s32, height_in_items: s32 = -1) -> bool #foreign imgui "?ListBox@ImGui@@YA_NPEBDPEAHQEBQEBDHH@Z"; +ListBox :: (label: *u8, current_item: *s32, getter: #type (user_data: *void, idx: s32) -> *u8 #c_call, user_data: *void, items_count: s32, height_in_items: s32 = -1) -> bool #foreign imgui "?ListBox@ImGui@@YA_NPEBDPEAHP6APEBDPEAXH@Z2HH@Z"; + +// Widgets: Data Plotting +// - Consider using ImPlot (https://github.com/epezent/implot) which is much better! +PlotLines :: (label: *u8, values: *float, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}, stride: s32 = 4) -> void #foreign imgui "?PlotLines@ImGui@@YAXPEBDPEBMHH0MMUImVec2@@H@Z"; +PlotLines :: (label: *u8, values_getter: #type (data: *void, idx: s32) -> float #c_call, data: *void, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}) -> void #foreign imgui "?PlotLines@ImGui@@YAXPEBDP6AMPEAXH@Z1HH0MMUImVec2@@@Z"; +PlotHistogram :: (label: *u8, values: *float, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}, stride: s32 = 4) -> void #foreign imgui "?PlotHistogram@ImGui@@YAXPEBDPEBMHH0MMUImVec2@@H@Z"; +PlotHistogram :: (label: *u8, values_getter: #type (data: *void, idx: s32) -> float #c_call, data: *void, values_count: s32, values_offset: s32 = 0, overlay_text: *u8 = null, scale_min: float = FLOAT32_MAX, scale_max: float = FLOAT32_MAX, graph_size: ImVec2 = .{0, 0}) -> void #foreign imgui "?PlotHistogram@ImGui@@YAXPEBDP6AMPEAXH@Z1HH0MMUImVec2@@@Z"; + +// Widgets: Value() Helpers. +// - Those are merely shortcut to calling Text() with a format string. Output single value in "name: value" format (tip: freely declare more in your code to handle your types. you can add functions to the ImGui namespace) +Value :: (prefix: *u8, b: bool) -> void #foreign imgui "?Value@ImGui@@YAXPEBD_N@Z"; +Value :: (prefix: *u8, v: s32) -> void #foreign imgui "?Value@ImGui@@YAXPEBDH@Z"; +Value :: (prefix: *u8, v: u32) -> void #foreign imgui "?Value@ImGui@@YAXPEBDI@Z"; +Value :: (prefix: *u8, v: float, float_format: *u8 = null) -> void #foreign imgui "?Value@ImGui@@YAXPEBDM0@Z"; + +// Widgets: Menus +// - Use BeginMenuBar() on a window ImGuiWindowFlags_MenuBar to append to its menu bar. +// - Use BeginMainMenuBar() to create a menu bar at the top of the screen and append to it. +// - Use BeginMenu() to create a menu. You can call BeginMenu() multiple time with the same identifier to append more items to it. +// - Not that MenuItem() keyboardshortcuts are displayed as a convenience but _not processed_ by Dear ImGui at the moment. +BeginMenuBar :: () -> bool #foreign imgui "?BeginMenuBar@ImGui@@YA_NXZ"; +EndMenuBar :: () -> void #foreign imgui "?EndMenuBar@ImGui@@YAXXZ"; +BeginMainMenuBar :: () -> bool #foreign imgui "?BeginMainMenuBar@ImGui@@YA_NXZ"; +EndMainMenuBar :: () -> void #foreign imgui "?EndMainMenuBar@ImGui@@YAXXZ"; +BeginMenu :: (label: *u8, enabled := true) -> bool #foreign imgui "?BeginMenu@ImGui@@YA_NPEBD_N@Z"; +EndMenu :: () -> void #foreign imgui "?EndMenu@ImGui@@YAXXZ"; +MenuItem :: (label: *u8, shortcut: *u8 = null, selected := false, enabled := true) -> bool #foreign imgui "?MenuItem@ImGui@@YA_NPEBD0_N1@Z"; +MenuItem :: (label: *u8, shortcut: *u8, p_selected: *bool, enabled := true) -> bool #foreign imgui "?MenuItem@ImGui@@YA_NPEBD0PEA_N_N@Z"; + +// Tooltips +// - Tooltips are windows following the mouse. They do not take focus away. +// - A tooltip window can contain items of any types. +// - SetTooltip() is more or less a shortcut for the 'if (BeginTooltip()) { Text(...); EndTooltip(); }' idiom (with a subtlety that it discard any previously submitted tooltip) +BeginTooltip :: () -> bool #foreign imgui "?BeginTooltip@ImGui@@YA_NXZ"; +EndTooltip :: () -> void #foreign imgui "?EndTooltip@ImGui@@YAXXZ"; +SetTooltip_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "?SetTooltip@ImGui@@YAXPEBDZZ"; +SetTooltip :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + SetTooltip_CFormat("%s", formatted_text.data); +} @PrintLike + +// Tooltips: helpers for showing a tooltip when hovering an item +// - BeginItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip) && BeginTooltip())' idiom. +// - SetItemTooltip() is a shortcut for the 'if (IsItemHovered(ImGuiHoveredFlags_ForTooltip)) { SetTooltip(...); }' idiom. +// - Where 'ImGuiHoveredFlags_ForTooltip' itself is a shortcut to use 'style.HoverFlagsForTooltipMouse' or 'style.HoverFlagsForTooltipNav' depending on active input type. For mouse it defaults to 'ImGuiHoveredFlags_Stationary | ImGuiHoveredFlags_DelayShort'. +BeginItemTooltip :: () -> bool #foreign imgui "?BeginItemTooltip@ImGui@@YA_NXZ"; +SetItemTooltip_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "?SetItemTooltip@ImGui@@YAXPEBDZZ"; +SetItemTooltip :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + SetItemTooltip_CFormat("%s", formatted_text.data); +} @PrintLike + +// Popups, Modals +// - They block normal mouse hovering detection (and therefore most mouse interactions) behind them. +// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. +// - Their visibility state (~bool) is held internally instead of being held by the programmer as we are used to with regular Begin*() calls. +// - The 3 properties above are related: we need to retain popup visibility state in the library because popups may be closed as any time. +// - You can bypass the hovering restriction by using ImGuiHoveredFlags_AllowWhenBlockedByPopup when calling IsItemHovered() or IsWindowHovered(). +// - IMPORTANT: Popup identifiers are relative to the current ID stack, so OpenPopup and BeginPopup generally needs to be at the same level of the stack. +// This is sometimes leading to confusing mistakes. May rework this in the future. +// - BeginPopup(): query popup state, if open start appending into the window. Call EndPopup() afterwards if returned true. ImGuiWindowFlags are forwarded to the window. +// - BeginPopupModal(): block every interaction behind the window, cannot be closed by user, add a dimming background, has a title bar. +BeginPopup :: (str_id: *u8, flags: WindowFlags = .None) -> bool #foreign imgui "?BeginPopup@ImGui@@YA_NPEBDH@Z"; +BeginPopupModal :: (name: *u8, p_open: *bool = null, flags: WindowFlags = .None) -> bool #foreign imgui "?BeginPopupModal@ImGui@@YA_NPEBDPEA_NH@Z"; +EndPopup :: () -> void #foreign imgui "?EndPopup@ImGui@@YAXXZ"; + +// Popups: open/close functions +// - OpenPopup(): set popup state to open. ImGuiPopupFlags are available for opening options. +// - If not modal: they can be closed by clicking anywhere outside them, or by pressing ESCAPE. +// - CloseCurrentPopup(): use inside the BeginPopup()/EndPopup() scope to close manually. +// - CloseCurrentPopup() is called by default by Selectable()/MenuItem() when activated (FIXME: need some options). +// - Use ImGuiPopupFlags_NoOpenOverExistingPopup to avoid opening a popup if there's already one at the same level. This is equivalent to e.g. testing for !IsAnyPopupOpen() prior to OpenPopup(). +// - Use IsWindowAppearing() after BeginPopup() to tell if a window just opened. +OpenPopup :: (str_id: *u8, popup_flags: PopupFlags = .None) -> void #foreign imgui "?OpenPopup@ImGui@@YAXPEBDH@Z"; +OpenPopup :: (id: ID, popup_flags: PopupFlags = .None) -> void #foreign imgui "?OpenPopup@ImGui@@YAXIH@Z"; +OpenPopupOnItemClick :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> void #foreign imgui "?OpenPopupOnItemClick@ImGui@@YAXPEBDH@Z"; +CloseCurrentPopup :: () -> void #foreign imgui "?CloseCurrentPopup@ImGui@@YAXXZ"; + +// Popups: Open+Begin popup combined functions helpers to create context menus. +// - Helpers to do OpenPopup+BeginPopup where the Open action is triggered by e.g. hovering an item and right-clicking. +// - IMPORTANT: Notice that BeginPopupContextXXX takes ImGuiPopupFlags just like OpenPopup() and unlike BeginPopup(). For full consistency, we may add ImGuiWindowFlags to the BeginPopupContextXXX functions in the future. +// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: +// - Before this version, OpenPopupOnItemClick(), BeginPopupContextItem(), BeginPopupContextWindow(), BeginPopupContextVoid() had 'a ImGuiPopupFlags popup_flags = 1' default value in their function signature. +// - Before: Explicitly passing a literal 0 meant ImGuiPopupFlags_MouseButtonLeft. The default = 1 meant ImGuiPopupFlags_MouseButtonRight. +// - After: The default = 0 means ImGuiPopupFlags_MouseButtonRight. Explicitly passing a literal 1 also means ImGuiPopupFlags_MouseButtonRight (if legacy behavior are enabled) or will assert (if legacy behavior are disabled). +// - TL;DR: if you don't want to use right mouse button for popups, always specify it explicitly using a named ImGuiPopupFlags_MouseButtonXXXX value. +// - Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157 for all details. +BeginPopupContextItem :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui "?BeginPopupContextItem@ImGui@@YA_NPEBDH@Z"; +BeginPopupContextWindow :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui "?BeginPopupContextWindow@ImGui@@YA_NPEBDH@Z"; +BeginPopupContextVoid :: (str_id: *u8 = null, popup_flags: PopupFlags = .None) -> bool #foreign imgui "?BeginPopupContextVoid@ImGui@@YA_NPEBDH@Z"; + +// Popups: query functions +// - IsPopupOpen(): return true if the popup is open at the current BeginPopup() level of the popup stack. +// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId: return true if any popup is open at the current BeginPopup() level of the popup stack. +// - IsPopupOpen() with ImGuiPopupFlags_AnyPopupId + ImGuiPopupFlags_AnyPopupLevel: return true if any popup is open. +IsPopupOpen :: (str_id: *u8, flags: PopupFlags = .None) -> bool #foreign imgui "?IsPopupOpen@ImGui@@YA_NPEBDH@Z"; + +// Tables +// - Full-featured replacement for old Columns API. +// - See Demo->Tables for demo code. See top of imgui_tables.cpp for general commentary. +// - See ImGuiTableFlags_ and ImGuiTableColumnFlags_ enums for a description of available flags. +// The typical call flow is: +// - 1. Call BeginTable(), early out if returning false. +// - 2. Optionally call TableSetupColumn() to submit column name/flags/defaults. +// - 3. Optionally call TableSetupScrollFreeze() to request scroll freezing of columns/rows. +// - 4. Optionally call TableHeadersRow() to submit a header row. Names are pulled from TableSetupColumn() data. +// - 5. Populate contents: +// - In most situations you can use TableNextRow() + TableSetColumnIndex(N) to start appending into a column. +// - If you are using tables as a sort of grid, where every column is holding the same type of contents, +// you may prefer using TableNextColumn() instead of TableNextRow() + TableSetColumnIndex(). +// TableNextColumn() will automatically wrap-around into the next row if needed. +// - IMPORTANT: Comparatively to the old Columns() API, we need to call TableNextColumn() for the first column! +// - Summary of possible call flow: +// - TableNextRow() -> TableSetColumnIndex(0) -> Text("Hello 0") -> TableSetColumnIndex(1) -> Text("Hello 1") // OK +// - TableNextRow() -> TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK +// - TableNextColumn() -> Text("Hello 0") -> TableNextColumn() -> Text("Hello 1") // OK: TableNextColumn() automatically gets to next row! +// - TableNextRow() -> Text("Hello 0") // Not OK! Missing TableSetColumnIndex() or TableNextColumn()! Text will not appear! +// - 5. Call EndTable() +BeginTable :: (str_id: *u8, columns: s32, flags: TableFlags = .None, outer_size: *ImVec2, inner_width: float = 0.0) -> bool #foreign imgui "?BeginTable@ImGui@@YA_NPEBDHHAEBUImVec2@@M@Z"; +BeginTable :: (str_id: *u8, columns: s32, flags: TableFlags = .None, outer_size: ImVec2 = ImVec2.{0.0, 0.0}, inner_width: float = 0.0) -> bool #no_context { + return BeginTable(str_id, columns, flags, *outer_size, inner_width); +} +EndTable :: () -> void #foreign imgui "?EndTable@ImGui@@YAXXZ"; +TableNextRow :: (row_flags: TableRowFlags = .None, min_row_height: float = 0.0) -> void #foreign imgui "?TableNextRow@ImGui@@YAXHM@Z"; +TableNextColumn :: () -> bool #foreign imgui "?TableNextColumn@ImGui@@YA_NXZ"; +TableSetColumnIndex :: (column_n: s32) -> bool #foreign imgui "?TableSetColumnIndex@ImGui@@YA_NH@Z"; + +// Tables: Headers & Columns declaration +// - Use TableSetupColumn() to specify label, resizing policy, default width/weight, id, various other flags etc. +// - Use TableHeadersRow() to create a header row and automatically submit a TableHeader() for each column. +// Headers are required to perform: reordering, sorting, and opening the context menu. +// The context menu can also be made available in columns body using ImGuiTableFlags_ContextMenuInBody. +// - You may manually submit headers using TableNextRow() + TableHeader() calls, but this is only useful in +// some advanced use cases (e.g. adding custom widgets in header row). +// - Use TableSetupScrollFreeze() to lock columns/rows so they stay visible when scrolled. When freezing columns you would usually also use ImGuiTableColumnFlags_NoHide on them. +TableSetupColumn :: (label: *u8, flags: TableColumnFlags = .None, init_width_or_weight: float = 0.0, user_id: ID = 0) -> void #foreign imgui "?TableSetupColumn@ImGui@@YAXPEBDHMI@Z"; +TableSetupScrollFreeze :: (cols: s32, rows: s32) -> void #foreign imgui "?TableSetupScrollFreeze@ImGui@@YAXHH@Z"; +TableHeader :: (label: *u8) -> void #foreign imgui "?TableHeader@ImGui@@YAXPEBD@Z"; +TableHeadersRow :: () -> void #foreign imgui "?TableHeadersRow@ImGui@@YAXXZ"; +TableAngledHeadersRow :: () -> void #foreign imgui "?TableAngledHeadersRow@ImGui@@YAXXZ"; + +// Tables: Sorting & Miscellaneous functions +// - Sorting: call TableGetSortSpecs() to retrieve latest sort specs for the table. NULL when not sorting. +// When 'sort_specs->SpecsDirty == true' you should sort your data. It will be true when sorting specs have +// changed since last call, or the first time. Make sure to set 'SpecsDirty = false' after sorting, +// else you may wastefully sort your data every frame! +// - Functions args 'int column_n' treat the default value of -1 as the same as passing the current column index. +TableGetSortSpecs :: () -> *TableSortSpecs #foreign imgui "?TableGetSortSpecs@ImGui@@YAPEAUImGuiTableSortSpecs@@XZ"; +TableGetColumnCount :: () -> s32 #foreign imgui "?TableGetColumnCount@ImGui@@YAHXZ"; +TableGetColumnIndex :: () -> s32 #foreign imgui "?TableGetColumnIndex@ImGui@@YAHXZ"; +TableGetRowIndex :: () -> s32 #foreign imgui "?TableGetRowIndex@ImGui@@YAHXZ"; +TableGetColumnName :: (column_n: s32 = -1) -> *u8 #foreign imgui "?TableGetColumnName@ImGui@@YAPEBDH@Z"; +TableGetColumnFlags :: (column_n: s32 = -1) -> TableColumnFlags #foreign imgui "?TableGetColumnFlags@ImGui@@YAHH@Z"; +TableSetColumnEnabled :: (column_n: s32, v: bool) -> void #foreign imgui "?TableSetColumnEnabled@ImGui@@YAXH_N@Z"; +TableGetHoveredColumn :: () -> s32 #foreign imgui "?TableGetHoveredColumn@ImGui@@YAHXZ"; +TableSetBgColor :: (target: TableBgTarget, color: ImU32, column_n: s32 = -1) -> void #foreign imgui "?TableSetBgColor@ImGui@@YAXHIH@Z"; + +// Legacy Columns API (prefer using Tables!) +// - You can also use SameLine(pos_x) to mimic simplified columns. +Columns :: (count: s32 = 1, id: *u8 = null, borders := true) -> void #foreign imgui "?Columns@ImGui@@YAXHPEBD_N@Z"; +NextColumn :: () -> void #foreign imgui "?NextColumn@ImGui@@YAXXZ"; +GetColumnIndex :: () -> s32 #foreign imgui "?GetColumnIndex@ImGui@@YAHXZ"; +GetColumnWidth :: (column_index: s32 = -1) -> float #foreign imgui "?GetColumnWidth@ImGui@@YAMH@Z"; +SetColumnWidth :: (column_index: s32, width: float) -> void #foreign imgui "?SetColumnWidth@ImGui@@YAXHM@Z"; +GetColumnOffset :: (column_index: s32 = -1) -> float #foreign imgui "?GetColumnOffset@ImGui@@YAMH@Z"; +SetColumnOffset :: (column_index: s32, offset_x: float) -> void #foreign imgui "?SetColumnOffset@ImGui@@YAXHM@Z"; +GetColumnsCount :: () -> s32 #foreign imgui "?GetColumnsCount@ImGui@@YAHXZ"; + +// Tab Bars, Tabs +// - Note: Tabs are automatically created by the docking system (when in 'docking' branch). Use this to create tab bars/tabs yourself. +BeginTabBar :: (str_id: *u8, flags: TabBarFlags = .None) -> bool #foreign imgui "?BeginTabBar@ImGui@@YA_NPEBDH@Z"; +EndTabBar :: () -> void #foreign imgui "?EndTabBar@ImGui@@YAXXZ"; +BeginTabItem :: (label: *u8, p_open: *bool = null, flags: TabItemFlags = .None) -> bool #foreign imgui "?BeginTabItem@ImGui@@YA_NPEBDPEA_NH@Z"; +EndTabItem :: () -> void #foreign imgui "?EndTabItem@ImGui@@YAXXZ"; +TabItemButton :: (label: *u8, flags: TabItemFlags = .None) -> bool #foreign imgui "?TabItemButton@ImGui@@YA_NPEBDH@Z"; +SetTabItemClosed :: (tab_or_docked_window_label: *u8) -> void #foreign imgui "?SetTabItemClosed@ImGui@@YAXPEBD@Z"; + +// Docking +// - Read https://github.com/ocornut/imgui/wiki/Docking for details. +// - Enable with io.ConfigFlags |= ImGuiConfigFlags_DockingEnable. +// - You can use many Docking facilities without calling any API. +// - Drag from window title bar or their tab to dock/undock. Hold SHIFT to disable docking. +// - Drag from window menu button (upper-left button) to undock an entire node (all windows). +// - When io.ConfigDockingWithShift == true, you instead need to hold SHIFT to enable docking. +// - DockSpaceOverViewport: +// - This is a helper to create an invisible window covering a viewport, then submit a DockSpace() into it. +// - Most applications can simply call DockSpaceOverViewport() once to allow docking windows into e.g. the edge of your screen. +// e.g. ImGui::NewFrame(); ImGui::DockSpaceOverViewport(); // Create a dockspace in main viewport. +// or: ImGui::NewFrame(); ImGui::DockSpaceOverViewport(0, nullptr, ImGuiDockNodeFlags_PassthruCentralNode); // Create a dockspace in main viewport, central node is transparent. +// - Dockspaces: +// - A dockspace is an explicit dock node within an existing window. +// - IMPORTANT: Dockspaces need to be submitted _before_ any window they can host. Submit them early in your frame! +// - IMPORTANT: Dockspaces need to be kept alive if hidden, otherwise windows docked into it will be undocked. +// If you have e.g. multiple tabs with a dockspace inside each tab: submit the non-visible dockspaces with ImGuiDockNodeFlags_KeepAliveOnly. +// - See 'Demo->Examples->Dockspace' or 'Demo->Examples->Documents' for more detailed demos. +// - Programmatic docking: +// - There is no public API yet other than the very limited SetNextWindowDockID() function. Sorry for that! +// - Read https://github.com/ocornut/imgui/wiki/Docking for examples of how to use current internal API. +DockSpace :: (dockspace_id: ID, size: *ImVec2, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #foreign imgui "?DockSpace@ImGui@@YAIIAEBUImVec2@@HPEBUImGuiWindowClass@@@Z"; +DockSpace :: (dockspace_id: ID, size: ImVec2 = ImVec2.{0, 0}, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #no_context { + return DockSpace(dockspace_id, *size, flags, window_class); +} +DockSpaceOverViewport :: (dockspace_id: ID = 0, viewport: *Viewport = null, flags: DockNodeFlags = .None, window_class: *WindowClass = null) -> ID #foreign imgui "?DockSpaceOverViewport@ImGui@@YAIIPEBUImGuiViewport@@HPEBUImGuiWindowClass@@@Z"; +SetNextWindowDockID :: (dock_id: ID, cond: Cond = .None) -> void #foreign imgui "?SetNextWindowDockID@ImGui@@YAXIH@Z"; +SetNextWindowClass :: (window_class: *WindowClass) -> void #foreign imgui "?SetNextWindowClass@ImGui@@YAXPEBUImGuiWindowClass@@@Z"; +GetWindowDockID :: () -> ID #foreign imgui "?GetWindowDockID@ImGui@@YAIXZ"; +IsWindowDocked :: () -> bool #foreign imgui "?IsWindowDocked@ImGui@@YA_NXZ"; + +// Logging/Capture +// - All text output from the interface can be captured into tty/file/clipboard. By default, tree nodes are automatically opened during logging. +LogToTTY :: (auto_open_depth: s32 = -1) -> void #foreign imgui "?LogToTTY@ImGui@@YAXH@Z"; +LogToFile :: (auto_open_depth: s32 = -1, filename: *u8 = null) -> void #foreign imgui "?LogToFile@ImGui@@YAXHPEBD@Z"; +LogToClipboard :: (auto_open_depth: s32 = -1) -> void #foreign imgui "?LogToClipboard@ImGui@@YAXH@Z"; +LogFinish :: () -> void #foreign imgui "?LogFinish@ImGui@@YAXXZ"; +LogButtons :: () -> void #foreign imgui "?LogButtons@ImGui@@YAXXZ"; +LogText_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "?LogText@ImGui@@YAXPEBDZZ"; +LogText :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + LogText_CFormat("%s", formatted_text.data); +} @PrintLike + +// Drag and Drop +// - On source items, call BeginDragDropSource(), if it returns true also call SetDragDropPayload() + EndDragDropSource(). +// - On target candidates, call BeginDragDropTarget(), if it returns true also call AcceptDragDropPayload() + EndDragDropTarget(). +// - If you stop calling BeginDragDropSource() the payload is preserved however it won't have a preview tooltip (we currently display a fallback "..." tooltip, see #1725) +// - An item can be both drag source and drop target. +BeginDragDropSource :: (flags: DragDropFlags = .None) -> bool #foreign imgui "?BeginDragDropSource@ImGui@@YA_NH@Z"; +SetDragDropPayload :: (type: *u8, data: *void, sz: u64, cond: Cond = .None) -> bool #foreign imgui "?SetDragDropPayload@ImGui@@YA_NPEBDPEBX_KH@Z"; +EndDragDropSource :: () -> void #foreign imgui "?EndDragDropSource@ImGui@@YAXXZ"; +BeginDragDropTarget :: () -> bool #foreign imgui "?BeginDragDropTarget@ImGui@@YA_NXZ"; +AcceptDragDropPayload :: (type: *u8, flags: DragDropFlags = .None) -> *Payload #foreign imgui "?AcceptDragDropPayload@ImGui@@YAPEBUImGuiPayload@@PEBDH@Z"; +EndDragDropTarget :: () -> void #foreign imgui "?EndDragDropTarget@ImGui@@YAXXZ"; +GetDragDropPayload :: () -> *Payload #foreign imgui "?GetDragDropPayload@ImGui@@YAPEBUImGuiPayload@@XZ"; + +// Disabling [BETA API] +// - Disable all user interactions and dim items visuals (applying style.DisabledAlpha over current colors) +// - Those can be nested but it cannot be used to enable an already disabled section (a single BeginDisabled(true) in the stack is enough to keep everything disabled) +// - Tooltips windows are automatically opted out of disabling. Note that IsItemHovered() by default returns false on disabled items, unless using ImGuiHoveredFlags_AllowWhenDisabled. +// - BeginDisabled(false)/EndDisabled() essentially does nothing but is provided to facilitate use of boolean expressions (as a micro-optimization: if you have tens of thousands of BeginDisabled(false)/EndDisabled() pairs, you might want to reformulate your code to avoid making those calls) +BeginDisabled :: (disabled := true) -> void #foreign imgui "?BeginDisabled@ImGui@@YAX_N@Z"; +EndDisabled :: () -> void #foreign imgui "?EndDisabled@ImGui@@YAXXZ"; + +// Clipping +// - Mouse hovering is affected by ImGui::PushClipRect() calls, unlike direct calls to ImDrawList::PushClipRect() which are render only. +PushClipRect :: (clip_rect_min: *ImVec2, clip_rect_max: *ImVec2, intersect_with_current_clip_rect: bool) -> void #foreign imgui "?PushClipRect@ImGui@@YAXAEBUImVec2@@0_N@Z"; +PushClipRect :: (clip_rect_min: ImVec2, clip_rect_max: ImVec2, intersect_with_current_clip_rect: bool) #no_context { + PushClipRect(*clip_rect_min, *clip_rect_max, intersect_with_current_clip_rect); +} +PopClipRect :: () -> void #foreign imgui "?PopClipRect@ImGui@@YAXXZ"; + +// Focus, Activation +SetItemDefaultFocus :: () -> void #foreign imgui "?SetItemDefaultFocus@ImGui@@YAXXZ"; +SetKeyboardFocusHere :: (offset: s32 = 0) -> void #foreign imgui "?SetKeyboardFocusHere@ImGui@@YAXH@Z"; + +// Keyboard/Gamepad Navigation +SetNavCursorVisible :: (visible: bool) -> void #foreign imgui "?SetNavCursorVisible@ImGui@@YAX_N@Z"; + +// Overlapping mode +SetNextItemAllowOverlap :: () -> void #foreign imgui "?SetNextItemAllowOverlap@ImGui@@YAXXZ"; + +// Item/Widgets Utilities and Query Functions +// - Most of the functions are referring to the previous Item that has been submitted. +// - See Demo Window under "Widgets->Querying Status" for an interactive visualization of most of those functions. +IsItemHovered :: (flags: HoveredFlags = .None) -> bool #foreign imgui "?IsItemHovered@ImGui@@YA_NH@Z"; +IsItemActive :: () -> bool #foreign imgui "?IsItemActive@ImGui@@YA_NXZ"; +IsItemFocused :: () -> bool #foreign imgui "?IsItemFocused@ImGui@@YA_NXZ"; +IsItemClicked :: (mouse_button: MouseButton = .Left) -> bool #foreign imgui "?IsItemClicked@ImGui@@YA_NH@Z"; +IsItemVisible :: () -> bool #foreign imgui "?IsItemVisible@ImGui@@YA_NXZ"; +IsItemEdited :: () -> bool #foreign imgui "?IsItemEdited@ImGui@@YA_NXZ"; +IsItemActivated :: () -> bool #foreign imgui "?IsItemActivated@ImGui@@YA_NXZ"; +IsItemDeactivated :: () -> bool #foreign imgui "?IsItemDeactivated@ImGui@@YA_NXZ"; +IsItemDeactivatedAfterEdit :: () -> bool #foreign imgui "?IsItemDeactivatedAfterEdit@ImGui@@YA_NXZ"; +IsItemToggledOpen :: () -> bool #foreign imgui "?IsItemToggledOpen@ImGui@@YA_NXZ"; +IsAnyItemHovered :: () -> bool #foreign imgui "?IsAnyItemHovered@ImGui@@YA_NXZ"; +IsAnyItemActive :: () -> bool #foreign imgui "?IsAnyItemActive@ImGui@@YA_NXZ"; +IsAnyItemFocused :: () -> bool #foreign imgui "?IsAnyItemFocused@ImGui@@YA_NXZ"; +GetItemID :: () -> ID #foreign imgui "?GetItemID@ImGui@@YAIXZ"; +GetItemRectMin :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetItemRectMin@ImGui@@YA?AUImVec2@@XZ"; +GetItemRectMax :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetItemRectMax@ImGui@@YA?AUImVec2@@XZ"; +GetItemRectSize :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetItemRectSize@ImGui@@YA?AUImVec2@@XZ"; +GetItemFlags :: () -> ItemFlags #foreign imgui "?GetItemFlags@ImGui@@YAHXZ"; + +// Viewports +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - In 'docking' branch with multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +GetMainViewport :: () -> *Viewport #foreign imgui "?GetMainViewport@ImGui@@YAPEAUImGuiViewport@@XZ"; + +// Background/Foreground Draw Lists +GetBackgroundDrawList :: (viewport: *Viewport = null) -> *ImDrawList #foreign imgui "?GetBackgroundDrawList@ImGui@@YAPEAUImDrawList@@PEAUImGuiViewport@@@Z"; +GetForegroundDrawList :: (viewport: *Viewport = null) -> *ImDrawList #foreign imgui "?GetForegroundDrawList@ImGui@@YAPEAUImDrawList@@PEAUImGuiViewport@@@Z"; + +// Miscellaneous Utilities +IsRectVisible :: (size: *ImVec2) -> bool #foreign imgui "?IsRectVisible@ImGui@@YA_NAEBUImVec2@@@Z"; +IsRectVisible :: (size: ImVec2) -> bool #no_context { + return IsRectVisible(*size); +} +IsRectVisible :: (rect_min: *ImVec2, rect_max: *ImVec2) -> bool #foreign imgui "?IsRectVisible@ImGui@@YA_NAEBUImVec2@@0@Z"; +IsRectVisible :: (rect_min: ImVec2, rect_max: ImVec2) -> bool #no_context { + return IsRectVisible(*rect_min, *rect_max); +} +GetTime :: () -> float64 #foreign imgui "?GetTime@ImGui@@YANXZ"; +GetFrameCount :: () -> s32 #foreign imgui "?GetFrameCount@ImGui@@YAHXZ"; +GetDrawListSharedData :: () -> *ImDrawListSharedData #foreign imgui "?GetDrawListSharedData@ImGui@@YAPEAUImDrawListSharedData@@XZ"; +GetStyleColorName :: (idx: Col) -> *u8 #foreign imgui "?GetStyleColorName@ImGui@@YAPEBDH@Z"; +SetStateStorage :: (storage: *Storage) -> void #foreign imgui "?SetStateStorage@ImGui@@YAXPEAUImGuiStorage@@@Z"; +GetStateStorage :: () -> *Storage #foreign imgui "?GetStateStorage@ImGui@@YAPEAUImGuiStorage@@XZ"; + +// Text Utilities +CalcTextSize :: (text: *u8, text_end: *u8 = null, hide_text_after_double_hash := false, wrap_width: float = -1.0) -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?CalcTextSize@ImGui@@YA?AUImVec2@@PEBD0_NM@Z"; +CalcTextSize :: (text: string, hide_text_after_double_hash := false, wrap_width: float = -1.0) -> ImVec2 #no_context { + return CalcTextSize(text.data, text.data + text.count, hide_text_after_double_hash, wrap_width); +} + +// Color Utilities +ColorConvertU32ToFloat4 :: (in: ImU32) -> ImVec4 #cpp_return_type_is_non_pod #foreign imgui "?ColorConvertU32ToFloat4@ImGui@@YA?AUImVec4@@I@Z"; +ColorConvertFloat4ToU32 :: (in: *ImVec4) -> ImU32 #foreign imgui "?ColorConvertFloat4ToU32@ImGui@@YAIAEBUImVec4@@@Z"; +ColorConvertFloat4ToU32 :: (in: ImVec4) -> ImU32 #no_context { + return ColorConvertFloat4ToU32(*in); +} +ColorConvertRGBtoHSV :: (r: float, g: float, b: float, out_h: *float, out_s: *float, out_v: *float) -> void #foreign imgui "?ColorConvertRGBtoHSV@ImGui@@YAXMMMAEAM00@Z"; +ColorConvertHSVtoRGB :: (h: float, s: float, v: float, out_r: *float, out_g: *float, out_b: *float) -> void #foreign imgui "?ColorConvertHSVtoRGB@ImGui@@YAXMMMAEAM00@Z"; + +// Inputs Utilities: Raw Keyboard/Mouse/Gamepad Access +// - Consider using the Shortcut() function instead of IsKeyPressed()/IsKeyChordPressed()! Shortcut() is easier to use and better featured (can do focus routing check). +// - the ImGuiKey enum contains all possible keyboard, mouse and gamepad inputs (e.g. ImGuiKey_A, ImGuiKey_MouseLeft, ImGuiKey_GamepadDpadUp...). +// - (legacy: before v1.87 (2022-02), we used ImGuiKey < 512 values to carry native/user indices as defined by each backends. This was obsoleted in 1.87 (2022-02) and completely removed in 1.91.5 (2024-11). See https://github.com/ocornut/imgui/issues/4921) +IsKeyDown :: (key: Key) -> bool #foreign imgui "?IsKeyDown@ImGui@@YA_NW4ImGuiKey@@@Z"; +IsKeyPressed :: (key: Key, repeat := true) -> bool #foreign imgui "?IsKeyPressed@ImGui@@YA_NW4ImGuiKey@@_N@Z"; +IsKeyReleased :: (key: Key) -> bool #foreign imgui "?IsKeyReleased@ImGui@@YA_NW4ImGuiKey@@@Z"; +IsKeyChordPressed :: (key_chord: KeyChord) -> bool #foreign imgui "?IsKeyChordPressed@ImGui@@YA_NH@Z"; +GetKeyPressedAmount :: (key: Key, repeat_delay: float, rate: float) -> s32 #foreign imgui "?GetKeyPressedAmount@ImGui@@YAHW4ImGuiKey@@MM@Z"; +GetKeyName :: (key: Key) -> *u8 #foreign imgui "?GetKeyName@ImGui@@YAPEBDW4ImGuiKey@@@Z"; +SetNextFrameWantCaptureKeyboard :: (want_capture_keyboard: bool) -> void #foreign imgui "?SetNextFrameWantCaptureKeyboard@ImGui@@YAX_N@Z"; + +// Inputs Utilities: Shortcut Testing & Routing +// - Typical use is e.g.: 'if (ImGui::Shortcut(ImGuiMod_Ctrl | ImGuiKey_S)) { ... }'. +// - Flags: Default route use ImGuiInputFlags_RouteFocused, but see ImGuiInputFlags_RouteGlobal and other options in ImGuiInputFlags_! +// - Flags: Use ImGuiInputFlags_Repeat to support repeat. +// - ImGuiKeyChord = a ImGuiKey + optional ImGuiMod_Alt/ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Super. +// ImGuiKey_C // Accepted by functions taking ImGuiKey or ImGuiKeyChord arguments +// ImGuiMod_Ctrl | ImGuiKey_C // Accepted by functions taking ImGuiKeyChord arguments +// only ImGuiMod_XXX values are legal to combine with an ImGuiKey. You CANNOT combine two ImGuiKey values. +// - The general idea is that several callers may register interest in a shortcut, and only one owner gets it. +// Parent -> call Shortcut(Ctrl+S) // When Parent is focused, Parent gets the shortcut. +// Child1 -> call Shortcut(Ctrl+S) // When Child1 is focused, Child1 gets the shortcut (Child1 overrides Parent shortcuts) +// Child2 -> no call // When Child2 is focused, Parent gets the shortcut. +// The whole system is order independent, so if Child1 makes its calls before Parent, results will be identical. +// This is an important property as it facilitate working with foreign code or larger codebase. +// - To understand the difference: +// - IsKeyChordPressed() compares mods and call IsKeyPressed() +// -> the function has no side-effect. +// - Shortcut() submits a route, routes are resolved, if it currently can be routed it calls IsKeyChordPressed() +// -> the function has (desirable) side-effects as it can prevents another call from getting the route. +// - Visualize registered routes in 'Metrics/Debugger->Inputs'. +Shortcut :: (key_chord: KeyChord, flags: InputFlags = .None) -> bool #foreign imgui "?Shortcut@ImGui@@YA_NHH@Z"; +SetNextItemShortcut :: (key_chord: KeyChord, flags: InputFlags = .None) -> void #foreign imgui "?SetNextItemShortcut@ImGui@@YAXHH@Z"; + +// Inputs Utilities: Key/Input Ownership [BETA] +// - One common use case would be to allow your items to disable standard inputs behaviors such +// as Tab or Alt key handling, Mouse Wheel scrolling, etc. +// e.g. `Button(...); if (SetItemKeyOwner(ImGuiKey_MouseWheelY)) { ... }` to make hovering/activating a button disable wheel for scrolling. +// - Reminder ImGuiKey enum include access to mouse buttons and gamepad, so key ownership can apply to them. +// - The return value of SetItemKeyOwner() says if ownership has been requested for the item, which is a shortcut to calling yet non-public TestKeyOwner() function. +// - Many related features are still in imgui_internal.h. For instance, most IsKeyXXX()/IsMouseXXX() functions have an owner-id-aware version. +SetItemKeyOwner :: (key: Key) -> bool #foreign imgui "?SetItemKeyOwner@ImGui@@YA_NW4ImGuiKey@@@Z"; + +// Inputs Utilities: Mouse +// - To refer to a mouse button, you may use named enums in your code e.g. ImGuiMouseButton_Left, ImGuiMouseButton_Right. +// - You can also use regular integer: it is forever guaranteed that 0=Left, 1=Right, 2=Middle. +// - Dragging operations are only reported after mouse has moved a certain distance away from the initial clicking position (see 'lock_threshold' and 'io.MouseDraggingThreshold') +IsMouseDown :: (button: MouseButton) -> bool #foreign imgui "?IsMouseDown@ImGui@@YA_NH@Z"; +IsMouseClicked :: (button: MouseButton, repeat := false) -> bool #foreign imgui "?IsMouseClicked@ImGui@@YA_NH_N@Z"; +IsMouseReleased :: (button: MouseButton) -> bool #foreign imgui "?IsMouseReleased@ImGui@@YA_NH@Z"; +IsMouseDoubleClicked :: (button: MouseButton) -> bool #foreign imgui "?IsMouseDoubleClicked@ImGui@@YA_NH@Z"; +IsMouseReleasedWithDelay :: (button: MouseButton, delay: float) -> bool #foreign imgui "?IsMouseReleasedWithDelay@ImGui@@YA_NHM@Z"; +GetMouseClickedCount :: (button: MouseButton) -> s32 #foreign imgui "?GetMouseClickedCount@ImGui@@YAHH@Z"; +IsMouseHoveringRect :: (r_min: *ImVec2, r_max: *ImVec2, clip := true) -> bool #foreign imgui "?IsMouseHoveringRect@ImGui@@YA_NAEBUImVec2@@0_N@Z"; +IsMouseHoveringRect :: (r_min: ImVec2, r_max: ImVec2, clip := true) -> bool #no_context { + return IsMouseHoveringRect(*r_min, *r_max, clip); +} +IsMousePosValid :: (mouse_pos: *ImVec2 = null) -> bool #foreign imgui "?IsMousePosValid@ImGui@@YA_NPEBUImVec2@@@Z"; +IsAnyMouseDown :: () -> bool #foreign imgui "?IsAnyMouseDown@ImGui@@YA_NXZ"; +GetMousePos :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetMousePos@ImGui@@YA?AUImVec2@@XZ"; +GetMousePosOnOpeningCurrentPopup :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetMousePosOnOpeningCurrentPopup@ImGui@@YA?AUImVec2@@XZ"; +IsMouseDragging :: (button: MouseButton, lock_threshold: float = -1.0) -> bool #foreign imgui "?IsMouseDragging@ImGui@@YA_NHM@Z"; +GetMouseDragDelta :: (button: MouseButton = .Left, lock_threshold: float = -1.0) -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetMouseDragDelta@ImGui@@YA?AUImVec2@@HM@Z"; +ResetMouseDragDelta :: (button: MouseButton = .Left) -> void #foreign imgui "?ResetMouseDragDelta@ImGui@@YAXH@Z"; +GetMouseCursor :: () -> MouseCursor #foreign imgui "?GetMouseCursor@ImGui@@YAHXZ"; +SetMouseCursor :: (cursor_type: MouseCursor) -> void #foreign imgui "?SetMouseCursor@ImGui@@YAXH@Z"; +SetNextFrameWantCaptureMouse :: (want_capture_mouse: bool) -> void #foreign imgui "?SetNextFrameWantCaptureMouse@ImGui@@YAX_N@Z"; + +// Clipboard Utilities +// - Also see the LogToClipboard() function to capture GUI into clipboard, or easily output text data to the clipboard. +GetClipboardText :: () -> *u8 #foreign imgui "?GetClipboardText@ImGui@@YAPEBDXZ"; +SetClipboardText :: (text: *u8) -> void #foreign imgui "?SetClipboardText@ImGui@@YAXPEBD@Z"; + +// Settings/.Ini Utilities +// - The disk functions are automatically called if io.IniFilename != NULL (default is "imgui.ini"). +// - Set io.IniFilename to NULL to load/save manually. Read io.WantSaveIniSettings description about handling .ini saving manually. +// - Important: default value "imgui.ini" is relative to current working dir! Most apps will want to lock this to an absolute path (e.g. same path as executables). +LoadIniSettingsFromDisk :: (ini_filename: *u8) -> void #foreign imgui "?LoadIniSettingsFromDisk@ImGui@@YAXPEBD@Z"; +LoadIniSettingsFromMemory :: (ini_data: *u8, ini_size: u64 = 0) -> void #foreign imgui "?LoadIniSettingsFromMemory@ImGui@@YAXPEBD_K@Z"; +SaveIniSettingsToDisk :: (ini_filename: *u8) -> void #foreign imgui "?SaveIniSettingsToDisk@ImGui@@YAXPEBD@Z"; +SaveIniSettingsToMemory :: (out_ini_size: *u64 = null) -> *u8 #foreign imgui "?SaveIniSettingsToMemory@ImGui@@YAPEBDPEA_K@Z"; + +// Debug Utilities +// - Your main debugging friend is the ShowMetricsWindow() function. +// - Interactive tools are all accessible from the 'Dear ImGui Demo->Tools' menu. +// - Read https://github.com/ocornut/imgui/wiki/Debug-Tools for a description of all available debug tools. +DebugTextEncoding :: (text: *u8) -> void #foreign imgui "?DebugTextEncoding@ImGui@@YAXPEBD@Z"; +DebugFlashStyleColor :: (idx: Col) -> void #foreign imgui "?DebugFlashStyleColor@ImGui@@YAXH@Z"; +DebugStartItemPicker :: () -> void #foreign imgui "?DebugStartItemPicker@ImGui@@YAXXZ"; +DebugCheckVersionAndDataLayout :: (version_str: *u8, sz_io: u64, sz_style: u64, sz_vec2: u64, sz_vec4: u64, sz_drawvert: u64, sz_drawidx: u64) -> bool #foreign imgui "?DebugCheckVersionAndDataLayout@ImGui@@YA_NPEBD_K11111@Z"; + +DebugLog_CFormat :: (fmt: *u8, __args: ..Any) -> void #foreign imgui "?DebugLog@ImGui@@YAXPEBDZZ"; +DebugLog :: (fmt: string, __args: ..Any) { + push_allocator(temp); + formatted_text_builder: String_Builder; + print_to_builder(*formatted_text_builder, fmt, ..__args); + append(*formatted_text_builder, "\0"); + formatted_text := builder_to_string(*formatted_text_builder); + DebugLog_CFormat("%s", formatted_text.data); +} @PrintLike + +// Memory Allocators +// - Those functions are not reliant on the current context. +// - DLL users: heaps and globals are not shared across DLL boundaries! You will need to call SetCurrentContext() + SetAllocatorFunctions() +// for each static/DLL boundary you are calling from. Read "Context and Memory Allocators" section of imgui.cpp for more details. +SetAllocatorFunctions :: (alloc_func: MemAllocFunc, free_func: MemFreeFunc, user_data: *void = null) -> void #foreign imgui "?SetAllocatorFunctions@ImGui@@YAXP6APEAX_KPEAX@ZP6AX11@Z1@Z"; +GetAllocatorFunctions :: (p_alloc_func: *MemAllocFunc, p_free_func: *MemFreeFunc, p_user_data: **void) -> void #foreign imgui "?GetAllocatorFunctions@ImGui@@YAXPEAP6APEAX_KPEAX@ZPEAP6AX11@ZPEAPEAX@Z"; +MemAlloc :: (size: u64) -> *void #foreign imgui "?MemAlloc@ImGui@@YAPEAX_K@Z"; +MemFree :: (ptr: *void) -> void #foreign imgui "?MemFree@ImGui@@YAXPEAX@Z"; + +// (Optional) Platform/OS interface for multi-viewport support +// Read comments around the ImGuiPlatformIO structure for more details. +// Note: You may use GetWindowViewport() to get the current viewport of the current window. +UpdatePlatformWindows :: () -> void #foreign imgui "?UpdatePlatformWindows@ImGui@@YAXXZ"; +RenderPlatformWindowsDefault :: (platform_render_arg: *void = null, renderer_render_arg: *void = null) -> void #foreign imgui "?RenderPlatformWindowsDefault@ImGui@@YAXPEAX0@Z"; +DestroyPlatformWindows :: () -> void #foreign imgui "?DestroyPlatformWindows@ImGui@@YAXXZ"; +FindViewportByID :: (viewport_id: ID) -> *Viewport #foreign imgui "?FindViewportByID@ImGui@@YAPEAUImGuiViewport@@I@Z"; +FindViewportByPlatformHandle :: (platform_handle: *void) -> *Viewport #foreign imgui "?FindViewportByPlatformHandle@ImGui@@YAPEAUImGuiViewport@@PEAX@Z"; + +SetWindowFontScale :: (scale: float) -> void #foreign imgui "?SetWindowFontScale@ImGui@@YAXM@Z"; + +// OBSOLETED in 1.91.9 (from February 2025) +Image :: (tex_ref: ImTextureRef, image_size: *ImVec2, uv0: *ImVec2, uv1: *ImVec2, tint_col: *ImVec4, border_col: *ImVec4) -> void #foreign imgui "?Image@ImGui@@YAXUImTextureRef@@AEBUImVec2@@11AEBUImVec4@@2@Z"; +Image :: (tex_ref: ImTextureRef, image_size: ImVec2, uv0: ImVec2, uv1: ImVec2, tint_col: ImVec4, border_col: ImVec4) #no_context { + Image(tex_ref, *image_size, *uv0, *uv1, *tint_col, *border_col); +} + +// You do not need those functions! See #7838 on GitHub for more info. +GetContentRegionMax :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetContentRegionMax@ImGui@@YA?AUImVec2@@XZ"; +GetWindowContentRegionMin :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetWindowContentRegionMin@ImGui@@YA?AUImVec2@@XZ"; +GetWindowContentRegionMax :: () -> ImVec2 #cpp_return_type_is_non_pod #foreign imgui "?GetWindowContentRegionMax@ImGui@@YA?AUImVec2@@XZ"; + +// Flags for ImGui::Begin() +// (Those are per-window flags. There are shared flags in ImGuiIO: io.ConfigWindowsResizeFromEdges and io.ConfigWindowsMoveFromTitleBarOnly) +WindowFlags :: enum_flags s32 { + None :: 0x0; + NoTitleBar :: 0x1; + NoResize :: 0x2; + NoMove :: 0x4; + NoScrollbar :: 0x8; + NoScrollWithMouse :: 0x10; + NoCollapse :: 0x20; + AlwaysAutoResize :: 0x40; + NoBackground :: 0x80; + NoSavedSettings :: 0x100; + NoMouseInputs :: 0x200; + MenuBar :: 0x400; + HorizontalScrollbar :: 0x800; + NoFocusOnAppearing :: 0x1000; + NoBringToFrontOnFocus :: 0x2000; + AlwaysVerticalScrollbar :: 0x4000; + AlwaysHorizontalScrollbar :: 0x8000; + NoNavInputs :: 0x10000; + NoNavFocus :: 0x20000; + UnsavedDocument :: 0x40000; + NoDocking :: 0x80000; + NoNav :: 0x30000; + NoDecoration :: 0x2b; + NoInputs :: 0x30200; + + DockNodeHost :: 0x800000; + ChildWindow :: 0x1000000; + Tooltip :: 0x2000000; + Popup :: 0x4000000; + Modal :: 0x8000000; + ChildMenu :: 0x10000000; + + ImGuiWindowFlags_None :: None; + ImGuiWindowFlags_NoTitleBar :: NoTitleBar; + ImGuiWindowFlags_NoResize :: NoResize; + ImGuiWindowFlags_NoMove :: NoMove; + ImGuiWindowFlags_NoScrollbar :: NoScrollbar; + ImGuiWindowFlags_NoScrollWithMouse :: NoScrollWithMouse; + ImGuiWindowFlags_NoCollapse :: NoCollapse; + ImGuiWindowFlags_AlwaysAutoResize :: AlwaysAutoResize; + ImGuiWindowFlags_NoBackground :: NoBackground; + ImGuiWindowFlags_NoSavedSettings :: NoSavedSettings; + ImGuiWindowFlags_NoMouseInputs :: NoMouseInputs; + ImGuiWindowFlags_MenuBar :: MenuBar; + ImGuiWindowFlags_HorizontalScrollbar :: HorizontalScrollbar; + ImGuiWindowFlags_NoFocusOnAppearing :: NoFocusOnAppearing; + ImGuiWindowFlags_NoBringToFrontOnFocus :: NoBringToFrontOnFocus; + ImGuiWindowFlags_AlwaysVerticalScrollbar :: AlwaysVerticalScrollbar; + ImGuiWindowFlags_AlwaysHorizontalScrollbar :: AlwaysHorizontalScrollbar; + ImGuiWindowFlags_NoNavInputs :: NoNavInputs; + ImGuiWindowFlags_NoNavFocus :: NoNavFocus; + ImGuiWindowFlags_UnsavedDocument :: UnsavedDocument; + ImGuiWindowFlags_NoDocking :: NoDocking; + ImGuiWindowFlags_NoNav :: NoNav; + ImGuiWindowFlags_NoDecoration :: NoDecoration; + ImGuiWindowFlags_NoInputs :: NoInputs; + + ImGuiWindowFlags_DockNodeHost :: DockNodeHost; + ImGuiWindowFlags_ChildWindow :: ChildWindow; + ImGuiWindowFlags_Tooltip :: Tooltip; + ImGuiWindowFlags_Popup :: Popup; + ImGuiWindowFlags_Modal :: Modal; + ImGuiWindowFlags_ChildMenu :: ChildMenu; +} + +// Flags for ImGui::BeginChild() +// (Legacy: bit 0 must always correspond to ImGuiChildFlags_Borders to be backward compatible with old API using 'bool border = false'.) +// About using AutoResizeX/AutoResizeY flags: +// - May be combined with SetNextWindowSizeConstraints() to set a min/max size for each axis (see "Demo->Child->Auto-resize with Constraints"). +// - Size measurement for a given axis is only performed when the child window is within visible boundaries, or is just appearing. +// - This allows BeginChild() to return false when not within boundaries (e.g. when scrolling), which is more optimal. BUT it won't update its auto-size while clipped. +// While not perfect, it is a better default behavior as the always-on performance gain is more valuable than the occasional "resizing after becoming visible again" glitch. +// - You may also use ImGuiChildFlags_AlwaysAutoResize to force an update even when child window is not in view. +// HOWEVER PLEASE UNDERSTAND THAT DOING SO WILL PREVENT BeginChild() FROM EVER RETURNING FALSE, disabling benefits of coarse clipping. +ChildFlags :: enum_flags s32 { + None :: 0x0; + Borders :: 0x1; + AlwaysUseWindowPadding :: 0x2; + ResizeX :: 0x4; + ResizeY :: 0x8; + AutoResizeX :: 0x10; + AutoResizeY :: 0x20; + AlwaysAutoResize :: 0x40; + FrameStyle :: 0x80; + NavFlattened :: 0x100; + + ImGuiChildFlags_None :: None; + ImGuiChildFlags_Borders :: Borders; + ImGuiChildFlags_AlwaysUseWindowPadding :: AlwaysUseWindowPadding; + ImGuiChildFlags_ResizeX :: ResizeX; + ImGuiChildFlags_ResizeY :: ResizeY; + ImGuiChildFlags_AutoResizeX :: AutoResizeX; + ImGuiChildFlags_AutoResizeY :: AutoResizeY; + ImGuiChildFlags_AlwaysAutoResize :: AlwaysAutoResize; + ImGuiChildFlags_FrameStyle :: FrameStyle; + ImGuiChildFlags_NavFlattened :: NavFlattened; +} + +// Flags for ImGui::PushItemFlag() +// (Those are shared by all submitted items) +ItemFlags :: enum_flags s32 { + None :: 0x0; + NoTabStop :: 0x1; + NoNav :: 0x2; + NoNavDefaultFocus :: 0x4; + ButtonRepeat :: 0x8; + AutoClosePopups :: 0x10; + AllowDuplicateId :: 0x20; + Disabled :: 0x40; + + ImGuiItemFlags_None :: None; + ImGuiItemFlags_NoTabStop :: NoTabStop; + ImGuiItemFlags_NoNav :: NoNav; + ImGuiItemFlags_NoNavDefaultFocus :: NoNavDefaultFocus; + ImGuiItemFlags_ButtonRepeat :: ButtonRepeat; + ImGuiItemFlags_AutoClosePopups :: AutoClosePopups; + ImGuiItemFlags_AllowDuplicateId :: AllowDuplicateId; + ImGuiItemFlags_Disabled :: Disabled; +} + +// Flags for ImGui::InputText() +// (Those are per-item flags. There are shared flags in ImGuiIO: io.ConfigInputTextCursorBlink and io.ConfigInputTextEnterKeepActive) +InputTextFlags :: enum_flags s32 { + None :: 0x0; + CharsDecimal :: 0x1; + CharsHexadecimal :: 0x2; + CharsScientific :: 0x4; + CharsUppercase :: 0x8; + CharsNoBlank :: 0x10; + + AllowTabInput :: 0x20; + EnterReturnsTrue :: 0x40; + EscapeClearsAll :: 0x80; + CtrlEnterForNewLine :: 0x100; + + ReadOnly :: 0x200; + Password :: 0x400; + AlwaysOverwrite :: 0x800; + AutoSelectAll :: 0x1000; + ParseEmptyRefVal :: 0x2000; + DisplayEmptyRefVal :: 0x4000; + NoHorizontalScroll :: 0x8000; + NoUndoRedo :: 0x10000; + + ElideLeft :: 0x20000; + + CallbackCompletion :: 0x40000; + CallbackHistory :: 0x80000; + CallbackAlways :: 0x100000; + CallbackCharFilter :: 0x200000; + CallbackResize :: 0x400000; + CallbackEdit :: 0x800000; + + WordWrap :: 0x1000000; + + ImGuiInputTextFlags_None :: None; + ImGuiInputTextFlags_CharsDecimal :: CharsDecimal; + ImGuiInputTextFlags_CharsHexadecimal :: CharsHexadecimal; + ImGuiInputTextFlags_CharsScientific :: CharsScientific; + ImGuiInputTextFlags_CharsUppercase :: CharsUppercase; + ImGuiInputTextFlags_CharsNoBlank :: CharsNoBlank; + + ImGuiInputTextFlags_AllowTabInput :: AllowTabInput; + ImGuiInputTextFlags_EnterReturnsTrue :: EnterReturnsTrue; + ImGuiInputTextFlags_EscapeClearsAll :: EscapeClearsAll; + ImGuiInputTextFlags_CtrlEnterForNewLine :: CtrlEnterForNewLine; + + ImGuiInputTextFlags_ReadOnly :: ReadOnly; + ImGuiInputTextFlags_Password :: Password; + ImGuiInputTextFlags_AlwaysOverwrite :: AlwaysOverwrite; + ImGuiInputTextFlags_AutoSelectAll :: AutoSelectAll; + ImGuiInputTextFlags_ParseEmptyRefVal :: ParseEmptyRefVal; + ImGuiInputTextFlags_DisplayEmptyRefVal :: DisplayEmptyRefVal; + ImGuiInputTextFlags_NoHorizontalScroll :: NoHorizontalScroll; + ImGuiInputTextFlags_NoUndoRedo :: NoUndoRedo; + + ImGuiInputTextFlags_ElideLeft :: ElideLeft; + + ImGuiInputTextFlags_CallbackCompletion :: CallbackCompletion; + ImGuiInputTextFlags_CallbackHistory :: CallbackHistory; + ImGuiInputTextFlags_CallbackAlways :: CallbackAlways; + ImGuiInputTextFlags_CallbackCharFilter :: CallbackCharFilter; + ImGuiInputTextFlags_CallbackResize :: CallbackResize; + ImGuiInputTextFlags_CallbackEdit :: CallbackEdit; + + ImGuiInputTextFlags_WordWrap :: WordWrap; +} + +// Flags for ImGui::TreeNodeEx(), ImGui::CollapsingHeader*() +TreeNodeFlags :: enum_flags s32 { + None :: 0x0; + Selected :: 0x1; + Framed :: 0x2; + AllowOverlap :: 0x4; + NoTreePushOnOpen :: 0x8; + NoAutoOpenOnLog :: 0x10; + DefaultOpen :: 0x20; + OpenOnDoubleClick :: 0x40; + OpenOnArrow :: 0x80; + Leaf :: 0x100; + Bullet :: 0x200; + FramePadding :: 0x400; + SpanAvailWidth :: 0x800; + SpanFullWidth :: 0x1000; + SpanLabelWidth :: 0x2000; + SpanAllColumns :: 0x4000; + LabelSpanAllColumns :: 0x8000; + + NavLeftJumpsToParent :: 0x20000; + CollapsingHeader :: 0x1a; + + DrawLinesNone :: 0x40000; + DrawLinesFull :: 0x80000; + DrawLinesToNodes :: 0x100000; + + NavLeftJumpsBackHere :: 0x20000; + SpanTextWidth :: 0x2000; + + ImGuiTreeNodeFlags_None :: None; + ImGuiTreeNodeFlags_Selected :: Selected; + ImGuiTreeNodeFlags_Framed :: Framed; + ImGuiTreeNodeFlags_AllowOverlap :: AllowOverlap; + ImGuiTreeNodeFlags_NoTreePushOnOpen :: NoTreePushOnOpen; + ImGuiTreeNodeFlags_NoAutoOpenOnLog :: NoAutoOpenOnLog; + ImGuiTreeNodeFlags_DefaultOpen :: DefaultOpen; + ImGuiTreeNodeFlags_OpenOnDoubleClick :: OpenOnDoubleClick; + ImGuiTreeNodeFlags_OpenOnArrow :: OpenOnArrow; + ImGuiTreeNodeFlags_Leaf :: Leaf; + ImGuiTreeNodeFlags_Bullet :: Bullet; + ImGuiTreeNodeFlags_FramePadding :: FramePadding; + ImGuiTreeNodeFlags_SpanAvailWidth :: SpanAvailWidth; + ImGuiTreeNodeFlags_SpanFullWidth :: SpanFullWidth; + ImGuiTreeNodeFlags_SpanLabelWidth :: SpanLabelWidth; + ImGuiTreeNodeFlags_SpanAllColumns :: SpanAllColumns; + ImGuiTreeNodeFlags_LabelSpanAllColumns :: LabelSpanAllColumns; + + ImGuiTreeNodeFlags_NavLeftJumpsToParent :: NavLeftJumpsToParent; + ImGuiTreeNodeFlags_CollapsingHeader :: CollapsingHeader; + + ImGuiTreeNodeFlags_DrawLinesNone :: DrawLinesNone; + ImGuiTreeNodeFlags_DrawLinesFull :: DrawLinesFull; + ImGuiTreeNodeFlags_DrawLinesToNodes :: DrawLinesToNodes; + + ImGuiTreeNodeFlags_NavLeftJumpsBackHere :: NavLeftJumpsBackHere; + ImGuiTreeNodeFlags_SpanTextWidth :: SpanTextWidth; +} + +// Flags for OpenPopup*(), BeginPopupContext*(), IsPopupOpen() functions. +// - IMPORTANT: If you ever used the left mouse button with BeginPopupContextXXX() helpers before 1.92.6: Read "API BREAKING CHANGES" 2026/01/07 (1.92.6) entry in imgui.cpp or GitHub topic #9157. +// - Multiple buttons currently cannot be combined/or-ed in those functions (we could allow it later). +PopupFlags :: enum_flags s32 { + None :: 0x0; + MouseButtonLeft :: 0x4; + MouseButtonRight :: 0x8; + MouseButtonMiddle :: 0xc; + NoReopen :: 0x20; + + NoOpenOverExistingPopup :: 0x80; + NoOpenOverItems :: 0x100; + AnyPopupId :: 0x400; + AnyPopupLevel :: 0x800; + AnyPopup :: 0xc00; + MouseButtonShift_ :: 0x2; + MouseButtonMask_ :: 0xc; + InvalidMask_ :: 0x3; + + ImGuiPopupFlags_None :: None; + ImGuiPopupFlags_MouseButtonLeft :: MouseButtonLeft; + ImGuiPopupFlags_MouseButtonRight :: MouseButtonRight; + ImGuiPopupFlags_MouseButtonMiddle :: MouseButtonMiddle; + ImGuiPopupFlags_NoReopen :: NoReopen; + + ImGuiPopupFlags_NoOpenOverExistingPopup :: NoOpenOverExistingPopup; + ImGuiPopupFlags_NoOpenOverItems :: NoOpenOverItems; + ImGuiPopupFlags_AnyPopupId :: AnyPopupId; + ImGuiPopupFlags_AnyPopupLevel :: AnyPopupLevel; + ImGuiPopupFlags_AnyPopup :: AnyPopup; + ImGuiPopupFlags_MouseButtonShift_ :: MouseButtonShift_; + ImGuiPopupFlags_MouseButtonMask_ :: MouseButtonMask_; + ImGuiPopupFlags_InvalidMask_ :: InvalidMask_; +} + +// Flags for ImGui::Selectable() +SelectableFlags :: enum_flags s32 { + None :: 0x0; + NoAutoClosePopups :: 0x1; + SpanAllColumns :: 0x2; + AllowDoubleClick :: 0x4; + Disabled :: 0x8; + AllowOverlap :: 0x10; + Highlight :: 0x20; + SelectOnNav :: 0x40; + + DontClosePopups :: 0x1; + + ImGuiSelectableFlags_None :: None; + ImGuiSelectableFlags_NoAutoClosePopups :: NoAutoClosePopups; + ImGuiSelectableFlags_SpanAllColumns :: SpanAllColumns; + ImGuiSelectableFlags_AllowDoubleClick :: AllowDoubleClick; + ImGuiSelectableFlags_Disabled :: Disabled; + ImGuiSelectableFlags_AllowOverlap :: AllowOverlap; + ImGuiSelectableFlags_Highlight :: Highlight; + ImGuiSelectableFlags_SelectOnNav :: SelectOnNav; + + ImGuiSelectableFlags_DontClosePopups :: DontClosePopups; +} + +// Flags for ImGui::BeginCombo() +ComboFlags :: enum_flags s32 { + None :: 0x0; + PopupAlignLeft :: 0x1; + HeightSmall :: 0x2; + HeightRegular :: 0x4; + HeightLarge :: 0x8; + HeightLargest :: 0x10; + NoArrowButton :: 0x20; + NoPreview :: 0x40; + WidthFitPreview :: 0x80; + HeightMask_ :: 0x1e; + + ImGuiComboFlags_None :: None; + ImGuiComboFlags_PopupAlignLeft :: PopupAlignLeft; + ImGuiComboFlags_HeightSmall :: HeightSmall; + ImGuiComboFlags_HeightRegular :: HeightRegular; + ImGuiComboFlags_HeightLarge :: HeightLarge; + ImGuiComboFlags_HeightLargest :: HeightLargest; + ImGuiComboFlags_NoArrowButton :: NoArrowButton; + ImGuiComboFlags_NoPreview :: NoPreview; + ImGuiComboFlags_WidthFitPreview :: WidthFitPreview; + ImGuiComboFlags_HeightMask_ :: HeightMask_; +} + +// Flags for ImGui::BeginTabBar() +TabBarFlags :: enum_flags s32 { + None :: 0x0; + Reorderable :: 0x1; + AutoSelectNewTabs :: 0x2; + TabListPopupButton :: 0x4; + NoCloseWithMiddleMouseButton :: 0x8; + NoTabListScrollingButtons :: 0x10; + NoTooltip :: 0x20; + DrawSelectedOverline :: 0x40; + + FittingPolicyMixed :: 0x80; + FittingPolicyShrink :: 0x100; + FittingPolicyScroll :: 0x200; + FittingPolicyMask_ :: 0x380; + FittingPolicyDefault_ :: 0x80; + + FittingPolicyResizeDown :: 0x100; + + ImGuiTabBarFlags_None :: None; + ImGuiTabBarFlags_Reorderable :: Reorderable; + ImGuiTabBarFlags_AutoSelectNewTabs :: AutoSelectNewTabs; + ImGuiTabBarFlags_TabListPopupButton :: TabListPopupButton; + ImGuiTabBarFlags_NoCloseWithMiddleMouseButton :: NoCloseWithMiddleMouseButton; + ImGuiTabBarFlags_NoTabListScrollingButtons :: NoTabListScrollingButtons; + ImGuiTabBarFlags_NoTooltip :: NoTooltip; + ImGuiTabBarFlags_DrawSelectedOverline :: DrawSelectedOverline; + + ImGuiTabBarFlags_FittingPolicyMixed :: FittingPolicyMixed; + ImGuiTabBarFlags_FittingPolicyShrink :: FittingPolicyShrink; + ImGuiTabBarFlags_FittingPolicyScroll :: FittingPolicyScroll; + ImGuiTabBarFlags_FittingPolicyMask_ :: FittingPolicyMask_; + ImGuiTabBarFlags_FittingPolicyDefault_ :: FittingPolicyDefault_; + + ImGuiTabBarFlags_FittingPolicyResizeDown :: FittingPolicyResizeDown; +} + +// Flags for ImGui::BeginTabItem() +TabItemFlags :: enum_flags s32 { + None :: 0x0; + UnsavedDocument :: 0x1; + SetSelected :: 0x2; + NoCloseWithMiddleMouseButton :: 0x4; + NoPushId :: 0x8; + NoTooltip :: 0x10; + NoReorder :: 0x20; + Leading :: 0x40; + Trailing :: 0x80; + NoAssumedClosure :: 0x100; + + ImGuiTabItemFlags_None :: None; + ImGuiTabItemFlags_UnsavedDocument :: UnsavedDocument; + ImGuiTabItemFlags_SetSelected :: SetSelected; + ImGuiTabItemFlags_NoCloseWithMiddleMouseButton :: NoCloseWithMiddleMouseButton; + ImGuiTabItemFlags_NoPushId :: NoPushId; + ImGuiTabItemFlags_NoTooltip :: NoTooltip; + ImGuiTabItemFlags_NoReorder :: NoReorder; + ImGuiTabItemFlags_Leading :: Leading; + ImGuiTabItemFlags_Trailing :: Trailing; + ImGuiTabItemFlags_NoAssumedClosure :: NoAssumedClosure; +} + +// Flags for ImGui::IsWindowFocused() +FocusedFlags :: enum_flags s32 { + None :: 0x0; + ChildWindows :: 0x1; + RootWindow :: 0x2; + AnyWindow :: 0x4; + NoPopupHierarchy :: 0x8; + DockHierarchy :: 0x10; + RootAndChildWindows :: 0x3; + + ImGuiFocusedFlags_None :: None; + ImGuiFocusedFlags_ChildWindows :: ChildWindows; + ImGuiFocusedFlags_RootWindow :: RootWindow; + ImGuiFocusedFlags_AnyWindow :: AnyWindow; + ImGuiFocusedFlags_NoPopupHierarchy :: NoPopupHierarchy; + ImGuiFocusedFlags_DockHierarchy :: DockHierarchy; + ImGuiFocusedFlags_RootAndChildWindows :: RootAndChildWindows; +} + +// Flags for ImGui::IsItemHovered(), ImGui::IsWindowHovered() +// Note: if you are trying to check whether your mouse should be dispatched to Dear ImGui or to your app, you should use 'io.WantCaptureMouse' instead! Please read the FAQ! +// Note: windows with the ImGuiWindowFlags_NoInputs flag are ignored by IsWindowHovered() calls. +HoveredFlags :: enum_flags s32 { + None :: 0x0; + ChildWindows :: 0x1; + RootWindow :: 0x2; + AnyWindow :: 0x4; + NoPopupHierarchy :: 0x8; + DockHierarchy :: 0x10; + AllowWhenBlockedByPopup :: 0x20; + + AllowWhenBlockedByActiveItem :: 0x80; + AllowWhenOverlappedByItem :: 0x100; + AllowWhenOverlappedByWindow :: 0x200; + AllowWhenDisabled :: 0x400; + NoNavOverride :: 0x800; + AllowWhenOverlapped :: 0x300; + RectOnly :: 0x3a0; + RootAndChildWindows :: 0x3; + + ForTooltip :: 0x1000; + + Stationary :: 0x2000; + DelayNone :: 0x4000; + DelayShort :: 0x8000; + DelayNormal :: 0x10000; + NoSharedDelay :: 0x20000; + + ImGuiHoveredFlags_None :: None; + ImGuiHoveredFlags_ChildWindows :: ChildWindows; + ImGuiHoveredFlags_RootWindow :: RootWindow; + ImGuiHoveredFlags_AnyWindow :: AnyWindow; + ImGuiHoveredFlags_NoPopupHierarchy :: NoPopupHierarchy; + ImGuiHoveredFlags_DockHierarchy :: DockHierarchy; + ImGuiHoveredFlags_AllowWhenBlockedByPopup :: AllowWhenBlockedByPopup; + + ImGuiHoveredFlags_AllowWhenBlockedByActiveItem :: AllowWhenBlockedByActiveItem; + ImGuiHoveredFlags_AllowWhenOverlappedByItem :: AllowWhenOverlappedByItem; + ImGuiHoveredFlags_AllowWhenOverlappedByWindow :: AllowWhenOverlappedByWindow; + ImGuiHoveredFlags_AllowWhenDisabled :: AllowWhenDisabled; + ImGuiHoveredFlags_NoNavOverride :: NoNavOverride; + ImGuiHoveredFlags_AllowWhenOverlapped :: AllowWhenOverlapped; + ImGuiHoveredFlags_RectOnly :: RectOnly; + ImGuiHoveredFlags_RootAndChildWindows :: RootAndChildWindows; + + ImGuiHoveredFlags_ForTooltip :: ForTooltip; + + ImGuiHoveredFlags_Stationary :: Stationary; + ImGuiHoveredFlags_DelayNone :: DelayNone; + ImGuiHoveredFlags_DelayShort :: DelayShort; + ImGuiHoveredFlags_DelayNormal :: DelayNormal; + ImGuiHoveredFlags_NoSharedDelay :: NoSharedDelay; +} + +// Flags for ImGui::DockSpace(), shared/inherited by child nodes. +// (Some flags can be applied to individual nodes directly) +// FIXME-DOCK: Also see ImGuiDockNodeFlagsPrivate_ which may involve using the WIP and internal DockBuilder api. +DockNodeFlags :: enum_flags s32 { + None :: 0x0; + KeepAliveOnly :: 0x1; + + NoDockingOverCentralNode :: 0x4; + PassthruCentralNode :: 0x8; + NoDockingSplit :: 0x10; + NoResize :: 0x20; + AutoHideTabBar :: 0x40; + NoUndocking :: 0x80; + + NoSplit :: 0x10; + NoDockingInCentralNode :: 0x4; + + ImGuiDockNodeFlags_None :: None; + ImGuiDockNodeFlags_KeepAliveOnly :: KeepAliveOnly; + + ImGuiDockNodeFlags_NoDockingOverCentralNode :: NoDockingOverCentralNode; + ImGuiDockNodeFlags_PassthruCentralNode :: PassthruCentralNode; + ImGuiDockNodeFlags_NoDockingSplit :: NoDockingSplit; + ImGuiDockNodeFlags_NoResize :: NoResize; + ImGuiDockNodeFlags_AutoHideTabBar :: AutoHideTabBar; + ImGuiDockNodeFlags_NoUndocking :: NoUndocking; + + ImGuiDockNodeFlags_NoSplit :: NoSplit; + ImGuiDockNodeFlags_NoDockingInCentralNode :: NoDockingInCentralNode; +} + +// Flags for ImGui::BeginDragDropSource(), ImGui::AcceptDragDropPayload() +DragDropFlags :: enum_flags s32 { + None :: 0x0; + + SourceNoPreviewTooltip :: 0x1; + SourceNoDisableHover :: 0x2; + SourceNoHoldToOpenOthers :: 0x4; + SourceAllowNullID :: 0x8; + SourceExtern :: 0x10; + PayloadAutoExpire :: 0x20; + PayloadNoCrossContext :: 0x40; + PayloadNoCrossProcess :: 0x80; + + AcceptBeforeDelivery :: 0x400; + AcceptNoDrawDefaultRect :: 0x800; + AcceptNoPreviewTooltip :: 0x1000; + AcceptDrawAsHovered :: 0x2000; + AcceptPeekOnly :: 0xc00; + + SourceAutoExpirePayload :: 0x20; + + ImGuiDragDropFlags_None :: None; + + ImGuiDragDropFlags_SourceNoPreviewTooltip :: SourceNoPreviewTooltip; + ImGuiDragDropFlags_SourceNoDisableHover :: SourceNoDisableHover; + ImGuiDragDropFlags_SourceNoHoldToOpenOthers :: SourceNoHoldToOpenOthers; + ImGuiDragDropFlags_SourceAllowNullID :: SourceAllowNullID; + ImGuiDragDropFlags_SourceExtern :: SourceExtern; + ImGuiDragDropFlags_PayloadAutoExpire :: PayloadAutoExpire; + ImGuiDragDropFlags_PayloadNoCrossContext :: PayloadNoCrossContext; + ImGuiDragDropFlags_PayloadNoCrossProcess :: PayloadNoCrossProcess; + + ImGuiDragDropFlags_AcceptBeforeDelivery :: AcceptBeforeDelivery; + ImGuiDragDropFlags_AcceptNoDrawDefaultRect :: AcceptNoDrawDefaultRect; + ImGuiDragDropFlags_AcceptNoPreviewTooltip :: AcceptNoPreviewTooltip; + ImGuiDragDropFlags_AcceptDrawAsHovered :: AcceptDrawAsHovered; + ImGuiDragDropFlags_AcceptPeekOnly :: AcceptPeekOnly; + + ImGuiDragDropFlags_SourceAutoExpirePayload :: SourceAutoExpirePayload; +} + +// A primary data type +DataType :: enum s32 { + S8 :: 0; + U8 :: 1; + S16 :: 2; + U16 :: 3; + S32 :: 4; + U32 :: 5; + S64 :: 6; + U64 :: 7; + Float :: 8; + Double :: 9; + Bool :: 10; + String :: 11; + COUNT :: 12; + + ImGuiDataType_S8 :: S8; + ImGuiDataType_U8 :: U8; + ImGuiDataType_S16 :: S16; + ImGuiDataType_U16 :: U16; + ImGuiDataType_S32 :: S32; + ImGuiDataType_U32 :: U32; + ImGuiDataType_S64 :: S64; + ImGuiDataType_U64 :: U64; + ImGuiDataType_Float :: Float; + ImGuiDataType_Double :: Double; + ImGuiDataType_Bool :: Bool; + ImGuiDataType_String :: String; + ImGuiDataType_COUNT :: COUNT; +} + +// Flags for Shortcut(), SetNextItemShortcut(), +// (and for upcoming extended versions of IsKeyPressed(), IsMouseClicked(), Shortcut(), SetKeyOwner(), SetItemKeyOwner() that are still in imgui_internal.h) +// Don't mistake with ImGuiInputTextFlags! (which is for ImGui::InputText() function) +InputFlags :: enum_flags s32 { + None :: 0x0; + Repeat :: 0x1; + + RouteActive :: 0x400; + RouteFocused :: 0x800; + RouteGlobal :: 0x1000; + RouteAlways :: 0x2000; + + RouteOverFocused :: 0x4000; + RouteOverActive :: 0x8000; + RouteUnlessBgFocused :: 0x10000; + RouteFromRootWindow :: 0x20000; + + Tooltip :: 0x40000; + + ImGuiInputFlags_None :: None; + ImGuiInputFlags_Repeat :: Repeat; + + ImGuiInputFlags_RouteActive :: RouteActive; + ImGuiInputFlags_RouteFocused :: RouteFocused; + ImGuiInputFlags_RouteGlobal :: RouteGlobal; + ImGuiInputFlags_RouteAlways :: RouteAlways; + + ImGuiInputFlags_RouteOverFocused :: RouteOverFocused; + ImGuiInputFlags_RouteOverActive :: RouteOverActive; + ImGuiInputFlags_RouteUnlessBgFocused :: RouteUnlessBgFocused; + ImGuiInputFlags_RouteFromRootWindow :: RouteFromRootWindow; + + ImGuiInputFlags_Tooltip :: Tooltip; +} + +// Configuration flags stored in io.ConfigFlags. Set by user/application. +// Note that nowadays most of our configuration options are in other ImGuiIO fields, e.g. io.ConfigWindowsMoveFromTitleBarOnly. +ConfigFlags :: enum_flags s32 { + None :: 0x0; + NavEnableKeyboard :: 0x1; + NavEnableGamepad :: 0x2; + NoMouse :: 0x10; + NoMouseCursorChange :: 0x20; + NoKeyboard :: 0x40; + + DockingEnable :: 0x80; + + ViewportsEnable :: 0x400; + + IsSRGB :: 0x100000; + IsTouchScreen :: 0x200000; + + NavEnableSetMousePos :: 0x4; + NavNoCaptureKeyboard :: 0x8; + DpiEnableScaleFonts :: 0x4000; + DpiEnableScaleViewports :: 0x8000; + + ImGuiConfigFlags_None :: None; + ImGuiConfigFlags_NavEnableKeyboard :: NavEnableKeyboard; + ImGuiConfigFlags_NavEnableGamepad :: NavEnableGamepad; + ImGuiConfigFlags_NoMouse :: NoMouse; + ImGuiConfigFlags_NoMouseCursorChange :: NoMouseCursorChange; + ImGuiConfigFlags_NoKeyboard :: NoKeyboard; + + ImGuiConfigFlags_DockingEnable :: DockingEnable; + + ImGuiConfigFlags_ViewportsEnable :: ViewportsEnable; + + ImGuiConfigFlags_IsSRGB :: IsSRGB; + ImGuiConfigFlags_IsTouchScreen :: IsTouchScreen; + + ImGuiConfigFlags_NavEnableSetMousePos :: NavEnableSetMousePos; + ImGuiConfigFlags_NavNoCaptureKeyboard :: NavNoCaptureKeyboard; + ImGuiConfigFlags_DpiEnableScaleFonts :: DpiEnableScaleFonts; + ImGuiConfigFlags_DpiEnableScaleViewports :: DpiEnableScaleViewports; +} + +// Backend capabilities flags stored in io.BackendFlags. Set by imgui_impl_xxx or custom backend. +BackendFlags :: enum_flags s32 { + None :: 0x0; + HasGamepad :: 0x1; + HasMouseCursors :: 0x2; + HasSetMousePos :: 0x4; + RendererHasVtxOffset :: 0x8; + RendererHasTextures :: 0x10; + + RendererHasViewports :: 0x400; + PlatformHasViewports :: 0x800; + HasMouseHoveredViewport :: 0x1000; + HasParentViewport :: 0x2000; + + ImGuiBackendFlags_None :: None; + ImGuiBackendFlags_HasGamepad :: HasGamepad; + ImGuiBackendFlags_HasMouseCursors :: HasMouseCursors; + ImGuiBackendFlags_HasSetMousePos :: HasSetMousePos; + ImGuiBackendFlags_RendererHasVtxOffset :: RendererHasVtxOffset; + ImGuiBackendFlags_RendererHasTextures :: RendererHasTextures; + + ImGuiBackendFlags_RendererHasViewports :: RendererHasViewports; + ImGuiBackendFlags_PlatformHasViewports :: PlatformHasViewports; + ImGuiBackendFlags_HasMouseHoveredViewport :: HasMouseHoveredViewport; + ImGuiBackendFlags_HasParentViewport :: HasParentViewport; +} + +// Enumeration for PushStyleColor() / PopStyleColor() +Col :: enum s32 { + Text :: 0; + TextDisabled :: 1; + WindowBg :: 2; + ChildBg :: 3; + PopupBg :: 4; + Border :: 5; + BorderShadow :: 6; + FrameBg :: 7; + FrameBgHovered :: 8; + FrameBgActive :: 9; + TitleBg :: 10; + TitleBgActive :: 11; + TitleBgCollapsed :: 12; + MenuBarBg :: 13; + ScrollbarBg :: 14; + ScrollbarGrab :: 15; + ScrollbarGrabHovered :: 16; + ScrollbarGrabActive :: 17; + CheckMark :: 18; + CheckboxSelectedBg :: 19; + SliderGrab :: 20; + SliderGrabActive :: 21; + Button :: 22; + ButtonHovered :: 23; + ButtonActive :: 24; + Header :: 25; + HeaderHovered :: 26; + HeaderActive :: 27; + Separator :: 28; + SeparatorHovered :: 29; + SeparatorActive :: 30; + ResizeGrip :: 31; + ResizeGripHovered :: 32; + ResizeGripActive :: 33; + InputTextCursor :: 34; + TabHovered :: 35; + Tab :: 36; + TabSelected :: 37; + TabSelectedOverline :: 38; + TabDimmed :: 39; + TabDimmedSelected :: 40; + TabDimmedSelectedOverline :: 41; + DockingPreview :: 42; + DockingEmptyBg :: 43; + PlotLines :: 44; + PlotLinesHovered :: 45; + PlotHistogram :: 46; + PlotHistogramHovered :: 47; + TableHeaderBg :: 48; + TableBorderStrong :: 49; + TableBorderLight :: 50; + TableRowBg :: 51; + TableRowBgAlt :: 52; + TextLink :: 53; + TextSelectedBg :: 54; + TreeLines :: 55; + DragDropTarget :: 56; + DragDropTargetBg :: 57; + UnsavedMarker :: 58; + NavCursor :: 59; + NavWindowingHighlight :: 60; + NavWindowingDimBg :: 61; + ModalWindowDimBg :: 62; + COUNT :: 63; + + TabActive :: 37; + TabUnfocused :: 39; + TabUnfocusedActive :: 40; + NavHighlight :: 59; + + ImGuiCol_Text :: Text; + ImGuiCol_TextDisabled :: TextDisabled; + ImGuiCol_WindowBg :: WindowBg; + ImGuiCol_ChildBg :: ChildBg; + ImGuiCol_PopupBg :: PopupBg; + ImGuiCol_Border :: Border; + ImGuiCol_BorderShadow :: BorderShadow; + ImGuiCol_FrameBg :: FrameBg; + ImGuiCol_FrameBgHovered :: FrameBgHovered; + ImGuiCol_FrameBgActive :: FrameBgActive; + ImGuiCol_TitleBg :: TitleBg; + ImGuiCol_TitleBgActive :: TitleBgActive; + ImGuiCol_TitleBgCollapsed :: TitleBgCollapsed; + ImGuiCol_MenuBarBg :: MenuBarBg; + ImGuiCol_ScrollbarBg :: ScrollbarBg; + ImGuiCol_ScrollbarGrab :: ScrollbarGrab; + ImGuiCol_ScrollbarGrabHovered :: ScrollbarGrabHovered; + ImGuiCol_ScrollbarGrabActive :: ScrollbarGrabActive; + ImGuiCol_CheckMark :: CheckMark; + ImGuiCol_CheckboxSelectedBg :: CheckboxSelectedBg; + ImGuiCol_SliderGrab :: SliderGrab; + ImGuiCol_SliderGrabActive :: SliderGrabActive; + ImGuiCol_Button :: Button; + ImGuiCol_ButtonHovered :: ButtonHovered; + ImGuiCol_ButtonActive :: ButtonActive; + ImGuiCol_Header :: Header; + ImGuiCol_HeaderHovered :: HeaderHovered; + ImGuiCol_HeaderActive :: HeaderActive; + ImGuiCol_Separator :: Separator; + ImGuiCol_SeparatorHovered :: SeparatorHovered; + ImGuiCol_SeparatorActive :: SeparatorActive; + ImGuiCol_ResizeGrip :: ResizeGrip; + ImGuiCol_ResizeGripHovered :: ResizeGripHovered; + ImGuiCol_ResizeGripActive :: ResizeGripActive; + ImGuiCol_InputTextCursor :: InputTextCursor; + ImGuiCol_TabHovered :: TabHovered; + ImGuiCol_Tab :: Tab; + ImGuiCol_TabSelected :: TabSelected; + ImGuiCol_TabSelectedOverline :: TabSelectedOverline; + ImGuiCol_TabDimmed :: TabDimmed; + ImGuiCol_TabDimmedSelected :: TabDimmedSelected; + ImGuiCol_TabDimmedSelectedOverline :: TabDimmedSelectedOverline; + ImGuiCol_DockingPreview :: DockingPreview; + ImGuiCol_DockingEmptyBg :: DockingEmptyBg; + ImGuiCol_PlotLines :: PlotLines; + ImGuiCol_PlotLinesHovered :: PlotLinesHovered; + ImGuiCol_PlotHistogram :: PlotHistogram; + ImGuiCol_PlotHistogramHovered :: PlotHistogramHovered; + ImGuiCol_TableHeaderBg :: TableHeaderBg; + ImGuiCol_TableBorderStrong :: TableBorderStrong; + ImGuiCol_TableBorderLight :: TableBorderLight; + ImGuiCol_TableRowBg :: TableRowBg; + ImGuiCol_TableRowBgAlt :: TableRowBgAlt; + ImGuiCol_TextLink :: TextLink; + ImGuiCol_TextSelectedBg :: TextSelectedBg; + ImGuiCol_TreeLines :: TreeLines; + ImGuiCol_DragDropTarget :: DragDropTarget; + ImGuiCol_DragDropTargetBg :: DragDropTargetBg; + ImGuiCol_UnsavedMarker :: UnsavedMarker; + ImGuiCol_NavCursor :: NavCursor; + ImGuiCol_NavWindowingHighlight :: NavWindowingHighlight; + ImGuiCol_NavWindowingDimBg :: NavWindowingDimBg; + ImGuiCol_ModalWindowDimBg :: ModalWindowDimBg; + ImGuiCol_COUNT :: COUNT; + + ImGuiCol_TabActive :: TabActive; + ImGuiCol_TabUnfocused :: TabUnfocused; + ImGuiCol_TabUnfocusedActive :: TabUnfocusedActive; + ImGuiCol_NavHighlight :: NavHighlight; +} + +// Enumeration for PushStyleVar() / PopStyleVar() to temporarily modify the ImGuiStyle structure. +// - The enum only refers to fields of ImGuiStyle which makes sense to be pushed/popped inside UI code. +// During initialization or between frames, feel free to just poke into ImGuiStyle directly. +// - Tip: Use your programming IDE navigation facilities on the names in the _second column_ below to find the actual members and their description. +// - In Visual Studio: Ctrl+Comma ("Edit.GoToAll") can follow symbols inside comments, whereas Ctrl+F12 ("Edit.GoToImplementation") cannot. +// - In Visual Studio w/ Visual Assist installed: Alt+G ("VAssistX.GoToImplementation") can also follow symbols inside comments. +// - In VS Code, CLion, etc.: Ctrl+Click can follow symbols inside comments. +// - When changing this enum, you need to update the associated internal table GStyleVarInfo[] accordingly. This is where we link enum values to members offset/type. +StyleVar :: enum s32 { + Alpha :: 0; + DisabledAlpha :: 1; + WindowPadding :: 2; + WindowRounding :: 3; + WindowBorderSize :: 4; + WindowMinSize :: 5; + WindowTitleAlign :: 6; + ChildRounding :: 7; + ChildBorderSize :: 8; + PopupRounding :: 9; + PopupBorderSize :: 10; + FramePadding :: 11; + FrameRounding :: 12; + FrameBorderSize :: 13; + ItemSpacing :: 14; + ItemInnerSpacing :: 15; + IndentSpacing :: 16; + CellPadding :: 17; + ScrollbarSize :: 18; + ScrollbarRounding :: 19; + ScrollbarPadding :: 20; + GrabMinSize :: 21; + GrabRounding :: 22; + ImageRounding :: 23; + ImageBorderSize :: 24; + TabRounding :: 25; + TabBorderSize :: 26; + TabMinWidthBase :: 27; + TabMinWidthShrink :: 28; + TabBarBorderSize :: 29; + TabBarOverlineSize :: 30; + TableAngledHeadersAngle :: 31; + TableAngledHeadersTextAlign :: 32; + TreeLinesSize :: 33; + TreeLinesRounding :: 34; + DragDropTargetRounding :: 35; + ButtonTextAlign :: 36; + SelectableTextAlign :: 37; + SeparatorSize :: 38; + SeparatorTextBorderSize :: 39; + SeparatorTextAlign :: 40; + SeparatorTextPadding :: 41; + DockingSeparatorSize :: 42; + COUNT :: 43; + + ImGuiStyleVar_Alpha :: Alpha; + ImGuiStyleVar_DisabledAlpha :: DisabledAlpha; + ImGuiStyleVar_WindowPadding :: WindowPadding; + ImGuiStyleVar_WindowRounding :: WindowRounding; + ImGuiStyleVar_WindowBorderSize :: WindowBorderSize; + ImGuiStyleVar_WindowMinSize :: WindowMinSize; + ImGuiStyleVar_WindowTitleAlign :: WindowTitleAlign; + ImGuiStyleVar_ChildRounding :: ChildRounding; + ImGuiStyleVar_ChildBorderSize :: ChildBorderSize; + ImGuiStyleVar_PopupRounding :: PopupRounding; + ImGuiStyleVar_PopupBorderSize :: PopupBorderSize; + ImGuiStyleVar_FramePadding :: FramePadding; + ImGuiStyleVar_FrameRounding :: FrameRounding; + ImGuiStyleVar_FrameBorderSize :: FrameBorderSize; + ImGuiStyleVar_ItemSpacing :: ItemSpacing; + ImGuiStyleVar_ItemInnerSpacing :: ItemInnerSpacing; + ImGuiStyleVar_IndentSpacing :: IndentSpacing; + ImGuiStyleVar_CellPadding :: CellPadding; + ImGuiStyleVar_ScrollbarSize :: ScrollbarSize; + ImGuiStyleVar_ScrollbarRounding :: ScrollbarRounding; + ImGuiStyleVar_ScrollbarPadding :: ScrollbarPadding; + ImGuiStyleVar_GrabMinSize :: GrabMinSize; + ImGuiStyleVar_GrabRounding :: GrabRounding; + ImGuiStyleVar_ImageRounding :: ImageRounding; + ImGuiStyleVar_ImageBorderSize :: ImageBorderSize; + ImGuiStyleVar_TabRounding :: TabRounding; + ImGuiStyleVar_TabBorderSize :: TabBorderSize; + ImGuiStyleVar_TabMinWidthBase :: TabMinWidthBase; + ImGuiStyleVar_TabMinWidthShrink :: TabMinWidthShrink; + ImGuiStyleVar_TabBarBorderSize :: TabBarBorderSize; + ImGuiStyleVar_TabBarOverlineSize :: TabBarOverlineSize; + ImGuiStyleVar_TableAngledHeadersAngle :: TableAngledHeadersAngle; + ImGuiStyleVar_TableAngledHeadersTextAlign :: TableAngledHeadersTextAlign; + ImGuiStyleVar_TreeLinesSize :: TreeLinesSize; + ImGuiStyleVar_TreeLinesRounding :: TreeLinesRounding; + ImGuiStyleVar_DragDropTargetRounding :: DragDropTargetRounding; + ImGuiStyleVar_ButtonTextAlign :: ButtonTextAlign; + ImGuiStyleVar_SelectableTextAlign :: SelectableTextAlign; + ImGuiStyleVar_SeparatorSize :: SeparatorSize; + ImGuiStyleVar_SeparatorTextBorderSize :: SeparatorTextBorderSize; + ImGuiStyleVar_SeparatorTextAlign :: SeparatorTextAlign; + ImGuiStyleVar_SeparatorTextPadding :: SeparatorTextPadding; + ImGuiStyleVar_DockingSeparatorSize :: DockingSeparatorSize; + ImGuiStyleVar_COUNT :: COUNT; +} + +// Flags for InvisibleButton() [extended in imgui_internal.h] +ButtonFlags :: enum_flags s32 { + None :: 0x0; + MouseButtonLeft :: 0x1; + MouseButtonRight :: 0x2; + MouseButtonMiddle :: 0x4; + MouseButtonMask_ :: 0x7; + EnableNav :: 0x8; + AllowOverlap :: 0x1000; + + ImGuiButtonFlags_None :: None; + ImGuiButtonFlags_MouseButtonLeft :: MouseButtonLeft; + ImGuiButtonFlags_MouseButtonRight :: MouseButtonRight; + ImGuiButtonFlags_MouseButtonMiddle :: MouseButtonMiddle; + ImGuiButtonFlags_MouseButtonMask_ :: MouseButtonMask_; + ImGuiButtonFlags_EnableNav :: EnableNav; + ImGuiButtonFlags_AllowOverlap :: AllowOverlap; +} + +// Flags for ColorEdit3() / ColorEdit4() / ColorPicker3() / ColorPicker4() / ColorButton() +ColorEditFlags :: enum_flags s32 { + None :: 0x0; + NoAlpha :: 0x2; + NoPicker :: 0x4; + NoOptions :: 0x8; + NoSmallPreview :: 0x10; + NoInputs :: 0x20; + NoTooltip :: 0x40; + NoLabel :: 0x80; + NoSidePreview :: 0x100; + NoDragDrop :: 0x200; + NoBorder :: 0x400; + NoColorMarkers :: 0x800; + + AlphaOpaque :: 0x1000; + AlphaNoBg :: 0x2000; + AlphaPreviewHalf :: 0x4000; + + AlphaBar :: 0x40000; + HDR :: 0x80000; + DisplayRGB :: 0x100000; + DisplayHSV :: 0x200000; + DisplayHex :: 0x400000; + Uint8 :: 0x800000; + Float :: 0x1000000; + PickerHueBar :: 0x2000000; + PickerHueWheel :: 0x4000000; + InputRGB :: 0x8000000; + InputHSV :: 0x10000000; + + DefaultOptions_ :: 0xa900000; + + AlphaMask_ :: 0x7002; + DisplayMask_ :: 0x700000; + DataTypeMask_ :: 0x1800000; + PickerMask_ :: 0x6000000; + InputMask_ :: 0x18000000; + + AlphaPreview :: 0x0; + + ImGuiColorEditFlags_None :: None; + ImGuiColorEditFlags_NoAlpha :: NoAlpha; + ImGuiColorEditFlags_NoPicker :: NoPicker; + ImGuiColorEditFlags_NoOptions :: NoOptions; + ImGuiColorEditFlags_NoSmallPreview :: NoSmallPreview; + ImGuiColorEditFlags_NoInputs :: NoInputs; + ImGuiColorEditFlags_NoTooltip :: NoTooltip; + ImGuiColorEditFlags_NoLabel :: NoLabel; + ImGuiColorEditFlags_NoSidePreview :: NoSidePreview; + ImGuiColorEditFlags_NoDragDrop :: NoDragDrop; + ImGuiColorEditFlags_NoBorder :: NoBorder; + ImGuiColorEditFlags_NoColorMarkers :: NoColorMarkers; + + ImGuiColorEditFlags_AlphaOpaque :: AlphaOpaque; + ImGuiColorEditFlags_AlphaNoBg :: AlphaNoBg; + ImGuiColorEditFlags_AlphaPreviewHalf :: AlphaPreviewHalf; + + ImGuiColorEditFlags_AlphaBar :: AlphaBar; + ImGuiColorEditFlags_HDR :: HDR; + ImGuiColorEditFlags_DisplayRGB :: DisplayRGB; + ImGuiColorEditFlags_DisplayHSV :: DisplayHSV; + ImGuiColorEditFlags_DisplayHex :: DisplayHex; + ImGuiColorEditFlags_Uint8 :: Uint8; + ImGuiColorEditFlags_Float :: Float; + ImGuiColorEditFlags_PickerHueBar :: PickerHueBar; + ImGuiColorEditFlags_PickerHueWheel :: PickerHueWheel; + ImGuiColorEditFlags_InputRGB :: InputRGB; + ImGuiColorEditFlags_InputHSV :: InputHSV; + + ImGuiColorEditFlags_DefaultOptions_ :: DefaultOptions_; + + ImGuiColorEditFlags_AlphaMask_ :: AlphaMask_; + ImGuiColorEditFlags_DisplayMask_ :: DisplayMask_; + ImGuiColorEditFlags_DataTypeMask_ :: DataTypeMask_; + ImGuiColorEditFlags_PickerMask_ :: PickerMask_; + ImGuiColorEditFlags_InputMask_ :: InputMask_; + + ImGuiColorEditFlags_AlphaPreview :: AlphaPreview; +} + +// Flags for DragFloat(), DragInt(), SliderFloat(), SliderInt() etc. +// We use the same sets of flags for DragXXX() and SliderXXX() functions as the features are the same and it makes it easier to swap them. +// (Those are per-item flags. There is shared behavior flag too: ImGuiIO: io.ConfigDragClickToInputText) +SliderFlags :: enum_flags s32 { + None :: 0x0; + Logarithmic :: 0x20; + NoRoundToFormat :: 0x40; + NoInput :: 0x80; + WrapAround :: 0x100; + ClampOnInput :: 0x200; + ClampZeroRange :: 0x400; + NoSpeedTweaks :: 0x800; + ColorMarkers :: 0x1000; + AlwaysClamp :: 0x600; + InvalidMask_ :: 0x7000000f; + + ImGuiSliderFlags_None :: None; + ImGuiSliderFlags_Logarithmic :: Logarithmic; + ImGuiSliderFlags_NoRoundToFormat :: NoRoundToFormat; + ImGuiSliderFlags_NoInput :: NoInput; + ImGuiSliderFlags_WrapAround :: WrapAround; + ImGuiSliderFlags_ClampOnInput :: ClampOnInput; + ImGuiSliderFlags_ClampZeroRange :: ClampZeroRange; + ImGuiSliderFlags_NoSpeedTweaks :: NoSpeedTweaks; + ImGuiSliderFlags_ColorMarkers :: ColorMarkers; + ImGuiSliderFlags_AlwaysClamp :: AlwaysClamp; + ImGuiSliderFlags_InvalidMask_ :: InvalidMask_; +} + +// Identify a mouse button. +// Those values are guaranteed to be stable and we frequently use 0/1 directly. Named enums provided for convenience. +MouseButton :: enum s32 { + Left :: 0; + Right :: 1; + Middle :: 2; + COUNT :: 5; + + ImGuiMouseButton_Left :: Left; + ImGuiMouseButton_Right :: Right; + ImGuiMouseButton_Middle :: Middle; + ImGuiMouseButton_COUNT :: COUNT; +} + +// Enumeration for GetMouseCursor() +// User code may request backend to display given cursor by calling SetMouseCursor(), which is why we have some cursors that are marked unused here +MouseCursor :: enum s32 { + None :: -1; + Arrow :: 0; + TextInput :: 1; + ResizeAll :: 2; + ResizeNS :: 3; + ResizeEW :: 4; + ResizeNESW :: 5; + ResizeNWSE :: 6; + Hand :: 7; + Wait :: 8; + Progress :: 9; + NotAllowed :: 10; + COUNT :: 11; + + ImGuiMouseCursor_None :: None; + ImGuiMouseCursor_Arrow :: Arrow; + ImGuiMouseCursor_TextInput :: TextInput; + ImGuiMouseCursor_ResizeAll :: ResizeAll; + ImGuiMouseCursor_ResizeNS :: ResizeNS; + ImGuiMouseCursor_ResizeEW :: ResizeEW; + ImGuiMouseCursor_ResizeNESW :: ResizeNESW; + ImGuiMouseCursor_ResizeNWSE :: ResizeNWSE; + ImGuiMouseCursor_Hand :: Hand; + ImGuiMouseCursor_Wait :: Wait; + ImGuiMouseCursor_Progress :: Progress; + ImGuiMouseCursor_NotAllowed :: NotAllowed; + ImGuiMouseCursor_COUNT :: COUNT; +} + +// Enumeration for ImGui::SetNextWindow***(), SetWindow***(), SetNextItem***() functions +// Represent a condition. +// Important: Treat as a regular enum! Do NOT combine multiple values using binary operators! All the functions above treat 0 as a shortcut to ImGuiCond_Always. +Cond :: enum s32 { + None :: 0; + Always :: 1; + Once :: 2; + FirstUseEver :: 4; + Appearing :: 8; + + ImGuiCond_None :: None; + ImGuiCond_Always :: Always; + ImGuiCond_Once :: Once; + ImGuiCond_FirstUseEver :: FirstUseEver; + ImGuiCond_Appearing :: Appearing; +} + +// Flags for ImGui::BeginTable() +// - Important! Sizing policies have complex and subtle side effects, much more so than you would expect. +// Read comments/demos carefully + experiment with live demos to get acquainted with them. +// - The DEFAULT sizing policies are: +// - Default to ImGuiTableFlags_SizingFixedFit if ScrollX is on, or if host window has ImGuiWindowFlags_AlwaysAutoResize. +// - Default to ImGuiTableFlags_SizingStretchSame if ScrollX is off. +// - When ScrollX is off: +// - Table defaults to ImGuiTableFlags_SizingStretchSame -> all Columns defaults to ImGuiTableColumnFlags_WidthStretch with same weight. +// - Columns sizing policy allowed: Stretch (default), Fixed/Auto. +// - Fixed Columns (if any) will generally obtain their requested width (unless the table cannot fit them all). +// - Stretch Columns will share the remaining width according to their respective weight. +// - Mixed Fixed/Stretch columns is possible but has various side-effects on resizing behaviors. +// The typical use of mixing sizing policies is: any number of LEADING Fixed columns, followed by one or two TRAILING Stretch columns. +// (this is because the visible order of columns have subtle but necessary effects on how they react to manual resizing). +// - When ScrollX is on: +// - Table defaults to ImGuiTableFlags_SizingFixedFit -> all Columns defaults to ImGuiTableColumnFlags_WidthFixed +// - Columns sizing policy allowed: Fixed/Auto mostly. +// - Fixed Columns can be enlarged as needed. Table will show a horizontal scrollbar if needed. +// - When using auto-resizing (non-resizable) fixed columns, querying the content width to use item right-alignment e.g. SetNextItemWidth(-FLT_MIN) doesn't make sense, would create a feedback loop. +// - Using Stretch columns OFTEN DOES NOT MAKE SENSE if ScrollX is on, UNLESS you have specified a value for 'inner_width' in BeginTable(). +// If you specify a value for 'inner_width' then effectively the scrolling space is known and Stretch or mixed Fixed/Stretch columns become meaningful again. +// - Read on documentation at the top of imgui_tables.cpp for details. +TableFlags :: enum_flags s32 { + None :: 0x0; + Resizable :: 0x1; + Reorderable :: 0x2; + Hideable :: 0x4; + Sortable :: 0x8; + NoSavedSettings :: 0x10; + ContextMenuInBody :: 0x20; + + RowBg :: 0x40; + BordersInnerH :: 0x80; + BordersOuterH :: 0x100; + BordersInnerV :: 0x200; + BordersOuterV :: 0x400; + BordersH :: 0x180; + BordersV :: 0x600; + BordersInner :: 0x280; + BordersOuter :: 0x500; + Borders :: 0x780; + NoBordersInBody :: 0x800; + NoBordersInBodyUntilResize :: 0x1000; + + SizingFixedFit :: 0x2000; + SizingFixedSame :: 0x4000; + SizingStretchProp :: 0x6000; + SizingStretchSame :: 0x8000; + + NoHostExtendX :: 0x10000; + NoHostExtendY :: 0x20000; + NoKeepColumnsVisible :: 0x40000; + PreciseWidths :: 0x80000; + + NoClip :: 0x100000; + + PadOuterX :: 0x200000; + NoPadOuterX :: 0x400000; + NoPadInnerX :: 0x800000; + + ScrollX :: 0x1000000; + ScrollY :: 0x2000000; + + SortMulti :: 0x4000000; + SortTristate :: 0x8000000; + + HighlightHoveredColumn :: 0x10000000; + + SizingMask_ :: 0xe000; + + ImGuiTableFlags_None :: None; + ImGuiTableFlags_Resizable :: Resizable; + ImGuiTableFlags_Reorderable :: Reorderable; + ImGuiTableFlags_Hideable :: Hideable; + ImGuiTableFlags_Sortable :: Sortable; + ImGuiTableFlags_NoSavedSettings :: NoSavedSettings; + ImGuiTableFlags_ContextMenuInBody :: ContextMenuInBody; + + ImGuiTableFlags_RowBg :: RowBg; + ImGuiTableFlags_BordersInnerH :: BordersInnerH; + ImGuiTableFlags_BordersOuterH :: BordersOuterH; + ImGuiTableFlags_BordersInnerV :: BordersInnerV; + ImGuiTableFlags_BordersOuterV :: BordersOuterV; + ImGuiTableFlags_BordersH :: BordersH; + ImGuiTableFlags_BordersV :: BordersV; + ImGuiTableFlags_BordersInner :: BordersInner; + ImGuiTableFlags_BordersOuter :: BordersOuter; + ImGuiTableFlags_Borders :: Borders; + ImGuiTableFlags_NoBordersInBody :: NoBordersInBody; + ImGuiTableFlags_NoBordersInBodyUntilResize :: NoBordersInBodyUntilResize; + + ImGuiTableFlags_SizingFixedFit :: SizingFixedFit; + ImGuiTableFlags_SizingFixedSame :: SizingFixedSame; + ImGuiTableFlags_SizingStretchProp :: SizingStretchProp; + ImGuiTableFlags_SizingStretchSame :: SizingStretchSame; + + ImGuiTableFlags_NoHostExtendX :: NoHostExtendX; + ImGuiTableFlags_NoHostExtendY :: NoHostExtendY; + ImGuiTableFlags_NoKeepColumnsVisible :: NoKeepColumnsVisible; + ImGuiTableFlags_PreciseWidths :: PreciseWidths; + + ImGuiTableFlags_NoClip :: NoClip; + + ImGuiTableFlags_PadOuterX :: PadOuterX; + ImGuiTableFlags_NoPadOuterX :: NoPadOuterX; + ImGuiTableFlags_NoPadInnerX :: NoPadInnerX; + + ImGuiTableFlags_ScrollX :: ScrollX; + ImGuiTableFlags_ScrollY :: ScrollY; + + ImGuiTableFlags_SortMulti :: SortMulti; + ImGuiTableFlags_SortTristate :: SortTristate; + + ImGuiTableFlags_HighlightHoveredColumn :: HighlightHoveredColumn; + + ImGuiTableFlags_SizingMask_ :: SizingMask_; +} + +// Flags for ImGui::TableSetupColumn() +TableColumnFlags :: enum_flags s32 { + None :: 0x0; + Disabled :: 0x1; + DefaultHide :: 0x2; + DefaultSort :: 0x4; + WidthStretch :: 0x8; + WidthFixed :: 0x10; + NoResize :: 0x20; + NoReorder :: 0x40; + NoHide :: 0x80; + NoClip :: 0x100; + NoSort :: 0x200; + NoSortAscending :: 0x400; + NoSortDescending :: 0x800; + NoHeaderLabel :: 0x1000; + NoHeaderWidth :: 0x2000; + PreferSortAscending :: 0x4000; + PreferSortDescending :: 0x8000; + IndentEnable :: 0x10000; + IndentDisable :: 0x20000; + AngledHeader :: 0x40000; + + IsEnabled :: 0x1000000; + IsVisible :: 0x2000000; + IsSorted :: 0x4000000; + IsHovered :: 0x8000000; + + WidthMask_ :: 0x18; + IndentMask_ :: 0x30000; + StatusMask_ :: 0xf000000; + NoDirectResize_ :: 0x40000000; + + ImGuiTableColumnFlags_None :: None; + ImGuiTableColumnFlags_Disabled :: Disabled; + ImGuiTableColumnFlags_DefaultHide :: DefaultHide; + ImGuiTableColumnFlags_DefaultSort :: DefaultSort; + ImGuiTableColumnFlags_WidthStretch :: WidthStretch; + ImGuiTableColumnFlags_WidthFixed :: WidthFixed; + ImGuiTableColumnFlags_NoResize :: NoResize; + ImGuiTableColumnFlags_NoReorder :: NoReorder; + ImGuiTableColumnFlags_NoHide :: NoHide; + ImGuiTableColumnFlags_NoClip :: NoClip; + ImGuiTableColumnFlags_NoSort :: NoSort; + ImGuiTableColumnFlags_NoSortAscending :: NoSortAscending; + ImGuiTableColumnFlags_NoSortDescending :: NoSortDescending; + ImGuiTableColumnFlags_NoHeaderLabel :: NoHeaderLabel; + ImGuiTableColumnFlags_NoHeaderWidth :: NoHeaderWidth; + ImGuiTableColumnFlags_PreferSortAscending :: PreferSortAscending; + ImGuiTableColumnFlags_PreferSortDescending :: PreferSortDescending; + ImGuiTableColumnFlags_IndentEnable :: IndentEnable; + ImGuiTableColumnFlags_IndentDisable :: IndentDisable; + ImGuiTableColumnFlags_AngledHeader :: AngledHeader; + + ImGuiTableColumnFlags_IsEnabled :: IsEnabled; + ImGuiTableColumnFlags_IsVisible :: IsVisible; + ImGuiTableColumnFlags_IsSorted :: IsSorted; + ImGuiTableColumnFlags_IsHovered :: IsHovered; + + ImGuiTableColumnFlags_WidthMask_ :: WidthMask_; + ImGuiTableColumnFlags_IndentMask_ :: IndentMask_; + ImGuiTableColumnFlags_StatusMask_ :: StatusMask_; + ImGuiTableColumnFlags_NoDirectResize_ :: NoDirectResize_; +} + +// Flags for ImGui::TableNextRow() +TableRowFlags :: enum_flags s32 { + None :: 0x0; + Headers :: 0x1; + + ImGuiTableRowFlags_None :: None; + ImGuiTableRowFlags_Headers :: Headers; +} + +// Enum for ImGui::TableSetBgColor() +// Background colors are rendering in 3 layers: +// - Layer 0: draw with RowBg0 color if set, otherwise draw with ColumnBg0 if set. +// - Layer 1: draw with RowBg1 color if set, otherwise draw with ColumnBg1 if set. +// - Layer 2: draw with CellBg color if set. +// The purpose of the two row/columns layers is to let you decide if a background color change should override or blend with the existing color. +// When using ImGuiTableFlags_RowBg on the table, each row has the RowBg0 color automatically set for odd/even rows. +// If you set the color of RowBg0 target, your color will override the existing RowBg0 color. +// If you set the color of RowBg1 or ColumnBg1 target, your color will blend over the RowBg0 color. +TableBgTarget :: enum s32 { + None :: 0; + RowBg0 :: 1; + RowBg1 :: 2; + CellBg :: 3; + + ImGuiTableBgTarget_None :: None; + ImGuiTableBgTarget_RowBg0 :: RowBg0; + ImGuiTableBgTarget_RowBg1 :: RowBg1; + ImGuiTableBgTarget_CellBg :: CellBg; +} + +// Sorting specifications for a table (often handling sort specs for a single column, occasionally more) +// Obtained by calling TableGetSortSpecs(). +// When 'SpecsDirty == true' you can sort your data. It will be true with sorting specs have changed since last call, or the first time. +// Make sure to set 'SpecsDirty = false' after sorting, else you may wastefully sort your data every frame! +TableSortSpecs :: struct { + Specs: *TableColumnSortSpecs; // Pointer to sort spec array. + SpecsCount: s32; // Sort spec count. Most often 1. May be > 1 when ImGuiTableFlags_SortMulti is enabled. May be == 0 when ImGuiTableFlags_SortTristate is enabled. + SpecsDirty: bool; // Set to true when specs have changed since last time! Use this to sort again, then clear the flag. +} + +// Sorting specification for one column of a table (sizeof == 12 bytes) +TableColumnSortSpecs :: struct { + ColumnUserID: ID; // User id of the column (if specified by a TableSetupColumn() call) + ColumnIndex: ImS16; // Index of the column + SortOrder: ImS16; // Index within parent ImGuiTableSortSpecs (always stored in order starting from 0, tables sorted on a single criteria will always have a 0 here) + SortDirection_: SortDirection; // ImGuiSortDirection_Ascending or ImGuiSortDirection_Descending +} + +//----------------------------------------------------------------------------- +// IM_MALLOC(), IM_FREE(), IM_NEW(), IM_PLACEMENT_NEW(), IM_DELETE() +// We call C++ constructor on own allocated memory via the placement "new(ptr) Type()" syntax. +// Defining a custom placement new() with a custom parameter allows us to bypass including which on some platforms complains when user has disabled exceptions. +//----------------------------------------------------------------------------- +ImNewWrapper :: struct { + __empty_struct_padding: u8; // C++ makes empty structs have length 1 +} + +//----------------------------------------------------------------------------- +// [SECTION] ImGuiStyle +//----------------------------------------------------------------------------- +// You may modify the ImGui::GetStyle() main instance during initialization and before NewFrame(). +// During the frame, use ImGui::PushStyleVar(ImGuiStyleVar_XXXX)/PopStyleVar() to alter the main style values, +// and ImGui::PushStyleColor(ImGuiCol_XXX)/PopStyleColor() for colors. +//----------------------------------------------------------------------------- +Style :: struct { + FontSizeBase: float; // Current base font size before external global factors are applied. Use PushFont(NULL, size) to modify. Use ImGui::GetFontSize() to obtain scaled value. + FontScaleMain: float; // Main global scale factor. May be set by application once, or exposed to end-user. + FontScaleDpi: float; // Additional global scale factor from viewport/monitor contents scale. In docking branch: when io.ConfigDpiScaleFonts is enabled, this is automatically overwritten when changing monitor DPI. + + Alpha: float; // Global alpha applies to everything in Dear ImGui. + DisabledAlpha: float; // Additional alpha multiplier applied by BeginDisabled(). Multiply over current value of Alpha. + WindowPadding: ImVec2; // Padding within a window. + WindowRounding: float; // Radius of window corners rounding. Set to 0.0f to have rectangular windows. Large values tend to lead to variety of artifacts and are not recommended. + WindowBorderSize: float; // Thickness of border around windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + WindowBorderHoverPadding: float; // Hit-testing extent outside/inside resizing border. Also extend determination of hovered window. Generally meaningfully larger than WindowBorderSize to make it easy to reach borders. + WindowMinSize: ImVec2; // Minimum window size. This is a global setting. If you want to constrain individual windows, use SetNextWindowSizeConstraints(). + WindowTitleAlign: ImVec2; // Alignment for title bar text. Defaults to (0.0f,0.5f) for left-aligned,vertically centered. + WindowMenuButtonPosition: Dir; // Side of the collapsing/docking button in the title bar (None/Left/Right). Defaults to ImGuiDir_Left. + ChildRounding: float; // Radius of child window corners rounding. Set to 0.0f to have rectangular windows. + ChildBorderSize: float; // Thickness of border around child windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + PopupRounding: float; // Radius of popup window corners rounding. (Note that tooltip windows use WindowRounding) + PopupBorderSize: float; // Thickness of border around popup/tooltip windows. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + FramePadding: ImVec2; // Padding within a framed rectangle (used by most widgets). + FrameRounding: float; // Radius of frame corners rounding. Set to 0.0f to have rectangular frame (used by most widgets). + FrameBorderSize: float; // Thickness of border around frames. Generally set to 0.0f or 1.0f. (Other values are not well tested and more CPU/GPU costly). + ItemSpacing: ImVec2; // Horizontal and vertical spacing between widgets/lines. + ItemInnerSpacing: ImVec2; // Horizontal and vertical spacing between within elements of a composed widget (e.g. a slider and its label). + CellPadding: ImVec2; // Padding within a table cell. Cellpadding.x is locked for entire table. CellPadding.y may be altered between different rows. + TouchExtraPadding: ImVec2; // Expand reactive bounding box for touch-based system where touch position is not accurate enough. Unfortunately we don't sort widgets so priority on overlap will always be given to the first widget. So don't grow this too much! + IndentSpacing: float; // Horizontal indentation when e.g. entering a tree node. Generally == (FontSize + FramePadding.x*2). + ColumnsMinSpacing: float; // Minimum horizontal spacing between two columns. Preferably > (FramePadding.x + 1). + ScrollbarSize: float; // Width of the vertical scrollbar, Height of the horizontal scrollbar. + ScrollbarRounding: float; // Radius of grab corners for scrollbar. + ScrollbarPadding: float; // Padding of scrollbar grab within its frame (same for both axes). + GrabMinSize: float; // Minimum width/height of a grab box for slider/scrollbar. + GrabRounding: float; // Radius of grabs corners rounding. Set to 0.0f to have rectangular slider grabs. + LogSliderDeadzone: float; // The size in pixels of the dead-zone around zero on logarithmic sliders that cross zero. + ImageRounding: float; // Rounding of Image() calls. + ImageBorderSize: float; // Thickness of border around Image() calls. + TabRounding: float; // Radius of upper corners of a tab. Set to 0.0f to have rectangular tabs. + TabBorderSize: float; // Thickness of border around tabs. + TabMinWidthBase: float; // Minimum tab width, to make tabs larger than their contents. TabBar buttons are not affected. + TabMinWidthShrink: float; // Minimum tab width after shrinking, when using ImGuiTabBarFlags_FittingPolicyMixed policy. + TabCloseButtonMinWidthSelected: float; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never shrink, will behave like ImGuiTabBarFlags_FittingPolicyScroll. + TabCloseButtonMinWidthUnselected: float; // -1: always visible. 0.0f: visible when hovered. >0.0f: visible when hovered if minimum width. FLT_MAX: never show close button when unselected. + TabBarBorderSize: float; // Thickness of tab-bar separator, which takes on the tab active color to denote focus. + TabBarOverlineSize: float; // Thickness of tab-bar overline, which highlights the selected tab-bar. + TableAngledHeadersAngle: float; // Angle of angled headers (supported values range from -50.0f degrees to +50.0f degrees). + TableAngledHeadersTextAlign: ImVec2; // Alignment of angled headers within the cell + TreeLinesFlags: TreeNodeFlags; // Default way to draw lines connecting TreeNode hierarchy. ImGuiTreeNodeFlags_DrawLinesNone or ImGuiTreeNodeFlags_DrawLinesFull or ImGuiTreeNodeFlags_DrawLinesToNodes. + TreeLinesSize: float; // Thickness of outlines when using ImGuiTreeNodeFlags_DrawLines. + TreeLinesRounding: float; // Radius of lines connecting child nodes to the vertical line. + DragDropTargetRounding: float; // Radius of the drag and drop target frame. When <0.0f: use FrameRounding. + DragDropTargetBorderSize: float; // Thickness of the drag and drop target border. + DragDropTargetPadding: float; // Size to expand the drag and drop target from actual target item size. + ColorMarkerSize: float; // Size of R/G/B/A color markers for ColorEdit4() and for Drags/Sliders when using ImGuiSliderFlags_ColorMarkers. + ColorButtonPosition: Dir; // Side of the color button in the ColorEdit4 widget (left/right). Defaults to ImGuiDir_Right. + ButtonTextAlign: ImVec2; // Alignment of button text when button is larger than text. Defaults to (0.5f, 0.5f) (centered). + SelectableTextAlign: ImVec2; // Alignment of selectable text. Defaults to (0.0f, 0.0f) (top-left aligned). It's generally important to keep this left-aligned if you want to lay multiple items on a same line. + SeparatorSize: float; // Thickness of border in Separator(). Must be >= 1.0f. + SeparatorTextBorderSize: float; // Thickness of border in SeparatorText() + SeparatorTextAlign: ImVec2; // Alignment of text within the separator. Defaults to (0.0f, 0.5f) (left aligned, center). + SeparatorTextPadding: ImVec2; // Horizontal offset of text from each edge of the separator + spacing on other axis. Generally small values. .y is recommended to be == FramePadding.y. + DisplayWindowPadding: ImVec2; // Apply to regular windows: amount which we enforce to keep visible when moving near edges of your screen. + DisplaySafeAreaPadding: ImVec2; // Apply to every windows, menus, popups, tooltips: amount where we avoid displaying contents. Adjust if you cannot see the edges of your screen (e.g. on a TV where scaling has not been configured). + DockingNodeHasCloseButton: bool; // Docking node has their own CloseButton() to close all docked windows. + DockingSeparatorSize: float; // Thickness of resizing border between docked windows + MouseCursorScale: float; // Scale software rendered mouse cursor (when io.MouseDrawCursor is enabled). We apply per-monitor DPI scaling over this scale. May be removed later. + AntiAliasedLines: bool; // Enable anti-aliased lines/borders. Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + AntiAliasedLinesUseTex: bool; // Enable anti-aliased lines/borders using textures where possible. Require backend to render with bilinear filtering (NOT point/nearest filtering). Latched at the beginning of the frame (copied to ImDrawList). + AntiAliasedFill: bool; // Enable anti-aliased edges around filled shapes (rounded rectangles, circles, etc.). Disable if you are really tight on CPU/GPU. Latched at the beginning of the frame (copied to ImDrawList). + CurveTessellationTol: float; // Tessellation tolerance when using PathBezierCurveTo() without a specific number of segments. Decrease for highly tessellated curves (higher quality, more polygons), increase to reduce quality. + CircleTessellationMaxError: float; // Maximum error (in pixels) allowed when using AddCircle()/AddCircleFilled() or drawing rounded corner rectangles with no explicit segment count specified. Decrease for higher quality but more geometry. + + // Colors + Colors: [63] ImVec4; + + HoverStationaryDelay: float; // Delay for IsItemHovered(ImGuiHoveredFlags_Stationary). Time required to consider mouse stationary. + HoverDelayShort: float; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayShort). Usually used along with HoverStationaryDelay. + HoverDelayNormal: float; // Delay for IsItemHovered(ImGuiHoveredFlags_DelayNormal). " + HoverFlagsForTooltipMouse: HoveredFlags; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using mouse. + HoverFlagsForTooltipNav: HoveredFlags; // Default flags when using IsItemHovered(ImGuiHoveredFlags_ForTooltip) or BeginItemTooltip()/SetItemTooltip() while using keyboard/gamepad. + + _MainScale: float; // FIXME-WIP: Reference scale, as applied by ScaleAllSizes(). PLEASE DO NOT USE THIS FOR NOW. + _NextFrameFontSizeBase: float; // FIXME: Temporary hack until we finish remaining work. + + // Functions + Constructor :: (this: *Style) -> void #cpp_method #foreign imgui "??0ImGuiStyle@@QEAA@XZ"; + ScaleAllSizes :: (this: *Style, scale_factor: float) -> void #cpp_method #foreign imgui "?ScaleAllSizes@ImGuiStyle@@QEAAXM@Z"; +} + +// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions. +// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration. +KeyData :: struct { + Down: bool; // True for if key is down + DownDuration: float; // Duration the key has been down (<0.0f: not pressed, 0.0f: just pressed, >0.0f: time held) + DownDurationPrev: float; // Last frame duration the key has been down + AnalogValue: float; // 0.0f..1.0f for gamepad values +} + +IO :: struct { + ConfigFlags_: ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Keyboard/Gamepad navigation options, etc. + BackendFlags_: BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by backend (imgui_impl_xxx files or custom backend) to communicate features supported by the backend. + DisplaySize: ImVec2; // // Main display size, in pixels (== GetMainViewport()->Size). May change every frame. + DisplayFramebufferScale: ImVec2; // = (1, 1) // Main display density. For retina display where window coordinates are different from framebuffer coordinates. This will affect font density + will end up in ImDrawData::FramebufferScale. + DeltaTime: float; // = 1.0f/60.0f // Time elapsed since last frame, in seconds. May change every frame. + IniSavingRate: float; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds. + IniFilename: *u8; // = "imgui.ini" // Path to .ini file (important: default "imgui.ini" is relative to current working dir!). Set NULL to disable automatic .ini loading/saving or if you want to manually call LoadIniSettingsXXX() / SaveIniSettingsXXX() functions. + LogFilename: *u8; // = "imgui_log.txt"// Path to .log file (default parameter to ImGui::LogToFile when no file is specified). + UserData: *void; // = NULL // Store your own data. + + Fonts: *ImFontAtlas; // // Font atlas: load, rasterize and pack one or more fonts into a single texture. + FontDefault: *ImFont; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0]. + FontAllowUserScaling: bool; // = false // Allow user scaling text of individual window with Ctrl+Wheel. + + ConfigNavSwapGamepadButtons: bool; // = false // Swap Activate<>Cancel (A<>B) buttons, matching typical "Nintendo/Japanese style" gamepad layout. + ConfigNavMoveSetMousePos: bool; // = false // Directional/tabbing navigation teleports the mouse cursor. May be useful on TV/console systems where moving a virtual mouse is difficult. Will update io.MousePos and set io.WantSetMousePos=true. + ConfigNavCaptureKeyboard: bool; // = true // Sets io.WantCaptureKeyboard when io.NavActive is set. + ConfigNavEscapeClearFocusItem: bool; // = true // Pressing Escape can clear focused item + navigation id/highlight. Set to false if you want to always keep highlight on. + ConfigNavEscapeClearFocusWindow: bool; // = false // Pressing Escape can clear focused window as well (super set of io.ConfigNavEscapeClearFocusItem). + ConfigNavCursorVisibleAuto: bool; // = true // Using directional navigation key makes the cursor visible. Mouse click hides the cursor. + ConfigNavCursorVisibleAlways: bool; // = false // Navigation cursor is always visible. + + ConfigDockingNoSplit: bool; // = false // Simplified docking mode: disable window splitting, so docking is limited to merging multiple windows together into tab-bars. + ConfigDockingNoDockingOver: bool; // = false // Simplified docking mode: disable window merging into a same tab-bar, so docking is limited to splitting windows. + ConfigDockingWithShift: bool; // = false // Enable docking with holding Shift key (reduce visual noise, allows dropping in wider space) + ConfigDockingAlwaysTabBar: bool; // = false // [BETA] [FIXME: This currently creates regression with auto-sizing and general overhead] Make every single floating window display within a docking node. + ConfigDockingTransparentPayload: bool; // = false // [BETA] Make window or viewport transparent when docking and only display docking boxes on the target viewport. Useful if rendering of multiple viewport cannot be synced. Best used with ConfigViewportsNoAutoMerge. + + ConfigViewportsNoAutoMerge: bool; // = false; // Set to make all floating imgui windows always create their own viewport. Otherwise, they are merged into the main host viewports when overlapping it. May also set ImGuiViewportFlags_NoAutoMerge on individual viewport. + ConfigViewportsNoTaskBarIcon: bool; // = false // Disable default OS task bar icon flag for secondary viewports. When a viewport doesn't want a task bar icon, ImGuiViewportFlags_NoTaskBarIcon will be set on it. + ConfigViewportsNoDecoration: bool; // = true // Disable default OS window decoration flag for secondary viewports. When a viewport doesn't want window decorations, ImGuiViewportFlags_NoDecoration will be set on it. Enabling decoration can create subsequent issues at OS levels (e.g. minimum window size). + ConfigViewportsNoDefaultParent: bool; // = true // Disable setting OS window parent to main viewport by default. The platform backend is expected to honor `viewport->ParentViewportID` to setup a parent/child relationship between the OS windows (supported if ImGuiBackendFlags_HasParentViewport is set). When parented: child windows always appear in front of their parent. Set to false if you want viewports to automatically be parent of main viewport, otherwise all viewports will be top-level OS windows. Parent/child relationship may be set on a per-window basis using ImGuiWindowClass. + ConfigViewportsPlatformFocusSetsImGuiFocus: bool; //= true // When a platform window is focused (e.g. using Alt+Tab, clicking Platform Title Bar), apply corresponding focus on imgui windows (may clear focus/active id from imgui windows location in other platform windows). In principle this is better enabled but we provide an opt-out, because some Linux window managers tend to eagerly focus windows (e.g. on mouse hover, or even a simple window pos/size change). + + ConfigDpiScaleFonts: bool; // = false // [EXPERIMENTAL] Automatically overwrite style.FontScaleDpi when Monitor DPI changes. This will scale fonts but _NOT_ scale sizes/padding for now. + ConfigDpiScaleViewports: bool; // = false // [EXPERIMENTAL] Scale Dear ImGui and Platform Windows when Monitor DPI changes. + + MouseDrawCursor: bool; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by backend implementations. + ConfigMacOSXBehaviors: bool; // = defined(__APPLE__) // Swap Cmd<>Ctrl keys + OS X style text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl. + ConfigInputTrickleEventQueue: bool; // = true // Enable input queue trickling: some types of events submitted during the same frame (e.g. button down + up) will be spread over multiple frames, improving interactions with low framerates. + ConfigInputTextCursorBlink: bool; // = true // Enable blinking cursor (optional as some users consider it to be distracting). + ConfigInputTextEnterKeepActive: bool; // = false // [BETA] Pressing Enter will reactivate item and select all text (single-line only). + ConfigDragClickToInputText: bool; // = false // [BETA] Enable turning DragXXX widgets into text input with a simple mouse click-release (without moving). Not desirable on devices without a keyboard. + ConfigWindowsResizeFromEdges: bool; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires ImGuiBackendFlags_HasMouseCursors for better mouse cursor feedback. (This used to be a per-window ImGuiWindowFlags_ResizeFromAnySide flag) + ConfigWindowsMoveFromTitleBarOnly: bool; // = false // Enable allowing to move windows only when clicking on their title bar. Does not apply to windows without a title bar. + ConfigWindowsCopyContentsWithCtrlC: bool; // = false // [EXPERIMENTAL] Ctrl+C copy the contents of focused window into the clipboard. Experimental because: (1) has known issues with nested Begin/End pairs (2) text output quality varies (3) text output is in submission order rather than spatial order. + ConfigScrollbarScrollByPage: bool; // = true // Enable scrolling page by page when clicking outside the scrollbar grab. When disabled, always scroll to clicked location. When enabled, Shift+Click scrolls to clicked location. + ConfigMemoryCompactTimer: float; // = 60.0f // Timer (in seconds) to free transient windows/tables memory buffers when unused. Set to -1.0f to disable. + + MouseDoubleClickTime: float; // = 0.30f // Time for a double-click, in seconds. + MouseDoubleClickMaxDist: float; // = 6.0f // Distance threshold to stay in to validate a double-click, in pixels. + MouseDragThreshold: float; // = 6.0f // Distance threshold before considering we are dragging. + KeyRepeatDelay: float; // = 0.275f // When holding a key/button, time before it starts repeating, in seconds (for buttons in Repeat mode, etc.). + KeyRepeatRate: float; // = 0.050f // When holding a key/button, rate at which it repeats, in seconds. + + ConfigErrorRecovery: bool; // = true // Enable error recovery support. Some errors won't be detected and lead to direct crashes if recovery is disabled. + ConfigErrorRecoveryEnableAssert: bool; // = true // Enable asserts on recoverable error. By default call IM_ASSERT() when returning from a failing IM_ASSERT_USER_ERROR() + ConfigErrorRecoveryEnableDebugLog: bool; // = true // Enable debug log output on recoverable errors. + ConfigErrorRecoveryEnableTooltip: bool; // = true // Enable tooltip on recoverable errors. The tooltip include a way to enable asserts if they were disabled. + + ConfigDebugIsDebuggerPresent: bool; // = false // Enable various tools calling IM_DEBUG_BREAK(). + + ConfigDebugHighlightIdConflicts: bool; // = true // Highlight and show an error message popup when multiple items have conflicting identifiers. + ConfigDebugHighlightIdConflictsShowItemPicker: bool; //=true // Show "Item Picker" button in aforementioned popup. + + ConfigDebugBeginReturnValueOnce: bool; // = false // First-time calls to Begin()/BeginChild() will return false. NEEDS TO BE SET AT APPLICATION BOOT TIME if you don't want to miss windows. + ConfigDebugBeginReturnValueLoop: bool; // = false // Some calls to Begin()/BeginChild() will return false. Will cycle through window depths then repeat. Suggested use: add "io.ConfigDebugBeginReturnValue = io.KeyShift" in your main loop then occasionally press SHIFT. Windows should be flickering while running. + + ConfigDebugIgnoreFocusLoss: bool; // = false // Ignore io.AddFocusEvent(false), consequently not calling io.ClearInputKeys()/io.ClearInputMouse() in input processing. + + ConfigDebugIniSettings: bool; // = false // Save .ini data with extra comments (particularly helpful for Docking, but makes saving slower) + + BackendPlatformName: *u8; // = NULL + BackendRendererName: *u8; // = NULL + BackendPlatformUserData: *void; // = NULL // User data for platform backend + BackendRendererUserData: *void; // = NULL // User data for renderer backend + BackendLanguageUserData: *void; // = NULL // User data for non C++ programming language backend + + // Input Functions + AddKeyEvent :: (this: *IO, key: Key, down: bool) -> void #cpp_method #foreign imgui "?AddKeyEvent@ImGuiIO@@QEAAXW4ImGuiKey@@_N@Z"; + AddKeyAnalogEvent :: (this: *IO, key: Key, down: bool, v: float) -> void #cpp_method #foreign imgui "?AddKeyAnalogEvent@ImGuiIO@@QEAAXW4ImGuiKey@@_NM@Z"; + AddMousePosEvent :: (this: *IO, x: float, y: float) -> void #cpp_method #foreign imgui "?AddMousePosEvent@ImGuiIO@@QEAAXMM@Z"; + AddMouseButtonEvent :: (this: *IO, button: s32, down: bool) -> void #cpp_method #foreign imgui "?AddMouseButtonEvent@ImGuiIO@@QEAAXH_N@Z"; + AddMouseWheelEvent :: (this: *IO, wheel_x: float, wheel_y: float) -> void #cpp_method #foreign imgui "?AddMouseWheelEvent@ImGuiIO@@QEAAXMM@Z"; + AddMouseSourceEvent :: (this: *IO, source: MouseSource) -> void #cpp_method #foreign imgui "?AddMouseSourceEvent@ImGuiIO@@QEAAXW4ImGuiMouseSource@@@Z"; + AddMouseViewportEvent :: (this: *IO, id: ID) -> void #cpp_method #foreign imgui "?AddMouseViewportEvent@ImGuiIO@@QEAAXI@Z"; + AddFocusEvent :: (this: *IO, focused: bool) -> void #cpp_method #foreign imgui "?AddFocusEvent@ImGuiIO@@QEAAX_N@Z"; + AddInputCharacter :: (this: *IO, c: u32) -> void #cpp_method #foreign imgui "?AddInputCharacter@ImGuiIO@@QEAAXI@Z"; + AddInputCharacterUTF16 :: (this: *IO, c: ImWchar16) -> void #cpp_method #foreign imgui "?AddInputCharacterUTF16@ImGuiIO@@QEAAXG@Z"; + AddInputCharactersUTF8 :: (this: *IO, str: *u8) -> void #cpp_method #foreign imgui "?AddInputCharactersUTF8@ImGuiIO@@QEAAXPEBD@Z"; + + SetKeyEventNativeData :: (this: *IO, key: Key, native_keycode: s32, native_scancode: s32, native_legacy_index: s32 = -1) -> void #cpp_method #foreign imgui "?SetKeyEventNativeData@ImGuiIO@@QEAAXW4ImGuiKey@@HHH@Z"; + SetAppAcceptingEvents :: (this: *IO, accepting_events: bool) -> void #cpp_method #foreign imgui "?SetAppAcceptingEvents@ImGuiIO@@QEAAX_N@Z"; + ClearEventsQueue :: (this: *IO) -> void #cpp_method #foreign imgui "?ClearEventsQueue@ImGuiIO@@QEAAXXZ"; + ClearInputKeys :: (this: *IO) -> void #cpp_method #foreign imgui "?ClearInputKeys@ImGuiIO@@QEAAXXZ"; + ClearInputMouse :: (this: *IO) -> void #cpp_method #foreign imgui "?ClearInputMouse@ImGuiIO@@QEAAXXZ"; + + WantCaptureMouse: bool; // Set when Dear ImGui will use mouse inputs, in this case do not dispatch them to your main game/application (either way, always pass on mouse inputs to imgui). (e.g. unclicked mouse is hovering over an imgui window, widget is active, mouse was clicked over an imgui window, etc.). + WantCaptureKeyboard: bool; // Set when Dear ImGui will use keyboard inputs, in this case do not dispatch them to your main game/application (either way, always pass keyboard inputs to imgui). (e.g. InputText active, or an imgui window is focused and navigation is enabled, etc.). + WantTextInput: bool; // Mobile/console: when set, you may display an on-screen keyboard. This is set by Dear ImGui when it wants textual keyboard input to happen (e.g. when a InputText widget is active). + WantSetMousePos: bool; // MousePos has been altered, backend should reposition mouse on next frame. Rarely used! Set only when io.ConfigNavMoveSetMousePos is enabled. + WantSaveIniSettings: bool; // When manual .ini load/save is active (io.IniFilename == NULL), this will be set to notify your application that you can call SaveIniSettingsToMemory() and save yourself. Important: clear io.WantSaveIniSettings yourself after saving! + NavActive: bool; // Keyboard/Gamepad navigation is currently allowed (will handle ImGuiKey_NavXXX events) = a window is focused and it doesn't use the ImGuiWindowFlags_NoNavInputs flag. + NavVisible: bool; // Keyboard/Gamepad navigation highlight is visible and allowed (will handle ImGuiKey_NavXXX events). + Framerate: float; // Estimate of application framerate (rolling average over 60 frames, based on io.DeltaTime), in frame per second. Solely for convenience. Slow applications may not want to use a moving average or may want to reset underlying buffers occasionally. + MetricsRenderVertices: s32; // Vertices output during last call to Render() + MetricsRenderIndices: s32; // Indices output during last call to Render() = number of triangles * 3 + MetricsRenderWindows: s32; // Number of visible windows + MetricsActiveWindows: s32; // Number of active windows + MouseDelta: ImVec2; // Mouse delta. Note that this is zero if either current or previous position are invalid (-FLT_MAX,-FLT_MAX), so a disappearing/reappearing mouse won't have a huge delta. + + Ctx: *ImGuiContext; // Parent UI context (needs to be set explicitly by parent). + + MousePos: ImVec2; // Mouse position, in pixels. Set to ImVec2(-FLT_MAX, -FLT_MAX) if mouse is unavailable (on another screen, etc.) + MouseDown: [5] bool; // Mouse buttons: 0=left, 1=right, 2=middle + extras (ImGuiMouseButton_COUNT == 5). Dear ImGui mostly uses left and right buttons. Other buttons allow us to track if the mouse is being used by your application + available to user as a convenience via IsMouse** API. + MouseWheel: float; // Mouse wheel Vertical: 1 unit scrolls about 5 lines text. >0 scrolls Up, <0 scrolls Down. Hold Shift to turn vertical scroll into horizontal scroll. + MouseWheelH: float; // Mouse wheel Horizontal. >0 scrolls Left, <0 scrolls Right. Most users don't have a mouse with a horizontal wheel, may not be filled by all backends. + MouseSource_: MouseSource; // Mouse actual input peripheral (Mouse/TouchScreen/Pen). + MouseHoveredViewport: ID; // (Optional) Modify using io.AddMouseViewportEvent(). With multi-viewports: viewport the OS mouse is hovering. If possible _IGNORING_ viewports with the ImGuiViewportFlags_NoInputs flag is much better (few backends can handle that). Set io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport if you can provide this info. If you don't imgui will infer the value using the rectangles and last focused time of the viewports it knows about (ignoring other OS windows). + KeyCtrl: bool; // Keyboard modifier down: Ctrl (non-macOS), Cmd (macOS) + KeyShift: bool; // Keyboard modifier down: Shift + KeyAlt: bool; // Keyboard modifier down: Alt + KeySuper: bool; // Keyboard modifier down: Windows/Super (non-macOS), Ctrl (macOS) + + KeyMods: KeyChord; // Key mods flags (any of ImGuiMod_Ctrl/ImGuiMod_Shift/ImGuiMod_Alt/ImGuiMod_Super flags, same as io.KeyCtrl/KeyShift/KeyAlt/KeySuper but merged into flags). Read-only, updated by NewFrame() + KeysData: [155] KeyData; // Key state for all known keys. MUST use 'key - ImGuiKey_NamedKey_BEGIN' as index. Use IsKeyXXX() functions to access this. + WantCaptureMouseUnlessPopupClose: bool; // Alternative to WantCaptureMouse: (WantCaptureMouse == true && WantCaptureMouseUnlessPopupClose == false) when a click over void is expected to close a popup. + MousePosPrev: ImVec2; // Previous mouse position (note that MouseDelta is not necessary == MousePos-MousePosPrev, in case either position is invalid) + MouseClickedPos: [5] ImVec2; // Position at time of clicking + MouseClickedTime: [5] float64; // Time of last click (used to figure out double-click) + MouseClicked: [5] bool; // Mouse button went from !Down to Down (same as MouseClickedCount[x] != 0) + MouseDoubleClicked: [5] bool; // Has mouse button been double-clicked? (same as MouseClickedCount[x] == 2) + MouseClickedCount: [5] ImU16; // == 0 (not clicked), == 1 (same as MouseClicked[]), == 2 (double-clicked), == 3 (triple-clicked) etc. when going from !Down to Down + MouseClickedLastCount: [5] ImU16; // Count successive number of clicks. Stays valid after mouse release. Reset after another click is done. + MouseReleased: [5] bool; // Mouse button went from Down to !Down + MouseReleasedTime: [5] float64; // Time of last released (rarely used! but useful to handle delayed single-click when trying to disambiguate them from double-click). + MouseDownOwned: [5] bool; // Track if button was clicked inside a dear imgui window or over void blocked by a popup. We don't request mouse capture from the application if click started outside ImGui bounds. + MouseDownOwnedUnlessPopupClose: [5] bool; // Track if button was clicked inside a dear imgui window. + MouseWheelRequestAxisSwap: bool; // On a non-Mac system, holding Shift requests WheelY to perform the equivalent of a WheelX event. On a Mac system this is already enforced by the system. + MouseCtrlLeftAsRightClick: bool; // (OSX) Set to true when the current click was a Ctrl+Click that spawned a simulated right click + MouseDownDuration: [5] float; // Duration the mouse button has been down (0.0f == just clicked) + MouseDownDurationPrev: [5] float; // Previous time the mouse button has been down + MouseDragMaxDistanceAbs: [5] ImVec2; // Maximum distance, absolute, on each axis, of how much mouse has traveled from the clicking point + MouseDragMaxDistanceSqr: [5] float; // Squared maximum distance of how much mouse has traveled from the clicking point (used for moving thresholds) + PenPressure: float; // Touch/Pen pressure (0.0f to 1.0f, should be >0.0f only when MouseDown[0] == true). Helper storage currently unused by Dear ImGui. + AppFocusLost: bool; // Only modify via AddFocusEvent() + AppAcceptingEvents: bool; // Only modify via SetAppAcceptingEvents() + InputQueueSurrogate: ImWchar16; // For AddInputCharacterUTF16() + InputQueueCharacters: ImVector(ImWchar); // Queue of _characters_ input (obtained by platform backend). Fill using AddInputCharacter() helper. + + FontGlobalScale: float; // Moved io.FontGlobalScale to style.FontScaleMain in 1.92 (June 2025) + + // Legacy: before 1.91.1, clipboard functions were stored in ImGuiIO instead of ImGuiPlatformIO. + // As this is will affect all users of custom engines/backends, we are providing proper legacy redirection (will obsolete). + GetClipboardTextFn: #type (user_data: *void) -> *u8 #c_call; + SetClipboardTextFn: #type (user_data: *void, text: *u8) -> void #c_call; + ClipboardUserData: *void; + + Constructor :: (this: *IO) -> void #cpp_method #foreign imgui "??0ImGuiIO@@QEAA@XZ"; +} + +// Shared state of InputText(), passed as an argument to your callback when a ImGuiInputTextFlags_Callback* flag is used. +// The callback function should return 0 by default. +// Callbacks (follow a flag name and see comments in ImGuiInputTextFlags_ declarations for more details) +// - ImGuiInputTextFlags_CallbackEdit: Callback on buffer edit. Note that InputText() already returns true on edit + you can always use IsItemEdited(). The callback is useful to manipulate the underlying buffer while focus is active. +// - ImGuiInputTextFlags_CallbackAlways: Callback on each iteration +// - ImGuiInputTextFlags_CallbackCompletion: Callback on pressing TAB +// - ImGuiInputTextFlags_CallbackHistory: Callback on pressing Up/Down arrows +// - ImGuiInputTextFlags_CallbackCharFilter: Callback on character inputs to replace or discard them. Modify 'EventChar' to replace or discard, or return 1 in callback to discard. +// - ImGuiInputTextFlags_CallbackResize: Callback on buffer capacity changes request (beyond 'buf_size' parameter value), allowing the string to grow. +InputTextCallbackData :: struct { + Ctx: *ImGuiContext; // Parent UI context + EventFlag: InputTextFlags; // One ImGuiInputTextFlags_Callback* // Read-only + Flags: InputTextFlags; // What user passed to InputText() // Read-only + UserData: *void; // What user passed to InputText() // Read-only + ID_: ID; // Widget ID // Read-only + + EventKey: Key; // Key pressed (Up/Down/TAB) // Read-only // [Completion,History] + EventChar: ImWchar; // Character input // Read-write // [CharFilter] Replace character with another one, or set to zero to drop. return 1 is equivalent to setting EventChar=0; + EventActivated: bool; // Input field just got activated // Read-only // [Always] + BufDirty: bool; // Set if you modify Buf/BufTextLen! // Write // [Completion,History,Always] + Buf: *u8; // Text buffer // Read-write // [Resize] Can replace pointer / [Completion,History,Always] Only write to pointed data, don't replace the actual pointer! + BufTextLen: s32; // Text length (in bytes) // Read-write // [Resize,Completion,History,Always] Exclude zero-terminator storage. In C land: == strlen(some_text), in C++ land: string.length() + BufSize: s32; // Buffer size (in bytes) = capacity+1 // Read-only // [Resize,Completion,History,Always] Include zero-terminator storage. In C land: == ARRAYSIZE(my_char_array), in C++ land: string.capacity()+1 + CursorPos: s32; // // Read-write // [Completion,History,Always,CharFilter] + SelectionStart: s32; // // Read-write // [Completion,History,Always,CharFilter] == to SelectionEnd when no selection + SelectionEnd: s32; // // Read-write // [Completion,History,Always,CharFilter] + + // Helper functions for text manipulation. + // Use those function to benefit from the CallbackResize behaviors. Calling those function reset the selection. + Constructor :: (this: *InputTextCallbackData) -> void #cpp_method #foreign imgui "??0ImGuiInputTextCallbackData@@QEAA@XZ"; + DeleteChars :: (this: *InputTextCallbackData, pos: s32, bytes_count: s32) -> void #cpp_method #foreign imgui "?DeleteChars@ImGuiInputTextCallbackData@@QEAAXHH@Z"; + InsertChars :: (this: *InputTextCallbackData, pos: s32, text: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui "?InsertChars@ImGuiInputTextCallbackData@@QEAAXHPEBD0@Z"; + InsertChars :: (this: *InputTextCallbackData, pos: s32, text: string) #no_context { + InsertChars(this, pos, text.data, text.data + text.count); + } +} + +// Resizing callback data to apply custom constraint. As enabled by SetNextWindowSizeConstraints(). Callback is called during the next Begin(). +// NB: For basic min/max size constraint on each axis you don't need to use the callback! The SetNextWindowSizeConstraints() parameters are enough. +SizeCallbackData :: struct { + UserData: *void; // Read-only. What user passed to SetNextWindowSizeConstraints(). Generally store an integer or float in here (need reinterpret_cast<>). + Pos: ImVec2; // Read-only. Window position, for reference. + CurrentSize: ImVec2; // Read-only. Current window size. + DesiredSize: ImVec2; // Read-write. Desired size, based on user's mouse position. Write to this field to restrain resizing. +} + +// [ALPHA] Rarely used / very advanced uses only. Use with SetNextWindowClass() and DockSpace() functions. +// Important: the content of this class is still highly WIP and likely to change and be refactored +// before we stabilize Docking features. Please be mindful if using this. +// Provide hints: +// - To the platform backend via altered viewport flags (enable/disable OS decoration, OS task bar icons, etc.) +// - To the platform backend for OS level parent/child relationships of viewport (otherwise: default is configured via io.ConfigViewportsNoDefaultParent) +// - To the docking system for various options and filtering. +WindowClass :: struct { + ClassId: ID; // User data. 0 = Default class (unclassed). Windows of different classes cannot be docked with each others. + ParentViewportId: ID; // Hint for the platform backend. -1: use default. 0: request platform backend to not parent the platform. != 0: request platform backend to create a parent<>child relationship between the platform windows. Not conforming backends are free to e.g. parent every viewport to the main viewport or not. + FocusRouteParentWindowId: ID; // ID of parent window for shortcut focus route evaluation, e.g. Shortcut() call from Parent Window will succeed when this window is focused. + ViewportFlagsOverrideSet: ViewportFlags; // Viewport flags to set when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + ViewportFlagsOverrideClear: ViewportFlags; // Viewport flags to clear when a window of this class owns a viewport. This allows you to enforce OS decoration or task bar icon, override the defaults on a per-window basis. + TabItemFlagsOverrideSet: TabItemFlags; // [EXPERIMENTAL] TabItem flags to set when a window of this class gets submitted into a dock node tab bar. May use with ImGuiTabItemFlags_Leading or ImGuiTabItemFlags_Trailing. + DockNodeFlagsOverrideSet: DockNodeFlags; // [EXPERIMENTAL] Dock node flags to set when a window of this class is hosted by a dock node (it doesn't have to be selected!) + DockingAlwaysTabBar: bool; // Set to true to enforce single floating windows of this class always having their own docking node (equivalent of setting the global io.ConfigDockingAlwaysTabBar) + DockingAllowUnclassed: bool; // Set to true to allow windows of this class to be docked/merged with an unclassed window. // FIXME-DOCK: Move to DockNodeFlags override? + PlatformIconData: *void; // [EXPERIMENTAL] Pass opaque data for Platform backend to handle. +} + +// Data payload for Drag and Drop operations: AcceptDragDropPayload(), GetDragDropPayload() +Payload :: struct { + Data: *void; // Data (copied and owned by dear imgui) + DataSize: s32; // Data size + + SourceId: ID; // Source item id + SourceParentId: ID; // Source parent id (if available) + DataFrameCount: s32; // Data timestamp + DataType: [33] u8; // Data type tag (short user-supplied string, 32 characters max) + Preview: bool; // Set when AcceptDragDropPayload() was called and mouse has been hovering the target item (nb: handle overlapping drag targets) + Delivery: bool; // Set when AcceptDragDropPayload() was called and mouse button is released over the target item. +} + +// Helper: Execute a block of code at maximum once a frame. Convenient if you want to quickly create a UI within deep-nested code that runs multiple times every frame. +// Usage: static ImGuiOnceUponAFrame oaf; if (oaf) ImGui::Text("This will be called only once per frame"); +OnceUponAFrame :: struct { + RefFrame: s32; +} + +// Helper: Parse and apply text filters. In format "aaaaa[,bbbb][,ccccc]" +TextFilter :: struct { + Constructor :: (this: *TextFilter, default_filter: *u8 = "") -> void #cpp_method #foreign imgui "??0ImGuiTextFilter@@QEAA@PEBD@Z"; + Draw :: (this: *TextFilter, label: *u8 = "Filter (inc,-exc)", width: float = 0.0) -> bool #cpp_method #foreign imgui "?Draw@ImGuiTextFilter@@QEAA_NPEBDM@Z"; + PassFilter :: (this: *TextFilter, text: *u8, text_end: *u8 = null) -> bool #cpp_method #foreign imgui "?PassFilter@ImGuiTextFilter@@QEBA_NPEBD0@Z"; + PassFilter :: (this: *TextFilter, text: string) -> bool #no_context { + return PassFilter(this, text.data, text.data + text.count); + } + Build :: (this: *TextFilter) -> void #cpp_method #foreign imgui "?Build@ImGuiTextFilter@@QEAAXXZ"; + + // [Internal] + TextRange :: struct { + b: *u8; + e: *u8; + + split :: (this: *TextRange, separator: u8, out: *ImVector(TextRange)) -> void #cpp_method #foreign imgui "?split@ImGuiTextRange@ImGuiTextFilter@@QEBAXDPEAU?$ImVector@UImGuiTextRange@ImGuiTextFilter@@@@@Z"; + } + + InputBuf: [256] u8; + Filters: ImVector(TextRange); + CountGrep: s32; +} + +// [Internal] Key+Value for ImGuiStorage +StoragePair :: struct { + key: ID; + union { + val_i: s32; + val_f: float; + val_p: *void; + } +} + +// Helper: Key->Value storage +// Typically you don't have to worry about this since a storage is held within each Window. +// We use it to e.g. store collapse state for a tree (Int 0/1) +// This is optimized for efficient lookup (dichotomy into a contiguous buffer) and rare insertion (typically tied to user interactions aka max once a frame) +// You can use it as custom user storage for temporary values. Declare your own storage if, for example: +// - You want to manipulate the open/close state of a particular sub-tree in your interface (tree node uses Int 0/1 to store their state). +// - You want to store custom debug data easily without adding or editing structures in your code (probably not efficient, but convenient) +// Types are NOT stored, so it is up to you to make sure your Key don't collide with different types. +Storage :: struct { + // [Internal] + Data: ImVector(StoragePair); + + GetInt :: (this: *Storage, key: ID, default_val: s32 = 0) -> s32 #cpp_method #foreign imgui "?GetInt@ImGuiStorage@@QEBAHIH@Z"; + SetInt :: (this: *Storage, key: ID, val: s32) -> void #cpp_method #foreign imgui "?SetInt@ImGuiStorage@@QEAAXIH@Z"; + GetBool :: (this: *Storage, key: ID, default_val := false) -> bool #cpp_method #foreign imgui "?GetBool@ImGuiStorage@@QEBA_NI_N@Z"; + SetBool :: (this: *Storage, key: ID, val: bool) -> void #cpp_method #foreign imgui "?SetBool@ImGuiStorage@@QEAAXI_N@Z"; + GetFloat :: (this: *Storage, key: ID, default_val: float = 0.0) -> float #cpp_method #foreign imgui "?GetFloat@ImGuiStorage@@QEBAMIM@Z"; + SetFloat :: (this: *Storage, key: ID, val: float) -> void #cpp_method #foreign imgui "?SetFloat@ImGuiStorage@@QEAAXIM@Z"; + GetVoidPtr :: (this: *Storage, key: ID) -> *void #cpp_method #foreign imgui "?GetVoidPtr@ImGuiStorage@@QEBAPEAXI@Z"; + SetVoidPtr :: (this: *Storage, key: ID, val: *void) -> void #cpp_method #foreign imgui "?SetVoidPtr@ImGuiStorage@@QEAAXIPEAX@Z"; + + // - Get***Ref() functions finds pair, insert on demand if missing, return pointer. Useful if you intend to do Get+Set. + // - References are only valid until a new value is added to the storage. Calling a Set***() function or a Get***Ref() function invalidates the pointer. + // - A typical use case where this is convenient for quick hacking (e.g. add storage during a live Edit&Continue session if you can't modify existing struct) + // float* pvar = ImGui::GetFloatRef(key); ImGui::SliderFloat("var", pvar, 0, 100.0f); some_var += *pvar; + GetIntRef :: (this: *Storage, key: ID, default_val: s32 = 0) -> *s32 #cpp_method #foreign imgui "?GetIntRef@ImGuiStorage@@QEAAPEAHIH@Z"; + GetBoolRef :: (this: *Storage, key: ID, default_val := false) -> *bool #cpp_method #foreign imgui "?GetBoolRef@ImGuiStorage@@QEAAPEA_NI_N@Z"; + GetFloatRef :: (this: *Storage, key: ID, default_val: float = 0.0) -> *float #cpp_method #foreign imgui "?GetFloatRef@ImGuiStorage@@QEAAPEAMIM@Z"; + GetVoidPtrRef :: (this: *Storage, key: ID, default_val: *void = null) -> **void #cpp_method #foreign imgui "?GetVoidPtrRef@ImGuiStorage@@QEAAPEAPEAXIPEAX@Z"; + + // Advanced: for quicker full rebuild of a storage (instead of an incremental one), you may add all your contents and then sort once. + BuildSortByKey :: (this: *Storage) -> void #cpp_method #foreign imgui "?BuildSortByKey@ImGuiStorage@@QEAAXXZ"; + + // Obsolete: use on your own storage if you know only integer are being stored (open/close all tree nodes) + SetAllInt :: (this: *Storage, val: s32) -> void #cpp_method #foreign imgui "?SetAllInt@ImGuiStorage@@QEAAXH@Z"; +} + +// Flags for ImGuiListClipper (currently not fully exposed in function calls: a future refactor will likely add this to ImGuiListClipper::Begin function equivalent) +ListClipperFlags :: enum_flags s32 { + None :: 0x0; + NoSetTableRowCounters :: 0x1; + + ImGuiListClipperFlags_None :: None; + ImGuiListClipperFlags_NoSetTableRowCounters :: NoSetTableRowCounters; +} + +// Helper: Manually clip large list of items. +// If you have lots evenly spaced items and you have random access to the list, you can perform coarse +// clipping based on visibility to only submit items that are in view. +// The clipper calculates the range of visible items and advance the cursor to compensate for the non-visible items we have skipped. +// (Dear ImGui already clip items based on their bounds but: it needs to first layout the item to do so, and generally +// fetching/submitting your own data incurs additional cost. Coarse clipping using ImGuiListClipper allows you to easily +// scale using lists with tens of thousands of items without a problem) +// Usage: +// ImGuiListClipper clipper; +// clipper.Begin(1000); // We have 1000 elements, evenly spaced. +// while (clipper.Step()) +// for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++) +// ImGui::Text("line number %d", i); +// Generally what happens is: +// - Clipper lets you process the first element (DisplayStart = 0, DisplayEnd = 1) regardless of it being visible or not. +// - User code submit that one element. +// - Clipper can measure the height of the first element +// - Clipper calculate the actual range of elements to display based on the current clipping rectangle, position the cursor before the first visible element. +// - User code submit visible elements. +// - The clipper also handles various subtleties related to keyboard/gamepad navigation, wrapping etc. +ListClipper :: struct { + DisplayStart: s32; // First item to display, updated by each call to Step() + DisplayEnd: s32; // End of items to display (exclusive) + UserIndex: s32; // Helper storage for user convenience/code. Optional, and otherwise unused if you don't use it. + ItemsCount: s32; // [Internal] Number of items + ItemsHeight: float; // [Internal] Height of item after a first step and item submission can calculate it + Flags: ListClipperFlags; // [Internal] Flags, currently not yet well exposed. + StartPosY: float64; // [Internal] Cursor position at the time of Begin() or after table frozen rows are all processed + StartSeekOffsetY: float64; // [Internal] Account for frozen rows in a table and initial loss of precision in very large windows. + Ctx: *ImGuiContext; // [Internal] Parent UI context + TempData: *void; // [Internal] Internal data + + // items_count: Use INT_MAX if you don't know how many items you have (in which case the cursor won't be advanced in the final step, and you can call SeekCursorForItem() manually if you need) + // items_height: Use -1.0f to be calculated automatically on first step. Otherwise pass in the distance between your items, typically GetTextLineHeightWithSpacing() or GetFrameHeightWithSpacing(). + Constructor :: (this: *ListClipper) -> void #cpp_method #foreign imgui "??0ImGuiListClipper@@QEAA@XZ"; + Destructor :: (this: *ListClipper) -> void #cpp_method #foreign imgui "??1ImGuiListClipper@@QEAA@XZ"; + Begin :: (this: *ListClipper, items_count: s32, items_height: float = -1.0) -> void #cpp_method #foreign imgui "?Begin@ImGuiListClipper@@QEAAXHM@Z"; + End :: (this: *ListClipper) -> void #cpp_method #foreign imgui "?End@ImGuiListClipper@@QEAAXXZ"; + Step :: (this: *ListClipper) -> bool #cpp_method #foreign imgui "?Step@ImGuiListClipper@@QEAA_NXZ"; + + IncludeItemsByIndex :: (this: *ListClipper, item_begin: s32, item_end: s32) -> void #cpp_method #foreign imgui "?IncludeItemsByIndex@ImGuiListClipper@@QEAAXHH@Z"; + + // Seek cursor toward given item. This is automatically called while stepping. + // - The only reason to call this is: you can use ImGuiListClipper::Begin(INT_MAX) if you don't know item count ahead of time. + // - In this case, after all steps are done, you'll want to call SeekCursorForItem(item_count). + SeekCursorForItem :: (this: *ListClipper, item_index: s32) -> void #cpp_method #foreign imgui "?SeekCursorForItem@ImGuiListClipper@@QEAAXH@Z"; +} + +// Flags for BeginMultiSelect() +MultiSelectFlags :: enum_flags s32 { + None :: 0x0; + SingleSelect :: 0x1; + NoSelectAll :: 0x2; + NoRangeSelect :: 0x4; + NoAutoSelect :: 0x8; + NoAutoClear :: 0x10; + NoAutoClearOnReselect :: 0x20; + BoxSelect1d :: 0x40; + BoxSelect2d :: 0x80; + BoxSelectNoScroll :: 0x100; + ClearOnEscape :: 0x200; + ClearOnClickVoid :: 0x400; + ScopeWindow :: 0x800; + ScopeRect :: 0x1000; + SelectOnAuto :: 0x2000; + SelectOnClickAlways :: 0x4000; + SelectOnClickRelease :: 0x8000; + + NavWrapX :: 0x10000; + NoSelectOnRightClick :: 0x20000; + SelectOnMask_ :: 0xe000; + + SelectOnClick :: 0x2000; + + ImGuiMultiSelectFlags_None :: None; + ImGuiMultiSelectFlags_SingleSelect :: SingleSelect; + ImGuiMultiSelectFlags_NoSelectAll :: NoSelectAll; + ImGuiMultiSelectFlags_NoRangeSelect :: NoRangeSelect; + ImGuiMultiSelectFlags_NoAutoSelect :: NoAutoSelect; + ImGuiMultiSelectFlags_NoAutoClear :: NoAutoClear; + ImGuiMultiSelectFlags_NoAutoClearOnReselect :: NoAutoClearOnReselect; + ImGuiMultiSelectFlags_BoxSelect1d :: BoxSelect1d; + ImGuiMultiSelectFlags_BoxSelect2d :: BoxSelect2d; + ImGuiMultiSelectFlags_BoxSelectNoScroll :: BoxSelectNoScroll; + ImGuiMultiSelectFlags_ClearOnEscape :: ClearOnEscape; + ImGuiMultiSelectFlags_ClearOnClickVoid :: ClearOnClickVoid; + ImGuiMultiSelectFlags_ScopeWindow :: ScopeWindow; + ImGuiMultiSelectFlags_ScopeRect :: ScopeRect; + ImGuiMultiSelectFlags_SelectOnAuto :: SelectOnAuto; + ImGuiMultiSelectFlags_SelectOnClickAlways :: SelectOnClickAlways; + ImGuiMultiSelectFlags_SelectOnClickRelease :: SelectOnClickRelease; + + ImGuiMultiSelectFlags_NavWrapX :: NavWrapX; + ImGuiMultiSelectFlags_NoSelectOnRightClick :: NoSelectOnRightClick; + ImGuiMultiSelectFlags_SelectOnMask_ :: SelectOnMask_; + + ImGuiMultiSelectFlags_SelectOnClick :: SelectOnClick; +} + +// Main IO structure returned by BeginMultiSelect()/EndMultiSelect(). +// This mainly contains a list of selection requests. +// - Use 'Demo->Tools->Debug Log->Selection' to see requests as they happen. +// - Some fields are only useful if your list is dynamic and allows deletion (getting post-deletion focus/state right is shown in the demo) +// - Below: who reads/writes each fields? 'r'=read, 'w'=write, 'ms'=multi-select code, 'app'=application/user code. +MultiSelectIO :: struct { + Requests: ImVector(SelectionRequest); // ms:w, app:r / ms:w app:r // Requests to apply to your selection data. + RangeSrcItem: SelectionUserData; // ms:w app:r / // (If using clipper) Begin: Source item (often the first selected item) must never be clipped: use clipper.IncludeItemByIndex() to ensure it is submitted. + NavIdItem: SelectionUserData; // ms:w, app:r / // (If using deletion) Last known SetNextItemSelectionUserData() value for NavId (if part of submitted items). + NavIdSelected: bool; // ms:w, app:r / app:r // (If using deletion) Last known selection state for NavId (if part of submitted items). + RangeSrcReset: bool; // app:w / ms:r // (If using deletion) Set before EndMultiSelect() to reset ResetSrcItem (e.g. if deleted selection). + ItemsCount: s32; // ms:w, app:r / app:r // 'int items_count' parameter to BeginMultiSelect() is copied here for convenience, allowing simpler calls to your ApplyRequests handler. Not used internally. +} + +// Selection request type +SelectionRequestType :: enum s32 { + None :: 0; + SetAll :: 1; + SetRange :: 2; + + ImGuiSelectionRequestType_None :: None; + ImGuiSelectionRequestType_SetAll :: SetAll; + ImGuiSelectionRequestType_SetRange :: SetRange; +} + +// Selection request item +SelectionRequest :: struct { + Type: SelectionRequestType; // ms:w, app:r / ms:w, app:r // Request type. You'll most often receive 1 Clear + 1 SetRange with a single-item range. + Selected: bool; // ms:w, app:r / ms:w, app:r // Parameter for SetAll/SetRange requests (true = select, false = unselect) + RangeDirection: ImS8; // / ms:w app:r // Parameter for SetRange request: +1 when RangeFirstItem comes before RangeLastItem, -1 otherwise. Useful if you want to preserve selection order on a backward Shift+Click. + RangeFirstItem: SelectionUserData; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from top to bottom). + RangeLastItem: SelectionUserData; // / ms:w, app:r // Parameter for SetRange request (this is generally == RangeSrcItem when shift selecting from bottom to top). Inclusive! +} + +// Optional helper to store multi-selection state + apply multi-selection requests. +// - Used by our demos and provided as a convenience to easily implement basic multi-selection. +// - Iterate selection with 'void* it = NULL; ImGuiID id; while (selection.GetNextSelectedItem(&it, &id)) { ... }' +// Or you can check 'if (Contains(id)) { ... }' for each possible object if their number is not too high to iterate. +// - USING THIS IS NOT MANDATORY. This is only a helper and not a required API. +// To store a multi-selection, in your application you could: +// - Use this helper as a convenience. We use our simple key->value ImGuiStorage as a std::set replacement. +// - Use your own external storage: e.g. std::set, std::vector, interval trees, intrusively stored selection etc. +// In ImGuiSelectionBasicStorage we: +// - always use indices in the multi-selection API (passed to SetNextItemSelectionUserData(), retrieved in ImGuiMultiSelectIO) +// - use the AdapterIndexToStorageId() indirection layer to abstract how persistent selection data is derived from an index. +// - use decently optimized logic to allow queries and insertion of very large selection sets. +// - do not preserve selection order. +// Many combinations are possible depending on how you prefer to store your items and how you prefer to store your selection. +// Large applications are likely to eventually want to get rid of this indirection layer and do their own thing. +// See https://github.com/ocornut/imgui/wiki/Multi-Select for details and pseudo-code using this helper. +SelectionBasicStorage :: struct { + Size: s32; // // Number of selected items, maintained by this helper. + PreserveOrder: bool; // = false // GetNextSelectedItem() will return ordered selection (currently implemented by two additional sorts of selection. Could be improved) + UserData: *void; // = NULL // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + AdapterIndexToStorageId: #type (self: *SelectionBasicStorage, idx: s32) -> ID #c_call; // e.g. selection.AdapterIndexToStorageId = [](ImGuiSelectionBasicStorage* self, int idx) { return ((MyItems**)self->UserData)[idx]->ID; }; + _SelectionOrder: s32; // [Internal] Increasing counter to store selection order + _Storage: Storage; // [Internal] Selection set. Think of this as similar to e.g. std::set. Prefer not accessing directly: iterate with GetNextSelectedItem(). + + // Methods + Constructor :: (this: *SelectionBasicStorage) -> void #cpp_method #foreign imgui "??0ImGuiSelectionBasicStorage@@QEAA@XZ"; + ApplyRequests :: (this: *SelectionBasicStorage, ms_io: *MultiSelectIO) -> void #cpp_method #foreign imgui "?ApplyRequests@ImGuiSelectionBasicStorage@@QEAAXPEAUImGuiMultiSelectIO@@@Z"; + Contains :: (this: *SelectionBasicStorage, id: ID) -> bool #cpp_method #foreign imgui "?Contains@ImGuiSelectionBasicStorage@@QEBA_NI@Z"; + Clear :: (this: *SelectionBasicStorage) -> void #cpp_method #foreign imgui "?Clear@ImGuiSelectionBasicStorage@@QEAAXXZ"; + Swap :: (this: *SelectionBasicStorage, r: *SelectionBasicStorage) -> void #cpp_method #foreign imgui "?Swap@ImGuiSelectionBasicStorage@@QEAAXAEAU1@@Z"; + SetItemSelected :: (this: *SelectionBasicStorage, id: ID, selected: bool) -> void #cpp_method #foreign imgui "?SetItemSelected@ImGuiSelectionBasicStorage@@QEAAXI_N@Z"; + GetNextSelectedItem :: (this: *SelectionBasicStorage, opaque_it: **void, out_id: *ID) -> bool #cpp_method #foreign imgui "?GetNextSelectedItem@ImGuiSelectionBasicStorage@@QEAA_NPEAPEAXPEAI@Z"; +} + +// Optional helper to apply multi-selection requests to existing randomly accessible storage. +// Convenient if you want to quickly wire multi-select API on e.g. an array of bool or items storing their own selection state. +SelectionExternalStorage :: struct { + UserData: *void; // User data for use by adapter function // e.g. selection.UserData = (void*)my_items; + AdapterSetItemSelected: #type (self: *SelectionExternalStorage, idx: s32, selected: bool) -> void #c_call; // e.g. AdapterSetItemSelected = [](ImGuiSelectionExternalStorage* self, int idx, bool selected) { ((MyItems**)self->UserData)[idx]->Selected = selected; } + + // Methods + Constructor :: (this: *SelectionExternalStorage) -> void #cpp_method #foreign imgui "??0ImGuiSelectionExternalStorage@@QEAA@XZ"; + ApplyRequests :: (this: *SelectionExternalStorage, ms_io: *MultiSelectIO) -> void #cpp_method #foreign imgui "?ApplyRequests@ImGuiSelectionExternalStorage@@QEAAXPEAUImGuiMultiSelectIO@@@Z"; +} + +ImDrawIdx :: u16; + +// Typically, 1 command = 1 GPU draw call (unless command is a callback) +// - VtxOffset: When 'io.BackendFlags & ImGuiBackendFlags_RendererHasVtxOffset' is enabled, +// this fields allow us to render meshes larger than 64K vertices while keeping 16-bit indices. +// Backends made for <1.71. will typically ignore the VtxOffset fields. +// - The ClipRect/TexRef/VtxOffset fields must be contiguous as we memcmp() them together (this is asserted for). +ImDrawCmd :: struct { + ClipRect: ImVec4; // 4*4 // Clipping rectangle (x1, y1, x2, y2). Subtract ImDrawData->DisplayPos to get clipping rectangle in "viewport" coordinates + TexRef: ImTextureRef; // 16 // Reference to a font/texture atlas (where backend called ImTextureData::SetTexID()) or to a user-provided texture ID (via e.g. ImGui::Image() calls). Both will lead to a ImTextureID value. + VtxOffset: u32; // 4 // Start offset in vertex buffer. ImGuiBackendFlags_RendererHasVtxOffset: always 0, otherwise may be >0 to support meshes larger than 64K vertices with 16-bit indices. + IdxOffset: u32; // 4 // Start offset in index buffer. + ElemCount: u32; // 4 // Number of indices (multiple of 3) to be rendered as triangles. Vertices are stored in the callee ImDrawList's vtx_buffer[] array, indices in idx_buffer[]. + UserCallback: ImDrawCallback; // 4-8 // If != NULL, call the function instead of rendering the vertices. clip_rect and texture_id will be set normally. + UserCallbackData: *void; // 4-8 // Callback user data (when UserCallback != NULL). If called AddCallback() with size == 0, this is a copy of the AddCallback() argument. If called AddCallback() with size > 0, this is pointing to a buffer where data is stored. + UserCallbackDataSize: s32; // 4 // Size of callback user data when using storage, otherwise 0. + UserCallbackDataOffset: s32; // 4 // [Internal] Offset of callback user data when using storage, otherwise -1. +} + +ImDrawVert :: struct { + pos: ImVec2; + uv: ImVec2; + col: ImU32; +} + +// [Internal] For use by ImDrawList +ImDrawCmdHeader :: struct { + ClipRect: ImVec4; + TexRef: ImTextureRef; + VtxOffset: u32; +} + +// Forward declarations: ImDrawList, ImFontAtlas layer +ImDrawChannel :: struct { + _CmdBuffer: ImVector(ImDrawCmd); + _IdxBuffer: ImVector(ImDrawIdx); +} + +// Split/Merge functions are used to split the draw list into different layers which can be drawn into out of order. +// This is used by the Columns/Tables API, so items of each column can be batched together in a same draw call. +ImDrawListSplitter :: struct { + _Current: s32; // Current channel number (0) + _Count: s32; // Number of active channels (1+) + _Channels: ImVector(ImDrawChannel); // Draw channels (not resized down so _Count might be < Channels.Size) + + ClearFreeMemory :: (this: *ImDrawListSplitter) -> void #cpp_method #foreign imgui "?ClearFreeMemory@ImDrawListSplitter@@QEAAXXZ"; + Split :: (this: *ImDrawListSplitter, draw_list: *ImDrawList, count: s32) -> void #cpp_method #foreign imgui "?Split@ImDrawListSplitter@@QEAAXPEAUImDrawList@@H@Z"; + Merge :: (this: *ImDrawListSplitter, draw_list: *ImDrawList) -> void #cpp_method #foreign imgui "?Merge@ImDrawListSplitter@@QEAAXPEAUImDrawList@@@Z"; + SetCurrentChannel :: (this: *ImDrawListSplitter, draw_list: *ImDrawList, channel_idx: s32) -> void #cpp_method #foreign imgui "?SetCurrentChannel@ImDrawListSplitter@@QEAAXPEAUImDrawList@@H@Z"; +} + +// Flags for ImDrawList functions +ImDrawFlags :: enum_flags s32 { + None :: 0x0; + + RoundCornersTopLeft :: 0x10; + RoundCornersTopRight :: 0x20; + RoundCornersBottomLeft :: 0x40; + RoundCornersBottomRight :: 0x80; + RoundCornersNone :: 0x100; + RoundCornersAll :: 0xf0; + RoundCornersDefault_ :: 0xf0; + RoundCornersTop :: 0x30; + RoundCornersBottom :: 0xc0; + RoundCornersLeft :: 0x50; + RoundCornersRight :: 0xa0; + RoundCornersMask_ :: 0x1f0; + + Closed :: 0x200; + InvalidMask_ :: 0x8000000f; + + ImDrawFlags_None :: None; + + ImDrawFlags_RoundCornersTopLeft :: RoundCornersTopLeft; + ImDrawFlags_RoundCornersTopRight :: RoundCornersTopRight; + ImDrawFlags_RoundCornersBottomLeft :: RoundCornersBottomLeft; + ImDrawFlags_RoundCornersBottomRight :: RoundCornersBottomRight; + ImDrawFlags_RoundCornersNone :: RoundCornersNone; + ImDrawFlags_RoundCornersAll :: RoundCornersAll; + ImDrawFlags_RoundCornersDefault_ :: RoundCornersDefault_; + ImDrawFlags_RoundCornersTop :: RoundCornersTop; + ImDrawFlags_RoundCornersBottom :: RoundCornersBottom; + ImDrawFlags_RoundCornersLeft :: RoundCornersLeft; + ImDrawFlags_RoundCornersRight :: RoundCornersRight; + ImDrawFlags_RoundCornersMask_ :: RoundCornersMask_; + + ImDrawFlags_Closed :: Closed; + ImDrawFlags_InvalidMask_ :: InvalidMask_; +} + +// Flags for ImDrawList instance. Those are set automatically by ImGui:: functions from ImGuiIO settings, and generally not manipulated directly. +// It is however possible to temporarily alter flags between calls to ImDrawList:: functions. +ImDrawListFlags :: enum_flags s32 { + None :: 0x0; + AntiAliasedLines :: 0x1; + AntiAliasedLinesUseTex :: 0x2; + AntiAliasedFill :: 0x4; + AllowVtxOffset :: 0x8; + + ImDrawListFlags_None :: None; + ImDrawListFlags_AntiAliasedLines :: AntiAliasedLines; + ImDrawListFlags_AntiAliasedLinesUseTex :: AntiAliasedLinesUseTex; + ImDrawListFlags_AntiAliasedFill :: AntiAliasedFill; + ImDrawListFlags_AllowVtxOffset :: AllowVtxOffset; +} + +// Draw command list +// This is the low-level list of polygons that ImGui:: functions are filling. At the end of the frame, +// all command lists are passed to your ImGuiIO::RenderDrawListFn function for rendering. +// Each dear imgui window contains its own ImDrawList. You can use ImGui::GetWindowDrawList() to +// access the current window draw list and draw custom primitives. +// You can interleave normal ImGui:: calls and adding primitives to the current draw list. +// In single viewport mode, top-left is == GetMainViewport()->Pos (generally 0,0), bottom-right is == GetMainViewport()->Pos+Size (generally io.DisplaySize). +// You are totally free to apply whatever transformation matrix you want to the data (depending on the use of the transformation you may want to apply it to ClipRect as well!) +// Important: Primitives are always added to the list and not culled (culling is done at higher-level by ImGui:: functions), if you use this API a lot consider coarse culling your drawn objects. +ImDrawList :: struct { + CmdBuffer: ImVector(ImDrawCmd); // Draw commands. Typically 1 command = 1 GPU draw call, unless the command is a callback. + IdxBuffer: ImVector(ImDrawIdx); // Index buffer. Each command consume ImDrawCmd::ElemCount of those + VtxBuffer: ImVector(ImDrawVert); // Vertex buffer. + Flags: ImDrawListFlags; // Flags, you may poke into these to adjust anti-aliasing settings per-primitive. + + _VtxCurrentIdx: u32; // [Internal] generally == VtxBuffer.Size unless we are past 64K vertices, in which case this gets reset to 0. + _Data: *ImDrawListSharedData; // Pointer to shared draw data (you can use ImGui::GetDrawListSharedData() to get the one from current ImGui context) + _VtxWritePtr: *ImDrawVert; // [Internal] point within VtxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + _IdxWritePtr: *ImDrawIdx; // [Internal] point within IdxBuffer.Data after each add command (to avoid using the ImVector<> operators too much) + _Path: ImVector(ImVec2); // [Internal] current path building + _CmdHeader: ImDrawCmdHeader; // [Internal] template of active commands. Fields should match those of CmdBuffer.back(). + _Splitter: ImDrawListSplitter; // [Internal] for channels api (note: prefer using your own persistent instance of ImDrawListSplitter!) + _ClipRectStack: ImVector(ImVec4); // [Internal] + _TextureStack: ImVector(ImTextureRef); // [Internal] + _CallbacksDataBuf: ImVector(ImU8); // [Internal] + _FringeScale: float; // [Internal] anti-alias fringe is scaled by this value, this helps to keep things sharp while zooming at vertex buffer content + _OwnerName: *u8; // Pointer to owner window's name for debugging + + // If you want to create ImDrawList instances, pass them ImGui::GetDrawListSharedData(). + // (advanced: you may create and use your own ImDrawListSharedData so you can use ImDrawList without ImGui, but that's more involved) + Constructor :: (this: *ImDrawList, shared_data: *ImDrawListSharedData) -> void #cpp_method #foreign imgui "??0ImDrawList@@QEAA@PEAUImDrawListSharedData@@@Z"; + Destructor :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "??1ImDrawList@@QEAA@XZ"; + + PushClipRect :: (this: *ImDrawList, clip_rect_min: *ImVec2, clip_rect_max: *ImVec2, intersect_with_current_clip_rect := false) -> void #cpp_method #foreign imgui "?PushClipRect@ImDrawList@@QEAAXAEBUImVec2@@0_N@Z"; + PushClipRect :: (this: *ImDrawList, clip_rect_min: ImVec2, clip_rect_max: ImVec2, intersect_with_current_clip_rect := false) #no_context { + PushClipRect(this, *clip_rect_min, *clip_rect_max, intersect_with_current_clip_rect); + } + PushClipRectFullScreen :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?PushClipRectFullScreen@ImDrawList@@QEAAXXZ"; + PopClipRect :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?PopClipRect@ImDrawList@@QEAAXXZ"; + PushTexture :: (this: *ImDrawList, tex_ref: ImTextureRef) -> void #cpp_method #foreign imgui "?PushTexture@ImDrawList@@QEAAXUImTextureRef@@@Z"; + PopTexture :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?PopTexture@ImDrawList@@QEAAXXZ"; + + // Primitives + // - Filled shapes must always use clockwise winding order. The anti-aliasing fringe depends on it. Counter-clockwise shapes will have "inward" anti-aliasing. + // - For rectangular primitives, "p_min" and "p_max" represent the upper-left and lower-right corners. + // - For circle primitives, use "num_segments == 0" to automatically calculate tessellation (preferred). + // In older versions (until Dear ImGui 1.77) the AddCircle functions defaulted to num_segments == 12. + // In future versions we will use textures to provide cheaper and higher-quality circles. + // Use AddNgon() and AddNgonFilled() functions if you need to guarantee a specific number of sides. + AddLine :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "?AddLine@ImDrawList@@QEAAXAEBUImVec2@@0IM@Z"; + AddLine :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddLine(this, *p1, *p2, col, thickness); + } + AddLineH :: (this: *ImDrawList, min_x: float, max_x: float, y: float, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "?AddLineH@ImDrawList@@QEAAXMMMIM@Z"; + AddLineV :: (this: *ImDrawList, x: float, min_y: float, max_y: float, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "?AddLineV@ImDrawList@@QEAAXMMMIM@Z"; + AddRect :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col: ImU32, rounding: float = 0.0, thickness: float = 1.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui "?AddRect@ImDrawList@@QEAAXAEBUImVec2@@0IMMH@Z"; + AddRect :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col: ImU32, rounding: float = 0.0, thickness: float = 1.0, flags: ImDrawFlags = .None) #no_context { + AddRect(this, *p_min, *p_max, col, rounding, thickness, flags); + } + AddRectFilled :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col: ImU32, rounding: float = 0.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui "?AddRectFilled@ImDrawList@@QEAAXAEBUImVec2@@0IMH@Z"; + AddRectFilled :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col: ImU32, rounding: float = 0.0, flags: ImDrawFlags = .None) #no_context { + AddRectFilled(this, *p_min, *p_max, col, rounding, flags); + } + AddRectFilledMultiColor :: (this: *ImDrawList, p_min: *ImVec2, p_max: *ImVec2, col_upr_left: ImU32, col_upr_right: ImU32, col_bot_right: ImU32, col_bot_left: ImU32) -> void #cpp_method #foreign imgui "?AddRectFilledMultiColor@ImDrawList@@QEAAXAEBUImVec2@@0IIII@Z"; + AddRectFilledMultiColor :: (this: *ImDrawList, p_min: ImVec2, p_max: ImVec2, col_upr_left: ImU32, col_upr_right: ImU32, col_bot_right: ImU32, col_bot_left: ImU32) #no_context { + AddRectFilledMultiColor(this, *p_min, *p_max, col_upr_left, col_upr_right, col_bot_right, col_bot_left); + } + AddQuad :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "?AddQuad@ImDrawList@@QEAAXAEBUImVec2@@000IM@Z"; + AddQuad :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddQuad(this, *p1, *p2, *p3, *p4, col, thickness); + } + AddQuadFilled :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui "?AddQuadFilled@ImDrawList@@QEAAXAEBUImVec2@@000I@Z"; + AddQuadFilled :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32) #no_context { + AddQuadFilled(this, *p1, *p2, *p3, *p4, col); + } + AddTriangle :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "?AddTriangle@ImDrawList@@QEAAXAEBUImVec2@@00IM@Z"; + AddTriangle :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32, thickness: float = 1.0) #no_context { + AddTriangle(this, *p1, *p2, *p3, col, thickness); + } + AddTriangleFilled :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui "?AddTriangleFilled@ImDrawList@@QEAAXAEBUImVec2@@00I@Z"; + AddTriangleFilled :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32) #no_context { + AddTriangleFilled(this, *p1, *p2, *p3, col); + } + AddCircle :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32 = 0, thickness: float = 1.0) -> void #cpp_method #foreign imgui "?AddCircle@ImDrawList@@QEAAXAEBUImVec2@@MIHM@Z"; + AddCircle :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32 = 0, thickness: float = 1.0) #no_context { + AddCircle(this, *center, radius, col, num_segments, thickness); + } + AddCircleFilled :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "?AddCircleFilled@ImDrawList@@QEAAXAEBUImVec2@@MIH@Z"; + AddCircleFilled :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32 = 0) #no_context { + AddCircleFilled(this, *center, radius, col, num_segments); + } + AddNgon :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32, thickness: float = 1.0) -> void #cpp_method #foreign imgui "?AddNgon@ImDrawList@@QEAAXAEBUImVec2@@MIHM@Z"; + AddNgon :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32, thickness: float = 1.0) #no_context { + AddNgon(this, *center, radius, col, num_segments, thickness); + } + AddNgonFilled :: (this: *ImDrawList, center: *ImVec2, radius: float, col: ImU32, num_segments: s32) -> void #cpp_method #foreign imgui "?AddNgonFilled@ImDrawList@@QEAAXAEBUImVec2@@MIH@Z"; + AddNgonFilled :: (this: *ImDrawList, center: ImVec2, radius: float, col: ImU32, num_segments: s32) #no_context { + AddNgonFilled(this, *center, radius, col, num_segments); + } + AddEllipse :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0, thickness: float = 1.0) -> void #cpp_method #foreign imgui "?AddEllipse@ImDrawList@@QEAAXAEBUImVec2@@0IMHM@Z"; + AddEllipse :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0, thickness: float = 1.0) #no_context { + AddEllipse(this, *center, *radius, col, rot, num_segments, thickness); + } + AddEllipseFilled :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "?AddEllipseFilled@ImDrawList@@QEAAXAEBUImVec2@@0IMH@Z"; + AddEllipseFilled :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, col: ImU32, rot: float = 0.0, num_segments: s32 = 0) #no_context { + AddEllipseFilled(this, *center, *radius, col, rot, num_segments); + } + AddText :: (this: *ImDrawList, pos: *ImVec2, col: ImU32, text_begin: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui "?AddText@ImDrawList@@QEAAXAEBUImVec2@@IPEBD1@Z"; + AddText :: (this: *ImDrawList, pos: ImVec2, col: ImU32, text: string) #no_context { + AddText(this, *pos, col, text.data, text.data + text.count); + } + AddText :: (this: *ImDrawList, font: *ImFont, font_size: float, pos: *ImVec2, col: ImU32, text_begin: *u8, text_end: *u8 = null, wrap_width: float = 0.0, cpu_fine_clip_rect: *ImVec4 = null) -> void #cpp_method #foreign imgui "?AddText@ImDrawList@@QEAAXPEAUImFont@@MAEBUImVec2@@IPEBD2MPEBUImVec4@@@Z"; + AddText :: (this: *ImDrawList, font: *ImFont, font_size: float, pos: ImVec2, col: ImU32, text: string, wrap_width: float = 0.0, cpu_fine_clip_rect: *ImVec4 = null) #no_context { + AddText(this, font, font_size, *pos, col, text.data, text.data + text.count, wrap_width, cpu_fine_clip_rect); + } + AddBezierCubic :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "?AddBezierCubic@ImDrawList@@QEAAXAEBUImVec2@@000IMH@Z"; + AddBezierCubic :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) #no_context { + AddBezierCubic(this, *p1, *p2, *p3, *p4, col, thickness, num_segments); + } + AddBezierQuadratic :: (this: *ImDrawList, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "?AddBezierQuadratic@ImDrawList@@QEAAXAEBUImVec2@@00IMH@Z"; + AddBezierQuadratic :: (this: *ImDrawList, p1: ImVec2, p2: ImVec2, p3: ImVec2, col: ImU32, thickness: float, num_segments: s32 = 0) #no_context { + AddBezierQuadratic(this, *p1, *p2, *p3, col, thickness, num_segments); + } + + // General polygon + // - Only simple polygons are supported by filling functions (no self-intersections, no holes). + // - Concave polygon fill is more expensive than convex one: it has O(N^2) complexity. Provided as a convenience for the user but not used by the main library. + AddPolyline :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32, thickness: float, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui "?AddPolyline@ImDrawList@@QEAAXPEBUImVec2@@HIMH@Z"; + AddConvexPolyFilled :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32) -> void #cpp_method #foreign imgui "?AddConvexPolyFilled@ImDrawList@@QEAAXPEBUImVec2@@HI@Z"; + AddConcavePolyFilled :: (this: *ImDrawList, points: *ImVec2, num_points: s32, col: ImU32) -> void #cpp_method #foreign imgui "?AddConcavePolyFilled@ImDrawList@@QEAAXPEBUImVec2@@HI@Z"; + + // Image primitives + // - Read FAQ to understand what ImTextureID/ImTextureRef are. + // - "p_min" and "p_max" represent the upper-left and lower-right corners of the rectangle. + // - "uv_min" and "uv_max" represent the normalized texture coordinates to use for those corners. Using (0,0)->(1,1) texture coordinates will generally display the entire texture. + AddImage :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: *ImVec2, p_max: *ImVec2, uv_min: *ImVec2, uv_max: *ImVec2, col: ImU32 = 4294967295) -> void #cpp_method #foreign imgui "?AddImage@ImDrawList@@QEAAXUImTextureRef@@AEBUImVec2@@111I@Z"; + AddImage :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: ImVec2, p_max: ImVec2, uv_min: ImVec2 = ImVec2.{0, 0}, uv_max: ImVec2 = ImVec2.{1, 1}, col: ImU32 = 4294967295) #no_context { + AddImage(this, tex_ref, *p_min, *p_max, *uv_min, *uv_max, col); + } + AddImageQuad :: (this: *ImDrawList, tex_ref: ImTextureRef, p1: *ImVec2, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, uv1: *ImVec2, uv2: *ImVec2, uv3: *ImVec2, uv4: *ImVec2, col: ImU32 = 4294967295) -> void #cpp_method #foreign imgui "?AddImageQuad@ImDrawList@@QEAAXUImTextureRef@@AEBUImVec2@@1111111I@Z"; + AddImageQuad :: (this: *ImDrawList, tex_ref: ImTextureRef, p1: ImVec2, p2: ImVec2, p3: ImVec2, p4: ImVec2, uv1: ImVec2 = ImVec2.{0, 0}, uv2: ImVec2 = ImVec2.{1, 0}, uv3: ImVec2 = ImVec2.{1, 1}, uv4: ImVec2 = ImVec2.{0, 1}, col: ImU32 = 4294967295) #no_context { + AddImageQuad(this, tex_ref, *p1, *p2, *p3, *p4, *uv1, *uv2, *uv3, *uv4, col); + } + AddImageRounded :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: *ImVec2, p_max: *ImVec2, uv_min: *ImVec2, uv_max: *ImVec2, col: ImU32, rounding: float, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui "?AddImageRounded@ImDrawList@@QEAAXUImTextureRef@@AEBUImVec2@@111IMH@Z"; + AddImageRounded :: (this: *ImDrawList, tex_ref: ImTextureRef, p_min: ImVec2, p_max: ImVec2, uv_min: ImVec2, uv_max: ImVec2, col: ImU32, rounding: float, flags: ImDrawFlags = .None) #no_context { + AddImageRounded(this, tex_ref, *p_min, *p_max, *uv_min, *uv_max, col, rounding, flags); + } + + PathArcTo :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "?PathArcTo@ImDrawList@@QEAAXAEBUImVec2@@MMMH@Z"; + PathArcTo :: (this: *ImDrawList, center: ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32 = 0) #no_context { + PathArcTo(this, *center, radius, a_min, a_max, num_segments); + } + PathArcToFast :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min_of_12: s32, a_max_of_12: s32) -> void #cpp_method #foreign imgui "?PathArcToFast@ImDrawList@@QEAAXAEBUImVec2@@MHH@Z"; + PathArcToFast :: (this: *ImDrawList, center: ImVec2, radius: float, a_min_of_12: s32, a_max_of_12: s32) #no_context { + PathArcToFast(this, *center, radius, a_min_of_12, a_max_of_12); + } + PathEllipticalArcTo :: (this: *ImDrawList, center: *ImVec2, radius: *ImVec2, rot: float, a_min: float, a_max: float, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "?PathEllipticalArcTo@ImDrawList@@QEAAXAEBUImVec2@@0MMMH@Z"; + PathEllipticalArcTo :: (this: *ImDrawList, center: ImVec2, radius: ImVec2, rot: float, a_min: float, a_max: float, num_segments: s32 = 0) #no_context { + PathEllipticalArcTo(this, *center, *radius, rot, a_min, a_max, num_segments); + } + PathBezierCubicCurveTo :: (this: *ImDrawList, p2: *ImVec2, p3: *ImVec2, p4: *ImVec2, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "?PathBezierCubicCurveTo@ImDrawList@@QEAAXAEBUImVec2@@00H@Z"; + PathBezierCubicCurveTo :: (this: *ImDrawList, p2: ImVec2, p3: ImVec2, p4: ImVec2, num_segments: s32 = 0) #no_context { + PathBezierCubicCurveTo(this, *p2, *p3, *p4, num_segments); + } + PathBezierQuadraticCurveTo :: (this: *ImDrawList, p2: *ImVec2, p3: *ImVec2, num_segments: s32 = 0) -> void #cpp_method #foreign imgui "?PathBezierQuadraticCurveTo@ImDrawList@@QEAAXAEBUImVec2@@0H@Z"; + PathBezierQuadraticCurveTo :: (this: *ImDrawList, p2: ImVec2, p3: ImVec2, num_segments: s32 = 0) #no_context { + PathBezierQuadraticCurveTo(this, *p2, *p3, num_segments); + } + PathRect :: (this: *ImDrawList, rect_min: *ImVec2, rect_max: *ImVec2, rounding: float = 0.0, flags: ImDrawFlags = .None) -> void #cpp_method #foreign imgui "?PathRect@ImDrawList@@QEAAXAEBUImVec2@@0MH@Z"; + PathRect :: (this: *ImDrawList, rect_min: ImVec2, rect_max: ImVec2, rounding: float = 0.0, flags: ImDrawFlags = .None) #no_context { + PathRect(this, *rect_min, *rect_max, rounding, flags); + } + + // Advanced: Draw Callbacks + // - May be used to alter render state (change sampler, blending, current shader). May be used to emit custom rendering commands (difficult to do correctly, but possible). + // - Use special GetPlatformIO().DrawCallback_ResetRenderState callback to instruct backend to reset its render state to the default. + // - See other standard callbacks in GetPlatformIO(), which may or not be supported by your backend. + // - Your rendering loop must check for 'UserCallback' in ImDrawCmd and call the function instead of rendering triangles. All standard backends are honoring this. + // - For some backends, the callback may access selected render-states exposed by the backend in a ImGui_ImplXXXX_RenderState structure pointed to by platform_io.Renderer_RenderState. + // - IMPORTANT: please be mindful of the different level of indirection between using size==0 (copying argument) and using size>0 (copying pointed data into a buffer). + // - If userdata_size == 0: we copy/store the 'userdata' argument as-is. It will be available unmodified in ImDrawCmd::UserCallbackData during render. + // - If userdata_size > 0, we copy/store 'userdata_size' bytes pointed to by 'userdata'. We store them in a buffer stored inside the drawlist. ImDrawCmd::UserCallbackData will point inside that buffer so you have to retrieve data from there. Your callback may need to use ImDrawCmd::UserCallbackDataSize if you expect dynamically-sized data. + // - Support for userdata_size > 0 was added in v1.91.4, October 2024. So earlier code always only allowed to copy/store a simple void*. + AddCallback :: (this: *ImDrawList, callback: ImDrawCallback, userdata: *void = null, userdata_size: u64 = 0) -> void #cpp_method #foreign imgui "?AddCallback@ImDrawList@@QEAAXP6AXPEBU1@PEBUImDrawCmd@@@ZPEAX_K@Z"; + + // Advanced: Miscellaneous + AddDrawCmd :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?AddDrawCmd@ImDrawList@@QEAAXXZ"; + CloneOutput :: (this: *ImDrawList) -> *ImDrawList #cpp_method #foreign imgui "?CloneOutput@ImDrawList@@QEBAPEAU1@XZ"; + + // Advanced: Primitives allocations + // - We render triangles (three vertices) + // - All primitives needs to be reserved via PrimReserve() beforehand. + PrimReserve :: (this: *ImDrawList, idx_count: s32, vtx_count: s32) -> void #cpp_method #foreign imgui "?PrimReserve@ImDrawList@@QEAAXHH@Z"; + PrimUnreserve :: (this: *ImDrawList, idx_count: s32, vtx_count: s32) -> void #cpp_method #foreign imgui "?PrimUnreserve@ImDrawList@@QEAAXHH@Z"; + PrimRect :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui "?PrimRect@ImDrawList@@QEAAXAEBUImVec2@@0I@Z"; + PrimRect :: (this: *ImDrawList, a: ImVec2, b: ImVec2, col: ImU32) #no_context { + PrimRect(this, *a, *b, col); + } + PrimRectUV :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, uv_a: *ImVec2, uv_b: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui "?PrimRectUV@ImDrawList@@QEAAXAEBUImVec2@@000I@Z"; + PrimRectUV :: (this: *ImDrawList, a: ImVec2, b: ImVec2, uv_a: ImVec2, uv_b: ImVec2, col: ImU32) #no_context { + PrimRectUV(this, *a, *b, *uv_a, *uv_b, col); + } + PrimQuadUV :: (this: *ImDrawList, a: *ImVec2, b: *ImVec2, c: *ImVec2, d: *ImVec2, uv_a: *ImVec2, uv_b: *ImVec2, uv_c: *ImVec2, uv_d: *ImVec2, col: ImU32) -> void #cpp_method #foreign imgui "?PrimQuadUV@ImDrawList@@QEAAXAEBUImVec2@@0000000I@Z"; + PrimQuadUV :: (this: *ImDrawList, a: ImVec2, b: ImVec2, c: ImVec2, d: ImVec2, uv_a: ImVec2, uv_b: ImVec2, uv_c: ImVec2, uv_d: ImVec2, col: ImU32) #no_context { + PrimQuadUV(this, *a, *b, *c, *d, *uv_a, *uv_b, *uv_c, *uv_d, col); + } + + // [Internal helpers] + _SetDrawListSharedData :: (this: *ImDrawList, data: *ImDrawListSharedData) -> void #cpp_method #foreign imgui "?_SetDrawListSharedData@ImDrawList@@QEAAXPEAUImDrawListSharedData@@@Z"; + _ResetForNewFrame :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?_ResetForNewFrame@ImDrawList@@QEAAXXZ"; + _ClearFreeMemory :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?_ClearFreeMemory@ImDrawList@@QEAAXXZ"; + _PopUnusedDrawCmd :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?_PopUnusedDrawCmd@ImDrawList@@QEAAXXZ"; + _TryMergeDrawCmds :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?_TryMergeDrawCmds@ImDrawList@@QEAAXXZ"; + _OnChangedClipRect :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?_OnChangedClipRect@ImDrawList@@QEAAXXZ"; + _OnChangedTexture :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?_OnChangedTexture@ImDrawList@@QEAAXXZ"; + _OnChangedVtxOffset :: (this: *ImDrawList) -> void #cpp_method #foreign imgui "?_OnChangedVtxOffset@ImDrawList@@QEAAXXZ"; + _SetTexture :: (this: *ImDrawList, tex_ref: ImTextureRef) -> void #cpp_method #foreign imgui "?_SetTexture@ImDrawList@@QEAAXUImTextureRef@@@Z"; + _CalcCircleAutoSegmentCount :: (this: *ImDrawList, radius: float) -> s32 #cpp_method #foreign imgui "?_CalcCircleAutoSegmentCount@ImDrawList@@QEBAHM@Z"; + _PathArcToFastEx :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min_sample: s32, a_max_sample: s32, a_step: s32) -> void #cpp_method #foreign imgui "?_PathArcToFastEx@ImDrawList@@QEAAXAEBUImVec2@@MHHH@Z"; + _PathArcToFastEx :: (this: *ImDrawList, center: ImVec2, radius: float, a_min_sample: s32, a_max_sample: s32, a_step: s32) #no_context { + _PathArcToFastEx(this, *center, radius, a_min_sample, a_max_sample, a_step); + } + _PathArcToN :: (this: *ImDrawList, center: *ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32) -> void #cpp_method #foreign imgui "?_PathArcToN@ImDrawList@@QEAAXAEBUImVec2@@MMMH@Z"; + _PathArcToN :: (this: *ImDrawList, center: ImVec2, radius: float, a_min: float, a_max: float, num_segments: s32) #no_context { + _PathArcToN(this, *center, radius, a_min, a_max, num_segments); + } +} + +// All draw data to render a Dear ImGui frame +// (NB: the style and the naming convention here is a little inconsistent, we currently preserve them for backward compatibility purpose, +// as this is one of the oldest structure exposed by the library! Basically, ImDrawList == CmdList) +ImDrawData :: struct { + Valid: bool; // Only valid after Render() is called and before the next NewFrame() is called. + CmdListsCount: s32; // == CmdLists.Size. (OBSOLETE: exists for legacy reasons). Number of ImDrawList* to render. + TotalIdxCount: s32; // For convenience, sum of all ImDrawList's IdxBuffer.Size + TotalVtxCount: s32; // For convenience, sum of all ImDrawList's VtxBuffer.Size + CmdLists: ImVector(*ImDrawList); // Array of ImDrawList* to render. The ImDrawLists are owned by ImGuiContext and only pointed to from here. + DisplayPos: ImVec2; // Top-left position of the viewport to render (== top-left of the orthogonal projection matrix to use) (== GetMainViewport()->Pos for the main viewport, == (0.0) in most single-viewport applications) + DisplaySize: ImVec2; // Size of the viewport to render (== GetMainViewport()->Size for the main viewport, == io.DisplaySize in most single-viewport applications) + FramebufferScale: ImVec2; // Amount of pixels for each unit of DisplaySize. Copied from viewport->FramebufferScale (== io.DisplayFramebufferScale for main viewport). Generally (1,1) on normal display, (2,2) on OSX with Retina display. + OwnerViewport: *Viewport; // Viewport carrying the ImDrawData instance, might be of use to the renderer (generally not). + Textures: *ImVector(*ImTextureData); // List of textures to update. Most of the times the list is shared by all ImDrawData, has only 1 texture and it doesn't need any update. This almost always points to ImGui::GetPlatformIO().Textures[]. May be overridden or set to NULL if you want to manually update textures. + + Clear :: (this: *ImDrawData) -> void #cpp_method #foreign imgui "?Clear@ImDrawData@@QEAAXXZ"; + AddDrawList :: (this: *ImDrawData, draw_list: *ImDrawList) -> void #cpp_method #foreign imgui "?AddDrawList@ImDrawData@@QEAAXPEAUImDrawList@@@Z"; + DeIndexAllBuffers :: (this: *ImDrawData) -> void #cpp_method #foreign imgui "?DeIndexAllBuffers@ImDrawData@@QEAAXXZ"; + ScaleClipRects :: (this: *ImDrawData, fb_scale: *ImVec2) -> void #cpp_method #foreign imgui "?ScaleClipRects@ImDrawData@@QEAAXAEBUImVec2@@@Z"; + ScaleClipRects :: (this: *ImDrawData, fb_scale: ImVec2) #no_context { + ScaleClipRects(this, *fb_scale); + } +} + +// We intentionally support a limited amount of texture formats to limit burden on CPU-side code and extension. +// Most standard backends only support RGBA32 but we provide a single channel option for low-resource/embedded systems. +ImTextureFormat :: enum s32 { + RGBA32 :: 0; + Alpha8 :: 1; + + ImTextureFormat_RGBA32 :: RGBA32; + ImTextureFormat_Alpha8 :: Alpha8; +} + +// Status of a texture to communicate with Renderer Backend. +ImTextureStatus :: enum s32 { + OK :: 0; + Destroyed :: 1; + WantCreate :: 2; + WantUpdates :: 3; + WantDestroy :: 4; + + ImTextureStatus_OK :: OK; + ImTextureStatus_Destroyed :: Destroyed; + ImTextureStatus_WantCreate :: WantCreate; + ImTextureStatus_WantUpdates :: WantUpdates; + ImTextureStatus_WantDestroy :: WantDestroy; +} + +// Coordinates of a rectangle within a texture. +// When a texture is in ImTextureStatus_WantUpdates state, we provide a list of individual rectangles to copy to the graphics system. +// You may use ImTextureData::Updates[] for the list, or ImTextureData::UpdateBox for a single bounding box. +ImTextureRect :: struct { + x: u16; // Upper-left coordinates of rectangle to update + y: u16; // Upper-left coordinates of rectangle to update + w: u16; // Size of rectangle to update (in pixels) + h: u16; // Size of rectangle to update (in pixels) +} + +// Specs and pixel storage for a texture used by Dear ImGui. +// This is only useful for (1) core library and (2) backends. End-user/applications do not need to care about this. +// Renderer Backends will create a GPU-side version of this. +// Why does we store two identifiers: TexID and BackendUserData? +// - ImTextureID TexID = lower-level identifier stored in ImDrawCmd. ImDrawCmd can refer to textures not created by the backend, and for which there's no ImTextureData. +// - void* BackendUserData = higher-level opaque storage for backend own book-keeping. Some backends may have enough with TexID and not need both. +// In columns below: who reads/writes each fields? 'r'=read, 'w'=write, 'core'=main library, 'backend'=renderer backend +ImTextureData :: struct { + UniqueID: s32; // w - // [DEBUG] Sequential index to facilitate identifying a texture when debugging/printing. Unique per atlas. + Status: ImTextureStatus; // rw rw // ImTextureStatus_OK/_WantCreate/_WantUpdates/_WantDestroy. Always use SetStatus() to modify! + BackendUserData: *void; // - rw // Convenience storage for backend. Some backends may have enough with TexID. + TexID: ImTextureID; // r w // Backend-specific texture identifier. Always use SetTexID() to modify! The identifier will stored in ImDrawCmd::GetTexID() and passed to backend's RenderDrawData function. + Format: ImTextureFormat; // w r // ImTextureFormat_RGBA32 (default) or ImTextureFormat_Alpha8 + Width: s32; // w r // Texture width + Height: s32; // w r // Texture height + BytesPerPixel: s32; // w r // 4 or 1 + Pixels: *u8; // w r // Pointer to buffer holding 'Width*Height' pixels and 'Width*Height*BytesPerPixels' bytes. + UsedRect: ImTextureRect; // w r // Bounding box encompassing all past and queued Updates[]. + UpdateRect: ImTextureRect; // w r // Bounding box encompassing all queued Updates[]. + Updates: ImVector(ImTextureRect); // w r // Array of individual updates. + UnusedFrames: s32; // w r // In order to facilitate handling Status==WantDestroy in some backend: this is a count successive frames where the texture was not used. Always >0 when Status==WantDestroy. + RefCount: u16; // w r // Number of contexts using this texture. Used during backend shutdown. + UseColors: bool; // w r // Tell whether our texture data is known to use colors (rather than just white + alpha). + WantDestroyNextFrame: bool; // rw - // [Internal] Queued to set ImTextureStatus_WantDestroy next frame. May still be used in the current frame. + + Create :: (this: *ImTextureData, format: ImTextureFormat, w: s32, h: s32) -> void #cpp_method #foreign imgui "?Create@ImTextureData@@QEAAXW4ImTextureFormat@@HH@Z"; + DestroyPixels :: (this: *ImTextureData) -> void #cpp_method #foreign imgui "?DestroyPixels@ImTextureData@@QEAAXXZ"; +} + +// A font input/source (we may rename this to ImFontSource in the future) +ImFontConfig :: struct { + Name: [40] u8; // // Name (strictly to ease debugging, hence limited size buffer) + FontData: *void; // // TTF/OTF data + FontDataSize: s32; // // TTF/OTF data size + FontDataOwnedByAtlas: bool; // true // TTF/OTF data ownership taken by the owner ImFontAtlas (will delete memory itself). SINCE 1.92, THE DATA NEEDS TO PERSIST FOR WHOLE DURATION OF ATLAS. + + MergeMode: bool; // false // Merge into previous ImFont, so you can combine multiple inputs font into one ImFont (e.g. ASCII font + icons + Japanese glyphs). You may want to use GlyphOffset.y when merge font of different heights. + PixelSnapH: bool; // false // Align every glyph AdvanceX to pixel boundaries. Prevents fractional font size from working correctly! Useful e.g. if you are merging a non-pixel aligned font with the default font. If enabled, OversampleH/V will default to 1. + OversampleH: ImS8; // 0 (2) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1 or 2 depending on size. Note the difference between 2 and 3 is minimal. You can reduce this to 1 for large glyphs save memory. Read https://github.com/nothings/stb/blob/master/tests/oversample/README.md for details. + OversampleV: ImS8; // 0 (1) // Rasterize at higher quality for sub-pixel positioning. 0 == auto == 1. This is not really useful as we don't use sub-pixel positions on the Y axis. + EllipsisChar: ImWchar; // 0 // Explicitly specify Unicode codepoint of ellipsis character. When fonts are being merged first specified ellipsis will be used. + SizePixels: float; // // Output size in pixels for rasterizer (more or less maps to the resulting font height). + GlyphRanges: *ImWchar; // NULL // *LEGACY* THE ARRAY DATA NEEDS TO PERSIST AS LONG AS THE FONT IS ALIVE. Pointer to a user-provided list of Unicode range (2 value per range, values are inclusive, zero-terminated list). + GlyphExcludeRanges: *ImWchar; // NULL // Pointer to a small user-provided list of Unicode ranges (2 value per range, values are inclusive, zero-terminated list). This is very close to GlyphRanges[] but designed to exclude ranges from a font source, when merging fonts with overlapping glyphs. Use "Input Glyphs Overlap Detection Tool" to find about your overlapping ranges. + + GlyphOffset: ImVec2; // 0, 0 // Offset (in pixels) all glyphs from this font input. Absolute value for default size, other sizes will scale this value. + GlyphMinAdvanceX: float; // 0 // Minimum AdvanceX for glyphs, set Min to align font icons, set both Min/Max to enforce mono-space font. Absolute value for default size, other sizes will scale this value. + GlyphMaxAdvanceX: float; // FLT_MAX // Maximum AdvanceX for glyphs + GlyphExtraAdvanceX: float; // 0 // Extra spacing (in pixels) between glyphs. Please contact us if you are using this. // FIXME-NEWATLAS: Intentionally unscaled + FontNo: ImU32; // 0 // Index of font within TTF/OTF file + FontLoaderFlags: u32; // 0 // Settings for custom font builder. THIS IS BUILDER IMPLEMENTATION DEPENDENT. Leave as zero if unsure. + + RasterizerMultiply: float; // 1.0f // Linearly brighten (>1.0f) or darken (<1.0f) font output. Brightening small fonts may be a good workaround to make them more readable. This is a silly thing we may remove in the future. + RasterizerDensity: float; // 1.0f // [LEGACY: this only makes sense when ImGuiBackendFlags_RendererHasTextures is not supported] DPI scale multiplier for rasterization. Not altering other font metrics: makes it easy to swap between e.g. a 100% and a 400% fonts for a zooming display, or handle Retina screen. IMPORTANT: If you change this it is expected that you increase/decrease font scale roughly to the inverse of this, otherwise quality may look lowered. + ExtraSizeScale: float; // 1.0f // Extra rasterizer scale over SizePixels. + + Flags: ImFontFlags; // Font flags (don't use just yet, will be exposed in upcoming 1.92.X updates) + DstFont: *ImFont; // Target font (as we merging fonts, multiple ImFontConfig may target the same font) + FontLoader: *ImFontLoader; // Custom font backend for this source (default source is the one stored in ImFontAtlas) + FontLoaderData: *void; // Font loader opaque storage (per font config) + + PixelSnapV: bool; // true // [Obsoleted in 1.91.6] Align Scaled GlyphOffset.y to pixel boundaries. + + Constructor :: (this: *ImFontConfig) -> void #cpp_method #foreign imgui "??0ImFontConfig@@QEAA@XZ"; +} + +// Hold rendering data for one glyph. +// (Note: some language parsers may fail to convert the bitfield members, in this case maybe drop store a single u32 or we can rework this) +ImFontGlyph :: struct { + __bitfield: u32; + /* + Colored: u32; /* 1 bits */ // Flag to indicate glyph is colored and should generally ignore tinting (make it usable with no shift on little-endian as this is used in loops) + Visible: u32; /* 1 bits */ // Flag to indicate glyph has no visible pixels (e.g. space). Allow early out when rendering. + SourceIdx: u32; /* 4 bits */ // Index of source in parent font + Codepoint: u32; /* 26 bits */ // 0x0000..0x10FFFF; + */ + + AdvanceX: float; // Horizontal distance to advance cursor/layout position. + X0: float; // Glyph corners. Offsets from current cursor/layout position. + Y0: float; // Glyph corners. Offsets from current cursor/layout position. + X1: float; // Glyph corners. Offsets from current cursor/layout position. + Y1: float; // Glyph corners. Offsets from current cursor/layout position. + U0: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + V0: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + U1: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + V1: float; // Texture coordinates for the current value of ImFontAtlas->TexRef. Cached equivalent of calling GetCustomRect() with PackId. + PackId: s32; // [Internal] ImFontAtlasRectId value (FIXME: Cold data, could be moved elsewhere?) +} + +set_Colored :: (fields: *ImFontGlyph, value: bool) { + if value fields.__bitfield |= 1 << 0; + else fields.__bitfield &= ~cast(u32)(1 << 0); +} +get_Colored :: (fields: ImFontGlyph) -> bool { + return (fields.__bitfield & (1 << 0)) != 0; +} + +set_Visible :: (fields: *ImFontGlyph, value: bool) { + if value fields.__bitfield |= 1 << 1; + else fields.__bitfield &= ~cast(u32)(1 << 1); +} +get_Visible :: (fields: ImFontGlyph) -> bool { + return (fields.__bitfield & (1 << 1)) != 0; +} + +set_SourceIdx :: (fields: *ImFontGlyph, value: u32) { + MASK0: u32 : (0b1111 << 2); + fields.__bitfield = (fields.__bitfield & ~MASK0) | ((value << 2) & MASK0); +} +get_SourceIdx :: (fields: ImFontGlyph) -> u32 { + return ((fields.__bitfield & (0b1111 << 2)) >> 2); +} + +set_Codepoint :: (fields: *ImFontGlyph, value: u32) { + MASK0: u32 : (0b11_1111_1111_1111_1111_1111_1111 << 6); + fields.__bitfield = (fields.__bitfield & ~MASK0) | ((value << 6) & MASK0); +} +get_Codepoint :: (fields: ImFontGlyph) -> u32 { + return ((fields.__bitfield & (0b11_1111_1111_1111_1111_1111_1111 << 6)) >> 6); +} + + +// Helper to build glyph ranges from text/string data. Feed your application strings/characters to it then call BuildRanges(). +// This is essentially a tightly packed of vector of 64k booleans = 8KB storage. +ImFontGlyphRangesBuilder :: struct { + UsedChars: ImVector(ImU32); // Store 1-bit per Unicode code point (0=unused, 1=used) + + AddText :: (this: *ImFontGlyphRangesBuilder, text: *u8, text_end: *u8 = null) -> void #cpp_method #foreign imgui "?AddText@ImFontGlyphRangesBuilder@@QEAAXPEBD0@Z"; + AddText :: (this: *ImFontGlyphRangesBuilder, text: string) #no_context { + AddText(this, text.data, text.data + text.count); + } + AddRanges :: (this: *ImFontGlyphRangesBuilder, ranges: *ImWchar) -> void #cpp_method #foreign imgui "?AddRanges@ImFontGlyphRangesBuilder@@QEAAXPEBI@Z"; + BuildRanges :: (this: *ImFontGlyphRangesBuilder, out_ranges: *ImVector(ImWchar)) -> void #cpp_method #foreign imgui "?BuildRanges@ImFontGlyphRangesBuilder@@QEAAXPEAU?$ImVector@I@@@Z"; +} + +// An opaque identifier to a rectangle in the atlas. -1 when invalid. +// The rectangle may move and UV may be invalidated, use GetCustomRect() to retrieve it. +ImFontAtlasRectId :: s32; + +// Output of ImFontAtlas::GetCustomRect() when using custom rectangles. +// Those values may not be cached/stored as they are only valid for the current value of atlas->TexRef +// (this is in theory derived from ImTextureRect but we use separate structures for reasons) +ImFontAtlasRect :: struct { + x: u16; // Position (in current texture) + y: u16; // Position (in current texture) + w: u16; // Size + h: u16; // Size + uv0: ImVec2; // UV coordinates (in current texture) + uv1: ImVec2; // UV coordinates (in current texture) +} + +// Flags for ImFontAtlas build +ImFontAtlasFlags :: enum_flags s32 { + None :: 0x0; + NoPowerOfTwoHeight :: 0x1; + NoMouseCursors :: 0x2; + NoBakedLines :: 0x4; + + ImFontAtlasFlags_None :: None; + ImFontAtlasFlags_NoPowerOfTwoHeight :: NoPowerOfTwoHeight; + ImFontAtlasFlags_NoMouseCursors :: NoMouseCursors; + ImFontAtlasFlags_NoBakedLines :: NoBakedLines; +} + +// Load and rasterize multiple TTF/OTF fonts into a same texture. The font atlas will build a single texture holding: +// - One or more fonts. +// - Custom graphics data needed to render the shapes needed by Dear ImGui. +// - Mouse cursor shapes for software cursor rendering (unless setting 'Flags |= ImFontAtlasFlags_NoMouseCursors' in the font atlas). +// - If you don't call any AddFont*** functions, the default font embedded in the code will be loaded for you. +// It is the rendering backend responsibility to upload texture into your graphics API: +// - ImGui_ImplXXXX_RenderDrawData() functions generally iterate platform_io->Textures[] to create/update/destroy each ImTextureData instance. +// - Backend then set ImTextureData's TexID and BackendUserData. +// - Texture id are passed back to you during rendering to identify the texture. Read FAQ entry about ImTextureID/ImTextureRef for more details. +// Legacy path: +// - Call Build() + GetTexDataAsAlpha8() or GetTexDataAsRGBA32() to build and retrieve pixels data. +// - Call SetTexID(my_tex_id); and pass the pointer/identifier to your texture in a format natural to your graphics API. +// Common pitfalls: +// - If you pass a 'glyph_ranges' array to AddFont*** functions, you need to make sure that your array persists up until the +// atlas is build (when calling GetTexData*** or Build()). We only copy the pointer, not the data. +// - Important: By default, AddFontFromMemoryTTF() takes ownership of the data. Even though we are not writing to it, we will free the pointer on destruction. +// You can set font_cfg->FontDataOwnedByAtlas=false to keep ownership of your data and it won't be freed, +// - Even though many functions are suffixed with "TTF", OTF data is supported just as well. +// - This is an old API and it is currently awkward for those and various other reasons! We will address them in the future! +ImFontAtlas :: struct { + Constructor :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "??0ImFontAtlas@@QEAA@XZ"; + Destructor :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "??1ImFontAtlas@@QEAA@XZ"; + AddFont :: (this: *ImFontAtlas, font_cfg: *ImFontConfig) -> *ImFont #cpp_method #foreign imgui "?AddFont@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontDefault :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui "?AddFontDefault@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontDefaultVector :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui "?AddFontDefaultVector@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontDefaultBitmap :: (this: *ImFontAtlas, font_cfg: *ImFontConfig = null) -> *ImFont #cpp_method #foreign imgui "?AddFontDefaultBitmap@ImFontAtlas@@QEAAPEAUImFont@@PEBUImFontConfig@@@Z"; + AddFontFromFileTTF :: (this: *ImFontAtlas, filename: *u8, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui "?AddFontFromFileTTF@ImFontAtlas@@QEAAPEAUImFont@@PEBDMPEBUImFontConfig@@PEBI@Z"; + AddFontFromMemoryTTF :: (this: *ImFontAtlas, font_data: *void, font_data_size: s32, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui "?AddFontFromMemoryTTF@ImFontAtlas@@QEAAPEAUImFont@@PEAXHMPEBUImFontConfig@@PEBI@Z"; + AddFontFromMemoryCompressedTTF :: (this: *ImFontAtlas, compressed_font_data: *void, compressed_font_data_size: s32, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui "?AddFontFromMemoryCompressedTTF@ImFontAtlas@@QEAAPEAUImFont@@PEBXHMPEBUImFontConfig@@PEBI@Z"; + AddFontFromMemoryCompressedBase85TTF :: (this: *ImFontAtlas, compressed_font_data_base85: *u8, size_pixels: float = 0.0, font_cfg: *ImFontConfig = null, glyph_ranges: *ImWchar = null) -> *ImFont #cpp_method #foreign imgui "?AddFontFromMemoryCompressedBase85TTF@ImFontAtlas@@QEAAPEAUImFont@@PEBDMPEBUImFontConfig@@PEBI@Z"; + RemoveFont :: (this: *ImFontAtlas, font: *ImFont) -> void #cpp_method #foreign imgui "?RemoveFont@ImFontAtlas@@QEAAXPEAUImFont@@@Z"; + + Clear :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "?Clear@ImFontAtlas@@QEAAXXZ"; + ClearFonts :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "?ClearFonts@ImFontAtlas@@QEAAXXZ"; + CompactCache :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "?CompactCache@ImFontAtlas@@QEAAXXZ"; + SetFontLoader :: (this: *ImFontAtlas, font_loader: *ImFontLoader) -> void #cpp_method #foreign imgui "?SetFontLoader@ImFontAtlas@@QEAAXPEBUImFontLoader@@@Z"; + + // As we are transitioning toward a new font system, we expect to obsolete those soon: + ClearInputData :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "?ClearInputData@ImFontAtlas@@QEAAXXZ"; + ClearTexData :: (this: *ImFontAtlas) -> void #cpp_method #foreign imgui "?ClearTexData@ImFontAtlas@@QEAAXXZ"; + + // Legacy path for build atlas + retrieving pixel data. + // - User is in charge of copying the pixels into graphics memory (e.g. create a texture with your engine). Then store your texture handle with SetTexID(). + // - The pitch is always = Width * BytesPerPixels (1 or 4) + // - Building in RGBA32 format is provided for convenience and compatibility, but note that unless you manually manipulate or copy color data into + // the texture (e.g. when using the AddCustomRect*** api), then the RGB pixels emitted will always be white (~75% of memory/bandwidth waste). + // - From 1.92 with backends supporting ImGuiBackendFlags_RendererHasTextures: + // - Calling Build(), GetTexDataAsAlpha8(), GetTexDataAsRGBA32() is not needed. + // - In backend: replace calls to ImFontAtlas::SetTexID() with calls to ImTextureData::SetTexID() after honoring texture creation. + Build :: (this: *ImFontAtlas) -> bool #cpp_method #foreign imgui "?Build@ImFontAtlas@@QEAA_NXZ"; + GetTexDataAsAlpha8 :: (this: *ImFontAtlas, out_pixels: **u8, out_width: *s32, out_height: *s32, out_bytes_per_pixel: *s32 = null) -> void #cpp_method #foreign imgui "?GetTexDataAsAlpha8@ImFontAtlas@@QEAAXPEAPEAEPEAH11@Z"; + GetTexDataAsRGBA32 :: (this: *ImFontAtlas, out_pixels: **u8, out_width: *s32, out_height: *s32, out_bytes_per_pixel: *s32 = null) -> void #cpp_method #foreign imgui "?GetTexDataAsRGBA32@ImFontAtlas@@QEAAXPEAPEAEPEAH11@Z"; + + // Since 1.92: specifying glyph ranges is only useful/necessary if your backend doesn't support ImGuiBackendFlags_RendererHasTextures! + GetGlyphRangesDefault :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "?GetGlyphRangesDefault@ImFontAtlas@@QEAAPEBIXZ"; + + // Helpers to retrieve list of common Unicode ranges (2 value per range, values are inclusive, zero-terminated list) + // NB: Make sure that your string are UTF-8 and NOT in your local code page. + // Read https://github.com/ocornut/imgui/blob/master/docs/FONTS.md/#about-utf-8-encoding for details. + // NB: Consider using ImFontGlyphRangesBuilder to build glyph ranges from textual data. + GetGlyphRangesGreek :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "?GetGlyphRangesGreek@ImFontAtlas@@QEAAPEBIXZ"; + GetGlyphRangesKorean :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "?GetGlyphRangesKorean@ImFontAtlas@@QEAAPEBIXZ"; + GetGlyphRangesJapanese :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "?GetGlyphRangesJapanese@ImFontAtlas@@QEAAPEBIXZ"; + GetGlyphRangesChineseFull :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "?GetGlyphRangesChineseFull@ImFontAtlas@@QEAAPEBIXZ"; + GetGlyphRangesChineseSimplifiedCommon :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "?GetGlyphRangesChineseSimplifiedCommon@ImFontAtlas@@QEAAPEBIXZ"; + GetGlyphRangesCyrillic :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "?GetGlyphRangesCyrillic@ImFontAtlas@@QEAAPEBIXZ"; + GetGlyphRangesThai :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "?GetGlyphRangesThai@ImFontAtlas@@QEAAPEBIXZ"; + GetGlyphRangesVietnamese :: (this: *ImFontAtlas) -> *ImWchar #cpp_method #foreign imgui "?GetGlyphRangesVietnamese@ImFontAtlas@@QEAAPEBIXZ"; + + // Register and retrieve custom rectangles + // - You can request arbitrary rectangles to be packed into the atlas, for your own purpose. + // - Since 1.92.0, packing is done immediately in the function call (previously packing was done during the Build call) + // - You can render your pixels into the texture right after calling the AddCustomRect() functions. + // - VERY IMPORTANT: + // - Texture may be created/resized at any time when calling ImGui or ImFontAtlas functions. + // - IT WILL INVALIDATE RECTANGLE DATA SUCH AS UV COORDINATES. Always use latest values from GetCustomRect(). + // - UV coordinates are associated to the current texture identifier aka 'atlas->TexRef'. Both TexRef and UV coordinates are typically changed at the same time. + // - If you render colored output into your custom rectangles: set 'atlas->TexPixelsUseColors = true' as this may help some backends decide of preferred texture format. + // - Read docs/FONTS.md for more details about using colorful icons. + // - Note: this API may be reworked further in order to facilitate supporting e.g. multi-monitor, varying DPI settings. + // - (Pre-1.92 names) ------------> (1.92 names) + // - GetCustomRectByIndex() --> Use GetCustomRect() + // - CalcCustomRectUV() --> Use GetCustomRect() and read uv0, uv1 fields. + // - AddCustomRectRegular() --> Renamed to AddCustomRect() + // - AddCustomRectFontGlyph() --> Prefer using custom ImFontLoader inside ImFontConfig + // - ImFontAtlasCustomRect --> Renamed to ImFontAtlasRect + AddCustomRect :: (this: *ImFontAtlas, width: s32, height: s32, out_r: *ImFontAtlasRect = null) -> ImFontAtlasRectId #cpp_method #foreign imgui "?AddCustomRect@ImFontAtlas@@QEAAHHHPEAUImFontAtlasRect@@@Z"; + RemoveCustomRect :: (this: *ImFontAtlas, id: ImFontAtlasRectId) -> void #cpp_method #foreign imgui "?RemoveCustomRect@ImFontAtlas@@QEAAXH@Z"; + GetCustomRect :: (this: *ImFontAtlas, id: ImFontAtlasRectId, out_r: *ImFontAtlasRect) -> bool #cpp_method #foreign imgui "?GetCustomRect@ImFontAtlas@@QEBA_NHPEAUImFontAtlasRect@@@Z"; + + Flags: ImFontAtlasFlags; // Build flags (see ImFontAtlasFlags_) + TexDesiredFormat: ImTextureFormat; // Desired texture format (default to ImTextureFormat_RGBA32 but may be changed to ImTextureFormat_Alpha8). + TexGlyphPadding: s32; // FIXME: Should be called "TexPackPadding". Padding between glyphs within texture in pixels. Defaults to 1. If your rendering method doesn't rely on bilinear filtering you may set this to 0 (will also need to set AntiAliasedLinesUseTex = false). + TexMinWidth: s32; // Minimum desired texture width. Must be a power of two. Default to 512. + TexMinHeight: s32; // Minimum desired texture height. Must be a power of two. Default to 128. + TexMaxWidth: s32; // Maximum desired texture width. Must be a power of two. Default to 8192. + TexMaxHeight: s32; // Maximum desired texture height. Must be a power of two. Default to 8192. + UserData: *void; // Store your own atlas related user-data (if e.g. you have multiple font atlas). + + union { + TexRef: ImTextureRef; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. + TexID: ImTextureRef; // Latest texture identifier == TexData->GetTexRef(). // RENAMED TexID to TexRef in 1.92.0. + } + + TexData: *ImTextureData; // Latest texture. + + TexList: ImVector(*ImTextureData); // Texture list (most often TexList.Size == 1). TexData is always == TexList.back(). DO NOT USE DIRECTLY, USE GetDrawData().Textures[]/GetPlatformIO().Textures[] instead! + Locked: bool; // Marked as locked during ImGui::NewFrame()..EndFrame() scope if TexUpdates are not supported. Any attempt to modify the atlas will assert. + RendererHasTextures: bool; // Copy of (BackendFlags & ImGuiBackendFlags_RendererHasTextures) from supporting context. + TexIsBuilt: bool; // Set when texture was built matching current font input. Mostly useful for legacy IsBuilt() call. + TexPixelsUseColors: bool; // Tell whether our texture data is known to use colors (rather than just alpha channel), in order to help backend select a format or conversion process. + TexUvScale: ImVec2; // = (1.0f/TexData->TexWidth, 1.0f/TexData->TexHeight). May change as new texture gets created. + TexUvWhitePixel: ImVec2; // Texture coordinates to a white pixel. May change as new texture gets created. + Fonts: ImVector(*ImFont); // Hold all the fonts returned by AddFont*. Fonts[0] is the default font upon calling ImGui::NewFrame(), use ImGui::PushFont()/PopFont() to change the current font. + Sources: ImVector(ImFontConfig); // Source/configuration data + TexUvLines: [33] ImVec4; // UVs for baked anti-aliased lines + TexNextUniqueID: s32; // Next value to be stored in TexData->UniqueID + FontNextUniqueID: s32; // Next value to be stored in ImFont->FontID + DrawListSharedDatas: ImVector(*ImDrawListSharedData); // List of users for this atlas. Typically one per Dear ImGui context. + Builder: *ImFontAtlasBuilder; // Opaque interface to our data that doesn't need to be public and may be discarded when rebuilding. + FontLoader: *ImFontLoader; // Font loader opaque interface (default to use FreeType when IMGUI_ENABLE_FREETYPE is defined, otherwise default to use stb_truetype). Use SetFontLoader() to change this at runtime. + FontLoaderName: *u8; // Font loader name (for display e.g. in About box) == FontLoader->Name + FontLoaderData: *void; // Font backend opaque storage + FontLoaderFlags: u32; // Shared flags (for all fonts) for font loader. THIS IS BUILD IMPLEMENTATION DEPENDENT (e.g. Per-font override is also available in ImFontConfig). + RefCount: s32; // Number of contexts using this atlas + OwnerContext: *ImGuiContext; // Context which own the atlas will be in charge of updating and destroying it. + + TempRect: ImFontAtlasRect; // For old GetCustomRectByIndex() API + + AddCustomRectFontGlyph :: (this: *ImFontAtlas, font: *ImFont, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: *ImVec2) -> ImFontAtlasRectId #cpp_method #foreign imgui "?AddCustomRectFontGlyph@ImFontAtlas@@QEAAHPEAUImFont@@IHHMAEBUImVec2@@@Z"; + AddCustomRectFontGlyph :: (this: *ImFontAtlas, font: *ImFont, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: ImVec2 = ImVec2.{0, 0}) -> ImFontAtlasRectId #no_context { + return AddCustomRectFontGlyph(this, font, codepoint, w, h, advance_x, *offset); + } + AddCustomRectFontGlyphForSize :: (this: *ImFontAtlas, font: *ImFont, font_size: float, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: *ImVec2) -> ImFontAtlasRectId #cpp_method #foreign imgui "?AddCustomRectFontGlyphForSize@ImFontAtlas@@QEAAHPEAUImFont@@MIHHMAEBUImVec2@@@Z"; + AddCustomRectFontGlyphForSize :: (this: *ImFontAtlas, font: *ImFont, font_size: float, codepoint: ImWchar, w: s32, h: s32, advance_x: float, offset: ImVec2 = ImVec2.{0, 0}) -> ImFontAtlasRectId #no_context { + return AddCustomRectFontGlyphForSize(this, font, font_size, codepoint, w, h, advance_x, *offset); + } +} + +// Font runtime data for a given size +// Important: pointers to ImFontBaked are only valid for the current frame. +ImFontBaked :: struct { + IndexAdvanceX: ImVector(float); // 12-16 // out // Sparse. Glyphs->AdvanceX in a directly indexable way (cache-friendly for CalcTextSize functions which only this info, and are often bottleneck in large UI). + FallbackAdvanceX: float; // 4 // out // FindGlyph(FallbackChar)->AdvanceX + Size: float; // 4 // in // Height of characters/line, set during loading (doesn't change after loading) + RasterizerDensity: float; // 4 // in // Density this is baked at + + IndexLookup: ImVector(ImU16); // 12-16 // out // Sparse. Index glyphs by Unicode code-point. + Glyphs: ImVector(ImFontGlyph); // 12-16 // out // All glyphs. + FallbackGlyphIndex: s32; // 4 // out // Index of FontFallbackChar + + Ascent: float; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + Descent: float; // 4+4 // out // Ascent: distance from top to bottom of e.g. 'A' [0..FontSize] (unscaled) + __bitfield: u32; + /* + MetricsTotalSurface: u32; /* 26 bits */ // 3 // out // Total surface in pixels to get an idea of the font rasterization/texture cost (not exact, we approximate the cost of padding between glyphs) + WantDestroy: u32; /* 1 bits */ // 0 // // Queued for destroy + LoadNoFallback: u32; /* 1 bits */ // 0 // // Disable loading fallback in lower-level calls. + LoadNoRenderOnLayout: u32; /* 1 bits */ // 0 // // Enable a two-steps mode where CalcTextSize() calls will load AdvanceX *without* rendering/packing glyphs. Only advantageous if you know that the glyph is unlikely to actually be rendered, otherwise it is slower because we'd do one query on the first CalcTextSize and one query on the first Draw.; + */ + + LastUsedFrame: s32; // 4 // // Record of that time this was bounds + BakedId: ID; // 4 // // Unique ID for this baked storage + OwnerFont: *ImFont; // 4-8 // in // Parent font + FontLoaderDatas: *void; // 4-8 // // Font loader opaque storage (per baked font * sources): single contiguous buffer allocated by imgui, passed to loader. + + // Functions + Constructor :: (this: *ImFontBaked) -> void #cpp_method #foreign imgui "??0ImFontBaked@@QEAA@XZ"; + ClearOutputData :: (this: *ImFontBaked) -> void #cpp_method #foreign imgui "?ClearOutputData@ImFontBaked@@QEAAXXZ"; + FindGlyph :: (this: *ImFontBaked, c: ImWchar) -> *ImFontGlyph #cpp_method #foreign imgui "?FindGlyph@ImFontBaked@@QEAAPEAUImFontGlyph@@I@Z"; + FindGlyphNoFallback :: (this: *ImFontBaked, c: ImWchar) -> *ImFontGlyph #cpp_method #foreign imgui "?FindGlyphNoFallback@ImFontBaked@@QEAAPEAUImFontGlyph@@I@Z"; + GetCharAdvance :: (this: *ImFontBaked, c: ImWchar) -> float #cpp_method #foreign imgui "?GetCharAdvance@ImFontBaked@@QEAAMI@Z"; + IsGlyphLoaded :: (this: *ImFontBaked, c: ImWchar) -> bool #cpp_method #foreign imgui "?IsGlyphLoaded@ImFontBaked@@QEAA_NI@Z"; +} + +set_MetricsTotalSurface :: (fields: *ImFontBaked, value: u32) { + MASK0: u32 : 0b11_1111_1111_1111_1111_1111_1111; + fields.__bitfield = (fields.__bitfield & ~MASK0) | (value & MASK0); +} +get_MetricsTotalSurface :: (fields: ImFontBaked) -> u32 { + return (fields.__bitfield & 0b11_1111_1111_1111_1111_1111_1111); +} + +set_WantDestroy :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 26; + else fields.__bitfield &= ~cast(u32)(1 << 26); +} +get_WantDestroy :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 26)) != 0; +} + +set_LoadNoFallback :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 27; + else fields.__bitfield &= ~cast(u32)(1 << 27); +} +get_LoadNoFallback :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 27)) != 0; +} + +set_LoadNoRenderOnLayout :: (fields: *ImFontBaked, value: bool) { + if value fields.__bitfield |= 1 << 28; + else fields.__bitfield &= ~cast(u32)(1 << 28); +} +get_LoadNoRenderOnLayout :: (fields: ImFontBaked) -> bool { + return (fields.__bitfield & (1 << 28)) != 0; +} + + +// Font flags +// (in future versions as we redesign font loading API, this will become more important and better documented. for now please consider this as internal/advanced use) +ImFontFlags :: enum_flags s32 { + None :: 0x0; + NoLoadError :: 0x2; + NoLoadGlyphs :: 0x4; + LockBakedSizes :: 0x8; + ImplicitRefSize :: 0x10; + + ImFontFlags_None :: None; + ImFontFlags_NoLoadError :: NoLoadError; + ImFontFlags_NoLoadGlyphs :: NoLoadGlyphs; + ImFontFlags_LockBakedSizes :: LockBakedSizes; + ImFontFlags_ImplicitRefSize :: ImplicitRefSize; +} + +// Font runtime data and rendering +// - ImFontAtlas automatically loads a default embedded font for you if you didn't load one manually. +// - Since 1.92.0 a font may be rendered as any size! Therefore a font doesn't have one specific size. +// - Use 'font->GetFontBaked(size)' to retrieve the ImFontBaked* corresponding to a given size. +// - If you used g.Font + g.FontSize (which is frequent from the ImGui layer), you can use g.FontBaked as a shortcut, as g.FontBaked == g.Font->GetFontBaked(g.FontSize). +ImFont :: struct { + LastBaked: *ImFontBaked; // 4-8 // Cache last bound baked. NEVER USE DIRECTLY. Use GetFontBaked(). + OwnerAtlas: *ImFontAtlas; // 4-8 // What we have been loaded into. + Flags: ImFontFlags; // 4 // Font flags. + CurrentRasterizerDensity: float; // Current rasterizer density. This is a varying state of the font. + + FontId: ID; // Unique identifier for the font + LegacySize: float; // 4 // in // Font size passed to AddFont(). Use for old code calling PushFont() expecting to use that size. (use ImGui::GetFontBaked() to get font baked at current bound size). + Sources: ImVector(*ImFontConfig); // 16 // in // List of sources. Pointers within OwnerAtlas->Sources[] + EllipsisChar: ImWchar; // 2-4 // out // Character used for ellipsis rendering ('...'). If you ever want to temporarily swap this for an alternative/dummy char, make sure to clear EllipsisAutoBake. + FallbackChar: ImWchar; // 2-4 // out // Character used if a glyph isn't found (U+FFFD, '?') + Used8kPagesMap: [17] ImU8; // 1 bytes if ImWchar=ImWchar16, 17 bytes if ImWchar==ImWchar32. Store 1-bit for each block of 8K codepoints that has one active glyph. This is mainly used to facilitate iterations across all used codepoints. + EllipsisAutoBake: bool; // 1 // // Mark when the "..." glyph (== EllipsisChar) needs to be generated by combining multiple '.'. + RemapPairs: Storage; // 16 // // Remapping pairs when using AddRemapChar(), otherwise empty. + + Scale: float; // 4 // in // Legacy base font scale (~1.0f), multiplied by the per-window font scale which you can adjust with SetWindowFontScale() + + // Methods + Constructor :: (this: *ImFont) -> void #cpp_method #foreign imgui "??0ImFont@@QEAA@XZ"; + Destructor :: (this: *ImFont) -> void #cpp_method #foreign imgui "??1ImFont@@QEAA@XZ"; + IsGlyphInFont :: (this: *ImFont, c: ImWchar) -> bool #cpp_method #foreign imgui "?IsGlyphInFont@ImFont@@QEAA_NI@Z"; + + // [Internal] Don't use! + // 'max_width' stops rendering after a certain width (could be turned into a 2d size). FLT_MAX to disable. + // 'wrap_width' enable automatic word-wrapping across multiple lines to fit into given width. 0.0f to disable. + GetFontBaked :: (this: *ImFont, font_size: float, density: float = -1.0) -> *ImFontBaked #cpp_method #foreign imgui "?GetFontBaked@ImFont@@QEAAPEAUImFontBaked@@MM@Z"; + CalcTextSizeA :: (this: *ImFont, size: float, max_width: float, wrap_width: float, text_begin: *u8, text_end: *u8 = null, out_remaining: **u8 = null) -> ImVec2 #cpp_method #cpp_return_type_is_non_pod #foreign imgui "?CalcTextSizeA@ImFont@@QEAA?AUImVec2@@MMMPEBD0PEAPEBD@Z"; + CalcTextSizeA :: (this: *ImFont, size: float, max_width: float, wrap_width: float, text: string, out_remaining: **u8 = null) -> ImVec2 #no_context { + return CalcTextSizeA(this, size, max_width, wrap_width, text.data, text.data + text.count, out_remaining); + } + CalcWordWrapPosition :: (this: *ImFont, size: float, text: *u8, text_end: *u8, wrap_width: float) -> *u8 #cpp_method #foreign imgui "?CalcWordWrapPosition@ImFont@@QEAAPEBDMPEBD0M@Z"; + CalcWordWrapPosition :: (this: *ImFont, size: float, text: string, wrap_width: float) -> *u8 #no_context { + return CalcWordWrapPosition(this, size, text.data, text.data + text.count, wrap_width); + } + RenderChar :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: *ImVec2, col: ImU32, c: ImWchar, cpu_fine_clip: *ImVec4 = null) -> void #cpp_method #foreign imgui "?RenderChar@ImFont@@QEAAXPEAUImDrawList@@MAEBUImVec2@@IIPEBUImVec4@@@Z"; + RenderChar :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: ImVec2, col: ImU32, c: ImWchar, cpu_fine_clip: *ImVec4 = null) #no_context { + RenderChar(this, draw_list, size, *pos, col, c, cpu_fine_clip); + } + RenderText :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: *ImVec2, col: ImU32, clip_rect: *ImVec4, text_begin: *u8, text_end: *u8, wrap_width: float = 0.0, flags: ImDrawTextFlags = 0) -> void #cpp_method #foreign imgui "?RenderText@ImFont@@QEAAXPEAUImDrawList@@MAEBUImVec2@@IAEBUImVec4@@PEBD3MH@Z"; + RenderText :: (this: *ImFont, draw_list: *ImDrawList, size: float, pos: ImVec2, col: ImU32, clip_rect: ImVec4, text: string, wrap_width: float = 0.0, flags: ImDrawTextFlags = 0) #no_context { + RenderText(this, draw_list, size, *pos, col, *clip_rect, text.data, text.data + text.count, wrap_width, flags); + } + + // [Internal] Don't use! + ClearOutputData :: (this: *ImFont) -> void #cpp_method #foreign imgui "?ClearOutputData@ImFont@@QEAAXXZ"; + AddRemapChar :: (this: *ImFont, from_codepoint: ImWchar, to_codepoint: ImWchar) -> void #cpp_method #foreign imgui "?AddRemapChar@ImFont@@QEAAXII@Z"; + IsGlyphRangeUnused :: (this: *ImFont, c_begin: u32, c_last: u32) -> bool #cpp_method #foreign imgui "?IsGlyphRangeUnused@ImFont@@QEAA_NII@Z"; +} + +// Flags stored in ImGuiViewport::Flags, giving indications to the platform backends. +ViewportFlags :: enum_flags s32 { + None :: 0x0; + IsPlatformWindow :: 0x1; + IsPlatformMonitor :: 0x2; + OwnedByApp :: 0x4; + NoDecoration :: 0x8; + NoTaskBarIcon :: 0x10; + NoFocusOnAppearing :: 0x20; + NoFocusOnClick :: 0x40; + NoInputs :: 0x80; + NoRendererClear :: 0x100; + NoAutoMerge :: 0x200; + TopMost :: 0x400; + CanHostOtherWindows :: 0x800; + + IsMinimized :: 0x1000; + IsFocused :: 0x2000; + + ImGuiViewportFlags_None :: None; + ImGuiViewportFlags_IsPlatformWindow :: IsPlatformWindow; + ImGuiViewportFlags_IsPlatformMonitor :: IsPlatformMonitor; + ImGuiViewportFlags_OwnedByApp :: OwnedByApp; + ImGuiViewportFlags_NoDecoration :: NoDecoration; + ImGuiViewportFlags_NoTaskBarIcon :: NoTaskBarIcon; + ImGuiViewportFlags_NoFocusOnAppearing :: NoFocusOnAppearing; + ImGuiViewportFlags_NoFocusOnClick :: NoFocusOnClick; + ImGuiViewportFlags_NoInputs :: NoInputs; + ImGuiViewportFlags_NoRendererClear :: NoRendererClear; + ImGuiViewportFlags_NoAutoMerge :: NoAutoMerge; + ImGuiViewportFlags_TopMost :: TopMost; + ImGuiViewportFlags_CanHostOtherWindows :: CanHostOtherWindows; + + ImGuiViewportFlags_IsMinimized :: IsMinimized; + ImGuiViewportFlags_IsFocused :: IsFocused; +} + +// - Currently represents the Platform Window created by the application which is hosting our Dear ImGui windows. +// - With multi-viewport enabled, we extend this concept to have multiple active viewports. +// - In the future we will extend this concept further to also represent Platform Monitor and support a "no main platform window" operation mode. +// - About Main Area vs Work Area: +// - Main Area = entire viewport. +// - Work Area = entire viewport minus sections used by main menu bars (for platform windows), or by task bar (for platform monitor). +// - Windows are generally trying to stay within the Work Area of their host viewport. +Viewport :: struct { + ID_: ID; // Unique identifier for the viewport + Flags: ViewportFlags; // See ImGuiViewportFlags_ + Pos: ImVec2; // Main Area: Position of the viewport (Dear ImGui coordinates are the same as OS desktop/native coordinates) + Size: ImVec2; // Main Area: Size of the viewport. + FramebufferScale: ImVec2; // Density of the viewport for Retina display (always 1,1 on Windows, may be 2,2 etc on macOS/iOS). This will affect font rasterizer density. + WorkPos: ImVec2; // Work Area: Position of the viewport minus task bars, menus bars, status bars (>= Pos) + WorkSize: ImVec2; // Work Area: Size of the viewport minus task bars, menu bars, status bars (<= Size) + DpiScale: float; // 1.0f = 96 DPI = No extra scale. + ParentViewportId: ID; // (Advanced) 0: no parent. Instruct the platform backend to setup a parent/child relationship between platform windows. + ParentViewport: *Viewport; // (Advanced) Direct shortcut to ImGui::FindViewportByID(ParentViewportId). NULL: no parent. + DrawData: *ImDrawData; // The ImDrawData corresponding to this viewport. Valid after Render() and until the next call to NewFrame(). + + RendererUserData: *void; // void* to hold custom data structure for the renderer (e.g. swap chain, framebuffers etc.). generally set by your Renderer_CreateWindow function. + PlatformUserData: *void; // void* to hold custom data structure for the OS / platform (e.g. windowing info, render context). generally set by your Platform_CreateWindow function. + PlatformIconData: *void; // void* to hold custom data structure for the OS / platform to specify an icon. Currently unused for exposed to allow experiments. + PlatformHandle: *void; // void* to hold higher-level, platform window handle (e.g. HWND for Win32 backend, Uint32 WindowID for SDL, GLFWWindow* for GLFW), for FindViewportByPlatformHandle(). + PlatformHandleRaw: *void; // void* to hold lower-level, platform-native window handle (always HWND on Win32 platform, unused for other platforms). + PlatformWindowCreated: bool; // Platform window has been created (Platform_CreateWindow() has been called). This is false during the first frame where a viewport is being created. + PlatformRequestMove: bool; // Platform window requested move (e.g. window was moved by the OS / host window manager, authoritative position will be OS window position) + PlatformRequestResize: bool; // Platform window requested resize (e.g. window was resized by the OS / host window manager, authoritative size will be OS window size) + PlatformRequestClose: bool; // Platform window requested closure (e.g. window was moved by the OS / host window manager, e.g. pressing ALT-F4) + + GetDebugName :: (this: *Viewport) -> *u8 #cpp_method #foreign imgui "?GetDebugName@ImGuiViewport@@QEBAPEBDXZ"; +} + +// Access via ImGui::GetPlatformIO() +PlatformIO :: struct { + Constructor :: (this: *PlatformIO) -> void #cpp_method #foreign imgui "??0ImGuiPlatformIO@@QEAA@XZ"; + + Platform_GetClipboardTextFn: #type (ctx: *ImGuiContext) -> *u8 #c_call; // Should return NULL on failure (e.g. clipboard data is not text). + Platform_SetClipboardTextFn: #type (ctx: *ImGuiContext, text: *u8) -> void #c_call; + Platform_ClipboardUserData: *void; + + // Optional: Open link/folder/file in OS Shell + // (default to use ShellExecuteW() on Windows, system() on Linux/Mac. expected to return false on failure, but some platforms may always return true) + Platform_OpenInShellFn: #type (ctx: *ImGuiContext, path: *u8) -> bool #c_call; + Platform_OpenInShellUserData: *void; + + // Optional: Notify OS Input Method Editor of the screen position of your cursor for text input position (e.g. when using Japanese/Chinese IME on Windows) + // (default to use native imm32 api on Windows) + Platform_SetImeDataFn: #type (ctx: *ImGuiContext, viewport: *Viewport, data: *PlatformImeData) -> void #c_call; + Platform_ImeUserData: *void; + + Platform_LocaleDecimalPoint: ImWchar; // '.' + + // Optional: Maximum texture size supported by renderer (used to adjust how we size textures). 0 if not known. + Renderer_TextureMaxWidth: s32; + Renderer_TextureMaxHeight: s32; + + // Written by some backends during ImGui_ImplXXXX_RenderDrawData() call to point backend_specific ImGui_ImplXXXX_RenderState* structure. + Renderer_RenderState: *void; + + DrawCallback_ResetRenderState: ImDrawCallback; // Request to reset the graphics/render state. + DrawCallback_SetSamplerLinear: ImDrawCallback; // Request backend to set texture sampling to Linear. + DrawCallback_SetSamplerNearest: ImDrawCallback; // Request backend to set texture sampling to Nearest/Point. + + Platform_CreateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Create a new platform window for the given viewport + Platform_DestroyWindow: #type (vp: *Viewport) -> void #c_call; // N . U . D // + Platform_ShowWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Newly created windows are initially hidden so SetWindowPos/Size/Title can be called on them before showing the window + Platform_SetWindowPos: #type (vp: *Viewport, pos: ImVec2) -> void #c_call; // . . U . . // Set platform window position (given the upper-left corner of client area) + Platform_GetWindowPos: #type (vp: *Viewport) -> ImVec2 #c_call #cpp_return_type_is_non_pod; // N . . . . // + Platform_SetWindowSize: #type (vp: *Viewport, size: ImVec2) -> void #c_call; // . . U . . // Set platform window client area size (ignoring OS decorations such as OS title bar etc.) + Platform_GetWindowSize: #type (vp: *Viewport) -> ImVec2 #c_call #cpp_return_type_is_non_pod; // N . . . . // Get platform window client area size + Platform_GetWindowFramebufferScale: #type (vp: *Viewport) -> ImVec2 #c_call #cpp_return_type_is_non_pod; // N . . . . // Return viewport density. Always 1,1 on Windows, often 2,2 on Retina display on macOS/iOS. MUST BE INTEGER VALUES. + Platform_SetWindowFocus: #type (vp: *Viewport) -> void #c_call; // N . . . . // Move window to front and set input focus + Platform_GetWindowFocus: #type (vp: *Viewport) -> bool #c_call; // . . U . . // + Platform_GetWindowMinimized: #type (vp: *Viewport) -> bool #c_call; // N . . . . // Get platform window minimized state. When minimized, we generally won't attempt to get/set size and contents will be culled more easily + Platform_SetWindowTitle: #type (vp: *Viewport, str: *u8) -> void #c_call; // . . U . . // Set platform window title (given an UTF-8 string) + Platform_SetWindowAlpha: #type (vp: *Viewport, alpha: float) -> void #c_call; // . . U . . // (Optional) Setup global transparency (not per-pixel transparency) + Platform_UpdateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // (Optional) Called by UpdatePlatformWindows(). Optional hook to allow the platform backend from doing general book-keeping every frame. + Platform_RenderWindow: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Main rendering (platform side! This is often unused, or just setting a "current" context for OpenGL bindings). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Platform_SwapBuffers: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Call Present/SwapBuffers (platform side! This is often unused!). 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Platform_GetWindowDpiScale: #type (vp: *Viewport) -> float #c_call; // N . . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Return DPI scale for this viewport. 1.0f = 96 DPI. + Platform_OnChangedViewport: #type (vp: *Viewport) -> void #c_call; // . F . . . // (Optional) [BETA] FIXME-DPI: DPI handling: Called during Begin() every time the viewport we are outputting into changes, so backend has a chance to swap fonts to adjust style. + Platform_GetWindowWorkAreaInsets: #type (vp: *Viewport) -> ImVec4 #c_call #cpp_return_type_is_non_pod; // N . . . . // (Optional) [BETA] Get initial work area inset for the viewport (won't be covered by main menu bar, dockspace over viewport etc.). Default to (0,0),(0,0). 'safeAreaInsets' in iOS land, 'DisplayCutout' in Android land. + Platform_CreateVkSurface: #type (vp: *Viewport, vk_inst: ImU64, vk_allocators: *void, out_vk_surface: *ImU64) -> s32 #c_call; // (Optional) For a Vulkan Renderer to call into Platform code (since the surface creation needs to tie them both). + + Renderer_CreateWindow: #type (vp: *Viewport) -> void #c_call; // . . U . . // Create swap chain, frame buffers etc. (called after Platform_CreateWindow) + Renderer_DestroyWindow: #type (vp: *Viewport) -> void #c_call; // N . U . D // Destroy swap chain, frame buffers etc. (called before Platform_DestroyWindow) + Renderer_SetWindowSize: #type (vp: *Viewport, size: ImVec2) -> void #c_call; // . . U . . // Resize swap chain, frame buffers etc. (called after Platform_SetWindowSize) + Renderer_RenderWindow: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Clear framebuffer, setup render target, then render the viewport->DrawData. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + Renderer_SwapBuffers: #type (vp: *Viewport, render_arg: *void) -> void #c_call; // . . . R . // (Optional) Call Present/SwapBuffers. 'render_arg' is the value passed to RenderPlatformWindowsDefault(). + + // (Optional) Monitor list + // - Updated by: app/backend. Update every frame to dynamically support changing monitor or DPI configuration. + // - Used by: dear imgui to query DPI info, clamp popups/tooltips within same monitor and not have them straddle monitors. + Monitors: ImVector(PlatformMonitor); + + Textures: ImVector(*ImTextureData); // List of textures used by Dear ImGui (most often 1) + contents of external texture list is automatically appended into this. + + Viewports: ImVector(*Viewport); // Main viewports, followed by all secondary viewports. + + //------------------------------------------------------------------ + // Functions + //------------------------------------------------------------------ + ClearPlatformHandlers :: (this: *PlatformIO) -> void #cpp_method #foreign imgui "?ClearPlatformHandlers@ImGuiPlatformIO@@QEAAXXZ"; + ClearRendererHandlers :: (this: *PlatformIO) -> void #cpp_method #foreign imgui "?ClearRendererHandlers@ImGuiPlatformIO@@QEAAXXZ"; +} + +// (Optional) This is required when enabling multi-viewport. Represent the bounds of each connected monitor/display and their DPI. +// We use this information for multiple DPI support + clamping the position of popups and tooltips so they don't straddle multiple monitors. +PlatformMonitor :: struct { + MainPos: ImVec2; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + MainSize: ImVec2; // Coordinates of the area displayed on this monitor (Min = upper left, Max = bottom right) + WorkPos: ImVec2; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + WorkSize: ImVec2; // Coordinates without task bars / side bars / menu bars. Used to avoid positioning popups/tooltips inside this region. If you don't have this info, please copy the value for MainPos/MainSize. + DpiScale: float; // 1.0f = 96 DPI + PlatformHandle: *void; // Backend dependant data (e.g. HMONITOR, GLFWmonitor*, SDL Display Index, NSScreen*) +} + +// (Optional) Support for IME (Input Method Editor) via the platform_io.Platform_SetImeDataFn() function. Handler is called during EndFrame(). +PlatformImeData :: struct { + WantVisible: bool; // A widget wants the IME to be visible. + WantTextInput: bool; // A widget wants text input, not necessarily IME to be visible. This is automatically set to the upcoming value of io.WantTextInput. + InputPos: ImVec2; // Position of input cursor (for IME). + InputLineHeight: float; // Line height (for IME). + ViewportId: ID; // ID of platform window/viewport. +} + +//-- OBSOLETED in 1.92.0: ImFontAtlasCustomRect becomes ImTextureRect +// - ImFontAtlasCustomRect::X,Y --> ImTextureRect::x,y +// - ImFontAtlasCustomRect::Width,Height --> ImTextureRect::w,h +// - ImFontAtlasCustomRect::GlyphColored --> if you need to write to this, instead you can write to 'font->Glyphs.back()->Colored' after calling AddCustomRectFontGlyph() +// We could make ImTextureRect an union to use old names, but 1) this would be confusing 2) the fix is easy 3) ImFontAtlasCustomRect was always a rather esoteric api. +ImFontAtlasCustomRect :: ImFontAtlasRect; + +#scope_file + +#import "Basic"; // For print_to_builder + +imgui :: #library,no_dll "ImGui.static"; diff --git a/modules/imgui-source/.editorconfig b/modules/imgui-source/.editorconfig new file mode 100644 index 0000000..5adfefa --- /dev/null +++ b/modules/imgui-source/.editorconfig @@ -0,0 +1,28 @@ +# See http://editorconfig.org to read about the EditorConfig format. +# - In theory automatically supported by VS2017+ and most common IDE or text editors. +# - In practice VS2019-VS2022 stills don't trim trailing whitespaces correctly :( +# - Suggest installing this to trim whitespaces: +# GitHub https://github.com/madskristensen/TrailingWhitespace +# VS2019 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespaceVisualizer +# VS2022 https://marketplace.visualstudio.com/items?itemName=MadsKristensen.TrailingWhitespace64 +# (in spite of its name doesn't only visualize but also trims) +# - Alternative for older VS2010 to VS2015: https://marketplace.visualstudio.com/items?itemName=EditorConfigTeam.EditorConfig + +# top-most EditorConfig file +root = true + +# Default settings: +# Use 4 spaces as indentation +[*] +indent_style = space +indent_size = 4 +insert_final_newline = true +trim_trailing_whitespace = true + +[imstb_*] +indent_size = 3 +trim_trailing_whitespace = false + +[Makefile] +indent_style = tab +indent_size = 4 diff --git a/modules/imgui-source/.gitattributes b/modules/imgui-source/.gitattributes new file mode 100644 index 0000000..d48470e --- /dev/null +++ b/modules/imgui-source/.gitattributes @@ -0,0 +1,30 @@ +* text=auto + +*.c text +*.cpp text +*.h text +*.m text +*.mm text +*.md text +*.txt text +*.html text +*.bat text +*.frag text +*.vert text +*.mkb text +*.icf text + +*.sln text eol=crlf +*.vcxproj text eol=crlf +*.vcxproj.filters text eol=crlf +*.natvis text eol=crlf + +Makefile text eol=lf +*.sh text eol=lf +*.pbxproj text eol=lf +*.storyboard text eol=lf +*.plist text eol=lf + +*.png binary +*.ttf binary +*.lib binary diff --git a/modules/imgui-source/.gitignore b/modules/imgui-source/.gitignore new file mode 100644 index 0000000..a8b4e38 --- /dev/null +++ b/modules/imgui-source/.gitignore @@ -0,0 +1,78 @@ +## Misc artifacts +.DS_Store +.claude +.vscode + +## Dear ImGui artifacts +imgui.ini +imgui*.ini + +## General build artifacts +*.o +*.obj +*.exe +examples/*/Debug/* +examples/*/Release/* +examples/*/x64/* +examples/*.tmp + +## Visual Studio artifacts +.vs +ipch +*.opensdf +*.log +*.pdb +*.ilk +*.user +*.sdf +*.suo +*.VC.db +*.VC.VC.opendb + +## Getting files created in JSON/Schemas/Catalog/ from a VS2022 update +JSON/ + +## Commonly used CMake directories & CMake CPM cache +build*/ +.cache + +## Xcode & macOS artifacts +project.xcworkspace +xcuserdata +examples/*/*.dSYM + +## Emscripten artifacts +examples/*.o.tmp +examples/*.out.js +examples/*.out.wasm +examples/example_glfw_opengl3/web/* +examples/example_glfw_wgpu/web/* +examples/example_glfw_wgpu/external/* +examples/example_sdl2_opengl3/web/* +examples/example_sdl2_wgpu/web/* +examples/example_sdl3_opengl3/web/* +examples/example_sdl3_wgpu/web/* + +## JetBrains IDE artifacts +.idea +cmake-build-* + +## Unix executables from our example Makefiles +examples/example_apple_metal/example_apple_metal +examples/example_apple_opengl2/example_apple_opengl2 +examples/example_glfw_metal/example_glfw_metal +examples/example_glfw_opengl2/example_glfw_opengl2 +examples/example_glfw_opengl3/example_glfw_opengl3 +examples/example_glfw_vulkan/example_glfw_vulkan +examples/example_glut_opengl2/example_glut_opengl2 +examples/example_null/example_null +examples/example_sdl2_metal/example_sdl2_metal +examples/example_sdl2_opengl2/example_sdl2_opengl2 +examples/example_sdl2_opengl3/example_sdl2_opengl3 +examples/example_sdl2_sdlrenderer2/example_sdl2_sdlrenderer2 +examples/example_sdl2_vulkan/example_sdl2_vulkan +examples/example_sdl3_metal/example_sdl3_metal +examples/example_sdl3_opengl3/example_sdl3_opengl3 +examples/example_sdl3_sdlgpu3/example_sdl3_sdlgpu3 +examples/example_sdl3_sdlrenderer3/example_sdl3_sdlrenderer3 +examples/example_sdl3_vulkan/example_sdl3_vulkan diff --git a/modules/imgui-source/LICENSE.txt b/modules/imgui-source/LICENSE.txt new file mode 100644 index 0000000..d5ba315 --- /dev/null +++ b/modules/imgui-source/LICENSE.txt @@ -0,0 +1,21 @@ +The MIT License (MIT) + +Copyright (c) 2014-2026 Omar Cornut + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/modules/imgui-source/backends/imgui_impl_allegro5.cpp b/modules/imgui-source/backends/imgui_impl_allegro5.cpp new file mode 100644 index 0000000..e352121 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_allegro5.cpp @@ -0,0 +1,705 @@ +// dear imgui: Renderer + Platform Backend for Allegro 5 +// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Clipboard support (from Allegro 5.1.12). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features or Issues: +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation. +// [ ] Platform: Missing gamepad support. +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported by Allegro5). (#9378) +// 2025-09-18: Call platform_io.ClearRendererHandlers() and platform_io.ClearPlatformHandlers() on shutdown. +// 2025-08-12: Inputs: fixed missing support for ImGuiKey_PrintScreen under Windows, as raw Allegro 5 does not receive it. +// 2025-08-12: Added ImGui_ImplAllegro5_SetDisplay() function to change current ALLEGRO_DISPLAY, as Allegro applications often need to do that. +// 2025-07-07: Fixed texture update broken on some platforms where ALLEGRO_LOCK_WRITEONLY needed all texels to be rewritten. +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture(). +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-01-06: Avoid calling al_set_mouse_cursor() repeatedly since it appears to leak on on X11 (#8256). +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// 2022-11-30: Renderer: Restoring using al_draw_indexed_prim() when Allegro version is >= 5.2.5. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always calling io.AddKeyModsEvent() next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-08: Renderer: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-08-17: Calling io.AddFocusEvent() on ALLEGRO_EVENT_DISPLAY_SWITCH_OUT/ALLEGRO_EVENT_DISPLAY_SWITCH_IN events. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: Renderer: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2020-08-10: Inputs: Fixed horizontal mouse wheel direction. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter character value from ALLEGRO_EVENT_KEY_CHAR before calling AddInputCharacter(). +// 2019-04-30: Renderer: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-11-30: Platform: Added touchscreen support. +// 2018-11-30: Misc: Setting up io.BackendPlatformName/io.BackendRendererName so they can be displayed in the About Window. +// 2018-06-13: Platform: Added clipboard support (from Allegro 5.1.12). +// 2018-06-13: Renderer: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-06-13: Renderer: Stopped using al_draw_indexed_prim() as it is buggy in Allegro's DX9 backend. +// 2018-06-13: Renderer: Backup/restore transform and clipping rectangle. +// 2018-06-11: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-04-18: Misc: Renamed file from imgui_impl_a5.cpp to imgui_impl_allegro5.cpp. +// 2018-04-18: Misc: Added support for 32-bit vertex indices to avoid conversion at runtime. Added imconfig_allegro5.h to enforce 32-bit indices when included from imgui.h. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplAllegro5_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_allegro5.h" +#include // uint64_t +#include // memcpy + +// Allegro +#include +#include +#ifdef _WIN32 +#include +#endif +#define ALLEGRO_HAS_CLIPBOARD ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (1 << 16) | (12 << 8))) // Clipboard only supported from Allegro 5.1.12 +#define ALLEGRO_HAS_DRAW_INDEXED_PRIM ((ALLEGRO_VERSION_INT & ~ALLEGRO_UNSTABLE_BIT) >= ((5 << 24) | (2 << 16) | ( 5 << 8))) // DX9 implementation of al_draw_indexed_prim() got fixed in Allegro 5.2.5 + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +struct ImDrawVertAllegro +{ + ImVec2 pos; + ImVec2 uv; + ALLEGRO_COLOR col; +}; + +// FIXME-OPT: Unfortunately Allegro doesn't support 32-bit packed colors so we have to convert them to 4 float as well.. +// FIXME-OPT: Consider inlining al_map_rgba()? +// see https://github.com/liballeg/allegro5/blob/master/src/pixels.c#L554 +// and https://github.com/liballeg/allegro5/blob/master/include/allegro5/internal/aintern_pixels.h +#define DRAW_VERT_IMGUI_TO_ALLEGRO(DST, SRC) { (DST)->pos = (SRC)->pos; (DST)->uv = (SRC)->uv; unsigned char* c = (unsigned char*)&(SRC)->col; (DST)->col = al_map_rgba(c[0], c[1], c[2], c[3]); } + +// Allegro Data +struct ImGui_ImplAllegro5_Data +{ + ALLEGRO_DISPLAY* Display; + ALLEGRO_BITMAP* Texture; + double Time; + ALLEGRO_MOUSE_CURSOR* MouseCursorInvisible; + ALLEGRO_VERTEX_DECL* VertexDecl; + char* ClipboardTextData; + ImGuiMouseCursor LastCursor; + + ImVector BufVertices; + ImVector BufIndices; + + ImGui_ImplAllegro5_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +static ImGui_ImplAllegro5_Data* ImGui_ImplAllegro5_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplAllegro5_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; } + +static void ImGui_ImplAllegro5_SetupRenderState(ImDrawData* draw_data) +{ + // Setup blending + al_set_separate_blender(ALLEGRO_ADD, ALLEGRO_ALPHA, ALLEGRO_INVERSE_ALPHA, ALLEGRO_ADD, ALLEGRO_ONE, ALLEGRO_INVERSE_ALPHA); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + ALLEGRO_TRANSFORM transform; + al_identity_transform(&transform); + al_use_transform(&transform); + al_orthographic_transform(&transform, L, T, 1.0f, R, B, -1.0f); + al_use_projection_transform(&transform); + } +} + +// Draw callbacks +static void ImGui_ImplAllegro5_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. + +// Render function +void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplAllegro5_UpdateTexture(tex); + + // Backup Allegro state that will be modified + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ALLEGRO_TRANSFORM last_transform = *al_get_current_transform(); + ALLEGRO_TRANSFORM last_projection_transform = *al_get_current_projection_transform(); + int last_clip_x, last_clip_y, last_clip_w, last_clip_h; + al_get_clipping_rectangle(&last_clip_x, &last_clip_y, &last_clip_w, &last_clip_h); + int last_blender_op, last_blender_src, last_blender_dst; + al_get_blender(&last_blender_op, &last_blender_src, &last_blender_dst); + + // Setup desired render state + ImGui_ImplAllegro5_SetupRenderState(draw_data); + + // Render command lists + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + ImVector& vertices = bd->BufVertices; +#if ALLEGRO_HAS_DRAW_INDEXED_PRIM + vertices.resize(draw_list->VtxBuffer.Size); + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + const ImDrawVert* src_v = &draw_list->VtxBuffer[i]; + ImDrawVertAllegro* dst_v = &vertices[i]; + DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); + } + const int* indices = nullptr; + if (sizeof(ImDrawIdx) == 2) + { + // FIXME-OPT: Allegro doesn't support 16-bit indices. + // You can '#define ImDrawIdx int' in imconfig.h to request Dear ImGui to output 32-bit indices. + // Otherwise, we convert them from 16-bit to 32-bit at runtime here, which works perfectly but is a little wasteful. + bd->BufIndices.resize(draw_list->IdxBuffer.Size); + for (int i = 0; i < draw_list->IdxBuffer.Size; ++i) + bd->BufIndices[i] = (int)draw_list->IdxBuffer.Data[i]; + indices = bd->BufIndices.Data; + } + else if (sizeof(ImDrawIdx) == 4) + { + indices = (const int*)draw_list->IdxBuffer.Data; + } +#else + // Allegro's implementation of al_draw_indexed_prim() for DX9 was broken until 5.2.5. Unindex buffers ourselves while converting vertex format. + vertices.resize(draw_list->IdxBuffer.Size); + for (int i = 0; i < draw_list->IdxBuffer.Size; i++) + { + const ImDrawVert* src_v = &draw_list->VtxBuffer[draw_list->IdxBuffer[i]]; + ImDrawVertAllegro* dst_v = &vertices[i]; + DRAW_VERT_IMGUI_TO_ALLEGRO(dst_v, src_v); + } +#endif + + // Render command lists + ImVec2 clip_off = draw_data->DisplayPos; + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplAllegro5_DrawCallback_ResetRenderState) + ImGui_ImplAllegro5_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + ALLEGRO_BITMAP* texture = (ALLEGRO_BITMAP*)pcmd->GetTexID(); + al_set_clipping_rectangle(clip_min.x, clip_min.y, clip_max.x - clip_min.x, clip_max.y - clip_min.y); +#if ALLEGRO_HAS_DRAW_INDEXED_PRIM + al_draw_indexed_prim(&vertices[0], bd->VertexDecl, texture, &indices[pcmd->IdxOffset], pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); +#else + al_draw_prim(&vertices[0], bd->VertexDecl, texture, pcmd->IdxOffset, pcmd->IdxOffset + pcmd->ElemCount, ALLEGRO_PRIM_TRIANGLE_LIST); +#endif + } + } + } + + // Restore modified Allegro state + al_set_blender(last_blender_op, last_blender_src, last_blender_dst); + al_set_clipping_rectangle(last_clip_x, last_clip_y, last_clip_w, last_clip_h); + al_use_transform(&last_transform); + al_use_projection_transform(&last_projection_transform); +} + +bool ImGui_ImplAllegro5_CreateDeviceObjects() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + + // Create an invisible mouse cursor + // Because al_hide_mouse_cursor() seems to mess up with the actual inputs.. + ALLEGRO_BITMAP* mouse_cursor = al_create_bitmap(8, 8); + bd->MouseCursorInvisible = al_create_mouse_cursor(mouse_cursor, 0, 0); + al_destroy_bitmap(mouse_cursor); + + return true; +} + +void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + const int new_bitmap_flags = al_get_new_bitmap_flags(); + int new_bitmap_format = al_get_new_bitmap_format(); + al_set_new_bitmap_flags(ALLEGRO_MEMORY_BITMAP | ALLEGRO_MIN_LINEAR | ALLEGRO_MAG_LINEAR); + al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ABGR_8888_LE); + ALLEGRO_BITMAP* cpu_bitmap = al_create_bitmap(tex->Width, tex->Height); + IM_ASSERT(cpu_bitmap != nullptr && "Backend failed to create texture!"); + + // Upload pixels + ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap(cpu_bitmap, al_get_bitmap_format(cpu_bitmap), ALLEGRO_LOCK_WRITEONLY); + IM_ASSERT(locked_region != nullptr && "Backend failed to create texture!"); + memcpy(locked_region->data, tex->GetPixels(), tex->GetSizeInBytes()); + al_unlock_bitmap(cpu_bitmap); + + // Convert software texture to hardware texture. + al_set_new_bitmap_flags(ALLEGRO_VIDEO_BITMAP); + al_set_new_bitmap_format(ALLEGRO_PIXEL_FORMAT_ANY_32_WITH_ALPHA); + ALLEGRO_BITMAP* gpu_bitmap = al_clone_bitmap(cpu_bitmap); + al_destroy_bitmap(cpu_bitmap); + IM_ASSERT(gpu_bitmap != nullptr && "Backend failed to create texture!"); + + al_set_new_bitmap_flags(new_bitmap_flags); + al_set_new_bitmap_format(new_bitmap_format); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gpu_bitmap); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + ImTextureRect r = tex->UpdateRect; // Bounding box encompassing all individual updates + ALLEGRO_BITMAP* gpu_bitmap = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID; + ALLEGRO_LOCKED_REGION* locked_region = al_lock_bitmap_region(gpu_bitmap, r.x, r.y, r.w, r.h, al_get_bitmap_format(gpu_bitmap), ALLEGRO_LOCK_WRITEONLY); + IM_ASSERT(locked_region && "Backend failed to update texture!"); + for (int y = 0; y < r.h; y++) + memcpy((unsigned char*)locked_region->data + locked_region->pitch * y, tex->GetPixelsAt(r.x, r.y + y), r.w * tex->BytesPerPixel); // dst, src, block pitch + al_unlock_bitmap(gpu_bitmap); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + ALLEGRO_BITMAP* backend_tex = (ALLEGRO_BITMAP*)(intptr_t)tex->TexID; + if (backend_tex) + al_destroy_bitmap(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } +} + +void ImGui_ImplAllegro5_InvalidateDeviceObjects() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplAllegro5_UpdateTexture(tex); + } + + // Destroy mouse cursor + if (bd->MouseCursorInvisible) + { + al_destroy_mouse_cursor(bd->MouseCursorInvisible); + bd->MouseCursorInvisible = nullptr; + } +} + +#if ALLEGRO_HAS_CLIPBOARD +static const char* ImGui_ImplAllegro5_GetClipboardText(ImGuiContext*) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + bd->ClipboardTextData = al_get_clipboard_text(bd->Display); + return bd->ClipboardTextData; +} + +static void ImGui_ImplAllegro5_SetClipboardText(ImGuiContext*, const char* text) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + al_set_clipboard_text(bd->Display, text); +} +#endif + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code); +ImGuiKey ImGui_ImplAllegro5_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case ALLEGRO_KEY_TAB: return ImGuiKey_Tab; + case ALLEGRO_KEY_LEFT: return ImGuiKey_LeftArrow; + case ALLEGRO_KEY_RIGHT: return ImGuiKey_RightArrow; + case ALLEGRO_KEY_UP: return ImGuiKey_UpArrow; + case ALLEGRO_KEY_DOWN: return ImGuiKey_DownArrow; + case ALLEGRO_KEY_PGUP: return ImGuiKey_PageUp; + case ALLEGRO_KEY_PGDN: return ImGuiKey_PageDown; + case ALLEGRO_KEY_HOME: return ImGuiKey_Home; + case ALLEGRO_KEY_END: return ImGuiKey_End; + case ALLEGRO_KEY_INSERT: return ImGuiKey_Insert; + case ALLEGRO_KEY_DELETE: return ImGuiKey_Delete; + case ALLEGRO_KEY_BACKSPACE: return ImGuiKey_Backspace; + case ALLEGRO_KEY_SPACE: return ImGuiKey_Space; + case ALLEGRO_KEY_ENTER: return ImGuiKey_Enter; + case ALLEGRO_KEY_ESCAPE: return ImGuiKey_Escape; + case ALLEGRO_KEY_QUOTE: return ImGuiKey_Apostrophe; + case ALLEGRO_KEY_COMMA: return ImGuiKey_Comma; + case ALLEGRO_KEY_MINUS: return ImGuiKey_Minus; + case ALLEGRO_KEY_FULLSTOP: return ImGuiKey_Period; + case ALLEGRO_KEY_SLASH: return ImGuiKey_Slash; + case ALLEGRO_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case ALLEGRO_KEY_EQUALS: return ImGuiKey_Equal; + case ALLEGRO_KEY_OPENBRACE: return ImGuiKey_LeftBracket; + case ALLEGRO_KEY_BACKSLASH: return ImGuiKey_Backslash; + case ALLEGRO_KEY_CLOSEBRACE: return ImGuiKey_RightBracket; + case ALLEGRO_KEY_TILDE: return ImGuiKey_GraveAccent; + case ALLEGRO_KEY_CAPSLOCK: return ImGuiKey_CapsLock; + case ALLEGRO_KEY_SCROLLLOCK: return ImGuiKey_ScrollLock; + case ALLEGRO_KEY_NUMLOCK: return ImGuiKey_NumLock; + case ALLEGRO_KEY_PRINTSCREEN: return ImGuiKey_PrintScreen; + case ALLEGRO_KEY_PAUSE: return ImGuiKey_Pause; + case ALLEGRO_KEY_PAD_0: return ImGuiKey_Keypad0; + case ALLEGRO_KEY_PAD_1: return ImGuiKey_Keypad1; + case ALLEGRO_KEY_PAD_2: return ImGuiKey_Keypad2; + case ALLEGRO_KEY_PAD_3: return ImGuiKey_Keypad3; + case ALLEGRO_KEY_PAD_4: return ImGuiKey_Keypad4; + case ALLEGRO_KEY_PAD_5: return ImGuiKey_Keypad5; + case ALLEGRO_KEY_PAD_6: return ImGuiKey_Keypad6; + case ALLEGRO_KEY_PAD_7: return ImGuiKey_Keypad7; + case ALLEGRO_KEY_PAD_8: return ImGuiKey_Keypad8; + case ALLEGRO_KEY_PAD_9: return ImGuiKey_Keypad9; + case ALLEGRO_KEY_PAD_DELETE: return ImGuiKey_KeypadDecimal; + case ALLEGRO_KEY_PAD_SLASH: return ImGuiKey_KeypadDivide; + case ALLEGRO_KEY_PAD_ASTERISK: return ImGuiKey_KeypadMultiply; + case ALLEGRO_KEY_PAD_MINUS: return ImGuiKey_KeypadSubtract; + case ALLEGRO_KEY_PAD_PLUS: return ImGuiKey_KeypadAdd; + case ALLEGRO_KEY_PAD_ENTER: return ImGuiKey_KeypadEnter; + case ALLEGRO_KEY_PAD_EQUALS: return ImGuiKey_KeypadEqual; + case ALLEGRO_KEY_LCTRL: return ImGuiKey_LeftCtrl; + case ALLEGRO_KEY_LSHIFT: return ImGuiKey_LeftShift; + case ALLEGRO_KEY_ALT: return ImGuiKey_LeftAlt; + case ALLEGRO_KEY_LWIN: return ImGuiKey_LeftSuper; + case ALLEGRO_KEY_RCTRL: return ImGuiKey_RightCtrl; + case ALLEGRO_KEY_RSHIFT: return ImGuiKey_RightShift; + case ALLEGRO_KEY_ALTGR: return ImGuiKey_RightAlt; + case ALLEGRO_KEY_RWIN: return ImGuiKey_RightSuper; + case ALLEGRO_KEY_MENU: return ImGuiKey_Menu; + case ALLEGRO_KEY_0: return ImGuiKey_0; + case ALLEGRO_KEY_1: return ImGuiKey_1; + case ALLEGRO_KEY_2: return ImGuiKey_2; + case ALLEGRO_KEY_3: return ImGuiKey_3; + case ALLEGRO_KEY_4: return ImGuiKey_4; + case ALLEGRO_KEY_5: return ImGuiKey_5; + case ALLEGRO_KEY_6: return ImGuiKey_6; + case ALLEGRO_KEY_7: return ImGuiKey_7; + case ALLEGRO_KEY_8: return ImGuiKey_8; + case ALLEGRO_KEY_9: return ImGuiKey_9; + case ALLEGRO_KEY_A: return ImGuiKey_A; + case ALLEGRO_KEY_B: return ImGuiKey_B; + case ALLEGRO_KEY_C: return ImGuiKey_C; + case ALLEGRO_KEY_D: return ImGuiKey_D; + case ALLEGRO_KEY_E: return ImGuiKey_E; + case ALLEGRO_KEY_F: return ImGuiKey_F; + case ALLEGRO_KEY_G: return ImGuiKey_G; + case ALLEGRO_KEY_H: return ImGuiKey_H; + case ALLEGRO_KEY_I: return ImGuiKey_I; + case ALLEGRO_KEY_J: return ImGuiKey_J; + case ALLEGRO_KEY_K: return ImGuiKey_K; + case ALLEGRO_KEY_L: return ImGuiKey_L; + case ALLEGRO_KEY_M: return ImGuiKey_M; + case ALLEGRO_KEY_N: return ImGuiKey_N; + case ALLEGRO_KEY_O: return ImGuiKey_O; + case ALLEGRO_KEY_P: return ImGuiKey_P; + case ALLEGRO_KEY_Q: return ImGuiKey_Q; + case ALLEGRO_KEY_R: return ImGuiKey_R; + case ALLEGRO_KEY_S: return ImGuiKey_S; + case ALLEGRO_KEY_T: return ImGuiKey_T; + case ALLEGRO_KEY_U: return ImGuiKey_U; + case ALLEGRO_KEY_V: return ImGuiKey_V; + case ALLEGRO_KEY_W: return ImGuiKey_W; + case ALLEGRO_KEY_X: return ImGuiKey_X; + case ALLEGRO_KEY_Y: return ImGuiKey_Y; + case ALLEGRO_KEY_Z: return ImGuiKey_Z; + case ALLEGRO_KEY_F1: return ImGuiKey_F1; + case ALLEGRO_KEY_F2: return ImGuiKey_F2; + case ALLEGRO_KEY_F3: return ImGuiKey_F3; + case ALLEGRO_KEY_F4: return ImGuiKey_F4; + case ALLEGRO_KEY_F5: return ImGuiKey_F5; + case ALLEGRO_KEY_F6: return ImGuiKey_F6; + case ALLEGRO_KEY_F7: return ImGuiKey_F7; + case ALLEGRO_KEY_F8: return ImGuiKey_F8; + case ALLEGRO_KEY_F9: return ImGuiKey_F9; + case ALLEGRO_KEY_F10: return ImGuiKey_F10; + case ALLEGRO_KEY_F11: return ImGuiKey_F11; + case ALLEGRO_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Setup backend capabilities flags + ImGui_ImplAllegro5_Data* bd = IM_NEW(ImGui_ImplAllegro5_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = io.BackendRendererName = "imgui_impl_allegro5"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + + bd->LastCursor = ALLEGRO_SYSTEM_MOUSE_CURSOR_NONE; + + ImGui_ImplAllegro5_SetDisplay(display); + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +#if ALLEGRO_HAS_CLIPBOARD + platform_io.Platform_SetClipboardTextFn = ImGui_ImplAllegro5_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplAllegro5_GetClipboardText; +#endif + platform_io.DrawCallback_ResetRenderState = ImGui_ImplAllegro5_DrawCallback_ResetRenderState; + + return true; +} + +void ImGui_ImplAllegro5_Shutdown() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplAllegro5_InvalidateDeviceObjects(); + if (bd->VertexDecl) + al_destroy_vertex_decl(bd->VertexDecl); + if (bd->ClipboardTextData) + al_free(bd->ClipboardTextData); + + io.BackendPlatformName = io.BackendRendererName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); + platform_io.ClearPlatformHandlers(); + IM_DELETE(bd); +} + +void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + bd->Display = display; + + if (bd->VertexDecl) + { + al_destroy_vertex_decl(bd->VertexDecl); + bd->VertexDecl = nullptr; + } + + if (bd->Display && !bd->VertexDecl) + { + // Create custom vertex declaration. + // Unfortunately Allegro doesn't support 32-bits packed colors so we have to convert them to 4 floats. + // We still use a custom declaration to use 'ALLEGRO_PRIM_TEX_COORD' instead of 'ALLEGRO_PRIM_TEX_COORD_PIXEL' else we can't do a reliable conversion. + ALLEGRO_VERTEX_ELEMENT elems[] = + { + { ALLEGRO_PRIM_POSITION, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, pos) }, + { ALLEGRO_PRIM_TEX_COORD, ALLEGRO_PRIM_FLOAT_2, offsetof(ImDrawVertAllegro, uv) }, + { ALLEGRO_PRIM_COLOR_ATTR, 0, offsetof(ImDrawVertAllegro, col) }, + { 0, 0, 0 } + }; + bd->VertexDecl = al_create_vertex_decl(elems, sizeof(ImDrawVertAllegro)); + } +} + +// ev->keyboard.modifiers seems always zero so using that... +static void ImGui_ImplAllegro5_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + ALLEGRO_KEYBOARD_STATE keys; + al_get_keyboard_state(&keys); + io.AddKeyEvent(ImGuiMod_Ctrl, al_key_down(&keys, ALLEGRO_KEY_LCTRL) || al_key_down(&keys, ALLEGRO_KEY_RCTRL)); + io.AddKeyEvent(ImGuiMod_Shift, al_key_down(&keys, ALLEGRO_KEY_LSHIFT) || al_key_down(&keys, ALLEGRO_KEY_RSHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, al_key_down(&keys, ALLEGRO_KEY_ALT) || al_key_down(&keys, ALLEGRO_KEY_ALTGR)); + io.AddKeyEvent(ImGuiMod_Super, al_key_down(&keys, ALLEGRO_KEY_LWIN) || al_key_down(&keys, ALLEGRO_KEY_RWIN)); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* ev) +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + switch (ev->type) + { + case ALLEGRO_EVENT_MOUSE_AXES: + if (ev->mouse.display == bd->Display) + { + io.AddMousePosEvent(ev->mouse.x, ev->mouse.y); + io.AddMouseWheelEvent(-ev->mouse.dw, ev->mouse.dz); + } + return true; + case ALLEGRO_EVENT_MOUSE_BUTTON_DOWN: + case ALLEGRO_EVENT_MOUSE_BUTTON_UP: + if (ev->mouse.display == bd->Display && ev->mouse.button > 0 && ev->mouse.button <= 5) + io.AddMouseButtonEvent(ev->mouse.button - 1, ev->type == ALLEGRO_EVENT_MOUSE_BUTTON_DOWN); + return true; + case ALLEGRO_EVENT_TOUCH_MOVE: + if (ev->touch.display == bd->Display) + io.AddMousePosEvent(ev->touch.x, ev->touch.y); + return true; + case ALLEGRO_EVENT_TOUCH_BEGIN: + case ALLEGRO_EVENT_TOUCH_END: + case ALLEGRO_EVENT_TOUCH_CANCEL: + if (ev->touch.display == bd->Display && ev->touch.primary) + io.AddMouseButtonEvent(0, ev->type == ALLEGRO_EVENT_TOUCH_BEGIN); + return true; + case ALLEGRO_EVENT_MOUSE_LEAVE_DISPLAY: + if (ev->mouse.display == bd->Display) + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + return true; + case ALLEGRO_EVENT_KEY_CHAR: + if (ev->keyboard.display == bd->Display) + if (ev->keyboard.unichar != 0) + io.AddInputCharacter((unsigned int)ev->keyboard.unichar); + return true; + case ALLEGRO_EVENT_KEY_DOWN: + case ALLEGRO_EVENT_KEY_UP: + if (ev->keyboard.display == bd->Display) + { + ImGui_ImplAllegro5_UpdateKeyModifiers(); + ImGuiKey key = ImGui_ImplAllegro5_KeyCodeToImGuiKey(ev->keyboard.keycode); + io.AddKeyEvent(key, (ev->type == ALLEGRO_EVENT_KEY_DOWN)); + io.SetKeyEventNativeData(key, ev->keyboard.keycode, -1); // To support legacy indexing (<1.87 user code) + } + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_OUT: + if (ev->display.source == bd->Display) + io.AddFocusEvent(false); + return true; + case ALLEGRO_EVENT_DISPLAY_SWITCH_IN: + if (ev->display.source == bd->Display) + { + io.AddFocusEvent(true); +#if defined(ALLEGRO_UNSTABLE) + al_clear_keyboard_state(bd->Display); +#endif + } + return true; + } + return false; +} + +static void ImGui_ImplAllegro5_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + + // Hide OS mouse cursor if imgui is drawing it + if (io.MouseDrawCursor) + imgui_cursor = ImGuiMouseCursor_None; + + if (bd->LastCursor == imgui_cursor) + return; + bd->LastCursor = imgui_cursor; + if (imgui_cursor == ImGuiMouseCursor_None) + { + al_set_mouse_cursor(bd->Display, bd->MouseCursorInvisible); + } + else + { + ALLEGRO_SYSTEM_MOUSE_CURSOR cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_DEFAULT; + switch (imgui_cursor) + { + case ImGuiMouseCursor_TextInput: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_EDIT; break; + case ImGuiMouseCursor_ResizeAll: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_MOVE; break; + case ImGuiMouseCursor_ResizeNS: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_N; break; + case ImGuiMouseCursor_ResizeEW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_E; break; + case ImGuiMouseCursor_ResizeNESW: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NE; break; + case ImGuiMouseCursor_ResizeNWSE: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_RESIZE_NW; break; + case ImGuiMouseCursor_Wait: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_BUSY; break; + case ImGuiMouseCursor_Progress: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_PROGRESS; break; + case ImGuiMouseCursor_NotAllowed: cursor_id = ALLEGRO_SYSTEM_MOUSE_CURSOR_UNAVAILABLE; break; + } + al_set_system_mouse_cursor(bd->Display, cursor_id); + } +} + +void ImGui_ImplAllegro5_NewFrame() +{ + ImGui_ImplAllegro5_Data* bd = ImGui_ImplAllegro5_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplAllegro5_Init()?"); + + if (!bd->MouseCursorInvisible) + ImGui_ImplAllegro5_CreateDeviceObjects(); + + // Setup display size (every frame to accommodate for window resizing) + ImGuiIO& io = ImGui::GetIO(); + int w, h; + w = al_get_display_width(bd->Display); + h = al_get_display_height(bd->Display); + io.DisplaySize = ImVec2((float)w, (float)h); + + // Setup time step + double current_time = al_get_time(); + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + // Allegro 5 doesn't receive PrintScreen under Windows +#ifdef _WIN32 + io.AddKeyEvent(ImGuiKey_PrintScreen, (::GetAsyncKeyState(VK_SNAPSHOT) & 0x8000) != 0); +#endif + + // Setup mouse cursor shape + ImGui_ImplAllegro5_UpdateMouseCursor(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_allegro5.h b/modules/imgui-source/backends/imgui_impl_allegro5.h new file mode 100644 index 0000000..8ed7793 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_allegro5.h @@ -0,0 +1,46 @@ +// dear imgui: Renderer + Platform Backend for Allegro 5 +// (Info: Allegro 5 is a cross-platform general purpose library for handling windows, inputs, graphics, etc.) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ALLEGRO_BITMAP*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy ALLEGRO_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Clipboard support (from Allegro 5.1.12). +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// Missing features or Issues: +// [ ] Renderer: The renderer is suboptimal as we need to unindex our buffers and convert vertices manually. +// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: Allegro5 cannot enable/disable LINEAR bitmap flags after creation. +// [ ] Platform: Missing gamepad support. +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ALLEGRO_DISPLAY; +union ALLEGRO_EVENT; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplAllegro5_Init(ALLEGRO_DISPLAY* display); +IMGUI_IMPL_API void ImGui_ImplAllegro5_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_RenderDrawData(ImDrawData* draw_data); +IMGUI_IMPL_API bool ImGui_ImplAllegro5_ProcessEvent(ALLEGRO_EVENT* event); +IMGUI_IMPL_API void ImGui_ImplAllegro5_SetDisplay(ALLEGRO_DISPLAY* display); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplAllegro5_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplAllegro5_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplAllegro5_UpdateTexture(ImTextureData* tex); + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_android.cpp b/modules/imgui-source/backends/imgui_impl_android.cpp new file mode 100644 index 0000000..13294cb --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_android.cpp @@ -0,0 +1,309 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// Missing features or Issues: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. +// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-03-04: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_android.h" +#include +#include +#include +#include +#include + +// Android data +static double g_Time = 0.0; +static ANativeWindow* g_Window; +static char g_LogTag[] = "ImGuiExample"; + +static ImGuiKey ImGui_ImplAndroid_KeyCodeToImGuiKey(int32_t key_code) +{ + switch (key_code) + { + case AKEYCODE_TAB: return ImGuiKey_Tab; + case AKEYCODE_DPAD_LEFT: return ImGuiKey_LeftArrow; + case AKEYCODE_DPAD_RIGHT: return ImGuiKey_RightArrow; + case AKEYCODE_DPAD_UP: return ImGuiKey_UpArrow; + case AKEYCODE_DPAD_DOWN: return ImGuiKey_DownArrow; + case AKEYCODE_PAGE_UP: return ImGuiKey_PageUp; + case AKEYCODE_PAGE_DOWN: return ImGuiKey_PageDown; + case AKEYCODE_MOVE_HOME: return ImGuiKey_Home; + case AKEYCODE_MOVE_END: return ImGuiKey_End; + case AKEYCODE_INSERT: return ImGuiKey_Insert; + case AKEYCODE_FORWARD_DEL: return ImGuiKey_Delete; + case AKEYCODE_DEL: return ImGuiKey_Backspace; + case AKEYCODE_SPACE: return ImGuiKey_Space; + case AKEYCODE_ENTER: return ImGuiKey_Enter; + case AKEYCODE_ESCAPE: return ImGuiKey_Escape; + case AKEYCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case AKEYCODE_COMMA: return ImGuiKey_Comma; + case AKEYCODE_MINUS: return ImGuiKey_Minus; + case AKEYCODE_PERIOD: return ImGuiKey_Period; + case AKEYCODE_SLASH: return ImGuiKey_Slash; + case AKEYCODE_SEMICOLON: return ImGuiKey_Semicolon; + case AKEYCODE_EQUALS: return ImGuiKey_Equal; + case AKEYCODE_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case AKEYCODE_BACKSLASH: return ImGuiKey_Backslash; + case AKEYCODE_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case AKEYCODE_GRAVE: return ImGuiKey_GraveAccent; + case AKEYCODE_CAPS_LOCK: return ImGuiKey_CapsLock; + case AKEYCODE_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case AKEYCODE_NUM_LOCK: return ImGuiKey_NumLock; + case AKEYCODE_SYSRQ: return ImGuiKey_PrintScreen; + case AKEYCODE_BREAK: return ImGuiKey_Pause; + case AKEYCODE_NUMPAD_0: return ImGuiKey_Keypad0; + case AKEYCODE_NUMPAD_1: return ImGuiKey_Keypad1; + case AKEYCODE_NUMPAD_2: return ImGuiKey_Keypad2; + case AKEYCODE_NUMPAD_3: return ImGuiKey_Keypad3; + case AKEYCODE_NUMPAD_4: return ImGuiKey_Keypad4; + case AKEYCODE_NUMPAD_5: return ImGuiKey_Keypad5; + case AKEYCODE_NUMPAD_6: return ImGuiKey_Keypad6; + case AKEYCODE_NUMPAD_7: return ImGuiKey_Keypad7; + case AKEYCODE_NUMPAD_8: return ImGuiKey_Keypad8; + case AKEYCODE_NUMPAD_9: return ImGuiKey_Keypad9; + case AKEYCODE_NUMPAD_DOT: return ImGuiKey_KeypadDecimal; + case AKEYCODE_NUMPAD_DIVIDE: return ImGuiKey_KeypadDivide; + case AKEYCODE_NUMPAD_MULTIPLY: return ImGuiKey_KeypadMultiply; + case AKEYCODE_NUMPAD_SUBTRACT: return ImGuiKey_KeypadSubtract; + case AKEYCODE_NUMPAD_ADD: return ImGuiKey_KeypadAdd; + case AKEYCODE_NUMPAD_ENTER: return ImGuiKey_KeypadEnter; + case AKEYCODE_NUMPAD_EQUALS: return ImGuiKey_KeypadEqual; + case AKEYCODE_CTRL_LEFT: return ImGuiKey_LeftCtrl; + case AKEYCODE_SHIFT_LEFT: return ImGuiKey_LeftShift; + case AKEYCODE_ALT_LEFT: return ImGuiKey_LeftAlt; + case AKEYCODE_META_LEFT: return ImGuiKey_LeftSuper; + case AKEYCODE_CTRL_RIGHT: return ImGuiKey_RightCtrl; + case AKEYCODE_SHIFT_RIGHT: return ImGuiKey_RightShift; + case AKEYCODE_ALT_RIGHT: return ImGuiKey_RightAlt; + case AKEYCODE_META_RIGHT: return ImGuiKey_RightSuper; + case AKEYCODE_MENU: return ImGuiKey_Menu; + case AKEYCODE_0: return ImGuiKey_0; + case AKEYCODE_1: return ImGuiKey_1; + case AKEYCODE_2: return ImGuiKey_2; + case AKEYCODE_3: return ImGuiKey_3; + case AKEYCODE_4: return ImGuiKey_4; + case AKEYCODE_5: return ImGuiKey_5; + case AKEYCODE_6: return ImGuiKey_6; + case AKEYCODE_7: return ImGuiKey_7; + case AKEYCODE_8: return ImGuiKey_8; + case AKEYCODE_9: return ImGuiKey_9; + case AKEYCODE_A: return ImGuiKey_A; + case AKEYCODE_B: return ImGuiKey_B; + case AKEYCODE_C: return ImGuiKey_C; + case AKEYCODE_D: return ImGuiKey_D; + case AKEYCODE_E: return ImGuiKey_E; + case AKEYCODE_F: return ImGuiKey_F; + case AKEYCODE_G: return ImGuiKey_G; + case AKEYCODE_H: return ImGuiKey_H; + case AKEYCODE_I: return ImGuiKey_I; + case AKEYCODE_J: return ImGuiKey_J; + case AKEYCODE_K: return ImGuiKey_K; + case AKEYCODE_L: return ImGuiKey_L; + case AKEYCODE_M: return ImGuiKey_M; + case AKEYCODE_N: return ImGuiKey_N; + case AKEYCODE_O: return ImGuiKey_O; + case AKEYCODE_P: return ImGuiKey_P; + case AKEYCODE_Q: return ImGuiKey_Q; + case AKEYCODE_R: return ImGuiKey_R; + case AKEYCODE_S: return ImGuiKey_S; + case AKEYCODE_T: return ImGuiKey_T; + case AKEYCODE_U: return ImGuiKey_U; + case AKEYCODE_V: return ImGuiKey_V; + case AKEYCODE_W: return ImGuiKey_W; + case AKEYCODE_X: return ImGuiKey_X; + case AKEYCODE_Y: return ImGuiKey_Y; + case AKEYCODE_Z: return ImGuiKey_Z; + case AKEYCODE_F1: return ImGuiKey_F1; + case AKEYCODE_F2: return ImGuiKey_F2; + case AKEYCODE_F3: return ImGuiKey_F3; + case AKEYCODE_F4: return ImGuiKey_F4; + case AKEYCODE_F5: return ImGuiKey_F5; + case AKEYCODE_F6: return ImGuiKey_F6; + case AKEYCODE_F7: return ImGuiKey_F7; + case AKEYCODE_F8: return ImGuiKey_F8; + case AKEYCODE_F9: return ImGuiKey_F9; + case AKEYCODE_F10: return ImGuiKey_F10; + case AKEYCODE_F11: return ImGuiKey_F11; + case AKEYCODE_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event) +{ + ImGuiIO& io = ImGui::GetIO(); + int32_t event_type = AInputEvent_getType(input_event); + switch (event_type) + { + case AINPUT_EVENT_TYPE_KEY: + { + int32_t event_key_code = AKeyEvent_getKeyCode(input_event); + int32_t event_scan_code = AKeyEvent_getScanCode(input_event); + int32_t event_action = AKeyEvent_getAction(input_event); + int32_t event_meta_state = AKeyEvent_getMetaState(input_event); + + io.AddKeyEvent(ImGuiMod_Ctrl, (event_meta_state & AMETA_CTRL_ON) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (event_meta_state & AMETA_SHIFT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (event_meta_state & AMETA_ALT_ON) != 0); + io.AddKeyEvent(ImGuiMod_Super, (event_meta_state & AMETA_META_ON) != 0); + + switch (event_action) + { + // FIXME: AKEY_EVENT_ACTION_DOWN and AKEY_EVENT_ACTION_UP occur at once as soon as a touch pointer + // goes up from a key. We use a simple key event queue/ and process one event per key per frame in + // ImGui_ImplAndroid_NewFrame()...or consider using IO queue, if suitable: https://github.com/ocornut/imgui/issues/2787 + case AKEY_EVENT_ACTION_DOWN: + case AKEY_EVENT_ACTION_UP: + { + ImGuiKey key = ImGui_ImplAndroid_KeyCodeToImGuiKey(event_key_code); + if (key != ImGuiKey_None) + { + io.AddKeyEvent(key, event_action == AKEY_EVENT_ACTION_DOWN); + io.SetKeyEventNativeData(key, event_key_code, event_scan_code); + } + + break; + } + default: + break; + } + break; + } + case AINPUT_EVENT_TYPE_MOTION: + { + int32_t event_action = AMotionEvent_getAction(input_event); + int32_t event_pointer_index = (event_action & AMOTION_EVENT_ACTION_POINTER_INDEX_MASK) >> AMOTION_EVENT_ACTION_POINTER_INDEX_SHIFT; + event_action &= AMOTION_EVENT_ACTION_MASK; + + switch (AMotionEvent_getToolType(input_event, event_pointer_index)) + { + case AMOTION_EVENT_TOOL_TYPE_MOUSE: + io.AddMouseSourceEvent(ImGuiMouseSource_Mouse); + break; + case AMOTION_EVENT_TOOL_TYPE_STYLUS: + case AMOTION_EVENT_TOOL_TYPE_ERASER: + io.AddMouseSourceEvent(ImGuiMouseSource_Pen); + break; + case AMOTION_EVENT_TOOL_TYPE_FINGER: + default: + io.AddMouseSourceEvent(ImGuiMouseSource_TouchScreen); + break; + } + + switch (event_action) + { + case AMOTION_EVENT_ACTION_DOWN: + case AMOTION_EVENT_ACTION_UP: + { + // Physical mouse buttons (and probably other physical devices) also invoke the actions AMOTION_EVENT_ACTION_DOWN/_UP, + // but we have to process them separately to identify the actual button pressed. This is done below via + // AMOTION_EVENT_ACTION_BUTTON_PRESS/_RELEASE. Here, we only process "FINGER" input (and "UNKNOWN", as a fallback). + int tool_type = AMotionEvent_getToolType(input_event, event_pointer_index); + if (tool_type == AMOTION_EVENT_TOOL_TYPE_FINGER || tool_type == AMOTION_EVENT_TOOL_TYPE_UNKNOWN) + { + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + io.AddMouseButtonEvent(0, event_action == AMOTION_EVENT_ACTION_DOWN); + } + break; + } + case AMOTION_EVENT_ACTION_BUTTON_PRESS: + case AMOTION_EVENT_ACTION_BUTTON_RELEASE: + { + int32_t button_state = AMotionEvent_getButtonState(input_event); + io.AddMouseButtonEvent(0, (button_state & AMOTION_EVENT_BUTTON_PRIMARY) != 0); + io.AddMouseButtonEvent(1, (button_state & AMOTION_EVENT_BUTTON_SECONDARY) != 0); + io.AddMouseButtonEvent(2, (button_state & AMOTION_EVENT_BUTTON_TERTIARY) != 0); + break; + } + case AMOTION_EVENT_ACTION_HOVER_MOVE: // Hovering: Tool moves while NOT pressed (such as a physical mouse) + case AMOTION_EVENT_ACTION_MOVE: // Touch pointer moves while DOWN + io.AddMousePosEvent(AMotionEvent_getX(input_event, event_pointer_index), AMotionEvent_getY(input_event, event_pointer_index)); + break; + case AMOTION_EVENT_ACTION_SCROLL: + io.AddMouseWheelEvent(AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_HSCROLL, event_pointer_index), AMotionEvent_getAxisValue(input_event, AMOTION_EVENT_AXIS_VSCROLL, event_pointer_index)); + break; + default: + break; + } + } + return 1; + default: + break; + } + + return 0; +} + +bool ImGui_ImplAndroid_Init(ANativeWindow* window) +{ + IMGUI_CHECKVERSION(); + + g_Window = window; + g_Time = 0.0; + + // Setup backend capabilities flags + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = "imgui_impl_android"; + + return true; +} + +void ImGui_ImplAndroid_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; +} + +void ImGui_ImplAndroid_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size (every frame to accommodate for window resizing) + int32_t window_width = ANativeWindow_getWidth(g_Window); + int32_t window_height = ANativeWindow_getHeight(g_Window); + int display_width = window_width; + int display_height = window_height; + + io.DisplaySize = ImVec2((float)window_width, (float)window_height); + if (window_width > 0 && window_height > 0) + io.DisplayFramebufferScale = ImVec2((float)display_width / window_width, (float)display_height / window_height); + + // Setup time step + struct timespec current_timespec; + clock_gettime(CLOCK_MONOTONIC, ¤t_timespec); + double current_time = (double)(current_timespec.tv_sec) + (current_timespec.tv_nsec / 1000000000.0); + io.DeltaTime = g_Time > 0.0 ? (float)(current_time - g_Time) : (float)(1.0f / 60.0f); + g_Time = current_time; +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_android.h b/modules/imgui-source/backends/imgui_impl_android.h new file mode 100644 index 0000000..308daa2 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_android.h @@ -0,0 +1,38 @@ +// dear imgui: Platform Binding for Android native app +// This needs to be used along with the OpenGL 3 Renderer (imgui_impl_opengl3) + +// Implemented features: +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy AKEYCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// Missing features or Issues: +// [ ] Platform: Clipboard support. +// [ ] Platform: Gamepad support. +// [ ] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. FIXME: Check if this is even possible with Android. +// [ ] Platform: Multi-viewport support (multiple windows). Not meaningful on Android. +// Important: +// - Consider using SDL or GLFW backend on Android, which will be more full-featured than this. +// - FIXME: On-screen keyboard currently needs to be enabled by the application (see examples/ and issue #3446) +// - FIXME: Unicode character inputs needs to be passed by Dear ImGui by the application (see examples/ and issue #3446) + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ANativeWindow; +struct AInputEvent; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplAndroid_Init(ANativeWindow* window); +IMGUI_IMPL_API int32_t ImGui_ImplAndroid_HandleInputEvent(const AInputEvent* input_event); +IMGUI_IMPL_API void ImGui_ImplAndroid_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplAndroid_NewFrame(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_dx10.cpp b/modules/imgui-source/backends/imgui_impl_dx10.cpp new file mode 100644 index 0000000..4ac1263 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_dx10.cpp @@ -0,0 +1,806 @@ +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: DirectX10: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX10_RenderState. (#9378) +// 2026-01-19: DirectX10: Added 'SamplerNearest' in ImGui_ImplDX10_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'. +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-11: DirectX10: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. +// 2025-05-07: DirectX10: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). +// 2025-01-06: DirectX10: Expose selected render state in ImGui_ImplDX10_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: DirectX10: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX10: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX10: Change blending equation to preserve alpha in output buffer. +// 2019-07-21: DirectX10: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX10_RenderDrawData(). +// 2019-05-29: DirectX10: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX10: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-13: DirectX10: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx10.cpp/.h away from the old combined DX10+Win32 example. +// 2018-06-08: DirectX10: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-04-09: Misc: Fixed erroneous call to io.Fonts->ClearInputData() + ClearTexData() that was left in DX10 example but removed in 1.47 (Nov 2015) on other backends. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX10_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX10: Disabling depth-write. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx10.h" + +// DirectX +#include +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// DirectX10 data +struct ImGui_ImplDX10_Texture +{ + ID3D10Texture2D* pTexture; + ID3D10ShaderResourceView* pTextureView; +}; + +struct ImGui_ImplDX10_Data +{ + ID3D10Device* pd3dDevice; + IDXGIFactory* pFactory; + ID3D10Buffer* pVB; + ID3D10Buffer* pIB; + ID3D10VertexShader* pVertexShader; + ID3D10InputLayout* pInputLayout; + ID3D10Buffer* pVertexConstantBuffer; + ID3D10PixelShader* pPixelShader; + ID3D10SamplerState* pTexSamplerLinear; + ID3D10SamplerState* pTexSamplerNearest; + ID3D10RasterizerState* pRasterizerState; + ID3D10BlendState* pBlendState; + ID3D10DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + + ImGui_ImplDX10_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX10 +{ + float mvp[4][4]; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX10_Data* ImGui_ImplDX10_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX10_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplDX10_InitMultiViewportSupport(); +static void ImGui_ImplDX10_ShutdownMultiViewportSupport(); + +// Functions +static void ImGui_ImplDX10_SetupRenderState(ImDrawData* draw_data, ID3D10Device* device) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + + // Setup viewport + D3D10_VIEWPORT vp = {}; + vp.Width = (UINT)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + vp.Height = (UINT)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + device->RSSetViewports(1, &vp); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + void* mapped_resource; + if (bd->pVertexConstantBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) + { + VERTEX_CONSTANT_BUFFER_DX10* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX10*)mapped_resource; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + bd->pVertexConstantBuffer->Unmap(); + } + + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + device->IASetInputLayout(bd->pInputLayout); + device->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + device->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + device->VSSetShader(bd->pVertexShader); + device->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + device->PSSetShader(bd->pPixelShader); + device->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); + device->GSSetShader(nullptr); + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + device->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + device->OMSetDepthStencilState(bd->pDepthStencilState, 0); + device->RSSetState(bd->pRasterizerState); +} + +// Draw callbacks +static void ImGui_ImplDX10_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplDX10_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); } +static void ImGui_ImplDX10_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); bd->pd3dDevice->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); } + +// Render function +void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ID3D10Device* device = bd->pd3dDevice; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX10_UpdateTexture(tex); + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D10_BUFFER_DESC desc = {}; + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D10_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (device->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) + return; + } + + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D10_BUFFER_DESC desc = {}; + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D10_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + if (device->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) + return; + } + + // Copy and convert all vertices into a single contiguous buffer + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + bd->pVB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&vtx_dst); + bd->pIB->Map(D3D10_MAP_WRITE_DISCARD, 0, (void**)&idx_dst); + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unmap(); + bd->pIB->Unmap(); + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX10_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D10_RECT ScissorRects[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D10_VIEWPORT Viewports[D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D10RasterizerState* RS; + ID3D10BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D10DepthStencilState* DepthStencilState; + ID3D10ShaderResourceView* PSShaderResource; + ID3D10SamplerState* PSSampler; + ID3D10PixelShader* PS; + ID3D10VertexShader* VS; + ID3D10GeometryShader* GS; + D3D10_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D10Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D10InputLayout* InputLayout; + }; + BACKUP_DX10_STATE old = {}; + old.ScissorRectsCount = old.ViewportsCount = D3D10_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + device->RSGetViewports(&old.ViewportsCount, old.Viewports); + device->RSGetState(&old.RS); + device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + device->PSGetShaderResources(0, 1, &old.PSShaderResource); + device->PSGetSamplers(0, 1, &old.PSSampler); + device->PSGetShader(&old.PS); + device->VSGetShader(&old.VS); + device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + device->GSGetShader(&old.GS); + device->IAGetPrimitiveTopology(&old.PrimitiveTopology); + device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + device->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX10_SetupRenderState(draw_data, device); + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX10_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; + platform_io.Renderer_RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + ImVec2 clip_scale = draw_data->FramebufferScale; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplDX10_DrawCallback_ResetRenderState) + ImGui_ImplDX10_SetupRenderState(draw_data, device); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D10_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D10ShaderResourceView* texture_srv = (ID3D10ShaderResourceView*)pcmd->GetTexID(); + device->PSSetShaderResources(0, 1, &texture_srv); + device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = nullptr; + + // Restore modified DX state + device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + device->RSSetViewports(old.ViewportsCount, old.Viewports); + device->RSSetState(old.RS); if (old.RS) old.RS->Release(); + device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + device->PSSetShader(old.PS); if (old.PS) old.PS->Release(); + device->VSSetShader(old.VS); if (old.VS) old.VS->Release(); + device->GSSetShader(old.GS); if (old.GS) old.GS->Release(); + device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + device->IASetPrimitiveTopology(old.PrimitiveTopology); + device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX10_DestroyTexture(ImTextureData* tex) +{ + if (ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData) + { + IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); + backend_tex->pTextureView->Release(); + backend_tex->pTexture->Release(); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + unsigned int* pixels = (unsigned int*)tex->GetPixels(); + ImGui_ImplDX10_Texture* backend_tex = IM_NEW(ImGui_ImplDX10_Texture)(); + + // Create texture + D3D10_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = (UINT)tex->Width; + desc.Height = (UINT)tex->Height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D10_USAGE_DEFAULT; + desc.BindFlags = D3D10_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + + D3D10_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture); + IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!"); + + // Create texture view + D3D10_SHADER_RESOURCE_VIEW_DESC srv_desc; + ZeroMemory(&srv_desc, sizeof(srv_desc)); + srv_desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srv_desc.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D; + srv_desc.Texture2D.MipLevels = desc.MipLevels; + srv_desc.Texture2D.MostDetailedMip = 0; + bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srv_desc, &backend_tex->pTextureView); + IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = backend_tex; + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + ImGui_ImplDX10_Texture* backend_tex = (ImGui_ImplDX10_Texture*)tex->BackendUserData; + IM_ASSERT(backend_tex->pTextureView == (ID3D10ShaderResourceView*)(intptr_t)tex->TexID); + for (ImTextureRect& r : tex->Updates) + { + D3D10_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r.h), (UINT)1 }; + bd->pd3dDevice->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0); + } + tex->SetStatus(ImTextureStatus_OK); + } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplDX10_DestroyTexture(tex); +} + +bool ImGui_ImplDX10_CreateDeviceObjects() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) + return false; + ImGui_ImplDX10_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX10 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + ID3DBlob* vertexShaderBlob; + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pVertexShader) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + + // Create the input layout + D3D10_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D10_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + vertexShaderBlob->Release(); + + // Create the constant buffer + { + D3D10_BUFFER_DESC desc = {}; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX10); + desc.Usage = D3D10_USAGE_DYNAMIC; + desc.BindFlags = D3D10_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + ID3DBlob* pixelShaderBlob; + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), &bd->pPixelShader) != S_OK) + { + pixelShaderBlob->Release(); + return false; + } + pixelShaderBlob->Release(); + } + + // Create the blending setup + { + D3D10_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.BlendEnable[0] = true; + desc.SrcBlend = D3D10_BLEND_SRC_ALPHA; + desc.DestBlend = D3D10_BLEND_INV_SRC_ALPHA; + desc.BlendOp = D3D10_BLEND_OP_ADD; + desc.SrcBlendAlpha = D3D10_BLEND_ONE; + desc.DestBlendAlpha = D3D10_BLEND_INV_SRC_ALPHA; + desc.BlendOpAlpha = D3D10_BLEND_OP_ADD; + desc.RenderTargetWriteMask[0] = D3D10_COLOR_WRITE_ENABLE_ALL; + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); + } + + // Create the rasterizer state + { + D3D10_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D10_FILL_SOLID; + desc.CullMode = D3D10_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); + } + + // Create depth-stencil State + { + D3D10_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D10_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D10_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D10_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D10_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); + } + + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D10_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D10_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D10_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear); + desc.Filter = D3D10_FILTER_MIN_MAG_MIP_POINT; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest); + } + + return true; +} + +void ImGui_ImplDX10_InvalidateDeviceObjects() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + if (!bd->pd3dDevice) + return; + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplDX10_DestroyTexture(tex); + if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; } + if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } +} + +bool ImGui_ImplDX10_Init(ID3D10Device* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX10_Data* bd = IM_NEW(ImGui_ImplDX10_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx10"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D10_REQ_TEXTURE2D_U_OR_V_DIMENSION; + platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX10_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX10_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX10_DrawCallback_SetSamplerNearest; + + // Get factory from device + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + bd->pd3dDevice = device; + bd->pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + bd->pd3dDevice->AddRef(); + + ImGui_ImplDX10_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplDX10_Shutdown() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplDX10_ShutdownMultiViewportSupport(); + ImGui_ImplDX10_InvalidateDeviceObjects(); + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +void ImGui_ImplDX10_NewFrame() +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX10_Init()?"); + + if (!bd->pVertexShader) + if (!ImGui_ImplDX10_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplDX10_CreateDeviceObjects() failed!"); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX10_ViewportData +{ + IDXGISwapChain* SwapChain; + ID3D10RenderTargetView* RTView; + + ImGui_ImplDX10_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX10_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } +}; + +static void ImGui_ImplDX10_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = IM_NEW(ImGui_ImplDX10_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + // Create swap chain + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferDesc.Width = (UINT)viewport->Size.x; + sd.BufferDesc.Height = (UINT)viewport->Size.y; + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.BufferCount = 1; + sd.OutputWindow = hwnd; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + sd.Flags = 0; + + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter + + // Create the render target + if (vd->SwapChain) + { + ID3D10Texture2D* pBackBuffer; + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX10_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 here since we didn't create the data for it. + if (ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX10_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + if (vd->RTView) + { + vd->RTView->Release(); + vd->RTView = nullptr; + } + if (vd->SwapChain) + { + ID3D10Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX10_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX10_RenderViewport(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX10_Data* bd = ImGui_ImplDX10_GetBackendData(); + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + bd->pd3dDevice->OMSetRenderTargets(1, &vd->RTView, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + bd->pd3dDevice->ClearRenderTargetView(vd->RTView, (float*)&clear_color); + ImGui_ImplDX10_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplDX10_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX10_ViewportData* vd = (ImGui_ImplDX10_ViewportData*)viewport->RendererUserData; + if (vd->SwapChain) + vd->SwapChain->Present(0, 0); // Present without vsync +} + +void ImGui_ImplDX10_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX10_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX10_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX10_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX10_RenderViewport; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX10_SwapBuffers; +} + +void ImGui_ImplDX10_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_dx10.h b/modules/imgui-source/backends/imgui_impl_dx10.h new file mode 100644 index 0000000..d632d0e --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_dx10.h @@ -0,0 +1,50 @@ +// dear imgui: Renderer Backend for DirectX10 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D10ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ID3D10Device; +struct ID3D10SamplerState; +struct ID3D10Buffer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX10_Init(ID3D10Device* device); +IMGUI_IMPL_API void ImGui_ImplDX10_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX10_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX10_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX10_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX10_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX10_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX10_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX10_RenderState +{ + ID3D10Device* Device; + ID3D10Buffer* VertexConstantBuffer; + //ID3D10SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear) + //ID3D10SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest) +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_dx11.cpp b/modules/imgui-source/backends/imgui_impl_dx11.cpp new file mode 100644 index 0000000..f16a31d --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_dx11.cpp @@ -0,0 +1,850 @@ +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: DirectX11: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplDX11_RenderState. (#9378) +// 2026-01-19: DirectX11: Added 'SamplerNearest' in ImGui_ImplDX11_RenderState. Renamed 'SamplerDefault' to 'SamplerLinear'. +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-11: DirectX11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. +// 2025-05-07: DirectX11: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). +// 2025-02-24: [Docking] Added undocumented ImGui_ImplDX11_SetSwapChainDescs() to configure swap chain creation for secondary viewports. +// 2025-01-06: DirectX11: Expose VertexConstantBuffer in ImGui_ImplDX11_RenderState. Reset projection matrix in ImDrawCallback_ResetRenderState handler. +// 2024-10-07: DirectX11: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: DirectX11: Expose selected render state in ImGui_ImplDX11_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX11: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX11: Change blending equation to preserve alpha in output buffer. +// 2019-08-01: DirectX11: Fixed code querying the Geometry Shader state (would generally error with Debug layer enabled). +// 2019-07-21: DirectX11: Backup, clear and restore Geometry Shader is any is bound when calling ImGui_ImplDX11_RenderDrawData. Clearing Hull/Domain/Compute shaders without backup/restore. +// 2019-05-29: DirectX11: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX11: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-01: DirectX11: Querying for IDXGIFactory instead of IDXGIFactory1 to increase compatibility. +// 2018-07-13: DirectX11: Fixed unreleased resources in Init and Shutdown functions. +// 2018-06-08: Misc: Extracted imgui_impl_dx11.cpp/.h away from the old combined DX11+Win32 example. +// 2018-06-08: DirectX11: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX11_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2016-05-07: DirectX11: Disabling depth-write. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx11.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// DirectX11 data +struct ImGui_ImplDX11_Texture +{ + ID3D11Texture2D* pTexture; + ID3D11ShaderResourceView* pTextureView; +}; + +struct ImGui_ImplDX11_Data +{ + ID3D11Device* pd3dDevice; + ID3D11DeviceContext* pd3dDeviceContext; + IDXGIFactory* pFactory; + ID3D11Buffer* pVB; + ID3D11Buffer* pIB; + ID3D11VertexShader* pVertexShader; + ID3D11InputLayout* pInputLayout; + ID3D11Buffer* pVertexConstantBuffer; + ID3D11PixelShader* pPixelShader; + ID3D11SamplerState* pTexSamplerLinear; + ID3D11SamplerState* pTexSamplerNearest; + ID3D11RasterizerState* pRasterizerState; + ID3D11BlendState* pBlendState; + ID3D11DepthStencilState* pDepthStencilState; + int VertexBufferSize; + int IndexBufferSize; + ImGui_ImplDX11_RenderState* RenderState; // == (ImGui_ImplDX11_RenderState*)ImGui::GetPlatformIO().Renderer_RenderState during rendering. + ImVector SwapChainDescsForViewports; + + ImGui_ImplDX11_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct VERTEX_CONSTANT_BUFFER_DX11 +{ + float mvp[4][4]; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX11_Data* ImGui_ImplDX11_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX11_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplDX11_InitMultiViewportSupport(); +static void ImGui_ImplDX11_ShutdownMultiViewportSupport(); + +// Functions +static void ImGui_ImplDX11_SetupRenderState(const ImDrawData* draw_data, ID3D11DeviceContext* device_ctx) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + + // Setup viewport + D3D11_VIEWPORT vp = {}; + vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x; + vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0; + device_ctx->RSSetViewports(1, &vp); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + D3D11_MAPPED_SUBRESOURCE mapped_resource; + if (device_ctx->Map(bd->pVertexConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_resource) == S_OK) + { + VERTEX_CONSTANT_BUFFER_DX11* constant_buffer = (VERTEX_CONSTANT_BUFFER_DX11*)mapped_resource.pData; + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&constant_buffer->mvp, mvp, sizeof(mvp)); + device_ctx->Unmap(bd->pVertexConstantBuffer, 0); + } + + // Setup shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + device_ctx->IASetInputLayout(bd->pInputLayout); + device_ctx->IASetVertexBuffers(0, 1, &bd->pVB, &stride, &offset); + device_ctx->IASetIndexBuffer(bd->pIB, sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT, 0); + device_ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + device_ctx->VSSetShader(bd->pVertexShader, nullptr, 0); + device_ctx->VSSetConstantBuffers(0, 1, &bd->pVertexConstantBuffer); + device_ctx->PSSetShader(bd->pPixelShader, nullptr, 0); + device_ctx->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); + device_ctx->GSSetShader(nullptr, nullptr, 0); + device_ctx->HSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + device_ctx->DSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + device_ctx->CSSetShader(nullptr, nullptr, 0); // In theory we should backup and restore this as well.. very infrequently used.. + + // Setup render state + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + device_ctx->OMSetBlendState(bd->pBlendState, blend_factor, 0xffffffff); + device_ctx->OMSetDepthStencilState(bd->pDepthStencilState, 0); + device_ctx->RSSetState(bd->pRasterizerState); +} + +// Draw callbacks +static void ImGui_ImplDX11_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplDX11_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerLinear); } +static void ImGui_ImplDX11_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); bd->RenderState->DeviceContext->PSSetSamplers(0, 1, &bd->pTexSamplerNearest); } + +// Render function +void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ID3D11DeviceContext* device = bd->pd3dDeviceContext; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX11_UpdateTexture(tex); + + // Create and grow vertex/index buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D11_BUFFER_DESC desc = {}; + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = (UINT)bd->VertexBufferSize * sizeof(ImDrawVert); + desc.BindFlags = D3D11_BIND_VERTEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVB) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D11_BUFFER_DESC desc = {}; + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.ByteWidth = (UINT)bd->IndexBufferSize * sizeof(ImDrawIdx); + desc.BindFlags = D3D11_BIND_INDEX_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + if (bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pIB) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + D3D11_MAPPED_SUBRESOURCE vtx_resource, idx_resource; + if (device->Map(bd->pVB, 0, D3D11_MAP_WRITE_DISCARD, 0, &vtx_resource) != S_OK) + return; + if (device->Map(bd->pIB, 0, D3D11_MAP_WRITE_DISCARD, 0, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource.pData; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource.pData; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + device->Unmap(bd->pVB, 0); + device->Unmap(bd->pIB, 0); + + // Backup DX state that will be modified to restore it afterwards (unfortunately this is very ugly looking and verbose. Close your eyes!) + struct BACKUP_DX11_STATE + { + UINT ScissorRectsCount, ViewportsCount; + D3D11_RECT ScissorRects[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + D3D11_VIEWPORT Viewports[D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE]; + ID3D11RasterizerState* RS; + ID3D11BlendState* BlendState; + FLOAT BlendFactor[4]; + UINT SampleMask; + UINT StencilRef; + ID3D11DepthStencilState* DepthStencilState; + ID3D11ShaderResourceView* PSShaderResource; + ID3D11SamplerState* PSSampler; + ID3D11PixelShader* PS; + ID3D11VertexShader* VS; + ID3D11GeometryShader* GS; + UINT PSInstancesCount, VSInstancesCount, GSInstancesCount; + ID3D11ClassInstance *PSInstances[256], *VSInstances[256], *GSInstances[256]; // 256 is max according to PSSetShader documentation + D3D11_PRIMITIVE_TOPOLOGY PrimitiveTopology; + ID3D11Buffer* IndexBuffer, *VertexBuffer, *VSConstantBuffer; + UINT IndexBufferOffset, VertexBufferStride, VertexBufferOffset; + DXGI_FORMAT IndexBufferFormat; + ID3D11InputLayout* InputLayout; + }; + BACKUP_DX11_STATE old = {}; + old.ScissorRectsCount = old.ViewportsCount = D3D11_VIEWPORT_AND_SCISSORRECT_OBJECT_COUNT_PER_PIPELINE; + device->RSGetScissorRects(&old.ScissorRectsCount, old.ScissorRects); + device->RSGetViewports(&old.ViewportsCount, old.Viewports); + device->RSGetState(&old.RS); + device->OMGetBlendState(&old.BlendState, old.BlendFactor, &old.SampleMask); + device->OMGetDepthStencilState(&old.DepthStencilState, &old.StencilRef); + device->PSGetShaderResources(0, 1, &old.PSShaderResource); + device->PSGetSamplers(0, 1, &old.PSSampler); + old.PSInstancesCount = old.VSInstancesCount = old.GSInstancesCount = 256; + device->PSGetShader(&old.PS, old.PSInstances, &old.PSInstancesCount); + device->VSGetShader(&old.VS, old.VSInstances, &old.VSInstancesCount); + device->VSGetConstantBuffers(0, 1, &old.VSConstantBuffer); + device->GSGetShader(&old.GS, old.GSInstances, &old.GSInstancesCount); + + device->IAGetPrimitiveTopology(&old.PrimitiveTopology); + device->IAGetIndexBuffer(&old.IndexBuffer, &old.IndexBufferFormat, &old.IndexBufferOffset); + device->IAGetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); + device->IAGetInputLayout(&old.InputLayout); + + // Setup desired DX state + ImGui_ImplDX11_SetupRenderState(draw_data, device); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX11_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.DeviceContext = bd->pd3dDeviceContext; + render_state.VertexConstantBuffer = bd->pVertexConstantBuffer; + platform_io.Renderer_RenderState = bd->RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_idx_offset = 0; + int global_vtx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + ImVec2 clip_scale = draw_data->FramebufferScale; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplDX11_DrawCallback_ResetRenderState) + ImGui_ImplDX11_SetupRenderState(draw_data, device); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D11_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->RSSetScissorRects(1, &r); + + // Bind texture, Draw + ID3D11ShaderResourceView* texture_srv = (ID3D11ShaderResourceView*)pcmd->GetTexID(); + device->PSSetShaderResources(0, 1, &texture_srv); + device->DrawIndexed(pcmd->ElemCount, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = bd->RenderState = nullptr; + + // Restore modified DX state + device->RSSetScissorRects(old.ScissorRectsCount, old.ScissorRects); + device->RSSetViewports(old.ViewportsCount, old.Viewports); + device->RSSetState(old.RS); if (old.RS) old.RS->Release(); + device->OMSetBlendState(old.BlendState, old.BlendFactor, old.SampleMask); if (old.BlendState) old.BlendState->Release(); + device->OMSetDepthStencilState(old.DepthStencilState, old.StencilRef); if (old.DepthStencilState) old.DepthStencilState->Release(); + device->PSSetShaderResources(0, 1, &old.PSShaderResource); if (old.PSShaderResource) old.PSShaderResource->Release(); + device->PSSetSamplers(0, 1, &old.PSSampler); if (old.PSSampler) old.PSSampler->Release(); + device->PSSetShader(old.PS, old.PSInstances, old.PSInstancesCount); if (old.PS) old.PS->Release(); + for (UINT i = 0; i < old.PSInstancesCount; i++) if (old.PSInstances[i]) old.PSInstances[i]->Release(); + device->VSSetShader(old.VS, old.VSInstances, old.VSInstancesCount); if (old.VS) old.VS->Release(); + device->VSSetConstantBuffers(0, 1, &old.VSConstantBuffer); if (old.VSConstantBuffer) old.VSConstantBuffer->Release(); + device->GSSetShader(old.GS, old.GSInstances, old.GSInstancesCount); if (old.GS) old.GS->Release(); + for (UINT i = 0; i < old.VSInstancesCount; i++) if (old.VSInstances[i]) old.VSInstances[i]->Release(); + device->IASetPrimitiveTopology(old.PrimitiveTopology); + device->IASetIndexBuffer(old.IndexBuffer, old.IndexBufferFormat, old.IndexBufferOffset); if (old.IndexBuffer) old.IndexBuffer->Release(); + device->IASetVertexBuffers(0, 1, &old.VertexBuffer, &old.VertexBufferStride, &old.VertexBufferOffset); if (old.VertexBuffer) old.VertexBuffer->Release(); + device->IASetInputLayout(old.InputLayout); if (old.InputLayout) old.InputLayout->Release(); +} + +static void ImGui_ImplDX11_DestroyTexture(ImTextureData* tex) +{ + if (ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData) + { + IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); + backend_tex->pTextureView->Release(); + backend_tex->pTexture->Release(); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + unsigned int* pixels = (unsigned int*)tex->GetPixels(); + ImGui_ImplDX11_Texture* backend_tex = IM_NEW(ImGui_ImplDX11_Texture)(); + + // Create texture + D3D11_TEXTURE2D_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Width = (UINT)tex->Width; + desc.Height = (UINT)tex->Height; + desc.MipLevels = 1; + desc.ArraySize = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.Usage = D3D11_USAGE_DEFAULT; + desc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + desc.CPUAccessFlags = 0; + D3D11_SUBRESOURCE_DATA subResource; + subResource.pSysMem = pixels; + subResource.SysMemPitch = desc.Width * 4; + subResource.SysMemSlicePitch = 0; + bd->pd3dDevice->CreateTexture2D(&desc, &subResource, &backend_tex->pTexture); + IM_ASSERT(backend_tex->pTexture != nullptr && "Backend failed to create texture!"); + + // Create texture view + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + bd->pd3dDevice->CreateShaderResourceView(backend_tex->pTexture, &srvDesc, &backend_tex->pTextureView); + IM_ASSERT(backend_tex->pTextureView != nullptr && "Backend failed to create texture!"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)backend_tex->pTextureView); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = backend_tex; + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + ImGui_ImplDX11_Texture* backend_tex = (ImGui_ImplDX11_Texture*)tex->BackendUserData; + IM_ASSERT(backend_tex->pTextureView == (ID3D11ShaderResourceView*)(intptr_t)tex->TexID); + for (ImTextureRect& r : tex->Updates) + { + D3D11_BOX box = { (UINT)r.x, (UINT)r.y, (UINT)0, (UINT)(r.x + r.w), (UINT)(r.y + r .h), (UINT)1 }; + bd->pd3dDeviceContext->UpdateSubresource(backend_tex->pTexture, 0, &box, tex->GetPixelsAt(r.x, r.y), (UINT)tex->GetPitch(), 0); + } + tex->SetStatus(ImTextureStatus_OK); + } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplDX11_DestroyTexture(tex); +} + +bool ImGui_ImplDX11_CreateDeviceObjects() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) + return false; + ImGui_ImplDX11_InvalidateDeviceObjects(); + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX11 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and pass them to CreateVertexShader()/CreatePixelShader() [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + ID3DBlob* vertexShaderBlob; + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_4_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreateVertexShader(vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), nullptr, &bd->pVertexShader) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + + // Create the input layout + D3D11_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D11_INPUT_PER_VERTEX_DATA, 0 }, + }; + if (bd->pd3dDevice->CreateInputLayout(local_layout, 3, vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize(), &bd->pInputLayout) != S_OK) + { + vertexShaderBlob->Release(); + return false; + } + vertexShaderBlob->Release(); + + // Create the constant buffer + { + D3D11_BUFFER_DESC desc = {}; + desc.ByteWidth = sizeof(VERTEX_CONSTANT_BUFFER_DX11); + desc.Usage = D3D11_USAGE_DYNAMIC; + desc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; + desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + desc.MiscFlags = 0; + bd->pd3dDevice->CreateBuffer(&desc, nullptr, &bd->pVertexConstantBuffer); + } + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + sampler sampler0;\ + Texture2D texture0;\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + ID3DBlob* pixelShaderBlob; + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_4_0", 0, 0, &pixelShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + if (bd->pd3dDevice->CreatePixelShader(pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize(), nullptr, &bd->pPixelShader) != S_OK) + { + pixelShaderBlob->Release(); + return false; + } + pixelShaderBlob->Release(); + } + + // Create the blending setup + { + D3D11_BLEND_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL; + bd->pd3dDevice->CreateBlendState(&desc, &bd->pBlendState); + } + + // Create the rasterizer state + { + D3D11_RASTERIZER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.FillMode = D3D11_FILL_SOLID; + desc.CullMode = D3D11_CULL_NONE; + desc.ScissorEnable = true; + desc.DepthClipEnable = true; + bd->pd3dDevice->CreateRasterizerState(&desc, &bd->pRasterizerState); + } + + // Create depth-stencil State + { + D3D11_DEPTH_STENCIL_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.DepthEnable = false; + desc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D11_COMPARISON_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; + desc.BackFace = desc.FrontFace; + bd->pd3dDevice->CreateDepthStencilState(&desc, &bd->pDepthStencilState); + } + + // Create texture sampler + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + { + D3D11_SAMPLER_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; + desc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP; + desc.MipLODBias = 0.f; + desc.ComparisonFunc = D3D11_COMPARISON_ALWAYS; + desc.MinLOD = 0.f; + desc.MaxLOD = 0.f; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerLinear); + desc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; + bd->pd3dDevice->CreateSamplerState(&desc, &bd->pTexSamplerNearest); + } + + return true; +} + +void ImGui_ImplDX11_InvalidateDeviceObjects() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + if (!bd->pd3dDevice) + return; + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplDX11_DestroyTexture(tex); + + if (bd->pTexSamplerLinear) { bd->pTexSamplerLinear->Release(); bd->pTexSamplerLinear = nullptr; } + if (bd->pTexSamplerNearest) { bd->pTexSamplerNearest->Release(); bd->pTexSamplerNearest = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pBlendState) { bd->pBlendState->Release(); bd->pBlendState = nullptr; } + if (bd->pDepthStencilState) { bd->pDepthStencilState->Release(); bd->pDepthStencilState = nullptr; } + if (bd->pRasterizerState) { bd->pRasterizerState->Release(); bd->pRasterizerState = nullptr; } + if (bd->pPixelShader) { bd->pPixelShader->Release(); bd->pPixelShader = nullptr; } + if (bd->pVertexConstantBuffer) { bd->pVertexConstantBuffer->Release(); bd->pVertexConstantBuffer = nullptr; } + if (bd->pInputLayout) { bd->pInputLayout->Release(); bd->pInputLayout = nullptr; } + if (bd->pVertexShader) { bd->pVertexShader->Release(); bd->pVertexShader = nullptr; } +} + +bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX11_Data* bd = IM_NEW(ImGui_ImplDX11_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx11"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = D3D11_REQ_TEXTURE2D_U_OR_V_DIMENSION; + platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX11_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX11_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX11_DrawCallback_SetSamplerNearest; + + // Get factory from device + IDXGIDevice* pDXGIDevice = nullptr; + IDXGIAdapter* pDXGIAdapter = nullptr; + IDXGIFactory* pFactory = nullptr; + + if (device->QueryInterface(IID_PPV_ARGS(&pDXGIDevice)) == S_OK) + if (pDXGIDevice->GetParent(IID_PPV_ARGS(&pDXGIAdapter)) == S_OK) + if (pDXGIAdapter->GetParent(IID_PPV_ARGS(&pFactory)) == S_OK) + { + bd->pd3dDevice = device; + bd->pd3dDeviceContext = device_context; + bd->pFactory = pFactory; + } + if (pDXGIDevice) pDXGIDevice->Release(); + if (pDXGIAdapter) pDXGIAdapter->Release(); + bd->pd3dDevice->AddRef(); + bd->pd3dDeviceContext->AddRef(); + + ImGui_ImplDX11_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplDX11_Shutdown() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplDX11_ShutdownMultiViewportSupport(); + ImGui_ImplDX11_InvalidateDeviceObjects(); + if (bd->pFactory) { bd->pFactory->Release(); } + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + if (bd->pd3dDeviceContext) { bd->pd3dDeviceContext->Release(); } + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +void ImGui_ImplDX11_NewFrame() +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX11_Init()?"); + + if (!bd->pVertexShader) + if (!ImGui_ImplDX11_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplDX11_CreateDeviceObjects() failed!"); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX11_ViewportData +{ + IDXGISwapChain* SwapChain; + ID3D11RenderTargetView* RTView; + + ImGui_ImplDX11_ViewportData() { SwapChain = nullptr; RTView = nullptr; } + ~ImGui_ImplDX11_ViewportData() { IM_ASSERT(SwapChain == nullptr && RTView == nullptr); } +}; + +// Multi-Viewports: configure templates used when creating swapchains for secondary viewports. Will try them in order. +// This is intentionally not declared in the .h file yet, so you will need to copy this declaration: +void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count); +void ImGui_ImplDX11_SetSwapChainDescs(const DXGI_SWAP_CHAIN_DESC* desc_templates, int desc_templates_count) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + bd->SwapChainDescsForViewports.resize(desc_templates_count); + memcpy(bd->SwapChainDescsForViewports.Data, desc_templates, sizeof(DXGI_SWAP_CHAIN_DESC)); +} + +static void ImGui_ImplDX11_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = IM_NEW(ImGui_ImplDX11_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + IM_ASSERT(vd->SwapChain == nullptr && vd->RTView == nullptr); + + // Create swap chain + HRESULT hr = DXGI_ERROR_UNSUPPORTED; + for (const DXGI_SWAP_CHAIN_DESC& sd_template : bd->SwapChainDescsForViewports) + { + IM_ASSERT(sd_template.BufferDesc.Width == 0 && sd_template.BufferDesc.Height == 0 && sd_template.OutputWindow == nullptr); + DXGI_SWAP_CHAIN_DESC sd = sd_template; + sd.BufferDesc.Width = (UINT)viewport->Size.x; + sd.BufferDesc.Height = (UINT)viewport->Size.y; + sd.OutputWindow = hwnd; + hr = bd->pFactory->CreateSwapChain(bd->pd3dDevice, &sd, &vd->SwapChain); + if (SUCCEEDED(hr)) + break; + } + IM_ASSERT(SUCCEEDED(hr)); + bd->pFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter + + // Create the render target + if (vd->SwapChain != nullptr) + { + ID3D11Texture2D* pBackBuffer; + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX11_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == nullptr since we didn't create the data for it. + if (ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + if (vd->RTView) + vd->RTView->Release(); + vd->RTView = nullptr; + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX11_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + if (vd->RTView) + { + vd->RTView->Release(); + vd->RTView = nullptr; + } + if (vd->SwapChain) + { + ID3D11Texture2D* pBackBuffer = nullptr; + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, DXGI_FORMAT_UNKNOWN, 0); + vd->SwapChain->GetBuffer(0, IID_PPV_ARGS(&pBackBuffer)); + if (pBackBuffer == nullptr) { fprintf(stderr, "ImGui_ImplDX11_SetWindowSize() failed creating buffers.\n"); return; } + bd->pd3dDevice->CreateRenderTargetView(pBackBuffer, nullptr, &vd->RTView); + pBackBuffer->Release(); + } +} + +static void ImGui_ImplDX11_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX11_Data* bd = ImGui_ImplDX11_GetBackendData(); + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + bd->pd3dDeviceContext->OMSetRenderTargets(1, &vd->RTView, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + bd->pd3dDeviceContext->ClearRenderTargetView(vd->RTView, (float*)&clear_color); + ImGui_ImplDX11_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplDX11_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX11_ViewportData* vd = (ImGui_ImplDX11_ViewportData*)viewport->RendererUserData; + if (vd->SwapChain) + vd->SwapChain->Present(0, 0); // Present without vsync +} + +static void ImGui_ImplDX11_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX11_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX11_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX11_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX11_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX11_SwapBuffers; + + // Default swapchain format + DXGI_SWAP_CHAIN_DESC sd; + ZeroMemory(&sd, sizeof(sd)); + sd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + sd.SampleDesc.Count = 1; + sd.SampleDesc.Quality = 0; + sd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd.BufferCount = 1; + sd.Windowed = TRUE; + sd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; + sd.Flags = 0; + ImGui_ImplDX11_SetSwapChainDescs(&sd, 1); +} + +static void ImGui_ImplDX11_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_dx11.h b/modules/imgui-source/backends/imgui_impl_dx11.h new file mode 100644 index 0000000..c75652e --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_dx11.h @@ -0,0 +1,53 @@ +// dear imgui: Renderer Backend for DirectX11 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'ID3D11ShaderResourceView*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct ID3D11Device; +struct ID3D11DeviceContext; +struct ID3D11SamplerState; +struct ID3D11Buffer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX11_Init(ID3D11Device* device, ID3D11DeviceContext* device_context); +IMGUI_IMPL_API void ImGui_ImplDX11_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX11_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX11_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX11_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX11_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX11_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX11_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX11_RenderState +{ + ID3D11Device* Device; + ID3D11DeviceContext* DeviceContext; + ID3D11Buffer* VertexConstantBuffer; + //ID3D11SamplerState* SamplerLinear; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerLinear) + //ID3D11SamplerState* SamplerNearest; // Use ImDrawList::AddCallback(ImGui::GetPlatform().DrawCallback_SetSamplerNearest) +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_dx12.cpp b/modules/imgui-source/backends/imgui_impl_dx12.cpp new file mode 100644 index 0000000..d675b71 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_dx12.cpp @@ -0,0 +1,1351 @@ +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// FIXME: The transition from removing a viewport and moving the window in an existing hosted viewport tends to flicker. + +// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2025-10-23: [Docking] DirectX12: Fixed an issue in synchronization logic improving rendering throughput for secondary viewports. (#8961, #9025) +// 2025-10-11: DirectX12: Reuse texture upload buffer and grow it only when necessary. (#9002) +// 2025-09-29: DirectX12: Rework synchronization logic. (#8961) +// 2025-09-29: DirectX12: Enable swapchain tearing to eliminate viewports framerate throttling. (#8965) +// 2025-09-29: DirectX12: Reuse a command list and allocator for texture uploads instead of recreating them each time. (#8963) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-19: Fixed build on MinGW. (#8702, #4594) +// 2025-06-11: DirectX12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. +// 2025-05-07: DirectX12: Honor draw_data->FramebufferScale to allow for custom backends and experiment using it (consistently with other renderer backends, even though in normal condition it is not set under Windows). +// 2025-02-24: DirectX12: Fixed an issue where ImGui_ImplDX12_Init() signature change from 2024-11-15 combined with change from 2025-01-15 made legacy ImGui_ImplDX12_Init() crash. (#8429) +// 2025-01-15: DirectX12: Texture upload use the command queue provided in ImGui_ImplDX12_InitInfo instead of creating its own. +// 2024-12-09: DirectX12: Let user specifies the DepthStencilView format by setting ImGui_ImplDX12_InitInfo::DSVFormat. +// 2024-11-15: DirectX12: *BREAKING CHANGE* Changed ImGui_ImplDX12_Init() signature to take a ImGui_ImplDX12_InitInfo struct. Legacy ImGui_ImplDX12_Init() signature is still supported (will obsolete). +// 2024-11-15: DirectX12: *BREAKING CHANGE* User is now required to pass function pointers to allocate/free SRV Descriptors. We provide convenience legacy fields to pass a single descriptor, matching the old API, but upcoming features will want multiple. +// 2024-10-23: DirectX12: Unmap() call specify written range. The range is informational and may be used by debug tools. +// 2024-10-07: DirectX12: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: DirectX12: Expose selected render state in ImGui_ImplDX12_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: DirectX12: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: DirectX12: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: DirectX12: Change blending equation to preserve alpha in output buffer. +// 2021-01-11: DirectX12: Improve Windows 7 compatibility (for D3D12On7) by loading d3d12.dll dynamically. +// 2020-09-16: DirectX12: Avoid rendering calls with zero-sized scissor rectangle since it generates a validation layer warning. +// 2020-09-08: DirectX12: Clarified support for building on 32-bit systems by redefining ImTextureID. +// 2019-10-18: DirectX12: *BREAKING CHANGE* Added extra ID3D12DescriptorHeap parameter to ImGui_ImplDX12_Init() function. +// 2019-05-29: DirectX12: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX12: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Various minor tidying up. +// 2018-12-03: Misc: Added #pragma comment statement to automatically link with d3dcompiler.lib when using D3DCompile(). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-12: DirectX12: Moved the ID3D12GraphicsCommandList* parameter from NewFrame() to RenderDrawData(). +// 2018-06-08: Misc: Extracted imgui_impl_dx12.cpp/.h away from the old combined DX12+Win32 example. +// 2018-06-08: DirectX12: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle (to ease support for future multi-viewport). +// 2018-02-22: Merged into master with all Win32 code synchronized to other examples. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx12.h" + +// DirectX +#include +#include +#include +#ifdef _MSC_VER +#pragma comment(lib, "d3dcompiler") // Automatically link with d3dcompiler.lib as we are using D3DCompile() below. +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// MinGW workaround, see #4594 +typedef decltype(D3D12SerializeRootSignature) *_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE; + +// DirectX12 data +struct ImGui_ImplDX12_RenderBuffers; + +struct ImGui_ImplDX12_Texture +{ + ID3D12Resource* pTextureResource; + D3D12_CPU_DESCRIPTOR_HANDLE hFontSrvCpuDescHandle; + D3D12_GPU_DESCRIPTOR_HANDLE hFontSrvGpuDescHandle; + + ImGui_ImplDX12_Texture() { memset((void*)this, 0, sizeof(*this)); } +}; + +struct ImGui_ImplDX12_Data +{ + ImGui_ImplDX12_InitInfo InitInfo; + ImGui_ImplDX12_RenderState* RenderState; + + IDXGIFactory5* pdxgiFactory; + ID3D12Device* pd3dDevice; + ID3D12RootSignature* pRootSignatureLinear; + ID3D12RootSignature* pRootSignatureNearest; + ID3D12PipelineState* pPipelineStateLinear; + ID3D12PipelineState* pPipelineStateNearest; + ID3D12CommandQueue* pCommandQueue; + bool commandQueueOwned; + DXGI_FORMAT RTVFormat; + DXGI_FORMAT DSVFormat; + ID3D12DescriptorHeap* pd3dSrvDescHeap; + ID3D12Fence* Fence; + UINT64 FenceLastSignaledValue; + HANDLE FenceEvent; + UINT numFramesInFlight; + bool tearingSupport; + bool LegacySingleDescriptorUsed; + + ID3D12CommandAllocator* pTexCmdAllocator; + ID3D12GraphicsCommandList* pTexCmdList; + ID3D12Resource* pTexUploadBuffer; + UINT pTexUploadBufferSize; + void* pTexUploadBufferMapped; + + ImGui_ImplDX12_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX12_Data* ImGui_ImplDX12_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX12_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Buffers used during the rendering of a frame +struct ImGui_ImplDX12_RenderBuffers +{ + ID3D12Resource* IndexBuffer; + ID3D12Resource* VertexBuffer; + int IndexBufferSize; + int VertexBufferSize; +}; + +// Buffers used for secondary viewports created by the multi-viewports systems +struct ImGui_ImplDX12_FrameContext +{ + UINT64 FenceValue; + ID3D12CommandAllocator* CommandAllocator; + ID3D12Resource* RenderTarget; + D3D12_CPU_DESCRIPTOR_HANDLE RenderTargetCpuDescriptors; +}; + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +// Main viewport created by application will only use the Resources field. +// Secondary viewports created by this backend will use all the fields (including Window fields), +struct ImGui_ImplDX12_ViewportData +{ + // Window + ID3D12CommandQueue* CommandQueue; + ID3D12GraphicsCommandList* CommandList; + ID3D12DescriptorHeap* RtvDescHeap; + IDXGISwapChain3* SwapChain; + HANDLE SwapChainWaitableObject; + UINT NumFramesInFlight; + ImGui_ImplDX12_FrameContext* FrameCtx; + + // Render buffers + UINT FrameIndex; + ImGui_ImplDX12_RenderBuffers* FrameRenderBuffers; + + ImGui_ImplDX12_ViewportData(UINT num_frames_in_flight) + { + CommandQueue = nullptr; + CommandList = nullptr; + RtvDescHeap = nullptr; + SwapChain = nullptr; + SwapChainWaitableObject = nullptr; + NumFramesInFlight = num_frames_in_flight; + FrameCtx = new ImGui_ImplDX12_FrameContext[NumFramesInFlight]; + FrameIndex = 0; + FrameRenderBuffers = new ImGui_ImplDX12_RenderBuffers[NumFramesInFlight]; + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + FrameCtx[i].FenceValue = 0; + FrameCtx[i].CommandAllocator = nullptr; + FrameCtx[i].RenderTarget = nullptr; + + // Create buffers with a default size (they will later be grown as needed) + FrameRenderBuffers[i].IndexBuffer = nullptr; + FrameRenderBuffers[i].VertexBuffer = nullptr; + FrameRenderBuffers[i].VertexBufferSize = 5000; + FrameRenderBuffers[i].IndexBufferSize = 10000; + } + } + ~ImGui_ImplDX12_ViewportData() + { + IM_ASSERT(CommandQueue == nullptr && CommandList == nullptr); + IM_ASSERT(RtvDescHeap == nullptr); + IM_ASSERT(SwapChain == nullptr); + IM_ASSERT(SwapChainWaitableObject == nullptr); + + for (UINT i = 0; i < NumFramesInFlight; ++i) + { + IM_ASSERT(FrameCtx[i].CommandAllocator == nullptr && FrameCtx[i].RenderTarget == nullptr); + IM_ASSERT(FrameRenderBuffers[i].IndexBuffer == nullptr && FrameRenderBuffers[i].VertexBuffer == nullptr); + } + + delete[] FrameCtx; FrameCtx = nullptr; + delete[] FrameRenderBuffers; FrameRenderBuffers = nullptr; + } +}; + +struct VERTEX_CONSTANT_BUFFER_DX12 +{ + float mvp[4][4]; +}; + +// Forward Declarations +static void ImGui_ImplDX12_InitMultiViewportSupport(); +static void ImGui_ImplDX12_ShutdownMultiViewportSupport(); + +// Functions +static void ImGui_ImplDX12_SetupSamplerLinear(ID3D12GraphicsCommandList* command_list) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + command_list->SetPipelineState(bd->pPipelineStateLinear); + command_list->SetGraphicsRootSignature(bd->pRootSignatureLinear); +} + +static void ImGui_ImplDX12_SetupSamplerNearest(ID3D12GraphicsCommandList* command_list) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + command_list->SetPipelineState(bd->pPipelineStateNearest); + command_list->SetGraphicsRootSignature(bd->pRootSignatureNearest); +} + +static void ImGui_ImplDX12_SetupRenderState(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list, ImGui_ImplDX12_RenderBuffers* fr) +{ + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + VERTEX_CONSTANT_BUFFER_DX12 vertex_constant_buffer; + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + memcpy(&vertex_constant_buffer.mvp, mvp, sizeof(mvp)); + } + + // Setup viewport + D3D12_VIEWPORT vp = {}; + vp.Width = draw_data->DisplaySize.x * draw_data->FramebufferScale.x; + vp.Height = draw_data->DisplaySize.y * draw_data->FramebufferScale.y; + vp.MinDepth = 0.0f; + vp.MaxDepth = 1.0f; + vp.TopLeftX = vp.TopLeftY = 0.0f; + command_list->RSSetViewports(1, &vp); + + // Bind shader and vertex buffers + unsigned int stride = sizeof(ImDrawVert); + unsigned int offset = 0; + D3D12_VERTEX_BUFFER_VIEW vbv = {}; + vbv.BufferLocation = fr->VertexBuffer->GetGPUVirtualAddress() + offset; + vbv.SizeInBytes = fr->VertexBufferSize * stride; + vbv.StrideInBytes = stride; + command_list->IASetVertexBuffers(0, 1, &vbv); + D3D12_INDEX_BUFFER_VIEW ibv = {}; + ibv.BufferLocation = fr->IndexBuffer->GetGPUVirtualAddress(); + ibv.SizeInBytes = (UINT)fr->IndexBufferSize * sizeof(ImDrawIdx); + ibv.Format = sizeof(ImDrawIdx) == 2 ? DXGI_FORMAT_R16_UINT : DXGI_FORMAT_R32_UINT; + command_list->IASetIndexBuffer(&ibv); + command_list->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST); + ImGui_ImplDX12_SetupSamplerLinear(command_list); + command_list->SetGraphicsRoot32BitConstants(0, 16, &vertex_constant_buffer, 0); + + // Setup blend factor + const float blend_factor[4] = { 0.f, 0.f, 0.f, 0.f }; + command_list->OMSetBlendFactor(blend_factor); +} + +template +static inline void SafeRelease(T*& res) +{ + if (res) + res->Release(); + res = nullptr; +} + +// Draw callbacks +static void ImGui_ImplDX12_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplDX12_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerLinear(bd->RenderState->CommandList); } +static void ImGui_ImplDX12_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); ImGui_ImplDX12_SetupSamplerNearest(bd->RenderState->CommandList); } + +// Render function +void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* command_list) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX12_UpdateTexture(tex); + + // FIXME: We are assuming that this only gets called once per frame! + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)draw_data->OwnerViewport->RendererUserData; + ImGui_ImplDX12_RenderBuffers* fr = &vd->FrameRenderBuffers[vd->FrameIndex % bd->numFramesInFlight]; + vd->FrameIndex++; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + SafeRelease(fr->VertexBuffer); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + D3D12_HEAP_PROPERTIES props = {}; + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc = {}; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->VertexBufferSize * sizeof(ImDrawVert); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->VertexBuffer)) < 0) + return; + } + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + SafeRelease(fr->IndexBuffer); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + D3D12_HEAP_PROPERTIES props = {}; + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + D3D12_RESOURCE_DESC desc = {}; + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Width = fr->IndexBufferSize * sizeof(ImDrawIdx); + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + if (bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&fr->IndexBuffer)) < 0) + return; + } + + // Upload vertex/index data into a single contiguous GPU buffer + // During Map() we specify a null read range (as per DX12 API, this is informational and for tooling only) + void* vtx_resource, *idx_resource; + D3D12_RANGE range = { 0, 0 }; + if (fr->VertexBuffer->Map(0, &range, &vtx_resource) != S_OK) + return; + if (fr->IndexBuffer->Map(0, &range, &idx_resource) != S_OK) + return; + ImDrawVert* vtx_dst = (ImDrawVert*)vtx_resource; + ImDrawIdx* idx_dst = (ImDrawIdx*)idx_resource; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + + // During Unmap() we specify the written range (as per DX12 API, this is informational and for tooling only) + range.End = (SIZE_T)((intptr_t)vtx_dst - (intptr_t)vtx_resource); + IM_ASSERT(range.End == draw_data->TotalVtxCount * sizeof(ImDrawVert)); + fr->VertexBuffer->Unmap(0, &range); + range.End = (SIZE_T)((intptr_t)idx_dst - (intptr_t)idx_resource); + IM_ASSERT(range.End == draw_data->TotalIdxCount * sizeof(ImDrawIdx)); + fr->IndexBuffer->Unmap(0, &range); + + // Setup desired DX state + ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplDX12_RenderState render_state; + render_state.Device = bd->pd3dDevice; + render_state.CommandList = command_list; + platform_io.Renderer_RenderState = bd->RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + ImVec2 clip_scale = draw_data->FramebufferScale; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImGui_ImplDX12_DrawCallback_ResetRenderState) + ImGui_ImplDX12_SetupRenderState(draw_data, command_list, fr); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const D3D12_RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + command_list->RSSetScissorRects(1, &r); + + // Bind texture, Draw + D3D12_GPU_DESCRIPTOR_HANDLE texture_handle = {}; + texture_handle.ptr = (UINT64)pcmd->GetTexID(); + command_list->SetGraphicsRootDescriptorTable(1, texture_handle); + command_list->DrawIndexedInstanced(pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = bd->RenderState = nullptr; +} + +static void ImGui_ImplDX12_DestroyTexture(ImTextureData* tex) +{ + if (ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData) + { + IM_ASSERT(backend_tex->hFontSrvGpuDescHandle.ptr == (UINT64)tex->TexID); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bd->InitInfo.SrvDescriptorFreeFn(&bd->InitInfo, backend_tex->hFontSrvCpuDescHandle, backend_tex->hFontSrvGpuDescHandle); + SafeRelease(backend_tex->pTextureResource); + backend_tex->hFontSrvCpuDescHandle.ptr = 0; + backend_tex->hFontSrvGpuDescHandle.ptr = 0; + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bool need_barrier_before_copy = true; // Do we need a resource barrier before we copy new data in? + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + ImGui_ImplDX12_Texture* backend_tex = IM_NEW(ImGui_ImplDX12_Texture)(); + bd->InitInfo.SrvDescriptorAllocFn(&bd->InitInfo, &backend_tex->hFontSrvCpuDescHandle, &backend_tex->hFontSrvGpuDescHandle); // Allocate a desctriptor handle + + D3D12_HEAP_PROPERTIES props = {}; + props.Type = D3D12_HEAP_TYPE_DEFAULT; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; + desc.Alignment = 0; + desc.Width = tex->Width; + desc.Height = tex->Height; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + ID3D12Resource* pTexture = nullptr; + bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_COPY_DEST, nullptr, IID_PPV_ARGS(&pTexture)); + + // Create SRV + D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc; + ZeroMemory(&srvDesc, sizeof(srvDesc)); + srvDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D; + srvDesc.Texture2D.MipLevels = desc.MipLevels; + srvDesc.Texture2D.MostDetailedMip = 0; + srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING; + bd->pd3dDevice->CreateShaderResourceView(pTexture, &srvDesc, backend_tex->hFontSrvCpuDescHandle); + SafeRelease(backend_tex->pTextureResource); + backend_tex->pTextureResource = pTexture; + + // Store identifiers + tex->SetTexID((ImTextureID)backend_tex->hFontSrvGpuDescHandle.ptr); + tex->BackendUserData = backend_tex; + need_barrier_before_copy = false; // Because this is a newly-created texture it will be in D3D12_RESOURCE_STATE_COMMON and thus we don't need a barrier + // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below. + } + + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) + { + ImGui_ImplDX12_Texture* backend_tex = (ImGui_ImplDX12_Texture*)tex->BackendUserData; + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + // FIXME-OPT: Uploading single box even when using ImTextureStatus_WantUpdates. Could use tex->Updates[] + // - Copy all blocks contiguously in upload buffer. + // - Barrier before copy, submit all CopyTextureRegion(), barrier after copy. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. + UINT upload_pitch_src = upload_w * tex->BytesPerPixel; + UINT upload_pitch_dst = (upload_pitch_src + D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u) & ~(D3D12_TEXTURE_DATA_PITCH_ALIGNMENT - 1u); + UINT upload_size = upload_pitch_dst * upload_h; + + if (bd->pTexUploadBuffer == nullptr || upload_size > bd->pTexUploadBufferSize) + { + if (bd->pTexUploadBufferMapped) + { + D3D12_RANGE range = { 0, bd->pTexUploadBufferSize }; + bd->pTexUploadBuffer->Unmap(0, &range); + bd->pTexUploadBufferMapped = nullptr; + } + SafeRelease(bd->pTexUploadBuffer); + + D3D12_RESOURCE_DESC desc; + ZeroMemory(&desc, sizeof(desc)); + desc.Dimension = D3D12_RESOURCE_DIMENSION_BUFFER; + desc.Alignment = 0; + desc.Width = upload_size; + desc.Height = 1; + desc.DepthOrArraySize = 1; + desc.MipLevels = 1; + desc.Format = DXGI_FORMAT_UNKNOWN; + desc.SampleDesc.Count = 1; + desc.SampleDesc.Quality = 0; + desc.Layout = D3D12_TEXTURE_LAYOUT_ROW_MAJOR; + desc.Flags = D3D12_RESOURCE_FLAG_NONE; + + D3D12_HEAP_PROPERTIES props; + memset(&props, 0, sizeof(D3D12_HEAP_PROPERTIES)); + props.Type = D3D12_HEAP_TYPE_UPLOAD; + props.CPUPageProperty = D3D12_CPU_PAGE_PROPERTY_UNKNOWN; + props.MemoryPoolPreference = D3D12_MEMORY_POOL_UNKNOWN; + + HRESULT hr = bd->pd3dDevice->CreateCommittedResource(&props, D3D12_HEAP_FLAG_NONE, &desc, + D3D12_RESOURCE_STATE_GENERIC_READ, nullptr, IID_PPV_ARGS(&bd->pTexUploadBuffer)); + IM_ASSERT(SUCCEEDED(hr)); + + D3D12_RANGE range = {0, upload_size}; + hr = bd->pTexUploadBuffer->Map(0, &range, &bd->pTexUploadBufferMapped); + IM_ASSERT(SUCCEEDED(hr)); + bd->pTexUploadBufferSize = upload_size; + } + + bd->pTexCmdAllocator->Reset(); + bd->pTexCmdList->Reset(bd->pTexCmdAllocator, nullptr); + ID3D12GraphicsCommandList* cmdList = bd->pTexCmdList; + + // Copy to upload buffer + for (int y = 0; y < upload_h; y++) + memcpy((void*)((uintptr_t)bd->pTexUploadBufferMapped + y * upload_pitch_dst), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch_src); + + if (need_barrier_before_copy) + { + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = backend_tex->pTextureResource; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_COPY_DEST; + cmdList->ResourceBarrier(1, &barrier); + } + + D3D12_TEXTURE_COPY_LOCATION srcLocation = {}; + D3D12_TEXTURE_COPY_LOCATION dstLocation = {}; + { + srcLocation.pResource = bd->pTexUploadBuffer; + srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT; + srcLocation.PlacedFootprint.Footprint.Format = DXGI_FORMAT_R8G8B8A8_UNORM; + srcLocation.PlacedFootprint.Footprint.Width = upload_w; + srcLocation.PlacedFootprint.Footprint.Height = upload_h; + srcLocation.PlacedFootprint.Footprint.Depth = 1; + srcLocation.PlacedFootprint.Footprint.RowPitch = upload_pitch_dst; + dstLocation.pResource = backend_tex->pTextureResource; + dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX; + dstLocation.SubresourceIndex = 0; + } + cmdList->CopyTextureRegion(&dstLocation, upload_x, upload_y, 0, &srcLocation, nullptr); + + { + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = backend_tex->pTextureResource; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_COPY_DEST; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE; + cmdList->ResourceBarrier(1, &barrier); + } + + HRESULT hr = cmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + ID3D12CommandQueue* cmdQueue = bd->pCommandQueue; + cmdQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmdList); + hr = cmdQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue); + IM_ASSERT(SUCCEEDED(hr)); + + // FIXME-OPT: Suboptimal? + // - To remove this may need to create NumFramesInFlight x ImGui_ImplDX12_FrameContext in backend data (mimick docking version) + // - Store per-frame in flight: upload buffer? + // - Where do cmdList and cmdAlloc fit? + bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent); + ::WaitForSingleObject(bd->FenceEvent, INFINITE); + + tex->SetStatus(ImTextureStatus_OK); + } + + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->numFramesInFlight) + ImGui_ImplDX12_DestroyTexture(tex); +} + +bool ImGui_ImplDX12_CreateDeviceObjects() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + if (bd->pPipelineStateLinear) + ImGui_ImplDX12_InvalidateDeviceObjects(); + + HRESULT hr = ::CreateDXGIFactory1(IID_PPV_ARGS(&bd->pdxgiFactory)); + IM_ASSERT(hr == S_OK); + + BOOL allow_tearing = FALSE; + bd->pdxgiFactory->CheckFeatureSupport(DXGI_FEATURE_PRESENT_ALLOW_TEARING, &allow_tearing, sizeof(allow_tearing)); + bd->tearingSupport = (allow_tearing == TRUE); + + // Create the root signature + { + D3D12_DESCRIPTOR_RANGE descRange = {}; + descRange.RangeType = D3D12_DESCRIPTOR_RANGE_TYPE_SRV; + descRange.NumDescriptors = 1; + descRange.BaseShaderRegister = 0; + descRange.RegisterSpace = 0; + descRange.OffsetInDescriptorsFromTableStart = 0; + + D3D12_ROOT_PARAMETER param[2] = {}; + + param[0].ParameterType = D3D12_ROOT_PARAMETER_TYPE_32BIT_CONSTANTS; + param[0].Constants.ShaderRegister = 0; + param[0].Constants.RegisterSpace = 0; + param[0].Constants.Num32BitValues = 16; + param[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_VERTEX; + + param[1].ParameterType = D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE; + param[1].DescriptorTable.NumDescriptorRanges = 1; + param[1].DescriptorTable.pDescriptorRanges = &descRange; + param[1].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + D3D12_STATIC_SAMPLER_DESC staticSampler[1] = {}; + staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_LINEAR; + staticSampler[0].AddressU = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler[0].AddressV = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler[0].AddressW = D3D12_TEXTURE_ADDRESS_MODE_CLAMP; + staticSampler[0].MipLODBias = 0.f; + staticSampler[0].MaxAnisotropy = 0; + staticSampler[0].ComparisonFunc = D3D12_COMPARISON_FUNC_ALWAYS; + staticSampler[0].BorderColor = D3D12_STATIC_BORDER_COLOR_TRANSPARENT_BLACK; + staticSampler[0].MinLOD = 0.f; + staticSampler[0].MaxLOD = D3D12_FLOAT32_MAX; + staticSampler[0].ShaderRegister = 0; + staticSampler[0].RegisterSpace = 0; + staticSampler[0].ShaderVisibility = D3D12_SHADER_VISIBILITY_PIXEL; + + D3D12_ROOT_SIGNATURE_DESC desc = {}; + desc.NumParameters = _countof(param); + desc.pParameters = param; + desc.NumStaticSamplers = 1; + desc.pStaticSamplers = &staticSampler[0]; + desc.Flags = + D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT | + D3D12_ROOT_SIGNATURE_FLAG_DENY_HULL_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_DOMAIN_SHADER_ROOT_ACCESS | + D3D12_ROOT_SIGNATURE_FLAG_DENY_GEOMETRY_SHADER_ROOT_ACCESS; + + // Load d3d12.dll and D3D12SerializeRootSignature() function address dynamically to facilitate using with D3D12On7. + // See if any version of d3d12.dll is already loaded in the process. If so, give preference to that. + static HINSTANCE d3d12_dll = ::GetModuleHandleA("d3d12.dll"); + if (d3d12_dll == nullptr) + { + // Attempt to load d3d12.dll from local directories. This will only succeed if + // (1) the current OS is Windows 7, and + // (2) there exists a version of d3d12.dll for Windows 7 (D3D12On7) in one of the following directories. + // See https://github.com/ocornut/imgui/pull/3696 for details. + const char* localD3d12Paths[] = { ".\\d3d12.dll", ".\\d3d12on7\\d3d12.dll", ".\\12on7\\d3d12.dll" }; // A. current directory, B. used by some games, C. used in Microsoft D3D12On7 sample + for (int i = 0; i < IM_COUNTOF(localD3d12Paths); i++) + if ((d3d12_dll = ::LoadLibraryA(localD3d12Paths[i])) != nullptr) + break; + + // If failed, we are on Windows >= 10. + if (d3d12_dll == nullptr) + d3d12_dll = ::LoadLibraryA("d3d12.dll"); + + if (d3d12_dll == nullptr) + return false; + } + + _PFN_D3D12_SERIALIZE_ROOT_SIGNATURE D3D12SerializeRootSignatureFn = (_PFN_D3D12_SERIALIZE_ROOT_SIGNATURE)(void*)::GetProcAddress(d3d12_dll, "D3D12SerializeRootSignature"); + if (D3D12SerializeRootSignatureFn == nullptr) + return false; + + ID3DBlob* blob = nullptr; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) + return false; + + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureLinear)); + blob->Release(); + + // Nearest sampler + staticSampler[0].Filter = D3D12_FILTER_MIN_MAG_MIP_POINT; + if (D3D12SerializeRootSignatureFn(&desc, D3D_ROOT_SIGNATURE_VERSION_1, &blob, nullptr) != S_OK) + return false; + + bd->pd3dDevice->CreateRootSignature(0, blob->GetBufferPointer(), blob->GetBufferSize(), IID_PPV_ARGS(&bd->pRootSignatureNearest)); + blob->Release(); + } + + // By using D3DCompile() from / d3dcompiler.lib, we introduce a dependency to a given version of d3dcompiler_XX.dll (see D3DCOMPILER_DLL_A) + // If you would like to use this DX12 sample code but remove this dependency you can: + // 1) compile once, save the compiled shader blobs into a file or source code and assign them to psoDesc.VS/PS [preferred solution] + // 2) use code to detect any version of the DLL and grab a pointer to D3DCompile from the DLL. + // See https://github.com/ocornut/imgui/pull/638 for sources and details. + + D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {}; + psoDesc.NodeMask = 1; + psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; + psoDesc.pRootSignature = bd->pRootSignatureLinear; + psoDesc.SampleMask = UINT_MAX; + psoDesc.NumRenderTargets = 1; + psoDesc.RTVFormats[0] = bd->RTVFormat; + psoDesc.DSVFormat = bd->DSVFormat; + psoDesc.SampleDesc.Count = 1; + psoDesc.Flags = D3D12_PIPELINE_STATE_FLAG_NONE; + + ID3DBlob* vertexShaderBlob; + ID3DBlob* pixelShaderBlob; + + // Create the vertex shader + { + static const char* vertexShader = + "cbuffer vertexBuffer : register(b0) \ + {\ + float4x4 ProjectionMatrix; \ + };\ + struct VS_INPUT\ + {\ + float2 pos : POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + \ + PS_INPUT main(VS_INPUT input)\ + {\ + PS_INPUT output;\ + output.pos = mul( ProjectionMatrix, float4(input.pos.xy, 0.f, 1.f));\ + output.col = input.col;\ + output.uv = input.uv;\ + return output;\ + }"; + + if (FAILED(D3DCompile(vertexShader, strlen(vertexShader), nullptr, nullptr, nullptr, "main", "vs_5_0", 0, 0, &vertexShaderBlob, nullptr))) + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + psoDesc.VS = { vertexShaderBlob->GetBufferPointer(), vertexShaderBlob->GetBufferSize() }; + + // Create the input layout + static D3D12_INPUT_ELEMENT_DESC local_layout[] = + { + { "POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, pos), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, (UINT)offsetof(ImDrawVert, uv), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + { "COLOR", 0, DXGI_FORMAT_R8G8B8A8_UNORM, 0, (UINT)offsetof(ImDrawVert, col), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 }, + }; + psoDesc.InputLayout = { local_layout, 3 }; + } + + // Create the pixel shader + { + static const char* pixelShader = + "struct PS_INPUT\ + {\ + float4 pos : SV_POSITION;\ + float4 col : COLOR0;\ + float2 uv : TEXCOORD0;\ + };\ + SamplerState sampler0 : register(s0);\ + Texture2D texture0 : register(t0);\ + \ + float4 main(PS_INPUT input) : SV_Target\ + {\ + float4 out_col = input.col * texture0.Sample(sampler0, input.uv); \ + return out_col; \ + }"; + + if (FAILED(D3DCompile(pixelShader, strlen(pixelShader), nullptr, nullptr, nullptr, "main", "ps_5_0", 0, 0, &pixelShaderBlob, nullptr))) + { + vertexShaderBlob->Release(); + return false; // NB: Pass ID3DBlob* pErrorBlob to D3DCompile() to get error showing in (const char*)pErrorBlob->GetBufferPointer(). Make sure to Release() the blob! + } + psoDesc.PS = { pixelShaderBlob->GetBufferPointer(), pixelShaderBlob->GetBufferSize() }; + } + + // Create the blending setup + { + D3D12_BLEND_DESC& desc = psoDesc.BlendState; + desc.AlphaToCoverageEnable = false; + desc.RenderTarget[0].BlendEnable = true; + desc.RenderTarget[0].SrcBlend = D3D12_BLEND_SRC_ALPHA; + desc.RenderTarget[0].DestBlend = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOp = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].SrcBlendAlpha = D3D12_BLEND_ONE; + desc.RenderTarget[0].DestBlendAlpha = D3D12_BLEND_INV_SRC_ALPHA; + desc.RenderTarget[0].BlendOpAlpha = D3D12_BLEND_OP_ADD; + desc.RenderTarget[0].RenderTargetWriteMask = D3D12_COLOR_WRITE_ENABLE_ALL; + } + + // Create the rasterizer state + { + D3D12_RASTERIZER_DESC& desc = psoDesc.RasterizerState; + desc.FillMode = D3D12_FILL_MODE_SOLID; + desc.CullMode = D3D12_CULL_MODE_NONE; + desc.FrontCounterClockwise = FALSE; + desc.DepthBias = D3D12_DEFAULT_DEPTH_BIAS; + desc.DepthBiasClamp = D3D12_DEFAULT_DEPTH_BIAS_CLAMP; + desc.SlopeScaledDepthBias = D3D12_DEFAULT_SLOPE_SCALED_DEPTH_BIAS; + desc.DepthClipEnable = true; + desc.MultisampleEnable = FALSE; + desc.AntialiasedLineEnable = FALSE; + desc.ForcedSampleCount = 0; + desc.ConservativeRaster = D3D12_CONSERVATIVE_RASTERIZATION_MODE_OFF; + } + + // Create depth-stencil State + { + D3D12_DEPTH_STENCIL_DESC& desc = psoDesc.DepthStencilState; + desc.DepthEnable = false; + desc.DepthWriteMask = D3D12_DEPTH_WRITE_MASK_ALL; + desc.DepthFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.StencilEnable = false; + desc.FrontFace.StencilFailOp = desc.FrontFace.StencilDepthFailOp = desc.FrontFace.StencilPassOp = D3D12_STENCIL_OP_KEEP; + desc.FrontFace.StencilFunc = D3D12_COMPARISON_FUNC_ALWAYS; + desc.BackFace = desc.FrontFace; + } + + HRESULT result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateLinear)); + if (result_pipeline_state != S_OK) + { + vertexShaderBlob->Release(); + pixelShaderBlob->Release(); + return false; + } + + psoDesc.pRootSignature = bd->pRootSignatureNearest; + + result_pipeline_state = bd->pd3dDevice->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&bd->pPipelineStateNearest)); + vertexShaderBlob->Release(); + pixelShaderBlob->Release(); + if (result_pipeline_state != S_OK) + return false; + + // Create command allocator and command list for ImGui_ImplDX12_UpdateTexture() + hr = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&bd->pTexCmdAllocator)); + IM_ASSERT(SUCCEEDED(hr)); + hr = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, bd->pTexCmdAllocator, nullptr, IID_PPV_ARGS(&bd->pTexCmdList)); + IM_ASSERT(SUCCEEDED(hr)); + hr = bd->pTexCmdList->Close(); + IM_ASSERT(SUCCEEDED(hr)); + + // Create fence. + hr = bd->pd3dDevice->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&bd->Fence)); + IM_ASSERT(hr == S_OK); + bd->FenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr); + IM_ASSERT(bd->FenceEvent != nullptr); + + return true; +} + +static void ImGui_ImplDX12_DestroyRenderBuffers(ImGui_ImplDX12_RenderBuffers* render_buffers) +{ + SafeRelease(render_buffers->IndexBuffer); + SafeRelease(render_buffers->VertexBuffer); + render_buffers->IndexBufferSize = render_buffers->VertexBufferSize = 0; +} + +void ImGui_ImplDX12_InvalidateDeviceObjects() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + + SafeRelease(bd->pdxgiFactory); + if (bd->commandQueueOwned) + SafeRelease(bd->pCommandQueue); + bd->commandQueueOwned = false; + SafeRelease(bd->pRootSignatureLinear); + SafeRelease(bd->pRootSignatureNearest); + SafeRelease(bd->pPipelineStateLinear); + SafeRelease(bd->pPipelineStateNearest); + + if (bd->pTexUploadBufferMapped) + { + D3D12_RANGE range = { 0, bd->pTexUploadBufferSize }; + bd->pTexUploadBuffer->Unmap(0, &range); + bd->pTexUploadBufferMapped = nullptr; + } + SafeRelease(bd->pTexUploadBuffer); + SafeRelease(bd->pTexCmdList); + SafeRelease(bd->pTexCmdAllocator); + SafeRelease(bd->Fence); + CloseHandle(bd->FenceEvent); + bd->FenceEvent = nullptr; + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplDX12_DestroyTexture(tex); +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +static void ImGui_ImplDX12_InitLegacySingleDescriptorMode(ImGui_ImplDX12_InitInfo* init_info) +{ + // Wrap legacy behavior of passing space for a single descriptor + IM_ASSERT(init_info->LegacySingleSrvCpuDescriptor.ptr != 0 && init_info->LegacySingleSrvGpuDescriptor.ptr != 0); + init_info->SrvDescriptorAllocFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_handle) + { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd->LegacySingleDescriptorUsed == false && "Only 1 simultaneous texture allowed with legacy ImGui_ImplDX12_Init() signature!"); + *out_cpu_handle = bd->InitInfo.LegacySingleSrvCpuDescriptor; + *out_gpu_handle = bd->InitInfo.LegacySingleSrvGpuDescriptor; + bd->LegacySingleDescriptorUsed = true; + }; + init_info->SrvDescriptorFreeFn = [](ImGui_ImplDX12_InitInfo*, D3D12_CPU_DESCRIPTOR_HANDLE, D3D12_GPU_DESCRIPTOR_HANDLE) + { + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd->LegacySingleDescriptorUsed == true); + bd->LegacySingleDescriptorUsed = false; + }; +} +#endif + +bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* init_info) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX12_Data* bd = IM_NEW(ImGui_ImplDX12_Data)(); + bd->InitInfo = *init_info; // Deep copy + init_info = &bd->InitInfo; + + bd->pd3dDevice = init_info->Device; + IM_ASSERT(init_info->CommandQueue != nullptr); + bd->pCommandQueue = init_info->CommandQueue; + bd->RTVFormat = init_info->RTVFormat; + bd->DSVFormat = init_info->DSVFormat; + bd->numFramesInFlight = init_info->NumFramesInFlight; + bd->pd3dSrvDescHeap = init_info->SrvDescriptorHeap; + bd->tearingSupport = false; + + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx12"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + ImGui_ImplDX12_InitMultiViewportSupport(); + + // Create a dummy ImGui_ImplDX12_ViewportData holder for the main viewport, + // Since this is created and managed by the application, we will only use the ->Resources[] fields. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX12_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX12_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX12_DrawCallback_SetSamplerNearest; + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + if (init_info->SrvDescriptorAllocFn == nullptr) + ImGui_ImplDX12_InitLegacySingleDescriptorMode(init_info); +#endif + IM_ASSERT(init_info->SrvDescriptorAllocFn != nullptr && init_info->SrvDescriptorFreeFn != nullptr); + + return true; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy initialization API Obsoleted in 1.91.5 +// font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap' +bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle) +{ + ImGui_ImplDX12_InitInfo init_info; + init_info.Device = device; + init_info.NumFramesInFlight = num_frames_in_flight; + init_info.RTVFormat = rtv_format; + init_info.SrvDescriptorHeap = srv_descriptor_heap; + init_info.LegacySingleSrvCpuDescriptor = font_srv_cpu_desc_handle; + init_info.LegacySingleSrvGpuDescriptor = font_srv_gpu_desc_handle; + + D3D12_COMMAND_QUEUE_DESC queueDesc = {}; + queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT; + queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE; + queueDesc.NodeMask = 1; + HRESULT hr = device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&init_info.CommandQueue)); + IM_ASSERT(SUCCEEDED(hr)); + + bool ret = ImGui_ImplDX12_Init(&init_info); + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + bd->commandQueueOwned = true; + + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; // Using legacy ImGui_ImplDX12_Init() call with 1 SRV descriptor we cannot support multiple textures. + + return ret; +} +#endif + +void ImGui_ImplDX12_Shutdown() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + // Manually delete main viewport render resources in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)main_viewport->RendererUserData) + { + // We could just call ImGui_ImplDX12_DestroyWindow(main_viewport) as a convenience but that would be misleading since we only use data->Resources[] + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + } + + ImGui_ImplDX12_ShutdownMultiViewportSupport(); + ImGui_ImplDX12_InvalidateDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +void ImGui_ImplDX12_NewFrame() +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX12_Init()?"); + + if (!bd->pPipelineStateLinear) + if (!ImGui_ImplDX12_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplDX12_CreateDeviceObjects() failed!"); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplDX12_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = IM_NEW(ImGui_ImplDX12_ViewportData)(bd->numFramesInFlight); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + // Use shared command queue from init info + vd->FrameIndex = 0; + vd->CommandQueue = bd->pCommandQueue; + + // Create command allocator. + HRESULT res = S_OK; + for (UINT i = 0; i < bd->numFramesInFlight; ++i) + { + res = bd->pd3dDevice->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&vd->FrameCtx[i].CommandAllocator)); + IM_ASSERT(res == S_OK); + } + + // Create command list. + res = bd->pd3dDevice->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, vd->FrameCtx[0].CommandAllocator, nullptr, IID_PPV_ARGS(&vd->CommandList)); + IM_ASSERT(res == S_OK); + vd->CommandList->Close(); + + // Create swap chain + // FIXME-VIEWPORT: May want to copy/inherit swap chain settings from the user/application. + DXGI_SWAP_CHAIN_DESC1 sd1; + ZeroMemory(&sd1, sizeof(sd1)); + sd1.BufferCount = bd->numFramesInFlight; + sd1.Width = (UINT)viewport->Size.x; + sd1.Height = (UINT)viewport->Size.y; + sd1.Format = bd->RTVFormat; + sd1.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; + sd1.SampleDesc.Count = 1; + sd1.SampleDesc.Quality = 0; + sd1.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD; + sd1.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; + sd1.Scaling = DXGI_SCALING_NONE; + sd1.Stereo = FALSE; + sd1.Flags = DXGI_SWAP_CHAIN_FLAG_FRAME_LATENCY_WAITABLE_OBJECT; + + if (bd->tearingSupport) + sd1.Flags |= DXGI_SWAP_CHAIN_FLAG_ALLOW_TEARING; + + IDXGISwapChain1* swap_chain = nullptr; + res = bd->pdxgiFactory->CreateSwapChainForHwnd(vd->CommandQueue, hwnd, &sd1, nullptr, nullptr, &swap_chain); + IM_ASSERT(res == S_OK); + res = bd->pdxgiFactory->MakeWindowAssociation(hwnd, DXGI_MWA_NO_ALT_ENTER | DXGI_MWA_NO_WINDOW_CHANGES); // Disable e.g. Alt+Enter + IM_ASSERT(res == S_OK); + + // Or swapChain.As(&mSwapChain) + IM_ASSERT(vd->SwapChain == nullptr); + swap_chain->QueryInterface(IID_PPV_ARGS(&vd->SwapChain)); + swap_chain->Release(); + + // Create the render targets and waitable object + if (vd->SwapChain) + { + D3D12_DESCRIPTOR_HEAP_DESC desc = {}; + desc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV; + desc.NumDescriptors = bd->numFramesInFlight; + desc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE; + desc.NodeMask = 1; + + HRESULT hr = bd->pd3dDevice->CreateDescriptorHeap(&desc, IID_PPV_ARGS(&vd->RtvDescHeap)); + IM_ASSERT(hr == S_OK); + + SIZE_T rtv_descriptor_size = bd->pd3dDevice->GetDescriptorHandleIncrementSize(D3D12_DESCRIPTOR_HEAP_TYPE_RTV); + D3D12_CPU_DESCRIPTOR_HANDLE rtv_handle = vd->RtvDescHeap->GetCPUDescriptorHandleForHeapStart(); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->FrameCtx[i].RenderTargetCpuDescriptors = rtv_handle; + rtv_handle.ptr += rtv_descriptor_size; + } + + ID3D12Resource* back_buffer; + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + IM_ASSERT(vd->FrameCtx[i].RenderTarget == nullptr); + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + + hr = vd->SwapChain->SetMaximumFrameLatency(bd->numFramesInFlight); + IM_ASSERT(hr == S_OK); + vd->SwapChainWaitableObject = vd->SwapChain->GetFrameLatencyWaitableObject(); + } + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); +} + +static void ImGui_WaitForPendingOperations(ImGui_ImplDX12_ViewportData* vd) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue); + IM_ASSERT(hr == S_OK); + + hr = bd->Fence->SetEventOnCompletion(bd->FenceLastSignaledValue, bd->FenceEvent); + IM_ASSERT(hr == S_OK); + ::WaitForSingleObject(bd->FenceEvent, INFINITE); +} + +static ImGui_ImplDX12_FrameContext* ImGui_WaitForNextFrameContext(ImGui_ImplDX12_ViewportData* vd) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_FrameContext* frame_context = &vd->FrameCtx[vd->FrameIndex % vd->NumFramesInFlight]; + if (bd->Fence->GetCompletedValue() < frame_context->FenceValue) + { + HRESULT hr = bd->Fence->SetEventOnCompletion(frame_context->FenceValue, bd->FenceEvent); + IM_ASSERT(hr == S_OK); + HANDLE waitableObjects[] = { vd->SwapChainWaitableObject, bd->FenceEvent }; + ::WaitForMultipleObjects(2, waitableObjects, TRUE, INFINITE); + } + else + { + ::WaitForSingleObject(vd->SwapChainWaitableObject, INFINITE); + } + return frame_context; +} + +static void ImGui_ImplDX12_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + if (ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData) + { + ImGui_WaitForPendingOperations(vd); + + vd->CommandQueue = nullptr; + ::CloseHandle(vd->SwapChainWaitableObject); + vd->SwapChainWaitableObject = nullptr; + SafeRelease(vd->CommandList); + SafeRelease(vd->SwapChain); + SafeRelease(vd->RtvDescHeap); + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + SafeRelease(vd->FrameCtx[i].RenderTarget); + SafeRelease(vd->FrameCtx[i].CommandAllocator); + ImGui_ImplDX12_DestroyRenderBuffers(&vd->FrameRenderBuffers[i]); + } + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX12_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_WaitForPendingOperations(vd); + + for (UINT i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(vd->FrameCtx[i].RenderTarget); + + if (vd->SwapChain) + { + ID3D12Resource* back_buffer = nullptr; + DXGI_SWAP_CHAIN_DESC1 desc = {}; + vd->SwapChain->GetDesc1(&desc); + vd->SwapChain->ResizeBuffers(0, (UINT)size.x, (UINT)size.y, desc.Format, desc.Flags); + for (UINT i = 0; i < bd->numFramesInFlight; i++) + { + vd->SwapChain->GetBuffer(i, IID_PPV_ARGS(&back_buffer)); + bd->pd3dDevice->CreateRenderTargetView(back_buffer, nullptr, vd->FrameCtx[i].RenderTargetCpuDescriptors); + vd->FrameCtx[i].RenderTarget = back_buffer; + } + } +} + +static void ImGui_ImplDX12_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + ImGui_ImplDX12_FrameContext* frame_context = ImGui_WaitForNextFrameContext(vd); + UINT back_buffer_idx = vd->SwapChain->GetCurrentBackBufferIndex(); + + const ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + D3D12_RESOURCE_BARRIER barrier = {}; + barrier.Type = D3D12_RESOURCE_BARRIER_TYPE_TRANSITION; + barrier.Flags = D3D12_RESOURCE_BARRIER_FLAG_NONE; + barrier.Transition.pResource = vd->FrameCtx[back_buffer_idx].RenderTarget; + barrier.Transition.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES; + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_PRESENT; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_RENDER_TARGET; + + // Draw + ID3D12GraphicsCommandList* cmd_list = vd->CommandList; + + frame_context->CommandAllocator->Reset(); + cmd_list->Reset(frame_context->CommandAllocator, nullptr); + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->OMSetRenderTargets(1, &vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, FALSE, nullptr); + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + cmd_list->ClearRenderTargetView(vd->FrameCtx[back_buffer_idx].RenderTargetCpuDescriptors, (const float*)&clear_color, 0, nullptr); + cmd_list->SetDescriptorHeaps(1, &bd->pd3dSrvDescHeap); + + ImGui_ImplDX12_RenderDrawData(viewport->DrawData, cmd_list); + + barrier.Transition.StateBefore = D3D12_RESOURCE_STATE_RENDER_TARGET; + barrier.Transition.StateAfter = D3D12_RESOURCE_STATE_PRESENT; + cmd_list->ResourceBarrier(1, &barrier); + cmd_list->Close(); + + vd->CommandQueue->ExecuteCommandLists(1, (ID3D12CommandList* const*)&cmd_list); + + HRESULT hr = vd->CommandQueue->Signal(bd->Fence, ++bd->FenceLastSignaledValue); + IM_ASSERT(hr == S_OK); + frame_context->FenceValue = bd->FenceLastSignaledValue; +} + +static void ImGui_ImplDX12_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX12_Data* bd = ImGui_ImplDX12_GetBackendData(); + ImGui_ImplDX12_ViewportData* vd = (ImGui_ImplDX12_ViewportData*)viewport->RendererUserData; + + vd->SwapChain->Present(0, bd->tearingSupport ? DXGI_PRESENT_ALLOW_TEARING : 0); +} + +void ImGui_ImplDX12_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX12_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX12_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX12_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX12_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX12_SwapBuffers; +} + +void ImGui_ImplDX12_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_dx12.h b/modules/imgui-source/backends/imgui_impl_dx12.h new file mode 100644 index 0000000..97dcc0f --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_dx12.h @@ -0,0 +1,90 @@ +// dear imgui: Renderer Backend for DirectX12 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'D3D12_GPU_DESCRIPTOR_HANDLE' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// The aim of imgui_impl_dx12.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE +#include // DXGI_FORMAT +#include // D3D12_CPU_DESCRIPTOR_HANDLE + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#endif + +// Initialization data, for ImGui_ImplDX12_Init() +struct ImGui_ImplDX12_InitInfo +{ + ID3D12Device* Device; + ID3D12CommandQueue* CommandQueue; // Command queue used for queuing texture uploads. + int NumFramesInFlight; + DXGI_FORMAT RTVFormat; // RenderTarget format. + DXGI_FORMAT DSVFormat; // DepthStencilView format. + void* UserData; + + // Allocating SRV descriptors for textures is up to the application, so we provide callbacks. + // (current version of the backend will only allocate one descriptor, from 1.92 the backend will need to allocate more) + ID3D12DescriptorHeap* SrvDescriptorHeap; + void (*SrvDescriptorAllocFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE* out_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE* out_gpu_desc_handle); + void (*SrvDescriptorFreeFn)(ImGui_ImplDX12_InitInfo* info, D3D12_CPU_DESCRIPTOR_HANDLE cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE gpu_desc_handle); +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS + D3D12_CPU_DESCRIPTOR_HANDLE LegacySingleSrvCpuDescriptor; // To facilitate transition from single descriptor to allocator callback, you may use those. + D3D12_GPU_DESCRIPTOR_HANDLE LegacySingleSrvGpuDescriptor; +#endif + + ImGui_ImplDX12_InitInfo() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ImGui_ImplDX12_InitInfo* info); +IMGUI_IMPL_API void ImGui_ImplDX12_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX12_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX12_RenderDrawData(ImDrawData* draw_data, ID3D12GraphicsCommandList* graphics_command_list); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +// Legacy initialization API Obsoleted in 1.91.5 +// - font_srv_cpu_desc_handle and font_srv_gpu_desc_handle are handles to a single SRV descriptor to use for the internal font texture, they must be in 'srv_descriptor_heap' +// - When we introduced the ImGui_ImplDX12_InitInfo struct we also added a 'ID3D12CommandQueue* CommandQueue' field. +IMGUI_IMPL_API bool ImGui_ImplDX12_Init(ID3D12Device* device, int num_frames_in_flight, DXGI_FORMAT rtv_format, ID3D12DescriptorHeap* srv_descriptor_heap, D3D12_CPU_DESCRIPTOR_HANDLE font_srv_cpu_desc_handle, D3D12_GPU_DESCRIPTOR_HANDLE font_srv_gpu_desc_handle); +#endif + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX12_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX12_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX12_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplDX12_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplDX12_RenderState +{ + ID3D12Device* Device; + ID3D12GraphicsCommandList* CommandList; +}; + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_dx9.cpp b/modules/imgui-source/backends/imgui_impl_dx9.cpp new file mode 100644 index 0000000..3eef0e3 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_dx9.cpp @@ -0,0 +1,651 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-03-19: Fixed issue in ImGui_ImplDX9_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-11: DirectX9: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. +// 2024-10-07: DirectX9: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-02-12: DirectX9: Using RGBA format when supported by the driver to avoid CPU side conversion. (#6575) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: DirectX9: Explicitly disable texture state stages after >= 1. +// 2021-05-19: DirectX9: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-23: DirectX9: Explicitly setting up more graphics states to increase compatibility with unusual non-default states. +// 2021-03-18: DirectX9: Calling IDirect3DStateBlock9::Capture() after CreateStateBlock() as a workaround for state restoring issues (see #3857). +// 2021-03-03: DirectX9: Added support for IMGUI_USE_BGRA_PACKED_COLOR in user's imconfig file. +// 2021-02-18: DirectX9: Change blending equation to preserve alpha in output buffer. +// 2019-05-29: DirectX9: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: DirectX9: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: Misc: Fixed erroneous assert in ImGui_ImplDX9_InvalidateDeviceObjects(). +// 2019-01-16: Misc: Disabled fog before drawing UI's. Fixes issue #2288. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-06-08: Misc: Extracted imgui_impl_dx9.cpp/.h away from the old combined DX9+Win32 example. +// 2018-06-08: DirectX9: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-07: Render: Saving/restoring Transform because they don't seem to be included in the StateBlock. Setting shading mode to Gouraud. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplDX9_RenderDrawData() in the .h file so you can call it yourself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_dx9.h" + +// DirectX +#include + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#endif + +// DirectX data +struct ImGui_ImplDX9_Data +{ + LPDIRECT3DDEVICE9 pd3dDevice; + LPDIRECT3DVERTEXBUFFER9 pVB; + LPDIRECT3DINDEXBUFFER9 pIB; + int VertexBufferSize; + int IndexBufferSize; + bool HasRgbaSupport; + + ImGui_ImplDX9_Data() { memset((void*)this, 0, sizeof(*this)); VertexBufferSize = 5000; IndexBufferSize = 10000; } +}; + +struct CUSTOMVERTEX +{ + float pos[3]; + D3DCOLOR col; + float uv[2]; +}; +#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) + +#ifdef IMGUI_USE_BGRA_PACKED_COLOR +#define IMGUI_COL_TO_DX9_ARGB(_COL) (_COL) +#else +#define IMGUI_COL_TO_DX9_ARGB(_COL) (((_COL) & 0xFF00FF00) | (((_COL) & 0xFF0000) >> 16) | (((_COL) & 0xFF) << 16)) +#endif + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplDX9_Data* ImGui_ImplDX9_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplDX9_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplDX9_InitMultiViewportSupport(); +static void ImGui_ImplDX9_ShutdownMultiViewportSupport(); +static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); +static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); + +// Functions +static void ImGui_ImplDX9_SetupRenderState(ImDrawData* draw_data) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + // Setup viewport + D3DVIEWPORT9 vp; + vp.X = vp.Y = 0; + vp.Width = (DWORD)draw_data->DisplaySize.x; + vp.Height = (DWORD)draw_data->DisplaySize.y; + vp.MinZ = 0.0f; + vp.MaxZ = 1.0f; + + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + device->SetViewport(&vp); + + // Setup render state: fixed-pipeline, alpha-blending, no face culling, no depth testing, shade mode (for gradient), bilinear sampling. + device->SetPixelShader(nullptr); + device->SetVertexShader(nullptr); + device->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); + device->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD); + device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE); + device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); + device->SetRenderState(D3DRS_ZENABLE, FALSE); + device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_BLENDOP, D3DBLENDOP_ADD); + device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA); + device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SEPARATEALPHABLENDENABLE, TRUE); + device->SetRenderState(D3DRS_SRCBLENDALPHA, D3DBLEND_ONE); + device->SetRenderState(D3DRS_DESTBLENDALPHA, D3DBLEND_INVSRCALPHA); + device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); + device->SetRenderState(D3DRS_FOGENABLE, FALSE); + device->SetRenderState(D3DRS_RANGEFOGENABLE, FALSE); + device->SetRenderState(D3DRS_SPECULARENABLE, FALSE); + device->SetRenderState(D3DRS_STENCILENABLE, FALSE); + device->SetRenderState(D3DRS_CLIPPING, TRUE); + device->SetRenderState(D3DRS_LIGHTING, FALSE); + device->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE); + device->SetTextureStageState(0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE); + device->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE); + device->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE); + device->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); + device->SetSamplerState(0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP); + device->SetSamplerState(0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP); + + // Setup orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + // Being agnostic of whether or can be used, we aren't relying on D3DXMatrixIdentity()/D3DXMatrixOrthoOffCenterLH() or DirectX::XMMatrixIdentity()/DirectX::XMMatrixOrthographicOffCenterLH() + { + float L = draw_data->DisplayPos.x + 0.5f; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x + 0.5f; + float T = draw_data->DisplayPos.y + 0.5f; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y + 0.5f; + D3DMATRIX mat_identity = { { { 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f } } }; + D3DMATRIX mat_projection = + { { { + 2.0f/(R-L), 0.0f, 0.0f, 0.0f, + 0.0f, 2.0f/(T-B), 0.0f, 0.0f, + 0.0f, 0.0f, 0.5f, 0.0f, + (L+R)/(L-R), (T+B)/(B-T), 0.5f, 1.0f + } } }; + device->SetTransform(D3DTS_WORLD, &mat_identity); + device->SetTransform(D3DTS_VIEW, &mat_identity); + device->SetTransform(D3DTS_PROJECTION, &mat_projection); + } +} + +// Draw callbacks +static void ImGui_ImplDX9_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplDX9_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR); } +static void ImGui_ImplDX9_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_POINT); bd->pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_POINT); } + +// Render function. +void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized + if (draw_data->DisplaySize.x <= 0.0f || draw_data->DisplaySize.y <= 0.0f) + return; + + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + LPDIRECT3DDEVICE9 device = bd->pd3dDevice; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplDX9_UpdateTexture(tex); + + // Create and grow buffers if needed + if (!bd->pVB || bd->VertexBufferSize < draw_data->TotalVtxCount) + { + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + bd->VertexBufferSize = draw_data->TotalVtxCount + 5000; + if (device->CreateVertexBuffer((UINT)bd->VertexBufferSize * sizeof(CUSTOMVERTEX), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &bd->pVB, nullptr) < 0) + return; + } + if (!bd->pIB || bd->IndexBufferSize < draw_data->TotalIdxCount) + { + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + bd->IndexBufferSize = draw_data->TotalIdxCount + 10000; + if (device->CreateIndexBuffer((UINT)bd->IndexBufferSize * sizeof(ImDrawIdx), D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, sizeof(ImDrawIdx) == 2 ? D3DFMT_INDEX16 : D3DFMT_INDEX32, D3DPOOL_DEFAULT, &bd->pIB, nullptr) < 0) + return; + } + + // Backup the DX9 state + IDirect3DStateBlock9* state_block = nullptr; + if (device->CreateStateBlock(D3DSBT_ALL, &state_block) < 0) + return; + if (state_block->Capture() < 0) + { + state_block->Release(); + return; + } + + // Backup the DX9 transform (DX9 documentation suggests that it is included in the StateBlock but it doesn't appear to) + D3DMATRIX last_world, last_view, last_projection; + device->GetTransform(D3DTS_WORLD, &last_world); + device->GetTransform(D3DTS_VIEW, &last_view); + device->GetTransform(D3DTS_PROJECTION, &last_projection); + + // Allocate buffers + CUSTOMVERTEX* vtx_dst; + ImDrawIdx* idx_dst; + if (bd->pVB->Lock(0, (UINT)(draw_data->TotalVtxCount * sizeof(CUSTOMVERTEX)), (void**)&vtx_dst, D3DLOCK_DISCARD) < 0) + { + state_block->Release(); + return; + } + if (bd->pIB->Lock(0, (UINT)(draw_data->TotalIdxCount * sizeof(ImDrawIdx)), (void**)&idx_dst, D3DLOCK_DISCARD) < 0) + { + bd->pVB->Unlock(); + state_block->Release(); + return; + } + + // Copy and convert all vertices into a single contiguous buffer, convert colors to DX9 default format. + // FIXME-OPT: This is a minor waste of resource, the ideal is to use imconfig.h and + // 1) to avoid repacking colors: #define IMGUI_USE_BGRA_PACKED_COLOR + // 2) to avoid repacking vertices: #define IMGUI_OVERRIDE_DRAWVERT_STRUCT_LAYOUT struct ImDrawVert { ImVec2 pos; float z; ImU32 col; ImVec2 uv; } + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + const ImDrawVert* vtx_src = draw_list->VtxBuffer.Data; + for (int i = 0; i < draw_list->VtxBuffer.Size; i++) + { + vtx_dst->pos[0] = vtx_src->pos.x; + vtx_dst->pos[1] = vtx_src->pos.y; + vtx_dst->pos[2] = 0.0f; + vtx_dst->col = IMGUI_COL_TO_DX9_ARGB(vtx_src->col); + vtx_dst->uv[0] = vtx_src->uv.x; + vtx_dst->uv[1] = vtx_src->uv.y; + vtx_dst++; + vtx_src++; + } + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + idx_dst += draw_list->IdxBuffer.Size; + } + bd->pVB->Unlock(); + bd->pIB->Unlock(); + device->SetStreamSource(0, bd->pVB, 0, sizeof(CUSTOMVERTEX)); + device->SetIndices(bd->pIB); + device->SetFVF(D3DFVF_CUSTOMVERTEX); + + // Setup desired DX state + ImGui_ImplDX9_SetupRenderState(draw_data); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_off = draw_data->DisplayPos; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplDX9_DrawCallback_ResetRenderState) + ImGui_ImplDX9_SetupRenderState(draw_data); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min(pcmd->ClipRect.x - clip_off.x, pcmd->ClipRect.y - clip_off.y); + ImVec2 clip_max(pcmd->ClipRect.z - clip_off.x, pcmd->ClipRect.w - clip_off.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + const RECT r = { (LONG)clip_min.x, (LONG)clip_min.y, (LONG)clip_max.x, (LONG)clip_max.y }; + device->SetScissorRect(&r); + + // Bind texture, Draw + const LPDIRECT3DTEXTURE9 texture = (LPDIRECT3DTEXTURE9)pcmd->GetTexID(); + device->SetTexture(0, texture); + device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, pcmd->VtxOffset + global_vtx_offset, 0, (UINT)draw_list->VtxBuffer.Size, pcmd->IdxOffset + global_idx_offset, pcmd->ElemCount / 3); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // When using multi-viewports, it appears that there's an odd logic in DirectX9 which prevent subsequent windows + // from rendering until the first window submits at least one draw call, even once. That's our workaround. (see #2560) + if (global_vtx_offset == 0) + bd->pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 0, 0, 0); + + // Restore the DX9 transform + device->SetTransform(D3DTS_WORLD, &last_world); + device->SetTransform(D3DTS_VIEW, &last_view); + device->SetTransform(D3DTS_PROJECTION, &last_projection); + + // Restore the DX9 state + state_block->Apply(); + state_block->Release(); +} + +static bool ImGui_ImplDX9_CheckFormatSupport(LPDIRECT3DDEVICE9 pDevice, D3DFORMAT format) +{ + LPDIRECT3D9 pd3d = nullptr; + if (pDevice->GetDirect3D(&pd3d) != D3D_OK) + return false; + D3DDEVICE_CREATION_PARAMETERS param = {}; + D3DDISPLAYMODE mode = {}; + if (pDevice->GetCreationParameters(¶m) != D3D_OK || pDevice->GetDisplayMode(0, &mode) != D3D_OK) + { + pd3d->Release(); + return false; + } + // Font texture should support linear filter, color blend and write to render-target + bool support = (pd3d->CheckDeviceFormat(param.AdapterOrdinal, param.DeviceType, mode.Format, D3DUSAGE_DYNAMIC | D3DUSAGE_QUERY_FILTER | D3DUSAGE_QUERY_POSTPIXELSHADER_BLENDING, D3DRTYPE_TEXTURE, format)) == D3D_OK; + pd3d->Release(); + return support; +} + +// Convert RGBA32 to BGRA32 (because RGBA32 is not well supported by DX9 devices) +static void ImGui_ImplDX9_CopyTextureRegion(bool tex_use_colors, const ImU32* src, int src_pitch, ImU32* dst, int dst_pitch, int w, int h) +{ +#ifndef IMGUI_USE_BGRA_PACKED_COLOR + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + const bool convert_rgba_to_bgra = (!bd->HasRgbaSupport && tex_use_colors); +#else + const bool convert_rgba_to_bgra = false; + IM_UNUSED(tex_use_colors); +#endif + for (int y = 0; y < h; y++) + { + const ImU32* src_p = (const ImU32*)(const void*)((const unsigned char*)src + src_pitch * y); + ImU32* dst_p = (ImU32*)(void*)((unsigned char*)dst + dst_pitch * y); + if (convert_rgba_to_bgra) + for (int x = w; x > 0; x--, src_p++, dst_p++) // Convert copy + *dst_p = IMGUI_COL_TO_DX9_ARGB(*src_p); + else + memcpy(dst_p, src_p, w * 4); // Raw copy + } +} + +void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + LPDIRECT3DTEXTURE9 dx_tex = nullptr; + HRESULT hr = bd->pd3dDevice->CreateTexture(tex->Width, tex->Height, 1, D3DUSAGE_DYNAMIC, bd->HasRgbaSupport ? D3DFMT_A8B8G8R8 : D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &dx_tex, nullptr); + if (hr < 0) + { + IM_ASSERT(hr >= 0 && "Backend failed to create texture!"); + return; + } + + D3DLOCKED_RECT locked_rect; + if (dx_tex->LockRect(0, &locked_rect, nullptr, 0) == D3D_OK) + { + ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixels(), tex->Width * 4, (ImU32*)locked_rect.pBits, (ImU32)locked_rect.Pitch, tex->Width, tex->Height); + dx_tex->UnlockRect(0); + } + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)dx_tex); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)(intptr_t)tex->TexID; + RECT update_rect = { (LONG)tex->UpdateRect.x, (LONG)tex->UpdateRect.y, (LONG)(tex->UpdateRect.x + tex->UpdateRect.w), (LONG)(tex->UpdateRect.y + tex->UpdateRect.h) }; + D3DLOCKED_RECT locked_rect; + if (backend_tex->LockRect(0, &locked_rect, &update_rect, 0) == D3D_OK) + for (ImTextureRect& r : tex->Updates) + ImGui_ImplDX9_CopyTextureRegion(tex->UseColors, (ImU32*)tex->GetPixelsAt(r.x, r.y), tex->Width * 4, + (ImU32*)locked_rect.pBits + (r.x - update_rect.left) + (r.y - update_rect.top) * (locked_rect.Pitch / 4), (int)locked_rect.Pitch, r.w, r.h); + backend_tex->UnlockRect(0); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + if (tex->TexID != ImTextureID_Invalid) + if (LPDIRECT3DTEXTURE9 backend_tex = (LPDIRECT3DTEXTURE9)tex->TexID) + { + IM_ASSERT(tex->TexID == (ImTextureID)(intptr_t)backend_tex); + backend_tex->Release(); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + } + tex->SetStatus(ImTextureStatus_Destroyed); + } +} + +bool ImGui_ImplDX9_CreateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return false; + ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows(); + return true; +} + +void ImGui_ImplDX9_InvalidateDeviceObjects() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + if (!bd || !bd->pd3dDevice) + return; + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplDX9_UpdateTexture(tex); + } + if (bd->pVB) { bd->pVB->Release(); bd->pVB = nullptr; } + if (bd->pIB) { bd->pIB->Release(); bd->pIB = nullptr; } + ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows(); +} + +void ImGui_ImplDX9_NewFrame() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplDX9_Init()?"); + IM_UNUSED(bd); +} + +bool ImGui_ImplDX9_Init(IDirect3DDevice9* device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplDX9_Data* bd = IM_NEW(ImGui_ImplDX9_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_dx9"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = 4096; + platform_io.DrawCallback_ResetRenderState = ImGui_ImplDX9_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplDX9_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplDX9_DrawCallback_SetSamplerNearest; + + bd->pd3dDevice = device; + bd->pd3dDevice->AddRef(); + bd->HasRgbaSupport = ImGui_ImplDX9_CheckFormatSupport(bd->pd3dDevice, D3DFMT_A8B8G8R8); + + ImGui_ImplDX9_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplDX9_Shutdown() +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplDX9_ShutdownMultiViewportSupport(); + ImGui_ImplDX9_InvalidateDeviceObjects(); + if (bd->pd3dDevice) { bd->pd3dDevice->Release(); } + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplDX9_ViewportData +{ + IDirect3DSwapChain9* SwapChain; + D3DPRESENT_PARAMETERS d3dpp; + + ImGui_ImplDX9_ViewportData() { SwapChain = nullptr; ZeroMemory(&d3dpp, sizeof(D3DPRESENT_PARAMETERS)); } + ~ImGui_ImplDX9_ViewportData() { IM_ASSERT(SwapChain == nullptr); } +}; + +static void ImGui_ImplDX9_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = IM_NEW(ImGui_ImplDX9_ViewportData)(); + viewport->RendererUserData = vd; + + // PlatformHandleRaw should always be a HWND, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL's WindowID). + // Some backends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the HWND. + HWND hwnd = viewport->PlatformHandleRaw ? (HWND)viewport->PlatformHandleRaw : (HWND)viewport->PlatformHandle; + IM_ASSERT(hwnd != 0); + + ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); + vd->d3dpp.Windowed = TRUE; + vd->d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; + vd->d3dpp.BackBufferWidth = (UINT)viewport->Size.x; + vd->d3dpp.BackBufferHeight = (UINT)viewport->Size.y; + vd->d3dpp.BackBufferFormat = D3DFMT_UNKNOWN; + vd->d3dpp.hDeviceWindow = hwnd; + vd->d3dpp.EnableAutoDepthStencil = FALSE; + vd->d3dpp.AutoDepthStencilFormat = D3DFMT_D16; + vd->d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE; // Present without vsync + + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); + IM_ASSERT(hr == D3D_OK); + IM_ASSERT(vd->SwapChain != nullptr); +} + +static void ImGui_ImplDX9_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + if (ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData) + { + if (vd->SwapChain) + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + ZeroMemory(&vd->d3dpp, sizeof(D3DPRESENT_PARAMETERS)); + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplDX9_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + if (vd->SwapChain) + { + vd->SwapChain->Release(); + vd->SwapChain = nullptr; + vd->d3dpp.BackBufferWidth = (UINT)size.x; + vd->d3dpp.BackBufferHeight = (UINT)size.y; + HRESULT hr = bd->pd3dDevice->CreateAdditionalSwapChain(&vd->d3dpp, &vd->SwapChain); IM_UNUSED(hr); + IM_ASSERT(hr == D3D_OK); + } +} + +static void ImGui_ImplDX9_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX9_Data* bd = ImGui_ImplDX9_GetBackendData(); + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + + LPDIRECT3DSURFACE9 render_target = nullptr; + LPDIRECT3DSURFACE9 last_render_target = nullptr; + LPDIRECT3DSURFACE9 last_depth_stencil = nullptr; + vd->SwapChain->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &render_target); + bd->pd3dDevice->GetRenderTarget(0, &last_render_target); + bd->pd3dDevice->GetDepthStencilSurface(&last_depth_stencil); + bd->pd3dDevice->SetRenderTarget(0, render_target); + bd->pd3dDevice->SetDepthStencilSurface(nullptr); + + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + D3DCOLOR clear_col_dx = D3DCOLOR_RGBA((int)(clear_color.x*255.0f), (int)(clear_color.y*255.0f), (int)(clear_color.z*255.0f), (int)(clear_color.w*255.0f)); + bd->pd3dDevice->Clear(0, nullptr, D3DCLEAR_TARGET, clear_col_dx, 1.0f, 0); + } + + ImGui_ImplDX9_RenderDrawData(viewport->DrawData); + + // Restore render target + bd->pd3dDevice->SetRenderTarget(0, last_render_target); + bd->pd3dDevice->SetDepthStencilSurface(last_depth_stencil); + render_target->Release(); + last_render_target->Release(); + if (last_depth_stencil) last_depth_stencil->Release(); +} + +static void ImGui_ImplDX9_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplDX9_ViewportData* vd = (ImGui_ImplDX9_ViewportData*)viewport->RendererUserData; + HRESULT hr = vd->SwapChain->Present(nullptr, nullptr, vd->d3dpp.hDeviceWindow, nullptr, 0); + // Let main application handle D3DERR_DEVICELOST by resetting the device. + IM_ASSERT(SUCCEEDED(hr) || hr == D3DERR_DEVICELOST); +} + +static void ImGui_ImplDX9_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplDX9_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplDX9_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplDX9_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplDX9_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplDX9_SwapBuffers; +} + +static void ImGui_ImplDX9_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +static void ImGui_ImplDX9_CreateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (!platform_io.Viewports[i]->RendererUserData) + ImGui_ImplDX9_CreateWindow(platform_io.Viewports[i]); +} + +static void ImGui_ImplDX9_InvalidateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (platform_io.Viewports[i]->RendererUserData) + ImGui_ImplDX9_DestroyWindow(platform_io.Viewports[i]); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_dx9.h b/modules/imgui-source/backends/imgui_impl_dx9.h new file mode 100644 index 0000000..59762e6 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_dx9.h @@ -0,0 +1,38 @@ +// dear imgui: Renderer Backend for DirectX9 +// This needs to be used along with a Platform Backend (e.g. Win32) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'LPDIRECT3DTEXTURE9' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: IMGUI_USE_BGRA_PACKED_COLOR support, as this is the optimal color encoding for DirectX9. +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct IDirect3DDevice9; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplDX9_Init(IDirect3DDevice9* device); +IMGUI_IMPL_API void ImGui_ImplDX9_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplDX9_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplDX9_RenderDrawData(ImDrawData* draw_data); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplDX9_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplDX9_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplDX9_UpdateTexture(ImTextureData* tex); + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_glfw.cpp b/modules/imgui-source/backends/imgui_impl_glfw.cpp new file mode 100644 index 0000000..967c0d4 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_glfw.cpp @@ -0,0 +1,1727 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// [X] Multiple Dear ImGui contexts support. +// Missing features or Issues: +// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. +// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// About Emscripten support: +// - Emscripten provides its own GLFW (3.2.1) implementation (syntax: "-sUSE_GLFW=3"), but Joystick is broken and several features are not supported (multiple windows, clipboard, timer, etc.) +// - A third-party Emscripten GLFW (3.4.0) implementation (syntax: "--use-port=contrib.glfw3") fixes the Joystick issue and implements all relevant features for the browser. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Comparison.md for details. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-21: Added a Win32-specific implementation of ImGui_ImplGlfw_GetContentScaleXXXX functions for legacy GLFW 3.2. +// 2026-03-25: Mouse cursor is properly restored if changed by user app/code while using glfwSetInputMode(..., GLFW_CURSOR_DISABLED) or ImGuiConfigFlags_NoMouseCursorChange. Amend change from 2025-12-10. +// 2026-02-10: Try to set IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND automatically if corresponding headers are not accessible. (#9225) +// 2026-01-25: [Docking] Improve workarounds for cases where GLFW is unable to provide any reliable monitor info. Preserve existing monitor list when none of the new one is valid. (#9195, #7902, #5683) +// 2026-01-18: [Docking] Dynamically load X11 functions to avoid -lx11 linking requirement introduced on 2025-09-10. +// 2025-12-12: Added IMGUI_IMPL_GLFW_DISABLE_X11 / IMGUI_IMPL_GLFW_DISABLE_WAYLAND to forcefully disable either. +// 2025-12-10: Avoid repeated glfwSetCursor()/glfwSetInputMode() calls when unnecessary. Lowers overhead for very high framerates (e.g. 10k+ FPS). +// 2025-11-06: Lower minimum requirement to GLFW 3.0. Though a recent version e.g GLFW 3.4 is highly recommended. +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. FramebufferScale are always reported as 1.0 on X11. (#8920, #8921) +// 2025-09-10: [Docking] Improve multi-viewport behavior in tiling WMs on X11 via the ImGui_ImplGlfw_SetWindowFloating() function. Note: using GLFW backend on Linux/BSD etc. requires linking with -lX11. (#8884, #8474, #8289) +// 2025-07-08: Made ImGui_ImplGlfw_GetContentScaleForWindow(), ImGui_ImplGlfw_GetContentScaleForMonitor() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733) +// 2025-06-18: Added support for multiple Dear ImGui contexts. (#8676, #8239, #8069) +// 2025-06-11: Added ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) and ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) helper to facilitate making DPI-aware apps. +// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors. +// 2025-04-26: [Docking] Disable multi-viewports under Wayland. (#8587) +// 2025-03-10: Map GLFW_KEY_WORLD_1 and GLFW_KEY_WORLD_2 into ImGuiKey_Oem102. +// 2025-03-03: Fixed clipboard handler assertion when using GLFW <= 3.2.1 compiled with asserts enabled. +// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) +// 2024-11-05: [Docking] Added Linux workaround for spurious mouse up events emitted while dragging and creating new viewport. (#3158, #7733, #7922) +// 2024-08-22: Moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// 2024-07-31: Added ImGui_ImplGlfw_Sleep() helper function for usage by our examples app, since GLFW doesn't provide one. +// 2024-07-08: *BREAKING* Renamed ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback to ImGui_ImplGlfw_InstallEmscriptenCallbacks(), added GLFWWindow* parameter. +// 2024-07-08: Emscripten: Added support for GLFW3 contrib port (GLFW 3.4.0 features + bug fixes): to enable, replace -sUSE_GLFW=3 with --use-port=contrib.glfw3 (requires emscripten 3.1.59+) (https://github.com/pongasoft/emscripten-glfw) +// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. +// 2023-12-19: Emscripten: Added ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback() to register canvas selector and auto-resize GLFW window. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys. +// 2023-07-18: Inputs: Revert ignoring mouse data on GLFW_CURSOR_DISABLED as it can be used differently. User may set ImGuiConfigFLags_NoMouse if desired. (#5625, #6609) +// 2023-06-12: Accept glfwGetTime() not returning a monotonically increasing value. This seems to happens on some Windows setup when peripherals disconnect, and is likely to also happen on browser + Emscripten. (#6491) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen on Windows ONLY, using a custom WndProc hook. (#2702) +// 2023-03-16: Inputs: Fixed key modifiers handling on secondary viewports (docking branch). Broken on 2023/01/04. (#6248, #6034) +// 2023-03-14: Emscripten: Avoid using glfwGetError() and glfwGetGamepadState() which are not correctly implemented in Emscripten emulation. (#6240) +// 2023-02-03: Emscripten: Registering custom low-level mouse wheel handler to get more accurate scrolling impulses on Emscripten. (#4019, #6096) +// 2023-01-18: Handle unsupported glfwGetVideoMode() call on e.g. Emscripten. +// 2023-01-04: Inputs: Fixed mods state on Linux when using Alt-GR text input (e.g. German keyboard layout), could lead to broken text input. Revert a 2022/01/17 change were we resumed using mods provided by GLFW, turns out they were faulty. +// 2022-11-22: Perform a dummy glfwGetError() read to cancel missing names with glfwGetKeyName(). (#5908) +// 2022-10-18: Perform a dummy glfwGetError() read to cancel missing mouse cursors errors. Using GLFW_VERSION_COMBINED directly. (#5785) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-09-01: Inputs: Honor GLFW_CURSOR_DISABLED by not setting mouse position *EDIT* Reverted 2023-07-18. +// 2022-04-30: Inputs: Fixed ImGui_ImplGlfw_TranslateUntranslatedKey() for lower case letters on OSX. +// 2022-03-23: Inputs: Fixed a regression in 1.87 which resulted in keyboard modifiers events being reported incorrectly on Linux/X11. +// 2022-02-07: Added ImGui_ImplGlfw_InstallCallbacks()/ImGui_ImplGlfw_RestoreCallbacks() helpers to facilitate user installing callbacks after initializing backend. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: *BREAKING CHANGE*: Now using glfwSetCursorPosCallback(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetCursorPosCallback() and forward it to the backend via ImGui_ImplGlfw_CursorPosCallback(). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2022-01-05: Inputs: Converting GLFW untranslated keycodes back to translated keycodes (in the ImGui_ImplGlfw_KeyCallback() function) in order to match the behavior of every other backend, and facilitate the use of GLFW with lettered-shortcuts API. +// 2021-08-17: *BREAKING CHANGE*: Now using glfwSetWindowFocusCallback() to calling io.AddFocusEvent(). If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() and forward it to the backend via ImGui_ImplGlfw_WindowFocusCallback(). +// 2021-07-29: *BREAKING CHANGE*: Now using glfwSetCursorEnterCallback(). MousePos is correctly reported when the host platform window is hovered but not focused. If you called ImGui_ImplGlfw_InitXXX() with install_callbacks = false, you MUST install glfwSetWindowFocusCallback() callback and forward it to the backend via ImGui_ImplGlfw_CursorEnterCallback(). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2020-01-17: Inputs: Disable error callback while assigning mouse cursors because some X11 setup don't have them and it generates errors. +// 2019-12-05: Inputs: Added support for new mouse cursors added in GLFW 3.4+ (resizing cursors, not allowed cursor). +// 2019-10-18: Misc: Previously installed user callbacks are now restored on shutdown. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-05-11: Inputs: Don't filter value from character callback before calling AddInputCharacter(). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-07: Inputs: When installing our GLFW callbacks, we save user's previously installed ones - if any - and chain call them. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_glfw.cpp/.h away from the old combined GLFW+OpenGL/Vulkan examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value, passed to glfwSetCursor()). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-01-25: Inputs: Added gamepad support if ImGuiConfigFlags_NavEnableGamepad is set. +// 2018-01-25: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_glfw.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wexit-time-destructors" // warning: declaration requires an exit-time destructor // exit-time destruction order is undefined. if MemFree() leads to users code that has been disabled before exit it might cause problems. ImGui coding style welcomes static/globals. +#pragma clang diagnostic ignored "-Wglobal-constructors" // warning: declaration requires a global destructor // similar to above, not sure what the exact difference is. +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#endif + +#if defined(__has_include) +#if !__has_include() || !__has_include() +#define IMGUI_IMPL_GLFW_DISABLE_X11 +#endif +#if !__has_include() +#define IMGUI_IMPL_GLFW_DISABLE_WAYLAND +#endif +#endif + +// GLFW +#if !defined(IMGUI_IMPL_GLFW_DISABLE_X11) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)) +#define GLFW_HAS_X11 1 +#else +#define GLFW_HAS_X11 0 +#endif +#if !defined(IMGUI_IMPL_GLFW_DISABLE_WAYLAND) && (defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__)) +#define GLFW_HAS_WAYLAND 1 +#else +#define GLFW_HAS_WAYLAND 0 +#endif +#include +#ifdef _WIN32 +#undef APIENTRY +#ifndef GLFW_EXPOSE_NATIVE_WIN32 // for glfwGetWin32Window() +#define GLFW_EXPOSE_NATIVE_WIN32 +#endif +#include +#elif defined(__APPLE__) +#ifndef GLFW_EXPOSE_NATIVE_COCOA // for glfwGetCocoaWindow() +#define GLFW_EXPOSE_NATIVE_COCOA +#endif +#include +#elif GLFW_HAS_X11 +#ifndef GLFW_EXPOSE_NATIVE_X11 // for glfwGetX11Display(), glfwGetX11Window() on Freedesktop (Linux, BSD, etc.) +#define GLFW_EXPOSE_NATIVE_X11 +#include +#include // for dlopen() +#endif +#include +#undef Status // X11 headers are leaking this. +#endif + +#ifndef _WIN32 +#include // for usleep() +#endif +#include // for snprintf() + +#ifdef __EMSCRIPTEN__ +#include +#include +#ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 +#include +#else +#define EMSCRIPTEN_USE_EMBEDDED_GLFW3 +#endif +#endif + +// We gather version tests as define in order to easily see which features are version-dependent. +#define GLFW_VERSION_COMBINED (GLFW_VERSION_MAJOR * 1000 + GLFW_VERSION_MINOR * 100 + GLFW_VERSION_REVISION) +#define GLFW_HAS_CREATECURSOR (GLFW_VERSION_COMBINED >= 3100) // 3.1+ glfwCreateCursor() +#define GLFW_HAS_WINDOW_TOPMOST (GLFW_VERSION_COMBINED >= 3200) // 3.2+ GLFW_FLOATING +#define GLFW_HAS_WINDOW_HOVERED (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_HOVERED +#define GLFW_HAS_WINDOW_ALPHA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwSetWindowOpacity +#define GLFW_HAS_PER_MONITOR_DPI (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorContentScale +#if defined(__EMSCRIPTEN__) || defined(__SWITCH__) // no Vulkan support in GLFW for Emscripten or homebrew Nintendo Switch +#define GLFW_HAS_VULKAN (0) +#else +#define GLFW_HAS_VULKAN (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwCreateWindowSurface +#endif +#define GLFW_HAS_FOCUS_WINDOW (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwFocusWindow +#define GLFW_HAS_FOCUS_ON_SHOW (GLFW_VERSION_COMBINED >= 3300) // 3.3+ GLFW_FOCUS_ON_SHOW +#define GLFW_HAS_MONITOR_WORK_AREA (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetMonitorWorkarea +#define GLFW_HAS_OSX_WINDOW_POS_FIX (GLFW_VERSION_COMBINED >= 3301) // 3.3.1+ Fixed: Resizing window repositions it on MacOS #1553 +#ifdef GLFW_RESIZE_NESW_CURSOR // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2019-11-29 (cursors defines) // FIXME: Remove when GLFW 3.4 is released? +#define GLFW_HAS_NEW_CURSORS (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_RESIZE_ALL_CURSOR, GLFW_RESIZE_NESW_CURSOR, GLFW_RESIZE_NWSE_CURSOR, GLFW_NOT_ALLOWED_CURSOR +#else +#define GLFW_HAS_NEW_CURSORS (0) +#endif +#ifdef GLFW_MOUSE_PASSTHROUGH // Let's be nice to people who pulled GLFW between 2019-04-16 (3.4 define) and 2020-07-17 (passthrough) +#define GLFW_HAS_MOUSE_PASSTHROUGH (GLFW_VERSION_COMBINED >= 3400) // 3.4+ GLFW_MOUSE_PASSTHROUGH +#else +#define GLFW_HAS_MOUSE_PASSTHROUGH (0) +#endif +#define GLFW_HAS_GAMEPAD_API (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetGamepadState() new api +#define GLFW_HAS_GETKEYNAME (GLFW_VERSION_COMBINED >= 3200) // 3.2+ glfwGetKeyName() +#define GLFW_HAS_GETERROR (GLFW_VERSION_COMBINED >= 3300) // 3.3+ glfwGetError() +#define GLFW_HAS_GETPLATFORM (GLFW_VERSION_COMBINED >= 3400) // 3.4+ glfwGetPlatform() + +// Map GLFWWindow* to ImGuiContext*. +// - Would be simpler if we could use glfwSetWindowUserPointer()/glfwGetWindowUserPointer(), but this is a single and shared resource. +// - Would be simpler if we could use e.g. std::map<> as well. But we don't. +// - This is not particularly optimized as we expect size to be small and queries to be rare. +struct ImGui_ImplGlfw_WindowToContext { GLFWwindow* Window; ImGuiContext* Context; }; +static ImVector g_ContextMap; +static void ImGui_ImplGlfw_ContextMap_Add(GLFWwindow* window, ImGuiContext* ctx) { g_ContextMap.push_back(ImGui_ImplGlfw_WindowToContext{ window, ctx }); } +static void ImGui_ImplGlfw_ContextMap_Remove(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) { g_ContextMap.erase_unsorted(&entry); if (g_ContextMap.empty()) g_ContextMap.clear(); return; } } +static ImGuiContext* ImGui_ImplGlfw_ContextMap_Get(GLFWwindow* window) { for (ImGui_ImplGlfw_WindowToContext& entry : g_ContextMap) if (entry.Window == window) return entry.Context; return nullptr; } + +enum GlfwClientApi +{ + GlfwClientApi_OpenGL, + GlfwClientApi_Vulkan, + GlfwClientApi_Unknown, // Anything else fits here. +}; + +#if GLFW_HAS_X11 +typedef Atom (*PFN_XInternAtom)(Display*, const char* ,Bool); +typedef int (*PFN_XChangeProperty)(Display*, Window, Atom, Atom, int, int, const unsigned char*, int); +typedef int (*PFN_XChangeWindowAttributes)(Display*, Window, unsigned long, XSetWindowAttributes*); +typedef int (*PFN_XFlush)(Display*); +#endif + +// GLFW data +struct ImGui_ImplGlfw_Data +{ + ImGuiContext* Context; + GLFWwindow* Window; + GlfwClientApi ClientApi; + double Time; + GLFWwindow* MouseWindow; +#if GLFW_HAS_CREATECURSOR + GLFWcursor* MouseCursors[ImGuiMouseCursor_COUNT]; + GLFWcursor* LastMouseCursor; +#endif + bool MouseIgnoreButtonUpWaitForFocusLoss; + bool MouseIgnoreButtonUp; + ImVec2 LastValidMousePos; + GLFWwindow* KeyOwnerWindows[GLFW_KEY_LAST]; + bool IsWayland; + bool InstalledCallbacks; + bool CallbacksChainForAllWindows; + char BackendPlatformName[32]; +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + const char* CanvasSelector; +#endif + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + GLFWwindowfocusfun PrevUserCallbackWindowFocus; + GLFWcursorposfun PrevUserCallbackCursorPos; + GLFWcursorenterfun PrevUserCallbackCursorEnter; + GLFWmousebuttonfun PrevUserCallbackMousebutton; + GLFWscrollfun PrevUserCallbackScroll; + GLFWkeyfun PrevUserCallbackKey; + GLFWcharfun PrevUserCallbackChar; + GLFWmonitorfun PrevUserCallbackMonitor; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + +#if GLFW_HAS_X11 + // Module and function pointers loaded at initialization to avoid linking statically with X11. + void* X11Module; + PFN_XInternAtom XInternAtom; + PFN_XChangeProperty XChangeProperty; + PFN_XChangeWindowAttributes XChangeWindowAttributes; + PFN_XFlush XFlush; +#endif + + ImGui_ImplGlfw_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// - Because glfwPollEvents() process all windows and some events may be called outside of it, you will need to register your own callbacks +// (passing install_callbacks=false in ImGui_ImplGlfw_InitXXX functions), set the current dear imgui context and then call our callbacks. +// - Otherwise we may need to store a GLFWWindow* -> ImGuiContext* map and handle this in the backend, adding a little bit of extra complexity to it. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); } +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData() +{ + // Get data for current context + return ImGui::GetCurrentContext() ? (ImGui_ImplGlfw_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} +static ImGui_ImplGlfw_Data* ImGui_ImplGlfw_GetBackendData(GLFWwindow* window) +{ + // Get data for a given GLFW window, regardless of current context (since GLFW events are sent together) + ImGuiContext* ctx = ImGui_ImplGlfw_ContextMap_Get(window); + return (ImGui_ImplGlfw_Data*)ImGui::GetIO(ctx).BackendPlatformUserData; +} + +// Forward Declarations +static void ImGui_ImplGlfw_UpdateMonitors(); +static void ImGui_ImplGlfw_InitMultiViewportSupport(); +static void ImGui_ImplGlfw_ShutdownMultiViewportSupport(); + +// Functions +static bool ImGui_ImplGlfw_IsWayland() +{ +#if !GLFW_HAS_WAYLAND + return false; +#elif GLFW_HAS_GETPLATFORM + return glfwGetPlatform() == GLFW_PLATFORM_WAYLAND; +#else + const char* version = glfwGetVersionString(); + if (strstr(version, "Wayland") == nullptr) // e.g. Ubuntu 22.04 ships with GLFW 3.3.6 compiled without Wayland + return false; +#ifdef GLFW_EXPOSE_NATIVE_X11 + if (glfwGetX11Display() != nullptr) + return false; +#endif + return true; +#endif +} + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode); +ImGuiKey ImGui_ImplGlfw_KeyToImGuiKey(int keycode, int scancode) +{ + IM_UNUSED(scancode); + switch (keycode) + { + case GLFW_KEY_TAB: return ImGuiKey_Tab; + case GLFW_KEY_LEFT: return ImGuiKey_LeftArrow; + case GLFW_KEY_RIGHT: return ImGuiKey_RightArrow; + case GLFW_KEY_UP: return ImGuiKey_UpArrow; + case GLFW_KEY_DOWN: return ImGuiKey_DownArrow; + case GLFW_KEY_PAGE_UP: return ImGuiKey_PageUp; + case GLFW_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case GLFW_KEY_HOME: return ImGuiKey_Home; + case GLFW_KEY_END: return ImGuiKey_End; + case GLFW_KEY_INSERT: return ImGuiKey_Insert; + case GLFW_KEY_DELETE: return ImGuiKey_Delete; + case GLFW_KEY_BACKSPACE: return ImGuiKey_Backspace; + case GLFW_KEY_SPACE: return ImGuiKey_Space; + case GLFW_KEY_ENTER: return ImGuiKey_Enter; + case GLFW_KEY_ESCAPE: return ImGuiKey_Escape; + case GLFW_KEY_APOSTROPHE: return ImGuiKey_Apostrophe; + case GLFW_KEY_COMMA: return ImGuiKey_Comma; + case GLFW_KEY_MINUS: return ImGuiKey_Minus; + case GLFW_KEY_PERIOD: return ImGuiKey_Period; + case GLFW_KEY_SLASH: return ImGuiKey_Slash; + case GLFW_KEY_SEMICOLON: return ImGuiKey_Semicolon; + case GLFW_KEY_EQUAL: return ImGuiKey_Equal; + case GLFW_KEY_LEFT_BRACKET: return ImGuiKey_LeftBracket; + case GLFW_KEY_BACKSLASH: return ImGuiKey_Backslash; + case GLFW_KEY_WORLD_1: return ImGuiKey_Oem102; + case GLFW_KEY_WORLD_2: return ImGuiKey_Oem102; + case GLFW_KEY_RIGHT_BRACKET: return ImGuiKey_RightBracket; + case GLFW_KEY_GRAVE_ACCENT: return ImGuiKey_GraveAccent; + case GLFW_KEY_CAPS_LOCK: return ImGuiKey_CapsLock; + case GLFW_KEY_SCROLL_LOCK: return ImGuiKey_ScrollLock; + case GLFW_KEY_NUM_LOCK: return ImGuiKey_NumLock; + case GLFW_KEY_PRINT_SCREEN: return ImGuiKey_PrintScreen; + case GLFW_KEY_PAUSE: return ImGuiKey_Pause; + case GLFW_KEY_KP_0: return ImGuiKey_Keypad0; + case GLFW_KEY_KP_1: return ImGuiKey_Keypad1; + case GLFW_KEY_KP_2: return ImGuiKey_Keypad2; + case GLFW_KEY_KP_3: return ImGuiKey_Keypad3; + case GLFW_KEY_KP_4: return ImGuiKey_Keypad4; + case GLFW_KEY_KP_5: return ImGuiKey_Keypad5; + case GLFW_KEY_KP_6: return ImGuiKey_Keypad6; + case GLFW_KEY_KP_7: return ImGuiKey_Keypad7; + case GLFW_KEY_KP_8: return ImGuiKey_Keypad8; + case GLFW_KEY_KP_9: return ImGuiKey_Keypad9; + case GLFW_KEY_KP_DECIMAL: return ImGuiKey_KeypadDecimal; + case GLFW_KEY_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case GLFW_KEY_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case GLFW_KEY_KP_SUBTRACT: return ImGuiKey_KeypadSubtract; + case GLFW_KEY_KP_ADD: return ImGuiKey_KeypadAdd; + case GLFW_KEY_KP_ENTER: return ImGuiKey_KeypadEnter; + case GLFW_KEY_KP_EQUAL: return ImGuiKey_KeypadEqual; + case GLFW_KEY_LEFT_SHIFT: return ImGuiKey_LeftShift; + case GLFW_KEY_LEFT_CONTROL: return ImGuiKey_LeftCtrl; + case GLFW_KEY_LEFT_ALT: return ImGuiKey_LeftAlt; + case GLFW_KEY_LEFT_SUPER: return ImGuiKey_LeftSuper; + case GLFW_KEY_RIGHT_SHIFT: return ImGuiKey_RightShift; + case GLFW_KEY_RIGHT_CONTROL: return ImGuiKey_RightCtrl; + case GLFW_KEY_RIGHT_ALT: return ImGuiKey_RightAlt; + case GLFW_KEY_RIGHT_SUPER: return ImGuiKey_RightSuper; + case GLFW_KEY_MENU: return ImGuiKey_Menu; + case GLFW_KEY_0: return ImGuiKey_0; + case GLFW_KEY_1: return ImGuiKey_1; + case GLFW_KEY_2: return ImGuiKey_2; + case GLFW_KEY_3: return ImGuiKey_3; + case GLFW_KEY_4: return ImGuiKey_4; + case GLFW_KEY_5: return ImGuiKey_5; + case GLFW_KEY_6: return ImGuiKey_6; + case GLFW_KEY_7: return ImGuiKey_7; + case GLFW_KEY_8: return ImGuiKey_8; + case GLFW_KEY_9: return ImGuiKey_9; + case GLFW_KEY_A: return ImGuiKey_A; + case GLFW_KEY_B: return ImGuiKey_B; + case GLFW_KEY_C: return ImGuiKey_C; + case GLFW_KEY_D: return ImGuiKey_D; + case GLFW_KEY_E: return ImGuiKey_E; + case GLFW_KEY_F: return ImGuiKey_F; + case GLFW_KEY_G: return ImGuiKey_G; + case GLFW_KEY_H: return ImGuiKey_H; + case GLFW_KEY_I: return ImGuiKey_I; + case GLFW_KEY_J: return ImGuiKey_J; + case GLFW_KEY_K: return ImGuiKey_K; + case GLFW_KEY_L: return ImGuiKey_L; + case GLFW_KEY_M: return ImGuiKey_M; + case GLFW_KEY_N: return ImGuiKey_N; + case GLFW_KEY_O: return ImGuiKey_O; + case GLFW_KEY_P: return ImGuiKey_P; + case GLFW_KEY_Q: return ImGuiKey_Q; + case GLFW_KEY_R: return ImGuiKey_R; + case GLFW_KEY_S: return ImGuiKey_S; + case GLFW_KEY_T: return ImGuiKey_T; + case GLFW_KEY_U: return ImGuiKey_U; + case GLFW_KEY_V: return ImGuiKey_V; + case GLFW_KEY_W: return ImGuiKey_W; + case GLFW_KEY_X: return ImGuiKey_X; + case GLFW_KEY_Y: return ImGuiKey_Y; + case GLFW_KEY_Z: return ImGuiKey_Z; + case GLFW_KEY_F1: return ImGuiKey_F1; + case GLFW_KEY_F2: return ImGuiKey_F2; + case GLFW_KEY_F3: return ImGuiKey_F3; + case GLFW_KEY_F4: return ImGuiKey_F4; + case GLFW_KEY_F5: return ImGuiKey_F5; + case GLFW_KEY_F6: return ImGuiKey_F6; + case GLFW_KEY_F7: return ImGuiKey_F7; + case GLFW_KEY_F8: return ImGuiKey_F8; + case GLFW_KEY_F9: return ImGuiKey_F9; + case GLFW_KEY_F10: return ImGuiKey_F10; + case GLFW_KEY_F11: return ImGuiKey_F11; + case GLFW_KEY_F12: return ImGuiKey_F12; + case GLFW_KEY_F13: return ImGuiKey_F13; + case GLFW_KEY_F14: return ImGuiKey_F14; + case GLFW_KEY_F15: return ImGuiKey_F15; + case GLFW_KEY_F16: return ImGuiKey_F16; + case GLFW_KEY_F17: return ImGuiKey_F17; + case GLFW_KEY_F18: return ImGuiKey_F18; + case GLFW_KEY_F19: return ImGuiKey_F19; + case GLFW_KEY_F20: return ImGuiKey_F20; + case GLFW_KEY_F21: return ImGuiKey_F21; + case GLFW_KEY_F22: return ImGuiKey_F22; + case GLFW_KEY_F23: return ImGuiKey_F23; + case GLFW_KEY_F24: return ImGuiKey_F24; + default: return ImGuiKey_None; + } +} + +// X11 does not include current pressed/released modifier key in 'mods' flags submitted by GLFW +// See https://github.com/ocornut/imgui/issues/6034 and https://github.com/glfw/glfw/issues/1630 +static void ImGui_ImplGlfw_UpdateKeyModifiers(ImGuiIO& io, GLFWwindow* window) +{ + io.AddKeyEvent(ImGuiMod_Ctrl, (glfwGetKey(window, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_CONTROL) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Shift, (glfwGetKey(window, GLFW_KEY_LEFT_SHIFT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SHIFT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Alt, (glfwGetKey(window, GLFW_KEY_LEFT_ALT) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_ALT) == GLFW_PRESS)); + io.AddKeyEvent(ImGuiMod_Super, (glfwGetKey(window, GLFW_KEY_LEFT_SUPER) == GLFW_PRESS) || (glfwGetKey(window, GLFW_KEY_RIGHT_SUPER) == GLFW_PRESS)); +} + +static bool ImGui_ImplGlfw_ShouldChainCallback(ImGui_ImplGlfw_Data* bd, GLFWwindow* window) +{ + return bd->CallbacksChainForAllWindows ? true : (window == bd->Window); +} + +void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackMousebutton != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) + bd->PrevUserCallbackMousebutton(window, button, action, mods); + + // Workaround for Linux: ignore mouse up events which are following an focus loss following a viewport creation + if (bd->MouseIgnoreButtonUp && action == GLFW_RELEASE) + return; + + ImGuiIO& io = ImGui::GetIO(bd->Context); + ImGui_ImplGlfw_UpdateKeyModifiers(io, window); + if (button >= 0 && button < ImGuiMouseButton_COUNT) + io.AddMouseButtonEvent(button, action == GLFW_PRESS); +} + +void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackScroll != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) + bd->PrevUserCallbackScroll(window, xoffset, yoffset); + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + // Ignore GLFW events: will be processed in ImGui_ImplEmscripten_WheelCallback(). + return; +#endif + + ImGuiIO& io = ImGui::GetIO(bd->Context); + io.AddMouseWheelEvent((float)xoffset, (float)yoffset); +} + +// FIXME: should this be baked into ImGui_ImplGlfw_KeyToImGuiKey()? then what about the values passed to io.SetKeyEventNativeData()? +static int ImGui_ImplGlfw_TranslateUntranslatedKey(int key, int scancode) +{ +#if GLFW_HAS_GETKEYNAME && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) + // GLFW 3.1+ attempts to "untranslate" keys, which goes the opposite of what every other framework does, making using lettered shortcuts difficult. + // (It had reasons to do so: namely GLFW is/was more likely to be used for WASD-type game controls rather than lettered shortcuts, but IHMO the 3.1 change could have been done differently) + // See https://github.com/glfw/glfw/issues/1502 for details. + // Adding a workaround to undo this (so our keys are translated->untranslated->translated, likely a lossy process). + // This won't cover edge cases but this is at least going to cover common cases. + if (key >= GLFW_KEY_KP_0 && key <= GLFW_KEY_KP_EQUAL) + return key; + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + const char* key_name = glfwGetKeyName(key, scancode); + glfwSetErrorCallback(prev_error_callback); +#if GLFW_HAS_GETERROR && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif + if (key_name && key_name[0] != 0 && key_name[1] == 0) + { + const char char_names[] = "`-=[]\\,;\'./"; + const int char_keys[] = { GLFW_KEY_GRAVE_ACCENT, GLFW_KEY_MINUS, GLFW_KEY_EQUAL, GLFW_KEY_LEFT_BRACKET, GLFW_KEY_RIGHT_BRACKET, GLFW_KEY_BACKSLASH, GLFW_KEY_COMMA, GLFW_KEY_SEMICOLON, GLFW_KEY_APOSTROPHE, GLFW_KEY_PERIOD, GLFW_KEY_SLASH, 0 }; + IM_ASSERT(IM_COUNTOF(char_names) == IM_COUNTOF(char_keys)); + if (key_name[0] >= '0' && key_name[0] <= '9') { key = GLFW_KEY_0 + (key_name[0] - '0'); } + else if (key_name[0] >= 'A' && key_name[0] <= 'Z') { key = GLFW_KEY_A + (key_name[0] - 'A'); } + else if (key_name[0] >= 'a' && key_name[0] <= 'z') { key = GLFW_KEY_A + (key_name[0] - 'a'); } + else if (const char* p = strchr(char_names, key_name[0])) { key = char_keys[p - char_names]; } + } + // if (action == GLFW_PRESS) printf("key %d scancode %d name '%s'\n", key, scancode, key_name); +#else + IM_UNUSED(scancode); +#endif + return key; +} + +void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int keycode, int scancode, int action, int mods) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackKey != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) + bd->PrevUserCallbackKey(window, keycode, scancode, action, mods); + + if (action != GLFW_PRESS && action != GLFW_RELEASE) + return; + + ImGuiIO& io = ImGui::GetIO(bd->Context); + ImGui_ImplGlfw_UpdateKeyModifiers(io, window); + + if (keycode >= 0 && keycode < IM_COUNTOF(bd->KeyOwnerWindows)) + bd->KeyOwnerWindows[keycode] = (action == GLFW_PRESS) ? window : nullptr; + + keycode = ImGui_ImplGlfw_TranslateUntranslatedKey(keycode, scancode); + + ImGuiKey imgui_key = ImGui_ImplGlfw_KeyToImGuiKey(keycode, scancode); + io.AddKeyEvent(imgui_key, (action == GLFW_PRESS)); + io.SetKeyEventNativeData(imgui_key, keycode, scancode); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackWindowFocus != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) + bd->PrevUserCallbackWindowFocus(window, focused); + + // Workaround for Linux: when losing focus with MouseIgnoreButtonUpWaitForFocusLoss set, we will temporarily ignore subsequent Mouse Up events + bd->MouseIgnoreButtonUp = (bd->MouseIgnoreButtonUpWaitForFocusLoss && focused == 0); + bd->MouseIgnoreButtonUpWaitForFocusLoss = false; + + ImGuiIO& io = ImGui::GetIO(bd->Context); + io.AddFocusEvent(focused != 0); +} + +void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackCursorPos != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) + bd->PrevUserCallbackCursorPos(window, x, y); + + ImGuiIO& io = ImGui::GetIO(bd->Context); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + x += window_x; + y += window_y; + } + io.AddMousePosEvent((float)x, (float)y); + bd->LastValidMousePos = ImVec2((float)x, (float)y); +} + +// Workaround: X11 seems to send spurious Leave/Enter events which would make us lose our position, +// so we back it up and restore on Leave/Enter (see https://github.com/ocornut/imgui/issues/4984) +void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackCursorEnter != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) + bd->PrevUserCallbackCursorEnter(window, entered); + + ImGuiIO& io = ImGui::GetIO(bd->Context); + if (entered) + { + bd->MouseWindow = window; + io.AddMousePosEvent(bd->LastValidMousePos.x, bd->LastValidMousePos.y); + } + else if (!entered && bd->MouseWindow == window) + { + bd->LastValidMousePos = io.MousePos; + bd->MouseWindow = nullptr; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } +} + +void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (bd->PrevUserCallbackChar != nullptr && ImGui_ImplGlfw_ShouldChainCallback(bd, window)) + bd->PrevUserCallbackChar(window, c); + + ImGuiIO& io = ImGui::GetIO(bd->Context); + io.AddInputCharacter(c); +} + +void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor*, int) +{ + // This function is technically part of the API even if we stopped using the callback, so leaving it around. +} + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 +static EM_BOOL ImGui_ImplEmscripten_WheelCallback(int, const EmscriptenWheelEvent* ev, void* user_data) +{ + // Mimic Emscripten_HandleWheel() in SDL. + // Corresponding equivalent in GLFW JS emulation layer has incorrect quantizing preventing small values. See #6096 + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + float multiplier = 0.0f; + if (ev->deltaMode == DOM_DELTA_PIXEL) { multiplier = 1.0f / 100.0f; } // 100 pixels make up a step. + else if (ev->deltaMode == DOM_DELTA_LINE) { multiplier = 1.0f / 3.0f; } // 3 lines make up a step. + else if (ev->deltaMode == DOM_DELTA_PAGE) { multiplier = 80.0f; } // A page makes up 80 steps. + float wheel_x = ev->deltaX * -multiplier; + float wheel_y = ev->deltaY * -multiplier; + ImGuiIO& io = ImGui::GetIO(bd->Context); + io.AddMouseWheelEvent(wheel_x, wheel_y); + //IMGUI_DEBUG_LOG("[Emsc] mode %d dx: %.2f, dy: %.2f, dz: %.2f --> feed %.2f %.2f\n", (int)ev->deltaMode, ev->deltaX, ev->deltaY, ev->deltaZ, wheel_x, wheel_y); + return EM_TRUE; +} +#endif + +#ifdef _WIN32 +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); +#endif + +void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + IM_ASSERT(bd->InstalledCallbacks == false && "Callbacks already installed!"); + IM_ASSERT(bd->Window == window); + + bd->PrevUserCallbackWindowFocus = glfwSetWindowFocusCallback(window, ImGui_ImplGlfw_WindowFocusCallback); + bd->PrevUserCallbackCursorEnter = glfwSetCursorEnterCallback(window, ImGui_ImplGlfw_CursorEnterCallback); + bd->PrevUserCallbackCursorPos = glfwSetCursorPosCallback(window, ImGui_ImplGlfw_CursorPosCallback); + bd->PrevUserCallbackMousebutton = glfwSetMouseButtonCallback(window, ImGui_ImplGlfw_MouseButtonCallback); + bd->PrevUserCallbackScroll = glfwSetScrollCallback(window, ImGui_ImplGlfw_ScrollCallback); + bd->PrevUserCallbackKey = glfwSetKeyCallback(window, ImGui_ImplGlfw_KeyCallback); + bd->PrevUserCallbackChar = glfwSetCharCallback(window, ImGui_ImplGlfw_CharCallback); + bd->PrevUserCallbackMonitor = glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + bd->InstalledCallbacks = true; +} + +void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + IM_ASSERT(bd->InstalledCallbacks == true && "Callbacks not installed!"); + IM_ASSERT(bd->Window == window); + + glfwSetWindowFocusCallback(window, bd->PrevUserCallbackWindowFocus); + glfwSetCursorEnterCallback(window, bd->PrevUserCallbackCursorEnter); + glfwSetCursorPosCallback(window, bd->PrevUserCallbackCursorPos); + glfwSetMouseButtonCallback(window, bd->PrevUserCallbackMousebutton); + glfwSetScrollCallback(window, bd->PrevUserCallbackScroll); + glfwSetKeyCallback(window, bd->PrevUserCallbackKey); + glfwSetCharCallback(window, bd->PrevUserCallbackChar); + glfwSetMonitorCallback(bd->PrevUserCallbackMonitor); + bd->InstalledCallbacks = false; + bd->PrevUserCallbackWindowFocus = nullptr; + bd->PrevUserCallbackCursorEnter = nullptr; + bd->PrevUserCallbackCursorPos = nullptr; + bd->PrevUserCallbackMousebutton = nullptr; + bd->PrevUserCallbackScroll = nullptr; + bd->PrevUserCallbackKey = nullptr; + bd->PrevUserCallbackChar = nullptr; + bd->PrevUserCallbackMonitor = nullptr; +} + +// Set to 'true' to enable chaining installed callbacks for all windows (including secondary viewports created by backends or by user). +// This is 'false' by default meaning we only chain callbacks for the main viewport. +// We cannot set this to 'true' by default because user callbacks code may be not testing the 'window' parameter of their callback. +// If you set this to 'true' your user callback code will need to make sure you are testing the 'window' parameter. +void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + bd->CallbacksChainForAllWindows = chain_for_all_windows; +} + +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 +void ImGui_ImplGlfw_EmscriptenOpenURL(const char* url) { if (url) emscripten::glfw3::OpenURL(url); } +#else +EM_JS(void, ImGui_ImplGlfw_EmscriptenOpenURL, (const char* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#endif +#endif + +static bool ImGui_ImplGlfw_Init(GLFWwindow* window, bool install_callbacks, GlfwClientApi client_api) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + //printf("GLFW_VERSION: %d.%d.%d (%d)", GLFW_VERSION_MAJOR, GLFW_VERSION_MINOR, GLFW_VERSION_REVISION, GLFW_VERSION_COMBINED); + + // Setup backend capabilities flags + ImGui_ImplGlfw_Data* bd = IM_NEW(ImGui_ImplGlfw_Data)(); + snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_glfw (%d)", GLFW_VERSION_COMBINED); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = bd->BackendPlatformName; +#if GLFW_HAS_CREATECURSOR + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + + bool has_viewports = false; +#ifndef __EMSCRIPTEN__ + has_viewports = true; +#if GLFW_HAS_GETPLATFORM + if (glfwGetPlatform() == GLFW_PLATFORM_WAYLAND) + has_viewports = false; +#endif + if (has_viewports) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) +#endif + + bd->Context = ImGui::GetCurrentContext(); + bd->Window = window; + bd->Time = 0.0; + bd->IsWayland = ImGui_ImplGlfw_IsWayland(); + ImGui_ImplGlfw_ContextMap_Add(window, bd->Context); + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); +#if GLFW_VERSION_COMBINED < 3300 + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(ImGui_ImplGlfw_GetBackendData()->Window); }; +#else + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* text) { glfwSetClipboardString(nullptr, text); }; + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) { return glfwGetClipboardString(nullptr); }; +#endif + +#ifdef __EMSCRIPTEN__ + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplGlfw_EmscriptenOpenURL(url); return true; }; +#endif + + // Create mouse cursors + // (By design, on X11 cursors are user configurable and some cursors may be missing. When a cursor doesn't exist, + // GLFW will emit an error which will often be printed by the app, so we temporarily disable error reporting. + // Missing cursors will return nullptr and our _UpdateMouseCursor() function will use the Arrow cursor instead.) +#if GLFW_HAS_CREATECURSOR + GLFWerrorfun prev_error_callback = glfwSetErrorCallback(nullptr); + bd->MouseCursors[ImGuiMouseCursor_Arrow] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = glfwCreateStandardCursor(GLFW_IBEAM_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = glfwCreateStandardCursor(GLFW_VRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = glfwCreateStandardCursor(GLFW_HRESIZE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_Hand] = glfwCreateStandardCursor(GLFW_HAND_CURSOR); +#if GLFW_HAS_NEW_CURSORS + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_RESIZE_ALL_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_RESIZE_NESW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_RESIZE_NWSE_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_NOT_ALLOWED_CURSOR); +#else + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = glfwCreateStandardCursor(GLFW_ARROW_CURSOR); +#endif + glfwSetErrorCallback(prev_error_callback); +#endif +#if GLFW_HAS_GETERROR && !defined(__EMSCRIPTEN__) // Eat errors (see #5908) + (void)glfwGetError(nullptr); +#endif + + // Chain GLFW callbacks: our callbacks will call the user's previously installed callbacks, if any. + if (install_callbacks) + ImGui_ImplGlfw_InstallCallbacks(window); + + // Update monitor a first time during init + // (note: monitor callback are broken in GLFW 3.2 and earlier, see github.com/glfw/glfw/issues/784) + ImGui_ImplGlfw_UpdateMonitors(); + glfwSetMonitorCallback(ImGui_ImplGlfw_MonitorCallback); + + // Set platform dependent data in viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)bd->Window; +#ifdef _WIN32 + main_viewport->PlatformHandleRaw = glfwGetWin32Window(bd->Window); +#elif defined(__APPLE__) + main_viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(bd->Window); +#else + IM_UNUSED(main_viewport); +#endif + if (has_viewports) + ImGui_ImplGlfw_InitMultiViewportSupport(); + + // Windows: register a WndProc hook so we can intercept some messages. +#ifdef _WIN32 + HWND hwnd = (HWND)main_viewport->PlatformHandleRaw; + ::SetPropA(hwnd, "IMGUI_BACKEND_DATA", bd); + bd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); + IM_ASSERT(bd->PrevWndProc != nullptr); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); +#endif + +#if GLFW_HAS_X11 + if (!bd->IsWayland) + { + // Load X11 module dynamically. Copied from the way that GLFW does it in x11_init.c +#if defined(__CYGWIN__) + const char* x11_module_path = "libX11-6.so"; +#elif defined(__OpenBSD__) || defined(__NetBSD__) + const char* x11_module_path = "libX11.so"; +#else + const char* x11_module_path = "libX11.so.6"; +#endif + bd->X11Module = dlopen(x11_module_path, RTLD_LAZY | RTLD_LOCAL); + bd->XInternAtom = (PFN_XInternAtom)dlsym(bd->X11Module, "XInternAtom"); + bd->XChangeProperty = (PFN_XChangeProperty)dlsym(bd->X11Module, "XChangeProperty"); + bd->XChangeWindowAttributes = (PFN_XChangeWindowAttributes)dlsym(bd->X11Module, "XChangeWindowAttributes"); + bd->XFlush = (PFN_XFlush)dlsym(bd->X11Module, "XFlush"); + IM_ASSERT(bd->XInternAtom != nullptr && bd->XChangeProperty != nullptr && bd->XChangeWindowAttributes != nullptr && bd->XFlush != nullptr); + } +#endif + + // Emscripten: the same application can run on various platforms, so we detect the Apple platform at runtime + // to override io.ConfigMacOSXBehaviors from its default (which is always false in Emscripten). +#ifdef __EMSCRIPTEN__ +#if EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 >= 34020240817 + if (emscripten::glfw3::IsRuntimePlatformApple()) + { + io.ConfigMacOSXBehaviors = true; + + // Due to how the browser (poorly) handles the Meta Key, this line essentially disables repeats when used. + // This means that Meta + V only registers a single key-press, even if the keys are held. + // This is a compromise for dealing with this issue in ImGui since ImGui implements key repeat itself. + // See https://github.com/pongasoft/emscripten-glfw/blob/v3.4.0.20240817/docs/Usage.md#the-problem-of-the-super-key + emscripten::glfw3::SetSuperPlusKeyTimeouts(10, 10); + } +#endif +#endif + + bd->ClientApi = client_api; + return true; +} + +bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_OpenGL); +} + +bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Vulkan); +} + +bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks) +{ + return ImGui_ImplGlfw_Init(window, install_callbacks, GlfwClientApi_Unknown); +} + +void ImGui_ImplGlfw_Shutdown() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplGlfw_ShutdownMultiViewportSupport(); + if (bd->InstalledCallbacks) + ImGui_ImplGlfw_RestoreCallbacks(bd->Window); +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + if (bd->CanvasSelector) + emscripten_set_wheel_callback(bd->CanvasSelector, nullptr, false, nullptr); +#endif +#if GLFW_HAS_CREATECURSOR + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + glfwDestroyCursor(bd->MouseCursors[cursor_n]); +#endif + // Windows: restore our WndProc hook +#ifdef _WIN32 + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ::SetPropA((HWND)main_viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", nullptr); + ::SetWindowLongPtrW((HWND)main_viewport->PlatformHandleRaw, GWLP_WNDPROC, (LONG_PTR)bd->PrevWndProc); + bd->PrevWndProc = nullptr; +#endif + +#if GLFW_HAS_X11 + if (bd->X11Module != nullptr) + dlclose(bd->X11Module); +#endif + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + platform_io.ClearPlatformHandlers(); + ImGui_ImplGlfw_ContextMap_Remove(bd->Window); + IM_DELETE(bd); +} + +static void ImGui_ImplGlfw_UpdateMouseData() +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGuiID mouse_viewport_id = 0; + const ImVec2 mouse_pos_prev = io.MousePos; + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + ImGuiViewport* viewport = platform_io.Viewports[n]; + GLFWwindow* window = (GLFWwindow*)viewport->PlatformHandle; + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 + const bool is_window_focused = true; +#else + const bool is_window_focused = glfwGetWindowAttrib(window, GLFW_FOCUSED) != 0; +#endif + if (is_window_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) + glfwSetCursorPos(window, (double)(mouse_pos_prev.x - viewport->Pos.x), (double)(mouse_pos_prev.y - viewport->Pos.y)); + + // (Optional) Fallback to provide mouse position when focused (ImGui_ImplGlfw_CursorPosCallback already provides this when hovered or captured) + if (bd->MouseWindow == nullptr) + { + double mouse_x, mouse_y; + glfwGetCursorPos(window, &mouse_x, &mouse_y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int window_x, window_y; + glfwGetWindowPos(window, &window_x, &window_y); + mouse_x += window_x; + mouse_y += window_y; + } + bd->LastValidMousePos = ImVec2((float)mouse_x, (float)mouse_y); + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] GLFW >= 3.3 backend ON WINDOWS ONLY does correctly ignore viewports with the _NoInputs flag (since we implement hit via our WndProc hook) + // On other platforms we rely on the library fallbacking to its own search when reporting a viewport with _NoInputs flag. + // - [!] GLFW <= 3.2 backend CANNOT correctly ignore viewports with the _NoInputs flag, and CANNOT reported Hovered Viewport because of mouse capture. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] GLFW backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + // FIXME: This is currently only correct on Win32. See what we do below with the WM_NCHITTEST, missing an equivalent for other systems. + // See https://github.com/glfw/glfw/issues/1236 if you want to help in making this a GLFW feature. +#if GLFW_HAS_MOUSE_PASSTHROUGH + const bool window_no_input = (viewport->Flags & ImGuiViewportFlags_NoInputs) != 0; + glfwSetWindowAttrib(window, GLFW_MOUSE_PASSTHROUGH, window_no_input); +#endif +#if GLFW_HAS_MOUSE_PASSTHROUGH || GLFW_HAS_WINDOW_HOVERED + if (glfwGetWindowAttrib(window, GLFW_HOVERED)) + mouse_viewport_id = viewport->ID; +#else + // We cannot use bd->MouseWindow maintained from CursorEnter/Leave callbacks, because it is locked to the window capturing mouse. +#endif + } + + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + io.AddMouseViewportEvent(mouse_viewport_id); +} + +static void ImGui_ImplGlfw_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if ((io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) || glfwGetInputMode(bd->Window, GLFW_CURSOR) == GLFW_CURSOR_DISABLED) + { + bd->LastMouseCursor = nullptr; // Invalidate so that if user changes underlying cursor we will update it next time we can. + return; + } + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + { + GLFWwindow* window = (GLFWwindow*)platform_io.Viewports[n]->PlatformHandle; + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + if (bd->LastMouseCursor != nullptr) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_HIDDEN); + bd->LastMouseCursor = nullptr; + } + } + else + { + // Show OS mouse cursor + // FIXME-PLATFORM: Unfocused windows seems to fail changing the mouse cursor with GLFW 3.2, but 3.3 works here. +#if GLFW_HAS_CREATECURSOR + GLFWcursor* cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->LastMouseCursor != cursor) + { + glfwSetCursor(window, cursor); + bd->LastMouseCursor = cursor; + } +#endif + glfwSetInputMode(window, GLFW_CURSOR, GLFW_CURSOR_NORMAL); + } + } +} + +// Update gamepad inputs +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplGlfw_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + if ((io.ConfigFlags & ImGuiConfigFlags_NavEnableGamepad) == 0) // FIXME: Technically feeding gamepad shouldn't depend on this now that they are regular inputs, but see #8075 + return; + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; +#if GLFW_HAS_GAMEPAD_API && !defined(EMSCRIPTEN_USE_EMBEDDED_GLFW3) + GLFWgamepadstate gamepad; + if (!glfwGetGamepadState(GLFW_JOYSTICK_1, &gamepad)) + return; + #define MAP_BUTTON(KEY_NO, BUTTON_NO, _UNUSED) do { io.AddKeyEvent(KEY_NO, gamepad.buttons[BUTTON_NO] != 0); } while (0) + #define MAP_ANALOG(KEY_NO, AXIS_NO, _UNUSED, V0, V1) do { float v = gamepad.axes[AXIS_NO]; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#else + int axes_count = 0, buttons_count = 0; + const float* axes = glfwGetJoystickAxes(GLFW_JOYSTICK_1, &axes_count); + const unsigned char* buttons = glfwGetJoystickButtons(GLFW_JOYSTICK_1, &buttons_count); + if (axes_count == 0 || buttons_count == 0) + return; + #define MAP_BUTTON(KEY_NO, _UNUSED, BUTTON_NO) do { io.AddKeyEvent(KEY_NO, (buttons_count > BUTTON_NO && buttons[BUTTON_NO] == GLFW_PRESS)); } while (0) + #define MAP_ANALOG(KEY_NO, _UNUSED, AXIS_NO, V0, V1) do { float v = (axes_count > AXIS_NO) ? axes[AXIS_NO] : V0; v = (v - V0) / (V1 - V0); io.AddKeyAnalogEvent(KEY_NO, v > 0.10f, Saturate(v)); } while (0) +#endif + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + MAP_BUTTON(ImGuiKey_GamepadStart, GLFW_GAMEPAD_BUTTON_START, 7); + MAP_BUTTON(ImGuiKey_GamepadBack, GLFW_GAMEPAD_BUTTON_BACK, 6); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, GLFW_GAMEPAD_BUTTON_X, 2); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, GLFW_GAMEPAD_BUTTON_B, 1); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, GLFW_GAMEPAD_BUTTON_Y, 3); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, GLFW_GAMEPAD_BUTTON_A, 0); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, GLFW_GAMEPAD_BUTTON_DPAD_LEFT, 13); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, GLFW_GAMEPAD_BUTTON_DPAD_RIGHT, 11); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, GLFW_GAMEPAD_BUTTON_DPAD_UP, 10); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, GLFW_GAMEPAD_BUTTON_DPAD_DOWN, 12); + MAP_BUTTON(ImGuiKey_GamepadL1, GLFW_GAMEPAD_BUTTON_LEFT_BUMPER, 4); + MAP_BUTTON(ImGuiKey_GamepadR1, GLFW_GAMEPAD_BUTTON_RIGHT_BUMPER, 5); + MAP_ANALOG(ImGuiKey_GamepadL2, GLFW_GAMEPAD_AXIS_LEFT_TRIGGER, 4, -0.75f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, GLFW_GAMEPAD_AXIS_RIGHT_TRIGGER, 5, -0.75f, +1.0f); + MAP_BUTTON(ImGuiKey_GamepadL3, GLFW_GAMEPAD_BUTTON_LEFT_THUMB, 8); + MAP_BUTTON(ImGuiKey_GamepadR3, GLFW_GAMEPAD_BUTTON_RIGHT_THUMB, 9); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, GLFW_GAMEPAD_AXIS_LEFT_X, 0, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, GLFW_GAMEPAD_AXIS_LEFT_X, 0, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, GLFW_GAMEPAD_AXIS_LEFT_Y, 1, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, GLFW_GAMEPAD_AXIS_RIGHT_X, 2, +0.25f, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, -0.25f, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, GLFW_GAMEPAD_AXIS_RIGHT_Y, 3, +0.25f, +1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG +} + +static void ImGui_ImplGlfw_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + int monitors_count = 0; + GLFWmonitor** glfw_monitors = glfwGetMonitors(&monitors_count); + + bool updated_monitors = false; + for (int n = 0; n < monitors_count; n++) + { + ImGuiPlatformMonitor monitor; + int x, y; + glfwGetMonitorPos(glfw_monitors[n], &x, &y); + const GLFWvidmode* vid_mode = glfwGetVideoMode(glfw_monitors[n]); + if (vid_mode == nullptr) + continue; // Failed to get Video mode (e.g. Emscripten does not support this function) + if (vid_mode->width <= 0 || vid_mode->height <= 0) + continue; // Failed to query suitable monitor info (#9195) + monitor.MainPos = monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)vid_mode->width, (float)vid_mode->height); +#if GLFW_HAS_MONITOR_WORK_AREA + int w, h; + glfwGetMonitorWorkarea(glfw_monitors[n], &x, &y, &w, &h); + if (w > 0 && h > 0) // Workaround a small GLFW issue reporting zero on monitor changes: https://github.com/glfw/glfw/pull/1761 + { + monitor.WorkPos = ImVec2((float)x, (float)y); + monitor.WorkSize = ImVec2((float)w, (float)h); + } +#endif + float scale = ImGui_ImplGlfw_GetContentScaleForMonitor(glfw_monitors[n]); + if (scale == 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0 (#7902) + monitor.DpiScale = scale; + monitor.PlatformHandle = (void*)glfw_monitors[n]; // [...] GLFW doc states: "guaranteed to be valid only until the monitor configuration changes" + + // Preserve existing monitor list until a valid one is added. + // Happens on macOS sleeping (#5683) and seemingly occasionally on Windows (#9195) + if (!updated_monitors) + platform_io.Monitors.resize(0); + updated_monitors = true; + platform_io.Monitors.push_back(monitor); + } +} + +// For GFLW 3.2 + Windows: include a simplified non-monitor aware version of ImGui_ImplWin32_GetDpiScaleForMonitor(). +// This is merely a band-aid to make using GLFW 3.2 a little bit nicer, but prefer to use GLFW 3.3+ or the full correct functions from the Win32 backend. +#if !GLFW_HAS_PER_MONITOR_DPI && defined(_WIN32) && !defined(NOGDI) +static float ImGui_ImplWin32_GetLegacyDpiScale() { const HDC dc = ::GetDC(nullptr); UINT xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); ::ReleaseDC(nullptr, dc); return (float)xdpi / 96.0f; } +static void glfwGetWindowContentScale(GLFWwindow*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); } +static void glfwGetMonitorContentScale(GLFWmonitor*, float* x_scale, float* y_scale) { *x_scale = *y_scale = ImGui_ImplWin32_GetLegacyDpiScale(); } +#undef GLFW_HAS_PER_MONITOR_DPI +#define GLFW_HAS_PER_MONITOR_DPI 1 +#endif + +// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. +// - Apple platforms use FramebufferScale so we always return 1.0f. +// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. +float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window) +{ +#if GLFW_HAS_WAYLAND + if (ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window)) + if (bd->IsWayland) + return 1.0f; +#endif +#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__)) + float x_scale, y_scale; + glfwGetWindowContentScale(window, &x_scale, &y_scale); + return x_scale; +#else + IM_UNUSED(window); + return 1.0f; +#endif +} + +float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor) +{ +#if GLFW_HAS_WAYLAND + if (ImGui_ImplGlfw_IsWayland()) // We can't access our bd->IsWayland cache for a monitor. + return 1.0f; +#endif +#if GLFW_HAS_PER_MONITOR_DPI && !(defined(__APPLE__) || defined(__EMSCRIPTEN__) || defined(__ANDROID__)) + float x_scale, y_scale; + glfwGetMonitorContentScale(monitor, &x_scale, &y_scale); + return x_scale; +#else + IM_UNUSED(monitor); + return 1.0f; +#endif +} + +static void ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(GLFWwindow* window, ImVec2* out_size, ImVec2* out_framebuffer_scale) +{ + int w, h; + int display_w, display_h; + glfwGetWindowSize(window, &w, &h); + glfwGetFramebufferSize(window, &display_w, &display_h); + float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f; + float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f; +#if GLFW_HAS_WAYLAND + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(window); + if (!bd->IsWayland) + fb_scale_x = fb_scale_y = 1.0f; +#endif + if (out_size != nullptr) + *out_size = ImVec2((float)w, (float)h); + if (out_framebuffer_scale != nullptr) + *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y); +} + +void ImGui_ImplGlfw_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); + + // Setup main viewport size (every frame to accommodate for window resizing) + ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale); + ImGui_ImplGlfw_UpdateMonitors(); + + // Setup time step + // (Accept glfwGetTime() not returning a monotonically increasing value. Seems to happens on disconnecting peripherals and probably on VMs and Emscripten, see #6491, #6189, #6114, #3644) + double current_time = glfwGetTime(); + if (current_time <= bd->Time) + current_time = bd->Time + 0.00001; + io.DeltaTime = bd->Time > 0.0 ? (float)(current_time - bd->Time) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + bd->MouseIgnoreButtonUp = false; + ImGui_ImplGlfw_UpdateMouseData(); + ImGui_ImplGlfw_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplGlfw_UpdateGamepads(); +} + +// GLFW doesn't provide a portable sleep function +void ImGui_ImplGlfw_Sleep(int milliseconds) +{ +#ifdef _WIN32 + ::Sleep(milliseconds); +#else + usleep(milliseconds * 1000); +#endif +} + +#ifdef EMSCRIPTEN_USE_EMBEDDED_GLFW3 +static EM_BOOL ImGui_ImplGlfw_OnCanvasSizeChange(int event_type, const EmscriptenUiEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +static EM_BOOL ImGui_ImplEmscripten_FullscreenChangeCallback(int event_type, const EmscriptenFullscreenChangeEvent* event, void* user_data) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)user_data; + double canvas_width, canvas_height; + emscripten_get_element_css_size(bd->CanvasSelector, &canvas_width, &canvas_height); + glfwSetWindowSize(bd->Window, (int)canvas_width, (int)canvas_height); + return true; +} + +// 'canvas_selector' is a CSS selector. The event listener is applied to the first element that matches the query. +// STRING MUST PERSIST FOR THE APPLICATION DURATION. PLEASE USE A STRING LITERAL OR ENSURE POINTER WILL STAY VALID. +void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow*, const char* canvas_selector) +{ + IM_ASSERT(canvas_selector != nullptr); + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplGlfw_InitForXXX()?"); + + bd->CanvasSelector = canvas_selector; + emscripten_set_resize_callback(EMSCRIPTEN_EVENT_TARGET_WINDOW, bd, false, ImGui_ImplGlfw_OnCanvasSizeChange); + emscripten_set_fullscreenchange_callback(EMSCRIPTEN_EVENT_TARGET_DOCUMENT, bd, false, ImGui_ImplEmscripten_FullscreenChangeCallback); + + // Change the size of the GLFW window according to the size of the canvas + ImGui_ImplGlfw_OnCanvasSizeChange(EMSCRIPTEN_EVENT_RESIZE, {}, bd); + + // Register Emscripten Wheel callback to workaround issue in Emscripten GLFW Emulation (#6096) + // We intentionally do not check 'if (install_callbacks)' here, as some users may set it to false and call GLFW callback themselves. + // FIXME: May break chaining in case user registered their own Emscripten callback? + emscripten_set_wheel_callback(bd->CanvasSelector, bd, false, ImGui_ImplEmscripten_WheelCallback); +} +#elif defined(EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3) +// When using --use-port=contrib.glfw3 for the GLFW implementation, you can override the behavior of this call +// by invoking emscripten_glfw_make_canvas_resizable afterward. +// See https://github.com/pongasoft/emscripten-glfw/blob/master/docs/Usage.md#how-to-make-the-canvas-resizable-by-the-user for an explanation +void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector) +{ + GLFWwindow* w = (GLFWwindow*)(EM_ASM_INT({ return Module.glfwGetWindow(UTF8ToString($0)); }, canvas_selector)); + IM_ASSERT(window == w); // Sanity check + IM_UNUSED(w); + emscripten_glfw_make_canvas_resizable(window, "window", nullptr); +} +#endif // #ifdef EMSCRIPTEN_USE_PORT_CONTRIB_GLFW3 + + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplGlfw_ViewportData +{ + GLFWwindow* Window; // Stored in ImGuiViewport::PlatformHandle + bool WindowOwned; + int IgnoreWindowPosEventFrame; + int IgnoreWindowSizeEventFrame; +#ifdef _WIN32 + WNDPROC PrevWndProc; +#endif + + ImGui_ImplGlfw_ViewportData() { memset((void*)this, 0, sizeof(*this)); IgnoreWindowSizeEventFrame = IgnoreWindowPosEventFrame = -1; } + ~ImGui_ImplGlfw_ViewportData() { IM_ASSERT(Window == nullptr); } +}; + +static void ImGui_ImplGlfw_WindowCloseCallback(GLFWwindow* window) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + viewport->PlatformRequestClose = true; +} + +// GLFW may dispatch window pos/size events after calling glfwSetWindowPos()/glfwSetWindowSize(). +// However: depending on the platform the callback may be invoked at different time: +// - on Windows it appears to be called within the glfwSetWindowPos()/glfwSetWindowSize() call +// - on Linux it is queued and invoked during glfwPollEvents() +// Because the event doesn't always fire on glfwSetWindowXXX() we use a frame counter tag to only +// ignore recent glfwSetWindowXXX() calls. +static void ImGui_ImplGlfw_WindowPosCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowPosEventFrame + 1); + //data->IgnoreWindowPosEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestMove = true; + } +} + +static void ImGui_ImplGlfw_WindowSizeCallback(GLFWwindow* window, int, int) +{ + if (ImGuiViewport* viewport = ImGui::FindViewportByPlatformHandle(window)) + { + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + bool ignore_event = (ImGui::GetFrameCount() <= vd->IgnoreWindowSizeEventFrame + 1); + //data->IgnoreWindowSizeEventFrame = -1; + if (ignore_event) + return; + } + viewport->PlatformRequestResize = true; + } +} + +#if !defined(__APPLE__) && !defined(_WIN32) && !defined(__EMSCRIPTEN__) && GLFW_HAS_GETPLATFORM +#define IMGUI_GLFW_HAS_SETWINDOWFLOATING +static void ImGui_ImplGlfw_SetWindowFloating(ImGui_ImplGlfw_Data* bd, GLFWwindow* window) +{ +#ifdef GLFW_EXPOSE_NATIVE_X11 + if (glfwGetPlatform() == GLFW_PLATFORM_X11) + { + Display* display = glfwGetX11Display(); + Window xwindow = glfwGetX11Window(window); + Atom wm_type = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE", False); + Atom wm_type_dialog = bd->XInternAtom(display, "_NET_WM_WINDOW_TYPE_DIALOG", False); + bd->XChangeProperty(display, xwindow, wm_type, XA_ATOM, 32, PropModeReplace, (unsigned char*)&wm_type_dialog, 1); + XSetWindowAttributes attrs; + attrs.override_redirect = False; + bd->XChangeWindowAttributes(display, xwindow, CWOverrideRedirect, &attrs); + bd->XFlush(display); + } +#endif // GLFW_EXPOSE_NATIVE_X11 +#ifdef GLFW_EXPOSE_NATIVE_WAYLAND + // FIXME: Help needed, see #8884, #8474 for discussions about this. +#endif // GLFW_EXPOSE_NATIVE_X11 +} +#endif // IMGUI_GLFW_HAS_SETWINDOWFLOATING + +static void ImGui_ImplGlfw_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + viewport->PlatformUserData = vd; + + // Workaround for Linux: ignore mouse up events corresponding to losing focus of the previously focused window (#7733, #3158, #7922) +#ifdef __linux__ + bd->MouseIgnoreButtonUpWaitForFocusLoss = true; +#endif + + // GLFW 3.2 unfortunately always set focus on glfwCreateWindow() if GLFW_VISIBLE is set, regardless of GLFW_FOCUSED + // With GLFW 3.3, the hint GLFW_FOCUS_ON_SHOW fixes this problem + glfwWindowHint(GLFW_VISIBLE, false); + glfwWindowHint(GLFW_FOCUSED, false); +#if GLFW_HAS_FOCUS_ON_SHOW + glfwWindowHint(GLFW_FOCUS_ON_SHOW, false); +#endif + glfwWindowHint(GLFW_DECORATED, (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? false : true); +#if GLFW_HAS_WINDOW_TOPMOST + glfwWindowHint(GLFW_FLOATING, (viewport->Flags & ImGuiViewportFlags_TopMost) ? true : false); +#endif + GLFWwindow* share_window = (bd->ClientApi == GlfwClientApi_OpenGL) ? bd->Window : nullptr; + vd->Window = glfwCreateWindow((int)viewport->Size.x, (int)viewport->Size.y, "No Title Yet", nullptr, share_window); + vd->WindowOwned = true; + ImGui_ImplGlfw_ContextMap_Add(vd->Window, bd->Context); + viewport->PlatformHandle = (void*)vd->Window; +#ifdef IMGUI_GLFW_HAS_SETWINDOWFLOATING + ImGui_ImplGlfw_SetWindowFloating(bd, vd->Window); +#endif +#ifdef _WIN32 + viewport->PlatformHandleRaw = glfwGetWin32Window(vd->Window); + ::SetPropA((HWND)viewport->PlatformHandleRaw, "IMGUI_BACKEND_DATA", bd); +#elif defined(__APPLE__) + viewport->PlatformHandleRaw = (void*)glfwGetCocoaWindow(vd->Window); +#endif + glfwSetWindowPos(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + + // Install GLFW callbacks for secondary viewports + glfwSetWindowFocusCallback(vd->Window, ImGui_ImplGlfw_WindowFocusCallback); + glfwSetCursorEnterCallback(vd->Window, ImGui_ImplGlfw_CursorEnterCallback); + glfwSetCursorPosCallback(vd->Window, ImGui_ImplGlfw_CursorPosCallback); + glfwSetMouseButtonCallback(vd->Window, ImGui_ImplGlfw_MouseButtonCallback); + glfwSetScrollCallback(vd->Window, ImGui_ImplGlfw_ScrollCallback); + glfwSetKeyCallback(vd->Window, ImGui_ImplGlfw_KeyCallback); + glfwSetCharCallback(vd->Window, ImGui_ImplGlfw_CharCallback); + glfwSetWindowCloseCallback(vd->Window, ImGui_ImplGlfw_WindowCloseCallback); + glfwSetWindowPosCallback(vd->Window, ImGui_ImplGlfw_WindowPosCallback); + glfwSetWindowSizeCallback(vd->Window, ImGui_ImplGlfw_WindowSizeCallback); + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapInterval(0); + } +} + +static void ImGui_ImplGlfw_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + { + if (vd->WindowOwned) + { +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED && defined(_WIN32) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + ::RemovePropA(hwnd, "IMGUI_VIEWPORT"); +#endif + + // Release any keys that were pressed in the window being destroyed and are still held down, + // because we will not receive any release events after window is destroyed. + for (int i = 0; i < IM_COUNTOF(bd->KeyOwnerWindows); i++) + if (bd->KeyOwnerWindows[i] == vd->Window) + ImGui_ImplGlfw_KeyCallback(vd->Window, i, 0, GLFW_RELEASE, 0); // Later params are only used for main viewport, on which this function is never called. + + ImGui_ImplGlfw_ContextMap_Remove(vd->Window); + glfwDestroyWindow(vd->Window); + } + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplGlfw_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + +#if defined(_WIN32) + // GLFW hack: Hide icon from task bar + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } + + // GLFW hack: install WndProc for mouse source event and WM_NCHITTEST message handler. + ::SetPropA(hwnd, "IMGUI_VIEWPORT", viewport); + vd->PrevWndProc = (WNDPROC)::GetWindowLongPtrW(hwnd, GWLP_WNDPROC); + ::SetWindowLongPtrW(hwnd, GWLP_WNDPROC, (LONG_PTR)ImGui_ImplGlfw_WndProc); + +#if !GLFW_HAS_FOCUS_ON_SHOW + // GLFW hack: GLFW 3.2 has a bug where glfwShowWindow() also activates/focus the window. + // The fix was pushed to GLFW repository on 2018/01/09 and should be included in GLFW 3.3 via a GLFW_FOCUS_ON_SHOW window attribute. + // See https://github.com/glfw/glfw/issues/1189 + // FIXME-VIEWPORT: Implement same work-around for Linux/OSX in the meanwhile. + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif +#endif + + glfwShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + glfwGetWindowPos(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplGlfw_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + vd->IgnoreWindowPosEventFrame = ImGui::GetFrameCount(); + glfwSetWindowPos(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + glfwGetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplGlfw_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; +#if defined(__APPLE__) && !GLFW_HAS_OSX_WINDOW_POS_FIX + // Native OS windows are positioned from the bottom-left corner on macOS, whereas on other platforms they are + // positioned from the upper-left corner. GLFW makes an effort to convert macOS style coordinates, however it + // doesn't handle it when changing size. We are manually moving the window in order for changes of size to be based + // on the upper-left corner. + int x, y, width, height; + glfwGetWindowPos(vd->Window, &x, &y); + glfwGetWindowSize(vd->Window, &width, &height); + glfwSetWindowPos(vd->Window, x, y - height + size.y); +#endif + vd->IgnoreWindowSizeEventFrame = ImGui::GetFrameCount(); + glfwSetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static ImVec2 ImGui_ImplGlfw_GetWindowFramebufferScale(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + ImVec2 framebuffer_scale; + ImGui_ImplGlfw_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale); + return framebuffer_scale; +} + +static void ImGui_ImplGlfw_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplGlfw_SetWindowFocus(ImGuiViewport* viewport) +{ +#if GLFW_HAS_FOCUS_WINDOW + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwFocusWindow(vd->Window); +#else + // FIXME: What are the effect of not having this function? At the moment imgui doesn't actually call SetWindowFocus - we set that up ahead, will answer that question later. + (void)viewport; +#endif +} + +static bool ImGui_ImplGlfw_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_FOCUSED) != 0; +} + +static bool ImGui_ImplGlfw_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + return glfwGetWindowAttrib(vd->Window, GLFW_ICONIFIED) != 0; +} + +#if GLFW_HAS_WINDOW_ALPHA +static void ImGui_ImplGlfw_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + glfwSetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplGlfw_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + glfwMakeContextCurrent(vd->Window); +} + +static void ImGui_ImplGlfw_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + if (bd->ClientApi == GlfwClientApi_OpenGL) + { + glfwMakeContextCurrent(vd->Window); + glfwSwapBuffers(vd->Window); + } +} + +//-------------------------------------------------------------------------------------------------------- +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +//-------------------------------------------------------------------------------------------------------- + +// Avoid including so we can build without it +#if GLFW_HAS_VULKAN +#ifndef VULKAN_H_ +#define VK_DEFINE_HANDLE(object) typedef struct object##_T* object; +#if defined(__LP64__) || defined(_WIN64) || defined(__x86_64__) || defined(_M_X64) || defined(__ia64) || defined (_M_IA64) || defined(__aarch64__) || defined(__powerpc64__) +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef struct object##_T *object; +#else +#define VK_DEFINE_NON_DISPATCHABLE_HANDLE(object) typedef uint64_t object; +#endif +VK_DEFINE_HANDLE(VkInstance) +VK_DEFINE_NON_DISPATCHABLE_HANDLE(VkSurfaceKHR) +struct VkAllocationCallbacks; +enum VkResult { VK_RESULT_MAX_ENUM = 0x7FFFFFFF }; +#endif // VULKAN_H_ +extern "C" { extern GLFWAPI VkResult glfwCreateWindowSurface(VkInstance instance, GLFWwindow* window, const VkAllocationCallbacks* allocator, VkSurfaceKHR* surface); } +static int ImGui_ImplGlfw_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData; + IM_UNUSED(bd); + IM_ASSERT(bd->ClientApi == GlfwClientApi_Vulkan); + VkResult err = glfwCreateWindowSurface((VkInstance)vk_instance, vd->Window, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return (int)err; +} +#endif // GLFW_HAS_VULKAN + +static void ImGui_ImplGlfw_InitMultiViewportSupport() +{ + // Register platform interface (will be coupled with a renderer interface) + ImGui_ImplGlfw_Data* bd = ImGui_ImplGlfw_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplGlfw_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplGlfw_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplGlfw_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplGlfw_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplGlfw_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplGlfw_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplGlfw_GetWindowSize; + platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplGlfw_GetWindowFramebufferScale; + platform_io.Platform_SetWindowFocus = ImGui_ImplGlfw_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplGlfw_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplGlfw_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplGlfw_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplGlfw_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplGlfw_SwapBuffers; +#if GLFW_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplGlfw_SetWindowAlpha; +#endif +#if GLFW_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplGlfw_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplGlfw_ViewportData* vd = IM_NEW(ImGui_ImplGlfw_ViewportData)(); + vd->Window = bd->Window; + vd->WindowOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)bd->Window; +} + +static void ImGui_ImplGlfw_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +// WndProc hook (declared here because we will need access to ImGui_ImplGlfw_ViewportData) +#ifdef _WIN32 +static ImGuiMouseSource GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} +static LRESULT CALLBACK ImGui_ImplGlfw_WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + ImGui_ImplGlfw_Data* bd = (ImGui_ImplGlfw_Data*)::GetPropA(hWnd, "IMGUI_BACKEND_DATA"); + ImGuiIO& io = ImGui::GetIO(bd->Context); + + WNDPROC prev_wndproc = bd->PrevWndProc; + ImGuiViewport* viewport = (ImGuiViewport*)::GetPropA(hWnd, "IMGUI_VIEWPORT"); + if (viewport != NULL) + if (ImGui_ImplGlfw_ViewportData* vd = (ImGui_ImplGlfw_ViewportData*)viewport->PlatformUserData) + prev_wndproc = vd->PrevWndProc; + + switch (msg) + { + // GLFW doesn't allow to distinguish Mouse vs TouchScreen vs Pen. + // Add support for Win32 (based on imgui_impl_win32), because we rely on _TouchScreen info to trickle inputs differently. + case WM_MOUSEMOVE: case WM_NCMOUSEMOVE: + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: case WM_LBUTTONUP: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: case WM_RBUTTONUP: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: case WM_MBUTTONUP: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: case WM_XBUTTONUP: + io.AddMouseSourceEvent(GetMouseSourceFromMessageExtraInfo()); + break; + + // We have submitted https://github.com/glfw/glfw/pull/1568 to allow GLFW to support "transparent inputs". + // In the meanwhile we implement custom per-platform workarounds here (FIXME-VIEWPORT: Implement same work-around for Linux/OSX!) +#if !GLFW_HAS_MOUSE_PASSTHROUGH && GLFW_HAS_WINDOW_HOVERED + case WM_NCHITTEST: + { + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() properly (which is OPTIONAL). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport && (viewport->Flags & ImGuiViewportFlags_NoInputs)) + return HTTRANSPARENT; + break; + } +#endif + default: break; + } + return ::CallWindowProcW(prev_wndproc, hWnd, msg, wParam, lParam); +} +#endif // #ifdef _WIN32 + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_glfw.h b/modules/imgui-source/backends/imgui_impl_glfw.h new file mode 100644 index 0000000..c3dcfa7 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_glfw.h @@ -0,0 +1,73 @@ +// dear imgui: Platform Backend for GLFW +// This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) +// (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) +// (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// [X] Multiple Dear ImGui contexts support. +// Missing features or Issues: +// [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. +// [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. +// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct GLFWwindow; +struct GLFWmonitor; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); +IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); + +// Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL) +#ifdef __EMSCRIPTEN__ +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector); +//static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0 +#endif + +// GLFW callbacks install +// - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. +// - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. +IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); +IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); + +// GLFW callbacks options: +// - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) +IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); + +// GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks) +IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 +IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 +IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); +IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); +IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); +IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); + +// GLFW helpers +IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds); +IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window); +IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor); + + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_glut.cpp b/modules/imgui-source/backends/imgui_impl_glut.cpp new file mode 100644 index 0000000..bb78a9b --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_glut.cpp @@ -0,0 +1,310 @@ +// dear imgui: Platform Backend for GLUT/FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5] +// Missing features or Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing horizontal mouse wheel support. +// [ ] Platform: Missing mouse cursor shape/visibility support. +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. +// [ ] Platform: Missing multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2023-04-17: BREAKING: Removed call to ImGui::NewFrame() from ImGui_ImplGLUT_NewFrame(). Needs to be called from the main application loop, like with every other backends. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2019-04-03: Misc: Renamed imgui_impl_freeglut.cpp/.h to imgui_impl_glut.cpp/.h. +// 2019-03-25: Misc: Made io.DeltaTime always above zero. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-03-22: Added GLUT Platform binding. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_glut.h" +#define GL_SILENCE_DEPRECATION +#ifdef __APPLE__ +#include +#else +#include +#endif + +#ifdef _MSC_VER +#pragma warning (disable: 4505) // unreferenced local function has been removed (stb stuff) +#endif + +static int g_Time = 0; // Current time, in milliseconds + +// Glut has one function for characters and one for "special keys". We map the characters in the 0..255 range and the keys above. +static ImGuiKey ImGui_ImplGLUT_KeyToImGuiKey(int key) +{ + switch (key) + { + case '\t': return ImGuiKey_Tab; + case 256 + GLUT_KEY_LEFT: return ImGuiKey_LeftArrow; + case 256 + GLUT_KEY_RIGHT: return ImGuiKey_RightArrow; + case 256 + GLUT_KEY_UP: return ImGuiKey_UpArrow; + case 256 + GLUT_KEY_DOWN: return ImGuiKey_DownArrow; + case 256 + GLUT_KEY_PAGE_UP: return ImGuiKey_PageUp; + case 256 + GLUT_KEY_PAGE_DOWN: return ImGuiKey_PageDown; + case 256 + GLUT_KEY_HOME: return ImGuiKey_Home; + case 256 + GLUT_KEY_END: return ImGuiKey_End; + case 256 + GLUT_KEY_INSERT: return ImGuiKey_Insert; + case 127: return ImGuiKey_Delete; + case 8: return ImGuiKey_Backspace; + case ' ': return ImGuiKey_Space; + case 13: return ImGuiKey_Enter; + case 27: return ImGuiKey_Escape; + case 39: return ImGuiKey_Apostrophe; + case 44: return ImGuiKey_Comma; + case 45: return ImGuiKey_Minus; + case 46: return ImGuiKey_Period; + case 47: return ImGuiKey_Slash; + case 59: return ImGuiKey_Semicolon; + case 61: return ImGuiKey_Equal; + case 91: return ImGuiKey_LeftBracket; + case 92: return ImGuiKey_Backslash; + case 93: return ImGuiKey_RightBracket; + case 96: return ImGuiKey_GraveAccent; + //case 0: return ImGuiKey_CapsLock; + //case 0: return ImGuiKey_ScrollLock; + case 256 + 0x006D: return ImGuiKey_NumLock; + //case 0: return ImGuiKey_PrintScreen; + //case 0: return ImGuiKey_Pause; + //case '0': return ImGuiKey_Keypad0; + //case '1': return ImGuiKey_Keypad1; + //case '2': return ImGuiKey_Keypad2; + //case '3': return ImGuiKey_Keypad3; + //case '4': return ImGuiKey_Keypad4; + //case '5': return ImGuiKey_Keypad5; + //case '6': return ImGuiKey_Keypad6; + //case '7': return ImGuiKey_Keypad7; + //case '8': return ImGuiKey_Keypad8; + //case '9': return ImGuiKey_Keypad9; + //case 46: return ImGuiKey_KeypadDecimal; + //case 47: return ImGuiKey_KeypadDivide; + case 42: return ImGuiKey_KeypadMultiply; + //case 45: return ImGuiKey_KeypadSubtract; + case 43: return ImGuiKey_KeypadAdd; + //case 13: return ImGuiKey_KeypadEnter; + //case 0: return ImGuiKey_KeypadEqual; + case 256 + 0x0072: return ImGuiKey_LeftCtrl; + case 256 + 0x0070: return ImGuiKey_LeftShift; + case 256 + 0x0074: return ImGuiKey_LeftAlt; + //case 0: return ImGuiKey_LeftSuper; + case 256 + 0x0073: return ImGuiKey_RightCtrl; + case 256 + 0x0071: return ImGuiKey_RightShift; + case 256 + 0x0075: return ImGuiKey_RightAlt; + //case 0: return ImGuiKey_RightSuper; + //case 0: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': case 'a': return ImGuiKey_A; + case 'B': case 'b': return ImGuiKey_B; + case 'C': case 'c': return ImGuiKey_C; + case 'D': case 'd': return ImGuiKey_D; + case 'E': case 'e': return ImGuiKey_E; + case 'F': case 'f': return ImGuiKey_F; + case 'G': case 'g': return ImGuiKey_G; + case 'H': case 'h': return ImGuiKey_H; + case 'I': case 'i': return ImGuiKey_I; + case 'J': case 'j': return ImGuiKey_J; + case 'K': case 'k': return ImGuiKey_K; + case 'L': case 'l': return ImGuiKey_L; + case 'M': case 'm': return ImGuiKey_M; + case 'N': case 'n': return ImGuiKey_N; + case 'O': case 'o': return ImGuiKey_O; + case 'P': case 'p': return ImGuiKey_P; + case 'Q': case 'q': return ImGuiKey_Q; + case 'R': case 'r': return ImGuiKey_R; + case 'S': case 's': return ImGuiKey_S; + case 'T': case 't': return ImGuiKey_T; + case 'U': case 'u': return ImGuiKey_U; + case 'V': case 'v': return ImGuiKey_V; + case 'W': case 'w': return ImGuiKey_W; + case 'X': case 'x': return ImGuiKey_X; + case 'Y': case 'y': return ImGuiKey_Y; + case 'Z': case 'z': return ImGuiKey_Z; + case 256 + GLUT_KEY_F1: return ImGuiKey_F1; + case 256 + GLUT_KEY_F2: return ImGuiKey_F2; + case 256 + GLUT_KEY_F3: return ImGuiKey_F3; + case 256 + GLUT_KEY_F4: return ImGuiKey_F4; + case 256 + GLUT_KEY_F5: return ImGuiKey_F5; + case 256 + GLUT_KEY_F6: return ImGuiKey_F6; + case 256 + GLUT_KEY_F7: return ImGuiKey_F7; + case 256 + GLUT_KEY_F8: return ImGuiKey_F8; + case 256 + GLUT_KEY_F9: return ImGuiKey_F9; + case 256 + GLUT_KEY_F10: return ImGuiKey_F10; + case 256 + GLUT_KEY_F11: return ImGuiKey_F11; + case 256 + GLUT_KEY_F12: return ImGuiKey_F12; + default: return ImGuiKey_None; + } +} + +bool ImGui_ImplGLUT_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + +#ifdef FREEGLUT + io.BackendPlatformName = "imgui_impl_glut (freeglut)"; +#else + io.BackendPlatformName = "imgui_impl_glut"; +#endif + g_Time = 0; + + return true; +} + +void ImGui_ImplGLUT_InstallFuncs() +{ + glutReshapeFunc(ImGui_ImplGLUT_ReshapeFunc); + glutMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutPassiveMotionFunc(ImGui_ImplGLUT_MotionFunc); + glutMouseFunc(ImGui_ImplGLUT_MouseFunc); +#ifdef __FREEGLUT_EXT_H__ + glutMouseWheelFunc(ImGui_ImplGLUT_MouseWheelFunc); +#endif + glutKeyboardFunc(ImGui_ImplGLUT_KeyboardFunc); + glutKeyboardUpFunc(ImGui_ImplGLUT_KeyboardUpFunc); + glutSpecialFunc(ImGui_ImplGLUT_SpecialFunc); + glutSpecialUpFunc(ImGui_ImplGLUT_SpecialUpFunc); +} + +void ImGui_ImplGLUT_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendPlatformName = nullptr; +} + +void ImGui_ImplGLUT_NewFrame() +{ + // Setup time step + ImGuiIO& io = ImGui::GetIO(); + int current_time = glutGet(GLUT_ELAPSED_TIME); + int delta_time_ms = (current_time - g_Time); + if (delta_time_ms <= 0) + delta_time_ms = 1; + io.DeltaTime = delta_time_ms / 1000.0f; + g_Time = current_time; +} + +static void ImGui_ImplGLUT_UpdateKeyModifiers() +{ + ImGuiIO& io = ImGui::GetIO(); + int glut_key_mods = glutGetModifiers(); + io.AddKeyEvent(ImGuiMod_Ctrl, (glut_key_mods & GLUT_ACTIVE_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (glut_key_mods & GLUT_ACTIVE_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (glut_key_mods & GLUT_ACTIVE_ALT) != 0); +} + +static void ImGui_ImplGLUT_AddKeyEvent(ImGuiKey key, bool down, int native_keycode) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, -1); // To support legacy indexing (<1.87 user code) +} + +void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y) +{ + // Send character to imgui + //printf("char_down_func %d '%c'\n", c, c); + ImGuiIO& io = ImGui::GetIO(); + if (c >= 32) + io.AddInputCharacter((unsigned int)c); + + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, true, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y) +{ + //printf("char_up_func %d '%c'\n", c, c); + ImGuiKey key = ImGui_ImplGLUT_KeyToImGuiKey(c); + ImGui_ImplGLUT_AddKeyEvent(key, false, c); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y) +{ + //printf("key_down_func %d\n", key); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, true, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y) +{ + //printf("key_up_func %d\n", key); + ImGuiKey imgui_key = ImGui_ImplGLUT_KeyToImGuiKey(key + 256); + ImGui_ImplGLUT_AddKeyEvent(imgui_key, false, key + 256); + ImGui_ImplGLUT_UpdateKeyModifiers(); + (void)x; (void)y; // Unused +} + +void ImGui_ImplGLUT_MouseFunc(int glut_button, int state, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + int button = -1; + if (glut_button == GLUT_LEFT_BUTTON) button = 0; + if (glut_button == GLUT_RIGHT_BUTTON) button = 1; + if (glut_button == GLUT_MIDDLE_BUTTON) button = 2; + if (button != -1 && (state == GLUT_DOWN || state == GLUT_UP)) + io.AddMouseButtonEvent(button, state == GLUT_DOWN); +} + +#ifdef __FREEGLUT_EXT_H__ +void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); + if (dir != 0) + io.AddMouseWheelEvent(0.0f, dir > 0 ? 1.0f : -1.0f); + (void)button; // Unused +} +#endif + +void ImGui_ImplGLUT_ReshapeFunc(int w, int h) +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize = ImVec2((float)w, (float)h); +} + +void ImGui_ImplGLUT_MotionFunc(int x, int y) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddMousePosEvent((float)x, (float)y); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_glut.h b/modules/imgui-source/backends/imgui_impl_glut.h new file mode 100644 index 0000000..d5d01a2 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_glut.h @@ -0,0 +1,48 @@ +// dear imgui: Platform Backend for GLUT/FreeGLUT +// This needs to be used along with a Renderer (e.g. OpenGL2) + +// !!! GLUT/FreeGLUT IS OBSOLETE PREHISTORIC SOFTWARE. Using GLUT is not recommended unless you really miss the 90's. !!! +// !!! If someone or something is teaching you GLUT today, you are being abused. Please show some resistance. !!! +// !!! Nowadays, prefer using GLFW or SDL instead! + +// Implemented features: +// [X] Platform: Partial keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLUT values are obsolete since 1.87 and not supported since 1.91.5] +// Missing features or Issues: +// [ ] Platform: GLUT is unable to distinguish e.g. Backspace from CTRL+H or TAB from CTRL+I +// [ ] Platform: Missing horizontal mouse wheel support. +// [ ] Platform: Missing mouse cursor shape/visibility support. +// [ ] Platform: Missing clipboard support (not supported by Glut). +// [ ] Platform: Missing gamepad support. +// [ ] Platform: Missing multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplGLUT_Init(); +IMGUI_IMPL_API void ImGui_ImplGLUT_InstallFuncs(); +IMGUI_IMPL_API void ImGui_ImplGLUT_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplGLUT_NewFrame(); + +// You can call ImGui_ImplGLUT_InstallFuncs() to get all those functions installed automatically, +// or call them yourself from your own GLUT handlers. We are using the same weird names as GLUT for consistency.. +//------------------------------------ GLUT name ---------------------------------------------- Decent Name --------- +IMGUI_IMPL_API void ImGui_ImplGLUT_ReshapeFunc(int w, int h); // ~ ResizeFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MotionFunc(int x, int y); // ~ MouseMoveFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseFunc(int button, int state, int x, int y); // ~ MouseButtonFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_MouseWheelFunc(int button, int dir, int x, int y); // ~ MouseWheelFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardFunc(unsigned char c, int x, int y); // ~ CharPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_KeyboardUpFunc(unsigned char c, int x, int y); // ~ CharReleasedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialFunc(int key, int x, int y); // ~ KeyPressedFunc +IMGUI_IMPL_API void ImGui_ImplGLUT_SpecialUpFunc(int key, int x, int y); // ~ KeyReleasedFunc + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_metal.h b/modules/imgui-source/backends/imgui_impl_metal.h new file mode 100644 index 0000000..586b0d3 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_metal.h @@ -0,0 +1,79 @@ +// dear imgui: Renderer Backend for Metal +// This needs to be used along with a Platform Backend (e.g. OSX) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +//----------------------------------------------------------------------------- +// ObjC API +//----------------------------------------------------------------------------- + +#ifdef __OBJC__ + +@class MTLRenderPassDescriptor; +@protocol MTLDevice, MTLCommandBuffer, MTLRenderCommandEncoder; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* drawData, + id commandBuffer, + id commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(id device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +// Enable Metal C++ binding support with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file +// More info about using Metal from C++: https://developer.apple.com/metal/cpp/ + +#ifdef IMGUI_IMPL_METAL_CPP +#include +#ifndef __OBJC__ + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplMetal_Init(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor); +IMGUI_IMPL_API void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device); +IMGUI_IMPL_API void ImGui_ImplMetal_DestroyDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex); + +#endif +#endif + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_metal.mm b/modules/imgui-source/backends/imgui_impl_metal.mm new file mode 100644 index 0000000..0c12392 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_metal.mm @@ -0,0 +1,845 @@ +// dear imgui: Renderer Backend for Metal +// This needs to be used along with a Platform Backend (e.g. OSX) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'MTLTexture' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Metal: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-28: Added support for standard draw callbacks (in platform_io): DrawCallback_SetSamplerLinear and DrawCallback_SetSamplerNearest. (#9378, #9381) +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others are not yet supported). (#9378) +// 2026-04-14: Metal: use a dedicated bufferCacheLock to avoid crashing when bufferCache is replaced by a new object while being used for @synchronize(). (#9367) +// 2026-04-03: Metal: avoid redundant vertex buffer bind in SetupRenderState. (#9343) +// 2026-03-19: Fixed issue in ImGui_ImplMetal_RenderDrawData() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplMetal_CreateFontsTexture() and ImGui_ImplMetal_DestroyFontsTexture(). +// 2025-02-03: Metal: Crash fix. (#8367) +// 2025-01-08: Metal: Fixed memory leaks when using metal-cpp (#8276, #8166) or when using multiple contexts (#7419). +// 2022-08-23: Metal: Update deprecated property 'sampleCount'->'rasterSampleCount'. +// 2022-07-05: Metal: Add dispatch synchronization. +// 2022-06-30: Metal: Use __bridge for ARC based systems. +// 2022-06-01: Metal: Fixed null dereference on exit inside command buffer completion handler. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-01-03: Metal: Ignore ImDrawCmd where ElemCount == 0 (very rare but can technically be manufactured by user code). +// 2021-12-30: Metal: Added Metal C++ support. Enable with '#define IMGUI_IMPL_METAL_CPP' in your imconfig.h file. +// 2021-08-24: Metal: Fixed a crash when clipping rect larger than framebuffer is submitted. (#4464) +// 2021-05-19: Metal: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-02-18: Metal: Change blending equation to preserve alpha in output buffer. +// 2021-01-25: Metal: Fixed texture storage mode when building on Mac Catalyst. +// 2019-05-29: Metal: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Metal: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: Metal: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-07-05: Metal: Added new Metal backend implementation. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_metal.h" +#import +#import + +// Forward Declarations +static void ImGui_ImplMetal_InitMultiViewportSupport(); +static void ImGui_ImplMetal_ShutdownMultiViewportSupport(); +static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); +static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); + +#pragma mark - Support classes + +// A wrapper around a MTLBuffer object that knows the last time it was reused +@interface MetalBuffer : NSObject +@property (nonatomic, strong) id buffer; +@property (nonatomic, assign) double lastReuseTime; +- (instancetype)initWithBuffer:(id)buffer; +@end + +// An object that encapsulates the data necessary to uniquely identify a +// render pipeline state. These are used as cache keys. +@interface FramebufferDescriptor : NSObject +@property (nonatomic, assign) unsigned long sampleCount; +@property (nonatomic, assign) MTLPixelFormat colorPixelFormat; +@property (nonatomic, assign) MTLPixelFormat depthPixelFormat; +@property (nonatomic, assign) MTLPixelFormat stencilPixelFormat; +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor; +@end + +@interface MetalTexture : NSObject +@property (nonatomic, strong) id metalTexture; +- (instancetype)initWithTexture:(id)metalTexture; +@end + +// A singleton that stores long-lived objects that are needed by the Metal +// renderer backend. Stores the render pipeline state cache and the default +// font texture, and manages the reusable buffer cache. +@interface MetalContext : NSObject +@property (nonatomic, strong) id device; +@property (nonatomic, strong) id depthStencilState; +@property (nonatomic, strong) id samplerStateLinear; +@property (nonatomic, strong) id samplerStateNearest; +@property (nonatomic, strong) FramebufferDescriptor* framebufferDescriptor; // framebuffer descriptor for current frame; transient +@property (nonatomic, strong) NSMutableDictionary* renderPipelineStateCache; // pipeline cache; keyed on framebuffer descriptors +@property (nonatomic, strong) NSMutableArray* bufferCache; +@property (nonatomic, strong) NSObject* bufferCacheLock; +@property (nonatomic, assign) double lastBufferCachePurge; +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device; +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device; +@end + +struct ImGui_ImplMetal_Data +{ + MetalContext* SharedMetalContext; + id RenderCommandEncoder; + + ImGui_ImplMetal_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +static ImGui_ImplMetal_Data* ImGui_ImplMetal_GetBackendData() { return ImGui::GetCurrentContext() ? (ImGui_ImplMetal_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; } +static void ImGui_ImplMetal_DestroyBackendData(){ IM_DELETE(ImGui_ImplMetal_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } + +#ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal C++ Backend API + +bool ImGui_ImplMetal_Init(MTL::Device* device) +{ + return ImGui_ImplMetal_Init((__bridge id)(device)); +} + +void ImGui_ImplMetal_NewFrame(MTL::RenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_NewFrame((__bridge MTLRenderPassDescriptor*)(renderPassDescriptor)); +} + +void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, + MTL::CommandBuffer* commandBuffer, + MTL::RenderCommandEncoder* commandEncoder) +{ + ImGui_ImplMetal_RenderDrawData(draw_data, + (__bridge id)(commandBuffer), + (__bridge id)(commandEncoder)); + +} + +bool ImGui_ImplMetal_CreateDeviceObjects(MTL::Device* device) +{ + return ImGui_ImplMetal_CreateDeviceObjects((__bridge id)(device)); +} + +#endif // #ifdef IMGUI_IMPL_METAL_CPP + +#pragma mark - Dear ImGui Metal Backend API + +void ImGui_ImplMetal_NewFrame(MTLRenderPassDescriptor* renderPassDescriptor) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_ASSERT(bd != nil && "Context or backend not initialized! Did you call ImGui_ImplMetal_Init()?"); +#ifdef IMGUI_IMPL_METAL_CPP + bd->SharedMetalContext.framebufferDescriptor = [[[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]autorelease]; +#else + bd->SharedMetalContext.framebufferDescriptor = [[FramebufferDescriptor alloc] initWithRenderPassDescriptor:renderPassDescriptor]; +#endif + if (bd->SharedMetalContext.depthStencilState == nil) + ImGui_ImplMetal_CreateDeviceObjects(bd->SharedMetalContext.device); +} + +static void ImGui_ImplMetal_SetupRenderState(ImDrawData* draw_data, id commandBuffer, + id commandEncoder, id renderPipelineState, + MetalBuffer* vertexBuffer, size_t vertexBufferOffset) +{ + IM_UNUSED(commandBuffer); + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + [commandEncoder setCullMode:MTLCullModeNone]; + [commandEncoder setDepthStencilState:bd->SharedMetalContext.depthStencilState]; + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to + // draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayMin is typically (0,0) for single viewport apps. + MTLViewport viewport = + { + .originX = 0.0, + .originY = 0.0, + .width = (double)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x), + .height = (double)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y), + .znear = 0.0, + .zfar = 1.0 + }; + [commandEncoder setViewport:viewport]; + + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float N = (float)viewport.znear; + float F = (float)viewport.zfar; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 1/(F-N), 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), N/(F-N), 1.0f }, + }; + [commandEncoder setVertexBytes:&ortho_projection length:sizeof(ortho_projection) atIndex:1]; + + [commandEncoder setRenderPipelineState:renderPipelineState]; + [commandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0]; + + [commandEncoder setVertexBuffer:vertexBuffer.buffer offset:vertexBufferOffset atIndex:0]; +} + +// Draw callbacks +static void ImGui_ImplMetal_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplMetal_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateLinear atIndex:0]; } +static void ImGui_ImplMetal_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); [bd->RenderCommandEncoder setFragmentSamplerState:bd->SharedMetalContext.samplerStateNearest atIndex:0]; } + +// Metal Render function. +void ImGui_ImplMetal_RenderDrawData(ImDrawData* draw_data, id commandBuffer, id commandEncoder) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MetalContext* ctx = bd->SharedMetalContext; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplMetal_UpdateTexture(tex); + + // Try to retrieve a render pipeline state that is compatible with the framebuffer config for this frame + // The hit rate for this cache should be very near 100%. + id renderPipelineState = ctx.renderPipelineStateCache[ctx.framebufferDescriptor]; + if (renderPipelineState == nil) + { + // No luck; make a new render pipeline state + renderPipelineState = [ctx renderPipelineStateForFramebufferDescriptor:ctx.framebufferDescriptor device:commandBuffer.device]; + + // Cache render pipeline state for later reuse + ctx.renderPipelineStateCache[ctx.framebufferDescriptor] = renderPipelineState; + } + + size_t vertexBufferLength = (size_t)draw_data->TotalVtxCount * sizeof(ImDrawVert); + size_t indexBufferLength = (size_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx); + MetalBuffer* vertexBuffer = [ctx dequeueReusableBufferOfLength:vertexBufferLength device:commandBuffer.device]; + MetalBuffer* indexBuffer = [ctx dequeueReusableBufferOfLength:indexBufferLength device:commandBuffer.device]; + + bd->RenderCommandEncoder = commandEncoder; + ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, 0); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + size_t vertexBufferOffset = 0; + size_t indexBufferOffset = 0; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy((char*)vertexBuffer.buffer.contents + vertexBufferOffset, draw_list->VtxBuffer.Data, (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy((char*)indexBuffer.buffer.contents + indexBufferOffset, draw_list->IdxBuffer.Data, (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplMetal_DrawCallback_ResetRenderState) + ImGui_ImplMetal_SetupRenderState(draw_data, commandBuffer, commandEncoder, renderPipelineState, vertexBuffer, vertexBufferOffset); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as setScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + if (pcmd->ElemCount == 0) // drawIndexedPrimitives() validation doesn't accept this + continue; + + // Apply scissor/clipping rectangle + MTLScissorRect scissorRect = + { + .x = NSUInteger(clip_min.x), + .y = NSUInteger(clip_min.y), + .width = NSUInteger(clip_max.x - clip_min.x), + .height = NSUInteger(clip_max.y - clip_min.y) + }; + [commandEncoder setScissorRect:scissorRect]; + + // Bind texture, Draw + ImTextureID tex_id = pcmd->GetTexID(); + if (tex_id != ImTextureID_Invalid) + [commandEncoder setFragmentTexture:(__bridge id)(void*)(intptr_t)(tex_id) atIndex:0]; + + [commandEncoder setVertexBufferOffset:(vertexBufferOffset + pcmd->VtxOffset * sizeof(ImDrawVert)) atIndex:0]; + [commandEncoder drawIndexedPrimitives:MTLPrimitiveTypeTriangle + indexCount:pcmd->ElemCount + indexType:sizeof(ImDrawIdx) == 2 ? MTLIndexTypeUInt16 : MTLIndexTypeUInt32 + indexBuffer:indexBuffer.buffer + indexBufferOffset:indexBufferOffset + pcmd->IdxOffset * sizeof(ImDrawIdx)]; + } + } + + vertexBufferOffset += (size_t)draw_list->VtxBuffer.Size * sizeof(ImDrawVert); + indexBufferOffset += (size_t)draw_list->IdxBuffer.Size * sizeof(ImDrawIdx); + } + + MetalContext* sharedMetalContext = bd->SharedMetalContext; + [commandBuffer addCompletedHandler:^(id) + { + @synchronized(sharedMetalContext.bufferCacheLock) + { + [sharedMetalContext.bufferCache addObject:vertexBuffer]; + [sharedMetalContext.bufferCache addObject:indexBuffer]; + } + }]; + bd->RenderCommandEncoder = nil; +} + +static void ImGui_ImplMetal_DestroyTexture(ImTextureData* tex) +{ + if (MetalTexture* backend_tex = (__bridge_transfer MetalTexture*)(tex->BackendUserData)) + { + IM_ASSERT(backend_tex.metalTexture == (__bridge id)(void*)(intptr_t)tex->TexID); + backend_tex.metalTexture = nil; + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplMetal_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // We are retrieving and uploading the font atlas as a 4-channels RGBA texture here. + // In theory we could call GetTexDataAsAlpha8() and upload a 1-channel texture to save on memory access bandwidth. + // However, using a shader designed for 1-channel texture would make it less obvious to use the ImTextureID facility to render users own textures. + // You can make that change in your implementation. + MTLTextureDescriptor* textureDescriptor = [MTLTextureDescriptor texture2DDescriptorWithPixelFormat:MTLPixelFormatRGBA8Unorm + width:(NSUInteger)tex->Width + height:(NSUInteger)tex->Height + mipmapped:NO]; + textureDescriptor.usage = MTLTextureUsageShaderRead; + #if TARGET_OS_OSX || TARGET_OS_MACCATALYST + textureDescriptor.storageMode = MTLStorageModeManaged; + #else + textureDescriptor.storageMode = MTLStorageModeShared; + #endif + id texture = [bd->SharedMetalContext.device newTextureWithDescriptor:textureDescriptor]; + [texture replaceRegion:MTLRegionMake2D(0, 0, (NSUInteger)tex->Width, (NSUInteger)tex->Height) mipmapLevel:0 withBytes:tex->Pixels bytesPerRow:(NSUInteger)tex->Width * 4]; + MetalTexture* backend_tex = [[MetalTexture alloc] initWithTexture:texture]; + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)texture); + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = (__bridge_retained void*)(backend_tex); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + MetalTexture* backend_tex = (__bridge MetalTexture*)(tex->BackendUserData); + for (ImTextureRect& r : tex->Updates) + { + [backend_tex.metalTexture replaceRegion:MTLRegionMake2D((NSUInteger)r.x, (NSUInteger)r.y, (NSUInteger)r.w, (NSUInteger)r.h) + mipmapLevel:0 + withBytes:tex->GetPixelsAt(r.x, r.y) + bytesPerRow:(NSUInteger)tex->Width * 4]; + } + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + { + ImGui_ImplMetal_DestroyTexture(tex); + } +} + +bool ImGui_ImplMetal_CreateDeviceObjects(id device) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + MTLDepthStencilDescriptor* depthStencilDescriptor = [[MTLDepthStencilDescriptor alloc] init]; + depthStencilDescriptor.depthWriteEnabled = NO; + depthStencilDescriptor.depthCompareFunction = MTLCompareFunctionAlways; + bd->SharedMetalContext.depthStencilState = [device newDepthStencilStateWithDescriptor:depthStencilDescriptor]; + MTLSamplerDescriptor* samplerDescriptor = [[MTLSamplerDescriptor alloc] init]; + samplerDescriptor.minFilter = MTLSamplerMinMagFilterLinear; + samplerDescriptor.magFilter = MTLSamplerMinMagFilterLinear; + samplerDescriptor.mipFilter = MTLSamplerMipFilterLinear; + bd->SharedMetalContext.samplerStateLinear = [device newSamplerStateWithDescriptor:samplerDescriptor]; + samplerDescriptor.minFilter = MTLSamplerMinMagFilterNearest; + samplerDescriptor.magFilter = MTLSamplerMinMagFilterNearest; + samplerDescriptor.mipFilter = MTLSamplerMipFilterNearest; + bd->SharedMetalContext.samplerStateNearest = [device newSamplerStateWithDescriptor:samplerDescriptor]; + + ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows(); +#ifdef IMGUI_IMPL_METAL_CPP + [samplerDescriptor release]; + [depthStencilDescriptor release]; +#endif + + return true; +} + +void ImGui_ImplMetal_DestroyDeviceObjects() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplMetal_DestroyTexture(tex); + + ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows(); + [bd->SharedMetalContext.renderPipelineStateCache removeAllObjects]; + bd->SharedMetalContext.samplerStateLinear = nil; + bd->SharedMetalContext.samplerStateNearest = nil; +} + +bool ImGui_ImplMetal_Init(id device) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + ImGui_ImplMetal_Data* bd = IM_NEW(ImGui_ImplMetal_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_metal"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplMetal_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplMetal_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplMetal_DrawCallback_SetSamplerNearest; + + bd->SharedMetalContext = [[MetalContext alloc] init]; + bd->SharedMetalContext.device = device; + + ImGui_ImplMetal_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplMetal_Shutdown() +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + IM_UNUSED(bd); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplMetal_ShutdownMultiViewportSupport(); + ImGui_ImplMetal_DestroyDeviceObjects(); + ImGui_ImplMetal_DestroyBackendData(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); +} + +#pragma mark - Multi-viewport support + +#import + +#if TARGET_OS_OSX +#import +#endif + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGuiViewportDataMetal +{ + CAMetalLayer* MetalLayer; + id CommandQueue; + MTLRenderPassDescriptor* RenderPassDescriptor; + void* Handle = nullptr; + bool FirstFrame = true; +}; + +static void ImGui_ImplMetal_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplMetal_Data* bd = ImGui_ImplMetal_GetBackendData(); + ImGuiViewportDataMetal* data = IM_NEW(ImGuiViewportDataMetal)(); + viewport->RendererUserData = data; + + // PlatformHandleRaw should always be a NSWindow*, whereas PlatformHandle might be a higher-level handle (e.g. GLFWWindow*, SDL_Window*). + // Some back-ends will leave PlatformHandleRaw == 0, in which case we assume PlatformHandle will contain the NSWindow*. + void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; + IM_ASSERT(handle != nullptr); + + id device = bd->SharedMetalContext.device; + CAMetalLayer* layer = [CAMetalLayer layer]; + layer.device = device; + layer.framebufferOnly = YES; + layer.pixelFormat = bd->SharedMetalContext.framebufferDescriptor.colorPixelFormat; +#if TARGET_OS_OSX + NSWindow* window = (__bridge NSWindow*)handle; + NSView* view = window.contentView; + view.layer = layer; + view.wantsLayer = YES; +#endif + data->MetalLayer = layer; + data->CommandQueue = [device newCommandQueue]; + data->RenderPassDescriptor = [[MTLRenderPassDescriptor alloc] init]; + data->Handle = handle; +} + +static void ImGui_ImplMetal_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + if (ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData) + IM_DELETE(data); + viewport->RendererUserData = nullptr; +} + +inline static CGSize MakeScaledSize(CGSize size, CGFloat scale) +{ + return CGSizeMake(size.width * scale, size.height * scale); +} + +static void ImGui_ImplMetal_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; + data->MetalLayer.drawableSize = MakeScaledSize(CGSizeMake(size.x, size.y), viewport->DpiScale); +} + +static void ImGui_ImplMetal_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGuiViewportDataMetal* data = (ImGuiViewportDataMetal*)viewport->RendererUserData; + +#if TARGET_OS_OSX + void* handle = viewport->PlatformHandleRaw ? viewport->PlatformHandleRaw : viewport->PlatformHandle; + NSWindow* window = (__bridge NSWindow*)handle; + + // Always render the first frame, regardless of occlusionState, to avoid an initial flicker + if ((window.occlusionState & NSWindowOcclusionStateVisible) == 0 && !data->FirstFrame) + { + // Do not render windows which are completely occluded. Calling -[CAMetalLayer nextDrawable] will hang for + // approximately 1 second if the Metal layer is completely occluded. + return; + } + data->FirstFrame = false; + + float fb_scale = (float)window.backingScaleFactor; + if (data->MetalLayer.contentsScale != fb_scale) + { + data->MetalLayer.contentsScale = fb_scale; + data->MetalLayer.drawableSize = MakeScaledSize(window.frame.size, fb_scale); + } +#endif + + id drawable = [data->MetalLayer nextDrawable]; + if (drawable == nil) + return; + + MTLRenderPassDescriptor* renderPassDescriptor = data->RenderPassDescriptor; + renderPassDescriptor.colorAttachments[0].texture = drawable.texture; + renderPassDescriptor.colorAttachments[0].clearColor = MTLClearColorMake(0, 0, 0, 0); + if ((viewport->Flags & ImGuiViewportFlags_NoRendererClear) == 0) + renderPassDescriptor.colorAttachments[0].loadAction = MTLLoadActionClear; + + id commandBuffer = [data->CommandQueue commandBuffer]; + id renderEncoder = [commandBuffer renderCommandEncoderWithDescriptor:renderPassDescriptor]; + ImGui_ImplMetal_RenderDrawData(viewport->DrawData, commandBuffer, renderEncoder); + [renderEncoder endEncoding]; + + [commandBuffer presentDrawable:drawable]; + [commandBuffer commit]; +} + +static void ImGui_ImplMetal_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_CreateWindow = ImGui_ImplMetal_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplMetal_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplMetal_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplMetal_RenderWindow; +} + +static void ImGui_ImplMetal_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +static void ImGui_ImplMetal_CreateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (!platform_io.Viewports[i]->RendererUserData) + ImGui_ImplMetal_CreateWindow(platform_io.Viewports[i]); +} + +static void ImGui_ImplMetal_InvalidateDeviceObjectsForPlatformWindows() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int i = 1; i < platform_io.Viewports.Size; i++) + if (platform_io.Viewports[i]->RendererUserData) + ImGui_ImplMetal_DestroyWindow(platform_io.Viewports[i]); +} + +#pragma mark - MetalBuffer implementation + +@implementation MetalBuffer +- (instancetype)initWithBuffer:(id)buffer +{ + if ((self = [super init])) + { + _buffer = buffer; + _lastReuseTime = GetMachAbsoluteTimeInSeconds(); + } + return self; +} +@end + +#pragma mark - FramebufferDescriptor implementation + +@implementation FramebufferDescriptor +- (instancetype)initWithRenderPassDescriptor:(MTLRenderPassDescriptor*)renderPassDescriptor +{ + if ((self = [super init])) + { + _sampleCount = renderPassDescriptor.colorAttachments[0].texture.sampleCount; + _colorPixelFormat = renderPassDescriptor.colorAttachments[0].texture.pixelFormat; + _depthPixelFormat = renderPassDescriptor.depthAttachment.texture.pixelFormat; + _stencilPixelFormat = renderPassDescriptor.stencilAttachment.texture.pixelFormat; + } + return self; +} + +- (nonnull id)copyWithZone:(nullable NSZone*)zone +{ + FramebufferDescriptor* copy = [[FramebufferDescriptor allocWithZone:zone] init]; + copy.sampleCount = self.sampleCount; + copy.colorPixelFormat = self.colorPixelFormat; + copy.depthPixelFormat = self.depthPixelFormat; + copy.stencilPixelFormat = self.stencilPixelFormat; + return copy; +} + +- (NSUInteger)hash +{ + NSUInteger sc = _sampleCount & 0x3; + NSUInteger cf = _colorPixelFormat & 0x3FF; + NSUInteger df = _depthPixelFormat & 0x3FF; + NSUInteger sf = _stencilPixelFormat & 0x3FF; + NSUInteger hash = (sf << 22) | (df << 12) | (cf << 2) | sc; + return hash; +} + +- (BOOL)isEqual:(id)object +{ + FramebufferDescriptor* other = object; + if (![other isKindOfClass:[FramebufferDescriptor class]]) + return NO; + return other.sampleCount == self.sampleCount && + other.colorPixelFormat == self.colorPixelFormat && + other.depthPixelFormat == self.depthPixelFormat && + other.stencilPixelFormat == self.stencilPixelFormat; +} + +@end + +#pragma mark - MetalTexture implementation + +@implementation MetalTexture +- (instancetype)initWithTexture:(id)metalTexture +{ + if ((self = [super init])) + self.metalTexture = metalTexture; + return self; +} + +@end + +#pragma mark - MetalContext implementation + +@implementation MetalContext +- (instancetype)init +{ + if ((self = [super init])) + { + self.renderPipelineStateCache = [NSMutableDictionary dictionary]; + self.bufferCache = [NSMutableArray array]; + self.bufferCacheLock = [[NSObject alloc] init]; + _lastBufferCachePurge = GetMachAbsoluteTimeInSeconds(); + } + return self; +} + +- (MetalBuffer*)dequeueReusableBufferOfLength:(NSUInteger)length device:(id)device +{ + double now = GetMachAbsoluteTimeInSeconds(); + + @synchronized(self.bufferCacheLock) + { + // Purge old buffers that haven't been useful for a while + if (now - self.lastBufferCachePurge > 1.0) + { + NSMutableArray* survivors = [NSMutableArray array]; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.lastReuseTime > self.lastBufferCachePurge) + [survivors addObject:candidate]; + self.bufferCache = [survivors mutableCopy]; + self.lastBufferCachePurge = now; + } + + // See if we have a buffer we can reuse + MetalBuffer* bestCandidate = nil; + for (MetalBuffer* candidate in self.bufferCache) + if (candidate.buffer.length >= length && (bestCandidate == nil || bestCandidate.lastReuseTime > candidate.lastReuseTime)) + bestCandidate = candidate; + + if (bestCandidate != nil) + { + [self.bufferCache removeObject:bestCandidate]; + bestCandidate.lastReuseTime = now; + return bestCandidate; + } + } + + // No luck; make a new buffer + id backing = [device newBufferWithLength:length options:MTLResourceStorageModeShared]; + return [[MetalBuffer alloc] initWithBuffer:backing]; +} + +// Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. +- (id)renderPipelineStateForFramebufferDescriptor:(FramebufferDescriptor*)descriptor device:(id)device +{ + NSError* error = nil; + + NSString* shaderSource = @"" + "#include \n" + "using namespace metal;\n" + "\n" + "struct Uniforms {\n" + " float4x4 projectionMatrix;\n" + "};\n" + "\n" + "struct VertexIn {\n" + " float2 position [[attribute(0)]];\n" + " float2 texCoords [[attribute(1)]];\n" + " uchar4 color [[attribute(2)]];\n" + "};\n" + "\n" + "struct VertexOut {\n" + " float4 position [[position]];\n" + " float2 texCoords;\n" + " float4 color;\n" + "};\n" + "\n" + "vertex VertexOut vertex_main(VertexIn in [[stage_in]],\n" + " constant Uniforms &uniforms [[buffer(1)]]) {\n" + " VertexOut out;\n" + " out.position = uniforms.projectionMatrix * float4(in.position, 0, 1);\n" + " out.texCoords = in.texCoords;\n" + " out.color = float4(in.color) / float4(255.0);\n" + " return out;\n" + "}\n" + "\n" + "fragment half4 fragment_main(VertexOut in [[stage_in]],\n" + " texture2d texture [[texture(0)]],\n" + " sampler textureSampler [[sampler(0)]]) {\n" + " half4 texColor = texture.sample(textureSampler, in.texCoords);\n" + " return half4(in.color) * texColor;\n" + "}\n"; + + id library = [device newLibraryWithSource:shaderSource options:nil error:&error]; + if (library == nil) + { + NSLog(@"Error: failed to create Metal library: %@", error); + return nil; + } + + id vertexFunction = [library newFunctionWithName:@"vertex_main"]; + id fragmentFunction = [library newFunctionWithName:@"fragment_main"]; + + if (vertexFunction == nil || fragmentFunction == nil) + { + NSLog(@"Error: failed to find Metal shader functions in library: %@", error); + return nil; + } + + MTLVertexDescriptor* vertexDescriptor = [MTLVertexDescriptor vertexDescriptor]; + vertexDescriptor.attributes[0].offset = offsetof(ImDrawVert, pos); + vertexDescriptor.attributes[0].format = MTLVertexFormatFloat2; // position + vertexDescriptor.attributes[0].bufferIndex = 0; + vertexDescriptor.attributes[1].offset = offsetof(ImDrawVert, uv); + vertexDescriptor.attributes[1].format = MTLVertexFormatFloat2; // texCoords + vertexDescriptor.attributes[1].bufferIndex = 0; + vertexDescriptor.attributes[2].offset = offsetof(ImDrawVert, col); + vertexDescriptor.attributes[2].format = MTLVertexFormatUChar4; // color + vertexDescriptor.attributes[2].bufferIndex = 0; + vertexDescriptor.layouts[0].stepRate = 1; + vertexDescriptor.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex; + vertexDescriptor.layouts[0].stride = sizeof(ImDrawVert); + + MTLRenderPipelineDescriptor* pipelineDescriptor = [[MTLRenderPipelineDescriptor alloc] init]; + pipelineDescriptor.vertexFunction = vertexFunction; + pipelineDescriptor.fragmentFunction = fragmentFunction; + pipelineDescriptor.vertexDescriptor = vertexDescriptor; + pipelineDescriptor.rasterSampleCount = self.framebufferDescriptor.sampleCount; + pipelineDescriptor.colorAttachments[0].pixelFormat = self.framebufferDescriptor.colorPixelFormat; + pipelineDescriptor.colorAttachments[0].blendingEnabled = YES; + pipelineDescriptor.colorAttachments[0].rgbBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceRGBBlendFactor = MTLBlendFactorSourceAlpha; + pipelineDescriptor.colorAttachments[0].destinationRGBBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.colorAttachments[0].alphaBlendOperation = MTLBlendOperationAdd; + pipelineDescriptor.colorAttachments[0].sourceAlphaBlendFactor = MTLBlendFactorOne; + pipelineDescriptor.colorAttachments[0].destinationAlphaBlendFactor = MTLBlendFactorOneMinusSourceAlpha; + pipelineDescriptor.depthAttachmentPixelFormat = self.framebufferDescriptor.depthPixelFormat; + pipelineDescriptor.stencilAttachmentPixelFormat = self.framebufferDescriptor.stencilPixelFormat; + + id renderPipelineState = [device newRenderPipelineStateWithDescriptor:pipelineDescriptor error:&error]; + if (error != nil) + NSLog(@"Error: failed to create Metal pipeline state: %@", error); + + return renderPipelineState; +} + +@end + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_null.cpp b/modules/imgui-source/backends/imgui_impl_null.cpp new file mode 100644 index 0000000..6bf3ddb --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_null.cpp @@ -0,0 +1,102 @@ +// dear imgui: Null Platform+Renderer Backends +// This is designed if you need to use a blind Dear Imgui context with no input and no output. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2025-11-17: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_null.h" + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast // yes, they are more terse. +#endif + +IMGUI_IMPL_API bool ImGui_ImplNull_Init() +{ + ImGui_ImplNullPlatform_Init(); + ImGui_ImplNullRender_Init(); + return true; +} + +IMGUI_IMPL_API void ImGui_ImplNull_Shutdown() +{ + ImGui_ImplNullRender_Shutdown(); + ImGui_ImplNullPlatform_Shutdown(); +} + +IMGUI_IMPL_API void ImGui_ImplNull_NewFrame() +{ + ImGui_ImplNullPlatform_NewFrame(); + ImGui_ImplNullRender_NewFrame(); +} + +IMGUI_IMPL_API bool ImGui_ImplNullPlatform_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; + return true; +} + +IMGUI_IMPL_API void ImGui_ImplNullPlatform_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseCursors; +} + +IMGUI_IMPL_API void ImGui_ImplNullPlatform_NewFrame() +{ + ImGuiIO& io = ImGui::GetIO(); + io.DisplaySize = ImVec2(1920, 1080); + io.DeltaTime = 1.0f / 60.0f; +} + +IMGUI_IMPL_API bool ImGui_ImplNullRender_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; + return true; +} + +IMGUI_IMPL_API void ImGui_ImplNullRender_Shutdown() +{ + ImGuiIO& io = ImGui::GetIO(); + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasTextures; +} + +IMGUI_IMPL_API void ImGui_ImplNullRender_NewFrame() +{ +} + +static void ImGui_ImplNullRender_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantDestroy) + tex->SetStatus(ImTextureStatus_OK); + if (tex->Status == ImTextureStatus_WantDestroy) + { + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } +} + +IMGUI_IMPL_API void ImGui_ImplNullRender_RenderDrawData(ImDrawData* draw_data) +{ + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplNullRender_UpdateTexture(tex); +} + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_null.h b/modules/imgui-source/backends/imgui_impl_null.h new file mode 100644 index 0000000..b5cfb5a --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_null.h @@ -0,0 +1,34 @@ +// dear imgui: Null Platform+Renderer Backends +// This is designed if you need to use a blind Dear Imgui context with no input and no output. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! + +// Null = NullPlatform + NullRender +IMGUI_IMPL_API bool ImGui_ImplNull_Init(); +IMGUI_IMPL_API void ImGui_ImplNull_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplNull_NewFrame(); + +// Null platform only (single screen, fixed timestep, no inputs) +IMGUI_IMPL_API bool ImGui_ImplNullPlatform_Init(); +IMGUI_IMPL_API void ImGui_ImplNullPlatform_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplNullPlatform_NewFrame(); + +// Null renderer only (no output) +IMGUI_IMPL_API bool ImGui_ImplNullRender_Init(); +IMGUI_IMPL_API void ImGui_ImplNullRender_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplNullRender_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplNullRender_RenderDrawData(ImDrawData* draw_data); + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_opengl2.cpp b/modules/imgui-source/backends/imgui_impl_opengl2.cpp new file mode 100644 index 0000000..b6af8f7 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_opengl2.cpp @@ -0,0 +1,418 @@ +// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler(). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in imgui_impl_opengl3.cpp** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures. (#8802) +// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL2_CreateFontsTexture() and ImGui_ImplOpenGL2_DestroyFontsTexture(). +// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-06-28: OpenGL: ImGui_ImplOpenGL2_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL2_DestroyFontsTexture(). (#7748) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-12-08: OpenGL: Fixed mishandling of the ImDrawCmd::IdxOffset field! This is an old bug but it never had an effect until some internal rendering changes in 1.86. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-01-03: OpenGL: Backup, setup and restore GL_SHADE_MODEL state, disable GL_STENCIL_TEST and disable GL_NORMAL_ARRAY client state to increase compatibility with legacy OpenGL applications. +// 2020-01-23: OpenGL: Backup, setup and restore GL_TEXTURE_ENV to increase compatibility with legacy OpenGL applications. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-03: OpenGL: Disabling/restoring GL_LIGHTING and GL_COLOR_MATERIAL to increase compatibility with legacy OpenGL applications. +// 2018-06-08: Misc: Extracted imgui_impl_opengl2.cpp/.h away from the old combined GLFW/SDL+OpenGL2 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplOpenGL2_RenderDrawData() in the .h file so you can call it yourself. +// 2017-09-01: OpenGL: Save and restore current polygon mode. +// 2016-09-10: OpenGL: Uploading font texture as RGBA32 to increase compatibility with users shaders (not ideal). +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_opengl2.h" +#include // intptr_t + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used +#pragma clang diagnostic ignored "-Wnonportable-system-include-path" +#endif + +// Include OpenGL header (without an OpenGL loader) requires a bit of fiddling +#if defined(_WIN32) && !defined(APIENTRY) +#define APIENTRY __stdcall // It is customary to use APIENTRY for OpenGL function pointer declarations on all platforms. Additionally, the Windows OpenGL header needs APIENTRY. +#endif +#if defined(_WIN32) && !defined(WINGDIAPI) +#define WINGDIAPI __declspec(dllimport) // Some Windows OpenGL headers need this +#endif +#if defined(__APPLE__) +#define GL_SILENCE_DEPRECATION +#include +#else +#include +#endif + +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check +#endif + +// OpenGL data +struct ImGui_ImplOpenGL2_Data +{ + bool UseTexParameterToSetSampler; + GLuint NextSampler; + + ImGui_ImplOpenGL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL2_Data* ImGui_ImplOpenGL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplOpenGL2_InitMultiViewportSupport(); +static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); + +// Functions +void ImGui_ImplOpenGL2_NewFrame() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL2_Init()?"); + IM_UNUSED(bd); +} + +static void ImGui_ImplOpenGL2_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) +{ + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, vertex/texcoord/color pointers, polygon fill. + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + //glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); // In order to composite our output buffer we need to preserve alpha + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glDisable(GL_LIGHTING); + glDisable(GL_COLOR_MATERIAL); + glEnable(GL_SCISSOR_TEST); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_TEXTURE_COORD_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_NORMAL_ARRAY); + glEnable(GL_TEXTURE_2D); + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); + glShadeModel(GL_SMOOTH); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + bd->NextSampler = GL_LINEAR; + + // If you are using this code with non-legacy OpenGL header/contexts (which you should not, prefer using imgui_impl_opengl3.cpp!!), + // you may need to backup/reset/restore other state, e.g. for current shader using the commented lines below. + // (DO NOT MODIFY THIS FILE! Add the code in your calling function) + // GLint last_program; + // glGetIntegerv(GL_CURRENT_PROGRAM, &last_program); + // glUseProgram(0); + // ImGui_ImplOpenGL2_RenderDrawData(...); + // glUseProgram(last_program) + // There are potentially many more states you could need to clear/setup that we can't access from default headers. + // e.g. glBindBuffer(GL_ARRAY_BUFFER, 0), glDisable(GL_TEXTURE_CUBE_MAP). + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); + glMatrixMode(GL_PROJECTION); + glPushMatrix(); + glLoadIdentity(); + glOrtho(draw_data->DisplayPos.x, draw_data->DisplayPos.x + draw_data->DisplaySize.x, draw_data->DisplayPos.y + draw_data->DisplaySize.y, draw_data->DisplayPos.y, -1.0f, +1.0f); + glMatrixMode(GL_MODELVIEW); + glPushMatrix(); + glLoadIdentity(); +} + +// Draw callbacks +static void ImGui_ImplOpenGL2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } +static void ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } + +// OpenGL2 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplOpenGL2_UpdateTexture(tex); + + // Backup GL state + GLint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + GLint last_polygon_mode[2]; glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLint last_shade_model; glGetIntegerv(GL_SHADE_MODEL, &last_shade_model); + GLint last_tex_env_mode; glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &last_tex_env_mode); + glPushAttrib(GL_ENABLE_BIT | GL_COLOR_BUFFER_BIT | GL_TRANSFORM_BIT); + + // Setup desired GL state + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; + glVertexPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, pos))); + glTexCoordPointer(2, GL_FLOAT, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, uv))); + glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(ImDrawVert), (const GLvoid*)((const char*)vtx_buffer + offsetof(ImDrawVert, col))); + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplOpenGL2_DrawCallback_ResetRenderState) + ImGui_ImplOpenGL2_SetupRenderState(draw_data, fb_width, fb_height); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); + + // Bind texture, Draw + GLuint pcmd_texture = (GLuint)(intptr_t)pcmd->GetTexID(); + glBindTexture(GL_TEXTURE_2D, pcmd_texture); + + // Emulate sampler change (even though it is technically part of texture data) + // As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly. + if (bd->UseTexParameterToSetSampler) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler); + } + + glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset); + } + } + } + + // Restore modified GL state + glDisableClientState(GL_COLOR_ARRAY); + glDisableClientState(GL_TEXTURE_COORD_ARRAY); + glDisableClientState(GL_VERTEX_ARRAY); + glBindTexture(GL_TEXTURE_2D, (GLuint)last_texture); + glMatrixMode(GL_MODELVIEW); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); + glPopMatrix(); + glPopAttrib(); + glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + glShadeModel(last_shade_model); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, last_tex_env_mode); +} + +void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + const void* pixels = tex->GetPixels(); + GLuint gl_texture_id = 0; + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &gl_texture_id)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); + GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id); + tex->SetStatus(ImTextureStatus_OK); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); + GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); + for (ImTextureRect& r : tex->Updates) + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + glDeleteTextures(1, &gl_tex_id); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } +} + +bool ImGui_ImplOpenGL2_CreateDeviceObjects() +{ + return true; +} + +void ImGui_ImplOpenGL2_DestroyDeviceObjects() +{ + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplOpenGL2_UpdateTexture(tex); + } +} + +bool ImGui_ImplOpenGL2_Init() +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplOpenGL2_Data* bd = IM_NEW(ImGui_ImplOpenGL2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGui_ImplOpenGL2_InitMultiViewportSupport(); + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL2_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL2_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL2_DrawCallback_SetSamplerNearest; + + return true; +} + +void ImGui_ImplOpenGL2_Shutdown() +{ + ImGui_ImplOpenGL2_Data* bd = ImGui_ImplOpenGL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplOpenGL2_ShutdownMultiViewportSupport(); + ImGui_ImplOpenGL2_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplOpenGL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + } + ImGui_ImplOpenGL2_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplOpenGL2_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL2_RenderWindow; +} + +static void ImGui_ImplOpenGL2_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_opengl2.h b/modules/imgui-source/backends/imgui_impl_opengl2.h new file mode 100644 index 0000000..f41138d --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_opengl2.h @@ -0,0 +1,45 @@ +// dear imgui: Renderer Backend for OpenGL2 (legacy OpenGL, fixed pipeline) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [ ] Renderer: Use of DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest is emulated by poking to glTexParameter(), as legacy OpenGL doesn't have glBindSampler(). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// **DO NOT USE THIS CODE IF YOUR CODE/ENGINE IS USING MODERN OPENGL (SHADERS, VBO, VAO, etc.)** +// **Prefer using the code in imgui_impl_opengl3.cpp** +// This code is mostly provided as a reference to learn how ImGui integration works, because it is shorter to read. +// If your code is using GL3+ context or any semi modern OpenGL calls, using this is likely to make everything more +// complicated, will require your code to reset every single OpenGL attributes to their initial state, and might +// confuse your GPU driver. +// The GL2 code is unable to reset attributes or even call e.g. "glUseProgram(0)" because they don't exist in that API. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_Init(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_RenderDrawData(ImDrawData* draw_data); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL2_DestroyDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplOpenGL2_UpdateTexture(ImTextureData* tex); + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_opengl3.cpp b/modules/imgui-source/backends/imgui_impl_opengl3.cpp new file mode 100644 index 0000000..a66b827 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_opengl3.cpp @@ -0,0 +1,1150 @@ +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: OpenGL: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-03-12: OpenGL: Fixed invalid assert in ImGui_ImplOpenGL3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) +// 2025-12-11: OpenGL: Fixed embedded loader multiple init/shutdown cycles broken on some platforms. (#8792, #9112) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-07-22: OpenGL: Add and call embedded loader shutdown during ImGui_ImplOpenGL3_Shutdown() to facilitate multiple init/shutdown cycles in same process. (#8792) +// 2025-07-15: OpenGL: Set GL_UNPACK_ALIGNMENT to 1 before updating textures (#8802) + restore non-WebGL/ES update path that doesn't require a CPU-side copy. +// 2025-06-11: OpenGL: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplOpenGL3_CreateFontsTexture() and ImGui_ImplOpenGL3_DestroyFontsTexture(). +// 2025-06-04: OpenGL: Made GLES 3.20 contexts not access GL_CONTEXT_PROFILE_MASK nor GL_PRIMITIVE_RESTART. (#8664) +// 2025-02-18: OpenGL: Lazily reinitialize embedded GL loader for when calling backend from e.g. other DLL boundaries. (#8406) +// 2024-10-07: OpenGL: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-06-28: OpenGL: ImGui_ImplOpenGL3_NewFrame() recreates font texture if it has been destroyed by ImGui_ImplOpenGL3_DestroyFontsTexture(). (#7748) +// 2024-05-07: OpenGL: Update loader for Linux to support EGL/GLVND. (#7562) +// 2024-04-16: OpenGL: Detect ES3 contexts on desktop based on version string, to e.g. avoid calling glPolygonMode() on them. (#7447) +// 2024-01-09: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" and variants, fixing regression on distros missing a symlink. +// 2023-11-08: OpenGL: Update GL3W based imgui_impl_opengl3_loader.h to load "libGL.so" instead of "libGL.so.1", accommodating for NetBSD systems having only "libGL.so.3" available. (#6983) +// 2023-10-05: OpenGL: Rename symbols in our internal loader so that LTO compilation with another copy of gl3w is possible. (#6875, #6668, #4445) +// 2023-06-20: OpenGL: Fixed erroneous use glGetIntegerv(GL_CONTEXT_PROFILE_MASK) on contexts lower than 3.2. (#6539, #6333) +// 2023-05-09: OpenGL: Support for glBindSampler() backup/restore on ES3. (#6375) +// 2023-04-18: OpenGL: Restore front and back polygon mode separately when supported by context. (#6333) +// 2023-03-23: OpenGL: Properly restoring "no shader program bound" if it was the case prior to running the rendering function. (#6267, #6220, #6224) +// 2023-03-15: OpenGL: Fixed GL loader crash when GL_VERSION returns nullptr. (#6154, #4445, #3530) +// 2023-03-06: OpenGL: Fixed restoration of a potentially deleted OpenGL program, by calling glIsProgram(). (#6220, #6224) +// 2022-11-09: OpenGL: Reverted use of glBufferSubData(), too many corruptions issues + old issues seemingly can't be reproed with Intel drivers nowadays (revert 2021-12-15 and 2022-05-23 changes). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-27: OpenGL: Added ability to '#define IMGUI_IMPL_OPENGL_DEBUG'. +// 2022-05-23: OpenGL: Reworking 2021-12-15 "Using buffer orphaning" so it only happens on Intel GPU, seems to cause problems otherwise. (#4468, #4825, #4832, #5127). +// 2022-05-13: OpenGL: Fixed state corruption on OpenGL ES 2.0 due to not preserving GL_ELEMENT_ARRAY_BUFFER_BINDING and vertex attribute states. +// 2021-12-15: OpenGL: Using buffer orphaning + glBufferSubData(), seems to fix leaks with multi-viewports with some Intel HD drivers. +// 2021-08-23: OpenGL: Fixed ES 3.0 shader ("#version 300 es") use normal precision floats to avoid wobbly rendering at HD resolutions. +// 2021-08-19: OpenGL: Embed and use our own minimal GL loader (imgui_impl_opengl3_loader.h), removing requirement and support for third-party loader. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-25: OpenGL: Use OES_vertex_array extension on Emscripten + backup/restore current state. +// 2021-06-21: OpenGL: Destroy individual vertex/fragment shader objects right after they are linked into the main shader. +// 2021-05-24: OpenGL: Access GL_CLIP_ORIGIN when "GL_ARB_clip_control" extension is detected, inside of just OpenGL 4.5 version. +// 2021-05-19: OpenGL: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-04-06: OpenGL: Don't try to read GL_CLIP_ORIGIN unless we're OpenGL 4.5 or greater. +// 2021-02-18: OpenGL: Change blending equation to preserve alpha in output buffer. +// 2021-01-03: OpenGL: Backup, setup and restore GL_STENCIL_TEST state. +// 2020-10-23: OpenGL: Backup, setup and restore GL_PRIMITIVE_RESTART state. +// 2020-10-15: OpenGL: Use glGetString(GL_VERSION) instead of glGetIntegerv(GL_MAJOR_VERSION, ...) when the later returns zero (e.g. Desktop GL 2.x) +// 2020-09-17: OpenGL: Fix to avoid compiling/calling glBindSampler() on ES or pre-3.3 context which have the defines set by a loader. +// 2020-07-10: OpenGL: Added support for glad2 OpenGL loader. +// 2020-05-08: OpenGL: Made default GLSL version 150 (instead of 130) on OSX. +// 2020-04-21: OpenGL: Fixed handling of glClipControl(GL_UPPER_LEFT) by inverting projection matrix. +// 2020-04-12: OpenGL: Fixed context version check mistakenly testing for 4.0+ instead of 3.2+ to enable ImGuiBackendFlags_RendererHasVtxOffset. +// 2020-03-24: OpenGL: Added support for glbinding 2.x OpenGL loader. +// 2020-01-07: OpenGL: Added support for glbinding 3.x OpenGL loader. +// 2019-10-25: OpenGL: Using a combination of GL define and runtime GL version to decide whether to use glDrawElementsBaseVertex(). Fix building with pre-3.2 GL loaders. +// 2019-09-22: OpenGL: Detect default GL loader using __has_include compiler facility. +// 2019-09-16: OpenGL: Tweak initialization code to allow application calling ImGui_ImplOpenGL3_CreateFontsTexture() before the first NewFrame() call. +// 2019-05-29: OpenGL: Desktop GL only: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: OpenGL: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-03-29: OpenGL: Not calling glBindBuffer more than necessary in the render loop. +// 2019-03-15: OpenGL: Added a GL call + comments in ImGui_ImplOpenGL3_Init() to detect uninitialized GL function loaders early. +// 2019-03-03: OpenGL: Fix support for ES 2.0 (WebGL 1.0). +// 2019-02-20: OpenGL: Fix for OSX not supporting OpenGL 4.5, we don't try to read GL_CLIP_ORIGIN even if defined by the headers/loader. +// 2019-02-11: OpenGL: Projecting clipping rectangles correctly using draw_data->FramebufferScale to allow multi-viewports for retina display. +// 2019-02-01: OpenGL: Using GLSL 410 shaders for any version over 410 (e.g. 430, 450). +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-11-13: OpenGL: Support for GL 4.5's glClipControl(GL_UPPER_LEFT) / GL_CLIP_ORIGIN. +// 2018-08-29: OpenGL: Added support for more OpenGL loaders: glew and glad, with comments indicative that any loader can be used. +// 2018-08-09: OpenGL: Default to OpenGL ES 3 on iOS and Android. GLSL version default to "#version 300 ES". +// 2018-07-30: OpenGL: Support for GLSL 300 ES and 410 core. Fixes for Emscripten compilation. +// 2018-07-10: OpenGL: Support for more GLSL versions (based on the GLSL version string). Added error output when shaders fail to compile/link. +// 2018-06-08: Misc: Extracted imgui_impl_opengl3.cpp/.h away from the old combined GLFW/SDL+OpenGL3 examples. +// 2018-06-08: OpenGL: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-05-25: OpenGL: Removed unnecessary backup/restore of GL_ELEMENT_ARRAY_BUFFER_BINDING since this is part of the VAO state. +// 2018-05-14: OpenGL: Making the call to glBindSampler() optional so 3.2 context won't fail if the function is a nullptr pointer. +// 2018-03-06: OpenGL: Added const char* glsl_version parameter to ImGui_ImplOpenGL3_Init() so user can override the GLSL version e.g. "#version 150". +// 2018-02-23: OpenGL: Create the VAO in the render function so the setup can more easily be used with multiple shared GL context. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback and exposed ImGui_ImplSdlGL3_RenderDrawData() in the .h file so you can call it yourself. +// 2018-01-07: OpenGL: Changed GLSL shader version from 330 to 150. +// 2017-09-01: OpenGL: Save and restore current bound sampler. Save and restore current polygon mode. +// 2017-05-01: OpenGL: Fixed save and restore of current blend func state. +// 2017-05-01: OpenGL: Fixed save and restore of current GL_ACTIVE_TEXTURE. +// 2016-09-05: OpenGL: Fixed save and restore of current scissor rectangle. +// 2016-07-29: OpenGL: Explicitly setting GL_UNPACK_ROW_LENGTH to reduce issues because SDL changes it. (#752) + +//---------------------------------------- +// OpenGL GLSL GLSL +// version version string +//---------------------------------------- +// 2.0 110 "#version 110" +// 2.1 120 "#version 120" +// 3.0 130 "#version 130" +// 3.1 140 "#version 140" +// 3.2 150 "#version 150" +// 3.3 330 "#version 330 core" +// 4.0 400 "#version 400 core" +// 4.1 410 "#version 410 core" +// 4.2 420 "#version 410 core" +// 4.3 430 "#version 430 core" +// ES 2.0 100 "#version 100" = WebGL 1.0 +// ES 3.0 300 "#version 300 es" = WebGL 2.0 +//---------------------------------------- + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_opengl3.h" +#include +#include // intptr_t +#if defined(__APPLE__) +#include +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wunknown-warning-option" // warning: ignore unknown flags +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wunused-macros" // warning: macro is not used +#pragma clang diagnostic ignored "-Wnonportable-system-include-path" +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wunknown-warning-option" // warning: unknown warning group 'xxx' +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#pragma GCC diagnostic ignored "-Wstrict-overflow" // warning: assuming signed overflow does not occur when simplifying division / ..when changing X +- C1 cmp C2 to X cmp C2 -+ C1 +#endif + +// GL includes +#if defined(IMGUI_IMPL_OPENGL_ES2) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 2 +#else +#include // Use GL ES 2 +#endif +#if defined(__EMSCRIPTEN__) +#ifndef GL_GLEXT_PROTOTYPES +#define GL_GLEXT_PROTOTYPES +#endif +#include +#endif +#elif defined(IMGUI_IMPL_OPENGL_ES3) +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) +#include // Use GL ES 3 +#else +#include // Use GL ES 3 +#endif +#elif !defined(IMGUI_IMPL_OPENGL_LOADER_CUSTOM) +// Modern desktop OpenGL doesn't have a standard portable header file to load OpenGL function pointers. +// Helper libraries are often used for this purpose! Here we are using our own minimal custom loader based on gl3w. +// In the rest of your app/engine, you can use another loader of your choice (gl3w, glew, glad, glbinding, glext, glLoadGen, etc.). +// If you happen to be developing a new feature for this backend (imgui_impl_opengl3.cpp): +// - You may need to regenerate imgui_impl_opengl3_loader.h to add new symbols. See https://github.com/dearimgui/gl3w_stripped +// Typically you would run: python3 ./gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt +// - You can temporarily use an unstripped version. See https://github.com/dearimgui/gl3w_stripped/releases +// Changes to this backend using new APIs should be accompanied by a regenerated stripped loader version. +#define IMGL3W_IMPL +#define IMGUI_IMPL_OPENGL_LOADER_IMGL3W +#include "imgui_impl_opengl3_loader.h" +#endif + +// Vertex arrays are not supported on ES2/WebGL1 unless Emscripten which uses an extension +#ifndef IMGUI_IMPL_OPENGL_ES2 +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#elif defined(__EMSCRIPTEN__) +#define IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +#define glBindVertexArray glBindVertexArrayOES +#define glGenVertexArrays glGenVertexArraysOES +#define glDeleteVertexArrays glDeleteVertexArraysOES +#define GL_VERTEX_ARRAY_BINDING GL_VERTEX_ARRAY_BINDING_OES +#endif + +// Desktop GL 2.0+ has extension and glPolygonMode() which GL ES and WebGL don't have.. +// A desktop ES context can technically compile fine with our loader, so we also perform a runtime checks +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) +#define IMGUI_IMPL_OPENGL_HAS_EXTENSIONS // has glGetIntegerv(GL_NUM_EXTENSIONS) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE // may have glPolygonMode() +#endif + +// Desktop GL 2.1+ and GL ES 3.0+ have glBindBuffer() with GL_PIXEL_UNPACK_BUFFER target. +#if !defined(IMGUI_IMPL_OPENGL_ES2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK +#endif + +// Desktop GL 3.1+ has GL_PRIMITIVE_RESTART state +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_1) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART +#endif + +// Desktop GL 3.2+ has glDrawElementsBaseVertex() which GL ES and WebGL don't have. +#if !defined(IMGUI_IMPL_OPENGL_ES2) && !defined(IMGUI_IMPL_OPENGL_ES3) && defined(GL_VERSION_3_2) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET +#endif + +// Desktop GL 3.3+ and GL ES 3.0+ have glBindSampler() +#if !defined(IMGUI_IMPL_OPENGL_ES2) && (defined(IMGUI_IMPL_OPENGL_ES3) || defined(GL_VERSION_3_3)) +#define IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER +#endif + +// [Debugging] +//#define IMGUI_IMPL_OPENGL_DEBUG +#ifdef IMGUI_IMPL_OPENGL_DEBUG +#include +#define GL_CALL(_CALL) do { _CALL; GLenum gl_err = glGetError(); if (gl_err != 0) fprintf(stderr, "GL error 0x%x returned from '%s'.\n", gl_err, #_CALL); } while (0) // Call with error check +#else +#define GL_CALL(_CALL) _CALL // Call without error check +#endif + +// OpenGL Data +struct ImGui_ImplOpenGL3_Data +{ + GLuint GlVersion; // Extracted at runtime using GL_MAJOR_VERSION, GL_MINOR_VERSION queries (e.g. 320 for GL 3.2) + char GlslVersionString[32]; // Specified by user or detected based on compile time GL settings. + bool GlProfileIsES2; + bool GlProfileIsES3; + bool GlProfileIsCompat; + GLint GlProfileMask; + GLint MaxTextureSize; + GLuint ShaderHandle; + GLint AttribLocationTex; // Uniforms location + GLint AttribLocationProjMtx; + GLuint AttribLocationVtxPos; // Vertex attributes location + GLuint AttribLocationVtxUV; + GLuint AttribLocationVtxColor; + unsigned int VboHandle, ElementsHandle; + GLsizeiptr VertexBufferSize; + GLsizeiptr IndexBufferSize; + bool HasPolygonMode; + bool HasBindSampler; + bool HasClipOrigin; + bool UseBufferSubData; + bool UseTexParameterToSetSampler; + GLuint NextSampler; // Used if !HasBindSampler && UseTexParameterToSetSampler. +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + GLuint TexSamplers[2]; // Used if HasBindSimpler. (0=linear, 1=nearest) +#endif + + ImVector TempBuffer; + + ImGui_ImplOpenGL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplOpenGL3_Data* ImGui_ImplOpenGL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplOpenGL3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplOpenGL3_InitMultiViewportSupport(); +static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); + +// OpenGL vertex attribute state (for ES 1.0 and ES 2.0 only) +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY +struct ImGui_ImplOpenGL3_VtxAttribState +{ + GLint Enabled, Size, Type, Normalized, Stride; + GLvoid* Ptr; + + void GetState(GLint index) + { + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_ENABLED, &Enabled); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_SIZE, &Size); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_TYPE, &Type); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_NORMALIZED, &Normalized); + glGetVertexAttribiv(index, GL_VERTEX_ATTRIB_ARRAY_STRIDE, &Stride); + glGetVertexAttribPointerv(index, GL_VERTEX_ATTRIB_ARRAY_POINTER, &Ptr); + } + void SetState(GLint index) + { + glVertexAttribPointer(index, Size, Type, (GLboolean)Normalized, Stride, Ptr); + if (Enabled) glEnableVertexAttribArray(index); else glDisableVertexAttribArray(index); + } +}; +#endif + +// Not static to allow third-party code to use that if they want to (but undocumented) +bool ImGui_ImplOpenGL3_InitLoader(); +bool ImGui_ImplOpenGL3_InitLoader() +{ + // Lazily initialize our loader if not already done + // (to facilitate handling multiple DLL boundaries and multiple context shutdowns we call this from all main entry points) +#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W + if (glGetIntegerv == nullptr && imgl3wInit() != 0) + { + fprintf(stderr, "Failed to initialize OpenGL loader!\n"); + return false; + } +#endif + return true; +} + +static void ImGui_ImplOpenGL3_ShutdownLoader() +{ +#ifdef IMGUI_IMPL_OPENGL_LOADER_IMGL3W + imgl3wShutdown(); +#endif +} + +// Functions +void ImGui_ImplOpenGL3_NewFrame() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOpenGL3_Init()?"); + + ImGui_ImplOpenGL3_InitLoader(); + if (!bd->ShaderHandle) + if (!ImGui_ImplOpenGL3_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplOpenGL3_CreateDeviceObjects() failed!"); +} + +static void ImGui_ImplOpenGL3_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height, GLuint vertex_array_object) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + glEnable(GL_BLEND); + glBlendEquation(GL_FUNC_ADD); + glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_CULL_FACE); + glDisable(GL_DEPTH_TEST); + glDisable(GL_STENCIL_TEST); + glEnable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) + glDisable(GL_PRIMITIVE_RESTART); +#endif +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + if (bd->HasPolygonMode) + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Support for GL 4.5 rarely used glClipControl(GL_UPPER_LEFT) +#if defined(GL_CLIP_ORIGIN) + bool clip_origin_lower_left = true; + if (bd->HasClipOrigin) + { + GLenum current_clip_origin = 0; glGetIntegerv(GL_CLIP_ORIGIN, (GLint*)¤t_clip_origin); + if (current_clip_origin == GL_UPPER_LEFT) + clip_origin_lower_left = false; + } +#endif + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + GL_CALL(glViewport(0, 0, (GLsizei)fb_width, (GLsizei)fb_height)); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; +#if defined(GL_CLIP_ORIGIN) + if (!clip_origin_lower_left) { float tmp = T; T = B; B = tmp; } // Swap top and bottom if origin is upper left +#endif + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + glUseProgram(bd->ShaderHandle); + glUniform1i(bd->AttribLocationTex, 0); + glUniformMatrix4fv(bd->AttribLocationProjMtx, 1, GL_FALSE, &ortho_projection[0][0]); + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->HasBindSampler) + glBindSampler(0, bd->TexSamplers[0]); // We use combined texture/sampler state. Applications using GL 3.3 and GL ES 3.0 may set that otherwise. +#endif + + (void)vertex_array_object; +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(vertex_array_object); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + GL_CALL(glBindBuffer(GL_ARRAY_BUFFER, bd->VboHandle)); + GL_CALL(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, bd->ElementsHandle)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxPos)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxUV)); + GL_CALL(glEnableVertexAttribArray(bd->AttribLocationVtxColor)); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxPos, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, pos))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxUV, 2, GL_FLOAT, GL_FALSE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, uv))); + GL_CALL(glVertexAttribPointer(bd->AttribLocationVtxColor, 4, GL_UNSIGNED_BYTE, GL_TRUE, sizeof(ImDrawVert), (GLvoid*)offsetof(ImDrawVert, col))); +} + +// Draw callbacks +static void ImGui_ImplOpenGL3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER +static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[0]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } } +static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); if (bd->HasBindSampler) { glBindSampler(0, bd->TexSamplers[1]); } else { bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } } +#else +static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_LINEAR; } +static void ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); bd->UseTexParameterToSetSampler = true; bd->NextSampler = GL_NEAREST; } +#endif + +// OpenGL3 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplOpenGL3_InitLoader(); + + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplOpenGL3_UpdateTexture(tex); + + // Backup GL state + GLenum last_active_texture; glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint*)&last_active_texture); + glActiveTexture(GL_TEXTURE0); + GLuint last_program; glGetIntegerv(GL_CURRENT_PROGRAM, (GLint*)&last_program); + GLuint last_texture; glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint*)&last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + GLuint last_sampler; if (bd->HasBindSampler) { glGetIntegerv(GL_SAMPLER_BINDING, (GLint*)&last_sampler); } else { last_sampler = 0; } +#endif + GLuint last_array_buffer; glGetIntegerv(GL_ARRAY_BUFFER_BINDING, (GLint*)&last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + // This is part of VAO on OpenGL 3.0+ and OpenGL ES 3.0+. + GLint last_element_array_buffer; glGetIntegerv(GL_ELEMENT_ARRAY_BUFFER_BINDING, &last_element_array_buffer); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_pos; last_vtx_attrib_state_pos.GetState(bd->AttribLocationVtxPos); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_uv; last_vtx_attrib_state_uv.GetState(bd->AttribLocationVtxUV); + ImGui_ImplOpenGL3_VtxAttribState last_vtx_attrib_state_color; last_vtx_attrib_state_color.GetState(bd->AttribLocationVtxColor); +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLuint last_vertex_array_object; glGetIntegerv(GL_VERTEX_ARRAY_BINDING, (GLint*)&last_vertex_array_object); +#endif +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + GLint last_polygon_mode[2]; if (bd->HasPolygonMode) { glGetIntegerv(GL_POLYGON_MODE, last_polygon_mode); } +#endif + GLint last_viewport[4]; glGetIntegerv(GL_VIEWPORT, last_viewport); + GLint last_scissor_box[4]; glGetIntegerv(GL_SCISSOR_BOX, last_scissor_box); + GLenum last_blend_src_rgb; glGetIntegerv(GL_BLEND_SRC_RGB, (GLint*)&last_blend_src_rgb); + GLenum last_blend_dst_rgb; glGetIntegerv(GL_BLEND_DST_RGB, (GLint*)&last_blend_dst_rgb); + GLenum last_blend_src_alpha; glGetIntegerv(GL_BLEND_SRC_ALPHA, (GLint*)&last_blend_src_alpha); + GLenum last_blend_dst_alpha; glGetIntegerv(GL_BLEND_DST_ALPHA, (GLint*)&last_blend_dst_alpha); + GLenum last_blend_equation_rgb; glGetIntegerv(GL_BLEND_EQUATION_RGB, (GLint*)&last_blend_equation_rgb); + GLenum last_blend_equation_alpha; glGetIntegerv(GL_BLEND_EQUATION_ALPHA, (GLint*)&last_blend_equation_alpha); + GLboolean last_enable_blend = glIsEnabled(GL_BLEND); + GLboolean last_enable_cull_face = glIsEnabled(GL_CULL_FACE); + GLboolean last_enable_depth_test = glIsEnabled(GL_DEPTH_TEST); + GLboolean last_enable_stencil_test = glIsEnabled(GL_STENCIL_TEST); + GLboolean last_enable_scissor_test = glIsEnabled(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + GLboolean last_enable_primitive_restart = (!bd->GlProfileIsES3 && bd->GlVersion >= 310) ? glIsEnabled(GL_PRIMITIVE_RESTART) : GL_FALSE; +#endif + + // Setup desired GL state + // Recreate the VAO every time (this is to easily allow multiple GL contexts to be rendered to. VAO are not shared among GL contexts) + // The renderer would actually work without any VAO bound, but then our VertexAttrib calls would overwrite the default one currently bound. + GLuint vertex_array_object = 0; +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glGenVertexArrays(1, &vertex_array_object)); +#endif + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + // Upload vertex/index buffers + // - OpenGL drivers are in a very sorry state nowadays.... + // During 2021 we attempted to switch from glBufferData() to orphaning+glBufferSubData() following reports + // of leaks on Intel GPU when using multi-viewports on Windows. + // - After this we kept hearing of various display corruptions issues. We started disabling on non-Intel GPU, but issues still got reported on Intel. + // - We are now back to using exclusively glBufferData(). So bd->UseBufferSubData IS ALWAYS FALSE in this code. + // We are keeping the old code path for a while in case people finding new issues may want to test the bd->UseBufferSubData path. + // - See https://github.com/ocornut/imgui/issues/4468 and please report any corruption issues. + const GLsizeiptr vtx_buffer_size = (GLsizeiptr)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const GLsizeiptr idx_buffer_size = (GLsizeiptr)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + if (bd->UseBufferSubData) + { + if (bd->VertexBufferSize < vtx_buffer_size) + { + bd->VertexBufferSize = vtx_buffer_size; + GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); + } + if (bd->IndexBufferSize < idx_buffer_size) + { + bd->IndexBufferSize = idx_buffer_size; + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); + } + GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data)); + GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data)); + } + else + { + GL_CALL(glBufferData(GL_ARRAY_BUFFER, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data, GL_STREAM_DRAW)); + GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data, GL_STREAM_DRAW)); + } + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplOpenGL3_DrawCallback_ResetRenderState) + ImGui_ImplOpenGL3_SetupRenderState(draw_data, fb_width, fb_height, vertex_array_object); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + GL_CALL(glScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y))); + + // Bind texture, Draw + GL_CALL(glBindTexture(GL_TEXTURE_2D, (GLuint)(intptr_t)pcmd->GetTexID())); + + // Emulate sampler change (even though it is technically part of texture data) + // As a sort of hack/workaround, we only start writing using glTextParameter() if sampler is ever changed explicitly. + if (!bd->HasBindSampler && bd->UseTexParameterToSetSampler) + { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, bd->NextSampler); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, bd->NextSampler); + } + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + GL_CALL(glDrawElementsBaseVertex(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)), (GLint)pcmd->VtxOffset)); + else +#endif + GL_CALL(glDrawElements(GL_TRIANGLES, (GLsizei)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx)))); + } + } + } + + // Destroy the temporary VAO +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GL_CALL(glDeleteVertexArrays(1, &vertex_array_object)); +#endif + + // Restore modified GL state + // This "glIsProgram()" check is required because if the program is "pending deletion" at the time of binding backup, it will have been deleted by now and will cause an OpenGL error. See #6220. + if (last_program == 0 || glIsProgram(last_program)) glUseProgram(last_program); + glBindTexture(GL_TEXTURE_2D, last_texture); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->HasBindSampler) + glBindSampler(0, last_sampler); +#endif + glActiveTexture(last_active_texture); +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(last_vertex_array_object); +#endif + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifndef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer); + last_vtx_attrib_state_pos.SetState(bd->AttribLocationVtxPos); + last_vtx_attrib_state_uv.SetState(bd->AttribLocationVtxUV); + last_vtx_attrib_state_color.SetState(bd->AttribLocationVtxColor); +#endif + glBlendEquationSeparate(last_blend_equation_rgb, last_blend_equation_alpha); + glBlendFuncSeparate(last_blend_src_rgb, last_blend_dst_rgb, last_blend_src_alpha, last_blend_dst_alpha); + if (last_enable_blend) glEnable(GL_BLEND); else glDisable(GL_BLEND); + if (last_enable_cull_face) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); + if (last_enable_depth_test) glEnable(GL_DEPTH_TEST); else glDisable(GL_DEPTH_TEST); + if (last_enable_stencil_test) glEnable(GL_STENCIL_TEST); else glDisable(GL_STENCIL_TEST); + if (last_enable_scissor_test) glEnable(GL_SCISSOR_TEST); else glDisable(GL_SCISSOR_TEST); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_PRIMITIVE_RESTART + if (!bd->GlProfileIsES3 && bd->GlVersion >= 310) { if (last_enable_primitive_restart) glEnable(GL_PRIMITIVE_RESTART); else glDisable(GL_PRIMITIVE_RESTART); } +#endif + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + // Desktop OpenGL 3.0 and OpenGL 3.1 had separate polygon draw modes for front-facing and back-facing faces of polygons + if (bd->HasPolygonMode) { if (bd->GlVersion <= 310 || bd->GlProfileIsCompat) { glPolygonMode(GL_FRONT, (GLenum)last_polygon_mode[0]); glPolygonMode(GL_BACK, (GLenum)last_polygon_mode[1]); } else { glPolygonMode(GL_FRONT_AND_BACK, (GLenum)last_polygon_mode[0]); } } +#endif // IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + + glViewport(last_viewport[0], last_viewport[1], (GLsizei)last_viewport[2], (GLsizei)last_viewport[3]); + glScissor(last_scissor_box[0], last_scissor_box[1], (GLsizei)last_scissor_box[2], (GLsizei)last_scissor_box[3]); + (void)bd; // Not all compilation paths use this +} + +static void ImGui_ImplOpenGL3_DestroyTexture(ImTextureData* tex) +{ + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + glDeleteTextures(1, &gl_tex_id); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex) +{ + // FIXME: Consider backing up and restoring + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) + { +#ifdef GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#endif +#ifdef GL_UNPACK_ALIGNMENT + GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); +#endif + } + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + const void* pixels = tex->GetPixels(); + GLuint gl_texture_id = 0; + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + GL_CALL(glGenTextures(1, &gl_texture_id)); + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_texture_id)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); + GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex->Width, tex->Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels)); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)gl_texture_id); + tex->SetStatus(ImTextureStatus_OK); + + // Restore state + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + GLint last_texture; + GL_CALL(glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture)); + + GLuint gl_tex_id = (GLuint)(intptr_t)tex->TexID; + GL_CALL(glBindTexture(GL_TEXTURE_2D, gl_tex_id)); +#if GL_UNPACK_ROW_LENGTH // Not on WebGL/ES + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->Width)); + for (ImTextureRect& r : tex->Updates) + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, tex->GetPixelsAt(r.x, r.y))); + GL_CALL(glPixelStorei(GL_UNPACK_ROW_LENGTH, 0)); +#else + // GL ES doesn't have GL_UNPACK_ROW_LENGTH, so we need to (A) copy to a contiguous buffer or (B) upload line by line. + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + for (ImTextureRect& r : tex->Updates) + { + const int src_pitch = r.w * tex->BytesPerPixel; + bd->TempBuffer.resize(r.h * src_pitch); + char* out_p = bd->TempBuffer.Data; + for (int y = 0; y < r.h; y++, out_p += src_pitch) + memcpy(out_p, tex->GetPixelsAt(r.x, r.y + y), src_pitch); + IM_ASSERT(out_p == bd->TempBuffer.end()); + GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, r.x, r.y, r.w, r.h, GL_RGBA, GL_UNSIGNED_BYTE, bd->TempBuffer.Data)); + } +#endif + tex->SetStatus(ImTextureStatus_OK); + GL_CALL(glBindTexture(GL_TEXTURE_2D, last_texture)); // Restore state + } + else if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplOpenGL3_DestroyTexture(tex); +} + +// If you get an error please report on github. You may try different GL context version or GLSL version. See GL<>GLSL version table at the top of this file. +static bool CheckShader(GLuint handle, const char* desc) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLint status = 0, log_length = 0; + glGetShaderiv(handle, GL_COMPILE_STATUS, &status); + glGetShaderiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to compile %s! With GLSL: %s\n", desc, bd->GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetShaderInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +// If you get an error please report on GitHub. You may try different GL context version or GLSL version. +static bool CheckProgram(GLuint handle, const char* desc) +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + GLint status = 0, log_length = 0; + glGetProgramiv(handle, GL_LINK_STATUS, &status); + glGetProgramiv(handle, GL_INFO_LOG_LENGTH, &log_length); + if ((GLboolean)status == GL_FALSE) + fprintf(stderr, "ERROR: ImGui_ImplOpenGL3_CreateDeviceObjects: failed to link %s! With GLSL %s\n", desc, bd->GlslVersionString); + if (log_length > 1) + { + ImVector buf; + buf.resize((int)(log_length + 1)); + glGetProgramInfoLog(handle, log_length, nullptr, (GLchar*)buf.begin()); + fprintf(stderr, "%s\n", buf.begin()); + } + return (GLboolean)status == GL_TRUE; +} + +bool ImGui_ImplOpenGL3_CreateDeviceObjects() +{ + ImGui_ImplOpenGL3_InitLoader(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + + // Backup GL state + GLint last_texture, last_array_buffer; + glGetIntegerv(GL_TEXTURE_BINDING_2D, &last_texture); + glGetIntegerv(GL_ARRAY_BUFFER_BINDING, &last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + GLint last_pixel_unpack_buffer = 0; + if (bd->GlVersion >= 210) { glGetIntegerv(GL_PIXEL_UNPACK_BUFFER_BINDING, &last_pixel_unpack_buffer); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + GLint last_vertex_array; + glGetIntegerv(GL_VERTEX_ARRAY_BINDING, &last_vertex_array); +#endif + + // Parse GLSL version string + int glsl_version = 130; + sscanf(bd->GlslVersionString, "#version %d", &glsl_version); + + const GLchar* vertex_shader_glsl_120 = + "uniform mat4 ProjMtx;\n" + "attribute vec2 Position;\n" + "attribute vec2 UV;\n" + "attribute vec4 Color;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_130 = + "uniform mat4 ProjMtx;\n" + "in vec2 Position;\n" + "in vec2 UV;\n" + "in vec4 Color;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_300_es = + "precision highp float;\n" + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* vertex_shader_glsl_410_core = + "layout (location = 0) in vec2 Position;\n" + "layout (location = 1) in vec2 UV;\n" + "layout (location = 2) in vec4 Color;\n" + "uniform mat4 ProjMtx;\n" + "out vec2 Frag_UV;\n" + "out vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " Frag_UV = UV;\n" + " Frag_Color = Color;\n" + " gl_Position = ProjMtx * vec4(Position.xy,0,1);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_120 = + "#ifdef GL_ES\n" + " precision mediump float;\n" + "#endif\n" + "uniform sampler2D Texture;\n" + "varying vec2 Frag_UV;\n" + "varying vec4 Frag_Color;\n" + "void main()\n" + "{\n" + " gl_FragColor = Frag_Color * texture2D(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_130 = + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_300_es = + "precision mediump float;\n" + "uniform sampler2D Texture;\n" + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + const GLchar* fragment_shader_glsl_410_core = + "in vec2 Frag_UV;\n" + "in vec4 Frag_Color;\n" + "uniform sampler2D Texture;\n" + "layout (location = 0) out vec4 Out_Color;\n" + "void main()\n" + "{\n" + " Out_Color = Frag_Color * texture(Texture, Frag_UV.st);\n" + "}\n"; + + // Select shaders matching our GLSL versions + const GLchar* vertex_shader = nullptr; + const GLchar* fragment_shader = nullptr; + if (glsl_version < 130) + { + vertex_shader = vertex_shader_glsl_120; + fragment_shader = fragment_shader_glsl_120; + } + else if (glsl_version >= 410) + { + vertex_shader = vertex_shader_glsl_410_core; + fragment_shader = fragment_shader_glsl_410_core; + } + else if (glsl_version == 300) + { + vertex_shader = vertex_shader_glsl_300_es; + fragment_shader = fragment_shader_glsl_300_es; + } + else + { + vertex_shader = vertex_shader_glsl_130; + fragment_shader = fragment_shader_glsl_130; + } + + // Create shaders + const GLchar* vertex_shader_with_version[2] = { bd->GlslVersionString, vertex_shader }; + GLuint vert_handle; + GL_CALL(vert_handle = glCreateShader(GL_VERTEX_SHADER)); + glShaderSource(vert_handle, 2, vertex_shader_with_version, nullptr); + glCompileShader(vert_handle); + if (!CheckShader(vert_handle, "vertex shader")) + return false; + + const GLchar* fragment_shader_with_version[2] = { bd->GlslVersionString, fragment_shader }; + GLuint frag_handle; + GL_CALL(frag_handle = glCreateShader(GL_FRAGMENT_SHADER)); + glShaderSource(frag_handle, 2, fragment_shader_with_version, nullptr); + glCompileShader(frag_handle); + if (!CheckShader(frag_handle, "fragment shader")) + return false; + + // Link + bd->ShaderHandle = glCreateProgram(); + glAttachShader(bd->ShaderHandle, vert_handle); + glAttachShader(bd->ShaderHandle, frag_handle); + glLinkProgram(bd->ShaderHandle); + if (!CheckProgram(bd->ShaderHandle, "shader program")) + return false; + + glDetachShader(bd->ShaderHandle, vert_handle); + glDetachShader(bd->ShaderHandle, frag_handle); + glDeleteShader(vert_handle); + glDeleteShader(frag_handle); + + bd->AttribLocationTex = glGetUniformLocation(bd->ShaderHandle, "Texture"); + bd->AttribLocationProjMtx = glGetUniformLocation(bd->ShaderHandle, "ProjMtx"); + bd->AttribLocationVtxPos = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Position"); + bd->AttribLocationVtxUV = (GLuint)glGetAttribLocation(bd->ShaderHandle, "UV"); + bd->AttribLocationVtxColor = (GLuint)glGetAttribLocation(bd->ShaderHandle, "Color"); + + // Create buffers + glGenBuffers(1, &bd->VboHandle); + glGenBuffers(1, &bd->ElementsHandle); + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->HasBindSampler) + { + glGenSamplers(2, &bd->TexSamplers[0]); + for (int sampler_n = 0; sampler_n < 2; sampler_n++) + { + GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MIN_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST)); + GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_MAG_FILTER, (sampler_n == 0) ? GL_LINEAR : GL_NEAREST)); + GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GL_CALL(glSamplerParameteri(bd->TexSamplers[sampler_n], GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); + } + } +#endif + + // Restore modified GL state + glBindTexture(GL_TEXTURE_2D, last_texture); + glBindBuffer(GL_ARRAY_BUFFER, last_array_buffer); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_BUFFER_PIXEL_UNPACK + if (bd->GlVersion >= 210) { glBindBuffer(GL_PIXEL_UNPACK_BUFFER, last_pixel_unpack_buffer); } +#endif +#ifdef IMGUI_IMPL_OPENGL_USE_VERTEX_ARRAY + glBindVertexArray(last_vertex_array); +#endif + + return true; +} + +void ImGui_ImplOpenGL3_DestroyDeviceObjects() +{ + ImGui_ImplOpenGL3_InitLoader(); + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + if (bd->TexSamplers[0]) { glDeleteSamplers(2, &bd->TexSamplers[0]); bd->TexSamplers[0] = bd->TexSamplers[1] = 0; } +#endif + if (bd->VboHandle) { glDeleteBuffers(1, &bd->VboHandle); bd->VboHandle = 0; } + if (bd->ElementsHandle) { glDeleteBuffers(1, &bd->ElementsHandle); bd->ElementsHandle = 0; } + if (bd->ShaderHandle) { glDeleteProgram(bd->ShaderHandle); bd->ShaderHandle = 0; } + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplOpenGL3_DestroyTexture(tex); +} + +bool ImGui_ImplOpenGL3_Init(const char* glsl_version) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Initialize loader + if (!ImGui_ImplOpenGL3_InitLoader()) + return false; + + // Setup backend capabilities flags + ImGui_ImplOpenGL3_Data* bd = IM_NEW(ImGui_ImplOpenGL3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_opengl3"; + + // Query for GL version (e.g. 320 for GL 3.2) + const char* gl_version_str = (const char*)glGetString(GL_VERSION); +#if defined(IMGUI_IMPL_OPENGL_ES2) + // GLES 2 + bd->GlVersion = 200; + bd->GlProfileIsES2 = true; + IM_UNUSED(gl_version_str); +#else + // Desktop or GLES 3 + GLint major = 0; + GLint minor = 0; + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); + if (major == 0 && minor == 0) + sscanf(gl_version_str, "%d.%d", &major, &minor); // Query GL_VERSION in desktop GL 2.x, the string will start with "." + bd->GlVersion = (GLuint)(major * 100 + minor * 10); + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &bd->MaxTextureSize); + +#if defined(IMGUI_IMPL_OPENGL_ES3) + bd->GlProfileIsES3 = true; +#else + if (strncmp(gl_version_str, "OpenGL ES 3", 11) == 0) + bd->GlProfileIsES3 = true; +#endif + +#if defined(GL_CONTEXT_PROFILE_MASK) + if (!bd->GlProfileIsES3 && bd->GlVersion >= 320) + glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &bd->GlProfileMask); + bd->GlProfileIsCompat = (bd->GlProfileMask & GL_CONTEXT_COMPATIBILITY_PROFILE_BIT) != 0; +#endif + + bd->UseBufferSubData = false; + /* + // Query vendor to enable glBufferSubData kludge +#ifdef _WIN32 + if (const char* vendor = (const char*)glGetString(GL_VENDOR)) + if (strncmp(vendor, "Intel", 5) == 0) + bd->UseBufferSubData = true; +#endif + */ +#endif + +#ifdef IMGUI_IMPL_OPENGL_DEBUG + printf("GlVersion = %d, \"%s\"\nGlProfileIsCompat = %d\nGlProfileMask = 0x%X\nGlProfileIsES2/IsEs3 = %d/%d\nGL_VENDOR = '%s'\nGL_RENDERER = '%s'\n", bd->GlVersion, gl_version_str, bd->GlProfileIsCompat, bd->GlProfileMask, bd->GlProfileIsES2, bd->GlProfileIsES3, (const char*)glGetString(GL_VENDOR), (const char*)glGetString(GL_RENDERER)); // [DEBUG] +#endif + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_VTX_OFFSET + if (bd->GlVersion >= 320) + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. +#endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_TextureMaxWidth = platform_io.Renderer_TextureMaxHeight = (int)bd->MaxTextureSize; + platform_io.DrawCallback_ResetRenderState = ImGui_ImplOpenGL3_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplOpenGL3_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplOpenGL3_DrawCallback_SetSamplerNearest; + + // Store GLSL version string so we can refer to it later in case we recreate shaders. + // Note: GLSL version is NOT the same as GL version. Leave this to nullptr if unsure. + if (glsl_version == nullptr) + { +#if defined(IMGUI_IMPL_OPENGL_ES2) + glsl_version = "#version 100"; +#elif defined(IMGUI_IMPL_OPENGL_ES3) + glsl_version = "#version 300 es"; +#elif defined(__APPLE__) + glsl_version = "#version 150"; +#else + glsl_version = "#version 130"; +#endif + } + IM_ASSERT((int)strlen(glsl_version) + 2 < IM_COUNTOF(bd->GlslVersionString)); + strcpy(bd->GlslVersionString, glsl_version); + strcat(bd->GlslVersionString, "\n"); + + // Make an arbitrary GL call (we don't actually need the result) + // IF YOU GET A CRASH HERE: it probably means the OpenGL function loader didn't do its job. Let us know! + GLint current_texture; + glGetIntegerv(GL_TEXTURE_BINDING_2D, ¤t_texture); + + // Detect extensions we support +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + bd->HasPolygonMode = (!bd->GlProfileIsES2 && !bd->GlProfileIsES3); +#endif +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_BIND_SAMPLER + bd->HasBindSampler = (bd->GlVersion >= 330 || bd->GlProfileIsES3); +#endif + bd->HasClipOrigin = (bd->GlVersion >= 450); +#ifdef IMGUI_IMPL_OPENGL_HAS_EXTENSIONS + GLint num_extensions = 0; + glGetIntegerv(GL_NUM_EXTENSIONS, &num_extensions); + for (GLint i = 0; i < num_extensions; i++) + { + const char* extension = (const char*)glGetStringi(GL_EXTENSIONS, i); + if (extension != nullptr && strcmp(extension, "GL_ARB_clip_control") == 0) + bd->HasClipOrigin = true; + } +#endif + + ImGui_ImplOpenGL3_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplOpenGL3_Shutdown() +{ + ImGui_ImplOpenGL3_Data* bd = ImGui_ImplOpenGL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplOpenGL3_ShutdownMultiViewportSupport(); + ImGui_ImplOpenGL3_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); + + ImGui_ImplOpenGL3_ShutdownLoader(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplOpenGL3_RenderWindow(ImGuiViewport* viewport, void*) +{ + if (!(viewport->Flags & ImGuiViewportFlags_NoRendererClear)) + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w); + glClear(GL_COLOR_BUFFER_BIT); + } + ImGui_ImplOpenGL3_RenderDrawData(viewport->DrawData); +} + +static void ImGui_ImplOpenGL3_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_RenderWindow = ImGui_ImplOpenGL3_RenderWindow; +} + +static void ImGui_ImplOpenGL3_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_opengl3.h b/modules/imgui-source/backends/imgui_impl_opengl3.h new file mode 100644 index 0000000..7855c43 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_opengl3.h @@ -0,0 +1,69 @@ +// dear imgui: Renderer Backend for modern OpenGL with shaders / programmatic pipeline +// - Desktop GL: 2.x 3.x 4.x +// - Embedded GL: ES 2.0 (WebGL 1.0), ES 3.0 (WebGL 2.0) +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'GLuint' OpenGL texture as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [x] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset) [Desktop OpenGL only!] +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// About WebGL/ES: +// - You need to '#define IMGUI_IMPL_OPENGL_ES2' or '#define IMGUI_IMPL_OPENGL_ES3' to use WebGL or OpenGL ES. +// - This is done automatically on iOS, Android and Emscripten targets. +// - For other targets, the define needs to be visible from the imgui_impl_opengl3.cpp compilation unit. If unsure, define globally or in imconfig.h. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// About GLSL version: +// The 'glsl_version' initialization parameter should be nullptr (default) or a "#version XXX" string. +// On computer platform the GLSL version default to "#version 130". On OpenGL ES 3 platform it defaults to "#version 300 es" +// Only override if your GL version doesn't handle this GLSL version. See GLSL version table at the top of imgui_impl_opengl3.cpp. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_Init(const char* glsl_version = nullptr); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_RenderDrawData(ImDrawData* draw_data); + +// (Optional) Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplOpenGL3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplOpenGL3_DestroyDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplOpenGL3_UpdateTexture(ImTextureData* tex); + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_OPENGL_ES2 // Enable ES 2 (Auto-detected on Emscripten) +//#define IMGUI_IMPL_OPENGL_ES3 // Enable ES 3 (Auto-detected on iOS/Android) + +// You can explicitly select GLES2 or GLES3 API by using one of the '#define IMGUI_IMPL_OPENGL_LOADER_XXX' in imconfig.h or compiler command-line. +#if !defined(IMGUI_IMPL_OPENGL_ES2) \ + && !defined(IMGUI_IMPL_OPENGL_ES3) + +// Try to detect GLES on matching platforms +#if defined(__APPLE__) +#include +#endif +#if (defined(__APPLE__) && (TARGET_OS_IOS || TARGET_OS_TV)) || (defined(__ANDROID__)) +#define IMGUI_IMPL_OPENGL_ES3 // iOS, Android -> GL ES 3, "#version 300 es" +#elif defined(__EMSCRIPTEN__) || defined(__amigaos4__) +#define IMGUI_IMPL_OPENGL_ES2 // Emscripten -> GL ES 2, "#version 100" +#else +// Otherwise imgui_impl_opengl3_loader.h will be used. +#endif + +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_opengl3_loader.h b/modules/imgui-source/backends/imgui_impl_opengl3_loader.h new file mode 100644 index 0000000..2c48584 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_opengl3_loader.h @@ -0,0 +1,958 @@ +//----------------------------------------------------------------------------- +// About imgui_impl_opengl3_loader.h: +// +// We embed our own OpenGL loader to not require user to provide their own or to have to use ours, +// which proved to be endless problems for users. +// Our loader is custom-generated, based on gl3w but automatically filtered to only include +// enums/functions that we use in our imgui_impl_opengl3.cpp source file in order to be small. +// +// YOU SHOULD NOT NEED TO INCLUDE/USE THIS DIRECTLY. THIS IS USED BY imgui_impl_opengl3.cpp ONLY. +// THE REST OF YOUR APP SHOULD USE A DIFFERENT GL LOADER: ANY GL LOADER OF YOUR CHOICE. +// +// IF YOU GET BUILD ERRORS IN THIS FILE (commonly macro redefinitions or function redefinitions): +// IT LIKELY MEANS THAT YOU ARE BUILDING 'imgui_impl_opengl3.cpp' OR INCLUDING 'imgui_impl_opengl3_loader.h' +// IN THE SAME COMPILATION UNIT AS ONE OF YOUR FILE WHICH IS USING A THIRD-PARTY OPENGL LOADER. +// (e.g. COULD HAPPEN IF YOU ARE DOING A UNITY/JUMBO BUILD, OR INCLUDING .CPP FILES FROM OTHERS) +// YOU SHOULD NOT BUILD BOTH IN THE SAME COMPILATION UNIT. +// BUT IF YOU REALLY WANT TO, you can '#define IMGUI_IMPL_OPENGL_LOADER_CUSTOM' and imgui_impl_opengl3.cpp +// WILL NOT BE USING OUR LOADER, AND INSTEAD EXPECT ANOTHER/YOUR LOADER TO BE AVAILABLE IN THE COMPILATION UNIT. +// +// Regenerate with: +// python3 gl3w_gen.py --output ../imgui/backends/imgui_impl_opengl3_loader.h --ref ../imgui/backends/imgui_impl_opengl3.cpp ./extra_symbols.txt +// +// More info: +// https://github.com/dearimgui/gl3w_stripped +// https://github.com/ocornut/imgui/issues/4445 +//----------------------------------------------------------------------------- + +/* + * This file was generated with gl3w_gen.py, part of imgl3w + * (hosted at https://github.com/dearimgui/gl3w_stripped) + * + * This is free and unencumbered software released into the public domain. + * + * Anyone is free to copy, modify, publish, use, compile, sell, or + * distribute this software, either in source code form or as a compiled + * binary, for any purpose, commercial or non-commercial, and by any + * means. + * + * In jurisdictions that recognize copyright laws, the author or authors + * of this software dedicate any and all copyright interest in the + * software to the public domain. We make this dedication for the benefit + * of the public at large and to the detriment of our heirs and + * successors. We intend this dedication to be an overt act of + * relinquishment in perpetuity of all present and future rights to this + * software under copyright law. + * + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, + * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF + * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. + * IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR + * OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, + * ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR + * OTHER DEALINGS IN THE SOFTWARE. + */ + +#ifndef __gl3w_h_ +#define __gl3w_h_ + +// Adapted from KHR/khrplatform.h to avoid including entire file. +#ifndef __khrplatform_h_ +typedef float khronos_float_t; +typedef signed char khronos_int8_t; +typedef unsigned char khronos_uint8_t; +typedef signed short int khronos_int16_t; +typedef unsigned short int khronos_uint16_t; +#ifdef _WIN64 +typedef signed long long int khronos_intptr_t; +typedef signed long long int khronos_ssize_t; +#else +typedef signed long int khronos_intptr_t; +typedef signed long int khronos_ssize_t; +#endif + +#if defined(_MSC_VER) && !defined(__clang__) +typedef signed __int64 khronos_int64_t; +typedef unsigned __int64 khronos_uint64_t; +#elif (defined(__clang__) || defined(__GNUC__)) && (__cplusplus < 201100) +#include +typedef int64_t khronos_int64_t; +typedef uint64_t khronos_uint64_t; +#else +typedef signed long long khronos_int64_t; +typedef unsigned long long khronos_uint64_t; +#endif +#endif // __khrplatform_h_ + +#ifndef __gl_glcorearb_h_ +#define __gl_glcorearb_h_ 1 +#ifdef __cplusplus +extern "C" { +#endif +/* +** Copyright 2013-2020 The Khronos Group Inc. +** SPDX-License-Identifier: MIT +** +** This header is generated from the Khronos OpenGL / OpenGL ES XML +** API Registry. The current version of the Registry, generator scripts +** used to make the header, and the header can be found at +** https://github.com/KhronosGroup/OpenGL-Registry +*/ +#if defined(_WIN32) && !defined(APIENTRY) && !defined(__CYGWIN__) && !defined(__SCITECH_SNAP__) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include +#endif +#ifndef APIENTRY +#define APIENTRY +#endif +#ifndef APIENTRYP +#define APIENTRYP APIENTRY * +#endif +#ifndef GLAPI +#define GLAPI extern +#endif +/* glcorearb.h is for use with OpenGL core profile implementations. +** It should should be placed in the same directory as gl.h and +** included as . +** +** glcorearb.h includes only APIs in the latest OpenGL core profile +** implementation together with APIs in newer ARB extensions which +** can be supported by the core profile. It does not, and never will +** include functionality removed from the core profile, such as +** fixed-function vertex and fragment processing. +** +** Do not #include both and either of or +** in the same source file. +*/ +/* Generated C header for: + * API: gl + * Profile: core + * Versions considered: .* + * Versions emitted: .* + * Default extensions included: glcore + * Additional extensions included: _nomatch_^ + * Extensions removed: _nomatch_^ + */ +#ifndef GL_VERSION_1_0 +typedef void GLvoid; +typedef unsigned int GLenum; + +typedef khronos_float_t GLfloat; +typedef int GLint; +typedef int GLsizei; +typedef unsigned int GLbitfield; +typedef double GLdouble; +typedef unsigned int GLuint; +typedef unsigned char GLboolean; +typedef khronos_uint8_t GLubyte; +#define GL_COLOR_BUFFER_BIT 0x00004000 +#define GL_FALSE 0 +#define GL_TRUE 1 +#define GL_TRIANGLES 0x0004 +#define GL_ONE 1 +#define GL_SRC_ALPHA 0x0302 +#define GL_ONE_MINUS_SRC_ALPHA 0x0303 +#define GL_FRONT 0x0404 +#define GL_BACK 0x0405 +#define GL_FRONT_AND_BACK 0x0408 +#define GL_POLYGON_MODE 0x0B40 +#define GL_CULL_FACE 0x0B44 +#define GL_DEPTH_TEST 0x0B71 +#define GL_STENCIL_TEST 0x0B90 +#define GL_VIEWPORT 0x0BA2 +#define GL_BLEND 0x0BE2 +#define GL_SCISSOR_BOX 0x0C10 +#define GL_SCISSOR_TEST 0x0C11 +#define GL_UNPACK_ROW_LENGTH 0x0CF2 +#define GL_UNPACK_ALIGNMENT 0x0CF5 +#define GL_PACK_ALIGNMENT 0x0D05 +#define GL_MAX_TEXTURE_SIZE 0x0D33 +#define GL_TEXTURE_2D 0x0DE1 +#define GL_UNSIGNED_BYTE 0x1401 +#define GL_UNSIGNED_SHORT 0x1403 +#define GL_UNSIGNED_INT 0x1405 +#define GL_FLOAT 0x1406 +#define GL_RGBA 0x1908 +#define GL_FILL 0x1B02 +#define GL_VENDOR 0x1F00 +#define GL_RENDERER 0x1F01 +#define GL_VERSION 0x1F02 +#define GL_EXTENSIONS 0x1F03 +#define GL_NEAREST 0x2600 +#define GL_LINEAR 0x2601 +#define GL_TEXTURE_MAG_FILTER 0x2800 +#define GL_TEXTURE_MIN_FILTER 0x2801 +#define GL_TEXTURE_WRAP_S 0x2802 +#define GL_TEXTURE_WRAP_T 0x2803 +#define GL_REPEAT 0x2901 +typedef void (APIENTRYP PFNGLPOLYGONMODEPROC) (GLenum face, GLenum mode); +typedef void (APIENTRYP PFNGLSCISSORPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +typedef void (APIENTRYP PFNGLTEXPARAMETERIPROC) (GLenum target, GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLTEXIMAGE2DPROC) (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLCLEARPROC) (GLbitfield mask); +typedef void (APIENTRYP PFNGLCLEARCOLORPROC) (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +typedef void (APIENTRYP PFNGLDISABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLENABLEPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLFLUSHPROC) (void); +typedef void (APIENTRYP PFNGLPIXELSTOREIPROC) (GLenum pname, GLint param); +typedef void (APIENTRYP PFNGLREADPIXELSPROC) (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +typedef GLenum (APIENTRYP PFNGLGETERRORPROC) (void); +typedef void (APIENTRYP PFNGLGETINTEGERVPROC) (GLenum pname, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGPROC) (GLenum name); +typedef GLboolean (APIENTRYP PFNGLISENABLEDPROC) (GLenum cap); +typedef void (APIENTRYP PFNGLVIEWPORTPROC) (GLint x, GLint y, GLsizei width, GLsizei height); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glPolygonMode (GLenum face, GLenum mode); +GLAPI void APIENTRY glScissor (GLint x, GLint y, GLsizei width, GLsizei height); +GLAPI void APIENTRY glTexParameteri (GLenum target, GLenum pname, GLint param); +GLAPI void APIENTRY glTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glClear (GLbitfield mask); +GLAPI void APIENTRY glClearColor (GLfloat red, GLfloat green, GLfloat blue, GLfloat alpha); +GLAPI void APIENTRY glDisable (GLenum cap); +GLAPI void APIENTRY glEnable (GLenum cap); +GLAPI void APIENTRY glFlush (void); +GLAPI void APIENTRY glPixelStorei (GLenum pname, GLint param); +GLAPI void APIENTRY glReadPixels (GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, void *pixels); +GLAPI GLenum APIENTRY glGetError (void); +GLAPI void APIENTRY glGetIntegerv (GLenum pname, GLint *data); +GLAPI const GLubyte *APIENTRY glGetString (GLenum name); +GLAPI GLboolean APIENTRY glIsEnabled (GLenum cap); +GLAPI void APIENTRY glViewport (GLint x, GLint y, GLsizei width, GLsizei height); +#endif +#endif /* GL_VERSION_1_0 */ +#ifndef GL_VERSION_1_1 +typedef khronos_float_t GLclampf; +typedef double GLclampd; +#define GL_TEXTURE_BINDING_2D 0x8069 +typedef void (APIENTRYP PFNGLDRAWELEMENTSPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices); +typedef void (APIENTRYP PFNGLTEXSUBIMAGE2DPROC) (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +typedef void (APIENTRYP PFNGLBINDTEXTUREPROC) (GLenum target, GLuint texture); +typedef void (APIENTRYP PFNGLDELETETEXTURESPROC) (GLsizei n, const GLuint *textures); +typedef void (APIENTRYP PFNGLGENTEXTURESPROC) (GLsizei n, GLuint *textures); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElements (GLenum mode, GLsizei count, GLenum type, const void *indices); +GLAPI void APIENTRY glTexSubImage2D (GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const void *pixels); +GLAPI void APIENTRY glBindTexture (GLenum target, GLuint texture); +GLAPI void APIENTRY glDeleteTextures (GLsizei n, const GLuint *textures); +GLAPI void APIENTRY glGenTextures (GLsizei n, GLuint *textures); +#endif +#endif /* GL_VERSION_1_1 */ +#ifndef GL_VERSION_1_2 +#define GL_CLAMP_TO_EDGE 0x812F +#endif /* GL_VERSION_1_2 */ +#ifndef GL_VERSION_1_3 +#define GL_TEXTURE0 0x84C0 +#define GL_ACTIVE_TEXTURE 0x84E0 +typedef void (APIENTRYP PFNGLACTIVETEXTUREPROC) (GLenum texture); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glActiveTexture (GLenum texture); +#endif +#endif /* GL_VERSION_1_3 */ +#ifndef GL_VERSION_1_4 +#define GL_BLEND_DST_RGB 0x80C8 +#define GL_BLEND_SRC_RGB 0x80C9 +#define GL_BLEND_DST_ALPHA 0x80CA +#define GL_BLEND_SRC_ALPHA 0x80CB +#define GL_FUNC_ADD 0x8006 +typedef void (APIENTRYP PFNGLBLENDFUNCSEPARATEPROC) (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +typedef void (APIENTRYP PFNGLBLENDEQUATIONPROC) (GLenum mode); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendFuncSeparate (GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha); +GLAPI void APIENTRY glBlendEquation (GLenum mode); +#endif +#endif /* GL_VERSION_1_4 */ +#ifndef GL_VERSION_1_5 +typedef khronos_ssize_t GLsizeiptr; +typedef khronos_intptr_t GLintptr; +#define GL_ARRAY_BUFFER 0x8892 +#define GL_ELEMENT_ARRAY_BUFFER 0x8893 +#define GL_ARRAY_BUFFER_BINDING 0x8894 +#define GL_ELEMENT_ARRAY_BUFFER_BINDING 0x8895 +#define GL_STREAM_DRAW 0x88E0 +typedef void (APIENTRYP PFNGLBINDBUFFERPROC) (GLenum target, GLuint buffer); +typedef void (APIENTRYP PFNGLDELETEBUFFERSPROC) (GLsizei n, const GLuint *buffers); +typedef void (APIENTRYP PFNGLGENBUFFERSPROC) (GLsizei n, GLuint *buffers); +typedef void (APIENTRYP PFNGLBUFFERDATAPROC) (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +typedef void (APIENTRYP PFNGLBUFFERSUBDATAPROC) (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBindBuffer (GLenum target, GLuint buffer); +GLAPI void APIENTRY glDeleteBuffers (GLsizei n, const GLuint *buffers); +GLAPI void APIENTRY glGenBuffers (GLsizei n, GLuint *buffers); +GLAPI void APIENTRY glBufferData (GLenum target, GLsizeiptr size, const void *data, GLenum usage); +GLAPI void APIENTRY glBufferSubData (GLenum target, GLintptr offset, GLsizeiptr size, const void *data); +#endif +#endif /* GL_VERSION_1_5 */ +#ifndef GL_VERSION_2_0 +typedef char GLchar; +typedef khronos_int16_t GLshort; +typedef khronos_int8_t GLbyte; +typedef khronos_uint16_t GLushort; +#define GL_BLEND_EQUATION_RGB 0x8009 +#define GL_VERTEX_ATTRIB_ARRAY_ENABLED 0x8622 +#define GL_VERTEX_ATTRIB_ARRAY_SIZE 0x8623 +#define GL_VERTEX_ATTRIB_ARRAY_STRIDE 0x8624 +#define GL_VERTEX_ATTRIB_ARRAY_TYPE 0x8625 +#define GL_VERTEX_ATTRIB_ARRAY_POINTER 0x8645 +#define GL_BLEND_EQUATION_ALPHA 0x883D +#define GL_VERTEX_ATTRIB_ARRAY_NORMALIZED 0x886A +#define GL_FRAGMENT_SHADER 0x8B30 +#define GL_VERTEX_SHADER 0x8B31 +#define GL_COMPILE_STATUS 0x8B81 +#define GL_LINK_STATUS 0x8B82 +#define GL_INFO_LOG_LENGTH 0x8B84 +#define GL_CURRENT_PROGRAM 0x8B8D +#define GL_UPPER_LEFT 0x8CA2 +typedef void (APIENTRYP PFNGLBLENDEQUATIONSEPARATEPROC) (GLenum modeRGB, GLenum modeAlpha); +typedef void (APIENTRYP PFNGLATTACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLCOMPILESHADERPROC) (GLuint shader); +typedef GLuint (APIENTRYP PFNGLCREATEPROGRAMPROC) (void); +typedef GLuint (APIENTRYP PFNGLCREATESHADERPROC) (GLenum type); +typedef void (APIENTRYP PFNGLDELETEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLDELETESHADERPROC) (GLuint shader); +typedef void (APIENTRYP PFNGLDETACHSHADERPROC) (GLuint program, GLuint shader); +typedef void (APIENTRYP PFNGLDISABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef void (APIENTRYP PFNGLENABLEVERTEXATTRIBARRAYPROC) (GLuint index); +typedef GLint (APIENTRYP PFNGLGETATTRIBLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETPROGRAMIVPROC) (GLuint program, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETPROGRAMINFOLOGPROC) (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef void (APIENTRYP PFNGLGETSHADERIVPROC) (GLuint shader, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETSHADERINFOLOGPROC) (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +typedef GLint (APIENTRYP PFNGLGETUNIFORMLOCATIONPROC) (GLuint program, const GLchar *name); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBIVPROC) (GLuint index, GLenum pname, GLint *params); +typedef void (APIENTRYP PFNGLGETVERTEXATTRIBPOINTERVPROC) (GLuint index, GLenum pname, void **pointer); +typedef GLboolean (APIENTRYP PFNGLISPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLLINKPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLSHADERSOURCEPROC) (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +typedef void (APIENTRYP PFNGLUSEPROGRAMPROC) (GLuint program); +typedef void (APIENTRYP PFNGLUNIFORM1IPROC) (GLint location, GLint v0); +typedef void (APIENTRYP PFNGLUNIFORMMATRIX4FVPROC) (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +typedef void (APIENTRYP PFNGLVERTEXATTRIBPOINTERPROC) (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glBlendEquationSeparate (GLenum modeRGB, GLenum modeAlpha); +GLAPI void APIENTRY glAttachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glCompileShader (GLuint shader); +GLAPI GLuint APIENTRY glCreateProgram (void); +GLAPI GLuint APIENTRY glCreateShader (GLenum type); +GLAPI void APIENTRY glDeleteProgram (GLuint program); +GLAPI void APIENTRY glDeleteShader (GLuint shader); +GLAPI void APIENTRY glDetachShader (GLuint program, GLuint shader); +GLAPI void APIENTRY glDisableVertexAttribArray (GLuint index); +GLAPI void APIENTRY glEnableVertexAttribArray (GLuint index); +GLAPI GLint APIENTRY glGetAttribLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetProgramiv (GLuint program, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetProgramInfoLog (GLuint program, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI void APIENTRY glGetShaderiv (GLuint shader, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetShaderInfoLog (GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog); +GLAPI GLint APIENTRY glGetUniformLocation (GLuint program, const GLchar *name); +GLAPI void APIENTRY glGetVertexAttribiv (GLuint index, GLenum pname, GLint *params); +GLAPI void APIENTRY glGetVertexAttribPointerv (GLuint index, GLenum pname, void **pointer); +GLAPI GLboolean APIENTRY glIsProgram (GLuint program); +GLAPI void APIENTRY glLinkProgram (GLuint program); +GLAPI void APIENTRY glShaderSource (GLuint shader, GLsizei count, const GLchar *const*string, const GLint *length); +GLAPI void APIENTRY glUseProgram (GLuint program); +GLAPI void APIENTRY glUniform1i (GLint location, GLint v0); +GLAPI void APIENTRY glUniformMatrix4fv (GLint location, GLsizei count, GLboolean transpose, const GLfloat *value); +GLAPI void APIENTRY glVertexAttribPointer (GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, const void *pointer); +#endif +#endif /* GL_VERSION_2_0 */ +#ifndef GL_VERSION_2_1 +#define GL_PIXEL_UNPACK_BUFFER 0x88EC +#define GL_PIXEL_UNPACK_BUFFER_BINDING 0x88EF +#endif /* GL_VERSION_2_1 */ +#ifndef GL_VERSION_3_0 +typedef khronos_uint16_t GLhalf; +#define GL_MAJOR_VERSION 0x821B +#define GL_MINOR_VERSION 0x821C +#define GL_NUM_EXTENSIONS 0x821D +#define GL_FRAMEBUFFER_SRGB 0x8DB9 +#define GL_VERTEX_ARRAY_BINDING 0x85B5 +typedef void (APIENTRYP PFNGLGETBOOLEANI_VPROC) (GLenum target, GLuint index, GLboolean *data); +typedef void (APIENTRYP PFNGLGETINTEGERI_VPROC) (GLenum target, GLuint index, GLint *data); +typedef const GLubyte *(APIENTRYP PFNGLGETSTRINGIPROC) (GLenum name, GLuint index); +typedef void (APIENTRYP PFNGLBINDVERTEXARRAYPROC) (GLuint array); +typedef void (APIENTRYP PFNGLDELETEVERTEXARRAYSPROC) (GLsizei n, const GLuint *arrays); +typedef void (APIENTRYP PFNGLGENVERTEXARRAYSPROC) (GLsizei n, GLuint *arrays); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI const GLubyte *APIENTRY glGetStringi (GLenum name, GLuint index); +GLAPI void APIENTRY glBindVertexArray (GLuint array); +GLAPI void APIENTRY glDeleteVertexArrays (GLsizei n, const GLuint *arrays); +GLAPI void APIENTRY glGenVertexArrays (GLsizei n, GLuint *arrays); +#endif +#endif /* GL_VERSION_3_0 */ +#ifndef GL_VERSION_3_1 +#define GL_VERSION_3_1 1 +#define GL_PRIMITIVE_RESTART 0x8F9D +#endif /* GL_VERSION_3_1 */ +#ifndef GL_VERSION_3_2 +#define GL_VERSION_3_2 1 +typedef struct __GLsync *GLsync; +typedef khronos_uint64_t GLuint64; +typedef khronos_int64_t GLint64; +#define GL_CONTEXT_COMPATIBILITY_PROFILE_BIT 0x00000002 +#define GL_CONTEXT_PROFILE_MASK 0x9126 +typedef void (APIENTRYP PFNGLDRAWELEMENTSBASEVERTEXPROC) (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +typedef void (APIENTRYP PFNGLGETINTEGER64I_VPROC) (GLenum target, GLuint index, GLint64 *data); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glDrawElementsBaseVertex (GLenum mode, GLsizei count, GLenum type, const void *indices, GLint basevertex); +#endif +#endif /* GL_VERSION_3_2 */ +#ifndef GL_VERSION_3_3 +#define GL_VERSION_3_3 1 +#define GL_SAMPLER_BINDING 0x8919 +typedef void (APIENTRYP PFNGLGENSAMPLERSPROC) (GLsizei count, GLuint *samplers); +typedef void (APIENTRYP PFNGLDELETESAMPLERSPROC) (GLsizei count, const GLuint *samplers); +typedef void (APIENTRYP PFNGLBINDSAMPLERPROC) (GLuint unit, GLuint sampler); +typedef void (APIENTRYP PFNGLSAMPLERPARAMETERIPROC) (GLuint sampler, GLenum pname, GLint param); +#ifdef GL_GLEXT_PROTOTYPES +GLAPI void APIENTRY glGenSamplers (GLsizei count, GLuint *samplers); +GLAPI void APIENTRY glDeleteSamplers (GLsizei count, const GLuint *samplers); +GLAPI void APIENTRY glBindSampler (GLuint unit, GLuint sampler); +GLAPI void APIENTRY glSamplerParameteri (GLuint sampler, GLenum pname, GLint param); +#endif +#endif /* GL_VERSION_3_3 */ +#ifndef GL_VERSION_4_1 +typedef void (APIENTRYP PFNGLGETFLOATI_VPROC) (GLenum target, GLuint index, GLfloat *data); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VPROC) (GLenum target, GLuint index, GLdouble *data); +#endif /* GL_VERSION_4_1 */ +#ifndef GL_VERSION_4_3 +typedef void (APIENTRY *GLDEBUGPROC)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_VERSION_4_3 */ +#ifndef GL_VERSION_4_5 +#define GL_CLIP_ORIGIN 0x935C +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint *param); +typedef void (APIENTRYP PFNGLGETTRANSFORMFEEDBACKI64_VPROC) (GLuint xfb, GLenum pname, GLuint index, GLint64 *param); +#endif /* GL_VERSION_4_5 */ +#ifndef GL_ARB_bindless_texture +typedef khronos_uint64_t GLuint64EXT; +#endif /* GL_ARB_bindless_texture */ +#ifndef GL_ARB_cl_event +struct _cl_context; +struct _cl_event; +#endif /* GL_ARB_cl_event */ +#ifndef GL_ARB_clip_control +#define GL_ARB_clip_control 1 +#endif /* GL_ARB_clip_control */ +#ifndef GL_ARB_debug_output +typedef void (APIENTRY *GLDEBUGPROCARB)(GLenum source,GLenum type,GLuint id,GLenum severity,GLsizei length,const GLchar *message,const void *userParam); +#endif /* GL_ARB_debug_output */ +#ifndef GL_EXT_EGL_image_storage +typedef void *GLeglImageOES; +#endif /* GL_EXT_EGL_image_storage */ +#ifndef GL_EXT_direct_state_access +typedef void (APIENTRYP PFNGLGETFLOATI_VEXTPROC) (GLenum pname, GLuint index, GLfloat *params); +typedef void (APIENTRYP PFNGLGETDOUBLEI_VEXTPROC) (GLenum pname, GLuint index, GLdouble *params); +typedef void (APIENTRYP PFNGLGETPOINTERI_VEXTPROC) (GLenum pname, GLuint index, void **params); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYINTEGERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, GLint *param); +typedef void (APIENTRYP PFNGLGETVERTEXARRAYPOINTERI_VEXTPROC) (GLuint vaobj, GLuint index, GLenum pname, void **param); +#endif /* GL_EXT_direct_state_access */ +#ifndef GL_NV_draw_vulkan_image +typedef void (APIENTRY *GLVULKANPROCNV)(void); +#endif /* GL_NV_draw_vulkan_image */ +#ifndef GL_NV_gpu_shader5 +typedef khronos_int64_t GLint64EXT; +#endif /* GL_NV_gpu_shader5 */ +#ifndef GL_NV_vertex_buffer_unified_memory +typedef void (APIENTRYP PFNGLGETINTEGERUI64I_VNVPROC) (GLenum value, GLuint index, GLuint64EXT *result); +#endif /* GL_NV_vertex_buffer_unified_memory */ +#ifdef __cplusplus +} +#endif +#endif + +#ifndef GL3W_API +#define GL3W_API +#endif + +#ifndef __gl_h_ +#define __gl_h_ +#endif + +#ifdef __cplusplus +extern "C" { +#endif + +#define GL3W_OK 0 +#define GL3W_ERROR_INIT -1 +#define GL3W_ERROR_LIBRARY_OPEN -2 +#define GL3W_ERROR_OPENGL_VERSION -3 + +typedef void (*GL3WglProc)(void); +typedef GL3WglProc (*GL3WGetProcAddressProc)(const char *proc); + +/* gl3w api */ +GL3W_API int imgl3wInit(void); +GL3W_API int imgl3wInit2(GL3WGetProcAddressProc proc); +GL3W_API void imgl3wShutdown(void); +GL3W_API int imgl3wIsSupported(int major, int minor); +GL3W_API GL3WglProc imgl3wGetProcAddress(const char *proc); + +/* gl3w internal state */ +union ImGL3WProcs { + GL3WglProc ptr[63]; + struct { + PFNGLACTIVETEXTUREPROC ActiveTexture; + PFNGLATTACHSHADERPROC AttachShader; + PFNGLBINDBUFFERPROC BindBuffer; + PFNGLBINDSAMPLERPROC BindSampler; + PFNGLBINDTEXTUREPROC BindTexture; + PFNGLBINDVERTEXARRAYPROC BindVertexArray; + PFNGLBLENDEQUATIONPROC BlendEquation; + PFNGLBLENDEQUATIONSEPARATEPROC BlendEquationSeparate; + PFNGLBLENDFUNCSEPARATEPROC BlendFuncSeparate; + PFNGLBUFFERDATAPROC BufferData; + PFNGLBUFFERSUBDATAPROC BufferSubData; + PFNGLCLEARPROC Clear; + PFNGLCLEARCOLORPROC ClearColor; + PFNGLCOMPILESHADERPROC CompileShader; + PFNGLCREATEPROGRAMPROC CreateProgram; + PFNGLCREATESHADERPROC CreateShader; + PFNGLDELETEBUFFERSPROC DeleteBuffers; + PFNGLDELETEPROGRAMPROC DeleteProgram; + PFNGLDELETESAMPLERSPROC DeleteSamplers; + PFNGLDELETESHADERPROC DeleteShader; + PFNGLDELETETEXTURESPROC DeleteTextures; + PFNGLDELETEVERTEXARRAYSPROC DeleteVertexArrays; + PFNGLDETACHSHADERPROC DetachShader; + PFNGLDISABLEPROC Disable; + PFNGLDISABLEVERTEXATTRIBARRAYPROC DisableVertexAttribArray; + PFNGLDRAWELEMENTSPROC DrawElements; + PFNGLDRAWELEMENTSBASEVERTEXPROC DrawElementsBaseVertex; + PFNGLENABLEPROC Enable; + PFNGLENABLEVERTEXATTRIBARRAYPROC EnableVertexAttribArray; + PFNGLFLUSHPROC Flush; + PFNGLGENBUFFERSPROC GenBuffers; + PFNGLGENSAMPLERSPROC GenSamplers; + PFNGLGENTEXTURESPROC GenTextures; + PFNGLGENVERTEXARRAYSPROC GenVertexArrays; + PFNGLGETATTRIBLOCATIONPROC GetAttribLocation; + PFNGLGETERRORPROC GetError; + PFNGLGETINTEGERVPROC GetIntegerv; + PFNGLGETPROGRAMINFOLOGPROC GetProgramInfoLog; + PFNGLGETPROGRAMIVPROC GetProgramiv; + PFNGLGETSHADERINFOLOGPROC GetShaderInfoLog; + PFNGLGETSHADERIVPROC GetShaderiv; + PFNGLGETSTRINGPROC GetString; + PFNGLGETSTRINGIPROC GetStringi; + PFNGLGETUNIFORMLOCATIONPROC GetUniformLocation; + PFNGLGETVERTEXATTRIBPOINTERVPROC GetVertexAttribPointerv; + PFNGLGETVERTEXATTRIBIVPROC GetVertexAttribiv; + PFNGLISENABLEDPROC IsEnabled; + PFNGLISPROGRAMPROC IsProgram; + PFNGLLINKPROGRAMPROC LinkProgram; + PFNGLPIXELSTOREIPROC PixelStorei; + PFNGLPOLYGONMODEPROC PolygonMode; + PFNGLREADPIXELSPROC ReadPixels; + PFNGLSAMPLERPARAMETERIPROC SamplerParameteri; + PFNGLSCISSORPROC Scissor; + PFNGLSHADERSOURCEPROC ShaderSource; + PFNGLTEXIMAGE2DPROC TexImage2D; + PFNGLTEXPARAMETERIPROC TexParameteri; + PFNGLTEXSUBIMAGE2DPROC TexSubImage2D; + PFNGLUNIFORM1IPROC Uniform1i; + PFNGLUNIFORMMATRIX4FVPROC UniformMatrix4fv; + PFNGLUSEPROGRAMPROC UseProgram; + PFNGLVERTEXATTRIBPOINTERPROC VertexAttribPointer; + PFNGLVIEWPORTPROC Viewport; + } gl; +}; + +GL3W_API extern union ImGL3WProcs imgl3wProcs; + +/* OpenGL functions */ +#define glActiveTexture imgl3wProcs.gl.ActiveTexture +#define glAttachShader imgl3wProcs.gl.AttachShader +#define glBindBuffer imgl3wProcs.gl.BindBuffer +#define glBindSampler imgl3wProcs.gl.BindSampler +#define glBindTexture imgl3wProcs.gl.BindTexture +#define glBindVertexArray imgl3wProcs.gl.BindVertexArray +#define glBlendEquation imgl3wProcs.gl.BlendEquation +#define glBlendEquationSeparate imgl3wProcs.gl.BlendEquationSeparate +#define glBlendFuncSeparate imgl3wProcs.gl.BlendFuncSeparate +#define glBufferData imgl3wProcs.gl.BufferData +#define glBufferSubData imgl3wProcs.gl.BufferSubData +#define glClear imgl3wProcs.gl.Clear +#define glClearColor imgl3wProcs.gl.ClearColor +#define glCompileShader imgl3wProcs.gl.CompileShader +#define glCreateProgram imgl3wProcs.gl.CreateProgram +#define glCreateShader imgl3wProcs.gl.CreateShader +#define glDeleteBuffers imgl3wProcs.gl.DeleteBuffers +#define glDeleteProgram imgl3wProcs.gl.DeleteProgram +#define glDeleteSamplers imgl3wProcs.gl.DeleteSamplers +#define glDeleteShader imgl3wProcs.gl.DeleteShader +#define glDeleteTextures imgl3wProcs.gl.DeleteTextures +#define glDeleteVertexArrays imgl3wProcs.gl.DeleteVertexArrays +#define glDetachShader imgl3wProcs.gl.DetachShader +#define glDisable imgl3wProcs.gl.Disable +#define glDisableVertexAttribArray imgl3wProcs.gl.DisableVertexAttribArray +#define glDrawElements imgl3wProcs.gl.DrawElements +#define glDrawElementsBaseVertex imgl3wProcs.gl.DrawElementsBaseVertex +#define glEnable imgl3wProcs.gl.Enable +#define glEnableVertexAttribArray imgl3wProcs.gl.EnableVertexAttribArray +#define glFlush imgl3wProcs.gl.Flush +#define glGenBuffers imgl3wProcs.gl.GenBuffers +#define glGenSamplers imgl3wProcs.gl.GenSamplers +#define glGenTextures imgl3wProcs.gl.GenTextures +#define glGenVertexArrays imgl3wProcs.gl.GenVertexArrays +#define glGetAttribLocation imgl3wProcs.gl.GetAttribLocation +#define glGetError imgl3wProcs.gl.GetError +#define glGetIntegerv imgl3wProcs.gl.GetIntegerv +#define glGetProgramInfoLog imgl3wProcs.gl.GetProgramInfoLog +#define glGetProgramiv imgl3wProcs.gl.GetProgramiv +#define glGetShaderInfoLog imgl3wProcs.gl.GetShaderInfoLog +#define glGetShaderiv imgl3wProcs.gl.GetShaderiv +#define glGetString imgl3wProcs.gl.GetString +#define glGetStringi imgl3wProcs.gl.GetStringi +#define glGetUniformLocation imgl3wProcs.gl.GetUniformLocation +#define glGetVertexAttribPointerv imgl3wProcs.gl.GetVertexAttribPointerv +#define glGetVertexAttribiv imgl3wProcs.gl.GetVertexAttribiv +#define glIsEnabled imgl3wProcs.gl.IsEnabled +#define glIsProgram imgl3wProcs.gl.IsProgram +#define glLinkProgram imgl3wProcs.gl.LinkProgram +#define glPixelStorei imgl3wProcs.gl.PixelStorei +#define glPolygonMode imgl3wProcs.gl.PolygonMode +#define glReadPixels imgl3wProcs.gl.ReadPixels +#define glSamplerParameteri imgl3wProcs.gl.SamplerParameteri +#define glScissor imgl3wProcs.gl.Scissor +#define glShaderSource imgl3wProcs.gl.ShaderSource +#define glTexImage2D imgl3wProcs.gl.TexImage2D +#define glTexParameteri imgl3wProcs.gl.TexParameteri +#define glTexSubImage2D imgl3wProcs.gl.TexSubImage2D +#define glUniform1i imgl3wProcs.gl.Uniform1i +#define glUniformMatrix4fv imgl3wProcs.gl.UniformMatrix4fv +#define glUseProgram imgl3wProcs.gl.UseProgram +#define glVertexAttribPointer imgl3wProcs.gl.VertexAttribPointer +#define glViewport imgl3wProcs.gl.Viewport + +#ifdef __cplusplus +} +#endif + +#endif + +#ifdef IMGL3W_IMPL +#ifdef __cplusplus +extern "C" { +#endif + +#include + +#define GL3W_ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0])) + +#if defined(_WIN32) +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN 1 +#endif +#include + +static HMODULE libgl = NULL; +typedef PROC(__stdcall* GL3WglGetProcAddr)(LPCSTR); +static GL3WglGetProcAddr wgl_get_proc_address; + +static int open_libgl(void) +{ + libgl = LoadLibraryA("opengl32.dll"); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + wgl_get_proc_address = (GL3WglGetProcAddr)GetProcAddress(libgl, "wglGetProcAddress"); + return GL3W_OK; +} + +static void close_libgl(void) { FreeLibrary(libgl); libgl = NULL; } +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + res = (GL3WglProc)wgl_get_proc_address(proc); + if (!res) + res = (GL3WglProc)GetProcAddress(libgl, proc); + return res; +} +#elif defined(__APPLE__) +#include + +static void *libgl = NULL; +static int open_libgl(void) +{ + libgl = dlopen("/System/Library/Frameworks/OpenGL.framework/OpenGL", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + return GL3W_ERROR_LIBRARY_OPEN; + return GL3W_OK; +} + +static void close_libgl(void) { dlclose(libgl); libgl = NULL; } + +static GL3WglProc get_proc(const char *proc) +{ + GL3WglProc res; + *(void **)(&res) = dlsym(libgl, proc); + return res; +} +#else +#include + +static void* libgl; // OpenGL library +static void* libglx; // GLX library +static void* libegl; // EGL library +static GL3WGetProcAddressProc gl_get_proc_address; + +static void close_libgl(void) +{ + if (libgl) { + dlclose(libgl); + libgl = NULL; + } + if (libegl) { + dlclose(libegl); + libegl = NULL; + } + if (libglx) { + dlclose(libglx); + libglx = NULL; + } +} + +static int is_library_loaded(const char* name, void** lib) +{ +#if defined(__HAIKU__) + *lib = NULL; // no support for RTLD_NOLOAD on Haiku. +#else + *lib = dlopen(name, RTLD_LAZY | RTLD_LOCAL | RTLD_NOLOAD); +#endif + return *lib != NULL; +} + +static int open_libs(void) +{ + // On Linux we have two APIs to get process addresses: EGL and GLX. + // EGL is supported under both X11 and Wayland, whereas GLX is X11-specific. + + libgl = NULL; + libegl = NULL; + libglx = NULL; + + // First check what's already loaded, the windowing library might have + // already loaded either EGL or GLX and we want to use the same one. + + if (is_library_loaded("libEGL.so.1", &libegl) || + is_library_loaded("libGLX.so.0", &libglx)) { + libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); + if (libgl) + return GL3W_OK; + else + close_libgl(); + } + + if (is_library_loaded("libGL.so", &libgl)) + return GL3W_OK; + if (is_library_loaded("libGL.so.1", &libgl)) + return GL3W_OK; + if (is_library_loaded("libGL.so.3", &libgl)) + return GL3W_OK; + + // Neither is already loaded, so we have to load one. Try EGL first + // because it is supported under both X11 and Wayland. + + // Load OpenGL + EGL + libgl = dlopen("libOpenGL.so.0", RTLD_LAZY | RTLD_LOCAL); + libegl = dlopen("libEGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (libgl && libegl) + return GL3W_OK; + else + close_libgl(); + + // Fall back to legacy libGL, which includes GLX + // While most systems use libGL.so.1, NetBSD seems to use that libGL.so.3. See https://github.com/ocornut/imgui/issues/6983 + libgl = dlopen("libGL.so", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + libgl = dlopen("libGL.so.1", RTLD_LAZY | RTLD_LOCAL); + if (!libgl) + libgl = dlopen("libGL.so.3", RTLD_LAZY | RTLD_LOCAL); + + if (libgl) + return GL3W_OK; + + return GL3W_ERROR_LIBRARY_OPEN; +} + +static int open_libgl(void) +{ + int res = open_libs(); + if (res) + return res; + + if (libegl) + *(void**)(&gl_get_proc_address) = dlsym(libegl, "eglGetProcAddress"); + else if (libglx) + *(void**)(&gl_get_proc_address) = dlsym(libglx, "glXGetProcAddressARB"); + else + *(void**)(&gl_get_proc_address) = dlsym(libgl, "glXGetProcAddressARB"); + + if (!gl_get_proc_address) { + close_libgl(); + return GL3W_ERROR_LIBRARY_OPEN; + } + + return GL3W_OK; +} + +static GL3WglProc get_proc(const char* proc) +{ + GL3WglProc res = NULL; + + // Before EGL version 1.5, eglGetProcAddress doesn't support querying core + // functions and may return a dummy function if we try, so try to load the + // function from the GL library directly first. + if (libegl) + *(void**)(&res) = dlsym(libgl, proc); + + if (!res) + res = gl_get_proc_address(proc); + + if (!libegl && !res) + *(void**)(&res) = dlsym(libgl, proc); + + return res; +} +#endif + +static struct { int major, minor; } version; + +static int parse_version(void) +{ + if (!glGetIntegerv) + return GL3W_ERROR_INIT; + glGetIntegerv(GL_MAJOR_VERSION, &version.major); + glGetIntegerv(GL_MINOR_VERSION, &version.minor); + if (version.major == 0 && version.minor == 0) + { + // Query GL_VERSION in desktop GL 2.x, the string will start with "." + if (const char* gl_version = (const char*)glGetString(GL_VERSION)) + sscanf(gl_version, "%d.%d", &version.major, &version.minor); + } + if (version.major < 2) + return GL3W_ERROR_OPENGL_VERSION; + return GL3W_OK; +} + +static void load_procs(GL3WGetProcAddressProc proc); +static void clear_procs(); + +int imgl3wInit(void) +{ + int res = open_libgl(); + if (res) + return res; + atexit(close_libgl); + return imgl3wInit2(get_proc); +} + +int imgl3wInit2(GL3WGetProcAddressProc proc) +{ + load_procs(proc); + return parse_version(); +} + +void imgl3wShutdown(void) +{ + close_libgl(); + clear_procs(); +} + +int imgl3wIsSupported(int major, int minor) +{ + if (major < 2) + return 0; + if (version.major == major) + return version.minor >= minor; + return version.major >= major; +} + +GL3WglProc imgl3wGetProcAddress(const char *proc) { return get_proc(proc); } + +static const char *proc_names[] = { + "glActiveTexture", + "glAttachShader", + "glBindBuffer", + "glBindSampler", + "glBindTexture", + "glBindVertexArray", + "glBlendEquation", + "glBlendEquationSeparate", + "glBlendFuncSeparate", + "glBufferData", + "glBufferSubData", + "glClear", + "glClearColor", + "glCompileShader", + "glCreateProgram", + "glCreateShader", + "glDeleteBuffers", + "glDeleteProgram", + "glDeleteSamplers", + "glDeleteShader", + "glDeleteTextures", + "glDeleteVertexArrays", + "glDetachShader", + "glDisable", + "glDisableVertexAttribArray", + "glDrawElements", + "glDrawElementsBaseVertex", + "glEnable", + "glEnableVertexAttribArray", + "glFlush", + "glGenBuffers", + "glGenSamplers", + "glGenTextures", + "glGenVertexArrays", + "glGetAttribLocation", + "glGetError", + "glGetIntegerv", + "glGetProgramInfoLog", + "glGetProgramiv", + "glGetShaderInfoLog", + "glGetShaderiv", + "glGetString", + "glGetStringi", + "glGetUniformLocation", + "glGetVertexAttribPointerv", + "glGetVertexAttribiv", + "glIsEnabled", + "glIsProgram", + "glLinkProgram", + "glPixelStorei", + "glPolygonMode", + "glReadPixels", + "glSamplerParameteri", + "glScissor", + "glShaderSource", + "glTexImage2D", + "glTexParameteri", + "glTexSubImage2D", + "glUniform1i", + "glUniformMatrix4fv", + "glUseProgram", + "glVertexAttribPointer", + "glViewport", +}; + +GL3W_API union ImGL3WProcs imgl3wProcs; + +static void load_procs(GL3WGetProcAddressProc proc) +{ + size_t i; + for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++) + imgl3wProcs.ptr[i] = proc(proc_names[i]); +} + +static void clear_procs() +{ + size_t i; + for (i = 0; i < GL3W_ARRAY_SIZE(proc_names); i++) + imgl3wProcs.ptr[i] = nullptr; +} + +#ifdef __cplusplus +} +#endif +#endif diff --git a/modules/imgui-source/backends/imgui_impl_osx.h b/modules/imgui-source/backends/imgui_impl_osx.h new file mode 100644 index 0000000..d944f3e --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_osx.h @@ -0,0 +1,58 @@ +// dear imgui: Platform Backend for OSX / Cocoa +// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. +// - Requires linking with the GameController framework ("-framework GameController"). + +// Implemented features: +// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend). +// [X] Platform: Mouse support. Can discriminate Mouse/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: IME support. +// [x] Platform: Multi-viewport / platform windows. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration +// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +#ifdef __OBJC__ + +@class NSEvent; +@class NSView; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(NSView* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(NSView* _Nullable view); + +#endif + +//----------------------------------------------------------------------------- +// C++ API +//----------------------------------------------------------------------------- + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS +// #include +#ifndef __OBJC__ + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view); +IMGUI_IMPL_API void ImGui_ImplOSX_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view); + +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_osx.mm b/modules/imgui-source/backends/imgui_impl_osx.mm new file mode 100644 index 0000000..c60aa4c --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_osx.mm @@ -0,0 +1,1175 @@ +// dear imgui: Platform Backend for OSX / Cocoa +// This needs to be used along with a Renderer (e.g. OpenGL2, OpenGL3, Vulkan, Metal..) +// - Not well tested. If you want a portable application, prefer using the GLFW or SDL platform Backends on Mac. +// - Requires linking with the GameController framework ("-framework GameController"). + +// Implemented features: +// [X] Platform: Clipboard support is part of core Dear ImGui (no specific code in this backend). +// [X] Platform: Mouse support. Can discriminate Mouse/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy kVK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: IME support. +// [x] Platform: Multi-viewport / platform windows. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Window size not correctly reported when enabling io.ConfigViewportsNoDecoration +// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#import "imgui.h" +#ifndef IMGUI_DISABLE +#import "imgui_impl_osx.h" +#import +#import +#import +#import + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-07-08: [Docking] Fixed multi-viewport handling broken on 2025-06-02. (#8644, #8777) +// 2025-06-27: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-06-12: ImGui_ImplOSX_HandleEvent() only process event for window containing our view. (#8644) +// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors. +// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. +// 2025-01-20: Removed notification observer when shutting down. (#8331) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F20 function keys. Stopped mapping F13 into PrintScreen. +// 2023-04-09: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_Pen. +// 2023-02-01: Fixed scroll wheel scaling for devices emitting events with hasPreciseScrollingDeltas==false (e.g. non-Apple mice). +// 2022-11-02: Fixed mouse coordinates before clicking the host window. +// 2022-10-06: Fixed mouse inputs on flipped views. +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-05-03: Inputs: Removed ImGui_ImplOSX_HandleEvent() from backend API in favor of backend automatically handling event capture. +// 2022-04-27: Misc: Store backend data in a per-context struct, allowing to use this backend with multiple contexts. +// 2022-03-22: Inputs: Monitor NSKeyUp events to catch missing keyUp for key when user press Cmd + key +// 2022-02-07: Inputs: Forward keyDown/keyUp events to OS when unused by dear imgui. +// 2022-01-31: Fixed building with old Xcode versions that are missing gamepad features. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-12: Inputs: Added basic Platform IME support, hooking the io.SetPlatformImeDataFn() function. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-13: *BREAKING CHANGE* Add NSView parameter to ImGui_ImplOSX_Init(). Generally fix keyboard support. Using kVK_* codes for keyboard keys. +// 2021-12-13: Add game controller support. +// 2021-09-21: Use mach_absolute_time as CFAbsoluteTimeGetCurrent can jump backwards. +// 2021-08-17: Calling io.AddFocusEvent() on NSApplicationDidBecomeActiveNotification/NSApplicationDidResignActiveNotification events. +// 2021-06-23: Inputs: Added a fix for shortcuts using CTRL key instead of CMD key. +// 2021-04-19: Inputs: Added a fix for keys remaining stuck in pressed state when CMD-tabbing into different application. +// 2021-01-27: Inputs: Added a fix for mouse position not being reported when mouse buttons other than left one are down. +// 2020-10-28: Inputs: Added a fix for handling keypad-enter key. +// 2020-05-25: Inputs: Added a fix for missing trackpad clicks when done with "soft tap". +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-10-11: Inputs: Fix using Backspace key. +// 2019-07-21: Re-added clipboard handlers as they are not enabled by default in core imgui.cpp (reverted 2019-05-18 change). +// 2019-05-28: Inputs: Added mouse cursor shape and visibility support. +// 2019-05-18: Misc: Removed clipboard handlers as they are now supported by core imgui.cpp. +// 2019-05-11: Inputs: Don't filter character values before calling AddInputCharacter() apart from 0xF700..0xFFFF range. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-07-07: Initial version. + +#define APPLE_HAS_BUTTON_OPTIONS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 130000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101500 || __TV_OS_VERSION_MIN_REQUIRED >= 130000) +#define APPLE_HAS_CONTROLLER (__IPHONE_OS_VERSION_MIN_REQUIRED >= 140000 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 110000 || __TV_OS_VERSION_MIN_REQUIRED >= 140000) +#define APPLE_HAS_THUMBSTICKS (__IPHONE_OS_VERSION_MIN_REQUIRED >= 120100 || __MAC_OS_X_VERSION_MIN_REQUIRED >= 101401 || __TV_OS_VERSION_MIN_REQUIRED >= 120100) + +@class ImGuiObserver; +@class KeyEventResponder; + +// Data +struct ImGui_ImplOSX_Data +{ + CFTimeInterval Time; + NSCursor* MouseCursors[ImGuiMouseCursor_COUNT]; + bool MouseCursorHidden; + ImGuiObserver* Observer; + KeyEventResponder* KeyEventResponder; + NSTextInputContext* InputContext; + id Monitor; + NSWindow* Window; + + ImGui_ImplOSX_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +static ImGui_ImplOSX_Data* ImGui_ImplOSX_GetBackendData() { return (ImGui_ImplOSX_Data*)ImGui::GetIO().BackendPlatformUserData; } +static void ImGui_ImplOSX_DestroyBackendData() { IM_DELETE(ImGui_ImplOSX_GetBackendData()); } + +static inline CFTimeInterval GetMachAbsoluteTimeInSeconds() { return (CFTimeInterval)(double)(clock_gettime_nsec_np(CLOCK_UPTIME_RAW) / 1e9); } + +// Forward Declarations +static void ImGui_ImplOSX_InitMultiViewportSupport(); +static void ImGui_ImplOSX_ShutdownMultiViewportSupport(); +static void ImGui_ImplOSX_UpdateMonitors(); +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view); +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view); + +// Undocumented methods for creating cursors. +@interface NSCursor() ++ (id)_windowResizeNorthWestSouthEastCursor; ++ (id)_windowResizeNorthEastSouthWestCursor; ++ (id)_windowResizeNorthSouthCursor; ++ (id)_windowResizeEastWestCursor; ++ (id)busyButClickableCursor; +@end + +/** + KeyEventResponder implements the NSTextInputClient protocol as is required by the macOS text input manager. + + The macOS text input manager is invoked by calling the interpretKeyEvents method from the keyDown method. + Keyboard events are then evaluated by the macOS input manager and valid text input is passed back via the + insertText:replacementRange method. + + This is the same approach employed by other cross-platform libraries such as SDL2: + https://github.com/spurious/SDL-mirror/blob/e17aacbd09e65a4fd1e166621e011e581fb017a8/src/video/cocoa/SDL_cocoakeyboard.m#L53 + and GLFW: + https://github.com/glfw/glfw/blob/b55a517ae0c7b5127dffa79a64f5406021bf9076/src/cocoa_window.m#L722-L723 + */ +@interface KeyEventResponder: NSView +@end + +@implementation KeyEventResponder +{ + float _posX; + float _posY; + NSRect _imeRect; +} + +#pragma mark - Public + +- (void)setImePosX:(float)posX imePosY:(float)posY +{ + _posX = posX; + _posY = posY; +} + +- (void)updateImePosWithView:(NSView *)view +{ + NSWindow* window = view.window; + if (!window) + return; + + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + NSRect frame = window.frame; + NSRect contentRect = window.contentLayoutRect; + if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered. + contentRect = frame; + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + _imeRect = NSMakeRect(_posX, _posY, 0, 0); + _imeRect.origin.y = firstScreenFrame.size.height - _imeRect.size.height - _imeRect.origin.y; // Opposite of ConvertNSRect() + } + else + { + NSRect contentRect = [window contentRectForFrameRect:window.frame]; + NSRect rect = NSMakeRect(_posX, contentRect.size.height - _posY, 0, 0); + _imeRect = [window convertRectToScreen:rect]; + } +} + +- (void)viewDidMoveToWindow +{ + // Ensure self is a first responder to receive the input events. + [self.window makeFirstResponder:self]; +} + +- (void)keyDown:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyDown:event]; + + // Call to the macOS input manager system. + [self interpretKeyEvents:@[event]]; +} + +- (void)keyUp:(NSEvent*)event +{ + if (!ImGui_ImplOSX_HandleEvent(event, self)) + [super keyUp:event]; +} + +- (void)insertText:(id)aString replacementRange:(NSRange)replacementRange +{ + ImGuiIO& io = ImGui::GetIO(); + + NSString* characters; + if ([aString isKindOfClass:[NSAttributedString class]]) + characters = [aString string]; + else + characters = (NSString*)aString; + + io.AddInputCharactersUTF8(characters.UTF8String); +} + +- (BOOL)acceptsFirstResponder +{ + return YES; +} + +- (void)doCommandBySelector:(SEL)myselector +{ +} + +- (nullable NSAttributedString*)attributedSubstringForProposedRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return nil; +} + +- (NSUInteger)characterIndexForPoint:(NSPoint)point +{ + return 0; +} + +- (NSRect)firstRectForCharacterRange:(NSRange)range actualRange:(nullable NSRangePointer)actualRange +{ + return _imeRect; +} + +- (BOOL)hasMarkedText +{ + return NO; +} + +- (NSRange)markedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (NSRange)selectedRange +{ + return NSMakeRange(NSNotFound, 0); +} + +- (void)setMarkedText:(nonnull id)string selectedRange:(NSRange)selectedRange replacementRange:(NSRange)replacementRange +{ +} + +- (void)unmarkText +{ +} + +- (nonnull NSArray*)validAttributesForMarkedText +{ + return @[]; +} + +@end + +@interface ImGuiObserver : NSObject + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification; +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification; +- (void)displaysDidChange:(NSNotification*)aNotification; + +@end + +@implementation ImGuiObserver + +- (void)onApplicationBecomeActive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(true); +} + +- (void)onApplicationBecomeInactive:(NSNotification*)aNotification +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddFocusEvent(false); +} + +- (void)displaysDidChange:(NSNotification*)aNotification +{ + ImGui_ImplOSX_UpdateMonitors(); +} + +@end + +// Functions + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code); +ImGuiKey ImGui_ImplOSX_KeyCodeToImGuiKey(int key_code) +{ + switch (key_code) + { + case kVK_ANSI_A: return ImGuiKey_A; + case kVK_ANSI_S: return ImGuiKey_S; + case kVK_ANSI_D: return ImGuiKey_D; + case kVK_ANSI_F: return ImGuiKey_F; + case kVK_ANSI_H: return ImGuiKey_H; + case kVK_ANSI_G: return ImGuiKey_G; + case kVK_ANSI_Z: return ImGuiKey_Z; + case kVK_ANSI_X: return ImGuiKey_X; + case kVK_ANSI_C: return ImGuiKey_C; + case kVK_ANSI_V: return ImGuiKey_V; + case kVK_ANSI_B: return ImGuiKey_B; + case kVK_ANSI_Q: return ImGuiKey_Q; + case kVK_ANSI_W: return ImGuiKey_W; + case kVK_ANSI_E: return ImGuiKey_E; + case kVK_ANSI_R: return ImGuiKey_R; + case kVK_ANSI_Y: return ImGuiKey_Y; + case kVK_ANSI_T: return ImGuiKey_T; + case kVK_ANSI_1: return ImGuiKey_1; + case kVK_ANSI_2: return ImGuiKey_2; + case kVK_ANSI_3: return ImGuiKey_3; + case kVK_ANSI_4: return ImGuiKey_4; + case kVK_ANSI_6: return ImGuiKey_6; + case kVK_ANSI_5: return ImGuiKey_5; + case kVK_ANSI_Equal: return ImGuiKey_Equal; + case kVK_ANSI_9: return ImGuiKey_9; + case kVK_ANSI_7: return ImGuiKey_7; + case kVK_ANSI_Minus: return ImGuiKey_Minus; + case kVK_ANSI_8: return ImGuiKey_8; + case kVK_ANSI_0: return ImGuiKey_0; + case kVK_ANSI_RightBracket: return ImGuiKey_RightBracket; + case kVK_ANSI_O: return ImGuiKey_O; + case kVK_ANSI_U: return ImGuiKey_U; + case kVK_ANSI_LeftBracket: return ImGuiKey_LeftBracket; + case kVK_ANSI_I: return ImGuiKey_I; + case kVK_ANSI_P: return ImGuiKey_P; + case kVK_ANSI_L: return ImGuiKey_L; + case kVK_ANSI_J: return ImGuiKey_J; + case kVK_ANSI_Quote: return ImGuiKey_Apostrophe; + case kVK_ANSI_K: return ImGuiKey_K; + case kVK_ANSI_Semicolon: return ImGuiKey_Semicolon; + case kVK_ANSI_Backslash: return ImGuiKey_Backslash; + case kVK_ANSI_Comma: return ImGuiKey_Comma; + case kVK_ANSI_Slash: return ImGuiKey_Slash; + case kVK_ANSI_N: return ImGuiKey_N; + case kVK_ANSI_M: return ImGuiKey_M; + case kVK_ANSI_Period: return ImGuiKey_Period; + case kVK_ANSI_Grave: return ImGuiKey_GraveAccent; + case kVK_ANSI_KeypadDecimal: return ImGuiKey_KeypadDecimal; + case kVK_ANSI_KeypadMultiply: return ImGuiKey_KeypadMultiply; + case kVK_ANSI_KeypadPlus: return ImGuiKey_KeypadAdd; + case kVK_ANSI_KeypadClear: return ImGuiKey_NumLock; + case kVK_ANSI_KeypadDivide: return ImGuiKey_KeypadDivide; + case kVK_ANSI_KeypadEnter: return ImGuiKey_KeypadEnter; + case kVK_ANSI_KeypadMinus: return ImGuiKey_KeypadSubtract; + case kVK_ANSI_KeypadEquals: return ImGuiKey_KeypadEqual; + case kVK_ANSI_Keypad0: return ImGuiKey_Keypad0; + case kVK_ANSI_Keypad1: return ImGuiKey_Keypad1; + case kVK_ANSI_Keypad2: return ImGuiKey_Keypad2; + case kVK_ANSI_Keypad3: return ImGuiKey_Keypad3; + case kVK_ANSI_Keypad4: return ImGuiKey_Keypad4; + case kVK_ANSI_Keypad5: return ImGuiKey_Keypad5; + case kVK_ANSI_Keypad6: return ImGuiKey_Keypad6; + case kVK_ANSI_Keypad7: return ImGuiKey_Keypad7; + case kVK_ANSI_Keypad8: return ImGuiKey_Keypad8; + case kVK_ANSI_Keypad9: return ImGuiKey_Keypad9; + case kVK_Return: return ImGuiKey_Enter; + case kVK_Tab: return ImGuiKey_Tab; + case kVK_Space: return ImGuiKey_Space; + case kVK_Delete: return ImGuiKey_Backspace; + case kVK_Escape: return ImGuiKey_Escape; + case kVK_CapsLock: return ImGuiKey_CapsLock; + case kVK_Control: return ImGuiKey_LeftCtrl; + case kVK_Shift: return ImGuiKey_LeftShift; + case kVK_Option: return ImGuiKey_LeftAlt; + case kVK_Command: return ImGuiKey_LeftSuper; + case kVK_RightControl: return ImGuiKey_RightCtrl; + case kVK_RightShift: return ImGuiKey_RightShift; + case kVK_RightOption: return ImGuiKey_RightAlt; + case kVK_RightCommand: return ImGuiKey_RightSuper; +// case kVK_Function: return ImGuiKey_; +// case kVK_VolumeUp: return ImGuiKey_; +// case kVK_VolumeDown: return ImGuiKey_; +// case kVK_Mute: return ImGuiKey_; + case kVK_F1: return ImGuiKey_F1; + case kVK_F2: return ImGuiKey_F2; + case kVK_F3: return ImGuiKey_F3; + case kVK_F4: return ImGuiKey_F4; + case kVK_F5: return ImGuiKey_F5; + case kVK_F6: return ImGuiKey_F6; + case kVK_F7: return ImGuiKey_F7; + case kVK_F8: return ImGuiKey_F8; + case kVK_F9: return ImGuiKey_F9; + case kVK_F10: return ImGuiKey_F10; + case kVK_F11: return ImGuiKey_F11; + case kVK_F12: return ImGuiKey_F12; + case kVK_F13: return ImGuiKey_F13; + case kVK_F14: return ImGuiKey_F14; + case kVK_F15: return ImGuiKey_F15; + case kVK_F16: return ImGuiKey_F16; + case kVK_F17: return ImGuiKey_F17; + case kVK_F18: return ImGuiKey_F18; + case kVK_F19: return ImGuiKey_F19; + case kVK_F20: return ImGuiKey_F20; + case 0x6E: return ImGuiKey_Menu; + case kVK_Help: return ImGuiKey_Insert; + case kVK_Home: return ImGuiKey_Home; + case kVK_PageUp: return ImGuiKey_PageUp; + case kVK_ForwardDelete: return ImGuiKey_Delete; + case kVK_End: return ImGuiKey_End; + case kVK_PageDown: return ImGuiKey_PageDown; + case kVK_LeftArrow: return ImGuiKey_LeftArrow; + case kVK_RightArrow: return ImGuiKey_RightArrow; + case kVK_DownArrow: return ImGuiKey_DownArrow; + case kVK_UpArrow: return ImGuiKey_UpArrow; + default: return ImGuiKey_None; + } +} + +#ifdef IMGUI_IMPL_METAL_CPP_EXTENSIONS + +IMGUI_IMPL_API bool ImGui_ImplOSX_Init(void* _Nonnull view) { + return ImGui_ImplOSX_Init((__bridge NSView*)(view)); +} + +IMGUI_IMPL_API void ImGui_ImplOSX_NewFrame(void* _Nullable view) { + return ImGui_ImplOSX_NewFrame((__bridge NSView*)(view)); +} + +#endif + + +bool ImGui_ImplOSX_Init(NSView* view) +{ + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + // Setup backend capabilities flags + ImGui_ImplOSX_Data* bd = IM_NEW(ImGui_ImplOSX_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_osx"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + //io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) + + bd->Observer = [ImGuiObserver new]; + bd->Window = view.window ?: NSApp.orderedWindows.firstObject; + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (__bridge_retained void*)bd->Window; + ImGui_ImplOSX_UpdateMonitors(); + ImGui_ImplOSX_InitMultiViewportSupport(); + + // Load cursors. Some of them are undocumented. + bd->MouseCursorHidden = false; + bd->MouseCursors[ImGuiMouseCursor_Arrow] = [NSCursor arrowCursor]; + bd->MouseCursors[ImGuiMouseCursor_TextInput] = [NSCursor IBeamCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = [NSCursor respondsToSelector:@selector(_windowResizeNorthSouthCursor)] ? [NSCursor _windowResizeNorthSouthCursor] : [NSCursor resizeUpDownCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = [NSCursor respondsToSelector:@selector(_windowResizeEastWestCursor)] ? [NSCursor _windowResizeEastWestCursor] : [NSCursor resizeLeftRightCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = [NSCursor respondsToSelector:@selector(_windowResizeNorthEastSouthWestCursor)] ? [NSCursor _windowResizeNorthEastSouthWestCursor] : [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = [NSCursor respondsToSelector:@selector(_windowResizeNorthWestSouthEastCursor)] ? [NSCursor _windowResizeNorthWestSouthEastCursor] : [NSCursor closedHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_Hand] = [NSCursor pointingHandCursor]; + bd->MouseCursors[ImGuiMouseCursor_Wait] = bd->MouseCursors[ImGuiMouseCursor_Progress] = [NSCursor respondsToSelector:@selector(busyButClickableCursor)] ? [NSCursor busyButClickableCursor] : [NSCursor arrowCursor]; + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = [NSCursor operationNotAllowedCursor]; + + // Note that imgui.cpp also include default OSX clipboard handlers which can be enabled + // by adding '#define IMGUI_ENABLE_OSX_DEFAULT_CLIPBOARD_FUNCTIONS' in imconfig.h and adding '-framework ApplicationServices' to your linker command-line. + // Since we are already in ObjC land here, it is easy for us to add a clipboard handler using the NSPasteboard api. + platform_io.Platform_SetClipboardTextFn = [](ImGuiContext*, const char* str) -> void + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + [pasteboard declareTypes:[NSArray arrayWithObject:NSPasteboardTypeString] owner:nil]; + [pasteboard setString:[NSString stringWithUTF8String:str] forType:NSPasteboardTypeString]; + }; + + platform_io.Platform_GetClipboardTextFn = [](ImGuiContext*) -> const char* + { + NSPasteboard* pasteboard = [NSPasteboard generalPasteboard]; + NSString* available = [pasteboard availableTypeFromArray: [NSArray arrayWithObject:NSPasteboardTypeString]]; + if (![available isEqualToString:NSPasteboardTypeString]) + return nullptr; + + NSString* string = [pasteboard stringForType:NSPasteboardTypeString]; + if (string == nil) + return nullptr; + + const char* string_c = (const char*)[string UTF8String]; + size_t string_len = strlen(string_c); + static ImVector s_clipboard; + s_clipboard.resize((int)string_len + 1); + strcpy(s_clipboard.Data, string_c); + return s_clipboard.Data; + }; + + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeActive:) + name:NSApplicationDidBecomeActiveNotification + object:nil]; + [[NSNotificationCenter defaultCenter] addObserver:bd->Observer + selector:@selector(onApplicationBecomeInactive:) + name:NSApplicationDidResignActiveNotification + object:nil]; + + // Add the NSTextInputClient to the view hierarchy, + // to receive keyboard events and translate them to input text. + bd->KeyEventResponder = [[KeyEventResponder alloc] initWithFrame:NSZeroRect]; + bd->InputContext = [[NSTextInputContext alloc] initWithClient:bd->KeyEventResponder]; + [view addSubview:bd->KeyEventResponder]; + ImGui_ImplOSX_AddTrackingArea(view); + + platform_io.Platform_SetImeDataFn = [](ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) -> void + { + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (data->WantVisible) + { + [bd->InputContext activate]; + } + else + { + [bd->InputContext discardMarkedText]; + [bd->InputContext invalidateCharacterCoordinates]; + [bd->InputContext deactivate]; + } + [bd->KeyEventResponder setImePosX:data->InputPos.x imePosY:data->InputPos.y + data->InputLineHeight]; + }; + + return true; +} + +void ImGui_ImplOSX_Shutdown() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + + [[NSNotificationCenter defaultCenter] removeObserver:bd->Observer]; + bd->Observer = nullptr; + if (bd->Monitor != nullptr) + { + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = nullptr; + } + + ImGui_ImplOSX_ShutdownMultiViewportSupport(); + ImGui_ImplOSX_DestroyBackendData(); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports); + platform_io.ClearPlatformHandlers(); +} + +static void ImGui_ImplOSX_UpdateMouseCursor() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + if (!bd->MouseCursorHidden) + { + bd->MouseCursorHidden = true; + [NSCursor hide]; + } + } + else + { + NSCursor* desired = bd->MouseCursors[imgui_cursor] ?: bd->MouseCursors[ImGuiMouseCursor_Arrow]; + // -[NSCursor set] generates measurable overhead if called unconditionally. + if (desired != NSCursor.currentCursor) + { + [desired set]; + } + if (bd->MouseCursorHidden) + { + bd->MouseCursorHidden = false; + [NSCursor unhide]; + } + } +} + +static void ImGui_ImplOSX_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + +#if APPLE_HAS_CONTROLLER + GCController* controller = GCController.current; +#else + GCController* controller = GCController.controllers.firstObject; +#endif + if (controller == nil || controller.extendedGamepad == nil) + { + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + return; + } + + GCExtendedGamepad* gp = controller.extendedGamepad; + + // Update gamepad inputs + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_NAME) { io.AddKeyEvent(KEY_NO, gp.BUTTON_NAME.isPressed); } + #define MAP_ANALOG(KEY_NO, AXIS_NAME, V0, V1) { float vn = (float)(gp.AXIS_NAME.value - V0) / (float)(V1 - V0); vn = IM_SATURATE(vn); io.AddKeyAnalogEvent(KEY_NO, vn > 0.1f, vn); } + const float thumb_dead_zone = 0.0f; + +#if APPLE_HAS_BUTTON_OPTIONS + MAP_BUTTON(ImGuiKey_GamepadBack, buttonOptions); +#endif + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, buttonX); // Xbox X, PS Square + MAP_BUTTON(ImGuiKey_GamepadFaceRight, buttonB); // Xbox B, PS Circle + MAP_BUTTON(ImGuiKey_GamepadFaceUp, buttonY); // Xbox Y, PS Triangle + MAP_BUTTON(ImGuiKey_GamepadFaceDown, buttonA); // Xbox A, PS Cross + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, dpad.left); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, dpad.right); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, dpad.up); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, dpad.down); + MAP_ANALOG(ImGuiKey_GamepadL1, leftShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR1, rightShoulder, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadL2, leftTrigger, 0.0f, 1.0f); + MAP_ANALOG(ImGuiKey_GamepadR2, rightTrigger, 0.0f, 1.0f); +#if APPLE_HAS_THUMBSTICKS + MAP_BUTTON(ImGuiKey_GamepadL3, leftThumbstickButton); + MAP_BUTTON(ImGuiKey_GamepadR3, rightThumbstickButton); +#endif + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, leftThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, leftThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, leftThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, leftThumbstick.yAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, rightThumbstick.xAxis, -thumb_dead_zone, -1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, rightThumbstick.xAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, rightThumbstick.yAxis, +thumb_dead_zone, +1.0f); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, rightThumbstick.yAxis, -thumb_dead_zone, -1.0f); + #undef MAP_BUTTON + #undef MAP_ANALOG + + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; +} + +static void ImGui_ImplOSX_UpdateImePosWithView(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + if (io.WantTextInput) + [bd->KeyEventResponder updateImePosWithView:view]; +} + +void ImGui_ImplOSX_NewFrame(NSView* view) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplOSX_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup display size + if (view) + { + const float fb_scale = (float)[view.window backingScaleFactor]; + io.DisplaySize = ImVec2((float)view.bounds.size.width, (float)view.bounds.size.height); + io.DisplayFramebufferScale = ImVec2(fb_scale, fb_scale); + } + + // Setup time step + if (bd->Time == 0.0) + bd->Time = GetMachAbsoluteTimeInSeconds(); + + double current_time = GetMachAbsoluteTimeInSeconds(); + io.DeltaTime = (float)(current_time - bd->Time); + bd->Time = current_time; + + ImGui_ImplOSX_UpdateMouseCursor(); + ImGui_ImplOSX_UpdateGamepads(); + ImGui_ImplOSX_UpdateImePosWithView(view); +} + +// Must only be called for a mouse event, otherwise an exception occurs +// (Note that NSEventTypeScrollWheel is considered "other input". Oddly enough an exception does not occur with it, but the value will sometimes be wrong!) +static ImGuiMouseSource GetMouseSource(NSEvent* event) +{ + switch (event.subtype) + { + case NSEventSubtypeTabletPoint: + return ImGuiMouseSource_Pen; + // macOS considers input from relative touch devices (like the trackpad or Apple Magic Mouse) to be touch input. + // This doesn't really make sense for Dear ImGui, which expects absolute touch devices only. + // There does not seem to be a simple way to disambiguate things here so we consider NSEventSubtypeTouch events to always come from mice. + // See https://developer.apple.com/library/archive/documentation/Cocoa/Conceptual/EventOverview/HandlingTouchEvents/HandlingTouchEvents.html#//apple_ref/doc/uid/10000060i-CH13-SW24 + //case NSEventSubtypeTouch: + // return ImGuiMouseSource_TouchScreen; + case NSEventSubtypeMouseEvent: + default: + return ImGuiMouseSource_Mouse; + } +} + +static bool ImGui_ImplOSX_HandleEvent(NSEvent* event, NSView* view) +{ + // Only process events from the window containing ImGui view + if (!ImGui::FindViewportByPlatformHandle((__bridge void*)event.window)) + return false; + + ImGuiIO& io = ImGui::GetIO(); + if (event.type == NSEventTypeLeftMouseDown || event.type == NSEventTypeRightMouseDown || event.type == NSEventTypeOtherMouseDown) + { + int button = (int)[event buttonNumber]; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + { + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMouseButtonEvent(button, true); + } + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeLeftMouseUp || event.type == NSEventTypeRightMouseUp || event.type == NSEventTypeOtherMouseUp) + { + int button = (int)[event buttonNumber]; + if (button >= 0 && button < ImGuiMouseButton_COUNT) + { + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMouseButtonEvent(button, false); + } + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeMouseMoved || event.type == NSEventTypeLeftMouseDragged || event.type == NSEventTypeRightMouseDragged || event.type == NSEventTypeOtherMouseDragged) + { + NSPoint mousePoint; + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + mousePoint = NSEvent.mouseLocation; + mousePoint.y = CGDisplayPixelsHigh(kCGDirectMainDisplay) - mousePoint.y; // Normalize y coordinate to top-left of main display. + } + else + { + mousePoint = event.locationInWindow; + if (event.window == nil) + mousePoint = [[view window] convertPointFromScreen:mousePoint]; + mousePoint = [view convertPoint:mousePoint fromView:nil]; // Convert to local coordinates of view + if ([view isFlipped]) + mousePoint = NSMakePoint(mousePoint.x, mousePoint.y); + else + mousePoint = NSMakePoint(mousePoint.x, view.bounds.size.height - mousePoint.y); + } + io.AddMouseSourceEvent(GetMouseSource(event)); + io.AddMousePosEvent((float)mousePoint.x, (float)mousePoint.y); + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeScrollWheel) + { + // Ignore canceled events. + // + // From macOS 12.1, scrolling with two fingers and then decelerating + // by tapping two fingers results in two events appearing: + // + // 1. A scroll wheel NSEvent, with a phase == NSEventPhaseMayBegin, when the user taps + // two fingers to decelerate or stop the scroll events. + // + // 2. A scroll wheel NSEvent, with a phase == NSEventPhaseCancelled, when the user releases the + // two-finger tap. It is this event that sometimes contains large values for scrollingDeltaX and + // scrollingDeltaY. When these are added to the current x and y positions of the scrolling view, + // it appears to jump up or down. It can be observed in Preview, various JetBrains IDEs and here. + if (event.phase == NSEventPhaseCancelled) + return false; + + double wheel_dx = 0.0; + double wheel_dy = 0.0; + + #if MAC_OS_X_VERSION_MAX_ALLOWED >= 1070 + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6) + { + wheel_dx = [event scrollingDeltaX]; + wheel_dy = [event scrollingDeltaY]; + if ([event hasPreciseScrollingDeltas]) + { + wheel_dx *= 0.01; + wheel_dy *= 0.01; + } + } + else + #endif // MAC_OS_X_VERSION_MAX_ALLOWED + { + wheel_dx = [event deltaX] * 0.1; + wheel_dy = [event deltaY] * 0.1; + } + if (wheel_dx != 0.0 || wheel_dy != 0.0) + io.AddMouseWheelEvent((float)wheel_dx, (float)wheel_dy); + + return io.WantCaptureMouse; + } + + if (event.type == NSEventTypeKeyDown || event.type == NSEventTypeKeyUp) + { + if ([event isARepeat]) + return io.WantCaptureKeyboard; + + int key_code = (int)[event keyCode]; + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + io.AddKeyEvent(key, event.type == NSEventTypeKeyDown); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + + return io.WantCaptureKeyboard; + } + + if (event.type == NSEventTypeFlagsChanged) + { + unsigned short key_code = [event keyCode]; + NSEventModifierFlags modifier_flags = [event modifierFlags]; + + io.AddKeyEvent(ImGuiMod_Shift, (modifier_flags & NSEventModifierFlagShift) != 0); + io.AddKeyEvent(ImGuiMod_Ctrl, (modifier_flags & NSEventModifierFlagControl) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (modifier_flags & NSEventModifierFlagOption) != 0); + io.AddKeyEvent(ImGuiMod_Super, (modifier_flags & NSEventModifierFlagCommand) != 0); + + ImGuiKey key = ImGui_ImplOSX_KeyCodeToImGuiKey(key_code); + if (key != ImGuiKey_None) + { + // macOS does not generate down/up event for modifiers. We're trying + // to use hardware dependent masks to extract that information. + // 'imgui_mask' is left as a fallback. + NSEventModifierFlags mask = 0; + switch (key) + { + case ImGuiKey_LeftCtrl: mask = 0x0001; break; + case ImGuiKey_RightCtrl: mask = 0x2000; break; + case ImGuiKey_LeftShift: mask = 0x0002; break; + case ImGuiKey_RightShift: mask = 0x0004; break; + case ImGuiKey_LeftSuper: mask = 0x0008; break; + case ImGuiKey_RightSuper: mask = 0x0010; break; + case ImGuiKey_LeftAlt: mask = 0x0020; break; + case ImGuiKey_RightAlt: mask = 0x0040; break; + default: + return io.WantCaptureKeyboard; + } + io.AddKeyEvent(key, (modifier_flags & mask) != 0); + io.SetKeyEventNativeData(key, key_code, -1); // To support legacy indexing (<1.87 user code) + } + + return io.WantCaptureKeyboard; + } + + return false; +} + +static void ImGui_ImplOSX_AddTrackingArea(NSView* _Nonnull view) +{ + // If we want to receive key events, we either need to be in the responder chain of the key view, + // or else we can install a local monitor. The consequence of this heavy-handed approach is that + // we receive events for all controls, not just Dear ImGui widgets. If we had native controls in our + // window, we'd want to be much more careful than just ingesting the complete event stream. + // To match the behavior of other backends, we pass every event down to the OS. + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + if (bd->Monitor) + return; + NSEventMask eventMask = 0; + eventMask |= NSEventMaskMouseMoved | NSEventMaskScrollWheel; + eventMask |= NSEventMaskLeftMouseDown | NSEventMaskLeftMouseUp | NSEventMaskLeftMouseDragged; + eventMask |= NSEventMaskRightMouseDown | NSEventMaskRightMouseUp | NSEventMaskRightMouseDragged; + eventMask |= NSEventMaskOtherMouseDown | NSEventMaskOtherMouseUp | NSEventMaskOtherMouseDragged; + eventMask |= NSEventMaskKeyDown | NSEventMaskKeyUp | NSEventMaskFlagsChanged; + bd->Monitor = [NSEvent addLocalMonitorForEventsMatchingMask:eventMask + handler:^NSEvent* _Nullable(NSEvent* event) + { + ImGui_ImplOSX_HandleEvent(event, view); + return event; + }]; +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the back-end to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +struct ImGui_ImplOSX_ViewportData +{ + NSWindow* Window; + bool WindowOwned; + + ImGui_ImplOSX_ViewportData() { WindowOwned = false; } + ~ImGui_ImplOSX_ViewportData() { IM_ASSERT(Window == nil); } +}; + +@interface ImGui_ImplOSX_Window: NSWindow +@end + +@implementation ImGui_ImplOSX_Window + +- (BOOL)canBecomeKeyWindow +{ + return YES; +} + +@end + +static void ConvertNSRect(NSRect* r) +{ + NSRect firstScreenFrame = NSScreen.screens[0].frame; + IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0); + r->origin.y = firstScreenFrame.size.height - r->origin.y - r->size.height; +} + +static void ImGui_ImplOSX_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGui_ImplOSX_ViewportData* vd = IM_NEW(ImGui_ImplOSX_ViewportData)(); + viewport->PlatformUserData = vd; + + NSScreen* screen = bd->Window.screen; + NSRect rect = NSMakeRect(viewport->Pos.x, viewport->Pos.y, viewport->Size.x, viewport->Size.y); + ConvertNSRect(&rect); + + NSWindowStyleMask styleMask = 0; + if (viewport->Flags & ImGuiViewportFlags_NoDecoration) + styleMask |= NSWindowStyleMaskBorderless; + else + styleMask |= NSWindowStyleMaskTitled | NSWindowStyleMaskResizable | NSWindowStyleMaskClosable | NSWindowStyleMaskMiniaturizable; + + NSWindow* window = [[ImGui_ImplOSX_Window alloc] initWithContentRect:rect + styleMask:styleMask + backing:NSBackingStoreBuffered + defer:YES + screen:screen]; + if (viewport->Flags & ImGuiViewportFlags_TopMost) + [window setLevel:NSFloatingWindowLevel]; + + window.title = @"Untitled"; + window.opaque = YES; + + KeyEventResponder* view = [[KeyEventResponder alloc] initWithFrame:rect]; + if (floor(NSAppKitVersionNumber) > NSAppKitVersionNumber10_6 && ceil(NSAppKitVersionNumber) < NSAppKitVersionNumber10_15) + [view setWantsBestResolutionOpenGLSurface:YES]; + + window.contentView = view; + + vd->Window = window; + vd->WindowOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = (__bridge_retained void*)window; +} + +static void ImGui_ImplOSX_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData) + { + NSWindow* window = vd->Window; + if (window != nil && vd->WindowOwned) + { + window.contentView = nil; + window.contentViewController = nil; + [window orderOut:nil]; + } + vd->Window = nil; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = viewport->PlatformHandleRaw = nullptr; +} + +static void ImGui_ImplOSX_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + [vd->Window orderFront:nil]; + else + [vd->Window makeKeyAndOrderFront:nil]; + + [vd->Window setIsVisible:YES]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + + NSWindow* window = vd->Window; + NSRect frame = window.frame; + NSRect contentRect = window.contentLayoutRect; + if (window.styleMask & NSWindowStyleMaskFullSizeContentView) // No title bar windows should be considered. + contentRect = frame; + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + return ImVec2(frame.origin.x, firstScreenFrame.size.height - frame.origin.y - contentRect.size.height); +} + +static void ImGui_ImplOSX_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + + NSWindow* window = vd->Window; + NSSize size = window.frame.size; + + NSRect r = NSMakeRect(pos.x, pos.y, size.width, size.height); + ConvertNSRect(&r); + [window setFrameOrigin:r.origin]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + + NSWindow* window = vd->Window; + NSSize size = window.contentLayoutRect.size; + return ImVec2(size.width, size.height); +} + +static void ImGui_ImplOSX_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + + NSWindow* window = vd->Window; + NSRect rect = window.frame; + rect.origin.y -= (size.y - rect.size.height); + rect.size.width = size.x; + rect.size.height = size.y; + [window setFrame:rect display:YES]; +} + +static ImVec2 ImGui_ImplOSX_GetWindowFramebufferScale(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + NSWindow* window = vd->Window; + const float fb_scale = (float)[window backingScaleFactor]; + return ImVec2(fb_scale, fb_scale); +} + +static void ImGui_ImplOSX_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + [vd->Window makeKeyAndOrderFront:bd->Window]; +} + +static bool ImGui_ImplOSX_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + + return vd->Window.isKeyWindow; +} + +static bool ImGui_ImplOSX_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + + return vd->Window.isMiniaturized; +} + +static void ImGui_ImplOSX_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + + vd->Window.title = [NSString stringWithUTF8String:title]; +} + +static void ImGui_ImplOSX_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + + vd->Window.alphaValue = alpha; +} + +static float ImGui_ImplOSX_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Window != 0); + + return vd->Window.backingScaleFactor; +} + +static void ImGui_ImplOSX_UpdateMonitors() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + + NSRect firstScreenFrame = NSScreen.screens[0].frame; + IM_ASSERT(firstScreenFrame.origin.x == 0 && firstScreenFrame.origin.y == 0); + + for (NSScreen* screen in NSScreen.screens) + { + NSRect frame = screen.frame; + NSRect visibleFrame = screen.visibleFrame; + ConvertNSRect(&frame); + ConvertNSRect(&visibleFrame); + + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2(frame.origin.x, frame.origin.y); + imgui_monitor.MainSize = ImVec2(frame.size.width, frame.size.height); + imgui_monitor.WorkPos = ImVec2(visibleFrame.origin.x, visibleFrame.origin.y); + imgui_monitor.WorkSize = ImVec2(visibleFrame.size.width, visibleFrame.size.height); + imgui_monitor.DpiScale = screen.backingScaleFactor; + imgui_monitor.PlatformHandle = (__bridge_retained void*)screen; + + platform_io.Monitors.push_back(imgui_monitor); + } +} + +static void ImGui_ImplOSX_InitMultiViewportSupport() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplOSX_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplOSX_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplOSX_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplOSX_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplOSX_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplOSX_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplOSX_GetWindowSize; + platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplOSX_GetWindowFramebufferScale; + platform_io.Platform_SetWindowFocus = ImGui_ImplOSX_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplOSX_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplOSX_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplOSX_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplOSX_SetWindowAlpha; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplOSX_GetWindowDpiScale; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplOSX_ViewportData* vd = IM_NEW(ImGui_ImplOSX_ViewportData)(); + vd->Window = bd->Window; + vd->WindowOwned = false; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (__bridge void*)bd->Window; + + [NSNotificationCenter.defaultCenter addObserver:bd->Observer + selector:@selector(displaysDidChange:) + name:NSApplicationDidChangeScreenParametersNotification + object:nil]; +} + +static void ImGui_ImplOSX_ShutdownMultiViewportSupport() +{ + ImGui_ImplOSX_Data* bd = ImGui_ImplOSX_GetBackendData(); + [NSNotificationCenter.defaultCenter removeObserver:bd->Observer + name:NSApplicationDidChangeScreenParametersNotification + object:nil]; + bd->Observer = nullptr; + bd->Window = nullptr; + if (bd->Monitor != nullptr) + { + [NSEvent removeMonitor:bd->Monitor]; + bd->Monitor = nullptr; + } + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplOSX_ViewportData* vd = (ImGui_ImplOSX_ViewportData*)main_viewport->PlatformUserData; + IM_DELETE(vd); + main_viewport->PlatformUserData = nullptr; + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdl2.cpp b/modules/imgui-source/backends/imgui_impl_sdl2.cpp new file mode 100644 index 0000000..f768383 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdl2.cpp @@ -0,0 +1,1343 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) +// (Prefer SDL 2.0.5+ for full feature support.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-16: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value and this breaks scaling border size. (#9369) +// 2026-03-09: [Docking] Fixed an issue dated 2025/04/09 (1.92 WIP) where a refactor+merge caused ImGuiBackendFlags_HasMouseHoveredViewport to never be set, causing foreign windows to be ignored when deciding of hovered viewport. (#9284) +// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL2_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235) +// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168) +// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_MOUSEMOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786) +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-09-15: Content Scales are always reported as 1.0 on Wayland. (#8921) +// 2025-07-08: Made ImGui_ImplSDL2_GetContentScaleForWindow(), ImGui_ImplSDL2_GetContentScaleForDisplay() helpers return 1.0f on Emscripten and Android platforms, matching macOS logic. (#8742, #8733) +// 2025-06-11: Added ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) and ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) helper to facilitate making DPI-aware apps. +// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors. +// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558) +// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) +// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g. Linux debuggers not claiming capture back. (#6410, #3650) +// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed. +// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. +// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. +// 2025-01-20: Made ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode_Manual) accept an empty array. +// 2024-10-24: Emscripten: from SDL 2.30.9, SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f. +// 2024-09-09: use SDL_Vulkan_GetDrawableSize() when available. (#7967, #3190) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformOpenInShellFn -> platform_io.Platform_OpenInShellFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-08-19: Storing SDL's Uint32 WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. +// 2024-08-19: ImGui_ImplSDL2_ProcessEvent() now ignores events intended for other SDL windows. (#7853) +// 2024-07-02: Emscripten: Added io.PlatformOpenInShellFn() handler for Emscripten versions. +// 2024-07-02: Update for io.SetPlatformImeDataFn() -> io.PlatformSetImeDataFn() renaming in main library. +// 2024-02-14: Inputs: Handle gamepad disconnection. Added ImGui_ImplSDL2_SetGamepadMode(). +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) +// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) +// 2023-02-07: Implement IME handler (io.SetPlatformImeDataFn will call SDL_SetTextInputRect()/SDL_StartTextInput()). +// 2023-02-07: *BREAKING CHANGE* Renamed this backend file from imgui_impl_sdl.cpp/.h to imgui_impl_sdl2.cpp/.h in prevision for the future release of SDL3. +// 2023-02-02: Avoid calling SDL_SetCursor() when cursor has not changed, as the function is surprisingly costly on Mac with latest SDL (may be fixed in next SDL version). +// 2023-02-02: Added support for SDL 2.0.18+ preciseX/preciseY mouse wheel data for smooth scrolling + Scaling X value on Emscripten (bug?). (#4019, #6096) +// 2023-02-02: Removed SDL_MOUSEWHEEL value clamping, as values seem correct in latest Emscripten. (#4019) +// 2023-02-01: Flipping SDL_MOUSEWHEEL 'wheel.x' value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-26: Inputs: Disable SDL 2.0.22 new "auto capture" (SDL_HINT_MOUSE_AUTO_CAPTURE) which prevents drag and drop across windows for multi-viewport support + don't capture when drag and dropping. (#5710) +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-03-22: Inputs: Fix mouse position issues when dragging outside of boundaries. SDL_CaptureMouse() erroneously still gives out LEAVE events when hovering OS decorations. +// 2022-03-22: Inputs: Added support for extra mouse buttons (SDL_BUTTON_X1/SDL_BUTTON_X2). +// 2022-02-04: Added SDL_Renderer* parameter to ImGui_ImplSDL2_InitForSDLRenderer(), so we can use SDL_GetRendererOutputSize() instead of SDL_GL_GetDrawableSize() when bound to a SDL_Renderer. +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Update mouse inputs using SDL_MOUSEMOTION/SDL_WINDOWEVENT_LEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-08-17: Calling io.AddFocusEvent() on SDL_WINDOWEVENT_FOCUS_GAINED/SDL_WINDOWEVENT_FOCUS_LOST. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using SDL_GetMouseFocus() + SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, requires SDL 2.0.5+) +// 2021-06:29: *BREAKING CHANGE* Removed 'SDL_Window* window' parameter to ImGui_ImplSDL2_NewFrame() which was unnecessary. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Rework global mouse pos availability check listing supported platforms explicitly, effectively fixing mouse access on Raspberry Pi. (#2837, #3950) +// 2020-05-25: Misc: Report a zero display-size when window is minimized, to be consistent with other backends. +// 2020-02-20: Inputs: Fixed mapping for ImGuiKey_KeyPadEnter (using SDL_SCANCODE_KP_ENTER instead of SDL_SCANCODE_RETURN2). +// 2019-12-17: Inputs: On Wayland, use SDL_GetMouseState (because there is no global mouse state). +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-07-21: Inputs: Added mapping for ImGuiKey_KeyPadEnter. +// 2019-04-23: Inputs: Added support for SDL_GameController (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2019-03-12: Misc: Preserve DisplayFramebufferScale when main window is minimized. +// 2018-12-21: Inputs: Workaround for Android/iOS which don't seem to handle focus related calls. +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-11-14: Changed the signature of ImGui_ImplSDL2_ProcessEvent() to take a 'const SDL_Event*'. +// 2018-08-01: Inputs: Workaround for Emscripten which doesn't seem to handle focus related calls. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-08: Misc: Extracted imgui_impl_sdl.cpp/.h away from the old combined SDL2+OpenGL/Vulkan examples. +// 2018-06-08: Misc: ImGui_ImplSDL2_InitForOpenGL() now takes a SDL_GLContext parameter. +// 2018-05-09: Misc: Fixed clipboard paste memory leak (we didn't call SDL_FreeMemory on the data returned by SDL_GetClipboardText). +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors flag + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-16: Inputs: Added support for mouse cursors, honoring ImGui::GetMouseCursor() value. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-05: Misc: Using SDL_GetPerformanceCounter() instead of SDL_GetTicks() to be able to handle very high framerate (1000+ FPS). +// 2018-02-05: Inputs: Keyboard mapping is using scancodes everywhere instead of a confusing mixture of keycodes and scancodes. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-19: Inputs: When available (SDL 2.0.4+) using SDL_CaptureMouse() to retrieve coordinates outside of client area when dragging. Otherwise (SDL 2.0.3 and before) testing for SDL_WINDOW_INPUT_FOCUS instead of SDL_WINDOW_MOUSE_FOCUS. +// 2018-01-18: Inputs: Added mapping for ImGuiKey_Insert. +// 2017-08-25: Inputs: MousePos set to -FLT_MAX,-FLT_MAX when mouse is unavailable/missing (instead of -1,-1). +// 2016-10-15: Misc: Added a void* user_data parameter to Clipboard function handlers. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdl2.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#endif + +// SDL +// (the multi-viewports feature requires SDL features supported from SDL 2.0.4+. SDL 2.0.5+ is highly recommended) +#include +#include +#include // for snprintf() +#ifdef __APPLE__ +#include +#endif +#ifdef __EMSCRIPTEN__ +#include +#endif +#undef Status // X11 headers are leaking this. + +#if SDL_VERSION_ATLEAST(2,0,4) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif +#define SDL_HAS_WINDOW_ALPHA SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_ALWAYS_ON_TOP SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_USABLE_DISPLAY_BOUNDS SDL_VERSION_ATLEAST(2,0,5) +#define SDL_HAS_PER_MONITOR_DPI SDL_VERSION_ATLEAST(2,0,4) +#define SDL_HAS_VULKAN SDL_VERSION_ATLEAST(2,0,6) +#define SDL_HAS_DISPLAY_EVENT SDL_VERSION_ATLEAST(2,0,9) +#define SDL_HAS_OPEN_URL SDL_VERSION_ATLEAST(2,0,14) +#define SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT SDL_VERSION_ATLEAST(2,0,18) +#if SDL_HAS_VULKAN +#include +#else +static const Uint32 SDL_WINDOW_VULKAN = 0x10000000; +#endif + +// SDL Data +struct ImGui_ImplSDL2_Data +{ + SDL_Window* Window; + Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. + SDL_Renderer* Renderer; + Uint64 Time; + char* ClipboardTextData; + char BackendPlatformName[48]; + bool UseVulkan; + bool WantUpdateMonitors; + + // Mouse handling + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* MouseLastCursor; + int MouseLastLeaveFrame; + bool MouseCanUseGlobalState; + bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. + ImGui_ImplSDL2_MouseCaptureMode MouseCaptureMode; + + // Gamepad handling + ImVector Gamepads; + ImGui_ImplSDL2_GamepadMode GamepadMode; + bool WantUpdateGamepadsList; + + ImGui_ImplSDL2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL2_Data* ImGui_ImplSDL2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL2_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplSDL2_UpdateMonitors(); +static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL2_ShutdownMultiViewportSupport(); + +// Functions +static const char* ImGui_ImplSDL2_GetClipboardText(ImGuiContext*) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + if (SDL_HasClipboardText()) + bd->ClipboardTextData = SDL_GetClipboardText(); + else + bd->ClipboardTextData = nullptr; + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL2_SetClipboardText(ImGuiContext*, const char* text) +{ + SDL_SetClipboardText(text); +} + +// Note: native IME will only display if user calls SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1") _before_ SDL_CreateWindow(). +static void ImGui_ImplSDL2_PlatformSetImeData(ImGuiContext*, ImGuiViewport* viewport, ImGuiPlatformImeData* data) +{ + if (data->WantVisible) + { + SDL_Rect r; + r.x = (int)(data->InputPos.x - viewport->Pos.x); + r.y = (int)(data->InputPos.y - viewport->Pos.y); + r.w = 1; + r.h = (int)data->InputLineHeight; + SDL_SetTextInputRect(&r); + } +} + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); +ImGuiKey ImGui_ImplSDL2_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) +{ + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + //case SDLK_QUOTE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + //case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + //case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + //case SDLK_EQUALS: return ImGuiKey_Equal; + //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + //case SDLK_BACKSLASH: return ImGuiKey_Backslash; + //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + //case SDLK_BACKQUOTE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_KP_0: return ImGuiKey_Keypad0; + case SDLK_KP_1: return ImGuiKey_Keypad1; + case SDLK_KP_2: return ImGuiKey_Keypad2; + case SDLK_KP_3: return ImGuiKey_Keypad3; + case SDLK_KP_4: return ImGuiKey_Keypad4; + case SDLK_KP_5: return ImGuiKey_Keypad5; + case SDLK_KP_6: return ImGuiKey_Keypad6; + case SDLK_KP_7: return ImGuiKey_Keypad7; + case SDLK_KP_8: return ImGuiKey_Keypad8; + case SDLK_KP_9: return ImGuiKey_Keypad9; + case SDLK_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDLK_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDLK_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDLK_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDLK_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDLK_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDLK_KP_EQUALS: return ImGuiKey_KeypadEqual; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_a: return ImGuiKey_A; + case SDLK_b: return ImGuiKey_B; + case SDLK_c: return ImGuiKey_C; + case SDLK_d: return ImGuiKey_D; + case SDLK_e: return ImGuiKey_E; + case SDLK_f: return ImGuiKey_F; + case SDLK_g: return ImGuiKey_G; + case SDLK_h: return ImGuiKey_H; + case SDLK_i: return ImGuiKey_I; + case SDLK_j: return ImGuiKey_J; + case SDLK_k: return ImGuiKey_K; + case SDLK_l: return ImGuiKey_L; + case SDLK_m: return ImGuiKey_M; + case SDLK_n: return ImGuiKey_N; + case SDLK_o: return ImGuiKey_O; + case SDLK_p: return ImGuiKey_P; + case SDLK_q: return ImGuiKey_Q; + case SDLK_r: return ImGuiKey_R; + case SDLK_s: return ImGuiKey_S; + case SDLK_t: return ImGuiKey_T; + case SDLK_u: return ImGuiKey_U; + case SDLK_v: return ImGuiKey_V; + case SDLK_w: return ImGuiKey_W; + case SDLK_x: return ImGuiKey_X; + case SDLK_y: return ImGuiKey_Y; + case SDLK_z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + case SDLK_F13: return ImGuiKey_F13; + case SDLK_F14: return ImGuiKey_F14; + case SDLK_F15: return ImGuiKey_F15; + case SDLK_F16: return ImGuiKey_F16; + case SDLK_F17: return ImGuiKey_F17; + case SDLK_F18: return ImGuiKey_F18; + case SDLK_F19: return ImGuiKey_F19; + case SDLK_F20: return ImGuiKey_F20; + case SDLK_F21: return ImGuiKey_F21; + case SDLK_F22: return ImGuiKey_F22; + case SDLK_F23: return ImGuiKey_F23; + case SDLK_F24: return ImGuiKey_F24; + case SDLK_AC_BACK: return ImGuiKey_AppBack; + case SDLK_AC_FORWARD: return ImGuiKey_AppForward; + default: break; + } + + // Fallback to scancode + switch (scancode) + { + case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; + case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; + case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; + case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; + case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; + case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; + case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; + case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; + case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; + default: break; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL2_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & KMOD_GUI) != 0); +} + +static ImGuiViewport* ImGui_ImplSDL2_GetViewportForWindowID(Uint32 window_id) +{ + return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + switch (event->type) + { + case SDL_MOUSEMOTION: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->motion.windowID) == nullptr) + return false; + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } + io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); + return true; + } + case SDL_MOUSEWHEEL: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->wheel.windowID) == nullptr) + return false; + //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); +#if SDL_VERSION_ATLEAST(2,0,18) // If this fails to compile on Emscripten: update to latest Emscripten! + float wheel_x = -event->wheel.preciseX; + float wheel_y = event->wheel.preciseY; +#else + float wheel_x = -(float)event->wheel.x; + float wheel_y = (float)event->wheel.y; +#endif +#if defined(__EMSCRIPTEN__) && !SDL_VERSION_ATLEAST(2,31,0) + wheel_x /= 100.0f; +#endif + io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_MOUSEBUTTONDOWN: + case SDL_MOUSEBUTTONUP: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->button.windowID) == nullptr) + return false; + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_MOUSEBUTTONDOWN)); + bd->MouseButtonsDown = (event->type == SDL_MOUSEBUTTONDOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_TEXTINPUT: + { + if (ImGui_ImplSDL2_GetViewportForWindowID(event->text.windowID) == nullptr) + return false; + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_KEYDOWN: + case SDL_KEYUP: + { + ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->key.windowID); + if (viewport == nullptr) + return false; + //IMGUI_DEBUG_LOG("SDL_KEY%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n", + // (event->type == SDL_KEYDOWN) ? "DOWN" : "UP ", event->key.keysym.sym, SDL_GetKeyName(event->key.keysym.sym), event->key.keysym.scancode, SDL_GetScancodeName(event->key.keysym.scancode), event->key.keysym.mod, event->key.windowID, viewport ? viewport->ID : 0); + ImGui_ImplSDL2_UpdateKeyModifiers((SDL_Keymod)event->key.keysym.mod); + ImGuiKey key = ImGui_ImplSDL2_KeyEventToImGuiKey(event->key.keysym.sym, event->key.keysym.scancode); + io.AddKeyEvent(key, (event->type == SDL_KEYDOWN)); + io.SetKeyEventNativeData(key, (int)event->key.keysym.sym, (int)event->key.keysym.scancode, (int)event->key.keysym.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } +#if SDL_HAS_DISPLAY_EVENT + case SDL_DISPLAYEVENT: + { + // 2.0.26 has SDL_DISPLAYEVENT_CONNECTED/SDL_DISPLAYEVENT_DISCONNECTED/SDL_DISPLAYEVENT_ORIENTATION, + // so change of DPI/Scaling are not reflected in this event. (SDL3 has it) + bd->WantUpdateMonitors = true; + return true; + } +#endif + case SDL_WINDOWEVENT: + { + ImGuiViewport* viewport = ImGui_ImplSDL2_GetViewportForWindowID(event->window.windowID); + if (viewport == NULL) + return false; + + // - When capturing mouse, SDL will send a bunch of conflicting LEAVE/ENTER event on every mouse move, but the final ENTER tends to be right. + // - However we won't get a correct LEAVE event for a captured window. + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + Uint8 window_event = event->window.event; + if (window_event == SDL_WINDOWEVENT_ENTER) + { + bd->MouseWindowID = event->window.windowID; + bd->MouseLastLeaveFrame = 0; + } + if (window_event == SDL_WINDOWEVENT_LEAVE) + bd->MouseLastLeaveFrame = ImGui::GetFrameCount() + 1; + //if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_GAINED: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); } + //if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) { IMGUI_DEBUG_LOG("SDL_WINDOWEVENT_FOCUS_LOST: windowId %d, viewport: %08X\n", event->window.windowID, viewport ? viewport->ID : 0); } + if (window_event == SDL_WINDOWEVENT_FOCUS_GAINED) + io.AddFocusEvent(true); + if (window_event == SDL_WINDOWEVENT_FOCUS_LOST) + io.AddFocusEvent(false); + if (window_event == SDL_WINDOWEVENT_CLOSE) + viewport->PlatformRequestClose = true; + if (window_event == SDL_WINDOWEVENT_MOVED) + viewport->PlatformRequestMove = true; + if (window_event == SDL_WINDOWEVENT_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } + case SDL_CONTROLLERDEVICEADDED: + case SDL_CONTROLLERDEVICEREMOVED: + { + bd->WantUpdateGamepadsList = true; + return true; + } + default: + break; + } + return false; +} + +#ifdef __EMSCRIPTEN__ +EM_JS(void, ImGui_ImplSDL2_EmscriptenOpenURL, (char const* url), { url = url ? UTF8ToString(url) : null; if (url) window.open(url, '_blank'); }); +#endif + +static bool ImGui_ImplSDL2_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + //SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2"); + + // Obtain compiled and runtime versions + SDL_version ver_compiled; + SDL_version ver_runtime; + SDL_VERSION(&ver_compiled); + SDL_GetVersion(&ver_runtime); + + // Setup backend capabilities flags + ImGui_ImplSDL2_Data* bd = IM_NEW(ImGui_ImplSDL2_Data)(); + snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl2 (%u.%u.%u, %u.%u.%u)", + ver_compiled.major, ver_compiled.minor, ver_compiled.patch, ver_runtime.major, ver_runtime.minor, ver_runtime.patch); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = bd->BackendPlatformName; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + // (ImGuiBackendFlags_PlatformHasViewports may be set just below) + + bd->Window = window; + bd->WindowID = SDL_GetWindowID(window); + bd->Renderer = renderer; + + // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bd->MouseCanUseGlobalState = false; + bd->MouseCaptureMode = ImGui_ImplSDL2_MouseCaptureMode_Disabled; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (const char* item : capture_and_global_state_whitelist) + if (strncmp(sdl_backend, item, strlen(item)) == 0) + { + bd->MouseCanUseGlobalState = true; + bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL2_MouseCaptureMode_Enabled; + } +#endif + if (bd->MouseCanUseGlobalState) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) + // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. +#ifndef __APPLE__ + bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; +#else + bd->MouseCanReportHoveredViewport = false; +#endif + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL2_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL2_GetClipboardText; + platform_io.Platform_ClipboardUserData = nullptr; + platform_io.Platform_SetImeDataFn = ImGui_ImplSDL2_PlatformSetImeData; +#ifdef __EMSCRIPTEN__ + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { ImGui_ImplSDL2_EmscriptenOpenURL(url); return true; }; +#elif SDL_HAS_OPEN_URL + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url) == 0; }; +#endif + + // Update monitor a first time during init + ImGui_ImplSDL2_UpdateMonitors(); + + // Gamepad handling + bd->GamepadMode = ImGui_ImplSDL2_GamepadMode_AutoFirst; + bd->WantUpdateGamepadsList = true; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_ARROW); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_IBEAM); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEALL); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENS); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZEWE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENESW); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_SIZENWSE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_HAND); + bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); + bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAITARROW); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NO); + + // Set platform dependent data in viewport + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = (void*)(intptr_t)bd->WindowID; + main_viewport->PlatformHandleRaw = nullptr; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(window, &info)) + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + main_viewport->PlatformHandleRaw = (void*)info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + main_viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } + + // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_MOUSEBUTTONDOWN events coming right after a SDL_WINDOWEVENT_FOCUS_GAINED) +#ifdef SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); +#endif + + // From 2.0.18: Enable native IME. + // IMPORTANT: This is used at the time of SDL_CreateWindow() so this will only affects secondary windows, if any. + // For the main window to be affected, your application needs to call this manually before calling SDL_CreateWindow(). +#ifdef SDL_HINT_IME_SHOW_UI + SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1"); +#endif + + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) +#ifdef SDL_HINT_MOUSE_AUTO_CAPTURE + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); +#endif + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL2_InitMultiViewportSupport() outside of #ifdef to avoid unused-function warnings. + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) + ImGui_ImplSDL2_InitMultiViewportSupport(window, sdl_gl_context); + + return true; +} + +bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + return ImGui_ImplSDL2_Init(window, nullptr, sdl_gl_context); +} + +bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window) +{ +#if !SDL_HAS_VULKAN + IM_ASSERT(0 && "Unsupported"); +#endif + if (!ImGui_ImplSDL2_Init(window, nullptr, nullptr)) + return false; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + bd->UseVulkan = true; + return true; +} + +bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL2_Init(window, renderer, nullptr); +} + +bool ImGui_ImplSDL2_InitForOther(SDL_Window* window) +{ + return ImGui_ImplSDL2_Init(window, nullptr, nullptr); +} + +static void ImGui_ImplSDL2_CloseGamepads(); + +void ImGui_ImplSDL2_Shutdown() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplSDL2_ShutdownMultiViewportSupport(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_FreeCursor(bd->MouseCursors[cursor_n]); + ImGui_ImplSDL2_CloseGamepads(); + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport); + platform_io.ClearPlatformHandlers(); + IM_DELETE(bd); +} + +void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (mode == ImGui_ImplSDL2_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL2_MouseCaptureMode_Disabled) + SDL_CaptureMouse(SDL_FALSE); + bd->MouseCaptureMode = mode; +} + +// This code is rather messy because some of the functions we need for full viewport support are not available in SDL < 2.0.4. +static void ImGui_ImplSDL2_UpdateMouseData() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_MOUSEMOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. + // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture. + if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_Enabled) + { + SDL_CaptureMouse((bd->MouseButtonsDown != 0) ? SDL_TRUE : SDL_FALSE); + } + else if (bd->MouseCaptureMode == ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag) + { + bool want_capture = false; + for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) + if (ImGui::IsMouseDragging(button_n, 1.0f)) + want_capture = true; + SDL_CaptureMouse(want_capture ? SDL_TRUE : SDL_FALSE); + } + + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL2_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); +#else + SDL_Window* focused_window = bd->Window; + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal((int)io.MousePos.x, (int)io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, (int)io.MousePos.x, (int)io.MousePos.y); + } + + // (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_MOUSEMOTION already provides this when hovered or captured) + // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature. + SDL_Window* hovered_window = SDL_GetMouseFocus(); + const bool is_relative_mouse_mode = SDL_GetRelativeMouseMode() != 0; + if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) + { + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + int mouse_x, mouse_y; + int window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= window_x; + mouse_y -= window_y; + } + io.AddMousePosEvent((float)mouse_x, (float)mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL2_GetViewportForWindowID(bd->MouseWindowID)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } +} + +static void ImGui_ImplSDL2_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_ShowCursor(SDL_FALSE); + } + else + { + // Show OS mouse cursor + SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->MouseLastCursor != expected_cursor) + { + SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) + bd->MouseLastCursor = expected_cursor; + } + SDL_ShowCursor(SDL_TRUE); + } +} + +// - On Windows the process needs to be marked DPI-aware!! SDL2 doesn't do it by default. You can call ::SetProcessDPIAware() or call ImGui_ImplWin32_EnableDpiAwareness() from Win32 backend. +// - Apple platforms use FramebufferScale so we always return 1.0f. +// - Some accessibility applications are declaring virtual monitors with a DPI of 0.0f, see #7902. We preserve this value for caller to handle. +float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window) +{ + return ImGui_ImplSDL2_GetContentScaleForDisplay(SDL_GetWindowDisplayIndex(window)); +} + +// SDL_GetDisplayDPI() seems rather unreliable on Linux. +float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index) +{ + const char* sdl_driver = SDL_GetCurrentVideoDriver(); + if (sdl_driver && strcmp(sdl_driver, "wayland") == 0) + return 1.0f; +#if SDL_HAS_PER_MONITOR_DPI +#if !defined(__APPLE__) && !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) + float dpi = 0.0f; + if (SDL_GetDisplayDPI(display_index, &dpi, nullptr, nullptr) == 0) + { + if (dpi < 96.0f) + dpi = 96.0f; + return dpi / 96.0f; + } +#endif +#endif + IM_UNUSED(display_index); + return 1.0f; +} + +static void ImGui_ImplSDL2_CloseGamepads() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + if (bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) + for (SDL_GameController* gamepad : bd->Gamepads) + SDL_GameControllerClose(gamepad); + bd->Gamepads.resize(0); +} + +void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array, int manual_gamepads_count) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_CloseGamepads(); + if (mode == ImGui_ImplSDL2_GamepadMode_Manual) + { + IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0); + for (int n = 0; n < manual_gamepads_count; n++) + bd->Gamepads.push_back(manual_gamepads_array[n]); + } + else + { + IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); + bd->WantUpdateGamepadsList = true; + } + bd->GamepadMode = mode; +} + +static void ImGui_ImplSDL2_UpdateGamepadButton(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerButton button_no) +{ + bool merged_value = false; + for (SDL_GameController* gamepad : bd->Gamepads) + merged_value |= SDL_GameControllerGetButton(gamepad, button_no) != 0; + io.AddKeyEvent(key, merged_value); +} + +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplSDL2_UpdateGamepadAnalog(ImGui_ImplSDL2_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GameControllerAxis axis_no, float v0, float v1) +{ + float merged_value = 0.0f; + for (SDL_GameController* gamepad : bd->Gamepads) + { + float vn = Saturate((float)(SDL_GameControllerGetAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); + if (merged_value < vn) + merged_value = vn; + } + io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); +} + +static void ImGui_ImplSDL2_UpdateGamepads() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // Update list of controller(s) to use + if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL2_GamepadMode_Manual) + { + ImGui_ImplSDL2_CloseGamepads(); + int joystick_count = SDL_NumJoysticks(); + for (int n = 0; n < joystick_count; n++) + if (SDL_IsGameController(n)) + if (SDL_GameController* gamepad = SDL_GameControllerOpen(n)) + { + bd->Gamepads.push_back(gamepad); + if (bd->GamepadMode == ImGui_ImplSDL2_GamepadMode_AutoFirst) + break; + } + bd->WantUpdateGamepadsList = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (bd->Gamepads.Size == 0) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + const int thumb_dead_zone = 8000; // SDL_gamecontroller.h suggests using this value. + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_CONTROLLER_BUTTON_START); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_CONTROLLER_BUTTON_BACK); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_CONTROLLER_BUTTON_X); // Xbox X, PS Square + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_CONTROLLER_BUTTON_B); // Xbox B, PS Circle + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_CONTROLLER_BUTTON_Y); // Xbox Y, PS Triangle + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_CONTROLLER_BUTTON_A); // Xbox A, PS Cross + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_CONTROLLER_BUTTON_DPAD_LEFT); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_CONTROLLER_BUTTON_DPAD_UP); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_CONTROLLER_BUTTON_DPAD_DOWN); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_CONTROLLER_AXIS_TRIGGERLEFT, 0.0f, 32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_CONTROLLER_AXIS_TRIGGERRIGHT, 0.0f, 32767); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_CONTROLLER_BUTTON_LEFTSTICK); + ImGui_ImplSDL2_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_CONTROLLER_BUTTON_RIGHTSTICK); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_CONTROLLER_AXIS_LEFTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_CONTROLLER_AXIS_LEFTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_CONTROLLER_AXIS_LEFTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_CONTROLLER_AXIS_LEFTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_CONTROLLER_AXIS_RIGHTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_CONTROLLER_AXIS_RIGHTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_CONTROLLER_AXIS_RIGHTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL2_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_CONTROLLER_AXIS_RIGHTY, +thumb_dead_zone, +32767); +} + +// FIXME: Note that doesn't update with DPI/Scaling change only as SDL2 doesn't have an event for it (SDL3 has). +static void ImGui_ImplSDL2_UpdateMonitors() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + bd->WantUpdateMonitors = false; + int display_count = SDL_GetNumVideoDisplays(); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(n, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); +#if SDL_HAS_USABLE_DISPLAY_BOUNDS + if (SDL_GetDisplayUsableBounds(n, &r) == 0 && r.w > 0 && r.h > 0) + { + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + } +#endif + float dpi_scale = ImGui_ImplSDL2_GetContentScaleForDisplay(n); + if (dpi_scale <= 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + monitor.DpiScale = dpi_scale; + monitor.PlatformHandle = (void*)(intptr_t)n; + platform_io.Monitors.push_back(monitor); + } +} + +static void ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(SDL_Window* window, SDL_Renderer* renderer, ImVec2* out_size, ImVec2* out_framebuffer_scale) +{ + int w, h; + int display_w, display_h; + SDL_GetWindowSize(window, &w, &h); + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + if (renderer != nullptr) + SDL_GetRendererOutputSize(renderer, &display_w, &display_h); +#if SDL_HAS_VULKAN + else if (SDL_GetWindowFlags(window) & SDL_WINDOW_VULKAN) + SDL_Vulkan_GetDrawableSize(window, &display_w, &display_h); +#endif + else + SDL_GL_GetDrawableSize(window, &display_w, &display_h); + if (out_size != nullptr) + *out_size = ImVec2((float)w, (float)h); + if (out_framebuffer_scale != nullptr) + *out_framebuffer_scale = (w > 0 && h > 0) ? ImVec2((float)display_w / (float)w, (float)display_h / (float)h) : ImVec2(1.0f, 1.0f); +} + +void ImGui_ImplSDL2_NewFrame() +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL2_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup main viewport size (every frame to accommodate for window resizing) + ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(bd->Window, bd->Renderer, &io.DisplaySize, &io.DisplayFramebufferScale); + + // Update monitors +#ifdef WIN32 + bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415) +#endif + if (bd->WantUpdateMonitors) + ImGui_ImplSDL2_UpdateMonitors(); + + // Setup time step (we don't use SDL_GetTicks() because it is using millisecond resolution) + // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + if (current_time <= bd->Time) + current_time = bd->Time + 1; + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->MouseLastLeaveFrame && bd->MouseLastLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + bd->MouseWindowID = 0; + bd->MouseLastLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + + // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. + // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects. + if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; + + ImGui_ImplSDL2_UpdateMouseData(); + ImGui_ImplSDL2_UpdateMouseCursor(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL2_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL2_ViewportData +{ + SDL_Window* Window; + Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL2_ViewportData() { Window = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } + ~ImGui_ImplSDL2_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } +}; + +static void ImGui_ImplSDL2_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_Data* bd = ImGui_ImplSDL2_GetBackendData(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + viewport->PlatformUserData = vd; + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* main_viewport_data = (ImGui_ImplSDL2_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != nullptr); + SDL_GLContext backup_context = nullptr; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + Uint32 sdl_flags = 0; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_ALLOW_HIGHDPI; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; +#if !defined(_WIN32) + // See SDL hack in ImGui_ImplSDL2_ShowWindow(). + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_SKIP_TASKBAR : 0; +#endif +#if SDL_HAS_ALWAYS_ON_TOP + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; +#endif + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Pos.x, (int)viewport->Pos.y, (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(vd->Window); + viewport->PlatformHandleRaw = nullptr; + SDL_SysWMinfo info; + SDL_VERSION(&info.version); + if (SDL_GetWindowWMInfo(vd->Window, &info)) + { +#if defined(SDL_VIDEO_DRIVER_WINDOWS) + viewport->PlatformHandleRaw = info.info.win.window; +#elif defined(__APPLE__) && defined(SDL_VIDEO_DRIVER_COCOA) + viewport->PlatformHandleRaw = (void*)info.info.cocoa.window; +#endif + } +} + +static void ImGui_ImplSDL2_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DeleteContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = nullptr; + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplSDL2_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES))) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Hide icon from task bar + // Note: SDL 2.0.6+ has a SDL_WINDOW_SKIP_TASKBAR flag which is supported under Windows but the way it create the window breaks our seamless transition. + if (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style &= ~WS_EX_APPWINDOW; + ex_style |= WS_EX_TOOLWINDOW; + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } +#endif + +#if SDL_HAS_SHOW_WINDOW_ACTIVATION_HINT + SDL_SetHint(SDL_HINT_WINDOW_NO_ACTIVATION_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "1" : "0"); +#elif defined(_WIN32) + // SDL hack: SDL always activate/focus windows :/ + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + { + ::ShowWindow(hwnd, SW_SHOWNA); + return; + } +#endif + SDL_ShowWindow(vd->Window); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL2_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL2_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static ImVec2 ImGui_ImplSDL2_GetWindowFramebufferScale(ImGuiViewport* viewport) +{ + // FIXME: SDL_Renderer does not support multi-viewport. + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + ImVec2 framebuffer_scale; + ImGui_ImplSDL2_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, nullptr, &framebuffer_scale); + return framebuffer_scale; +} + +static void ImGui_ImplSDL2_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +#if SDL_HAS_WINDOW_ALPHA +static void ImGui_ImplSDL2_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} +#endif + +static void ImGui_ImplSDL2_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL2_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL2_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL2_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL2_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#if SDL_HAS_VULKAN +#include +static int ImGui_ImplSDL2_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL2_ViewportData* vd = (ImGui_ImplSDL2_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + SDL_bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} +#endif // SDL_HAS_VULKAN + +static void ImGui_ImplSDL2_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL2_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL2_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL2_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL2_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL2_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL2_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL2_GetWindowSize; + platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL2_GetWindowFramebufferScale; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL2_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL2_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL2_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL2_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL2_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL2_SwapBuffers; +#if SDL_HAS_WINDOW_ALPHA + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL2_SetWindowAlpha; +#endif +#if SDL_HAS_VULKAN + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL2_CreateVkSurface; +#endif + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL2_ViewportData* vd = IM_NEW(ImGui_ImplSDL2_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID; +} + +static void ImGui_ImplSDL2_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdl2.h b/modules/imgui-source/backends/imgui_impl_sdl2.h new file mode 100644 index 0000000..e091ba3 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdl2.h @@ -0,0 +1,61 @@ +// dear imgui: Platform Backend for SDL2 +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) +// (Info: SDL2 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Basic IME support. App needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Window; +struct SDL_Renderer; +struct _SDL_GameController; +typedef union SDL_Event SDL_Event; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API bool ImGui_ImplSDL2_InitForOther(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL2_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL2_ProcessEvent(const SDL_Event* event); + +// DPI-related helpers (optional) +IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForWindow(SDL_Window* window); +IMGUI_IMPL_API float ImGui_ImplSDL2_GetContentScaleForDisplay(int display_index); + +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +enum ImGui_ImplSDL2_GamepadMode { ImGui_ImplSDL2_GamepadMode_AutoFirst, ImGui_ImplSDL2_GamepadMode_AutoAll, ImGui_ImplSDL2_GamepadMode_Manual }; +IMGUI_IMPL_API void ImGui_ImplSDL2_SetGamepadMode(ImGui_ImplSDL2_GamepadMode mode, struct _SDL_GameController** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); + +// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it. +// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse. +// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650. +// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL2_MouseCaptureMode_Disabled. +enum ImGui_ImplSDL2_MouseCaptureMode { ImGui_ImplSDL2_MouseCaptureMode_Enabled, ImGui_ImplSDL2_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL2_MouseCaptureMode_Disabled }; +IMGUI_IMPL_API void ImGui_ImplSDL2_SetMouseCaptureMode(ImGui_ImplSDL2_MouseCaptureMode mode); + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdl3.cpp b/modules/imgui-source/backends/imgui_impl_sdl3.cpp new file mode 100644 index 0000000..0a92c5d --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdl3.cpp @@ -0,0 +1,1314 @@ +// dear imgui: Platform Backend for SDL3 +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-03-25: [Docking] Use SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED (SDL 3.4.0+) when available to avoid refreshing monitor work area every frame on Windows. (#8415) +// 2026-03-09: [Docking] Fixed an issue dated 2025/04/09 (1.92 WIP) where a refactor+merge caused ImGuiBackendFlags_HasMouseHoveredViewport to never be set, causing foreign windows to be ignored when deciding of hovered viewport. (#9284) +// 2026-02-13: Inputs: systems other than X11 are back to starting mouse capture on mouse down (reverts 2025-02-26 change). Only X11 requires waiting for a drag by default (not ideal, but a better default for X11 users). Added ImGui_ImplSDL3_SetMouseCaptureMode() for X11 debugger users. (#3650, #6410, #9235) +// 2026-01-15: Changed GetClipboardText() handler to return nullptr on error aka clipboard contents is not text. Consistent with other backends. (#9168) +// 2025-11-05: Fixed an issue with missing characters events when an already active text field changes viewports. (#9054) +// 2025-10-22: Fixed Platform_OpenInShellFn() return value (unused in core). +// 2025-09-24: Skip using the SDL_GetGlobalMouseState() state when one of our window is hovered, as the SDL_EVENT_MOUSE_MOTION data is reliable. Fix macOS notch mouse coordinates issue in fullscreen mode + better perf on X11. (#7919, #7786) +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-09-15: Use SDL_GetWindowDisplayScale() on Mac to output DisplayFrameBufferScale. The function is more reliable during resolution changes e.g. going fullscreen. (#8703, #4414) +// 2025-06-27: IME: avoid calling SDL_StartTextInput() again if already active. (#8727) +// 2025-05-15: [Docking] Add Platform_GetWindowFramebufferScale() handler, to allow varying Retina display density on multiple monitors. +// 2025-05-06: [Docking] macOS: fixed secondary viewports not appearing on other monitors before of parenting. +// 2025-04-09: [Docking] Revert update monitors and work areas information every frame. Only do it on Windows. (#8415, #8558) +// 2025-04-22: IME: honor ImGuiPlatformImeData->WantTextInput as an alternative way to call SDL_StartTextInput(), without IME being necessarily visible. +// 2025-04-09: Don't attempt to call SDL_CaptureMouse() on drivers where we don't call SDL_GetGlobalMouseState(). (#8561) +// 2025-03-30: Update for SDL3 api changes: Revert SDL_GetClipboardText() memory ownership change. (#8530, #7801) +// 2025-03-21: Fill gamepad inputs and set ImGuiBackendFlags_HasGamepad regardless of ImGuiConfigFlags_NavEnableGamepad being set. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-26: Only start SDL_CaptureMouse() when mouse is being dragged, to mitigate issues with e.g. Linux debuggers not claiming capture back. (#6410, #3650) +// 2025-02-25: [Docking] Revert to use SDL_GetDisplayBounds() for WorkPos/WorkRect if SDL_GetDisplayUsableBounds() failed. +// 2025-02-24: Avoid calling SDL_GetGlobalMouseState() when mouse is in relative mode. +// 2025-02-21: [Docking] Update monitors and work areas information every frame, as the later may change regardless of monitor changes. (#8415) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2025-02-10: Using SDL_OpenURL() in platform_io.Platform_OpenInShellFn handler. +// 2025-01-20: Made ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode_Manual) accept an empty array. +// 2024-10-24: Emscripten: SDL_EVENT_MOUSE_WHEEL event doesn't require dividing by 100.0f on Emscripten. +// 2024-09-11: (Docking) Added support for viewport->ParentViewportId field to support parenting at OS level. (#7973) +// 2024-09-03: Update for SDL3 api changes: SDL_GetGamepads() memory ownership revert. (#7918, #7898, #7807) +// 2024-08-22: moved some OS/backend related function pointers from ImGuiIO to ImGuiPlatformIO: +// - io.GetClipboardTextFn -> platform_io.Platform_GetClipboardTextFn +// - io.SetClipboardTextFn -> platform_io.Platform_SetClipboardTextFn +// - io.PlatformSetImeDataFn -> platform_io.Platform_SetImeDataFn +// 2024-08-19: Storing SDL_WindowID inside ImGuiViewport::PlatformHandle instead of SDL_Window*. +// 2024-08-19: ImGui_ImplSDL3_ProcessEvent() now ignores events intended for other SDL windows. (#7853) +// 2024-07-22: Update for SDL3 api changes: SDL_GetGamepads() memory ownership change. (#7807) +// 2024-07-18: Update for SDL3 api changes: SDL_GetClipboardText() memory ownership change. (#7801) +// 2024-07-15: Update for SDL3 api changes: SDL_GetProperty() change to SDL_GetPointerProperty(). (#7794) +// 2024-07-02: Update for SDL3 api changes: SDLK_x renames and SDLK_KP_x removals (#7761, #7762). +// 2024-07-01: Update for SDL3 api changes: SDL_SetTextInputRect() changed to SDL_SetTextInputArea(). +// 2024-06-26: Update for SDL3 api changes: SDL_StartTextInput()/SDL_StopTextInput()/SDL_SetTextInputRect() functions signatures. +// 2024-06-24: Update for SDL3 api changes: SDL_EVENT_KEY_DOWN/SDL_EVENT_KEY_UP contents. +// 2024-06-03; Update for SDL3 api changes: SDL_SYSTEM_CURSOR_ renames. +// 2024-05-15: Update for SDL3 api changes: SDLK_ renames. +// 2024-04-15: Inputs: Re-enable calling SDL_StartTextInput()/SDL_StopTextInput() as SDL3 no longer enables it by default and should play nicer with IME. +// 2024-02-13: Inputs: Fixed gamepad support. Handle gamepad disconnection. Added ImGui_ImplSDL3_SetGamepadMode(). +// 2023-11-13: Updated for recent SDL3 API changes. +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-05-04: Fixed build on Emscripten/iOS/Android. (#6391) +// 2023-04-06: Inputs: Avoid calling SDL_StartTextInput()/SDL_StopTextInput() as they don't only pertain to IME. It's unclear exactly what their relation is to IME. (#6306) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen. (#2702) +// 2023-02-23: Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. (#6189, #6114, #3644) +// 2023-02-07: Forked "imgui_impl_sdl2" into "imgui_impl_sdl3". Removed version checks for old feature. Refer to imgui_impl_sdl2.cpp for older changelog. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdl3.h" + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#endif + +// SDL +#include +#include // for snprintf() +#if defined(__APPLE__) +#include +#endif +#ifdef _WIN32 +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#endif + +#if !defined(__EMSCRIPTEN__) && !defined(__ANDROID__) && !(defined(__APPLE__) && TARGET_OS_IOS) && !defined(__amigaos4__) +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 1 +#else +#define SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE 0 +#endif +#define SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED SDL_VERSION_ATLEAST(3,4,0) + +// FIXME-LEGACY: remove when SDL 3.1.3 preview is released. +#ifndef SDLK_APOSTROPHE +#define SDLK_APOSTROPHE SDLK_QUOTE +#endif +#ifndef SDLK_GRAVE +#define SDLK_GRAVE SDLK_BACKQUOTE +#endif + +// SDL Data +struct ImGui_ImplSDL3_Data +{ + SDL_Window* Window; + SDL_WindowID WindowID; + SDL_Renderer* Renderer; + Uint64 Time; + char* ClipboardTextData; + char BackendPlatformName[48]; + bool UseVulkan; + bool WantUpdateMonitors; + + // IME handling + SDL_Window* ImeWindow; + ImGuiPlatformImeData ImeData; + bool ImeDirty; + + // Mouse handling + Uint32 MouseWindowID; + int MouseButtonsDown; + SDL_Cursor* MouseCursors[ImGuiMouseCursor_COUNT]; + SDL_Cursor* MouseLastCursor; + int MousePendingLeaveFrame; + bool MouseCanUseGlobalState; + bool MouseCanReportHoveredViewport; // This is hard to use/unreliable on SDL so we'll set ImGuiBackendFlags_HasMouseHoveredViewport dynamically based on state. + ImGui_ImplSDL3_MouseCaptureMode MouseCaptureMode; + + // Gamepad handling + ImVector Gamepads; + ImGui_ImplSDL3_GamepadMode GamepadMode; + bool WantUpdateGamepadsList; + + ImGui_ImplSDL3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplSDL3_Data* ImGui_ImplSDL3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDL3_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} + +// Forward Declarations +static void ImGui_ImplSDL3_UpdateIme(); +static void ImGui_ImplSDL3_UpdateMonitors(); +static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context); +static void ImGui_ImplSDL3_ShutdownMultiViewportSupport(); + +// Functions +static const char* ImGui_ImplSDL3_GetClipboardText(ImGuiContext*) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + if (SDL_HasClipboardText()) + bd->ClipboardTextData = SDL_GetClipboardText(); + else + bd->ClipboardTextData = nullptr; + return bd->ClipboardTextData; +} + +static void ImGui_ImplSDL3_SetClipboardText(ImGuiContext*, const char* text) +{ + SDL_SetClipboardText(text); +} + +static ImGuiViewport* ImGui_ImplSDL3_GetViewportForWindowID(SDL_WindowID window_id) +{ + return ImGui::FindViewportByPlatformHandle((void*)(intptr_t)window_id); +} + +static void ImGui_ImplSDL3_PlatformSetImeData(ImGuiContext*, ImGuiViewport*, ImGuiPlatformImeData* data) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + bd->ImeData = *data; + bd->ImeDirty = true; + ImGui_ImplSDL3_UpdateIme(); +} + +// We discard viewport passed via ImGuiPlatformImeData and always call SDL_StartTextInput() on SDL_GetKeyboardFocus(). +static void ImGui_ImplSDL3_UpdateIme() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGuiPlatformImeData* data = &bd->ImeData; + SDL_Window* window = SDL_GetKeyboardFocus(); + + // Stop previous input + if ((!(data->WantVisible || data->WantTextInput) || bd->ImeWindow != window) && bd->ImeWindow != nullptr) + { + SDL_StopTextInput(bd->ImeWindow); + bd->ImeWindow = nullptr; + } + if ((!bd->ImeDirty && bd->ImeWindow == window) || (window == nullptr)) + return; + + // Start/update current input + bd->ImeDirty = false; + if (data->WantVisible) + { + ImVec2 viewport_pos; + if (ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(window))) + viewport_pos = viewport->Pos; + SDL_Rect r; + r.x = (int)(data->InputPos.x - viewport_pos.x); + r.y = (int)(data->InputPos.y - viewport_pos.y); + r.w = 1; + r.h = (int)data->InputLineHeight; + SDL_SetTextInputArea(window, &r, 0); + bd->ImeWindow = window; + } + if (!SDL_TextInputActive(window) && (data->WantVisible || data->WantTextInput)) + SDL_StartTextInput(window); +} + +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode); +ImGuiKey ImGui_ImplSDL3_KeyEventToImGuiKey(SDL_Keycode keycode, SDL_Scancode scancode) +{ + // Keypad doesn't have individual key values in SDL3 + switch (scancode) + { + case SDL_SCANCODE_KP_0: return ImGuiKey_Keypad0; + case SDL_SCANCODE_KP_1: return ImGuiKey_Keypad1; + case SDL_SCANCODE_KP_2: return ImGuiKey_Keypad2; + case SDL_SCANCODE_KP_3: return ImGuiKey_Keypad3; + case SDL_SCANCODE_KP_4: return ImGuiKey_Keypad4; + case SDL_SCANCODE_KP_5: return ImGuiKey_Keypad5; + case SDL_SCANCODE_KP_6: return ImGuiKey_Keypad6; + case SDL_SCANCODE_KP_7: return ImGuiKey_Keypad7; + case SDL_SCANCODE_KP_8: return ImGuiKey_Keypad8; + case SDL_SCANCODE_KP_9: return ImGuiKey_Keypad9; + case SDL_SCANCODE_KP_PERIOD: return ImGuiKey_KeypadDecimal; + case SDL_SCANCODE_KP_DIVIDE: return ImGuiKey_KeypadDivide; + case SDL_SCANCODE_KP_MULTIPLY: return ImGuiKey_KeypadMultiply; + case SDL_SCANCODE_KP_MINUS: return ImGuiKey_KeypadSubtract; + case SDL_SCANCODE_KP_PLUS: return ImGuiKey_KeypadAdd; + case SDL_SCANCODE_KP_ENTER: return ImGuiKey_KeypadEnter; + case SDL_SCANCODE_KP_EQUALS: return ImGuiKey_KeypadEqual; + default: break; + } + switch (keycode) + { + case SDLK_TAB: return ImGuiKey_Tab; + case SDLK_LEFT: return ImGuiKey_LeftArrow; + case SDLK_RIGHT: return ImGuiKey_RightArrow; + case SDLK_UP: return ImGuiKey_UpArrow; + case SDLK_DOWN: return ImGuiKey_DownArrow; + case SDLK_PAGEUP: return ImGuiKey_PageUp; + case SDLK_PAGEDOWN: return ImGuiKey_PageDown; + case SDLK_HOME: return ImGuiKey_Home; + case SDLK_END: return ImGuiKey_End; + case SDLK_INSERT: return ImGuiKey_Insert; + case SDLK_DELETE: return ImGuiKey_Delete; + case SDLK_BACKSPACE: return ImGuiKey_Backspace; + case SDLK_SPACE: return ImGuiKey_Space; + case SDLK_RETURN: return ImGuiKey_Enter; + case SDLK_ESCAPE: return ImGuiKey_Escape; + //case SDLK_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDLK_COMMA: return ImGuiKey_Comma; + //case SDLK_MINUS: return ImGuiKey_Minus; + case SDLK_PERIOD: return ImGuiKey_Period; + //case SDLK_SLASH: return ImGuiKey_Slash; + case SDLK_SEMICOLON: return ImGuiKey_Semicolon; + //case SDLK_EQUALS: return ImGuiKey_Equal; + //case SDLK_LEFTBRACKET: return ImGuiKey_LeftBracket; + //case SDLK_BACKSLASH: return ImGuiKey_Backslash; + //case SDLK_RIGHTBRACKET: return ImGuiKey_RightBracket; + //case SDLK_GRAVE: return ImGuiKey_GraveAccent; + case SDLK_CAPSLOCK: return ImGuiKey_CapsLock; + case SDLK_SCROLLLOCK: return ImGuiKey_ScrollLock; + case SDLK_NUMLOCKCLEAR: return ImGuiKey_NumLock; + case SDLK_PRINTSCREEN: return ImGuiKey_PrintScreen; + case SDLK_PAUSE: return ImGuiKey_Pause; + case SDLK_LCTRL: return ImGuiKey_LeftCtrl; + case SDLK_LSHIFT: return ImGuiKey_LeftShift; + case SDLK_LALT: return ImGuiKey_LeftAlt; + case SDLK_LGUI: return ImGuiKey_LeftSuper; + case SDLK_RCTRL: return ImGuiKey_RightCtrl; + case SDLK_RSHIFT: return ImGuiKey_RightShift; + case SDLK_RALT: return ImGuiKey_RightAlt; + case SDLK_RGUI: return ImGuiKey_RightSuper; + case SDLK_APPLICATION: return ImGuiKey_Menu; + case SDLK_0: return ImGuiKey_0; + case SDLK_1: return ImGuiKey_1; + case SDLK_2: return ImGuiKey_2; + case SDLK_3: return ImGuiKey_3; + case SDLK_4: return ImGuiKey_4; + case SDLK_5: return ImGuiKey_5; + case SDLK_6: return ImGuiKey_6; + case SDLK_7: return ImGuiKey_7; + case SDLK_8: return ImGuiKey_8; + case SDLK_9: return ImGuiKey_9; + case SDLK_A: return ImGuiKey_A; + case SDLK_B: return ImGuiKey_B; + case SDLK_C: return ImGuiKey_C; + case SDLK_D: return ImGuiKey_D; + case SDLK_E: return ImGuiKey_E; + case SDLK_F: return ImGuiKey_F; + case SDLK_G: return ImGuiKey_G; + case SDLK_H: return ImGuiKey_H; + case SDLK_I: return ImGuiKey_I; + case SDLK_J: return ImGuiKey_J; + case SDLK_K: return ImGuiKey_K; + case SDLK_L: return ImGuiKey_L; + case SDLK_M: return ImGuiKey_M; + case SDLK_N: return ImGuiKey_N; + case SDLK_O: return ImGuiKey_O; + case SDLK_P: return ImGuiKey_P; + case SDLK_Q: return ImGuiKey_Q; + case SDLK_R: return ImGuiKey_R; + case SDLK_S: return ImGuiKey_S; + case SDLK_T: return ImGuiKey_T; + case SDLK_U: return ImGuiKey_U; + case SDLK_V: return ImGuiKey_V; + case SDLK_W: return ImGuiKey_W; + case SDLK_X: return ImGuiKey_X; + case SDLK_Y: return ImGuiKey_Y; + case SDLK_Z: return ImGuiKey_Z; + case SDLK_F1: return ImGuiKey_F1; + case SDLK_F2: return ImGuiKey_F2; + case SDLK_F3: return ImGuiKey_F3; + case SDLK_F4: return ImGuiKey_F4; + case SDLK_F5: return ImGuiKey_F5; + case SDLK_F6: return ImGuiKey_F6; + case SDLK_F7: return ImGuiKey_F7; + case SDLK_F8: return ImGuiKey_F8; + case SDLK_F9: return ImGuiKey_F9; + case SDLK_F10: return ImGuiKey_F10; + case SDLK_F11: return ImGuiKey_F11; + case SDLK_F12: return ImGuiKey_F12; + case SDLK_F13: return ImGuiKey_F13; + case SDLK_F14: return ImGuiKey_F14; + case SDLK_F15: return ImGuiKey_F15; + case SDLK_F16: return ImGuiKey_F16; + case SDLK_F17: return ImGuiKey_F17; + case SDLK_F18: return ImGuiKey_F18; + case SDLK_F19: return ImGuiKey_F19; + case SDLK_F20: return ImGuiKey_F20; + case SDLK_F21: return ImGuiKey_F21; + case SDLK_F22: return ImGuiKey_F22; + case SDLK_F23: return ImGuiKey_F23; + case SDLK_F24: return ImGuiKey_F24; + case SDLK_AC_BACK: return ImGuiKey_AppBack; + case SDLK_AC_FORWARD: return ImGuiKey_AppForward; + default: break; + } + + // Fallback to scancode + switch (scancode) + { + case SDL_SCANCODE_GRAVE: return ImGuiKey_GraveAccent; + case SDL_SCANCODE_MINUS: return ImGuiKey_Minus; + case SDL_SCANCODE_EQUALS: return ImGuiKey_Equal; + case SDL_SCANCODE_LEFTBRACKET: return ImGuiKey_LeftBracket; + case SDL_SCANCODE_RIGHTBRACKET: return ImGuiKey_RightBracket; + case SDL_SCANCODE_NONUSBACKSLASH: return ImGuiKey_Oem102; + case SDL_SCANCODE_BACKSLASH: return ImGuiKey_Backslash; + case SDL_SCANCODE_SEMICOLON: return ImGuiKey_Semicolon; + case SDL_SCANCODE_APOSTROPHE: return ImGuiKey_Apostrophe; + case SDL_SCANCODE_COMMA: return ImGuiKey_Comma; + case SDL_SCANCODE_PERIOD: return ImGuiKey_Period; + case SDL_SCANCODE_SLASH: return ImGuiKey_Slash; + default: break; + } + return ImGuiKey_None; +} + +static void ImGui_ImplSDL3_UpdateKeyModifiers(SDL_Keymod sdl_key_mods) +{ + ImGuiIO& io = ImGui::GetIO(); + io.AddKeyEvent(ImGuiMod_Ctrl, (sdl_key_mods & SDL_KMOD_CTRL) != 0); + io.AddKeyEvent(ImGuiMod_Shift, (sdl_key_mods & SDL_KMOD_SHIFT) != 0); + io.AddKeyEvent(ImGuiMod_Alt, (sdl_key_mods & SDL_KMOD_ALT) != 0); + io.AddKeyEvent(ImGuiMod_Super, (sdl_key_mods & SDL_KMOD_GUI) != 0); +} + +// You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags. +bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + switch (event->type) + { + case SDL_EVENT_MOUSE_MOTION: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->motion.windowID) == nullptr) + return false; + ImVec2 mouse_pos((float)event->motion.x, (float)event->motion.y); + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + { + int window_x, window_y; + SDL_GetWindowPosition(SDL_GetWindowFromID(event->motion.windowID), &window_x, &window_y); + mouse_pos.x += window_x; + mouse_pos.y += window_y; + } + io.AddMouseSourceEvent(event->motion.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMousePosEvent(mouse_pos.x, mouse_pos.y); + return true; + } + case SDL_EVENT_MOUSE_WHEEL: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->wheel.windowID) == nullptr) + return false; + //IMGUI_DEBUG_LOG("wheel %.2f %.2f, precise %.2f %.2f\n", (float)event->wheel.x, (float)event->wheel.y, event->wheel.preciseX, event->wheel.preciseY); + float wheel_x = -event->wheel.x; + float wheel_y = event->wheel.y; + io.AddMouseSourceEvent(event->wheel.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseWheelEvent(wheel_x, wheel_y); + return true; + } + case SDL_EVENT_MOUSE_BUTTON_DOWN: + case SDL_EVENT_MOUSE_BUTTON_UP: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->button.windowID) == nullptr) + return false; + int mouse_button = -1; + if (event->button.button == SDL_BUTTON_LEFT) { mouse_button = 0; } + if (event->button.button == SDL_BUTTON_RIGHT) { mouse_button = 1; } + if (event->button.button == SDL_BUTTON_MIDDLE) { mouse_button = 2; } + if (event->button.button == SDL_BUTTON_X1) { mouse_button = 3; } + if (event->button.button == SDL_BUTTON_X2) { mouse_button = 4; } + if (mouse_button == -1) + break; + io.AddMouseSourceEvent(event->button.which == SDL_TOUCH_MOUSEID ? ImGuiMouseSource_TouchScreen : ImGuiMouseSource_Mouse); + io.AddMouseButtonEvent(mouse_button, (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN)); + bd->MouseButtonsDown = (event->type == SDL_EVENT_MOUSE_BUTTON_DOWN) ? (bd->MouseButtonsDown | (1 << mouse_button)) : (bd->MouseButtonsDown & ~(1 << mouse_button)); + return true; + } + case SDL_EVENT_TEXT_INPUT: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->text.windowID) == nullptr) + return false; + io.AddInputCharactersUTF8(event->text.text); + return true; + } + case SDL_EVENT_KEY_DOWN: + case SDL_EVENT_KEY_UP: + { + ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->key.windowID); + if (viewport == nullptr) + return false; + //IMGUI_DEBUG_LOG("SDL_EVENT_KEY_%s : key=0x%08X ('%s'), scancode=%d ('%s'), mod=%X, windowID=%d, viewport=%08X\n", + // (event->type == SDL_EVENT_KEY_DOWN) ? "DOWN" : "UP ", event->key.key, SDL_GetKeyName(event->key.key), event->key.scancode, SDL_GetScancodeName(event->key.scancode), event->key.mod, event->key.windowID, viewport ? viewport->ID : 0); + ImGui_ImplSDL3_UpdateKeyModifiers((SDL_Keymod)event->key.mod); + ImGuiKey key = ImGui_ImplSDL3_KeyEventToImGuiKey(event->key.key, event->key.scancode); + io.AddKeyEvent(key, (event->type == SDL_EVENT_KEY_DOWN)); + io.SetKeyEventNativeData(key, (int)event->key.key, (int)event->key.scancode, (int)event->key.scancode); // To support legacy indexing (<1.87 user code). Legacy backend uses SDLK_*** as indices to IsKeyXXX() functions. + return true; + } + case SDL_EVENT_DISPLAY_ORIENTATION: + case SDL_EVENT_DISPLAY_ADDED: + case SDL_EVENT_DISPLAY_REMOVED: + case SDL_EVENT_DISPLAY_MOVED: + case SDL_EVENT_DISPLAY_CONTENT_SCALE_CHANGED: +#if SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED + case SDL_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED: +#endif + { + bd->WantUpdateMonitors = true; + return true; + } + case SDL_EVENT_WINDOW_MOUSE_ENTER: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) + return false; + bd->MouseWindowID = event->window.windowID; + bd->MousePendingLeaveFrame = 0; + return true; + } + // - In some cases, when detaching a window from main viewport SDL may send SDL_WINDOWEVENT_ENTER one frame too late, + // causing SDL_WINDOWEVENT_LEAVE on previous frame to interrupt drag operation by clear mouse position. This is why + // we delay process the SDL_WINDOWEVENT_LEAVE events by one frame. See issue #5012 for details. + // FIXME: Unconfirmed whether this is still needed with SDL3. + case SDL_EVENT_WINDOW_MOUSE_LEAVE: + { + if (ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID) == nullptr) + return false; + bd->MousePendingLeaveFrame = ImGui::GetFrameCount() + 1; + return true; + } + case SDL_EVENT_WINDOW_FOCUS_GAINED: + case SDL_EVENT_WINDOW_FOCUS_LOST: + { + ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID); + if (viewport == nullptr) + return false; + //IMGUI_DEBUG_LOG("%s: windowId %d, viewport: %08X\n", (event->type == SDL_EVENT_WINDOW_FOCUS_GAINED) ? "SDL_EVENT_WINDOW_FOCUS_GAINED" : "SDL_WINDOWEVENT_FOCUS_LOST", event->window.windowID, viewport ? viewport->ID : 0); + io.AddFocusEvent(event->type == SDL_EVENT_WINDOW_FOCUS_GAINED); + return true; + } + case SDL_EVENT_WINDOW_CLOSE_REQUESTED: + case SDL_EVENT_WINDOW_MOVED: + case SDL_EVENT_WINDOW_RESIZED: + { + ImGuiViewport* viewport = ImGui_ImplSDL3_GetViewportForWindowID(event->window.windowID); + if (viewport == NULL) + return false; + if (event->type == SDL_EVENT_WINDOW_CLOSE_REQUESTED) + viewport->PlatformRequestClose = true; + if (event->type == SDL_EVENT_WINDOW_MOVED) + viewport->PlatformRequestMove = true; + if (event->type == SDL_EVENT_WINDOW_RESIZED) + viewport->PlatformRequestResize = true; + return true; + } + case SDL_EVENT_GAMEPAD_ADDED: + case SDL_EVENT_GAMEPAD_REMOVED: + { + bd->WantUpdateGamepadsList = true; + return true; + } + default: + break; + } + return false; +} + +static void ImGui_ImplSDL3_SetupPlatformHandles(ImGuiViewport* viewport, SDL_Window* window) +{ + viewport->PlatformHandle = (void*)(intptr_t)SDL_GetWindowID(window); + viewport->PlatformHandleRaw = nullptr; +#if defined(_WIN32) && !defined(__WINRT__) + viewport->PlatformHandleRaw = (HWND)SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_WIN32_HWND_POINTER, nullptr); +#elif defined(__APPLE__) + viewport->PlatformHandleRaw = SDL_GetPointerProperty(SDL_GetWindowProperties(window), SDL_PROP_WINDOW_COCOA_WINDOW_POINTER, nullptr); +#endif +} + +static bool ImGui_ImplSDL3_Init(SDL_Window* window, SDL_Renderer* renderer, void* sdl_gl_context) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + IM_UNUSED(sdl_gl_context); // Unused in this branch + //SDL_SetHint(SDL_HINT_EVENT_LOGGING, "2"); + + const int ver_linked = SDL_GetVersion(); + + // Setup backend capabilities flags + ImGui_ImplSDL3_Data* bd = IM_NEW(ImGui_ImplSDL3_Data)(); + snprintf(bd->BackendPlatformName, sizeof(bd->BackendPlatformName), "imgui_impl_sdl3 (%d.%d.%d; %d.%d.%d)", + SDL_MAJOR_VERSION, SDL_MINOR_VERSION, SDL_MICRO_VERSION, SDL_VERSIONNUM_MAJOR(ver_linked), SDL_VERSIONNUM_MINOR(ver_linked), SDL_VERSIONNUM_MICRO(ver_linked)); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = bd->BackendPlatformName; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + // (ImGuiBackendFlags_PlatformHasViewports and ImGuiBackendFlags_HasParentViewport may be set just below) + // (ImGuiBackendFlags_HasMouseHoveredViewport is set dynamically in our _NewFrame function) + + bd->Window = window; + bd->WindowID = SDL_GetWindowID(window); + bd->Renderer = renderer; + + // Check and store if we are on a SDL backend that supports SDL_GetGlobalMouseState() and SDL_CaptureMouse() + // ("wayland" and "rpi" don't support it, but we chose to use a white-list instead of a black-list) + bd->MouseCanUseGlobalState = false; + bd->MouseCaptureMode = ImGui_ImplSDL3_MouseCaptureMode_Disabled; +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + const char* sdl_backend = SDL_GetCurrentVideoDriver(); + const char* capture_and_global_state_whitelist[] = { "windows", "cocoa", "x11", "DIVE", "VMAN" }; + for (const char* item : capture_and_global_state_whitelist) + if (strncmp(sdl_backend, item, strlen(item)) == 0) + { + bd->MouseCanUseGlobalState = true; + bd->MouseCaptureMode = (strcmp(item, "x11") == 0) ? ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag : ImGui_ImplSDL3_MouseCaptureMode_Enabled; + } +#endif + if (bd->MouseCanUseGlobalState) + { + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform level (optional) + } + + // SDL on Linux/OSX doesn't report events for unfocused windows (see https://github.com/ocornut/imgui/issues/4960) + // We will use 'MouseCanReportHoveredViewport' to set 'ImGuiBackendFlags_HasMouseHoveredViewport' dynamically each frame. +#ifndef __APPLE__ + bd->MouseCanReportHoveredViewport = bd->MouseCanUseGlobalState; +#else + bd->MouseCanReportHoveredViewport = false; +#endif + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_SetClipboardTextFn = ImGui_ImplSDL3_SetClipboardText; + platform_io.Platform_GetClipboardTextFn = ImGui_ImplSDL3_GetClipboardText; + platform_io.Platform_SetImeDataFn = ImGui_ImplSDL3_PlatformSetImeData; + platform_io.Platform_OpenInShellFn = [](ImGuiContext*, const char* url) { return SDL_OpenURL(url); }; + + // Update monitor a first time during init + ImGui_ImplSDL3_UpdateMonitors(); + + // Gamepad handling + bd->GamepadMode = ImGui_ImplSDL3_GamepadMode_AutoFirst; + bd->WantUpdateGamepadsList = true; + + // Load mouse cursors + bd->MouseCursors[ImGuiMouseCursor_Arrow] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_DEFAULT); + bd->MouseCursors[ImGuiMouseCursor_TextInput] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_TEXT); + bd->MouseCursors[ImGuiMouseCursor_ResizeAll] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_MOVE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNS] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NS_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_ResizeEW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_EW_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNESW] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NESW_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_ResizeNWSE] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NWSE_RESIZE); + bd->MouseCursors[ImGuiMouseCursor_Hand] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_POINTER); + bd->MouseCursors[ImGuiMouseCursor_Wait] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_WAIT); + bd->MouseCursors[ImGuiMouseCursor_Progress] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_PROGRESS); + bd->MouseCursors[ImGuiMouseCursor_NotAllowed] = SDL_CreateSystemCursor(SDL_SYSTEM_CURSOR_NOT_ALLOWED); + + // Set platform dependent data in viewport + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_SetupPlatformHandles(main_viewport, window); + + // From 2.0.5: Set SDL hint to receive mouse click events on window focus, otherwise SDL doesn't emit the event. + // Without this, when clicking to gain focus, our widgets wouldn't activate even though they showed as hovered. + // (This is unfortunately a global SDL setting, so enabling it might have a side-effect on your application. + // It is unlikely to make a difference, but if your app absolutely needs to ignore the initial on-focus click: + // you can ignore SDL_EVENT_MOUSE_BUTTON_DOWN events coming right after a SDL_EVENT_WINDOW_FOCUS_GAINED) + SDL_SetHint(SDL_HINT_MOUSE_FOCUS_CLICKTHROUGH, "1"); + + // From 2.0.22: Disable auto-capture, this is preventing drag and drop across multiple windows (see #5710) + SDL_SetHint(SDL_HINT_MOUSE_AUTO_CAPTURE, "0"); + + // SDL 3.x : see https://github.com/libsdl-org/SDL/issues/6659 + SDL_SetHint("SDL_BORDERLESS_WINDOWED_STYLE", "0"); + + // We need SDL_CaptureMouse(), SDL_GetGlobalMouseState() from SDL 2.0.4+ to support multiple viewports. + // We left the call to ImGui_ImplSDL3_InitPlatformInterface() outside of #ifdef to avoid unused-function warnings. + if (io.BackendFlags & ImGuiBackendFlags_PlatformHasViewports) + ImGui_ImplSDL3_InitMultiViewportSupport(window, sdl_gl_context); + + return true; +} + +// Should technically be a SDL_GLContext but due to typedef it is sane to keep it void* in public interface. +bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context) +{ + return ImGui_ImplSDL3_Init(window, nullptr, sdl_gl_context); +} + +bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window) +{ + if (!ImGui_ImplSDL3_Init(window, nullptr, nullptr)) + return false; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + bd->UseVulkan = true; + return true; +} + +bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window) +{ +#if !defined(_WIN32) + IM_ASSERT(0 && "Unsupported"); +#endif + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer) +{ + return ImGui_ImplSDL3_Init(window, renderer, nullptr); +} + +bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +bool ImGui_ImplSDL3_InitForOther(SDL_Window* window) +{ + return ImGui_ImplSDL3_Init(window, nullptr, nullptr); +} + +static void ImGui_ImplSDL3_CloseGamepads(); + +void ImGui_ImplSDL3_Shutdown() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplSDL3_ShutdownMultiViewportSupport(); + if (bd->ClipboardTextData) + SDL_free(bd->ClipboardTextData); + for (ImGuiMouseCursor cursor_n = 0; cursor_n < ImGuiMouseCursor_COUNT; cursor_n++) + SDL_DestroyCursor(bd->MouseCursors[cursor_n]); + ImGui_ImplSDL3_CloseGamepads(); + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport); + platform_io.ClearPlatformHandlers(); + IM_DELETE(bd); +} + +void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (mode == ImGui_ImplSDL3_MouseCaptureMode_Disabled && bd->MouseCaptureMode != ImGui_ImplSDL3_MouseCaptureMode_Disabled) + SDL_CaptureMouse(false); + bd->MouseCaptureMode = mode; +} + +static void ImGui_ImplSDL3_UpdateMouseData() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGuiIO& io = ImGui::GetIO(); + + // We forward mouse input when hovered or captured (via SDL_EVENT_MOUSE_MOTION) or when focused (below) +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + // - SDL_CaptureMouse() let the OS know e.g. that our drags can extend outside of parent boundaries (we want updated position) and shouldn't trigger other operations outside. + // - Debuggers under Linux tends to leave captured mouse on break, which may be very inconvenient, so to mitigate the issue on X11 we we wait until mouse has moved to begin capture. + if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_Enabled) + { + SDL_CaptureMouse(bd->MouseButtonsDown != 0); + } + else if (bd->MouseCaptureMode == ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag) + { + bool want_capture = false; + for (int button_n = 0; button_n < ImGuiMouseButton_COUNT && !want_capture; button_n++) + if (ImGui::IsMouseDragging(button_n, 1.0f)) + want_capture = true; + SDL_CaptureMouse(want_capture); + } + + SDL_Window* focused_window = SDL_GetKeyboardFocus(); + const bool is_app_focused = (focused_window && (bd->Window == focused_window || ImGui_ImplSDL3_GetViewportForWindowID(SDL_GetWindowID(focused_window)) != NULL)); +#else + SDL_Window* focused_window = bd->Window; + const bool is_app_focused = (SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; // SDL 2.0.3 and non-windowed systems: single-viewport only +#endif + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + if (io.WantSetMousePos) + { +#if SDL_HAS_CAPTURE_AND_GLOBAL_MOUSE + if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) + SDL_WarpMouseGlobal(io.MousePos.x, io.MousePos.y); + else +#endif + SDL_WarpMouseInWindow(bd->Window, io.MousePos.x, io.MousePos.y); + } + + // (Optional) Fallback to provide unclamped mouse position when focused but not hovered (SDL_EVENT_MOUSE_MOTION already provides this when hovered or captured) + // Note that SDL_GetGlobalMouseState() is in theory slow on X11, but this only runs on rather specific cases. If a problem we may provide a way to opt-out this feature. + SDL_Window* hovered_window = SDL_GetMouseFocus(); + const bool is_relative_mouse_mode = SDL_GetWindowRelativeMouseMode(bd->Window); + if (hovered_window == nullptr && bd->MouseCanUseGlobalState && bd->MouseButtonsDown == 0 && !is_relative_mouse_mode) + { + // Single-viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + float mouse_x, mouse_y; + int window_x, window_y; + SDL_GetGlobalMouseState(&mouse_x, &mouse_y); + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + { + SDL_GetWindowPosition(focused_window, &window_x, &window_y); + mouse_x -= (float)window_x; + mouse_y -= (float)window_y; + } + io.AddMousePosEvent(mouse_x, mouse_y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [!] SDL backend does NOT correctly ignore viewports with the _NoInputs flag. + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] SDL backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + if (io.BackendFlags & ImGuiBackendFlags_HasMouseHoveredViewport) + { + ImGuiID mouse_viewport_id = 0; + if (ImGuiViewport* mouse_viewport = ImGui_ImplSDL3_GetViewportForWindowID(bd->MouseWindowID)) + mouse_viewport_id = mouse_viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); + } +} + +static void ImGui_ImplSDL3_UpdateMouseCursor() +{ + ImGuiIO& io = ImGui::GetIO(); + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return; + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + + ImGuiMouseCursor imgui_cursor = ImGui::GetMouseCursor(); + if (io.MouseDrawCursor || imgui_cursor == ImGuiMouseCursor_None) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + SDL_HideCursor(); + } + else + { + // Show OS mouse cursor + SDL_Cursor* expected_cursor = bd->MouseCursors[imgui_cursor] ? bd->MouseCursors[imgui_cursor] : bd->MouseCursors[ImGuiMouseCursor_Arrow]; + if (bd->MouseLastCursor != expected_cursor) + { + SDL_SetCursor(expected_cursor); // SDL function doesn't have an early out (see #6113) + bd->MouseLastCursor = expected_cursor; + } + SDL_ShowCursor(); + } +} + +static void ImGui_ImplSDL3_CloseGamepads() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + if (bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual) + for (SDL_Gamepad* gamepad : bd->Gamepads) + SDL_CloseGamepad(gamepad); + bd->Gamepads.resize(0); +} + +void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array, int manual_gamepads_count) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGui_ImplSDL3_CloseGamepads(); + if (mode == ImGui_ImplSDL3_GamepadMode_Manual) + { + IM_ASSERT(manual_gamepads_array != nullptr || manual_gamepads_count <= 0); + for (int n = 0; n < manual_gamepads_count; n++) + bd->Gamepads.push_back(manual_gamepads_array[n]); + } + else + { + IM_ASSERT(manual_gamepads_array == nullptr && manual_gamepads_count <= 0); + bd->WantUpdateGamepadsList = true; + } + bd->GamepadMode = mode; +} + +static void ImGui_ImplSDL3_UpdateGamepadButton(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadButton button_no) +{ + bool merged_value = false; + for (SDL_Gamepad* gamepad : bd->Gamepads) + merged_value |= SDL_GetGamepadButton(gamepad, button_no) != 0; + io.AddKeyEvent(key, merged_value); +} + +static inline float Saturate(float v) { return v < 0.0f ? 0.0f : v > 1.0f ? 1.0f : v; } +static void ImGui_ImplSDL3_UpdateGamepadAnalog(ImGui_ImplSDL3_Data* bd, ImGuiIO& io, ImGuiKey key, SDL_GamepadAxis axis_no, float v0, float v1) +{ + float merged_value = 0.0f; + for (SDL_Gamepad* gamepad : bd->Gamepads) + { + float vn = Saturate((float)(SDL_GetGamepadAxis(gamepad, axis_no) - v0) / (float)(v1 - v0)); + if (merged_value < vn) + merged_value = vn; + } + io.AddKeyAnalogEvent(key, merged_value > 0.1f, merged_value); +} + +static void ImGui_ImplSDL3_UpdateGamepads() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + + // Update list of gamepads to use + if (bd->WantUpdateGamepadsList && bd->GamepadMode != ImGui_ImplSDL3_GamepadMode_Manual) + { + ImGui_ImplSDL3_CloseGamepads(); + int sdl_gamepads_count = 0; + SDL_JoystickID* sdl_gamepads = SDL_GetGamepads(&sdl_gamepads_count); + for (int n = 0; n < sdl_gamepads_count; n++) + if (SDL_Gamepad* gamepad = SDL_OpenGamepad(sdl_gamepads[n])) + { + bd->Gamepads.push_back(gamepad); + if (bd->GamepadMode == ImGui_ImplSDL3_GamepadMode_AutoFirst) + break; + } + bd->WantUpdateGamepadsList = false; + SDL_free(sdl_gamepads); + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + if (bd->Gamepads.Size == 0) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + + // Update gamepad inputs + const int thumb_dead_zone = 8000; // SDL_gamepad.h suggests using this value. + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadStart, SDL_GAMEPAD_BUTTON_START); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadBack, SDL_GAMEPAD_BUTTON_BACK); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceLeft, SDL_GAMEPAD_BUTTON_WEST); // Xbox X, PS Square + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceRight, SDL_GAMEPAD_BUTTON_EAST); // Xbox B, PS Circle + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceUp, SDL_GAMEPAD_BUTTON_NORTH); // Xbox Y, PS Triangle + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadFaceDown, SDL_GAMEPAD_BUTTON_SOUTH); // Xbox A, PS Cross + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadLeft, SDL_GAMEPAD_BUTTON_DPAD_LEFT); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadRight, SDL_GAMEPAD_BUTTON_DPAD_RIGHT); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadUp, SDL_GAMEPAD_BUTTON_DPAD_UP); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadDpadDown, SDL_GAMEPAD_BUTTON_DPAD_DOWN); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL1, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR1, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadL2, SDL_GAMEPAD_AXIS_LEFT_TRIGGER, 0.0f, 32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadR2, SDL_GAMEPAD_AXIS_RIGHT_TRIGGER, 0.0f, 32767); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadL3, SDL_GAMEPAD_BUTTON_LEFT_STICK); + ImGui_ImplSDL3_UpdateGamepadButton(bd, io, ImGuiKey_GamepadR3, SDL_GAMEPAD_BUTTON_RIGHT_STICK); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickLeft, SDL_GAMEPAD_AXIS_LEFTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickRight, SDL_GAMEPAD_AXIS_LEFTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickUp, SDL_GAMEPAD_AXIS_LEFTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadLStickDown, SDL_GAMEPAD_AXIS_LEFTY, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickLeft, SDL_GAMEPAD_AXIS_RIGHTX, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickRight, SDL_GAMEPAD_AXIS_RIGHTX, +thumb_dead_zone, +32767); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickUp, SDL_GAMEPAD_AXIS_RIGHTY, -thumb_dead_zone, -32768); + ImGui_ImplSDL3_UpdateGamepadAnalog(bd, io, ImGuiKey_GamepadRStickDown, SDL_GAMEPAD_AXIS_RIGHTY, +thumb_dead_zone, +32767); +} + +static void ImGui_ImplSDL3_UpdateMonitors() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Monitors.resize(0); + bd->WantUpdateMonitors = false; + + int display_count; + SDL_DisplayID* displays = SDL_GetDisplays(&display_count); + for (int n = 0; n < display_count; n++) + { + // Warning: the validity of monitor DPI information on Windows depends on the application DPI awareness settings, which generally needs to be set in the manifest or at runtime. + SDL_DisplayID display_id = displays[n]; + ImGuiPlatformMonitor monitor; + SDL_Rect r; + SDL_GetDisplayBounds(display_id, &r); + monitor.MainPos = monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.MainSize = monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + if (SDL_GetDisplayUsableBounds(display_id, &r) && r.w > 0 && r.h > 0) + { + monitor.WorkPos = ImVec2((float)r.x, (float)r.y); + monitor.WorkSize = ImVec2((float)r.w, (float)r.h); + } + monitor.DpiScale = SDL_GetDisplayContentScale(display_id); // See https://wiki.libsdl.org/SDL3/README-highdpi for details. + monitor.PlatformHandle = (void*)(intptr_t)n; + if (monitor.DpiScale <= 0.0f) + continue; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + platform_io.Monitors.push_back(monitor); + } + SDL_free(displays); +} + +static void ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(SDL_Window* window, ImVec2* out_size, ImVec2* out_framebuffer_scale) +{ + int w, h; + SDL_GetWindowSize(window, &w, &h); + if (SDL_GetWindowFlags(window) & SDL_WINDOW_MINIMIZED) + w = h = 0; + +#if defined(__APPLE__) + float fb_scale_x = SDL_GetWindowDisplayScale(window); // Seems more reliable during resolution change (#8703) + float fb_scale_y = fb_scale_x; +#else + int display_w, display_h; + SDL_GetWindowSizeInPixels(window, &display_w, &display_h); + float fb_scale_x = (w > 0) ? (float)display_w / (float)w : 1.0f; + float fb_scale_y = (h > 0) ? (float)display_h / (float)h : 1.0f; +#endif + + if (out_size != nullptr) + *out_size = ImVec2((float)w, (float)h); + if (out_framebuffer_scale != nullptr) + *out_framebuffer_scale = ImVec2(fb_scale_x, fb_scale_y); +} + +void ImGui_ImplSDL3_NewFrame() +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDL3_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + + // Setup main viewport size (every frame to accommodate for window resizing) + ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(bd->Window, &io.DisplaySize, &io.DisplayFramebufferScale); + + // Update monitors +#if defined(WIN32) && !SDL_HAS_EVENT_DISPLAY_USABLE_BOUNDS_CHANGED + bd->WantUpdateMonitors = true; // Keep polling under Windows to handle changes of work area when resizing task-bar (#8415) +#endif + if (bd->WantUpdateMonitors) + ImGui_ImplSDL3_UpdateMonitors(); + + // Setup time step (we could also use SDL_GetTicksNS() available since SDL3) + // (Accept SDL_GetPerformanceCounter() not returning a monotonically increasing value. Happens in VMs and Emscripten, see #6189, #6114, #3644) + static Uint64 frequency = SDL_GetPerformanceFrequency(); + Uint64 current_time = SDL_GetPerformanceCounter(); + if (current_time <= bd->Time) + current_time = bd->Time + 1; + io.DeltaTime = bd->Time > 0 ? (float)((double)(current_time - bd->Time) / (double)frequency) : (float)(1.0f / 60.0f); + bd->Time = current_time; + + if (bd->MousePendingLeaveFrame && bd->MousePendingLeaveFrame >= ImGui::GetFrameCount() && bd->MouseButtonsDown == 0) + { + bd->MouseWindowID = 0; + bd->MousePendingLeaveFrame = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + + // Our io.AddMouseViewportEvent() calls will only be valid when not capturing. + // Technically speaking testing for 'bd->MouseButtonsDown == 0' would be more rigorous, but testing for payload reduces noise and potential side-effects. + if (bd->MouseCanReportHoveredViewport && ImGui::GetDragDropPayload() == nullptr) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; + else + io.BackendFlags &= ~ImGuiBackendFlags_HasMouseHoveredViewport; + + ImGui_ImplSDL3_UpdateMouseData(); + ImGui_ImplSDL3_UpdateMouseCursor(); + ImGui_ImplSDL3_UpdateIme(); + + // Update game controllers (if enabled and available) + ImGui_ImplSDL3_UpdateGamepads(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplSDL3_ViewportData +{ + SDL_Window* Window; + SDL_Window* ParentWindow; + Uint32 WindowID; // Stored in ImGuiViewport::PlatformHandle. Use SDL_GetWindowFromID() to get SDL_Window* from Uint32 WindowID. + bool WindowOwned; + SDL_GLContext GLContext; + + ImGui_ImplSDL3_ViewportData() { Window = ParentWindow = nullptr; WindowID = 0; WindowOwned = false; GLContext = nullptr; } + ~ImGui_ImplSDL3_ViewportData() { IM_ASSERT(Window == nullptr && GLContext == nullptr); } +}; + +static SDL_Window* ImGui_ImplSDL3_GetSDLWindowFromViewport(ImGuiViewport* viewport) +{ + if (viewport != nullptr) + { + SDL_WindowID window_id = (SDL_WindowID)(intptr_t)viewport->PlatformHandle; + return SDL_GetWindowFromID(window_id); + } + return nullptr; +} + +static void ImGui_ImplSDL3_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_Data* bd = ImGui_ImplSDL3_GetBackendData(); + ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)(); + viewport->PlatformUserData = vd; + + vd->ParentWindow = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport); + + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_ViewportData* main_viewport_data = (ImGui_ImplSDL3_ViewportData*)main_viewport->PlatformUserData; + + // Share GL resources with main context + bool use_opengl = (main_viewport_data->GLContext != nullptr); + SDL_GLContext backup_context = nullptr; + if (use_opengl) + { + backup_context = SDL_GL_GetCurrentContext(); + SDL_GL_SetAttribute(SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1); + SDL_GL_MakeCurrent(main_viewport_data->Window, main_viewport_data->GLContext); + } + + SDL_WindowFlags sdl_flags = 0; + sdl_flags |= SDL_WINDOW_HIDDEN; + sdl_flags |= use_opengl ? SDL_WINDOW_OPENGL : (bd->UseVulkan ? SDL_WINDOW_VULKAN : 0); + sdl_flags |= SDL_GetWindowFlags(bd->Window) & SDL_WINDOW_HIGH_PIXEL_DENSITY; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? SDL_WINDOW_BORDERLESS : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoDecoration) ? 0 : SDL_WINDOW_RESIZABLE; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon) ? SDL_WINDOW_UTILITY : 0; + sdl_flags |= (viewport->Flags & ImGuiViewportFlags_TopMost) ? SDL_WINDOW_ALWAYS_ON_TOP : 0; + vd->Window = SDL_CreateWindow("No Title Yet", (int)viewport->Size.x, (int)viewport->Size.y, sdl_flags); +#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor + SDL_SetWindowParent(vd->Window, vd->ParentWindow); +#endif + SDL_SetWindowPosition(vd->Window, (int)viewport->Pos.x, (int)viewport->Pos.y); + vd->WindowOwned = true; + if (use_opengl) + { + vd->GLContext = SDL_GL_CreateContext(vd->Window); + SDL_GL_SetSwapInterval(0); + } + if (use_opengl && backup_context) + SDL_GL_MakeCurrent(vd->Window, backup_context); + + ImGui_ImplSDL3_SetupPlatformHandles(viewport, vd->Window); +} + +static void ImGui_ImplSDL3_DestroyWindow(ImGuiViewport* viewport) +{ + if (ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData) + { + if (vd->GLContext && vd->WindowOwned) + SDL_GL_DestroyContext(vd->GLContext); + if (vd->Window && vd->WindowOwned) + SDL_DestroyWindow(vd->Window); + vd->GLContext = nullptr; + vd->Window = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplSDL3_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; +#if defined(_WIN32) && !(defined(WINAPI_FAMILY) && ((defined(WINAPI_FAMILY_APP) && WINAPI_FAMILY == WINAPI_FAMILY_APP) || (defined(WINAPI_FAMILY_GAMES) && WINAPI_FAMILY == WINAPI_FAMILY_GAMES))) + HWND hwnd = (HWND)viewport->PlatformHandleRaw; + + // SDL hack: Show icon in task bar (#7989) + // Note: SDL_WINDOW_UTILITY can be used to control task bar visibility, but on Windows, it does not affect child windows. + if (!(viewport->Flags & ImGuiViewportFlags_NoTaskBarIcon)) + { + LONG ex_style = ::GetWindowLong(hwnd, GWL_EXSTYLE); + ex_style |= WS_EX_APPWINDOW; + ex_style &= ~WS_EX_TOOLWINDOW; + ::ShowWindow(hwnd, SW_HIDE); + ::SetWindowLong(hwnd, GWL_EXSTYLE, ex_style); + } +#endif + +#ifdef __APPLE__ + SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, "1"); // Otherwise new window appear under +#else + SDL_SetHint(SDL_HINT_WINDOW_ACTIVATE_WHEN_SHOWN, (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) ? "0" : "1"); +#endif + SDL_ShowWindow(vd->Window); +} + +static void ImGui_ImplSDL3_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + IM_UNUSED(vd); + +#ifndef __APPLE__ // On Mac, SDL3 Parenting appears to prevent viewport from appearing in another monitor + // Update SDL3 parent if it changed _after_ creation. + // This is for advanced apps that are manipulating ParentViewportID manually. + SDL_Window* new_parent = ImGui_ImplSDL3_GetSDLWindowFromViewport(viewport->ParentViewport); + if (new_parent != vd->ParentWindow) + { + vd->ParentWindow = new_parent; + SDL_SetWindowParent(vd->Window, vd->ParentWindow); + } +#endif +} + +static ImVec2 ImGui_ImplSDL3_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + int x = 0, y = 0; + SDL_GetWindowPosition(vd->Window, &x, &y); + return ImVec2((float)x, (float)y); +} + +static void ImGui_ImplSDL3_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowPosition(vd->Window, (int)pos.x, (int)pos.y); +} + +static ImVec2 ImGui_ImplSDL3_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + int w = 0, h = 0; + SDL_GetWindowSize(vd->Window, &w, &h); + return ImVec2((float)w, (float)h); +} + +static void ImGui_ImplSDL3_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowSize(vd->Window, (int)size.x, (int)size.y); +} + +static ImVec2 ImGui_ImplSDL3_GetWindowFramebufferScale(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + ImVec2 framebuffer_scale; + ImGui_ImplSDL3_GetWindowSizeAndFramebufferScale(vd->Window, nullptr, &framebuffer_scale); + return framebuffer_scale; +} + +static void ImGui_ImplSDL3_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowTitle(vd->Window, title); +} + +static void ImGui_ImplSDL3_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_SetWindowOpacity(vd->Window, alpha); +} + +static void ImGui_ImplSDL3_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + SDL_RaiseWindow(vd->Window); +} + +static bool ImGui_ImplSDL3_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_INPUT_FOCUS) != 0; +} + +static bool ImGui_ImplSDL3_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + return (SDL_GetWindowFlags(vd->Window) & SDL_WINDOW_MINIMIZED) != 0; +} + +static void ImGui_ImplSDL3_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); +} + +static void ImGui_ImplSDL3_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + if (vd->GLContext) + { + SDL_GL_MakeCurrent(vd->Window, vd->GLContext); + SDL_GL_SwapWindow(vd->Window); + } +} + +// Vulkan support (the Vulkan renderer needs to call a platform-side support function to create the surface) +// SDL is graceful enough to _not_ need so we can safely include this. +#include +static int ImGui_ImplSDL3_CreateVkSurface(ImGuiViewport* viewport, ImU64 vk_instance, const void* vk_allocator, ImU64* out_vk_surface) +{ + ImGui_ImplSDL3_ViewportData* vd = (ImGui_ImplSDL3_ViewportData*)viewport->PlatformUserData; + (void)vk_allocator; + bool ret = SDL_Vulkan_CreateSurface(vd->Window, (VkInstance)vk_instance, (const VkAllocationCallbacks*)vk_allocator, (VkSurfaceKHR*)out_vk_surface); + return ret ? 0 : 1; // ret ? VK_SUCCESS : VK_NOT_READY +} + +static void ImGui_ImplSDL3_InitMultiViewportSupport(SDL_Window* window, void* sdl_gl_context) +{ + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplSDL3_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplSDL3_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplSDL3_ShowWindow; + platform_io.Platform_UpdateWindow = ImGui_ImplSDL3_UpdateWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplSDL3_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplSDL3_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplSDL3_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplSDL3_GetWindowSize; + platform_io.Platform_GetWindowFramebufferScale = ImGui_ImplSDL3_GetWindowFramebufferScale; + platform_io.Platform_SetWindowFocus = ImGui_ImplSDL3_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplSDL3_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplSDL3_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplSDL3_SetWindowTitle; + platform_io.Platform_RenderWindow = ImGui_ImplSDL3_RenderWindow; + platform_io.Platform_SwapBuffers = ImGui_ImplSDL3_SwapBuffers; + platform_io.Platform_SetWindowAlpha = ImGui_ImplSDL3_SetWindowAlpha; + platform_io.Platform_CreateVkSurface = ImGui_ImplSDL3_CreateVkSurface; + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplSDL3_ViewportData* vd = IM_NEW(ImGui_ImplSDL3_ViewportData)(); + vd->Window = window; + vd->WindowID = SDL_GetWindowID(window); + vd->WindowOwned = false; + vd->GLContext = (SDL_GLContext)sdl_gl_context; + main_viewport->PlatformUserData = vd; + main_viewport->PlatformHandle = (void*)(intptr_t)vd->WindowID; +} + +static void ImGui_ImplSDL3_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdl3.h b/modules/imgui-source/backends/imgui_impl_sdl3.h new file mode 100644 index 0000000..7e57913 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdl3.h @@ -0,0 +1,57 @@ +// dear imgui: Platform Backend for SDL3 +// This needs to be used along with a Renderer (e.g. SDL_GPU, DirectX11, OpenGL3, Vulkan..) +// (Info: SDL3 is a cross-platform general purpose library for handling windows, inputs, graphics context creation, etc.) + +// Implemented features: +// [X] Platform: Clipboard support. +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy SDL_SCANCODE_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [x] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable' -> the OS animation effect when window gets created/destroyed is problematic. SDL2 backend doesn't have issue. +// Missing features or Issues: +// [ ] Platform: Multi-viewport: Minimized windows seems to break mouse wheel events (at least under Windows). +// [x] Platform: IME support. Position somehow broken in SDL3 + app needs to call 'SDL_SetHint(SDL_HINT_IME_SHOW_UI, "1");' before SDL_CreateWindow()!. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Window; +struct SDL_Renderer; +struct SDL_Gamepad; +typedef union SDL_Event SDL_Event; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOpenGL(SDL_Window* window, void* sdl_gl_context); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForVulkan(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForD3D(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForMetal(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLRenderer(SDL_Window* window, SDL_Renderer* renderer); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForSDLGPU(SDL_Window* window); +IMGUI_IMPL_API bool ImGui_ImplSDL3_InitForOther(SDL_Window* window); +IMGUI_IMPL_API void ImGui_ImplSDL3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDL3_NewFrame(); +IMGUI_IMPL_API bool ImGui_ImplSDL3_ProcessEvent(const SDL_Event* event); + +// Gamepad selection automatically starts in AutoFirst mode, picking first available SDL_Gamepad. You may override this. +// When using manual mode, caller is responsible for opening/closing gamepad. +enum ImGui_ImplSDL3_GamepadMode { ImGui_ImplSDL3_GamepadMode_AutoFirst, ImGui_ImplSDL3_GamepadMode_AutoAll, ImGui_ImplSDL3_GamepadMode_Manual }; +IMGUI_IMPL_API void ImGui_ImplSDL3_SetGamepadMode(ImGui_ImplSDL3_GamepadMode mode, SDL_Gamepad** manual_gamepads_array = nullptr, int manual_gamepads_count = -1); + +// (Advanced, for X11 users) Override Mouse Capture mode. Mouse capture allows receiving updated mouse position after clicking inside our window and dragging outside it. +// Having this 'Enabled' is in theory always better. But, on X11 if you crash/break to debugger while capture is active you may temporarily lose access to your mouse. +// The best solution is to setup your debugger to automatically release capture, e.g. 'setxkbmap -option grab:break_actions && xdotool key XF86Ungrab' or via a GDB script. See #3650. +// But you may independently decide on X11, when a debugger is attached, to set this value to ImGui_ImplSDL3_MouseCaptureMode_Disabled. +enum ImGui_ImplSDL3_MouseCaptureMode { ImGui_ImplSDL3_MouseCaptureMode_Enabled, ImGui_ImplSDL3_MouseCaptureMode_EnabledAfterDrag, ImGui_ImplSDL3_MouseCaptureMode_Disabled }; +IMGUI_IMPL_API void ImGui_ImplSDL3_SetMouseCaptureMode(ImGui_ImplSDL3_MouseCaptureMode mode); + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdlgpu3.cpp b/modules/imgui-source/backends/imgui_impl_sdlgpu3.cpp new file mode 100644 index 0000000..3883ca8 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdlgpu3.cpp @@ -0,0 +1,787 @@ +// dear imgui: Renderer Backend for SDL_GPU +// This needs to be used along with the SDL3 Platform Backend + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. +// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU3_PrepareDrawData() BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU3_RenderDrawData. +// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info. + +// CHANGELOG +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. Obsoleting samplers from ImGui_ImplSDLGPU3_RenderState. (#9378) +// 2026-03-19: Fixed issue in ImGui_ImplSDLGPU3_DestroyTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295, #9310) +// 2026-02-25: Removed unnecessary call to SDL_WaitForGPUIdle when releasing vertex/index buffers. (#9262) +// 2025-11-26: macOS version can use MSL shaders in order to support macOS 10.14+ (vs Metallib shaders requiring macOS 14+). Requires calling SDL_CreateGPUDevice() with SDL_GPU_SHADERFORMAT_MSL. +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-08-20: Added ImGui_ImplSDLGPU3_InitInfo::SwapchainComposition and ImGui_ImplSDLGPU3_InitInfo::PresentMode to configure how secondary viewports are created. +// 2025-08-08: *BREAKING* Changed ImTextureID type from SDL_GPUTextureSamplerBinding* to SDL_GPUTexture*, which is more natural and easier for user to manage. If you need to change the current sampler, you can access the ImGui_ImplSDLGPU3_RenderState struct. (#8866, #8163, #7998, #7988) +// 2025-08-08: Expose SamplerDefault and SamplerCurrent in ImGui_ImplSDLGPU3_RenderState. Allow callback to change sampler. +// 2025-06-25: Mapping transfer buffer for texture update use cycle=true. Fixes artifacts e.g. on Metal backend. +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLGPU3_CreateFontsTexture() and ImGui_ImplSDLGPU3_DestroyFontsTexture(). +// 2025-04-28: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2025-03-30: Made ImGui_ImplSDLGPU3_PrepareDrawData() reuse GPU Transfer Buffers which were unusually slow to recreate every frame. Much faster now. +// 2025-03-21: Fixed typo in function name Imgui_ImplSDLGPU3_PrepareDrawData() -> ImGui_ImplSDLGPU3_PrepareDrawData(). +// 2025-01-16: Renamed ImGui_ImplSDLGPU3_InitInfo::GpuDevice to Device. +// 2025-01-09: SDL_GPU: Added the SDL_GPU3 backend. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlgpu3.h" +#include "imgui_impl_sdlgpu3_shaders.h" + +// SDL_GPU Data + +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplSDLGPU3_RenderDrawData() +struct ImGui_ImplSDLGPU3_FrameData +{ + SDL_GPUBuffer* VertexBuffer = nullptr; + SDL_GPUTransferBuffer* VertexTransferBuffer = nullptr; + uint32_t VertexBufferSize = 0; + SDL_GPUBuffer* IndexBuffer = nullptr; + SDL_GPUTransferBuffer* IndexTransferBuffer = nullptr; + uint32_t IndexBufferSize = 0; +}; + +struct ImGui_ImplSDLGPU3_Data +{ + ImGui_ImplSDLGPU3_InitInfo InitInfo; + + // Render state + ImGui_ImplSDLGPU3_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering. + SDL_GPUSampler* CurrentSampler = nullptr; + + // Graphics pipeline & shaders + SDL_GPUShader* VertexShader = nullptr; + SDL_GPUShader* FragmentShader = nullptr; + SDL_GPUGraphicsPipeline* Pipeline = nullptr; + SDL_GPUSampler* TexSamplerLinear = nullptr; + SDL_GPUSampler* TexSamplerNearest = nullptr; + SDL_GPUTransferBuffer* TexTransferBuffer = nullptr; + uint32_t TexTransferBufferSize = 0; + + // Frame data for main window + ImGui_ImplSDLGPU3_FrameData MainWindowFrameData; +}; + +// Forward Declarations +static void ImGui_ImplSDLGPU3_DestroyFrameData(); + +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support has never been tested. +static ImGui_ImplSDLGPU3_Data* ImGui_ImplSDLGPU3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLGPU3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +static void ImGui_ImplSDLGPU3_SetupRenderState(ImDrawData* draw_data, SDL_GPUGraphicsPipeline* pipeline, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, ImGui_ImplSDLGPU3_FrameData* fd, uint32_t fb_width, uint32_t fb_height) +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + bd->CurrentSampler = bd->TexSamplerLinear; + + // Bind graphics pipeline + SDL_BindGPUGraphicsPipeline(render_pass, pipeline); + + // Bind Vertex And Index Buffers + if (draw_data->TotalVtxCount > 0) + { + SDL_GPUBufferBinding vertex_buffer_binding = {}; + vertex_buffer_binding.buffer = fd->VertexBuffer; + vertex_buffer_binding.offset = 0; + SDL_GPUBufferBinding index_buffer_binding = {}; + index_buffer_binding.buffer = fd->IndexBuffer; + index_buffer_binding.offset = 0; + SDL_BindGPUVertexBuffers(render_pass,0, &vertex_buffer_binding, 1); + SDL_BindGPUIndexBuffer(render_pass, &index_buffer_binding, sizeof(ImDrawIdx) == 2 ? SDL_GPU_INDEXELEMENTSIZE_16BIT : SDL_GPU_INDEXELEMENTSIZE_32BIT); + } + + // Setup viewport + SDL_GPUViewport viewport = {}; + viewport.x = 0; + viewport.y = 0; + viewport.w = (float)fb_width; + viewport.h = (float)fb_height; + viewport.min_depth = 0.0f; + viewport.max_depth = 1.0f; + SDL_SetGPUViewport(render_pass, &viewport); + + // Setup scale and translation + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + struct UBO { float scale[2]; float translation[2]; } ubo; + ubo.scale[0] = 2.0f / draw_data->DisplaySize.x; + ubo.scale[1] = 2.0f / draw_data->DisplaySize.y; + ubo.translation[0] = -1.0f - draw_data->DisplayPos.x * ubo.scale[0]; + ubo.translation[1] = -1.0f - draw_data->DisplayPos.y * ubo.scale[1]; + SDL_PushGPUVertexUniformData(command_buffer, 0, &ubo, sizeof(UBO)); +} + +static void CreateOrResizeBuffers(SDL_GPUBuffer** buffer, SDL_GPUTransferBuffer** transferbuffer, uint32_t* old_size, uint32_t new_size, SDL_GPUBufferUsageFlags usage) +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + // There is no need for calling SDL_WaitForGPUIdle here, as SDL3 will handle deferred buffer deletion automatically. + SDL_ReleaseGPUBuffer(v->Device, *buffer); + SDL_ReleaseGPUTransferBuffer(v->Device, *transferbuffer); + + SDL_GPUBufferCreateInfo buffer_info = {}; + buffer_info.usage = usage; + buffer_info.size = new_size; + buffer_info.props = 0; + *buffer = SDL_CreateGPUBuffer(v->Device, &buffer_info); + *old_size = new_size; + IM_ASSERT(*buffer != nullptr && "Failed to create GPU Buffer, call SDL_GetError() for more information"); + + SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; + transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + transferbuffer_info.size = new_size; + *transferbuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); + IM_ASSERT(*transferbuffer != nullptr && "Failed to create GPU Transfer Buffer, call SDL_GetError() for more information"); +} + +// SDL_GPU doesn't allow copy passes to occur while a render or compute pass is bound! +// The only way to allow a user to supply their own RenderPass (to render to a texture instead of the window for example), +// is to split the upload part of ImGui_ImplSDLGPU3_RenderDrawData() to another function that needs to be called by the user before rendering. +void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->TotalVtxCount <= 0) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplSDLGPU3_UpdateTexture(tex); + + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; + + uint32_t vertex_size = (uint32_t)draw_data->TotalVtxCount * sizeof(ImDrawVert); + uint32_t index_size = (uint32_t)draw_data->TotalIdxCount * sizeof(ImDrawIdx); + if (fd->VertexBuffer == nullptr || fd->VertexBufferSize < vertex_size) + CreateOrResizeBuffers(&fd->VertexBuffer, &fd->VertexTransferBuffer, &fd->VertexBufferSize, vertex_size, SDL_GPU_BUFFERUSAGE_VERTEX); + if (fd->IndexBuffer == nullptr || fd->IndexBufferSize < index_size) + CreateOrResizeBuffers(&fd->IndexBuffer, &fd->IndexTransferBuffer, &fd->IndexBufferSize, index_size, SDL_GPU_BUFFERUSAGE_INDEX); + + ImDrawVert* vtx_dst = (ImDrawVert*)SDL_MapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer, true); + ImDrawIdx* idx_dst = (ImDrawIdx*)SDL_MapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer, true); + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + SDL_UnmapGPUTransferBuffer(v->Device, fd->VertexTransferBuffer); + SDL_UnmapGPUTransferBuffer(v->Device, fd->IndexTransferBuffer); + + SDL_GPUTransferBufferLocation vertex_buffer_location = {}; + vertex_buffer_location.offset = 0; + vertex_buffer_location.transfer_buffer = fd->VertexTransferBuffer; + SDL_GPUTransferBufferLocation index_buffer_location = {}; + index_buffer_location.offset = 0; + index_buffer_location.transfer_buffer = fd->IndexTransferBuffer; + + SDL_GPUBufferRegion vertex_buffer_region = {}; + vertex_buffer_region.buffer = fd->VertexBuffer; + vertex_buffer_region.offset = 0; + vertex_buffer_region.size = vertex_size; + + SDL_GPUBufferRegion index_buffer_region = {}; + index_buffer_region.buffer = fd->IndexBuffer; + index_buffer_region.offset = 0; + index_buffer_region.size = index_size; + + SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(command_buffer); + SDL_UploadToGPUBuffer(copy_pass, &vertex_buffer_location, &vertex_buffer_region, true); + SDL_UploadToGPUBuffer(copy_pass, &index_buffer_location, &index_buffer_region, true); + SDL_EndGPUCopyPass(copy_pass); +} + +// Draw callbacks +static void ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerLinear; } +static void ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); bd->CurrentSampler = bd->TexSamplerNearest; } + +void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; + + if (pipeline == nullptr) + pipeline = bd->Pipeline; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplSDLGPU3_RenderState render_state; + render_state.Device = bd->InitInfo.Device; + platform_io.Renderer_RenderState = bd->RenderState = &render_state; + + ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState) + ImGui_ImplSDLGPU3_SetupRenderState(draw_data, pipeline, command_buffer, render_pass, fd, fb_width, fb_height); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as SDL_SetGPUScissor() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + SDL_Rect scissor_rect = {}; + scissor_rect.x = (int)clip_min.x; + scissor_rect.y = (int)clip_min.y; + scissor_rect.w = (int)(clip_max.x - clip_min.x); + scissor_rect.h = (int)(clip_max.y - clip_min.y); + SDL_SetGPUScissor(render_pass,&scissor_rect); + + // Bind DescriptorSet with font or user texture + SDL_GPUTextureSamplerBinding texture_sampler_binding; + texture_sampler_binding.texture = (SDL_GPUTexture*)(intptr_t)pcmd->GetTexID(); + texture_sampler_binding.sampler = bd->CurrentSampler; + SDL_BindGPUFragmentSamplers(render_pass, 0, &texture_sampler_binding, 1); + + // Draw + // **IF YOU GET A CRASH HERE** In 1.92.2 on 2025/08/08 we have changed ImTextureID to store 'SDL_GPUTexture*' instead of storing 'SDL_GPUTextureSamplerBinding'. + // Any code loading custom texture using this backend needs to be updated. + SDL_DrawGPUIndexedPrimitives(render_pass, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Note: at this point both SDL_SetGPUViewport() and SDL_SetGPUScissor() have been called. + // Our last values will leak into user/application rendering if you forgot to call SDL_SetGPUViewport() and SDL_SetGPUScissor() yourself to explicitly set that state + // In theory we should aim to backup/restore those values but I am not sure this is possible. + // We perform a call to SDL_SetGPUScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) + SDL_Rect scissor_rect { 0, 0, fb_width, fb_height }; + SDL_SetGPUScissor(render_pass, &scissor_rect); + + platform_io.Renderer_RenderState = bd->RenderState = nullptr; +} + +static void ImGui_ImplSDLGPU3_DestroyTexture(ImTextureData* tex) +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + if (tex->GetTexID() != ImTextureID_Invalid) + if (SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID()) + SDL_ReleaseGPUTexture(bd->InitInfo.Device, raw_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + SDL_GPUTextureCreateInfo texture_info = {}; + texture_info.type = SDL_GPU_TEXTURETYPE_2D; + texture_info.format = SDL_GPU_TEXTUREFORMAT_R8G8B8A8_UNORM; + texture_info.usage = SDL_GPU_TEXTUREUSAGE_SAMPLER; + texture_info.width = tex->Width; + texture_info.height = tex->Height; + texture_info.layer_count_or_depth = 1; + texture_info.num_levels = 1; + texture_info.sample_count = SDL_GPU_SAMPLECOUNT_1; + + SDL_GPUTexture* raw_tex = SDL_CreateGPUTexture(v->Device, &texture_info); + IM_ASSERT(raw_tex != nullptr && "Failed to create texture, call SDL_GetError() for more info"); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)raw_tex); + } + + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) + { + SDL_GPUTexture* raw_tex = (SDL_GPUTexture*)(intptr_t)tex->GetTexID(); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + uint32_t upload_pitch = upload_w * tex->BytesPerPixel; + uint32_t upload_size = upload_w * upload_h * tex->BytesPerPixel; + + // Create transfer buffer + if (bd->TexTransferBufferSize < upload_size) + { + SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); + SDL_GPUTransferBufferCreateInfo transferbuffer_info = {}; + transferbuffer_info.usage = SDL_GPU_TRANSFERBUFFERUSAGE_UPLOAD; + transferbuffer_info.size = upload_size + 1024; + bd->TexTransferBufferSize = upload_size + 1024; + bd->TexTransferBuffer = SDL_CreateGPUTransferBuffer(v->Device, &transferbuffer_info); + IM_ASSERT(bd->TexTransferBuffer != nullptr && "Failed to create transfer buffer, call SDL_GetError() for more information"); + } + + // Copy to transfer buffer + { + void* texture_ptr = SDL_MapGPUTransferBuffer(v->Device, bd->TexTransferBuffer, true); + for (int y = 0; y < upload_h; y++) + memcpy((void*)((uintptr_t)texture_ptr + y * upload_pitch), tex->GetPixelsAt(upload_x, upload_y + y), upload_pitch); + SDL_UnmapGPUTransferBuffer(v->Device, bd->TexTransferBuffer); + } + + SDL_GPUTextureTransferInfo transfer_info = {}; + transfer_info.offset = 0; + transfer_info.transfer_buffer = bd->TexTransferBuffer; + + SDL_GPUTextureRegion texture_region = {}; + texture_region.texture = raw_tex; + texture_region.x = (Uint32)upload_x; + texture_region.y = (Uint32)upload_y; + texture_region.w = (Uint32)upload_w; + texture_region.h = (Uint32)upload_h; + texture_region.d = 1; + + // Upload + { + SDL_GPUCommandBuffer* cmd = SDL_AcquireGPUCommandBuffer(v->Device); + SDL_GPUCopyPass* copy_pass = SDL_BeginGPUCopyPass(cmd); + SDL_UploadToGPUTexture(copy_pass, &transfer_info, &texture_region, false); + SDL_EndGPUCopyPass(copy_pass); + SDL_SubmitGPUCommandBuffer(cmd); + } + + tex->SetStatus(ImTextureStatus_OK); + } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplSDLGPU3_DestroyTexture(tex); +} + +static void ImGui_ImplSDLGPU3_CreateShaders() +{ + // Create the shader modules + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + const char* driver = SDL_GetGPUDeviceDriver(v->Device); + + SDL_GPUShaderCreateInfo vertex_shader_info = {}; + vertex_shader_info.entrypoint = "main"; + vertex_shader_info.stage = SDL_GPU_SHADERSTAGE_VERTEX; + vertex_shader_info.num_uniform_buffers = 1; + vertex_shader_info.num_storage_buffers = 0; + vertex_shader_info.num_storage_textures = 0; + vertex_shader_info.num_samplers = 0; + + SDL_GPUShaderCreateInfo fragment_shader_info = {}; + fragment_shader_info.entrypoint = "main"; + fragment_shader_info.stage = SDL_GPU_SHADERSTAGE_FRAGMENT; + fragment_shader_info.num_samplers = 1; + fragment_shader_info.num_storage_buffers = 0; + fragment_shader_info.num_storage_textures = 0; + fragment_shader_info.num_uniform_buffers = 0; + + if (strcmp(driver, "vulkan") == 0) + { + vertex_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV; + vertex_shader_info.code = spirv_vertex; + vertex_shader_info.code_size = sizeof(spirv_vertex); + fragment_shader_info.format = SDL_GPU_SHADERFORMAT_SPIRV; + fragment_shader_info.code = spirv_fragment; + fragment_shader_info.code_size = sizeof(spirv_fragment); + } + else if (strcmp(driver, "direct3d12") == 0) + { + vertex_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC; + vertex_shader_info.code = dxbc_vertex; + vertex_shader_info.code_size = sizeof(dxbc_vertex); + fragment_shader_info.format = SDL_GPU_SHADERFORMAT_DXBC; + fragment_shader_info.code = dxbc_fragment; + fragment_shader_info.code_size = sizeof(dxbc_fragment); + } +#ifdef __APPLE__ + else + { + SDL_GPUShaderFormat supported_formats = SDL_GetGPUShaderFormats(v->Device); + if (supported_formats & SDL_GPU_SHADERFORMAT_METALLIB) + { + // Using metallib blobs (macOS 14+, iOS) + vertex_shader_info.entrypoint = "main0"; + vertex_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; + vertex_shader_info.code = metallib_vertex; + vertex_shader_info.code_size = sizeof(metallib_vertex); + fragment_shader_info.entrypoint = "main0"; + fragment_shader_info.format = SDL_GPU_SHADERFORMAT_METALLIB; + fragment_shader_info.code = metallib_fragment; + fragment_shader_info.code_size = sizeof(metallib_fragment); + } + else if (supported_formats & SDL_GPU_SHADERFORMAT_MSL) + { + // macOS: using MSL source + vertex_shader_info.entrypoint = "main0"; + vertex_shader_info.format = SDL_GPU_SHADERFORMAT_MSL; + vertex_shader_info.code = msl_vertex; + vertex_shader_info.code_size = sizeof(msl_vertex); + fragment_shader_info.entrypoint = "main0"; + fragment_shader_info.format = SDL_GPU_SHADERFORMAT_MSL; + fragment_shader_info.code = msl_fragment; + fragment_shader_info.code_size = sizeof(msl_fragment); + } + } +#endif + bd->VertexShader = SDL_CreateGPUShader(v->Device, &vertex_shader_info); + bd->FragmentShader = SDL_CreateGPUShader(v->Device, &fragment_shader_info); + IM_ASSERT(bd->VertexShader != nullptr && "Failed to create vertex shader, call SDL_GetError() for more information"); + IM_ASSERT(bd->FragmentShader != nullptr && "Failed to create fragment shader, call SDL_GetError() for more information"); +} + +static void ImGui_ImplSDLGPU3_CreateGraphicsPipeline() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + ImGui_ImplSDLGPU3_CreateShaders(); + + SDL_GPUVertexBufferDescription vertex_buffer_desc[1]; + vertex_buffer_desc[0].slot = 0; + vertex_buffer_desc[0].input_rate = SDL_GPU_VERTEXINPUTRATE_VERTEX; + vertex_buffer_desc[0].instance_step_rate = 0; + vertex_buffer_desc[0].pitch = sizeof(ImDrawVert); + + SDL_GPUVertexAttribute vertex_attributes[3]; + vertex_attributes[0].buffer_slot = 0; + vertex_attributes[0].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2; + vertex_attributes[0].location = 0; + vertex_attributes[0].offset = offsetof(ImDrawVert,pos); + + vertex_attributes[1].buffer_slot = 0; + vertex_attributes[1].format = SDL_GPU_VERTEXELEMENTFORMAT_FLOAT2; + vertex_attributes[1].location = 1; + vertex_attributes[1].offset = offsetof(ImDrawVert, uv); + + vertex_attributes[2].buffer_slot = 0; + vertex_attributes[2].format = SDL_GPU_VERTEXELEMENTFORMAT_UBYTE4_NORM; + vertex_attributes[2].location = 2; + vertex_attributes[2].offset = offsetof(ImDrawVert, col); + + SDL_GPUVertexInputState vertex_input_state = {}; + vertex_input_state.num_vertex_attributes = 3; + vertex_input_state.vertex_attributes = vertex_attributes; + vertex_input_state.num_vertex_buffers = 1; + vertex_input_state.vertex_buffer_descriptions = vertex_buffer_desc; + + SDL_GPURasterizerState rasterizer_state = {}; + rasterizer_state.fill_mode = SDL_GPU_FILLMODE_FILL; + rasterizer_state.cull_mode = SDL_GPU_CULLMODE_NONE; + rasterizer_state.front_face = SDL_GPU_FRONTFACE_COUNTER_CLOCKWISE; + rasterizer_state.enable_depth_bias = false; + rasterizer_state.enable_depth_clip = false; + + SDL_GPUMultisampleState multisample_state = {}; + multisample_state.sample_count = v->MSAASamples; + multisample_state.enable_mask = false; + + SDL_GPUDepthStencilState depth_stencil_state = {}; + depth_stencil_state.enable_depth_test = false; + depth_stencil_state.enable_depth_write = false; + depth_stencil_state.enable_stencil_test = false; + + SDL_GPUColorTargetBlendState blend_state = {}; + blend_state.enable_blend = true; + blend_state.src_color_blendfactor = SDL_GPU_BLENDFACTOR_SRC_ALPHA; + blend_state.dst_color_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA; + blend_state.color_blend_op = SDL_GPU_BLENDOP_ADD; + blend_state.src_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE; + blend_state.dst_alpha_blendfactor = SDL_GPU_BLENDFACTOR_ONE_MINUS_SRC_ALPHA; + blend_state.alpha_blend_op = SDL_GPU_BLENDOP_ADD; + blend_state.color_write_mask = SDL_GPU_COLORCOMPONENT_R | SDL_GPU_COLORCOMPONENT_G | SDL_GPU_COLORCOMPONENT_B | SDL_GPU_COLORCOMPONENT_A; + + SDL_GPUColorTargetDescription color_target_desc[1]; + color_target_desc[0].format = v->ColorTargetFormat; + color_target_desc[0].blend_state = blend_state; + + SDL_GPUGraphicsPipelineTargetInfo target_info = {}; + target_info.num_color_targets = 1; + target_info.color_target_descriptions = color_target_desc; + target_info.has_depth_stencil_target = false; + + SDL_GPUGraphicsPipelineCreateInfo pipeline_info = {}; + pipeline_info.vertex_shader = bd->VertexShader; + pipeline_info.fragment_shader = bd->FragmentShader; + pipeline_info.vertex_input_state = vertex_input_state; + pipeline_info.primitive_type = SDL_GPU_PRIMITIVETYPE_TRIANGLELIST; + pipeline_info.rasterizer_state = rasterizer_state; + pipeline_info.multisample_state = multisample_state; + pipeline_info.depth_stencil_state = depth_stencil_state; + pipeline_info.target_info = target_info; + + bd->Pipeline = SDL_CreateGPUGraphicsPipeline(v->Device, &pipeline_info); + IM_ASSERT(bd->Pipeline != nullptr && "Failed to create graphics pipeline, call SDL_GetError() for more information"); +} + +void ImGui_ImplSDLGPU3_CreateDeviceObjects() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + ImGui_ImplSDLGPU3_DestroyDeviceObjects(); + + if (bd->TexSamplerLinear == nullptr) + { + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + SDL_GPUSamplerCreateInfo sampler_info = {}; + sampler_info.min_filter = SDL_GPU_FILTER_LINEAR; + sampler_info.mag_filter = SDL_GPU_FILTER_LINEAR; + sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_LINEAR; + sampler_info.address_mode_u = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; + sampler_info.address_mode_v = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; + sampler_info.address_mode_w = SDL_GPU_SAMPLERADDRESSMODE_CLAMP_TO_EDGE; + sampler_info.mip_lod_bias = 0.0f; + sampler_info.min_lod = -1000.0f; + sampler_info.max_lod = 1000.0f; + sampler_info.enable_anisotropy = false; + sampler_info.max_anisotropy = 1.0f; + sampler_info.enable_compare = false; + bd->TexSamplerLinear = SDL_CreateGPUSampler(v->Device, &sampler_info); + IM_ASSERT(bd->TexSamplerLinear != nullptr && "Failed to create sampler, call SDL_GetError() for more information"); + + sampler_info.min_filter = SDL_GPU_FILTER_NEAREST; + sampler_info.mag_filter = SDL_GPU_FILTER_NEAREST; + sampler_info.mipmap_mode = SDL_GPU_SAMPLERMIPMAPMODE_NEAREST; + bd->TexSamplerNearest = SDL_CreateGPUSampler(v->Device, &sampler_info); + IM_ASSERT(bd->TexSamplerNearest != nullptr && "Failed to create sampler, call SDL_GetError() for more information"); + } + + ImGui_ImplSDLGPU3_CreateGraphicsPipeline(); +} + +void ImGui_ImplSDLGPU3_DestroyFrameData() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + ImGui_ImplSDLGPU3_FrameData* fd = &bd->MainWindowFrameData; + SDL_ReleaseGPUBuffer(v->Device, fd->VertexBuffer); + SDL_ReleaseGPUBuffer(v->Device, fd->IndexBuffer); + SDL_ReleaseGPUTransferBuffer(v->Device, fd->VertexTransferBuffer); + SDL_ReleaseGPUTransferBuffer(v->Device, fd->IndexTransferBuffer); + fd->VertexBuffer = fd->IndexBuffer = nullptr; + fd->VertexTransferBuffer = fd->IndexTransferBuffer = nullptr; + fd->VertexBufferSize = fd->IndexBufferSize = 0; +} + +void ImGui_ImplSDLGPU3_DestroyDeviceObjects() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + ImGui_ImplSDLGPU3_InitInfo* v = &bd->InitInfo; + + ImGui_ImplSDLGPU3_DestroyFrameData(); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplSDLGPU3_DestroyTexture(tex); + if (bd->TexTransferBuffer) { SDL_ReleaseGPUTransferBuffer(v->Device, bd->TexTransferBuffer); bd->TexTransferBuffer = nullptr; } + if (bd->VertexShader) { SDL_ReleaseGPUShader(v->Device, bd->VertexShader); bd->VertexShader = nullptr; } + if (bd->FragmentShader) { SDL_ReleaseGPUShader(v->Device, bd->FragmentShader); bd->FragmentShader = nullptr; } + if (bd->TexSamplerLinear) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerLinear); bd->TexSamplerLinear = nullptr; } + if (bd->TexSamplerNearest) { SDL_ReleaseGPUSampler(v->Device, bd->TexSamplerNearest); bd->TexSamplerNearest = nullptr; } + if (bd->Pipeline) { SDL_ReleaseGPUGraphicsPipeline(v->Device, bd->Pipeline); bd->Pipeline = nullptr; } +} + +static void ImGui_ImplSDLGPU3_InitMultiViewportSupport(); +static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport(); + +bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplSDLGPU3_Data* bd = IM_NEW(ImGui_ImplSDLGPU3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlgpu3"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLGPU3_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLGPU3_DrawCallback_SetSamplerNearest; + + IM_ASSERT(info->Device != nullptr); + IM_ASSERT(info->ColorTargetFormat != SDL_GPU_TEXTUREFORMAT_INVALID); + + bd->InitInfo = *info; + + ImGui_ImplSDLGPU3_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplSDLGPU3_Shutdown() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport(); + ImGui_ImplSDLGPU3_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +void ImGui_ImplSDLGPU3_NewFrame() +{ + ImGui_ImplSDLGPU3_Data* bd = ImGui_ImplSDLGPU3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLGPU3_Init()?"); + + if (!bd->TexSamplerLinear) + ImGui_ImplSDLGPU3_CreateDeviceObjects(); +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplSDLGPU3_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData(); + SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle); + SDL_ClaimWindowForGPUDevice(data->InitInfo.Device, window); + SDL_SetGPUSwapchainParameters(data->InitInfo.Device, window, data->InitInfo.SwapchainComposition, data->InitInfo.PresentMode); + viewport->RendererUserData = (void*)1; +} + +static void ImGui_ImplSDLGPU3_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData(); + SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle); + + ImDrawData* draw_data = viewport->DrawData; + + SDL_GPUCommandBuffer* command_buffer = SDL_AcquireGPUCommandBuffer(data->InitInfo.Device); + + SDL_GPUTexture* swapchain_texture; + SDL_AcquireGPUSwapchainTexture(command_buffer, window, &swapchain_texture, nullptr, nullptr); + + if (swapchain_texture != nullptr) + { + ImGui_ImplSDLGPU3_PrepareDrawData(draw_data, command_buffer); // FIXME-OPT: Not optimal, may this be done earlier? + SDL_GPUColorTargetInfo target_info = {}; + target_info.texture = swapchain_texture; + target_info.clear_color = SDL_FColor{ 0.0f,0.0f,0.0f,1.0f }; + target_info.load_op = SDL_GPU_LOADOP_CLEAR; + target_info.store_op = SDL_GPU_STOREOP_STORE; + target_info.mip_level = 0; + target_info.layer_or_depth_plane = 0; + target_info.cycle = false; + SDL_GPURenderPass* render_pass = SDL_BeginGPURenderPass(command_buffer, &target_info, 1, nullptr); + ImGui_ImplSDLGPU3_RenderDrawData(draw_data, command_buffer, render_pass); + SDL_EndGPURenderPass(render_pass); + } + + SDL_SubmitGPUCommandBuffer(command_buffer); +} + +static void ImGui_ImplSDLGPU3_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplSDLGPU3_Data* data = ImGui_ImplSDLGPU3_GetBackendData(); + if (viewport->RendererUserData) + { + SDL_Window* window = SDL_GetWindowFromID((SDL_WindowID)(intptr_t)viewport->PlatformHandle); + SDL_ReleaseWindowFromGPUDevice(data->InitInfo.Device, window); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplSDLGPU3_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Renderer_RenderWindow = ImGui_ImplSDLGPU3_RenderWindow; + platform_io.Renderer_CreateWindow = ImGui_ImplSDLGPU3_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplSDLGPU3_DestroyWindow; +} + +static void ImGui_ImplSDLGPU3_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdlgpu3.h b/modules/imgui-source/backends/imgui_impl_sdlgpu3.h new file mode 100644 index 0000000..04ce552 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdlgpu3.h @@ -0,0 +1,63 @@ +// dear imgui: Renderer Backend for SDL_GPU +// This needs to be used along with the SDL3 Platform Backend + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_GPUTexture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! **IMPORTANT** Before 2025/08/08, ImTextureID was a reference to a SDL_GPUTextureSamplerBinding struct. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// The aim of imgui_impl_sdlgpu3.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_sdlgpu3.cpp/.h in their own engine/app. +// - Unlike other backends, the user must call the function ImGui_ImplSDLGPU_PrepareDrawData BEFORE issuing a SDL_GPURenderPass containing ImGui_ImplSDLGPU_RenderDrawData. +// Calling the function is MANDATORY, otherwise the ImGui will not upload neither the vertex nor the index buffer for the GPU. See imgui_impl_sdlgpu3.cpp for more info. + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE +#include + +// Initialization data, for ImGui_ImplSDLGPU_Init() +// - Remember to set ColorTargetFormat to the correct format. If you're rendering to the swapchain, call SDL_GetGPUSwapchainTextureFormat() to query the right value +struct ImGui_ImplSDLGPU3_InitInfo +{ + SDL_GPUDevice* Device = nullptr; + SDL_GPUTextureFormat ColorTargetFormat = SDL_GPU_TEXTUREFORMAT_INVALID; + SDL_GPUSampleCount MSAASamples = SDL_GPU_SAMPLECOUNT_1; + SDL_GPUSwapchainComposition SwapchainComposition = SDL_GPU_SWAPCHAINCOMPOSITION_SDR; // Only used in multi-viewports mode. + SDL_GPUPresentMode PresentMode = SDL_GPU_PRESENTMODE_VSYNC; // Only used in multi-viewports mode. +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDLGPU3_Init(ImGui_ImplSDLGPU3_InitInfo* info); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_PrepareDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_RenderDrawData(ImDrawData* draw_data, SDL_GPUCommandBuffer* command_buffer, SDL_GPURenderPass* render_pass, SDL_GPUGraphicsPipeline* pipeline = nullptr); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_DestroyDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplSDLGPU3_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLGPU3_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplSDLGPU3_RenderState +{ + SDL_GPUDevice* Device; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdlgpu3_shaders.h b/modules/imgui-source/backends/imgui_impl_sdlgpu3_shaders.h new file mode 100644 index 0000000..ca94075 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdlgpu3_shaders.h @@ -0,0 +1,406 @@ +#pragma once +#ifndef IMGUI_DISABLE +#include + +// Data exported using +// misc/fonts/binary_to_compressed_c.exe -u8 -nocompress filename symbolname >filename.h +// With some manual pasting. + +// Check sdlgpu3/ folder for the shaders' source code and instruction on how to build them +const uint8_t spirv_vertex[1732] = { + 3,2,35,7,0,0,1,0,11,0,13,0,55,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,10,0,0,0,0,0,4,0,0,0,109, + 97,105,110,0,0,0,0,11,0,0,0,15,0,0,0,21,0,0,0,30,0,0,0,31,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101, + 95,100,105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0, + 0,0,0,5,0,3,0,9,0,0,0,0,0,0,0,6,0,5,0,9,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,9,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,11,0,0,0,79,117,116,0,5,0,4,0,15,0,0,0,97,67,111,108,111,114, + 0,0,5,0,3,0,21,0,0,0,97,85,86,0,5,0,6,0,28,0,0,0,103,108,95,80,101,114,86,101,114,116,101,120,0,0,0,0,6,0,6,0,28,0,0,0,0,0,0,0,103,108,95,80,111,115,105,116,105,111,110,0,6,0,7,0,28, + 0,0,0,1,0,0,0,103,108,95,80,111,105,110,116,83,105,122,101,0,0,0,0,6,0,7,0,28,0,0,0,2,0,0,0,103,108,95,67,108,105,112,68,105,115,116,97,110,99,101,0,6,0,7,0,28,0,0,0,3,0,0,0,103,108, + 95,67,117,108,108,68,105,115,116,97,110,99,101,0,5,0,3,0,30,0,0,0,0,0,0,0,5,0,4,0,31,0,0,0,97,80,111,115,0,0,0,0,5,0,6,0,33,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0, + 0,0,6,0,5,0,33,0,0,0,0,0,0,0,117,83,99,97,108,101,0,0,6,0,6,0,33,0,0,0,1,0,0,0,117,84,114,97,110,115,108,97,116,101,0,0,5,0,3,0,35,0,0,0,112,99,0,0,71,0,4,0,11,0,0,0,30,0,0,0,0,0,0, + 0,71,0,4,0,15,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,21,0,0,0,30,0,0,0,1,0,0,0,71,0,3,0,28,0,0,0,2,0,0,0,72,0,5,0,28,0,0,0,0,0,0,0,11,0,0,0,0,0,0,0,72,0,5,0,28,0,0,0,1,0,0,0,11,0,0,0,1,0, + 0,0,72,0,5,0,28,0,0,0,2,0,0,0,11,0,0,0,3,0,0,0,72,0,5,0,28,0,0,0,3,0,0,0,11,0,0,0,4,0,0,0,71,0,4,0,31,0,0,0,30,0,0,0,0,0,0,0,71,0,3,0,33,0,0,0,2,0,0,0,72,0,5,0,33,0,0,0,0,0,0,0,35, + 0,0,0,0,0,0,0,72,0,5,0,33,0,0,0,1,0,0,0,35,0,0,0,8,0,0,0,71,0,4,0,35,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,35,0,0,0,34,0,0,0,1,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6, + 0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,23,0,4,0,8,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,9,0,0,0,7,0,0,0,8,0,0,0,32,0,4,0,10,0,0,0,3,0,0,0,9,0,0,0,59,0,4,0,10,0,0,0,11,0,0,0,3,0,0, + 0,21,0,4,0,12,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0,12,0,0,0,13,0,0,0,0,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,7,0,0,0,59,0,4,0,14,0,0,0,15,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,7,0,0,0,43,0, + 4,0,12,0,0,0,19,0,0,0,1,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,8,0,0,0,59,0,4,0,20,0,0,0,21,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,8,0,0,0,21,0,4,0,25,0,0,0,32,0,0,0,0,0,0,0,43,0,4,0,25, + 0,0,0,26,0,0,0,1,0,0,0,28,0,4,0,27,0,0,0,6,0,0,0,26,0,0,0,30,0,6,0,28,0,0,0,7,0,0,0,6,0,0,0,27,0,0,0,27,0,0,0,32,0,4,0,29,0,0,0,3,0,0,0,28,0,0,0,59,0,4,0,29,0,0,0,30,0,0,0,3,0,0,0, + 59,0,4,0,20,0,0,0,31,0,0,0,1,0,0,0,30,0,4,0,33,0,0,0,8,0,0,0,8,0,0,0,32,0,4,0,34,0,0,0,2,0,0,0,33,0,0,0,59,0,4,0,34,0,0,0,35,0,0,0,2,0,0,0,32,0,4,0,36,0,0,0,2,0,0,0,8,0,0,0,43,0,4, + 0,6,0,0,0,43,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,44,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,49,0,0,0,0,0,128,191,32,0,4,0,50,0,0,0,3,0,0,0,6,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248, + 0,2,0,5,0,0,0,61,0,4,0,7,0,0,0,16,0,0,0,15,0,0,0,65,0,5,0,17,0,0,0,18,0,0,0,11,0,0,0,13,0,0,0,62,0,3,0,18,0,0,0,16,0,0,0,61,0,4,0,8,0,0,0,22,0,0,0,21,0,0,0,65,0,5,0,23,0,0,0,24,0,0, + 0,11,0,0,0,19,0,0,0,62,0,3,0,24,0,0,0,22,0,0,0,61,0,4,0,8,0,0,0,32,0,0,0,31,0,0,0,65,0,5,0,36,0,0,0,37,0,0,0,35,0,0,0,13,0,0,0,61,0,4,0,8,0,0,0,38,0,0,0,37,0,0,0,133,0,5,0,8,0,0,0, + 39,0,0,0,32,0,0,0,38,0,0,0,65,0,5,0,36,0,0,0,40,0,0,0,35,0,0,0,19,0,0,0,61,0,4,0,8,0,0,0,41,0,0,0,40,0,0,0,129,0,5,0,8,0,0,0,42,0,0,0,39,0,0,0,41,0,0,0,81,0,5,0,6,0,0,0,45,0,0,0,42, + 0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,46,0,0,0,42,0,0,0,1,0,0,0,80,0,7,0,7,0,0,0,47,0,0,0,45,0,0,0,46,0,0,0,43,0,0,0,44,0,0,0,65,0,5,0,17,0,0,0,48,0,0,0,30,0,0,0,13,0,0,0,62,0,3,0,48,0,0, + 0,47,0,0,0,65,0,6,0,50,0,0,0,51,0,0,0,30,0,0,0,13,0,0,0,26,0,0,0,61,0,4,0,6,0,0,0,52,0,0,0,51,0,0,0,133,0,5,0,6,0,0,0,53,0,0,0,52,0,0,0,49,0,0,0,65,0,6,0,50,0,0,0,54,0,0,0,30,0,0,0, + 13,0,0,0,26,0,0,0,62,0,3,0,54,0,0,0,53,0,0,0,253,0,1,0,56,0,1,0, +}; +const uint8_t spirv_fragment[844] = { + 3,2,35,7,0,0,1,0,11,0,13,0,30,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,1,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,7,0,4,0,0,0,4,0,0,0,109,97, + 105,110,0,0,0,0,9,0,0,0,13,0,0,0,16,0,3,0,4,0,0,0,7,0,0,0,3,0,3,0,2,0,0,0,194,1,0,0,4,0,10,0,71,76,95,71,79,79,71,76,69,95,99,112,112,95,115,116,121,108,101,95,108,105,110,101,95,100, + 105,114,101,99,116,105,118,101,0,0,4,0,8,0,71,76,95,71,79,79,71,76,69,95,105,110,99,108,117,100,101,95,100,105,114,101,99,116,105,118,101,0,5,0,4,0,4,0,0,0,109,97,105,110,0,0,0,0,5, + 0,4,0,9,0,0,0,102,67,111,108,111,114,0,0,5,0,3,0,11,0,0,0,0,0,0,0,6,0,5,0,11,0,0,0,0,0,0,0,67,111,108,111,114,0,0,0,6,0,4,0,11,0,0,0,1,0,0,0,85,86,0,0,5,0,3,0,13,0,0,0,73,110,0,0,5, + 0,5,0,22,0,0,0,115,84,101,120,116,117,114,101,0,0,0,0,71,0,4,0,9,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,22,0,0,0,34,0, + 0,0,2,0,0,0,19,0,2,0,2,0,0,0,33,0,3,0,3,0,0,0,2,0,0,0,22,0,3,0,6,0,0,0,32,0,0,0,23,0,4,0,7,0,0,0,6,0,0,0,4,0,0,0,32,0,4,0,8,0,0,0,3,0,0,0,7,0,0,0,59,0,4,0,8,0,0,0,9,0,0,0,3,0,0,0,23, + 0,4,0,10,0,0,0,6,0,0,0,2,0,0,0,30,0,4,0,11,0,0,0,7,0,0,0,10,0,0,0,32,0,4,0,12,0,0,0,1,0,0,0,11,0,0,0,59,0,4,0,12,0,0,0,13,0,0,0,1,0,0,0,21,0,4,0,14,0,0,0,32,0,0,0,1,0,0,0,43,0,4,0, + 14,0,0,0,15,0,0,0,0,0,0,0,32,0,4,0,16,0,0,0,1,0,0,0,7,0,0,0,25,0,9,0,19,0,0,0,6,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,27,0,3,0,20,0,0,0,19,0,0,0,32,0,4,0,21,0,0,0,0, + 0,0,0,20,0,0,0,59,0,4,0,21,0,0,0,22,0,0,0,0,0,0,0,43,0,4,0,14,0,0,0,24,0,0,0,1,0,0,0,32,0,4,0,25,0,0,0,1,0,0,0,10,0,0,0,54,0,5,0,2,0,0,0,4,0,0,0,0,0,0,0,3,0,0,0,248,0,2,0,5,0,0,0,65, + 0,5,0,16,0,0,0,17,0,0,0,13,0,0,0,15,0,0,0,61,0,4,0,7,0,0,0,18,0,0,0,17,0,0,0,61,0,4,0,20,0,0,0,23,0,0,0,22,0,0,0,65,0,5,0,25,0,0,0,26,0,0,0,13,0,0,0,24,0,0,0,61,0,4,0,10,0,0,0,27,0, + 0,0,26,0,0,0,87,0,5,0,7,0,0,0,28,0,0,0,23,0,0,0,27,0,0,0,133,0,5,0,7,0,0,0,29,0,0,0,18,0,0,0,28,0,0,0,62,0,3,0,9,0,0,0,29,0,0,0,253,0,1,0,56,0,1,0, +}; + +const uint8_t dxbc_vertex[1064] = { + 68,88,66,67,32,50,127,204,241,196,165,104,216,114,216,116,220,164,29,45,1,0,0,0,40,4,0,0,5,0,0,0,52,0,0,0,136,1,0,0,236,1,0,0,92,2,0,0,140,3,0,0,82,68,69,70,76,1,0,0,1,0,0,0,116,0, + 0,0,1,0,0,0,60,0,0,0,1,5,254,255,0,5,0,0,34,1,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,100,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0, + 0,1,0,0,0,1,0,0,0,0,0,0,0,117,80,117,115,104,67,111,110,115,116,97,110,116,0,171,171,100,0,0,0,2,0,0,0,140,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,220,0,0,0,0,0,0,0,8,0,0,0,2,0,0,0,240,0,0, + 0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,20,1,0,0,8,0,0,0,8,0,0,0,2,0,0,0,240,0,0,0,0,0,0,0,255,255,255,255,0,0,0,0,255,255,255,255,0,0,0,0,112,99,95,117,83,99,97, + 108,101,0,102,108,111,97,116,50,0,171,171,171,1,0,3,0,1,0,2,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,230,0,0,0,112,99,95,117,84,114,97,110,115,108,97,116,101,0,77,105,99,114, + 111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,171,73,83,71,78,92,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0, + 0,0,0,0,0,0,3,0,0,0,0,0,0,0,3,3,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,80,0,0,0,2,0,0,0,0,0,0,0,3,0,0,0,2,0,0,0,15,15,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83, + 71,78,104,0,0,0,3,0,0,0,8,0,0,0,80,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,80,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,12,0,0,89,0,0,0,0,0,0,0,1,0,0,0,3,0,0,0,2,0,0,0,15,0,0, + 0,84,69,88,67,79,79,82,68,0,83,86,95,80,111,115,105,116,105,111,110,0,171,171,171,83,72,69,88,40,1,0,0,81,0,1,0,74,0,0,0,106,8,0,1,89,0,0,7,70,142,48,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0, + 0,0,1,0,0,0,95,0,0,3,50,16,16,0,0,0,0,0,95,0,0,3,50,16,16,0,1,0,0,0,95,0,0,3,242,16,16,0,2,0,0,0,101,0,0,3,242,32,16,0,0,0,0,0,101,0,0,3,50,32,16,0,1,0,0,0,103,0,0,4,242,32,16,0,2, + 0,0,0,1,0,0,0,104,0,0,2,1,0,0,0,50,0,0,13,50,0,16,0,0,0,0,0,70,16,16,0,0,0,0,0,70,128,48,0,0,0,0,0,0,0,0,0,0,0,0,0,230,138,48,0,0,0,0,0,0,0,0,0,0,0,0,0,54,0,0,6,34,32,16,0,2,0,0,0, + 26,0,16,128,65,0,0,0,0,0,0,0,54,0,0,5,242,32,16,0,0,0,0,0,70,30,16,0,2,0,0,0,54,0,0,5,18,32,16,0,2,0,0,0,10,0,16,0,0,0,0,0,54,0,0,8,194,32,16,0,2,0,0,0,2,64,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,128,63,54,0,0,5,50,32,16,0,1,0,0,0,70,16,16,0,1,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,7,0,0,0,1,0,0,0,0,0,0,0,6,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; +const uint8_t dxbc_fragment[744] = { + 68,88,66,67,235,219,43,109,38,151,39,223,98,41,193,28,215,98,67,110,1,0,0,0,232,2,0,0,5,0,0,0,52,0,0,0,12,1,0,0,88,1,0,0,140,1,0,0,76,2,0,0,82,68,69,70,208,0,0,0,0,0,0,0,0,0,0,0,2, + 0,0,0,60,0,0,0,1,5,255,255,0,5,0,0,167,0,0,0,19,19,68,37,60,0,0,0,24,0,0,0,40,0,0,0,40,0,0,0,36,0,0,0,12,0,0,0,0,0,0,0,140,0,0,0,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0, + 0,0,2,0,0,0,0,0,0,0,158,0,0,0,2,0,0,0,5,0,0,0,4,0,0,0,255,255,255,255,0,0,0,0,1,0,0,0,12,0,0,0,2,0,0,0,0,0,0,0,95,115,84,101,120,116,117,114,101,95,115,97,109,112,108,101,114,0,115, + 84,101,120,116,117,114,101,0,77,105,99,114,111,115,111,102,116,32,40,82,41,32,72,76,83,76,32,83,104,97,100,101,114,32,67,111,109,112,105,108,101,114,32,49,48,46,49,0,171,73,83,71,78, + 68,0,0,0,2,0,0,0,8,0,0,0,56,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,15,0,0,56,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,3,3,0,0,84,69,88,67,79,79,82,68,0,171,171,171,79,83,71,78,44,0, + 0,0,1,0,0,0,8,0,0,0,32,0,0,0,0,0,0,0,0,0,0,0,3,0,0,0,0,0,0,0,15,0,0,0,83,86,95,84,97,114,103,101,116,0,171,171,83,72,69,88,184,0,0,0,81,0,0,0,46,0,0,0,106,8,0,1,90,0,0,6,70,110,48, + 0,0,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,88,24,0,7,70,126,48,0,0,0,0,0,0,0,0,0,0,0,0,0,85,85,0,0,2,0,0,0,98,16,0,3,242,16,16,0,0,0,0,0,98,16,0,3,50,16,16,0,1,0,0,0,101,0,0,3,242,32,16,0,0, + 0,0,0,104,0,0,2,1,0,0,0,69,0,0,11,242,0,16,0,0,0,0,0,70,16,16,0,1,0,0,0,70,126,32,0,0,0,0,0,0,0,0,0,0,96,32,0,0,0,0,0,0,0,0,0,56,0,0,7,242,32,16,0,0,0,0,0,70,14,16,0,0,0,0,0,70,30, + 16,0,0,0,0,0,62,0,0,1,83,84,65,84,148,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,3,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0, + 0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; + +#ifdef __APPLE__ +#include +#if TARGET_OS_MAC +const uint8_t metallib_vertex[3892] = { + 77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,52,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,32, + 14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,62,81,190,157,8,240,236,158,164,213,65,62,170,226,96,136,231,243,238,160,100, + 26,13,254,254,64,19,129,180,3,149,75,77,68,83,90,8,0,32,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68,84, + 69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23, + 11,0,0,0,0,20,0,0,0,8,14,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,74,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73, + 6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136, + 32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92,32, + 36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12,34, + 8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218, + 192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29, + 202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135, + 119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160, + 7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161, + 13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104, + 3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8, + 4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,176,112,72, + 7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192,135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116, + 208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7,118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116, + 160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32, + 7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208,6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6, + 246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208, + 6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160,7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112, + 32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42,160,48,0,0,8,0,0,0,4,0,0,0,0,0,10,64,98,131,64,81,166,1,0,128,44,16,0,11,0,0,0,50,30,152,16,25,17, + 76,144,140,9,38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,98,24,1,40,3,218,17,0,210,177,132,39,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136, + 67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204, + 120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194, + 97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120, + 135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129, + 29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104, + 7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225, + 29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1, + 30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152, + 129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59, + 212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224, + 14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120, + 7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119, + 248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,26,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152, + 6,100,208,82,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104, + 97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120, + 95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109, + 97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109, + 112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54, + 56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115, + 116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101, + 97,105,114,46,118,101,114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97, + 116,52,97,105,114,46,97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112, + 111,115,105,116,105,111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105, + 110,100,101,120,97,80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100, + 97,105,114,46,97,100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115, + 108,97,116,101,97,105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104, + 67,111,110,115,116,97,110,116,112,99,0,0,0,166,119,0,0,0,0,0,0,48,130,144,4,35,8,74,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130, + 144,40,35,8,201,50,130,112,0,51,12,106,16,172,193,12,3,27,8,109,48,195,224,6,131,26,204,48,184,1,241,6,51,12,110,80,188,193,12,131,27,24,111,48,195,224,6,7,28,204,48,184,1,18,7,51, + 12,110,144,200,193,12,129,50,195,160,6,115,64,7,51,16,75,29,176,1,29,204,16,48,51,4,205,12,129,51,131,241,64,145,52,81,51,24,79,21,89,211,53,67,129,69,210,148,205,48,152,194,41,160, + 194,12,9,29,104,27,29,176,65,100,77,220,12,9,27,104,27,27,176,65,100,77,221,12,137,26,104,155,26,176,65,36,77,222,12,10,29,196,1,29,88,100,16,7,113,64,7,86,25,204,64,213,193,7,6,114, + 176,209,1,27,132,129,24,168,193,24,180,130,25,200,193,25,196,65,132,6,83,26,204,64,168,194,42,176,130,43,204,48,216,65,42,188,194,157,1,192,113,28,199,113,28,199,113,28,199,185,129, + 27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,22,29,208,129,27,208,1,46,224,2,46,240,3,122,128,130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179, + 185,81,18,59,184,3,60,200,3,61,216,3,62,232,3,63,72,133,141,205,174,205,37,141,172,204,141,110,148,224,15,114,9,75,147,115,177,43,147,155,75,123,115,27,37,0,133,164,194,210,228,92, + 216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,66,33,167,176,52,57,151,177,183,54,184,52,182,178,175,55,56,186,180,55,183,185,81,6,81,24,5,82,72,37,44,77,206, + 197,174,76,142,174,12,111,148,224,21,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193, + 29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156, + 195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80, + 15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,180,37, + 64,61,7,161,72,146,52,7,161,72,9,65,48,26,48,2,48,70,0,130,32,136,127,20,115,16,150,117,97,36,163,1,52,51,0,0,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89, + 0,111,109,110,105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105, + 110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,133,89,33,216,194,44,172,24,110,193,22,104,97,67,32,11,27,134,88,192,133,90,216,48,228, + 66,46,212,194,134,224,22,0,0,157,134,5,146,40,16,130,1,36,254,157,6,103,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,204,5,204,54,4,89, + 48,219,16,12,194,6,1,49,0,4,0,0,0,91,138,32,200,133,67,23,182,20,68,144,11,135,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,134,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148, + 240,0,0,0,0,3,0,0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0, + 1,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,13,0,0,0,18,3,148,102,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54, + 52,45,97,112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0, +}; +const uint8_t metallib_fragment[3787] = { + 77,84,76,66,1,128,2,0,7,0,0,129,14,0,0,0,203,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0, + 224,13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,201,103,233,140,10,95,185,107,79,93,85,82,78,218,248,8,95,184,8,139,191, + 155,174,56,51,95,203,135,255,117,44,62,77,68,83,90,8,0,224,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,6,0,3,0,1,0,69,78,68, + 84,69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,196,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33, + 12,0,0,44,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112, + 196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33, + 43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140, + 0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111, + 32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28, + 224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225, + 28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104, + 131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121, + 168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232, + 65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113, + 168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192, + 2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144, + 128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,176,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,118,8,135,113,120,135,121,192, + 135,56,160,3,55,128,3,55,128,131,13,183,81,14,109,0,15,122,96,7,116,160,7,118,64,7,122,96,7,116,208,6,233,16,7,122,128,7,122,128,7,109,144,14,120,160,7,120,160,7,120,208,6,233,16,7, + 118,160,7,113,96,7,122,16,7,118,208,6,233,48,7,114,160,7,115,32,7,122,48,7,114,208,6,233,96,7,116,160,7,118,64,7,122,96,7,116,208,6,230,48,7,114,160,7,115,32,7,122,48,7,114,208,6,230, + 96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,16,7,118,160,7,113,96,7,122,16,7,118,208,6,246,32,7,116,160,7,115,32,7,122,48,7,114,208,6,246,48,7,114,160,7,115,32,7,122,48,7,114,208, + 6,246,64,7,120,160,7,118,64,7,122,96,7,116,208,6,246,96,7,116,160,7,118,64,7,122,96,7,116,208,6,246,144,7,118,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,114,128,7,122,16, + 7,114,128,7,122,16,7,114,128,7,109,96,15,113,144,7,114,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,32,7,117,96,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,117,16,7,114,160, + 7,117,16,7,114,160,7,117,16,7,114,208,6,246,16,7,112,32,7,116,160,7,113,0,7,114,64,7,122,16,7,112,32,7,116,208,6,238,128,7,122,16,7,118,160,7,115,32,7,26,33,12,89,48,0,210,208,67,42, + 160,64,0,0,8,0,0,0,4,0,0,0,0,0,10,96,72,85,108,15,16,0,2,0,0,128,0,0,0,0,0,64,1,72,108,16,40,234,50,0,0,144,5,2,0,0,0,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69, + 80,2,133,80,14,229,83,128,2,5,81,32,197,48,2,80,6,36,199,18,158,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12, + 230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122, + 112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60, + 188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121, + 152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67, + 57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238, + 0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80, + 36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195, + 59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210, + 65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88, + 135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225, + 23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16, + 14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121, + 32,0,0,252,0,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71, + 6,81,100,48,134,180,40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114, + 97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114, + 46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114, + 101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101, + 114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100, + 101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109, + 112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114, + 46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110, + 116,95,105,110,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108, + 111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110, + 100,101,120,97,105,114,46,115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114, + 46,115,97,109,112,108,101,114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,198,96,0,0,0,0,0,0,48,130,208,8,35,8,82,51,130,208,12,35,8,13,49,130,208, + 20,35,8,141,49,130,208,28,35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,13,51,130,144,0,51,12,100,16,148,193,12,131,25,8,103,48,195,128,6,3,25,204,48,160,1,145,6,51,12,104,80,164, + 193,12,3,26,24,105,48,195,128,6,135,26,204,48,160,1,178,6,51,12,104,144,176,193,12,129,50,195,64,6,109,224,6,51,16,203,27,152,129,27,204,16,48,51,4,205,12,129,51,195,241,184,129,27, + 64,145,52,205,16,128,194,12,137,27,80,149,117,65,145,132,205,144,152,1,149,89,23,164,73,219,12,10,25,112,157,27,152,129,7,125,18,24,204,144,188,65,24,116,110,96,6,144,24,72,99,48,3, + 33,10,163,64,10,165,48,195,0,7,161,96,10,71,6,0,199,113,28,199,113,28,199,113,28,231,6,110,224,6,110,224,6,110,224,6,110,224,6,22,29,232,129,101,89,166,192,177,2,43,144,131,58,128, + 130,140,4,38,40,35,54,54,187,54,151,182,55,178,58,182,50,23,51,182,176,179,185,81,18,56,136,3,57,152,3,58,168,3,59,184,3,60,72,133,141,205,174,205,37,141,172,204,141,110,148,32,15, + 114,9,75,147,115,177,43,147,155,75,123,115,27,37,208,131,164,194,210,228,92,216,194,220,206,234,194,206,202,190,236,202,228,230,210,222,220,70,9,246,32,167,176,52,57,151,177,183,54, + 184,52,182,178,175,55,56,186,180,55,183,185,81,6,62,232,3,63,72,38,44,77,206,197,76,46,236,172,173,204,141,110,148,192,20,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122, + 88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231, + 80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32, + 28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148, + 67,56,144,195,1,0,0,0,97,32,0,0,49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0, + 97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114, + 45,97,108,105,97,115,45,115,99,111,112,101,45,116,101,120,116,117,114,101,115,0,43,132,85,64,133,21,3,43,172,66,42,172,24,90,97,21,84,97,131,208,10,172,0,0,35,6,205,16,130,96,240,88, + 135,129,20,3,33,8,204,104,66,0,96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,104,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,251,5,0,0,0,0,0,0,0,0,101,12,0,0,37, + 0,0,0,18,3,148,40,1,0,0,0,3,0,0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,24,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0, + 0,0,0,0,0,0,0,0,2,0,0,0,0,0,0,0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,20,0,0,0,18,3, + 148,161,0,0,0,0,109,97,105,110,48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97, + 112,112,108,101,45,109,97,99,111,115,120,49,52,46,48,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; +static uint8_t msl_vertex[800] = +{ + 35,105,110,99,108,117,100,101,32,60,109,101,116,97,108,95,115,116,100,108,105,98,62,10,35,105,110,99,108,117,100,101,32,60,115,105,109,100,47,115,105,109,100,46,104,62,10,10,117,115, + 105,110,103,32,110,97,109,101,115,112,97,99,101,32,109,101,116,97,108,59,10,10,115,116,114,117,99,116,32,95,57,10,123,10,32,32,32,32,102,108,111,97,116,52,32,67,111,108,111,114,59, + 10,32,32,32,32,102,108,111,97,116,50,32,85,86,59,10,125,59,10,10,115,116,114,117,99,116,32,85,66,79,10,123,10,32,32,32,32,102,108,111,97,116,50,32,117,83,99,97,108,101,59,10,32,32, + 32,32,102,108,111,97,116,50,32,117,84,114,97,110,115,108,97,116,101,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,111,117,116,10,123,10,32,32,32,32,102,108,111, + 97,116,52,32,79,117,116,95,67,111,108,111,114,32,91,91,117,115,101,114,40,108,111,99,110,48,41,93,93,59,10,32,32,32,32,102,108,111,97,116,50,32,79,117,116,95,85,86,32,91,91,117,115, + 101,114,40,108,111,99,110,49,41,93,93,59,10,32,32,32,32,102,108,111,97,116,52,32,103,108,95,80,111,115,105,116,105,111,110,32,91,91,112,111,115,105,116,105,111,110,93,93,59,10,125, + 59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,105,110,10,123,10,32,32,32,32,102,108,111,97,116,50,32,97,80,111,115,32,91,91,97,116,116,114,105,98,117,116,101,40,48,41,93, + 93,59,10,32,32,32,32,102,108,111,97,116,50,32,97,85,86,32,91,91,97,116,116,114,105,98,117,116,101,40,49,41,93,93,59,10,32,32,32,32,102,108,111,97,116,52,32,97,67,111,108,111,114,32, + 91,91,97,116,116,114,105,98,117,116,101,40,50,41,93,93,59,10,125,59,10,10,118,101,114,116,101,120,32,109,97,105,110,48,95,111,117,116,32,109,97,105,110,48,40,109,97,105,110,48,95,105, + 110,32,105,110,32,91,91,115,116,97,103,101,95,105,110,93,93,44,32,99,111,110,115,116,97,110,116,32,85,66,79,38,32,117,98,111,32,91,91,98,117,102,102,101,114,40,48,41,93,93,41,10,123, + 10,32,32,32,32,109,97,105,110,48,95,111,117,116,32,111,117,116,32,61,32,123,125,59,10,32,32,32,32,95,57,32,79,117,116,32,61,32,123,125,59,10,32,32,32,32,79,117,116,46,67,111,108,111, + 114,32,61,32,105,110,46,97,67,111,108,111,114,59,10,32,32,32,32,79,117,116,46,85,86,32,61,32,105,110,46,97,85,86,59,10,32,32,32,32,111,117,116,46,103,108,95,80,111,115,105,116,105, + 111,110,32,61,32,102,108,111,97,116,52,40,40,105,110,46,97,80,111,115,32,42,32,117,98,111,46,117,83,99,97,108,101,41,32,43,32,117,98,111,46,117,84,114,97,110,115,108,97,116,101,44, + 32,48,46,48,44,32,49,46,48,41,59,10,32,32,32,32,111,117,116,46,103,108,95,80,111,115,105,116,105,111,110,46,121,32,42,61,32,40,45,49,46,48,41,59,10,32,32,32,32,111,117,116,46,79,117, + 116,95,67,111,108,111,114,32,61,32,79,117,116,46,67,111,108,111,114,59,10,32,32,32,32,111,117,116,46,79,117,116,95,85,86,32,61,32,79,117,116,46,85,86,59,10,32,32,32,32,114,101,116, + 117,114,110,32,111,117,116,59,10,125,10,10, +}; +static uint8_t msl_fragment[580] = +{ + 35,105,110,99,108,117,100,101,32,60,109,101,116,97,108,95,115,116,100,108,105,98,62,10,35,105,110,99,108,117,100,101,32,60,115,105,109,100,47,115,105,109,100,46,104,62,10,10,117,115, + 105,110,103,32,110,97,109,101,115,112,97,99,101,32,109,101,116,97,108,59,10,10,115,116,114,117,99,116,32,95,49,49,10,123,10,32,32,32,32,102,108,111,97,116,52,32,67,111,108,111,114, + 59,10,32,32,32,32,102,108,111,97,116,50,32,85,86,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,111,117,116,10,123,10,32,32,32,32,102,108,111,97,116,52,32,102,67, + 111,108,111,114,32,91,91,99,111,108,111,114,40,48,41,93,93,59,10,125,59,10,10,115,116,114,117,99,116,32,109,97,105,110,48,95,105,110,10,123,10,32,32,32,32,102,108,111,97,116,52,32, + 73,110,95,67,111,108,111,114,32,91,91,117,115,101,114,40,108,111,99,110,48,41,93,93,59,10,32,32,32,32,102,108,111,97,116,50,32,73,110,95,85,86,32,91,91,117,115,101,114,40,108,111,99, + 110,49,41,93,93,59,10,125,59,10,10,102,114,97,103,109,101,110,116,32,109,97,105,110,48,95,111,117,116,32,109,97,105,110,48,40,109,97,105,110,48,95,105,110,32,105,110,32,91,91,115,116, + 97,103,101,95,105,110,93,93,44,32,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,62,32,115,84,101,120,116,117,114,101,32,91,91,116,101,120,116,117,114,101,40,48,41,93,93, + 44,32,115,97,109,112,108,101,114,32,115,84,101,120,116,117,114,101,83,109,112,108,114,32,91,91,115,97,109,112,108,101,114,40,48,41,93,93,41,10,123,10,32,32,32,32,109,97,105,110,48, + 95,111,117,116,32,111,117,116,32,61,32,123,125,59,10,32,32,32,32,95,49,49,32,73,110,32,61,32,123,125,59,10,32,32,32,32,73,110,46,67,111,108,111,114,32,61,32,105,110,46,73,110,95,67, + 111,108,111,114,59,10,32,32,32,32,73,110,46,85,86,32,61,32,105,110,46,73,110,95,85,86,59,10,32,32,32,32,111,117,116,46,102,67,111,108,111,114,32,61,32,73,110,46,67,111,108,111,114, + 32,42,32,115,84,101,120,116,117,114,101,46,115,97,109,112,108,101,40,115,84,101,120,116,117,114,101,83,109,112,108,114,44,32,73,110,46,85,86,41,59,10,32,32,32,32,114,101,116,117,114, + 110,32,111,117,116,59,10,125,10,10, +}; +#elif TARGET_OS_IPHONE +const uint8_t metallib_vertex[3876] = { + 77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,36,15,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,49,0,0,0,0,0,0,0,12,1,0,0,0,0,0,0,8,0,0,0,0,0,0,0,20,1,0,0,0,0,0,0,16, + 14,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,0,72,65,83,72,32,0,240,54,230,217,232,66,102,78,35,5,77,235,101,252,229,192,148,96,126,162,111, + 77,253,247,211,52,17,198,182,137,68,244,77,68,83,90,8,0,16,14,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68, + 84,69,78,68,84,45,0,0,0,86,65,84,84,24,0,3,0,97,80,111,115,0,0,128,97,85,86,0,1,128,97,67,111,108,111,114,0,2,128,86,65,84,89,5,0,3,0,4,4,6,69,78,68,84,4,0,0,0,69,78,68,84,222,192, + 23,11,0,0,0,0,20,0,0,0,252,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12,0,0,72,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200, + 4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,16,69,2,66,146,11,66,132,16,50,20,56,8,24,75,10,50,66,136,72,112,196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70, + 136,32,201,1,50,66,132,24,42,40,42,144,49,124,176,92,145,32,196,200,0,0,0,137,32,0,0,24,0,0,0,50,34,8,9,32,98,70,0,33,43,36,152,16,33,37,36,152,16,25,39,12,133,164,144,96,66,100,92, + 32,36,100,130,224,153,1,24,70,32,128,97,4,1,184,67,72,32,37,77,17,37,76,62,149,82,210,193,57,141,52,1,205,148,4,145,65,4,66,48,197,136,68,145,13,4,204,17,128,129,10,228,28,1,40,12, + 34,8,194,48,2,145,140,0,0,0,0,0,81,24,0,0,100,0,0,0,27,246,35,248,255,255,255,255,1,48,5,192,15,0,56,0,254,0,144,0,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28, + 218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128, + 29,202,225,28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135, + 119,104,131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160, + 7,121,168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161, + 13,232,65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104, + 3,113,168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,195,24,8, + 4,176,0,164,0,84,65,128,4,105,0,13,225,144,14,242,208,6,226,80,15,230,96,14,229,32,15,109,224,14,239,208,6,225,192,14,233,16,14,243,0,0,0,73,24,0,0,1,0,0,0,19,132,64,0,19,170,112,72, + 7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131,56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14, + 113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7,118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122, + 96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64, + 7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116,128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15, + 121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120,160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114, + 80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32,7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109, + 224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,3,0,128,0,0,0,64,0,0,0,0,0,160,0,36,54,8,20,85,26,0,0,200,2,1,0,11,0,0,0,50,30,152,16,25,17,76,144,140,9, + 38,71,198,4,67,202,34,40,129,66,40,135,242,41,64,129,130,40,144,17,128,50,160,29,1,32,29,75,144,2,0,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195, + 140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244,128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112, + 7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32,135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137, + 59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204,240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95, + 8,135,113,24,135,114,152,135,121,152,129,44,238,240,14,238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144, + 67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67,56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24, + 135,116,160,135,25,206,83,15,238,0,15,242,80,14,228,144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24, + 81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104,7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33, + 29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67,57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236, + 192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216,225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180, + 113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236,96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48, + 35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33,29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135, + 119,112,135,25,206,135,14,229,16,14,240,16,14,236,192,14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135, + 119,168,7,120,152,7,0,0,0,0,121,32,0,0,25,1,0,0,114,30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,152,6,100,208,82,0,0,0,139, + 210,88,216,6,109,80,28,20,27,71,6,209,18,25,76,178,24,6,179,64,18,49,24,202,131,68,148,161,68,87,35,0,0,0,0,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122, + 101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109,97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116, + 97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120, + 116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114,105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115, + 65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32,51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97, + 108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115,95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104, + 95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114,97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,118,101, + 114,116,101,120,95,111,117,116,112,117,116,117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,97,114,103,95,116,121,112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46, + 97,114,103,95,110,97,109,101,79,117,116,95,67,111,108,111,114,117,115,101,114,40,108,111,99,110,49,41,102,108,111,97,116,50,79,117,116,95,85,86,97,105,114,46,112,111,115,105,116,105, + 111,110,103,108,95,80,111,115,105,116,105,111,110,97,105,114,46,118,101,114,116,101,120,95,105,110,112,117,116,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97, + 80,111,115,97,85,86,97,67,111,108,111,114,97,105,114,46,98,117,102,102,101,114,97,105,114,46,98,117,102,102,101,114,95,115,105,122,101,97,105,114,46,114,101,97,100,97,105,114,46,97, + 100,100,114,101,115,115,95,115,112,97,99,101,97,105,114,46,115,116,114,117,99,116,95,116,121,112,101,95,105,110,102,111,117,83,99,97,108,101,117,84,114,97,110,115,108,97,116,101,97, + 105,114,46,97,114,103,95,116,121,112,101,95,115,105,122,101,97,105,114,46,97,114,103,95,116,121,112,101,95,97,108,105,103,110,95,115,105,122,101,117,80,117,115,104,67,111,110,115,116, + 97,110,116,112,99,0,0,0,230,117,0,0,0,0,0,0,48,130,144,4,35,8,10,51,130,144,8,35,8,201,48,130,144,16,35,8,73,49,130,144,24,35,8,201,49,130,144,32,35,8,73,50,130,144,40,35,8,7,48,195, + 160,6,193,26,204,48,176,129,208,6,51,12,110,48,168,193,12,131,27,16,111,48,195,224,6,197,27,204,48,184,129,241,6,51,12,110,112,192,193,12,131,27,32,113,48,195,224,6,137,28,204,16,40, + 51,12,106,224,6,115,48,3,177,208,129,26,204,193,12,1,51,67,208,204,16,56,51,24,15,20,73,19,53,131,241,84,145,53,93,51,20,88,36,77,217,12,67,41,152,194,41,204,144,204,129,182,205,1, + 27,68,214,196,205,144,176,129,182,177,1,27,68,214,212,205,144,168,129,182,169,1,27,68,210,228,205,160,204,65,28,204,129,69,6,113,16,7,115,96,149,193,12,20,29,124,96,32,7,219,28,176, + 65,24,136,129,26,140,1,43,152,129,28,156,65,28,68,104,48,165,193,12,68,42,168,194,42,180,194,12,67,29,160,130,43,156,25,0,28,199,113,28,199,113,28,199,113,110,224,6,110,224,6,110,224, + 6,110,224,6,110,96,209,129,30,88,150,69,7,116,224,6,116,128,11,184,128,11,252,128,30,160,32,35,129,9,202,136,141,205,174,205,165,237,141,172,142,173,204,197,140,45,236,108,110,148, + 164,14,236,224,14,240,32,15,244,96,15,248,160,15,82,97,99,179,107,115,73,35,43,115,163,27,37,240,131,92,194,210,228,92,236,202,228,230,210,222,220,70,9,254,32,169,176,52,57,23,182, + 48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,80,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237,205,109,110,148,33,20,68,97,20,82,9,75,147,115,177, + 43,147,163,43,195,27,37,112,5,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176,67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230, + 33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135,112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56, + 180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28,200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244, + 128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0,68,0,0,0,19,4,65,44,16,0,0,0,11,0,0,0,148,51,0,197,64,91,2,212, + 115,16,73,20,69,115,16,73,36,17,4,163,1,35,0,99,4,32,8,130,248,71,49,7,97,89,23,70,50,26,64,51,3,0,0,0,241,48,0,0,32,0,0,0,34,71,200,144,81,18,196,43,0,0,0,0,207,115,89,0,111,109,110, + 105,112,111,116,101,110,116,32,99,104,97,114,83,105,109,112,108,101,32,67,43,43,32,84,66,65,65,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,115,40,109,97,105,110,48,41,97, + 105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,97,114,103,40,51,41,0,19,132,101,89,33,212,130,44,172,24,108,161,22,102,97,67,16,11,27,6,88,184,5,90,216,48,224,2,46,208,194,134, + 192,22,0,0,157,6,38,154,40,16,130,65,36,254,157,134,135,234,40,16,130,67,0,254,131,12,1,226,12,50,4,138,51,134,48,68,22,128,255,28,195,16,76,179,13,12,6,204,54,4,90,48,219,16,12,194, + 6,1,49,0,4,0,0,0,91,138,32,192,133,35,23,182,20,68,128,11,71,46,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,132,6,0,0,0,0,0,0,0,0,101,12,0,0,31,0,0,0,18,3,148,240,0,0,0,0,3,0, + 0,0,5,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,1,0,0,0,112,0,0,0,0,0,0,0,14,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,112,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0, + 0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,0,0,0,0,93,12,0,0,12,0,0,0,18,3,148,99,0,0,0,0,109,97,105,110,48,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112, + 108,101,45,105,111,115,49,56,46,49,46,48,0,0,0,0,0, +}; +const uint8_t metallib_fragment[3771] = { + 77,84,76,66,1,0,2,0,7,0,0,130,18,0,1,0,187,14,0,0,0,0,0,0,88,0,0,0,0,0,0,0,123,0,0,0,0,0,0,0,219,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,227,0,0,0,0,0,0,0,8,0,0,0,0,0,0,0,235,0,0,0,0,0,0,0,208, + 13,0,0,0,0,0,0,1,0,0,0,123,0,0,0,78,65,77,69,6,0,109,97,105,110,48,0,84,89,80,69,1,0,1,72,65,83,72,32,0,167,26,51,31,140,153,203,226,66,149,243,47,185,58,96,202,28,176,71,121,86,159, + 244,234,235,69,155,58,121,67,241,212,77,68,83,90,8,0,208,13,0,0,0,0,0,0,79,70,70,84,24,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,86,69,82,83,8,0,2,0,7,0,3,0,2,0,69,78,68,84, + 69,78,68,84,4,0,0,0,69,78,68,84,4,0,0,0,69,78,68,84,222,192,23,11,0,0,0,0,20,0,0,0,180,13,0,0,255,255,255,255,66,67,192,222,53,20,0,0,3,0,0,0,98,12,48,36,128,16,5,200,20,0,0,0,33,12, + 0,0,41,3,0,0,11,2,33,0,2,0,0,0,22,0,0,0,7,129,35,145,65,200,4,73,6,16,50,57,146,1,132,12,37,5,8,25,30,4,139,98,128,20,69,2,66,146,11,66,164,16,50,20,56,8,24,75,10,50,82,136,72,112, + 196,33,35,68,18,135,140,16,65,146,2,100,200,8,177,20,32,67,70,136,32,201,1,50,82,132,24,42,40,42,144,49,124,176,92,145,32,197,200,0,0,0,137,32,0,0,31,0,0,0,50,34,72,9,32,98,70,0,33, + 43,36,152,20,33,37,36,152,20,25,39,12,133,164,144,96,82,100,92,32,36,101,130,128,154,1,24,70,32,128,27,132,97,4,1,64,74,154,34,74,152,252,127,34,174,137,138,136,223,30,254,105,140, + 0,24,68,32,2,140,164,41,162,132,201,255,37,128,121,22,34,250,167,49,2,96,16,193,16,76,33,194,40,135,208,28,1,114,132,160,230,8,130,57,2,48,24,70,16,26,163,172,114,6,115,12,128,70,111, + 32,64,5,218,8,0,0,81,24,0,0,105,0,0,0,27,246,35,248,255,255,255,255,1,104,3,96,13,0,83,0,252,0,144,128,10,232,3,34,28,224,1,30,228,225,29,240,161,13,204,161,30,220,97,28,218,192,28, + 224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,128,48,7,121,8,135,118,40,135,54,128,135,119,72,7,119,160,135,114,144,7,32,28,216,129,29,0,162,29,210,193,29,218,128,29,202,225, + 28,194,129,29,218,192,30,202,97,28,232,225,29,228,161,13,238,33,29,200,129,30,208,1,136,3,57,192,3,96,112,135,119,104,3,113,168,135,116,96,7,122,72,7,119,152,7,128,112,135,119,104, + 131,116,112,7,115,152,135,54,48,7,120,104,131,118,8,7,122,64,7,128,30,228,161,30,202,1,32,220,225,29,218,192,29,194,193,29,230,161,13,204,1,30,218,160,29,194,129,30,208,1,160,7,121, + 168,135,114,0,8,119,120,135,54,152,135,116,56,7,119,40,7,114,104,3,125,40,7,121,120,135,121,104,3,115,128,135,54,104,135,112,160,7,116,0,232,65,30,234,161,28,0,194,29,222,161,13,232, + 65,30,194,1,30,224,33,29,220,225,28,218,160,29,194,129,30,208,1,160,7,121,168,135,114,0,136,121,160,135,112,24,135,117,104,3,120,144,135,119,160,135,114,24,7,122,120,7,121,104,3,113, + 168,7,115,48,135,114,144,135,54,152,135,116,208,135,114,0,240,0,32,234,193,29,230,33,28,204,161,28,218,192,28,224,161,13,218,33,28,232,1,29,0,122,144,135,122,40,7,96,131,33,12,192, + 2,84,27,140,129,0,22,160,218,0,17,255,255,255,255,63,0,109,0,172,1,96,10,128,31,0,18,80,1,125,176,193,40,2,96,1,170,13,134,33,0,11,80,109,96,142,255,255,255,255,31,128,54,0,214,0,144, + 128,10,232,3,0,73,24,0,0,4,0,0,0,19,134,64,24,38,12,68,97,76,24,142,194,0,0,0,0,19,170,112,72,7,121,176,3,58,104,131,112,128,7,120,96,135,114,104,131,116,120,135,121,136,3,60,112,131, + 56,112,3,56,216,112,27,229,208,6,240,160,7,118,64,7,122,96,7,116,160,7,118,64,7,109,144,14,113,160,7,120,160,7,120,208,6,233,128,7,122,128,7,122,128,7,109,144,14,113,96,7,122,16,7, + 118,160,7,113,96,7,109,144,14,115,32,7,122,48,7,114,160,7,115,32,7,109,144,14,118,64,7,122,96,7,116,160,7,118,64,7,109,96,14,115,32,7,122,48,7,114,160,7,115,32,7,109,96,14,118,64,7, + 122,96,7,116,160,7,118,64,7,109,96,15,113,96,7,122,16,7,118,160,7,113,96,7,109,96,15,114,64,7,122,48,7,114,160,7,115,32,7,109,96,15,115,32,7,122,48,7,114,160,7,115,32,7,109,96,15,116, + 128,7,122,96,7,116,160,7,118,64,7,109,96,15,118,64,7,122,96,7,116,160,7,118,64,7,109,96,15,121,96,7,122,16,7,114,128,7,122,16,7,114,128,7,109,96,15,113,32,7,120,160,7,113,32,7,120, + 160,7,113,32,7,120,208,6,246,16,7,121,32,7,122,32,7,117,96,7,122,32,7,117,96,7,109,96,15,114,80,7,118,160,7,114,80,7,118,160,7,114,80,7,118,208,6,246,80,7,113,32,7,122,80,7,113,32, + 7,122,80,7,113,32,7,109,96,15,113,0,7,114,64,7,122,16,7,112,32,7,116,160,7,113,0,7,114,64,7,109,224,14,120,160,7,113,96,7,122,48,7,114,160,17,194,144,5,3,32,13,61,164,2,10,4,0,128, + 0,0,0,64,0,0,0,0,0,160,0,134,84,197,246,0,1,32,0,0,0,8,0,0,0,0,0,20,128,196,6,129,162,43,3,0,0,89,32,10,0,0,0,50,30,152,16,25,17,76,144,140,9,38,71,198,4,67,106,69,80,2,133,80,14,229, + 83,128,2,5,81,32,35,0,101,64,114,44,65,10,0,0,0,177,24,0,0,165,0,0,0,51,8,128,28,196,225,28,102,20,1,61,136,67,56,132,195,140,66,128,7,121,120,7,115,152,113,12,230,0,15,237,16,14,244, + 128,14,51,12,66,30,194,193,29,206,161,28,102,48,5,61,136,67,56,132,131,27,204,3,61,200,67,61,140,3,61,204,120,140,116,112,7,123,8,7,121,72,135,112,112,7,122,112,3,118,120,135,112,32, + 135,25,204,17,14,236,144,14,225,48,15,110,48,15,227,240,14,240,80,14,51,16,196,29,222,33,28,216,33,29,194,97,30,102,48,137,59,188,131,59,208,67,57,180,3,60,188,131,60,132,3,59,204, + 240,20,118,96,7,123,104,7,55,104,135,114,104,7,55,128,135,112,144,135,112,96,7,118,40,7,118,248,5,118,120,135,119,128,135,95,8,135,113,24,135,114,152,135,121,152,129,44,238,240,14, + 238,224,14,245,192,14,236,48,3,98,200,161,28,228,161,28,204,161,28,228,161,28,220,97,28,202,33,28,196,129,29,202,97,6,214,144,67,57,200,67,57,152,67,57,200,67,57,184,195,56,148,67, + 56,136,3,59,148,195,47,188,131,60,252,130,59,212,3,59,176,195,12,199,105,135,112,88,135,114,112,131,116,104,7,120,96,135,116,24,135,116,160,135,25,206,83,15,238,0,15,242,80,14,228, + 144,14,227,64,15,225,32,14,236,80,14,51,32,40,29,220,193,30,194,65,30,210,33,28,220,129,30,220,224,28,228,225,29,234,1,30,102,24,81,56,176,67,58,156,131,59,204,80,36,118,96,7,123,104, + 7,55,96,135,119,120,7,120,152,81,76,244,144,15,240,80,14,51,30,106,30,202,97,28,232,33,29,222,193,29,126,1,30,228,161,28,204,33,29,240,97,6,84,133,131,56,204,195,59,176,67,61,208,67, + 57,252,194,60,228,67,59,136,195,59,176,195,140,197,10,135,121,152,135,119,24,135,116,8,7,122,40,7,114,152,129,92,227,16,14,236,192,14,229,80,14,243,48,35,193,210,65,30,228,225,23,216, + 225,29,222,1,30,102,72,25,59,176,131,61,180,131,27,132,195,56,140,67,57,204,195,60,184,193,57,200,195,59,212,3,60,204,72,180,113,8,7,118,96,7,113,8,135,113,88,135,25,219,198,14,236, + 96,15,237,224,6,240,32,15,229,48,15,229,32,15,246,80,14,110,16,14,227,48,14,229,48,15,243,224,6,233,224,14,228,80,14,248,48,35,226,236,97,28,194,129,29,216,225,23,236,33,29,230,33, + 29,196,33,29,216,33,29,232,33,31,102,32,157,59,188,67,61,184,3,57,148,131,57,204,88,188,112,112,7,119,120,7,122,8,7,122,72,135,119,112,135,25,206,135,14,229,16,14,240,16,14,236,192, + 14,239,48,14,243,144,14,244,80,14,51,40,48,8,135,116,144,7,55,48,135,122,112,135,113,160,135,116,120,7,119,248,133,115,144,135,119,168,7,120,152,7,0,0,0,0,121,32,0,0,251,0,0,0,114, + 30,72,32,67,136,12,25,9,114,50,72,32,35,129,140,145,145,209,68,160,16,40,100,60,49,50,66,142,144,33,163,56,6,220,41,1,0,0,0,139,210,88,216,6,109,80,28,20,27,71,6,81,100,48,134,180, + 40,15,178,24,197,34,41,24,178,28,13,83,68,75,32,86,101,114,115,105,111,110,119,99,104,97,114,95,115,105,122,101,102,114,97,109,101,45,112,111,105,110,116,101,114,97,105,114,46,109, + 97,120,95,100,101,118,105,99,101,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,99,111,110,115,116,97,110,116,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116, + 104,114,101,97,100,103,114,111,117,112,95,98,117,102,102,101,114,115,97,105,114,46,109,97,120,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,114,101,97,100,95,119,114, + 105,116,101,95,116,101,120,116,117,114,101,115,97,105,114,46,109,97,120,95,115,97,109,112,108,101,114,115,65,112,112,108,101,32,109,101,116,97,108,32,118,101,114,115,105,111,110,32, + 51,50,48,50,51,46,51,54,56,32,40,109,101,116,97,108,102,101,45,51,50,48,50,51,46,51,54,56,41,77,101,116,97,108,97,105,114,46,99,111,109,112,105,108,101,46,100,101,110,111,114,109,115, + 95,100,105,115,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,97,115,116,95,109,97,116,104,95,101,110,97,98,108,101,97,105,114,46,99,111,109,112,105,108,101,46,102,114, + 97,109,101,98,117,102,102,101,114,95,102,101,116,99,104,95,101,110,97,98,108,101,97,105,114,46,114,101,110,100,101,114,95,116,97,114,103,101,116,97,105,114,46,97,114,103,95,116,121, + 112,101,95,110,97,109,101,102,108,111,97,116,52,97,105,114,46,97,114,103,95,110,97,109,101,102,67,111,108,111,114,97,105,114,46,102,114,97,103,109,101,110,116,95,105,110,112,117,116, + 117,115,101,114,40,108,111,99,110,48,41,97,105,114,46,99,101,110,116,101,114,97,105,114,46,112,101,114,115,112,101,99,116,105,118,101,73,110,95,67,111,108,111,114,117,115,101,114,40, + 108,111,99,110,49,41,102,108,111,97,116,50,73,110,95,85,86,97,105,114,46,116,101,120,116,117,114,101,97,105,114,46,108,111,99,97,116,105,111,110,95,105,110,100,101,120,97,105,114,46, + 115,97,109,112,108,101,116,101,120,116,117,114,101,50,100,60,102,108,111,97,116,44,32,115,97,109,112,108,101,62,115,84,101,120,116,117,114,101,97,105,114,46,115,97,109,112,108,101, + 114,115,97,109,112,108,101,114,115,84,101,120,116,117,114,101,83,109,112,108,114,0,6,95,0,0,0,0,0,0,48,130,208,8,35,8,18,51,130,208,12,35,8,13,49,130,208,20,35,8,141,49,130,208,28, + 35,8,13,50,130,208,36,35,8,141,50,130,208,44,35,8,9,48,195,64,6,65,25,204,48,152,129,112,6,51,12,104,48,144,193,12,3,26,16,105,48,195,128,6,69,26,204,48,160,129,145,6,51,12,104,112, + 168,193,12,3,26,32,107,48,195,128,6,9,27,204,16,40,51,12,100,128,6,109,48,3,177,184,1,25,180,193,12,1,51,67,208,204,16,56,51,28,79,27,180,1,20,73,211,12,193,31,204,144,180,1,85,89, + 23,20,73,216,12,137,25,80,153,117,65,154,180,205,160,144,1,215,181,129,25,120,208,39,129,193,12,137,27,132,65,215,6,102,0,137,129,52,6,51,16,161,32,10,163,64,10,51,12,111,0,10,165, + 112,99,0,112,28,199,113,28,199,113,28,199,185,129,27,184,129,27,184,129,27,184,129,27,184,129,69,7,122,96,89,150,41,112,172,192,10,228,160,14,160,32,35,129,9,202,136,141,205,174,205, + 165,237,141,172,142,173,204,197,140,45,236,108,110,148,228,13,224,32,14,228,96,14,232,160,14,236,224,14,82,97,99,179,107,115,73,35,43,115,163,27,37,192,131,92,194,210,228,92,236,202, + 228,230,210,222,220,70,9,242,32,169,176,52,57,23,182,48,183,179,186,176,179,178,47,187,50,185,185,180,55,183,81,2,61,200,41,44,77,206,101,236,173,13,46,141,173,236,235,13,142,46,237, + 205,109,110,148,97,15,248,160,15,146,9,75,147,115,49,147,11,59,107,43,115,163,27,37,40,5,0,0,0,0,169,24,0,0,37,0,0,0,11,10,114,40,135,119,128,7,122,88,112,152,67,61,184,195,56,176, + 67,57,208,195,130,230,28,198,161,13,232,65,30,194,193,29,230,33,29,232,33,29,222,193,29,22,52,227,96,14,231,80,15,225,32,15,228,64,15,225,32,15,231,80,14,244,176,128,129,7,121,40,135, + 112,96,7,118,120,135,113,8,7,122,40,7,114,88,112,156,195,56,180,1,59,164,131,61,148,195,2,107,28,216,33,28,220,225,28,220,32,28,228,97,28,220,32,28,232,129,30,194,97,28,208,161,28, + 200,97,28,194,129,29,216,97,193,1,15,244,32,15,225,80,15,244,128,14,0,0,0,0,209,16,0,0,6,0,0,0,7,204,60,164,131,59,156,3,59,148,3,61,160,131,60,148,67,56,144,195,1,0,0,0,97,32,0,0, + 49,0,0,0,19,4,65,44,16,0,0,0,4,0,0,0,196,106,96,4,128,220,8,0,129,17,0,18,51,0,0,0,241,48,0,0,28,0,0,0,34,71,200,144,81,14,196,42,0,0,0,0,23,134,1,0,97,105,114,45,97,108,105,97,115, + 45,115,99,111,112,101,115,40,109,97,105,110,48,41,97,105,114,45,97,108,105,97,115,45,115,99,111,112,101,45,115,97,109,112,108,101,114,115,97,105,114,45,97,108,105,97,115,45,115,99, + 111,112,101,45,116,101,120,116,117,114,101,115,0,43,4,85,56,133,21,195,42,168,2,42,172,24,88,65,21,82,97,131,192,10,171,0,0,35,6,205,16,130,96,240,84,135,129,20,3,33,8,204,104,66,0, + 96,176,136,255,108,3,17,0,27,4,196,0,0,0,2,0,0,0,91,6,224,96,5,0,0,0,0,0,0,0,113,32,0,0,3,0,0,0,50,14,16,34,132,0,248,5,0,0,0,0,0,0,0,0,101,12,0,0,37,0,0,0,18,3,148,40,1,0,0,0,3,0, + 0,0,32,0,0,0,9,0,0,0,76,0,0,0,1,0,0,0,88,0,0,0,0,0,0,0,88,0,0,0,2,0,0,0,136,0,0,0,0,0,0,0,41,0,0,0,21,0,0,0,0,0,0,0,5,0,0,0,5,0,0,0,0,0,0,0,136,0,0,0,0,0,0,0,0,0,0,0,2,0,0,0,0,0,0, + 0,0,0,0,0,5,0,0,0,0,0,0,0,5,0,0,0,255,255,255,255,0,36,0,0,5,0,0,0,27,0,0,0,5,0,0,0,27,0,0,0,255,255,255,255,8,36,0,0,0,0,0,0,93,12,0,0,19,0,0,0,18,3,148,126,0,0,0,0,109,97,105,110, + 48,97,105,114,46,115,97,109,112,108,101,95,116,101,120,116,117,114,101,95,50,100,46,118,52,102,51,50,51,50,48,50,51,46,51,54,56,97,105,114,54,52,45,97,112,112,108,101,45,105,111,115, + 49,56,46,49,46,48,0,0,0,0,0,0,0,0,0,0,0,0,0,0, +}; +#elif TARGET_IPHONE_SIMULATOR +#error "SDL_GPU does not support the iphone simulator" +#endif +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdlrenderer2.cpp b/modules/imgui-source/backends/imgui_impl_sdlrenderer2.cpp new file mode 100644 index 0000000..a16ec31 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdlrenderer2.cpp @@ -0,0 +1,312 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL2 +// (Requires: SDL 2.0.17+) + +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features or Issues: +// [ ] Renderer: Multi-viewport support (multiple windows). +// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState (others cannot be supported). (#9378) +// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer2_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer2_CreateFontsTexture() and ImGui_ImplSDLRenderer2_DestroyFontsTexture(). +// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. +// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer2_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. +// 2023-05-30: Renamed imgui_impl_sdlrenderer.h/.cpp to imgui_impl_sdlrenderer2.h/.cpp to accommodate for upcoming SDL3. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-12-21: Update SDL_RenderGeometryRaw() format to work with SDL 2.0.19. +// 2021-12-03: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2021-10-06: Backup and restore modified ClipRect/Viewport. +// 2021-09-21: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlrenderer2.h" +#include // intptr_t + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(2,0,17) +#error This backend requires SDL 2.0.17+ because of SDL_RenderGeometry() function +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer2_Data +{ + SDL_Renderer* Renderer; // Main viewport's renderer + + ImGui_ImplSDLRenderer2_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer2_Data* ImGui_ImplSDLRenderer2_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer2_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplSDLRenderer2_SetupRenderState(SDL_Renderer* renderer) +{ + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_RenderSetViewport(renderer, nullptr); + SDL_RenderSetClipRect(renderer, nullptr); +} + +void ImGui_ImplSDLRenderer2_NewFrame() +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer2_Init()?"); + IM_UNUSED(bd); +} + +// Draw callbacks +static void ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. + +void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) +{ + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_RenderGetScale(renderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplSDLRenderer2_UpdateTexture(tex); + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ClipEnabled = SDL_RenderIsClipEnabled(renderer) == SDL_TRUE; + SDL_RenderGetViewport(renderer, &old.Viewport); + SDL_RenderGetClipRect(renderer, &old.ClipRect); + + // Setup desired state + ImGui_ImplSDLRenderer2_SetupRenderState(renderer); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplSDLRenderer2_RenderState render_state; + render_state.Renderer = renderer; + platform_io.Renderer_RenderState = &render_state; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer2_SetupRenderState(renderer); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_RenderSetClipRect(renderer, &r); + + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); +#if SDL_VERSION_ATLEAST(2,0,19) + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ +#else + const int* color = (const int*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.17 and 2.0.18 +#endif + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_RenderGeometryRaw(renderer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + draw_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + platform_io.Renderer_RenderState = nullptr; + + // Restore modified SDL_Renderer state + SDL_RenderSetViewport(renderer, &old.Viewport); + SDL_RenderSetClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); +} + +void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height); + IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!"); + SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch()); + SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(sdl_texture, SDL_ScaleModeLinear); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)sdl_texture); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; + for (ImTextureRect& r : tex->Updates) + { + SDL_Rect sdl_r = { r.x, r.y, r.w, r.h }; + SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch()); + } + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + if (tex->TexID != ImTextureID_Invalid) + if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID) + SDL_DestroyTexture(sdl_texture); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } +} + +void ImGui_ImplSDLRenderer2_CreateDeviceObjects() +{ +} + +void ImGui_ImplSDLRenderer2_DestroyDeviceObjects() +{ + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplSDLRenderer2_UpdateTexture(tex); + } +} + +bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer2_Data* bd = IM_NEW(ImGui_ImplSDLRenderer2_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer2"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer2_DrawCallback_ResetRenderState; + + bd->Renderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer2_Shutdown() +{ + ImGui_ImplSDLRenderer2_Data* bd = ImGui_ImplSDLRenderer2_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdlrenderer2.h b/modules/imgui-source/backends/imgui_impl_sdlrenderer2.h new file mode 100644 index 0000000..9bb6853 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdlrenderer2.h @@ -0,0 +1,56 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL2 +// (Requires: SDL 2.0.17+) + +// Note that SDL_Renderer is an _optional_ component of SDL2, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. You will need to update to SDL3. +// - SDL2+DirectX, SDL2+OpenGL, SDL2+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features or Issues: +// [ ] Renderer: Multi-viewport support (multiple windows). +// [ ] Renderer: Missing support for DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest callbacks: SDLRenderer2 does not support changing SDL_SCALE_MODE while rendering. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +struct SDL_Renderer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer2_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_DestroyDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplSDLRenderer2_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer2_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplSDLRenderer2_RenderState +{ + SDL_Renderer* Renderer; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdlrenderer3.cpp b/modules/imgui-source/backends/imgui_impl_sdlrenderer3.cpp new file mode 100644 index 0000000..a4bc400 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdlrenderer3.cpp @@ -0,0 +1,335 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL3 +// (Requires: SDL 3.1.8+) + +// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. +// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-03-12: Fixed invalid assert in ImGui_ImplSDLRenderer3_UpdateTexture() if ImTextureID_Invalid is defined to be != 0, which became the default since 2026-03-12. (#9295) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-11: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplSDLRenderer3_CreateFontsTexture() and ImGui_ImplSDLRenderer3_DestroyFontsTexture(). +// 2025-01-18: Use endian-dependent RGBA32 texture format, to match SDL_Color. +// 2024-10-09: Expose selected render state in ImGui_ImplSDLRenderer3_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-07-01: Update for SDL3 api changes: SDL_RenderGeometryRaw() uint32 version was removed (SDL#9009). +// 2024-05-14: *BREAKING CHANGE* ImGui_ImplSDLRenderer3_RenderDrawData() requires SDL_Renderer* passed as parameter. +// 2024-02-12: Amend to query SDL_RenderViewportSet() and restore viewport accordingly. +// 2023-05-30: Initial version. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_sdlrenderer3.h" +#include // intptr_t + +// Clang warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#elif defined(__GNUC__) +#pragma GCC diagnostic ignored "-Wfloat-equal" // warning: comparing floating-point with '==' or '!=' is unsafe +#endif + +// SDL +#include +#if !SDL_VERSION_ATLEAST(3,0,0) +#error This backend requires SDL 3.0.0+ +#endif + +// SDL_Renderer data +struct ImGui_ImplSDLRenderer3_Data +{ + SDL_Renderer* Renderer; // Main viewport's renderer + ImVector ColorBuffer; + + // Render State + SDL_ScaleMode CurrentScaleMode; + + ImGui_ImplSDLRenderer3_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplSDLRenderer3_Data* ImGui_ImplSDLRenderer3_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplSDLRenderer3_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +static void ImGui_ImplSDLRenderer3_SetupRenderState(SDL_Renderer* renderer) +{ + // Clear out any viewports and cliprect set by the user + // FIXME: Technically speaking there are lots of other things we could backup/setup/restore during our render process. + SDL_SetRenderViewport(renderer, nullptr); + SDL_SetRenderClipRect(renderer, nullptr); +} + +void ImGui_ImplSDLRenderer3_NewFrame() +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplSDLRenderer3_Init()?"); + IM_UNUSED(bd); +} + +// https://github.com/libsdl-org/SDL/issues/9009 +static int SDL_RenderGeometryRaw8BitColor(SDL_Renderer* renderer, ImVector& colors_out, SDL_Texture* texture, const float* xy, int xy_stride, const SDL_Color* color, int color_stride, const float* uv, int uv_stride, int num_vertices, const void* indices, int num_indices, int size_indices) +{ + const Uint8* color2 = (const Uint8*)color; + colors_out.resize(num_vertices); + SDL_FColor* color3 = colors_out.Data; + for (int i = 0; i < num_vertices; i++) + { + color3[i].r = color->r / 255.0f; + color3[i].g = color->g / 255.0f; + color3[i].b = color->b / 255.0f; + color3[i].a = color->a / 255.0f; + color2 += color_stride; + color = (const SDL_Color*)color2; + } + return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color3, sizeof(*color3), uv, uv_stride, num_vertices, indices, num_indices, size_indices); +} + +// Draw callbacks +static void ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_LINEAR; } +static void ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); bd->CurrentScaleMode = SDL_SCALEMODE_NEAREST; } + +void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer) +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + + // If there's a scale factor set by the user, use that instead + // If the user has specified a scale factor to SDL_Renderer already via SDL_RenderSetScale(), SDL will scale whatever we pass + // to SDL_RenderGeometryRaw() by that scale factor. In that case we don't want to be also scaling it ourselves here. + float rsx = 1.0f; + float rsy = 1.0f; + SDL_GetRenderScale(renderer, &rsx, &rsy); + ImVec2 render_scale; + render_scale.x = (rsx == 1.0f) ? draw_data->FramebufferScale.x : 1.0f; + render_scale.y = (rsy == 1.0f) ? draw_data->FramebufferScale.y : 1.0f; + + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * render_scale.x); + int fb_height = (int)(draw_data->DisplaySize.y * render_scale.y); + if (fb_width == 0 || fb_height == 0) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplSDLRenderer3_UpdateTexture(tex); + + // Backup SDL_Renderer state that will be modified to restore it afterwards + struct BackupSDLRendererState + { + SDL_Rect Viewport; + bool ViewportEnabled; + bool ClipEnabled; + SDL_Rect ClipRect; + }; + BackupSDLRendererState old = {}; + old.ViewportEnabled = SDL_RenderViewportSet(renderer); + old.ClipEnabled = SDL_RenderClipEnabled(renderer); + SDL_GetRenderViewport(renderer, &old.Viewport); + SDL_GetRenderClipRect(renderer, &old.ClipRect); + + // Setup desired state + ImGui_ImplSDLRenderer3_SetupRenderState(renderer); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplSDLRenderer3_RenderState render_state; + render_state.Renderer = renderer; + platform_io.Renderer_RenderState = &render_state; + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = render_scale; + + // Render command lists + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + const ImDrawVert* vtx_buffer = draw_list->VtxBuffer.Data; + const ImDrawIdx* idx_buffer = draw_list->IdxBuffer.Data; + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState) + ImGui_ImplSDLRenderer3_SetupRenderState(renderer); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + SDL_Rect r = { (int)(clip_min.x), (int)(clip_min.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y) }; + SDL_SetRenderClipRect(renderer, &r); + + const float* xy = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, pos)); + const float* uv = (const float*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, uv)); + const SDL_Color* color = (const SDL_Color*)(const void*)((const char*)(vtx_buffer + pcmd->VtxOffset) + offsetof(ImDrawVert, col)); // SDL 2.0.19+ + + // Bind texture, Draw + SDL_Texture* tex = (SDL_Texture*)pcmd->GetTexID(); + SDL_SetTextureScaleMode(tex, bd->CurrentScaleMode); + SDL_RenderGeometryRaw8BitColor(renderer, bd->ColorBuffer, tex, + xy, (int)sizeof(ImDrawVert), + color, (int)sizeof(ImDrawVert), + uv, (int)sizeof(ImDrawVert), + draw_list->VtxBuffer.Size - pcmd->VtxOffset, + idx_buffer + pcmd->IdxOffset, pcmd->ElemCount, sizeof(ImDrawIdx)); + } + } + } + platform_io.Renderer_RenderState = nullptr; + + // Restore modified SDL_Renderer state + SDL_SetRenderViewport(renderer, old.ViewportEnabled ? &old.Viewport : nullptr); + SDL_SetRenderClipRect(renderer, old.ClipEnabled ? &old.ClipRect : nullptr); +} + +void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // Create texture + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + SDL_Texture* sdl_texture = SDL_CreateTexture(bd->Renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, tex->Width, tex->Height); + IM_ASSERT(sdl_texture != nullptr && "Backend failed to create texture!"); + SDL_UpdateTexture(sdl_texture, nullptr, tex->GetPixels(), tex->GetPitch()); + SDL_SetTextureBlendMode(sdl_texture, SDL_BLENDMODE_BLEND); + SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_LINEAR); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)sdl_texture); + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantUpdates) + { + // Update selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->Updates[] but you can use tex->UpdateRect to upload a single region. + SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID; + for (ImTextureRect& r : tex->Updates) + { + SDL_Rect sdl_r = { r.x, r.y, r.w, r.h }; + SDL_UpdateTexture(sdl_texture, &sdl_r, tex->GetPixelsAt(r.x, r.y), tex->GetPitch()); + } + tex->SetStatus(ImTextureStatus_OK); + } + else if (tex->Status == ImTextureStatus_WantDestroy) + { + if (tex->TexID != ImTextureID_Invalid) + if (SDL_Texture* sdl_texture = (SDL_Texture*)(intptr_t)tex->TexID) + SDL_DestroyTexture(sdl_texture); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } +} + +void ImGui_ImplSDLRenderer3_CreateDeviceObjects() +{ +} + +void ImGui_ImplSDLRenderer3_DestroyDeviceObjects() +{ + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + { + tex->SetStatus(ImTextureStatus_WantDestroy); + ImGui_ImplSDLRenderer3_UpdateTexture(tex); + } +} + +bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + IM_ASSERT(renderer != nullptr && "SDL_Renderer not initialized!"); + + // Setup backend capabilities flags + ImGui_ImplSDLRenderer3_Data* bd = IM_NEW(ImGui_ImplSDLRenderer3_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_sdlrenderer3"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplSDLRenderer3_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplSDLRenderer3_DrawCallback_SetSamplerNearest; + + bd->Renderer = renderer; + + return true; +} + +void ImGui_ImplSDLRenderer3_Shutdown() +{ + ImGui_ImplSDLRenderer3_Data* bd = ImGui_ImplSDLRenderer3_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +//----------------------------------------------------------------------------- + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_sdlrenderer3.h b/modules/imgui-source/backends/imgui_impl_sdlrenderer3.h new file mode 100644 index 0000000..5b6ccf3 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_sdlrenderer3.h @@ -0,0 +1,55 @@ +// dear imgui: Renderer Backend for SDL_Renderer for SDL3 +// (Requires: SDL 3.1.8+) + +// Note that SDL_Renderer is an _optional_ component of SDL3, which IMHO is now largely obsolete. +// For a multi-platform app consider using other technologies: +// - SDL3+SDL_GPU: SDL_GPU is SDL3 new graphics abstraction API. +// - SDL3+DirectX, SDL3+OpenGL, SDL3+Vulkan: combine SDL with dedicated renderers. +// If your application wants to render any non trivial amount of graphics other than UI, +// please be aware that SDL_Renderer currently offers a limited graphic API to the end-user +// and it might be difficult to step out of those boundaries. + +// Implemented features: +// [X] Renderer: User texture binding. Use 'SDL_Texture*' as texture identifier. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// Missing features: +// [ ] Renderer: Multi-viewport support (multiple windows). + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +struct SDL_Renderer; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplSDLRenderer3_Init(SDL_Renderer* renderer); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_RenderDrawData(ImDrawData* draw_data, SDL_Renderer* renderer); + +// Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_DestroyDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplSDLRenderer3_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplSDLRenderer3_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplSDLRenderer3_RenderState +{ + SDL_Renderer* Renderer; +}; + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_vulkan.cpp b/modules/imgui-source/backends/imgui_impl_vulkan.cpp new file mode 100644 index 0000000..8df1292 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_vulkan.cpp @@ -0,0 +1,2366 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-04-22: *BREAKING CHANGE* redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. This change allows us to facilitate changing samplers, in line with other backends. +// - When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler. +// - Before: ImGui_ImplVulkan_AddTexture(VkSampler, VkImageView, VkImageLayout) +// - After: ImGui_ImplVulkan_AddTexture(VkImageView, VkImageLayout) +// - Kept inline redirection function that ignores the sampler. +// - When creating your own descriptor pool (instead of letting backend creates its own): +// - Before: need at least IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER. +// - After: need at least IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE. +// + IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE descriptors of type VK_DESCRIPTOR_TYPE_SAMPLER. +// 2026-03-11: Vulkan: Added ImGui_ImplVulkan_PipelineInfo::ExtraDynamicStates[] to allow specifying extra dynamic states to add when creating the VkPipeline. (#9211) +// 2025-09-26: [Helpers] *BREAKING CHANGE*: Vulkan: Helper ImGui_ImplVulkanH_DestroyWindow() does not call vkDestroySurfaceKHR(): as surface is created by caller of ImGui_ImplVulkanH_CreateOrResizeWindow(), it is more consistent that we don't destroy it. (#9163) +// 2026-01-05: [Helpers] *BREAKING CHANGE*: Vulkan: Helper for creating render pass uses ImGui_ImplVulkanH_Window::AttachmentDesc to create render pass. Removed ClearEnabled. (#9152) +// 2025-11-24: [Helpers] Vulkan: Helper for creating a swap-chain (used by examples and multi-viewports) selects VkSwapchainCreateInfoKHR's compositeAlpha based on cap.supportedCompositeAlpha. (#8784) +// 2025-11-13: [Docking] Handle viewport surface creation failure without crashing. (#9068) +// 2025-10-15: Vulkan: Added IMGUI_IMPL_VULKAN_VOLK_FILENAME to configure path to volk.h header. (#9008) +// 2025-09-26: *BREAKING CHANGE*: moved some fields in ImGui_ImplVulkan_InitInfo: init_info.RenderPass --> init_info.PipelineInfoMain.RenderPass, init_info.Subpass --> init_info.PipelineInfoMain.Subpass, init_info.MSAASamples --> init_info.PipelineInfoMain.MSAASamples, init_info.PipelineRenderingCreateInfo --> init_info.PipelineInfoMain.PipelineRenderingCreateInfo. +// 2025-09-26: *BREAKING CHANGE*: renamed ImGui_ImplVulkan_MainPipelineCreateInfo to ImGui_ImplVulkan_PipelineInfo. Introduced very recently so shouldn't affect many users. +// 2025-09-26: [Helpers] *BREAKING CHANGE*: Helper ImGui_ImplVulkanH_CreateOrResizeWindow() added a VkImageUsageFlags image_usage` argument, default to VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT if 0. +// 2025-09-26: Vulkan: Added a way to customize shaders by filling ImGui_ImplVulkan_InitInfo::CustomShaderVertCreateInfo/CustomShaderFragCreateInfo. (#8585) +// 2025-09-22: [Docking] Added ImGui_ImplVulkanH_GetWindowDataFromViewport() accessor/helper. (#8946, #8940) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-09-04: Vulkan: Added ImGui_ImplVulkan_CreateMainPipeline(). (#8110, #8111) +// 2025-07-27: Vulkan: Fixed texture update corruption introduced on 2025-06-11. (#8801, #8755, #8840) +// 2025-07-07: Vulkan: Fixed texture synchronization issue introduced on 2025-06-11. (#8772) +// 2025-06-27: Vulkan: Fixed validation errors during texture upload/update by aligning upload size to 'nonCoherentAtomSize'. (#8743, #8744) +// 2025-06-11: Vulkan: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. Removed ImGui_ImplVulkan_CreateFontsTexture() and ImGui_ImplVulkan_DestroyFontsTexture(). +// 2025-05-07: Vulkan: Fixed validation errors during window detach in multi-viewport mode. (#8600, #8176) +// 2025-05-07: Vulkan: Load dynamic rendering functions using vkGetDeviceProcAddr() + try both non-KHR and KHR versions. (#8600, #8326, #8365) +// 2025-04-07: Vulkan: Deep-copy ImGui_ImplVulkan_InitInfo::PipelineRenderingCreateInfo's pColorAttachmentFormats buffer when set, in order to reduce common user-error of specifying a pointer to data that gets out of scope. (#8282) +// 2025-02-14: *BREAKING CHANGE*: Added uint32_t api_version to ImGui_ImplVulkan_LoadFunctions(). +// 2025-02-13: Vulkan: Added ApiVersion field in ImGui_ImplVulkan_InitInfo. Default to header version if unspecified. Dynamic rendering path loads "vkCmdBeginRendering/vkCmdEndRendering" (without -KHR suffix) on API 1.3. (#8326) +// 2025-01-09: Vulkan: Added IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE to clarify how many image sampler descriptors are expected to be available in descriptor pool. (#6642) +// 2025-01-06: [Helpers] Vulkan: Added more ImGui_ImplVulkanH_XXXX helper functions to simplify our examples. +// 2024-12-11: [Helpers] Vulkan: Fixed setting VkSwapchainCreateInfoKHR::preTransform for platforms not supporting VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR. (#8222) +// 2024-11-27: Vulkan: Make user-provided descriptor pool optional. As a convenience, when setting init_info->DescriptorPoolSize the backend will create one itself. (#8172, #4867) +// 2024-10-07: Vulkan: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-10-07: Vulkan: Expose selected render state in ImGui_ImplVulkan_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: Vulkan: Compiling with '#define ImTextureID=ImU64' is unnecessary now that dear imgui defaults ImTextureID to u64 instead of void*. +// 2024-04-19: Vulkan: Added convenience support for Volk via IMGUI_IMPL_VULKAN_USE_VOLK define (you can also use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) +// 2024-02-14: *BREAKING CHANGE*: Moved RenderPass parameter from ImGui_ImplVulkan_Init() function to ImGui_ImplVulkan_InitInfo structure. Not required when using dynamic rendering. +// 2024-02-12: *BREAKING CHANGE*: Dynamic rendering now require filling PipelineRenderingCreateInfo structure. +// 2024-01-19: [Helpers] Vulkan: Fixed vkAcquireNextImageKHR() validation errors in VulkanSDK 1.3.275 by allocating one extra semaphore than in-flight frames. (#7236) +// 2024-01-11: Vulkan: Fixed vkMapMemory() calls unnecessarily using full buffer size (#3957). Fixed MinAllocationSize handing (#7189). +// 2024-01-03: Vulkan: Added MinAllocationSize field in ImGui_ImplVulkan_InitInfo to workaround zealous "best practice" validation layer. (#7189, #4238) +// 2024-01-03: Vulkan: Stopped creating command pools with VK_COMMAND_POOL_CREATE_RESET_COMMAND_BUFFER_BIT as we don't reset them. +// 2023-11-29: Vulkan: Fixed mismatching allocator passed to vkCreateCommandPool() vs vkDestroyCommandPool(). (#7075) +// 2023-11-10: *BREAKING CHANGE*: Removed parameter from ImGui_ImplVulkan_CreateFontsTexture(): backend now creates its own command-buffer to upload fonts. +// *BREAKING CHANGE*: Removed ImGui_ImplVulkan_DestroyFontUploadObjects() which is now unnecessary as we create and destroy those objects in the backend. +// ImGui_ImplVulkan_CreateFontsTexture() is automatically called by NewFrame() the first time. +// You can call ImGui_ImplVulkan_CreateFontsTexture() again to recreate the font atlas texture. +// Added ImGui_ImplVulkan_DestroyFontsTexture() but you probably never need to call this. +// 2023-07-04: Vulkan: Added optional support for VK_KHR_dynamic_rendering. User needs to set init_info->UseDynamicRendering = true and init_info->ColorAttachmentFormat. +// 2023-01-02: Vulkan: Fixed sampler passed to ImGui_ImplVulkan_AddTexture() not being honored + removed a bunch of duplicate code. +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-10-04: Vulkan: Added experimental ImGui_ImplVulkan_RemoveTexture() for api symmetry. (#914, #5738). +// 2022-01-20: Vulkan: Added support for ImTextureID as VkDescriptorSet. User need to call ImGui_ImplVulkan_AddTexture(). Building for 32-bit targets requires '#define ImTextureID ImU64'. (#914). +// 2021-10-15: Vulkan: Call vkCmdSetScissor() at the end of render a full-viewport to reduce likelihood of issues with people using VK_DYNAMIC_STATE_SCISSOR in their app without calling vkCmdSetScissor() explicitly every frame. +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-03-22: Vulkan: Fix mapped memory validation error when buffer sizes are not multiple of VkPhysicalDeviceLimits::nonCoherentAtomSize. +// 2021-02-18: Vulkan: Change blending equation to preserve alpha in output buffer. +// 2021-01-27: Vulkan: Added support for custom function load and IMGUI_IMPL_VULKAN_NO_PROTOTYPES by using ImGui_ImplVulkan_LoadFunctions(). +// 2020-11-11: Vulkan: Added support for specifying which subpass to reference during VkPipeline creation. +// 2020-09-07: Vulkan: Added VkPipeline parameter to ImGui_ImplVulkan_RenderDrawData (default to one passed to ImGui_ImplVulkan_Init). +// 2020-05-04: Vulkan: Fixed crash if initial frame has no vertices. +// 2020-04-26: Vulkan: Fixed edge case where render callbacks wouldn't be called if the ImDrawData didn't have vertices. +// 2019-08-01: Vulkan: Added support for specifying multisample count. Set ImGui_ImplVulkan_InitInfo::MSAASamples to one of the VkSampleCountFlagBits values to use, default is non-multisampled as before. +// 2019-05-29: Vulkan: Added support for large mesh (64K+ vertices), enable ImGuiBackendFlags_RendererHasVtxOffset flag. +// 2019-04-30: Vulkan: Added support for special ImDrawCallback_ResetRenderState callback to reset render state. +// 2019-04-04: *BREAKING CHANGE*: Vulkan: Added ImageCount/MinImageCount fields in ImGui_ImplVulkan_InitInfo, required for initialization (was previously a hard #define IMGUI_VK_QUEUED_FRAMES 2). Added ImGui_ImplVulkan_SetMinImageCount(). +// 2019-04-04: [Helpers] Vulkan: Added VkInstance argument to ImGui_ImplVulkanH_CreateWindow() optional helper. +// 2019-04-04: Vulkan: Avoid passing negative coordinates to vkCmdSetScissor, which debug validation layers do not like. +// 2019-04-01: Vulkan: Support for 32-bit index buffer (#define ImDrawIdx unsigned int). +// 2019-02-16: Vulkan: Viewport and clipping rectangles correctly using draw_data->FramebufferScale to allow retina display. +// 2018-11-30: Misc: Setting up io.BackendRendererName so it can be displayed in the About Window. +// 2018-08-25: [Helpers] Vulkan: Fixed mishandled VkSurfaceCapabilitiesKHR::maxImageCount=0 case. +// 2018-06-22: Inverted the parameters to ImGui_ImplVulkan_RenderDrawData() to be consistent with other backends. +// 2018-06-08: Misc: Extracted imgui_impl_vulkan.cpp/.h away from the old combined GLFW+Vulkan example. +// 2018-06-08: Vulkan: Use draw_data->DisplayPos and draw_data->DisplaySize to setup projection matrix and clipping rectangle. +// 2018-03-03: [Helpers] Vulkan: Various refactor, created a couple of ImGui_ImplVulkanH_XXX helper that the example can use and that viewport support will use. +// 2018-03-01: Vulkan: Renamed ImGui_ImplVulkan_Init_Info to ImGui_ImplVulkan_InitInfo and fields to match more closely Vulkan terminology. +// 2018-02-16: Misc: Obsoleted the io.RenderDrawListsFn callback, ImGui_ImplVulkan_Render() calls ImGui_ImplVulkan_RenderDrawData() itself. +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2017-05-15: Vulkan: Fix scissor offset being negative. Fix new Vulkan validation warnings. Set required depth member for buffer image copy. +// 2016-11-13: Vulkan: Fix validation layer warnings and errors and redeclare gl_PerVertex. +// 2016-10-18: Vulkan: Add location decorators & change to use structs as in/out in glsl, update embedded spv (produced with glslangValidator -x). Null the released resources. +// 2016-08-27: Vulkan: Fix Vulkan example for use when a depth buffer is active. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_vulkan.h" +#include +#ifndef IM_MAX +#define IM_MAX(A, B) (((A) >= (B)) ? (A) : (B)) +#endif +#undef Status // X11 headers are leaking this. + +// Visual Studio warnings +#ifdef _MSC_VER +#pragma warning (disable: 4127) // condition expression is constant +#endif + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#pragma clang diagnostic ignored "-Wsign-conversion" // warning: implicit conversion changes signedness +#pragma clang diagnostic ignored "-Wimplicit-int-float-conversion" // warning: implicit conversion from 'xxx' to 'float' may lose precision +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +// Forward Declarations +struct ImGui_ImplVulkan_FrameRenderBuffers; +struct ImGui_ImplVulkan_WindowRenderBuffers; +bool ImGui_ImplVulkan_CreateDeviceObjects(); +void ImGui_ImplVulkan_DestroyDeviceObjects(); +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator); +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage); +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator); + +// Vulkan prototypes for use with custom loaders +// (see description of IMGUI_IMPL_VULKAN_NO_PROTOTYPES in imgui_impl_vulkan.h) +#if defined(VK_NO_PROTOTYPES) && !defined(VOLK_H_) +#define IMGUI_IMPL_VULKAN_USE_LOADER +static bool g_FunctionsLoaded = false; +#else +static bool g_FunctionsLoaded = true; +#endif +#ifdef IMGUI_IMPL_VULKAN_USE_LOADER +#define IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_MAP_MACRO) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAllocateMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkAcquireNextImageKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBeginCommandBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindBufferMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkBindImageMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBeginRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindIndexBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdBindVertexBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdCopyBufferToImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdDrawIndexed) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdEndRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPipelineBarrier) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdPushConstants) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetScissor) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCmdSetViewport) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateGraphicsPipelines) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreatePipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkCreateSwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyDescriptorSetLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFence) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyFramebuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImage) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyImageView) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipeline) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyPipelineLayout) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyRenderPass) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySampler) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySemaphore) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroyShaderModule) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySurfaceKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDestroySwapchainKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkDeviceWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkEnumeratePhysicalDevices) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkEndCommandBuffer) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFlushMappedMemoryRanges) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeCommandBuffers) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkFreeMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetBufferMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetDeviceQueue) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetImageMemoryRequirements) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceMemoryProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceQueueFamilyProperties) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceCapabilitiesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceFormatsKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfacePresentModesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetPhysicalDeviceSurfaceSupportKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkGetSwapchainImagesKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkMapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueuePresentKHR) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueSubmit) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkQueueWaitIdle) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetCommandPool) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkResetFences) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUnmapMemory) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkUpdateDescriptorSets) \ + IMGUI_VULKAN_FUNC_MAP_MACRO(vkWaitForFences) + +// Define function pointers +#define IMGUI_VULKAN_FUNC_DEF(func) static PFN_##func func; +IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_DEF) +#undef IMGUI_VULKAN_FUNC_DEF +#endif // IMGUI_IMPL_VULKAN_USE_LOADER + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +static PFN_vkCmdBeginRenderingKHR ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR; +static PFN_vkCmdEndRenderingKHR ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR; +#endif + +// Reusable buffers used for rendering 1 current in-flight frame, for ImGui_ImplVulkan_RenderDrawData() +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_FrameRenderBuffers +{ + VkDeviceMemory VertexBufferMemory; + VkDeviceMemory IndexBufferMemory; + VkDeviceSize VertexBufferSize; + VkDeviceSize IndexBufferSize; + VkBuffer VertexBuffer; + VkBuffer IndexBuffer; +}; + +// Each viewport will hold 1 ImGui_ImplVulkanH_WindowRenderBuffers +// [Please zero-clear before use!] +struct ImGui_ImplVulkan_WindowRenderBuffers +{ + uint32_t Index; + uint32_t Count; + ImVector FrameRenderBuffers; +}; + +struct ImGui_ImplVulkan_Texture +{ + VkDeviceMemory Memory; + VkImage Image; + VkImageView ImageView; + VkDescriptorSet DescriptorSet; + + ImGui_ImplVulkan_Texture() { memset((void*)this, 0, sizeof(*this)); } +}; + +// For multi-viewport support: +// Helper structure we store in the void* RendererUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplVulkan_ViewportData +{ + ImGui_ImplVulkanH_Window Window; // Used by secondary viewports only + ImGui_ImplVulkan_WindowRenderBuffers RenderBuffers; // Used by all viewports + bool WindowOwned; + bool SwapChainNeedRebuild; // Flag when viewport swapchain resized in the middle of processing a frame + bool SwapChainSuboptimal; // Flag when VK_SUBOPTIMAL_KHR was returned. + + ImGui_ImplVulkan_ViewportData() { WindowOwned = SwapChainNeedRebuild = SwapChainSuboptimal = false; memset((void*)&RenderBuffers, 0, sizeof(RenderBuffers)); } + ~ImGui_ImplVulkan_ViewportData() { } +}; + +// Vulkan data +struct ImGui_ImplVulkan_Data +{ + ImGui_ImplVulkan_InitInfo VulkanInitInfo; + ImGui_ImplVulkan_RenderState* RenderState; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering. + VkDeviceSize BufferMemoryAlignment; + VkDeviceSize NonCoherentAtomSize; + VkPipelineCreateFlags PipelineCreateFlags; + VkDescriptorSetLayout DescriptorSetLayoutTexture; + VkDescriptorSetLayout DescriptorSetLayoutSampler; + VkPipelineLayout PipelineLayout; + VkPipeline Pipeline; // pipeline for main render pass (created by app) + VkPipeline PipelineForViewports; // pipeline for secondary viewports (created by backend) + VkShaderModule ShaderModuleVert; + VkShaderModule ShaderModuleFrag; + VkDescriptorPool DescriptorPool; + ImVector PipelineRenderingCreateInfoColorAttachmentFormats; // Deep copy of format array + + // Texture management + VkSampler SamplerLinear; + VkSampler SamplerNearest; + VkDescriptorSet SamplerLinearDS; + VkDescriptorSet SamplerNearestDS; + VkCommandPool TexCommandPool; + VkCommandBuffer TexCommandBuffer; + + // Render buffers for main window + ImGui_ImplVulkan_WindowRenderBuffers MainWindowRenderBuffers; + + ImGui_ImplVulkan_Data() + { + memset((void*)this, 0, sizeof(*this)); + BufferMemoryAlignment = 256; + NonCoherentAtomSize = 64; + } +}; + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +// Forward Declarations +static void ImGui_ImplVulkan_InitMultiViewportSupport(); +static void ImGui_ImplVulkan_ShutdownMultiViewportSupport(); + +// backends/vulkan/glsl_shader.vert, compiled with: +// # glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert +/* +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; +layout(push_constant) uniform uPushConstant { vec2 uScale; vec2 uTranslate; } pc; + +out gl_PerVertex { vec4 gl_Position; }; +layout(location = 0) out struct { vec4 Color; vec2 UV; } Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} +*/ +static uint32_t __glsl_shader_vert_spv[] = +{ + 0x07230203,0x00010000,0x0008000b,0x0000002e,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x000a000f,0x00000000,0x00000004,0x6e69616d,0x00000000,0x0000000b,0x0000000f,0x00000015, + 0x0000001b,0x0000001c,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00030005,0x00000009,0x00000000,0x00050006,0x00000009,0x00000000,0x6f6c6f43, + 0x00000072,0x00040006,0x00000009,0x00000001,0x00005655,0x00030005,0x0000000b,0x0074754f, + 0x00040005,0x0000000f,0x6c6f4361,0x0000726f,0x00030005,0x00000015,0x00565561,0x00060005, + 0x00000019,0x505f6c67,0x65567265,0x78657472,0x00000000,0x00060006,0x00000019,0x00000000, + 0x505f6c67,0x7469736f,0x006e6f69,0x00030005,0x0000001b,0x00000000,0x00040005,0x0000001c, + 0x736f5061,0x00000000,0x00060005,0x0000001e,0x73755075,0x6e6f4368,0x6e617473,0x00000074, + 0x00050006,0x0000001e,0x00000000,0x61635375,0x0000656c,0x00060006,0x0000001e,0x00000001, + 0x61725475,0x616c736e,0x00006574,0x00030005,0x00000020,0x00006370,0x00040047,0x0000000b, + 0x0000001e,0x00000000,0x00040047,0x0000000f,0x0000001e,0x00000002,0x00040047,0x00000015, + 0x0000001e,0x00000001,0x00030047,0x00000019,0x00000002,0x00050048,0x00000019,0x00000000, + 0x0000000b,0x00000000,0x00040047,0x0000001c,0x0000001e,0x00000000,0x00030047,0x0000001e, + 0x00000002,0x00050048,0x0000001e,0x00000000,0x00000023,0x00000000,0x00050048,0x0000001e, + 0x00000001,0x00000023,0x00000008,0x00020013,0x00000002,0x00030021,0x00000003,0x00000002, + 0x00030016,0x00000006,0x00000020,0x00040017,0x00000007,0x00000006,0x00000004,0x00040017, + 0x00000008,0x00000006,0x00000002,0x0004001e,0x00000009,0x00000007,0x00000008,0x00040020, + 0x0000000a,0x00000003,0x00000009,0x0004003b,0x0000000a,0x0000000b,0x00000003,0x00040015, + 0x0000000c,0x00000020,0x00000001,0x0004002b,0x0000000c,0x0000000d,0x00000000,0x00040020, + 0x0000000e,0x00000001,0x00000007,0x0004003b,0x0000000e,0x0000000f,0x00000001,0x00040020, + 0x00000011,0x00000003,0x00000007,0x0004002b,0x0000000c,0x00000013,0x00000001,0x00040020, + 0x00000014,0x00000001,0x00000008,0x0004003b,0x00000014,0x00000015,0x00000001,0x00040020, + 0x00000017,0x00000003,0x00000008,0x0003001e,0x00000019,0x00000007,0x00040020,0x0000001a, + 0x00000003,0x00000019,0x0004003b,0x0000001a,0x0000001b,0x00000003,0x0004003b,0x00000014, + 0x0000001c,0x00000001,0x0004001e,0x0000001e,0x00000008,0x00000008,0x00040020,0x0000001f, + 0x00000009,0x0000001e,0x0004003b,0x0000001f,0x00000020,0x00000009,0x00040020,0x00000021, + 0x00000009,0x00000008,0x0004002b,0x00000006,0x00000028,0x00000000,0x0004002b,0x00000006, + 0x00000029,0x3f800000,0x00050036,0x00000002,0x00000004,0x00000000,0x00000003,0x000200f8, + 0x00000005,0x0004003d,0x00000007,0x00000010,0x0000000f,0x00050041,0x00000011,0x00000012, + 0x0000000b,0x0000000d,0x0003003e,0x00000012,0x00000010,0x0004003d,0x00000008,0x00000016, + 0x00000015,0x00050041,0x00000017,0x00000018,0x0000000b,0x00000013,0x0003003e,0x00000018, + 0x00000016,0x0004003d,0x00000008,0x0000001d,0x0000001c,0x00050041,0x00000021,0x00000022, + 0x00000020,0x0000000d,0x0004003d,0x00000008,0x00000023,0x00000022,0x00050085,0x00000008, + 0x00000024,0x0000001d,0x00000023,0x00050041,0x00000021,0x00000025,0x00000020,0x00000013, + 0x0004003d,0x00000008,0x00000026,0x00000025,0x00050081,0x00000008,0x00000027,0x00000024, + 0x00000026,0x00050051,0x00000006,0x0000002a,0x00000027,0x00000000,0x00050051,0x00000006, + 0x0000002b,0x00000027,0x00000001,0x00070050,0x00000007,0x0000002c,0x0000002a,0x0000002b, + 0x00000028,0x00000029,0x00050041,0x00000011,0x0000002d,0x0000001b,0x0000000d,0x0003003e, + 0x0000002d,0x0000002c,0x000100fd,0x00010038 +}; + +// backends/vulkan/glsl_shader.frag, compiled with: +// # glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +/* +#version 450 core +layout(location = 0) out vec4 fColor; +layout(set=0, binding=0) uniform texture2D _Texture; +layout(set=1, binding=0) uniform sampler _Sampler; +layout(location = 0) in struct { vec4 Color; vec2 UV; } In; +void main() +{ + fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st); +} +*/ +static uint32_t __glsl_shader_frag_spv[] = +{ + 0x07230203,0x00010000,0x0008000b,0x00000023,0x00000000,0x00020011,0x00000001,0x0006000b, + 0x00000001,0x4c534c47,0x6474732e,0x3035342e,0x00000000,0x0003000e,0x00000000,0x00000001, + 0x0007000f,0x00000004,0x00000004,0x6e69616d,0x00000000,0x00000009,0x0000000d,0x00030010, + 0x00000004,0x00000007,0x00030003,0x00000002,0x000001c2,0x00040005,0x00000004,0x6e69616d, + 0x00000000,0x00040005,0x00000009,0x6c6f4366,0x0000726f,0x00030005,0x0000000b,0x00000000, + 0x00050006,0x0000000b,0x00000000,0x6f6c6f43,0x00000072,0x00040006,0x0000000b,0x00000001, + 0x00005655,0x00030005,0x0000000d,0x00006e49,0x00050005,0x00000015,0x7865545f,0x65727574, + 0x00000000,0x00050005,0x00000019,0x6d61535f,0x72656c70,0x00000000,0x00040047,0x00000009, + 0x0000001e,0x00000000,0x00040047,0x0000000d,0x0000001e,0x00000000,0x00040047,0x00000015, + 0x00000021,0x00000000,0x00040047,0x00000015,0x00000022,0x00000000,0x00040047,0x00000019, + 0x00000021,0x00000000,0x00040047,0x00000019,0x00000022,0x00000001,0x00020013,0x00000002, + 0x00030021,0x00000003,0x00000002,0x00030016,0x00000006,0x00000020,0x00040017,0x00000007, + 0x00000006,0x00000004,0x00040020,0x00000008,0x00000003,0x00000007,0x0004003b,0x00000008, + 0x00000009,0x00000003,0x00040017,0x0000000a,0x00000006,0x00000002,0x0004001e,0x0000000b, + 0x00000007,0x0000000a,0x00040020,0x0000000c,0x00000001,0x0000000b,0x0004003b,0x0000000c, + 0x0000000d,0x00000001,0x00040015,0x0000000e,0x00000020,0x00000001,0x0004002b,0x0000000e, + 0x0000000f,0x00000000,0x00040020,0x00000010,0x00000001,0x00000007,0x00090019,0x00000013, + 0x00000006,0x00000001,0x00000000,0x00000000,0x00000000,0x00000001,0x00000000,0x00040020, + 0x00000014,0x00000000,0x00000013,0x0004003b,0x00000014,0x00000015,0x00000000,0x0002001a, + 0x00000017,0x00040020,0x00000018,0x00000000,0x00000017,0x0004003b,0x00000018,0x00000019, + 0x00000000,0x0003001b,0x0000001b,0x00000013,0x0004002b,0x0000000e,0x0000001d,0x00000001, + 0x00040020,0x0000001e,0x00000001,0x0000000a,0x00050036,0x00000002,0x00000004,0x00000000, + 0x00000003,0x000200f8,0x00000005,0x00050041,0x00000010,0x00000011,0x0000000d,0x0000000f, + 0x0004003d,0x00000007,0x00000012,0x00000011,0x0004003d,0x00000013,0x00000016,0x00000015, + 0x0004003d,0x00000017,0x0000001a,0x00000019,0x00050056,0x0000001b,0x0000001c,0x00000016, + 0x0000001a,0x00050041,0x0000001e,0x0000001f,0x0000000d,0x0000001d,0x0004003d,0x0000000a, + 0x00000020,0x0000001f,0x00050057,0x00000007,0x00000021,0x0000001c,0x00000020,0x00050085, + 0x00000007,0x00000022,0x00000012,0x00000021,0x0003003e,0x00000009,0x00000022,0x000100fd, + 0x00010038 +}; + +//----------------------------------------------------------------------------- +// FUNCTIONS +//----------------------------------------------------------------------------- + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not tested and probably dysfunctional in this backend. +static ImGui_ImplVulkan_Data* ImGui_ImplVulkan_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplVulkan_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +static uint32_t ImGui_ImplVulkan_MemoryType(VkMemoryPropertyFlags properties, uint32_t type_bits) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkPhysicalDeviceMemoryProperties prop; + vkGetPhysicalDeviceMemoryProperties(v->PhysicalDevice, &prop); + for (uint32_t i = 0; i < prop.memoryTypeCount; i++) + if ((prop.memoryTypes[i].propertyFlags & properties) == properties && type_bits & (1 << i)) + return i; + return 0xFFFFFFFF; // Unable to find memoryType +} + +static void check_vk_result(VkResult err) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (!bd) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (v->CheckVkResultFn) + v->CheckVkResultFn(err); +} + +// Same as IM_MEMALIGN(). 'alignment' must be a power of two. +static inline VkDeviceSize AlignBufferSize(VkDeviceSize size, VkDeviceSize alignment) +{ + return (size + alignment - 1) & ~(alignment - 1); +} + +static void CreateOrResizeBuffer(VkBuffer& buffer, VkDeviceMemory& buffer_memory, VkDeviceSize& buffer_size, VkDeviceSize new_size, VkBufferUsageFlagBits usage) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + if (buffer != VK_NULL_HANDLE) + vkDestroyBuffer(v->Device, buffer, v->Allocator); + if (buffer_memory != VK_NULL_HANDLE) + vkFreeMemory(v->Device, buffer_memory, v->Allocator); + + VkDeviceSize buffer_size_aligned = AlignBufferSize(IM_MAX(v->MinAllocationSize, new_size), bd->BufferMemoryAlignment); + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = buffer_size_aligned; + buffer_info.usage = usage; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &buffer); + check_vk_result(err); + + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = req.size; + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &buffer_memory); + check_vk_result(err); + + err = vkBindBufferMemory(v->Device, buffer, buffer_memory, 0); + check_vk_result(err); + buffer_size = buffer_size_aligned; +} + +static void ImGui_ImplVulkan_SetupRenderState(ImDrawData* draw_data, VkPipeline pipeline, VkCommandBuffer command_buffer, ImGui_ImplVulkan_FrameRenderBuffers* rb, int fb_width, int fb_height) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + + // Bind pipeline: + vkCmdBindPipeline(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, pipeline); + + // Bind Vertex And Index Buffer: + if (draw_data->TotalVtxCount > 0) + { + VkBuffer vertex_buffers[1] = { rb->VertexBuffer }; + VkDeviceSize vertex_offset[1] = { 0 }; + vkCmdBindVertexBuffers(command_buffer, 0, 1, vertex_buffers, vertex_offset); + vkCmdBindIndexBuffer(command_buffer, rb->IndexBuffer, 0, sizeof(ImDrawIdx) == 2 ? VK_INDEX_TYPE_UINT16 : VK_INDEX_TYPE_UINT32); + } + + // Setup viewport: + VkViewport viewport; + viewport.x = 0; + viewport.y = 0; + viewport.width = (float)fb_width; + viewport.height = (float)fb_height; + viewport.minDepth = 0.0f; + viewport.maxDepth = 1.0f; + vkCmdSetViewport(command_buffer, 0, 1, &viewport); + + // Setup scale and translation: + // Our visible imgui space lies from draw_data->DisplayPps (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + float constants[4]; + constants[0] = 2.0f / draw_data->DisplaySize.x; // Scale + constants[1] = 2.0f / draw_data->DisplaySize.y; + constants[2] = -1.0f - draw_data->DisplayPos.x * constants[0]; // Translate + constants[3] = -1.0f - draw_data->DisplayPos.y * constants[1]; + vkCmdPushConstants(command_buffer, bd->PipelineLayout, VK_SHADER_STAGE_VERTEX_BIT, 0, sizeof(float) * 4, constants); + + // Setup sampler + vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr); +} + +// Draw callbacks +static void ImGui_ImplVulkan_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplVulkan_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerLinearDS, 0, nullptr); } +static void ImGui_ImplVulkan_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); vkCmdBindDescriptorSets(bd->RenderState->CommandBuffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 1, 1, &bd->SamplerNearestDS, 0, nullptr); } + +// Render function +void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplVulkan_UpdateTexture(tex); + + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (pipeline == VK_NULL_HANDLE) + pipeline = bd->Pipeline; + + // Allocate array to store enough vertex/index buffers. Each unique viewport gets its own storage. + ImGui_ImplVulkan_ViewportData* viewport_renderer_data = (ImGui_ImplVulkan_ViewportData*)draw_data->OwnerViewport->RendererUserData; + IM_ASSERT(viewport_renderer_data != nullptr); + ImGui_ImplVulkan_WindowRenderBuffers* wrb = &viewport_renderer_data->RenderBuffers; + if (wrb->FrameRenderBuffers.Size == 0) + { + wrb->Index = 0; + wrb->Count = v->ImageCount; + wrb->FrameRenderBuffers.resize(wrb->Count); + memset((void*)wrb->FrameRenderBuffers.Data, 0, wrb->FrameRenderBuffers.size_in_bytes()); + } + IM_ASSERT(wrb->Count == v->ImageCount); + wrb->Index = (wrb->Index + 1) % wrb->Count; + ImGui_ImplVulkan_FrameRenderBuffers* rb = &wrb->FrameRenderBuffers[wrb->Index]; + + if (draw_data->TotalVtxCount > 0) + { + // Create or resize the vertex/index buffers + VkDeviceSize vertex_size = AlignBufferSize(draw_data->TotalVtxCount * sizeof(ImDrawVert), bd->BufferMemoryAlignment); + VkDeviceSize index_size = AlignBufferSize(draw_data->TotalIdxCount * sizeof(ImDrawIdx), bd->BufferMemoryAlignment); + if (rb->VertexBuffer == VK_NULL_HANDLE || rb->VertexBufferSize < vertex_size) + CreateOrResizeBuffer(rb->VertexBuffer, rb->VertexBufferMemory, rb->VertexBufferSize, vertex_size, VK_BUFFER_USAGE_VERTEX_BUFFER_BIT); + if (rb->IndexBuffer == VK_NULL_HANDLE || rb->IndexBufferSize < index_size) + CreateOrResizeBuffer(rb->IndexBuffer, rb->IndexBufferMemory, rb->IndexBufferSize, index_size, VK_BUFFER_USAGE_INDEX_BUFFER_BIT); + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = nullptr; + ImDrawIdx* idx_dst = nullptr; + VkResult err = vkMapMemory(v->Device, rb->VertexBufferMemory, 0, vertex_size, 0, (void**)&vtx_dst); + check_vk_result(err); + err = vkMapMemory(v->Device, rb->IndexBufferMemory, 0, index_size, 0, (void**)&idx_dst); + check_vk_result(err); + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + VkMappedMemoryRange range[2] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = rb->VertexBufferMemory; + range[0].size = VK_WHOLE_SIZE; + range[1].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[1].memory = rb->IndexBufferMemory; + range[1].size = VK_WHOLE_SIZE; + err = vkFlushMappedMemoryRanges(v->Device, 2, range); + check_vk_result(err); + vkUnmapMemory(v->Device, rb->VertexBufferMemory); + vkUnmapMemory(v->Device, rb->IndexBufferMemory); + } + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplVulkan_RenderState render_state; + render_state.CommandBuffer = command_buffer; + render_state.Pipeline = pipeline; + render_state.PipelineLayout = bd->PipelineLayout; + platform_io.Renderer_RenderState = bd->RenderState = &render_state; + + // Setup desired Vulkan state + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + VkDescriptorSet last_image_view = VK_NULL_HANDLE; + int global_vtx_offset = 0; + int global_idx_offset = 0; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplVulkan_DrawCallback_ResetRenderState) + { + ImGui_ImplVulkan_SetupRenderState(draw_data, pipeline, command_buffer, rb, fb_width, fb_height); + last_image_view = VK_NULL_HANDLE; + } + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as vkCmdSetScissor() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle + VkRect2D scissor; + scissor.offset.x = (int32_t)(clip_min.x); + scissor.offset.y = (int32_t)(clip_min.y); + scissor.extent.width = (uint32_t)(clip_max.x - clip_min.x); + scissor.extent.height = (uint32_t)(clip_max.y - clip_min.y); + vkCmdSetScissor(command_buffer, 0, 1, &scissor); + + // Bind DescriptorSets for image view (font or user texture) and samplers + VkDescriptorSet image_view = (VkDescriptorSet)pcmd->GetTexID(); + if (image_view != last_image_view) + vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS, bd->PipelineLayout, 0, 1, &image_view, 0, nullptr); + last_image_view = image_view; + + // Draw + vkCmdDrawIndexed(command_buffer, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + platform_io.Renderer_RenderState = bd->RenderState = nullptr; + + // Note: at this point both vkCmdSetViewport() and vkCmdSetScissor() have been called. + // Our last values will leak into user/application rendering IF: + // - Your app uses a pipeline with VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR dynamic state + // - And you forgot to call vkCmdSetViewport() and vkCmdSetScissor() yourself to explicitly set that state. + // If you use VK_DYNAMIC_STATE_VIEWPORT or VK_DYNAMIC_STATE_SCISSOR you are responsible for setting the values before rendering. + // In theory we should aim to backup/restore those values but I am not sure this is possible. + // We perform a call to vkCmdSetScissor() to set back a full viewport which is likely to fix things for 99% users but technically this is not perfect. (See github #4644) + VkRect2D scissor = { { 0, 0 }, { (uint32_t)fb_width, (uint32_t)fb_height } }; + vkCmdSetScissor(command_buffer, 0, 1, &scissor); +} + +static void ImGui_ImplVulkan_DestroyTexture(ImTextureData* tex) +{ + if (ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData) + { + IM_ASSERT(backend_tex->DescriptorSet == (VkDescriptorSet)tex->TexID); + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + ImGui_ImplVulkan_RemoveTexture(backend_tex->DescriptorSet); + vkDestroyImageView(v->Device, backend_tex->ImageView, v->Allocator); + vkDestroyImage(v->Device, backend_tex->Image, v->Allocator); + vkFreeMemory(v->Device, backend_tex->Memory, v->Allocator); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_OK) + return; + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + ImGui_ImplVulkan_Texture* backend_tex = IM_NEW(ImGui_ImplVulkan_Texture)(); + + // Create the Image: + { + VkImageCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO; + info.imageType = VK_IMAGE_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.extent.width = tex->Width; + info.extent.height = tex->Height; + info.extent.depth = 1; + info.mipLevels = 1; + info.arrayLayers = 1; + info.samples = VK_SAMPLE_COUNT_1_BIT; + info.tiling = VK_IMAGE_TILING_OPTIMAL; + info.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT; + info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + err = vkCreateImage(v->Device, &info, v->Allocator, &backend_tex->Image); + check_vk_result(err); + VkMemoryRequirements req; + vkGetImageMemoryRequirements(v->Device, backend_tex->Image, &req); + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &backend_tex->Memory); + check_vk_result(err); + err = vkBindImageMemory(v->Device, backend_tex->Image, backend_tex->Memory, 0); + check_vk_result(err); + } + + // Create the Image View: + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.image = backend_tex->Image; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = VK_FORMAT_R8G8B8A8_UNORM; + info.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + info.subresourceRange.levelCount = 1; + info.subresourceRange.layerCount = 1; + err = vkCreateImageView(v->Device, &info, v->Allocator, &backend_tex->ImageView); + check_vk_result(err); + } + + // Create the Descriptor Set + backend_tex->DescriptorSet = ImGui_ImplVulkan_AddTexture(backend_tex->ImageView, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); + + // Store identifiers + tex->SetTexID((ImTextureID)backend_tex->DescriptorSet); + tex->BackendUserData = backend_tex; + } + + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) + { + ImGui_ImplVulkan_Texture* backend_tex = (ImGui_ImplVulkan_Texture*)tex->BackendUserData; + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + + // Create the Upload Buffer: + VkDeviceMemory upload_buffer_memory; + + VkBuffer upload_buffer; + VkDeviceSize upload_pitch = upload_w * tex->BytesPerPixel; + VkDeviceSize upload_size = AlignBufferSize(upload_h * upload_pitch, bd->NonCoherentAtomSize); + { + VkBufferCreateInfo buffer_info = {}; + buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO; + buffer_info.size = upload_size; + buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT; + buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE; + err = vkCreateBuffer(v->Device, &buffer_info, v->Allocator, &upload_buffer); + check_vk_result(err); + VkMemoryRequirements req; + vkGetBufferMemoryRequirements(v->Device, upload_buffer, &req); + bd->BufferMemoryAlignment = (bd->BufferMemoryAlignment > req.alignment) ? bd->BufferMemoryAlignment : req.alignment; + VkMemoryAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO; + alloc_info.allocationSize = IM_MAX(v->MinAllocationSize, req.size); + alloc_info.memoryTypeIndex = ImGui_ImplVulkan_MemoryType(VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, req.memoryTypeBits); + err = vkAllocateMemory(v->Device, &alloc_info, v->Allocator, &upload_buffer_memory); + check_vk_result(err); + err = vkBindBufferMemory(v->Device, upload_buffer, upload_buffer_memory, 0); + check_vk_result(err); + } + + // Upload to Buffer: + { + char* map = nullptr; + err = vkMapMemory(v->Device, upload_buffer_memory, 0, upload_size, 0, (void**)(&map)); + check_vk_result(err); + for (int y = 0; y < upload_h; y++) + memcpy(map + upload_pitch * y, tex->GetPixelsAt(upload_x, upload_y + y), (size_t)upload_pitch); + VkMappedMemoryRange range[1] = {}; + range[0].sType = VK_STRUCTURE_TYPE_MAPPED_MEMORY_RANGE; + range[0].memory = upload_buffer_memory; + range[0].size = upload_size; + err = vkFlushMappedMemoryRanges(v->Device, 1, range); + check_vk_result(err); + vkUnmapMemory(v->Device, upload_buffer_memory); + } + + // Start command buffer + { + err = vkResetCommandPool(v->Device, bd->TexCommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo begin_info = {}; + begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + begin_info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(bd->TexCommandBuffer, &begin_info); + check_vk_result(err); + } + + // Copy to Image: + { + VkBufferMemoryBarrier upload_barrier[1] = {}; + upload_barrier[0].sType = VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER; + upload_barrier[0].srcAccessMask = VK_ACCESS_HOST_WRITE_BIT; + upload_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT; + upload_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + upload_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + upload_barrier[0].buffer = upload_buffer; + upload_barrier[0].offset = 0; + upload_barrier[0].size = upload_size; + + VkImageMemoryBarrier copy_barrier[1] = {}; + copy_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + copy_barrier[0].dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + copy_barrier[0].oldLayout = (tex->Status == ImTextureStatus_WantCreate) ? VK_IMAGE_LAYOUT_UNDEFINED : VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + copy_barrier[0].newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + copy_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + copy_barrier[0].image = backend_tex->Image; + copy_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + copy_barrier[0].subresourceRange.levelCount = 1; + copy_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT | VK_PIPELINE_STAGE_HOST_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT, 0, 0, nullptr, 1, upload_barrier, 1, copy_barrier); + + VkBufferImageCopy region = {}; + region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + region.imageSubresource.layerCount = 1; + region.imageExtent.width = upload_w; + region.imageExtent.height = upload_h; + region.imageExtent.depth = 1; + region.imageOffset.x = upload_x; + region.imageOffset.y = upload_y; + vkCmdCopyBufferToImage(bd->TexCommandBuffer, upload_buffer, backend_tex->Image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion); + + VkImageMemoryBarrier use_barrier[1] = {}; + use_barrier[0].sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + use_barrier[0].srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT; + use_barrier[0].dstAccessMask = VK_ACCESS_SHADER_READ_BIT; + use_barrier[0].oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL; + use_barrier[0].newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; + use_barrier[0].srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + use_barrier[0].image = backend_tex->Image; + use_barrier[0].subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + use_barrier[0].subresourceRange.levelCount = 1; + use_barrier[0].subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(bd->TexCommandBuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, 0, 0, nullptr, 0, nullptr, 1, use_barrier); + } + + // End command buffer + { + VkSubmitInfo end_info = {}; + end_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + end_info.commandBufferCount = 1; + end_info.pCommandBuffers = &bd->TexCommandBuffer; + err = vkEndCommandBuffer(bd->TexCommandBuffer); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &end_info, VK_NULL_HANDLE); + check_vk_result(err); + } + + err = vkQueueWaitIdle(v->Queue); // FIXME-OPT: Suboptimal! + check_vk_result(err); + vkDestroyBuffer(v->Device, upload_buffer, v->Allocator); + vkFreeMemory(v->Device, upload_buffer_memory, v->Allocator); + + tex->SetStatus(ImTextureStatus_OK); + } + + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames >= (int)bd->VulkanInitInfo.ImageCount) + ImGui_ImplVulkan_DestroyTexture(tex); +} + +static void ImGui_ImplVulkan_CreateShaderModules(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (bd->ShaderModuleVert == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo default_vert_info = {}; + default_vert_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + default_vert_info.codeSize = sizeof(__glsl_shader_vert_spv); + default_vert_info.pCode = (uint32_t*)__glsl_shader_vert_spv; + VkShaderModuleCreateInfo* p_vert_info = (v->CustomShaderVertCreateInfo.sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO) ? &v->CustomShaderVertCreateInfo : &default_vert_info; + VkResult err = vkCreateShaderModule(device, p_vert_info, allocator, &bd->ShaderModuleVert); + check_vk_result(err); + } + if (bd->ShaderModuleFrag == VK_NULL_HANDLE) + { + VkShaderModuleCreateInfo default_frag_info = {}; + default_frag_info.sType = VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO; + default_frag_info.codeSize = sizeof(__glsl_shader_frag_spv); + default_frag_info.pCode = (uint32_t*)__glsl_shader_frag_spv; + VkShaderModuleCreateInfo* p_frag_info = (v->CustomShaderFragCreateInfo.sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO) ? &v->CustomShaderFragCreateInfo : &default_frag_info; + VkResult err = vkCreateShaderModule(device, p_frag_info, allocator, &bd->ShaderModuleFrag); + check_vk_result(err); + } +} + +#if !defined(IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING) && !(defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering)) +typedef void VkPipelineRenderingCreateInfoKHR; +#endif + +static VkPipeline ImGui_ImplVulkan_CreatePipeline(VkDevice device, const VkAllocationCallbacks* allocator, VkPipelineCache pipelineCache, const ImGui_ImplVulkan_PipelineInfo* info) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_CreateShaderModules(device, allocator); + + VkPipelineShaderStageCreateInfo stage[2] = {}; + stage[0].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[0].stage = VK_SHADER_STAGE_VERTEX_BIT; + stage[0].module = bd->ShaderModuleVert; + stage[0].pName = "main"; + stage[1].sType = VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO; + stage[1].stage = VK_SHADER_STAGE_FRAGMENT_BIT; + stage[1].module = bd->ShaderModuleFrag; + stage[1].pName = "main"; + + VkVertexInputBindingDescription binding_desc[1] = {}; + binding_desc[0].stride = sizeof(ImDrawVert); + binding_desc[0].inputRate = VK_VERTEX_INPUT_RATE_VERTEX; + + VkVertexInputAttributeDescription attribute_desc[3] = {}; + attribute_desc[0].location = 0; + attribute_desc[0].binding = binding_desc[0].binding; + attribute_desc[0].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[0].offset = offsetof(ImDrawVert, pos); + attribute_desc[1].location = 1; + attribute_desc[1].binding = binding_desc[0].binding; + attribute_desc[1].format = VK_FORMAT_R32G32_SFLOAT; + attribute_desc[1].offset = offsetof(ImDrawVert, uv); + attribute_desc[2].location = 2; + attribute_desc[2].binding = binding_desc[0].binding; + attribute_desc[2].format = VK_FORMAT_R8G8B8A8_UNORM; + attribute_desc[2].offset = offsetof(ImDrawVert, col); + + VkPipelineVertexInputStateCreateInfo vertex_info = {}; + vertex_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VERTEX_INPUT_STATE_CREATE_INFO; + vertex_info.vertexBindingDescriptionCount = 1; + vertex_info.pVertexBindingDescriptions = binding_desc; + vertex_info.vertexAttributeDescriptionCount = 3; + vertex_info.pVertexAttributeDescriptions = attribute_desc; + + VkPipelineInputAssemblyStateCreateInfo ia_info = {}; + ia_info.sType = VK_STRUCTURE_TYPE_PIPELINE_INPUT_ASSEMBLY_STATE_CREATE_INFO; + ia_info.topology = VK_PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; + + VkPipelineViewportStateCreateInfo viewport_info = {}; + viewport_info.sType = VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO; + viewport_info.viewportCount = 1; + viewport_info.scissorCount = 1; + + VkPipelineRasterizationStateCreateInfo raster_info = {}; + raster_info.sType = VK_STRUCTURE_TYPE_PIPELINE_RASTERIZATION_STATE_CREATE_INFO; + raster_info.polygonMode = VK_POLYGON_MODE_FILL; + raster_info.cullMode = VK_CULL_MODE_NONE; + raster_info.frontFace = VK_FRONT_FACE_COUNTER_CLOCKWISE; + raster_info.lineWidth = 1.0f; + + VkPipelineMultisampleStateCreateInfo ms_info = {}; + ms_info.sType = VK_STRUCTURE_TYPE_PIPELINE_MULTISAMPLE_STATE_CREATE_INFO; + ms_info.rasterizationSamples = (info->MSAASamples != 0) ? info->MSAASamples : VK_SAMPLE_COUNT_1_BIT; + + VkPipelineColorBlendAttachmentState color_attachment[1] = {}; + color_attachment[0].blendEnable = VK_TRUE; + color_attachment[0].srcColorBlendFactor = VK_BLEND_FACTOR_SRC_ALPHA; + color_attachment[0].dstColorBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].colorBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE; + color_attachment[0].dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE_MINUS_SRC_ALPHA; + color_attachment[0].alphaBlendOp = VK_BLEND_OP_ADD; + color_attachment[0].colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT; + + VkPipelineDepthStencilStateCreateInfo depth_info = {}; + depth_info.sType = VK_STRUCTURE_TYPE_PIPELINE_DEPTH_STENCIL_STATE_CREATE_INFO; + + VkPipelineColorBlendStateCreateInfo blend_info = {}; + blend_info.sType = VK_STRUCTURE_TYPE_PIPELINE_COLOR_BLEND_STATE_CREATE_INFO; + blend_info.attachmentCount = 1; + blend_info.pAttachments = color_attachment; + + ImVector dynamic_states = info->ExtraDynamicStates; + dynamic_states.push_back(VK_DYNAMIC_STATE_VIEWPORT); + dynamic_states.push_back(VK_DYNAMIC_STATE_SCISSOR); + VkPipelineDynamicStateCreateInfo dynamic_state = {}; + dynamic_state.sType = VK_STRUCTURE_TYPE_PIPELINE_DYNAMIC_STATE_CREATE_INFO; + dynamic_state.dynamicStateCount = dynamic_states.Size; + dynamic_state.pDynamicStates = dynamic_states.Data; + + VkGraphicsPipelineCreateInfo create_info = {}; + create_info.sType = VK_STRUCTURE_TYPE_GRAPHICS_PIPELINE_CREATE_INFO; + create_info.flags = bd->PipelineCreateFlags; + create_info.stageCount = 2; + create_info.pStages = stage; + create_info.pVertexInputState = &vertex_info; + create_info.pInputAssemblyState = &ia_info; + create_info.pViewportState = &viewport_info; + create_info.pRasterizationState = &raster_info; + create_info.pMultisampleState = &ms_info; + create_info.pDepthStencilState = &depth_info; + create_info.pColorBlendState = &blend_info; + create_info.pDynamicState = &dynamic_state; + create_info.layout = bd->PipelineLayout; + create_info.renderPass = info->RenderPass; + create_info.subpass = info->Subpass; + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (bd->VulkanInitInfo.UseDynamicRendering) + { + IM_ASSERT(info->PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR && "PipelineRenderingCreateInfo::sType must be VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR"); + IM_ASSERT(info->PipelineRenderingCreateInfo.pNext == nullptr && "PipelineRenderingCreateInfo::pNext must be nullptr"); + create_info.pNext = &info->PipelineRenderingCreateInfo; + create_info.renderPass = VK_NULL_HANDLE; // Just make sure it's actually nullptr. + } +#endif + VkPipeline pipeline; + VkResult err = vkCreateGraphicsPipelines(device, pipelineCache, 1, &create_info, allocator, &pipeline); + check_vk_result(err); + return pipeline; +} + +static void ImGui_ImplVulkan_CreateDescriptorSetLayout(VkDescriptorSetLayout* p_layout, VkDescriptorType descriptor_type) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + VkDescriptorSetLayoutBinding binding[1] = {}; + binding[0].descriptorType = descriptor_type; + binding[0].descriptorCount = 1; + binding[0].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT; + VkDescriptorSetLayoutCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO; + info.bindingCount = 1; + info.pBindings = binding; + VkResult err = vkCreateDescriptorSetLayout(v->Device, &info, v->Allocator, p_layout); + check_vk_result(err); +} + +static VkDescriptorSet ImGui_ImplVulkan_CreateSamplerDS(VkSampler sampler) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + VkDescriptorSet descriptor_set; + VkDescriptorSetAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + alloc_info.descriptorPool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool; + alloc_info.descriptorSetCount = 1; + alloc_info.pSetLayouts = &bd->DescriptorSetLayoutSampler; + VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); + check_vk_result(err); + + VkDescriptorImageInfo desc_image = {}; + desc_image.sampler = sampler; + VkWriteDescriptorSet sampler_write_desc = {}; + sampler_write_desc.sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + sampler_write_desc.dstSet = descriptor_set; + sampler_write_desc.descriptorCount = 1; + sampler_write_desc.dstBinding = 0; + sampler_write_desc.descriptorType = VK_DESCRIPTOR_TYPE_SAMPLER; + sampler_write_desc.pImageInfo = &desc_image; + vkUpdateDescriptorSets(v->Device, 1, &sampler_write_desc, 0, nullptr); + return descriptor_set; +} + +bool ImGui_ImplVulkan_CreateDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (!bd->DescriptorSetLayoutTexture) + ImGui_ImplVulkan_CreateDescriptorSetLayout(&bd->DescriptorSetLayoutTexture, VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE); + if (!bd->DescriptorSetLayoutSampler) + ImGui_ImplVulkan_CreateDescriptorSetLayout(&bd->DescriptorSetLayoutSampler, VK_DESCRIPTOR_TYPE_SAMPLER); + + if (v->DescriptorPoolSize != 0) + { + IM_ASSERT(v->DescriptorPoolSize >= IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE); + VkDescriptorPoolSize pool_sizes[] = + { + { VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE, v->DescriptorPoolSize }, + { VK_DESCRIPTOR_TYPE_SAMPLER, IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE }, + }; + VkDescriptorPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO; + pool_info.flags = VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT; + pool_info.maxSets = v->DescriptorPoolSize + IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE; + pool_info.poolSizeCount = (uint32_t)IM_COUNTOF(pool_sizes); + pool_info.pPoolSizes = pool_sizes; + err = vkCreateDescriptorPool(v->Device, &pool_info, v->Allocator, &bd->DescriptorPool); + check_vk_result(err); + } + + // Create samplers + // Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling. + if (!bd->SamplerLinear || !bd->SamplerNearest) + { + VkSamplerCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO; + info.magFilter = VK_FILTER_LINEAR; + info.minFilter = VK_FILTER_LINEAR; + info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR; + info.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.addressModeV = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.addressModeW = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE; + info.minLod = -1000; + info.maxLod = 1000; + info.maxAnisotropy = 1.0f; + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->SamplerLinear); + check_vk_result(err); + bd->SamplerLinearDS = ImGui_ImplVulkan_CreateSamplerDS(bd->SamplerLinear); + + info.magFilter = VK_FILTER_NEAREST; + info.minFilter = VK_FILTER_NEAREST; + info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST; + err = vkCreateSampler(v->Device, &info, v->Allocator, &bd->SamplerNearest); + check_vk_result(err); + bd->SamplerNearestDS = ImGui_ImplVulkan_CreateSamplerDS(bd->SamplerNearest); + } + + if (!bd->PipelineLayout) + { + // Constants: we are using 'vec2 offset' and 'vec2 scale' instead of a full 3d projection matrix + VkPushConstantRange push_constants[1] = {}; + push_constants[0].stageFlags = VK_SHADER_STAGE_VERTEX_BIT; + push_constants[0].offset = sizeof(float) * 0; + push_constants[0].size = sizeof(float) * 4; + VkDescriptorSetLayout set_layout[2] = { bd->DescriptorSetLayoutTexture, bd->DescriptorSetLayoutSampler }; + VkPipelineLayoutCreateInfo layout_info = {}; + layout_info.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO; + layout_info.setLayoutCount = 2; + layout_info.pSetLayouts = set_layout; + layout_info.pushConstantRangeCount = 1; + layout_info.pPushConstantRanges = push_constants; + err = vkCreatePipelineLayout(v->Device, &layout_info, v->Allocator, &bd->PipelineLayout); + check_vk_result(err); + } + + // Create pipeline + bool create_main_pipeline = (v->PipelineInfoMain.RenderPass != VK_NULL_HANDLE); +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + create_main_pipeline |= (v->UseDynamicRendering && v->PipelineInfoMain.PipelineRenderingCreateInfo.sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR); +#endif + if (create_main_pipeline) + ImGui_ImplVulkan_CreateMainPipeline(&v->PipelineInfoMain); + + // Create command pool/buffer for texture upload + if (!bd->TexCommandPool) + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = 0; + info.queueFamilyIndex = v->QueueFamily; + err = vkCreateCommandPool(v->Device, &info, v->Allocator, &bd->TexCommandPool); + check_vk_result(err); + } + if (!bd->TexCommandBuffer) + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = bd->TexCommandPool; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(v->Device, &info, &bd->TexCommandBuffer); + check_vk_result(err); + } + + return true; +} + +void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* pipeline_info_in) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (bd->Pipeline) + { + vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); + bd->Pipeline = VK_NULL_HANDLE; + } + ImGui_ImplVulkan_PipelineInfo* pipeline_info = &v->PipelineInfoMain; + if (pipeline_info != pipeline_info_in) + *pipeline_info = *pipeline_info_in; + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + VkPipelineRenderingCreateInfoKHR* pipeline_rendering_create_info = &pipeline_info->PipelineRenderingCreateInfo; + if (v->UseDynamicRendering && pipeline_rendering_create_info->pColorAttachmentFormats != nullptr) + { + // Deep copy buffer to reduce error-rate for end user (#8282) + ImVector formats; + formats.resize((int)pipeline_rendering_create_info->colorAttachmentCount); + memcpy(formats.Data, pipeline_rendering_create_info->pColorAttachmentFormats, (size_t)formats.size_in_bytes()); + formats.swap(bd->PipelineRenderingCreateInfoColorAttachmentFormats); + pipeline_rendering_create_info->pColorAttachmentFormats = bd->PipelineRenderingCreateInfoColorAttachmentFormats.Data; + } +#endif + bd->Pipeline = ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, v->PipelineCache, pipeline_info); +} + +void ImGui_ImplVulkan_DestroyDeviceObjects() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplVulkan_DestroyTexture(tex); + + if (bd->TexCommandBuffer) { vkFreeCommandBuffers(v->Device, bd->TexCommandPool, 1, &bd->TexCommandBuffer); bd->TexCommandBuffer = VK_NULL_HANDLE; } + if (bd->TexCommandPool) { vkDestroyCommandPool(v->Device, bd->TexCommandPool, v->Allocator); bd->TexCommandPool = VK_NULL_HANDLE; } + if (bd->SamplerLinear) { vkDestroySampler(v->Device, bd->SamplerLinear, v->Allocator); bd->SamplerLinear = VK_NULL_HANDLE; } + if (bd->SamplerNearest) { vkDestroySampler(v->Device, bd->SamplerNearest, v->Allocator); bd->SamplerNearest = VK_NULL_HANDLE; } + if (bd->ShaderModuleVert) { vkDestroyShaderModule(v->Device, bd->ShaderModuleVert, v->Allocator); bd->ShaderModuleVert = VK_NULL_HANDLE; } + if (bd->ShaderModuleFrag) { vkDestroyShaderModule(v->Device, bd->ShaderModuleFrag, v->Allocator); bd->ShaderModuleFrag = VK_NULL_HANDLE; } + if (bd->DescriptorSetLayoutTexture) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayoutTexture, v->Allocator); bd->DescriptorSetLayoutTexture = VK_NULL_HANDLE; } + if (bd->DescriptorSetLayoutSampler) { vkDestroyDescriptorSetLayout(v->Device, bd->DescriptorSetLayoutSampler, v->Allocator); bd->DescriptorSetLayoutSampler = VK_NULL_HANDLE; } + if (bd->PipelineLayout) { vkDestroyPipelineLayout(v->Device, bd->PipelineLayout, v->Allocator); bd->PipelineLayout = VK_NULL_HANDLE; } + if (bd->Pipeline) { vkDestroyPipeline(v->Device, bd->Pipeline, v->Allocator); bd->Pipeline = VK_NULL_HANDLE; } + if (bd->PipelineForViewports) { vkDestroyPipeline(v->Device, bd->PipelineForViewports, v->Allocator); bd->PipelineForViewports = VK_NULL_HANDLE; } + if (bd->DescriptorPool) { vkDestroyDescriptorPool(v->Device, bd->DescriptorPool, v->Allocator); bd->DescriptorPool = VK_NULL_HANDLE; } +} + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +static void ImGui_ImplVulkan_LoadDynamicRenderingFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +{ + IM_UNUSED(api_version); + + // Manually load those two (see #5446, #8326, #8365, #8600) + // - Try loading core (non-KHR) versions first (this will work for Vulkan 1.3+ and the device supports dynamic rendering) + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRendering", user_data)); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRendering", user_data)); + + // - Fallback to KHR versions if core not available (this will work if KHR extension is available and enabled and also the device supports dynamic rendering) + if (ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR == nullptr || ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR == nullptr) + { + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR = reinterpret_cast(loader_func("vkCmdBeginRenderingKHR", user_data)); + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR = reinterpret_cast(loader_func("vkCmdEndRenderingKHR", user_data)); + } +} +#endif + +// If unspecified by user, assume that ApiVersion == HeaderVersion + // We don't care about other versions than 1.3 for our checks, so don't need to make this exhaustive (e.g. with all #ifdef VK_VERSION_1_X checks) +static uint32_t ImGui_ImplVulkan_GetDefaultApiVersion() +{ +#ifdef VK_HEADER_VERSION_COMPLETE + return VK_HEADER_VERSION_COMPLETE; +#else + return VK_API_VERSION_1_0; +#endif +} + +bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data) +{ + // Load function pointers + // You can use the default Vulkan loader using: + // ImGui_ImplVulkan_LoadFunctions(VK_API_VERSION_1_3, [](const char* function_name, void*) { return vkGetInstanceProcAddr(your_vk_isntance, function_name); }); + // But this would be roughly equivalent to not setting VK_NO_PROTOTYPES. + if (api_version == 0) + api_version = ImGui_ImplVulkan_GetDefaultApiVersion(); + +#ifdef IMGUI_IMPL_VULKAN_USE_LOADER +#define IMGUI_VULKAN_FUNC_LOAD(func) \ + func = reinterpret_cast(loader_func(#func, user_data)); \ + if (func == nullptr) \ + return false; + IMGUI_VULKAN_FUNC_MAP(IMGUI_VULKAN_FUNC_LOAD) +#undef IMGUI_VULKAN_FUNC_LOAD + +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + ImGui_ImplVulkan_LoadDynamicRenderingFunctions(api_version, loader_func, user_data); +#endif +#else + IM_UNUSED(loader_func); + IM_UNUSED(user_data); +#endif + + g_FunctionsLoaded = true; + return true; +} + +bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + + if (info->ApiVersion == 0) + info->ApiVersion = ImGui_ImplVulkan_GetDefaultApiVersion(); + + if (info->UseDynamicRendering) + { +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +#ifndef IMGUI_IMPL_VULKAN_USE_LOADER + ImGui_ImplVulkan_LoadDynamicRenderingFunctions(info->ApiVersion, [](const char* function_name, void* user_data) { return vkGetDeviceProcAddr((VkDevice)user_data, function_name); }, (void*)info->Device); +#endif + IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR != nullptr); + IM_ASSERT(ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR != nullptr); +#else + IM_ASSERT(0 && "Can't use dynamic rendering when neither VK_VERSION_1_3 or VK_KHR_dynamic_rendering is defined."); +#endif + } + + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplVulkan_Data* bd = IM_NEW(ImGui_ImplVulkan_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_vulkan"; + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + io.BackendFlags |= ImGuiBackendFlags_RendererHasViewports; // We can create multi-viewports on the Renderer side (optional) + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplVulkan_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplVulkan_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplVulkan_DrawCallback_SetSamplerNearest; + + // Sanity checks + IM_ASSERT(info->Instance != VK_NULL_HANDLE); + IM_ASSERT(info->PhysicalDevice != VK_NULL_HANDLE); + IM_ASSERT(info->Device != VK_NULL_HANDLE); + IM_ASSERT(info->Queue != VK_NULL_HANDLE); + IM_ASSERT(info->MinImageCount >= 2); + IM_ASSERT(info->ImageCount >= info->MinImageCount); + if (info->DescriptorPool != VK_NULL_HANDLE) // Either DescriptorPool or DescriptorPoolSize must be set, not both! + IM_ASSERT(info->DescriptorPoolSize == 0); + else + IM_ASSERT(info->DescriptorPoolSize > 0); + if (info->UseDynamicRendering) + IM_ASSERT(info->PipelineInfoMain.RenderPass == VK_NULL_HANDLE && info->PipelineInfoForViewports.RenderPass == VK_NULL_HANDLE); + + bd->VulkanInitInfo = *info; + + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(info->PhysicalDevice, &properties); + bd->NonCoherentAtomSize = properties.limits.nonCoherentAtomSize; + + if (!ImGui_ImplVulkan_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplVulkan_CreateDeviceObjects() failed!"); // <- Can't be hit yet. + + // Our render function expect RendererUserData to be storing the window render buffer we need (for the main viewport we won't use ->Window) + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->RendererUserData = IM_NEW(ImGui_ImplVulkan_ViewportData)(); + + ImGui_ImplVulkan_InitMultiViewportSupport(); + + return true; +} + +void ImGui_ImplVulkan_Shutdown() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + // First destroy objects in all viewports + ImGui_ImplVulkan_DestroyDeviceObjects(); + + // Manually delete main viewport render data in-case we haven't initialized for viewports + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)main_viewport->RendererUserData) + IM_DELETE(vd); + main_viewport->RendererUserData = nullptr; + + // Clean up windows + ImGui_ImplVulkan_ShutdownMultiViewportSupport(); + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures | ImGuiBackendFlags_RendererHasViewports); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +void ImGui_ImplVulkan_NewFrame() +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplVulkan_Init()?"); + IM_UNUSED(bd); +} + +void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + IM_ASSERT(min_image_count >= 2); + if (bd->VulkanInitInfo.MinImageCount == min_image_count) + return; + + IM_ASSERT(0); // FIXME-VIEWPORT: Unsupported. Need to recreate all swap chains! + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err = vkDeviceWaitIdle(v->Device); + check_vk_result(err); + ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(v->Device, v->Allocator); + + bd->VulkanInitInfo.MinImageCount = min_image_count; +} + +// Register a texture by creating a descriptor +// FIXME: This is experimental in the sense that we are unsure how to best design/tackle this problem, please post to https://github.com/ocornut/imgui/pull/914 if you have suggestions. +VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool; + + // Create Descriptor Set: + VkDescriptorSet descriptor_set; + { + VkDescriptorSetAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO; + alloc_info.descriptorPool = pool; + alloc_info.descriptorSetCount = 1; + alloc_info.pSetLayouts = &bd->DescriptorSetLayoutTexture; + VkResult err = vkAllocateDescriptorSets(v->Device, &alloc_info, &descriptor_set); + check_vk_result(err); + } + + // Update the Descriptor Set: + if (descriptor_set != VK_NULL_HANDLE) + { + VkDescriptorImageInfo desc_image[1] = {}; + desc_image[0].imageView = image_view; + desc_image[0].imageLayout = image_layout; + VkWriteDescriptorSet write_desc[1] = {}; + write_desc[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET; + write_desc[0].dstSet = descriptor_set; + write_desc[0].descriptorCount = 1; + write_desc[0].descriptorType = VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE; + write_desc[0].pImageInfo = desc_image; + vkUpdateDescriptorSets(v->Device, 1, write_desc, 0, nullptr); + } + return descriptor_set; +} + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout) +{ + IM_UNUSED(sampler); + return ImGui_ImplVulkan_AddTexture(image_view, image_layout); +} +#endif + +void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkDescriptorPool pool = bd->DescriptorPool ? bd->DescriptorPool : v->DescriptorPool; + vkFreeDescriptorSets(v->Device, pool, 1, &descriptor_set); +} + +void ImGui_ImplVulkan_DestroyFrameRenderBuffers(VkDevice device, ImGui_ImplVulkan_FrameRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + if (buffers->VertexBuffer) { vkDestroyBuffer(device, buffers->VertexBuffer, allocator); buffers->VertexBuffer = VK_NULL_HANDLE; } + if (buffers->VertexBufferMemory) { vkFreeMemory(device, buffers->VertexBufferMemory, allocator); buffers->VertexBufferMemory = VK_NULL_HANDLE; } + if (buffers->IndexBuffer) { vkDestroyBuffer(device, buffers->IndexBuffer, allocator); buffers->IndexBuffer = VK_NULL_HANDLE; } + if (buffers->IndexBufferMemory) { vkFreeMemory(device, buffers->IndexBufferMemory, allocator); buffers->IndexBufferMemory = VK_NULL_HANDLE; } + buffers->VertexBufferSize = 0; + buffers->IndexBufferSize = 0; +} + +void ImGui_ImplVulkan_DestroyWindowRenderBuffers(VkDevice device, ImGui_ImplVulkan_WindowRenderBuffers* buffers, const VkAllocationCallbacks* allocator) +{ + for (uint32_t n = 0; n < buffers->Count; n++) + ImGui_ImplVulkan_DestroyFrameRenderBuffers(device, &buffers->FrameRenderBuffers[n], allocator); + buffers->FrameRenderBuffers.clear(); + buffers->Index = 0; + buffers->Count = 0; +} + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +// (Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app.) +//------------------------------------------------------------------------- +// You probably do NOT need to use or care about those functions. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the upcoming multi-viewport feature will need them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, render pass, frame buffers, etc.). +// You may read this code to learn about Vulkan, but it is recommended you use your own custom tailored code to do equivalent work. +// (The ImGui_ImplVulkanH_XXX functions do not interact with any of the state used by the regular ImGui_ImplVulkan_XXX functions) +//------------------------------------------------------------------------- + +VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_formats != nullptr); + IM_ASSERT(request_formats_count > 0); + + // Per Spec Format and View Format are expected to be the same unless VK_IMAGE_CREATE_MUTABLE_BIT was set at image creation + // Assuming that the default behavior is without setting this bit, there is no need for separate Swapchain image and image view format + // Additionally several new color spaces were introduced with Vulkan Spec v1.0.40, + // hence we must make sure that a format with the mostly available color space, VK_COLOR_SPACE_SRGB_NONLINEAR_KHR, is found and used. + uint32_t avail_count; + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, nullptr); + ImVector avail_format; + avail_format.resize((int)avail_count); + vkGetPhysicalDeviceSurfaceFormatsKHR(physical_device, surface, &avail_count, avail_format.Data); + + // First check if only one format, VK_FORMAT_UNDEFINED, is available, which would imply that any format is available + if (avail_count == 1) + { + if (avail_format[0].format == VK_FORMAT_UNDEFINED) + { + VkSurfaceFormatKHR ret; + ret.format = request_formats[0]; + ret.colorSpace = request_color_space; + return ret; + } + else + { + // No point in searching another format + return avail_format[0]; + } + } + else + { + // Request several formats, the first found will be used + for (int request_i = 0; request_i < request_formats_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (avail_format[avail_i].format == request_formats[request_i] && avail_format[avail_i].colorSpace == request_color_space) + return avail_format[avail_i]; + + // If none of the requested image formats could be found, use the first available + return avail_format[0]; + } +} + +VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(request_modes != nullptr); + IM_ASSERT(request_modes_count > 0); + + // Request a certain mode and confirm that it is available. If not use VK_PRESENT_MODE_FIFO_KHR which is mandatory + uint32_t avail_count = 0; + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, nullptr); + ImVector avail_modes; + avail_modes.resize((int)avail_count); + vkGetPhysicalDeviceSurfacePresentModesKHR(physical_device, surface, &avail_count, avail_modes.Data); + //for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + // printf("[vulkan] avail_modes[%d] = %d\n", avail_i, avail_modes[avail_i]); + + for (int request_i = 0; request_i < request_modes_count; request_i++) + for (uint32_t avail_i = 0; avail_i < avail_count; avail_i++) + if (request_modes[request_i] == avail_modes[avail_i]) + return request_modes[request_i]; + + return VK_PRESENT_MODE_FIFO_KHR; // Always available +} + +VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance) +{ + uint32_t gpu_count; + VkResult err = vkEnumeratePhysicalDevices(instance, &gpu_count, nullptr); + check_vk_result(err); + IM_ASSERT(gpu_count > 0); + + ImVector gpus; + gpus.resize(gpu_count); + err = vkEnumeratePhysicalDevices(instance, &gpu_count, gpus.Data); + check_vk_result(err); + + // If a number >1 of GPUs got reported, find discrete GPU if present, or use first one available. This covers + // most common cases (multi-gpu/integrated+dedicated graphics). Handling more complicated setups (multiple + // dedicated GPUs) is out of scope of this sample. + for (VkPhysicalDevice& device : gpus) + { + VkPhysicalDeviceProperties properties; + vkGetPhysicalDeviceProperties(device, &properties); + if (properties.deviceType == VK_PHYSICAL_DEVICE_TYPE_DISCRETE_GPU) + return device; + } + + // Use first GPU (Integrated) is a Discrete one is not available. + if (gpu_count > 0) + return gpus[0]; + return VK_NULL_HANDLE; +} + + +uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device) +{ + uint32_t count; + vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, nullptr); + ImVector queues_properties; + queues_properties.resize((int)count); + vkGetPhysicalDeviceQueueFamilyProperties(physical_device, &count, queues_properties.Data); + for (uint32_t i = 0; i < count; i++) + if (queues_properties[i].queueFlags & VK_QUEUE_GRAPHICS_BIT) + return i; + return (uint32_t)-1; +} + +void ImGui_ImplVulkanH_CreateWindowCommandBuffers(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator) +{ + IM_ASSERT(physical_device != VK_NULL_HANDLE && device != VK_NULL_HANDLE); + IM_UNUSED(physical_device); + + // Create Command Buffers + VkResult err; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + { + VkCommandPoolCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + info.flags = 0; + info.queueFamilyIndex = queue_family; + err = vkCreateCommandPool(device, &info, allocator, &fd->CommandPool); + check_vk_result(err); + } + { + VkCommandBufferAllocateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + info.commandPool = fd->CommandPool; + info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; + info.commandBufferCount = 1; + err = vkAllocateCommandBuffers(device, &info, &fd->CommandBuffer); + check_vk_result(err); + } + { + VkFenceCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; + info.flags = VK_FENCE_CREATE_SIGNALED_BIT; + err = vkCreateFence(device, &info, allocator, &fd->Fence); + check_vk_result(err); + } + } + + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + { + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[i]; + { + VkSemaphoreCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SEMAPHORE_CREATE_INFO; + err = vkCreateSemaphore(device, &info, allocator, &fsd->ImageAcquiredSemaphore); + check_vk_result(err); + err = vkCreateSemaphore(device, &info, allocator, &fsd->RenderCompleteSemaphore); + check_vk_result(err); + } + } +} + +int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode) +{ + if (present_mode == VK_PRESENT_MODE_MAILBOX_KHR) + return 3; + if (present_mode == VK_PRESENT_MODE_FIFO_KHR || present_mode == VK_PRESENT_MODE_FIFO_RELAXED_KHR) + return 2; + if (present_mode == VK_PRESENT_MODE_IMMEDIATE_KHR) + return 1; + IM_ASSERT(0); + return 1; +} + +// Also destroy old swap chain and in-flight frames data, if any. +void ImGui_ImplVulkanH_CreateWindowSwapChain(VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage) +{ + VkResult err; + VkSwapchainKHR old_swapchain = wd->Swapchain; + wd->Swapchain = VK_NULL_HANDLE; + err = vkDeviceWaitIdle(device); + check_vk_result(err); + + // We don't use ImGui_ImplVulkanH_DestroyWindow() because we want to preserve the old swapchain to create the new one. + // Destroy old Framebuffer + for (uint32_t i = 0; i < wd->ImageCount; i++) + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + wd->Frames.clear(); + wd->FrameSemaphores.clear(); + wd->ImageCount = 0; + if (wd->RenderPass) + vkDestroyRenderPass(device, wd->RenderPass, allocator); + + // If min image count was not specified, request different count of images dependent on selected present mode + if (min_image_count == 0) + min_image_count = ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(wd->PresentMode); + + // Create Swapchain + { + VkSurfaceCapabilitiesKHR cap; + err = vkGetPhysicalDeviceSurfaceCapabilitiesKHR(physical_device, wd->Surface, &cap); + check_vk_result(err); + + VkSwapchainCreateInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_SWAPCHAIN_CREATE_INFO_KHR; + info.surface = wd->Surface; + info.minImageCount = min_image_count; + info.imageFormat = wd->SurfaceFormat.format; + info.imageColorSpace = wd->SurfaceFormat.colorSpace; + info.imageArrayLayers = 1; + info.imageUsage = VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | image_usage; + info.imageSharingMode = VK_SHARING_MODE_EXCLUSIVE; // Assume that graphics family == present family + info.preTransform = (cap.supportedTransforms & VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR) ? VK_SURFACE_TRANSFORM_IDENTITY_BIT_KHR : cap.currentTransform; + if (cap.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR) + info.compositeAlpha = VK_COMPOSITE_ALPHA_OPAQUE_BIT_KHR; + else if (cap.supportedCompositeAlpha & VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR) + info.compositeAlpha = VK_COMPOSITE_ALPHA_INHERIT_BIT_KHR; + else + IM_ASSERT(false && "No supported composite alpha mode found!"); + info.presentMode = wd->PresentMode; + info.clipped = VK_TRUE; + info.oldSwapchain = old_swapchain; + if (info.minImageCount < cap.minImageCount) + info.minImageCount = cap.minImageCount; + else if (cap.maxImageCount != 0 && info.minImageCount > cap.maxImageCount) + info.minImageCount = cap.maxImageCount; + if (cap.currentExtent.width == 0xffffffff) + { + info.imageExtent.width = wd->Width = w; + info.imageExtent.height = wd->Height = h; + } + else + { + info.imageExtent.width = wd->Width = cap.currentExtent.width; + info.imageExtent.height = wd->Height = cap.currentExtent.height; + } + err = vkCreateSwapchainKHR(device, &info, allocator, &wd->Swapchain); + check_vk_result(err); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, nullptr); + check_vk_result(err); + VkImage backbuffers[16] = {}; + IM_ASSERT(wd->ImageCount >= min_image_count); + IM_ASSERT(wd->ImageCount < IM_COUNTOF(backbuffers)); + err = vkGetSwapchainImagesKHR(device, wd->Swapchain, &wd->ImageCount, backbuffers); + check_vk_result(err); + + wd->SemaphoreCount = wd->ImageCount + 1; + wd->Frames.resize(wd->ImageCount); + wd->FrameSemaphores.resize(wd->SemaphoreCount); + memset(wd->Frames.Data, 0, wd->Frames.size_in_bytes()); + memset(wd->FrameSemaphores.Data, 0, wd->FrameSemaphores.size_in_bytes()); + for (uint32_t i = 0; i < wd->ImageCount; i++) + wd->Frames[i].Backbuffer = backbuffers[i]; + } + if (old_swapchain) + vkDestroySwapchainKHR(device, old_swapchain, allocator); + + // Create the Render Pass + if (wd->UseDynamicRendering == false) + { + VkAttachmentDescription attachment = wd->AttachmentDesc; + if (attachment.format == VK_FORMAT_UNDEFINED) + attachment.format = wd->SurfaceFormat.format; + VkAttachmentReference color_attachment = {}; + color_attachment.attachment = 0; + color_attachment.layout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + VkSubpassDescription subpass = {}; + subpass.pipelineBindPoint = VK_PIPELINE_BIND_POINT_GRAPHICS; + subpass.colorAttachmentCount = 1; + subpass.pColorAttachments = &color_attachment; + VkSubpassDependency dependency = {}; + dependency.srcSubpass = VK_SUBPASS_EXTERNAL; + dependency.dstSubpass = 0; + dependency.srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.dstStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + dependency.srcAccessMask = 0; + dependency.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + VkRenderPassCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_CREATE_INFO; + info.attachmentCount = 1; + info.pAttachments = &attachment; + info.subpassCount = 1; + info.pSubpasses = &subpass; + info.dependencyCount = 1; + info.pDependencies = &dependency; + err = vkCreateRenderPass(device, &info, allocator, &wd->RenderPass); + check_vk_result(err); + + // We do not create a pipeline by default as this is also used by examples' main.cpp, + // but secondary viewport in multi-viewport mode may want to create one with: + //ImGui_ImplVulkan_CreatePipeline(device, allocator, VK_NULL_HANDLE, wd->RenderPass, VK_SAMPLE_COUNT_1_BIT, &wd->Pipeline, v->Subpass); + } + + // Create The Image Views + { + VkImageViewCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO; + info.viewType = VK_IMAGE_VIEW_TYPE_2D; + info.format = wd->SurfaceFormat.format; + info.components.r = VK_COMPONENT_SWIZZLE_R; + info.components.g = VK_COMPONENT_SWIZZLE_G; + info.components.b = VK_COMPONENT_SWIZZLE_B; + info.components.a = VK_COMPONENT_SWIZZLE_A; + VkImageSubresourceRange image_range = { VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }; + info.subresourceRange = image_range; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + info.image = fd->Backbuffer; + err = vkCreateImageView(device, &info, allocator, &fd->BackbufferView); + check_vk_result(err); + } + } + + // Create Framebuffer + if (wd->UseDynamicRendering == false) + { + VkImageView attachment[1]; + VkFramebufferCreateInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO; + info.renderPass = wd->RenderPass; + info.attachmentCount = 1; + info.pAttachments = attachment; + info.width = wd->Width; + info.height = wd->Height; + info.layers = 1; + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + ImGui_ImplVulkanH_Frame* fd = &wd->Frames[i]; + attachment[0] = fd->BackbufferView; + err = vkCreateFramebuffer(device, &info, allocator, &fd->Framebuffer); + check_vk_result(err); + } + } +} + +// Create or resize window +// - 2025/09/26: v1.92.4 added a trailing 'VkImageUsageFlags image_usage' parameter which is usually VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. +void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int width, int height, uint32_t min_image_count, VkImageUsageFlags image_usage) +{ + IM_ASSERT(g_FunctionsLoaded && "Need to call ImGui_ImplVulkan_LoadFunctions() if IMGUI_IMPL_VULKAN_NO_PROTOTYPES or VK_NO_PROTOTYPES are set!"); + IM_ASSERT(wd->Surface != VK_NULL_HANDLE); + IM_UNUSED(instance); + + ImGui_ImplVulkanH_CreateWindowSwapChain(physical_device, device, wd, allocator, width, height, min_image_count, image_usage); + ImGui_ImplVulkanH_CreateWindowCommandBuffers(physical_device, device, wd, queue_family, allocator); + + // FIXME: to submit the command buffer, we need a queue. In the examples folder, the ImGui_ImplVulkanH_CreateOrResizeWindow function is called + // before the ImGui_ImplVulkan_Init function, so we don't have access to the queue yet. Here we have the queue_family that we can use to grab + // a queue from the device and submit the command buffer. It would be better to have access to the queue as suggested in the FIXME below. + VkCommandPool command_pool; + VkCommandPoolCreateInfo pool_info = {}; + pool_info.sType = VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO; + pool_info.queueFamilyIndex = queue_family; + VkResult err = vkCreateCommandPool(device, &pool_info, allocator, &command_pool); + check_vk_result(err); + + VkFenceCreateInfo fence_info = {}; + fence_info.sType = VK_STRUCTURE_TYPE_FENCE_CREATE_INFO; + VkFence fence; + err = vkCreateFence(device, &fence_info, allocator, &fence); + check_vk_result(err); + + VkCommandBufferAllocateInfo alloc_info = {}; + alloc_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO; + alloc_info.commandPool = command_pool; + alloc_info.level = VK_COMMAND_BUFFER_LEVEL_PRIMARY; + alloc_info.commandBufferCount = 1; + VkCommandBuffer command_buffer; + err = vkAllocateCommandBuffers(device, &alloc_info, &command_buffer); + check_vk_result(err); + + VkCommandBufferBeginInfo begin_info = {}; + begin_info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + begin_info.flags = VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(command_buffer, &begin_info); + check_vk_result(err); + + // Transition the images to the correct layout for rendering + for (uint32_t i = 0; i < wd->ImageCount; i++) + { + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.image = wd->Frames[i].Backbuffer; + barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED; + barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + } + + err = vkEndCommandBuffer(command_buffer); + check_vk_result(err); + VkSubmitInfo submit_info = {}; + submit_info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + submit_info.commandBufferCount = 1; + submit_info.pCommandBuffers = &command_buffer; + + VkQueue queue; + vkGetDeviceQueue(device, queue_family, 0, &queue); + err = vkQueueSubmit(queue, 1, &submit_info, fence); + check_vk_result(err); + err = vkWaitForFences(device, 1, &fence, VK_TRUE, UINT64_MAX); + check_vk_result(err); + err = vkResetFences(device, 1, &fence); + check_vk_result(err); + + err = vkResetCommandPool(device, command_pool, 0); + check_vk_result(err); + + // Destroy command buffer and fence and command pool + vkFreeCommandBuffers(device, command_pool, 1, &command_buffer); + vkDestroyCommandPool(device, command_pool, allocator); + vkDestroyFence(device, fence, allocator); + command_pool = VK_NULL_HANDLE; + command_buffer = VK_NULL_HANDLE; + fence = VK_NULL_HANDLE; + queue = VK_NULL_HANDLE; +} + +void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator) +{ + IM_UNUSED(instance); + vkDeviceWaitIdle(device); // FIXME: We could wait on the Queue if we had the queue in wd-> (otherwise VulkanH functions can't use globals) + //vkQueueWaitIdle(bd->Queue); + + for (uint32_t i = 0; i < wd->ImageCount; i++) + ImGui_ImplVulkanH_DestroyFrame(device, &wd->Frames[i], allocator); + for (uint32_t i = 0; i < wd->SemaphoreCount; i++) + ImGui_ImplVulkanH_DestroyFrameSemaphores(device, &wd->FrameSemaphores[i], allocator); + wd->Frames.clear(); + wd->FrameSemaphores.clear(); + vkDestroyRenderPass(device, wd->RenderPass, allocator); + vkDestroySwapchainKHR(device, wd->Swapchain, allocator); + wd->RenderPass = VK_NULL_HANDLE; + wd->Swapchain = VK_NULL_HANDLE; + wd->Width = wd->Height = 0; + wd->FrameIndex = wd->ImageCount = wd->SemaphoreCount = wd->SemaphoreIndex = 0; + //vkDestroySurfaceKHR(instance, wd->Surface, allocator); // v1.92.6 (~2026-01-16): because wd->Surface is user provided we don't attempt to destroy it ourself. +} + +void ImGui_ImplVulkanH_DestroyFrame(VkDevice device, ImGui_ImplVulkanH_Frame* fd, const VkAllocationCallbacks* allocator) +{ + vkDestroyFence(device, fd->Fence, allocator); + vkFreeCommandBuffers(device, fd->CommandPool, 1, &fd->CommandBuffer); + vkDestroyCommandPool(device, fd->CommandPool, allocator); + fd->Fence = VK_NULL_HANDLE; + fd->CommandBuffer = VK_NULL_HANDLE; + fd->CommandPool = VK_NULL_HANDLE; + + vkDestroyImageView(device, fd->BackbufferView, allocator); + vkDestroyFramebuffer(device, fd->Framebuffer, allocator); +} + +void ImGui_ImplVulkanH_DestroyFrameSemaphores(VkDevice device, ImGui_ImplVulkanH_FrameSemaphores* fsd, const VkAllocationCallbacks* allocator) +{ + vkDestroySemaphore(device, fsd->ImageAcquiredSemaphore, allocator); + vkDestroySemaphore(device, fsd->RenderCompleteSemaphore, allocator); + fsd->ImageAcquiredSemaphore = fsd->RenderCompleteSemaphore = VK_NULL_HANDLE; +} + +void ImGui_ImplVulkanH_DestroyAllViewportsRenderBuffers(VkDevice device, const VkAllocationCallbacks* allocator) +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + for (int n = 0; n < platform_io.Viewports.Size; n++) + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)platform_io.Viewports[n]->RendererUserData) + ImGui_ImplVulkan_DestroyWindowRenderBuffers(device, &vd->RenderBuffers, allocator); +} + +ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_GetWindowDataFromViewport(ImGuiViewport* viewport) +{ + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + return vd ? &vd->Window : nullptr; +} + +//-------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +static void ImGui_ImplVulkan_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = IM_NEW(ImGui_ImplVulkan_ViewportData)(); + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + // Create surface + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + VkResult err = (VkResult)platform_io.Platform_CreateVkSurface(viewport, (ImU64)v->Instance, (const void*)v->Allocator, (ImU64*)&wd->Surface); + check_vk_result(err); + + // Check if surface creation failed + if (err != VK_SUCCESS || wd->Surface == VK_NULL_HANDLE) + { + IM_DELETE(vd); + return; + } + + // Check for WSI support + VkBool32 res; + vkGetPhysicalDeviceSurfaceSupportKHR(v->PhysicalDevice, v->QueueFamily, wd->Surface, &res); + if (res != VK_TRUE) + { + vkDestroySurfaceKHR(v->Instance, wd->Surface, v->Allocator); // Error: no WSI support on physical device, clean up and return + IM_DELETE(vd); + return; + } + viewport->RendererUserData = vd; + + // Select Surface Format + ImGui_ImplVulkan_PipelineInfo* pipeline_info = &v->PipelineInfoForViewports; + ImVector requestSurfaceImageFormats; +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + for (uint32_t n = 0; n < pipeline_info->PipelineRenderingCreateInfo.colorAttachmentCount; n++) + requestSurfaceImageFormats.push_back(pipeline_info->PipelineRenderingCreateInfo.pColorAttachmentFormats[n]); +#endif + const VkFormat defaultFormats[] = { VK_FORMAT_B8G8R8A8_UNORM, VK_FORMAT_R8G8B8A8_UNORM, VK_FORMAT_B8G8R8_UNORM, VK_FORMAT_R8G8B8_UNORM }; + for (VkFormat format : defaultFormats) + requestSurfaceImageFormats.push_back(format); + + const VkColorSpaceKHR requestSurfaceColorSpace = VK_COLORSPACE_SRGB_NONLINEAR_KHR; + wd->SurfaceFormat = ImGui_ImplVulkanH_SelectSurfaceFormat(v->PhysicalDevice, wd->Surface, requestSurfaceImageFormats.Data, requestSurfaceImageFormats.Size, requestSurfaceColorSpace); + + // Select Present Mode + // FIXME-VULKAN: Even thought mailbox seems to get us maximum framerate with a single window, it halves framerate with a second window etc. (w/ Nvidia and SDK 1.82.1) + VkPresentModeKHR present_modes[] = { VK_PRESENT_MODE_MAILBOX_KHR, VK_PRESENT_MODE_IMMEDIATE_KHR, VK_PRESENT_MODE_FIFO_KHR }; + wd->PresentMode = ImGui_ImplVulkanH_SelectPresentMode(v->PhysicalDevice, wd->Surface, &present_modes[0], IM_COUNTOF(present_modes)); + //printf("[vulkan] Secondary window selected PresentMode = %d\n", wd->PresentMode); + + // Create SwapChain, RenderPass, Framebuffer, etc. + wd->UseDynamicRendering = v->UseDynamicRendering; + wd->AttachmentDesc.loadOp = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : VK_ATTACHMENT_LOAD_OP_CLEAR; + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount, pipeline_info->SwapChainImageUsage); + vd->WindowOwned = true; + + // Create pipeline (shared by all secondary viewports) + if (bd->PipelineForViewports == VK_NULL_HANDLE) + { +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (wd->UseDynamicRendering) + { + pipeline_info->PipelineRenderingCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO; + pipeline_info->PipelineRenderingCreateInfo.colorAttachmentCount = 1; + pipeline_info->PipelineRenderingCreateInfo.pColorAttachmentFormats = &wd->SurfaceFormat.format; + } + else + { + pipeline_info->RenderPass = wd->RenderPass; + } +#endif + bd->PipelineForViewports = ImGui_ImplVulkan_CreatePipeline(v->Device, v->Allocator, VK_NULL_HANDLE, &v->PipelineInfoForViewports); + } +} + +static void ImGui_ImplVulkan_DestroyWindow(ImGuiViewport* viewport) +{ + // The main viewport (owned by the application) will always have RendererUserData == 0 since we didn't create the data for it. + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + if (ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData) + { + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + if (vd->WindowOwned) + { + ImGui_ImplVulkanH_DestroyWindow(v->Instance, v->Device, &vd->Window, v->Allocator); + vkDestroySurfaceKHR(v->Instance, vd->Window.Surface, v->Allocator); + } + ImGui_ImplVulkan_DestroyWindowRenderBuffers(v->Device, &vd->RenderBuffers, v->Allocator); + IM_DELETE(vd); + } + viewport->RendererUserData = nullptr; +} + +static void ImGui_ImplVulkan_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + if (vd == nullptr) // This is nullptr for the main viewport (which is left to the user/app to handle) + return; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + wd->AttachmentDesc.loadOp = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? VK_ATTACHMENT_LOAD_OP_DONT_CARE : VK_ATTACHMENT_LOAD_OP_CLEAR; + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, &vd->Window, v->QueueFamily, v->Allocator, (int)size.x, (int)size.y, v->MinImageCount, v->PipelineInfoForViewports.SwapChainImageUsage); +} + +static void ImGui_ImplVulkan_RenderWindow(ImGuiViewport* viewport, void*) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + if (vd == nullptr) + return; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + VkResult err; + + if (vd->SwapChainNeedRebuild || vd->SwapChainSuboptimal) + { + ImGui_ImplVulkanH_CreateOrResizeWindow(v->Instance, v->PhysicalDevice, v->Device, wd, v->QueueFamily, v->Allocator, (int)viewport->Size.x, (int)viewport->Size.y, v->MinImageCount, v->PipelineInfoForViewports.SwapChainImageUsage); + vd->SwapChainNeedRebuild = vd->SwapChainSuboptimal = false; + } + + ImGui_ImplVulkanH_Frame* fd = nullptr; + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; + { + { + err = vkAcquireNextImageKHR(v->Device, wd->Swapchain, UINT64_MAX, fsd->ImageAcquiredSemaphore, VK_NULL_HANDLE, &wd->FrameIndex); + if (err == VK_ERROR_OUT_OF_DATE_KHR) + { + vd->SwapChainNeedRebuild = true; // Since we are not going to swap this frame anyway, it's ok that recreation happens on next frame. + return; + } + if (err == VK_SUBOPTIMAL_KHR) + vd->SwapChainSuboptimal = true; + else + check_vk_result(err); + fd = &wd->Frames[wd->FrameIndex]; + } + for (;;) + { + err = vkWaitForFences(v->Device, 1, &fd->Fence, VK_TRUE, 100); + if (err == VK_SUCCESS) break; + if (err == VK_TIMEOUT) continue; + check_vk_result(err); + } + { + err = vkResetCommandPool(v->Device, fd->CommandPool, 0); + check_vk_result(err); + VkCommandBufferBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO; + info.flags |= VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT; + err = vkBeginCommandBuffer(fd->CommandBuffer, &info); + check_vk_result(err); + } + { + ImVec4 clear_color = ImVec4(0.0f, 0.0f, 0.0f, 1.0f); + memcpy(&wd->ClearValue.color.float32[0], &clear_color, 4 * sizeof(float)); + } +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (v->UseDynamicRendering) + { + // Transition swapchain image to a layout suitable for drawing. + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.dstAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + barrier.oldLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + barrier.newLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + barrier.image = fd->Backbuffer; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_NONE, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + + VkRenderingAttachmentInfo attachmentInfo = {}; + attachmentInfo.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO_KHR; + attachmentInfo.imageView = fd->BackbufferView; + attachmentInfo.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + attachmentInfo.resolveMode = VK_RESOLVE_MODE_NONE; + attachmentInfo.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + attachmentInfo.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + attachmentInfo.clearValue = wd->ClearValue; + + VkRenderingInfo renderingInfo = {}; + renderingInfo.sType = VK_STRUCTURE_TYPE_RENDERING_INFO_KHR; + renderingInfo.renderArea.extent.width = wd->Width; + renderingInfo.renderArea.extent.height = wd->Height; + renderingInfo.layerCount = 1; + renderingInfo.viewMask = 0; + renderingInfo.colorAttachmentCount = 1; + renderingInfo.pColorAttachments = &attachmentInfo; + + ImGuiImplVulkanFuncs_vkCmdBeginRenderingKHR(fd->CommandBuffer, &renderingInfo); + } + else +#endif + { + VkRenderPassBeginInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_RENDER_PASS_BEGIN_INFO; + info.renderPass = wd->RenderPass; + info.framebuffer = fd->Framebuffer; + info.renderArea.extent.width = wd->Width; + info.renderArea.extent.height = wd->Height; + info.clearValueCount = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? 0 : 1; + info.pClearValues = (viewport->Flags & ImGuiViewportFlags_NoRendererClear) ? nullptr : &wd->ClearValue; + vkCmdBeginRenderPass(fd->CommandBuffer, &info, VK_SUBPASS_CONTENTS_INLINE); + } + } + + ImGui_ImplVulkan_RenderDrawData(viewport->DrawData, fd->CommandBuffer, bd->PipelineForViewports); + + { +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + if (v->UseDynamicRendering) + { + ImGuiImplVulkanFuncs_vkCmdEndRenderingKHR(fd->CommandBuffer); + + // Transition image to a layout suitable for presentation + VkImageMemoryBarrier barrier = {}; + barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER; + barrier.srcAccessMask = VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT; + barrier.oldLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; + barrier.newLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + barrier.image = fd->Backbuffer; + barrier.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT; + barrier.subresourceRange.levelCount = 1; + barrier.subresourceRange.layerCount = 1; + vkCmdPipelineBarrier(fd->CommandBuffer, VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT, VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT, 0, 0, nullptr, 0, nullptr, 1, &barrier); + } + else +#endif + { + vkCmdEndRenderPass(fd->CommandBuffer); + } + { + VkPipelineStageFlags wait_stage = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT; + VkSubmitInfo info = {}; + info.sType = VK_STRUCTURE_TYPE_SUBMIT_INFO; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fsd->ImageAcquiredSemaphore; + info.pWaitDstStageMask = &wait_stage; + info.commandBufferCount = 1; + info.pCommandBuffers = &fd->CommandBuffer; + info.signalSemaphoreCount = 1; + info.pSignalSemaphores = &fsd->RenderCompleteSemaphore; + + err = vkEndCommandBuffer(fd->CommandBuffer); + check_vk_result(err); + err = vkResetFences(v->Device, 1, &fd->Fence); + check_vk_result(err); + err = vkQueueSubmit(v->Queue, 1, &info, fd->Fence); + check_vk_result(err); + } + } +} + +static void ImGui_ImplVulkan_SwapBuffers(ImGuiViewport* viewport, void*) +{ + ImGui_ImplVulkan_Data* bd = ImGui_ImplVulkan_GetBackendData(); + ImGui_ImplVulkan_ViewportData* vd = (ImGui_ImplVulkan_ViewportData*)viewport->RendererUserData; + if (vd == nullptr) + return; + ImGui_ImplVulkanH_Window* wd = &vd->Window; + ImGui_ImplVulkan_InitInfo* v = &bd->VulkanInitInfo; + + if (vd->SwapChainNeedRebuild) // Frame data became invalid in the middle of rendering + return; + + VkResult err; + uint32_t present_index = wd->FrameIndex; + + ImGui_ImplVulkanH_FrameSemaphores* fsd = &wd->FrameSemaphores[wd->SemaphoreIndex]; + VkPresentInfoKHR info = {}; + info.sType = VK_STRUCTURE_TYPE_PRESENT_INFO_KHR; + info.waitSemaphoreCount = 1; + info.pWaitSemaphores = &fsd->RenderCompleteSemaphore; + info.swapchainCount = 1; + info.pSwapchains = &wd->Swapchain; + info.pImageIndices = &present_index; + err = vkQueuePresentKHR(v->Queue, &info); + if (err == VK_ERROR_OUT_OF_DATE_KHR) + { + vd->SwapChainNeedRebuild = true; + return; + } + if (err == VK_SUBOPTIMAL_KHR) + vd->SwapChainSuboptimal = true; + else + check_vk_result(err); + wd->SemaphoreIndex = (wd->SemaphoreIndex + 1) % wd->SemaphoreCount; // Now we can use the next set of semaphores +} + +void ImGui_ImplVulkan_InitMultiViewportSupport() +{ + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + if (ImGui::GetIO().BackendFlags & ImGuiBackendFlags_PlatformHasViewports) + IM_ASSERT(platform_io.Platform_CreateVkSurface != nullptr && "Platform needs to setup the CreateVkSurface handler."); + platform_io.Renderer_CreateWindow = ImGui_ImplVulkan_CreateWindow; + platform_io.Renderer_DestroyWindow = ImGui_ImplVulkan_DestroyWindow; + platform_io.Renderer_SetWindowSize = ImGui_ImplVulkan_SetWindowSize; + platform_io.Renderer_RenderWindow = ImGui_ImplVulkan_RenderWindow; + platform_io.Renderer_SwapBuffers = ImGui_ImplVulkan_SwapBuffers; +} + +void ImGui_ImplVulkan_ShutdownMultiViewportSupport() +{ + ImGui::DestroyPlatformWindows(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_vulkan.h b/modules/imgui-source/backends/imgui_impl_vulkan.h new file mode 100644 index 0000000..a3eda97 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_vulkan.h @@ -0,0 +1,286 @@ +// dear imgui: Renderer Backend for Vulkan +// This needs to be used along with a Platform Backend (e.g. GLFW, SDL, Win32, custom..) + +// Implemented features: +// [!] Renderer: User texture binding. Use a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE 'VkDescriptorSet' as texture identifier. Call ImGui_ImplVulkan_AddTexture() to register one. Read the FAQ about ImTextureID/ImTextureRef + https://github.com/ocornut/imgui/pull/914 for discussions. +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Texture updates support for dynamic font atlas (ImGuiBackendFlags_RendererHasTextures). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [x] Renderer: Multi-viewport / platform windows. With issues (flickering when creating a new viewport). + +// The aim of imgui_impl_vulkan.h/.cpp is to be usable in your engine without any modification. +// IF YOU FEEL YOU NEED TO MAKE ANY CHANGE TO THIS CODE, please share them and your feedback at https://github.com/ocornut/imgui/ + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Important note to the reader who wish to integrate imgui_impl_vulkan.cpp/.h in their own engine/app. +// - Common ImGui_ImplVulkan_XXX functions and structures are used to interface with imgui_impl_vulkan.cpp/.h. +// You will use those if you want to use this rendering backend in your engine/app. +// - Helper ImGui_ImplVulkanH_XXX functions and structures are only used by this example (main.cpp) and by +// the backend itself (imgui_impl_vulkan.cpp), but should PROBABLY NOT be used by your own engine/app code. +// Read comments in imgui_impl_vulkan.h. + +#pragma once +#ifndef IMGUI_DISABLE +#include "imgui.h" // IMGUI_IMPL_API + +// [Configuration] in order to use a custom Vulkan function loader: +// (1) You'll need to disable default Vulkan function prototypes. +// We provide a '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' convenience configuration flag. +// In order to make sure this is visible from the imgui_impl_vulkan.cpp compilation unit: +// - Add '#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES' in your imconfig.h file +// - Or as a compilation flag in your build system +// - Or uncomment here (not recommended because you'd be modifying imgui sources!) +// - Do not simply add it in a .cpp file! +// (2) Call ImGui_ImplVulkan_LoadFunctions() before ImGui_ImplVulkan_Init() with your custom function. +// If you have no idea what this is, leave it alone! +//#define IMGUI_IMPL_VULKAN_NO_PROTOTYPES + +// [Configuration] Convenience support for Volk +// (you can also technically use IMGUI_IMPL_VULKAN_NO_PROTOTYPES + wrap Volk via ImGui_ImplVulkan_LoadFunctions().) +// (When using Volk from directory outside your include directories list you can specify full path to the volk.h header, +// for example when using Volk from VulkanSDK and using include_directories(${Vulkan_INCLUDE_DIRS})' from 'find_package(Vulkan REQUIRED)') +//#define IMGUI_IMPL_VULKAN_USE_VOLK +//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME +//#define IMGUI_IMPL_VULKAN_VOLK_FILENAME // Default +// Reminder: make those changes in your imconfig.h file, not here! + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wold-style-cast" // warning: use of old-style cast +#endif + +#if defined(IMGUI_IMPL_VULKAN_NO_PROTOTYPES) && !defined(VK_NO_PROTOTYPES) +#define VK_NO_PROTOTYPES +#endif +#if defined(VK_USE_PLATFORM_WIN32_KHR) && !defined(NOMINMAX) +#define NOMINMAX +#endif + +// Vulkan includes +#ifdef IMGUI_IMPL_VULKAN_USE_VOLK +#ifdef IMGUI_IMPL_VULKAN_VOLK_FILENAME +#include IMGUI_IMPL_VULKAN_VOLK_FILENAME +#else +#include +#endif +#else +#include +#endif +#if defined(VK_VERSION_1_3) || defined(VK_KHR_dynamic_rendering) +#define IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING +#endif + +// Backend uses a small number of descriptors per font atlas + as many as additional calls done to ImGui_ImplVulkan_AddTexture(). +#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE (8) // Minimum per atlas +#define IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE (2) // Minimum for linear + nearest + +// Specify settings to create pipeline and swapchain +struct ImGui_ImplVulkan_PipelineInfo +{ + // For Main viewport only + VkRenderPass RenderPass; // Ignored if using dynamic rendering + + // For Main and Secondary viewports + uint32_t Subpass; // + VkSampleCountFlagBits MSAASamples = {}; // 0 defaults to VK_SAMPLE_COUNT_1_BIT + ImVector ExtraDynamicStates; // Optional, allows to insert more dynamic states into our VkPipeline +#ifdef IMGUI_IMPL_VULKAN_HAS_DYNAMIC_RENDERING + VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Optional, valid if .sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR +#endif + + // For Secondary viewports only (created/managed by backend) + VkImageUsageFlags SwapChainImageUsage; // Extra flags for vkCreateSwapchainKHR() calls for secondary viewports. We automatically add VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT. You can add e.g. VK_IMAGE_USAGE_TRANSFER_SRC_BIT if you need to capture from viewports. +}; + +// Initialization data, for ImGui_ImplVulkan_Init() +// [Please zero-clear before use!] +// - About descriptor pool: +// - A VkDescriptorPool should be created with VK_DESCRIPTOR_POOL_CREATE_FREE_DESCRIPTOR_SET_BIT, +// and must contain a pool size large enough to hold a small number of VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER descriptors. +// - As an convenience, by setting DescriptorPoolSize > 0 the backend will create one for you. +// - About dynamic rendering: +// - When using dynamic rendering, set UseDynamicRendering=true + fill PipelineInfoMain.PipelineRenderingCreateInfo structure. +struct ImGui_ImplVulkan_InitInfo +{ + uint32_t ApiVersion; // Fill with API version of Instance, e.g. VK_API_VERSION_1_3 or your value of VkApplicationInfo::apiVersion. May be lower than header version (VK_HEADER_VERSION_COMPLETE) + VkInstance Instance; + VkPhysicalDevice PhysicalDevice; + VkDevice Device; + uint32_t QueueFamily; + VkQueue Queue; + VkDescriptorPool DescriptorPool; // See requirements in note above; ignored if using DescriptorPoolSize > 0 + uint32_t DescriptorPoolSize; // Optional: set to create internal ImageView descriptor pool automatically instead of using DescriptorPool. + uint32_t MinImageCount; // >= 2 + uint32_t ImageCount; // >= MinImageCount + VkPipelineCache PipelineCache; // Optional + + // Pipeline + ImGui_ImplVulkan_PipelineInfo PipelineInfoMain; // Infos for Main Viewport (created by app/user) + ImGui_ImplVulkan_PipelineInfo PipelineInfoForViewports; // Infos for Secondary Viewports (created by backend) + //VkRenderPass RenderPass; // --> Since 2025/09/26: set 'PipelineInfoMain.RenderPass' instead + //uint32_t Subpass; // --> Since 2025/09/26: set 'PipelineInfoMain.Subpass' instead + //VkSampleCountFlagBits MSAASamples; // --> Since 2025/09/26: set 'PipelineInfoMain.MSAASamples' instead + //VkPipelineRenderingCreateInfoKHR PipelineRenderingCreateInfo; // Since 2025/09/26: set 'PipelineInfoMain.PipelineRenderingCreateInfo' instead + + // (Optional) Dynamic Rendering + // Need to explicitly enable VK_KHR_dynamic_rendering extension to use this, even for Vulkan 1.3 + setup PipelineInfoMain.PipelineRenderingCreateInfo and PipelineInfoViewports.PipelineRenderingCreateInfo. + bool UseDynamicRendering; + + // (Optional) Allocation, Debugging + const VkAllocationCallbacks* Allocator; + void (*CheckVkResultFn)(VkResult err); + VkDeviceSize MinAllocationSize; // Minimum allocation size. Set to 1024*1024 to satisfy zealous best practices validation layer and waste a little memory. + + // (Optional) Customize default vertex/fragment shaders. + // - if .sType == VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO we use specified structs, otherwise we use defaults. + // - Shader inputs/outputs need to match ours. Code/data pointed to by the structure needs to survive for whole during of backend usage. + VkShaderModuleCreateInfo CustomShaderVertCreateInfo; + VkShaderModuleCreateInfo CustomShaderFragCreateInfo; +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplVulkan_Init(ImGui_ImplVulkan_InitInfo* info); +IMGUI_IMPL_API void ImGui_ImplVulkan_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplVulkan_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplVulkan_RenderDrawData(ImDrawData* draw_data, VkCommandBuffer command_buffer, VkPipeline pipeline = VK_NULL_HANDLE); +IMGUI_IMPL_API void ImGui_ImplVulkan_SetMinImageCount(uint32_t min_image_count); // To override MinImageCount after initialization (e.g. if swap chain is recreated) + +// (Advanced) Use e.g. if you need to recreate pipeline without reinitializing the backend (see #8110, #8111) +// The main window pipeline will be created by ImGui_ImplVulkan_Init() if possible (== RenderPass xor (UseDynamicRendering && PipelineRenderingCreateInfo->sType == VK_STRUCTURE_TYPE_PIPELINE_RENDERING_CREATE_INFO_KHR)) +// Else, the pipeline can be created, or re-created, using ImGui_ImplVulkan_CreateMainPipeline() before rendering. +IMGUI_IMPL_API void ImGui_ImplVulkan_CreateMainPipeline(const ImGui_ImplVulkan_PipelineInfo* info); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplVulkan_UpdateTexture(ImTextureData* tex); + +// Register a texture (VkDescriptorSet for a VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE == ImTextureID) +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkImageView image_view, VkImageLayout image_layout); +IMGUI_IMPL_API void ImGui_ImplVulkan_RemoveTexture(VkDescriptorSet descriptor_set); + +#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS +IMGUI_IMPL_API VkDescriptorSet ImGui_ImplVulkan_AddTexture(VkSampler sampler, VkImageView image_view, VkImageLayout image_layout); // Ignore VkSampler +#endif + +// Optional: load Vulkan functions with a custom function loader +// This is only useful with IMGUI_IMPL_VULKAN_NO_PROTOTYPES / VK_NO_PROTOTYPES +IMGUI_IMPL_API bool ImGui_ImplVulkan_LoadFunctions(uint32_t api_version, PFN_vkVoidFunction(*loader_func)(const char* function_name, void* user_data), void* user_data = nullptr); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplVulkan_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplVulkan_RenderState +{ + VkCommandBuffer CommandBuffer; + VkPipeline Pipeline; + VkPipelineLayout PipelineLayout; +}; + +//------------------------------------------------------------------------- +// Internal / Miscellaneous Vulkan Helpers +//------------------------------------------------------------------------- +// Used by example's main.cpp. Used by multi-viewport features. PROBABLY NOT used by your own engine/app. +// +// You probably do NOT need to use or care about those functions. +// WE DO NOT PROVIDE STRONG GUARANTEES OF BACKWARD/FORWARD COMPATIBILITY. +// Those functions only exist because: +// 1) they facilitate the readability and maintenance of the multiple main.cpp examples files. +// 2) the multi-viewport / platform window implementation needs them internally. +// Generally we avoid exposing any kind of superfluous high-level helpers in the backends, +// but it is too much code to duplicate everywhere so we exceptionally expose them. +// +// Your engine/app will likely _already_ have code to setup all that stuff (swap chain, +// render pass, frame buffers, etc.). You may read this code if you are curious, but +// it is recommended you use your own custom tailored code to do equivalent work. +// +// The ImGui_ImplVulkanH_XXX functions should NOT interact with any of the state used +// by the regular ImGui_ImplVulkan_XXX functions. +//------------------------------------------------------------------------- + +struct ImGui_ImplVulkanH_Frame; +struct ImGui_ImplVulkanH_Window; + +// Helpers +IMGUI_IMPL_API void ImGui_ImplVulkanH_CreateOrResizeWindow(VkInstance instance, VkPhysicalDevice physical_device, VkDevice device, ImGui_ImplVulkanH_Window* wd, uint32_t queue_family, const VkAllocationCallbacks* allocator, int w, int h, uint32_t min_image_count, VkImageUsageFlags image_usage); +IMGUI_IMPL_API void ImGui_ImplVulkanH_DestroyWindow(VkInstance instance, VkDevice device, ImGui_ImplVulkanH_Window* wd, const VkAllocationCallbacks* allocator); +IMGUI_IMPL_API VkSurfaceFormatKHR ImGui_ImplVulkanH_SelectSurfaceFormat(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkFormat* request_formats, int request_formats_count, VkColorSpaceKHR request_color_space); +IMGUI_IMPL_API VkPresentModeKHR ImGui_ImplVulkanH_SelectPresentMode(VkPhysicalDevice physical_device, VkSurfaceKHR surface, const VkPresentModeKHR* request_modes, int request_modes_count); +IMGUI_IMPL_API VkPhysicalDevice ImGui_ImplVulkanH_SelectPhysicalDevice(VkInstance instance); +IMGUI_IMPL_API uint32_t ImGui_ImplVulkanH_SelectQueueFamilyIndex(VkPhysicalDevice physical_device); +IMGUI_IMPL_API int ImGui_ImplVulkanH_GetMinImageCountFromPresentMode(VkPresentModeKHR present_mode); +IMGUI_IMPL_API ImGui_ImplVulkanH_Window* ImGui_ImplVulkanH_GetWindowDataFromViewport(ImGuiViewport* viewport); // Access to Vulkan objects associated with a viewport (e.g to export a screenshot) + +// Helper structure to hold the data needed by one rendering frame +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +// [Please zero-clear before use!] +struct ImGui_ImplVulkanH_Frame +{ + VkCommandPool CommandPool; + VkCommandBuffer CommandBuffer; + VkFence Fence; + VkImage Backbuffer; + VkImageView BackbufferView; + VkFramebuffer Framebuffer; +}; + +struct ImGui_ImplVulkanH_FrameSemaphores +{ + VkSemaphore ImageAcquiredSemaphore; + VkSemaphore RenderCompleteSemaphore; +}; + +// Helper structure to hold the data needed by one rendering context into one OS window +// (Used by example's main.cpp. Used by multi-viewport features. Probably NOT used by your own engine/app.) +struct ImGui_ImplVulkanH_Window +{ + // Input + bool UseDynamicRendering; + VkSurfaceKHR Surface; // Surface created and destroyed by caller. + VkSurfaceFormatKHR SurfaceFormat; + VkPresentModeKHR PresentMode; + VkAttachmentDescription AttachmentDesc; // RenderPass creation: main attachment description. + VkClearValue ClearValue; // RenderPass creation: clear value when using VK_ATTACHMENT_LOAD_OP_CLEAR. + + // Internal + int Width; // Generally same as passed to ImGui_ImplVulkanH_CreateOrResizeWindow() + int Height; + VkSwapchainKHR Swapchain; + VkRenderPass RenderPass; + uint32_t FrameIndex; // Current frame being rendered to (0 <= FrameIndex < FrameInFlightCount) + uint32_t ImageCount; // Number of simultaneous in-flight frames (returned by vkGetSwapchainImagesKHR, usually derived from min_image_count) + uint32_t SemaphoreCount; // Number of simultaneous in-flight frames + 1, to be able to use it in vkAcquireNextImageKHR + uint32_t SemaphoreIndex; // Current set of swapchain wait semaphores we're using (needs to be distinct from per frame data) + ImVector Frames; + ImVector FrameSemaphores; + + ImGui_ImplVulkanH_Window() + { + memset((void*)this, 0, sizeof(*this)); + + // Parameters to create SwapChain + PresentMode = VK_PRESENT_MODE_MAX_ENUM_KHR; // Ensure we get an error if user doesn't set this. + + // Parameters to create RenderPass + AttachmentDesc.format = VK_FORMAT_UNDEFINED; // Will automatically use wd->SurfaceFormat.format. + AttachmentDesc.samples = VK_SAMPLE_COUNT_1_BIT; + AttachmentDesc.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + AttachmentDesc.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + AttachmentDesc.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE; + AttachmentDesc.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE; + AttachmentDesc.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED; + AttachmentDesc.finalLayout = VK_IMAGE_LAYOUT_PRESENT_SRC_KHR; + } +}; + +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_wgpu.cpp b/modules/imgui-source/backends/imgui_impl_wgpu.cpp new file mode 100644 index 0000000..020e8a0 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_wgpu.cpp @@ -0,0 +1,1162 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3) +// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess) + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). +// Missing features or Issues: +// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop. + +// Read imgui_impl_wgpu.h about how to use the IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_DAWN flags. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-04-23: Added support for standard draw callbacks (in platform_io): DrawCallback_ResetRenderState, DrawCallback_SetSamplerLinear, DrawCallback_SetSamplerNearest. (#9378) +// 2026-03-25: Added support for WGVK native backend via IMGUI_IMPL_WEBGPU_BACKEND_WGVK define, with SPIRV shaders if WGSL is not available. (#9316, #9246, #9257) +// 2026-03-09: Removed support for Emscripten < 4.0.10. (#9281) +// 2025-10-16: Update to compile with Dawn and Emscripten's 4.0.10+ '--use-port=emdawnwebgpu' ports. (#8381, #8898) +// 2025-09-18: Call platform_io.ClearRendererHandlers() on shutdown. +// 2025-06-12: Added support for ImGuiBackendFlags_RendererHasTextures, for dynamic font atlas. (#8465) +// 2025-02-26: Recreate image bind groups during render. (#8426, #8046, #7765, #8027) + Update for latest webgpu-native changes. +// 2024-10-14: Update Dawn support for change of string usages. (#8082, #8083) +// 2024-10-07: Expose selected render state in ImGui_ImplWGPU_RenderState, which you can access in 'void* platform_io.Renderer_RenderState' during draw callbacks. +// 2024-10-07: Changed default texture sampler to Clamp instead of Repeat/Wrap. +// 2024-09-16: Added support for optional IMGUI_IMPL_WEBGPU_BACKEND_DAWN / IMGUI_IMPL_WEBGPU_BACKEND_WGPU define to handle ever-changing native implementations. (#7977) +// 2024-01-22: Added configurable PipelineMultisampleState struct. (#7240) +// 2024-01-22: (Breaking) ImGui_ImplWGPU_Init() now takes a ImGui_ImplWGPU_InitInfo structure instead of variety of parameters, allowing for easier further changes. +// 2024-01-22: Fixed pipeline layout leak. (#7245) +// 2024-01-17: Explicitly fill all of WGPUDepthStencilState since standard removed defaults. +// 2023-07-13: Use WGPUShaderModuleWGSLDescriptor's code instead of source. use WGPUMipmapFilterMode_Linear instead of WGPUFilterMode_Linear. (#6602) +// 2023-04-11: Align buffer sizes. Use WGSL shaders instead of precompiled SPIR-V. +// 2023-04-11: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2023-01-25: Revert automatic pipeline layout generation (see https://github.com/gpuweb/gpuweb/issues/2470) +// 2022-11-24: Fixed validation error with default depth buffer settings. +// 2022-11-10: Fixed rendering when a depth buffer is enabled. Added 'WGPUTextureFormat depth_format' parameter to ImGui_ImplWGPU_Init(). +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2021-11-29: Passing explicit buffer sizes to wgpuRenderPassEncoderSetVertexBuffer()/wgpuRenderPassEncoderSetIndexBuffer(). +// 2021-08-24: Fixed for latest specs. +// 2021-05-24: Add support for draw_data->FramebufferScale. +// 2021-05-19: Replaced direct access to ImDrawCmd::TextureId with a call to ImDrawCmd::GetTexID(). (will become a requirement) +// 2021-05-16: Update to latest WebGPU specs (compatible with Emscripten 2.0.20 and Chrome Canary 92). +// 2021-02-18: Change blending equation to preserve alpha in output buffer. +// 2021-01-28: Initial version. + +#include "imgui.h" + +#ifndef IMGUI_DISABLE +#include "imgui_impl_wgpu.h" +#include +#include + +// One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN or IMGUI_IMPL_WEBGPU_BACKEND_WGPU must be provided. See imgui_impl_wgpu.h for more details. +#if !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK) +#error Exactly one of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK must be defined! +#endif +#if defined(__EMSCRIPTEN__) && defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#error Emscripten <4.0.10 with '-sUSE_WEBGPU=1' is not supported anymore. +#endif + +#if defined IMGUI_IMPL_WEBGPU_BACKEND_DAWN || defined IMGUI_IMPL_WEBGPU_BACKEND_WGVK +// Dawn renamed WGPUProgrammableStageDescriptor to WGPUComputeState (see: https://github.com/webgpu-native/webgpu-headers/pull/413) +// Using type alias until WGPU adopts the same naming convention (#8369) +using WGPUProgrammableStageDescriptor = WGPUComputeState; +#endif + +// Dear ImGui prototypes from imgui_internal.h +extern ImGuiID ImHashData(const void* data_p, size_t data_size, ImU32 seed); +#define MEMALIGN(_SIZE,_ALIGN) (((_SIZE) + ((_ALIGN) - 1)) & ~((_ALIGN) - 1)) // Memory align (copied from IM_ALIGN() macro). + +// WebGPU data +struct ImGui_ImplWGPU_Texture +{ + WGPUTexture Texture = nullptr; + WGPUTextureView TextureView = nullptr; +}; + +struct RenderResources +{ + WGPUSampler SamplerLinear = nullptr; // Bilinear sampler + WGPUSampler SamplerNearest = nullptr; // Nearest/point sampler + WGPUBuffer Uniforms = nullptr; // Shader uniforms + WGPUBindGroup CommonBindGroupLinear = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerLinear) + WGPUBindGroup CommonBindGroupNearest = nullptr; // Common bind-group bound to group 0 (uniforms + SamplerNearest) + ImGuiStorage ImageBindGroups; // Resources bind-group to bind the font/image resources to pipeline (this is a key->value map) + WGPUBindGroupLayout ImageBindGroupLayout = nullptr; // Cache layout used for the image bind group. Avoids allocating unnecessary JS objects when working with WebASM +}; + +struct FrameResources +{ + WGPUBuffer IndexBuffer; + WGPUBuffer VertexBuffer; + ImDrawIdx* IndexBufferHost; + ImDrawVert* VertexBufferHost; + int IndexBufferSize; + int VertexBufferSize; +}; + +struct Uniforms +{ + float MVP[4][4]; + float Gamma; +}; + +struct ImGui_ImplWGPU_Data +{ + ImGui_ImplWGPU_InitInfo initInfo; + WGPUDevice wgpuDevice = nullptr; + WGPUQueue defaultQueue = nullptr; + WGPUTextureFormat renderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat depthStencilFormat = WGPUTextureFormat_Undefined; + WGPURenderPipeline pipelineState = nullptr; + ImGui_ImplWGPU_RenderState* RenderState = nullptr; // == ImGui::GetPlatformIO().Renderer_RenderState during rendering. + + RenderResources renderResources; + FrameResources* pFrameResources = nullptr; + unsigned int numFramesInFlight = 0; + unsigned int frameIndex = UINT_MAX; +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_ImplWGPU_Data* ImGui_ImplWGPU_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWGPU_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +//----------------------------------------------------------------------------- +// SHADERS +//----------------------------------------------------------------------------- + +static const char __shader_vert_wgsl[] = R"( +struct VertexInput { + @location(0) position: vec2, + @location(1) uv: vec2, + @location(2) color: vec4, +}; + +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, +}; + +struct Uniforms { + mvp: mat4x4, + gamma: f32, +}; + +@group(0) @binding(0) var uniforms: Uniforms; + +@vertex +fn main(in: VertexInput) -> VertexOutput { + var out: VertexOutput; + out.position = uniforms.mvp * vec4(in.position, 0.0, 1.0); + out.color = in.color; + out.uv = in.uv; + return out; +} +)"; + +static const char __shader_frag_wgsl[] = R"( +struct VertexOutput { + @builtin(position) position: vec4, + @location(0) color: vec4, + @location(1) uv: vec2, +}; + +struct Uniforms { + mvp: mat4x4, + gamma: f32, +}; + +@group(0) @binding(0) var uniforms: Uniforms; +@group(0) @binding(1) var s: sampler; +@group(1) @binding(0) var t: texture_2d; + +@fragment +fn main(in: VertexOutput) -> @location(0) vec4 { + let color = in.color * textureSample(t, s, in.uv); + let corrected_color = pow(color.rgb, vec3(uniforms.gamma)); + return vec4(corrected_color, color.a); +} +)"; + +// Same shader as __shader_vert_wgsl[] but compiled as SPIRV. +// 'wgslc -o vert.spv vert.wgsl' + 'binary_to_compressed_c -u8 -nocompress vert.spv' +static const unsigned char __shader_vert_spirv[1996] = +{ + 3,2,35,7,0,3,1,0,1,0,23,0,90,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,12,0,0,0,0,0,78,0,0,0,109,97,105,110,0,0,0,0,8,0,0,0,12,0,0,0,13,0,0,0,16,0,0,0,18,0,0,0,19, + 0,0,0,21,0,0,0,71,0,4,0,4,0,0,0,6,0,0,0,16,0,0,0,72,0,5,0,3,0,0,0,0,0,0,0,35,0,0,0,0,0,0,0,71,0,3,0,3,0,0,0,2,0,0,0,71,0,4,0,1,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,1,0,0,0,33,0,0,0,0,0, + 0,0,71,0,3,0,1,0,0,0,24,0,0,0,71,0,4,0,8,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,12,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,13,0,0,0,30,0,0,0,2,0,0,0,71,0,4,0,16,0,0,0,11,0,0,0,0,0,0,0,71,0,4,0,18, + 0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,19,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,21,0,0,0,11,0,0,0,1,0,0,0,21,0,4,0,6,0,0,0,32,0,0,0,0,0,0,0,23,0,4,0,5,0,0,0,6,0,0,0,4,0,0,0,43,0,4,0,6,0,0,0,7,0, + 0,0,5,0,0,0,28,0,4,0,4,0,0,0,5,0,0,0,7,0,0,0,30,0,3,0,3,0,0,0,4,0,0,0,32,0,4,0,2,0,0,0,2,0,0,0,3,0,0,0,59,0,4,0,2,0,0,0,1,0,0,0,2,0,0,0,22,0,3,0,11,0,0,0,32,0,0,0,23,0,4,0,10,0,0,0, + 11,0,0,0,2,0,0,0,32,0,4,0,9,0,0,0,1,0,0,0,10,0,0,0,59,0,4,0,9,0,0,0,8,0,0,0,1,0,0,0,59,0,4,0,9,0,0,0,12,0,0,0,1,0,0,0,23,0,4,0,15,0,0,0,11,0,0,0,4,0,0,0,32,0,4,0,14,0,0,0,1,0,0,0,15, + 0,0,0,59,0,4,0,14,0,0,0,13,0,0,0,1,0,0,0,32,0,4,0,17,0,0,0,3,0,0,0,15,0,0,0,59,0,4,0,17,0,0,0,16,0,0,0,3,0,0,0,59,0,4,0,17,0,0,0,18,0,0,0,3,0,0,0,32,0,4,0,20,0,0,0,3,0,0,0,10,0,0,0, + 59,0,4,0,20,0,0,0,19,0,0,0,3,0,0,0,32,0,4,0,22,0,0,0,3,0,0,0,11,0,0,0,59,0,4,0,22,0,0,0,21,0,0,0,3,0,0,0,30,0,5,0,24,0,0,0,15,0,0,0,15,0,0,0,10,0,0,0,30,0,5,0,25,0,0,0,10,0,0,0,10, + 0,0,0,15,0,0,0,33,0,4,0,27,0,0,0,24,0,0,0,25,0,0,0,32,0,4,0,30,0,0,0,7,0,0,0,24,0,0,0,46,0,3,0,24,0,0,0,31,0,0,0,32,0,4,0,33,0,0,0,7,0,0,0,15,0,0,0,43,0,4,0,6,0,0,0,34,0,0,0,0,0,0, + 0,24,0,4,0,36,0,0,0,15,0,0,0,4,0,0,0,43,0,4,0,11,0,0,0,40,0,0,0,0,0,0,0,43,0,4,0,11,0,0,0,41,0,0,0,0,0,128,63,43,0,4,0,6,0,0,0,44,0,0,0,1,0,0,0,32,0,4,0,47,0,0,0,7,0,0,0,10,0,0,0,43, + 0,4,0,6,0,0,0,48,0,0,0,2,0,0,0,33,0,4,0,52,0,0,0,36,0,0,0,6,0,0,0,43,0,4,0,6,0,0,0,55,0,0,0,16,0,0,0,32,0,4,0,57,0,0,0,2,0,0,0,5,0,0,0,43,0,4,0,6,0,0,0,66,0,0,0,32,0,0,0,43,0,4,0,6, + 0,0,0,72,0,0,0,48,0,0,0,19,0,2,0,79,0,0,0,33,0,3,0,80,0,0,0,79,0,0,0,54,0,5,0,24,0,0,0,23,0,0,0,0,0,0,0,27,0,0,0,55,0,3,0,25,0,0,0,26,0,0,0,248,0,2,0,28,0,0,0,59,0,5,0,30,0,0,0,29, + 0,0,0,7,0,0,0,31,0,0,0,65,0,5,0,33,0,0,0,32,0,0,0,29,0,0,0,34,0,0,0,57,0,5,0,36,0,0,0,35,0,0,0,37,0,0,0,34,0,0,0,81,0,5,0,10,0,0,0,38,0,0,0,26,0,0,0,0,0,0,0,80,0,6,0,15,0,0,0,39,0, + 0,0,38,0,0,0,40,0,0,0,41,0,0,0,145,0,5,0,15,0,0,0,42,0,0,0,35,0,0,0,39,0,0,0,62,0,4,0,32,0,0,0,42,0,0,0,0,0,0,0,65,0,5,0,33,0,0,0,43,0,0,0,29,0,0,0,44,0,0,0,81,0,5,0,15,0,0,0,45,0, + 0,0,26,0,0,0,2,0,0,0,62,0,4,0,43,0,0,0,45,0,0,0,0,0,0,0,65,0,5,0,47,0,0,0,46,0,0,0,29,0,0,0,48,0,0,0,81,0,5,0,10,0,0,0,49,0,0,0,26,0,0,0,1,0,0,0,62,0,4,0,46,0,0,0,49,0,0,0,0,0,0,0, + 61,0,5,0,24,0,0,0,50,0,0,0,29,0,0,0,0,0,0,0,254,0,2,0,50,0,0,0,56,0,1,0,54,0,5,0,36,0,0,0,37,0,0,0,0,0,0,0,52,0,0,0,55,0,3,0,6,0,0,0,51,0,0,0,248,0,2,0,53,0,0,0,134,0,5,0,6,0,0,0,54, + 0,0,0,51,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,56,0,0,0,1,0,0,0,34,0,0,0,54,0,0,0,61,0,5,0,5,0,0,0,58,0,0,0,56,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,59,0,0,0,58,0,0,0,128,0,5,0,6,0,0,0,60,0, + 0,0,55,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,61,0,0,0,60,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,62,0,0,0,1,0,0,0,34,0,0,0,61,0,0,0,61,0,5,0,5,0,0,0,63,0,0,0,62,0,0,0,0,0,0,0,124,0,4,0,15,0,0, + 0,64,0,0,0,63,0,0,0,128,0,5,0,6,0,0,0,65,0,0,0,66,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,67,0,0,0,65,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,68,0,0,0,1,0,0,0,34,0,0,0,67,0,0,0,61,0,5,0,5,0,0,0, + 69,0,0,0,68,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,70,0,0,0,69,0,0,0,128,0,5,0,6,0,0,0,71,0,0,0,72,0,0,0,51,0,0,0,134,0,5,0,6,0,0,0,73,0,0,0,71,0,0,0,55,0,0,0,65,0,6,0,57,0,0,0,74,0,0,0, + 1,0,0,0,34,0,0,0,73,0,0,0,61,0,5,0,5,0,0,0,75,0,0,0,74,0,0,0,0,0,0,0,124,0,4,0,15,0,0,0,76,0,0,0,75,0,0,0,80,0,7,0,36,0,0,0,77,0,0,0,59,0,0,0,64,0,0,0,70,0,0,0,76,0,0,0,254,0,2,0,77, + 0,0,0,56,0,1,0,54,0,5,0,79,0,0,0,78,0,0,0,0,0,0,0,80,0,0,0,248,0,2,0,81,0,0,0,61,0,5,0,10,0,0,0,82,0,0,0,8,0,0,0,0,0,0,0,61,0,5,0,10,0,0,0,83,0,0,0,12,0,0,0,0,0,0,0,61,0,5,0,15,0,0, + 0,84,0,0,0,13,0,0,0,0,0,0,0,80,0,6,0,25,0,0,0,85,0,0,0,82,0,0,0,83,0,0,0,84,0,0,0,57,0,5,0,24,0,0,0,86,0,0,0,23,0,0,0,85,0,0,0,81,0,5,0,15,0,0,0,87,0,0,0,86,0,0,0,0,0,0,0,62,0,4,0, + 16,0,0,0,87,0,0,0,0,0,0,0,81,0,5,0,15,0,0,0,88,0,0,0,86,0,0,0,1,0,0,0,62,0,4,0,18,0,0,0,88,0,0,0,0,0,0,0,81,0,5,0,10,0,0,0,89,0,0,0,86,0,0,0,2,0,0,0,62,0,4,0,19,0,0,0,89,0,0,0,0,0, + 0,0,62,0,4,0,21,0,0,0,41,0,0,0,0,0,0,0,253,0,1,0,56,0,1,0, +}; + +// Same shader as __shader_frag_wgsl[] but compiled as SPIRV. +// 'wgslc -o frag.spv frag.wgsl' + 'binary_to_compressed_c -u8 -nocompress frag.spv' +static const unsigned char __shader_frag_spirv[1392] = +{ + 3,2,35,7,0,3,1,0,1,0,23,0,60,0,0,0,0,0,0,0,17,0,2,0,1,0,0,0,11,0,6,0,48,0,0,0,71,76,83,76,46,115,116,100,46,52,53,48,0,0,0,0,14,0,3,0,0,0,0,0,1,0,0,0,15,0,9,0,4,0,0,0,51,0,0,0,109, + 97,105,110,0,0,0,0,15,0,0,0,18,0,0,0,19,0,0,0,22,0,0,0,16,0,3,0,51,0,0,0,7,0,0,0,71,0,4,0,4,0,0,0,6,0,0,0,16,0,0,0,72,0,5,0,3,0,0,0,0,0,0,0,35,0,0,0,0,0,0,0,71,0,3,0,3,0,0,0,2,0,0, + 0,71,0,4,0,1,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,1,0,0,0,33,0,0,0,0,0,0,0,71,0,3,0,1,0,0,0,24,0,0,0,71,0,4,0,8,0,0,0,34,0,0,0,0,0,0,0,71,0,4,0,8,0,0,0,33,0,0,0,1,0,0,0,71,0,4,0,11,0,0, + 0,34,0,0,0,1,0,0,0,71,0,4,0,11,0,0,0,33,0,0,0,0,0,0,0,71,0,4,0,15,0,0,0,11,0,0,0,15,0,0,0,71,0,4,0,18,0,0,0,30,0,0,0,0,0,0,0,71,0,4,0,19,0,0,0,30,0,0,0,1,0,0,0,71,0,4,0,22,0,0,0,30, + 0,0,0,0,0,0,0,21,0,4,0,6,0,0,0,32,0,0,0,0,0,0,0,23,0,4,0,5,0,0,0,6,0,0,0,4,0,0,0,43,0,4,0,6,0,0,0,7,0,0,0,5,0,0,0,28,0,4,0,4,0,0,0,5,0,0,0,7,0,0,0,30,0,3,0,3,0,0,0,4,0,0,0,32,0,4,0, + 2,0,0,0,2,0,0,0,3,0,0,0,59,0,4,0,2,0,0,0,1,0,0,0,2,0,0,0,26,0,2,0,10,0,0,0,32,0,4,0,9,0,0,0,0,0,0,0,10,0,0,0,59,0,4,0,9,0,0,0,8,0,0,0,0,0,0,0,22,0,3,0,14,0,0,0,32,0,0,0,25,0,9,0,13, + 0,0,0,14,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0,32,0,4,0,12,0,0,0,0,0,0,0,13,0,0,0,59,0,4,0,12,0,0,0,11,0,0,0,0,0,0,0,23,0,4,0,17,0,0,0,14,0,0,0,4,0,0,0,32,0,4,0,16, + 0,0,0,1,0,0,0,17,0,0,0,59,0,4,0,16,0,0,0,15,0,0,0,1,0,0,0,59,0,4,0,16,0,0,0,18,0,0,0,1,0,0,0,23,0,4,0,21,0,0,0,14,0,0,0,2,0,0,0,32,0,4,0,20,0,0,0,1,0,0,0,21,0,0,0,59,0,4,0,20,0,0,0, + 19,0,0,0,1,0,0,0,32,0,4,0,23,0,0,0,3,0,0,0,17,0,0,0,59,0,4,0,23,0,0,0,22,0,0,0,3,0,0,0,30,0,5,0,25,0,0,0,17,0,0,0,17,0,0,0,21,0,0,0,33,0,4,0,27,0,0,0,17,0,0,0,25,0,0,0,27,0,3,0,34, + 0,0,0,13,0,0,0,23,0,4,0,38,0,0,0,14,0,0,0,3,0,0,0,32,0,4,0,40,0,0,0,2,0,0,0,5,0,0,0,43,0,4,0,6,0,0,0,41,0,0,0,0,0,0,0,43,0,4,0,6,0,0,0,42,0,0,0,4,0,0,0,19,0,2,0,52,0,0,0,33,0,3,0,53, + 0,0,0,52,0,0,0,54,0,5,0,17,0,0,0,24,0,0,0,0,0,0,0,27,0,0,0,55,0,3,0,25,0,0,0,26,0,0,0,248,0,2,0,28,0,0,0,81,0,5,0,17,0,0,0,29,0,0,0,26,0,0,0,1,0,0,0,61,0,5,0,13,0,0,0,30,0,0,0,11,0, + 0,0,0,0,0,0,61,0,5,0,10,0,0,0,31,0,0,0,8,0,0,0,0,0,0,0,81,0,5,0,21,0,0,0,32,0,0,0,26,0,0,0,2,0,0,0,86,0,5,0,34,0,0,0,33,0,0,0,30,0,0,0,31,0,0,0,87,0,6,0,17,0,0,0,35,0,0,0,33,0,0,0, + 32,0,0,0,0,0,0,0,133,0,5,0,17,0,0,0,36,0,0,0,29,0,0,0,35,0,0,0,79,0,8,0,38,0,0,0,37,0,0,0,36,0,0,0,36,0,0,0,0,0,0,0,1,0,0,0,2,0,0,0,65,0,6,0,40,0,0,0,39,0,0,0,1,0,0,0,41,0,0,0,42,0, + 0,0,61,0,5,0,5,0,0,0,43,0,0,0,39,0,0,0,0,0,0,0,81,0,5,0,6,0,0,0,44,0,0,0,43,0,0,0,0,0,0,0,124,0,4,0,14,0,0,0,45,0,0,0,44,0,0,0,80,0,6,0,38,0,0,0,46,0,0,0,45,0,0,0,45,0,0,0,45,0,0,0, + 12,0,7,0,38,0,0,0,47,0,0,0,48,0,0,0,26,0,0,0,37,0,0,0,46,0,0,0,81,0,5,0,14,0,0,0,49,0,0,0,36,0,0,0,3,0,0,0,80,0,5,0,17,0,0,0,50,0,0,0,47,0,0,0,49,0,0,0,254,0,2,0,50,0,0,0,56,0,1,0, + 54,0,5,0,52,0,0,0,51,0,0,0,0,0,0,0,53,0,0,0,248,0,2,0,54,0,0,0,61,0,5,0,17,0,0,0,55,0,0,0,15,0,0,0,0,0,0,0,61,0,5,0,17,0,0,0,56,0,0,0,18,0,0,0,0,0,0,0,61,0,5,0,21,0,0,0,57,0,0,0,19, + 0,0,0,0,0,0,0,80,0,6,0,25,0,0,0,58,0,0,0,55,0,0,0,56,0,0,0,57,0,0,0,57,0,5,0,17,0,0,0,59,0,0,0,24,0,0,0,58,0,0,0,62,0,4,0,22,0,0,0,59,0,0,0,0,0,0,0,253,0,1,0,56,0,1,0, +}; + +static void SafeRelease(ImDrawIdx*& res) +{ + if (res) + delete[] res; + res = nullptr; +} +static void SafeRelease(ImDrawVert*& res) +{ + if (res) + delete[] res; + res = nullptr; +} +static void SafeRelease(WGPUBindGroupLayout& res) +{ + if (res) + wgpuBindGroupLayoutRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUBindGroup& res) +{ + if (res) + wgpuBindGroupRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUBuffer& res) +{ + if (res) + wgpuBufferRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUPipelineLayout& res) +{ + if (res) + wgpuPipelineLayoutRelease(res); + res = nullptr; +} +static void SafeRelease(WGPURenderPipeline& res) +{ + if (res) + wgpuRenderPipelineRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUSampler& res) +{ + if (res) + wgpuSamplerRelease(res); + res = nullptr; +} +static void SafeRelease(WGPUShaderModule& res) +{ + if (res) + wgpuShaderModuleRelease(res); + res = nullptr; +} +static void SafeRelease(RenderResources& res) +{ + SafeRelease(res.SamplerLinear); + SafeRelease(res.SamplerNearest); + SafeRelease(res.Uniforms); + SafeRelease(res.CommonBindGroupLinear); + SafeRelease(res.CommonBindGroupNearest); + SafeRelease(res.ImageBindGroupLayout); +}; + +static void SafeRelease(FrameResources& res) +{ + SafeRelease(res.IndexBuffer); + SafeRelease(res.VertexBuffer); + SafeRelease(res.IndexBufferHost); + SafeRelease(res.VertexBufferHost); +} + +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleWGSL(const char* wgsl_source) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + IM_UNUSED(bd); + + WGPUShaderSourceWGSL wgsl_desc = {}; + wgsl_desc.chain.sType = WGPUSType_ShaderSourceWGSL; + wgsl_desc.code = { wgsl_source, WGPU_STRLEN }; + + WGPUShaderModuleDescriptor desc = {}; + desc.nextInChain = (WGPUChainedStruct*)&wgsl_desc; + + // Detect shader compilation errors by using an error scope. + // Flag to be passed into the validation callback `userdata1` pointer. + int validation_error = 0; + wgpuDevicePushErrorScope(bd->wgpuDevice, WGPUErrorFilter_Validation); + WGPUShaderModule module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); + WGPUPopErrorScopeCallbackInfo pop_cb = {}; + pop_cb.mode = WGPUCallbackMode_AllowSpontaneous; + pop_cb.callback = [](WGPUPopErrorScopeStatus, WGPUErrorType type, WGPUStringView, void* userdata1, void*) + { + if (type == WGPUErrorType_Validation) + *static_cast(userdata1) = 1; + }; + pop_cb.userdata1 = &validation_error; + wgpuDevicePopErrorScope(bd->wgpuDevice, pop_cb); + + WGPUProgrammableStageDescriptor stage_desc = {}; + if (module && !validation_error) + { + stage_desc.module = module; + stage_desc.entryPoint = { "main", WGPU_STRLEN }; + } + else if (module) + { + wgpuShaderModuleRelease(module); + } + return stage_desc; +} + +static WGPUProgrammableStageDescriptor ImGui_ImplWGPU_CreateShaderModuleSPIRV(const void* spirv_binary, size_t spirv_length) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + + WGPUShaderSourceSPIRV spirv_desc = {}; + spirv_desc.chain.sType = WGPUSType_ShaderSourceSPIRV; + spirv_desc.code = (const uint32_t *)spirv_binary; + spirv_desc.codeSize = ((uint32_t)(spirv_length / 4)); + + WGPUShaderModuleDescriptor desc = {}; + desc.nextInChain = (WGPUChainedStruct*)&spirv_desc; + + WGPUProgrammableStageDescriptor stage_desc = {}; + stage_desc.module = wgpuDeviceCreateShaderModule(bd->wgpuDevice, &desc); + + stage_desc.entryPoint = { "main", WGPU_STRLEN }; + return stage_desc; +} + +static WGPUBindGroup ImGui_ImplWGPU_CreateImageBindGroup(WGPUBindGroupLayout layout, WGPUTextureView texture) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + WGPUBindGroupEntry image_bg_entries[] = { { nullptr, 0, 0, 0, 0, 0, texture } }; + + WGPUBindGroupDescriptor image_bg_descriptor = {}; + image_bg_descriptor.layout = layout; + image_bg_descriptor.entryCount = sizeof(image_bg_entries) / sizeof(WGPUBindGroupEntry); + image_bg_descriptor.entries = image_bg_entries; + return wgpuDeviceCreateBindGroup(bd->wgpuDevice, &image_bg_descriptor); +} + +static void ImGui_ImplWGPU_SetupRenderState(ImDrawData* draw_data, WGPURenderPassEncoder ctx, FrameResources* fr) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + + // Setup orthographic projection matrix into our constant buffer + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). + { + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + float mvp[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, 0.5f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.5f, 1.0f }, + }; + wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, MVP), mvp, sizeof(Uniforms::MVP)); + float gamma; + switch (bd->renderTargetFormat) + { + case WGPUTextureFormat_ASTC10x10UnormSrgb: + case WGPUTextureFormat_ASTC10x5UnormSrgb: + case WGPUTextureFormat_ASTC10x6UnormSrgb: + case WGPUTextureFormat_ASTC10x8UnormSrgb: + case WGPUTextureFormat_ASTC12x10UnormSrgb: + case WGPUTextureFormat_ASTC12x12UnormSrgb: + case WGPUTextureFormat_ASTC4x4UnormSrgb: + case WGPUTextureFormat_ASTC5x5UnormSrgb: + case WGPUTextureFormat_ASTC6x5UnormSrgb: + case WGPUTextureFormat_ASTC6x6UnormSrgb: + case WGPUTextureFormat_ASTC8x5UnormSrgb: + case WGPUTextureFormat_ASTC8x6UnormSrgb: + case WGPUTextureFormat_ASTC8x8UnormSrgb: + case WGPUTextureFormat_BC1RGBAUnormSrgb: + case WGPUTextureFormat_BC2RGBAUnormSrgb: + case WGPUTextureFormat_BC3RGBAUnormSrgb: + case WGPUTextureFormat_BC7RGBAUnormSrgb: + case WGPUTextureFormat_BGRA8UnormSrgb: + case WGPUTextureFormat_ETC2RGB8A1UnormSrgb: + case WGPUTextureFormat_ETC2RGB8UnormSrgb: + case WGPUTextureFormat_ETC2RGBA8UnormSrgb: + case WGPUTextureFormat_RGBA8UnormSrgb: + gamma = 2.2f; + break; + default: + gamma = 1.0f; + } + wgpuQueueWriteBuffer(bd->defaultQueue, bd->renderResources.Uniforms, offsetof(Uniforms, Gamma), &gamma, sizeof(Uniforms::Gamma)); + } + + // Setup viewport + wgpuRenderPassEncoderSetViewport(ctx, 0, 0, draw_data->FramebufferScale.x * draw_data->DisplaySize.x, draw_data->FramebufferScale.y * draw_data->DisplaySize.y, 0, 1); + + // Bind shader and vertex buffers + wgpuRenderPassEncoderSetVertexBuffer(ctx, 0, fr->VertexBuffer, 0, fr->VertexBufferSize * sizeof(ImDrawVert)); + wgpuRenderPassEncoderSetIndexBuffer(ctx, fr->IndexBuffer, sizeof(ImDrawIdx) == 2 ? WGPUIndexFormat_Uint16 : WGPUIndexFormat_Uint32, 0, fr->IndexBufferSize * sizeof(ImDrawIdx)); + wgpuRenderPassEncoderSetPipeline(ctx, bd->pipelineState); + wgpuRenderPassEncoderSetBindGroup(ctx, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr); + + // Setup blend factor + WGPUColor blend_color = { 0.f, 0.f, 0.f, 0.f }; + wgpuRenderPassEncoderSetBlendConstant(ctx, &blend_color); +} + +// Draw callbacks +static void ImGui_ImplWGPU_DrawCallback_ResetRenderState(const ImDrawList*, const ImDrawCmd*) {} // Intentionally empty. Used as an identifier for rendering loop to call its code. Simpler to implement this way. +static void ImGui_ImplWGPU_DrawCallback_SetSamplerLinear(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupLinear, 0, nullptr); } +static void ImGui_ImplWGPU_DrawCallback_SetSamplerNearest(const ImDrawList*, const ImDrawCmd*) { ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); wgpuRenderPassEncoderSetBindGroup(bd->RenderState->RenderPassEncoder, 0, bd->renderResources.CommonBindGroupNearest, 0, nullptr); } + +// Render function +void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder) +{ + // Avoid rendering when minimized + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0 || draw_data->CmdLists.Size == 0) + return; + + // Catch up with texture updates. Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // (This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates). + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + ImGui_ImplWGPU_UpdateTexture(tex); + + // FIXME: Assuming that this only gets called once per frame! + // If not, we can't just re-allocate the IB or VB, we'll have to do a proper allocator. + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + bd->frameIndex = bd->frameIndex + 1; + FrameResources* fr = &bd->pFrameResources[bd->frameIndex % bd->numFramesInFlight]; + + // Create and grow vertex/index buffers if needed + if (fr->VertexBuffer == nullptr || fr->VertexBufferSize < draw_data->TotalVtxCount) + { + if (fr->VertexBuffer) + { + wgpuBufferDestroy(fr->VertexBuffer); + wgpuBufferRelease(fr->VertexBuffer); + } + SafeRelease(fr->VertexBufferHost); + fr->VertexBufferSize = draw_data->TotalVtxCount + 5000; + + WGPUBufferDescriptor vb_desc = + { + nullptr, + { "Dear ImGui Vertex buffer", WGPU_STRLEN, }, + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Vertex, + MEMALIGN(fr->VertexBufferSize * sizeof(ImDrawVert), 4), + false + }; + fr->VertexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &vb_desc); + if (!fr->VertexBuffer) + return; + + fr->VertexBufferHost = new ImDrawVert[fr->VertexBufferSize]; + } + if (fr->IndexBuffer == nullptr || fr->IndexBufferSize < draw_data->TotalIdxCount) + { + if (fr->IndexBuffer) + { + wgpuBufferDestroy(fr->IndexBuffer); + wgpuBufferRelease(fr->IndexBuffer); + } + SafeRelease(fr->IndexBufferHost); + fr->IndexBufferSize = draw_data->TotalIdxCount + 10000; + + WGPUBufferDescriptor ib_desc = + { + nullptr, + { "Dear ImGui Index buffer", WGPU_STRLEN, }, + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Index, + MEMALIGN(fr->IndexBufferSize * sizeof(ImDrawIdx), 4), + false + }; + fr->IndexBuffer = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ib_desc); + if (!fr->IndexBuffer) + return; + + fr->IndexBufferHost = new ImDrawIdx[fr->IndexBufferSize]; + } + + // Upload vertex/index data into a single contiguous GPU buffer + ImDrawVert* vtx_dst = (ImDrawVert*)fr->VertexBufferHost; + ImDrawIdx* idx_dst = (ImDrawIdx*)fr->IndexBufferHost; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + memcpy(vtx_dst, draw_list->VtxBuffer.Data, draw_list->VtxBuffer.Size * sizeof(ImDrawVert)); + memcpy(idx_dst, draw_list->IdxBuffer.Data, draw_list->IdxBuffer.Size * sizeof(ImDrawIdx)); + vtx_dst += draw_list->VtxBuffer.Size; + idx_dst += draw_list->IdxBuffer.Size; + } + int64_t vb_write_size = MEMALIGN((char*)vtx_dst - (char*)fr->VertexBufferHost, 4); + int64_t ib_write_size = MEMALIGN((char*)idx_dst - (char*)fr->IndexBufferHost, 4); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->VertexBuffer, 0, fr->VertexBufferHost, (size_t)vb_write_size); + wgpuQueueWriteBuffer(bd->defaultQueue, fr->IndexBuffer, 0, fr->IndexBufferHost, (size_t)ib_write_size); + + // Setup desired render state + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + + // Setup render state structure (for callbacks and custom texture bindings) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + ImGui_ImplWGPU_RenderState render_state; + render_state.Device = bd->wgpuDevice; + render_state.RenderPassEncoder = pass_encoder; + platform_io.Renderer_RenderState = bd->RenderState = &render_state; + + // Render command lists + // (Because we merged all buffers into a single one, we maintain our own offset into them) + int global_vtx_offset = 0; + int global_idx_offset = 0; + ImVec2 clip_scale = draw_data->FramebufferScale; + ImVec2 clip_off = draw_data->DisplayPos; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + if (pcmd->UserCallback == ImGui_ImplWGPU_DrawCallback_ResetRenderState) + ImGui_ImplWGPU_SetupRenderState(draw_data, pass_encoder, fr); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Bind custom texture + ImTextureID tex_id = pcmd->GetTexID(); + ImGuiID tex_id_hash = ImHashData(&tex_id, sizeof(tex_id), 0); + WGPUBindGroup bind_group = (WGPUBindGroup)bd->renderResources.ImageBindGroups.GetVoidPtr(tex_id_hash); + if (!bind_group && tex_id != 0) + if ((bind_group = ImGui_ImplWGPU_CreateImageBindGroup(bd->renderResources.ImageBindGroupLayout, (WGPUTextureView)tex_id)) != 0) + bd->renderResources.ImageBindGroups.SetVoidPtr(tex_id_hash, bind_group); + if (bind_group) + wgpuRenderPassEncoderSetBindGroup(pass_encoder, 1, (WGPUBindGroup)bind_group, 0, nullptr); + + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + + // Clamp to viewport as wgpuRenderPassEncoderSetScissorRect() won't accept values that are off bounds + if (clip_min.x < 0.0f) { clip_min.x = 0.0f; } + if (clip_min.y < 0.0f) { clip_min.y = 0.0f; } + if (clip_max.x > (float)fb_width) { clip_max.x = (float)fb_width; } + if (clip_max.y > (float)fb_height) { clip_max.y = (float)fb_height; } + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle, Draw + wgpuRenderPassEncoderSetScissorRect(pass_encoder, (uint32_t)clip_min.x, (uint32_t)clip_min.y, (uint32_t)(clip_max.x - clip_min.x), (uint32_t)(clip_max.y - clip_min.y)); + wgpuRenderPassEncoderDrawIndexed(pass_encoder, pcmd->ElemCount, 1, pcmd->IdxOffset + global_idx_offset, pcmd->VtxOffset + global_vtx_offset, 0); + } + } + global_idx_offset += draw_list->IdxBuffer.Size; + global_vtx_offset += draw_list->VtxBuffer.Size; + } + + // Remove all ImageBindGroups + ImGuiStorage& image_bind_groups = bd->renderResources.ImageBindGroups; + for (int i = 0; i < image_bind_groups.Data.Size; i++) + { + WGPUBindGroup bind_group = (WGPUBindGroup)image_bind_groups.Data[i].val_p; + SafeRelease(bind_group); + } + image_bind_groups.Data.resize(0); + + platform_io.Renderer_RenderState = bd->RenderState = nullptr; +} + +static void ImGui_ImplWGPU_DestroyTexture(ImTextureData* tex) +{ + if (ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData) + { + IM_ASSERT(backend_tex->TextureView == (WGPUTextureView)(intptr_t)tex->TexID); + wgpuTextureViewRelease(backend_tex->TextureView); + wgpuTextureRelease(backend_tex->Texture); + IM_DELETE(backend_tex); + + // Clear identifiers and mark as destroyed (in order to allow e.g. calling InvalidateDeviceObjects while running) + tex->SetTexID(ImTextureID_Invalid); + tex->BackendUserData = nullptr; + } + tex->SetStatus(ImTextureStatus_Destroyed); +} + +void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex) +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create and upload new texture to graphics system + //IMGUI_DEBUG_LOG("UpdateTexture #%03d: WantCreate %dx%d\n", tex->UniqueID, tex->Width, tex->Height); + IM_ASSERT(tex->TexID == ImTextureID_Invalid && tex->BackendUserData == nullptr); + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + ImGui_ImplWGPU_Texture* backend_tex = IM_NEW(ImGui_ImplWGPU_Texture)(); + + // Create texture + WGPUTextureDescriptor tex_desc = {}; + tex_desc.label = { "Dear ImGui Texture", WGPU_STRLEN }; + tex_desc.dimension = WGPUTextureDimension_2D; + tex_desc.size.width = tex->Width; + tex_desc.size.height = tex->Height; + tex_desc.size.depthOrArrayLayers = 1; + tex_desc.sampleCount = 1; + tex_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_desc.mipLevelCount = 1; + tex_desc.usage = WGPUTextureUsage_CopyDst | WGPUTextureUsage_TextureBinding; + backend_tex->Texture = wgpuDeviceCreateTexture(bd->wgpuDevice, &tex_desc); + + // Create texture view + WGPUTextureViewDescriptor tex_view_desc = {}; + tex_view_desc.format = WGPUTextureFormat_RGBA8Unorm; + tex_view_desc.dimension = WGPUTextureViewDimension_2D; + tex_view_desc.baseMipLevel = 0; + tex_view_desc.mipLevelCount = 1; + tex_view_desc.baseArrayLayer = 0; + tex_view_desc.arrayLayerCount = 1; + tex_view_desc.aspect = WGPUTextureAspect_All; + backend_tex->TextureView = wgpuTextureCreateView(backend_tex->Texture, &tex_view_desc); + + // Store identifiers + tex->SetTexID((ImTextureID)(intptr_t)backend_tex->TextureView); + tex->BackendUserData = backend_tex; + // We don't set tex->Status to ImTextureStatus_OK to let the code fallthrough below. + } + + if (tex->Status == ImTextureStatus_WantCreate || tex->Status == ImTextureStatus_WantUpdates) + { + ImGui_ImplWGPU_Texture* backend_tex = (ImGui_ImplWGPU_Texture*)tex->BackendUserData; + IM_ASSERT(tex->Format == ImTextureFormat_RGBA32); + + // We could use the smaller rect on _WantCreate but using the full rect allows us to clear the texture. + const int upload_x = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.x; + const int upload_y = (tex->Status == ImTextureStatus_WantCreate) ? 0 : tex->UpdateRect.y; + const int upload_w = (tex->Status == ImTextureStatus_WantCreate) ? tex->Width : tex->UpdateRect.w; + const int upload_h = (tex->Status == ImTextureStatus_WantCreate) ? tex->Height : tex->UpdateRect.h; + + // Update full texture or selected blocks. We only ever write to textures regions which have never been used before! + // This backend choose to use tex->UpdateRect but you can use tex->Updates[] to upload individual regions. + WGPUTexelCopyTextureInfo dst_view = {}; + dst_view.texture = backend_tex->Texture; + dst_view.mipLevel = 0; + dst_view.origin = { (uint32_t)upload_x, (uint32_t)upload_y, 0 }; + dst_view.aspect = WGPUTextureAspect_All; + WGPUTexelCopyBufferLayout layout = {}; + layout.offset = 0; + layout.bytesPerRow = tex->Width * tex->BytesPerPixel; + layout.rowsPerImage = upload_h; + WGPUExtent3D write_size = { (uint32_t)upload_w, (uint32_t)upload_h, 1 }; + wgpuQueueWriteTexture(bd->defaultQueue, &dst_view, tex->GetPixelsAt(upload_x, upload_y), (uint32_t)(tex->Width * upload_h * tex->BytesPerPixel), &layout, &write_size); + tex->SetStatus(ImTextureStatus_OK); + } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + ImGui_ImplWGPU_DestroyTexture(tex); +} + +static void ImGui_ImplWGPU_CreateUniformBuffer() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + WGPUBufferDescriptor ub_desc = + { + nullptr, + { "Dear ImGui Uniform buffer", WGPU_STRLEN, }, + WGPUBufferUsage_CopyDst | WGPUBufferUsage_Uniform, + MEMALIGN(sizeof(Uniforms), 16), + false + }; + bd->renderResources.Uniforms = wgpuDeviceCreateBuffer(bd->wgpuDevice, &ub_desc); +} + +bool ImGui_ImplWGPU_CreateDeviceObjects() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->wgpuDevice) + return false; + if (bd->pipelineState) + ImGui_ImplWGPU_InvalidateDeviceObjects(); + + // Create render pipeline + WGPURenderPipelineDescriptor graphics_pipeline_desc = {}; + graphics_pipeline_desc.primitive.topology = WGPUPrimitiveTopology_TriangleList; + graphics_pipeline_desc.primitive.stripIndexFormat = WGPUIndexFormat_Undefined; + graphics_pipeline_desc.primitive.frontFace = WGPUFrontFace_CW; + graphics_pipeline_desc.primitive.cullMode = WGPUCullMode_None; + graphics_pipeline_desc.multisample = bd->initInfo.PipelineMultisampleState; + + // Bind group layouts + WGPUBindGroupLayoutEntry common_bg_layout_entries[2] = {}; + common_bg_layout_entries[0].binding = 0; + common_bg_layout_entries[0].visibility = WGPUShaderStage_Vertex | WGPUShaderStage_Fragment; + common_bg_layout_entries[0].buffer.type = WGPUBufferBindingType_Uniform; + common_bg_layout_entries[1].binding = 1; + common_bg_layout_entries[1].visibility = WGPUShaderStage_Fragment; + common_bg_layout_entries[1].sampler.type = WGPUSamplerBindingType_Filtering; + + WGPUBindGroupLayoutEntry image_bg_layout_entries[1] = {}; + image_bg_layout_entries[0].binding = 0; + image_bg_layout_entries[0].visibility = WGPUShaderStage_Fragment; + image_bg_layout_entries[0].texture.sampleType = WGPUTextureSampleType_Float; + image_bg_layout_entries[0].texture.viewDimension = WGPUTextureViewDimension_2D; + + WGPUBindGroupLayoutDescriptor common_bg_layout_desc = {}; + common_bg_layout_desc.entryCount = 2; + common_bg_layout_desc.entries = common_bg_layout_entries; + + WGPUBindGroupLayoutDescriptor image_bg_layout_desc = {}; + image_bg_layout_desc.entryCount = 1; + image_bg_layout_desc.entries = image_bg_layout_entries; + + WGPUBindGroupLayout bg_layouts[2]; + bg_layouts[0] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &common_bg_layout_desc); + bg_layouts[1] = wgpuDeviceCreateBindGroupLayout(bd->wgpuDevice, &image_bg_layout_desc); + + WGPUPipelineLayoutDescriptor layout_desc = {}; + layout_desc.bindGroupLayoutCount = 2; + layout_desc.bindGroupLayouts = bg_layouts; + graphics_pipeline_desc.layout = wgpuDeviceCreatePipelineLayout(bd->wgpuDevice, &layout_desc); + + // Create the vertex shader + WGPUProgrammableStageDescriptor vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModuleWGSL(__shader_vert_wgsl); + if (!vertex_shader_desc.module) vertex_shader_desc = ImGui_ImplWGPU_CreateShaderModuleSPIRV(__shader_vert_spirv, sizeof(__shader_vert_spirv)); + graphics_pipeline_desc.vertex.module = vertex_shader_desc.module; + graphics_pipeline_desc.vertex.entryPoint = vertex_shader_desc.entryPoint; + + // Vertex input configuration + WGPUVertexAttribute attribute_desc[] = + { +#if defined IMGUI_IMPL_WEBGPU_BACKEND_DAWN || defined IMGUI_IMPL_WEBGPU_BACKEND_WGVK + { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, + { nullptr, WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, + { nullptr, WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, +#else + { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, pos), 0 }, + { WGPUVertexFormat_Float32x2, (uint64_t)offsetof(ImDrawVert, uv), 1 }, + { WGPUVertexFormat_Unorm8x4, (uint64_t)offsetof(ImDrawVert, col), 2 }, +#endif + }; + + WGPUVertexBufferLayout buffer_layouts[1]; + buffer_layouts[0].arrayStride = sizeof(ImDrawVert); + buffer_layouts[0].stepMode = WGPUVertexStepMode_Vertex; + buffer_layouts[0].attributeCount = 3; + buffer_layouts[0].attributes = attribute_desc; + + graphics_pipeline_desc.vertex.bufferCount = 1; + graphics_pipeline_desc.vertex.buffers = buffer_layouts; + + // Create the pixel shader + WGPUProgrammableStageDescriptor pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModuleWGSL(__shader_frag_wgsl); + if (!pixel_shader_desc.module) pixel_shader_desc = ImGui_ImplWGPU_CreateShaderModuleSPIRV(__shader_frag_spirv, sizeof(__shader_frag_spirv)); + + // Create the blending setup + WGPUBlendState blend_state = {}; + blend_state.alpha.operation = WGPUBlendOperation_Add; + blend_state.alpha.srcFactor = WGPUBlendFactor_One; + blend_state.alpha.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + blend_state.color.operation = WGPUBlendOperation_Add; + blend_state.color.srcFactor = WGPUBlendFactor_SrcAlpha; + blend_state.color.dstFactor = WGPUBlendFactor_OneMinusSrcAlpha; + + WGPUColorTargetState color_state = {}; + color_state.format = bd->renderTargetFormat; + color_state.blend = &blend_state; + color_state.writeMask = WGPUColorWriteMask_All; + + WGPUFragmentState fragment_state = {}; + fragment_state.module = pixel_shader_desc.module; + fragment_state.entryPoint = pixel_shader_desc.entryPoint; + fragment_state.targetCount = 1; + fragment_state.targets = &color_state; + + graphics_pipeline_desc.fragment = &fragment_state; + + // Create depth-stencil State + WGPUDepthStencilState depth_stencil_state = {}; + depth_stencil_state.format = bd->depthStencilFormat; + depth_stencil_state.depthWriteEnabled = WGPUOptionalBool_False; + depth_stencil_state.depthCompare = WGPUCompareFunction_Always; + depth_stencil_state.stencilFront.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilFront.failOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilFront.depthFailOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilFront.passOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.compare = WGPUCompareFunction_Always; + depth_stencil_state.stencilBack.failOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.depthFailOp = WGPUStencilOperation_Keep; + depth_stencil_state.stencilBack.passOp = WGPUStencilOperation_Keep; + + // Configure disabled depth-stencil state + graphics_pipeline_desc.depthStencil = (bd->depthStencilFormat == WGPUTextureFormat_Undefined) ? nullptr : &depth_stencil_state; + + bd->pipelineState = wgpuDeviceCreateRenderPipeline(bd->wgpuDevice, &graphics_pipeline_desc); + + ImGui_ImplWGPU_CreateUniformBuffer(); + + // Create samplers (Linear/Nearest) + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + WGPUSamplerDescriptor sampler_desc = {}; + sampler_desc.addressModeU = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeV = WGPUAddressMode_ClampToEdge; + sampler_desc.addressModeW = WGPUAddressMode_ClampToEdge; + sampler_desc.maxAnisotropy = 1; + sampler_desc.minFilter = WGPUFilterMode_Linear; + sampler_desc.magFilter = WGPUFilterMode_Linear; + sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Linear; + bd->renderResources.SamplerLinear = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); + sampler_desc.minFilter = WGPUFilterMode_Nearest; + sampler_desc.magFilter = WGPUFilterMode_Nearest; + sampler_desc.mipmapFilter = WGPUMipmapFilterMode_Nearest; + bd->renderResources.SamplerNearest = wgpuDeviceCreateSampler(bd->wgpuDevice, &sampler_desc); + + // Create resource bind groups (one per sampler, otherwise identical) + WGPUBindGroupEntry common_bg_entries[] = + { + { nullptr, 0, bd->renderResources.Uniforms, 0, MEMALIGN(sizeof(Uniforms), 16), 0, 0 }, + { nullptr, 1, 0, 0, 0, bd->renderResources.SamplerLinear, 0 }, + }; + WGPUBindGroupDescriptor common_bg_descriptor = {}; + common_bg_descriptor.layout = bg_layouts[0]; + common_bg_descriptor.entryCount = sizeof(common_bg_entries) / sizeof(WGPUBindGroupEntry); + common_bg_descriptor.entries = common_bg_entries; + bd->renderResources.CommonBindGroupLinear = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); + common_bg_entries[1].sampler = bd->renderResources.SamplerNearest; + bd->renderResources.CommonBindGroupNearest = wgpuDeviceCreateBindGroup(bd->wgpuDevice, &common_bg_descriptor); + bd->renderResources.ImageBindGroupLayout = bg_layouts[1]; + + SafeRelease(vertex_shader_desc.module); + SafeRelease(pixel_shader_desc.module); + SafeRelease(graphics_pipeline_desc.layout); + SafeRelease(bg_layouts[0]); + + return true; +} + +void ImGui_ImplWGPU_InvalidateDeviceObjects() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->wgpuDevice) + return; + + SafeRelease(bd->pipelineState); + SafeRelease(bd->renderResources); + + // Destroy all textures + for (ImTextureData* tex : ImGui::GetPlatformIO().Textures) + if (tex->RefCount == 1) + ImGui_ImplWGPU_DestroyTexture(tex); + + for (unsigned int i = 0; i < bd->numFramesInFlight; i++) + SafeRelease(bd->pFrameResources[i]); +} + +bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_ImplWGPU_Data* bd = IM_NEW(ImGui_ImplWGPU_Data)(); + io.BackendRendererUserData = (void*)bd; +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +#if defined(__EMSCRIPTEN__) + io.BackendRendererName = "imgui_impl_wgpu (Dawn, Emscripten)"; // compiled & linked using EMSCRIPTEN with "--use-port=emdawnwebgpu" flag +#else + io.BackendRendererName = "imgui_impl_wgpu (Dawn, Native)"; +#endif +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) + io.BackendRendererName = "imgui_impl_wgpu (WGPU, Native)"; +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK) + io.BackendRendererName = "imgui_impl_wgpu (WGVK, Native)"; +#endif + io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes. + io.BackendFlags |= ImGuiBackendFlags_RendererHasTextures; // We can honor ImGuiPlatformIO::Textures[] requests during render. + + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.DrawCallback_ResetRenderState = ImGui_ImplWGPU_DrawCallback_ResetRenderState; + platform_io.DrawCallback_SetSamplerLinear = ImGui_ImplWGPU_DrawCallback_SetSamplerLinear; + platform_io.DrawCallback_SetSamplerNearest = ImGui_ImplWGPU_DrawCallback_SetSamplerNearest; + + bd->initInfo = *init_info; + bd->wgpuDevice = init_info->Device; + bd->defaultQueue = wgpuDeviceGetQueue(bd->wgpuDevice); + bd->renderTargetFormat = init_info->RenderTargetFormat; + bd->depthStencilFormat = init_info->DepthStencilFormat; + bd->numFramesInFlight = init_info->NumFramesInFlight; + bd->frameIndex = UINT_MAX; + + bd->renderResources.ImageBindGroups.Data.reserve(100); + + // Create buffers with a default size (they will later be grown as needed) + bd->pFrameResources = new FrameResources[bd->numFramesInFlight]; + for (unsigned int i = 0; i < bd->numFramesInFlight; i++) + { + FrameResources* fr = &bd->pFrameResources[i]; + fr->IndexBuffer = nullptr; + fr->VertexBuffer = nullptr; + fr->IndexBufferHost = nullptr; + fr->VertexBufferHost = nullptr; + fr->IndexBufferSize = 10000; + fr->VertexBufferSize = 5000; + } + + return true; +} + +void ImGui_ImplWGPU_Shutdown() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ImGui_ImplWGPU_InvalidateDeviceObjects(); + delete[] bd->pFrameResources; + bd->pFrameResources = nullptr; + wgpuQueueRelease(bd->defaultQueue); + bd->wgpuDevice = nullptr; + bd->numFramesInFlight = 0; + bd->frameIndex = UINT_MAX; + + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_RendererHasVtxOffset | ImGuiBackendFlags_RendererHasTextures); + platform_io.ClearRendererHandlers(); + IM_DELETE(bd); +} + +void ImGui_ImplWGPU_NewFrame() +{ + ImGui_ImplWGPU_Data* bd = ImGui_ImplWGPU_GetBackendData(); + if (!bd->pipelineState) + if (!ImGui_ImplWGPU_CreateDeviceObjects()) + IM_ASSERT(0 && "ImGui_ImplWGPU_CreateDeviceObjects() failed!"); +} + +//------------------------------------------------------------------------- +// Internal Helpers +// Those are currently used by our example applications. +//------------------------------------------------------------------------- + +bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status) +{ +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK) + return (status == WGPUSurfaceGetCurrentTextureStatus_Error); +#else + return (status == WGPUSurfaceGetCurrentTextureStatus_OutOfMemory || status == WGPUSurfaceGetCurrentTextureStatus_DeviceLost); +#endif +} + +bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus status) +{ +#if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) + return (status == WGPUSurfaceGetCurrentTextureStatus_Timeout || status == WGPUSurfaceGetCurrentTextureStatus_Outdated || status == WGPUSurfaceGetCurrentTextureStatus_Lost); +#else + return (status == WGPUSurfaceGetCurrentTextureStatus_Timeout || status == WGPUSurfaceGetCurrentTextureStatus_Outdated || status == WGPUSurfaceGetCurrentTextureStatus_Lost || status == WGPUSurfaceGetCurrentTextureStatus_SuccessSuboptimal); +#endif +} + +// Helpers to obtain a string +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) || defined(IMGUI_IMPL_WEBGPU_BACKEND_WGVK) +const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type) +{ + switch (type) + { + case WGPUErrorType_Validation: return "Validation"; + case WGPUErrorType_OutOfMemory: return "OutOfMemory"; + case WGPUErrorType_Unknown: return "Unknown"; + case WGPUErrorType_Internal: return "Internal"; + default: return "Unknown"; + } +} +const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type) +{ + switch (type) + { + case WGPUDeviceLostReason_Unknown: return "Unknown"; + case WGPUDeviceLostReason_Destroyed: return "Destroyed"; + case WGPUDeviceLostReason_CallbackCancelled: return "CallbackCancelled"; + case WGPUDeviceLostReason_FailedCreation: return "FailedCreation"; + default: return "Unknown"; + } +} +#elif !defined(__EMSCRIPTEN__) +const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level) +{ + switch (level) + { + case WGPULogLevel_Error: return "Error"; + case WGPULogLevel_Warn: return "Warn"; + case WGPULogLevel_Info: return "Info"; + case WGPULogLevel_Debug: return "Debug"; + case WGPULogLevel_Trace: return "Trace"; + default: return "Unknown"; + } +} +#endif + +const char* ImGui_ImplWGPU_GetBackendTypeName(WGPUBackendType type) +{ + switch (type) + { + case WGPUBackendType_WebGPU: return "WebGPU"; + case WGPUBackendType_D3D11: return "D3D11"; + case WGPUBackendType_D3D12: return "D3D12"; + case WGPUBackendType_Metal: return "Metal"; + case WGPUBackendType_Vulkan: return "Vulkan"; + case WGPUBackendType_OpenGL: return "OpenGL"; + case WGPUBackendType_OpenGLES: return "OpenGLES"; + default: return "Unknown"; + } +} + +const char* ImGui_ImplWGPU_GetAdapterTypeName(WGPUAdapterType type) +{ + switch (type) + { + case WGPUAdapterType_DiscreteGPU: return "DiscreteGPU"; + case WGPUAdapterType_IntegratedGPU: return "IntegratedGPU"; + case WGPUAdapterType_CPU: return "CPU"; + default: return "Unknown"; + } +} + +void ImGui_ImplWGPU_DebugPrintAdapterInfo(const WGPUAdapter& adapter) +{ + WGPUAdapterInfo info = {}; + wgpuAdapterGetInfo(adapter, &info); + printf("description: \"%.*s\"\n", (int)info.description.length, info.description.data); + printf("vendor: \"%.*s\", vendorID: %x\n", (int)info.vendor.length, info.vendor.data, info.vendorID); + printf("architecture: \"%.*s\"\n", (int) info.architecture.length, info.architecture.data); + printf("device: \"%.*s\", deviceID: %x\n", (int)info.device.length, info.device.data, info.deviceID); + printf("backendType: \"%s\"\n", ImGui_ImplWGPU_GetBackendTypeName(info.backendType)); + printf("adapterType: \"%s\"\n", ImGui_ImplWGPU_GetAdapterTypeName(info.adapterType)); + wgpuAdapterInfoFreeMembers(info); +} + +#ifndef __EMSCRIPTEN__ + +#if defined(__APPLE__) +// MacOS specific: is necessary to compile with "-x objective-c++" flags +// (e.g. using cmake: set_source_files_properties(${IMGUI_DIR}/backends/imgui_impl_wgpu.cpp PROPERTIES COMPILE_FLAGS "-x objective-c++") ) +#include +#if TARGET_OS_OSX +#include +#include +#endif +#endif + +WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info) +{ + WGPUSurfaceDescriptor surface_descriptor = {}; + WGPUSurface surface = {}; +#if defined(__APPLE__) && TARGET_OS_OSX + if (strcmp(info->System, "cocoa") == 0) + { + IM_ASSERT(info->RawWindow != nullptr); + NSWindow* ns_window = (NSWindow*)info->RawWindow; + id metal_layer = [CAMetalLayer layer]; + [ns_window.contentView setWantsLayer : YES] ; + [ns_window.contentView setLayer : metal_layer] ; + WGPUSurfaceSourceMetalLayer surface_src_metal = {}; + surface_src_metal.chain.sType = WGPUSType_SurfaceSourceMetalLayer; + surface_src_metal.layer = metal_layer; + surface_descriptor.nextInChain = &surface_src_metal.chain; + surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor); + } +#elif defined(__linux__) || defined(__FreeBSD__) || defined(__OpenBSD__) || defined(__NetBSD__) || defined(__DragonFly__) + if (strcmp(info->System, "wayland") == 0) + { + IM_ASSERT(info->RawDisplay != nullptr && info->RawSurface != nullptr); + WGPUSurfaceSourceWaylandSurface surface_src_wayland = {}; + surface_src_wayland.chain.sType = WGPUSType_SurfaceSourceWaylandSurface; + surface_src_wayland.display = info->RawDisplay; + surface_src_wayland.surface = info->RawSurface; + surface_descriptor.nextInChain = &surface_src_wayland.chain; + surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor); + } + else if (strcmp(info->System, "x11") == 0) + { + IM_ASSERT(info->RawDisplay != nullptr && info->RawWindow != nullptr); + WGPUSurfaceSourceXlibWindow surface_src_xlib = {}; + surface_src_xlib.chain.sType = WGPUSType_SurfaceSourceXlibWindow; + surface_src_xlib.display = info->RawDisplay; + surface_src_xlib.window = (uint64_t)info->RawWindow; + surface_descriptor.nextInChain = &surface_src_xlib.chain; + surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor); + } +#elif defined(_WIN32) + if (strcmp(info->System, "win32") == 0) + { + IM_ASSERT(info->RawWindow != nullptr && info->RawInstance != nullptr); + WGPUSurfaceSourceWindowsHWND surface_src_hwnd = {}; + surface_src_hwnd.chain.sType = WGPUSType_SurfaceSourceWindowsHWND; + surface_src_hwnd.hinstance = info->RawInstance; + surface_src_hwnd.hwnd = info->RawWindow; + surface_descriptor.nextInChain = &surface_src_hwnd.chain; + surface = wgpuInstanceCreateSurface(info->Instance, &surface_descriptor); + } +#else + IM_ASSERT(0 && "Unsupported WebGPU native platform!"); +#endif + return surface; +} +#endif // #ifndef __EMSCRIPTEN__ + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_wgpu.h b/modules/imgui-source/backends/imgui_impl_wgpu.h new file mode 100644 index 0000000..4924864 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_wgpu.h @@ -0,0 +1,121 @@ +// dear imgui: Renderer for WebGPU +// This needs to be used along with a Platform Binding (e.g. GLFW, SDL2, SDL3) +// (Please note that WebGPU is a recent API, may not be supported by all browser, and its ecosystem is generally a mess) + +// When targeting native platforms: +// - One of IMGUI_IMPL_WEBGPU_BACKEND_DAWN, IMGUI_IMPL_WEBGPU_BACKEND_WGPU or IMGUI_IMPL_WEBGPU_BACKEND_WGVK *must* be provided. +// When targeting Emscripten: +// - We now defaults to IMGUI_IMPL_WEBGPU_BACKEND_DAWN and requires Emscripten 4.0.10+, which correspond to using Emscripten '--use-port=emdawnwebgpu'. +// - Emscripten < 4.0.10 is not supported anymore (old '-sUSE_WEBGPU=1' option). +// - We can still define IMGUI_IMPL_WEBGPU_BACKEND_WGPU to use Emscripten '-s USE_WEBGPU=1' which is marked as obsolete by Emscripten. +// Add #define to your imconfig.h file, or as a compilation flag in your build system. +// This requirement may be removed once WebGPU stabilizes and backends converge on a unified interface. +//#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN +//#define IMGUI_IMPL_WEBGPU_BACKEND_WGPU +//#define IMGUI_IMPL_WEBGPU_BACKEND_WGVK + +// Implemented features: +// [X] Renderer: User texture binding. Use 'WGPUTextureView' as ImTextureID. Read the FAQ about ImTextureID/ImTextureRef! +// [X] Renderer: Large meshes support (64k+ vertices) even with 16-bit indices (ImGuiBackendFlags_RendererHasVtxOffset). +// [X] Renderer: Expose selected render state for draw callbacks to use. Access in '(ImGui_ImplXXXX_RenderState*)GetPlatformIO().Renderer_RenderState'. +// [X] Renderer: Texture updates support for dynamic font system (ImGuiBackendFlags_RendererHasTextures). +// Missing features or Issues: +// [ ] Renderer: Multi-viewport support (multiple windows), useful for desktop. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Setup Emscripten default if not specified. +#if defined(__EMSCRIPTEN__) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) && !defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +#include +#define IMGUI_IMPL_WEBGPU_BACKEND_DAWN +#endif + +#include +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) && !defined(__EMSCRIPTEN__) +#include // WGPULogLevel +#endif + +// Initialization data, for ImGui_ImplWGPU_Init() +struct ImGui_ImplWGPU_InitInfo +{ + WGPUDevice Device = nullptr; + int NumFramesInFlight = 3; + WGPUTextureFormat RenderTargetFormat = WGPUTextureFormat_Undefined; + WGPUTextureFormat DepthStencilFormat = WGPUTextureFormat_Undefined; + WGPUMultisampleState PipelineMultisampleState = {}; + + ImGui_ImplWGPU_InitInfo() + { + PipelineMultisampleState.count = 1; + PipelineMultisampleState.mask = UINT32_MAX; + PipelineMultisampleState.alphaToCoverageEnabled = false; + } +}; + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWGPU_Init(ImGui_ImplWGPU_InitInfo* init_info); +IMGUI_IMPL_API void ImGui_ImplWGPU_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWGPU_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplWGPU_RenderDrawData(ImDrawData* draw_data, WGPURenderPassEncoder pass_encoder); + +// Use if you want to reset your rendering device without losing Dear ImGui state. +IMGUI_IMPL_API bool ImGui_ImplWGPU_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplWGPU_InvalidateDeviceObjects(); + +// (Advanced) Use e.g. if you need to precisely control the timing of texture updates (e.g. for staged rendering), by setting ImDrawData::Textures = nullptr to handle this manually. +IMGUI_IMPL_API void ImGui_ImplWGPU_UpdateTexture(ImTextureData* tex); + +// [BETA] Selected render state data shared with callbacks. +// This is temporarily stored in GetPlatformIO().Renderer_RenderState during the ImGui_ImplWGPU_RenderDrawData() call. +// (Please open an issue if you feel you need access to more data) +struct ImGui_ImplWGPU_RenderState +{ + WGPUDevice Device; + WGPURenderPassEncoder RenderPassEncoder; +}; + +//------------------------------------------------------------------------- +// Internal Helpers +// Those are currently used by our example applications. +//------------------------------------------------------------------------- + +// (Optional) Helper to wrap some of the Dawn/WGPU/Emscripten quirks +bool ImGui_ImplWGPU_IsSurfaceStatusError(WGPUSurfaceGetCurrentTextureStatus status); +bool ImGui_ImplWGPU_IsSurfaceStatusSubOptimal(WGPUSurfaceGetCurrentTextureStatus status); // Return whether the texture is suboptimal and may need to be recreated. + +// (Optional) Helper for debugging/logging +void ImGui_ImplWGPU_DebugPrintAdapterInfo(const WGPUAdapter& adapter); +const char* ImGui_ImplWGPU_GetBackendTypeName(WGPUBackendType type); +const char* ImGui_ImplWGPU_GetAdapterTypeName(WGPUAdapterType type); +#if defined(IMGUI_IMPL_WEBGPU_BACKEND_DAWN) +const char* ImGui_ImplWGPU_GetDeviceLostReasonName(WGPUDeviceLostReason type); +const char* ImGui_ImplWGPU_GetErrorTypeName(WGPUErrorType type); +#elif defined(IMGUI_IMPL_WEBGPU_BACKEND_WGPU) +const char* ImGui_ImplWGPU_GetLogLevelName(WGPULogLevel level); +#endif + +// (Optional) Helper to create a surface on macOS/Wayland/X11/Window +#ifndef __EMSCRIPTEN__ +struct ImGui_ImplWGPU_CreateSurfaceInfo +{ + WGPUInstance Instance; + const char* System; // "cocoa" | "wayland" | "x11" | "win32" + void* RawWindow; // NSWindow* | 0 | Window | HWND + void* RawDisplay; // 0 | wl_display* | Display* | 0 + void* RawSurface; // | wl_surface* | 0 | 0 + void* RawInstance; // 0 | 0 | 0 | HINSTANCE +}; +WGPUSurface ImGui_ImplWGPU_CreateWGPUSurfaceHelper(ImGui_ImplWGPU_CreateSurfaceInfo* info); +#endif // #ifndef __EMSCRIPTEN__ + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_win32.cpp b/modules/imgui-source/backends/imgui_impl_win32.cpp new file mode 100644 index 0000000..eb38c31 --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_win32.cpp @@ -0,0 +1,1541 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +// Configuration flags to add in your imconfig file: +//#define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD // Disable gamepad support. This was meaningful before <1.81 but we now load XInput dynamically so the option is now less relevant. + +// CHANGELOG +// (minor and older changes stripped away, please see git history for details) +// 2026-XX-XX: Platform: Added support for multiple windows via the ImGuiPlatformIO interface. +// 2026-03-31: [Viewports] Fixed setting/getting size when viewports have OS decorations (e.g. io.ConfigViewportsNoDecoration = false) and process is running in Per-Monitor V2 DPI mode. (#8897) +// 2026-01-28: Inputs: Minor optimization not submitting gamepad input if packet number has not changed (reworked from 2025-09-23 attempt). (#9202, #8556) +// 2026-01-26: [Viewports] Fixed an issue from 1.90.5 where newly appearing windows that are not parented to the main viewport don't have task bar icon appear before the windows was explicited refocused. (#7354, #8669) +// 2025-12-03: Inputs: handle WM_IME_CHAR/WM_IME_COMPOSITION messages to support Unicode inputs on MBCS (non-Unicode) Windows. (#9099, #3653, #5961) +// 2025-10-19: Inputs: Revert previous change to allow for io.ClearInputKeys() on focus-out not losing gamepad state. +// 2025-09-23: Inputs: Minor optimization not submitting gamepad input if packet number has not changed. +// 2025-09-18: Call platform_io.ClearPlatformHandlers() on shutdown. +// 2025-06-02: [Viewports] WM_DPICHANGED also apply io.ConfigDpiScaleViewports for main viewport instead of letting it be done by application code. +// 2025-04-30: Inputs: Fixed an issue where externally losing mouse capture (due to e.g. focus loss) would fail to claim it again the next subsequent click. (#8594) +// 2025-03-26: [Viewports] Viewports: fixed an issue when closing a window from the OS close button (with io.ConfigViewportsNoDecoration = false) while user code was discarding the 'bool* p_open = false' output from Begin(). Because we allowed the Win32 window to close early, Windows destroyed it and our imgui window became not visible even though user code was still submitting it. +// 2025-03-10: When dealing with OEM keys, use scancodes instead of translated keycodes to choose ImGuiKey values. (#7136, #7201, #7206, #7306, #7670, #7672, #8468) +// 2025-02-21: [Viewports] WM_SETTINGCHANGE's SPI_SETWORKAREA message also triggers a refresh of monitor list. (#8415) +// 2025-02-18: Added ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress mouse cursor support. +// 2024-11-21: [Viewports] Fixed a crash when multiple processes are running with multi-viewports, caused by misusage of GetProp(). (#8162, #8069) +// 2024-10-28: [Viewports] Rely on property stored inside HWND to retrieve context/viewport, should facilitate attempt to use this for parallel contexts. (#8069) +// 2024-09-16: [Viewports] Inputs: fixed an issue where a viewport destroyed while clicking would hog mouse tracking and temporary lead to incorrect update of HoveredWindow. (#7971) +// 2024-07-08: Inputs: Fixed ImGuiMod_Super being mapped to VK_APPS instead of VK_LWIN||VK_RWIN. (#7768) +// 2023-10-05: Inputs: Added support for extra ImGuiKey values: F13 to F24 function keys, app back/forward keys. +// 2023-09-25: Inputs: Synthesize key-down event on key-up for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit it (same behavior as GLFW/SDL). +// 2023-09-07: Inputs: Added support for keyboard codepage conversion for when application is compiled in MBCS mode and using a non-Unicode window. +// 2023-04-19: Added ImGui_ImplWin32_InitForOpenGL() to facilitate combining raw Win32/Winapi with OpenGL. (#3218) +// 2023-04-04: Inputs: Added support for io.AddMouseSourceEvent() to discriminate ImGuiMouseSource_Mouse/ImGuiMouseSource_TouchScreen/ImGuiMouseSource_Pen. (#2702) +// 2023-02-15: Inputs: Use WM_NCMOUSEMOVE / WM_NCMOUSELEAVE to track mouse position over non-client area (e.g. OS decorations) when app is not focused. (#6045, #6162) +// 2023-02-02: Inputs: Flipping WM_MOUSEHWHEEL (horizontal mouse-wheel) value to match other backends and offer consistent horizontal scrolling direction. (#4019, #6096, #1463) +// 2022-10-11: Using 'nullptr' instead of 'NULL' as per our switch to C++11. +// 2022-09-28: Inputs: Convert WM_CHAR values with MultiByteToWideChar() when window class was registered as MBCS (not Unicode). +// 2022-09-26: Inputs: Renamed ImGuiKey_ModXXX introduced in 1.87 to ImGuiMod_XXX (old names still supported). +// 2022-01-26: Inputs: replaced short-lived io.AddKeyModsEvent() (added two weeks ago) with io.AddKeyEvent() using ImGuiKey_ModXXX flags. Sorry for the confusion. +// 2021-01-20: Inputs: calling new io.AddKeyAnalogEvent() for gamepad support, instead of writing directly to io.NavInputs[]. +// 2022-01-17: Inputs: calling new io.AddMousePosEvent(), io.AddMouseButtonEvent(), io.AddMouseWheelEvent() API (1.87+). +// 2022-01-17: Inputs: always update key mods next and before a key event (not in NewFrame) to fix input queue with very low framerates. +// 2022-01-12: Inputs: Update mouse inputs using WM_MOUSEMOVE/WM_MOUSELEAVE + fallback to provide it when focused but not hovered/captured. More standard and will allow us to pass it to future input queue API. +// 2022-01-12: Inputs: Maintain our own copy of MouseButtonsDown mask instead of using ImGui::IsAnyMouseDown() which will be obsoleted. +// 2022-01-10: Inputs: calling new io.AddKeyEvent(), io.AddKeyModsEvent() + io.SetKeyEventNativeData() API (1.87+). Support for full ImGuiKey range. +// 2021-12-16: Inputs: Fill VK_LCONTROL/VK_RCONTROL/VK_LSHIFT/VK_RSHIFT/VK_LMENU/VK_RMENU for completeness. +// 2021-08-17: Calling io.AddFocusEvent() on WM_SETFOCUS/WM_KILLFOCUS messages. +// 2021-08-02: Inputs: Fixed keyboard modifiers being reported when host window doesn't have focus. +// 2021-07-29: Inputs: MousePos is correctly reported when the host platform window is hovered but not focused (using TrackMouseEvent() to receive WM_MOUSELEAVE events). +// 2021-06-29: Reorganized backend to pull data from a single structure to facilitate usage with multiple-contexts (all g_XXXX access changed to bd->XXXX). +// 2021-06-08: Fixed ImGui_ImplWin32_EnableDpiAwareness() and ImGui_ImplWin32_GetDpiScaleForMonitor() to handle Windows 8.1/10 features without a manifest (per-monitor DPI, and properly calls SetProcessDpiAwareness() on 8.1). +// 2021-03-23: Inputs: Clearing keyboard down array when losing focus (WM_KILLFOCUS). +// 2021-02-18: Added ImGui_ImplWin32_EnableAlphaCompositing(). Non Visual Studio users will need to link with dwmapi.lib (MinGW/gcc: use -ldwmapi). +// 2021-02-17: Fixed ImGui_ImplWin32_EnableDpiAwareness() attempting to get SetProcessDpiAwareness from shcore.dll on Windows 8 whereas it is only supported on Windows 8.1. +// 2021-01-25: Inputs: Dynamically loading XInput DLL. +// 2020-12-04: Misc: Fixed setting of io.DisplaySize to invalid/uninitialized data when after hwnd has been closed. +// 2020-03-03: Inputs: Calling AddInputCharacterUTF16() to support surrogate pairs leading to codepoint >= 0x10000 (for more complete CJK inputs) +// 2020-02-17: Added ImGui_ImplWin32_EnableDpiAwareness(), ImGui_ImplWin32_GetDpiScaleForHwnd(), ImGui_ImplWin32_GetDpiScaleForMonitor() helper functions. +// 2020-01-14: Inputs: Added support for #define IMGUI_IMPL_WIN32_DISABLE_GAMEPAD/IMGUI_IMPL_WIN32_DISABLE_LINKING_XINPUT. +// 2019-12-05: Inputs: Added support for ImGuiMouseCursor_NotAllowed mouse cursor. +// 2019-05-11: Inputs: Don't filter value from WM_CHAR before calling AddInputCharacter(). +// 2019-01-17: Misc: Using GetForegroundWindow()+IsChild() instead of GetActiveWindow() to be compatible with windows created in a different thread or parent. +// 2019-01-17: Inputs: Added support for mouse buttons 4 and 5 via WM_XBUTTON* messages. +// 2019-01-15: Inputs: Added support for XInput gamepads (if ImGuiConfigFlags_NavEnableGamepad is set by user application). +// 2018-11-30: Misc: Setting up io.BackendPlatformName so it can be displayed in the About Window. +// 2018-06-29: Inputs: Added support for the ImGuiMouseCursor_Hand cursor. +// 2018-06-10: Inputs: Fixed handling of mouse wheel messages to support fine position messages (typically sent by track-pads). +// 2018-06-08: Misc: Extracted imgui_impl_win32.cpp/.h away from the old combined DX9/DX10/DX11/DX12 examples. +// 2018-03-20: Misc: Setup io.BackendFlags ImGuiBackendFlags_HasMouseCursors and ImGuiBackendFlags_HasSetMousePos flags + honor ImGuiConfigFlags_NoMouseCursorChange flag. +// 2018-02-20: Inputs: Added support for mouse cursors (ImGui::GetMouseCursor() value and WM_SETCURSOR message handling). +// 2018-02-06: Inputs: Added mapping for ImGuiKey_Space. +// 2018-02-06: Inputs: Honoring the io.WantSetMousePos by repositioning the mouse (when using navigation and ImGuiConfigFlags_NavMoveMouse is set). +// 2018-02-06: Misc: Removed call to ImGui::Shutdown() which is not available from 1.60 WIP, user needs to call CreateContext/DestroyContext themselves. +// 2018-01-20: Inputs: Added Horizontal Mouse Wheel support. +// 2018-01-08: Inputs: Added mapping for ImGuiKey_Insert. +// 2018-01-05: Inputs: Added WM_LBUTTONDBLCLK double-click handlers for window classes with the CS_DBLCLKS flag. +// 2017-10-23: Inputs: Added WM_SYSKEYDOWN / WM_SYSKEYUP handlers so e.g. the VK_MENU key can be read. +// 2017-10-23: Inputs: Using Win32 ::SetCapture/::GetCapture() to retrieve mouse positions outside the client area when dragging. +// 2016-11-12: Inputs: Only call Win32 ::SetCursor(nullptr) when io.MouseDrawCursor is set. + +#include "imgui.h" +#ifndef IMGUI_DISABLE +#include "imgui_impl_win32.h" +#ifndef WIN32_LEAN_AND_MEAN +#define WIN32_LEAN_AND_MEAN +#endif +#include +#include // GET_X_LPARAM(), GET_Y_LPARAM() +#include +#include + +// Using XInput for gamepad (will load DLL dynamically) +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD +#include +typedef DWORD(WINAPI* PFN_XInputGetCapabilities)(DWORD, DWORD, XINPUT_CAPABILITIES*); +typedef DWORD(WINAPI* PFN_XInputGetState)(DWORD, XINPUT_STATE*); +#endif +typedef BOOL(WINAPI* PFN_AdjustWindowRectExForDpi)(LPRECT, DWORD, BOOL, DWORD, UINT); + +// Clang/GCC warnings with -Weverything +#if defined(__clang__) +#pragma clang diagnostic push +#pragma clang diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif +#if defined(__GNUC__) +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Wpragmas" // warning: unknown option after '#pragma GCC diagnostic' kind +#pragma GCC diagnostic ignored "-Wcast-function-type" // warning: cast between incompatible function types (for loader) +#endif + +// Forward Declarations +static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc); +static void ImGui_ImplWin32_ShutdownMultiViewportSupport(); +static void ImGui_ImplWin32_UpdateMonitors(); +static bool ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2(); + +struct ImGui_ImplWin32_Data +{ + HWND hWnd; + HWND MouseHwnd; + int MouseTrackedArea; // 0: not tracked, 1: client area, 2: non-client area + int MouseButtonsDown; + INT64 Time; + INT64 TicksPerSecond; + ImGuiMouseCursor LastMouseCursor; + UINT32 KeyboardCodePage; + bool WantUpdateMonitors; + bool IsPerMonitorDpiAwareV2; + PFN_AdjustWindowRectExForDpi AdjustWindowRectExForDpi; + +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bool HasGamepad; + bool WantUpdateHasGamepad; + HMODULE XInputDLL; + PFN_XInputGetCapabilities XInputGetCapabilities; + PFN_XInputGetState XInputGetState; + DWORD XInputPacketNumber; +#endif + + ImGui_ImplWin32_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendPlatformUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +// FIXME: multi-context support is not well tested and probably dysfunctional in this backend. +// FIXME: some shared resources (mouse cursor shape, gamepad) are mishandled when using multi-context. +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_ImplWin32_Data*)ImGui::GetIO().BackendPlatformUserData : nullptr; +} +static ImGui_ImplWin32_Data* ImGui_ImplWin32_GetBackendData(ImGuiIO& io) +{ + return (ImGui_ImplWin32_Data*)io.BackendPlatformUserData; +} + +// Functions +static void ImGui_ImplWin32_UpdateKeyboardCodePage(ImGuiIO& io) +{ + // Retrieve keyboard code page, required for handling of non-Unicode Windows. + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + HKL keyboard_layout = ::GetKeyboardLayout(0); + LCID keyboard_lcid = MAKELCID(HIWORD(keyboard_layout), SORT_DEFAULT); + if (::GetLocaleInfoA(keyboard_lcid, (LOCALE_RETURN_NUMBER | LOCALE_IDEFAULTANSICODEPAGE), (LPSTR)&bd->KeyboardCodePage, sizeof(bd->KeyboardCodePage)) == 0) + bd->KeyboardCodePage = CP_ACP; // Fallback to default ANSI code page when fails. +} + +static bool ImGui_ImplWin32_InitEx(void* hwnd, bool platform_has_own_dc) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendPlatformUserData == nullptr && "Already initialized a platform backend!"); + + INT64 perf_frequency, perf_counter; + if (!::QueryPerformanceFrequency((LARGE_INTEGER*)&perf_frequency)) + return false; + if (!::QueryPerformanceCounter((LARGE_INTEGER*)&perf_counter)) + return false; + + // Setup backend capabilities flags + ImGui_ImplWin32_Data* bd = IM_NEW(ImGui_ImplWin32_Data)(); + io.BackendPlatformUserData = (void*)bd; + io.BackendPlatformName = "imgui_impl_win32"; + io.BackendFlags |= ImGuiBackendFlags_HasMouseCursors; // We can honor GetMouseCursor() values (optional) + io.BackendFlags |= ImGuiBackendFlags_HasSetMousePos; // We can honor io.WantSetMousePos requests (optional, rarely used) + io.BackendFlags |= ImGuiBackendFlags_PlatformHasViewports; // We can create multi-viewports on the Platform side (optional) + io.BackendFlags |= ImGuiBackendFlags_HasMouseHoveredViewport; // We can call io.AddMouseViewportEvent() with correct data (optional) + io.BackendFlags |= ImGuiBackendFlags_HasParentViewport; // We can honor viewport->ParentViewportId by applying the corresponding parent/child relationship at platform levle (optional) + + bd->hWnd = (HWND)hwnd; + bd->TicksPerSecond = perf_frequency; + bd->Time = perf_counter; + bd->LastMouseCursor = ImGuiMouseCursor_COUNT; + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + + // Update monitor a first time during init + ImGui_ImplWin32_UpdateMonitors(); + + // Our mouse update function expect PlatformHandle to be filled for the main viewport + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + main_viewport->PlatformHandle = main_viewport->PlatformHandleRaw = (void*)bd->hWnd; + + // Be aware that GetPropA()/SetPropA() may be accessed from other processes. + // So as we store a pointer in IMGUI_CONTEXT we need to make sure we only call GetPropA() on windows owned by our process. + ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext()); + ImGui_ImplWin32_InitMultiViewportSupport(platform_has_own_dc); + + if (HINSTANCE user32_dll = ::GetModuleHandleA("user32.dll")) + bd->AdjustWindowRectExForDpi = (PFN_AdjustWindowRectExForDpi)::GetProcAddress(user32_dll, "AdjustWindowRectExForDpi"); + bd->IsPerMonitorDpiAwareV2 = ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2(); + + // Dynamically load XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->WantUpdateHasGamepad = true; + const char* xinput_dll_names[] = + { + "xinput1_4.dll", // Windows 8+ + "xinput1_3.dll", // DirectX SDK + "xinput9_1_0.dll", // Windows Vista, Windows 7 + "xinput1_2.dll", // DirectX SDK + "xinput1_1.dll" // DirectX SDK + }; + for (int n = 0; n < IM_COUNTOF(xinput_dll_names); n++) + if (HMODULE dll = ::LoadLibraryA(xinput_dll_names[n])) + { + bd->XInputDLL = dll; + bd->XInputGetCapabilities = (PFN_XInputGetCapabilities)::GetProcAddress(dll, "XInputGetCapabilities"); + bd->XInputGetState = (PFN_XInputGetState)::GetProcAddress(dll, "XInputGetState"); + break; + } +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + return true; +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd) +{ + return ImGui_ImplWin32_InitEx(hwnd, false); +} + +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd) +{ + // OpenGL needs CS_OWNDC + return ImGui_ImplWin32_InitEx(hwnd, true); +} + +void ImGui_ImplWin32_Shutdown() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "No platform backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + ::SetPropA(bd->hWnd, "IMGUI_CONTEXT", nullptr); + ImGui_ImplWin32_ShutdownMultiViewportSupport(); + + // Unload XInput library +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if (bd->XInputDLL) + ::FreeLibrary(bd->XInputDLL); +#endif // IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + + io.BackendPlatformName = nullptr; + io.BackendPlatformUserData = nullptr; + io.BackendFlags &= ~(ImGuiBackendFlags_HasMouseCursors | ImGuiBackendFlags_HasSetMousePos | ImGuiBackendFlags_HasGamepad | ImGuiBackendFlags_PlatformHasViewports | ImGuiBackendFlags_HasMouseHoveredViewport | ImGuiBackendFlags_HasParentViewport); + platform_io.ClearPlatformHandlers(); + IM_DELETE(bd); +} + +static bool ImGui_ImplWin32_UpdateMouseCursor(ImGuiIO& io, ImGuiMouseCursor imgui_cursor) +{ + if (io.ConfigFlags & ImGuiConfigFlags_NoMouseCursorChange) + return false; + + if (imgui_cursor == ImGuiMouseCursor_None || io.MouseDrawCursor) + { + // Hide OS mouse cursor if imgui is drawing it or if it wants no cursor + ::SetCursor(nullptr); + } + else + { + // Show OS mouse cursor + LPTSTR win32_cursor = IDC_ARROW; + switch (imgui_cursor) + { + case ImGuiMouseCursor_Arrow: win32_cursor = IDC_ARROW; break; + case ImGuiMouseCursor_TextInput: win32_cursor = IDC_IBEAM; break; + case ImGuiMouseCursor_ResizeAll: win32_cursor = IDC_SIZEALL; break; + case ImGuiMouseCursor_ResizeEW: win32_cursor = IDC_SIZEWE; break; + case ImGuiMouseCursor_ResizeNS: win32_cursor = IDC_SIZENS; break; + case ImGuiMouseCursor_ResizeNESW: win32_cursor = IDC_SIZENESW; break; + case ImGuiMouseCursor_ResizeNWSE: win32_cursor = IDC_SIZENWSE; break; + case ImGuiMouseCursor_Hand: win32_cursor = IDC_HAND; break; + case ImGuiMouseCursor_Wait: win32_cursor = IDC_WAIT; break; + case ImGuiMouseCursor_Progress: win32_cursor = IDC_APPSTARTING; break; + case ImGuiMouseCursor_NotAllowed: win32_cursor = IDC_NO; break; + } + ::SetCursor(::LoadCursor(nullptr, win32_cursor)); + } + return true; +} + +static bool IsVkDown(int vk) +{ + return (::GetKeyState(vk) & 0x8000) != 0; +} + +static void ImGui_ImplWin32_AddKeyEvent(ImGuiIO& io, ImGuiKey key, bool down, int native_keycode, int native_scancode = -1) +{ + io.AddKeyEvent(key, down); + io.SetKeyEventNativeData(key, native_keycode, native_scancode); // To support legacy indexing (<1.87 user code) + IM_UNUSED(native_scancode); +} + +static void ImGui_ImplWin32_ProcessKeyEventsWorkarounds(ImGuiIO& io) +{ + // Left & right Shift keys: when both are pressed together, Windows tend to not generate the WM_KEYUP event for the first released one. + if (ImGui::IsKeyDown(ImGuiKey_LeftShift) && !IsVkDown(VK_LSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, false, VK_LSHIFT); + if (ImGui::IsKeyDown(ImGuiKey_RightShift) && !IsVkDown(VK_RSHIFT)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, false, VK_RSHIFT); + + // Sometimes WM_KEYUP for Win key is not passed down to the app (e.g. for Win+V on some setups, according to GLFW). + if (ImGui::IsKeyDown(ImGuiKey_LeftSuper) && !IsVkDown(VK_LWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftSuper, false, VK_LWIN); + if (ImGui::IsKeyDown(ImGuiKey_RightSuper) && !IsVkDown(VK_RWIN)) + ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightSuper, false, VK_RWIN); +} + +static void ImGui_ImplWin32_UpdateKeyModifiers(ImGuiIO& io) +{ + io.AddKeyEvent(ImGuiMod_Ctrl, IsVkDown(VK_CONTROL)); + io.AddKeyEvent(ImGuiMod_Shift, IsVkDown(VK_SHIFT)); + io.AddKeyEvent(ImGuiMod_Alt, IsVkDown(VK_MENU)); + io.AddKeyEvent(ImGuiMod_Super, IsVkDown(VK_LWIN) || IsVkDown(VK_RWIN)); +} + +static ImGuiViewport* ImGui_ImplWin32_FindViewportByPlatformHandle(ImGuiPlatformIO& platform_io, HWND hwnd) +{ + // We cannot use ImGui::FindViewportByPlatformHandle() because it doesn't take a context. + // When called from ImGui_ImplWin32_WndProcHandler_PlatformWindow() we don't assume that context is bound. + //return ImGui::FindViewportByPlatformHandle((void*)hwnd); + for (ImGuiViewport* viewport : platform_io.Viewports) + if (viewport->PlatformHandle == hwnd) + return viewport; + return nullptr; +} + +// This code supports multi-viewports (multiple OS Windows mapped into different Dear ImGui viewports) +// Because of that, it is a little more complicated than your typical single-viewport binding code! +static void ImGui_ImplWin32_UpdateMouseData(ImGuiIO& io, ImGuiPlatformIO& platform_io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + IM_ASSERT(bd->hWnd != 0); + + POINT mouse_screen_pos; + bool has_mouse_screen_pos = ::GetCursorPos(&mouse_screen_pos) != 0; + + HWND focused_window = ::GetForegroundWindow(); + const bool is_app_focused = (focused_window && (focused_window == bd->hWnd || ::IsChild(focused_window, bd->hWnd) || ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, focused_window))); + if (is_app_focused) + { + // (Optional) Set OS mouse position from Dear ImGui if requested (rarely used, only when io.ConfigNavMoveSetMousePos is enabled by user) + // When multi-viewports are enabled, all Dear ImGui positions are same as OS positions. + if (io.WantSetMousePos) + { + POINT pos = { (int)io.MousePos.x, (int)io.MousePos.y }; + if ((io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) == 0) + ::ClientToScreen(focused_window, &pos); + ::SetCursorPos(pos.x, pos.y); + } + + // (Optional) Fallback to provide mouse position when focused (WM_MOUSEMOVE already provides this when hovered or captured) + // This also fills a short gap when clicking non-client area: WM_NCMOUSELEAVE -> modal OS move -> gap -> WM_NCMOUSEMOVE + if (!io.WantSetMousePos && bd->MouseTrackedArea == 0 && has_mouse_screen_pos) + { + // Single viewport mode: mouse position in client window coordinates (io.MousePos is (0,0) when the mouse is on the upper-left corner of the app window) + // (This is the position you can get with ::GetCursorPos() + ::ScreenToClient() or WM_MOUSEMOVE.) + // Multi-viewport mode: mouse position in OS absolute coordinates (io.MousePos is (0,0) when the mouse is on the upper-left of the primary monitor) + // (This is the position you can get with ::GetCursorPos() or WM_MOUSEMOVE + ::ClientToScreen(). In theory adding viewport->Pos to a client position would also be the same.) + POINT mouse_pos = mouse_screen_pos; + if (!(io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)) + ::ScreenToClient(bd->hWnd, &mouse_pos); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + } + } + + // (Optional) When using multiple viewports: call io.AddMouseViewportEvent() with the viewport the OS mouse cursor is hovering. + // If ImGuiBackendFlags_HasMouseHoveredViewport is not set by the backend, Dear imGui will ignore this field and infer the information using its flawed heuristic. + // - [X] Win32 backend correctly ignore viewports with the _NoInputs flag (here using ::WindowFromPoint with WM_NCHITTEST + HTTRANSPARENT in WndProc does that) + // Some backend are not able to handle that correctly. If a backend report an hovered viewport that has the _NoInputs flag (e.g. when dragging a window + // for docking, the viewport has the _NoInputs flag in order to allow us to find the viewport under), then Dear ImGui is forced to ignore the value reported + // by the backend, and use its flawed heuristic to guess the viewport behind. + // - [X] Win32 backend correctly reports this regardless of another viewport behind focused and dragged from (we need this to find a useful drag and drop target). + ImGuiID mouse_viewport_id = 0; + if (has_mouse_screen_pos) + if (HWND hovered_hwnd = ::WindowFromPoint(mouse_screen_pos)) + if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hovered_hwnd)) + mouse_viewport_id = viewport->ID; + io.AddMouseViewportEvent(mouse_viewport_id); +} + +// Gamepad navigation mapping +static void ImGui_ImplWin32_UpdateGamepads(ImGuiIO& io) +{ +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + + // Calling XInputGetState() every frame on disconnected gamepads is unfortunately too slow. + // Instead we refresh gamepad availability by calling XInputGetCapabilities() _only_ after receiving WM_DEVICECHANGE. + if (bd->WantUpdateHasGamepad) + { + XINPUT_CAPABILITIES caps = {}; + bd->HasGamepad = bd->XInputGetCapabilities ? (bd->XInputGetCapabilities(0, XINPUT_FLAG_GAMEPAD, &caps) == ERROR_SUCCESS) : false; + bd->WantUpdateHasGamepad = false; + } + + io.BackendFlags &= ~ImGuiBackendFlags_HasGamepad; + XINPUT_STATE xinput_state; + XINPUT_GAMEPAD& gamepad = xinput_state.Gamepad; + if (!bd->HasGamepad || bd->XInputGetState == nullptr || bd->XInputGetState(0, &xinput_state) != ERROR_SUCCESS) + return; + io.BackendFlags |= ImGuiBackendFlags_HasGamepad; + if (bd->XInputPacketNumber != 0 && bd->XInputPacketNumber == xinput_state.dwPacketNumber) + return; + bd->XInputPacketNumber = xinput_state.dwPacketNumber; + + #define IM_SATURATE(V) (V < 0.0f ? 0.0f : V > 1.0f ? 1.0f : V) + #define MAP_BUTTON(KEY_NO, BUTTON_ENUM) { io.AddKeyEvent(KEY_NO, (gamepad.wButtons & BUTTON_ENUM) != 0); } + #define MAP_ANALOG(KEY_NO, VALUE, V0, V1) { float vn = (float)(VALUE - V0) / (float)(V1 - V0); io.AddKeyAnalogEvent(KEY_NO, vn > 0.10f, IM_SATURATE(vn)); } + MAP_BUTTON(ImGuiKey_GamepadStart, XINPUT_GAMEPAD_START); + MAP_BUTTON(ImGuiKey_GamepadBack, XINPUT_GAMEPAD_BACK); + MAP_BUTTON(ImGuiKey_GamepadFaceLeft, XINPUT_GAMEPAD_X); + MAP_BUTTON(ImGuiKey_GamepadFaceRight, XINPUT_GAMEPAD_B); + MAP_BUTTON(ImGuiKey_GamepadFaceUp, XINPUT_GAMEPAD_Y); + MAP_BUTTON(ImGuiKey_GamepadFaceDown, XINPUT_GAMEPAD_A); + MAP_BUTTON(ImGuiKey_GamepadDpadLeft, XINPUT_GAMEPAD_DPAD_LEFT); + MAP_BUTTON(ImGuiKey_GamepadDpadRight, XINPUT_GAMEPAD_DPAD_RIGHT); + MAP_BUTTON(ImGuiKey_GamepadDpadUp, XINPUT_GAMEPAD_DPAD_UP); + MAP_BUTTON(ImGuiKey_GamepadDpadDown, XINPUT_GAMEPAD_DPAD_DOWN); + MAP_BUTTON(ImGuiKey_GamepadL1, XINPUT_GAMEPAD_LEFT_SHOULDER); + MAP_BUTTON(ImGuiKey_GamepadR1, XINPUT_GAMEPAD_RIGHT_SHOULDER); + MAP_ANALOG(ImGuiKey_GamepadL2, gamepad.bLeftTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_ANALOG(ImGuiKey_GamepadR2, gamepad.bRightTrigger, XINPUT_GAMEPAD_TRIGGER_THRESHOLD, 255); + MAP_BUTTON(ImGuiKey_GamepadL3, XINPUT_GAMEPAD_LEFT_THUMB); + MAP_BUTTON(ImGuiKey_GamepadR3, XINPUT_GAMEPAD_RIGHT_THUMB); + MAP_ANALOG(ImGuiKey_GamepadLStickLeft, gamepad.sThumbLX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadLStickRight, gamepad.sThumbLX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickUp, gamepad.sThumbLY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadLStickDown, gamepad.sThumbLY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickLeft, gamepad.sThumbRX, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + MAP_ANALOG(ImGuiKey_GamepadRStickRight, gamepad.sThumbRX, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickUp, gamepad.sThumbRY, +XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, +32767); + MAP_ANALOG(ImGuiKey_GamepadRStickDown, gamepad.sThumbRY, -XINPUT_GAMEPAD_LEFT_THUMB_DEADZONE, -32768); + #undef MAP_BUTTON + #undef MAP_ANALOG +#else // #ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + IM_UNUSED(io); +#endif +} + +static BOOL CALLBACK ImGui_ImplWin32_UpdateMonitors_EnumFunc(HMONITOR monitor, HDC, LPRECT, LPARAM) +{ + MONITORINFO info = {}; + info.cbSize = sizeof(MONITORINFO); + if (!::GetMonitorInfo(monitor, &info)) + return TRUE; + ImGuiPlatformMonitor imgui_monitor; + imgui_monitor.MainPos = ImVec2((float)info.rcMonitor.left, (float)info.rcMonitor.top); + imgui_monitor.MainSize = ImVec2((float)(info.rcMonitor.right - info.rcMonitor.left), (float)(info.rcMonitor.bottom - info.rcMonitor.top)); + imgui_monitor.WorkPos = ImVec2((float)info.rcWork.left, (float)info.rcWork.top); + imgui_monitor.WorkSize = ImVec2((float)(info.rcWork.right - info.rcWork.left), (float)(info.rcWork.bottom - info.rcWork.top)); + imgui_monitor.DpiScale = ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); + imgui_monitor.PlatformHandle = (void*)monitor; + if (imgui_monitor.DpiScale <= 0.0f) + return TRUE; // Some accessibility applications are declaring virtual monitors with a DPI of 0, see #7902. + ImGuiPlatformIO& io = ImGui::GetPlatformIO(); + if (info.dwFlags & MONITORINFOF_PRIMARY) + io.Monitors.push_front(imgui_monitor); + else + io.Monitors.push_back(imgui_monitor); + return TRUE; +} + +static void ImGui_ImplWin32_UpdateMonitors() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui::GetPlatformIO().Monitors.resize(0); + ::EnumDisplayMonitors(nullptr, nullptr, ImGui_ImplWin32_UpdateMonitors_EnumFunc, 0); + bd->WantUpdateMonitors = false; +} + +void ImGui_ImplWin32_NewFrame() +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized? Did you call ImGui_ImplWin32_Init()?"); + ImGuiIO& io = ImGui::GetIO(); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + + // Setup display size (every frame to accommodate for window resizing) + RECT rect = { 0, 0, 0, 0 }; + ::GetClientRect(bd->hWnd, &rect); + io.DisplaySize = ImVec2((float)(rect.right - rect.left), (float)(rect.bottom - rect.top)); + if (bd->WantUpdateMonitors) + ImGui_ImplWin32_UpdateMonitors(); + + // Setup time step + INT64 current_time = 0; + ::QueryPerformanceCounter((LARGE_INTEGER*)¤t_time); + io.DeltaTime = (float)((double)(current_time - bd->Time) / (double)bd->TicksPerSecond); + bd->Time = current_time; + + // Update OS mouse position + ImGui_ImplWin32_UpdateMouseData(io, platform_io); + + // Process workarounds for known Windows key handling issues + ImGui_ImplWin32_ProcessKeyEventsWorkarounds(io); + + // Update OS mouse cursor with the cursor requested by imgui + ImGuiMouseCursor mouse_cursor = io.MouseDrawCursor ? ImGuiMouseCursor_None : ImGui::GetMouseCursor(); + if (bd->LastMouseCursor != mouse_cursor) + { + bd->LastMouseCursor = mouse_cursor; + ImGui_ImplWin32_UpdateMouseCursor(io, mouse_cursor); + } + + // Update game controllers (if enabled and available) + ImGui_ImplWin32_UpdateGamepads(io); +} + +// Map VK_xxx to ImGuiKey_xxx. +// Not static to allow third-party code to use that if they want to (but undocumented) +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam); +ImGuiKey ImGui_ImplWin32_KeyEventToImGuiKey(WPARAM wParam, LPARAM lParam) +{ + // There is no distinct VK_xxx for keypad enter, instead it is VK_RETURN + KF_EXTENDED. + if ((wParam == VK_RETURN) && (HIWORD(lParam) & KF_EXTENDED)) + return ImGuiKey_KeypadEnter; + + const int scancode = (int)LOBYTE(HIWORD(lParam)); + //IMGUI_DEBUG_LOG("scancode %3d, keycode = 0x%02X\n", scancode, wParam); + switch (wParam) + { + case VK_TAB: return ImGuiKey_Tab; + case VK_LEFT: return ImGuiKey_LeftArrow; + case VK_RIGHT: return ImGuiKey_RightArrow; + case VK_UP: return ImGuiKey_UpArrow; + case VK_DOWN: return ImGuiKey_DownArrow; + case VK_PRIOR: return ImGuiKey_PageUp; + case VK_NEXT: return ImGuiKey_PageDown; + case VK_HOME: return ImGuiKey_Home; + case VK_END: return ImGuiKey_End; + case VK_INSERT: return ImGuiKey_Insert; + case VK_DELETE: return ImGuiKey_Delete; + case VK_BACK: return ImGuiKey_Backspace; + case VK_SPACE: return ImGuiKey_Space; + case VK_RETURN: return ImGuiKey_Enter; + case VK_ESCAPE: return ImGuiKey_Escape; + //case VK_OEM_7: return ImGuiKey_Apostrophe; + case VK_OEM_COMMA: return ImGuiKey_Comma; + //case VK_OEM_MINUS: return ImGuiKey_Minus; + case VK_OEM_PERIOD: return ImGuiKey_Period; + //case VK_OEM_2: return ImGuiKey_Slash; + //case VK_OEM_1: return ImGuiKey_Semicolon; + //case VK_OEM_PLUS: return ImGuiKey_Equal; + //case VK_OEM_4: return ImGuiKey_LeftBracket; + //case VK_OEM_5: return ImGuiKey_Backslash; + //case VK_OEM_6: return ImGuiKey_RightBracket; + //case VK_OEM_3: return ImGuiKey_GraveAccent; + case VK_CAPITAL: return ImGuiKey_CapsLock; + case VK_SCROLL: return ImGuiKey_ScrollLock; + case VK_NUMLOCK: return ImGuiKey_NumLock; + case VK_SNAPSHOT: return ImGuiKey_PrintScreen; + case VK_PAUSE: return ImGuiKey_Pause; + case VK_NUMPAD0: return ImGuiKey_Keypad0; + case VK_NUMPAD1: return ImGuiKey_Keypad1; + case VK_NUMPAD2: return ImGuiKey_Keypad2; + case VK_NUMPAD3: return ImGuiKey_Keypad3; + case VK_NUMPAD4: return ImGuiKey_Keypad4; + case VK_NUMPAD5: return ImGuiKey_Keypad5; + case VK_NUMPAD6: return ImGuiKey_Keypad6; + case VK_NUMPAD7: return ImGuiKey_Keypad7; + case VK_NUMPAD8: return ImGuiKey_Keypad8; + case VK_NUMPAD9: return ImGuiKey_Keypad9; + case VK_DECIMAL: return ImGuiKey_KeypadDecimal; + case VK_DIVIDE: return ImGuiKey_KeypadDivide; + case VK_MULTIPLY: return ImGuiKey_KeypadMultiply; + case VK_SUBTRACT: return ImGuiKey_KeypadSubtract; + case VK_ADD: return ImGuiKey_KeypadAdd; + case VK_LSHIFT: return ImGuiKey_LeftShift; + case VK_LCONTROL: return ImGuiKey_LeftCtrl; + case VK_LMENU: return ImGuiKey_LeftAlt; + case VK_LWIN: return ImGuiKey_LeftSuper; + case VK_RSHIFT: return ImGuiKey_RightShift; + case VK_RCONTROL: return ImGuiKey_RightCtrl; + case VK_RMENU: return ImGuiKey_RightAlt; + case VK_RWIN: return ImGuiKey_RightSuper; + case VK_APPS: return ImGuiKey_Menu; + case '0': return ImGuiKey_0; + case '1': return ImGuiKey_1; + case '2': return ImGuiKey_2; + case '3': return ImGuiKey_3; + case '4': return ImGuiKey_4; + case '5': return ImGuiKey_5; + case '6': return ImGuiKey_6; + case '7': return ImGuiKey_7; + case '8': return ImGuiKey_8; + case '9': return ImGuiKey_9; + case 'A': return ImGuiKey_A; + case 'B': return ImGuiKey_B; + case 'C': return ImGuiKey_C; + case 'D': return ImGuiKey_D; + case 'E': return ImGuiKey_E; + case 'F': return ImGuiKey_F; + case 'G': return ImGuiKey_G; + case 'H': return ImGuiKey_H; + case 'I': return ImGuiKey_I; + case 'J': return ImGuiKey_J; + case 'K': return ImGuiKey_K; + case 'L': return ImGuiKey_L; + case 'M': return ImGuiKey_M; + case 'N': return ImGuiKey_N; + case 'O': return ImGuiKey_O; + case 'P': return ImGuiKey_P; + case 'Q': return ImGuiKey_Q; + case 'R': return ImGuiKey_R; + case 'S': return ImGuiKey_S; + case 'T': return ImGuiKey_T; + case 'U': return ImGuiKey_U; + case 'V': return ImGuiKey_V; + case 'W': return ImGuiKey_W; + case 'X': return ImGuiKey_X; + case 'Y': return ImGuiKey_Y; + case 'Z': return ImGuiKey_Z; + case VK_F1: return ImGuiKey_F1; + case VK_F2: return ImGuiKey_F2; + case VK_F3: return ImGuiKey_F3; + case VK_F4: return ImGuiKey_F4; + case VK_F5: return ImGuiKey_F5; + case VK_F6: return ImGuiKey_F6; + case VK_F7: return ImGuiKey_F7; + case VK_F8: return ImGuiKey_F8; + case VK_F9: return ImGuiKey_F9; + case VK_F10: return ImGuiKey_F10; + case VK_F11: return ImGuiKey_F11; + case VK_F12: return ImGuiKey_F12; + case VK_F13: return ImGuiKey_F13; + case VK_F14: return ImGuiKey_F14; + case VK_F15: return ImGuiKey_F15; + case VK_F16: return ImGuiKey_F16; + case VK_F17: return ImGuiKey_F17; + case VK_F18: return ImGuiKey_F18; + case VK_F19: return ImGuiKey_F19; + case VK_F20: return ImGuiKey_F20; + case VK_F21: return ImGuiKey_F21; + case VK_F22: return ImGuiKey_F22; + case VK_F23: return ImGuiKey_F23; + case VK_F24: return ImGuiKey_F24; + case VK_BROWSER_BACK: return ImGuiKey_AppBack; + case VK_BROWSER_FORWARD: return ImGuiKey_AppForward; + default: break; + } + + // Fallback to scancode + // https://handmade.network/forums/t/2011-keyboard_inputs_-_scancodes,_raw_input,_text_input,_key_names + switch (scancode) + { + case 41: return ImGuiKey_GraveAccent; // VK_OEM_8 in EN-UK, VK_OEM_3 in EN-US, VK_OEM_7 in FR, VK_OEM_5 in DE, etc. + case 12: return ImGuiKey_Minus; + case 13: return ImGuiKey_Equal; + case 26: return ImGuiKey_LeftBracket; + case 27: return ImGuiKey_RightBracket; + case 86: return ImGuiKey_Oem102; + case 43: return ImGuiKey_Backslash; + case 39: return ImGuiKey_Semicolon; + case 40: return ImGuiKey_Apostrophe; + case 51: return ImGuiKey_Comma; + case 52: return ImGuiKey_Period; + case 53: return ImGuiKey_Slash; + default: break; + } + + return ImGuiKey_None; +} + +// Allow compilation with old Windows SDK. MinGW doesn't have default _WIN32_WINNT/WINVER versions. +#ifndef WM_MOUSEHWHEEL +#define WM_MOUSEHWHEEL 0x020E +#endif +#ifndef DBT_DEVNODES_CHANGED +#define DBT_DEVNODES_CHANGED 0x0007 +#endif + +// Helper to obtain the source of mouse messages. +// See https://learn.microsoft.com/en-us/windows/win32/tablet/system-events-and-mouse-messages +// Prefer to call this at the top of the message handler to avoid the possibility of other Win32 calls interfering with this. +static ImGuiMouseSource ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo() +{ + LPARAM extra_info = ::GetMessageExtraInfo(); + if ((extra_info & 0xFFFFFF80) == 0xFF515700) + return ImGuiMouseSource_Pen; + if ((extra_info & 0xFFFFFF80) == 0xFF515780) + return ImGuiMouseSource_TouchScreen; + return ImGuiMouseSource_Mouse; +} + +// Win32 message handler (process Win32 mouse/keyboard inputs, etc.) +// Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +// When implementing your own backend, you can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if Dear ImGui wants to use your inputs. +// - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data. +// - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data. +// Generally you may always pass all inputs to Dear ImGui, and hide them from your application based on those two flags. +// PS: We treat DBLCLK messages as regular mouse down messages, so this code will work on windows classes that have the CS_DBLCLKS flag set. Our own example app code doesn't set this flag. + +// Copy either line into your .cpp file to forward declare the function: +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); // Use ImGui::GetCurrentContext() +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io); // Doesn't use ImGui::GetCurrentContext() + +#ifndef WM_DPICHANGED +#define WM_DPICHANGED 0x02E0 // From Windows SDK 8.1+ headers +#endif + +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Most backends don't have silent checks like this one, but we need it because WndProc are called early in CreateWindow(). + // We silently allow both context or just only backend data to be nullptr. + if (ImGui::GetCurrentContext() == nullptr) + return 0; + return ImGui_ImplWin32_WndProcHandlerEx(hwnd, msg, wParam, lParam, ImGui::GetIO()); +} + +// This version is in theory thread-safe in the sense that no path should access ImGui::GetCurrentContext(). +IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandlerEx(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam, ImGuiIO& io) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(io); + if (bd == nullptr) + return 0; + switch (msg) + { + case WM_MOUSEMOVE: + case WM_NCMOUSEMOVE: + { + // We need to call TrackMouseEvent in order to receive WM_MOUSELEAVE events + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + const int area = (msg == WM_MOUSEMOVE) ? 1 : 2; + bd->MouseHwnd = hwnd; + if (bd->MouseTrackedArea != area) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + TRACKMOUSEEVENT tme_track = { sizeof(tme_track), (DWORD)((area == 2) ? (TME_LEAVE | TME_NONCLIENT) : TME_LEAVE), hwnd, 0 }; + if (bd->MouseTrackedArea != 0) + ::TrackMouseEvent(&tme_cancel); + ::TrackMouseEvent(&tme_track); + bd->MouseTrackedArea = area; + } + POINT mouse_pos = { (LONG)GET_X_LPARAM(lParam), (LONG)GET_Y_LPARAM(lParam) }; + bool want_absolute_pos = (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) != 0; + if (msg == WM_MOUSEMOVE && want_absolute_pos) // WM_MOUSEMOVE are client-relative coordinates. + ::ClientToScreen(hwnd, &mouse_pos); + if (msg == WM_NCMOUSEMOVE && !want_absolute_pos) // WM_NCMOUSEMOVE are absolute coordinates. + ::ScreenToClient(hwnd, &mouse_pos); + io.AddMouseSourceEvent(mouse_source); + io.AddMousePosEvent((float)mouse_pos.x, (float)mouse_pos.y); + return 0; + } + case WM_MOUSELEAVE: + case WM_NCMOUSELEAVE: + { + const int area = (msg == WM_MOUSELEAVE) ? 1 : 2; + if (bd->MouseTrackedArea == area) + { + if (bd->MouseHwnd == hwnd) + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + } + case WM_DESTROY: + if (bd->MouseHwnd == hwnd && bd->MouseTrackedArea != 0) + { + TRACKMOUSEEVENT tme_cancel = { sizeof(tme_cancel), TME_CANCEL, hwnd, 0 }; + ::TrackMouseEvent(&tme_cancel); + bd->MouseHwnd = nullptr; + bd->MouseTrackedArea = 0; + io.AddMousePosEvent(-FLT_MAX, -FLT_MAX); + } + return 0; + case WM_LBUTTONDOWN: case WM_LBUTTONDBLCLK: + case WM_RBUTTONDOWN: case WM_RBUTTONDBLCLK: + case WM_MBUTTONDOWN: case WM_MBUTTONDBLCLK: + case WM_XBUTTONDOWN: case WM_XBUTTONDBLCLK: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONDOWN || msg == WM_LBUTTONDBLCLK) { button = 0; } + if (msg == WM_RBUTTONDOWN || msg == WM_RBUTTONDBLCLK) { button = 1; } + if (msg == WM_MBUTTONDOWN || msg == WM_MBUTTONDBLCLK) { button = 2; } + if (msg == WM_XBUTTONDOWN || msg == WM_XBUTTONDBLCLK) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + HWND hwnd_with_capture = ::GetCapture(); + if (bd->MouseButtonsDown != 0 && hwnd_with_capture != hwnd) // Did we externally lost capture? + bd->MouseButtonsDown = 0; + if (bd->MouseButtonsDown == 0 && hwnd_with_capture == nullptr) + ::SetCapture(hwnd); // Allow us to read mouse coordinates when dragging mouse outside of our window bounds. + bd->MouseButtonsDown |= 1 << button; + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, true); + return 0; + } + case WM_LBUTTONUP: + case WM_RBUTTONUP: + case WM_MBUTTONUP: + case WM_XBUTTONUP: + { + ImGuiMouseSource mouse_source = ImGui_ImplWin32_GetMouseSourceFromMessageExtraInfo(); + int button = 0; + if (msg == WM_LBUTTONUP) { button = 0; } + if (msg == WM_RBUTTONUP) { button = 1; } + if (msg == WM_MBUTTONUP) { button = 2; } + if (msg == WM_XBUTTONUP) { button = (GET_XBUTTON_WPARAM(wParam) == XBUTTON1) ? 3 : 4; } + bd->MouseButtonsDown &= ~(1 << button); + if (bd->MouseButtonsDown == 0 && ::GetCapture() == hwnd) + ::ReleaseCapture(); + io.AddMouseSourceEvent(mouse_source); + io.AddMouseButtonEvent(button, false); + return 0; + } + case WM_MOUSEWHEEL: + io.AddMouseWheelEvent(0.0f, (float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA); + return 0; + case WM_MOUSEHWHEEL: + io.AddMouseWheelEvent(-(float)GET_WHEEL_DELTA_WPARAM(wParam) / (float)WHEEL_DELTA, 0.0f); + return 0; + case WM_KEYDOWN: + case WM_KEYUP: + case WM_SYSKEYDOWN: + case WM_SYSKEYUP: + { + const bool is_key_down = (msg == WM_KEYDOWN || msg == WM_SYSKEYDOWN); + if (wParam < 256) + { + // Submit modifiers + ImGui_ImplWin32_UpdateKeyModifiers(io); + + // Obtain virtual key code and convert to ImGuiKey + const ImGuiKey key = ImGui_ImplWin32_KeyEventToImGuiKey(wParam, lParam); + const int vk = (int)wParam; + const int scancode = (int)LOBYTE(HIWORD(lParam)); + + // Special behavior for VK_SNAPSHOT / ImGuiKey_PrintScreen as Windows doesn't emit the key down event. + if (key == ImGuiKey_PrintScreen && !is_key_down) + ImGui_ImplWin32_AddKeyEvent(io, key, true, vk, scancode); + + // Submit key event + if (key != ImGuiKey_None) + ImGui_ImplWin32_AddKeyEvent(io, key, is_key_down, vk, scancode); + + // Submit individual left/right modifier events + if (vk == VK_SHIFT) + { + // Important: Shift keys tend to get stuck when pressed together, missing key-up events are corrected in ImGui_ImplWin32_ProcessKeyEventsWorkarounds() + if (IsVkDown(VK_LSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftShift, is_key_down, VK_LSHIFT, scancode); } + if (IsVkDown(VK_RSHIFT) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightShift, is_key_down, VK_RSHIFT, scancode); } + } + else if (vk == VK_CONTROL) + { + if (IsVkDown(VK_LCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftCtrl, is_key_down, VK_LCONTROL, scancode); } + if (IsVkDown(VK_RCONTROL) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightCtrl, is_key_down, VK_RCONTROL, scancode); } + } + else if (vk == VK_MENU) + { + if (IsVkDown(VK_LMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_LeftAlt, is_key_down, VK_LMENU, scancode); } + if (IsVkDown(VK_RMENU) == is_key_down) { ImGui_ImplWin32_AddKeyEvent(io, ImGuiKey_RightAlt, is_key_down, VK_RMENU, scancode); } + } + } + return 0; + } + case WM_SETFOCUS: + case WM_KILLFOCUS: + io.AddFocusEvent(msg == WM_SETFOCUS); +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + bd->XInputPacketNumber = 0; // FIXME: Technically, calling io.ClearInputKeys() directly would require this as well. +#endif + return 0; + case WM_INPUTLANGCHANGE: + ImGui_ImplWin32_UpdateKeyboardCodePage(io); + return 0; + case WM_CHAR: + if (::IsWindowUnicode(hwnd)) + { + // You can also use ToAscii()+GetKeyboardState() to retrieve characters. + if (wParam > 0 && wParam < 0x10000) + io.AddInputCharacterUTF16((unsigned short)wParam); + } + else + { + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1); + io.AddInputCharacter(wch); + } + return 0; + case WM_IME_COMPOSITION: + { + // Handling WM_IME_COMPOSITION ensure that WM_IME_CHAR value is correct even for MBCS apps. + // (see #9099, #3653 and https://stackoverflow.com/questions/77450354 topics) + LRESULT result = ::DefWindowProcW(hwnd, msg, wParam, lParam); + return (lParam & GCS_RESULTSTR) ? 1 : result; + } + case WM_IME_CHAR: + if (::IsWindowUnicode(hwnd) == FALSE) + { + if (::IsDBCSLeadByte(HIBYTE(wParam))) + wParam = (WPARAM)MAKEWORD(HIBYTE(wParam), LOBYTE(wParam)); + wchar_t wch = 0; + ::MultiByteToWideChar(bd->KeyboardCodePage, MB_PRECOMPOSED, (char*)&wParam, 2, &wch, 1); + io.AddInputCharacterUTF16(wch); + return 1; + } + return 0; + case WM_SETCURSOR: + // This is required to restore cursor when transitioning from e.g resize borders to client area. + if (LOWORD(lParam) == HTCLIENT && ImGui_ImplWin32_UpdateMouseCursor(io, bd->LastMouseCursor)) + return 1; + return 0; + case WM_DEVICECHANGE: +#ifndef IMGUI_IMPL_WIN32_DISABLE_GAMEPAD + if ((UINT)wParam == DBT_DEVNODES_CHANGED) + bd->WantUpdateHasGamepad = true; +#endif + return 0; + case WM_DISPLAYCHANGE: + bd->WantUpdateMonitors = true; + return 0; + case WM_SETTINGCHANGE: + if (wParam == SPI_SETWORKAREA) + bd->WantUpdateMonitors = true; + return 0; + case WM_DPICHANGED: + { + // FIXME-DPI: see SDL3's WM_GETDPISCALEDSIZE handler. + const RECT* suggested_rect = (RECT*)lParam; + if (io.ConfigDpiScaleViewports) + ::SetWindowPos(hwnd, nullptr, suggested_rect->left, suggested_rect->top, suggested_rect->right - suggested_rect->left, suggested_rect->bottom - suggested_rect->top, SWP_NOZORDER | SWP_NOACTIVATE); + return 0; + } + } + return 0; +} + + +//-------------------------------------------------------------------------------------------------------- +// DPI-related helpers (optional) +//-------------------------------------------------------------------------------------------------------- +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +//--------------------------------------------------------------------------------------------------------- +// This is the scheme successfully used by GLFW (from which we borrowed some of the code) and other apps aiming to be highly portable. +// ImGui_ImplWin32_EnableDpiAwareness() is just a helper called by main.cpp, we don't call it automatically. +// If you are trying to implement your own backend for your own engine, you may ignore that noise. +//--------------------------------------------------------------------------------------------------------- + +// Perform our own check with RtlVerifyVersionInfo() instead of using functions from as they +// require a manifest to be functional for checks above 8.1. See https://github.com/ocornut/imgui/issues/4200 +static BOOL _IsWindowsVersionOrGreater(WORD major, WORD minor, WORD) +{ + typedef LONG(WINAPI* PFN_RtlVerifyVersionInfo)(OSVERSIONINFOEXW*, ULONG, ULONGLONG); + static PFN_RtlVerifyVersionInfo RtlVerifyVersionInfoFn = nullptr; + if (RtlVerifyVersionInfoFn == nullptr) + if (HMODULE ntdllModule = ::GetModuleHandleA("ntdll.dll")) + RtlVerifyVersionInfoFn = (PFN_RtlVerifyVersionInfo)GetProcAddress(ntdllModule, "RtlVerifyVersionInfo"); + if (RtlVerifyVersionInfoFn == nullptr) + return FALSE; + + RTL_OSVERSIONINFOEXW versionInfo = { }; + ULONGLONG conditionMask = 0; + versionInfo.dwOSVersionInfoSize = sizeof(RTL_OSVERSIONINFOEXW); + versionInfo.dwMajorVersion = major; + versionInfo.dwMinorVersion = minor; + VER_SET_CONDITION(conditionMask, VER_MAJORVERSION, VER_GREATER_EQUAL); + VER_SET_CONDITION(conditionMask, VER_MINORVERSION, VER_GREATER_EQUAL); + return (RtlVerifyVersionInfoFn(&versionInfo, VER_MAJORVERSION | VER_MINORVERSION, conditionMask) == 0) ? TRUE : FALSE; +} + +#define _IsWindowsVistaOrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0600), LOBYTE(0x0600), 0) // _WIN32_WINNT_VISTA +#define _IsWindows8OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0602), LOBYTE(0x0602), 0) // _WIN32_WINNT_WIN8 +#define _IsWindows8Point1OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0603), LOBYTE(0x0603), 0) // _WIN32_WINNT_WINBLUE +#define _IsWindows10OrGreater() _IsWindowsVersionOrGreater(HIBYTE(0x0A00), LOBYTE(0x0A00), 0) // _WIN32_WINNT_WINTHRESHOLD / _WIN32_WINNT_WIN10 + +#ifndef DPI_ENUMS_DECLARED +typedef enum { PROCESS_DPI_UNAWARE = 0, PROCESS_SYSTEM_DPI_AWARE = 1, PROCESS_PER_MONITOR_DPI_AWARE = 2 } PROCESS_DPI_AWARENESS; +typedef enum { MDT_EFFECTIVE_DPI = 0, MDT_ANGULAR_DPI = 1, MDT_RAW_DPI = 2, MDT_DEFAULT = MDT_EFFECTIVE_DPI } MONITOR_DPI_TYPE; +#endif +#ifndef _DPI_AWARENESS_CONTEXTS_ +DECLARE_HANDLE(DPI_AWARENESS_CONTEXT); +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE (DPI_AWARENESS_CONTEXT)-3 +#endif +#ifndef DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 +#define DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2 (DPI_AWARENESS_CONTEXT)-4 +#endif +typedef HRESULT(WINAPI* PFN_SetProcessDpiAwareness)(PROCESS_DPI_AWARENESS); // Shcore.lib + dll, Windows 8.1+ +typedef HRESULT(WINAPI* PFN_GetDpiForMonitor)(HMONITOR, MONITOR_DPI_TYPE, UINT*, UINT*); // Shcore.lib + dll, Windows 8.1+ +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_SetThreadDpiAwarenessContext)(DPI_AWARENESS_CONTEXT); // User32.lib + dll, Windows 10 v1607+ (Creators Update) +typedef DPI_AWARENESS_CONTEXT(WINAPI* PFN_GetThreadDpiAwarenessContext)(); // " +typedef BOOL(WINAPI* PFN_AreDpiAwarenessContextsEqual)(DPI_AWARENESS_CONTEXT, DPI_AWARENESS_CONTEXT); // " + +// Helper function to enable DPI awareness without setting up a manifest +void ImGui_ImplWin32_EnableDpiAwareness() +{ + // Make sure monitors will be updated with latest correct scaling + if (ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData()) + bd->WantUpdateMonitors = true; + + if (_IsWindows10OrGreater()) + { + static HINSTANCE user32_dll = ::LoadLibraryA("user32.dll"); // Reference counted per-process + if (PFN_SetThreadDpiAwarenessContext SetThreadDpiAwarenessContextFn = (PFN_SetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "SetThreadDpiAwarenessContext")) + { + SetThreadDpiAwarenessContextFn(DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2); + return; + } + } + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + if (PFN_SetProcessDpiAwareness SetProcessDpiAwarenessFn = (PFN_SetProcessDpiAwareness)::GetProcAddress(shcore_dll, "SetProcessDpiAwareness")) + { + SetProcessDpiAwarenessFn(PROCESS_PER_MONITOR_DPI_AWARE); + return; + } + } +#if _WIN32_WINNT >= 0x0600 + ::SetProcessDPIAware(); +#endif +} + +static bool ImGui_ImplWin32_IsDpiAwarenessPerMonitorAwareV2() +{ + if (!_IsWindows10OrGreater()) + return false; + static HINSTANCE user32_dll = ::GetModuleHandleA("user32.dll"); + PFN_GetThreadDpiAwarenessContext GetThreadDpiAwarenessContextFn = (PFN_GetThreadDpiAwarenessContext)::GetProcAddress(user32_dll, "GetThreadDpiAwarenessContext"); + PFN_AreDpiAwarenessContextsEqual AreDpiAwarenessContextsEqualFn = (PFN_AreDpiAwarenessContextsEqual)::GetProcAddress(user32_dll, "AreDpiAwarenessContextsEqual"); + if (GetThreadDpiAwarenessContextFn && AreDpiAwarenessContextsEqualFn) + return AreDpiAwarenessContextsEqualFn(GetThreadDpiAwarenessContextFn(), DPI_AWARENESS_CONTEXT_PER_MONITOR_AWARE_V2) != 0; + return false; +} + +#if defined(_MSC_VER) && !defined(NOGDI) +#pragma comment(lib, "gdi32") // Link with gdi32.lib for GetDeviceCaps(). MinGW will require linking with '-lgdi32' +#endif + +float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor) +{ + UINT xdpi = 96, ydpi = 96; + if (_IsWindows8Point1OrGreater()) + { + static HINSTANCE shcore_dll = ::LoadLibraryA("shcore.dll"); // Reference counted per-process + static PFN_GetDpiForMonitor GetDpiForMonitorFn = nullptr; + if (GetDpiForMonitorFn == nullptr && shcore_dll != nullptr) + GetDpiForMonitorFn = (PFN_GetDpiForMonitor)::GetProcAddress(shcore_dll, "GetDpiForMonitor"); + if (GetDpiForMonitorFn != nullptr) + { + GetDpiForMonitorFn((HMONITOR)monitor, MDT_EFFECTIVE_DPI, &xdpi, &ydpi); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + return (float)xdpi / 96.0f; + } + } +#ifndef NOGDI + const HDC dc = ::GetDC(nullptr); + xdpi = ::GetDeviceCaps(dc, LOGPIXELSX); + ydpi = ::GetDeviceCaps(dc, LOGPIXELSY); + IM_ASSERT(xdpi == ydpi); // Please contact me if you hit this assert! + ::ReleaseDC(nullptr, dc); +#endif + return (float)xdpi / 96.0f; +} + +float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd) +{ + HMONITOR monitor = ::MonitorFromWindow((HWND)hwnd, MONITOR_DEFAULTTONEAREST); + return ImGui_ImplWin32_GetDpiScaleForMonitor(monitor); +} + +//--------------------------------------------------------------------------------------------------------- +// Transparency related helpers (optional) +//-------------------------------------------------------------------------------------------------------- + +#if defined(_MSC_VER) +#pragma comment(lib, "dwmapi") // Link with dwmapi.lib. MinGW will require linking with '-ldwmapi' +#endif + +// [experimental] +// Borrowed from GLFW's function updateFramebufferTransparency() in src/win32_window.c +// (the Dwm* functions are Vista era functions but we are borrowing logic from GLFW) +void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd) +{ + if (!_IsWindowsVistaOrGreater()) + return; + + BOOL composition; + if (FAILED(::DwmIsCompositionEnabled(&composition)) || !composition) + return; + + BOOL opaque; + DWORD color; + if (_IsWindows8OrGreater() || (SUCCEEDED(::DwmGetColorizationColor(&color, &opaque)) && !opaque)) + { + HRGN region = ::CreateRectRgn(0, 0, -1, -1); + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE | DWM_BB_BLURREGION; + bb.hRgnBlur = region; + bb.fEnable = TRUE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + ::DeleteObject(region); + } + else + { + DWM_BLURBEHIND bb = {}; + bb.dwFlags = DWM_BB_ENABLE; + ::DwmEnableBlurBehindWindow((HWND)hwnd, &bb); + } +} + +//--------------------------------------------------------------------------------------------------------- +// MULTI-VIEWPORT / PLATFORM INTERFACE SUPPORT +// This is an _advanced_ and _optional_ feature, allowing the backend to create and handle multiple viewports simultaneously. +// If you are new to dear imgui or creating a new binding for dear imgui, it is recommended that you completely ignore this section first.. +//-------------------------------------------------------------------------------------------------------- + +// Helper structure we store in the void* PlatformUserData field of each ImGuiViewport to easily retrieve our backend data. +struct ImGui_ImplWin32_ViewportData +{ + HWND Hwnd; // Stored in ImGuiViewport::PlatformHandle + PlatformHandleRaw + HWND HwndParent; + bool HwndOwned; + DWORD DwStyle; + DWORD DwExStyle; + + ImGui_ImplWin32_ViewportData() { Hwnd = HwndParent = nullptr; HwndOwned = false; DwStyle = DwExStyle = 0; } + ~ImGui_ImplWin32_ViewportData() { IM_ASSERT(Hwnd == nullptr); } +}; + +static void ImGui_ImplWin32_GetWin32StyleFromViewportFlags(ImGuiViewportFlags flags, DWORD* out_style, DWORD* out_ex_style) +{ + if (flags & ImGuiViewportFlags_NoDecoration) + *out_style = WS_POPUP; + else + *out_style = WS_OVERLAPPEDWINDOW; + + if (flags & ImGuiViewportFlags_NoTaskBarIcon) + *out_ex_style = WS_EX_TOOLWINDOW; + else + *out_ex_style = WS_EX_APPWINDOW; + + if (flags & ImGuiViewportFlags_TopMost) + *out_ex_style |= WS_EX_TOPMOST; +} + +static HWND ImGui_ImplWin32_GetHwndFromViewport(ImGuiViewport* viewport) +{ + if (viewport != nullptr) + return (HWND)viewport->PlatformHandle; + return nullptr; +} + +static void ImGui_ImplWin32_AdjustWindowRect(ImGuiViewport* viewport, RECT* rect, DWORD style, DWORD ex_style) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (bd->AdjustWindowRectExForDpi && bd->IsPerMonitorDpiAwareV2) + { + UINT dpi = (UINT)(viewport->DpiScale * 96.0f + 0.5f); + if (dpi != 0 && bd->AdjustWindowRectExForDpi(rect, style, FALSE, ex_style, dpi)) + return; + } + ::AdjustWindowRectEx(rect, style, FALSE, ex_style); +} + +static void ImGui_ImplWin32_CreateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + viewport->PlatformUserData = vd; + + // Select style and parent window + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &vd->DwStyle, &vd->DwExStyle); + vd->HwndParent = ImGui_ImplWin32_GetHwndFromViewport(viewport->ParentViewport); + + // Create window + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle); + vd->Hwnd = ::CreateWindowExW( + vd->DwExStyle, L"ImGui Platform", L"Untitled", vd->DwStyle, // Style, class name, window name + rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, // Window area + vd->HwndParent, nullptr, ::GetModuleHandle(nullptr), nullptr); // Owner window, Menu, Instance, Param + vd->HwndOwned = true; + viewport->PlatformRequestResize = false; + viewport->PlatformHandle = viewport->PlatformHandleRaw = vd->Hwnd; + + // Secondary viewports store their imgui context + ::SetPropA(vd->Hwnd, "IMGUI_CONTEXT", ImGui::GetCurrentContext()); +} + +static void ImGui_ImplWin32_DestroyWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + if (ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData) + { + if (::GetCapture() == vd->Hwnd) + { + // Transfer capture so if we started dragging from a window that later disappears, we'll still receive the MOUSEUP event. + ::ReleaseCapture(); + ::SetCapture(bd->hWnd); + } + if (vd->Hwnd && vd->HwndOwned) + ::DestroyWindow(vd->Hwnd); + vd->Hwnd = nullptr; + IM_DELETE(vd); + } + viewport->PlatformUserData = viewport->PlatformHandle = nullptr; +} + +static void ImGui_ImplWin32_ShowWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // ShowParent() even with SW_SHOWNA also brings parent to front, which is not always desirable, + // so we temporarily disable parenting. (#7354, #8669) + bool avoid_bringing_parent_to_front = vd->HwndParent != NULL && (viewport->Flags & (ImGuiViewportFlags_NoFocusOnAppearing | ImGuiViewportFlags_NoTaskBarIcon)) != 0; + if (avoid_bringing_parent_to_front) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)nullptr); + + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnAppearing) + ::ShowWindow(vd->Hwnd, SW_SHOWNA); + else + ::ShowWindow(vd->Hwnd, SW_SHOW); + + // Restore + if (avoid_bringing_parent_to_front) + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); +} + +static void ImGui_ImplWin32_UpdateWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + + // Update Win32 parent if it changed _after_ creation + // Unlike style settings derived from configuration flags, this is more likely to change for advanced apps that are manipulating ParentViewportID manually. + HWND new_parent = ImGui_ImplWin32_GetHwndFromViewport(viewport->ParentViewport); + if (new_parent != vd->HwndParent) + { + // Win32 windows can either have a "Parent" (for WS_CHILD window) or an "Owner" (which among other thing keeps window above its owner). + // Our Dear Imgui-side concept of parenting only mostly care about what Win32 call "Owner". + // The parent parameter of CreateWindowEx() sets up Parent OR Owner depending on WS_CHILD flag. In our case an Owner as we never use WS_CHILD. + // Calling ::SetParent() here would be incorrect: it will create a full child relation, alter coordinate system and clipping. + // Calling ::SetWindowLongPtr() with GWLP_HWNDPARENT seems correct although poorly documented. + // https://devblogs.microsoft.com/oldnewthing/20100315-00/?p=14613 + vd->HwndParent = new_parent; + ::SetWindowLongPtr(vd->Hwnd, GWLP_HWNDPARENT, (LONG_PTR)vd->HwndParent); + } + + // (Optional) Update Win32 style if it changed _after_ creation. + // Generally they won't change unless configuration flags are changed, but advanced uses (such as manually rewriting viewport flags) make this useful. + DWORD new_style; + DWORD new_ex_style; + ImGui_ImplWin32_GetWin32StyleFromViewportFlags(viewport->Flags, &new_style, &new_ex_style); + + // Only reapply the flags that have been changed from our point of view (as other flags are being modified by Windows) + if (vd->DwStyle != new_style || vd->DwExStyle != new_ex_style) + { + // (Optional) Update TopMost state if it changed _after_ creation + bool top_most_changed = (vd->DwExStyle & WS_EX_TOPMOST) != (new_ex_style & WS_EX_TOPMOST); + HWND insert_after = top_most_changed ? ((viewport->Flags & ImGuiViewportFlags_TopMost) ? HWND_TOPMOST : HWND_NOTOPMOST) : 0; + UINT swp_flag = top_most_changed ? 0 : SWP_NOZORDER; + + // Apply flags and position (since it is affected by flags) + vd->DwStyle = new_style; + vd->DwExStyle = new_ex_style; + ::SetWindowLong(vd->Hwnd, GWL_STYLE, vd->DwStyle); + ::SetWindowLong(vd->Hwnd, GWL_EXSTYLE, vd->DwExStyle); + RECT rect = { (LONG)viewport->Pos.x, (LONG)viewport->Pos.y, (LONG)(viewport->Pos.x + viewport->Size.x), (LONG)(viewport->Pos.y + viewport->Size.y) }; + ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, insert_after, rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top, swp_flag | SWP_NOACTIVATE | SWP_FRAMECHANGED); + ::ShowWindow(vd->Hwnd, SW_SHOWNA); // This is necessary when we alter the style + viewport->PlatformRequestMove = viewport->PlatformRequestResize = true; + } +} + +static ImVec2 ImGui_ImplWin32_GetWindowPos(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + POINT pos = { 0, 0 }; + ::ClientToScreen(vd->Hwnd, &pos); + return ImVec2((float)pos.x, (float)pos.y); +} + +static void ImGui_ImplWin32_UpdateWin32StyleFromWindow(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + vd->DwStyle = ::GetWindowLongW(vd->Hwnd, GWL_STYLE); + vd->DwExStyle = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE); +} + +static void ImGui_ImplWin32_SetWindowPos(ImGuiViewport* viewport, ImVec2 pos) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { (LONG)pos.x, (LONG)pos.y, (LONG)pos.x, (LONG)pos.y }; + if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) + ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using + ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle); + ::SetWindowPos(vd->Hwnd, nullptr, rect.left, rect.top, 0, 0, SWP_NOZORDER | SWP_NOSIZE | SWP_NOACTIVATE); +} + +static ImVec2 ImGui_ImplWin32_GetWindowSize(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect; + ::GetClientRect(vd->Hwnd, &rect); + return ImVec2(float(rect.right - rect.left), float(rect.bottom - rect.top)); +} + +static void ImGui_ImplWin32_SetWindowSize(ImGuiViewport* viewport, ImVec2 size) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + RECT rect = { 0, 0, (LONG)size.x, (LONG)size.y }; + if (viewport->Flags & ImGuiViewportFlags_OwnedByApp) + ImGui_ImplWin32_UpdateWin32StyleFromWindow(viewport); // Not our window, poll style before using + ImGui_ImplWin32_AdjustWindowRect(viewport, &rect, vd->DwStyle, vd->DwExStyle); // Client to Screen + ::SetWindowPos(vd->Hwnd, nullptr, 0, 0, rect.right - rect.left, rect.bottom - rect.top, SWP_NOZORDER | SWP_NOMOVE | SWP_NOACTIVATE); +} + +static void ImGui_ImplWin32_SetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + ::BringWindowToTop(vd->Hwnd); + ::SetForegroundWindow(vd->Hwnd); + ::SetFocus(vd->Hwnd); +} + +static bool ImGui_ImplWin32_GetWindowFocus(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::GetForegroundWindow() == vd->Hwnd; +} + +static bool ImGui_ImplWin32_GetWindowMinimized(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ::IsIconic(vd->Hwnd) != 0; +} + +static void ImGui_ImplWin32_SetWindowTitle(ImGuiViewport* viewport, const char* title) +{ + // ::SetWindowTextA() doesn't properly handle UTF-8 so we explicitely convert our string. + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + int n = ::MultiByteToWideChar(CP_UTF8, 0, title, -1, nullptr, 0); + ImVector title_w; + title_w.resize(n); + ::MultiByteToWideChar(CP_UTF8, 0, title, -1, title_w.Data, n); + + // Calling SetWindowTextW() in a project where UNICODE is not set doesn't work but there's a trick + // which is to pass it directly to the DefWindowProcW() handler. + // See: https://stackoverflow.com/questions/9410681/setwindowtextw-in-an-ansi-project + //::SetWindowTextW(vd->Hwnd, title_w.Data); + ::DefWindowProcW(vd->Hwnd, WM_SETTEXT, 0, (LPARAM)title_w.Data); +} + +static void ImGui_ImplWin32_SetWindowAlpha(ImGuiViewport* viewport, float alpha) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + IM_ASSERT(alpha >= 0.0f && alpha <= 1.0f); + if (alpha < 1.0f) + { + DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) | WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style); + ::SetLayeredWindowAttributes(vd->Hwnd, 0, (BYTE)(255 * alpha), LWA_ALPHA); + } + else + { + DWORD ex_style = ::GetWindowLongW(vd->Hwnd, GWL_EXSTYLE) & ~WS_EX_LAYERED; + ::SetWindowLongW(vd->Hwnd, GWL_EXSTYLE, ex_style); + } +} + +static float ImGui_ImplWin32_GetWindowDpiScale(ImGuiViewport* viewport) +{ + ImGui_ImplWin32_ViewportData* vd = (ImGui_ImplWin32_ViewportData*)viewport->PlatformUserData; + IM_ASSERT(vd->Hwnd != 0); + return ImGui_ImplWin32_GetDpiScaleForHwnd(vd->Hwnd); +} + +// FIXME-DPI: Testing DPI related ideas +static void ImGui_ImplWin32_OnChangedViewport(ImGuiViewport* viewport) +{ + (void)viewport; +#if 0 + ImGuiStyle default_style; + //default_style.WindowPadding = ImVec2(0, 0); + //default_style.WindowBorderSize = 0.0f; + //default_style.ItemSpacing.y = 3.0f; + //default_style.FramePadding = ImVec2(0, 0); + default_style.ScaleAllSizes(viewport->DpiScale); + ImGuiStyle& style = ImGui::GetStyle(); + style = default_style; +#endif +} + +namespace ImGui { extern ImGuiIO& GetIO(ImGuiContext*); extern ImGuiPlatformIO& GetPlatformIO(ImGuiContext*); } + +static LRESULT CALLBACK ImGui_ImplWin32_WndProcHandler_PlatformWindow(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) +{ + // Allow secondary viewport WndProc to be called regardless of current context + ImGuiContext* ctx = (ImGuiContext*)::GetPropA(hWnd, "IMGUI_CONTEXT"); + if (ctx == NULL) + return ::DefWindowProcW(hWnd, msg, wParam, lParam); // unlike ImGui_ImplWin32_WndProcHandler() we are called directly by Windows, we can't just return 0. + + ImGuiIO& io = ImGui::GetIO(ctx); + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(ctx); + LRESULT result = 0; + if (ImGui_ImplWin32_WndProcHandlerEx(hWnd, msg, wParam, lParam, io)) + result = 1; + else if (ImGuiViewport* viewport = ImGui_ImplWin32_FindViewportByPlatformHandle(platform_io, hWnd)) + { + switch (msg) + { + case WM_CLOSE: + viewport->PlatformRequestClose = true; + return 0; // 0 = Operating system will ignore the message and not destroy the window. We close ourselves. + case WM_MOVE: + viewport->PlatformRequestMove = true; + break; + case WM_SIZE: + viewport->PlatformRequestResize = true; + break; + case WM_MOUSEACTIVATE: + if (viewport->Flags & ImGuiViewportFlags_NoFocusOnClick) + result = MA_NOACTIVATE; + break; + case WM_NCHITTEST: + // Let mouse pass-through the window. This will allow the backend to call io.AddMouseViewportEvent() correctly. (which is optional). + // The ImGuiViewportFlags_NoInputs flag is set while dragging a viewport, as want to detect the window behind the one we are dragging. + // If you cannot easily access those viewport flags from your windowing/event code: you may manually synchronize its state e.g. in + // your main loop after calling UpdatePlatformWindows(). Iterate all viewports/platform windows and pass the flag to your windowing system. + if (viewport->Flags & ImGuiViewportFlags_NoInputs) + result = HTTRANSPARENT; + break; + } + } + if (result == 0) + result = ::DefWindowProcW(hWnd, msg, wParam, lParam); + return result; +} + +static void ImGui_ImplWin32_InitMultiViewportSupport(bool platform_has_own_dc) +{ + WNDCLASSEXW wcex; + wcex.cbSize = sizeof(WNDCLASSEXW); + wcex.style = CS_HREDRAW | CS_VREDRAW | (platform_has_own_dc ? CS_OWNDC : 0); + wcex.lpfnWndProc = ImGui_ImplWin32_WndProcHandler_PlatformWindow; + wcex.cbClsExtra = 0; + wcex.cbWndExtra = 0; + wcex.hInstance = ::GetModuleHandle(nullptr); + wcex.hIcon = nullptr; + wcex.hCursor = nullptr; + wcex.hbrBackground = (HBRUSH)(COLOR_BACKGROUND + 1); + wcex.lpszMenuName = nullptr; + wcex.lpszClassName = L"ImGui Platform"; + wcex.hIconSm = nullptr; + ::RegisterClassExW(&wcex); + + ImGui_ImplWin32_UpdateMonitors(); + + // Register platform interface (will be coupled with a renderer interface) + ImGuiPlatformIO& platform_io = ImGui::GetPlatformIO(); + platform_io.Platform_CreateWindow = ImGui_ImplWin32_CreateWindow; + platform_io.Platform_DestroyWindow = ImGui_ImplWin32_DestroyWindow; + platform_io.Platform_ShowWindow = ImGui_ImplWin32_ShowWindow; + platform_io.Platform_SetWindowPos = ImGui_ImplWin32_SetWindowPos; + platform_io.Platform_GetWindowPos = ImGui_ImplWin32_GetWindowPos; + platform_io.Platform_SetWindowSize = ImGui_ImplWin32_SetWindowSize; + platform_io.Platform_GetWindowSize = ImGui_ImplWin32_GetWindowSize; + platform_io.Platform_SetWindowFocus = ImGui_ImplWin32_SetWindowFocus; + platform_io.Platform_GetWindowFocus = ImGui_ImplWin32_GetWindowFocus; + platform_io.Platform_GetWindowMinimized = ImGui_ImplWin32_GetWindowMinimized; + platform_io.Platform_SetWindowTitle = ImGui_ImplWin32_SetWindowTitle; + platform_io.Platform_SetWindowAlpha = ImGui_ImplWin32_SetWindowAlpha; + platform_io.Platform_UpdateWindow = ImGui_ImplWin32_UpdateWindow; + platform_io.Platform_GetWindowDpiScale = ImGui_ImplWin32_GetWindowDpiScale; // FIXME-DPI + platform_io.Platform_OnChangedViewport = ImGui_ImplWin32_OnChangedViewport; // FIXME-DPI + + // Register main window handle (which is owned by the main application, not by us) + // This is mostly for simplicity and consistency, so that our code (e.g. mouse handling etc.) can use same logic for main and secondary viewports. + ImGuiViewport* main_viewport = ImGui::GetMainViewport(); + ImGui_ImplWin32_Data* bd = ImGui_ImplWin32_GetBackendData(); + ImGui_ImplWin32_ViewportData* vd = IM_NEW(ImGui_ImplWin32_ViewportData)(); + vd->Hwnd = bd->hWnd; + vd->HwndOwned = false; + main_viewport->PlatformUserData = vd; +} + +static void ImGui_ImplWin32_ShutdownMultiViewportSupport() +{ + ::UnregisterClassW(L"ImGui Platform", ::GetModuleHandle(nullptr)); + ImGui::DestroyPlatformWindows(); +} + +//--------------------------------------------------------------------------------------------------------- + +#if defined(__GNUC__) +#pragma GCC diagnostic pop +#endif +#if defined(__clang__) +#pragma clang diagnostic pop +#endif + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/imgui_impl_win32.h b/modules/imgui-source/backends/imgui_impl_win32.h new file mode 100644 index 0000000..c4dd6fb --- /dev/null +++ b/modules/imgui-source/backends/imgui_impl_win32.h @@ -0,0 +1,52 @@ +// dear imgui: Platform Backend for Windows (standard windows API for 32-bits AND 64-bits applications) +// This needs to be used along with a Renderer (e.g. DirectX11, OpenGL3, Vulkan..) + +// Implemented features: +// [X] Platform: Clipboard support (for Win32 this is actually part of core dear imgui) +// [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen. +// [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy VK_* values are obsolete since 1.87 and not supported since 1.91.5] +// [X] Platform: Gamepad support. +// [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors). Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. +// [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. + +// You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. +// Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. +// Learn about Dear ImGui: +// - FAQ https://dearimgui.com/faq +// - Getting Started https://dearimgui.com/getting-started +// - Documentation https://dearimgui.com/docs (same as your local docs/ folder). +// - Introduction, links and more at the top of imgui.cpp + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplWin32_Init(void* hwnd); +IMGUI_IMPL_API bool ImGui_ImplWin32_InitForOpenGL(void* hwnd); +IMGUI_IMPL_API void ImGui_ImplWin32_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplWin32_NewFrame(); + +// Win32 message handler your application needs to call. +// - Intentionally commented out in a '#if 0' block to avoid dragging dependencies on from this helper. +// - You should COPY the line below into your .cpp code to forward declare the function and then you can call it. +// - Call from your application's message handler. Keep calling your message handler unless this function returns TRUE. +#include +extern IMGUI_IMPL_API LRESULT ImGui_ImplWin32_WndProcHandler(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam); + +// DPI-related helpers (optional) +// - Use to enable DPI awareness without having to create an application manifest. +// - Your own app may already do this via a manifest or explicit calls. This is mostly useful for our examples/ apps. +// - In theory we could call simple functions from Windows SDK such as SetProcessDPIAware(), SetProcessDpiAwareness(), etc. +// but most of the functions provided by Microsoft require Windows 8.1/10+ SDK at compile time and Windows 8/10+ at runtime, +// neither of which we want to require the user to have. So we dynamically select and load those functions to avoid dependencies. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableDpiAwareness(); +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForHwnd(void* hwnd); // HWND hwnd +IMGUI_IMPL_API float ImGui_ImplWin32_GetDpiScaleForMonitor(void* monitor); // HMONITOR monitor + +// Transparency related helpers (optional) [experimental] +// - Use to enable alpha compositing transparency with the desktop. +// - Use together with e.g. clearing your framebuffer with zero-alpha. +IMGUI_IMPL_API void ImGui_ImplWin32_EnableAlphaCompositing(void* hwnd); // HWND hwnd + +#endif // #ifndef IMGUI_DISABLE diff --git a/modules/imgui-source/backends/sdlgpu3/build_instructions.txt b/modules/imgui-source/backends/sdlgpu3/build_instructions.txt new file mode 100644 index 0000000..79a0920 --- /dev/null +++ b/modules/imgui-source/backends/sdlgpu3/build_instructions.txt @@ -0,0 +1,42 @@ + +Instructions to rebuild imgui_impl_sdlgpu3_shaders.h +(You don't need to copy this folder if you are using the backend as-is) + +1) Compile the raw shader files to SPIRV: + + glslc -o vertex.spv -c shader.vert + glslc -o fragment.spv -c shader.frag + + +2) Build SDL_shadercross (https://github.com/libsdl-org/SDL_shadercross) + + +3-A) Compiling for the Vulkan Driver: + + Nothing to do, you just need the previous vertex.spv/fragment.spv, proceed to step 4 + + +3-B) Compiling for the DirectX 12 Driver: + + ./shadercross vertex.spv -s SPIRV -d DXBC -t vertex -e main -o vertex.dxbc + ./shadercross fragment.spv -s SPIRV -d DXBC -t fragment -e main -o fragment.dxbc + + Proceed to step 4 + + +3-C) Compiling for Metal (On windows you'll need the Metal Developer Tools for Windows, on linux you might use wine, but I never tested it): + + ./shadercross vertex.spv -s SPIRV -d MSL -t vertex -e main -o vertex.metal + ./shadercross fragment.spv -s SPIRV -d MSL -t fragment -e main -o fragment.metal + + xcrun -sdk macosx metal -o vertex.ir -c vertex.metal + xcrun -sdk macosx metal -o fragment.ir -c fragment.metal + xcrun -sdk macosx metallib -o vertex.metallib -c vertex.ir + xcrun -sdk macosx metallib -o fragment.metallib -c fragment.ir + + note: use .metal outputs for updating msl_vertex / msl_fragment variables, and use .metallib outputs for metallib_vertex / metallib_fragment variables + + Proceed to step 4 + + +4) Use a tool like https://notisrac.github.io/FileToCArray/ or misc/fonts/binary_to_compressed_c.cpp in imgui repository to convert the file to a uint8_t array. diff --git a/modules/imgui-source/backends/sdlgpu3/shader.frag b/modules/imgui-source/backends/sdlgpu3/shader.frag new file mode 100644 index 0000000..ab9ce18 --- /dev/null +++ b/modules/imgui-source/backends/sdlgpu3/shader.frag @@ -0,0 +1,15 @@ +#version 450 core +layout(location = 0) out vec4 fColor; + +layout(set=2, binding=0) uniform sampler2D sTexture; + +layout(location = 0) in struct +{ + vec4 Color; + vec2 UV; +} In; + +void main() +{ + fColor = In.Color * texture(sTexture, In.UV.st); +} diff --git a/modules/imgui-source/backends/sdlgpu3/shader.vert b/modules/imgui-source/backends/sdlgpu3/shader.vert new file mode 100644 index 0000000..3a85a90 --- /dev/null +++ b/modules/imgui-source/backends/sdlgpu3/shader.vert @@ -0,0 +1,24 @@ +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; + +layout(set=1,binding=0) uniform UBO +{ + vec2 uScale; + vec2 uTranslate; +} ubo; + +layout(location = 0) out struct +{ + vec4 Color; + vec2 UV; +} Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * ubo.uScale + ubo.uTranslate, 0, 1); + gl_Position.y *= -1.0f; +} diff --git a/modules/imgui-source/backends/vulkan/build_instructions.txt b/modules/imgui-source/backends/vulkan/build_instructions.txt new file mode 100644 index 0000000..1f028d9 --- /dev/null +++ b/modules/imgui-source/backends/vulkan/build_instructions.txt @@ -0,0 +1,4 @@ + +Script to rebuild shaders stored inside imgui_impl_vulkan.h +(You don't need to copy this folder if you are using the backend as-is) + diff --git a/modules/imgui-source/backends/vulkan/generate_spv.sh b/modules/imgui-source/backends/vulkan/generate_spv.sh new file mode 100644 index 0000000..948ef77 --- /dev/null +++ b/modules/imgui-source/backends/vulkan/generate_spv.sh @@ -0,0 +1,6 @@ +#!/bin/bash +## -V: create SPIR-V binary +## -x: save binary output as text-based 32-bit hexadecimal numbers +## -o: output file +glslangValidator -V -x -o glsl_shader.frag.u32 glsl_shader.frag +glslangValidator -V -x -o glsl_shader.vert.u32 glsl_shader.vert diff --git a/modules/imgui-source/backends/vulkan/glsl_shader.frag b/modules/imgui-source/backends/vulkan/glsl_shader.frag new file mode 100644 index 0000000..00fa28c --- /dev/null +++ b/modules/imgui-source/backends/vulkan/glsl_shader.frag @@ -0,0 +1,15 @@ +#version 450 core +layout(location = 0) out vec4 fColor; + +layout(set=0, binding=0) uniform texture2D _Texture; +layout(set=1, binding=0) uniform sampler _Sampler; + +layout(location = 0) in struct { + vec4 Color; + vec2 UV; +} In; + +void main() +{ + fColor = In.Color * texture(sampler2D(_Texture, _Sampler), In.UV.st); +} diff --git a/modules/imgui-source/backends/vulkan/glsl_shader.vert b/modules/imgui-source/backends/vulkan/glsl_shader.vert new file mode 100644 index 0000000..9425365 --- /dev/null +++ b/modules/imgui-source/backends/vulkan/glsl_shader.vert @@ -0,0 +1,25 @@ +#version 450 core +layout(location = 0) in vec2 aPos; +layout(location = 1) in vec2 aUV; +layout(location = 2) in vec4 aColor; + +layout(push_constant) uniform uPushConstant { + vec2 uScale; + vec2 uTranslate; +} pc; + +out gl_PerVertex { + vec4 gl_Position; +}; + +layout(location = 0) out struct { + vec4 Color; + vec2 UV; +} Out; + +void main() +{ + Out.Color = aColor; + Out.UV = aUV; + gl_Position = vec4(aPos * pc.uScale + pc.uTranslate, 0, 1); +} diff --git a/modules/imgui-source/docs/BACKENDS.md b/modules/imgui-source/docs/BACKENDS.md new file mode 100644 index 0000000..e151e04 --- /dev/null +++ b/modules/imgui-source/docs/BACKENDS.md @@ -0,0 +1,379 @@ +_(You may browse this at https://github.com/ocornut/imgui/blob/master/docs/BACKENDS.md or view this file with any Markdown viewer)_ + +# Dear ImGui: Backends + +## Index + +- [Introduction](#introduction) + - [Getting Started](#getting-started) + - [What are Backends?](#what-are-backends) +- [Using standard Backends](#using-standard-backends) +- [Using third-party Backends](#using-third-party-backends) +- [Writing your own Backend](#writing-your-own-backend) + - [Using a custom engine?](#using-a-custom-engine) + - [Platform: Implementing your Platform Backend](#platform-implementing-your-platform-backend) + - [Rendering: Implementing your RenderDrawData function](#rendering-implementing-your-renderdrawdata-function) + - [Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+)](#rendering-adding-support-for-imguibackendflags_rendererhastextures-192) + +## Introduction + +### Getting Started + +💡 The **[Getting Started](https://github.com/ocornut/imgui/wiki/Getting-Started) wiki guide** has examples of how to integrate Dear ImGui into an existing application. +
The [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) documentation may also be worth a read. + +### What are Backends? + +Dear ImGui is highly portable and only requires a few things to run and render, typically: + + - Required: providing mouse/keyboard inputs (fed into the `ImGuiIO` structure). + - Required: creating, updating and destroying textures. + - Required: rendering indexed textured triangles with a clipping rectangle. + + Extra features are opt-in, our backends try to support as many as possible: + + - Optional: custom texture binding support. + - Optional: clipboard support. + - Optional: gamepad support. + - Optional: mouse cursor shape support. + - Optional: IME support. + - Optional: multi-viewports support. + etc. + +This is essentially what each backend is doing + obligatory portability cruft. Using standard backends ensure you can get all those features including the ones that would be harder to implement on your side (e.g. multi-viewports support). + +It is important to understand the difference between the core Dear ImGui library (files in the root folder) +and the backends which we are describing here (backends/ folder). + +- Some issues may only be backend or platform specific. +- You should be able to write backends for pretty much any platform and any 3D graphics API. + e.g. you can get creative and use software rendering or render remotely on a different machine. + +## Using standard Backends + +**The [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder contains backends for popular platforms/graphics API, which you can use in +your application or engine to easily integrate Dear ImGui.** Each backend is typically self-contained in a pair of files: imgui_impl_XXXX.cpp + imgui_impl_XXXX.h. + +- The 'Platform' backends are in charge of: mouse/keyboard/gamepad inputs, cursor shape, timing, and windowing.
+ e.g. Windows ([imgui_impl_win32.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_win32.cpp)), SDL3 ([imgui_impl_sdl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_sdl3.cpp)), GLFW ([imgui_impl_glfw.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_glfw.cpp)), etc. + +- The 'Renderer' backends are in charge of: creating atlas texture, and rendering imgui draw data.
+ e.g. DirectX11 ([imgui_impl_dx11.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_dx11.cpp)), OpenGL/WebGL ([imgui_impl_opengl3.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_opengl3.cpp)), Vulkan ([imgui_impl_vulkan.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_vulkan.cpp)), etc. + +- For some high-level frameworks, a single backend usually handles both 'Platform' and 'Renderer' parts.
+ e.g. Allegro 5 ([imgui_impl_allegro5.cpp](https://github.com/ocornut/imgui/blob/master/backends/imgui_impl_allegro5.cpp)). If you end up creating a custom backend for your engine, you may want to do the same. + +An application usually combines one Platform backend + one Renderer backend + main Dear ImGui sources. +For example, the [example_win32_directx11](https://github.com/ocornut/imgui/tree/master/examples/example_win32_directx11) application combines imgui_impl_win32.cpp + imgui_impl_dx11.cpp. There are 20+ examples in the [examples/](https://github.com/ocornut/imgui/blob/master/examples/) folder. See [EXAMPLES.MD](https://github.com/ocornut/imgui/blob/master/docs/EXAMPLES.md) for details. + +**Once Dear ImGui is setup and running, run and refer to `ImGui::ShowDemoWindow()` in imgui_demo.cpp for usage of the end-user API.** + +### List of standard Backends + +In the [backends/](https://github.com/ocornut/imgui/blob/master/backends) folder: + +List of Platforms Backends: + + imgui_impl_android.cpp ; Android native app API + imgui_impl_glfw.cpp ; GLFW (Windows, macOS, Linux, etc.) http://www.glfw.org/ + imgui_impl_osx.mm ; macOS native API (not as feature complete as glfw/sdl backends) + imgui_impl_sdl2.cpp ; SDL2 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org + imgui_impl_sdl3.cpp ; SDL3 (Windows, macOS, Linux, iOS, Android) https://www.libsdl.org + imgui_impl_win32.cpp ; Win32 native API (Windows) + imgui_impl_glut.cpp ; GLUT/FreeGLUT (this is prehistoric software and absolutely not recommended today!) + +List of Renderer Backends: + + imgui_impl_dx9.cpp ; DirectX9 + imgui_impl_dx10.cpp ; DirectX10 + imgui_impl_dx11.cpp ; DirectX11 + imgui_impl_dx12.cpp ; DirectX12 + imgui_impl_metal.mm ; Metal (ObjC or C++) + imgui_impl_opengl2.cpp ; OpenGL 2 (legacy fixed pipeline. Don't use with modern OpenGL code!) + imgui_impl_opengl3.cpp ; OpenGL 3/4, OpenGL ES 2/3, WebGL + imgui_impl_sdlgpu3.cpp ; SDL_GPU (portable 3D graphics API of SDL3) + imgui_impl_sdlrenderer2.cpp ; SDL_Renderer (optional component of SDL2 available from SDL 2.0.18+) + imgui_impl_sdlrenderer3.cpp ; SDL_Renderer (optional component of SDL3. Prefer using SDL_GPU!). + imgui_impl_vulkan.cpp ; Vulkan + imgui_impl_wgpu.cpp ; WebGPU (web + desktop) + +List of high-level Frameworks Backends (combining Platform + Renderer): + + imgui_impl_allegro5.cpp + imgui_impl_null.cpp + +Emscripten is also supported! +The SDL2+GL, SDL3+GL, GLFW+GL and GLFW+WebGPU examples are all ready to build and run with Emscripten. + +### Recommended Backends + +If you are not sure which backend to use, the recommended platform/frameworks for portable applications: + +|Library |Website |Backend |Note | +|--------|--------|--------|-----| +| SDL3 | https://www.libsdl.org | imgui_impl_sdl3.cpp | Recommended | +| SDL2 | https://www.libsdl.org | imgui_impl_sdl2.cpp | | +| GLFW | https://github.com/glfw/glfw | imgui_impl_glfw.cpp | | +| Sokol | https://github.com/floooh/sokol | [util/sokol_imgui.h](https://github.com/floooh/sokol/blob/master/util/sokol_imgui.h) | Lower-level than GLFW/SDL | + +If your application runs on Windows or if you are using multi-viewport, the win32 backend handles some details a little better than other backends. + +## Using third-party Backends + +See https://github.com/ocornut/imgui/wiki/Bindings for the full list (e.g. Adventure Game Studio, Cinder, Cocos2d-x, Game Maker Studio2, Godot, LÖVE+LUA, Magnum, Monogame, Ogre, openFrameworks, OpenSceneGraph, SFML, Sokol, Unity, Unreal Engine and many others). + +## Writing your own Backend + +### Using a custom engine? + +You will likely be tempted to start by rewrite your own backend using your own custom/high-level facilities...
+Think twice! + +TL;DR; +- Writing your own Renderer Backend is easy. +- Writing your own Platform Backend is harder and you are more likely to introduce bugs. +- **It is unlikely you will add value to your project by creating your own backend.** + +**Consider using the existing backends as-is**. +You will save lots of time integrating the library. +Standard backends are battle-tested and handle subtleties that you are likely to implement incorrectly. +You can LATER decide to rewrite yourself a custom backend if you really need to. +In most situations, custom backends have fewer features and more bugs than the standard backends we provide. +If you want portability, you can use multiple backends and choose between them either at compile time +or at runtime. + +**Example A**: your engine is built over Windows + DirectX11 but you have your own high-level rendering +system layered over DirectX11.
+Suggestion: try using imgui_impl_win32.cpp + imgui_impl_dx11.cpp first. +Once it works, if you really need it, you can replace the imgui_impl_dx11.cpp code with a +custom renderer using your own rendering functions, and keep using the standard Win32 code etc. + +**Example B**: your engine runs on Windows, Mac, Linux and uses DirectX11, Metal, and Vulkan respectively.
+Suggestion: use multiple generic backends! +Once it works, if you really need it, you can replace parts of backends with your own abstractions. + +**Example C**: your engine runs on platforms we can't provide public backends for (e.g. PS4/PS5, Switch), +and you have high-level systems everywhere.
+Suggestion: try using a non-portable backend first (e.g. win32 + underlying graphics API) to get +your desktop builds working first. This will get you running faster and get your acquainted with +how Dear ImGui works and is setup. You can then rewrite a custom backend using your own engine API... + +Also: +The [multi-viewports feature](https://github.com/ocornut/imgui/wiki/Multi-Viewports) of the 'docking' branch allows +Dear ImGui windows to be seamlessly detached from the main application window. This is achieved using an +extra layer to the Platform and Renderer backends, which allows Dear ImGui to communicate platform-specific +requests such as: "create an additional OS window", "create a render context", "get the OS position of this +window", but some things are more difficult "find OS window under mouse position BUT with some windows marked as passthrough". See 'ImGuiPlatformIO' for details. +Supporting the multi-viewports feature correctly using 100% of your own abstractions is more difficult +than supporting single-viewport. +If you decide to use unmodified imgui_impl_XXXX.cpp files, you can automatically benefit from +improvements and fixes related to viewports and platform windows without extra work on your side. + +### Platform: Implementing your Platform Backend + +The Platform backends in impl_impl_XXX.cpp files contain many implementations. + +**In your `ImGui_ImplXXX_Init()` function:** +- You can allocate your backend data and use `io.BackendPlatformUserData` to store/retrieve it later. +- Set `io.BackendPlatformName` to a name `"imgui_impl_xxxx"` which will be available in e.g. About box. +- Set `io.BackendPlatformUserData` to your backend data. +- Set `io.BackendFlags` with supported optional features: + - `ImGuiBackendFlags_HasGamepad`: supports gamepad and currently has one connected. + - `ImGuiBackendFlags_HasMouseCursors`: supports honoring GetMouseCursor() value to change the OS cursor shape. + - `ImGuiBackendFlags_HasSetMousePos`: supports io.WantSetMousePos requests to reposition the OS mouse position (only used if io.ConfigNavMoveSetMousePos is set). + - `ImGuiBackendFlags_PlatformHasViewports` supports multiple viewports. (multi-viewports only) + - `ImGuiBackendFlags_HasMouseHoveredViewport` supports calling io.AddMouseViewportEvent() with the viewport under the mouse. IF POSSIBLE, ignore viewports with the ImGuiViewportFlags_NoInputs flag. If this cannot be done, Dear ImGui needs to use a flawed heuristic to find the viewport under mouse position, as it doesn't know about foreign windows. (multi-viewports only) + - `ImGuiBackendFlags_HasParentViewport` supports honoring viewport->ParentViewportId value, by applying the corresponding parent/child relation at the Platform level. + +**In your `ImGui_ImplXXX_NewFrame()` function:** +- Set `io.DeltaTime` to the time elapsed (in seconds) since last frame. +- Set `io.DisplaySize` to your window size. +- Set `io.DisplayFrameBufferSize` to your window pixel density (macOS/iOS only). +- Update mouse cursor shape is supported. + +**In your `ImGui_ImplXXX_NewFrame()` function or event handlers:** +- **Mouse Support** + - Use `io.AddMousePosEvent()`, `io.AddMouseButtonEvent()`, `io.AddMouseWheelEvent()` to pass mouse events. + - Use `io.AddMouseSourceEvent()` if you are able to distinguish Mouse from TouchScreen from Pen inputs. TouchScreen and Pen inputs requires different logic for some Dear ImGui features. + - Use `io.AddMouseViewportEvent()` to specify which viewport/OS window is being hovered by the mouse. Read instructions carefully as this is not as simple as it seems! (multi-viewports only) +- **Keyboard Support** + - Use `io.AddKeyEvent()` to pass key events. + - Use `io.AddInputCharacter()` to pass text/character events. +- **Gamepad Support** + - Use `io.AddKeyEvent()` and `io.AddKeyAnalogEvent()` to pass gamepad events, using `ImGuiKey_GamepadXXX` values. +- **Miscellaneous** + - Clipboard Support: setup `Platform_GetClipboardTextFn()`, `Platform_SetClipboardTextFn()` handlers in `ImGuiPlatformIO`. + - Open in Shell support: setup `Platform_OpenInShellFn()` handler in `ImGuiPlatformIO`. + - IME Support: setup `Platform_SetImeDataFn()` handler in `ImGuiPlatformIO`. + - Use `io.AddFocusEvent()` to notify when application window gets focused/unfocused. +- **Multi-viewport Support** + - Update monitor list if supported. + - Setup all required handlers in `ImGuiPlatformIO` to create/destroy/move/resize/title/focus/etc. windows. + +### Rendering: Implementing your RenderDrawData function + +Note: set `ImGuiBackendFlags_RendererHasVtxOffset` to signify your backend can handle rendering with a vertex offset (`ImDrawCmd::VtxOffset` field). +Otherwise, rendering will be limited to 64K vertices per window, which may be limiting for advanced plot. +As an alternative, you may also use `#define ImDrawIdx unsigned int` in your `imconfig.h` file to support 32-bit indices. + +```cpp +void MyImGuiBackend_RenderDrawData(ImDrawData* draw_data) +{ + // TODO: Update textures. + // - Most of the times, the list will have 1 element with an OK status, aka nothing to do. + // - This almost always points to ImGui::GetPlatformIO().Textures[] but is part of ImDrawData to allow overriding or disabling texture updates. + if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + MyImGuiBackend_UpdateTexture(tex); + + // TODO: Setup render state: + // - Alpha-blending enabled + // - No backface culling + // - No depth testing, no depth writing + // - Scissor enabled + MyEngineSetupenderState(); + + // TODO: Setup texture sampling state + // - Sample with bilinear filtering (NOT point/nearest filtering). + // - Use 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines;' to allow point/nearest filtering. + + // TODO: Setup viewport covering draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + + // TODO: Setup orthographic projection matrix cover draw_data->DisplayPos to draw_data->DisplayPos + draw_data->DisplaySize + + // TODO: Setup shader: vertex { float2 pos, float2 uv, u32 color }, fragment shader sample color from 1 texture, multiply by vertex color. + + // Render command lists + ImVec2 clip_off = draw_data->DisplayPos; + ImVec2 clip_scale = draw_data->FramebufferScale; + for (const ImDrawList* draw_list : draw_data->CmdLists) + { + const ImDrawVert* vtx_buffer = cmd_list->VtxBuffer.Data; // vertex buffer generated by Dear ImGui + const ImDrawIdx* idx_buffer = cmd_list->IdxBuffer.Data; // index buffer generated by Dear ImGui + for (int cmd_i = 0; cmd_i < cmd_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &cmd_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback) + { + if (pcmd->UserCallback == platform_io.DrawCallback_ResetRenderState) + MyEngineSetupSenderState(); + else + pcmd->UserCallback(cmd_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + // - Clipping coordinates are provided in imgui coordinates space: + // - For a given viewport, draw_data->DisplayPos == viewport->Pos and draw_data->DisplaySize == viewport->Size + // - In a single viewport application, draw_data->DisplayPos == (0,0) and draw_data->DisplaySize == io.DisplaySize, but always use GetMainViewport()->Pos/Size instead of hardcoding those values. + // - In the interest of supporting multi-viewport applications (see 'docking' branch on github), + // always subtract draw_data->DisplayPos from clipping bounds to convert them to your viewport space. + // - Note that pcmd->ClipRect contains Min+Max bounds. Some graphics API may use Min+Max, other may use Min+Size (size being Max-Min) + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // We are using scissoring to clip some objects. All low-level graphics API should support it. + // - If your engine doesn't support scissoring yet, you may ignore this at first. You will get some small glitches + // (some elements visible outside their bounds) but you can fix that once everything else works! + MyEngineSetScissor(clip_min.x, clip_min.y, clip_max.x, clip_max.y); + + // The texture for the draw call is specified by pcmd->GetTexID(). + // The vast majority of draw calls will use the Dear ImGui texture atlas, which value you have set yourself during initialization. + MyEngineBindTexture((MyTexture*)pcmd->GetTexID()); + + // Render 'pcmd->ElemCount/3' indexed triangles. + // By default the indices ImDrawIdx are 16-bit, you can change them to 32-bit in imconfig.h if your engine doesn't support 16-bit indices. + MyEngineDrawIndexedTriangles(pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, idx_buffer + pcmd->IdxOffset, vtx_buffer, pcmd->VtxOffset); + } + } + } +} +``` + +### Rendering: Adding support for `ImGuiBackendFlags_RendererHasTextures` (1.92+) + +Version [1.92.0](https://github.com/ocornut/imgui/releases/tag/v1.92.0) (June 2025), added texture support in Rendering Backends, which is the backbone for supporting dynamic font scaling among other things. + +**In order to move forward and take advantage of all new features, support for `ImGuiBackendFlags_RendererHasTextures` will likely be REQUIRED for all backends before June 2026.** + +`ImFontAtlas` functions such as `Build()`, `GetTexDataAsRGBA32()`, `GetTexDataAsAlpha8()`, `SetTexID()`, `IsBuilt()` were obsoleted in favor if iterating a `Textures[]` array and updating their state when requested by Dear ImGui. + +**TD;DR: List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends:** + +- Allegro5: [ee8941e](https://github.com/ocornut/imgui/commit/ee8941e) (+35 lines) +- DirectX9: [75efba7](https://github.com/ocornut/imgui/commit/75efba7) (+48 lines) +- DirectX10: [2d2b1bc](https://github.com/ocornut/imgui/commit/2d2b1bc) (+40 lines) +- DirectX11: [372fd27](https://github.com/ocornut/imgui/commit/372fd27) (+40 lines) +- DirectX12: [eefe5d5](https://github.com/ocornut/imgui/commit/eefe5d5) (+87 lines) +- Metal: [26c017d](https://github.com/ocornut/imgui/commit/26c017d) (+55 lines) +- OpenGL Legacy: [0430c55](https://github.com/ocornut/imgui/commit/0430c55) (+25 lines) +- OpenGL3/WebGL/ES: [dbb91a5](https://github.com/ocornut/imgui/commit/dbb91a5) (+47 lines) +- SDL_Renderer2: [9fa65cd](https://github.com/ocornut/imgui/commit/9fa65cd) (+20 lines) +- SDL_Renderer3: [e538883](https://github.com/ocornut/imgui/commit/e538883) (+19 lines) +- SDL_GPU: [16fe666](https://github.com/ocornut/imgui/commit/16fe666) (+41 lines) +- Vulkan: [abe294b](https://github.com/ocornut/imgui/commit/abe294b) (+33 lines) +- WGPU: [571dae9](https://github.com/ocornut/imgui/commit/571dae9) (+30 lines) + +**Instructions:** + +- Set `ImGuiBackendFlags_RendererHasTextures` to signify your backend can handle the feature. +- During rendering, e.g. in your RenderDrawData function, iterate `ImDrawData->Textures` array and process all textures. +- During shutdown, iterate the `ImGui::GetPlatformIO().Textures` and destroy all textures. +- (Both arrays are `ImVector`. They are only in different location because: to allow advanced users to perform multi-threaded rendering, we store a pointer to the texture list in ImDrawData, with the aim that multi-threaded rendering users replace it with their own pointer.) + +Pseudo-code for processing a texture: +```cpp +if (draw_data->Textures != nullptr) + for (ImTextureData* tex : *draw_data->Textures) + if (tex->Status != ImTextureStatus_OK) + MyImGuiBackend_UpdateTexture(tex); +``` +```cpp +void MyImGuiBackend_UpdateTexture(ImTextureData* tex) +{ + if (tex->Status == ImTextureStatus_WantCreate) + { + // Create texture based on tex->Width, tex->Height. + // - Most backends only support tex->Format == ImTextureFormat_RGBA32. + // - Backends for particularly memory constrained platforms may support tex->Format == ImTextureFormat_Alpha8. + + // Upload all texture pixels + // - Read from our CPU-side copy of the texture and copy to your graphics API. + // - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed. + + // Store your data, and acknowledge creation. + tex->SetTexID(xxxx); // Specify backend-specific ImTextureID identifier which will be stored in ImDrawCmd. + tex->SetStatus(ImTextureStatus_OK); + tex->BackendUserData = xxxx; // Store more backend data if needed (most backend allocate a small texture to store data in there) + } + if (tex->Status == ImTextureStatus_WantUpdates) + { + // Upload a rectangle of pixels to the existing texture + // - We only ever write to textures regions which have never been used before! + // - Use tex->TexID or tex->BackendUserData to retrieve your stored data. + // - Use tex->UpdateRect.x/y, tex->UpdateRect.w/h to obtain the block position and size. + // - Use tex->Updates[] to obtain individual sub-regions within tex->UpdateRect. Not recommended. + // - Read from our CPU-side copy of the texture and copy to your graphics API. + // - Use tex->Width, tex->Height, tex->GetPixels(), tex->GetPixelsAt(), tex->GetPitch() as needed. + + // Acknowledge update + tex->SetStatus(ImTextureStatus_OK); + } + if (tex->Status == ImTextureStatus_WantDestroy && tex->UnusedFrames > 0) + { + // If you use staged rendering and have in-flight renders, changed tex->UnusedFrames > 0 check to higher count as needed e.g. > 2 + + // Destroy texture + // - Use tex->TexID or tex->BackendUserData to retrieve your stored data. + // - Destroy texture in your graphics API. + + // Acknowledge destruction + tex->SetTexID(ImTextureID_Invalid); + tex->SetStatus(ImTextureStatus_Destroyed); + } +} +``` +Refer to "List of commits which added support for `ImGuiBackendFlags_RendererHasTextures` in standard backends" above for concrete examples of this. diff --git a/modules/imgui-source/docs/CHANGELOG.txt b/modules/imgui-source/docs/CHANGELOG.txt new file mode 100644 index 0000000..2d5de3b --- /dev/null +++ b/modules/imgui-source/docs/CHANGELOG.txt @@ -0,0 +1,9397 @@ +dear imgui +CHANGELOG + +This document holds the user-facing changelog that we also use in release notes. +We generally fold multiple commits pertaining to the same topic as a single entry. +Changes to backends are also included within the individual .cpp files of each backend. + +FAQ https://www.dearimgui.com/faq/ +RELEASE NOTES: https://github.com/ocornut/imgui/releases +WIKI https://github.com/ocornut/imgui/wiki +GETTING STARTED https://github.com/ocornut/imgui/wiki/Getting-Started +GLOSSARY https://github.com/ocornut/imgui/wiki/Glossary +ISSUES & SUPPORT https://github.com/ocornut/imgui/issues + +WHEN TO UPDATE? + +- Keeping your copy of Dear ImGui updated regularly is recommended. +- It is generally safe and recommended to sync to the latest commit in 'master' or 'docking' + branches. The library is fairly stable and regressions tends to be fixed fast when reported. + +HOW TO UPDATE? + +- Update submodule or copy/overwrite every file. +- About imconfig.h: + - You may modify your copy of imconfig.h, in this case don't overwrite it. + - or you may locally branch to modify imconfig.h and merge/rebase latest. + - or you may '#define IMGUI_USER_CONFIG "my_config_file.h"' globally from your build system to + specify a custom path for your imconfig.h file and instead not have to modify the default one. +- Read the `Breaking Changes` section (in imgui.cpp or here in the Changelog). +- If you have a problem with a missing function/symbols, search for its name in the code, there will likely be a comment about it. +- If you are copying this repository in your codebase, please leave the demo and documentations files in there, they will be useful. +- You may diff your previous Changelog with the one you just copied and read that diff. +- You may enable `IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in imconfig.h to forcefully disable legacy names and symbols. + Doing it every once in a while is a good way to make sure you are not using obsolete symbols. Dear ImGui is in active development, + and API updates have been a little more frequent lately. They are documented below and in imgui.cpp and should not affect all users. +- Please report any issue! + +----------------------------------------------------------------------- + VERSION 1.92.9 WIP (In Progress) +----------------------------------------------------------------------- + +Breaking Changes: + +Other Changes: + +- Windows: + - Clicking on a window's empty-space to move/focus a window checks + for lack of mouse button ownership. This gives an additional opportunity + for user code to bypass it without using a clickable item. (#9382) + - Clicking on a window's empty-space to move/focus a window checks + for lack of queued focus request. (#9382) + +Docking+Viewports Branch: + + +----------------------------------------------------------------------- + VERSION 1.92.8 (Released 2026-05-12) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.8 + +Breaking Changes: + +- DrawList: swapped the last two arguments of `AddRect()`, `AddPolyline()`, `PathStroke()`. + - Before: `void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, ImDrawFlags flags = 0, float thickness = 1.0f);` + - After: `void ImDrawList::AddRect(ImVec2 p_min, ImVec2 p_max, ImU32 col, float rounding = 0.0f, float thickness = 1.0f, ImDrawFlags flags = 0);` + - Before: `void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, ImDrawFlags flags, float thickness);` + - After: `void ImDrawList::AddPolyline(const ImVec2* points, int num_points, ImU32 col, float thickness, ImDrawFlags flags = 0);` + - Before: `void ImDrawList::PathStroke(ImU32 col, ImDrawFlags flags = 0, float thickness = 1.0f);` + - After: `void ImDrawList::PathStroke(ImU32 col, float thickness = 1.0f, ImDrawFlags flags = 0);` + Added inline redirection functions when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is off. + Marked the old functions are =delete when IMGUI_DISABLE_OBSOLETE_FUNCTIONS is on, to allow for better type-checking. + Effectively the typical call site is changing from: + - Before: `window->DrawList->AddRect(p_min, p_max, color, rounding, ImDrawFlags_None, border_size);` + - After: `window->DrawList->AddRect(p_min, p_max, color, rounding, border_size);` + Notes: + - Users of C++ and other languages with type-checking will be notified at compile-time of any mistakes. + - Users of high-level bindings or languages with no type-checking will be notified at runtime via an assert for invalid flags value. + If you are a binding maintainer consider doing something to facilitate transition or error detection. + - This is perhaps the worst breaking change in our history :( but it makes ImDrawList function signatures consistent. + As we are aiming to add flags and features to variety of ImDrawList functions, that consistency becomes more important. + The new order is also more convenient as `flags` are less frequently used than `thickness` in real code. + - As a general policy in Dear ImGui, all our flags default to 0 so ImDrawFlags_None was likely written 0 in some call sites. + - Consider adding `#define IMGUI_DISABLE_OBSOLETE_FUNCTIONS` in your imconfig.h, even temporarily, to clean up legacy code. + - Reminder: you do NOT need to specify `ImDrawFlags_RoundCornersAll` for rounding, it is already the default! +- DrawList: obsoleted `ImDrawCallback_ResetRenderState` in favor of using `ImGui::GetPlatformIO().DrawCallback_ResetRenderState`, + which is part of our new standard draw callbacks. (#9378) + Redirecting the earlier value into the later one when set, so both old and new code should work. +- Backends: + - Vulkan: redesigned to use separate ImageView + Sampler instead of Combined Image Sampler. (#914) + This change allows us to facilitate changing samplers, in line with other backends. [@yaz0r, @ocornut] + - When creating your own descriptor pool (instead of letting backend creates its own): + - Before: need at least `IMGUI_IMPL_VULKAN_MINIMUM_IMAGE_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER`. + - After: need at least `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE`. + + `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLER`. + - When registering custom textures: changed ImGui_ImplVulkan_AddTexture() signature to remove Sampler. + - Before: `ImGui_ImplVulkan_AddTexture(VkSampler, VkImageView, VkImageLayout)` + - After: `ImGui_ImplVulkan_AddTexture(VkImageView, VkImageLayout)` + - Kept inline redirection function that ignores the sampler (will obsolete). + - DirectX10, DirectX11, SDLGPU3, Vulkan: removed samplers from `ImGui_ImplXXXX_RenderState`. + Prefer to use backend-agnostic DrawCallback_SetSamplerLinear which works everywhere! (#9378) + If there is a legit need/request for them or any render state we can always add them back. + +Other Changes: + +- DrawList: + - Added room in `ImGuiPlatformIO` for standard backend-agnostic draw callbacks. Those callbacks + are setup/provided by the backend and available in most of our standard backends. + They allow backend-agnostic code from e.g. switching to a Nearest/Point sampler without + messing with custom Renderer-specific callbacks. + platform_io.DrawCallback_ResetRenderState; // Request to reset the graphics/render state. + platform_io.DrawCallback_SetSamplerLinear; // Request to set current texture sampling to Linear + platform_io.DrawCallback_SetSamplerNearest; // Request to set current texture sampling to Nearest/Point + Note that some backends might not support all callbacks. + (#9378, #9371, #3590, #8926, #2973, #7485, #7468, #6969, #5118, #7616, #9173, #8322, #7230, + #5999, #6452, #5156, #7342, #7592, #7511) + - Made `AddCallback()` user data default to Null for convenience. + - Added `AddLineH()`, `AddLineV()` helpers to draw horizontal and vertical lines. [@memononen] +- InputText: + - InputTextMultiline: fixed an issue processing deactivation logic when an active + multi-line edit is clipped due to being out of view. + - Fixed a crash when toggling ReadOnly while active. (#9354) + - `CharFilter` callback event sets CursorPos/SelectionStart/SelectionEnd. (#816) +- Tables: + - Fixed issues reporting ideal size to parent window/container: (#9352, #7651) + - When both scrollbars are visible but only one of ScrollX/ScrollY was explicitly requested. + - When vertical scrollbar was not at the top, the computation was often incorrect. +- Windows: + - Fixed a single-axis auto-resizing feedback loop issue with nested containers + and varying scrollbar visibility. (#9352) + - Detect and report error when calling End() instead of EndPopup() on a popup. (#9351) + - Child windows with only `ImGuiChildFlags_AutoResizeY` flag keep using the proportional + default `ItemWidth`. (#9355) + - Using mouse wheel to scroll takes and keeps ownership of the corresponding keys + (e.g. `ImGuiKey_MouseWheelY`) while a wheeling window is locked. (#2604, #3795) +- InputInt, InputFloat, InputScalar: + - Reinstated `ImGuiInputTextFlags_EnterReturnsTrue` support which was removed in 1.91.4. + (#8665, #9299, #8065, #3946, #6284, #9117) + - Fixed the fact that it didn't return true when validating same value. + - Fixed losing value when tabbing out or losing focus. + - Made it that pressing +/- step buttons also return true, which is in line + with 1.91.4 behavior. + - In a majority of cases you should use `IsItemDeactivatedAfterEdit()` instead, + but it still has a few edge cases flaws (to be addressed soon). + - Allow passing a format string that does not display the scalar value. + Parsing input with default format for the type. (#9385) [@FireFox2000000] +- Multi-Select: + - Fixed an issue using Multi-Select within a Table causing column width measurement to + be invalid when trailing column contents is not submitted in the last row. (#9341, #8250) + - Fixed an issue using Multi-Select within a Table with the right-most column visible, + which could lead to an extra vertical offset in the Header row. (#8250) +- Multi-Select + Box-Select: + - Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect1d` mode while scrolling. + Notably, using mouse wheel while holding a box-selection could lead items close to windows + edges from not being correctly unselected. (#7994, #8250, #7821, #7850, #7970) + - Improved dirty/unclip rectangle logic for `ImGuiMultiSelectFlags_BoxSelect2d`. + - Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect2d` mode, where + items out of view wouldn't be properly selected while scrolling while mouse cursor + is hovering outside of selection scope. (#7994, #1861, #6518) + - Fixed an issue where items out of horizontal view would sometimes lead + to incorrect merging of sequential selection requests while also scrolling fast + enough to overlap multiple rows during a frame. (#7994, #1861, #6518) + - Fixed an issue using `ImGuiMultiSelectFlags_BoxSelect2d` mode in a Table + while relying on the `TableNextColumn()` return value to perform coarse clipping. (#7994) + - Disabled merging consecutive selection requests as we have no reliable + way of detecting if user has submitted all consecutive items without clipping gaps, + and `ImGuiSelectionUserData` is technically opaque storage. (#7994, #1861) + (we will probably bring this back as a minor optimization if we have a way to for + user to tell us `ImGuiSelectionUserData` are indices) + - Fixes for using across nested child windows. (#8364) + - Box-Select + Clipper: fixed an issue selecting items while scrolling while a clipper + active. (#7994, #8250, #7821, #7850, #7970) + - Box-Select + Tables: fixed an issue using box-selection in a tables with + items straying out of columns boundaries. (#7994, #2221) + - Box-Select + Tables: fixed an issue when calling `BeginMultiSelect()` in a table + before layout has been locked (first row or headers row submitted). (#8250) +- Menus: + - BeginMenu()/MenuItem(): fixed accidental triggering of child menu items when + opening a menu inside a small host window forcing the child menu window to be + repositioned under the mouse cursor. (#8233, #9394) + Done by reworking `BeginMenu()`/`MenuItem()`: they previously avoiding taking + ActiveID + key/click ownership (in order to allow releasing button on another item). + Now they take them and release them once the mouse is moved outside item boundaries. +- Inputs: + - SetItemKeyOwner(): return true if ownership has been requested, which typically + needs to to checked for gating further tests. This is important as the function + may fail. (#456, #2637, #2620, #2891, #3370, #3724, #4828, #5108, #5242, #5641) + - SetItemKeyOwner(): does not set ownership is key is already taken. Effectively + this makes using `SetItemKeyOwner(ImGuiKey_MouseWheelY)` over an item work as + expected while not having item react if a scroll wheel is actively in progress. + May be subject to further redesign, e.g. conditional flags. Feedback welcome! +- Style: + - Checkbox: added `ImGuiCol_CheckboxSelectedBg` to change or accentuate the + background color of checked/mixed checkboxes. (#9392) + - Added `ImGuiStyleVar_DragDropTargetRounding`. (#9056) + - Fixed vertical scrollbar top coordinates when using thick borders on windows + with no title bar and no menu bar. (#9366) +- Fonts: + - imgui_freetype: add FreeType headers & compiled version in 'About Dear ImGui' details. + - Assert when using MergeMode with an explicit size over a target font with an implicit + size, as scale factor are likely erroneous. (#9361) +- Clipper: + - Improved error reporting when misusing the clipper inside a table (prioritize + reporting the common clipper error over a table sanity check assert). (#9350) + - Tweaked assert triggering when first item height measurement fails, and made it + a better recoverable error. (#9350) +- Misc: + - Minor optimization: reduce redundant label scanning in common widgets. + - Added missing Test Engine hooks for `PlotLines()`, `PlotHistogram()`, `VSliderXXX()` + and `TableHeader()` functions. +- Demo: + - Added simple demo for a scrollable/zoomable image viewer with a grid. + Available in `Examples->Image Viewer` and `Widgets->Images`. +- Backends: + - Added support for new standardized draw callbacks in most backends: (#9378) + - Allegro5: Reset n/a n/a + - DX9: Reset SetSamplerLinear SetSamplerNearest + - DX10: Reset SetSamplerLinear SetSamplerNearest + - DX11: Reset SetSamplerLinear SetSamplerNearest + - DX12: Reset SetSamplerLinear SetSamplerNearest + - Metal: Reset SetSamplerLinear SetSamplerNearest + - OpenGL2: Reset SetSamplerLinear SetSamplerNearest + - OpenGL3+: Reset SetSamplerLinear SetSamplerNearest + - SDLGPU3: Reset SetSamplerLinear SetSamplerNearest + - SDLRenderer2: Reset n/a n/a + - SDLRenderer3: Reset SetSamplerLinear SetSamplerNearest + - Vulkan: Reset SetSamplerLinear SetSamplerNearest + - WebGPU: Reset SetSamplerLinear SetSamplerNearest + (Vulkan backend by @yaz0r, Metal by @ssh4net, others by @ocornut) + - GLFW: added a Win32-specific implementation of `ImGui_ImplGlfw_GetContentScaleXXXX` + functions for legacy GLFW 3.2. (#9003) + - Metal: avoid redundant vertex buffer bind in `SetupRenderState()`, which leads + to validation issue. (#9343) [@Hunam6] + - Metal: use a dedicated `bufferCacheLock` to avoid crashing when `bufferCache` is + replaced by a new object while being used for `@synchronize()`. (#9367) [@andygrundman] + - SDL2: made `ImGui_ImplSDL2_GetContentScaleForWindow()`/`ImGui_ImplSDL2_GetContentScaleForDisplay()` + helpers return a minimum of 1.0f, as some Linux setup seems to report <1.0f value + and this breaks scaling border size. (#9369) + - WebGPU: rework choice/detection of using WGSL/SPIR-V shader on WGVK. (#9316, #9246, #9257, #9387) +- Examples: + - Update VS toolset in all .vcxproj from VS2015 (v140) to VS2017 (v141). The later is the + first that supports vcpkg. Onward we will likely stop testing building the library with VS2015. + - GLFW+Vulkan, SDL2+Vulkan, SDL3+Vulkan, Win32+Vulkan: reworked to create a descriptor pool with: + - `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLED_IMAGE_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLED_IMAGE`. + - `IMGUI_IMPL_VULKAN_MINIMUM_SAMPLER_POOL_SIZE` descriptors of type `VK_DESCRIPTOR_TYPE_SAMPLER`. + +Docking+Viewports Branch: + +- Docking: + - Toggling tab bar visibility marks saved settings as dirty. (#9380) +- Viewports: + - Added opaque `void* PlatformIconData` storage in viewport and `ImGuiWindowClass` + to allow passing icon information to a custom backend or hook. (#2715) + + +----------------------------------------------------------------------- + VERSION 1.92.7 (Released 2026-04-02) +----------------------------------------------------------------------- + +Decorated log and release notes: https://github.com/ocornut/imgui/releases/tag/v1.92.7 + +Breaking Changes: + + - Separator: fixed a legacy quirk where `Separator()` was submitting a zero-height + item for layout purpose, even though it draws a 1-pixel separator. + The fix could affect code e.g. computing height from multiple widgets in order to + allocate vertical space for a footer or multi-line status bar. (#2657, #9263) + The "Console" example had such a bug: + float footer_height = style.ItemSpacing.y + ImGui::GetFrameHeightWithSpacing(); + BeginChild("ScrollingRegion", { 0, -footer_height }); + Should be: + float footer_height = style.ItemSpacing.y + style.SeparatorSize + ImGui::GetFrameHeightWithSpacing(); + BeginChild("ScrollingRegion", { 0, -footer_height }); + When such idiom was used and assuming zero-height Separator, it is likely that + in 1.92.7 the resulting window will have unexpected 1 pixel scrolling range. + - Multi-Select: renamed `ImGuiMultiSelectFlags_SelectOnClick` to `ImGuiMultiSelectFlags_SelectOnAuto`. + Kept inline redirection enum (will obsolete). + - Combo(), ListBox(): commented out legacy signatures which were obsoleted in 1.90 + (Nov 2023), when the getter callback type was changed from: + bool (*getter)(void* user_data, int idx, const char** out_text) + To: + const char* (*getter)(void* user_data, int idx) + +Other Changes: + +- TreeNode: + - Moved `TreeNodeGetOpen()` helper to public API. I was hesitant to make this public + because I intend to provide a more generic and feature-full version, but in the meanwhile + this will do. (#3823, #9251, #7553, #6754, #5423, #2958, #2079, #1947, #1131, #722) + - In 'Demo->Property Editor' demonstrate a way to perform tree clipping by fast-forwarding + through non-visible chunks. (#3823, #9251, #6990, #6042) + Using SetNextItemStorageID() + TreeNodeGetOpen() makes this notably easier than + it was prior to 1.91. +- InputText: + - Shift+Enter in multi-line editor always adds a new line, regardless of + `ImGuiInputTextFlags_CtrlEnterForNewLine` being set or not. (#9239) + - Reworked `io.ConfigInputTextEnterKeepActive` mode so that pressing Enter will + deactivate/reactivate the item in order for e.g. `IsItemDeactivatedAfterEdit()` + signals to be emitted the same way regardless of that setting. (#9001, #9115) + - Fixed a glitch when using `ImGuiInputTextFlags_ElideLeft` where the local x offset + would be incorrect during the deactivation frame. (#9298) + - Fixed a crash introduced in 1.92.6 when handling `ImGuiInputTextFlags_CallbackResize` + in certain situations. (#9174) + - Fixed selection highlight Y1 offset being very slightly off (since 1.92.3). (#9311) [@v-ein] + - InputTextMultiline: fixed an issue introduced in 1.92.3 where line count calculated + for vertical scrollbar range would be +1 when the widget is inactive, word-wrap is + disabled and the text buffer ends with '\n'. Fixed a similar issue related to clipping + large amount of text. + - InputTextMultiline: avoid going through reactivation code and fixed losing revert value + when activating scrollbar. + - InputTextMultiline: fixed an issue where edit buffer wouldn't be reapplied to back + buffer on the `IsItemDeactivatedAfterEdit()` frame. This could create issues when + using the idiom of not applying edits before `IsItemDeactivatedAfterEdit()`. + (#9308, #8915, #8273) +- Tables: + - Allow reordering columns by dragging them in the context menu. (#9312) + - Context menu now presents columns in display order. (#9312) + - Fixed and clarified the behavior of using `TableSetupScrollFreeze()` with columns>1, + and where some of the columns within that range were Hidable. + - Before: `TableSetupScrollFreeze(N, 0)`: include the N left-most visible columns as + part of the scroll freeze. So if you intentionally hide columns